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	<updated>2026-05-15T11:19:26Z</updated>
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		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=423846</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=423846"/>
		<updated>2022-06-23T15:12:26Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Hostile NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use. Just trying to follow the agreement that comes with the software.&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
&lt;br /&gt;
== Millimir Keep ==&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
=== Map Key ===&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;br /&gt;
&lt;br /&gt;
== Talik Region ==&lt;br /&gt;
&lt;br /&gt;
The Talik Region is a mountainous region of valleys and mountain passes.&lt;br /&gt;
&lt;br /&gt;
Map Scale: 5 Miles/Hex&lt;br /&gt;
&lt;br /&gt;
[[File:Talik_Region_Player.png]]&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest, as described by King Alhat ===&lt;br /&gt;
&lt;br /&gt;
A: The Riverbed&lt;br /&gt;
&lt;br /&gt;
“Travelers making trips to Westrum and Avell Peak have noticed part of the Parrion River has dried up.  Upstream there is more river, but over the last few weeks the dryness has progressed further.”&lt;br /&gt;
&lt;br /&gt;
B: Forest of Giants&lt;br /&gt;
&lt;br /&gt;
“We know that the Giants that live in this valley have been approached by a wizard who didn’t identify himself.  The Wizard wanted them to join forces with him for some military expedition, but they refused.”&lt;br /&gt;
&lt;br /&gt;
The giants live in a forest with oversized trees, oversized wildlife, and have big cottages.&lt;br /&gt;
&lt;br /&gt;
C: Raiders&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have the most contact with Lemark&#039;s Ferry, Twin Riverpeak, Fairy&#039;s Gold, and Forestlake. Lemark&#039;s Ferry has not experienced raids, but that is not where the iron is. Twin Riverpeak, Fairy&#039;s Gold, and Forestlake have all been hit badly by raiders. They have come from the surrounding mountains from the southwest, northwest, and northeast,&amp;quot; He places a finger at the center point of the three valleys. They have badly disrupted trade and production of iron, gems, some gold, and other items. Our own defenders have been overwhelmed by the frequency and the ferocity of the attacks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
D: Underwater Palace&lt;br /&gt;
&lt;br /&gt;
“Legend says an underwater palace lies on the lake floor here.  To my knowledge it has not been explored.  If you can find a way in and a way to survive underwater, maybe there’s something there that can help us.”&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
King Alhat&lt;br /&gt;
&lt;br /&gt;
Captain Haax&lt;br /&gt;
&lt;br /&gt;
= Heroes and Wizards =&lt;br /&gt;
&lt;br /&gt;
== Glyptodont&#039;s characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Adendak - Male Human Journeyman wizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
Priest (cost 1x2)&lt;br /&gt;
Literacy (1)&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
IQ 8: Blur (T)&lt;br /&gt;
IQ 9: Reveal Magic (S), Summon Scout (C), Fire (C)&lt;br /&gt;
IQ 10: Lock/Knock (T)&lt;br /&gt;
IQ 11: Control Animal (T), Illusion (C), Staff II/Manastaff (S)&lt;br /&gt;
&lt;br /&gt;
Weapon: Wizard&#039;s Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Mavidina - Female Human Journeyman Wizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 10&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talent: Literacy (1)&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
IQ 8: Light (T), Staff (S)&lt;br /&gt;
IQ 9: Dark Vision (T)&lt;br /&gt;
IQ 10: Detect Enemies (S), Ward (S)&lt;br /&gt;
IQ 11: Destroy Creation (T), Illusion (C), Reveal/Conceal (T), Sleep (T)&lt;br /&gt;
IQ 12: 3-Hex Fire (C), Mage Sight (T)&lt;br /&gt;
&lt;br /&gt;
Weapon: Wizard&#039;s Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Bwaan-Yoidziidai - Male Goblin Alchemist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 8&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 14&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: &lt;br /&gt;
IQ 7: Knife (1)&lt;br /&gt;
IQ 8: Literacy (1) Thrown Weapons (2)&lt;br /&gt;
IQ 11: Physicker (2)&lt;br /&gt;
IQ 13: Chemist (3)&lt;br /&gt;
IQ 14: Alchemy (3), Master Physicker (2)&lt;br /&gt;
&lt;br /&gt;
Weapons &amp;amp; equipment: set of daggers, a few vials of potions, leather armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Skythorn - Male Elf Horseman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 13&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 9&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: &lt;br /&gt;
IQ 7: Sword (2), Bow (2)&lt;br /&gt;
IQ 8: Horsemanship (1), Quick-Draw (1)&lt;br /&gt;
IQ 9: Alertness (2), Missile Weapons (1)&lt;br /&gt;
&lt;br /&gt;
Weapons &amp;amp; equipment: Broadsword, Longbow w/ quiver of arrows, leather armor, horse&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==The Wyzard&#039;s Characters==&lt;br /&gt;
&lt;br /&gt;
===Lukas Stein===&lt;br /&gt;
Background: Lukas&#039; father ruined the family by gambling. Having nothing of his own to risk except his life, Lukas took up his swords and went out to live by them.&lt;br /&gt;
&lt;br /&gt;
ST: 9 &amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 14 adjDX: 14 &amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 11 &amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 10 adjMA: 10 &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Sex Appeal (1), Tactics (1), Courtly Graces (1) Alertness (2), Sword (2), Literacy (1), Fencer (3), &amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
*Finely Made Rapier $400/3 (Does 1D+1 instead of 1D.)&lt;br /&gt;
*Off-Hand Rapier $40/3 &lt;br /&gt;
*Labyrinth Kit $30/6&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*5 Torches $5/2.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 29#&lt;br /&gt;
*Treasure: $430 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Notes&#039;&#039;&#039;: The rules for fencing are a little spread out. With his rapiers he hits for 1D+2 total. Enemies are at -1DX to hit him. The Defend option forces them to roll an extra die. He can do a &amp;quot;shrewd thrust&amp;quot; and attack at -4 for an extra die of damage. On any given round, he can attack with both rapiers (the second attack at -4), use the second rapier to defend and so stop 2 damage from any non-missile weapon, or defend with both, which forces the enemy to roll an extra die to hit him and also blocks 4 damage.&lt;br /&gt;
&lt;br /&gt;
===Bert===&lt;br /&gt;
Background: Bert wandered out of the wastelands with a broadsword and a bad attitude. He doesn&#039;t remember his past, and finds the topic largely uninteresting.&lt;br /&gt;
&lt;br /&gt;
ST: 12 &amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 14 adjDX: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 8&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 12 adjMA: 10 &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Swords (2), Running (2), Shield (1), Swimming (1), Toughness (2)&amp;lt;BR&amp;gt;&lt;br /&gt;
Gear:&lt;br /&gt;
*Broadsword $80/5&lt;br /&gt;
*Large Shield $50/20&lt;br /&gt;
*Leather Armor $100/16 (41 pounds and $230)&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 45.5#&lt;br /&gt;
*Treasure: $640 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fuyuko===&lt;br /&gt;
Background: Watchful. Doesn&#039;t talk much.&amp;lt;BR&amp;gt;&lt;br /&gt;
ST: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 12 adjDX: 10&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 10 adjMA: 8&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Detect Lies (2), Literacy (1), Acute Hearing (2), Alertness (2), Pole Weapons (2), Bow (2)&lt;br /&gt;
Gear:&lt;br /&gt;
*Leather Armor $100/16&lt;br /&gt;
*Spear $40/6&lt;br /&gt;
*Longbow $40/4&lt;br /&gt;
*20 arrows $20/1&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 31.5#&lt;br /&gt;
*Treasure: $705 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===John T. Spiders===&lt;br /&gt;
Background: John is the only gargoyle in his clan who ever learned to read, let alone learned magic. He is extremely proud of being a wizard, although humble because he doesn&#039;t learn as quickly as some others. He has worked extremely hard to become accomplished in languages, and works as a translator when possible. &lt;br /&gt;
ST: 13&amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 11 adjDX: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 10&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 8/16 adjMA 8/16:&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Literacy (1), Languages (4)&lt;br /&gt;
Languages: Gargoyle, Human, Elvish, Dwarvish, Goblin&lt;br /&gt;
Spells: Dark Vision, Aid, Lock/Knock.&lt;br /&gt;
Gear:&lt;br /&gt;
*A pointy hat on which someone has crudely embroidered &amp;quot;Wizard.&amp;quot;&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Labyrinth Kit $30/6&lt;br /&gt;
*Crowbar: $10/4&lt;br /&gt;
*5 Torches $5/2.5&lt;br /&gt;
*Total: 17#&lt;br /&gt;
*Treasure: $860 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Notes&#039;&#039;&#039;: A gargoyle begins with ST 13, DX 11, and IQ 8 (no points added). IQ will never go higher than 10; such “brilliant” gargoyles often become wizards, wanderers, or both. MA is 8 on the ground, 16 when flying.&lt;br /&gt;
&lt;br /&gt;
Gargoyles can stop 3 hits/attack by virtue of their stony skin. They normally fight with their hands (2 dice damage), but those hired as guards will use weapons. They do not favor thrown or missile weapons, though they can fly overhead and&lt;br /&gt;
drop rocks on you if the situation warrants.&lt;br /&gt;
&lt;br /&gt;
Since gargoyles’ gallbladders are useful in several potions, gargoyles are often suspicious of strangers’ intentions. They&lt;br /&gt;
react to strangers at -1.&lt;br /&gt;
&lt;br /&gt;
I put my two extra points in IQ, but because he wouldn&#039;t have &amp;quot;started&amp;quot; with them, he only has 8 points worth of talents or spells. Note that wizards can learn literacy and languages without penalty, unlike most talents.&lt;br /&gt;
&lt;br /&gt;
== Random Task&#039;s Characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Metric - Male elf fighter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12(10)&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 10&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MA&#039;&#039;&#039; - 14&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
Knife (1)&lt;br /&gt;
Sword (1)&lt;br /&gt;
Literacy (1)&lt;br /&gt;
Quick Draw (Sword) (1)&lt;br /&gt;
Silent Movement  (2)&lt;br /&gt;
Shield (1)&lt;br /&gt;
Running (2)&lt;br /&gt;
Carousing (1)&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Leather Armor 2 16lbs&lt;br /&gt;
Small Shield&lt;br /&gt;
Lantern&lt;br /&gt;
Backpack&lt;br /&gt;
Labyrinth kit&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
Broadsword 2d 5lbs &amp;lt;BR&amp;gt;&lt;br /&gt;
Dagger 1d-1 (0.2lbs) &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnaturally pale, bored and dissolute princeling of a royal house far over the sea here to try to rid himself of his ennui, or die trying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tomas&#039; Characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Udrell - Male human fighter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 11(10)&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MA&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
*Alertness&lt;br /&gt;
*Naturalist&lt;br /&gt;
*Pole Weapons&lt;br /&gt;
*Running&lt;br /&gt;
*Silent Movement  (2)&lt;br /&gt;
*Spear Throwing (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
*Leather Armor 2 16lbs&lt;br /&gt;
*Lantern&lt;br /&gt;
*Backpack&lt;br /&gt;
*Labyrinth kit&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Javelins x3 1d+1 &amp;lt;BR&amp;gt;&lt;br /&gt;
*Spear 1d+1 w/ both hands &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some people just need to stay away from other people. Udrell barely distinguished between the animals he hunts for food and profit, and those who buy his wares. If sometimes he takes aim at any target that moves, that’s not his problem.&lt;br /&gt;
&lt;br /&gt;
Likely to be a solitary predator, or even hired as a guide in the local area. Aggressive and intense in behavior, Udrell is nonetheless laconic in speech. There is no upper limit to how far he will take an argument. Even a minor squabble could result in murder.&lt;br /&gt;
&lt;br /&gt;
= Combat Key =&lt;br /&gt;
&lt;br /&gt;
== Glyptodont ==&lt;br /&gt;
&lt;br /&gt;
Ad - Adenak&lt;br /&gt;
&lt;br /&gt;
Ma - Mavidina&lt;br /&gt;
&lt;br /&gt;
BY - Bwaan-Yoidziidai&lt;br /&gt;
&lt;br /&gt;
Sk - Skythorn&lt;br /&gt;
&lt;br /&gt;
== Random Task ==&lt;br /&gt;
&lt;br /&gt;
Me - Metric&lt;br /&gt;
&lt;br /&gt;
== tomas ==&lt;br /&gt;
&lt;br /&gt;
U- Udrell&lt;br /&gt;
&lt;br /&gt;
== The Wyzard ==&lt;br /&gt;
&lt;br /&gt;
Lukas - Lk&lt;br /&gt;
&lt;br /&gt;
Bert - Bt&lt;br /&gt;
&lt;br /&gt;
Fuyuko - Ko&lt;br /&gt;
&lt;br /&gt;
John T. Spiders - JS&lt;br /&gt;
&lt;br /&gt;
== Allied NPCs ==&lt;br /&gt;
&lt;br /&gt;
Al - King Alhat&lt;br /&gt;
&lt;br /&gt;
== Hostile NPCs ==&lt;br /&gt;
&lt;br /&gt;
G# - Guards&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=423845</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=423845"/>
		<updated>2022-06-23T15:12:13Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Allied NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use. Just trying to follow the agreement that comes with the software.&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
&lt;br /&gt;
== Millimir Keep ==&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
=== Map Key ===&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;br /&gt;
&lt;br /&gt;
== Talik Region ==&lt;br /&gt;
&lt;br /&gt;
The Talik Region is a mountainous region of valleys and mountain passes.&lt;br /&gt;
&lt;br /&gt;
Map Scale: 5 Miles/Hex&lt;br /&gt;
&lt;br /&gt;
[[File:Talik_Region_Player.png]]&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest, as described by King Alhat ===&lt;br /&gt;
&lt;br /&gt;
A: The Riverbed&lt;br /&gt;
&lt;br /&gt;
“Travelers making trips to Westrum and Avell Peak have noticed part of the Parrion River has dried up.  Upstream there is more river, but over the last few weeks the dryness has progressed further.”&lt;br /&gt;
&lt;br /&gt;
B: Forest of Giants&lt;br /&gt;
&lt;br /&gt;
“We know that the Giants that live in this valley have been approached by a wizard who didn’t identify himself.  The Wizard wanted them to join forces with him for some military expedition, but they refused.”&lt;br /&gt;
&lt;br /&gt;
The giants live in a forest with oversized trees, oversized wildlife, and have big cottages.&lt;br /&gt;
&lt;br /&gt;
C: Raiders&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have the most contact with Lemark&#039;s Ferry, Twin Riverpeak, Fairy&#039;s Gold, and Forestlake. Lemark&#039;s Ferry has not experienced raids, but that is not where the iron is. Twin Riverpeak, Fairy&#039;s Gold, and Forestlake have all been hit badly by raiders. They have come from the surrounding mountains from the southwest, northwest, and northeast,&amp;quot; He places a finger at the center point of the three valleys. They have badly disrupted trade and production of iron, gems, some gold, and other items. Our own defenders have been overwhelmed by the frequency and the ferocity of the attacks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
D: Underwater Palace&lt;br /&gt;
&lt;br /&gt;
“Legend says an underwater palace lies on the lake floor here.  To my knowledge it has not been explored.  If you can find a way in and a way to survive underwater, maybe there’s something there that can help us.”&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
King Alhat&lt;br /&gt;
&lt;br /&gt;
Captain Haax&lt;br /&gt;
&lt;br /&gt;
= Heroes and Wizards =&lt;br /&gt;
&lt;br /&gt;
== Glyptodont&#039;s characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Adendak - Male Human Journeyman wizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
Priest (cost 1x2)&lt;br /&gt;
Literacy (1)&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
IQ 8: Blur (T)&lt;br /&gt;
IQ 9: Reveal Magic (S), Summon Scout (C), Fire (C)&lt;br /&gt;
IQ 10: Lock/Knock (T)&lt;br /&gt;
IQ 11: Control Animal (T), Illusion (C), Staff II/Manastaff (S)&lt;br /&gt;
&lt;br /&gt;
Weapon: Wizard&#039;s Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Mavidina - Female Human Journeyman Wizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 10&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talent: Literacy (1)&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
IQ 8: Light (T), Staff (S)&lt;br /&gt;
IQ 9: Dark Vision (T)&lt;br /&gt;
IQ 10: Detect Enemies (S), Ward (S)&lt;br /&gt;
IQ 11: Destroy Creation (T), Illusion (C), Reveal/Conceal (T), Sleep (T)&lt;br /&gt;
IQ 12: 3-Hex Fire (C), Mage Sight (T)&lt;br /&gt;
&lt;br /&gt;
Weapon: Wizard&#039;s Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Bwaan-Yoidziidai - Male Goblin Alchemist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 8&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 14&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: &lt;br /&gt;
IQ 7: Knife (1)&lt;br /&gt;
IQ 8: Literacy (1) Thrown Weapons (2)&lt;br /&gt;
IQ 11: Physicker (2)&lt;br /&gt;
IQ 13: Chemist (3)&lt;br /&gt;
IQ 14: Alchemy (3), Master Physicker (2)&lt;br /&gt;
&lt;br /&gt;
Weapons &amp;amp; equipment: set of daggers, a few vials of potions, leather armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Skythorn - Male Elf Horseman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 13&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 9&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: &lt;br /&gt;
IQ 7: Sword (2), Bow (2)&lt;br /&gt;
IQ 8: Horsemanship (1), Quick-Draw (1)&lt;br /&gt;
IQ 9: Alertness (2), Missile Weapons (1)&lt;br /&gt;
&lt;br /&gt;
Weapons &amp;amp; equipment: Broadsword, Longbow w/ quiver of arrows, leather armor, horse&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==The Wyzard&#039;s Characters==&lt;br /&gt;
&lt;br /&gt;
===Lukas Stein===&lt;br /&gt;
Background: Lukas&#039; father ruined the family by gambling. Having nothing of his own to risk except his life, Lukas took up his swords and went out to live by them.&lt;br /&gt;
&lt;br /&gt;
ST: 9 &amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 14 adjDX: 14 &amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 11 &amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 10 adjMA: 10 &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Sex Appeal (1), Tactics (1), Courtly Graces (1) Alertness (2), Sword (2), Literacy (1), Fencer (3), &amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
*Finely Made Rapier $400/3 (Does 1D+1 instead of 1D.)&lt;br /&gt;
*Off-Hand Rapier $40/3 &lt;br /&gt;
*Labyrinth Kit $30/6&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*5 Torches $5/2.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 29#&lt;br /&gt;
*Treasure: $430 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Notes&#039;&#039;&#039;: The rules for fencing are a little spread out. With his rapiers he hits for 1D+2 total. Enemies are at -1DX to hit him. The Defend option forces them to roll an extra die. He can do a &amp;quot;shrewd thrust&amp;quot; and attack at -4 for an extra die of damage. On any given round, he can attack with both rapiers (the second attack at -4), use the second rapier to defend and so stop 2 damage from any non-missile weapon, or defend with both, which forces the enemy to roll an extra die to hit him and also blocks 4 damage.&lt;br /&gt;
&lt;br /&gt;
===Bert===&lt;br /&gt;
Background: Bert wandered out of the wastelands with a broadsword and a bad attitude. He doesn&#039;t remember his past, and finds the topic largely uninteresting.&lt;br /&gt;
&lt;br /&gt;
ST: 12 &amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 14 adjDX: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 8&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 12 adjMA: 10 &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Swords (2), Running (2), Shield (1), Swimming (1), Toughness (2)&amp;lt;BR&amp;gt;&lt;br /&gt;
Gear:&lt;br /&gt;
*Broadsword $80/5&lt;br /&gt;
*Large Shield $50/20&lt;br /&gt;
*Leather Armor $100/16 (41 pounds and $230)&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 45.5#&lt;br /&gt;
*Treasure: $640 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fuyuko===&lt;br /&gt;
Background: Watchful. Doesn&#039;t talk much.&amp;lt;BR&amp;gt;&lt;br /&gt;
ST: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 12 adjDX: 10&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 10 adjMA: 8&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Detect Lies (2), Literacy (1), Acute Hearing (2), Alertness (2), Pole Weapons (2), Bow (2)&lt;br /&gt;
Gear:&lt;br /&gt;
*Leather Armor $100/16&lt;br /&gt;
*Spear $40/6&lt;br /&gt;
*Longbow $40/4&lt;br /&gt;
*20 arrows $20/1&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 31.5#&lt;br /&gt;
*Treasure: $705 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===John T. Spiders===&lt;br /&gt;
Background: John is the only gargoyle in his clan who ever learned to read, let alone learned magic. He is extremely proud of being a wizard, although humble because he doesn&#039;t learn as quickly as some others. He has worked extremely hard to become accomplished in languages, and works as a translator when possible. &lt;br /&gt;
ST: 13&amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 11 adjDX: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 10&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 8/16 adjMA 8/16:&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Literacy (1), Languages (4)&lt;br /&gt;
Languages: Gargoyle, Human, Elvish, Dwarvish, Goblin&lt;br /&gt;
Spells: Dark Vision, Aid, Lock/Knock.&lt;br /&gt;
Gear:&lt;br /&gt;
*A pointy hat on which someone has crudely embroidered &amp;quot;Wizard.&amp;quot;&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Labyrinth Kit $30/6&lt;br /&gt;
*Crowbar: $10/4&lt;br /&gt;
*5 Torches $5/2.5&lt;br /&gt;
*Total: 17#&lt;br /&gt;
*Treasure: $860 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Notes&#039;&#039;&#039;: A gargoyle begins with ST 13, DX 11, and IQ 8 (no points added). IQ will never go higher than 10; such “brilliant” gargoyles often become wizards, wanderers, or both. MA is 8 on the ground, 16 when flying.&lt;br /&gt;
&lt;br /&gt;
Gargoyles can stop 3 hits/attack by virtue of their stony skin. They normally fight with their hands (2 dice damage), but those hired as guards will use weapons. They do not favor thrown or missile weapons, though they can fly overhead and&lt;br /&gt;
drop rocks on you if the situation warrants.&lt;br /&gt;
&lt;br /&gt;
Since gargoyles’ gallbladders are useful in several potions, gargoyles are often suspicious of strangers’ intentions. They&lt;br /&gt;
react to strangers at -1.&lt;br /&gt;
&lt;br /&gt;
I put my two extra points in IQ, but because he wouldn&#039;t have &amp;quot;started&amp;quot; with them, he only has 8 points worth of talents or spells. Note that wizards can learn literacy and languages without penalty, unlike most talents.&lt;br /&gt;
&lt;br /&gt;
== Random Task&#039;s Characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Metric - Male elf fighter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12(10)&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 10&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MA&#039;&#039;&#039; - 14&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
Knife (1)&lt;br /&gt;
Sword (1)&lt;br /&gt;
Literacy (1)&lt;br /&gt;
Quick Draw (Sword) (1)&lt;br /&gt;
Silent Movement  (2)&lt;br /&gt;
Shield (1)&lt;br /&gt;
Running (2)&lt;br /&gt;
Carousing (1)&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Leather Armor 2 16lbs&lt;br /&gt;
Small Shield&lt;br /&gt;
Lantern&lt;br /&gt;
Backpack&lt;br /&gt;
Labyrinth kit&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
Broadsword 2d 5lbs &amp;lt;BR&amp;gt;&lt;br /&gt;
Dagger 1d-1 (0.2lbs) &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnaturally pale, bored and dissolute princeling of a royal house far over the sea here to try to rid himself of his ennui, or die trying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tomas&#039; Characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Udrell - Male human fighter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 11(10)&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MA&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
*Alertness&lt;br /&gt;
*Naturalist&lt;br /&gt;
*Pole Weapons&lt;br /&gt;
*Running&lt;br /&gt;
*Silent Movement  (2)&lt;br /&gt;
*Spear Throwing (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
*Leather Armor 2 16lbs&lt;br /&gt;
*Lantern&lt;br /&gt;
*Backpack&lt;br /&gt;
*Labyrinth kit&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Javelins x3 1d+1 &amp;lt;BR&amp;gt;&lt;br /&gt;
*Spear 1d+1 w/ both hands &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some people just need to stay away from other people. Udrell barely distinguished between the animals he hunts for food and profit, and those who buy his wares. If sometimes he takes aim at any target that moves, that’s not his problem.&lt;br /&gt;
&lt;br /&gt;
Likely to be a solitary predator, or even hired as a guide in the local area. Aggressive and intense in behavior, Udrell is nonetheless laconic in speech. There is no upper limit to how far he will take an argument. Even a minor squabble could result in murder.&lt;br /&gt;
&lt;br /&gt;
= Combat Key =&lt;br /&gt;
&lt;br /&gt;
== Glyptodont ==&lt;br /&gt;
&lt;br /&gt;
Ad - Adenak&lt;br /&gt;
&lt;br /&gt;
Ma - Mavidina&lt;br /&gt;
&lt;br /&gt;
BY - Bwaan-Yoidziidai&lt;br /&gt;
&lt;br /&gt;
Sk - Skythorn&lt;br /&gt;
&lt;br /&gt;
== Random Task ==&lt;br /&gt;
&lt;br /&gt;
Me - Metric&lt;br /&gt;
&lt;br /&gt;
== tomas ==&lt;br /&gt;
&lt;br /&gt;
U- Udrell&lt;br /&gt;
&lt;br /&gt;
== The Wyzard ==&lt;br /&gt;
&lt;br /&gt;
Lukas - Lk&lt;br /&gt;
&lt;br /&gt;
Bert - Bt&lt;br /&gt;
&lt;br /&gt;
Fuyuko - Ko&lt;br /&gt;
&lt;br /&gt;
John T. Spiders - JS&lt;br /&gt;
&lt;br /&gt;
== Allied NPCs ==&lt;br /&gt;
&lt;br /&gt;
Al - King Alhat&lt;br /&gt;
&lt;br /&gt;
== Hostile NPCs ==&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=423844</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=423844"/>
		<updated>2022-06-23T14:45:38Z</updated>

		<summary type="html">&lt;p&gt;Hammel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use. Just trying to follow the agreement that comes with the software.&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
&lt;br /&gt;
== Millimir Keep ==&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
=== Map Key ===&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;br /&gt;
&lt;br /&gt;
== Talik Region ==&lt;br /&gt;
&lt;br /&gt;
The Talik Region is a mountainous region of valleys and mountain passes.&lt;br /&gt;
&lt;br /&gt;
Map Scale: 5 Miles/Hex&lt;br /&gt;
&lt;br /&gt;
[[File:Talik_Region_Player.png]]&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest, as described by King Alhat ===&lt;br /&gt;
&lt;br /&gt;
A: The Riverbed&lt;br /&gt;
&lt;br /&gt;
“Travelers making trips to Westrum and Avell Peak have noticed part of the Parrion River has dried up.  Upstream there is more river, but over the last few weeks the dryness has progressed further.”&lt;br /&gt;
&lt;br /&gt;
B: Forest of Giants&lt;br /&gt;
&lt;br /&gt;
“We know that the Giants that live in this valley have been approached by a wizard who didn’t identify himself.  The Wizard wanted them to join forces with him for some military expedition, but they refused.”&lt;br /&gt;
&lt;br /&gt;
The giants live in a forest with oversized trees, oversized wildlife, and have big cottages.&lt;br /&gt;
&lt;br /&gt;
C: Raiders&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have the most contact with Lemark&#039;s Ferry, Twin Riverpeak, Fairy&#039;s Gold, and Forestlake. Lemark&#039;s Ferry has not experienced raids, but that is not where the iron is. Twin Riverpeak, Fairy&#039;s Gold, and Forestlake have all been hit badly by raiders. They have come from the surrounding mountains from the southwest, northwest, and northeast,&amp;quot; He places a finger at the center point of the three valleys. They have badly disrupted trade and production of iron, gems, some gold, and other items. Our own defenders have been overwhelmed by the frequency and the ferocity of the attacks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
