recursal/Fanatic-Fandom huggingface dataset:
The Community

**The Community** is the center of the corrupted religion that has gripped the island of Culn. It is composed of a cathedral, a residence for the priests, a jail, underground homes for the workers, and a mine.

## Residents

* Alonzo - kid
* George - prisoner
* Wichelstein - cave dweller

## Cathedral

The cathedral is located at the center of The Community and is where services are held daily at high noon. At each of these services, a worker is cast into the great flame called Perpetual, which is located at the center of the main sanctuary.

## Priests' mansion

The priests' mansion is on the east side of The Community. The most notable thing in here is the IR Helm, which is located in the wine storage.

## Jail

The jail is located in the northwestern part of The Community. Workers who refuse to be thrown into Perpetual are imprisoned here and sacrificed on religious holidays. One of the prisoners, George, has a plan to kill the priests, which he will ask the protagonist to carry out for him.

## The Home

The Home is the name given to the cave habitat where the workers live. It is composed of a number of residences and a food distribution center. There is also a disused tunnel leading to the home of Wichelstein, from which the Abandoned Culn Tunnels can be accessed.

## Mines

The mines are where the workers dig for gold, which the priests use to make statues of themselves. The mines also contain a ladder to the Abandoned Culn Tunnels.

## The Priest's Pathway

The priest's pathway is an underground passage leading from the priests' mansion to the side rooms of the cathedral.

## Items

* Glass Key (George's secret room in The Mines)
* Industrial Strength Poison (George's secret room in The Mines)
* IR Helm (wine storage room in the priests' mansion)
* Lantern (many, The Mines)
* Pick Axe (many, The Mines)
* Push (The Mines)
* Terrify (The Priest's Pathway)
* Thermal Field (The Priest's Pathway)
* Vicious Air (The Priest's Pathway)

Perpetual in all its glory.The entrance to the Home from the Un-Culn tunnel.The Food Distribution Center, complete with its frustratingly inaccessible back door.Wichelstein's home.
Cave of Pleasure

The **Cave of Pleasure**, called the "Forgotten Cave" in the Map File, is a cave on McTeague. It was the site of Nimspleen's "parties", which involved him and his selected friends playing sadomasochistic games with slaves.

## Items

* Asudem Effect
* Boomerang
* Buck and a Quarterstaff
* Composite Bow
* Diamond (2)
* Emerald
* Glaive
* Healing Herb (2)
* Horrific Halberd
* Jacinth
* Lantern (15)
* Moood Bolts
* Moood Headed Arrows
* Pearl
* Pick Axe (3)
* Pyromania
* Sapphire
* Shovel
* Sour Blue Potion
* Topaz
* Torch (4)
* Trident
* Woodsman's Axe
Pitor

**Pitor** is one of three survivors of the destruction of Skora. Before the town's fall, he worked as a carpenter, architect, and blacksmith.

## Before the game

During the fall of Skora, Pitor's wife Agrasse was killed, leaving Pitor her few meager jewels. After leaving the cave, Pitor constructed Fort Agrasse using materials from Skora, but Himan claimed the fort for himself and demanded the jewels Agrasse left Pitor as "back taxes". When Pitor refused, Himan exiled him.

## During the game

At the time the protagonist arrives on McTeague, Pitor is living in a hut near the east coast. He wants to return to Fort Agrasse. However, he fears Himan's Scepter of Punishment, but does not want Himan dead, either. The protagonist must instead use the psionics Dig and Invisibility (both found in Nimspleen's private office in Skora) to infiltrate the fort and steal the scepter, then escort Pitor there. As a reward, he will give the protagonist a suit of armor that he received from his father, but only if Himan was not killed.
Emas

**Emas** is the third island in the Archipelago.

## Locations

* Tunnel to Emas
* Billsville (west)
* Billsville (center) / Fredsville
* Billsville (east) / Joesville
* Isolated Hut
* Breamtown
* The Cave
* Cave System
* Glowing mirror (leads to next unvisited Vex Chamber)

## Monsters

* Double Noggin
* Tentaclops

## Trivia

* Emas has the most sub-areas of any island, with three towns, four caves, one hut, and one mirror.
* Its name is "same" spelled backwards.
Exin

**Exin** is a town on the island of Agressat. It was destroyed by the initial monster attacks, but was later rebuilt by a Ronan Minion who gained free will and populated by refugees from Flog.

## Residents

* Ali - field worker
* Elizabeth - arbitrator
* Kaleb - farmer
* Mary - cook
* Sharon - field worker
* Victor - field worker

## North Refuge

The north refuge is located under Kaleb's house, but is not shown on the map. To access it, press "E" on the northern bed.

## South Refuge

The south refuge is located in the southeastern corner of town, inside the walls.

## Dugout

At some point, the Ronan Minion who rebuilt Exin and led the people of Flog there created a dugout outside the west wall. It cannot be seen from inside town, and can only be accessed from outside the walls.

