recursal/Fanatic-Fandom huggingface dataset:
Richard

**Richard** was a character in SGCBarbierian's The Crafting Dead Roleplay. He was an former antagonist and was formerly a Guard in **Red's** **Army**. He became a Guard at the CDC following the overthrow of Red and his Group joining the CDC.

## Pre-Apocalypse

Not much is known about Richard's life prior to the outbreak except he may have lived somewhere in or around the area of Atlanta, Georgia.

## Post-Apocalypse

At some point in 2016, Richard encountered and joined a group led by Red. He became a Guard and most likely did patrols, raids and shifts.

#### Season 10

##### "Taken Prisoner"

In the episode ***"Taken Prisoner"*** Richard and 4 unnamed Cannibals escort Nick and Bobby, who were captured in Atlanta. Ahead of them are Red and General Cory who are leading the Group. However, Nick tells Red that he is isn't going to walk causing Richard and his fellow Guards to stop and stare at Nick. After Nick is counterd by Red and Cory, Richard and his fellow Guards are ordered to continue moving. Nick again stops and demands to know where he is being taken which causes Richard and the others to stare at him again. Eventually, Rich alongside his comrades arrives to the new Slaughter Camp.

Later on, Richard is among the many Cannibals to be patrolling around Nick's prison pen, he temporarily stops to listen to Red praising his men for their work and resumes his patrol afterwards.

##### "Family Meal"

In the episode ***"Family Meal"*** Richard and many Cannibals under the leadership of Red and Cory depart on a raid to capture survivors from small camps.

#### Season 11

##### "Similar Interests"

In the episode ***"Similar Interests"*** Richard is assigned as Warden of the cell block where Nick and Corl are held. He arrives at their cells and is distracted by Corl which causes him to not notice Nick sneaking away. Richard gets angry when Corl demands better amenities and food. As a result, he aims his AKM at Corl who finally relents and tells him he can leave. Richard Lowers his gun and leaves the cell block.

##### "Striking Back"

In the episode ***"Striking Back"*** Richard was not seen, but it can be assumed that under Tommy's convincing, he and his fellow guards agreed to organize a mutiny against Red.

#### Season 12

##### "Sacrifice"

In the episode **"Sacrifice"** Richard went out along with Grays Platoon and the rest of his group to fight off the Strangers and their horde at the CDC.

#### Season 13

##### "Death and Destruction"

In the episode ***"Death and Destruction"*** Monroe confirms the death of Red's Army, indicating Richard's demise.

## Death

Killed by

•Barney *(Indirectly Caused)*

•King Lorenzo *(Indirectly Caused)*

•Stranger *(Caused or Direct)*

•The Strangers *(Indirectly Caused)*

This Cannibal was among the inhabitants to be killed by The Strangers during the CDC attack.

## Trivia

•Richard appeared in only 2 episodes.

•Richards preferred weapon varied. He initially carried a Scar-H, but he later carried an AKM.

•Richards skin was a generic Steve.

•He was a select number of Cannibals whose names were known.
Unified Earth Government

## Unified Earth Government (UEG)

Unified Earth Government Logo

Earth-Galanian Coalition (EGC)

The Unified Earth Government was officially formed on July 12th, 2055, and remained until May 3rd, 2155 and became the United Earth Systems (UES).

Origins

The United Nations held a big council meet to find a way to create a single unified earth government that used one primary language and currency, eventually Angelic Covina Merovech finally suggested the name the Unified Earth Government, and a few ideas on currency, he became one of the prominent founding members of the UEG.

## Government and Politics

The government was made into a Democrat Republic, with a Presidential Council as the Head of state and Commander-in-Cheif.

### Overview

The Executive branch consisted of the Cabinet of the Presidential Council, the Legislative Branch was the Unified Earth Senate, which handled the passage and approval of laws and other things. The Judicial Branch was the Unified Earth Judicial Council, which if in a required session, would hold tribunals instead of old US court sessions. The military branch consisted of the Unified Earth Colonial Navy, and the Sol Defense Force as a secondary military body for colonial defense. The UEG had a technology tier level of two, when the Covina-Epstein Translight Engine was built and tested successfully on the CTF Covina-Epstein.

## Economy

The UEG is home to vast Industrial, Infastructure, Engineering, and Technological works, the currency of the UEG is UEG Credits, developed by Angelic Covina Merovech. The GDP of the UEG is very high since the formation of the Unified Earth Government due to vast and advanced technological improvements, After the Covina-Epstein Translight Engine was built and launched successfully the Era of Colonization began.

### The Colonies

After the Launch of the CTF Covina-Epstein, mass colonization began with the first interstellar frigates, a few decades later the Outer Colony Administration was formed, primarily to keep the outer colonies in order and systematize. The colonies supplied the UEG with very important minerals for shipbuilding and other technological marvels, among of these element's was Trilaxium A a very strong metal that had a stronger density and mass than normal Tungsten Carbide used in the first Colonial class ships. The OCA had a government system of their own, though it wasn't maintained very well, A few years passed and the OCA demanded independence from the UEG. after the Colonial wars the OCA changed to the Colonial Alliance Administration (CAA) .

## Military

these was the military branches of the Unified Earth Government;

### United Earth Colonial Navy

the United Earth Colonial Navy was the primary branch of military for the UEG.

### Sol Defense Force

Sol Defense Force was a secondary military body that primarily acted as a system defense navy.

