recursal/Fanatic-Fandom huggingface dataset:
Magebred Animals

Any animal can become Magebred through extensice artificial process known by House Vadalis. Only newborn animals can become Magebred, since they must be exposed to arcane chemicals and eldritch machinery over their developmental years. When treatments are completed and the animal is in the first part of adulthood. They are much larger and hardier than a standard example of their species. The cost of a Magebred animal is 4x the base price.

**Size:** Magebred Animals can grow up to one step larger than typical members of their species(medium to large ect. Players choice)

**Armor Class:** Magebred animal gain a +2 bonus to Armor Class.

**Hit Points:** Magebred animals gains double two more hit dice in hit points than it normally would have.

**Ability Scores:** Magebred animals add 2 to their strength and constitution scores. The bonus cannot make the score larger than 20.

In addition upon purchase you may choose one of the following to also add to the Magebred creature-

1)**Speed:** Magebred gains +10 movement speed to there overland movement speed or Fly/Swim speeds(if applicable)

2)**Tracking:** The creature gains the Keen Scent trait, if it already has this trait, it gains a +5 on Wisdom (Survival) rolls to track

3)+2 bonus to a mental score.
Paweł z Brukalic

**Paweł z Brukalic** - Syn Racława z Brukalic koło Henrykowa, brat Boguszy z Brukalic, bratanek Jakuba, syna Mieczysława. Razem ze swoim bratem w 1259 roku wymienili się z Klasztorem Cystersów w Henrykowie. Mieli otrzymać część Milowic w zamian za część Brukalic, które dostali po Jakub. Transakcja ta była opłacalna zarówno dla klasztoru, gdyż Brukalice znajdowały się tuz koło Henrykowa, jak i dla braci, ponieważ przychody z Milowic były dwa razy wyższe (Bis Tantum). Bracia późnie sprzedali swoją część Milowic Pęcisławowi (Pękosławowi/Pucławowi), bratu kasztelana oświęcimskiego Jarosławowi za 8 grzywien srebra (około 64 uncje).

## Źródła

* Sosnowiec. Obraz Miasta (2016) ISBN 978-83-944689-2-7, Tom I (ISBN 978-83-944689-0-3)
Heroes (Decks)

**Warrior**

Types:                 Defense and Attack

Starting Spells: Stab, Caution, Insight, Mend

Description:        “Classic martial combat. Combine weapon strikes with strong defense, and fight the Armies of Stuck head on.”

Upgrades:           Ace of Might, Queen of Swords, King of Shields

**Monk**

Types:                 Agility and Defense

Starting Spells:  Bash, Counter Punch, Mastery, Mend

Description:        “The art of the fist. Slow the enemy down to a crawl, and clear the board swiftly using powerful wild cards.”

Upgrades:           Ace of Focus, Queen of Incense, King of Bells

**Paladin**

Types:                 Defense and Willpower

Starting Spells:  Bash, Righteous Aura, Insight, Judge

Description:        “Unleash righteous furry. Gain Willpower as armor grows, and heal using destructive judgments.”

Upgrades:           Ace of Justice, Queen of Candles, King of Ankhs

**Rogue**

Types:                 Attack and Agility

Starting Spells:  Nimble Slash, Awareness, Sleight of Hand, Mend

Description:        “Fast and deadly. Gain agility with nimble attacks, and outpace the enemy by drawing extra cards.”

Upgrades:           Ace of Cunning, Queen of Keys, King of Coins

**Wizard**

Types:                 Willpower and Attack

Starting Spells:  Magic Sword, Awareness, Insight, Zap

Trait: Force Field

Description:        “Maximum Offense. Gain Willpower faster when attacking, and channel it into huge magical attacks.”

Upgrades:           Ace of Power, Queen of Wands, King of Tomes

**Bard**

Types:                 Agility and Willpower

Starting Spells:  Bash, Awareness, Inspiration, Song

Description:        “Fight with finesse. Inspiration provides bonus energy, which boosts the power of healing songs.”

Upgrades:           Ace of Inspiration, Queen of Crossbows, King of Flutes

**Barbarian**

Types:                 Attack

Starting Spells:  Wild Hack, Awareness, Insight, Tighten Headband

Trait: Pounding Skull

Description:        “Relentless aggression. Attack and destroy cards like a maniac, and unleash bonus destruction when on the brink of defeat.”

Upgrades:           Ace of Fury, Queen of Axes, King of Skulls

**Vanguard**

Types:                 Defense

Starting Spells:  Bash, Armored, Insight, Mend

Description:        “Tactical titan. Build up massive armor and strategically spend it as a resource to destroy cards.”

Upgrades:           Ace of Steel, Queen of Gauntlets, King of Helms

**Acrobat**

Types:                 Agility

Starting Spells:  Bash, Awareness,Teleport, Mend

Trait: Fleet Footed

Description:        “Flawless moves. Effortlessly sequence cards, with a powerful combination of advanced perception and well timed wild cards.”

Upgrades:           Ace of Instinct, Queen of Boots, King of Masks

**Sorcerer**

Types:                 Willpower

Starting Spells:  Bash, Awareness, Insight, Hypno Bolt

Description:        “Manipulate the mind. Balance attacking and healing, while shuffling disruptive cards into the enemy deck.”

Upgrades:           Ace of Vision, Queen of Eyeballs, King of Hats
Quietknives of Jarren's Outpost

The Quietknives are renowned as the most violent and the strongest family in Little Teaglaigh. They are retroactively stylised after the Russian mob.

## Relationships

* Halfling families - though they are unlikely to cooperate, the halfling families will still make business together.
* Greg Piss is indebted to each of the halfling families at the start of Jarren's Outpost Hustle.
* Because the halfling families are criminal by nature, they lock horns with the town militia frequently.
* The sabres and the Halfling families detest one another.
* The Halfling families believe Damian Eaton was racist in his ruling of them.

## Characters

* Papa Quietknife.
* Weedy surgeon.