## Items

* Acid Rain - south refuge
* Arrows - east of gate
* Boots (2) - north refuge, south refuge
* Buck and a Quarterstaff - south refuge
* Gauntlets - south refuge
* Green Bow - dugout
* Handmade Book - dugout
* Hard Air - dugout
* Hide Piercing Arrows - east of gate
* Horrific Halberd - dugout
* Large Shield - north refuge
* Long Bow (2) - one on each side of the gate
* Longer Sword - north refuge
* Mace of Malice - dugout
* Meat Cleaver - kitchen
* Midnight Star - north refuge
* Moood Gauntlets - south refuge
* Moood Headed Arrows (2) - west of gate, dugout
* Moood Shield - south refuge
* Silver Headed Arrows - west of gate
* War Axe - north refuge
* War Hammer - south refuge
* Wooden Shield - north refuge
Niac

**Niac** is one of the two towns on Un, located near the southern coast. It is known for its strong military and fine art. They are more xenophobic than Elba, as the guards will attack the protagonist unless s/he is wearing Niacian clothing. It is also surrounded by four guards on the overworld map.

## Residents

* Beth - artist
* Clifford - bard
* Elder
* Eric
* Frederic March - artist
* Randall - keeper of the statue garden
* Split Siskin - bartender

## Shops

### William's Wondrous Weapons

The statue garden.William's Wondrous Weapons (left) and Alvin's Admirable Armors (right).The Church of the Greater Greatness, home to the Mysterious Mystery Trunk of Mystery.Clifford performing in southeastern Niac.
Agate

Agate is a 13 year old tiefling girl from the city of Torca. She doesn't know her father, but her human mother is a servant for the Ciovic family manor house, the most powerful merchant family in the city. They control the trade of Larumar, a blue stone found nowhere else in the world. It is said that it contains the spirit of the ocean itself and is valued for its use in jewelry and arcane objects. The location of the mine is a closely guarded secret.

In order to become a servant in this household, one must first become a Vaulter or Vaultress. At the age of 15, a servant can become a Vaultress if she is illiterate and has a family member in the already in service. She must undergo a ritual tongue removal so that she is incapable of revealing secrets to anyone outside the household. Their life is restricted to the manor property alone. In return, they are given food, shelter and live a comfortable life. That is, as long as they bear a child into the family service.

The Ciovic family is extremely mistrustful of magic, and their power over the surrounding town has forced many local magic users into hiding.

To be a Vaulter or Vaultress is considered an honor passed down from generation to generation despite its limiting lifestyle. To Agate, it is seen as normal. She looks forward to being able to spend all day with her mother, but it isn't looking forward to losing her tongue. She spends her days while her mother is working inside the manor (where she is not yet allowed) training as a maid at a local inn. She is trying to remember all she can about the world outside.

One beautiful afternoon, Agate goes to watch the ocean and in her favorite, seaside alcove. There she sees Kusdius, the head of the Ciovic family, exit a ship she has never seen before. She watches as the cargo bay opens, and hundreds of chained, gagged, and malnourished gnomes are forced onto the beach. Kusdius mutters a few arcane words, and a small blue cave becomes visible in the cliffside, just large enough for a gnome to walk through. Kusdius' knoll assistants begin forcing them into the cave. Scared of being seen, Agate dashes back to the manor as fast as she can.

That evening after dinner with her mother, she is dragged to the manor dungeons under the pretense of immediately beginning her vaulting. Now that she knows the secret of the Ciovics' wealth and prosperity, she realizes being a vaultress is not a position of honor, but manipulation.

Agate begins to panic and scrambles to find a way to get out of her cell. After an hour of struggling she realizes there is no point and cries herself to sleep. While asleep, she sees a pair of green eyes staring at her. Agate wakes up to find her hands glowing with bright red light, and inadvertently blasts magic at her cell door. The energy melts a hole in the cell bars, she runs out and escapes. Agate runs back to the shipyards and sneaks onto the first ship she can find.
Fort Agrasse

**Fort Agrasse** is a fort on the island of McTeague. It was built by Pitor using materials from the ruins of Skora, and named in honor of his late wife. However, after its completion, Himan claimed ownership of the fort and exiled Pitor. The main quest line for McTeague involves finding a way to get Pitor inside the fort without killing Himan.
Nicto Kurasis

Nicto Kurasis is a shadowy organization that seems to regulate much of the black market trade throughout Guavira. They are a well ordered, but feared group.

Agents of Nicto Kurasis, led by the changeling Nix, have ongoing dealing with Jambis Dartheur to bring in unknown, powerful magics into the city.
Virasie

Virasie is for the most part a wild untamed land, and its inhabitants like to keep it that way. Full of shyer races that prefer the wilds, Virasie is a quiet country.

## **History**

**54** Discovery of a plant that when distilled makes Virasins heal uncommonly quickly.

**232** Virasie bumps up against Hasneem in the Kudron foothills and starts building a border wall to protect its resources from the lava that occasionally spews from the Kudron Range.

**559** Virasin healing plants are smuggled out by Motageemian scholars and is dispersed over the next hundred years throughout Jameel.

**643** The last of sixteen border walls falls and Virasin leadership makes a decree that it will no longer put its resources into the upkeep of walls.

**917** Virasin potion making schools are established throughout the country, and the art of potion making is dispersed throughout Jameel.
C1E4 — A Walk on the Mild Side

## Jamra's Account

Finally a day worthy of the name. We awoke on the fine morning of the 25th to clear skies and glad hearts. Agate seemed to be in high spirits and I confess even my black mood from the past few days had worn thin. As Zaelarys and Orentha were still gone, we elected to spend the day on the town rather than try our luck with the Troglodytes again. Dodging the odoriferous concoctions of our inn's "cook," we made for the market.

