recursal/Fanatic-Fandom huggingface dataset:
Goblins

**Lifespan:** 80 years

**Place of Origin:** The Crimson Mountains

**Languages:** Goblin

**Darkvision:** Yes, 60 ft.

**Racial Distrust:** Most outsiders

**Biological Compatibility:** Goblins

* Goblins, similarly to Orcs, are one of the naturally antagonistic races of Orrin, residing in the perilous Crimson Mountains. Unlike Orcs, Goblins tend to live underground and are not as aggressive as Orcs, preferring to use hit-and-run tactics when attacking other races. They are more intelligent than the average Orc, which is counteracted by their smaller size and frailer frames. Because they are weak individually, Goblins tend to attack in groups of at least 5 to compensate. Their villages, situated in underground caverns, are generally self-sufficient (Goblins survive off of the various fungi and cave creatures for food), so they are not commonly encountered when travelling the roads of the Crimson Mountains. They are, however, fiercely defensive of these villages, and will be actively hostile towards those that stray too close to the entrances of their caves.

* Like Orcs, Goblins are particularly hostile towards Dwarves, Elves, and Humans, as these three races are the most powerful majority races in the northeastern region of the continent. They are not as unreasonable as Orcs and will prefer to scare these races off before facing them in direct combat, but once a fight has been initiated, they will not surrender unless the majority of their forces are defeated or if the safety of their villages are directly involved.

* Goblins as adventuring partners are extremely rare, as they prefer to remain with their own kind. Those who do find themselves in the company of a Goblin, however, may find that their crafty and mischievous natures are useful against their foes.
READY→⇒→GO! (song)

**READY→⇒→GO!** s a song performed by Asami Sanada, Miyuki Sawashiro, and Kyoko Hikami. It was used as the opening theme of the radio show Dejiko-san.

## CD releases

* Original version
	+ READY→⇒→GO! (May 22, 2002)
* Live
	+ Di Gi Charat & Angel Corps Concert in Yokohama Arena Di Gi Charat EDITION (January 1, 2003)
* RADIO-EDIT
	+ Dejiko-san Radio Sound Collection (February 26, 2003)
* Daylights mix
	+ Dejiko-san Radio Sound Collection (February 26, 2003)

## Lyrics

* Kanji
* Romaji

Are You Ready? Go！

Ready Go！　飛び出そうよこの未来へ　何も怖くない

君は一人じゃない　信じていて夢は叶えられる！

Blueに染まる日には　泣いてもいいよ cryin' cryin'

心からのシグナル　誰かに伝えればいい

ありそうでない事　なさそうである事

単純じゃないから　世界は不思議だよね

Ready Go！　思い出して　その勇気がすべて変えてゆく

いつも見守ってる 忘れないで今を輝くこと！

(Someday)(Someday)(Someday)　きっといつかは

(Someday)(Someday)(Someday)　見つかるから

宇宙全体ミステリー　知らないことも　tryin' tryin'

人の気持ちも同じ　十人十色謎めいて

上手くいかない時　諦めずゆくこと

簡単に見えても　以外に難しいよね

Ready Go！　流れ星も味方するよ　空を越えて行こう

君の宝物を　探し出して夢は掴むものさ！

(Someday)(Someday)(Someday)　きっといつかは

(Someday)(Someday)(Someday)　たどり着くよ

好きなことばかりじゃ　なんか物足りない

単純じゃないから　心は不思議だよね

Ready Go！　飛び出そうよこの未来へ　何も怖くない

君は一人じゃない　信じていて夢は叶えられる！

Ready Go！　思い出して　その勇気がすべて変えてゆく

いつも見守ってる　忘れないで今を輝くこと！

(Someday)(Someday)(Someday)　きっといつかは

(Someday)(Someday)(Someday)

Ready Go！　Ready Go！　Ready Go！　Ready Go！　Ready Go！

Are You Ready? Go!

Ready Go! tobidesou yo kono mirai e nani mo kowakunai

kimi wa hitori janai shinjiteite yume wa kanaerareru!

Blue ni somaru hi ni wa nai temo ii yo cryin' cryin'

kokoro kara no SHIGUNARU dare ni tsutaereba ii

ari soude nai koto nasa soude aru koto

tanjun janai kara sekai wa fushigi da yo ne

Ready Go! omoidashite sono yuuki ga subete kaete yuku

itsumo mimamotteru wasurenai de ima o kagayaku koto!

(Someday)(Someday)(Someday) kitto itsuka wa

(Someday)(Someday)(Someday) mitsukaru kara

uchuu zentai MISUTERII shiranai koto mo tryin' tryin'

hito no kimochi mo onaji juunin toiro nazo meite

umaku ikanai toki akiramezu yuku koto

kantan ni miete mo igai ni muzukashii yo ne

Ready Go! nagareboshi mo mikata suru yo sora o koete yukou

kimo no takaramono o sagashidashite yume wa tsukamu mono sa!

(Someday)(Someday)(Someday) kitto itsuka wa

(Someday)(Someday)(Someday) tadori tsuku yo

sukina koto bakaru ja nanka monotarinai

tanjun janai kara kokoro wa fushigi da yo ne

Ready Go! tobidesou yo kono mirai e nani mo kowakunai

kimi wa hitori janai shinjiteite yume wa kanaerareru!

Ready Go! omoidashite sono yuuki ga subete kaete yuku

itsumo mimamotteru wasurenai de ima o kagayaku koto!