D: Underwater Palace&lt;br /&gt;
&lt;br /&gt;
“Legend says an underwater palace lies on the lake floor here.  To my knowledge it has not been explored.  If you can find a way in and a way to survive underwater, maybe there’s something there that can help us.”&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
King Alhat&lt;br /&gt;
&lt;br /&gt;
Captain Haax&lt;br /&gt;
&lt;br /&gt;
= Heroes and Wizards =&lt;br /&gt;
&lt;br /&gt;
== Glyptodont&#039;s characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Adendak - Male Human Journeyman wizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
Priest (cost 1x2)&lt;br /&gt;
Literacy (1)&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
IQ 8: Blur (T)&lt;br /&gt;
IQ 9: Reveal Magic (S), Summon Scout (C), Fire (C)&lt;br /&gt;
IQ 10: Lock/Knock (T)&lt;br /&gt;
IQ 11: Control Animal (T), Illusion (C), Staff II/Manastaff (S)&lt;br /&gt;
&lt;br /&gt;
Weapon: Wizard&#039;s Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Mavidina - Female Human Journeyman Wizard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 10&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talent: Literacy (1)&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
IQ 8: Light (T), Staff (S)&lt;br /&gt;
IQ 9: Dark Vision (T)&lt;br /&gt;
IQ 10: Detect Enemies (S), Ward (S)&lt;br /&gt;
IQ 11: Destroy Creation (T), Illusion (C), Reveal/Conceal (T), Sleep (T)&lt;br /&gt;
IQ 12: 3-Hex Fire (C), Mage Sight (T)&lt;br /&gt;
&lt;br /&gt;
Weapon: Wizard&#039;s Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Bwaan-Yoidziidai - Male Goblin Alchemist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 8&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 14&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: &lt;br /&gt;
IQ 7: Knife (1)&lt;br /&gt;
IQ 8: Literacy (1) Thrown Weapons (2)&lt;br /&gt;
IQ 11: Physicker (2)&lt;br /&gt;
IQ 13: Chemist (3)&lt;br /&gt;
IQ 14: Alchemy (3), Master Physicker (2)&lt;br /&gt;
&lt;br /&gt;
Weapons &amp;amp; equipment: set of daggers, a few vials of potions, leather armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Skythorn - Male Elf Horseman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 13&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 9&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: &lt;br /&gt;
IQ 7: Sword (2), Bow (2)&lt;br /&gt;
IQ 8: Horsemanship (1), Quick-Draw (1)&lt;br /&gt;
IQ 9: Alertness (2), Missile Weapons (1)&lt;br /&gt;
&lt;br /&gt;
Weapons &amp;amp; equipment: Broadsword, Longbow w/ quiver of arrows, leather armor, horse&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==The Wyzard&#039;s Characters==&lt;br /&gt;
&lt;br /&gt;
===Lukas Stein===&lt;br /&gt;
Background: Lukas&#039; father ruined the family by gambling. Having nothing of his own to risk except his life, Lukas took up his swords and went out to live by them.&lt;br /&gt;
&lt;br /&gt;
ST: 9 &amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 14 adjDX: 14 &amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 11 &amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 10 adjMA: 10 &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Sex Appeal (1), Tactics (1), Courtly Graces (1) Alertness (2), Sword (2), Literacy (1), Fencer (3), &amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&lt;br /&gt;
*Finely Made Rapier $400/3 (Does 1D+1 instead of 1D.)&lt;br /&gt;
*Off-Hand Rapier $40/3 &lt;br /&gt;
*Labyrinth Kit $30/6&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*5 Torches $5/2.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 29#&lt;br /&gt;
*Treasure: $430 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Notes&#039;&#039;&#039;: The rules for fencing are a little spread out. With his rapiers he hits for 1D+2 total. Enemies are at -1DX to hit him. The Defend option forces them to roll an extra die. He can do a &amp;quot;shrewd thrust&amp;quot; and attack at -4 for an extra die of damage. On any given round, he can attack with both rapiers (the second attack at -4), use the second rapier to defend and so stop 2 damage from any non-missile weapon, or defend with both, which forces the enemy to roll an extra die to hit him and also blocks 4 damage.&lt;br /&gt;
&lt;br /&gt;
===Bert===&lt;br /&gt;
Background: Bert wandered out of the wastelands with a broadsword and a bad attitude. He doesn&#039;t remember his past, and finds the topic largely uninteresting.&lt;br /&gt;
&lt;br /&gt;
ST: 12 &amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 14 adjDX: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 8&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 12 adjMA: 10 &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Swords (2), Running (2), Shield (1), Swimming (1), Toughness (2)&amp;lt;BR&amp;gt;&lt;br /&gt;
Gear:&lt;br /&gt;
*Broadsword $80/5&lt;br /&gt;
*Large Shield $50/20&lt;br /&gt;
*Leather Armor $100/16 (41 pounds and $230)&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 45.5#&lt;br /&gt;
*Treasure: $640 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fuyuko===&lt;br /&gt;
Background: Watchful. Doesn&#039;t talk much.&amp;lt;BR&amp;gt;&lt;br /&gt;
ST: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 12 adjDX: 10&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 10 adjMA: 8&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Detect Lies (2), Literacy (1), Acute Hearing (2), Alertness (2), Pole Weapons (2), Bow (2)&lt;br /&gt;
Gear:&lt;br /&gt;
*Leather Armor $100/16&lt;br /&gt;
*Spear $40/6&lt;br /&gt;
*Longbow $40/4&lt;br /&gt;
*20 arrows $20/1&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Total: 31.5#&lt;br /&gt;
*Treasure: $705 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===John T. Spiders===&lt;br /&gt;
Background: John is the only gargoyle in his clan who ever learned to read, let alone learned magic. He is extremely proud of being a wizard, although humble because he doesn&#039;t learn as quickly as some others. He has worked extremely hard to become accomplished in languages, and works as a translator when possible. &lt;br /&gt;
ST: 13&amp;lt;BR&amp;gt;&lt;br /&gt;
DX: 11 adjDX: 11&amp;lt;BR&amp;gt;&lt;br /&gt;
IQ: 10&amp;lt;BR&amp;gt;&lt;br /&gt;
MA: 8/16 adjMA 8/16:&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents: Literacy (1), Languages (4)&lt;br /&gt;
Languages: Gargoyle, Human, Elvish, Dwarvish, Goblin&lt;br /&gt;
Spells: Dark Vision, Aid, Lock/Knock.&lt;br /&gt;
Gear:&lt;br /&gt;
*A pointy hat on which someone has crudely embroidered &amp;quot;Wizard.&amp;quot;&lt;br /&gt;
*Belt Pouch $5/.5&lt;br /&gt;
*Backpack $40/4&lt;br /&gt;
*Middle-Class Clothing $50/&lt;br /&gt;
*Labyrinth Kit $30/6&lt;br /&gt;
*Crowbar: $10/4&lt;br /&gt;
*5 Torches $5/2.5&lt;br /&gt;
*Total: 17#&lt;br /&gt;
*Treasure: $860 in mixed coins and gems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules Notes&#039;&#039;&#039;: A gargoyle begins with ST 13, DX 11, and IQ 8 (no points added). IQ will never go higher than 10; such “brilliant” gargoyles often become wizards, wanderers, or both. MA is 8 on the ground, 16 when flying.&lt;br /&gt;
&lt;br /&gt;
Gargoyles can stop 3 hits/attack by virtue of their stony skin. They normally fight with their hands (2 dice damage), but those hired as guards will use weapons. They do not favor thrown or missile weapons, though they can fly overhead and&lt;br /&gt;
drop rocks on you if the situation warrants.&lt;br /&gt;
&lt;br /&gt;
Since gargoyles’ gallbladders are useful in several potions, gargoyles are often suspicious of strangers’ intentions. They&lt;br /&gt;
react to strangers at -1.&lt;br /&gt;
&lt;br /&gt;
I put my two extra points in IQ, but because he wouldn&#039;t have &amp;quot;started&amp;quot; with them, he only has 8 points worth of talents or spells. Note that wizards can learn literacy and languages without penalty, unlike most talents.&lt;br /&gt;
&lt;br /&gt;
== Random Task&#039;s Characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Metric - Male elf fighter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 12(10)&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 10&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MA&#039;&#039;&#039; - 14&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
Knife (1)&lt;br /&gt;
Sword (1)&lt;br /&gt;
Literacy (1)&lt;br /&gt;
Quick Draw (Sword) (1)&lt;br /&gt;
Silent Movement  (2)&lt;br /&gt;
Shield (1)&lt;br /&gt;
Running (2)&lt;br /&gt;
Carousing (1)&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
Leather Armor 2 16lbs&lt;br /&gt;
Small Shield&lt;br /&gt;
Lantern&lt;br /&gt;
Backpack&lt;br /&gt;
Labyrinth kit&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
Broadsword 2d 5lbs &amp;lt;BR&amp;gt;&lt;br /&gt;
Dagger 1d-1 (0.2lbs) &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnaturally pale, bored and dissolute princeling of a royal house far over the sea here to try to rid himself of his ennui, or die trying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tomas&#039; Characters: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Udrell - Male human fighter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ST&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DX&#039;&#039;&#039; - 11(10)&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IQ&#039;&#039;&#039; - 11&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MA&#039;&#039;&#039; - 12&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents:&lt;br /&gt;
*Alertness&lt;br /&gt;
*Naturalist&lt;br /&gt;
*Pole Weapons&lt;br /&gt;
*Running&lt;br /&gt;
*Silent Movement  (2)&lt;br /&gt;
*Spear Throwing (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
*Leather Armor 2 16lbs&lt;br /&gt;
*Lantern&lt;br /&gt;
*Backpack&lt;br /&gt;
*Labyrinth kit&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
*Javelins x3 1d+1 &amp;lt;BR&amp;gt;&lt;br /&gt;
*Spear 1d+1 w/ both hands &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some people just need to stay away from other people. Udrell barely distinguished between the animals he hunts for food and profit, and those who buy his wares. If sometimes he takes aim at any target that moves, that’s not his problem.&lt;br /&gt;
&lt;br /&gt;
Likely to be a solitary predator, or even hired as a guide in the local area. Aggressive and intense in behavior, Udrell is nonetheless laconic in speech. There is no upper limit to how far he will take an argument. Even a minor squabble could result in murder.&lt;br /&gt;
&lt;br /&gt;
= Combat Key =&lt;br /&gt;
&lt;br /&gt;
== Glyptodont ==&lt;br /&gt;
&lt;br /&gt;
Ad - Adenak&lt;br /&gt;
&lt;br /&gt;
Ma - Mavidina&lt;br /&gt;
&lt;br /&gt;
BY - Bwaan-Yoidziidai&lt;br /&gt;
&lt;br /&gt;
Sk - Skythorn&lt;br /&gt;
&lt;br /&gt;
== Random Task ==&lt;br /&gt;
&lt;br /&gt;
Me - Metric&lt;br /&gt;
&lt;br /&gt;
== tomas ==&lt;br /&gt;
&lt;br /&gt;
U- Udrell&lt;br /&gt;
&lt;br /&gt;
== The Wyzard ==&lt;br /&gt;
&lt;br /&gt;
Lukas - Lk&lt;br /&gt;
&lt;br /&gt;
Bert - Bt&lt;br /&gt;
&lt;br /&gt;
Fuyuko - Ko&lt;br /&gt;
&lt;br /&gt;
John T. Spiders - JS&lt;br /&gt;
&lt;br /&gt;
== Allied NPCs ==&lt;br /&gt;
&lt;br /&gt;
== Hostile NPCs ==&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=422310</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=422310"/>
		<updated>2022-05-26T13:24:51Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* PCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use. Just trying to follow the agreement that comes with the software.&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
&lt;br /&gt;
== Millimir Keep ==&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
=== Map Key ===&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;br /&gt;
&lt;br /&gt;
== Talik Region ==&lt;br /&gt;
&lt;br /&gt;
The Talik Region is a mountainous region of valleys and mountain passes.&lt;br /&gt;
&lt;br /&gt;
Map Scale: 5 Miles/Hex&lt;br /&gt;
&lt;br /&gt;
[[File:Talik_Region_Player.png]]&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest, as described by King Alhat ===&lt;br /&gt;
&lt;br /&gt;
A: The Riverbed&lt;br /&gt;
&lt;br /&gt;
“Travelers making trips to Westrum and Avell Peak have noticed part of the Parrion River has dried up.  Upstream there is more river, but over the last few weeks the dryness has progressed further.”&lt;br /&gt;
&lt;br /&gt;
B: Forest of Giants&lt;br /&gt;
&lt;br /&gt;
“We know that the Giants that live in this valley have been approached by a wizard who didn’t identify himself.  The Wizard wanted them to join forces with him for some military expedition, but they refused.”&lt;br /&gt;
&lt;br /&gt;
The giants live in a forest with oversized trees, oversized wildlife, and have big cottages.&lt;br /&gt;
&lt;br /&gt;
C: Raiders&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have the most contact with Lemark&#039;s Ferry, Twin Riverpeak, Fairy&#039;s Gold, and Forestlake. Lemark&#039;s Ferry has not experienced raids, but that is not where the iron is. Twin Riverpeak, Fairy&#039;s Gold, and Forestlake have all been hit badly by raiders. They have come from the surrounding mountains from the southwest, northwest, and northeast,&amp;quot; He places a finger at the center point of the three valleys. They have badly disrupted trade and production of iron, gems, some gold, and other items. Our own defenders have been overwhelmed by the frequency and the ferocity of the attacks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
D: Underwater Palace&lt;br /&gt;
&lt;br /&gt;
“Legend says an underwater palace lies on the lake floor here.  To my knowledge it has not been explored.  If you can find a way in and a way to survive underwater, maybe there’s something there that can help us.”&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
King Alhat&lt;br /&gt;
&lt;br /&gt;
Captain Haax&lt;br /&gt;
&lt;br /&gt;
= Heroes and Wizards =&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=422309</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=422309"/>
		<updated>2022-05-26T13:24:05Z</updated>

		<summary type="html">&lt;p&gt;Hammel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use. Just trying to follow the agreement that comes with the software.&lt;br /&gt;
&lt;br /&gt;
= Maps =&lt;br /&gt;
&lt;br /&gt;
== Millimir Keep ==&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
=== Map Key ===&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;br /&gt;
&lt;br /&gt;
== Talik Region ==&lt;br /&gt;
&lt;br /&gt;
The Talik Region is a mountainous region of valleys and mountain passes.&lt;br /&gt;
&lt;br /&gt;
Map Scale: 5 Miles/Hex&lt;br /&gt;
&lt;br /&gt;
[[File:Talik_Region_Player.png]]&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest, as described by King Alhat ===&lt;br /&gt;
&lt;br /&gt;
A: The Riverbed&lt;br /&gt;
&lt;br /&gt;
“Travelers making trips to Westrum and Avell Peak have noticed part of the Parrion River has dried up.  Upstream there is more river, but over the last few weeks the dryness has progressed further.”&lt;br /&gt;
&lt;br /&gt;
B: Forest of Giants&lt;br /&gt;
&lt;br /&gt;
“We know that the Giants that live in this valley have been approached by a wizard who didn’t identify himself.  The Wizard wanted them to join forces with him for some military expedition, but they refused.”&lt;br /&gt;
&lt;br /&gt;
The giants live in a forest with oversized trees, oversized wildlife, and have big cottages.&lt;br /&gt;
&lt;br /&gt;
C: Raiders&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have the most contact with Lemark&#039;s Ferry, Twin Riverpeak, Fairy&#039;s Gold, and Forestlake. Lemark&#039;s Ferry has not experienced raids, but that is not where the iron is. Twin Riverpeak, Fairy&#039;s Gold, and Forestlake have all been hit badly by raiders. They have come from the surrounding mountains from the southwest, northwest, and northeast,&amp;quot; He places a finger at the center point of the three valleys. They have badly disrupted trade and production of iron, gems, some gold, and other items. Our own defenders have been overwhelmed by the frequency and the ferocity of the attacks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
D: Underwater Palace&lt;br /&gt;
&lt;br /&gt;
“Legend says an underwater palace lies on the lake floor here.  To my knowledge it has not been explored.  If you can find a way in and a way to survive underwater, maybe there’s something there that can help us.”&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
King Alhat&lt;br /&gt;
&lt;br /&gt;
Captain Haax&lt;br /&gt;
&lt;br /&gt;
= PCs =&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Talik_Region_Player.png&amp;diff=422308</id>
		<title>File:Talik Region Player.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Talik_Region_Player.png&amp;diff=422308"/>
		<updated>2022-05-26T13:20:26Z</updated>

		<summary type="html">&lt;p&gt;Hammel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=422307</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=422307"/>
		<updated>2022-05-26T13:19:48Z</updated>

		<summary type="html">&lt;p&gt;Hammel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use. Just trying to follow the agreement that comes with the software.&lt;br /&gt;
&lt;br /&gt;
= Millimir Keep =&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
== Map Key ==&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;br /&gt;
&lt;br /&gt;
= Talik Region =&lt;br /&gt;
&lt;br /&gt;
The Talik Region is a mountainous region of valleys and mountain passes.&lt;br /&gt;
&lt;br /&gt;
Map Scale: 5 Miles/Hex&lt;br /&gt;
&lt;br /&gt;
[[File:Talik_Region_Player.png]]&lt;br /&gt;
&lt;br /&gt;
== Points of Interest, as described by King Alhat ==&lt;br /&gt;
&lt;br /&gt;
A: The Riverbed&lt;br /&gt;
&lt;br /&gt;
“Travelers making trips to Westrum and Avell Peak have noticed part of the Parrion River has dried up.  Upstream there is more river, but over the last few weeks the dryness has progressed further.”&lt;br /&gt;
&lt;br /&gt;
B: Forest of Giants&lt;br /&gt;
&lt;br /&gt;
“We know that the Giants that live in this valley have been approached by a wizard who didn’t identify himself.  The Wizard wanted them to join forces with him for some military expedition, but they refused.”&lt;br /&gt;
&lt;br /&gt;
The giants live in a forest with oversized trees, oversized wildlife, and have big cottages.&lt;br /&gt;
&lt;br /&gt;
C: Raiders&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have the most contact with Lemark&#039;s Ferry, Twin Riverpeak, Fairy&#039;s Gold, and Forestlake. Lemark&#039;s Ferry has not experienced raids, but that is not where the iron is. Twin Riverpeak, Fairy&#039;s Gold, and Forestlake have all been hit badly by raiders. They have come from the surrounding mountains from the southwest, northwest, and northeast,&amp;quot; He places a finger at the center point of the three valleys. They have badly disrupted trade and production of iron, gems, some gold, and other items. Our own defenders have been overwhelmed by the frequency and the ferocity of the attacks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
D: Underwater Palace&lt;br /&gt;
&lt;br /&gt;
“Legend says an underwater palace lies on the lake floor here.  To my knowledge it has not been explored.  If you can find a way in and a way to survive underwater, maybe there’s something there that can help us.”&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=420115</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=420115"/>
		<updated>2022-04-22T15:25:10Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Map Key */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use. Just trying to follow the agreement that comes with the software.&lt;br /&gt;
&lt;br /&gt;
= Millimir Keep =&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
== Map Key ==&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=420114</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=420114"/>
		<updated>2022-04-22T15:24:59Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Introductory Pitch and Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use. Just trying to follow the agreement that comes with the software.&lt;br /&gt;
&lt;br /&gt;
= Millimir Keep =&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
== Map Key ==&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use.  Just trying to follow the agreement that comes with the software.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=420113</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=420113"/>
		<updated>2022-04-22T15:24:39Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Millimir Keep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
= Millimir Keep =&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
== Map Key ==&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m not affiliated with the company that made the map software I use.  Just trying to follow the agreement that comes with the software.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=419993</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=419993"/>
		<updated>2022-04-20T19:23:49Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Introductory Pitch and Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
The Talik Region bordering the Kingdom of Alef is prime territory for industry, trade, and adventure. Alef has gotten quite rich off it, but lately operations and their cut of the profit has been reduced.&lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
= Millimir Keep =&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
== Map Key ==&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Millimir_Keep.png&amp;diff=419992</id>
		<title>File:Millimir Keep.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Millimir_Keep.png&amp;diff=419992"/>
		<updated>2022-04-20T19:13:34Z</updated>

		<summary type="html">&lt;p&gt;Hammel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=419991</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=419991"/>
		<updated>2022-04-20T19:12:29Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Millimir Keep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
= Millimir Keep =&lt;br /&gt;
&lt;br /&gt;
[[File:Millimir_Keep.png]]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
== Map Key ==&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=419990</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=419990"/>
		<updated>2022-04-20T19:12:08Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Millimir Keep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
= Millimir Keep =&lt;br /&gt;
&lt;br /&gt;
[File:Millimir_Keep.png]&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
== Map Key ==&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=419989</id>
		<title>Defenders of Talik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Defenders_of_Talik&amp;diff=419989"/>
		<updated>2022-04-20T19:11:55Z</updated>

		<summary type="html">&lt;p&gt;Hammel: Created page with &amp;quot;= Introductory Pitch and Instructions =   It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introductory Pitch and Instructions = &lt;br /&gt;
&lt;br /&gt;
It wasn’t long, then, before the King of Alef, King Alhat, made a call to heroes and wizards he thought would be capable of dealing with this issue. A Royal messenger hand delivered a letter to you with the royal seal of King Alhat. After a letterhead and greeting full of pomp and flourish, the letter went on to say:&lt;br /&gt;
&lt;br /&gt;
“You are invited to Millimir Keep for a dinner in which the problems facing our Kingdom and the Talik Region will be discussed. Please, if you will, join me for dinner at my home in the Keep and we can discuss your reward. Feel free to bring whoever else you know that you believe would suit the task. I’ve enclosed a map that will direct you on your trip to the Keep.”&lt;br /&gt;
&lt;br /&gt;
In this game we’ll play The Fantasy Trip. I’m new to the system but I liked the idea and nostalgia of it. I’ll try to use maps and battle maps to bring this game alive. Millimir Keep is located in one of the five mountain passes into the Talik Region.&lt;br /&gt;
&lt;br /&gt;
In the world where this game is set, the core humanoids Humans, Elves, Dwarves, Halflings, Orcs, and Goblins all live together. You can pick one of them, or something else you think might be fun that we can decide on.&lt;br /&gt;
&lt;br /&gt;
Starting characters get 34 points divided amongst ST DX and IQ. You don’t need to start with the starting attribute templates as shown on page 15 of Into the Labyrinth but you do get any mentioned special abilities. If you’d like to start with the starting attributes I think you’ll just add two more points to the existing extra points you get (e.g. six plus two for a Halfling).&lt;br /&gt;
&lt;br /&gt;
Your characters start with $1,000.&lt;br /&gt;
&lt;br /&gt;
If you happen across anything in Melee and Wizard that conflicts with Into the Labyrinth, please go with what’s in Into the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
= Millimir Keep =&lt;br /&gt;
&lt;br /&gt;
File:Millimir_Keep.png&lt;br /&gt;
&lt;br /&gt;
Millimir Keep is one of five mountain passes into the Talik Region, which comprises a series of mountain passes and valleys.  Each entrance pass has its own structure defending it.&lt;br /&gt;
&lt;br /&gt;
== Map Key ==&lt;br /&gt;
&lt;br /&gt;
1: King Alhat&#039;s Home&lt;br /&gt;
&lt;br /&gt;
This is the home you&#039;ve been invited to within Millimir Keep.&lt;br /&gt;
&lt;br /&gt;
2: Barracks and Storage&lt;br /&gt;
&lt;br /&gt;
Guards and any heroes/wizards not taken along during adventure stay here.&lt;br /&gt;
&lt;br /&gt;
3: Temple&lt;br /&gt;
&lt;br /&gt;
A roughly circular building where the King, his servants, the guards, and guests can go to worship.&lt;br /&gt;
&lt;br /&gt;
4: Farm Plots&lt;br /&gt;
&lt;br /&gt;
Food is grown here, and stored in some small sheds scattered throughout the plots.&lt;br /&gt;
&lt;br /&gt;
5: The north and south entrances to the Keep.  Between is a dirt path that travelers can go on along their way, after they pay the toll.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hairs_to_the_Republic&amp;diff=412020</id>
		<title>Hairs to the Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hairs_to_the_Republic&amp;diff=412020"/>
		<updated>2021-11-27T15:16:26Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= System and Idea =&lt;br /&gt;
&lt;br /&gt;
An anthropomorphic setting using the SWADE rules with a mix of fantasy, post-apocalyptic, and cyberpunk.&lt;br /&gt;
&lt;br /&gt;
= Background =&lt;br /&gt;
&lt;br /&gt;
I&#039;m inspired by The Division 2 in that there would be an urban post-apocalyptic setting that suffered a recent apocalypse where guns and ammo are still readily available. Maybe supply chains haven&#039;t completely collapsed yet. There would be a strike force that goes around doing missions, and player characters would likely be part of this strike force or support them in some way. There might be some fantastical elements instead of just gritty hardcore, being that I am also thinking about anime and cartoons.&lt;br /&gt;
&lt;br /&gt;
A king, who is a lion, has arisen in the city who traces his lineage to the original founders of the Republic that fell. There&#039;s still a line of leadership from the fallen Republic elsewhere in the city that has some legitimacy, that this king helps support in a power sharing arrangement. Perhaps they will set up a constitutional monarchy at some point, but this possible arrangement is some time in the future.&lt;br /&gt;
&lt;br /&gt;
There are scattered power groups throughout the city that usually have to be negotiated with. But the main threat is the king&#039;s eye-scarred brother, who is the head of a corrupt corporation that heavily relies on bribes, espionage, and other dirty tricks to maintain and consolidate power. He is basically the head of an oligarchy with other business interests he owns or is allied with. Most formidable in his arsenal is his army of jackal bots that continuously make incursions into others&#039; territory and generally harasses and terrifies the people of the city.&lt;br /&gt;
&lt;br /&gt;
The event that everyone is trying to recover from is a massive series of earthquakes that hit all over the nation of Being, destroying people’s lives and damaging critical infrastructure. It has left the land scarred all over, with many gaping rifts that have left communities isolated and destroyed or severely damaged the power structure that held everything together. A point of interest for everyone is that the earthquakes occurred in the midst of heightened international tensions, so there is suspicion that one or more of the rival nations engineered the disaster but no one can prove it nor is there really the will to investigate just yet.&lt;br /&gt;
&lt;br /&gt;