## Plot

* In For Life, For Love, For Me, Leo is picked up by a Quietknife carriage, in which Papa Quietknife threatens him into stealing the weapon for their family.
* In Coffees To Go, Greg is hoisted into the Quietknife carriage. He's told that they bought his debt to the Littlelows. They take one of his lungs.
* In Papa Littlelow, the Quietknives buy Greg's debt to the Surefoots.
* In Lie For An Eye, Greg crashes the carriage he escaped on. He's brought into the Quietknife carriage where Papa Quietknife has his eye removed.
* In Souleater, with Little Teaglaigh destroyed, the halfling families succumb to warring.
Wizard

## Wizard Deck

### Description

“Maximum Offense. Gain Willpower faster when attacking, and channel it into huge magical attacks.”

### Price

40 Wildstone

The Wizard class is possibly one of the hardest to play, it focuses on Willpower spells, and doesn't have much capacity for healing.

## Starting Spells

The Wizard has several spells that are exclusive to this class.

Magic Sword (Exclusive)

Awareness

Insight

Zap

### **Wizard Spells (from shop)**

Shock (requires Zap) battles 5-18

Jolt (requires Shock) 9-18

Magic Disk 7-18

## Upgrades

The Wizard card upgrades focuses on gaining as much willpower as possible to unleash massive spells.
Abisynia

**Abisynia** - charakterystyczna dla Sosnowca w okresie międzywojennym dzielnica biedy. Abisynia znacznie się wówczas rozrosła. W rejonie tym mieszkali głównie bezrobotni i przestępcy budujący lepianki ziemne (wykorzystywano też blachę i tekturę). Tak pisała o niej brukowa Torpeda:

*Są na Abisynii ludzie różni: uczciwi i złodzieje, mniej lub bardziej biedni. Są tacy, którzy jedzą dwa razy lub raz dziennie.*

Już tylko najstarsi mieszkańcy miasta ją pamiętają. Położona była wzdłuż ulicy Naftowej, między między torami kolejowymi Drogi Żelaznej Iwanogrodzko-Dąbrowskiej  (Dęblińskiej) a korytem Brynicy, mniej więcej za zabudowaniami dworca kolejowego Sosnowiec Południowy, na północny zachód od Radochy. Abisynia powstała w dwudziestoleciu międzywojennym i była typową dzielnicą slumsów na obrzeżach dużego miasta. Była najbrudniejszą plamą na honorze władz. W miejscu późniejszej Abisynii przed rokiem 1914 istniał rosyjski kordon graniczny (strażnica).

Pod koniec lat dwudziestych XX wieku, po wybuchu wielkiego kryzysu gospodarczego, zaczęli się tam osiedlać ludzie ubodzy eksmitowani z mieszkań za niepłacenie czynszu oraz ci z przybyszów z innych regionów ściągających do Zagłębia Dąbrowskiego w poszukiwaniu pracy, którym się nie powiodło. Bez zezwolenia nadzoru budowlanego wznosili na terenie pokordonowym prowizoryczne budy mieszkalne z rozbiórkowych cegieł, odpadów drzewnych, blachy itd. W ten sposób do lat trzydziestych powstało duże osiedle bezrobotnych — slumsy na obrzeżach dużego miasta przemysłowego.
Nadana spontanicznie nazwa osiedla pochodziła od afrykańskiego kraju (obecna Etiopia) (i nawiązywała do innych osiedli tego typu w miastach przemysłowych Górnego Śląska i Zagłębia Dąbrowskiego, na przykład Brazylia, na pograniczu z Czeladzi), który z powodu toczącej się w latach 1935-1936 wojny z Włochami gościł na pierwszych stronach ówczesnych gazet, Pekiny, Meksisko itd. Podobne egzotyczne nazwy nadawano też innym powstającym wówczas osiedlom biedoty, na przykład w Mikołowie na Górnym Śląsku.
Powojenna propaganda PRL akcentowała istnienie Abisynii jako smutnej pozostałości okresu kapitalistycznego, która nie miała racji bytu w realnym socjalizmie. Z tego powodu dla mieszkańców lepianek wybudowano trzy bloki mieszkalne (ulice Naftowa, Akacjowa, Różana), do których uroczyście ich przeprowadzono 5 Listopada 1955 roku.

## Źródła

* Sosnowiec Znany i... Nieznany (1992)
* Tomasz Kostro i Anna Urgacz-Szczęsna - Sosnowiec Między Wojnami, Opowieść o życiu miasta 1918-1939 (Dom Wydawniczy Księży Młyn). ISBN 978-83-7729-067-5
Traits

Traits modify the Enemies encountered along the Hero's path. Traits can add to the deck of cards used each turn by Enemies in battle, or even grant the Enemy passive abilities. On Normal difficulty, enemies have up to one trait in battles 2~6, up to two in battles 7~15, up to three in the last 16~18, and Emperor Stuck has no traits.

Note 1: When a trait says it has a chance to curse or corrupt cards, it alters the play deck (front cards and back cards). If a trait indicates a power over a certain curse, but does not mention a "chance", it alters the enemy's ability deck instead.

Note 2: This page is currently under construction. Not all traits are listed yet, nor have all areas in which the listed traits can be found been confirmed and thus included, nor have the number of traits that enemies have in Epic been confirmed as of yet.
Solitairica Wikia

Work in progress...

### Welcome to the Solitairica wiki!

Hopefully this wiki will help answer any questions you might have on your journey to defeat Emperor Stuck.

Solitairica is a rogue-like dungeon crawler built around golf solitaire. Instead of the 4 suites of playing cards, you are playing with 4 types of energy: Attack, Defense, Insight, Willpower. You can use that energy to cast Spells to aid you in your journey. Fight though 18 battles of semi randomized Enemies with randomized Traits and occupations. Earn coins from enemies, combos and cards that can be used to purchase new Items and Spells. to make your way to the Castle Stuck, where you fight the final boss Emperor Stuck.

