recursal/Fanatic-Fandom huggingface dataset:
Effect Icons

Effect Icons are the damage, buff, debuff etc caused by Attacks. Each effect icon listed on an attack is applied once, moving from left to right and resolving each icon one at a time.

## Impact

**Effect Type:** Damage

Each instance of the Impact effect that is not canceled causes the target to receive a Damage Point. When applying Damage Points to a Capital, if the Capital would receive more Damage Points than it has remaining spaces on its damage track, do not deal Damage Points to the Capital after it reaches the end of its damage track (Exception: If the attack/attacker has the Devastate special rule, in which case immediately resolve a Critical on the capital when it maxes its damage track, then continue applying Impact Icons.).

## Wound

 **Effect Type:** Damage

Wound only affects Units and has no effect against Capitals. Each instance of the Wound effect that is not canceled forces the target to discard its highest Pilot level card. If there is only one Pilot card on the Unit (EG a Level 1 Pilot), the Pilot is discarded, and the Unit is destroyed as it is now Unmanned.

## Impede

**Effect Type:** Debuff

Impede only affects Units and has no effect against Capitals. Each instance of the Impede effect causes the owner of the target to send a card from the top of their deck to the discard pile. For each instance, the owner of the target may choose to ignore the effect icon by paying 1 Command.

## Lock

**Effect Type:** Debuff

Lock only affects Units and has no effect against Capitals. Each instance of the Lock effect gives the target a Lock Token.

**Lock Token:** A Unit with a Lock Token cannot Shift. After a Unit activates, it removes all Lock tokens it has.

## Repair

**Effect Type:** Buff

Repair only affects Units and has no effect against Capitals. Each instance of the Repair effect removes a Damage Point from the target.

## Shield

**Effect Type:** Buff

Each instance of the Shield effect grants the target a Shield Token.

**Shield Token:** When a Damage effect would be dealt, if you have one or more Shield Tokens, discard a Shield token and cancel that effect icon. At the start of your turn, all of your Units remove any Shield Tokens they have.
Bordemir

Appearance: Deadly Dungeon: Episode 03

## Features & Traits

* Divine Sense
* Lay On Hands
* Dueling Fighting Style
* Divine Smite
* Divine Health
* Sacred Oath: Vengeance
* Channel Divinity - Abjure Enemy
* Channel Divinity - Vow of Enmity
* Extra Attack
* Aura of Protection
* Tough Feat

## Tool Proficiencies

* None

## Equipment

* Rapier
* Shortsword
* Darts (10)
* Scale Mail
* Shield
* Backpack
* Blanket
* Censer
* Common Clothes
* Vestments
* Alms Box
* Block of Incense (2)
* Holy Symbol (Amulet)
* Candle (10)
* Tinderbox
* Grappling Hook
* Rations (2)
* Waterskin
* Potion of Healing

## Languages

* Common, Dwarfish, Primordial, Undercommon

## Spells

* 1st Level: Bane, Bless, Hunter's Mark, Protection from Evil and Good, Wrathful Smite
* 2nd Level: Find Steed, Hold Person, Magic Weapon, Misty Step, Protection from Poison
Ageusia & Anosmia (Wizard Spell) 2e

Ageusia & Anosmia causes the recipient to permanently loose their senses of taste and smell. The victim is allowed a saving throw vs. spell to negate. An affected creature looses their ability to taste and smell, causing a -20 to grub skill checks. Careful consideration should be given to describing environments as the character would be unlikely to notice many things we taken for granted - the smell of acid or death, the taste of food gone wrong, or even the dampness of earth in a cave.

The tasteless spell can be ended with a dispel magic, or by the spellcaster.

The material component of this spell are powdered seeds of an exceedingly hot pepper.
Amy Amberfall

## Stats

### Strength

12
12
9

### Intelligence

14
10
14

### Perception

7
12
11

Appearances: *Age of Strife 1 Episode 1* to *Age of Strife 1 Episode 4*

## Weapon Proficiencies

* Arming Sword
* Dagger
* Disguise (1 slot)

## Non-Weapon Proficiencies

* Reading/Writing (1 slot)
* Acting (1 slot)
* Tumbling (1 slot)
* Baking (1 slot)
* Appraising (1slot)
* Seamstress (1 slot)

## Equipment

* Arming Sword
* Dagger
* Light Crossbow
* Signet Ring (Amberfall)
Akuban Knights: Episode 13

## Cast

Neal Pass Erickson - Dungeon Master

Dan - Sami

## Recap

### 12th June, 1511

The *Akuban Knights* leave Yetel and head west along the north end of the Quazzarian Steppes. Sami, Yassi and Jane stay behind in Yetel.

Sami learns *"Conjure Simple Object"*.

### 14th June, 1511

Sami tests using Magic Circles in unusual ways. He can't create a magic circle though walls. He can do a magic circle though a doorway since the door doesn't touch the floor.

Outside in the Sha'zhar Estate, Sami tests using the magic circle spell. Sami throws a rock and the magic circle seems to work 30 feet above the circle, but not 60 foot.

Sami then gets a painting canvas and makes a magic circle on it, and it works. He tries moving the canvas, and it breaks after Sami tries moving it too fast, but it was stable when moving slowly. Sami tries making a magic circle on a sideways

Sami casts a last magic circle then leaves it overnight.

### 15th June, 1511

The magic circle is still working the next day.

Sami creates a series of small magic circles in a row, and they work.

While Sami is in one of the underground libraries, he hears some stone moving. He can't see any change. He goes back to reading.

Sami then notices a Questari Family woman in the underground library. They share an awkward wave, and they leave each-other alone. Then Sami notices an elderly Tezro'han Family man with a magical staff.

Sami head to find Pharis Sha'zhar, the head of the Sha'zhar family. Pharis Sha'zhar says all down here are trying to stay in hiding. Sami asks for some privacy, and Pharis Sha'zhar suggest he go to his quarters and use a silence spell.