Added to peoples’ worries is that strange and bizarre creatures have been reported since the earthquakes. An organized effort is being made by King Leonard and the remnants of the Republic’s leadership to document, compile, and investigate these reports but it is just getting off the ground and there is not much information yet.&lt;br /&gt;
&lt;br /&gt;
Magic and magic items are uncommon, but do exist in the setting.&lt;br /&gt;
&lt;br /&gt;
= Religion and Culture =&lt;br /&gt;
&lt;br /&gt;
Being is populated by a wide variety of anthropomorphic animals, as is the entire world. There is a common language that lets everyone communicate with each other, but each species also has their own languages and it wasn’t uncommon that many were multilingual.&lt;br /&gt;
&lt;br /&gt;
Religion doesn’t play a central role in the world, and most are irreligious, but for those who are religious each sect is dedicated to a certain concept that they feel have divine and sometimes magical properties, such as Order, Friendship, Dedication, Home and Hearth, etc. Afterlife is believed to be a continuous cycle of birth and rebirth--in other words, reincarnation.&lt;br /&gt;
&lt;br /&gt;
= Rules =&lt;br /&gt;
&lt;br /&gt;
Rank: Heroic with 14 Advances&lt;br /&gt;
&lt;br /&gt;
Setting Rules:&lt;br /&gt;
&lt;br /&gt;
Born a Hero&lt;br /&gt;
&lt;br /&gt;
Creative Combat&lt;br /&gt;
&lt;br /&gt;
Fast Healing&lt;br /&gt;
&lt;br /&gt;
High Adventure&lt;br /&gt;
&lt;br /&gt;
Multiple Languages&lt;br /&gt;
&lt;br /&gt;
= PCs = &lt;br /&gt;
Talisman, playing [https://docs.google.com/document/d/1FY3QU_LYIIJzLxY0BNctXwnyeJ3et5bg_xLosQMeapY/edit?usp=sharing Cathal Arthmael] (Grimr, the Masked Wolf)&amp;lt;br&amp;gt;&lt;br /&gt;
Elfwine, playing [[Volkova]]&amp;lt;br&amp;gt;&lt;br /&gt;
shadowsaint007, playing [https://docs.google.com/document/d/1MrXQd5as-eqJhTDNczDt3XLi0nfJT5sdg9QsekP3CJg/edit# Cat]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
Volkova was hired as security for Grimr and met Eikarra as a guide/scout in the neighboring swamp while on a job.  They were assigned Cat as an attaché by the Kingdom of Being, who together with the Remnants of the Republic of Being regularly hire the group as support or to even out their forces.&lt;br /&gt;
&lt;br /&gt;
= NPCS = &lt;br /&gt;
&lt;br /&gt;
Leonard, the King of Being&lt;br /&gt;
&lt;br /&gt;
Leonas, his brother, eye scarred CEO of the Jackal Consortium&lt;br /&gt;
&lt;br /&gt;
President Ribbs, President of the Remnants of the Republic of Being&lt;br /&gt;
&lt;br /&gt;
= Locations = &lt;br /&gt;
&lt;br /&gt;
Being, the once great Republic that fell to an unexplained series of earthquakes all over the country&lt;br /&gt;
&lt;br /&gt;
Urbania, former Capital of Being.&lt;br /&gt;
&lt;br /&gt;
Castle HQ, a makeshift base set up on top of a series of buildings.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=404782</id>
		<title>FantasyCraft:Otters Ransom:Ssarwel</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=404782"/>
		<updated>2021-08-20T21:30:58Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Character Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ssarwel=&lt;br /&gt;
&lt;br /&gt;
Male Suarian (Draconic) Physician Sage lvl 1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Medium Folk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Ssarwel is a Saurian about 5&#039;4&amp;quot; in height.  His eyes are lavender slits, and he wears a black cloak over brown clothing.  What scales can be seen show a complex interweaving pattern.  Two small curved horns adorn the ridges along his head.&lt;br /&gt;
&lt;br /&gt;
==Backstory and personality==&lt;br /&gt;
&lt;br /&gt;
Hailing from Sylver, Ssarwel has spent a lot of time in Cartrefcarreg and other regions, traveling between them.  Both parents were herbalists and pharmacists, with his father also being a physician.  Ssarwel has continued this tradition, being proficient in medicine and the pharmaceutical arts.  He is also well-travelled in a handful of regions, where he has often spent teaching others about herbs and telling stories.  For some time before moving to other locations, he also spent some time teaching medicine at the academy in Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Lately he has been investigating the disappearance of all the residents of a village in Sylver that his home village normally traded with.  He encountered a mysterious Saurian that mentioned a curse, threw a weapon at him, then disappeared into the forest.  The investigation went cold after he followed the tracks this Saurian left to another ghost village, where the tracks disappeared.  But what he found there led him back to Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Ssarwel has worked hard on his speech so that he didn&#039;t speak like how humans imagined Saurians to speak.  He has a laid back personality, and is almost always happy to teach others what he knows.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&lt;br /&gt;
===Quick reference===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; Notice +2, Search +7 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039; Blend +2, Sneak +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AD&#039;&#039;&#039;: 3d4, starting 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current AD&#039;&#039;&#039; 2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stress Damage&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 13 (10 +2 Dex + 0 class + 1 race)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DR&#039;&#039;&#039; 3 (0 armor + 3 thick hide) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vitality&#039;&#039;&#039; 9 (9 class x lvl + 0 Con x lvl); Wounds 10 Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort&#039;&#039;&#039; +1 (+0 Con + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; +3 (+2 Wis + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Agile Defense +1: + 1 to defense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense: Advantage on fort saves for disease and poison&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Thick Hide 3: 3 to DR&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB&#039;&#039;&#039; +0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; +1 (+0 BAB + 1 Str) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bite I: Atk +2 dmg, 1d8+1 lethal, threat 18-20&amp;lt;br/&amp;gt;&lt;br /&gt;
::Tail slap I: Atk + 2 dmg, 1d8+1 lethal, threat 20, reach +1&amp;lt;br/&amp;gt;&lt;br /&gt;
::Crude Dagger atk +1 dmg, 1d6-1 lethal, threat 19-20, bleed hurl&amp;lt;br/&amp;gt;&lt;br /&gt;
::Unarmed (punches, kicks headbuts) atk +2 dmg 1d4+0 lethal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; +2 (+0 BAB + 2 Dex) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude Hand Bow &amp;amp; Crude arrows: atk +3, dmg 1d6-2, threat 20, AP 2, &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Menacing threat: May threaten up to 3 targets at once with one roll.&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 12 (+1)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Con&#039;&#039;&#039; 10 (+0)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Int&#039;&#039;&#039; 16 (+3)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cha&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: 4&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge Specialty&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Unarmed Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bow Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: (6 class + 3 Int) x [lvl + 3] = 36; &lt;br /&gt;
::&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Athletics&#039;&#039;&#039; +4 (+0 str + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Blend&#039;&#039;&#039; +2 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bluff&#039;&#039;&#039; +3 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Crafting&#039;&#039;&#039;,[Chemistry, Pharmacy, Carpentry], +7 (+3 int +ranks + 4 ranks from paired skill) Class, Pair&amp;lt;medicine &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Disguise&#039;&#039;&#039; +2 (+2 cha +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Haggle&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Impress&#039;&#039;&#039; +6 (+2 cha + 4ranks +other) Origin&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Intimidate&#039;&#039;&#039; +2 (+2 wis +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Investigate&#039;&#039;&#039; +6 (+2 wis +4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Medicine&#039;&#039;&#039; +9 (+3 int + 4ranks +2 insight) Class, Pair&amp;gt;craft &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Notice&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Prestidigitation&#039;&#039;&#039; +2 (+2 dex +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Resolve&#039;&#039;&#039; +4 (+0 con + 2 ranks + 2 BOE ranks) Class BOE&amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Ride&#039;&#039;&#039;,[Land mounts], +4 (+2 dex +2 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Search&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Sense Motive&#039;&#039;&#039; +6 (+2 wis stat +2 ranks +2 insight) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sneak&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Survival&#039;&#039;&#039; +11 (+2 wis +4 ranks +5 Path) Origin &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Tactics&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Interests&#039;&#039;&#039;:&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Native lang&#039;&#039;&#039;: Ma&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; trade&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; Academic&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Other lang:&#039;&#039;&#039; Tir:- forest&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homeland:&#039;&#039;&#039; Sylvar&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Career:&#039;&#039;&#039; herb lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 1:&#039;&#039;&#039; Alignment Elemental dragon of the herbalist&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 2:&#039;&#039;&#039; Draconic lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 3:&#039;&#039;&#039; Cartrefcarreg lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 4:&#039;&#039;&#039; Zier-grirek lore &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carrying Capacity&#039;&#039;&#039;: Light 70, heavy 210, lift 422 drag 1055 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039; (Saurian)&lt;br /&gt;
::Agile defense +1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Cold-blooded &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Bite I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Tail slap I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality&#039;&#039;&#039; (Physician)&lt;br /&gt;
::&#039;&#039;&#039;Bonus feat&#039;&#039;&#039;: Basic skill master (Healer) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemistry focus &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge proficiency &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Paired skills: medicine&amp;gt;Crafting &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; (Sage)&lt;br /&gt;
::&#039;&#039;&#039;Core&#039;&#039;&#039;: Breath of Experience &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Wise Council &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Species&#039;&#039;&#039;: Dragon heritage &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Specialty&#039;&#039;&#039;: Basic skill master (Healer: Medicine &amp;amp; sense motive) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;:  Alchemy Basics &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Money and Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;: 3 (1 class + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
:Panache 1 (10s/month, +0 Appearance), Prudence 2 (25% savings) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039; +2 (+0 Panache + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stake&#039;&#039;&#039; 0 (100 x lvl) &#039;&#039;&#039;Hand&#039;&#039;&#039; 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bedroll : cold resistance 2&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Canteen : Holds water&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Pouch : Holds 50 coins&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemist kit : allows trained Crafting: chemistry checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Doctors bag : allows trained Medicine checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude hand bow : short ranged bow -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude standard arrows (10): head less arrows -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude dagger : Well used knife&amp;lt;Br/&amp;gt;&lt;br /&gt;
::bandages : stops bleeding&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Legend&#039;&#039;&#039; +1 (1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reputation&#039;&#039;&#039;: 7 (lvl x 10) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Renown&#039;&#039;&#039;: 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trinkets&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Guiding Doctor’s gloves (Elven made red silk gloves): Interest(feral-folk treatment), purely fluff self cleaning function :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prizes&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
:[name]: [effect] :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miracles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039; DC 12 (10 + 2 Cha + 0 Spellcasting feats)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Level&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
====Paths====&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Step 1&#039;&#039;&#039;: +5 bonus to Survival checks&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
&lt;br /&gt;
6 Crude Standard Arrows&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=404781</id>
		<title>FantasyCraft:Otters Ransom:Ssarwel</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=404781"/>
		<updated>2021-08-20T21:30:11Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ssarwel=&lt;br /&gt;
&lt;br /&gt;
Male Suarian (Draconic) Physician Sage lvl 1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Medium Folk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Ssarwel is a Saurian about 5&#039;4&amp;quot; in height.  His eyes are lavender slits, and he wears a black cloak over brown clothing.  What scales can be seen show a complex interweaving pattern.  Two small curved horns adorn the ridges along his head.&lt;br /&gt;
&lt;br /&gt;
==Backstory and personality==&lt;br /&gt;
&lt;br /&gt;
Hailing from Sylver, Ssarwel has spent a lot of time in Cartrefcarreg and other regions, traveling between them.  Both parents were herbalists and pharmacists, with his father also being a physician.  Ssarwel has continued this tradition, being proficient in medicine and the pharmaceutical arts.  He is also well-travelled in a handful of regions, where he has often spent teaching others about herbs and telling stories.  For some time before moving to other locations, he also spent some time teaching medicine at the academy in Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Lately he has been investigating the disappearance of all the residents of a village in Sylver that his home village normally traded with.  He encountered a mysterious Saurian that mentioned a curse, threw a weapon at him, then disappeared into the forest.  The investigation went cold after he followed the tracks this Saurian left to another ghost village, where the tracks disappeared.  But what he found there led him back to Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Ssarwel has worked hard on his speech so that he didn&#039;t speak like how humans imagined Saurians to speak.  He has a laid back personality, and is almost always happy to teach others what he knows.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&lt;br /&gt;
===Quick reference===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; Notice +2, Search +7 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039; Blend +2, Sneak +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AD&#039;&#039;&#039;: 3d4, starting 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current AD&#039;&#039;&#039; 2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 13 (10 +2 Dex + 0 class + 1 race)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DR&#039;&#039;&#039; 3 (0 armor + 3 thick hide) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vitality&#039;&#039;&#039; 9 (9 class x lvl + 0 Con x lvl); Wounds 10 Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort&#039;&#039;&#039; +1 (+0 Con + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; +3 (+2 Wis + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Agile Defense +1: + 1 to defense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense: Advantage on fort saves for disease and poison&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Thick Hide 3: 3 to DR&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB&#039;&#039;&#039; +0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; +1 (+0 BAB + 1 Str) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bite I: Atk +2 dmg, 1d8+1 lethal, threat 18-20&amp;lt;br/&amp;gt;&lt;br /&gt;
::Tail slap I: Atk + 2 dmg, 1d8+1 lethal, threat 20, reach +1&amp;lt;br/&amp;gt;&lt;br /&gt;
::Crude Dagger atk +1 dmg, 1d6-1 lethal, threat 19-20, bleed hurl&amp;lt;br/&amp;gt;&lt;br /&gt;
::Unarmed (punches, kicks headbuts) atk +2 dmg 1d4+0 lethal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; +2 (+0 BAB + 2 Dex) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude Hand Bow &amp;amp; Crude arrows: atk +3, dmg 1d6-2, threat 20, AP 2, &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Menacing threat: May threaten up to 3 targets at once with one roll.&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 12 (+1)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Con&#039;&#039;&#039; 10 (+0)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Int&#039;&#039;&#039; 16 (+3)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cha&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: 4&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge Specialty&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Unarmed Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bow Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: (6 class + 3 Int) x [lvl + 3] = 36; &lt;br /&gt;
::&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Athletics&#039;&#039;&#039; +4 (+0 str + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Blend&#039;&#039;&#039; +2 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bluff&#039;&#039;&#039; +3 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Crafting&#039;&#039;&#039;,[Chemistry, Pharmacy, Carpentry], +7 (+3 int +ranks + 4 ranks from paired skill) Class, Pair&amp;lt;medicine &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Disguise&#039;&#039;&#039; +2 (+2 cha +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Haggle&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Impress&#039;&#039;&#039; +6 (+2 cha + 4ranks +other) Origin&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Intimidate&#039;&#039;&#039; +2 (+2 wis +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Investigate&#039;&#039;&#039; +6 (+2 wis +4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Medicine&#039;&#039;&#039; +9 (+3 int + 4ranks +2 insight) Class, Pair&amp;gt;craft &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Notice&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Prestidigitation&#039;&#039;&#039; +2 (+2 dex +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Resolve&#039;&#039;&#039; +4 (+0 con + 2 ranks + 2 BOE ranks) Class BOE&amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Ride&#039;&#039;&#039;,[Land mounts], +4 (+2 dex +2 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Search&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Sense Motive&#039;&#039;&#039; +6 (+2 wis stat +2 ranks +2 insight) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sneak&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Survival&#039;&#039;&#039; +11 (+2 wis +4 ranks +5 Path) Origin &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Tactics&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Interests&#039;&#039;&#039;:&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Native lang&#039;&#039;&#039;: Ma&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; trade&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; Academic&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Other lang:&#039;&#039;&#039; Tir:- forest&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homeland:&#039;&#039;&#039; Sylvar&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Career:&#039;&#039;&#039; herb lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 1:&#039;&#039;&#039; Alignment Elemental dragon of the herbalist&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 2:&#039;&#039;&#039; Draconic lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 3:&#039;&#039;&#039; Cartrefcarreg lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 4:&#039;&#039;&#039; Zier-grirek lore &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carrying Capacity&#039;&#039;&#039;: Light 70, heavy 210, lift 422 drag 1055 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039; (Saurian)&lt;br /&gt;
::Agile defense +1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Cold-blooded &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Bite I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Tail slap I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality&#039;&#039;&#039; (Physician)&lt;br /&gt;
::&#039;&#039;&#039;Bonus feat&#039;&#039;&#039;: Basic skill master (Healer) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemistry focus &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge proficiency &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Paired skills: medicine&amp;gt;Crafting &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; (Sage)&lt;br /&gt;
::&#039;&#039;&#039;Core&#039;&#039;&#039;: Breath of Experience &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Wise Council &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Species&#039;&#039;&#039;: Dragon heritage &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Specialty&#039;&#039;&#039;: Basic skill master (Healer: Medicine &amp;amp; sense motive) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;:  Alchemy Basics &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Money and Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;: 3 (1 class + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
:Panache 1 (10s/month, +0 Appearance), Prudence 2 (25% savings) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039; +2 (+0 Panache + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stake&#039;&#039;&#039; 0 (100 x lvl) &#039;&#039;&#039;Hand&#039;&#039;&#039; 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bedroll : cold resistance 2&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Canteen : Holds water&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Pouch : Holds 50 coins&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemist kit : allows trained Crafting: chemistry checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Doctors bag : allows trained Medicine checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude hand bow : short ranged bow -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude standard arrows (10): head less arrows -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude dagger : Well used knife&amp;lt;Br/&amp;gt;&lt;br /&gt;
::bandages : stops bleeding&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Legend&#039;&#039;&#039; +1 (1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reputation&#039;&#039;&#039;: 7 (lvl x 10) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Renown&#039;&#039;&#039;: 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trinkets&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Guiding Doctor’s gloves (Elven made red silk gloves): Interest(feral-folk treatment), purely fluff self cleaning function :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prizes&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
:[name]: [effect] :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miracles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039; DC 12 (10 + 2 Cha + 0 Spellcasting feats)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Level&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
====Paths====&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Step 1&#039;&#039;&#039;: +5 bonus to Survival checks&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
&lt;br /&gt;
6 Crude Standard Arrows&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=404737</id>
		<title>FantasyCraft:Otters Ransom:Ssarwel</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=404737"/>
		<updated>2021-08-19T16:54:58Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ssarwel=&lt;br /&gt;
&lt;br /&gt;
Male Suarian (Draconic) Physician Sage lvl 1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Medium Folk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Ssarwel is a Saurian about 5&#039;4&amp;quot; in height.  His eyes are lavender slits, and he wears a black cloak over brown clothing.  What scales can be seen show a complex interweaving pattern.  Two small curved horns adorn the ridges along his head.&lt;br /&gt;
&lt;br /&gt;
==Backstory and personality==&lt;br /&gt;
&lt;br /&gt;
Hailing from Sylver, Ssarwel has spent a lot of time in Cartrefcarreg and other regions, traveling between them.  Both parents were herbalists and pharmacists, with his father also being a physician.  Ssarwel has continued this tradition, being proficient in medicine and the pharmaceutical arts.  He is also well-travelled in a handful of regions, where he has often spent teaching others about herbs and telling stories.  For some time before moving to other locations, he also spent some time teaching medicine at the academy in Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Lately he has been investigating the disappearance of all the residents of a village in Sylver that his home village normally traded with.  He encountered a mysterious Saurian that mentioned a curse, threw a weapon at him, then disappeared into the forest.  The investigation went cold after he followed the tracks this Saurian left to another ghost village, where the tracks disappeared.  But what he found there led him back to Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Ssarwel has worked hard on his speech so that he didn&#039;t speak like how humans imagined Saurians to speak.  He has a laid back personality, and is almost always happy to teach others what he knows.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&lt;br /&gt;
===Quick reference===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; Notice +2, Search +7 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039; Blend +2, Sneak +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AD&#039;&#039;&#039;: 3d4, starting 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current AD&#039;&#039;&#039; 2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 13 (10 +2 Dex + 0 class + 1 race)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DR&#039;&#039;&#039; 3 (0 armor + 3 thick hide) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vitality&#039;&#039;&#039; 9 (9 class x lvl + 0 Con x lvl); Wounds 10 Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort&#039;&#039;&#039; +1 (+0 Con + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; +3 (+2 Wis + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Agile Defense +1: + 1 to defense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense: Advantage on fort saves for disease and poison&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Thick Hide 3: 3 to DR&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB&#039;&#039;&#039; +0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; +1 (+0 BAB + 1 Str) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bite I: Atk +2 dmg, 1d8+1 lethal, threat 18-20&amp;lt;br/&amp;gt;&lt;br /&gt;
::Tail slap I: Atk + 2 dmg, 1d8+1 lethal, threat 20, reach +1&amp;lt;br/&amp;gt;&lt;br /&gt;
::Crude Dagger atk +1 dmg, 1d6-1 lethal, threat 19-20, bleed hurl&amp;lt;br/&amp;gt;&lt;br /&gt;