(Someday)(Someday)(Someday) kitto itsuka wa

(Someday)(Someday)(Someday)

Ready Go!　Ready Go!　Ready Go!　Ready Go!　Ready Go!
Mace

Mace is a Gnome in The Delinquents campaign.

## Appearance

Mellie is noticeably older than most of the people at Squidsiddie University. She looks rather old and wrinkly, but she still has a youthful charm to her.

## Biography

#### Early Life

Little is known of Mace's early life. But, she has revealed to Agvahl that her Mace is only a nickname of hers.

## Personality

Mace is a generous and somewhat motherly figure. She carries herself with grace and dignity, something the rest of the party has noted in their interactions with her.

## Relationships

As of yet, Mace has not established any notable relationships.
Campaigns

While the history of Orrin is full of lengthy wars and political intrigue, tales of heroic adventures, and of the mundane everyday activities of the millions of beings living out their lives in the world, some of these events are more closely examined than others. These chains of events are called campaigns, and feature direct interaction with the world by the players through their characters, supervised and led by the dungeon master. Unlike other spans of time or events in the world, campaigns follow the journey of several characters that make up a party as they travel through the world, impacting it as they make choices throughout the events of their campaign.

Campaigns can vary in length, from so-called "one-shots" lasting only a single session to extended campaigns that may last several years. While some campaigns occur simultaneously or act as direct sequels or prequels to other campaigns, others (such as Starburst) occur well-removed from other campaigns and function as independent stories. The events that occur in a campaign are all canonical, meaning that the actions of a character in the year 500 will affect the state of the world and may have serious consequences for another character in a campaign set 500 years after the first. They almost always follow the journeys of notable, powerful characters and their contributions to important historical events, but a campaign is not required to have any significant impact on the world; some only act as short prequels for "more important" campaigns.

## List of Campaigns

The Collective (1000 - Current)

The Delinquents (995 - In Progress)

Kosvir's Band (995)

Starburst (500 - In Progress)

War Campaign (958 - In Progress)
War Campaign - Session 3

# The Festival Tent

This is the third session in War Campaign and the third session in the A War Campaign arc.

## Notable Events

* The group talks to Commander Arthur
* Frampton, Ysabella, and Marcus shop at Issac's Surplus Store
* Frampton meets Emerson in the healer's tent
* The group spend the evening at the Festival Tent

## Summary

**Connor needs to put dates here, 958**

* The party talks to Commander Arthur
	+ The group see Claude Dupont, another mercenary leader, speaking to Arthur
* Frampton, Ysabella, and Marcus shop at Issac's Surplus Store
* Frampton meets Emerson in the healer's tent
* The Party spend the evening at the Festival Tent
	+ Omar worked on mending the relationship between Marcin and Emile
	+ Omar, Marcin, and Emile run a liars dice scam against three of Claude's men
		- They receive help from a mysterious source
		- The men attack the party after they are found out for cheating
	+ Ysabella and Emile get fucked up

## See also

* War Campaign - Session 2
* War Campaign - Session 4
The Collective

*This article is about The Collective campaign. For the adventuring group of the same name, see The Collective (group). For a list of the sessions of The Collective campaign, see List of The Collective Sessions.*

The Collective is a campaign that follows the events of the eponymously named party consisting of the Half-Orc warrior Gorrn, the Changeling Badger, the Dwarven Justicar of Hyriat Flynt Meadglider, the Gnomish rogue Gnorbitt Half-Pint, the Half-Elven Sister of Arabella Rosanhi Balleth, and the Halfling bard, Roscoe Danwrick. Beginning on July 18th, 1001 in the city of Paradeen in the Gale Plains, the ongoing campaign follows the party as they travel across the world, combatting necromancers such as the dreaded pirate captain, Edward Lofy, impacting the lives of important political figures like Marquess Evangeline Davenport, and generally helping the people they come across while trying not to be too much of a nuisance.

This campaign is the first set in Orrin, having started in the spring of 2019. It is currently the longest ongoing campaign set in the world, with a runtime of almost two years (including several short hiatuses). It is also one of two campaigns dungeon mastered by Orrin creator and curator, Bret Jones.

## See also

* List of The Collective sessions
* Major Characters
War Campaign - Session 4

# Dark Hunter

This is the forth session in War Campaign and the fourth session in the A War Campaign arc.

## Notable Events

* Frampton has a vision of a memory in a dream (confusing, I know)
* Commander Arthur tasks the Group with rooting out a threat in Duskwood
* The group speaks with Matilda O'Brian about the disappearances
* The group fight a man in the foggy woods

## Summary

**Connor needs to put dates here, 958:**

* Frampton has a vision of a memory in a dream (confusing, I know)
	+ *Frampton chooses to spare the town in his memory*
* Commander Arthur tasks the Group with rooting out a threat in Duskwood
* The group speaks with Matilda O'Brian about the disappearances
	+ Sheamus, her husband, was the first to go missing
	+ Sheamus was going to his hunting cabin when he went missing
* The group fight a man in the foggy woods
	+ The man retreats after taking too much damage
	+ The group follow the man to his cabin
	+ Ysabella and Omar get knocked out quickly, only to miraculously recover immediately
	+ Marcin is knocked unconscious and later stabilized
	+ The group discover a cloak, a spellbook, and a pendant