You will probably die many times on your way to beat the Emperor, but along the way you get rewarded Wildstone, which you can use to buy more Heroes (Decks), or upgrade your favorites.
Paladin

## Paladin Deck

### Description

“Unleash righteous furry. Gain Willpower as armor grows, and heal using destructive judgments.”

### Price

40 Wildstone

The Paladin uses armor spells that build up its willpower, and also has very powerful healing spells.

## Starting Spells

The Paladin has several spells that are exclusive to this class.

**Bash**

Damage selected front card. (3 attack)

**Righteous Aura (Exclusive)**

Gain 2 armor and 1 willpower.(3 defence)

**Insight**

Peek at the top card of your deck.(1 agility)

**Judge (Exclusive)**

Damage random back card and restore 2 hearts(4 willpower)

### **Paladin Spells (from store)**

Righteous Shield (requires Righteous Aura) battles 5-18

Righteous Wall (requires Righteous Shield) 9-18

Rebuke (requires Judge) 5-18

Admonish (requires Rebuke) 9-18

## Upgrades

The Paladin card upgrades focus on mitigating damage and healing.
Rogue

## Rogue Deck

### Description

“Fast and deadly. Gain agility with nimble attacks, and outpace the enemy by drawing extra cards.”

### Price

40 Wildstone

The Rogue class focuses on gaining agility to draw cards for free.

## Starting Spells

The Rogue has several spells that are exclusive to this class.

**Nimble Slash (Exclusive)**

 Damage selected front card and gain 1 agility.(4 attack)

**Awareness**

Add 1 armor.(2 defense)

**Sleight of Hand (Exclusive)**

Immediately draw your deck's next card.(3 agility)

**Mend**

Restore 1 heart.(3 willpower)

## Upgrades

The Rogue card upgrades focuses on getting gold.
Bard

## Bard Deck

### Description

“Fight with finesse. Inspiration provides bonus energy, which boosts the power of healing songs.”

### Price

40 Wildstone

The Bard class focuses on gaining energy quickly to enable a powerful heal.

## Starting Spells

The Bard has several spells that are exclusive to this class.

Bash

Awareness

Inspiration (Exclusive)

Songs (Exclusive)

## Upgrades

The Bard card upgrades are well balanced in their abilities.
1913

Rok w XX wieku. Liczył 365 dni. W tym roku Królem Królestwa Polskiego (i Carem Rosji) był Mikołaj II Romanow, a prezydentami Sosnowca byli Mieczysław Lupiński i Władysław Mrówczyński.

## Urodzili Się

* 6 Stycznia - Edward Gierek (w Porąbce), polityk, działacz komunistyczny, w latach 1970–1980 I sekretarz Komitetu Centralnego Polskiej Zjednoczonej Partii Robotniczej.
* 5 Lipca - Michał Leśniak (w Krakowie), aktor teatralny (miedzy innymi Teatru Zagłębia) i filmowy.
* 22 Lipca - Czesław Główczyński (w Będzinie), major lotnictwa Polskich Sił Zbrojnych na Zachodzie, as myśliwski.
* 10 Sierpnia - Gerard Wodarz (W Hajdukach Wielkich w Niemczech), piłkarz (napastnik) Ruchu Chorzów, reprezentant Polski, olimpijczyk, trener Stali Sosnowiec.
* 20 Sierpnia - Tadeusz Domagała (w Będzinie), oficer wojska polskiego.
* 9 Listopada - Adam Żebrowski (W Sosnowcu), prawnik, polityk i bankowiec.
* 10 Listopada - Artur Woźniak (W Krakowie), piłkarz, dwukrotny król strzelców polskiej I ligi, reprezentant Polski, trener Zagłębia Sosnowiec.

## Zmarli

* 1 Marca - Walenty Julian Myszkowski, aktor, śpiewak, reżyser i dyrektor teatrów (między innymi Teatru Zimowego w Sosnowcu)

## Wydarzenia

* 6 Marca - Wielka iluminacja miasta (także okien prywatnych) w 300. rocznicę panowania caratu z dynastii Romanow.
* 15 Marca - Prezydentem miasta zostaje Władysław Mrówczyński.
* 22 Maja - W Krakowie zmarł Józef Czajkowski wybitny lekarz bakteriolog.
* Powstaje Stowarzyszenie Kupców Polskich.
* Otwarta zostaje Polska Fabryka Wód Mineralnych Wit przy ulicy Sieleckiej.
* Powstała Sosnowiecka Kotlarnia Wyrobów Miedzianych i Metalowych Braci Piątkowskich przy alei Mireckiego.
* Uruchomiono kopalnię Klimontów II w Klimontowie.
Zombie Plagued Chult III

Campaign that aired from October 2020 to April 2021

Starring Tiefany Grace and Pop Mandarin

## Episodes

1. The Tomb of the Nine Gods
2. Obo'laka's Tomb
3. Wongo's Tomb
4. Moas Tomb
5. Containers and the Contained
6. A Party Divided
7. Papazotl's Tomb
8. Pip & Pop
9. Heart to Heart
10. Kubazan's Tomb
11. A New Mandarin
12. I'jin's Tomb
13. Dungeon Art
14. Unkh's Tomb
15. Shagambi's Tomb
16. The Lurker of the Deep
17. Cogs of Hate
18. Turning on a Dime
19. Rumble in the Cog
20. Hags
21. A Lovely Meal
22. All Babies are Monsters
23. Self Sacrifice
24. A Good Meal
25. The Return of the King
26. Wishful Dilemmas
Лялька з мотлоху

## Лялька з мотлохуガラクタの人形

**Лялька з мотлоху** 「**ガラクタの人形**, *Garakuta no Ningyou*」 - персонаж, що живе в Ілюзорному світі. Його голос можна почути ще в першій серії Clannad, проте особисто він з'явився тільки в «Перший крок».

Його тіло було створено Дівчиною з ілюзорного світу. Його висота становить, приблизно, половину зросту дівчинки. Він не може говорити, оскільки у нього немає рота, але він може спілкуватися за допомогою жестів. Він не може відчувати тепло або холод. Є інкарнацією Томої, однак він не пам'ятає про своє минуле життя. Збереглися лише обривисті спогади, спираючись на які, він умовляє дівчинку покинути Ілюзорний світ, пішовши в інше місце. Не будучи людиною, не може створювати речі з непотребу.