### Earth-Galanian Coaltion

The Earth-Galanian Coaltion was formed after the UEG and Null Alliance started joint fleet operations, after a few months the EGC was formed.
Unified Earth Systems (UES)

## History

The Unified Earth Systems flag

United Earth Defense Force (UEDF)

Earth-Gallanian Coalition. (EGC)

The Unified Earth Systems was esteblished on may 1st, 2178, a year after the Colonial Alliances Administration was formed. the UES was formed from the Unified Earth Government, which was a Democratic Republic, the UES transistioned to a United Federal Republic to better maintain the leadership of the UES.

## Government and Politics

The UES is a United Federal Republic based government, the head of state is the President of the UES, same for the Commander-in-Cheif. The executive branch is the Cabinet for the UES president, the legislative branch is the UES High Council, The judicial branch is the UES Judicial Council, and the military is the United Earth Navy, formerly the United Earth Colonial Navy.

### Overview

The UES served as the primary government for earth and the inner colonies, and had a very high influence on all the systems and the Colonial Alliance Administration. the technology Tier level became Tier I when the Covina Blink drive System was built.

## Economy

The economy for the UEs was the same as the UEG, but with added Scientific, Aerospace, ,Terraforming, and Engineering. The currency in the UES and inner colonies is UES Galactic Credits, but can be easily exchanged into Colonial Alliance Credits because both currencies had the same monetary value.

## Military

The Military is consisted of the Unified Systems Navy, Sol Defense Force, United Earth Defense Force, and the Earth-Gallanian Coalition. all military branches was outfitted with state of the art technology supplied by the Null alliance. Later on Covina enterprises becomes a PMC corporation with the Covina Enterprises Fleetcom for the newely added CES Fleet.
CES Agemenda

Starboard view of the Agemenda

NACN Navy

UNCN Navy

Feelers Friend Program

Zues Ion-Railgun cannons x20

IPC-8 Shipbased Ion Beam particle cannons x30

Triton class Cold fusion Missiles x8 (10 missiles per pod)

Chronon-Tachyon Pulse Cannon x1

Red Matter core launchers x6

Skipper class rockets x8 (20 missiles per pod)

Neutron Pulse Chargers x5

NACN Vampyre class stealth fighter (x20)

Seprable Command Module ship (x1)

Heavy attack carrier

The CES Agemenda is a Agemenda Class Command Cruiser was Commissioned by Covina Enterprises on June 7th 2405, as the flagship of the CES Fleet. Two sister Agemenda class ships was commisioned after the successful launch of the CES Agemenda.

## History

The CES Agemenda was built on June 8th 2408 and was launched a few days later. the Agemenda enters a translight jump towards the Aegis Auctorus star system, towards the Aegis VII rift, due to loosing communication with the stationary orbital research outpost stations, as well as the stationed SDF fleet. a few days later the Agemenda drops out of its jump into the wreckage of the SDF Fleet and outpost stations. A few Null Alliance Colonial Navy ships was holding at a gridlocked fight with the Vorgia, a new race coming from the rift, the technology was vastly more advanced the the NACN Fleet currently engaged in battle.

### Battle of the Aegis VII Rift

The CES Agemenda immediatly engaged in combat with the Vorgia ships, Fleet Admiral Angelic Covina then orded the CES Fleet to activate the prototype weaponry, a few seconds later the Agemenda and her fellow Aegis class destroyers unleashed hell upon the Vorgian ships, firing most of the onboard weapons at the Vorgia ships. a little while later victory was assured, the surviving Vorgian ships retreated back into the right. Angelic then orders half of his CES Fleet to enter the rift.
Null Alliances Universe Wiki

**Welcome to the Null Alliances Universe Wiki!**
We're a collaborative community website that anyone, including you, can build and expand. This wikia is a Fandom based in a alternate timeline from the Halo universe, this fandom is slowly expanding and is a great place to get information on my universe's fandom.

*Community Founders*:

Angelic Covina 997

## Important articles

Angelic Covina MerovechShipsShadow Wars

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Kataxian System

## History

Kataxia Prime is the homeworld of the Kataxian Race in the Kataxian System, it is located in the Regis Sector and has two colony worlds, Kataxia Major and Kataxia Ursa. In the early years of the kataxians, they encountered alien technology and reverse engineered it and created their first colonial class worlds, thus the Kataxian Jump-Drives was created. The colony worlds was terraformed over the years they became independent from the homeworld. Eventually Trilaxium A was discovered on Kataxia Ursa, which was primarily a mining world. the supplied the minerals to Kataxia Major for the Naval shipbuilding yards to build stronger hull plating on the kataxian naval and colonial class ships and freighters. Kataxia Major became the primary industrial and technological supplier for the kataxians. The Kataxians are a lycanbread humanoid race that can live as long as a few centuries due to their planetary and system environments.

Planet: Kataxia Prime
Sector: Regis Sector

Sub planets: Kataxia Major, Kataxia Ursa
Military bodies: Kataxian Royal Navy, Kataxian Colonial Navy
Currency: Kataxian Credits
Population: 12.8 Billion (including the two colony world's)
Government: Kataxia Prime; Royal Monarchy Kataxia Major; Democracy, Kataxia Ursa; Republic Councillorship
Local Trade: Kataxia Prime; Advanced technology, Shipbuilding, Ion Exchange Reactors, Security Droids etc, and Weaponry, Kataxia Major; Technology, Gravitonic Fuel cell's, Deuterium Fusion Reactors, Combat Armor, Artificial Intelligence Cortex Chips, Tools, Engineering Droids, and Vehicles, Kataxia Ursa; Farming Supplies, Food, Food Processors, Food Replicators, Ion-Fusion Drives, Shipboard Point Defense Weaponry, Trained Soldiers, Technological Designs.
Outer Colonial Administration

## History

The Outer Colonial Alliance was formed on June 5th, 2060 from the United Nations Space Colonial Administration, but was loosely governed under the UEG, the first few decades was very tense, eventually demands for independence was made, but the UEG ignored the demands and diplomatic affairs was tense between the OCA and the UEG, evenually war broke out between the OCA and the UEG.