Sami returns to his room to finish his studies, then Sami hangs out in the canteen. Sami also notices a Baladin and Orran family members as well.

### 16th June, 1511

Early in the morning, Sami goes to chat with the cook, Cossi, and offers to help cook as well. The cook asks if Sami really is Sami the Prince, and Sami gives an alias James. Rumor is that Budariousz was the one who killed King Haraziem.

Cossi likes to gossip. She says Mari Tezro'han is an outcast from his family, Cossi claims that Mari had an affair that shamed him to the rest of the family. Cossi then thinks that Pharis Sha'zhar was adopted, and was originally an Eridonian. Shavana is the name of the Questari. Cossi thinks Brandy Orran is boring. Ragh Baladin, and Cossi thinks he is shy.

### 17th June, 1511

Pharis Sha'zhar comes to Sami to ask a question about Sami's family ancenstor, Falstaff the Sorcerer who founded their house. He wondered where Falstaff the Sorcerer's spellbooks have gone to, as well as the Staff of Light. He knows that the real crypt of Falstaff the Sorcerer is under a mountain in the Draken Ridge, not the fake one in Sandashar. Sami doesn't know more about it, but helps Pharis Sha'zhar do some research into it.

Sami searches for secret passage and finds that a magical mirror is involved somehow.

### 1511-06-18 to 1511-06-30

Sami, using the library, creates the spell "Sami's Mark of Recall".
Bishop

Lost Character Sheet*The original character sheet for this character has been lost and cannot be retrieved.*

## Stats

### Strength

???
12
?

### Intelligence

?
?
?

### Perception

?
?
?

Appeared in One Shots: Fortunes End

## History

* Recently joined the cloth a few years back. His past is one of violence and bad things, as a Sellsword. He walks with an obvious limb from old battle wounds.

## Equipment

* Mace
* Shield
* Studded Leather Armor
Turn Sequence

In Sol 3, players alternate turns. During their turn, a player progresses through the following phases.

## Refresh Phase

The active player removes all Command they had and draws a card from his/her Deck. Then trigger any abilities listed as Start of Turn.

## Command Phase

The active player gains command equal to the total result of all Command Modifiers on their Capital's Crew cards, and any other modifiers from other sources such as Critical Damage.

## Capital Phase

During the capital phase, the Active Player may, in order:

1. Move their Capital
2. Attack with their Capital
3. Launch Units

The active player may also play up to one Order card, and any number of Attack, Maneuver, Training, or Neural Fuse cards.

## Unit Phase

During the Unit phase, the active player activates each of his Units once, in any order he/she prefers. When a Unit activates, perform the following steps in order:

1. The Unit may Shift (flip to it's other form)
2. The Unit **Must** perform a number of moves equal to its speed (if its speed is a range value, such as 2-4, it may make any number of moves within that range)
3. The Unit may perform an attack.

The active player may also play any number of Attack, Maneuver, Training, or Neural Fuse cards. Abilities of Units are not restricted to use within this phase, refer to the card text for any restrictions.

## Victory Phase

Each player gains Victory Points for each Mission and Objective they scored this turn, up to the maximum allowed by the Mission or Objective card (if any is listed). Then, if the active player has no Units on the board, the other player gains a Victory Point (This is called Air Superiority).

If a player has reached the Victory Point goal for the game (A standard game has a goal of 12), the game ends and that player is the winner. If both players have reached the goal, the player with the higher total wins. If both players have reached the goal and are tied, The player with the most remaining cards in his/her deck wins. If there is still no clear winner at this point, the game is declared a Draw.

## End Phase

If the active player has less than 3 cards in hand, he/she draws cards until he/she has 3 cards in hand. Then, any End Of Turn effects trigger. Afterwards, the other player becomes the Active Player and begins his/her turn.
Aldric's Discriminating Door (Wizard Spell) 2e

This spell functions as a Wizard Lock spell in all respects save that those designated by the wizard may be granted entrance or egress (independently of each other). Therefore, if Aldric the Conjurer casts this spell on his tower's entrance, he could name only himself as one to enter, but allow anyone to exit. Alternatively, when Malakai the Sorcerer casts this spell on house, he could name himself, Van-Healsing the Cleric of Chis, and Kain the Ranger as those that may enter, and the same people plus Jeeves the driver as those who may exit.

Specific people to be granted access must be known and named. The caster must have an accurate mental image of the person, they may not be known by rough description or a painting. Having met or scryed (with something like Clairvoyance) upon the person is accurate enough. Further discriminations similar to those found in the Magic Mouth spell can be made.

\"Myself and Goblin women weight over 200lb, carrying a curved sword, and singing their national anthem in ogre may enter, anybody may exit\" would be a successful casting. \"Myself and those I slap in the face may enter, those that live in Shirebrook may exit\" would fail (both the slapping and the living in Shirebrook violate the conditions of the spell).

With this spell it is possible for a wizard to create conditions which they cannot fulfill, preventing themselves from opening the door.

The components of the spell are a lock and key made out of pure silver, costing no less than 200gp, which are consumed in the casting of the spell.
Cauldron

Destroyed Location*This article is about a location destroyed by the Demon Invasion of Eridon in 1510.
The information on this page is kept for historical purposes.*

### Ruler

Baron Steamhouse until 1509-06-13
Baroness Lilly Steamhouse until 1510-01-07

## Distance(s) to nearby towns

### Stromheim

43 Miles by road

**Cauldron** is named after the massive hot geyser that it is built near. Boiling water pours from a massive hole in the ground, creating the Misty River. The first few miles of the river are too hot to swim in, and people have been killed falling into it. The heat from the hot waters of the river create the mist in the evenings and mornings that provides the namesake for the river. Every half hour or so, the mouth of the river erupts in a massive spout of boiling water that shoots 25’ into the air for up to five minutes at a time. Executions are performed by placing the condemned into a cage attached to the end of a pivoting crane. The cage is then swung out over the geyser and the condemned is boiled to death when the geyser erupts.