Його найбільше бажання полягає в тому, щоб дівчина в ілюзорному світі була щаслива. Для цього вони намагаються створити ще одну ляльку, але у них нічого не виходить і вони вирішують побудувати дитячий майданчик. Дівчина спробувала створити літальний апарат, але вона не встигла до наступу зими, через що їй довелося припинити будівництво. Лялька намагається допомогти, але нічого корисного зробити не може. Потім вони вирушають в дорогу пішки, сподіваючись піти з ілюзорного світу. Перед самою смертю дівчина просить його зібрати  сфери світла, щоб врятувати Наґісу, Ушіо та самого себе від трагічного фіналу. Зрештою, вони повертаються до своїх первісних «я».
Морська зірка

**Морська зірка** 「**ヒトデ**, *Hitode*」 - предмет обожнювання Фуко Ібукі. З невідомих причин їй дуже сильно подобаються саме морські зірки. Фуко вирізає морські зірки з дерева, щоб подарувати їх учням з школи Томої, тим самим запрошуючи їх на весілля сестри. Втім, спочатку Томоя думав, що це звичайні зірки, щоправда інші побачили у дерев'яних виробах саме морські зірки. Коли родина Фурукави допомагала Фуко вирізати морські зірки, в їх булочній з'явився новий хліб, що має вигляд морської зірки. Морська зірка є невід'ємною частиною образу Фуко, навіть у назві її музичної теми є згадка морської зірки.
Chet Faker

Appearance: White skin, Black hair

Personality Traits: Alcoholic, Hates Strangers

Weapons: Long Sword, Crossbow,

Magic:Inspire Confidence, Blindness/Deafness, Risist Element, Hold Person, Tashas Hideous Laughter, Fascinate, Buff

Inventory: Leather Armour, Cloak of Charisma, Wand of Cure Light Wonuds, Shackles, 2 Potions of Invisibility, rope
Monk

## Monk Deck

### Description

“The art of the fist. Slow the enemy down to a crawl, and clear the board swiftly using powerful wild cards.”

### Price

40 Wildstone

The Monk class has lots of stuns and armor gains as well as a wild card ability to help clear the board when you get stuck.

## Starting Spells

The Monk has several spells that are exclusive to this class.

Bash

Counter Punch (Exclusive)

Mastery (Exclusive)

Mend

**Monk Spells (from store)**

Sky Punch available in battles 5-18

Lightning Punch (requires Sky Punch) 9-18

## Upgrades

The Monk card upgrades focuses on stopping enemy damage in its tracks.
Blank Character Sheet

Name -- LvX Class

Exp: X%

Personality:

Trait1 (+X/-Y)

Trait2 (+X/-Y)

Trait3 (+X/-Y)

Trait4 (+X/-Y)

Trait5 (+X/-Y)

Physical Description: *No more than 3 sentences, please*

Canonical Notation:

* Don’t forget your Physiological Scaling if applicable!

Stats:

+/- Vitality: **X** +/- Sensory: **X**

+/- Might: **X** +/- Reflex: **X**

+/- Resilience: **X** +/- Vigor: **X**

+/- Spirit: **X** +/- Skill: **X**

+/- Arcane: **X** +/- Intelligence: **X**

+/- Will: **X** +/- Luck: **X**

Abilities:

BasicAbility1 LvX

* *Ability note if necessary*

AdvancedAbility1 LvX

BasicAbility2 LvX

AdvancedAbility2 LvX

BasicAbility3 LvX

AdvancedAbility3 LvX

Current Equipment: *(X/12 Sheath Slots Filled)*

UpgradeName (Upgrade X ItemType) Quality: *Item Skin if applicable*

* Enhancement1 (Type): *Description*
* Enhancement2 (Type): *Description*
* Etc.

*SetName* (Upgrade X) Quality

*SetItem1Name* (ItemType)

*SetItem2Name* (ItemType)

* Enhancement1 *SourceItem* (Type): *Description*
* Enhancement2 *SourceItem* (Type): *Description*
* Etc.

Store Options:

Option1: *Description*

Stash:

ItemName (Upgrade X ItemType) Quality: *Item Skin if applicable*

* Enhancement1 (Type): *Description*
* Etc.

ConsumableType: Consumable X/Y Uses: *Description*

Xx Consumable: *Description*

Artifact: *Effects, if any*

Other stuff (Pedestals, Vouchers, Chambers, etc.) can be recorded intuitively

Essences:

**Essence**: *Description*

Companions:

**Companion**: *Description*

* + Conduit Notation
* Power1: *Description*

Allies:

**Ally**: *Description* (**X** **Merit**)

* Conduit Notation

Recipes:

**Recipe**:

* Ingredient1
* Ingredient2
* Etc.

Mission Record:

1. *Mission1*
2. *Mission2*
3. *Mission3*
4. *Etc.*

Official Information:

Full Name: **CharacterFullName**

Age: **XX**

Date of Birth: **RealWorldEquivalent**

Height: **X’Y”**

Weight: **XXXlbs**

Natural Hair Color: **Desc**

Natural Eye Color: **Desc**

Natural Skintone: **Desc**

Identifying Features: **Desc**

Notes:
Sabers of Jarren's Outpost

The southeastern and perhaps largest part of Jarren's Outpost is occupied by the Sabers. They are relative newcomers to the city but have had a campaign of conversion to its religion following Lady Willow. They are regarded as righteous and extreme. To the section's east is Little Teaglaigh, with the militia-controlled section above it, and the area occupied by the Chuch Of Nomes is to its northeast. Befpre the events of Jarren's Outpost Hustle, when they came to occupy the city, they also took over Fort White (within that same section) which was previously occupied by The Black Hand and then sacked.

## Relationships

* Greg Piss must fetch the Sabers the weapon to marry Laura.
* The Sabers and the Halfling families detest one another.
* Graggia does not approve of the Sabers.