## See also

* War Campaign - Session 3
* War Campaign - Session 5
Dwarves

**Lifespan:** 400 years

**Place of Origin:** The Crimson Mountains

**Languages:** Dwarvish

**Darkvision:** Yes, 60 ft.

**Racial Distrust:** Changelings, Elves, Orcs, Goblins

**Biological Compatibility:** Dwarves, Humans

* A proud race of warriors, smiths, and architects, the Dwarves of this world are a short, stout folk who live primarily in the Crimson Mountains, inside of great city-fortresses known as Citadels. Dwarven society is similar to that of the Humans, though there are differences. Unlike the Humans, who serve under one King, the Dwarves are ruled by a council of rulers of each of the 5 Citadels; these elder Dwarves are chosen through popular election, and candidates must pass a series of trials before they are allowed to be considered for ruling. Known as Mason-Kings, each one rules until he/she either steps down or dies, after which a new set of trials is run to determine who will fill the power vacuum. Beyond this, Dwarven society is similar to Human society; each individual works to his own accord, with the majority employed as smiths, miners, or warriors. They primarily speak Dwarvish, but many know Common or Orcish as well, either to communicate with Humans or to spy on Orcs.

* Dwarves are generally tolerant of other races, and often find themselves in the company of Humans brave enough to befriend them. Because of this, there are strong trade relations between the Dwarven Citadels and the Human Kingdom. They are also respectful of many of the races that inhabit the mountains, such as Firbolgs. Though accepting of most other races, Dwarves have a common disdain for Elves, Goblins, Orcs, and the like. Dwarves will refuse to work with Elves, believing them to be stuck-up and frail. Goblins and Orcs, on the other hand, are the natural enemy of Dwarves, and the Citadels fight a constant war against the roaming tribes of the Crimson Mountains. Besides this, Dwarves do not have any particular opinion towards any other race that dwells outside of their domain.

* Overall, Dwarves are a friendly but fiercely proud race. They value strength and honor, but recognize intellectual and magical ability, even if they themselves do not often possess it. Loyal and determined, the Dwarves make for good companions (to everyone except Elves), even if they are headstrong.
List of The Delinquents Sessions

The Delinquents campaign is broken into several different story "arcs", similar to seasons of a television show. An arc begins when a new, important narrative motivation is introduced and ends when this motivation is completed (such as the defeat of an arc's villain or the acquisition of a powerful artifact, the pursuit of which began the arc in the first place). Within each arc may occur several "storylines", which make up shorter, smaller narrative pieces that are often resolved in a few sessions.

## Introduction

### New School

* The Delinquents - Session 1
* The Delinquents - Session 2

### Crash Landing, Gorrn, & the Black Opal

* The Delinquents - Session 4
* The Delinquents - Session 5
* The Delinquents - Session 6

## Pictures of a City

### You've Got a Friend in Me / Friends in Low Places

* The Delinquents - Session 8
* The Delinquents - Session 9
* The Delinquents - Session 10

### Play The Game

* The Delinquents - Session 11
* The Delinquents - Session 12

### VOID

* The Delinquents - Session 13
* The Delinquents - Session 14

### The Friends of Mr. Cairo

* The Delinquents - Session 16
* The Delinquents - Session 17
* The Delinquents - Session 18
* The Delinquents - Session 19 (in progress)
* The Delinquents - Session 20 (in progress)
* The Delinquents - Session 21 (in progress)

### Good Times, Bad Times

* The Delinquents - Session 23
* The Delinquents - Session 24
* The Delinquents - Session 25
* The Delinquents - Session 26
* The Delinquents - Session 27
* The Delinquents - Session 28

### Glimpse of Us

* The Delinquents - Session 29
* The Delinquents - Session 30
* The Delinquents - Session 31 (in progress)
* The Delinquents - Session 32

## Current Arc (Currently Unnamed)

### Déjà Vu

* The Delinquents - Session 33
* The Delinquents - Session 34

### Radiohead

* The Delinquents - Session 35
* The Delinquents - Session 36
* The Delinquents - Session 37

## Trivia

* Starting at session 21, portions of the summaries are written by members of the Delinquents who have volunteered to help with the work/provide their own perspective of the events. Thanks, players!
* The majority of the storylines (like many other elements of Orrin) are named after songs, albums, or otherwise. Give them a listen!
Allies of MoonberryYT129

## **About MoonberryYT129**

MoonberryYT129 is the creator of Files of the Moonlight, and is still working on it. Their also making a full story to how all the characters know each other.

## **Connections with Blueberry da cat**

Blueberry da cat is the gf of MoonberryYT129. They also have some characters who crossover with each other, like Kytoo. Moon is jealous of one of their characters, Night, getting into the background of a comic they don’t read.
The Collective - Session 13

This is the thirteenth session in The Collective campaign and the fourth and final in the On the Road Again storyline of the The Dwarven Sword arc. Player feedback ranks this session at an 8.60.

## Notable Events

* Badger fooled the party into believing the role of "Doscoe".
* Trin was introduced to Cool John while watching the circus performances.
* The party watched an interpretive dance telling of the tale "The Stray Cat & The Sly Mouse".
* The party thwarted an attempt by some acrobats to steal the sword from Frederick.
* Trin joined the party in their journey to Edgemouth.

## Summary

**TUESDAY, AUGUST 1, 1000:** Having assumed the role of “Doscoe”, Badger was quickly located by the rest of the party but managed to talk his way out of the situation, convincing them that he was Roscoe's cousin. Slinking away, he returned back to normal so that Roscoe could perform for the circus. The rest of the party went through their acts; Rosanhi accidentally performed a self-deprecating comedy routine to the crowd’s pleasure, and Gorrn effectively beat the shit out of a posse of clowns for his performance, adding to the slapstick nature of the performance.