::Unarmed (punches, kicks headbuts) atk +2 dmg 1d4+0 lethal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; +2 (+0 BAB + 2 Dex) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude Hand Bow &amp;amp; Crude arrows: atk +3, dmg 1d6-2, threat 20, AP 2, &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Menacing threat: May threaten up to 3 targets at once with one roll.&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 12 (+1)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Con&#039;&#039;&#039; 10 (+0)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Int&#039;&#039;&#039; 16 (+3)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cha&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: 4&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge Specialty&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Unarmed Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bow Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: (6 class + 3 Int) x [lvl + 3] = 36; &lt;br /&gt;
::&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Athletics&#039;&#039;&#039; +4 (+0 str + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Blend&#039;&#039;&#039; +2 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bluff&#039;&#039;&#039; +3 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Crafting&#039;&#039;&#039;,[Chemistry, Pharmacy, Carpentry], +7 (+3 int +ranks + 4 ranks from paired skill) Class, Pair&amp;lt;medicine &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Disguise&#039;&#039;&#039; +2 (+2 cha +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Haggle&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Impress&#039;&#039;&#039; +6 (+2 cha + 4ranks +other) Origin&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Intimidate&#039;&#039;&#039; +2 (+2 wis +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Investigate&#039;&#039;&#039; +6 (+2 wis +4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Medicine&#039;&#039;&#039; +9 (+3 int + 4ranks +2 insight) Class, Pair&amp;gt;craft &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Notice&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Prestidigitation&#039;&#039;&#039; +2 (+2 dex +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Resolve&#039;&#039;&#039; +4 (+0 con + 2 ranks + 2 BOE ranks) Class BOE&amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Ride&#039;&#039;&#039;,[Land mounts], +4 (+2 dex +2 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Search&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Sense Motive&#039;&#039;&#039; +6 (+2 wis stat +2 ranks +2 insight) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sneak&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Survival&#039;&#039;&#039; +11 (+2 wis +4 ranks +5 Path) Origin &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Tactics&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Interests&#039;&#039;&#039;:&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Native lang&#039;&#039;&#039;: Ma&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; trade&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; Academic&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Other lang:&#039;&#039;&#039; Tir:- forest&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homeland:&#039;&#039;&#039; Sylvar&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Career:&#039;&#039;&#039; herb lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 1:&#039;&#039;&#039; Alignment Elemental dragon of the herbalist&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 2:&#039;&#039;&#039; Draconic lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 3:&#039;&#039;&#039; Cartrefcarreg lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 4:&#039;&#039;&#039; Zier-grirek lore &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carrying Capacity&#039;&#039;&#039;: Light 70, heavy 210, lift 422 drag 1055 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039; (Saurian)&lt;br /&gt;
::Agile defense +1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Cold-blooded &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Bite I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Tail slap I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality&#039;&#039;&#039; (Physician)&lt;br /&gt;
::&#039;&#039;&#039;Bonus feat&#039;&#039;&#039;: Basic skill master (Healer) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemistry focus &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge proficiency &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Paired skills: medicine&amp;gt;Crafting &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; (Sage)&lt;br /&gt;
::&#039;&#039;&#039;Core&#039;&#039;&#039;: Breath of Experience &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Wise Council &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Species&#039;&#039;&#039;: Dragon heritage &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Specialty&#039;&#039;&#039;: Basic skill master (Healer: Medicine &amp;amp; sense motive) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;:  Alchemy Basics &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Money and Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;: 3 (1 class + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
:Panache 1 (10s/month, +0 Appearance), Prudence 2 (25% savings) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039; +2 (+0 Panache + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stake&#039;&#039;&#039; 0 (100 x lvl) &#039;&#039;&#039;Hand&#039;&#039;&#039; 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bedroll : cold resistance 2&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Canteen : Holds water&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Pouch : Holds 50 coins&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemist kit : allows trained Crafting: chemistry checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Doctors bag : allows trained Medicine checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude hand bow : short ranged bow -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude standard arrows (10): head less arrows -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude dagger : Well used knife&amp;lt;Br/&amp;gt;&lt;br /&gt;
::bandages : stops bleeding&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Legend&#039;&#039;&#039; +1 (1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reputation&#039;&#039;&#039;: 7 (lvl x 10) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Renown&#039;&#039;&#039;: 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trinkets&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Guiding Doctor’s gloves (Elven made red silk gloves): Interest(feral-folk treatment), purely fluff self cleaning function :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prizes&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
:[name]: [effect] :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miracles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039; DC 12 (10 + 2 Cha + 0 Spellcasting feats)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Level&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
====Paths====&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Step 1&#039;&#039;&#039;: +5 bonus to Survival checks&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
&lt;br /&gt;
7 Crude Standard Arrows&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=404736</id>
		<title>FantasyCraft:Otters Ransom:Ssarwel</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=404736"/>
		<updated>2021-08-19T16:53:07Z</updated>

		<summary type="html">&lt;p&gt;Hammel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ssarwel=&lt;br /&gt;
&lt;br /&gt;
Male Suarian (Draconic) Physician Sage lvl 1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Medium Folk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Ssarwel is a Saurian about 5&#039;4&amp;quot; in height.  His eyes are lavender slits, and he wears a black cloak over brown clothing.  What scales can be seen show a complex interweaving pattern.  Two small curved horns adorn the ridges along his head.&lt;br /&gt;
&lt;br /&gt;
==Backstory and personality==&lt;br /&gt;
&lt;br /&gt;
Hailing from Sylver, Ssarwel has spent a lot of time in Cartrefcarreg and other regions, traveling between them.  Both parents were herbalists and pharmacists, with his father also being a physician.  Ssarwel has continued this tradition, being proficient in medicine and the pharmaceutical arts.  He is also well-travelled in a handful of regions, where he has often spent teaching others about herbs and telling stories.  For some time before moving to other locations, he also spent some time teaching medicine at the academy in Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Lately he has been investigating the disappearance of all the residents of a village in Sylver that his home village normally traded with.  He encountered a mysterious Saurian that mentioned a curse, threw a weapon at him, then disappeared into the forest.  The investigation went cold after he followed the tracks this Saurian left to another ghost village, where the tracks disappeared.  But what he found there led him back to Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Ssarwel has worked hard on his speech so that he didn&#039;t speak like how humans imagined Saurians to speak.  He has a laid back personality, and is almost always happy to teach others what he knows.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&lt;br /&gt;
===Quick reference===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; Notice +2, Search +7 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039; Blend +2, Sneak +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AD&#039;&#039;&#039;: 3d4, starting 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current AD&#039;&#039;&#039; 2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 13 (10 +2 Dex + 0 class + 1 race)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DR&#039;&#039;&#039; 3 (0 armor + 3 thick hide) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vitality&#039;&#039;&#039; 9 (9 class x lvl + 0 Con x lvl); Wounds 10 Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort&#039;&#039;&#039; +1 (+0 Con + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; +3 (+2 Wis + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Agile Defense +1: + 1 to defense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense: Advantage on fort saves for disease and poison&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Thick Hide 3: 3 to DR&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB&#039;&#039;&#039; +0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; +1 (+0 BAB + 1 Str) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bite I: Atk +2 dmg, 1d8+1 lethal, threat 18-20&amp;lt;br/&amp;gt;&lt;br /&gt;
::Tail slap I: Atk + 2 dmg, 1d8+1 lethal, threat 20, reach +1&amp;lt;br/&amp;gt;&lt;br /&gt;
::Crude Dagger atk +1 dmg, 1d6-1 lethal, threat 19-20, bleed hurl&amp;lt;br/&amp;gt;&lt;br /&gt;
::Unarmed (punches, kicks headbuts) atk +2 dmg 1d4+0 lethal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; +2 (+0 BAB + 2 Dex) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude Hand Bow &amp;amp; Crude arrows: atk +3, dmg 1d6-2, threat 20, AP 2, &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Menacing threat: May threaten up to 3 targets at once with one roll.&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 12 (+1)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Con&#039;&#039;&#039; 10 (+0)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Int&#039;&#039;&#039; 16 (+3)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cha&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: 4&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge Specialty&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Unarmed Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bow Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: (6 class + 3 Int) x [lvl + 3] = 36; &lt;br /&gt;
::&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Athletics&#039;&#039;&#039; +4 (+0 str + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Blend&#039;&#039;&#039; +2 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bluff&#039;&#039;&#039; +3 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Crafting&#039;&#039;&#039;,[Chemistry, Pharmacy, Carpentry], +7 (+3 int +ranks + 4 ranks from paired skill) Class, Pair&amp;lt;medicine &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Disguise&#039;&#039;&#039; +2 (+2 cha +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Haggle&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Impress&#039;&#039;&#039; +6 (+2 cha + 4ranks +other) Origin&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Intimidate&#039;&#039;&#039; +2 (+2 wis +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Investigate&#039;&#039;&#039; +6 (+2 wis +4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Medicine&#039;&#039;&#039; +9 (+3 int + 4ranks +2 insight) Class, Pair&amp;gt;craft &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Notice&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Prestidigitation&#039;&#039;&#039; +2 (+2 dex +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Resolve&#039;&#039;&#039; +4 (+0 con + 2 ranks + 2 BOE ranks) Class BOE&amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Ride&#039;&#039;&#039;,[Land mounts], +4 (+2 dex +2 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Search&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Sense Motive&#039;&#039;&#039; +6 (+2 wis stat +2 ranks +2 insight) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sneak&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Survival&#039;&#039;&#039; +11 (+2 wis +4 ranks +5 Path) Origin &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Tactics&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Interests&#039;&#039;&#039;:&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Native lang&#039;&#039;&#039;: Ma&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; trade&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; Academic&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Other lang:&#039;&#039;&#039; Tir:- forest&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homeland:&#039;&#039;&#039; Sylvar&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Career:&#039;&#039;&#039; herb lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 1:&#039;&#039;&#039; Alignment Elemental dragon of the herbalist&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 2:&#039;&#039;&#039; Draconic lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 3:&#039;&#039;&#039; Cartrefcarreg lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 4:&#039;&#039;&#039; Zier-grirek lore &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carrying Capacity&#039;&#039;&#039;: Light 70, heavy 210, lift 422 drag 1055 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039; (Saurian)&lt;br /&gt;
::Agile defense +1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Cold-blooded &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Bite I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Tail slap I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality&#039;&#039;&#039; (Physician)&lt;br /&gt;
::&#039;&#039;&#039;Bonus feat&#039;&#039;&#039;: Basic skill master (Healer) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemistry focus &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge proficiency &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Paired skills: medicine&amp;gt;Crafting &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; (Sage)&lt;br /&gt;
::&#039;&#039;&#039;Core&#039;&#039;&#039;: Breath of Experience &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Wise Council &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Species&#039;&#039;&#039;: Dragon heritage &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Specialty&#039;&#039;&#039;: Basic skill master (Healer: Medicine &amp;amp; sense motive) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;:  Alchemy Basics &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Money and Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;: 3 (1 class + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
:Panache 1 (10s/month, +0 Appearance), Prudence 2 (25% savings) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039; +2 (+0 Panache + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stake&#039;&#039;&#039; 0 (100 x lvl) &#039;&#039;&#039;Hand&#039;&#039;&#039; 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bedroll : cold resistance 2&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Canteen : Holds water&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Pouch : Holds 50 coins&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemist kit : allows trained Crafting: chemistry checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Doctors bag : allows trained Medicine checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude hand bow : short ranged bow -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude standard arrows (10): head less arrows -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude dagger : Well used knife&amp;lt;Br/&amp;gt;&lt;br /&gt;
::bandages : stops bleeding&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Legend&#039;&#039;&#039; +1 (1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reputation&#039;&#039;&#039;: 7 (lvl x 10) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Renown&#039;&#039;&#039;: 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trinkets&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Guiding Doctor’s gloves (Elven made red silk gloves): Interest(feral-folk treatment), purely fluff self cleaning function :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prizes&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
:[name]: [effect] :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miracles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039; DC 12 (10 + 2 Cha + 0 Spellcasting feats)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Level&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
====Paths====&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Step 1&#039;&#039;&#039;: +5 bonus to Survival checks&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
&lt;br /&gt;
7 Crude Arrows&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=404153</id>
		<title>Portals and Perils</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=404153"/>
		<updated>2021-08-10T20:59:53Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Maps=&lt;br /&gt;
&lt;br /&gt;
==Bakir==&lt;br /&gt;
&lt;br /&gt;
[[File:Bakir2.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 hex = 60 miles&lt;br /&gt;
&lt;br /&gt;
=Campaign Handout=&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters start at Level 11, with 85,000 experience points and the Standard Campaign starting gold and items (DMG pg 38) Tiers of Play/Starting at Higher Level).  If you would like to start with more magic items, just before we start the game you can use the rules on page 126 in Xanathar’s Guide to Everything to make purchases from the magic item list on pg. 150 of the DMG and any other official printed source (and Unearthed Arcana if it has magic items).  Rithys has plenty of resources and has made a trade of selling to adventurers.&lt;br /&gt;
&lt;br /&gt;
We will be rolling randomly for ability scores.  Please roll 4d6 six times and drop lowest die with a dice roller like Orkos or maybe the RPGnet dice roller, and decide if you want to keep this set.  If not, roll again for another set.  Once you find the set of 6 numbers you want to keep, assign them to your ability scores.&lt;br /&gt;
&lt;br /&gt;
You may use all official WOTC, printed books for 5e plus Unearthed Arcana to create your character.  No third party material, please.  When creating your character, if you’re using anything outside the PH/DMG please note the sources you are using and what you are using.  Material from setting books such as Ravnica or Eberron or adventure books might be permissible as long as it&#039;s not too tied to the setting. &lt;br /&gt;
&lt;br /&gt;
Alignments should be Neutral or Good, and no Chaotic Neutral please.&lt;br /&gt;
&lt;br /&gt;
Everyone starts with one Inspiration.  Once spent, you can refill that Inspiration at my discretion through good role-playing and playing up Ideals, Bonds, and Flaws.&lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
Available Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Order, Peace, Twilight, Forge, Grave (please let me know if I missed anything)&lt;br /&gt;
&lt;br /&gt;
The Nameless Gods:&lt;br /&gt;
&lt;br /&gt;
The deities of Rithys do not go by any known names, but it is clear to the people of that nation that there are intelligent forces at work that cover certain areas and whom clerics and paladins draw their power from and commune with.&lt;br /&gt;
&lt;br /&gt;
Goddess of Trade.  Neutral.  Knowledge.&lt;br /&gt;
&lt;br /&gt;
God of Mysteries.  Neutral.  Knowledge, Trickery&lt;br /&gt;
&lt;br /&gt;
Goddess of the Hearth.  Neutral Good.  Peace, Twilight.&lt;br /&gt;
&lt;br /&gt;
Goddess of Justice.  Lawful Good.  Life, Light.&lt;br /&gt;
&lt;br /&gt;
God of the Storms.  Chaotic Neutral.  Tempest, War.&lt;br /&gt;
&lt;br /&gt;
God of Nature.  Neutral.  Nature.&lt;br /&gt;
&lt;br /&gt;
God of War.  Neutral.  War, Order.&lt;br /&gt;
&lt;br /&gt;
God of Crafts.  Lawful Good.  Forge.&lt;br /&gt;
&lt;br /&gt;
God of Liches.  Chaotic Evil.  Grave.&lt;br /&gt;
&lt;br /&gt;
If you don’t see something that covers something you’d like related to your character you may make one.&lt;br /&gt;
&lt;br /&gt;
==The Nation of Rithys==&lt;br /&gt;
&lt;br /&gt;
Neutral&lt;br /&gt;
&lt;br /&gt;
A wealthy merchant nation that has maintained neutrality in world affairs.  Though themselves at peace, there are plenty of mercenaries and adventurers that originate from this country.&lt;br /&gt;
&lt;br /&gt;
Government: A group of wealthy and influential people that take advice from representatives of four factions: The Merchants Guild, Church of the Hearth, People of the Forge, The Old Kingdom&lt;br /&gt;
&lt;br /&gt;
Capital: Profett (25,500)&lt;br /&gt;
&lt;br /&gt;
Population: Cosmopolitan&lt;br /&gt;
&lt;br /&gt;
Languages: Common&lt;br /&gt;
&lt;br /&gt;
Religions: Deities of Trade, Mysteries, Hearth, Justice, Storms, Nature, War, Crafts, Liches&lt;br /&gt;
&lt;br /&gt;
Threats: Risks of incursions of demons from the invaded halfing kingdom of Bethsada, liches that want to seize power.&lt;br /&gt;
&lt;br /&gt;
Primary Exports: Furniture, jewelry, agriculture, arms and armor, magical weapons and items&lt;br /&gt;
&lt;br /&gt;
Primary Imports: Several different goods that get sold here&lt;br /&gt;
&lt;br /&gt;
Allies: None, for the most part are neutral in affairs&lt;br /&gt;
&lt;br /&gt;
Enemies: Liches, Demons&lt;br /&gt;
&lt;br /&gt;
Factions: Merchant’s Guild&lt;br /&gt;
&lt;br /&gt;
==Governing Factions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Alliance of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Strength through wealth&lt;br /&gt;
&lt;br /&gt;
Symbol: A single gold coin adorned with a bejewelled crown&lt;br /&gt;
&lt;br /&gt;
The Alliance of Coin is a small group of people that rule over Rithys in council with representatives of four factions.  They believe in the power of wealth, trade, and the wisdom of the old nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchants Guild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Why make war when you can make money?&lt;br /&gt;
&lt;br /&gt;
Symbol: A gold coin superimposed by two hands shaking each other&lt;br /&gt;
&lt;br /&gt;
The Merchants Guild enforces peaceful and, for the most part, fair trade.  While they have no objection to merchants making as much money as possible, and prefer to leave things to the free market, unscrupulous business practices such as price gouging and embezzlement give them a bad name therefore are stamped out wherever it is found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of the Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everyone deserves a roof over their head&lt;br /&gt;
&lt;br /&gt;
Symbol: A cooking pot over a fireplace&lt;br /&gt;
&lt;br /&gt;
The Church of the Hearth is an influential organization that tries to temper the nation’s selfish impulses and are responsible for many good works and charity.&lt;br /&gt;
&lt;br /&gt;
People of the Forge&lt;br /&gt;
&lt;br /&gt;
Motto: A person can prove themselves not only in deeds, but in the work of their hands.&lt;br /&gt;
&lt;br /&gt;
Symbol: A forge superimposed by tongs&lt;br /&gt;
&lt;br /&gt;
The dwarves are a collection of semi-autonomous clans that primarily live in the mountains.  They have profited well from Nethys, and their goods are sold all over the lands and world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Old Kingdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Rulership through wise counsel.&lt;br /&gt;
&lt;br /&gt;
Symbol: A cracked, plain crown&lt;br /&gt;
&lt;br /&gt;
The Old Kingdom is a line of nobles that once ruled Rithys a couple hundred years ago.  After the monarchy of Rithys reigned for generations upon generations, they lost power and influence and a succession of different governments came after them.  The current government has only been around for 50 years, but with The Old Kingdom’s advice and the advice of others the current nation of Rithys has become very successful.&lt;br /&gt;
&lt;br /&gt;
==Rival Faction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Skeletal Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everything Rithys is rightfully ours!&lt;br /&gt;
&lt;br /&gt;
The Skeletal Hand is led by a group of liches who wish to seize Rithys, by force, if necessary.  Some of them are old, corrupt nobles who turned to lichdom long ago and believe they have a claim to the “throne.”  Their idea of rulership is to periodically elect among themselves a leader of the people that would rule with an iron fist.&lt;br /&gt;
&lt;br /&gt;
==The Portals==&lt;br /&gt;
&lt;br /&gt;
Two months ago, the first portals opened on a full moon.  The month after, the next set of portals opened also on a full moon.  In four more weeks, another set of portals is expected to open coinciding with the next full moon.  Only one portal so far, the one that opened in Bethsada, has shown to be a visible, potential threat.  One portal is in the halfling kingdom of Bethsada the three others are in Rithys.  There may be more portals if anyone wants to be from one not mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Portal in Bethsada (10.22)&lt;br /&gt;
&lt;br /&gt;
This portal must lead to the Abyss, because since it has opened demons have poured out from it and the halfling kingdom of Bethsada has faced ruin.  Crops have failed, soil has become infertile, and many of the halflings pushed out of the kingdom.  Many halflings have fled to Rithys and with the Church of the Hearth’s help have set up comfortable homes throughout the land.  Recently, the Church of the Hearth has convinced the leadership of Rithys to help support the halflings with resources and send adventurers to fight the demons and liberate the halflings’ homes.  But Rithys leadership has so far resisted sending their military there, believing they need not or cannot go that far.&lt;br /&gt;
&lt;br /&gt;
The portal itself is in the Valley of Dirges, a badlands located in the southwest part of the continent next to Bethsada.  When this portal appeared north of the Valley, demons quickly overran the area around the portal and occupied parts of the Badlands, resulting in goblinoids adding their number to the refugees from Bethsada.  Bethesda’s Capital, Farmstruck (05.15) seems to be the center of some kind affliction similarly affecting the nature around the area of the demon portal.  Demons, mostly of the flying variety, have made incursions there but most of the interest of the demons appears to be in Bethsada’s south and in the Valley of the Dirges, where the Singing Stones--stone formations that sing in low notes when wind hits them--are.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Abenia (20.15)&lt;br /&gt;
&lt;br /&gt;
Not all the portals lead to danger.  This portal has led to trading opportunities.  On the other side is a kingdom of lycanthropes of all sorts who, unlike certain evil-aligned lycanthropes of Rithys, have shown to be good-natured.&lt;br /&gt;
&lt;br /&gt;
Two Unknown Portals (19.08 and 19.22)&lt;br /&gt;