And what a market it was! I confess I expected to find the place rather dull after the sights and sounds of the Brazen Bazaar, but this plane has some truly unique inventions! We stopped for breakfast with a curious bun seller, who claimed that his wares conferred a few minor magical effects (well worth the price if true!), before proceeding with our wanderings. I confess I was more interested in scoping out the marketplace rather than going to any particular shop, but Agate's enthusiasm was infectious. Amidst our window shopping, she mentioned to me she had found something the other day and produced a potion from her pocket as well. A stroke of luck! A healing potion like that is quite valuable and dead useful as well. I'm glad her keen eye picked it out, though I'll need to keep a better eye on our hauls in the future to identify anything of note. Syrenixia seemed to pay close attention to our conversation, but didn't offer any comment. She's a taciturn sort, but very reliable. I hope to come to know her better and learn a bit about her code. Like so much else in this new world I have much to learn, but so little time to do it.

After our conversation, Agate led us into a little taxidermy shop of the side of one of the main thoroughfares. The place was... creepy really. From the stiff corpses to the penetrating gaze of the shop keep the whole place was strange. We soon learned why. The proprietress was using the stuffed animals as vessels for spells! A fascinating, if disturbing operation. Such a contact could be very useful to my work however, and she is worth cultivating. To think of all the things I could make with her knowledge! After some dickering over prices for spider corpses, we went our separate ways. Syrenixia mentioned something about needed to see an armorer and trudged off. I was about to do the same, but Agate invited me to go to the seashore with her. She seemed like such a nice girl, even with the peculiar stuffed chipmunk she bought, so I could hardly refuse. We spent over an hour watching the waves and talking. I think I got through to her a little and she opened up about her home. It seems there are depths to our small friend and sadness that lingers within. After bidding her ado, I headed back to the docks and spent quite some time speaking to airship captains and a wharf master. I learned much about the trade coming to the city, but only time will tell if any of the connections I have made will bear fruit...
C1E2 — Bad Eggs and More Troglodytes

## Jamra's Account

We began our new day in the modest quarters provided for us after our spat with the troglodytes. Fearsome though they were, I confess that their bites have left less impression in me than the hard boards of the straw beds the inn has provided for us. I need proper lodging, quarters befitting me, and soon. But no matter, we were treated to a decent meal in the morning (though Syrenixia seemed unwell after it, must remind her to use less salt in the future) and then we were off. As we exited, turning once more to the bounty office that imperiled us the day before, I could not help but speak. I told my new companions my true name, my true nature. Perhaps indeed Faruq had entered the world in the City of Brass and maybe he had survived to stow away on a spelljammer, but it was Jamra that escaped the holds of the slavers. Only cinders remain and they needed to be warned of that. My companions took no heed, but I suppose it was not really for them. Now, when they speak to me I shall be reminded of what I am, what I must surpass. That will have to be enough.

After discussing our fee once more with the officials, we delved underground below the granary once more. The tunnel was dank and covered in sticky webbing and soon we discovered hideous trophies, the bodies of those unfortunate enough to have fallen to the troglodytes or some other foe. They hung in webbing, drained of moisture. Still we pressed on, discovering the monsters lair, where we did battle once again. Here I acquitted myself well, laying down flame and ice yet again, when struck by a great spider, I fell. It was my erstwhile allies, and the new companion they had acquired at the office, who carried the day. When I was revived I could only help clear the room and prepare the bodies for departure. Nevertheless I did notice something. Little Agate found something on one of the corpses in the refuse heaps and hid it from my sight. I felt a flash of irritation then, frustration at my ambitions being stymied by the denial of my fair share, but that was soon replaced by shame. What had I contributed? A little blood on the earth, but it was the new one, Zaelarys, who halted the beast. It was Syrenixia who slew it and Agate who smited it. I only alerted it to our presence. So I resolved to say nothing.

We returned the triumphant heroes, carrying the dead in palls made of webbing. The man at the office seemed shocked at this and drove us out quickly after paying our fee, muttering about paperwork and problems. I suspect there may yet be some benefit in it, so I shall have to bring it up on our return though. On the way back to our humble lodgings, I approached Agate about her theft, though I did not phrase it as such. She seemed so young then, and so contrite, showing me a handful of copper and silver. I told her to keep it. She has more need than we do, I suspect. A good girl, but there is a sadness in her eyes. Zaelarys wandered off while we loitered in the markets, but soon enough we made it home, to take another well deserved rest.
NPCs

This a list of NPCs in Guavira.

* Aleece, a roguish high ranking member in the penal legion
* Bakrimanthys, strange draconic being associated with the Yuan-ti
* Benyem, innkeeper at The Stinking Lizard
* Butter, owner of The Bushy Tail
* Fulwin Durna, alchemist involved in poisoning the penal legion.
* Gin, assistant clerk at Office 154
* Hurk, Thindolian Littlefoot's flesh golem servitor
* Jambis Dartheur, halfing merchant
* Captain Jenny Harker, Captain of the *Second Best*
* Johann, bread seller in Gullsfoot
* Lilac, half-giant of the penal legion
* Tranquil Malachite
* Maya, druid of the wilds
* Captain Oren, captain of the penal legion
* Pasha, cook at The Stinking Lizard
* Price, Former Boson of the *Inheritor*
* Quentin, archaeologist
* Red Barton, Former First Mate of the *Second Best*
* Sodden Court
* Dr. Thindolian Littlefoot, sinister gnomish alchemist
* Tristen, guard 122
* Tranquil Zugat