Following the party’s performances, Trin and Rosanhi joined the audience to watch the remaining acts. There, Trin was introduced to Cool John, and the group watched both Roscoe’s performance and an interpretive dance number recounting the story of two legendary thieves, the Stray Cat and Sly Mouse. During this number, the party noticed that a troupe of acrobats had begun to take the stage, secretly there to make an attempt to steal the sword. Swinging in from trapezes, the acrobats struggled with Frederick, who called out to the audience in an attempt to get help, while also maintaining the facade of a performance. The party, one by one, joined the fight, with the audience cheering on their introductions and actions, until all but one of the acrobats was killed (rather brutally).

With the sword still in their possession, Trin was invited by Cool John to join them on their journey to Edgemouth after she assisted the group. She accepted the offer and the circus prepared to leave in the morning.

## Gallery

The circus tent where the party thwarted the theft of the sword.
## See also

* The Collective - Session 12
* The Collective - Session 14
Nitroglycerin

Nitro was born to be a world famous doctor, and became one in just under 6 years. She takes her work very seriously, so Cherub, a nurse at the hospital, helps her distract the patient. Nitro soon befriended Cherub and had many moments with her. When Cherub was transferred to another hospital, Nitro couldn’t let it happen. When Nitro acted out, she got her spine broken in half. But she recovered fully, with a lot of luck.

## ***Personality***

Nitro is very friendly to her patients, and very committed to her job. They can’t really take a joke, since they also have a short fuse. She usually does the complex procedures, and makes Cherub wear a little bell for a pager. She can hear Cherub jogging through the halls with her bell still going.

## ***Appearance***

Nitroglycerin is an all white kittydog with grey markings on their left and right ears, under their eyes, and on her arms & legs. She also has pink inner ears and Sky blue eyes.

## ***Abilities***

Nitro has an incredible memory, she’s also able to move with precision and swiftness.
Halflings

**Lifespan:** 100 years

**Place of Origin:** The Grand Pasture

**Languages:** Halfling

**Darkvision:** No

**Racial Distrust:** None

**Biological Compatibility:** Halflings, Humans, Gnomes

* The most humble and unassuming of Orrin's races, the Halflings of the Grand Pasture want nothing more than to relax and enjoy their lives. The green hills of the Grand Pasture are the perfect home for the Halfling people, where their quaint farming villages reside. Not much troubles the lives of the Halflings, and the majority of them are perfectly comfortable with living their entire lives in the safety and peace of their villages. Each village is governed independently, similar to the Gnomish people, but many of the villages in the Pasture are connected in some way by the wide farm fields. Simple and reserved, there are nonetheless some Halflings who find themselves drawn to the road, though they often find themselves in places where they can better indulge themselves with luxuries. They are not generally ambitious, but exceptions do exist, and many of the villains of the world have found that to underestimate a determined Halfling may lead to their downfall.

* The Halflings have no qualms with any of Orrin's races. They find the Elves to be beautiful and sophisticated, though they think that they could benefit from relaxing once in a while. Many Halflings have Human friends, and they respect their adventurous nature but kindly ask that they keep their adventures to themselves; their stories are quite exciting enough for them. Halflings are kind-hearted and will open their homes to anyone in need, granted that they can fit inside. A friend of a single Halfling may soon find themselves a friend of a village, as they are close-knit communities. Halflings conduct trade with those who are willing to seek them out, but they do not prefer to establish caravans of their own.

* Halflings, though seemingly simple and predictable on the outside, are often capable of much more than one (and themselves) may expect. They are good friends to have, even if they are somewhat stubborn and apt to laze around.
Hosni Abu-Mulaweh

From childhood’s hour I have not been

As others were—I have not seen

As others saw—I could not bring

My passions from a common spring—

From the same source I have not taken

My sorrow—I could not awaken

My heart to joy at the same tone—

And all I lov’d—*I* lov’d alone—

*Then*—in my childhood—in the dawn

Of a most stormy life—was drawn

From ev’ry depth of good and ill

The mystery which binds me still—

From the torrent, or the fountain—

From the red cliff of the mountain—

From the sun that ’round me roll’d

In its autumn tint of gold—

From the lightning in the sky

As it pass’d me flying by—

From the thunder, and the storm—

And the cloud that took the form

(When the rest of Heaven was blue)

Of a demon in my view—

- Hosni, probably
Aasimars

**Lifespan:** 120 years

**Place of Origin:** Mixed communities (Fallen, Scourge, Protector)

**Languages:** Common, Celestial

**Darkvision:** Yes, 30 ft.

**Racial Distrust:** Orcs, Goblins, Tieflings

**Biological Compatibility:** Most bipedal races

* On the opposite side of the spectrum from Tieflings, Aasimar are a half-breed between a Human and a Celestial, a race of beings that act as servants of some good-aligned Gods and Goddesses. Appearing mostly Human in appearance, their Celestial heritage tends to make them exceptionally beautiful/handsome by Human standards, rivalling that of full-blooded Elves. Similarly to Half-Elves, Aasimar are generally regarded highly in Human society as a positive combination of the two races that came together to create them. Despite their heritage, not all Aasimar are naturally good, and many resent the expectations placed upon them by society, going so far as to consciously defy them by pursuing chaotic and/or evil paths. Like all of the other half-breeds, Aasimar tend to stick together, though some prefer the limelight of living solely amongst other Humans.