### Colonial Wars

the Colonial wars lasted ten years, and ended on June 1st 2177 EC and independence was officially declared for the outer colonies.

## Economy

The OCA Economy was based from export goods, primarily Trilaxium A for the UEG, the standard currency was UEG Credits.

## Military

The military was colonial members making up the Outer Colonial Administration Militia, which was basically a resistence military force used to fight against the UEG and the Unified Earth Colonial Navy (UECN), and was later used to fight against the Sol Defense Force (SDF).

## Sphere of influence

the Sphere of Influence for the CAA was moderate, but became high becasuse of the export of Trilaxium A to the UEG, among other goods not found on Earth.

### The UEG

the OCA had a moderate strong influence on the UEG, supplying various rare metals and minerals such as Trilaxium A.
Lord Arckanone

## History

Lord Arckanone in dress uniform

Wolffy Red Moon (Son)

4872 K.C.

Arckanone was born on May 5th, 2872 NC (Null Calendar) on galania prime,

## Early Career

Arckanone's career started as a Galanian Defense Force Navy pilot, he joined at 13 years of age. he participated in several wars and battles, he was a prodigy in Advanced Tactics training and was awarded five aces status and became a squadron leader at age 20. he moved up ranks through is years of service to Captain of the Gallanian Defense Force.

### Becoming a Leader

After becoming captain of the GDF, he was then promoted to Vice Admiral in the Interstellar Protection Agency of the Null Alliance (IPANA) then became Admiral after the first war of Banaue.

#### Battle for the Protectorate of Acheron

During the battle for the Protectorate of Acheron ,Arckanone fought against the Shadarian forces, using his command he ordered a bold maneuver that ended in victory. He was then promoted to Lord Admiral of Naval High Command Intelligence, this is when he became known as Lord Arckanone.

## Meeting Humanity

Arckanone was one of the main handlers in diplomatic affairs with the humans, this is where he met Angelic Covina.

### Diplomatic Affairs

Arckanone was the lead manager of diplomatic affairs with the humans, he also had several treaties signed by diplomatic candidates from both parties. afterwards the treaties was completed, he then left the station to head back to Galania Prime.

### Sharing Technology and Knowledge

Arckanone shared the knowledge of forerunner technology and Promethean technology with the humans, as well as allowing them access through the great gate system. He also implemented the technology with certain human ships.
Agemenda Class Super-command Carrier

## History

a Agemenda Carrier orbiting a planet

NACN Navy

UNCN Navy

Feelers Friend program

IPC-8 Shipbased Ion Beam Particle Cannons x30

Triton Class Cold Fusion Missiles x8 (10 Missiles per pod)

Chronon-Tachyon Pulse Cnnon x1

Red Matter Core launchers x6

Skipper class rockets x8 (20 missiles per pod)

Neutron Pulse Chargers x400 (primarily used as a defensive countermeasure weapon.)

### Complement

SDF Attack fighters x80SDF Stealth fighters x50

NACN Vampyre class stealth fighters x20

Separable Command module ship x1

### Consumables

11 months supplies5 weeks emergency supplies

## Service History

### Role(s)

CES Fleetcom controlFleet command

Heavy attack carrier

The agemenda carrier is a prototype flagship for the CES Fleet, one was finished, two more are under construction at Auloris Alpha Shipyards orbiting Kataxia Prime.

### Development

The Agemenda class ship was developed by Covina Enterprises to serve as a flagship for the CES fleet, first the CES Agemenda was commissioned and built first, after a delay caused by the Null Alliance Temporal Bureau, because temporal based weaponry was outlawed and deemed illegal in the Null accords of Regis Prime. after the CES Agemenda was completed the CES Backturro and Arckanone was commisioned/

## Ships of the Line

 CES Bakturro
 CES Arckanone
Named after Galanian ruler Lord Arckanone.
DS-73A Stealth fighter

## Basic Information

### Technical Specifications

###

## Production Information

### Operators

* Sol Defense Force
* Earth Gallanian Coalition

## General Charachteristics

### Slipspace Drive

* Covina-Epstein Translight Engine
* CES Blinkdrive

### Navigation System

* AI Computer
* NIS interface

### Armament

* Cold Fusion bombs
* ZX-7 Matter displacement cannons
* Z-5 Dark matter pulsers
* T-5 Sonic Pulse mines

### Minimum Crew

* 1 Pilot
* 1 AI computer

## Service History

### Role(s)

* Reconnaissance
* Stealth attacks
* Ship defense fighter
KRN Agrierra

## History

The KRN Agrierra was commissioned by the Kataxia Royal Navy as a Dreadnaught frigate and was built by Vergdan Industries on Kataxia Major. Its primary role is Colonial Escort for colonial class and freighters on the shipping lanes between the Kataxian Planets.

### Colonial Escort

The KRN Agrierra was used for over 40 years as a colonial escort for the kataxian shipping routes, it was one of the oldest ships still in service for the KRN, but was supposed to be scheduled for decommissioning on Kataxia Ursa, however during its transit back to kataxia Ursa the ships scans and comm's array picked up an emergency broadcast distress signal from an outer mining colony world of the kataxians.

### Investigating Distress Call

The KRN Agrierra headed to the colony world system to investigate and possibly assist the colony, however, the ship vanished in the system and was never found again.