Cauldron is a hotbed of religious fervor. The people are apocalyptic in vision and are known for their hasty executions and harsh punishments. Coincidentally, crime in the traditional sense is all but nonexistent in Cauldron, as civilians are regularly executed for fairly mundane crimes. The population of Cauldron is unusually low for such a fertile land.

Baron Reginald Steamhouse was 14 when his father died and Reginald came to power. Even before that, he was a violent and sometimes brutal youth. Power only served to solidify his belief and himself and his methods. His mother spoke out against his violent streak and when he announced his intentions to marry Elizabeth Redshield, a minor noble of no meaningful standing from the county seat, she told him it would be the downfall of their house.

A week after Reginald and Elizabeth were wed, Reginald had his mother and his court wizard executed for crimes against the gods. He claimed they consorted with demons to drive his father mad in a power grab for the barony. As per usual, Regina Castillion (the Countess at the time) rubber stamped the execution like she did with all the people the Steamhouses ‘convicted of crimes’. The Castillion thinking was along the lines of “Cauldron is a mess. Whatever is needed to keep the peace should be done.” They looked the other way.

* 1510-01-07 - Town falls to Demon Invasion from the East.
* 1510-01-16 - Devotion Episode 21 Part 2 visited the town shortly after the Demon Invasion. The Band discovers no people or bodies, just a few Demons.

## Inns

* The Witch's Kettle Inn - Poor
* The Fourth Haven
La Croyance Créatrice

### Description

La Croyance Créatrice est un phénomène omniprésent sur l'ensemble des quatre plans principaux que sont le Sol, le Ciel, les Profondeurs et l'Au-delà. Il s'agit de la transformation du plan Matériel en fonction des peurs les plus profondes, des désires les plus puissants, des croyances les plus tenaces des habitants de ces plans.
Comment cela se traduit-il concrètement ?

#### Premier exemple : la ville de Manifeste.

Sur le Sol, lors de la destruction de la cité fortifiée de Manifeste, les âmes de ses habitants furent tellement nombreuses à se changer en fantôme pour se venger de leurs bourreaux qu'une antichambre de l'Au-delà se créa sous la cité. À présent, toutes les âmes des humains, nains, elfes, halfelins, gnomes, demi-orques, demi-elfes, tieffelins et drakéides convergent à Manifeste peuvent y séjourner le temps qu'elles le souhaitent sous l'aspect de fantôme avant de s'engouffrer dans l'Au-delà.

#### Deuxième exemple : les divinités

Il n'existe pas de panthéon officiel, ni de divinité imm
uable au travers des âges vivant dans un plan coupé du monde. Dans l'univers de campagne de Manifeste, les divinités sont issues des croyances des hommes et disparaissent en même temps que le dernier de leurs fidèles. Les hommes priant pour leurs récoltes lorsque vient le temps des moissons, un être surnaturel apparaît et les protège de la grêle. Les hommes malades se rendant devant une menhir y prier pour leur guérison, ils induisent l'apparition d'un esprit guérisseur. Les êtres de l'eau vénérant la cascade dans laquelle ils vivent, un esprit de l'eau lié à la cascade apparaîtra et leur servira de chef, ou de chaman. Mais il faut bien comprendre que ce n'est pas la volonté d'avoir de bonnes moissons qui fait apparaître l'esprit des moissons, c'est la certitude qu'il existe un esprit des moissons capable de protéger les récoltes qui fait apparaître un tel esprit. C'est la foi, la croyance en une chose qui est suffisamment forte pour modifier l'équilibre des éléments qui constituent le plan Matériel et faire apparaître ce qui n'existait pas. Ainsi, nul ne peut volontairement modifier le plan Matériel.

#### Troisième exemple : la magie

Il faut être persuadé que la magie existe et que l'on peut sen servir pour pouvoir s'en servir car la magie n'est qu'une autre façon d'appeler la Croyance Créatrice. Certains fondent cette certitude sur l'étude acharnée de textes magiques écrits par leurs prédécesseurs : si telle formule a déjà fonctionné alors elle doit fonctionner de nouveau ! D'autres descendants de créatures fantastiques sont certains d'avoir en eux une partie du pouvoir de leurs aïeuls et basent leurs pouvoirs dessus. Enfin il en est qui prie tellement fortement les dieux qu'ils sont garantis d'en être récompensé, d'après eux.
Arcadian Isles

The **Arcadian Isles** are known to consist of Arcadia West, Arcadia East, Caldonia and Ethos. They are named for the multiple islands in the chain to claim the name "Arcadia" for themselves.

During the Age of Heroes the isles of Ancient Arcadia West and Ancient Arcadia East are confirmed to exist, each claiming to be the first landmass. When Caldonia came into existence is currently unknown.

During the Age of Might there was active trade, travel & conflict between the two Arcadias. Towards the end of the Age of Might human settlers travelled to Caldonia and set up colonies there.

At the end of the Age of Might occurred the Breaking of Arcadia. Arcadia West had deep river canyons form, land sink into the sea, and had a desert form. Arcadia East's become a mountain covered jungle. Caldonian was frozen over. Because of this event the people of Solum consider the Arcadian Isles cursed by the gods.

During the Age of Iron the island of Ethos was discovered.
Balduin Barkshire

## Stats

### Strength

45
30
12

### Intelligence

14
14
8

### Charisma

10
16

Appearance: Fatal One Episode 17

## Equipment

* Quarterstaff
* Healer's Kit
* Clothes,Costume

## Spells

* **Cantrips:** Light, Message, Vicious Mockery, Fire Bolt, Poison Spray,
* **Level 1:** Cure Wounds, Healing Word, Thunderwave, Mage Armor,
* **Level 2:** Heat Metal, Hold Person, Invisibility, Knock, Silence,
* **Level 3:** Tiny Hut, Phantom Steed,
2e Style & Talents List

Stuff from Player's Option: Combat & Tactics. Options that DM may allow a character to buy with Weapon Proficiencies Slots.