* Like Humans, Aasimar are wary of Orcs and Goblins, as they are naturally destructive races. Beyond this, Aasimar tend to share the few prejudices that Humans hold, with an emphasis on Tieflings. Although their Human halves provide no reason for dispute, Aasimar and Tieflings feel a natural animosity towards each other due to their parent race's disposition towards each other; Celestials, beings of pure good, are the natural opposites of Demons and Devils. With enough patience, however, the two races can find middle ground in their shared Human heritage that allows them to work together and potentially form friendships. Other races tend to prefer the company of Aasimar when compared to pure Humans, as they believe that their mixed blood dilutes some of the opportunistic tendencies of Humanity.

* Overall, Aasimar are a nice contrast between the familiar and the foreign, bringing more to a party of adventurers than a Human can by themselves.
Agvahl

Agvahl is a Goliath Barbarian in The Delinquents campaign.

## Biography

### Early Life

Agvahl Spent most of his early life within his tribe 'The Crimson Hammer Warriors'. At a young age he showed much of the desirable physical aspects of a warrior. He excelled in the physical trials set before him such as the 'Trial of Wind', the 'Trial of Zeal', and the 'Trial of Grace'. While physically strong, Agvahl was not the sharpest rock in the pond. He fell short in most of the more 'Mentally challenging' trials such as the 'Trial of the Wild', the 'Trial of Glamour' and the 'Trial of Knowledge'. Agvahl, while not smart, still provided a service to his tribe being the fastest and strongest Goliath to come from the tribe in decades, earning him his name 'Swift Guard'. His father, Agghan, felt ultimately disappointed in Agvahl, however, prompting him to banish Agvahl from the tribe and sending him to Squidsiddie.

## Personality

Agvahl is a very simple creature. He is told what to do, and does whatever he can to the best of his ability. He has also taken great affinity for performance enhancing substances such as Crimson.

In combat Agvahl likes to be in the enemies face and smash whatever he can, whenever he can. He takes great enjoyment in the blood-sport of combat and often sees enemies as helpless animals.

## Trivia

* Agvahl has a hard time remembering names, calling others by physical descriptors, or a bastardisation of their name.

* Has a position on the Squidsiddie Gnomball team, The Rock Crabs, as their Ram.
* Has a very high affinity for Gutter Snipe, which is often referred to as 'Bird'.
Nyon

Nyon is a gray kittydog oc who is friends with UwU and Pond

## ***History***

#### ***Early Life***

Nyon has seen all of their friends die before their very eyes. Their markings aren't that natural, they’re called Soul markings. Nyon was marked at a very young age with the tear-like markings on their cheeks. Nyon's friends, which include Natv, had been murdered on Nyon's harvest day (Birthday).

## ***Personality***

Nyon is extremely protective of UwU (Their only living trustable friend), and because of it, they put UwU in a continuous loop to protect them from being murdered. To everyone else, their just a little ball of fluff and worry. The ghost of Natv tries to comfort Nyon, but it only helps for a little while.

## ***Appearance***

Nyon is a gray kittydog with light green patterned markings on their dog ears, tail tip, area above their front paws, cat ear tips, area under their eyes and a marking on their head. They also have dark green eyes and a light green tongue

## ***Abilities***

Nyon’s markings give them an increased range of volume of voice and nature
The Collective - Session 26

This is the twenty-sixth session in The Collective campaign and the first in the Exploring the Buried Auction & Attack on the Docks sub-arc of the Treasure of Captain Lofy Arc.

## Summary

**THURSDAY, JANUARY 4, 1001:** It's the new year. Hooray! Early in the morning, a Half-Elf man by the name of Alexander Peart expressed interest in moving into the apartments below the Collective estate, his offer quickly taken up by Delorean. Gorrn went off into the forest that day and bagged a 150 lb deer, while Rosanhi and Roscoe went to the Church of Arabella to check on the orphans. There they met Madeline Harris, who had taken up the helm of the Church after the disappearance of the former leader of the Church. There, they learned that the Church did not have nearly enough space to hold the orphans; together, the three of them began planning a benefit concert for the orphans.

Remembering that they were instructed to meet a contact from the Gnomish "organization" in the Buried Auction, the party (led by Badger) went to the pocket dimension to learn what information the agent named Archer could provide (I realize that this makes it sound like a reference to the animated spy comedy Archer but that was wholly unintentional, I promise). Down in the Buried Auction, Gnorbitt had erectile dysfunction with a prostitute, and both him and Gorrn managed to purchase a fire whip, a rapier, and Dweed from two Dwarves, as well as an upgrade for Gorrn's maul (the thing is a big meat tenderizer now). Whilst there, the party also picked up a set of bagpipes, a book on learning both the Infernal and Primordial languages, and a copy of Goblin Grack's Cook Book Volume I (with his famous slow-roasted spider legs recipe!). Finally meeting with Archer, they learned that the map they possessed was part of an old pirate legend, one of the old Captain Lofy, who hid his treasure away and had the map to it branded upon four of his cabin boys. According to Archer, the map that they have might just be real and there's a rumor that the possessor of the fourth map is due to return to Paradeen very soon.