NPCs in the Bastion

* Lady Borea
* Lady Chione
* Elaine & Bromdini
* Belmorn & Rivenna

NPCs in the Azracon

* Lord Auron
* Emory
* Townespeople
* Edipo & the Centaurs
Bone Talisman

A strange amulet carved from the bone of some great beast, Squad 13 discovered it on the body of Captain Jarzon after killing him while in the midst of a ritual to Bakrimanthys. Originally it was attached as a hilt on his cutlass, however Trindak attached it to his battleaxe, hoping to gain a measure of its power. Disturbed by the strange dialect of draconic lettering on its sides and its use in a terrible ritual, the party began to investigate its origins, following it to a group of yuan-ti cultists on Tideterie. The party discovered the vast, but incomplete skeleton of the dragon Bakrimanthys beneath a temple on the island, noting that most of its bones bore similar inscriptions. There the amulet was taken from Trindak and implanted within Orentha's chest, where it remains.

## Known Abilities

* On a critical hit, the wielder's attacks deal psychic damage.
* Against Yuan-ti and all worshipers of the Serpent Gods **REDACTED**, the wielder's attacks deal psychic damage.
* The wielder gains 1d8 hit points upon killing a creature, which stack with themselves. These hit points last 24 hours.
The Bastion

The Bastion is the easternmost outpost of Winter on the continent of Mahida. It is located within the Arien Oranti - the Sunrise Mountain Range.

## General Info

The Bastion is currently ruled over by Lady Borea, the North Wind. She has been ruling over the area since the transition from Summer to Winter - roughly 70 years ago.

The primary inhabitants of the Bastion appear to be military forces of winter - mostly comprised of elves and fey-appearing humanoids with a healthy mix of half-elves. All military personnel have specialty armor enchanted by the Ladies that grants them magical resistances to cold and wintery weather. This makes them ideal combatants in the biting wind and deep snows of the mountains.

The fortress itself is built into one of the largest mountains in the range. The lower "terrace" level stands 100 feet above the glacial lake below, the second level a further 70 feet up, and the third level (including Borea's throne room) are 40 feet above that. Guard towers posted along the edge of the range are tall and hollow, which causes a sonorous tone to constantly ring through the mountains. When wind is intentionally blown through these hollows a certain way, the sound can be used as an alarm.

Half-elven blacksmiths in the Bastion create weapons with iron as a component.

## Notable NPCs

* Lady Borea
* Lady Chione
* Captain Vilan
* Belmorn & Rivenna
Mario Brothers Land!

**Mario Brothers Land!** is a hidden area, likely used for debugging purposes.

## How to access

In ResEdit or any other resource editor, edit the PLYR file of a saved game as follows:

* line 0, column 2 - 0002
* line 0, column 3 - 0006
* line 8, column 2 - 00AD

## Layout

Most of the area is composed of a "hub" room containing a wide assortment of items and eight "pipes" leading to warps to various areas, as follows:

* Upper left - None, likely intended to be the entrance
* Lower left - Vex Chamber 4
* Top right - Dock area of Castle Rochelle
* Second from top on right - Hallway leading to the mirror on level 3 of Ronan's tower
* Third from top on right - Emas, outside the tunnel from Culn
* Third from bottom on right - McTeague, outside the tunnel from Emas
* Second from bottom on right - Thirsty Smush wine cellar, on the stairs leading out of the tunnel from Emas
* Bottom right - Agressat, outside the tunnel from Morage

South of the hub and across a hallway are rooms containing two each of Double Noggins, Three Mile Beasties, and Insect Swarms.

## Items

* Bow
* One Handed Crosbow
* Composite Bow
* Longer Sword
* Bola
* Crossbow
* Niacian clothing
* Helm
* Scimitar
* Elban Clothing
* Highly Profesional Glow
* Arrows
* Bolts of Slaying
* Hide Piercing Arrows
* Sixth Staff
* Green Clothing
* Gauntlets
* Moood Headed Arrows
* Warm Gloves
* Large Shield
* Buckler
* Deaths Head Bolts
* Battle Boots
* N Staff
* Warm Boots
* Buckler
* Axe of Obfuscation
* Mace of Malice
* Green Bow
* Wooden Shield
* Rod of Firey Death
* Bastitch Sword
* Horrific Halberd
* Niacian Life Ender
* Field Plate
* Moood Plate
* Pitor's Armor
* Studded Armor
Penal Legion

Captain Oren: The captain of the penal legion, clearly jaded from dealing with criminals, but appears to have an eye for talent. Might initially appear disinterested or unimpressive, but don't underestimate him.

Lilac: Half-giant Fighter member of the legion, whether or not she is a criminal is unknown at this time

Miriam: Halfling bard, part of a criminal circus a while ago, was caught and sent to the penal legion, decided to stay after being released

Silas: Half-elf bard, Miriam's companion

Odette: Elf wizard, some form of nobility, currently serving time for an unspecific crime

Dhaviel: Tree-person, member of Odette's party

Kou: White haired Tabaxi, member of Odette's party

Magnolia: Halfling, member of Odette's party

Ushnak: Hobgoblin, member of Odette's party
The Sludgery

A district on the outer western edge of the city, near the river. Contains most of the city's more odoriferous industries, such as tanning, slaughtering, rubbish collection, and alchemy. Much of the district spills over outside the city walls, as the government is disinterested in keeping such operations close enough to smell. The walls here are honeycombed with nearly a dozen postern gates that are usually left open, allowing for free travel between the river's tanneries and the storefronts within the walls for the dumping of chemicals and the transport of goods. Code enforcement is lax in the area, leading to a collection of ramshackle and unsafe construction combined with noxious chemicals that makes the area a disaster in the making.