### Disappearance

The KRN Agrierra disappeared in the colony world system, declared lost with all hands, but however there was a ghost transmission that broadcasts an unidentified signal, but whenever a ship goes to investigate, they disappear without a trace, the legend of the Agrierra is its a ghostship that prowls the unknown system and destroys any ship that tries to find it.
Kataxia Royal Navy

## Kataxia Royal Navy (KRN)

Kataxia Royal Navy flag

the Kataxia Royal democratic Order founded the KRN primarily as a defense force for the Kataxians homeworld, Shortly after the kataxians colonized two worlds, independence was demanded for the colony worlds of Kataxia Major and Kataxia Ursa. Eventually the Kataxia Royal Navy became a self sufficient military body, with its own command structure and divisions, even its own division of naval intelligence. Eventually its officail leading command was enforced by the Kataxian Royal High Coluncil, With the Royal High Command after that.

## Formation of divisions and subdivisions

### Kataxia Royal Fleet Command

The Fleet Command served as self implied, as a central command of all Kataxian Naval forces, which also served orders and tactical affairs but also allowing command by the Naval Intelligence sector.

### Kataxia Naval Intelligence Sector

The naval Inteligence sector served as the black ops and classified R&D intel for the KRN, but not excluding internal affairs and/or tribunal affairs when deemed necessary. the NIS also doesn't necessarily have to obey or follow the FLEETCOM or HIGHCOM orders, because the NIS acts as its own organization.

### Kataxia Defense Force (KDF)

the Kataxia Defenense force is as self implied, a defensive division of the KRN and a defensive organization for the homeworld of the Kataxians. the KDF has three distinctive subdivisions, Orbital Defense Group Alpha, Orbital Defense Group Bravo, and Orbital Defense Group Charlie also known as ODGs. Each Orbital defense group serves in a distinctive location in the Kataxia Star System.
DarkStar class stealth reconnaissance vessel

## Production Information

### Name

DarkStar class stealth reconnaissance vessel

### Builders

* Covina Enterprises
* League-Tech Inc.
* Executor Engineering Department

### Operators

* Sol Defense Force
* Executor Intelligence Agency
* Psi Ops Division
* Null Alliance Intelligence Agency
* Null Alliance Temporal Division

## General Charachteristics

### Engine Units

* Ion-Fusion Propulsion Thrusters
* Chronon-Tachyon Field Emmitters

### Slipspace Drive

* Covina-Epstein Translight Engine
* Mk. V Blink Drive Engine

### Power Plant

* Chronon-Tachyon Influx Drive
* Sublight Power Conversion Matrix

### Hull

* Trilaxium A2 armor
* Tritanium battleplate
* Titanium-Carbon armor

### Navigation System

* NIS interface
* AI Computer
* G5 Astro-Navigation system

### Armament

* MK5 Cold Fusion Nuclear Warheads
* ZT-7 Antimatter disrupters

## Service History

### Commanding Officer(s)

Lord Executor Jason Ripley

* + -
Air Domain

The **Air domain**, not to be confused with the Magic domain, was a deity domain that granted divine spellcasters arcane spell powers.

## Spell Domain Spells

Once per day, divine spellcasters with the Spell domain could cast one domain spell for each spell level they had achieved.

1st level
Horizikaul's Boom
2nd level
Electric Weapon
3rd level
Call Lightning
4th level
Gust of Wind
6th level
Chain Lightning
Bard

* Skills per level raised to 7.
* Rogue Weapon Proficiency Added.
* Increased # of Cantrips/day by 3
* Bardic Knowledge increases all "Knowledge" skills.
* Custom Sonic Weapon Damage Spell available at spell-level 3. (Reference Spell Changes for details)
* At level 3, when wearing light armor a bard has their arcane spell failure reduced by 20%.

**Bards are granted a bonus feat at level 10 and 18 allowing them to choose from the following feats:**

* A feat that grants a bonus spell slot for 1, 2 and 3 spells.
* A feat that grants a bonus spell for 4, 5 and 6 spells.
* Arcane Armor Training: -50% Spell Failure
* Song of Fortitude: Grants both the benefits of toughness and great fortitude feats.
* One of Four New Bard song feats (Consume a use of Bard Song):
	+ Capriccio: Movement Speed +25%, +1 Reflex, +1 Dodge AC
	+ Pavane: Enemy Movement Speed (Slow Effect on effected Enemies)
	+ Madrigal: Elemental Resistance 25%, +2 Saves vs Spells
	+ Intermezzo: Regeneration 1 ganted to everyone for the length of the song.

* Blade of Songs: Spend a use of Bard Song to grant Sonic Damage Weapon (Only for self). 1 Turn per Bard Level
* Song of Deception: Spend a use of Bard Song to grant 25% Concealment for 1 Round/Bard Level. (Only for self)

**Bard song chart has been modified:**

Changes to bard song are also the same for curse song, respectively.
Professions

You can check the current status of your crafting experience by using the !cxpcheck command.