## Characters

* Laura Filmore - Greg Piss's "girlfriend"
* Lady Evelyn Plain

## Plot

* In For Life, For Love, For Me, Greg is offered by Evelyn that they will lie to Laura, his girlfriend, that he is a worshipper of Lady Willow in return for the weapon.
* In Lie For An Eye, Greg goes to the Sabers and attempts to persuade them to attack Rhodes Keep. After interviewing Greg, Evelyn Plain has his eye replaced with a magic glass one, through which the Sabers can see.
* In Locked, Periwinkle crushes Greg's Saber eye.
* In Trouble On The Homefront, it is revealed that the Sabers did not get involved with the seige of Rhodes Keep. In the guardhouse is a letter from Laura's family to Greg, expressing concern for his self.
* In Souleater, the Sabers have occupied the Church of Nomes' area beside the gnomish district. They are conscripting people to fight the gnomes.
Kol Korran

## Kol Korran: God of Trade and Wealth

The Sovereign of World and Wealth, **Kol Korran** is the only second generation member of the Sovereign Host; which is fitting since trade and commerce only come into play once the other elements of civilization have been established. Kol Korran is the patron of traders and merchants, though rogues and thieves also worship his darker aspects. Though loyal to the Host, Kol Korran frequently schemes and lays plots to enrich himself, often at the expense of other members of the Host.

Kol Korran is the son of Olladra and Onatar and is often depicted as a cheerful, fat human or dwarf and occasionally as a white dragonlaying atop a pile of ice blue gems.
Jihae

Water Genasi Druid.

Ocean-colored skin, long black hair, and a very tall (about 6 feet, 3 inches) and skinny physique make her stand out enough on her own before one realizes that she only ever wears bathing suits and patchwork outfits that appear to be composed of cast-off scraps in white, blue, and yellow.  Carrying only a driftwood stick and occasionally a small pack, she seems both pensive and shy.  When she moves, it becomes apparent that she's also a bit clumsy, and her lanky, skinny arms appear to be the opposite of strong. Her social skills are rather lacking, and her often squeaky, porpoise-like voice expresses astute observations in a dorky manner.
Barovia

A rarity in DnD Is For Nerds, a world that may or may not be considered part of Ogg Nott.

> *“Though you may not see water for miles around you can consider yourself trapped. The mists that encircle us are like prison walls. And who is the warden of this prison you ask? None other than the wonderful, the terrible, the powerful Baron Strahd von Zarovich. And the only way to leave this place is to kill him or die…”*
>
>

Technically a demiplan, the valley of Barovia was the oldest and best known of the Domains of Dread. Originally a location in a forgotten world of the Prime Material plane, the entire valley was transported to the Shadowfell by mists controlled by evil entities known as the Dark Powers. The realm was a prison for its dark lord, the vampire Strahd von Zarovich, as well as the entire population of the valley.

Adventurers frequently find themselves wandering into Barovia, but once they emerge from the otherwise impenetrable mists that surround the valley, they are unable to escape. The only people able to exit Barovia are the mysterious bands of Vistani, who have some kind of arrangement with Strahd.

Barovia is the primary setting for the Vampire Infested Barovia campaign.

As far as is currently known, the first DNDIFN character to find themselves here was Pip Mandarin, a little over a year before the events of Vampire Infested Barovia I. He served as the General in charge of a peasant army, alongside The Archmage (?) in the attempted siege of Castle Ravenloft, but fled in the final hour. Without its general, the army was quickly defeated.

1. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). *Dungeon Master's Guide 5th edition*. (Wizards of the Coast), pp. 51–52. ISBN 978-0786965622
2. ↑ Christopher Perkins, Tracy Hickman, Laura Hickman (March 2016). *Curse of Strahd.* Edited by Kim Mohan. (Wizards of the Coast), pp. 5, 9–10. ISBN 978-0-7869-6598-4.
3. ↑ Bruce Nesmith, Andria Hayday, William W. Connors (1994). “Realm of Terror”. *Ravenloft Campaign Setting* (TSR, Inc.), pp. 12–15. ISBN 1-56076-942-4.
Hecktor

"Hecktor the Beautiful," also known as "Hecktor Dragonsbane" is a 26 year old humanoid Aasimar Paladin of Pennia.

First appearance in Search for A'Helm

Writer's Comment: THESE ARE ROUGH NOTES!!! Need to be refined, with references attached!

Knight of the Order of the Sun, a holy order of knights devoted to the human pantheon, especially Nomes and Pennia. Wears a holy symbol, the Sun and Stars. Sent by the church on the same mission with Ser Grace.

Soft spoken, polite, sing-songy slightly Scottish/Irish accent.

Assimir (angel boy) - your development was touched by Celestial means, but still technically human, kind of.

Class: Paladin

Personality Trait: Very optimistic

26 years old, up and coming, "Life is good"

I like to help those in need.

I owe my life to the priest who took me in when my parents died. (When he was about 10)

Flaw: once i pick a goal I become obsessed with it.

Aasamir abilities:

Has a Deva (Galatia) who looks after him, speaks to you in dreams, often takes the form of a sort of Hindu goddess, lots of piercings and jewellery and multiple limbs. Always see her as being extremely large, ten stories tall. "As big as a hill."

fights with a two handed greatsword

healing abilities

oaths that i have to keep

Alliance: Neutral Good

Honesty, Courage, Compassion, Honour, Duty - the five tenets of his order

has to stick with them or risk unbecoming a Paladin (becomes a Pala-don’t, or “just a guy with a stick”)

can grow wings; an ability called "Radiant Soul" +6 radiant damage on attacks and grow wings for a short time (once a day)

Description: Diablo 3 Angels

glowing light wings but fuller, deep purple skin, glowing eyes, white hair

Played by Joel Zammit

glowing white eyes, booming commanding voice, feathery wings (nonfunctional), natural aura of white light, halos are possible.

gifted by your order, a high priest, you have been given (encased in amber) the finger bone of Saint Benedict. He is aware of tales that when you clutch it close to your heart in times of uncertainty when you feel you're being tested you can seek Saint Benedict's wisdom. (Like a magic 8 Ball - shake the finger!)