## See also

* The Collective - Session 25
* The Collective - Session 27
Kosvir's Band

The Kosvir's Band campaign is a prequel to the events of The Collective. The party consisted of Snow the brawler, Crete the warrior of Kel, Markus the illusive conman, Rayn the tempest, and Eliona the bard. Beginning sometime in the year 995, the campaign followed the party in joining the gang known as Kosvir's Band and participating in various heists, acts of arson, and spontaneous terror attacks across the city of Paradeen.

This campaign began in the fall of 2019 and was eventually terminated prematurely due to scheduling conflicts. It is focused on the events within the backstory of Badger, who is a player character in The Collective campaign. This campaign was dungeon mastered by Connor Timm, who also plays Badger in The Collective.
Changelings

**Lifespan:** 100 years

**Place of Origin:** Unknown

**Languages:** Dependent on Origins

**Darkvision:** No

**Racial Distrust:** Humans

**Biological Compatibility:** Changelings, Most bipedal races (Children born with a non-Changeling are dependent on the race of the Changeling's current form)

* The Changelings are one of Orrin's misfit races, cursed to take any form they wish, but never able to truly know a home. Changelings, as a whole, are a generally mischievous race due to their abilities, which often finds them socially ostracized once their true forms are discovered. They have no real racial prejudices, as they themselves can take the form of any race, but find themselves antagonized by Humans and Dwarves. Despite their abilities, many Changelings strive to find places where people will accept them for who they are, and treat their adoptive family like their own. They have no real settlements of their own, and instead tend to form secret groups and safe havens in the cities of the other powerful races.

* Changelings have no particular preference when it comes to races, instead developing their feelings towards other races based upon the society that they live in. They are not particularly wary of outsiders, as they themselves are, and Changelings who grow up by themselves tend not to have any particular feeling towards any of the races. Many Changelings often have a favorite form, and they tend to bond with those of the same race as that form. They are willing to work with anyone who accepts them for who they are.

* Changelings are not totally destined to become outsiders, and make good members of adventuring parties who value their unique skillsets and abilities. Those who can keep track of a Changeling's many different forms will find their company to be worthwhile.
Dere Luna

## ***World***

### **Description**

Dere Luna is basically the home base for most of Moons OCs. It’s described as having pale green grass and a summer sky, usually with subtle clouds. There are native fruit that grow in this verse, like pineberries, poppers, and charmfruit. The trees that the fruit grows on are oak trees with lavender colored leafs.
The Collective - Session 22

This is the twenty-second session in The Collective campaign and the first in the Events in Nottenhold, the Dwarven Citadel sub-arc of the Dwarven Sword Arc.

## Summary

**WEDNESDAY, AUGUST 9, 1000:** With the party safe from the threat of the Chub, they took a much needed moment to relax as the bulk of their journey was finally behind them. Spending the next four hours cruising through tunnels and passageways in their minecarts, John explained that they would be headed to an old, closed-down section of Nottenhold, the Northern Dwarven Citadel. While they were there, he needed to meet with one of his contacts, and because they were arriving early, it would take him some amount of time to do so. He had taken some other jobs to keep himself busy while he was in the Citadel, so he offered them (and their rewards) to the party as a show of good faith. Having no other tasks to complete, they accepted them. Coming to a stop in a derelict old building at the end of the cavern, the party became very interested in a group of meadworms resting upon the ceiling, secreting goo that splattered upon the ground. Rosanhi was splattered in the face with some, instantly improving her complexion and giving her a shiny glow. While Rosanhi chased Roscoe around with some goo, Evangeline hucked a rock at a meadworm to dislodge it from the ceiling, quickly regretting her decision and giving it to Badger. Everyone smeared goo over themselves to clear their skin. It was kind of strange, but also somewhat wholesome. I liked to imagine it like they were playing in some weird, weird snow. Vega decided that she would teach Bartholomew to fly, and they uncuffed John so that he could go do his shit.

Leaving Gnorbitt with the cart, the rest of the party climbed out of the cavern through a hole in the wall and began to take in the sights and sounds of the Citadel. Badger assumed the form of Bädger, a Dwarven man with a long beard, while Roscoe actively tried to avoid drawing any attention to himself. Rosanhi attempted to hide her ears, the telltale signs of her Elven heritage, but was unable to. Taking a look at the list of tasks, the party decided to visit the “train station” to pick up a dead-drop left for John. Spreading out across the platform, they scoured the area for a broken tile underneath which a note was left, instructing the party to plant one of the sending stones they had been given on a corrupt railway official. Quickly identifying the official, Bädger shifted his form into Bädgerette, a Dwarven woman with an even longer beard than before, and started to walk with a purpose towards the VIP car of the newly-arrived train. Roscoe and Rosanhi instead opted to board the compartment behind him to avoid rousing suspicion. After a series of NSFW events, Bädgerette managed to plant the stone on the official while Roscoe watched through a window and Rosanhi continued to sightsee.