Professions go to a maximum of level 15. While there is no limit to how many professions a character can have at once, characters can have a total of 30 levels of professions. (Fishing does not count towards the profession cap).
Weapon Master

* Skills/level Increased to 3.
* Requirements changed to 8 discipline instead of intimidate
* Tumble added as a class skill
* Improved initiative granted at level 1
* Skill focus: Discipline granted at level 3
* Called shot granted at level 5
* Superior weapon focus I moved to level 6
* Ki critical moved to level 10
* Superior initiative granted at level 7
* Improved Whirlwind granted at level 8
* Epic Reputation granted at level 10
Fighter

* Skills per level increased to 3
* Exotic Weapon Proficiency granted at level 3
* New Ability: Bravery
	+ Starting at level 2, grants a fighter a bonus to saves against fear. Increases with fighter level.
	+ level 2: +1
	+ level 5: +2
	+ level 9: +3
	+ Level 13: +4
	+ Level 17: +5
* New Ability: Second Wind
	+ Starting at 3rd level, once per day a fighter can take a round to gather his strength for a second wind. Preparing himself for the next fight. This ability heals the fighter for 1d10 + the Fighter Level.
	+ Instant Cast

* New Ability: Charge.
	+ Starting at 4th level, Once per day a fighter can charge into combat granting them a 50% move speed increase, a +2 bonus to attacks and a -2 penalty to AC. This effect lasts for 1 round. The fighter gains an additional use of this ability at level 8, 12 and 16 for a total of 4 at level 16.

* New Ability: Rally.
	+ Starting at 8th level, once per day a fighter commands his allies, rallying them to his side and warning of coming threats. Those close by the fighter gain a +1 dodge bonus to AC and a +1 bonus to all saves for 1 minute. This ability gainst and additional use at level 12.

* New fighter only bonus feats: (All require level 8 fighter)
	+ Shield Bash: Hit and daze for 1 round, instant cast. Deals 1d4 damage. DC is attack roll against Discipline.
	+ Vengeance: Daring any foes to strike him, the fighter deals damage back to any who manages to land a hit. For 1 Turn, anyone who strikes the fighter will take 1d6 piercing damage. This ability is Useable three times per day.
	+ Bleeding Strike: Apply the wounding property to your weapon for 5 rounds, Useable three times a day
	+ Fettering Blow: On hit slow for 5 rounds. Useable three times a day.
	+ Epic Toughness (Normal requirements removed)
	+ Improved Whirlwind Attack (Normal requirements removed)
	+ Armor Skin (Normal requirements removed, Requires 16 levels of fighter)
Languages

## Custom Language System

In the starter lobby we have a language selector,

Every character already knows common, then you can choose 1 + your int mod additional languages from the language vendor. The extra one is meant to be your racial or regional language.

If you want a racial language, such as elven this counts as 1 of the languages you have to choose, racial languages are not granted automatically. This is why there is 1+int.

We have a !lang command, in addition to activating the language item in your inventory.

## Roleplaying Languages

Having a Language like Celestial or Abyssal does not mean the PC can fluently speak it and hold regular conversations in it; they know rote snippets and can comprehend it being spoken, but these languages aren't meant to be conversational. Furthermore, they may only be used for topics and subjects relevant to them, e.g., you may not cast Evil spells with Celestial, or discuss baking cookies in Infernal. A mundane example is Latin; it is used in ritualistic purposes, it is the root of many other things, but no one converses in it.

These planar or elemental languages are not meant to have banter or discourse in, nor does having the token denote fluency; in most cases fluency of these languages are reserved for planars, devils, demons, etc. There are even specific examples of how the languages are layered in intricacy such that more powerful planars convey more meaning and will than lesser ones.

In addition for something mundane: humans cannot perfectly emulate the Elven tongue. They may understand it and speak it perfectly understandably, but they will miss out on nuance and conveying emotions and subtleties through the language that elves rely on in their language.
Barbarian

* Skills per level increased to 5
* 1 More Rage per day Starting at level 4
-Starting at level 3, Rage gives 25% immunity to all physical damage.
* Gains DR Quicker (6, 11, 14, 17)
* Arcane Defense(For all schools) granted at level 10.
* Thundering Rage granted at level 15.

**Rage Changes:**

* Rage & Greater Rage now give Temp HP based on level for a number of rounds based on original duration, 1d10 plus an additional 1d3/level. ((The CON bonus has been removed))
* Rage no longer reduces your AC while active.
* Rage is instant cast
* After level 5, rage gives you 1 additional attack per round.
* Fatigue after rage ends: Fatigue after use: -2 AB, -2 AC and -1 attacks for 5 rounds (Goes away when you rage again)

**Barbarians are granted a bonus feat at level 8 and 16 allowing them to choose from the following feats:**

* Extend Rage: Makes rage last 5 rounds longer
* Tireless Rage: Removes Fatigue from Rage
* Overwhelming Critical: (No longer requires improved critical)
* Terrifying Rage
	+ Requires intimidate 19
	+ The DC is the barbarian's intimidate check of 1d10 + intimidate -10
	+ Effect has been reduced to paralyze for 1 round, instead of fleeing.
	+ All other pre-requisites have been removed.
Domains

## **Air**

1st level
Horizikaul's Boom
2nd level
Electric Weapon
3rd level
Call Lightning
4th level
Gust of Wind
6th level
Chain Lightning
## **Animal**

2nd level
Cat's Grace
4th level
True Seeing
5th level
Wildshape
## **Death**

2nd level
Death Armor
3rd level
Death Ward
4th level
Slay Living
5th level
Enervation
6th level
Circle of Death
## **Destruction**

1st level
Inflict Mod Wounds
2nd level
Inflict Serious Wounds
3rd level
Inflict Critical Wounds
5th level
Harm
6th level
Destruction
## **Earth**

1st level
Grease
2nd level
Acid Weapon
3rd level
Mestil's Acid Breath
4th level
Stoneskin
7th level
Flesh to Stone
## **Evil**

1st level
Negative Energy Ray
2nd level
Negative Energy Protetcion
3rd level
Negative Energy Burst
4th level
Circle of Doom
5th level
Enervation
## **Fire**