## Locations

* The Crimson Hydra Society
* Knicker-Knack's
* The Stiff Brush
* Mahida's Finest Bottled Water
Bridlane

A country run by the three queens.

On the continent of Mahida.

## History

### Founding

Avira, Beatar, and Toredin sail to the shores of Mahida in 1230 with three hundred people. Through dedicated hard work, and much secrecy, the land surrounding the area was made fertile.

## Geography & Climate

### Climate

Bridlane is a temperate country. It is more verdant than the surrounding area and tends to be slightly more moderate in climate than the rest of explored Mahida.

## Relationships with Other Countries

### Relationship to Tideterie

The Pirates seem to leave Bridlane ships alone, for the most part.

Trade Routes

The Gilded Pockets have trade routes by both sea and air with the following countries:

* Hasneem
* Virasie
* Motageem
Ravenfolk

The Ravenfolk are a clan of Kenku who dwell within the branches of Yggdrasil. They tend to be cautious and insular, listening and repeating constantly the chatter of the the peoples of the World Tree.

## Cursed by the Gods

The Ratatosk and their neighbors the Ravenfolk are two races that claim descent from a pair of friends who lived in the branches of Yggdrasil long ago. The squirrel and the raven were great doers of mischief and enjoyed nothing more than stirring up disagreement where once their was comity, proving to all that *theirs* was the truest and strongest of friendships. Eventually their trickery wen too far when, entrusted to carry a poem from Magrim, a dwarven god of language and the underworld, to Shelyn, Goddess of Love and Beauty, the friends completely rewrote it, filling the text with rude puns about the various gods' attributes. Needless to say Shelyn was unimpressed and Magrim resolved to punish the scheming friends severely. He declared that neither could be trusted to use their words responsibly and thus they would be curtailed. Ratatosk and his descendants were cursed to speak nothing but lies and gossip, unable to speak truthfully about that which they desired and unable to refrain from revealing that which they had been told in confidence. Upon Hrafnir and his descendants, Magrim laid the stricture that they would never again be able to lie about what someone had said, only free to repeat words exactly as they had heard them. The two friends blamed eachother for their misfortune and to this day the two peoples' feud and the god's curse remain strong.
Action Items and Things to Look Out For

+ Fate points have been awarded until C1E15 for everyone except Milady. Hero points may be able to be retconned but I think this should be done by committee.

* Sara, Michael, and Val should (if desired) select some spheres of influence if they would like to run a game before.
* Adding to wiki: when systems are approved they are put on the wiki.
	+ Proposed systems go in the proposed section
* Fate point economy and hero point economy are up and will be revised as needed by the group.
* People should look into talent trees and ponder how they would like to develop their characters.
* Creating locations for Val, Mike, and Sara to help in first-time DMing, so that they can create their spheres of influence.
	+ I reached out to Sara. ~Maria
* **Jack and Maria:**
	+ Talk about the periapt of wound closure
	+ Talk about the establishment of the fixing of the ship.

### Things Maria is thinking about:

* Reputation system.
* The Bushy Tail shop information.
* Paperwork and the paper trails.
* Maps received from Office #154.
* A proper calendar.
Write-Up Guidelines

So you've had a wonderful session and now have decided to write a write-up! Here's some guidelines.

## Important Elements of a Write-Up

In-game date, participating characters, and a rough description of what happened.

If it's cool or super creative, bonus points and bottlecaps, i.e. DM inspiration.

**Anyone** can do a write-up! We can even have multiple write-ups for the same session! One guideline however is to avoid repeating what someone else said too much. Some overlap is fine, paraphrasing previous write-ups should be avoided.

Good:

* **A:** Then we found the treasure chest and swiped all the swords.
* **B:** While everyone was grabbing swords, I noticed the writing on the side of the treasure chest.

Bad:

* **A:** Then we found the treasure chest and swiped all the swords.
* **B:** After killing the guy, we found the treasure and grabbed as many swords as we could.

## Rewards for Write-Ups and Wiki Contributions

Whosoever shall contribute to this wiki shall receive one or more of the following rewards:

* **Write-up for a session in which you were present.** XP is given at the rate calculated on the Session Summaries page, i.e., 10% of the total XP needed for the highest level character to advance to the next level or the amount of XP gained in the session, depending on which is lower. You may receive a bottle cap if it is a particularly great write-up.
* **Write-up for a session in which you were not present.** One bottle cap is given.
* **Wiki contributions.** A gut feeling amount of XP is given, based on amount of information added. This is roughly 10-20 XP per page edited. Higher quality means higher XP.
* **Infobox.** 10 XP is given for filling out the infobox on a summary page.
* **Art.** If you are Agate, this counts as a write up for the episode which is depicted in the art. If it not of a scene in a write up, XP is given at the rate of a write up for the current episode. If you are not Agate, you receive bottle caps or XP on personal GM inclination and the frequency with which you make art.
Ratatosk

The Ratatosk are a group of intelligent squirrels who dwell within the branches of Yggdrasil. They tend to be very curious and greatly enjoy spreading gossip and tall tales.