&lt;br /&gt;
These most recently opened as of two weeks ago.  An adventuring party went through one portal (19.08) two weeks ago and never came back.  The other portal (19.22) has had adventurers sent through it but they either never came back or fled back through the portal to Rithys reporting wild, dangerous monsters and wildlife they couldn’t handle.  Only a 1-mile circumference around the portal has been mapped.&lt;br /&gt;
&lt;br /&gt;
Zonn&#039;s World (19.16)&lt;br /&gt;
&lt;br /&gt;
Knock&#039;s World (13.13)&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
&lt;br /&gt;
The continent of Bakir is divided into two kingdoms, Bethsada in the west and Rithys in the east.  The Battleforged Mountains divide the two kingdoms.  In the center is a vast, natural forested pass where the mountains have smoothed and sunk to the ground.  This is the pass that links the two kingdoms together.  South of Bakir is another continent, Corinym.&lt;br /&gt;
&lt;br /&gt;
Profett (24.18)&lt;br /&gt;
&lt;br /&gt;
This is a city of 25,500 and is known as the Jewel of Rithys.  Trade from Rithys is centered here and among the three cities connected to it.&lt;br /&gt;
&lt;br /&gt;
Korb and Baranwood (10.15 and 18.15)&lt;br /&gt;
&lt;br /&gt;
Before the portals, this was the heaviest travelled road for merchants and traders.  Several towns dot the landscape.  Now, this forest has become the temporary home to many halflings and others from Bethsada who, with the help of the Church of the Hearth and Rithys, have tried to put their worries behind them.&lt;br /&gt;
&lt;br /&gt;
Forgehome (10.11)&lt;br /&gt;
&lt;br /&gt;
A lot of the dwarves that make up the People of the Forge faction are in the northern mountains that Forgehome is nestled in.  For the best weapons and armor, Forgehome is the best place to buy.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[Vren Spearwarden]], played by Leliel.&lt;br /&gt;
&lt;br /&gt;
[[Knock the Starchild]], played by Illtry &lt;br /&gt;
&lt;br /&gt;
Yukiko Katsuri, played by Aurebesh.&lt;br /&gt;
&lt;br /&gt;
Larken Wintermoon, played by Markov.&lt;br /&gt;
&lt;br /&gt;
Calgen Stouthollow, played by HardKore Keltoid.&lt;br /&gt;
&lt;br /&gt;
Dr. Pyvander Zonn, played by The Watcher.&lt;br /&gt;
&lt;br /&gt;
Ixtukken, played by Aikireikinu.&lt;br /&gt;
&lt;br /&gt;
=Adventuring=&lt;br /&gt;
&lt;br /&gt;
==Part of Hex 10.18 and eastward==&lt;br /&gt;
&lt;br /&gt;
[[File:parthex1018e.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 Hex = 1 mile&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
Rolf (06.09)&lt;br /&gt;
&lt;br /&gt;
Henhome (15.08)&lt;br /&gt;
&lt;br /&gt;
Hammerfast (21.11)&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blood_in_the_Water&amp;diff=403916</id>
		<title>Blood in the Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blood_in_the_Water&amp;diff=403916"/>
		<updated>2021-08-05T19:08:20Z</updated>

		<summary type="html">&lt;p&gt;Hammel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Fate game inspired by sword and sorcery fiction.&lt;br /&gt;
&lt;br /&gt;
=Places=&lt;br /&gt;
&lt;br /&gt;
==Greymoth==&lt;br /&gt;
&lt;br /&gt;
The Free City of Greymoth has for generations been a haven for those seeking to avoid the machinations of the many Vampire Monarchs on the mostly parched continent.  Built on a series of islands and waterways, it is said that the water holds the Monarchs at bay.  Still, the Monarchs’ servants and spies operate in the city, and there have occasionally been attacks from the army of one Monarch or another.&lt;br /&gt;
&lt;br /&gt;
==The River Melt==&lt;br /&gt;
&lt;br /&gt;
Starting from the frozen tundra to the north, going through Greymoth, and ending in swamplands and plains to the south, on one side of the river are the feuding Vampire Monarchs.  On the other side is an ancient and powerful theocracy led by the Mummy Lord Yaron, who is seen as a deity by his subjects.&lt;br /&gt;
&lt;br /&gt;
==The Icefall==&lt;br /&gt;
&lt;br /&gt;
Home of several barbarian tribes, the tundra Icefall is kept frozen by a cave that is said to be the mouth of Eisfjall, the Giantess of the Northern Storms.  Ice, Frost, and Mist fall from this cave.  Eisfjall is believed to sleep until the end of time, when she’ll awaken and free everything.  There is a major fur trade originating from the Icefall, and furs as well adventurers and the occasional raider travel down the river Melt.&lt;br /&gt;
&lt;br /&gt;
=Issues=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Land Of Strife (current)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Few can claim to have been unaffected by the constant disputes that march back and forth across the land. Levies and drafts, tithes and taxes, war and disorder, the hand of conflict touches everyone and everything, driven by the constant scheming of the Vampire Monarchs and fuelled by blood.&lt;br /&gt;
&lt;br /&gt;
This Aspect may be invoked to establish a rapport by playing on stories of camaraderie, to find a weapon at hand no matter the location, possibly even to stir civilians in short-lived but violent defiance. It may also be invoked to indicate the pervasive atmosphere of corruption, allowing a character to mislead others by claiming membership of one faction or another.&lt;br /&gt;
&lt;br /&gt;
When compelled, it may represent nearby military forces restricting travel, requisitioning goods and supplies, conducting searches for rebels and suspicious persons and the like, or to unveil a betrayal or other complication caused by an official figure acting against your interests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Darkness Rising (impending)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The land has been sick for many years, enough that most consider it a simple fact of life. It wasn&#039;t always this way. The Vampire Monarchs attain their longevity by theft, and simple blood tithes are insufficient to keep them satisfied as the years pass. Famine, drought, blight, these can all be passed off as natural occurrences. Bandit clans formed of deserters and unpaid mercenaries, these are to be expected in times of war. The creatures that rise from dark lairs to stalk the unwary, the plagues that corrupt and twist their victims in mind as well as body, the ground-quakes, the flaming hailstorms...these are not natural.&lt;br /&gt;
&lt;br /&gt;
It is whispered among some that the Great Game of the Monarchs is coming to a head, that these strange happenings are omens of a future event. They say that plans are being laid to establish one alone as ruler over the land and have their enemies swept from the land like game pieces from a board. Even among those who would dare to speak of such things, few wish to speculate what would happen to the pawns.&lt;br /&gt;
&lt;br /&gt;
This Aspect may be compelled to announce an impending threat of an unnatural nature, or invoked to gain advantage at a moment where the event would be beneficial.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=403439</id>
		<title>The Broken Crown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=403439"/>
		<updated>2021-07-30T14:24:01Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Info=&lt;br /&gt;
&lt;br /&gt;
A homebrew world played with Savage Worlds Pathfinder and inspired some by the computer game FG2.&lt;br /&gt;
&lt;br /&gt;
==Pitch==&lt;br /&gt;
&lt;br /&gt;
In the western, mountainous and forested fringes of The Empire, an uneasy peace has been maintained between the clans of Rokkor, Kantra, Stronghart, and Reech. Seers have warned that the upcoming annual meeting of the clans in the ancestral burial grounds will break the peace, but the clan elders--some who do not believe the seers or of the finality the seers predicted--have determined not having the meeting risks an even greater fracture.&lt;br /&gt;
&lt;br /&gt;
And with the Empire, a corrupt purveyor of undead and wicked things, encroaching upon and expanding on clan territory; such a fracture cannot be afforded. Greater allies are needed. Clan Stronghart has hired you to escort Bella Stronghart to the jungles of Shaar where the Ma’Shaar live. They are ancient and reclusive, once human descendants of the Old Empire who transformed themselves into crocodile-folk in honor of their crocodile goddess. Clan Stronghart has arranged a guide for you in a goblin named Rickle, who will help you navigate through the many rivers of Shaar into Ma’Shaar territory.&lt;br /&gt;
&lt;br /&gt;
==Ancestries and Classes Permitted==&lt;br /&gt;
&lt;br /&gt;
Any Ancestry and Class from the Pathfinder Savage Worlds book is permitted. Most warrior and adventurer types from clan territory are Human Barbarians. However, if you want to be something other than that you would most likely be coming from the Resistance faction, those who have fled or been pushed out of the Empire who now seek to free their homeland of the evil that is the Empire. I plan to have you start at Novice rank with two Advances.&lt;br /&gt;
&lt;br /&gt;
In coming up with a concept for your character, please make a concept that would be considered either Good or Neutral. I don’t like the direction, PvP potential, and chaos that I feel would ensue with an Evil character in the party.&lt;br /&gt;
&lt;br /&gt;
==The Clans==&lt;br /&gt;
&lt;br /&gt;
===Clan Stronghart===&lt;br /&gt;
&lt;br /&gt;
With a leadership bloodline descending from a mighty warrior of old, Clan Stronghart considers themselves honorable and just. They are known for their Stag Riders who are experts in using polearms while mounted on large stags.&lt;br /&gt;
&lt;br /&gt;
===Clan Kantra===&lt;br /&gt;
&lt;br /&gt;
Coming from a strong magic tradition, they are considered wise and pious. Though they also revere the World Spirits like some in the other clans, members of this clan primarily worship the Aldfather. Arcane as well as Divine traditions are known here.&lt;br /&gt;
&lt;br /&gt;
===Clan Rokkor===&lt;br /&gt;
&lt;br /&gt;
Many bards come from this seafaring clan. They have a tradition of exploration and scientific ingenuity.&lt;br /&gt;
&lt;br /&gt;
===Clan Reech===&lt;br /&gt;
&lt;br /&gt;
The largest clan, they are considered good warriors comparable to Clan Stronghart in prowess. They send their mercenaries around the world (but not to The Empire of Gawlf).&lt;br /&gt;
&lt;br /&gt;
==Local &amp;quot;icons&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
===World Spirits (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This includes not only the clans’ ancestors, but a collection of spirits inhabiting the world who provide guidance to any seer that asks. Some in the clans mistrust them due to their seemingly impartial nature.&lt;br /&gt;
&lt;br /&gt;
===Aldfather (Good)===&lt;br /&gt;
&lt;br /&gt;
The Aldfather is an ancient nature deity that the clans have revered for generations. He has a source of power and reverence by the clans in an ancient, colossal tree deep within Clan Kantra territory.&lt;br /&gt;
&lt;br /&gt;
===The Empire of Gawlf (Evil)===&lt;br /&gt;
&lt;br /&gt;
Thoroughly corrupt, evil, and drunk with power the Empire is on the surface sometimes beautiful and alluring. However, they use foul necromancy and have become bolder in encroaching on clan territory and warring with them. They worship an undead dragon that ascended to godhood and this deity is fully entwined with the Empire, but there are those in its territory that would rather be with the Resistance (or are part of the Resistance) or otherwise are not happy with their lives there.&lt;br /&gt;
&lt;br /&gt;
===The Resistance (Good)===&lt;br /&gt;
&lt;br /&gt;
Having been pushed out or voluntarily moved to a former Empire territory that rebelled years ago, The Resistance rejects the evil that is the Empire of Gawlf and seeks to make a better homeland and a better world. They are north of the clans.&lt;br /&gt;
&lt;br /&gt;
===The Clans (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This is an assortment of clans on the western fringes of the Empire, who live in mountainous and forested terrain. They have built up towns that are comparable to Empire towns just under more even-headed leadership.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Talisman, playing Burl Oakroot Dwarf Monk&lt;br /&gt;
&lt;br /&gt;
stinkyfool, playing Ezren the Human Wizard&lt;br /&gt;
&lt;br /&gt;
TCArknight, playing Thelan Varis Half-Elf Rogue&lt;br /&gt;
&lt;br /&gt;
nethru, playing Thalos Human Cleric&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=403334</id>
		<title>FantasyCraft:Otters Ransom:Ssarwel</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=403334"/>
		<updated>2021-07-29T17:50:40Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Quick reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ssarwel=&lt;br /&gt;
&lt;br /&gt;
Male Suarian (Draconic) Physician Sage lvl 1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Medium Folk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Ssarwel is a Saurian about 5&#039;4&amp;quot; in height.  His eyes are lavender slits, and he wears a black cloak over brown clothing.  What scales can be seen show a complex interweaving pattern.  Two small curved horns adorn the ridges along his head.&lt;br /&gt;
&lt;br /&gt;
==Backstory and personality==&lt;br /&gt;
&lt;br /&gt;
Hailing from Sylver, Ssarwel has spent a lot of time in Cartrefcarreg and other regions, traveling between them.  Both parents were herbalists and pharmacists, with his father also being a physician.  Ssarwel has continued this tradition, being proficient in medicine and the pharmaceutical arts.  He is also well-travelled in a handful of regions, where he has often spent teaching others about herbs and telling stories.  For some time before moving to other locations, he also spent some time teaching medicine at the academy in Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Lately he has been investigating the disappearance of all the residents of a village in Sylver that his home village normally traded with.  He encountered a mysterious Saurian that mentioned a curse, threw a weapon at him, then disappeared into the forest.  The investigation went cold after he followed the tracks this Saurian left to another ghost village, where the tracks disappeared.  But what he found there led him back to Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Ssarwel has worked hard on his speech so that he didn&#039;t speak like how humans imagined Saurians to speak.  He has a laid back personality, and is almost always happy to teach others what he knows.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&lt;br /&gt;
===Quick reference===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; Notice +2, Search +7 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039; Blend +2, Sneak +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AD&#039;&#039;&#039;: 3d4, starting 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current AD&#039;&#039;&#039; 2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 13 (10 +2 Dex + 0 class + 1 race)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DR&#039;&#039;&#039; 3 (0 armor + 3 thick hide) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vitality&#039;&#039;&#039; 9 (9 class x lvl + 0 Con x lvl); Wounds 10 Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort&#039;&#039;&#039; +1 (+0 Con + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; +3 (+2 Wis + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Agile Defense +1: + 1 to defense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense: Advantage on fort saves for disease and poison&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Thick Hide 3: 3 to DR&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB&#039;&#039;&#039; +0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; +1 (+0 BAB + 1 Str) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bite I: Atk +2 dmg, 1d8+1 lethal, threat 18-20&amp;lt;br/&amp;gt;&lt;br /&gt;
::Tail slap I: Atk + 2 dmg, 1d8+1 lethal, threat 20, reach +1&amp;lt;br/&amp;gt;&lt;br /&gt;
::Crude Dagger atk +1 dmg, 1d6-1 lethal, threat 19-20, bleed hurl&amp;lt;br/&amp;gt;&lt;br /&gt;
::Unarmed (punches, kicks headbuts) atk +2 dmg 1d4+0 lethal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; +2 (+0 BAB + 2 Dex) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude Hand Bow &amp;amp; Crude arrows: atk +3, dmg 1d6-2, threat 20, AP 2, &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Menacing threat: May threaten up to 3 targets at once with one roll.&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 12 (+1)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Con&#039;&#039;&#039; 10 (+0)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Int&#039;&#039;&#039; 16 (+3)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cha&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: 4&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge Specialty&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Unarmed Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bow Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: (6 class + 3 Int) x [lvl + 3] = 36; &lt;br /&gt;
::&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Athletics&#039;&#039;&#039; +4 (+0 str + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Blend&#039;&#039;&#039; +2 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bluff&#039;&#039;&#039; +3 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Crafting&#039;&#039;&#039;,[Chemistry, Pharmacy, Carpentry], +7 (+3 int +ranks + 4 ranks from paired skill) Class, Pair&amp;lt;medicine &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Disguise&#039;&#039;&#039; +2 (+2 cha +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Haggle&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Impress&#039;&#039;&#039; +6 (+2 cha + 4ranks +other) Origin&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Intimidate&#039;&#039;&#039; +2 (+2 wis +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Investigate&#039;&#039;&#039; +6 (+2 wis +4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Medicine&#039;&#039;&#039; +9 (+3 int + 4ranks +2 insight) Class, Pair&amp;gt;craft &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Notice&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Prestidigitation&#039;&#039;&#039; +2 (+2 dex +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Resolve&#039;&#039;&#039; +4 (+0 con + 2 ranks + 2 BOE ranks) Class BOE&amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Ride&#039;&#039;&#039;,[Land mounts], +4 (+2 dex +2 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Search&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Sense Motive&#039;&#039;&#039; +6 (+2 wis stat +2 ranks +2 insight) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sneak&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Survival&#039;&#039;&#039; +11 (+2 wis +4 ranks +5 Path) Origin &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Tactics&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Interests&#039;&#039;&#039;:&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Native lang&#039;&#039;&#039;: Ma&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; trade&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; Academic&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Other lang:&#039;&#039;&#039; Tir:- forest&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homeland:&#039;&#039;&#039; Sylvar&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Career:&#039;&#039;&#039; herb lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 1:&#039;&#039;&#039; Alignment Elemental dragon of the herbalist&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 2:&#039;&#039;&#039; Draconic lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 3:&#039;&#039;&#039; Cartrefcarreg lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 4:&#039;&#039;&#039; Zier-grirek lore &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carrying Capacity&#039;&#039;&#039;: Light 70, heavy 210, lift 422 drag 1055 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039; (Saurian)&lt;br /&gt;
::Agile defense +1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Cold-blooded &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Bite I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Tail slap I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality&#039;&#039;&#039; (Physician)&lt;br /&gt;
::&#039;&#039;&#039;Bonus feat&#039;&#039;&#039;: Basic skill master (Healer) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemistry focus &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge proficiency &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Paired skills: medicine&amp;gt;Crafting &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; (Sage)&lt;br /&gt;
::&#039;&#039;&#039;Core&#039;&#039;&#039;: Breath of Experience &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Wise Council &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Species&#039;&#039;&#039;: Dragon heritage &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Specialty&#039;&#039;&#039;: Basic skill master (Healer: Medicine &amp;amp; sense motive) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;:  Alchemy Basics &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Money and Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;: 3 (1 class + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
:Panache 1 (10s/month, +0 Appearance), Prudence 2 (25% savings) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039; +2 (+0 Panache + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stake&#039;&#039;&#039; 0 (100 x lvl) &#039;&#039;&#039;Hand&#039;&#039;&#039; 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bedroll : cold resistance 2&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Canteen : Holds water&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Pouch : Holds 50 coins&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemist kit : allows trained Crafting: chemistry checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Doctors bag : allows trained Medicine checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude hand bow : short ranged bow -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude standard arrows (10): head less arrows -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude dagger : Well used knife&amp;lt;Br/&amp;gt;&lt;br /&gt;
::bandages : stops bleeding&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Legend&#039;&#039;&#039; +1 (1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reputation&#039;&#039;&#039;: 7 (lvl x 10) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Renown&#039;&#039;&#039;: 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trinkets&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Guiding Doctor’s gloves (Elven made red silk gloves): Interest(feral-folk treatment), purely fluff self cleaning function :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prizes&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
:[name]: [effect] :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miracles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039; DC 12 (10 + 2 Cha + 0 Spellcasting feats)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Level&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
====Paths====&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Step 1&#039;&#039;&#039;: +5 bonus to Survival checks&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=403333</id>
		<title>FantasyCraft:Otters Ransom:Ssarwel</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=403333"/>
		<updated>2021-07-29T17:50:11Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Quick reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ssarwel=&lt;br /&gt;
&lt;br /&gt;
Male Suarian (Draconic) Physician Sage lvl 1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Medium Folk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Ssarwel is a Saurian about 5&#039;4&amp;quot; in height.  His eyes are lavender slits, and he wears a black cloak over brown clothing.  What scales can be seen show a complex interweaving pattern.  Two small curved horns adorn the ridges along his head.&lt;br /&gt;
&lt;br /&gt;
==Backstory and personality==&lt;br /&gt;
&lt;br /&gt;
Hailing from Sylver, Ssarwel has spent a lot of time in Cartrefcarreg and other regions, traveling between them.  Both parents were herbalists and pharmacists, with his father also being a physician.  Ssarwel has continued this tradition, being proficient in medicine and the pharmaceutical arts.  He is also well-travelled in a handful of regions, where he has often spent teaching others about herbs and telling stories.  For some time before moving to other locations, he also spent some time teaching medicine at the academy in Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Lately he has been investigating the disappearance of all the residents of a village in Sylver that his home village normally traded with.  He encountered a mysterious Saurian that mentioned a curse, threw a weapon at him, then disappeared into the forest.  The investigation went cold after he followed the tracks this Saurian left to another ghost village, where the tracks disappeared.  But what he found there led him back to Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Ssarwel has worked hard on his speech so that he didn&#039;t speak like how humans imagined Saurians to speak.  He has a laid back personality, and is almost always happy to teach others what he knows.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&lt;br /&gt;
===Quick reference===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; Notice +2, Search +7 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039; Blend +2, Sneak +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AD&#039;&#039;&#039;: 3d4, starting 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current AD&#039;&#039;&#039; 2&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 13 (10 +2 Dex + 0 class + 1 race)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DR&#039;&#039;&#039; 3 (0 armor + 3 thick hide) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vitality&#039;&#039;&#039; 9 (9 class x lvl + 0 Con x lvl); Wounds 10 Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort&#039;&#039;&#039; +1 (+0 Con + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; +3 (+2 Wis + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Agile Defense +1: + 1 to defense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense: Advantage on fort saves for disease and poison&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Thick Hide 3: 3 to DR&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB&#039;&#039;&#039; +0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; +1 (+0 BAB + 1 Str) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bite I: Atk +2 dmg, 1d8+1 lethal, threat 18-20&amp;lt;br/&amp;gt;&lt;br /&gt;
::Tail slap I: Atk + 2 dmg, 1d8+1 lethal, threat 20, reach +1&amp;lt;br/&amp;gt;&lt;br /&gt;
::Crude Dagger atk +1 dmg, 1d6-1 lethal, threat 19-20, bleed hurl&amp;lt;br/&amp;gt;&lt;br /&gt;
::Unarmed (punches, kicks headbuts) atk +2 dmg 1d4+0 lethal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; +2 (+0 BAB + 2 Dex) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude Hand Bow &amp;amp; Crude arrows: atk +3, dmg 1d6-2, threat 20, AP 2, &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Menacing threat: May threaten up to 3 targets at once with one roll.&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 12 (+1)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Con&#039;&#039;&#039; 10 (+0)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Int&#039;&#039;&#039; 16 (+3)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cha&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: 4&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge Specialty&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Unarmed Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bow Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: (6 class + 3 Int) x [lvl + 3] = 36; &lt;br /&gt;