2nd level
Flame Weapon
3rd level
Flame Arrow
4th level
Wall of Fire
7th level
Firestorm
## **Good**

1st level
Aid
2nd level
Prayer
4th level
Healing Circle
5th level
Lesser Planar Binding
6th level
Word of Faith
7th level
Planar Binding
## **Healing**

2nd level
Cure Serious Wounds
5th level
Heal
## **Knowledge**

1st level
Identify
2nd level
Knock
3rd level
Clairaudience/Clairvoyance
4th level
True Seeing
6th level
Legend Lore
## **Magic**

1st level
Mage Armor
2nd level
Melf's Acid Arrow
3rd level
Negative Energy Burst
4th level
Stoneskin
5th level
Ice Storm
## **Plant**

1st level
Entangle
2nd level
Barskin
7th level
Creeping Doom
## **Protection**

1st level
Shield
4th level
Stoneskin
5th level
Energy Buffer
6th level
Globe of Invuln
## **Strength**

3rd level
Divine Power
5th level
Stoneskin
## **Sun**

2nd level
Searing Light
4th level
Elemental Shield
7th level
Sunbeam
## **Travel**

1st level
Expeditious Retreat
3rd level
Freedom of Movement
4th level
Slow
5th level
Haste
6th level
Teleport
## **Trickery**

1st level
filler
2nd level
Invisibility
3rd level
Invisibility Sphere
5th level
Improved Invisibility
## **War**

2nd level
Cat's Grace
4th level
Battletide
7th level
Aura of Vitality
## **Water**

1st level
Ice Dagger
2nd level
Ice Weapon
4th level
Ice Storm
5th level
Cone of Cold
6th level
Drown
Loot

*((Important Note: Although affixes will be able to be added, the strength of each affix is consistent with a low-magic setting. Certain affixes (such as True Seeing and others...) will never be found on items.))*

TDN Community,

As discussed to some degree in the thread related to TDN Professions, our Loot System, and attached randomized Magical Affix system is meant to the last 1/3 of the item fantasy we want to achieve.

We believe that high quality role-play and epic adventuring is at the heart of the D&D experience and want to ensure we foster that belief here on The Dragon's Neck. As you adventure, players will have an opportunity *every single time* they open a loot container, to find either mundane materials, useless artifacts, OR weapons and armor. Said weapons and armor have a percentage change to be found with random magical affixes attached to them. (Example featured below). We take this part of the experience so seriously that we consider the collection of loot, along appropriate min-maxing to be a Progression System in and of itself. Now, let me be clear, we do not want to foster a server that caters to power-gaming players, that is not who we are. We do however understand the thrill of finding an item and identifying it to determine if it will be useful to you and to what degree its use might be.

Alongside this Progression System, we encourage players to trade among themselves. It is very possible that you will find weapons and armor that are, frankly, useless to your character. However, the saying goes that one dwarf's trash is another halfling's treasure... Other players might be willing to pay a premium (above that of common merchants) for the magical items you find.

As players level up, the affixes available will change and increase in quantity. You will find a mix of either Minor Affixes, or Major Affixes on these items (or both!), and it will be up to you whether or not it is worth keeping or selling to a merchant or another player.

A player could find this Short Sword while adventuring, take it to a local Reforger and increase the Slashing Damage on the weapon, and then find an Enchanter to further increase the damage output of the item. This provides all players the opportunity to continually enhance and build up their weapons and armor and tune them according to what works best for their situation.

We hope this system will encourage players to interact and go out and search for the items that will be reflect their character's personality, goals and proficiency
Server Details

## Welcome to The Dragon's Neck Wiki!

**Server status - Live!**

* **Setting**: Forgotten Realms
* **Roleplay**: Heavy
* **Max Level**: 18
	+ During the first 1-2 years after launch, we will use a soft-cap system that will start at 6, and end at 18.
	+ Cap Increases will take place throughout the year.
	+ Starting Level: Level 2
* **Progression Pace**: Slow.
	+ Levels 2-6 will advance at a quicker pace than 7-18.
* **Magic**: Low
	+ No Flat Enhancement bonuses above +2 (even at level 18).
	+ In some cases, items might receive a multitude of affixes, however the overall strength of those affixes are on the lower-end.
* **Custom Content**: 18gb of NWSync
* **A great deal of Custom Lore has been developed for the server**.
* **The following character concepts require an Application:**
	+ Divine Classes (Cleric, Paladin)
	+ Divine/Nature Class (Druid)
	+ Evil Characters (LE, NE, CE)
	+ All Prestige Classes
	+ "Special" Races (Drow, Aasimar, Tiefling, etc) ((Drow currently on pause until after Launch))
	+ Characters with more than 1 (or two in the case of a Racial adjustment) Single Digit Stat.
		- Characters with less than 8 in any stat.

While you scroll through and take a look at many of the systems or begin your planning stages for your characters, please keep in mind the following:

We are still making tweaks and adjustments over time. If we feel that a specific spell, class, or any other element of the server needs to be tweaked in order to ensure a balance, we will do so.
SGCBarbierian's The Crafting Dead Roleplay Wiki

**About The Crafting Dead:** The Crafting Dead is a Minecraft Roleplay series made by SGCBarbierian, it is based on The Walking Dead TV series. The roleplay follows Nick (Played by SGCBarbierian), through his events of a dystopian zombie-ridden world. The series has thirteen seasons, alongside three spin-offs and an authology series which many guest Minecraft YouTubers have starred in. This Wikia exclusively features roleplays made by TheLSpike and JonnyWD16 as well as Fear the Crafting Dead made by Alxton. This Wiki is to help you with the many characters that have starred throughout the Roleplays.