## Cursed by the Gods

The Ratatosk and their neighbors the Ravenfolk are two races that claim descent from a pair of friends who lived in the branches of Yggdrasil long ago. The squirrel and the raven were great doers of mischief and enjoyed nothing more than stirring up disagreement where once their was comity, proving to all that *theirs* was the truest and strongest of friendships. Eventually their trickery wen too far when, entrusted to carry a poem from Magrim, a dwarven god of language and the underworld, to Shelyn, Goddess of Love and Beauty, the friends completely rewrote it, filling the text with rude puns about the various gods' attributes. Needless to say Shelyn was unimpressed and Magrim resolved to punish the scheming friends severely. He declared that neither could be trusted to use their words responsibly and thus they would be curtailed. Ratatosk and his descendants were cursed to speak nothing but lies and gossip, unable to speak truthfully about that which they desired and unable to refrain from revealing that which they had been told in confidence. Upon Hrafnir and his descendants, Magrim laid the stricture that they would never again be able to lie about what someone had said, only free to repeat words exactly as they had heard them. The two friends blamed eachother for their misfortune and to this day the two peoples' feud and the god's curse remain strong.
Jambis Dartheur

Jambis Dartheur is a halfing merchant currently employing Squad 13 as members of his house guard. Dartheur came into contact with the squad 13 after they discovered his, killed by spiders underneath a granary. He lives in a large house in Pemmolp. He has ambitions to become an important man in the city, and has begun dealing with Nicto Kurasis to smuggle in powerful magical goods which he hopes will give him what he needs to improve his station.
Mysterious Chest

Locked, ironbound chest brought into the city by Jambis Dartheur, with the help of Squad 13. Subject of inquiry for the Nicto Kurasis, who sought to examine its contents before it was brought into the city, but were rebuffed. Opened by Agate on 6/6/1396, who discovered that it contained dozens of flowers. When smelled, the flowers demonstrated the effects of a truth serum, causing her to babble everything she was thinking upon failing a Wisdom save. These flowers were later referred to as Ver Lillies.
Belmorn & Rivenna

Belmorn & Rivenna are half-elves from the country of Virasie, about 50 miles away from Zelarys' home village. They grew up together and, by the time they left their home, they had been married for more than a decade. Belmorn is trained as a wizard specializing in herbology, and Rivenna is a scribe and researcher.

## Curse & Cure

The couple was forced out of their hometown when the villagers discovered that Rivenna had contracted the disease. Belmorn had read somewhere in his studies that Mahida had curious magical energies, and desperately travelled across the sea in hopes of finding a magical cure. When they landed in Guavira, Rivenna began to grow more ill and they hired a crew to take them up the River Brid. The weather began to grow more wintery and inhospitable as they travelled up the river, causing Rivenna to grow worse. Belmorn struck out on his own, leaving the crew to take care of his ailing wife, and travelled to the Bastion.

Borea agreed to stop the spread of the disease if Belmorn would function as her guard for one year. After a year, if he still wanted Borea to cure Rivenna, she would release him from his duty and cure his wife. At the end of the year, Belmorn's mind was too far gone to want anything for himself, and he remained as her guard until he was freed by the Second Sun.

Rivenna was found at the bottom of the River Brid by the Second Sun, and restored back to flesh by Zelarys. She travelled with the party to try and find her husband, and once he was freed became his primary caretaker. Rivenna also received a potion from Lady Chione that would stop the spread of the disease for one year. The couple are currently planning on joining the party at Azracon.
Hasneem

Hasneem is a mountainous kingdom full of geological unrest. As if spurred on, its inhabitants tend to be very fiery and often take part in verbal duels of wit.

## History & Demographics

**913** a volcano in the Kudron Range erupts, burning down hundreds of tiny villages and outcroppings.

Since the disaster, tieflings have moved in and rather taken over the area. A small village close to Virasie has emerged as a tourist destination, boasting wonderful spas.

## Also of note...

The capital, Torca, has a small fleet of airships.
Lady Borea

Lady Borea, the North Wind, is a member of the Winter Court and the current ruler of the Bastion. From her interactions with the party, she seems to be calculating and cruel, with a deep love of heartbreak and tragedy.

## Relationships

Borea's primary relationship seems to be with her daughter, Chione, who functions as a pseudo-advisor and intelligence collector. Their relationship appears to be underlined with a certain amount of distrust, and Chione has expressed frustration at her mother's methods of rulership. Chione revealed to Nix that she had been born when her mother decided to rip away part of herself that she believed was holding her back; a part that was characterized by her epithet "The First Snowfall".

The only other individual Lady Borea kept close was Belmorn, who functioned as her personal guard, punisher, and executioner. Roughly 70 years before the events of the campaign, Belmorn had made his way to the Bastion to make a deal with Lady Borea in order to save his wife, Rivenna, from a rare disease that was killing her. Borea agreed to stop the spread of the disease if Belmorn would function as her guard for one year. After a year, if he still wanted Borea to cure Rivenna, she would release him from his duty and cure his wife. At the end of the year, Belmorn's mind was too far gone to want anything for himself, and he remained as her guard until he was freed by the Second Sun.