## Fighting Style

If a character's class doesn't naturally know a fighting style, they can learn it at the cost of a proficiency slot.

* **Weapon and Shield Fighting Style:** Fighters and Clerics know by default
* **One-handed Weapon Fighting Style:** All Classes know by default
* **Two-handed Weapon Fighting Style:** Fighters, Clerics, and Wizards know by default
* **Two Weapon Fighting Style:** Fighters and Thieves know by default

## Fighting Style Specialization

If a character knows a Fighting Style, they can Specialize in it at the cost of a proficiency slot. Non Fighters can only Specialize in one Fighting Style.

* **Weapon and Shield Fighting Style Specialization:**
	+ Don't lose Shield AC benefit when doing a shield-rush, shield-punch, block, or trap. (Combat & Tactics Version)
	+ +1 AC to Shield & +1 Hit (Skills & Powers Version)
* **One-handed Weapon Fighting Style Specialization:**
	+ Gain a special AC bonus of +1 while fighting with a one-handed weapon and no shield or off-hand weapon.
	+ By spending an additional proficiency slot, the character can increase his AC bonus to +2, but that is the max.
	+ If the character also knows "Two-handed Weapon Fighting Style", with a weapon can be used either one- or two-handed, they can switch back and forth between the two styles at the beginning of every round of combat.

* **Two-handed Weapon Fighting Style Specialization:**
	+ Increases the speed of their weapon by 3 when using a single weapon wielded in both hands.
	+ +1 to damage rolls when using a one-handed weapon that can be wielded with both hands.

* **Two Weapon Fighting Style Specialization:**
	+ Reduce the "To Hit Penalty", when using 2 weapons, of Main Hand from -2 to 0 and Offhand from -4 to -2.
	+ Ambidextrous characters who specialize in this style suffer no penalty with either attack.
	+ If a character spends a second proficiency slot on two-weapon style specialization, they gains the ability to use two weapons of equal size, as long as they can use each one as a one-handed weapon.
	+ Rangers are considered to have the first slot of this style specialization for free as a character ability.

## Special Talents

As of yet, no Special Talents from *Player's Option: Combat & Tactics* has been allowed in a Koibu Campaign (except Shenanigans).

The only exception is Ambidexterity, which is folded into the main rule changes as purchasable for a proficiency slot at character creation.
Big Bad Cane

## Background

* Natural Stats: Str: 18/95, Dex: 18, Con: 17, Int 11, Wis 15, Cha: 4, Per: 13
* Appearances (16): Episodes 50, 60, 79, 80, 82, 83, 85, 93, 97, 98, 106, 109, 111, 128, 129, and 133.
* A common mercenary, though unnaturally strong, tall and unnerving to most in his presence. His towering stature reminds many that he is not to be trifled with.
* He is seeking fortune and entertainment in Bergshire, and is not above taking morally questionable jobs to get it. Though truly, those are most of the ones an adventurers gets in that town.

## Weapon Proficiencies

* Sickle (Master)
* Knife
* Longbow

## Non-Weapon Proficiencies

* Jumping (1 slot)
* Reading/Writing (2 slots)
* Running (1 slot)
* Rope Use (1 slot)
* Swimming (1slot)

## Equipment

* Splint Mail
* Custom Strength Longbow
* Sickle of Castration
* Silver Sickle x2 / Sickle x2
* Knife x17
* Silvered Knives x13
* Perfume x3
* Signet Ring (Black Iron, Knife&Sickle)
* Belt for Knifes x2
* Mirror, Small
* C. Light Pebble

## Magical Equipment

**Sickle of Castration**

* When used to castrate a person, they are guaranteed not to bleed out (otherwise 30% chance of death will occur). Any male hit with this weapon in combat is given visions of their future castration and must pass a fear save or flee for 1 round. +1 to hit, +1 to damage, does not affect ethereally shifted creatures.
Armand

## Stats

### Strength

1
12
14

### Intelligence

10
8
17

### Perception

3
5
4

Appearances (2): Episodes 169, 171.

## History

Member of The Family. Works with Cousin Garrett.

## Weapon Proficiencies

* Dagger Proficiency
* Ambidextrous

## Non-Weapon Proficiencies

* Herbalism
* Animal Lore
* Toxicology
* Appraising
* Animal Training
* Animal Handling
* Torturing
* Rope use
* 2 Thief Skills = 200 points

## Equipment

* 2 x Bronze Daggers
* Crossbow
* Leather, Full
* 1 War Dog
Beacon (Wizard Spell) 2e

By means of this spell, a caster imbues a finely crafted object with a strong magical aura. The object will radiate magic at a specific \"frequency\ for lack of a better metaphor. It is similar in nature to flying a flag that is only visible through magic. This frequency can be locked onto with spells that attempt to locate a specific place.

For example, Ginger the Enchanter has created a beacon on a necklace she's given to her younger sister. Ginger then uses a locate object spell to find the beacon and thus her sister, or uses a messenger spell with the beacon as a destination.
Breadgar Allen Dough

###

 First Appearance

Cosmo's Kitchen: Episode 04

## Background

Breadgar Allen Dough used to work as an ordinary baker in a gnomish city, at what was said to be the best bakery in the world. One day while looking for new recipe books he bought an ancient grimoire of necromancy by mistake, but he quickly developed a talent for necromancy and incorporated it into his baking techniques, creating cursed sourdough, undead baguettes, and more. After an incident with the local king where he accidentally made a loaf of bread that ate the face of a princess, he was forced into exile and came to work at Cosmo's kitchen.