**Updates**

A small channel that goes by The PopCast has gotten SGCBarbierian and asked about The Crafting Dead and he has gave a small YouTuber by the name of AlStar his blessing to takeover The Crafting Dead.

PopCast Episode with SGCBarbierian https://www.youtube.com/watch?v=WMozVvJt\_u4&t=1035s&ab\_channel=ThePopCast

https://www.youtube.com/c/GJMStudios/ The channel that The Crafting Dead will be at.

On March 31st, 2022, the CEO of GJM Studios has said that he is not going to confirm The Crafting Dead for a first season just yet. "I'm not going to confirm it just yet, all I am going to say is, we're trying to figure some stuff out."

On May 1st, 2022, on the 1000 Subscriber Live Stream, the CEO of GJM Studios has said that he is putting The Crafting Dead aside. "I'm trying to put it on the side and focus on other series, and I also want to make The Crafting Dead amazing for the SGCBarbierien fans, I don't want to make it look like sh\*t."
**Featured Article**

"Well, look, I'm not gonna tell you that I'm a saint. I-I've killed people and walkers too, but not because I wanted to, because I had to, to protect the people that I loved. I mean, well, I've met people that are worse than me, worse than you or I could even imagine, and well, I like to think of myself as sort of a good guy even though I haven't really felt that way lately."

-Nick, explaining his philosophy to Mousie with how he protects his fellow group members.

**Nick** is the main protagonist of SGCBarbierian's The Crafting Dead Roleplay. He is the leader of the main group and the character in which the story follows.

**Visit here to read more.**

**Characters**

* The Crafting Dead
* New Horizon
* New World Order
* TheLSpike Series
* Fear the Crafting Dead

## The Crafting Dead Universe Media

**Roleplays**

**Spin Offs**

**Movies & Specials**
The Longest Year

## Elminster

Elminster Auram, the famed Sage of Shadowdale never recovered his power after the Time of Troubles. His efforts to free High Dale from Manshoon of the Zhentarim led to his injury. Without the help of his artefacts or magic, he and the Rangers Three were felled by the guild of the Shadowmasters in 1359.

**The Longest Year:**

**--- --- --- --- --- --- --- --- --- --- --- --- --- --- ---**

The 13 months that Toril spent without the arcane or divine was called the “Longest Year.” The outcome of the Godswar had many far-reaching repercussions in the world. Magic was a check and balance on many forces, and its absence and subsequent weakness inspired many acts against entities once thought too powerful to oppose.

--- --- --- --- --- --- --- --- --- --- --- --- --- --- ---

**Major Forgotten Realms Character Impacts:**

--- --- --- --- --- --- --- --- --- --- --- --- --- --- ---

## Manshoon

Manshoon, the Lord of Zhentil Keep, survived the battle over Shadowdale. With his magic and power reduced, the Black Network shrank and hid, biding their time and searching for ways to return to power. By 1367, the activities of the Zhentarim were rising again, centering from the Western edge of the High Ice and the Nether Mountains.

###

## Khelben Blackstaff Arunsun

Khelben Blackstaff Arunsun, famed Archmage, continued to try and influence the world even without his former power. Some think that his centuries of wielding power led to overconfidence, and that he was responsible for the death of Laeral Silverhand. He himself still lived, but had learned in the last decade to work more quietly.
Paladin

**Paladins require an application to play.**

* Spell List Changes
* Skills/level Increased to 3.
* Base Saves increased to be Full Will and Fort.
* Have an additional use of Smite evil at 1,4,8,12,16, 18. For a total of 6 uses. (Extra smiting has been removed).
* Level 4: Inspire Courage 1/day, and 2/day at level 10.
* Level 5: Rallying Cry 1/day (Changed to 1 minute duration)
* Level 7: Heroic Shield *(Changed to give +4 Dodge AC to one party member for 3 rounds, with distance fixed. Imposes -6 AB on paladin for duration. Also imposes a 25% move speed penalty on the paladin for the duration. 1 use per day/paladin level)*
* Level 10: Inspiring Courage 2/day
* Level 10: Bonus Feat
* Level 12: Oath of Wrath 1/day
* Level 16: Bonus Feat

Paladin Bonus Feat List: Divine Might, Divine Shield, Extra Turning, Planar Turning, Epic Reputation

Spell Progression Improved
Druid

**Druids Require an application to play.**

**Druids are restricted to armor that did not contain metal, save for those that followed Mielikki. Instead, Druids will be able to find armor items in game that note a non-metal material but still offer the same bonuses as normal metal armors. Unless the item describes it, a Druid's player may not assume his metal armor is of another material.**

* Skills per level increased to 5
* Great Fortitude granted at level 3
* One additional level 1 spell slot
* New Spells Available
* Elemental Shape feat removed: All changing will be done via the new wild shape
* Completely re-worked Animal Companions.
* Wild shape has been completely re-worked
	+ Instead of changing completely into another animal, you instead gain a boost to your abilities for Five minutes. Your model will change into the animal, but you retain all of your gear, including weapons and shield. During this time you will be silenced. The duration of wild shape is 5 minutes and it does not scale with level. While in form you gain the benefits of Darkvision. All ability bonuses count towards the +8 ability cap. Switching form does not provoke AoO.
	+ Druids get a use of wild shape at the following levels: 4,6,8,10,12,14,16,18
	+ Only a level 18 druid can cast spells while in wild shape.
	+ New Wild Forms Chart
* New ability: Animal Shape
	+ Allows a druid to transform into mundane non-combat animals. (consuming all gear much like vanilla wild shape does). This form is intended to be non combat and used for roleplay.
	+ Players can use the !animalshape command to open a dialogue menu to choose their form.
	+ Using the Animal Shape ability will transform the druid into the chosen form:
		- Cat: Black Cat, Bobtail, Cougar, Leopard, Lynx
		- Dog: Malamute, Mastiff, Wolf 1, Wolf 2, Wolf 3.
		- Birds: Raven, Owl, Hawk, Eagle, Sparrow
		- Grazing: Goat, Cow, Deer, Boar, Moose
		- Other: Rat, Black Cobra, Spider, Squirrel, Fox
Season 4 (TLS Series)