## Abilities

Lady Borea's fey specialty is Enchantment, and she has many passive abilities that make her very difficult to resist. Anyone that spends a significant amount of time in her proximity finds that they want to serve and please her. Normal enchantment spells that she casts also have enhanced effects and durations.
Guavira Wiki

## Welcome to the Guavira Wiki

Welcome to the international hub for our West Marches-style D&D campaign. Since not everyone will be participating in every session or adventure, this wiki will become a valuable source of information. Players will receive XP and other perks for contributing write-ups or other information to the wiki. I highly encourage you to make a page for your character, at least giving us some physical and class characteristics of your character. Anything else is up to you.

## Overview

* Start here
* Session Summaries
* Session Recordings
* Quests and Objectives
* The Second Sun
* NPCs
* Quotes
* Action Items and Things to Look Out For
* Spheres of Influence
* Aspects
* Fate Points
* Hall of Hero Points
* Fanart
* Fanfic

## Gameplay

* Character XP
* Helpful House Rules
* Loot and Gold Rules
* Write-Up Guidelines
* Strongholds & Followers Cheat-Sheet

## Player Characters

* Agate, played by Sara
	+ Jasper, her familiar
* Jamra, played by Jack
	+ Hamid, his familiar
* Milady, played by Maria
* Nix, played by Ryan
* Orentha, played by Emily
* Sirenixia, played by Derek
* Trindak, played by Michael
* Zelaerys, played by Val

## Guavira and its Lore

* Map of Guavira
* Districts of Guavira
* The Three Queens
* Lore & Trade
* Economy
* Items
* Guaviran Lexicon

### Factions

* Gilded Pockets, "Clinkers"
* Nicto Kurasis
* Inkstained
* Street Sweepers
* Tranquil Guards
* Penal Legion
* The Six Tribes

## The World

Some of the most important locations to know about in this world include:

* Jameel, the Eastern Continent
	+ Carlabie
	+ Hasneem
	+ Motageem
	+ Shersllia
	+ Virasie
	+ Witlaneem
* Mahida, the Western Continent
	+ Guavira, our home base and the capital city of Bridlane
	+ Bridlane, Dominion of the Three Sorceresses
	+ Guaviran Wildlands, the area north of Bridlane
	+ The River Brid, the strong river that flows out of the interior, terminating in Guavira
	+ The Bastion
	+ Azracon
* Tideterie, land of pirates
* Andal Island, island off the coast of Guavira
* Titanfall, island off coast of Guavira
* Yggdrasil, the World Tree
* Argentax, Citadel of Dragonborn
* The City of Brass, planar city and Jamra's home

https://www.maptoglobe.com/rkIiC-72v?key=S1l8sAWQ3D - The world continents mapped to a globe!
Session Recordings

## Season 1

See Session Summaries.

Playlist of episodes.

* 4/14/19: C1E1 - Entering Guavira [5/23/1396] (AJOS) 30XP \*M
* 4/23/19: C1E2 - Through the Tunnel [5/24/1396] (AJSZ) 60XP \*M
* 5/7/19: C1E3 - Rats in the Wall [5/24/1396] (Z) 60XP \*M
* 5/12/19: C1E4 - The Bushy Tail [5/25/1396] (AJS) 60XP \*M
* 5/13/19: C1E5 - Gullsfoot Tournament [5/25/1396] (AJOS) 180XP \*M
* 5/14/19: C1E6 - Meeting Jambis Dartheur [5/26/1396] (AJO) 180XP \*M
* 6/12/19: C1E7 - Phases of Love [5/26/1396] (AJOS 180XP \*M
* 6/17/19: C1E8 - Clouds on the Horizon [6/4/1396] (AJOST) 100XP \*M
* 6/22/19: C1E9 - Black Pudding [6/4-5/1396] (ANOST) 180XP \*M
* 6/25/19: C1E10 - Sausage Fest [6/5-9/1396] (AJNOSTZ) 180XP \*M
* 6/27/19: C1E11 — The Pirate's Cove [6/10/1396] (AJNOS) 240XP \*J \*M (No recording)
* 7/01/19: C1E12 — What Lies Beneath [6/10/1396] (AJNOST) 380XP \*J (No recording)
* 7/09/19: C1E13 - Upon the Shoulders of Titans [6/11-17/1396] (AJOST) 380XP \*E (No recording)
* 7/12/19: C1E14 - A New Leaf [6/18-25/1396] (AJNOST) 380XP \*J
* 7/22/19: C1E15 - Hunting the Husband pt 1 [6/28/1396] (AJMNOST) milestone \*R
* 7/24/19: C1E16 - Playing Catch Up [6/11-27/1396] (AJNOST) downtime ALL
* 7/30/19: C1E17 - Hunting the Husband pt 2 [6/28/1396] (AJMNOT) \*R
* 8/5/19: C1E18 - Price May Be Right [6/29/1396] (AMOST) \*J
* 8/7/19: C1E19 - The Madness of Dragons [6/29/1396] (AJMNOST) \*J
* 8/22/19: C1E20 - Aboard the Inherited [6/29/1396] (AJMNOSTZ) \*J
* 8/27/19: C1E21 - The Siren's Lash [6/30-7/6/1396] (AJMNOSTZ) \*J
* \_/\_/19: C1E4 - [6/1/1396] (Featuring) \*DM
Bakrimanthys

The disembodied spirit of a **REDACTED** dragon, Bakrimanthys has become much more, and much less than she once was.  As **REDACTED** dragons are wont to do, she sought new knowledge
and so manipulated mortals to do dangerous, even deadly things in order to push
the boundary of the known.  Her
particular fascination was dreams **REDACTED**