### At Cosmo's Kitchen

He works with a brigade of skeletal bakers and has a skeleton cat familiar named Fluffles. He likes to incorporate flour made from the bones of Cosmo's victims into his creations.
Boff Tannen

Appearance: Deadly Dungeon: Episode 01

## Features & Traits

* Divine Sense
* Lay on Hands
* Defensive Fighting Style
* Spellcasting
* Divine Health
* Sacred Oath
* Channel Divinity: Sacred Weapon
* Channel Divinity: Turn the Unholy
* Extra Attack
* Aura of Protection
* Darkvision 60 ft.
* Fey Ancestry

## Tool Proficiencies

* Dice Set
* Vehicles (Land)

## Equipment

* Radiant Flail +1 (Baseball Bat)
* Repulsion Shield +1
* Backpack
* Common Clothes
* Holy Symbol
* Pouch
* Splint Mail
* Tinderbox
* 5 Torches

## Spells

* 1st Level: Bless, Command, Divine Favor, Protection from Evil and Good, Sanctuary, Shield of Faith
* 2nd Level: Aid, Find Steed, Lesser Restoration, Zone of Truth
Azari

* 5e

Short lizard humanoids who live in sandy areas of lesser intelligence. Can burrow themselves into the sand with only their eyes above the surface, lurking and waiting for prey.

Bipedal bearded dragons in appearance.

## Habitat/Society

Known to live near the coast in Ancient Arcadia's Southern Desert.

## Ecology

The ones observed so far are scavengers, opportunistically taking from humans when the humans are in a weaken state. Azari will attack people defending themselves if they believe in an easy victory. However they will retreat swiftly if the odds turn against them.

## Combat

### 5e Info

* Armor Class: 13
* Hit Points: 7
* Speed: 30
* Darkvision: Unknown?, passive Perception ?
* Languages: Lizardfolk. Chance to speak Common.

Azari attack with Scimitar, Shortswords, or Flails for d6+2 damage.

Azari Leaders, with the Bruit Trait, do 2d8 damage when throwing their spear.

### 5e Traits

Unknown
(Azari Leaders have the Brute Trait)
Arlen

## History

Arlen Keyro is a charming half-elf enchanter who has spent some time in the town of Wikkthronrarenta and is reasonably well known there. He is always the life of the party, and is everyone's friend.

He is working secretly as a spy for the nation of Mistrya, to keep track of its threats and enemies and is loyal to the dragon Scoria that rules Mistrya.

He frequently uses his enchanting spell and abilities (especially his favorite spell, Charm Person) to sow discord and chaos within the ranks of Mistrya's military and political enemies.

Appearances: Episodes: 134, 135, 136.

## Non-Weapon Proficiencies

* Reading Writing
* Disguise

## Skills and Power

* 1/2 Elf - Standard Kit
* 1/2 Elf - Less Sleep
* Extra Opposition School (Abjuration)
* Phobia - Snakes Moderate
* Armored Wizard
* Bonus Spells
* Intense Magic
* Automatic Spells
* Signature Spell (Charm Spell)

## Equipment

* Leather Armor, Dagger,
* 1 Riding Horse

## Spells

* **First Level:** Charm person, Hypnotism, Grease, detect magic, read magic

## Languages

* Drekissin, Mistryan, Eridonian (Common), Elvish, Draconic,
Burckhardt

Appearance: Fatal One Episode 13

## Features & Traits

* Draconic Resilience
* Devil's Sight
* Dark One's Blessing
* Agonizing Blast
* Healer
* Moderately Armored
* Sorcery Points: 4

## Equipment

* Staff
* Shield
* Scale Mail

## Spells

* **Cantrips:** Eldritch Blast, Acid Splash, Chill Touch, Mage Hand, Poison Spray, Shocking Grasp,
* **Level 1:** Hellish Rebuke, Feather Fall, Expeditious Retreat, Shield, Hex, Thunderwave,
* **Level 2:** Knock, Levitate,
Brighton Rose

Raw Stats: 10, 13, 7, 10, 13, 9,

## History

Brighton was born and grew up in the town of Cresthaven. His parents lived in a farm right on the outskirts of town, mostly livestock some crops and things.

When Brighton was still a child, old some brigands broke in looking for gold, and the family didn't have any, but they killed his parents, his 2 of his sisters and his brothers anyway. Only Brighton and his 8-year-old sister Evelyn Rose were left. Brighton secretly was in league with the brigands in order to inherit his family's land.

When Evelyn went away to the temple to make the world a better place, Brighton wanted to live his simple life, married a woman named Lucy and eventually had children with her.

He has a propensity to misspeak works which makes the spells go wrong.

## Non-Weapon Proficiencies

* Tumbling
* Disguise
* Reading/Writing
* Engineering

## Equipment

* Dagger
* Bear Trap
Chevaliers de Ren

Modèle:Infobox-ORGANISATIONLes **Chevaliers de Ren** était une organisation du côté obscur qui résultait de la fusion entre l'Empire Noir, fondé par le Jedi renégat Arque Ordon, et la branche philosophique de l'Empire des Ren de Snoke Palpatine. Cet Ordre servait le côté obscur, tout en prônant la philosophie du Codex de la Force. Arque devint le premier maître des chevaliers, sous le nom de Vudio Ren. Les 6 premiers chevaliers étaient les fidèles de ce dernier, et se nommaient : Cardo Ren, Vicrul Ren, Ushar Ren, Ap'lek Ren, Trudgen Ren et Kuruk Ren. Chacun d'entre eux avait une arme et un style de combat unique. Ils prirent rapidement le grade de Garde Ren, et formaient la garde rapprochée d'Arque Ordon. Ce grade leur confèraient une grande influence au sein de l'ordre. Au fur et à mesure que l'ordre se structurait, de nouveaux membres le rejoignait, le plus mémorable étant Kylo Ren qui devint le second maître des chevaliers, en tuant Vudio. Mais après sa prise de pouvoir, de nombreux fidèles de Vudio furent déçus, et quittèrent l'ordre, certains rejoignant la Conspiration des Ombres, d'autre partant dans des endroits inexplorés des Régions Inconnues pour refonder l'Empire Noir. Les Ren attaquèrent de nombreuses cibles pour le compte de l'Empire des Ren, et notamment plusieurs Temples Jedi.
Charisma 2-Neal

The Charisma (Cha) score measures a character's persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with nonplayer characters (NPCs), mercenary hirelings, retainers, and intelligent monsters. It dictates the total number of henchmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers.