Settles on white hair and glowing white eyes.

White hair in a high ponytail. Ariana Grande but longer.

Has a horse named Radney who is white.
Markov

Markov was a Nordic human from Old Ashton in Hus Gra, tasked of taking a message to the city of Terrin. Accompanying the adventures he crossed the frozen wasteland of Hus Gra, flicked Krif's pointy ears and was present for the passing of Cartmichael.

He shows up in Vampire Infested Barovia as one of the ghosts of adventures who met their fates against Strahd.
Religions

A:

* Arawai - Goddess of Fertility (Sovereign Host)
* Aureon - God of Law and Knowledge (Sovereign Host)

B:

* Balinor - God of Beasts and the Hunt (Sovereign Host)
* Boldrei - Goddess of Community and Home (Sovereign Host)
* Blood of Vol - Philosophy of Immortality and Undeath

C:

* Cult of the Dragon Below - Deities of Madness

D:

* Dol Arrah - Goddess of Sunlight and Honor (Sovereign Host)
* Dol Dorn - God of Strength at Arms (Sovereign Host)

* Kol Korran - God of Trade and Wealth (Sovereign Host)

* Olladra - Goddess of Good Fortune (Sovereign Host)
* Onatar - God of Craft (Sovereign Host)

* The Devourer - God of Nature's Wrath (Dark Six)
* The Fury - Goddess of Wrath and Madness (Dark Six)
* The Keeper - God of Greed and Death (Dark Six)
* The Mockery - God of Violence and Treachery (Dark Six)
* The Shadow - God of Dark Magic (Dark Six)
* The Traveler - God of Chaos and Change (Dark Six)
* The Path of Light - Philosophy of Light and Self-Improvement
* The Undying Court - Elven Ancestors
Zombie Plagued Chult I

Campaign that aired from July 2019 to January 2020

Starring Tiefany Grace and Pop Mandarin.

## Episodes

1. Welcome to Chult
2. Wakanga
3. Negotiation
4. Guides
5. Giants in the Dark
6. Friend and Foe
7. Chwinga
8. Crocodile and Man
9. Leather and Artefacts
10. Friend in Need
11. Sister Cyas
12. Nanny Pupu
13. Pterafolk
14. Upside Down
15. Orolunga
16. [Blank] in the Dungeon
17. Yellyark
18. Mercenaries
19. Farot the Guide
20. Confrontation
21. Return To Camp
22. Enemy at the Gates
23. Enemy Through the Gates
24. A Crazy Plan
25. Deathlock
Orcs of Jarren's Outpost

In the violence following the murder of King Goldcrest, orcs seized the docks of the city. After the gnomes used the superweapon they stole it off them but were unable to use it, so kept it with them in the docks as they attempted to unlock it. To its northwest is the gnomish district, to its west is the Blood Cult section, and to its southwest is Rhodes Keep and Eaton's section.

The orc camp only uses very little of the docks.  There is a large tent in the centre in which the orc chieftain resides.

## Relationships

* The orcs have a campaign against the whole city of Jarren's Outpost.

## Characters

* Orc Chieftain - it is supposed that it was the orc chieftain whose arm was torn off, gnomish superweapon in-hand, by Damian Eaton.

## Plot

* In The Docks, the party take out a couple of orc guards in the docks. When the gnomes erect their structure, and the dragon roars, the camp descends into chaos.
* In Dragon On Your Heels, the dragon lands in the orc camp and wreaks havoc. Gnomes descend from their contraption into the encampment. Some orcs discover the party's plan to find the weapon without being discovered. The dwarves arrive at the docks and join the battle. Dwarves, gnomes, the dragon and the party fight their way toward the main tent.
* In Confused Chieftain, the dragon takes the weapon from the main tent, tearing it from the chieftain's arm.
* In Coffees To Go, Irky tells Leo that the orc chieftain is alive.
* In Rat In A Maze, it is revealed that the orcs' numbers were halved from 10- to 5,000.
* In O'Rourke's Eleven, Leo tries to steal a boat but orcs are alerted too soon. They kill Meatpie, his familiar, and engage with him as he cuts the ropes mooring the boat. Leo flips the boat and escapes underneath it.
* In Souleater, it is reported that the orcs have another assault in the works, despite the fires in the docks area.
Ser Jordan Grace

Player Character

Played by: Jackson Baly

Horse: Blanche Dubois, cream but speckled.

A 55 year old knight, severely depressed because years of fighting have taken their toll on him. Knighting makes him unhappy. Wishes he was elsewhere.

He's an Eldritch Knight.

Personality trait: not better than peasants, we're all equal and will all die one day

Ideal: I have to protect my family.

Bond: In my knighting I made a pact with an Eldritch Being, if I die I'm going straight to hell. So I don't want to die.

Flaw: I have a scandelous secret (see Bond)

Favours fire themed spells

Alliance: Lawful Good

Fights with a spear

In excellent standing with the King of Candor.

Appears in the following Campaigns:

* The Search for A'Helm
* Fall from Grace: The Hag
* Fall from Grace: The City
* Fall from Grace: The Dungeon
* Greyhill Free Company (briefly)
Emanuel deMonster

Author of a series of extremely unhelpful books on monsters.

Emanuel deMonster (Featured in Zombie Plagued Chult.)

Emanuel deMonster: Dark Places Edition (Featured in Vampire Infested Barovia.)

Extracts from "Dark Places Edition"

“The direst of wolves may be known by their howl. Should you consider or encounter the noise with which the wolf is known before the wolf itself, then consider thyself before the direst of wolves. From there, to ensure it is not simply a normal wolf impersonating a Direst wolf one will need to wait until sighting said beast. Once this is the case search the wolf for Direst markings: armoured snout, spikey hair, mean and bloody eyes, unusual size (big not small), and clever brain. If you sight more than two you should consider a wolf of Direst proportions.”