## See also

* The Collective - Session 21
* The Collective - Session 23
Half-Elves

**Lifespan:** 120 years

**Place of Origin:** Mixed communities

**Languages:** Common, Elvish

**Darkvision:** Yes, 30 ft. (Half-Moon), No (Half-High, Half-Wood, Half-Drow)

**Racial Distrust:** Elves, Goblins, Orcs

**Biological Compatibility:** Most bipedal races

* An excellent mixture of two of Orrin's most prominent races, Half-Elves come from the union between a Human and an Elf. Humans can have offspring with all four of the subraces of Elves, and therefore all combinations of Half-Elves are theoretically possible, although none but Half-Wood Elves are common. A Half-Elf has the characteristics of both of their parents, including the longer lifespan and ability of their Elven parent, and the ambition and perspective of their Human parent. The treatment of Half-Elves is dependent on the society. In Human society, Half-Elves are celebrated for their beauty and their mixed heritage, often considered to be a union better than the sum of its parts. They will find no issues intermingling with Humans, and often find themselves treated better due to their heritage. In Elven society, Half-Elves are looked down upon for their impure blood, and are socially ostracized, leading to many Half-Elves abandoning their Elven homes in exchange for more accepting societies. Due to their Elven blood, they tend to group together with other Half-Elves.

* Sharing in the prejudices of both of their parents, Half-Elves are generally wary of Orcs and Goblins. Many Half-Elves feel a disdain towards the Elves who have thrown them out, intent on proving that they are worthy of the same treatment as their pureblooded brothers and sisters. Other than this, Half-Elves are fairhanded when dealing with other races, and often are sympathetic towards those of other mixed races, who they often relate with. They embody qualities of both of their parent races, and often times benefit from the different perspectives from which they can view their lives.

* Half-Elves make for talented companions and friends, able to perform with a certain grace that Humans lack, yet ambitious enough to put these talents to good use.
The Collective - Session 24

This is the twenty-fourth session in The Collective campaign and the third and final in the Events in Nottenhold, the Dwarven Citadel sub-arc of the Dwarven Sword Arc.

## Summary

**THURSDAY, AUGUST 10, 1000:** With the Collective split up inside the grand Dwarven Citadel, Gorrn, Gnorbitt, and Badger began the search for their Halfling friend, Roscoe. While trying to find his companions himself, Roscoe stumbled upon the famous (or infamous) mead hall, King Torvus' finest. Having history with this place, Roscoe turned to flee from the establishment before being stopped by a tall man, seemingly unnoticed by the sea of Dwarves around him. Introducing himself to Roscoe oncemore as Feydrid, he bid Roscoe to return to the mead hall and to right the wrongs that he had done many years ago. Agreeing to this, Roscoe met up with his three companions and the four of them entered through the VIP entrance, guarded by a large stone golem. The four friends met with the contact they were instructed to seek out by John Gerschwin, an unbearded Dwarven woman who did not speak to them. Roscoe traded her the sealed documents for a map made from human skin. While the party drank with their contact, Evangeline stumbled over to them from across the hall and explained that she had been there for the past few hours, enjoying herself. Crying out Roscoe's name, she inadvertently alerted the hall to Roscoe's presence, where a Dwarf by the name of Geras Songheart demanded that Roscoe undergo the Gauntlet of Redemption to make up for his racially-charged comments from the last time he was in the hall.

Roscoe and his champions quickly proved that the challenges were no match for them. Roscoe defeated Geras in the first trial, the Trial of Song. Gorrn, acting as Roscoe's stand-in, defeated the mute contact in the second trial, the Trial of Strength, and Roscoe and Evangeline bested the Dwarven twins in the third trial, the Trial of Merriment. With the trials bested, Roscoe was redeemed in the eyes of the Dwarves and, to celebrate, was taken with his companions on a six hour bender across all 19 mead halls in the Citadel, being gifted the Gauntlets of Redemption by Geras as a parting gift. In the evening, the four members went to the trainyard to deal with Viteddo's job to find that Gnorbitt had already dealt with the situation, leading the Gnomish men in their efforts to loot an overturned train. They acquired Gnorbitt and snapped him out of a trancelike state before returning to Viteddo with Giacomo's seal of approval and receiving a favor from him, asking them to visit a noodle restaurant near the University of Squidsiddie if they ever found themselves there again.

## See also

* The Collective - Session 23
* The Collective - Session 25
Roscoe Danwrick

Roscoe is a Halfling Bard in The Collective campaign.

## Biography

When Roscoe was young, he was unlike his modest peers. He had no interest in leading a simple life and wanted his name to live on longer than he does. He found relative success in creating and performing music, though received criticisms for focusing more on his visual flair than his music. After performing for his fellow halflings for some time, he grew tired of the small scale of his performances due to the limitations of The Grand Pasture and sought greater venues

Roscoe continued this life for some time, travelling around Orrin, performing his flashy show for all sorts of races and tribes, often using his halfling stature to sell himself as an oddity to bring in more patrons. One day, he found himself touring near the Crimson Mountains, performing in a few populated citadels in the area, and had a special show that included many of the higher ups from the region. Between pieces, Roscoe made some quips that aimed to poke fun of Dwarvish culture. However, he may have taken things too far, resulting in a very angry crowd of dwarves driving him off. What followed was a wave of controversy which eventually drove him out of the mountains. (It was later discovered he was chased off because his insults weren’t hard enough).

Roscoe continued his tour, but he couldn’t shake the controversy. Wherever he went, either word of the controversy in the Dwarvish citadel followed, or a slip of the tongue created new offences. There came a point where Roscoe was known more for his controversial language than his performances. It came to a point where Roscoe had to lie low until the controversy died down if he wanted to keep performing, so that’s exactly what he did. He never settled down, travelling around Orrin, making enough to live, for a long while, until he noticed he was no longer getting glared at on the streets; people must have moved on or forgotten his transgressions.

Roscoe saw an ad for the talent show in which he went on to meet the rest of the party, hoping to regain his fame with this performance.