**Maximum Number of Henchmen** states the number of nonplayer characters who will serve as permanent retainers of the player character. It does not affect the number of mercenary soldiers, men-at-arms, servitors, or other persons in the pay of the character.

**Loyalty Base** shows the subtraction from or addition to the henchmen's and other servitors' loyalty scores (in the DMG). This is crucial during battles, when morale becomes important.

**Reaction Adjustment** indicates the penalty or bonus due to the character because of Charisma when dealing with nonplayer characters and intelligent creatures. *For example, Rath encounters a centaur, an intelligent creature. Rath's Charisma is only 6, so he is starting off with one strike against him. He probably should try to overcome this slight handicap by making generous offers of gifts or information.*
Sol 3 Universe Wiki

## Welcome to the Sol 3 Universe Wiki

Sol 3 is a sci-fi universe in which brave Pilots use transforming mecha starfighters to fight for their cause. Sol 3 is primarily divided into the Tactical Card Game, and the Audio Drama, each of which play into the other. The results of major tournaments affect the ongoing plot of the Audio Drama, whose story then inspires the following sets of cards to be released.

## Current Events

March 11th, 2307

- Lora Sane is on a publicity tour for a recruiting drive

- Deneb rebels have raided the Unit Docks for the new Vector Units. The operation was thwarted, and the rebels only received a handful of Revenants instead.

July 2018

- Production has begun on Season One

- Demo Days incoming with core set prototypes; check sol3game.com for details
Arcadia

*See also Ancient Arcadia.*

*See also: Map on Regalgoblins.com*

**Arcadia** is a landmass in the Arcadian Isles located to the west of Solum and to the north of Caldonia. It is the setting of most of Neal's recent campaigns.

The landmass shares its name with that of the world. It is thought to be an act of arrogance because the landmass is considered to be the first created by the gods. This claim is disputed by Arcadia East who claim this title for themselves.

Arcadia has an area of roughly 165,685 square miles (Germany + Netherlands + Belgium).

In the year 1509, Arcadia consisted of six kingdoms:

* Akuba - a monarchy along a peninsula in the north-west
* Drekis - a forested kingdom in the west
* Eridon - a powerful kingdom in the east
* Mahtava - a matriarchal slave state
* Mistrya - an agrarian kingdom subjugated by the dragon Scoria
* Sylvas - an elvish kingdom

The mainland also includes four free towns, independent from any nation.

Four island kingdoms reside near Arcadia.

* GNoME - a gnomish kingdom
* Minotauria - a kingdom inhabited by minotaurs
* Gadia - an island kingdom north of Eridon. It was captured in 1380 by Eridon.
* The Talens - destroyed during the Breaking of Arcadia.

## History

### Age of Iron

The Age of Might ended with the Breaking of Arcadia. The gods broke Arcadia to combat the arrogance of mortals using too much power unchecked. There were earthquakes, fires in the sky, erupting volcanoes, and tempest winds. The landmass was ripped apart, The Talens sunk into the sea, and the corrupt temples were hit by mist creatures with glowing eyes.

The Vodan Empire ended up fractured by the Breaking of Arcadia and it's remnants were seized by the rising power of kingdoms. The elves likewise suffered a great loss of territory, but managed to endure with that they had left of Sylvas.

Eridon rose in strength during the Age of Iron, eventually becoming the most powerful Kingdom in the land. Akuba rose out of nomads who were able to settle the newly created Cape of Rohana. Drekis and Mistrya took apart the remnants of the Vodan Empire and too rose in strength. The origins of Mahtava are unknown, but it is claimed by the dragon Cinder that Mahtava did not exist as an nation during the time of the Vodan Empire.

In year 1510 of the Age of Iron, Demons invaded the powerful nation of Eridon, destroying most of it. The resulting power vacuum lead to Mistrya, Drekis and Mahtava to plunder the ruined kingdom. The competing kingdoms clashed when encountering one-another on Eridonian soil. This struggle lead to a war between Mistrya and Drekis that threatens to turn into a continent wide conflict.

## New Kingdoms

Since 1510, some new Kingdoms have sprung up:

* Gadia - The former island kingdom regained their independence
* Dwarven Federation - a coalition of dwarven towns
* Wake Kingdom - towns in eastern Eridon which survived the demon invasion
* New Eridon claims to be the true continuation of the Kingdom of Eridon, but there are still hold outs in Stromheim who are claiming they are the true Eridon.
Col du Roi

Il y a des milliers d'années, avant que les maisons nobles ne s'unissent pour former le parlement d'Aldérande, les familles en guerre se réunirent pour un combat décisif dans un ravin aujourd'hui appelé le Col du Roi. Avant que le combat ne commence, Darrus Alde, chef de la maison Alde, parlementa avec les autres familles nobles et les convainquit d'abandonner leurs rivalités centenaires. Son initiative décisive mit fin à des générations de querelles et conduisit à la construction des Élysées, où Darrus fut élu et intronisé premier roi d'Aldérande.

Depuis quelques années, les indigènes Killiks ont repeuplé la zone, provoquant des affrontements de plus en plus violents avec leurs voisins. En raison de son emplacement stratégique, le ravin est également un théâtre d'affrontements entre les principales maisons nobles qui se disputent le pouvoir.

 Fichier:Map-alderaan-rep.jpg
Adrian

###

 First Appearance

Shenanigans: Episode 165

Appearances (3): Episodes 165, 202, 216.