-**Emanuel deMonster** on Direst Wolves VIBI-01

“The theory holds that if they are in a transmogrified state then the magic contained within the god’s own healing will attempt to heal them back to their state of origin.”

-**Emanuel deMonster** on Lycans VIBI-02

“As it is their very nature, they are susceptible to things based mostly on what they wereth and what they changeth into.”

-Emanuel deMonster on Lycans VIBI-03

“The besteth way that one might thy inform thyself upon thy’s pack Alpha leader would be to discover it thus through conversation with thine werewolves themselves.”

-Emanuel deMonster on Werewolves VIBI-03

*Only fire will distract a feasting dire wolf (regular).*

-Emmanuel deMonster on dire wolves VIBI-04
Jarren's Outpost Hustle

Template:CampaignTemplateJarren's Outpost Hustle is a Dungeons and Dragons 3.5 edition campaign ran by Adam Carnevale, starring Jackson B. Baly, Handsome Tom, and Joel Zammit, which revolves around the continued adventures of Leo Shadow after Season 2 as he navigates the city and various factions of Jarren's Outpost. Released after The Day the Circus Came to Town, it is one part of the Jarren's Outpost duology, and is followed by Jarren's Outpost Rumble. New characters include the human bard Greg Piss, played by Jackson, Zammit reprising his role as halfing rogue Leo Shadow and Handsome Tom as the half-orc fighter Periwinkle O'Rourke.
Church of Nomes of Jarren's Outpost

The Church of Nomes occupies the section in the north of the city. To its east is the gnomish warehouse section, to its west is the area occupied by the Sabers, and to its south is the militia-controlled centre of the city. When the events of Jarren's Outpost Hustle begin, the chief priestess is out of town. Father Keaton's full name is Buster Keaton.

## Relationships

* Periwinkle and his family worship Nomes.
* Father Keaton is aware of Greg's reputation.

## Characters

* Chief Priestess Clara Norman
* Father Keaton

## Plot

* In Coffees To Go, Greg goes to the Church of Nomes for help after his lung is removed.
* In Papa Littlelow, the party visits Father Keaton. He Heals Leo and Periwinkle.
* In Epilogue: Repercussions, Leo and Periwinkle wake up in the temple of Nomes.
* In Souleater, Leo and Periwinkle assess the situation with Clara Norman, then go to Little Teaglaigh with Father Keaton. They then return to the temple of Nomes and embark on ghost horses to the Littlelow estate.
* In Ave Maria, Leo and Periwinkle arrive at the Littlelow Estate with Father Keaton. Leo and Flip Sham facilitate negotiations to transport the gnomes between Clara Norman and Papa Littlelow.
Hus Firma Pride

Template:CampaignTemplateHus Firma Pride was the 3rd major season and featured the continued story of Cassius Christie, as she travelled back North to her homeland of Hus Firma in search of Daniel. It featured Cassius Christie played by Jackson, Zammit and Alli.

It was the first time the series had taken on a darker tone.
Teaghlaigh

The nation of Teaghlaigh is situated almost entirely within desert north of Goldcrest, comprised mostly of halflings. The nation was constituted by the nation of Praellara, in order to have a governing body to hold accountable for the behaviour of the halfling caravans, this was however unsuccessful.

The most signs of life are found along the border with Praellara, traversed by the halfling caravans.

Halflings outside of the cities of Teaghlaigh, are mostly caravaners, traders and nomads and believe that the halflings in cities have become soft and institutionalised considering them weak and to have left their true halfling roots. The halflings residing in the cites have grown to prefer that life, as it allows more freedom of hobbies and professions believing that the travelling halflings to be foolish and stubborn.
Praellara

Praellara is a merchant nation, ruled over by the nations 20 most powerful merchants. The council members are chosen based on their power, wealth and land ownership. This council is held at Daonatei, though every city has it's own council to deal with city wide matters, the overarching council makes decisions nation wide.

Praellara is the only nation in Vorenguard to openly deal with The Union and use slave labour openly. Due to this they are enemies in a cold war with Zemjata, and is funding efforts to create civil unrest in the gnomish nation. They also are helping the civil unrest in Goldcrest to continue as the diverted trade allows Praellara to tax goods they would otherwise have no access to.

Praellara has a vast, near one million strong, mercenary army, whom they use to fight there battles whenever Praellara orders them to go to war. However, due to the contract to only pay the mercenaries when they go to war, there has been a number of occasions where the army has gone to war without the nations authority. In these instances Praellara has been forced to pay the dues as they are effectively held to ransom by their own army.
Zmiany nazw ulic Sosnowca i jego obecnych dzielnic

Pierwsze urzędowe nazwy ulica Sosnowca wprowadzono w 1904 roku, jednak dopiero w lipcu 1905 roku na rogach ulic zawisły tablice z ich nazwami. Były one dwujęzyczne. Na górze znajdowała się nazwa rosyjska, na dole nazwa polska. W 1915 roku nazwy rosyjskie zostały zastąpione nazwami niemieckimi, a polskie pozostały na miejscu. Dopiero rok 1918 przyniósł wprowadzenie wyłącznie nazw polskich, co z wyjątkiem okresu II Wojny Światowej stosowane jest do dziś. Przed rokiem 1914 nazwy ulic nadawał policmajster, później Rada Miasta, a w latach 1945-1989 Miejska Rada Narodowa. Wyjątek stanowił okres II Wojny Światowej. W Sosnowcu jest 653 ulic istniejących i 97 nieistniejących.

W poniższej tabeli nazwy ulic podano zgodnie ze źródłami historycznymi danego okresu, dlatego niektóre z nich są sprzeczne z obowiązującą pisownią polską, rosyjską czy niemiecką. Brak nazwy ulicy w którejś z rubryk oznacza brak źródeł historycznych do tego okresu.

## Źródła

Sosnowiec Obraz Miasta i Jego Dzielnic (2016), Tom II, ISBN 978-83-944689-1-0 (Str. 702-748)
Warrior

## Warrior Deck

### Description

“Classic martial combat. Combine weapon strikes with strong defense, and fight the Armies of Stuck head on.”