::&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Athletics&#039;&#039;&#039; +4 (+0 str + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Blend&#039;&#039;&#039; +2 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bluff&#039;&#039;&#039; +3 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Crafting&#039;&#039;&#039;,[Chemistry, Pharmacy, Carpentry], +7 (+3 int +ranks + 4 ranks from paired skill) Class, Pair&amp;lt;medicine &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Disguise&#039;&#039;&#039; +2 (+2 cha +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Haggle&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Impress&#039;&#039;&#039; +6 (+2 cha + 4ranks +other) Origin&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Intimidate&#039;&#039;&#039; +2 (+2 wis +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Investigate&#039;&#039;&#039; +6 (+2 wis +4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Medicine&#039;&#039;&#039; +9 (+3 int + 4ranks +2 insight) Class, Pair&amp;gt;craft &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Notice&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Prestidigitation&#039;&#039;&#039; +2 (+2 dex +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Resolve&#039;&#039;&#039; +4 (+0 con + 2 ranks + 2 BOE ranks) Class BOE&amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Ride&#039;&#039;&#039;,[Land mounts], +4 (+2 dex +2 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Search&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Sense Motive&#039;&#039;&#039; +6 (+2 wis stat +2 ranks +2 insight) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sneak&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Survival&#039;&#039;&#039; +11 (+2 wis +4 ranks +5 Path) Origin &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Tactics&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Interests&#039;&#039;&#039;:&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Native lang&#039;&#039;&#039;: Ma&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; trade&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; Academic&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Other lang:&#039;&#039;&#039; Tir:- forest&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homeland:&#039;&#039;&#039; Sylvar&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Career:&#039;&#039;&#039; herb lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 1:&#039;&#039;&#039; Alignment Elemental dragon of the herbalist&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 2:&#039;&#039;&#039; Draconic lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 3:&#039;&#039;&#039; Cartrefcarreg lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 4:&#039;&#039;&#039; Zier-grirek lore &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carrying Capacity&#039;&#039;&#039;: Light 70, heavy 210, lift 422 drag 1055 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039; (Saurian)&lt;br /&gt;
::Agile defense +1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Cold-blooded &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Bite I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Tail slap I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality&#039;&#039;&#039; (Physician)&lt;br /&gt;
::&#039;&#039;&#039;Bonus feat&#039;&#039;&#039;: Basic skill master (Healer) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemistry focus &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge proficiency &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Paired skills: medicine&amp;gt;Crafting &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; (Sage)&lt;br /&gt;
::&#039;&#039;&#039;Core&#039;&#039;&#039;: Breath of Experience &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Wise Council &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Species&#039;&#039;&#039;: Dragon heritage &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Specialty&#039;&#039;&#039;: Basic skill master (Healer: Medicine &amp;amp; sense motive) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;:  Alchemy Basics &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Money and Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;: 3 (1 class + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
:Panache 1 (10s/month, +0 Appearance), Prudence 2 (25% savings) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039; +2 (+0 Panache + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stake&#039;&#039;&#039; 0 (100 x lvl) &#039;&#039;&#039;Hand&#039;&#039;&#039; 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bedroll : cold resistance 2&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Canteen : Holds water&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Pouch : Holds 50 coins&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemist kit : allows trained Crafting: chemistry checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Doctors bag : allows trained Medicine checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude hand bow : short ranged bow -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude standard arrows (10): head less arrows -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude dagger : Well used knife&amp;lt;Br/&amp;gt;&lt;br /&gt;
::bandages : stops bleeding&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Legend&#039;&#039;&#039; +1 (1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reputation&#039;&#039;&#039;: 7 (lvl x 10) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Renown&#039;&#039;&#039;: 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trinkets&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Guiding Doctor’s gloves (Elven made red silk gloves): Interest(feral-folk treatment), purely fluff self cleaning function :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prizes&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
:[name]: [effect] :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miracles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039; DC 12 (10 + 2 Cha + 0 Spellcasting feats)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Level&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
====Paths====&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Step 1&#039;&#039;&#039;: +5 bonus to Survival checks&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=403232</id>
		<title>The Broken Crown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=403232"/>
		<updated>2021-07-26T18:41:31Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Info=&lt;br /&gt;
&lt;br /&gt;
A homebrew world played with Savage Worlds Pathfinder and inspired some by the computer game FG2.&lt;br /&gt;
&lt;br /&gt;
==Pitch==&lt;br /&gt;
&lt;br /&gt;
In the western, mountainous and forested fringes of The Empire, an uneasy peace has been maintained between the clans of Rokkor, Kantra, Stronghart, and Reech. Seers have warned that the upcoming annual meeting of the clans in the ancestral burial grounds will break the peace, but the clan elders--some who do not believe the seers or of the finality the seers predicted--have determined not having the meeting risks an even greater fracture.&lt;br /&gt;
&lt;br /&gt;
And with the Empire, a corrupt purveyor of undead and wicked things, encroaching upon and expanding on clan territory; such a fracture cannot be afforded. Greater allies are needed. Clan Stronghart has hired you to escort Bella Stronghart to the jungles of Shaar where the Ma’Shaar live. They are ancient and reclusive, once human descendants of the Old Empire who transformed themselves into crocodile-folk in honor of their crocodile goddess. Clan Stronghart has arranged a guide for you in a goblin named Rickle, who will help you navigate through the many rivers of Shaar into Ma’Shaar territory.&lt;br /&gt;
&lt;br /&gt;
==Ancestries and Classes Permitted==&lt;br /&gt;
&lt;br /&gt;
Any Ancestry and Class from the Pathfinder Savage Worlds book is permitted. Most warrior and adventurer types from clan territory are Human Barbarians. However, if you want to be something other than that you would most likely be coming from the Resistance faction, those who have fled or been pushed out of the Empire who now seek to free their homeland of the evil that is the Empire. I plan to have you start at Novice rank with two Advances.&lt;br /&gt;
&lt;br /&gt;
In coming up with a concept for your character, please make a concept that would be considered either Good or Neutral. I don’t like the direction, PvP potential, and chaos that I feel would ensue with an Evil character in the party.&lt;br /&gt;
&lt;br /&gt;
==The Clans==&lt;br /&gt;
&lt;br /&gt;
===Clan Stronghart===&lt;br /&gt;
&lt;br /&gt;
With a leadership bloodline descending from a mighty warrior of old, Clan Stronghart considers themselves honorable and just. They are known for their Stag Riders who are experts in using polearms while mounted on large stags.&lt;br /&gt;
&lt;br /&gt;
===Clan Kantra===&lt;br /&gt;
&lt;br /&gt;
Coming from a strong magic tradition, they are considered wise and pious. Though they also revere the World Spirits like some in the other clans, members of this clan primarily worship the Aldfather. Arcane as well as Divine traditions are known here.&lt;br /&gt;
&lt;br /&gt;
===Clan Rokkor===&lt;br /&gt;
&lt;br /&gt;
Many bards come from this seafaring clan. They have a tradition of exploration and scientific ingenuity.&lt;br /&gt;
&lt;br /&gt;
===Clan Reech===&lt;br /&gt;
&lt;br /&gt;
The largest clan, they are considered good warriors comparable to Clan Stronghart in prowess. They send their mercenaries around the world (but not to The Empire of Gawlf).&lt;br /&gt;
&lt;br /&gt;
==Local &amp;quot;icons&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
===World Spirits (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This includes not only the clans’ ancestors, but a collection of spirits inhabiting the world who provide guidance to any seer that asks. Some in the clans mistrust them due to their seemingly impartial nature.&lt;br /&gt;
&lt;br /&gt;
===Aldfather (Good)===&lt;br /&gt;
&lt;br /&gt;
The Aldfather is an ancient nature deity that the clans have revered for generations. He has a source of power and reverence by the clans in an ancient, colossal tree deep within Clan Kantra territory.&lt;br /&gt;
&lt;br /&gt;
===The Empire of Gawlf (Evil)===&lt;br /&gt;
&lt;br /&gt;
Thoroughly corrupt, evil, and drunk with power the Empire is on the surface sometimes beautiful and alluring. However, they use foul necromancy and have become bolder in encroaching on clan territory and warring with them. They worship an undead dragon that ascended to godhood and this deity is fully entwined with the Empire, but there are those in its territory that would rather be with the Resistance (or are part of the Resistance) or otherwise are not happy with their lives there.&lt;br /&gt;
&lt;br /&gt;
===The Resistance (Good)===&lt;br /&gt;
&lt;br /&gt;
Having been pushed out or voluntarily moved to a former Empire territory that rebelled years ago, The Resistance rejects the evil that is the Empire of Gawlf and seeks to make a better homeland and a better world. They are north of the clans.&lt;br /&gt;
&lt;br /&gt;
===The Clans (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This is an assortment of clans on the western fringes of the Empire, who live in mountainous and forested terrain. They have built up towns that are comparable to Empire towns just under more even-headed leadership.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
Talisman, playing Burl Oakroot Dwarf Monk&lt;br /&gt;
&lt;br /&gt;
stinkyfool, playing Human Wizard&lt;br /&gt;
&lt;br /&gt;
TCArknight, playing Thelan Varis Half-Elf Rogue&lt;br /&gt;
&lt;br /&gt;
nethru, playing Thalos Human Cleric&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blood_in_the_Water&amp;diff=403065</id>
		<title>Blood in the Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blood_in_the_Water&amp;diff=403065"/>
		<updated>2021-07-22T21:30:41Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* The River Melt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Fate game inspired by sword and sorcery fiction.&lt;br /&gt;
&lt;br /&gt;
=Places=&lt;br /&gt;
&lt;br /&gt;
==Greymoth==&lt;br /&gt;
&lt;br /&gt;
The Free City of Greymoth has for generations been a haven for those seeking to avoid the machinations of the many Vampire Monarchs on the mostly parched continent.  Built on a series of islands and waterways, it is said that the water holds the Monarchs at bay.  Still, the Monarchs’ servants and spies operate in the city, and there have occasionally been attacks from the army of one Monarch or another.&lt;br /&gt;
&lt;br /&gt;
==The River Melt==&lt;br /&gt;
&lt;br /&gt;
Starting from the frozen tundra to the north, going through Greymoth, and ending in swamplands and plains to the south, on one side of the river are the feuding Vampire Monarchs.  On the other side is an ancient and powerful theocracy led by the Mummy Lord Yaron, who is seen as a deity by his subjects.&lt;br /&gt;
&lt;br /&gt;
==The Icefall==&lt;br /&gt;
&lt;br /&gt;
Home of several barbarian tribes, the tundra Icefall is kept frozen by a cave that is said to be the mouth of Eisfjall, the Giantess of the Northern Storms.  Ice, Frost, and Mist fall from this cave.  Eisfjall is believed to sleep until the end of time, when she’ll awaken and free everything.  There is a major fur trade originating from the Icefall, and furs as well adventurers and the occasional raider travel down the river Melt.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=403041</id>
		<title>Portals and Perils</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=403041"/>
		<updated>2021-07-22T02:27:46Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Maps=&lt;br /&gt;
&lt;br /&gt;
==Bakir==&lt;br /&gt;
&lt;br /&gt;
[[File:Bakir2.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 hex = 60 miles&lt;br /&gt;
&lt;br /&gt;
=Campaign Handout=&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters start at Level 11, with 85,000 experience points and the Standard Campaign starting gold and items (DMG pg 38) Tiers of Play/Starting at Higher Level).  If you would like to start with more magic items, just before we start the game you can use the rules on page 126 in Xanathar’s Guide to Everything to make purchases from the magic item list on pg. 150 of the DMG and any other official printed source (and Unearthed Arcana if it has magic items).  Rithys has plenty of resources and has made a trade of selling to adventurers.&lt;br /&gt;
&lt;br /&gt;
We will be rolling randomly for ability scores.  Please roll 4d6 six times and drop lowest die with a dice roller like Orkos or maybe the RPGnet dice roller, and decide if you want to keep this set.  If not, roll again for another set.  Once you find the set of 6 numbers you want to keep, assign them to your ability scores.&lt;br /&gt;
&lt;br /&gt;
You may use all official WOTC, printed books for 5e plus Unearthed Arcana to create your character.  No third party material, please.  When creating your character, if you’re using anything outside the PH/DMG please note the sources you are using and what you are using.  Material from setting books such as Ravnica or Eberron or adventure books might be permissible as long as it&#039;s not too tied to the setting. &lt;br /&gt;
&lt;br /&gt;
Alignments should be Neutral or Good, and no Chaotic Neutral please.&lt;br /&gt;
&lt;br /&gt;
Everyone starts with one Inspiration.  Once spent, you can refill that Inspiration at my discretion through good role-playing and playing up Ideals, Bonds, and Flaws.&lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
Available Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Order, Peace, Twilight, Forge, Grave (please let me know if I missed anything)&lt;br /&gt;
&lt;br /&gt;
The Nameless Gods:&lt;br /&gt;
&lt;br /&gt;
The deities of Rithys do not go by any known names, but it is clear to the people of that nation that there are intelligent forces at work that cover certain areas and whom clerics and paladins draw their power from and commune with.&lt;br /&gt;
&lt;br /&gt;
Goddess of Trade.  Neutral.  Knowledge.&lt;br /&gt;
&lt;br /&gt;
God of Mysteries.  Neutral.  Knowledge, Trickery&lt;br /&gt;
&lt;br /&gt;
Goddess of the Hearth.  Neutral Good.  Peace, Twilight.&lt;br /&gt;
&lt;br /&gt;
Goddess of Justice.  Lawful Good.  Life, Light.&lt;br /&gt;
&lt;br /&gt;
God of the Storms.  Chaotic Neutral.  Tempest, War.&lt;br /&gt;
&lt;br /&gt;
God of Nature.  Neutral.  Nature.&lt;br /&gt;
&lt;br /&gt;
God of War.  Neutral.  War, Order.&lt;br /&gt;
&lt;br /&gt;
God of Crafts.  Lawful Good.  Forge.&lt;br /&gt;
&lt;br /&gt;
God of Liches.  Chaotic Evil.  Grave.&lt;br /&gt;
&lt;br /&gt;
If you don’t see something that covers something you’d like related to your character you may make one.&lt;br /&gt;
&lt;br /&gt;
==The Nation of Rithys==&lt;br /&gt;
&lt;br /&gt;
Neutral&lt;br /&gt;
&lt;br /&gt;
A wealthy merchant nation that has maintained neutrality in world affairs.  Though themselves at peace, there are plenty of mercenaries and adventurers that originate from this country.&lt;br /&gt;
&lt;br /&gt;
Government: A group of wealthy and influential people that take advice from representatives of four factions: The Merchants Guild, Church of the Hearth, People of the Forge, The Old Kingdom&lt;br /&gt;
&lt;br /&gt;
Capital: Profett (25,500)&lt;br /&gt;
&lt;br /&gt;
Population: Cosmopolitan&lt;br /&gt;
&lt;br /&gt;
Languages: Common&lt;br /&gt;
&lt;br /&gt;
Religions: Deities of Trade, Mysteries, Hearth, Justice, Storms, Nature, War, Crafts, Liches&lt;br /&gt;
&lt;br /&gt;
Threats: Risks of incursions of demons from the invaded halfing kingdom of Bethsada, liches that want to seize power.&lt;br /&gt;
&lt;br /&gt;
Primary Exports: Furniture, jewelry, agriculture, arms and armor, magical weapons and items&lt;br /&gt;
&lt;br /&gt;
Primary Imports: Several different goods that get sold here&lt;br /&gt;
&lt;br /&gt;
Allies: None, for the most part are neutral in affairs&lt;br /&gt;
&lt;br /&gt;
Enemies: Liches, Demons&lt;br /&gt;
&lt;br /&gt;
Factions: Merchant’s Guild&lt;br /&gt;
&lt;br /&gt;
==Governing Factions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Alliance of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Strength through wealth&lt;br /&gt;
&lt;br /&gt;
Symbol: A single gold coin adorned with a bejewelled crown&lt;br /&gt;
&lt;br /&gt;
The Alliance of Coin is a small group of people that rule over Rithys in council with representatives of four factions.  They believe in the power of wealth, trade, and the wisdom of the old nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchants Guild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Why make war when you can make money?&lt;br /&gt;
&lt;br /&gt;
Symbol: A gold coin superimposed by two hands shaking each other&lt;br /&gt;
&lt;br /&gt;
The Merchants Guild enforces peaceful and, for the most part, fair trade.  While they have no objection to merchants making as much money as possible, and prefer to leave things to the free market, unscrupulous business practices such as price gouging and embezzlement give them a bad name therefore are stamped out wherever it is found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of the Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everyone deserves a roof over their head&lt;br /&gt;
&lt;br /&gt;
Symbol: A cooking pot over a fireplace&lt;br /&gt;
&lt;br /&gt;
The Church of the Hearth is an influential organization that tries to temper the nation’s selfish impulses and are responsible for many good works and charity.&lt;br /&gt;
&lt;br /&gt;
People of the Forge&lt;br /&gt;
&lt;br /&gt;
Motto: A person can prove themselves not only in deeds, but in the work of their hands.&lt;br /&gt;
&lt;br /&gt;
Symbol: A forge superimposed by tongs&lt;br /&gt;
&lt;br /&gt;
The dwarves are a collection of semi-autonomous clans that primarily live in the mountains.  They have profited well from Nethys, and their goods are sold all over the lands and world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Old Kingdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Rulership through wise counsel.&lt;br /&gt;
&lt;br /&gt;
Symbol: A cracked, plain crown&lt;br /&gt;
&lt;br /&gt;
The Old Kingdom is a line of nobles that once ruled Rithys a couple hundred years ago.  After the monarchy of Rithys reigned for generations upon generations, they lost power and influence and a succession of different governments came after them.  The current government has only been around for 50 years, but with The Old Kingdom’s advice and the advice of others the current nation of Rithys has become very successful.&lt;br /&gt;
&lt;br /&gt;
==Rival Faction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Skeletal Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everything Rithys is rightfully ours!&lt;br /&gt;
&lt;br /&gt;
The Skeletal Hand is led by a group of liches who wish to seize Rithys, by force, if necessary.  Some of them are old, corrupt nobles who turned to lichdom long ago and believe they have a claim to the “throne.”  Their idea of rulership is to periodically elect among themselves a leader of the people that would rule with an iron fist.&lt;br /&gt;
&lt;br /&gt;
==The Portals==&lt;br /&gt;
&lt;br /&gt;
Two months ago, the first portals opened on a full moon.  The month after, the next set of portals opened also on a full moon.  In four more weeks, another set of portals is expected to open coinciding with the next full moon.  Only one portal so far, the one that opened in Bethsada, has shown to be a visible, potential threat.  One portal is in the halfling kingdom of Bethsada the three others are in Rithys.  There may be more portals if anyone wants to be from one not mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Portal in Bethsada (10.22)&lt;br /&gt;
&lt;br /&gt;
This portal must lead to the Abyss, because since it has opened demons have poured out from it and the halfling kingdom of Bethsada has faced ruin.  Crops have failed, soil has become infertile, and many of the halflings pushed out of the kingdom.  Many halflings have fled to Rithys and with the Church of the Hearth’s help have set up comfortable homes throughout the land.  Recently, the Church of the Hearth has convinced the leadership of Rithys to help support the halflings with resources and send adventurers to fight the demons and liberate the halflings’ homes.  But Rithys leadership has so far resisted sending their military there, believing they need not or cannot go that far.&lt;br /&gt;
&lt;br /&gt;
The portal itself is in the Valley of Dirges, a badlands located in the southwest part of the continent next to Bethsada.  When this portal appeared north of the Valley, demons quickly overran the area around the portal and occupied parts of the Badlands, resulting in goblinoids adding their number to the refugees from Bethsada.  Bethesda’s Capital, Farmstruck (05.15) seems to be the center of some kind affliction similarly affecting the nature around the area of the demon portal.  Demons, mostly of the flying variety, have made incursions there but most of the interest of the demons appears to be in Bethsada’s south and in the Valley of the Dirges, where the Singing Stones--stone formations that sing in low notes when wind hits them--are.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Abenia (20.15)&lt;br /&gt;
&lt;br /&gt;
Not all the portals lead to danger.  This portal has led to trading opportunities.  On the other side is a kingdom of lycanthropes of all sorts who, unlike certain evil-aligned lycanthropes of Rithys, have shown to be good-natured.&lt;br /&gt;
&lt;br /&gt;
Two Unknown Portals (19.08 and 19.22)&lt;br /&gt;
&lt;br /&gt;
These most recently opened as of two weeks ago.  An adventuring party went through one portal (19.08) two weeks ago and never came back.  The other portal (19.22) has had adventurers sent through it but they either never came back or fled back through the portal to Rithys reporting wild, dangerous monsters and wildlife they couldn’t handle.  Only a 1-mile circumference around the portal has been mapped.&lt;br /&gt;
&lt;br /&gt;
Zonn&#039;s World (19.16)&lt;br /&gt;
&lt;br /&gt;
Knock&#039;s World (13.13)&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
&lt;br /&gt;
The continent of Bakir is divided into two kingdoms, Bethsada in the west and Rithys in the east.  The Battleforged Mountains divide the two kingdoms.  In the center is a vast, natural forested pass where the mountains have smoothed and sunk to the ground.  This is the pass that links the two kingdoms together.  South of Bakir is another continent, Corinym.&lt;br /&gt;
&lt;br /&gt;
Profett (24.18)&lt;br /&gt;
&lt;br /&gt;
This is a city of 25,500 and is known as the Jewel of Rithys.  Trade from Rithys is centered here and among the three cities connected to it.&lt;br /&gt;
&lt;br /&gt;
Korb and Baranwood (10.15 and 18.15)&lt;br /&gt;
&lt;br /&gt;
Before the portals, this was the heaviest travelled road for merchants and traders.  Several towns dot the landscape.  Now, this forest has become the temporary home to many halflings and others from Bethsada who, with the help of the Church of the Hearth and Rithys, have tried to put their worries behind them.&lt;br /&gt;
&lt;br /&gt;
Forgehome (10.11)&lt;br /&gt;
&lt;br /&gt;
A lot of the dwarves that make up the People of the Forge faction are in the northern mountains that Forgehome is nestled in.  For the best weapons and armor, Forgehome is the best place to buy.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[Vren Spearwarden]], played by Leliel.&lt;br /&gt;
&lt;br /&gt;
[[Knock the Starchild]], played by Illtry &lt;br /&gt;
&lt;br /&gt;
Yukiko Katsuri, played by Aurebesh.&lt;br /&gt;
&lt;br /&gt;
Larken Wintermoon, played by Markov.&lt;br /&gt;
&lt;br /&gt;
Calgen Stouthollow, played by HardKore Keltoid.&lt;br /&gt;
&lt;br /&gt;
Dr. Pyvander Zonn, played by The Watcher.&lt;br /&gt;
&lt;br /&gt;
Ixtukken, played by Aikireikinu.&lt;br /&gt;
&lt;br /&gt;
=Adventuring=&lt;br /&gt;
&lt;br /&gt;
==Part of Hex 10.18 and eastward==&lt;br /&gt;
&lt;br /&gt;
[[File:parthex1018e.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 Hex = 1 mile&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
Rolf (06.09)&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blood_in_the_Water&amp;diff=402821</id>
		<title>Blood in the Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blood_in_the_Water&amp;diff=402821"/>
		<updated>2021-07-19T19:44:24Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* The Icefall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Fate game inspired by sword and sorcery fiction.&lt;br /&gt;
&lt;br /&gt;
=Places=&lt;br /&gt;
&lt;br /&gt;
==Greymoth==&lt;br /&gt;
&lt;br /&gt;
The Free City of Greymoth has for generations been a haven for those seeking to avoid the machinations of the many Vampire Monarchs on the mostly parched continent.  Built on a series of islands and waterways, it is said that the water holds the Monarchs at bay.  Still, the Monarchs’ servants and spies operate in the city, and there have occasionally been attacks from the army of one Monarch or another.&lt;br /&gt;
&lt;br /&gt;
==The River Melt==&lt;br /&gt;
&lt;br /&gt;
Starting from the frozen tundra to the north and ending in Greymoth, on one side of the river are the feuding Vampire Monarchs.  On the other side is an ancient and powerful theocracy led by the Mummy Lord Yaron, who is seen as a deity by his subjects.&lt;br /&gt;
&lt;br /&gt;
==The Icefall==&lt;br /&gt;
&lt;br /&gt;
Home of several barbarian tribes, the tundra Icefall is kept frozen by a cave that is said to be the mouth of Eisfjall, the Giantess of the Northern Storms.  Ice, Frost, and Mist fall from this cave.  Eisfjall is believed to sleep until the end of time, when she’ll awaken and free everything.  There is a major fur trade originating from the Icefall, and furs as well adventurers and the occasional raider travel down the river Melt.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Blood_in_the_Water&amp;diff=402820</id>
		<title>Blood in the Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Blood_in_the_Water&amp;diff=402820"/>
		<updated>2021-07-19T19:42:48Z</updated>

		<summary type="html">&lt;p&gt;Hammel: Created page with &amp;quot;A Fate game inspired by sword and sorcery fiction.  =Places=  ==Greymoth==  The Free City of Greymoth has for generations been a haven for those seeking to avoid the machinati...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Fate game inspired by sword and sorcery fiction.&lt;br /&gt;
&lt;br /&gt;
=Places=&lt;br /&gt;
&lt;br /&gt;
==Greymoth==&lt;br /&gt;
&lt;br /&gt;
The Free City of Greymoth has for generations been a haven for those seeking to avoid the machinations of the many Vampire Monarchs on the mostly parched continent.  Built on a series of islands and waterways, it is said that the water holds the Monarchs at bay.  Still, the Monarchs’ servants and spies operate in the city, and there have occasionally been attacks from the army of one Monarch or another.&lt;br /&gt;
&lt;br /&gt;
==The River Melt==&lt;br /&gt;
&lt;br /&gt;