"Sign of Breath"

"Familiar Faces"

"Angel behind a scope"

"Man Down"

"Let the hunt begin"

**Season 4**of TheLSpike's The Crafting Dead, originally premiered in 2015 and later March 19th 2021, and concluded on March 25th 2021. The Roleplay is based on AMC's hit TV Show The Walking Dead, Created by Robert Kirkman.

## Plot

### Let the hunt begin

TBA

 Episodes

 TBA

 TBA

 TBA

 TBA

 TBA

 TBA

 TBA

## Cast

### Starring

* TheLSpike as Lucas Spike *(7 Episodes)*
* Tom\_Pedestrian as Thomas Pedestrian *(6 Episodes)*
* Vera\_Spike as Vera Spike *(4 Episodes)*

### Also Starring

* DylanHardwell as Dylan Hardwell *(6 Episodes)*
* TheLagSpike as Skello *(2 Episodes)*

### Uncredited

* TheLagSpike as Trapped Survivor
* TheLagSpike as Mute Guard

## Deaths

* Trapped Survivor
* Jason *(Confirmed Fate)*
* Kevin *(Confirmed Fate)*
* Jess *(Confirmed Fate)*
* Kelly *(Confirmed Fate)*
* Harry *(Confirmed Fate)*
* Rosaline *(Confirmed Fate)*
* Dylan Hardwell
* Mute Guard
* At least 112 unnamed Bayham Refugees *(Confirmed Fate)*

## Trivia

* This is the first season which Thomas does not appear in every episode of this season having been featured in every episode since Season 1.
NWSync Updates

## Ignoring the "Removing Dangling Manifest" Process

We regularly update TDN content. Recently, a new process was added to NWSync that ensures that old, out-dated content is removed. This process can take some time to accomplish, so the below steps should only be completed **with the understanding that your manifests will continue to retain old/outdated files.**

This process comes with no guarantees from the server. In most cases, the worst that will happen is a player will need to re-download all files at a later time. However there is no possible impact to your characters or persistence.

1. Open NWN.
2. Ctrl + Shift + F12
3. A panel will open across the top, click "Config"
4. Scroll down to "nwsync"
5. Uncheck the "Auto Delete Dangling Data"
6. Scroll back up and click "Commit"
Herbalism

Herbalism the the perfect choice for characters who often find themselves soloing or wanting to be self-sufficient while adventuring. Herbalism is also a great choice for those that wish to also learn the Profession of Alchemy as nearly all of the herbs and mushrooms found as an Herbalist can be used in some way with Alchemy.

Some herbs can be consumed raw, granting a small effect. While we won't spoil all of the details of each herb here, some of the effects include: A small bit of healing that can help stabilize an ally, or a small buff to a resistance for a short time.

Herbs are also used as an ingredient in other professions, but not as common.

## Requirements:

There are no skill or class requirements in order to use herbalism. All you need to do is purchase an herbalist's knife from any herbalism vendor.

## Process:

As you adventure, you will find randomly spawned "nodes" of herbs and mushroom. These can be harvested and you will increase your CXP as well as have a chance of finding the appropriate herb or mushroom item.

## Progression

As you increase in level, you will have greater chances chance of success when harvesting and when using Herbs.
Handling "Death"

Here on TDN, we view the NWN-mechanic of death slightly different than some might.

**For more detail on the mechanical aspect of death see: Death**

From a mechanical, NWN-standpoint, there are two components of Death.

* **Dying**
* **Death**

## How NWN-Dying is perceived:

When a PC falls below 0 HP (between -1 and -9 HP), characters are considered very wounded and unable to continue with battle unless effective healing is administered. Should a PC be healed mid-fight from the -1 to -9 range, they can continue battling as it would be perceived as a "second wind" or pure adrenaline that is fueling their ability to continue.

Party Members would be concerned for their comrade and worried that future blows could cause more permanent damage to the individual.

## How NWN-Death is perceived:

When a PC falls below -9 HP (-10), they are considered unconscious and severely wounded if mid-combat. Characters found in the wild are viewed as unconscious.

Characters in this state would be perceived as close to death and if urgent healing is not administered, death could be close. Should a PC choose to return to their body quickly, they should behave in a manner that is appropriate for a near-death experience and not immediately rejoin combat. Players would lose their memory for the last 30 minutes of time prior to falling unconscious.

## Handling awakening in a church:

Characters would treat this as awakening from a long sleep. Although it wouldn't happen in-game, the priest would likely inform the character that some kind adventurers or travelers found their unconscious body and hauled you back to the healer. Players would lose their memory for the last 30 minutes of time prior to falling unconscious.

## "True Death" is Defined as:

When a PC is at risk of being permanently killed (or IS Perma-Killed). Although this is rare, it is not outside the realm of possibility. Some players may request this as a form of conclusions for their character's story arch. True Death is a serious situation wherein even the deities no longer have the ability to bring the PC back to life. Beings that suffer True Death are the only ones susceptible of becoming Undead as typically found in Crypts.