## Personality

During his heyday, Roscoe was quite the diva. However, after his unfortunate (first) death, Feydrid offered him a choice. Cut the arrogance and actually help people, or die for real this time. This led Roscoe to put aside his arrogance and focus on helping others under the threat of actual death.

## Trivia

* Roscoe's *Staff of Eeling* held exactly 1 charge for almost a year of player time.
Orrin Wiki

**Welcome to Orrin!**
A collection of lore for the world of Orrin, a Dungeons and Dragons 5e hybrid setting created and curated by dungeon master and D&D enthusiast Bret Jones on March 3rd, 2019.

Acting as the setting for a hybridized version of the Dungeons and Dragons 5e ruleset, Orrin has hosted several currently active and defunct campaigns by 3 different dungeon masters and 20+ players over the past 3 years. If you are one of those players looking to expand your knowledge of the setting, then look no further! If you're a fan of the streams or simply someone who ended up here on accident, then welcome! Please consider staying a while and feel free to get involved. Regardless of who you are, I'd like to extend a special thanks to you and everyone else who has allowed this project to become everything that it is. Without your dedication and enthusiasm to creating characters, stories, and content in this fictional world, this wiki wouldn't need to exist. Let's keep having fun!

## Important Articles

PlaceholderOrrinCharactersPlaceholderCampaignsPlaceholderGods & GoddessesPlaceholderRealmsTowns & Cities

*Player Quick Links - Session Summaries*

* List of The Collective Sessions
* List of The Delinquents Sessions
* List of Maximus' Manor of Mischief Sessions
* List of Starburst Sessions
* List of Syrinian Horrors Sessions
* List of War Campaign Sessions
* List of What The Hill Holds Sessions
Gnomes

**Lifespan:** 200 years

**Place of Origin:** The Forest of Eternal Spring (Forest Gnomes), The Crimson Mountains (Rock Gnomes)

**Languages:** Gnomish

**Darkvision:** Yes, 30 ft. (Rock Gnomes), No (Forest Gnomes)

**Racial Distrust:** Orcs, Goblins

**Biological Compatibility:** Gnomes, Humans, Halflings

* Gnomes are a kind-hearted and curious people, who love all that life has to offer. The two subraces of Gnomes, Forest and Rock, differ mostly in their origins than in their personalities; both are fun-loving, inventive, and cunning in their own regard. Unlike Humans, Gnomish societies are not ruled by any sort of real government. Each Gnomish community is independent of the other and is led by a pure democracy, where all Gnomes get a say. In times of great strife, Gnomes have been known to band together under a common ruler for the good of the land, and some of the Rock Gnomes of the Crimson Mountains have since banded together to form the Gnomish city of Squidsiddie.

* Gnomes are tolerant of the majority of Orrin's races, believing that every race has its own valuable traits. Being a relatively independent race, many Gnomes decide to live amongst other races, primarily in the cities of the Dwarves, the Humans, and the Elves, where they are all accepted as equals. Due to their natural curiosity, others decide to become adventurers, scholars, bards, and every profession in between, often times with great success. They are not easily influenced by other races, instead preferring to live their life to their own accord.

* Overall, the Gnomes are a good people who love life and all that it has to offer. They make wonderful companions for any traveler, assuming that one can get used to their often over-the-top personalities.
Knockback Stick

The Knockback Stick (or KB Stick for short) is a stick with immense launching power. It can only be obtained via the /give command, an action that only Aloidia can perform. In the ChillCraft 3 universe, roughly 1 to 3 KB Sticks were in circulation. Only Towhy and Aloidia have been known to have these sticks but no one rules out the possibilty of another existing, maybe even in the ChillCraft 4 universe. Made strictly for fun, these sticks can send anyone flying from a simple touch of the stick. These sticks can come in many different forms of power, ranging from Knockback 1 to Knockback 2,147,483,647.
Orcs

**Lifespan:** 75 years

**Place of Origin:** The Crimson Mountains

**Languages:** Orcish

**Darkvision:** Yes, 60 ft.

**Racial Distrust:** Most outsiders

**Biological Compatibility:** Humans, Orcs

* Orcs, as a majority, are a race of uncivilized and barbaric tribal warriors and raiders. They live primarily in villages situated in the Crimson Mountains, though many are nomadic raiders who travel between the mountains to rob travelers. Each village is governed by a Warchief, often an elder Orc who has established his dominance through conquest. The Warchiefs primarily raid other races (such as the Dwarven Citadels), though they often will quarrel with each other over land and pillaging rights. Almost all male Orcs are either guards or soldiers, while women and children are tasked with prisoner management and village upkeep. Orcish life is intense and painted with blood, and because of this, Orcs themselves only live to be about 75 years old; until the last few years of their life, however, they are still as capable as they were 20 years younger, due to their genetics.
* Orcs are especially hostile to Humans, Dwarves, and Elves, the few of the races who have historically stood against the Orcs in combat. Towards other races, Orcs are still hostile, but are often more lenient, preferring to steal from settlements as opposed to utterly obliterating them. Very few Orcs are sympathetic towards the other races, and those who are quickly find themselves exiled (at best) or killed. They are, however, a particularly strong race who value combat prowess over all else, meaning that their warriors are powerful and to be feared.
* Orcs do not make great companions, as it is more likely that they would prefer to kill those of an adventuring party rather than befriend them. Rare exceptions DO exist, however, and a party containing an Orc is one not to be messed with in combat.