Non-Player Appearance: 181

## History

Scholar from Mistrya who travels far and wide to find out knowledge about the past. Trained archaeologist.

Tempted by the Great Wyrm Cinder to learn more about history. Renounced his old gods of Mathis and Safia.

Visited the Red Dragons Scoria and Brimstone.

## Weapon Proficiencies

* Warhammer Proficiency
* Shield Proficiency

## Non-Weapon Proficiencies

* Literacy
* Cartography
* Folklore
* History, Ancient
* Sage Knowledge: History
* Languages, Ancient
* Archeology

## Equipment

* ~~Holy Symbol of Mathis & Safia~~
* Symbol of Cinder
* Chain, Chest
* Leather, Limbs
* Shield, Aspis
* Warhammer
* Research Book
* Shovel & Pickaxe
Archie B. Alder

###

 First Appearance

Tides of Death: Episode 00

## History

As long as Archie can remember he has been on his own, out on the streets of Clydesdale. When he was around 15 years old a middle aged con-woman going by Amber tricked him into being a distraction during a robbery of the Roan family, a family of horse merchants who recently bought their way into nobility. Archie got apprehended after failing to kill the head of the family, while Amber made off with a large sum of gold.

Archie was convicted as the sole perpetrator of the crime and was condemned to indentured servitude for the Roan family until he had paid off his monetary debt to them. They didn't treat him especially bad, but there was no love lost between Archie and them.

Three years later the Roan's hired Archie out to a merchant ship for a monthly stipend. Archie started out as a rower, but became a full-fledged sailor soon after due to his physique and agility. He also got tasked with interrogating and torturing prisoners and stowaways whenever the need arose. After Archie had worked on this vessel for three years, John Winters signed on as crew.

During the 1510 Demon Invasion of Eridon their ship was the first to bring news of the fall of Shirebrook back to Redport. While on shore leave in Redport Archie recognized the Roan family head conducting business at the harbor. Roan, however, did not recognize him whatsoever - a fact which angered Archie greatly. John realized the turmoil Archie was in and decided to help him gain freedom from Roan.

John tricked Roan into a game of Poker by pretending to be Archie's captain and won Archie's debt, freeing Archie and earning his loyalty. The two continued to work their current contract for a couple months before leaving it, planning to buy their own vessel and get their own crew.

Feels no pain after getting Rho-ei to Revive Captain John (Stat Changes)

## Personality

* Needs an authority figure
* Loves being on sea, dislikes being on land

## Weapon Proficiencies

* Style A Proficiency & Specialization -> Mastery -> High Mastery
* Style D Proficiency
* Style B Proficiency

## Non-Weapon Proficiencies

* Swimming
* Seamanship
* Tumbling
* Torturing
* Carpentry (Level 3)
* Shipwright (Level 6)
AoS1 NPCs

NPCs from Age of Strife 1

**Sigil:** Displacer Beast and Lion face each other: Bronze & Black

**Words:** Sacrifice, Strive, Surpass

* Became Sheriff 3 years ago after the previous Sheriff was trampled to death trying to hold back a riot over an increased tax rate.
* Sheriff Bruce has been pretty liberal in his use of force to keep people in line. As a reputation for swift action and cruelty.

### Bell

* Owner of the Swampwash tavern in the shady part of town.

### Jack and Jessica

* 2 sibling children from the Poor part of town who are Amy's friends.
* Both are thieves

## Outside Waadsworth

### Kel Elisa

* Landed Knight of the village of Stratburn, pop 500
* Not a noble

### Kel Penelope Lithman

* Ruler of the village of Keyvar, pop 200

## Longclaw Gang

### Rhea

* Leader of the Longclaw Gang
* Black Hair, Strong Eyes
* In a relationship with Zane

### Zane

* Has a Blue Beard
* Spellcaster?
* In a relationship with Rhea

### 6 Thugs

* The 6 thugs are the only other members of the Longclaw Gang.
* Very heavy set

## The Gill Gang

A group of broken former solders (6-10) that stalk the Lazit River by long boat. Their leader is a woman in her 30s named Fiona who wears a carp shaped helm. The gang is all from Wassulwurf and are remnants from the army that marched to take back Nixon in 46AS.
A member called George was thrown into the Lazit River by a fisherman. in 50AS.
A member of the gang who uses a spear is named Rick.
### Fiona

* Leader of the Gill Gang
* Late 30s
* Wears a carp shaped helm

## Nobility

### Countess Lorwind

* Countess within the Kingdom of Kalia
* Rules from Thornwatch Keep.
* Her county also includes the town of Waadsworth and the ruined town of Nixon.

### King Orwyn Ironwyrm

* Ruler of Kingdom of Kalia from the City of Highport in the Eastern Duchy
* Was crowned King the day the campaign began
* The Eastern Duchy recently had an expensive war against a pirate fleet, a town levelled by elves (Nixon), and the sighting of a red dragon.

### Duke Maldris Ironwyrm

* Younger Brother to King Orwyn Ironwyrm
* Rules the Western Duchy from the city of Vaermont
* Territory has suffered from drought, famine, a creeping desert, and the raiding of villages and the sacking of towns.
Cavais

## Equipment

* Quarterstaff
* Spellbook
* Ring of Protection (Poison)
* Mithril Frying Pan

## Spells

* **Cantrips:** Fire Bold, Light, Mage Hand,
* **Level 1:** Detect Magic, Comprehend Languages, Fog Cloud, Identify, Mage Armor, Magic Missile, Protection from Evil and Good, Shield, Thunderwave, Grease, Unseen Servant,
* **Level 2:** Detect Thoughts, Locate Object, Web, Enlarge Reduce, Flaming Sphere, Gentle Repose, Magic Mouth,
Babylon Candles

The great sorcerer Babylon was known for his craft of consumable magical items. The most well known of his inventions are several magic candles. Generally the candles are 6" tall and burn for 1 inch per minute. A number of candles were recovered from Babylon's hidden workshop/tomb, on the north side of Mt Wikk, throughout Tombs of Scoria.