Starting from the frozen tundra to the north and ending in Greymoth, on one side of the river are the feuding Vampire Monarchs.  On the other side is an ancient and powerful theocracy led by the Mummy Lord Yaron, who is seen as a deity by his subjects.&lt;br /&gt;
&lt;br /&gt;
==The Icefall==&lt;br /&gt;
&lt;br /&gt;
Home of several barbarian tribes, the tundra Icefall is kept frozen by a cave that is said to be the mouth of Eisfjall, the Giantess of the Northern Storms.  Ice, Frost, and Mist fall from this cave.  Eisfjall is believed to sleep until the end of time, when she’ll awaken and free everything.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402664</id>
		<title>The Broken Crown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402664"/>
		<updated>2021-07-17T03:16:29Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Info=&lt;br /&gt;
&lt;br /&gt;
A homebrew world played with Savage Worlds Pathfinder and inspired some by the computer game FG2.&lt;br /&gt;
&lt;br /&gt;
==Pitch==&lt;br /&gt;
&lt;br /&gt;
In the western, mountainous and forested fringes of The Empire, an uneasy peace has been maintained between the clans of Rokkor, Kantra, Stronghart, and Reech. Seers have warned that the upcoming annual meeting of the clans in the ancestral burial grounds will break the peace, but the clan elders--some who do not believe the seers or of the finality the seers predicted--have determined not having the meeting risks an even greater fracture.&lt;br /&gt;
&lt;br /&gt;
And with the Empire, a corrupt purveyor of undead and wicked things, encroaching upon and expanding on clan territory; such a fracture cannot be afforded. Greater allies are needed. Clan Stronghart has hired you to escort Bella Stronghart to the jungles of Shaar where the Ma’Shaar live. They are ancient and reclusive, once human descendants of the Old Empire who transformed themselves into crocodile-folk in honor of their crocodile goddess. Clan Stronghart has arranged a guide for you in a goblin named Rickle, who will help you navigate through the many rivers of Shaar into Ma’Shaar territory.&lt;br /&gt;
&lt;br /&gt;
==Ancestries and Classes Permitted==&lt;br /&gt;
&lt;br /&gt;
Any Ancestry and Class from the Pathfinder Savage Worlds book is permitted. Most warrior and adventurer types from clan territory are Human Barbarians. However, if you want to be something other than that you would most likely be coming from the Resistance faction, those who have fled or been pushed out of the Empire who now seek to free their homeland of the evil that is the Empire. I plan to have you start at Novice rank with two Advances.&lt;br /&gt;
&lt;br /&gt;
In coming up with a concept for your character, please make a concept that would be considered either Good or Neutral. I don’t like the direction, PvP potential, and chaos that I feel would ensue with an Evil character in the party.&lt;br /&gt;
&lt;br /&gt;
==The Clans==&lt;br /&gt;
&lt;br /&gt;
===Clan Stronghart===&lt;br /&gt;
&lt;br /&gt;
With a leadership bloodline descending from a mighty warrior of old, Clan Stronghart considers themselves honorable and just. They are known for their Stag Riders who are experts in using polearms while mounted on large stags.&lt;br /&gt;
&lt;br /&gt;
===Clan Kantra===&lt;br /&gt;
&lt;br /&gt;
Coming from a strong magic tradition, they are considered wise and pious. Though they also revere the World Spirits like some in the other clans, members of this clan primarily worship the Aldfather. Arcane as well as Divine traditions are known here.&lt;br /&gt;
&lt;br /&gt;
===Clan Rokkor===&lt;br /&gt;
&lt;br /&gt;
Many bards come from this seafaring clan. They have a tradition of exploration and scientific ingenuity.&lt;br /&gt;
&lt;br /&gt;
===Clan Reech===&lt;br /&gt;
&lt;br /&gt;
The largest clan, they are considered good warriors comparable to Clan Stronghart in prowess. They send their mercenaries around the world (but not to The Empire of Gawlf).&lt;br /&gt;
&lt;br /&gt;
==Local &amp;quot;icons&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
===World Spirits (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This includes not only the clans’ ancestors, but a collection of spirits inhabiting the world who provide guidance to any seer that asks. Some in the clans mistrust them due to their seemingly impartial nature.&lt;br /&gt;
&lt;br /&gt;
===Aldfather (Good)===&lt;br /&gt;
&lt;br /&gt;
The Aldfather is an ancient nature deity that the clans have revered for generations. He has a source of power and reverence by the clans in an ancient, colossal tree deep within Clan Kantra territory.&lt;br /&gt;
&lt;br /&gt;
===The Empire of Gawlf (Evil)===&lt;br /&gt;
&lt;br /&gt;
Thoroughly corrupt, evil, and drunk with power the Empire is on the surface sometimes beautiful and alluring. However, they use foul necromancy and have become bolder in encroaching on clan territory and warring with them. They worship an undead dragon that ascended to godhood and this deity is fully entwined with the Empire, but there are those in its territory that would rather be with the Resistance (or are part of the Resistance) or otherwise are not happy with their lives there.&lt;br /&gt;
&lt;br /&gt;
===The Resistance (Good)===&lt;br /&gt;
&lt;br /&gt;
Having been pushed out or voluntarily moved to a former Empire territory that rebelled years ago, The Resistance rejects the evil that is the Empire of Gawlf and seeks to make a better homeland and a better world. They are north of the clans.&lt;br /&gt;
&lt;br /&gt;
===The Clans (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This is an assortment of clans on the western fringes of the Empire, who live in mountainous and forested terrain. They have built up towns that are comparable to Empire towns just under more even-headed leadership.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
TCArknight, playing Xian Li (TBA)&lt;br /&gt;
&lt;br /&gt;
stinkyfool, playing TBA&lt;br /&gt;
&lt;br /&gt;
Talisman, playing TBA&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402640</id>
		<title>Portals and Perils</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402640"/>
		<updated>2021-07-16T22:39:04Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Maps=&lt;br /&gt;
&lt;br /&gt;
==Bakir==&lt;br /&gt;
&lt;br /&gt;
[[File:Bakir2.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 hex = 60 miles&lt;br /&gt;
&lt;br /&gt;
=Campaign Handout=&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters start at Level 11, with 85,000 experience points and the Standard Campaign starting gold and items (DMG pg 38) Tiers of Play/Starting at Higher Level).  If you would like to start with more magic items, just before we start the game you can use the rules on page 126 in Xanathar’s Guide to Everything to make purchases from the magic item list on pg. 150 of the DMG and any other official printed source (and Unearthed Arcana if it has magic items).  Rithys has plenty of resources and has made a trade of selling to adventurers.&lt;br /&gt;
&lt;br /&gt;
We will be rolling randomly for ability scores.  Please roll 4d6 six times and drop lowest die with a dice roller like Orkos or maybe the RPGnet dice roller, and decide if you want to keep this set.  If not, roll again for another set.  Once you find the set of 6 numbers you want to keep, assign them to your ability scores.&lt;br /&gt;
&lt;br /&gt;
You may use all official WOTC, printed books for 5e plus Unearthed Arcana to create your character.  No third party material, please.  When creating your character, if you’re using anything outside the PH/DMG please note the sources you are using and what you are using.  Material from setting books such as Ravnica or Eberron or adventure books might be permissible as long as it&#039;s not too tied to the setting. &lt;br /&gt;
&lt;br /&gt;
Alignments should be Neutral or Good, and no Chaotic Neutral please.&lt;br /&gt;
&lt;br /&gt;
Everyone starts with one Inspiration.  Once spent, you can refill that Inspiration at my discretion through good role-playing and playing up Ideals, Bonds, and Flaws.&lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
Available Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Order, Peace, Twilight, Forge, Grave (please let me know if I missed anything)&lt;br /&gt;
&lt;br /&gt;
The Nameless Gods:&lt;br /&gt;
&lt;br /&gt;
The deities of Rithys do not go by any known names, but it is clear to the people of that nation that there are intelligent forces at work that cover certain areas and whom clerics and paladins draw their power from and commune with.&lt;br /&gt;
&lt;br /&gt;
Goddess of Trade.  Neutral.  Knowledge.&lt;br /&gt;
&lt;br /&gt;
God of Mysteries.  Neutral.  Knowledge, Trickery&lt;br /&gt;
&lt;br /&gt;
Goddess of the Hearth.  Neutral Good.  Peace, Twilight.&lt;br /&gt;
&lt;br /&gt;
Goddess of Justice.  Lawful Good.  Life, Light.&lt;br /&gt;
&lt;br /&gt;
God of the Storms.  Chaotic Neutral.  Tempest, War.&lt;br /&gt;
&lt;br /&gt;
God of Nature.  Neutral.  Nature.&lt;br /&gt;
&lt;br /&gt;
God of War.  Neutral.  War, Order.&lt;br /&gt;
&lt;br /&gt;
God of Crafts.  Lawful Good.  Forge.&lt;br /&gt;
&lt;br /&gt;
God of Liches.  Chaotic Evil.  Grave.&lt;br /&gt;
&lt;br /&gt;
If you don’t see something that covers something you’d like related to your character you may make one.&lt;br /&gt;
&lt;br /&gt;
==The Nation of Rithys==&lt;br /&gt;
&lt;br /&gt;
Neutral&lt;br /&gt;
&lt;br /&gt;
A wealthy merchant nation that has maintained neutrality in world affairs.  Though themselves at peace, there are plenty of mercenaries and adventurers that originate from this country.&lt;br /&gt;
&lt;br /&gt;
Government: A group of wealthy and influential people that take advice from representatives of four factions: The Merchants Guild, Church of the Hearth, People of the Forge, The Old Kingdom&lt;br /&gt;
&lt;br /&gt;
Capital: Profett (25,500)&lt;br /&gt;
&lt;br /&gt;
Population: Cosmopolitan&lt;br /&gt;
&lt;br /&gt;
Languages: Common&lt;br /&gt;
&lt;br /&gt;
Religions: Deities of Trade, Mysteries, Hearth, Justice, Storms, Nature, War, Crafts, Liches&lt;br /&gt;
&lt;br /&gt;
Threats: Risks of incursions of demons from the invaded halfing kingdom of Bethsada, liches that want to seize power.&lt;br /&gt;
&lt;br /&gt;
Primary Exports: Furniture, jewelry, agriculture, arms and armor, magical weapons and items&lt;br /&gt;
&lt;br /&gt;
Primary Imports: Several different goods that get sold here&lt;br /&gt;
&lt;br /&gt;
Allies: None, for the most part are neutral in affairs&lt;br /&gt;
&lt;br /&gt;
Enemies: Liches, Demons&lt;br /&gt;
&lt;br /&gt;
Factions: Merchant’s Guild&lt;br /&gt;
&lt;br /&gt;
==Governing Factions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Alliance of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Strength through wealth&lt;br /&gt;
&lt;br /&gt;
Symbol: A single gold coin adorned with a bejewelled crown&lt;br /&gt;
&lt;br /&gt;
The Alliance of Coin is a small group of people that rule over Rithys in council with representatives of four factions.  They believe in the power of wealth, trade, and the wisdom of the old nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchants Guild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Why make war when you can make money?&lt;br /&gt;
&lt;br /&gt;
Symbol: A gold coin superimposed by two hands shaking each other&lt;br /&gt;
&lt;br /&gt;
The Merchants Guild enforces peaceful and, for the most part, fair trade.  While they have no objection to merchants making as much money as possible, and prefer to leave things to the free market, unscrupulous business practices such as price gouging and embezzlement give them a bad name therefore are stamped out wherever it is found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of the Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everyone deserves a roof over their head&lt;br /&gt;
&lt;br /&gt;
Symbol: A cooking pot over a fireplace&lt;br /&gt;
&lt;br /&gt;
The Church of the Hearth is an influential organization that tries to temper the nation’s selfish impulses and are responsible for many good works and charity.&lt;br /&gt;
&lt;br /&gt;
People of the Forge&lt;br /&gt;
&lt;br /&gt;
Motto: A person can prove themselves not only in deeds, but in the work of their hands.&lt;br /&gt;
&lt;br /&gt;
Symbol: A forge superimposed by tongs&lt;br /&gt;
&lt;br /&gt;
The dwarves are a collection of semi-autonomous clans that primarily live in the mountains.  They have profited well from Nethys, and their goods are sold all over the lands and world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Old Kingdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Rulership through wise counsel.&lt;br /&gt;
&lt;br /&gt;
Symbol: A cracked, plain crown&lt;br /&gt;
&lt;br /&gt;
The Old Kingdom is a line of nobles that once ruled Rithys a couple hundred years ago.  After the monarchy of Rithys reigned for generations upon generations, they lost power and influence and a succession of different governments came after them.  The current government has only been around for 50 years, but with The Old Kingdom’s advice and the advice of others the current nation of Rithys has become very successful.&lt;br /&gt;
&lt;br /&gt;
==Rival Faction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Skeletal Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everything Rithys is rightfully ours!&lt;br /&gt;
&lt;br /&gt;
The Skeletal Hand is led by a group of liches who wish to seize Rithys, by force, if necessary.  Some of them are old, corrupt nobles who turned to lichdom long ago and believe they have a claim to the “throne.”  Their idea of rulership is to periodically elect among themselves a leader of the people that would rule with an iron fist.&lt;br /&gt;
&lt;br /&gt;
==The Portals==&lt;br /&gt;
&lt;br /&gt;
Two months ago, the first portals opened on a full moon.  The month after, the next set of portals opened also on a full moon.  In four more weeks, another set of portals is expected to open coinciding with the next full moon.  Only one portal so far, the one that opened in Bethsada, has shown to be a visible, potential threat.  One portal is in the halfling kingdom of Bethsada the three others are in Rithys.  There may be more portals if anyone wants to be from one not mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Portal in Bethsada (10.22)&lt;br /&gt;
&lt;br /&gt;
This portal must lead to the Abyss, because since it has opened demons have poured out from it and the halfling kingdom of Bethsada has faced ruin.  Crops have failed, soil has become infertile, and many of the halflings pushed out of the kingdom.  Many halflings have fled to Rithys and with the Church of the Hearth’s help have set up comfortable homes throughout the land.  Recently, the Church of the Hearth has convinced the leadership of Rithys to help support the halflings with resources and send adventurers to fight the demons and liberate the halflings’ homes.  But Rithys leadership has so far resisted sending their military there, believing they need not or cannot go that far.&lt;br /&gt;
&lt;br /&gt;
The portal itself is in the Valley of Dirges, a badlands located in the southwest part of the continent next to Bethsada.  When this portal appeared north of the Valley, demons quickly overran the area around the portal and occupied parts of the Badlands, resulting in goblinoids adding their number to the refugees from Bethsada.  Bethesda’s Capital, Farmstruck (05.15) seems to be the center of some kind affliction similarly affecting the nature around the area of the demon portal.  Demons, mostly of the flying variety, have made incursions there but most of the interest of the demons appears to be in Bethsada’s south and in the Valley of the Dirges, where the Singing Stones--stone formations that sing in low notes when wind hits them--are.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Abenia (20.15)&lt;br /&gt;
&lt;br /&gt;
Not all the portals lead to danger.  This portal has led to trading opportunities.  On the other side is a kingdom of lycanthropes of all sorts who, unlike certain evil-aligned lycanthropes of Rithys, have shown to be good-natured.&lt;br /&gt;
&lt;br /&gt;
Two Unknown Portals (19.08 and 19.22)&lt;br /&gt;
&lt;br /&gt;
These most recently opened as of two weeks ago.  An adventuring party went through one portal (19.08) two weeks ago and never came back.  The other portal (19.22) has had adventurers sent through it but they either never came back or fled back through the portal to Rithys reporting wild, dangerous monsters and wildlife they couldn’t handle.  Only a 1-mile circumference around the portal has been mapped.&lt;br /&gt;
&lt;br /&gt;
Zonn&#039;s World (19.16)&lt;br /&gt;
&lt;br /&gt;
Knock&#039;s World (13.13)&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
&lt;br /&gt;
The continent of Bakir is divided into two kingdoms, Bethsada in the west and Rithys in the east.  The Battleforged Mountains divide the two kingdoms.  In the center is a vast, natural forested pass where the mountains have smoothed and sunk to the ground.  This is the pass that links the two kingdoms together.  South of Bakir is another continent, Corinym.&lt;br /&gt;
&lt;br /&gt;
Profett (24.18)&lt;br /&gt;
&lt;br /&gt;
This is a city of 25,500 and is known as the Jewel of Rithys.  Trade from Rithys is centered here and among the three cities connected to it.&lt;br /&gt;
&lt;br /&gt;
Korb and Baranwood (10.15 and 18.15)&lt;br /&gt;
&lt;br /&gt;
Before the portals, this was the heaviest travelled road for merchants and traders.  Several towns dot the landscape.  Now, this forest has become the temporary home to many halflings and others from Bethsada who, with the help of the Church of the Hearth and Rithys, have tried to put their worries behind them.&lt;br /&gt;
&lt;br /&gt;
Forgehome (10.11)&lt;br /&gt;
&lt;br /&gt;
A lot of the dwarves that make up the People of the Forge faction are in the northern mountains that Forgehome is nestled in.  For the best weapons and armor, Forgehome is the best place to buy.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[Vren Spearwarden]], played by Leliel.&lt;br /&gt;
&lt;br /&gt;
[[Knock the Starchild]], played by Illtry &lt;br /&gt;
&lt;br /&gt;
Yukiko Katsuri, played by Aurebesh.&lt;br /&gt;
&lt;br /&gt;
Larken Wintermoon, played by Markov.&lt;br /&gt;
&lt;br /&gt;
Calgen Stouthollow, played by HardKore Keltoid.&lt;br /&gt;
&lt;br /&gt;
Dr. Pyvander Zonn, played by The Watcher.&lt;br /&gt;
&lt;br /&gt;
=Adventuring=&lt;br /&gt;
&lt;br /&gt;
==Part of Hex 10.18 and eastward==&lt;br /&gt;
&lt;br /&gt;
[[File:parthex1018e.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 Hex = 1 mile&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
Rolf (06.09)&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402639</id>
		<title>Portals and Perils</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402639"/>
		<updated>2021-07-16T22:32:37Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Part of Hex 10.18 and eastward */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Maps=&lt;br /&gt;
&lt;br /&gt;
==Bakir==&lt;br /&gt;
&lt;br /&gt;
[[File:Bakir2.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 hex = 60 miles&lt;br /&gt;
&lt;br /&gt;
=Campaign Handout=&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters start at Level 11, with 85,000 experience points and the Standard Campaign starting gold and items (DMG pg 38) Tiers of Play/Starting at Higher Level).  If you would like to start with more magic items, just before we start the game you can use the rules on page 126 in Xanathar’s Guide to Everything to make purchases from the magic item list on pg. 150 of the DMG and any other official printed source (and Unearthed Arcana if it has magic items).  Rithys has plenty of resources and has made a trade of selling to adventurers.&lt;br /&gt;
&lt;br /&gt;
We will be rolling randomly for ability scores.  Please roll 4d6 six times and drop lowest die with a dice roller like Orkos or maybe the RPGnet dice roller, and decide if you want to keep this set.  If not, roll again for another set.  Once you find the set of 6 numbers you want to keep, assign them to your ability scores.&lt;br /&gt;
&lt;br /&gt;
You may use all official WOTC, printed books for 5e plus Unearthed Arcana to create your character.  No third party material, please.  When creating your character, if you’re using anything outside the PH/DMG please note the sources you are using and what you are using.  Material from setting books such as Ravnica or Eberron or adventure books might be permissible as long as it&#039;s not too tied to the setting. &lt;br /&gt;
&lt;br /&gt;
Alignments should be Neutral or Good, and no Chaotic Neutral please.&lt;br /&gt;
&lt;br /&gt;
Everyone starts with one Inspiration.  Once spent, you can refill that Inspiration at my discretion through good role-playing and playing up Ideals, Bonds, and Flaws.&lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
Available Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Order, Peace, Twilight, Forge, Grave (please let me know if I missed anything)&lt;br /&gt;
&lt;br /&gt;
The Nameless Gods:&lt;br /&gt;
&lt;br /&gt;
The deities of Rithys do not go by any known names, but it is clear to the people of that nation that there are intelligent forces at work that cover certain areas and whom clerics and paladins draw their power from and commune with.&lt;br /&gt;
&lt;br /&gt;
Goddess of Trade.  Neutral.  Knowledge.&lt;br /&gt;
&lt;br /&gt;
God of Mysteries.  Neutral.  Knowledge, Trickery&lt;br /&gt;
&lt;br /&gt;
Goddess of the Hearth.  Neutral Good.  Peace, Twilight.&lt;br /&gt;
&lt;br /&gt;
Goddess of Justice.  Lawful Good.  Life, Light.&lt;br /&gt;
&lt;br /&gt;
God of the Storms.  Chaotic Neutral.  Tempest, War.&lt;br /&gt;
&lt;br /&gt;
God of Nature.  Neutral.  Nature.&lt;br /&gt;
&lt;br /&gt;
God of War.  Neutral.  War, Order.&lt;br /&gt;
&lt;br /&gt;
God of Crafts.  Lawful Good.  Forge.&lt;br /&gt;
&lt;br /&gt;
God of Liches.  Chaotic Evil.  Grave.&lt;br /&gt;
&lt;br /&gt;
If you don’t see something that covers something you’d like related to your character you may make one.&lt;br /&gt;
&lt;br /&gt;
==The Nation of Rithys==&lt;br /&gt;
&lt;br /&gt;
Neutral&lt;br /&gt;
&lt;br /&gt;
A wealthy merchant nation that has maintained neutrality in world affairs.  Though themselves at peace, there are plenty of mercenaries and adventurers that originate from this country.&lt;br /&gt;
&lt;br /&gt;
Government: A group of wealthy and influential people that take advice from representatives of four factions: The Merchants Guild, Church of the Hearth, People of the Forge, The Old Kingdom&lt;br /&gt;
&lt;br /&gt;
Capital: Profett (25,500)&lt;br /&gt;
&lt;br /&gt;
Population: Cosmopolitan&lt;br /&gt;
&lt;br /&gt;
Languages: Common&lt;br /&gt;
&lt;br /&gt;
Religions: Deities of Trade, Mysteries, Hearth, Justice, Storms, Nature, War, Crafts, Liches&lt;br /&gt;
&lt;br /&gt;
Threats: Risks of incursions of demons from the invaded halfing kingdom of Bethsada, liches that want to seize power.&lt;br /&gt;
&lt;br /&gt;
Primary Exports: Furniture, jewelry, agriculture, arms and armor, magical weapons and items&lt;br /&gt;
&lt;br /&gt;
Primary Imports: Several different goods that get sold here&lt;br /&gt;
&lt;br /&gt;
Allies: None, for the most part are neutral in affairs&lt;br /&gt;
&lt;br /&gt;
Enemies: Liches, Demons&lt;br /&gt;
&lt;br /&gt;
Factions: Merchant’s Guild&lt;br /&gt;
&lt;br /&gt;
==Governing Factions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Alliance of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Strength through wealth&lt;br /&gt;
&lt;br /&gt;
Symbol: A single gold coin adorned with a bejewelled crown&lt;br /&gt;
&lt;br /&gt;
The Alliance of Coin is a small group of people that rule over Rithys in council with representatives of four factions.  They believe in the power of wealth, trade, and the wisdom of the old nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchants Guild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Why make war when you can make money?&lt;br /&gt;
&lt;br /&gt;
Symbol: A gold coin superimposed by two hands shaking each other&lt;br /&gt;
&lt;br /&gt;
The Merchants Guild enforces peaceful and, for the most part, fair trade.  While they have no objection to merchants making as much money as possible, and prefer to leave things to the free market, unscrupulous business practices such as price gouging and embezzlement give them a bad name therefore are stamped out wherever it is found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of the Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everyone deserves a roof over their head&lt;br /&gt;
&lt;br /&gt;
Symbol: A cooking pot over a fireplace&lt;br /&gt;
&lt;br /&gt;
The Church of the Hearth is an influential organization that tries to temper the nation’s selfish impulses and are responsible for many good works and charity.&lt;br /&gt;
&lt;br /&gt;
People of the Forge&lt;br /&gt;
&lt;br /&gt;
Motto: A person can prove themselves not only in deeds, but in the work of their hands.&lt;br /&gt;
&lt;br /&gt;
Symbol: A forge superimposed by tongs&lt;br /&gt;
&lt;br /&gt;
The dwarves are a collection of semi-autonomous clans that primarily live in the mountains.  They have profited well from Nethys, and their goods are sold all over the lands and world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Old Kingdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Rulership through wise counsel.&lt;br /&gt;
&lt;br /&gt;
Symbol: A cracked, plain crown&lt;br /&gt;
&lt;br /&gt;
The Old Kingdom is a line of nobles that once ruled Rithys a couple hundred years ago.  After the monarchy of Rithys reigned for generations upon generations, they lost power and influence and a succession of different governments came after them.  The current government has only been around for 50 years, but with The Old Kingdom’s advice and the advice of others the current nation of Rithys has become very successful.&lt;br /&gt;
&lt;br /&gt;
==Rival Faction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Skeletal Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everything Rithys is rightfully ours!&lt;br /&gt;
&lt;br /&gt;
The Skeletal Hand is led by a group of liches who wish to seize Rithys, by force, if necessary.  Some of them are old, corrupt nobles who turned to lichdom long ago and believe they have a claim to the “throne.”  Their idea of rulership is to periodically elect among themselves a leader of the people that would rule with an iron fist.&lt;br /&gt;
&lt;br /&gt;
==The Portals==&lt;br /&gt;
&lt;br /&gt;
Two months ago, the first portals opened on a full moon.  The month after, the next set of portals opened also on a full moon.  In four more weeks, another set of portals is expected to open coinciding with the next full moon.  Only one portal so far, the one that opened in Bethsada, has shown to be a visible, potential threat.  One portal is in the halfling kingdom of Bethsada the three others are in Rithys.  There may be more portals if anyone wants to be from one not mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Portal in Bethsada (10.22)&lt;br /&gt;
&lt;br /&gt;
This portal must lead to the Abyss, because since it has opened demons have poured out from it and the halfling kingdom of Bethsada has faced ruin.  Crops have failed, soil has become infertile, and many of the halflings pushed out of the kingdom.  Many halflings have fled to Rithys and with the Church of the Hearth’s help have set up comfortable homes throughout the land.  Recently, the Church of the Hearth has convinced the leadership of Rithys to help support the halflings with resources and send adventurers to fight the demons and liberate the halflings’ homes.  But Rithys leadership has so far resisted sending their military there, believing they need not or cannot go that far.&lt;br /&gt;
&lt;br /&gt;
The portal itself is in the Valley of Dirges, a badlands located in the southwest part of the continent next to Bethsada.  When this portal appeared north of the Valley, demons quickly overran the area around the portal and occupied parts of the Badlands, resulting in goblinoids adding their number to the refugees from Bethsada.  Bethesda’s Capital, Farmstruck (05.15) seems to be the center of some kind affliction similarly affecting the nature around the area of the demon portal.  Demons, mostly of the flying variety, have made incursions there but most of the interest of the demons appears to be in Bethsada’s south and in the Valley of the Dirges, where the Singing Stones--stone formations that sing in low notes when wind hits them--are.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Abenia (20.15)&lt;br /&gt;
&lt;br /&gt;