### Price

Price

The Warrior Deck is the first hero class you unlock. It is obtained as a reward for completing the tutorial

## Starting Spells

The Warrior doesn't have any class specific spells but starts with some very strong spells.

Stab - Damage selected front card.

Caution - Gain 2 armor.

Insight - Peek at the top card of your deck.

Mend - Restore 1 heart.

## Upgrades

The Warrior card upgrades are geared towards armoring up damaging cards.
The Gnomish Superweapon

Stylised around a steampunk version of a Gatling Gun, the weapon is the most important element in the battle for control over the city of Jarren's Outpost. It was created by the gnomes and used once before the events of Jarren's Outpost Hustle. Before the first episode of Jarren's Outpost Hustle, the orcs who occupy the docks to the east of the gnomish district stole the weapon from them. For the majority of Jarren's Outpost Hustle it remains in a bag of holding.

The weapon was rumoured to have killed a hundred people within the space of five minutes, mass-killing unheard of both in Jarren's Outpost and throughout Goldcrest. It requires three halflings to operate - one to man and aim, one to feed ammunition, and a third to maintain. The combination lock on the bag of holding that contains it is 10 characters long, and there are 58 letters in the gnomish alphabet.  It’s going to take a while to crack. 430,804,206,899,405,824 possible combinations, 27.3 billion years.

## Relationships

* In Jarren's Outpost, everyone either wants the weapon for themselves, or wants it destroyed, with a few exceptions.

## Plot

* At the beginning of Jarren's Outpost Hustle, the orcs possess the weapon.
* In Dragon On Your Heels, the dragon takes the weapon from the orcs.
* In Locked, the party steals the weapon from Damian Eaton's vault.
* In Trouble On The Homefront, Surefoots take the weapon from the party by force.
* In It's Just Good (Halfling) Business, the Surefoots use the weapon on Periwinkle and Graggia.
* In The Weapon, the weapon stops working, and when it's fixed, Leo kills its operators.
Krifpum Pumkrif

## Backstory

Krifpum Pumkrif, in his early years, tried out to be a wizard for a noble court, but failed, as he was taught the wrong spells as a joke. He, accompanied by his cat familiar Jiggalump, turned to being a sellsword, with a halfling named Leo Shadow, who went on adventures until eventually they kidnapped a princess named Ansley Foggyfeather of The Isle of Natura. She then joined them, going on many adventures and sitting on potato sacks, buying coats.

## Season 1

### That's A Nice Coat

In the town of Edgegate, Krif and his companions found themselves in a tavern on a rainy day. Many people were in the tavern near the end of the day as the party sat in the seediest, dirtiest booth available. Krif approaches the bartender, a man who looks like he has seen a few too many punches to the face, and asks for a shower. Krif obviously doesn't know where he is and the bartender then refuses Krif's offer for a block of wood, takes his 15 gold and ignore him. Ansley pinches bums, Krif steals back gold and dances with lights. A man comes in and they buy his coat, his map and go off to kill the wizard Wundron Norton.

## Trivia

* Despite what Jackson may believe Krif's name is not a palindrome (that would be Krifpum Mupfirk).
* Consistently over spends, perhaps unaware value of gold.

## Quotes

*"Hello my names Krifpum Pumkrif, not quite a wizard"* Krif S1E1
Merchant of Grapebirth Vol. 3

Merchant of Grapebirth Vol. 3 is part of the Merchant of Grapebirth series, alternately titled 'Every Little Thing He Does Is Magic'. It was released as a Patreon only campaign in between Season 2 and Hus Firma Pride and features Jackson playing Drummond Electric, Zammit playing Merchant and Duscher playing Gatorade Jones.
Tiefany Grace

## Description

Tiefany Grace (also spelled Tieffany by Cass herself) is a Tiefling Rogue who first appears in Search For A'Helm. She is the supposed adopted daughter of Ser Jordan Grace -- however, it is revealed early in Search For A'Helm she is actually his progeny and does not know it.

Tiefany has a horse named Vengence, who is jet black with little white socks.

## Appearance

Tieffany has blue skin, a tail, and horns that curl inward facing the side of her head. For her entire life, she has been discriminated against due to these traits - considered unnatural by the nobles of Candor. Later, in Zombie Plagued Chult, she sustains an attack from a Pterosaur that causes her to lose a significant portion of her cheek. Although she creates a mask to cover it, she is still insecure about the injury and does not like when people bring it up.

## Personality

Tieffany's personality develops significantly over the course of the two campaigns she is present for. In Search for A'Helm, she is nervous and naive, often turning to her father for help. She desperately wants his attention after a lifetime of being ignored, and sees the quest as her one chance to get closer to him. While she does not know why Grace ignores her, she does believe that he will one day "choose her" again if she becomes strong enough. When Ser Jordan Grace is taken by the Inky Black Creature, she is crushed and vows to save her father from wherever he has been taken to. She vehemently believes her father is not dead, and becomes upset if anyone suggests otherwise. Her comrade and friend, Hecktor Dragonsbane, saves her from the Creature at the last moment, and swears to assist her on the journey to find him.

In Zombie Plagued Chult I, Tieffany acts similar to her personality in Search For A'Helm, often acting nervously. By the end of the series, however, especially after her experiences shared with Pop Mandarin in the Tomb of the Nine Gods, she has become an almost entirely new person. She acts more confident, and is no longer afraid to argue or disagree with people. She is also a much more competent fighter, and displays a penchant for fighting with her rapier.

## Relationships

* Pop Mandarin, friend
* Hecktor Dragonsbane, friend
* Q'asha and Kupalue, guides
* Flask of Wine [Flask], guide
* Artus Cimber, friend [father figure]
* Dragonbait, friend
* Ser Jordan Grace, father
* Valindra Shadowmantle, companion [friend, maybe]
* Starfallen, friend
* Sister Cyas, mother figure