## Babylon Candle

* Works like the Teleport Spell. All those holding the candle must think of the same destination as it is lit.
* Made of black wax.

## Candle of Defence

* Light two candles to create a wall of fire between them.

## Holy Candle

* Burns for 10 minutes. Undead take 1d4 @ 30', 2d4 @ 20', 3d4 @ 10'.

## Red Candle

* Flame Arrow (arrow dripped in flame deal 2d6 fire damage, ½ on save).

## Purple Candle

* Those who inhale the smoke must speak the truth, one question per minute.

## White Candle

* Fills a cube 20 feet on a side with still conditions, revealing invisible or ethereal creatures.

## Phantasmal Candle

* Creates a pink mist and an illusory wraith that is confined to the mist.

* The illusory wraith attacks everything nearby, dealing damage if the victim believes the wraith to be real.
* Made out of pink wax.

## Smoky Candle

* Burns for 26 hours, fills a 20' cube with magical smoke-like darkness.

## Midnight Candle

* Burns for 10 minutes. Those that breath this must save vs spell or fall asleep for 2d6 turns.

## Gray Candle

* Burns for 36 hours. Fills a 40' cube with mist limiting vision to 5'.

## Ever-Burning Candle

* Burns forever without consuming any of the candle.
* Made out of white wax.
* Doesn't burn any air.
Assassin Mission 5

## Cast

Neal Pass Erickson: Dungeon Master

Robert Barrera: The Assassin

Target: Alli Sanguine [F] - Paladin

Mission: Safe, Chase, Terrorisic

**Location:** Confluence, Highcastle County, Eridon

Alias used: Marik the Travelling Bard, Antisocial Traveller,

## Part 1

Our Assassin is tasked with killing Alli Sanguine, Paladin of Astair and cousin of the Queen. To make matters worse, it is possible that Alli has gotten a divine warning of her imminent demise, and is on guard. She is escorted at all times by her faithful hound.

Our assassins first step is to find a home-base, then go about listening to rumors about the Paladin. As he visits the inns, he'll gather information in the guise of his bard.

He runs into the Paladin, who visits one of the taverns he is performing at. He draws her into a debate about the existence of dragons. During the conversation he gets a measure of her power level, and also learns where she is staying. When she leaves, he changes his appearance and strolls about town, trying to find her, and while he finds signs of her passing, he does not see her.

Defeated he once again changes his appearance and heads to the paladins imn and rents a room there. He takes some time to find which room belongs to her.

Then the next day he follows his mark as she goes about her business.

* Recap By Layla Ellis & Christiaan Ellis

## Part 2

Our Assassin takes advantage of Paladin Alli's absence to break into her room to study the lock for later. He goes around town buying up lamp oil, silk thread, clay, a net and fish hooks. He then combines the net and hooks to create a trap.

On the day he plans to execute his plan, he spreads a rumor that the paladin will heal all those who arrive at her inn.

During the evening when the crowd shows up Alli is initially very suspicious, but eventually starts healing some of the gathered crowd, before retreating to her room. Our assassin decides to put his plan on hold, as the paladin was already on high alert.

He spends a few days waiting and spending some quality time with Sophie, his beloved cat.

After Ali spends another evening of healing, he springs into action, soaking the trap and bedding with oil he bought, he sneaks out and finds all the locked doors, and stuffs their keyholes with clay. He then starts pouring oil beneath the paladin's door, and once he is satisfied there is enough oil, he lights it on fire.

By the time the paladin realizes something is wrong, the fire is already raging, but she does manage to break down the door, running into both the waiting assassin and the net trap. With his advantage, he makes quick work of the paladin, and her little dog too.

He quickly takes his leave of the flaming Inn, and slips off into the night, heading towards the Sheriff's house, as the Sheriff has left to see the chaos of the fire. Our assassin helps himself to the magic dagger. He returns to his room at the Forester and he decides it's time to leave town. He then reports in to Ripley.

* Recap By Layla Ellis & Christiaan Ellis
Caldonia

*See also Ancient Caldonia.*

**Caldonia** is a frozen landmass in the Arcadian Isles. Located south of Arcadia, it was a land long avoided as a cursed placed, frozen over during the Breaking of Arcadia. Ancient Caldonia was once home to a human kingdom.

## Modern History

For most of modern history Caldonia was left alone. That was until 1509 when High Princess Sela of Suulwikk, Drekis launched an expedition to Caldonia in hopes of recovering the treasures of a lost civilization. (Frozen Frontier)

Also in 1509, the crew of the Riftdancer from Misscliks Seaborn visit to Caldonia takes place a few months into the Frozen Frontier campaign, but the two groups do not cross paths.

Tribes of Kobolds and Gnolls cover the rest of the landmass, sticking mostly to the forested areas. Above them were the four white dragons: Sleet, Squall, Gale, & Frostbite. Frost Giants inhabit the southern mountains of Caldonia, there were simple small giants summoned by the Scrag before the freezing of Caldonia. They become the Frost Giants in order survive the climate change. The Scrag population still exists, but live inside the mountains.

In 1510 the Kingdom of Drekis entered a war, and used their plunder of the fallen human kingdoms to fund their war efforts.

At the end of 1512 the entire island of Caldonia vanished. In late 1513, 2 survivors of Drekis's Caldonian Expedition returned home, and reported that the whole land mass had teleported to Demon Homeworld.

## Details

The human towns of Conquest, Salt Port, Treasure Town, Swampside & New Haven are now frozen ruins.

With the tomb of the Minotaur Angus Heraford being located on an island near the Caldonia mainland, there could have been a Minotaur population in Caldonia before it froze over. (Tombs of Scoria: Episode 09)