The Yuan-ti were the perfect targets.  An unspoilt "primitive" culture on
a desolate island hardly known to other mortals and disregarded by **REDACTED**  The Yuan-ti were swiftly conquered, their more violent customs curtailed **REDACTED**

**REDACTED**  In time, her attention turned
wholly to her work and she became reclusive, leaving her petty kingdom to be
governed by the priests who served her. They came to incorporate her rulership and strange commands into their preexisting culture, treating her as a high priestess, worthy of respect, obedience, and veneration.  However, her cultural edicts were less resilient and the yuan-ti returned to their acts of sacrifice.  **REDACTED**

**REDACTED**

It has been centuries since she undertook this journey and fell asleep before the Window of Worlds within the Great Pyramid.  She left her body behind, but her mind and soul entered into the portal **REDACTED**   Only the
discarded pieces of her mortal form remain.  These act as foci that can
make contacting her across the infinite planes possible at all.

In the wake of her absence the Yuan-Ti have come to worship her as an exarch and kin to their own slumbering gods.  They believe her
dreaming voyages let her act as an intermediary between them and their sleeping
gods and if they can bring her to dream of certain things, she will in turn move Sseth and Mershaulk.  **REDACTED**

### Clues

Called **She Who Dreams Beneath** by a group of pirate cultists, little is known of Bakrimanthys. The players have discovered the following clues in their battle with her followers:

* Her name, which was found on a crumbling stone altar half immersed in the sea
* Her followers seem to develop scaled hides and wield some measure of divine power
	+ Certain followers display extreme versions of this transformation, resulting in scaly monsters
* References to her have been written in draconic and the speech of one of the altered cultists was also in draconic
* The leading cultist possessed a strange, off-white sword hilt carved in draconic runes. Trindak has since attached the hilt to his weapon.
Taxes

Taxes take a variety of forms in Bridlane, with the majority of the burden falling on the poor, those with a substantial amount of real property, and those importing goods, particularly luxuries. The tax system provides different rates for those who are free, bonded, citizens, and foreigners, as well as reduced rates for currency earned in the employ of the crown.

## Sirenixia's Taxes

* 20% Income Tax (Reduced to 12% due to all disclosed income earned while in the service of the crown
* 1 sp per limb
* 1 sp per missing limb
* 1 sp per infant born in wedlock, 1 cp per bastar
* 1 sp per burial performed
* 2 cp per hour of public performance
* 2 gp for every functional chimney
* 2 sp per living canine owned
* 4 sp per marriage
* 2 gp per acre of arable land
	+ Unpossessed claims deferred
* 10 gp per functional private well
* 1 sp for lack of a functional private well
* 1 cp per visit to a prostitute
* 5 sp per room owned
* 5 sp per year a marriageable virgin remains unmarried
* 1 cp per bare foot entering the city
Inkstained

The Inkstained are Guavira's clerks. They are recognizable by their black, blue, or red inkstained fingers. Most Inkstained know how to read, write, speak, and understand at least one language other than Elvish and Common, but the more languages they know the higher up they advance in rank.

The Inkstained operate Clerk Offices throughout Guavira, ensuring the populace can easily meet their paperwork needs.

## Inkwell

Location of Magistrate Purcelle. A hub of activity for the Inkstained.
The Six Tribes

A rare Guaviran depiction of the Tribes

A group of humanoid and giantkin native to Mahida that predates Guavira's settlement. The Tribes form a loosely affiliated confederacy generally aligned against Guavira's expansion and wary of further conflict. The kingdom of Bridlane and the Tribes conduct regular informal diplomacy to limit violence between the two sides. Six Tribes settlements are located at important, safe locations in the Guaviran Wildlands, where the continent's strange magic seems to abate. Originally, the Tribes numbered seven, however the seventh was destroyed, with the city of Guavira founded in its ashes.
Hamid

A spirit of smoke and flame that has taken on mortal flesh, Hamid is Jamra's familiar who currently wears the shape of a falcon. Although they can communicate with eachother, the two share a mostly professional relationship, with Hamid enjoying the opportunity to take physical form and Jamra relying on his scouting capabilities.

## Stats

Hamid

Tiny beast, unaligned

Armor Class 11

Hit Points 1 (1d4- 1)

Speed5 ft., fly 60 ft. ft.

STR 3 (-4)

DEX 13 (+1)

CON 8 (-1)

INT 2 (-4)

WIS 12 (+1)

CHA 7 (-2)

Proficiency Bonus +2

Skills: Perception +3, Stealth +3

Senses: Darkvision 120 ft., passive Perception 13

Flyby: Hamid doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight: Hamid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Lilac

A giantkin woman born in the lands beyond the Pale of Guavira, Lilac is a woman between two worlds. Apprehensive about the dangers of the wilds and skeptical of further Guaviran settlement, Lilac serves as an intermediary between Guavira and the Twelve Tribes, as well as a ranger leading expeditions of Guavira's Penal Legion.

## What We Know

* Born to one of the Twelve Tribes, but seemingly apprehensive about returning
* Only about 1/4 human. Rest likely some sort of cloud or storm giant
* De facto ambassador between Guavira and her people
* Has traveled extensively in the wildlands north of Guavira, but still regards them as dangerous
* Personally quiet, reticent to discuss her experiences

## Abilities Known

* Two Attacks per round
* Can enlarge herself as a bonus action
* Some sort of runic magic