Not all the portals lead to danger.  This portal has led to trading opportunities.  On the other side is a kingdom of lycanthropes of all sorts who, unlike certain evil-aligned lycanthropes of Rithys, have shown to be good-natured.&lt;br /&gt;
&lt;br /&gt;
Two Unknown Portals (19.08 and 19.22)&lt;br /&gt;
&lt;br /&gt;
These most recently opened as of two weeks ago.  An adventuring party went through one portal (19.08) two weeks ago and never came back.  The other portal (19.22) has had adventurers sent through it but they either never came back or fled back through the portal to Rithys reporting wild, dangerous monsters and wildlife they couldn’t handle.  Only a 1-mile circumference around the portal has been mapped.&lt;br /&gt;
&lt;br /&gt;
Zonn&#039;s World (19.16)&lt;br /&gt;
&lt;br /&gt;
Knock&#039;s World (13.13)&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
&lt;br /&gt;
The continent of Bakir is divided into two kingdoms, Bethsada in the west and Rithys in the east.  The Battleforged Mountains divide the two kingdoms.  In the center is a vast, natural forested pass where the mountains have smoothed and sunk to the ground.  This is the pass that links the two kingdoms together.  South of Bakir is another continent, Corinym.&lt;br /&gt;
&lt;br /&gt;
Profett (24.18)&lt;br /&gt;
&lt;br /&gt;
This is a city of 25,500 and is known as the Jewel of Rithys.  Trade from Rithys is centered here and among the three cities connected to it.&lt;br /&gt;
&lt;br /&gt;
Korb and Baranwood (10.15 and 18.15)&lt;br /&gt;
&lt;br /&gt;
Before the portals, this was the heaviest travelled road for merchants and traders.  Several towns dot the landscape.  Now, this forest has become the temporary home to many halflings and others from Bethsada who, with the help of the Church of the Hearth and Rithys, have tried to put their worries behind them.&lt;br /&gt;
&lt;br /&gt;
Forgehome (10.11)&lt;br /&gt;
&lt;br /&gt;
A lot of the dwarves that make up the People of the Forge faction are in the northern mountains that Forgehome is nestled in.  For the best weapons and armor, Forgehome is the best place to buy.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[Vren Spearwarden]], played by Leliel.&lt;br /&gt;
&lt;br /&gt;
[[Knock the Starchild]], played by Illtry &lt;br /&gt;
&lt;br /&gt;
Yukiko Katsuri, played by Aurebesh.&lt;br /&gt;
&lt;br /&gt;
Larken Wintermoon, played by Markov.&lt;br /&gt;
&lt;br /&gt;
Calgen Stouthollow, played by HardKore Keltoid.&lt;br /&gt;
&lt;br /&gt;
Dr. Pyvander Zonn, played by The Watcher.&lt;br /&gt;
&lt;br /&gt;
=Adventuring=&lt;br /&gt;
&lt;br /&gt;
==Part of Hex 10.18 and eastward==&lt;br /&gt;
&lt;br /&gt;
[[File:parthex1018e.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 Hex = 1 mile&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Parthex1018e.png&amp;diff=402638</id>
		<title>File:Parthex1018e.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Parthex1018e.png&amp;diff=402638"/>
		<updated>2021-07-16T22:31:16Z</updated>

		<summary type="html">&lt;p&gt;Hammel: Made with Hexographer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Made with Hexographer.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402637</id>
		<title>Portals and Perils</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402637"/>
		<updated>2021-07-16T22:30:53Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Part of Hex 10.18 and eastward */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Maps=&lt;br /&gt;
&lt;br /&gt;
==Bakir==&lt;br /&gt;
&lt;br /&gt;
[[File:Bakir2.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 hex = 60 miles&lt;br /&gt;
&lt;br /&gt;
=Campaign Handout=&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters start at Level 11, with 85,000 experience points and the Standard Campaign starting gold and items (DMG pg 38) Tiers of Play/Starting at Higher Level).  If you would like to start with more magic items, just before we start the game you can use the rules on page 126 in Xanathar’s Guide to Everything to make purchases from the magic item list on pg. 150 of the DMG and any other official printed source (and Unearthed Arcana if it has magic items).  Rithys has plenty of resources and has made a trade of selling to adventurers.&lt;br /&gt;
&lt;br /&gt;
We will be rolling randomly for ability scores.  Please roll 4d6 six times and drop lowest die with a dice roller like Orkos or maybe the RPGnet dice roller, and decide if you want to keep this set.  If not, roll again for another set.  Once you find the set of 6 numbers you want to keep, assign them to your ability scores.&lt;br /&gt;
&lt;br /&gt;
You may use all official WOTC, printed books for 5e plus Unearthed Arcana to create your character.  No third party material, please.  When creating your character, if you’re using anything outside the PH/DMG please note the sources you are using and what you are using.  Material from setting books such as Ravnica or Eberron or adventure books might be permissible as long as it&#039;s not too tied to the setting. &lt;br /&gt;
&lt;br /&gt;
Alignments should be Neutral or Good, and no Chaotic Neutral please.&lt;br /&gt;
&lt;br /&gt;
Everyone starts with one Inspiration.  Once spent, you can refill that Inspiration at my discretion through good role-playing and playing up Ideals, Bonds, and Flaws.&lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
Available Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Order, Peace, Twilight, Forge, Grave (please let me know if I missed anything)&lt;br /&gt;
&lt;br /&gt;
The Nameless Gods:&lt;br /&gt;
&lt;br /&gt;
The deities of Rithys do not go by any known names, but it is clear to the people of that nation that there are intelligent forces at work that cover certain areas and whom clerics and paladins draw their power from and commune with.&lt;br /&gt;
&lt;br /&gt;
Goddess of Trade.  Neutral.  Knowledge.&lt;br /&gt;
&lt;br /&gt;
God of Mysteries.  Neutral.  Knowledge, Trickery&lt;br /&gt;
&lt;br /&gt;
Goddess of the Hearth.  Neutral Good.  Peace, Twilight.&lt;br /&gt;
&lt;br /&gt;
Goddess of Justice.  Lawful Good.  Life, Light.&lt;br /&gt;
&lt;br /&gt;
God of the Storms.  Chaotic Neutral.  Tempest, War.&lt;br /&gt;
&lt;br /&gt;
God of Nature.  Neutral.  Nature.&lt;br /&gt;
&lt;br /&gt;
God of War.  Neutral.  War, Order.&lt;br /&gt;
&lt;br /&gt;
God of Crafts.  Lawful Good.  Forge.&lt;br /&gt;
&lt;br /&gt;
God of Liches.  Chaotic Evil.  Grave.&lt;br /&gt;
&lt;br /&gt;
If you don’t see something that covers something you’d like related to your character you may make one.&lt;br /&gt;
&lt;br /&gt;
==The Nation of Rithys==&lt;br /&gt;
&lt;br /&gt;
Neutral&lt;br /&gt;
&lt;br /&gt;
A wealthy merchant nation that has maintained neutrality in world affairs.  Though themselves at peace, there are plenty of mercenaries and adventurers that originate from this country.&lt;br /&gt;
&lt;br /&gt;
Government: A group of wealthy and influential people that take advice from representatives of four factions: The Merchants Guild, Church of the Hearth, People of the Forge, The Old Kingdom&lt;br /&gt;
&lt;br /&gt;
Capital: Profett (25,500)&lt;br /&gt;
&lt;br /&gt;
Population: Cosmopolitan&lt;br /&gt;
&lt;br /&gt;
Languages: Common&lt;br /&gt;
&lt;br /&gt;
Religions: Deities of Trade, Mysteries, Hearth, Justice, Storms, Nature, War, Crafts, Liches&lt;br /&gt;
&lt;br /&gt;
Threats: Risks of incursions of demons from the invaded halfing kingdom of Bethsada, liches that want to seize power.&lt;br /&gt;
&lt;br /&gt;
Primary Exports: Furniture, jewelry, agriculture, arms and armor, magical weapons and items&lt;br /&gt;
&lt;br /&gt;
Primary Imports: Several different goods that get sold here&lt;br /&gt;
&lt;br /&gt;
Allies: None, for the most part are neutral in affairs&lt;br /&gt;
&lt;br /&gt;
Enemies: Liches, Demons&lt;br /&gt;
&lt;br /&gt;
Factions: Merchant’s Guild&lt;br /&gt;
&lt;br /&gt;
==Governing Factions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Alliance of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Strength through wealth&lt;br /&gt;
&lt;br /&gt;
Symbol: A single gold coin adorned with a bejewelled crown&lt;br /&gt;
&lt;br /&gt;
The Alliance of Coin is a small group of people that rule over Rithys in council with representatives of four factions.  They believe in the power of wealth, trade, and the wisdom of the old nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchants Guild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Why make war when you can make money?&lt;br /&gt;
&lt;br /&gt;
Symbol: A gold coin superimposed by two hands shaking each other&lt;br /&gt;
&lt;br /&gt;
The Merchants Guild enforces peaceful and, for the most part, fair trade.  While they have no objection to merchants making as much money as possible, and prefer to leave things to the free market, unscrupulous business practices such as price gouging and embezzlement give them a bad name therefore are stamped out wherever it is found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of the Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everyone deserves a roof over their head&lt;br /&gt;
&lt;br /&gt;
Symbol: A cooking pot over a fireplace&lt;br /&gt;
&lt;br /&gt;
The Church of the Hearth is an influential organization that tries to temper the nation’s selfish impulses and are responsible for many good works and charity.&lt;br /&gt;
&lt;br /&gt;
People of the Forge&lt;br /&gt;
&lt;br /&gt;
Motto: A person can prove themselves not only in deeds, but in the work of their hands.&lt;br /&gt;
&lt;br /&gt;
Symbol: A forge superimposed by tongs&lt;br /&gt;
&lt;br /&gt;
The dwarves are a collection of semi-autonomous clans that primarily live in the mountains.  They have profited well from Nethys, and their goods are sold all over the lands and world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Old Kingdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Rulership through wise counsel.&lt;br /&gt;
&lt;br /&gt;
Symbol: A cracked, plain crown&lt;br /&gt;
&lt;br /&gt;
The Old Kingdom is a line of nobles that once ruled Rithys a couple hundred years ago.  After the monarchy of Rithys reigned for generations upon generations, they lost power and influence and a succession of different governments came after them.  The current government has only been around for 50 years, but with The Old Kingdom’s advice and the advice of others the current nation of Rithys has become very successful.&lt;br /&gt;
&lt;br /&gt;
==Rival Faction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Skeletal Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everything Rithys is rightfully ours!&lt;br /&gt;
&lt;br /&gt;
The Skeletal Hand is led by a group of liches who wish to seize Rithys, by force, if necessary.  Some of them are old, corrupt nobles who turned to lichdom long ago and believe they have a claim to the “throne.”  Their idea of rulership is to periodically elect among themselves a leader of the people that would rule with an iron fist.&lt;br /&gt;
&lt;br /&gt;
==The Portals==&lt;br /&gt;
&lt;br /&gt;
Two months ago, the first portals opened on a full moon.  The month after, the next set of portals opened also on a full moon.  In four more weeks, another set of portals is expected to open coinciding with the next full moon.  Only one portal so far, the one that opened in Bethsada, has shown to be a visible, potential threat.  One portal is in the halfling kingdom of Bethsada the three others are in Rithys.  There may be more portals if anyone wants to be from one not mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Portal in Bethsada (10.22)&lt;br /&gt;
&lt;br /&gt;
This portal must lead to the Abyss, because since it has opened demons have poured out from it and the halfling kingdom of Bethsada has faced ruin.  Crops have failed, soil has become infertile, and many of the halflings pushed out of the kingdom.  Many halflings have fled to Rithys and with the Church of the Hearth’s help have set up comfortable homes throughout the land.  Recently, the Church of the Hearth has convinced the leadership of Rithys to help support the halflings with resources and send adventurers to fight the demons and liberate the halflings’ homes.  But Rithys leadership has so far resisted sending their military there, believing they need not or cannot go that far.&lt;br /&gt;
&lt;br /&gt;
The portal itself is in the Valley of Dirges, a badlands located in the southwest part of the continent next to Bethsada.  When this portal appeared north of the Valley, demons quickly overran the area around the portal and occupied parts of the Badlands, resulting in goblinoids adding their number to the refugees from Bethsada.  Bethesda’s Capital, Farmstruck (05.15) seems to be the center of some kind affliction similarly affecting the nature around the area of the demon portal.  Demons, mostly of the flying variety, have made incursions there but most of the interest of the demons appears to be in Bethsada’s south and in the Valley of the Dirges, where the Singing Stones--stone formations that sing in low notes when wind hits them--are.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Abenia (20.15)&lt;br /&gt;
&lt;br /&gt;
Not all the portals lead to danger.  This portal has led to trading opportunities.  On the other side is a kingdom of lycanthropes of all sorts who, unlike certain evil-aligned lycanthropes of Rithys, have shown to be good-natured.&lt;br /&gt;
&lt;br /&gt;
Two Unknown Portals (19.08 and 19.22)&lt;br /&gt;
&lt;br /&gt;
These most recently opened as of two weeks ago.  An adventuring party went through one portal (19.08) two weeks ago and never came back.  The other portal (19.22) has had adventurers sent through it but they either never came back or fled back through the portal to Rithys reporting wild, dangerous monsters and wildlife they couldn’t handle.  Only a 1-mile circumference around the portal has been mapped.&lt;br /&gt;
&lt;br /&gt;
Zonn&#039;s World (19.16)&lt;br /&gt;
&lt;br /&gt;
Knock&#039;s World (13.13)&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
&lt;br /&gt;
The continent of Bakir is divided into two kingdoms, Bethsada in the west and Rithys in the east.  The Battleforged Mountains divide the two kingdoms.  In the center is a vast, natural forested pass where the mountains have smoothed and sunk to the ground.  This is the pass that links the two kingdoms together.  South of Bakir is another continent, Corinym.&lt;br /&gt;
&lt;br /&gt;
Profett (24.18)&lt;br /&gt;
&lt;br /&gt;
This is a city of 25,500 and is known as the Jewel of Rithys.  Trade from Rithys is centered here and among the three cities connected to it.&lt;br /&gt;
&lt;br /&gt;
Korb and Baranwood (10.15 and 18.15)&lt;br /&gt;
&lt;br /&gt;
Before the portals, this was the heaviest travelled road for merchants and traders.  Several towns dot the landscape.  Now, this forest has become the temporary home to many halflings and others from Bethsada who, with the help of the Church of the Hearth and Rithys, have tried to put their worries behind them.&lt;br /&gt;
&lt;br /&gt;
Forgehome (10.11)&lt;br /&gt;
&lt;br /&gt;
A lot of the dwarves that make up the People of the Forge faction are in the northern mountains that Forgehome is nestled in.  For the best weapons and armor, Forgehome is the best place to buy.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[Vren Spearwarden]], played by Leliel.&lt;br /&gt;
&lt;br /&gt;
[[Knock the Starchild]], played by Illtry &lt;br /&gt;
&lt;br /&gt;
Yukiko Katsuri, played by Aurebesh.&lt;br /&gt;
&lt;br /&gt;
Larken Wintermoon, played by Markov.&lt;br /&gt;
&lt;br /&gt;
Calgen Stouthollow, played by HardKore Keltoid.&lt;br /&gt;
&lt;br /&gt;
Dr. Pyvander Zonn, played by The Watcher.&lt;br /&gt;
&lt;br /&gt;
=Adventuring=&lt;br /&gt;
&lt;br /&gt;
==Part of Hex 10.18 and eastward==&lt;br /&gt;
&lt;br /&gt;
[[File:parthex1018e.png]]&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402636</id>
		<title>Portals and Perils</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402636"/>
		<updated>2021-07-16T22:30:21Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Part of Hex 10.18 and eastward */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Maps=&lt;br /&gt;
&lt;br /&gt;
==Bakir==&lt;br /&gt;
&lt;br /&gt;
[[File:Bakir2.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 hex = 60 miles&lt;br /&gt;
&lt;br /&gt;
=Campaign Handout=&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters start at Level 11, with 85,000 experience points and the Standard Campaign starting gold and items (DMG pg 38) Tiers of Play/Starting at Higher Level).  If you would like to start with more magic items, just before we start the game you can use the rules on page 126 in Xanathar’s Guide to Everything to make purchases from the magic item list on pg. 150 of the DMG and any other official printed source (and Unearthed Arcana if it has magic items).  Rithys has plenty of resources and has made a trade of selling to adventurers.&lt;br /&gt;
&lt;br /&gt;
We will be rolling randomly for ability scores.  Please roll 4d6 six times and drop lowest die with a dice roller like Orkos or maybe the RPGnet dice roller, and decide if you want to keep this set.  If not, roll again for another set.  Once you find the set of 6 numbers you want to keep, assign them to your ability scores.&lt;br /&gt;
&lt;br /&gt;
You may use all official WOTC, printed books for 5e plus Unearthed Arcana to create your character.  No third party material, please.  When creating your character, if you’re using anything outside the PH/DMG please note the sources you are using and what you are using.  Material from setting books such as Ravnica or Eberron or adventure books might be permissible as long as it&#039;s not too tied to the setting. &lt;br /&gt;
&lt;br /&gt;
Alignments should be Neutral or Good, and no Chaotic Neutral please.&lt;br /&gt;
&lt;br /&gt;
Everyone starts with one Inspiration.  Once spent, you can refill that Inspiration at my discretion through good role-playing and playing up Ideals, Bonds, and Flaws.&lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
Available Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Order, Peace, Twilight, Forge, Grave (please let me know if I missed anything)&lt;br /&gt;
&lt;br /&gt;
The Nameless Gods:&lt;br /&gt;
&lt;br /&gt;
The deities of Rithys do not go by any known names, but it is clear to the people of that nation that there are intelligent forces at work that cover certain areas and whom clerics and paladins draw their power from and commune with.&lt;br /&gt;
&lt;br /&gt;
Goddess of Trade.  Neutral.  Knowledge.&lt;br /&gt;
&lt;br /&gt;
God of Mysteries.  Neutral.  Knowledge, Trickery&lt;br /&gt;
&lt;br /&gt;
Goddess of the Hearth.  Neutral Good.  Peace, Twilight.&lt;br /&gt;
&lt;br /&gt;
Goddess of Justice.  Lawful Good.  Life, Light.&lt;br /&gt;
&lt;br /&gt;
God of the Storms.  Chaotic Neutral.  Tempest, War.&lt;br /&gt;
&lt;br /&gt;
God of Nature.  Neutral.  Nature.&lt;br /&gt;
&lt;br /&gt;
God of War.  Neutral.  War, Order.&lt;br /&gt;
&lt;br /&gt;
God of Crafts.  Lawful Good.  Forge.&lt;br /&gt;
&lt;br /&gt;
God of Liches.  Chaotic Evil.  Grave.&lt;br /&gt;
&lt;br /&gt;
If you don’t see something that covers something you’d like related to your character you may make one.&lt;br /&gt;
&lt;br /&gt;
==The Nation of Rithys==&lt;br /&gt;
&lt;br /&gt;
Neutral&lt;br /&gt;
&lt;br /&gt;
A wealthy merchant nation that has maintained neutrality in world affairs.  Though themselves at peace, there are plenty of mercenaries and adventurers that originate from this country.&lt;br /&gt;
&lt;br /&gt;
Government: A group of wealthy and influential people that take advice from representatives of four factions: The Merchants Guild, Church of the Hearth, People of the Forge, The Old Kingdom&lt;br /&gt;
&lt;br /&gt;
Capital: Profett (25,500)&lt;br /&gt;
&lt;br /&gt;
Population: Cosmopolitan&lt;br /&gt;
&lt;br /&gt;
Languages: Common&lt;br /&gt;
&lt;br /&gt;
Religions: Deities of Trade, Mysteries, Hearth, Justice, Storms, Nature, War, Crafts, Liches&lt;br /&gt;
&lt;br /&gt;
Threats: Risks of incursions of demons from the invaded halfing kingdom of Bethsada, liches that want to seize power.&lt;br /&gt;
&lt;br /&gt;
Primary Exports: Furniture, jewelry, agriculture, arms and armor, magical weapons and items&lt;br /&gt;
&lt;br /&gt;
Primary Imports: Several different goods that get sold here&lt;br /&gt;
&lt;br /&gt;
Allies: None, for the most part are neutral in affairs&lt;br /&gt;
&lt;br /&gt;
Enemies: Liches, Demons&lt;br /&gt;
&lt;br /&gt;
Factions: Merchant’s Guild&lt;br /&gt;
&lt;br /&gt;
==Governing Factions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Alliance of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Strength through wealth&lt;br /&gt;
&lt;br /&gt;
Symbol: A single gold coin adorned with a bejewelled crown&lt;br /&gt;
&lt;br /&gt;
The Alliance of Coin is a small group of people that rule over Rithys in council with representatives of four factions.  They believe in the power of wealth, trade, and the wisdom of the old nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchants Guild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Why make war when you can make money?&lt;br /&gt;
&lt;br /&gt;
Symbol: A gold coin superimposed by two hands shaking each other&lt;br /&gt;
&lt;br /&gt;
The Merchants Guild enforces peaceful and, for the most part, fair trade.  While they have no objection to merchants making as much money as possible, and prefer to leave things to the free market, unscrupulous business practices such as price gouging and embezzlement give them a bad name therefore are stamped out wherever it is found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of the Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everyone deserves a roof over their head&lt;br /&gt;
&lt;br /&gt;
Symbol: A cooking pot over a fireplace&lt;br /&gt;
&lt;br /&gt;
The Church of the Hearth is an influential organization that tries to temper the nation’s selfish impulses and are responsible for many good works and charity.&lt;br /&gt;
&lt;br /&gt;
People of the Forge&lt;br /&gt;
&lt;br /&gt;
Motto: A person can prove themselves not only in deeds, but in the work of their hands.&lt;br /&gt;
&lt;br /&gt;
Symbol: A forge superimposed by tongs&lt;br /&gt;
&lt;br /&gt;
The dwarves are a collection of semi-autonomous clans that primarily live in the mountains.  They have profited well from Nethys, and their goods are sold all over the lands and world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Old Kingdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Rulership through wise counsel.&lt;br /&gt;
&lt;br /&gt;
Symbol: A cracked, plain crown&lt;br /&gt;
&lt;br /&gt;
The Old Kingdom is a line of nobles that once ruled Rithys a couple hundred years ago.  After the monarchy of Rithys reigned for generations upon generations, they lost power and influence and a succession of different governments came after them.  The current government has only been around for 50 years, but with The Old Kingdom’s advice and the advice of others the current nation of Rithys has become very successful.&lt;br /&gt;
&lt;br /&gt;
==Rival Faction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Skeletal Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everything Rithys is rightfully ours!&lt;br /&gt;
&lt;br /&gt;
The Skeletal Hand is led by a group of liches who wish to seize Rithys, by force, if necessary.  Some of them are old, corrupt nobles who turned to lichdom long ago and believe they have a claim to the “throne.”  Their idea of rulership is to periodically elect among themselves a leader of the people that would rule with an iron fist.&lt;br /&gt;
&lt;br /&gt;
==The Portals==&lt;br /&gt;
&lt;br /&gt;
Two months ago, the first portals opened on a full moon.  The month after, the next set of portals opened also on a full moon.  In four more weeks, another set of portals is expected to open coinciding with the next full moon.  Only one portal so far, the one that opened in Bethsada, has shown to be a visible, potential threat.  One portal is in the halfling kingdom of Bethsada the three others are in Rithys.  There may be more portals if anyone wants to be from one not mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Portal in Bethsada (10.22)&lt;br /&gt;
&lt;br /&gt;
This portal must lead to the Abyss, because since it has opened demons have poured out from it and the halfling kingdom of Bethsada has faced ruin.  Crops have failed, soil has become infertile, and many of the halflings pushed out of the kingdom.  Many halflings have fled to Rithys and with the Church of the Hearth’s help have set up comfortable homes throughout the land.  Recently, the Church of the Hearth has convinced the leadership of Rithys to help support the halflings with resources and send adventurers to fight the demons and liberate the halflings’ homes.  But Rithys leadership has so far resisted sending their military there, believing they need not or cannot go that far.&lt;br /&gt;
&lt;br /&gt;
The portal itself is in the Valley of Dirges, a badlands located in the southwest part of the continent next to Bethsada.  When this portal appeared north of the Valley, demons quickly overran the area around the portal and occupied parts of the Badlands, resulting in goblinoids adding their number to the refugees from Bethsada.  Bethesda’s Capital, Farmstruck (05.15) seems to be the center of some kind affliction similarly affecting the nature around the area of the demon portal.  Demons, mostly of the flying variety, have made incursions there but most of the interest of the demons appears to be in Bethsada’s south and in the Valley of the Dirges, where the Singing Stones--stone formations that sing in low notes when wind hits them--are.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Abenia (20.15)&lt;br /&gt;
&lt;br /&gt;
Not all the portals lead to danger.  This portal has led to trading opportunities.  On the other side is a kingdom of lycanthropes of all sorts who, unlike certain evil-aligned lycanthropes of Rithys, have shown to be good-natured.&lt;br /&gt;
&lt;br /&gt;
Two Unknown Portals (19.08 and 19.22)&lt;br /&gt;
&lt;br /&gt;
These most recently opened as of two weeks ago.  An adventuring party went through one portal (19.08) two weeks ago and never came back.  The other portal (19.22) has had adventurers sent through it but they either never came back or fled back through the portal to Rithys reporting wild, dangerous monsters and wildlife they couldn’t handle.  Only a 1-mile circumference around the portal has been mapped.&lt;br /&gt;
&lt;br /&gt;
Zonn&#039;s World (19.16)&lt;br /&gt;
&lt;br /&gt;
Knock&#039;s World (13.13)&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
&lt;br /&gt;
The continent of Bakir is divided into two kingdoms, Bethsada in the west and Rithys in the east.  The Battleforged Mountains divide the two kingdoms.  In the center is a vast, natural forested pass where the mountains have smoothed and sunk to the ground.  This is the pass that links the two kingdoms together.  South of Bakir is another continent, Corinym.&lt;br /&gt;
&lt;br /&gt;
Profett (24.18)&lt;br /&gt;
&lt;br /&gt;
This is a city of 25,500 and is known as the Jewel of Rithys.  Trade from Rithys is centered here and among the three cities connected to it.&lt;br /&gt;
&lt;br /&gt;
Korb and Baranwood (10.15 and 18.15)&lt;br /&gt;
&lt;br /&gt;
Before the portals, this was the heaviest travelled road for merchants and traders.  Several towns dot the landscape.  Now, this forest has become the temporary home to many halflings and others from Bethsada who, with the help of the Church of the Hearth and Rithys, have tried to put their worries behind them.&lt;br /&gt;
&lt;br /&gt;
Forgehome (10.11)&lt;br /&gt;
&lt;br /&gt;
A lot of the dwarves that make up the People of the Forge faction are in the northern mountains that Forgehome is nestled in.  For the best weapons and armor, Forgehome is the best place to buy.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[Vren Spearwarden]], played by Leliel.&lt;br /&gt;
&lt;br /&gt;
[[Knock the Starchild]], played by Illtry &lt;br /&gt;
&lt;br /&gt;
Yukiko Katsuri, played by Aurebesh.&lt;br /&gt;
&lt;br /&gt;
Larken Wintermoon, played by Markov.&lt;br /&gt;
&lt;br /&gt;
Calgen Stouthollow, played by HardKore Keltoid.&lt;br /&gt;
&lt;br /&gt;
Dr. Pyvander Zonn, played by The Watcher.&lt;br /&gt;
&lt;br /&gt;
=Adventuring=&lt;br /&gt;
&lt;br /&gt;
==Part of Hex 10.18 and eastward==&lt;br /&gt;
&lt;br /&gt;
[[File:hex1018e.png]]&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402635</id>
		<title>Portals and Perils</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402635"/>
		<updated>2021-07-16T22:28:36Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Notable Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Maps=&lt;br /&gt;
&lt;br /&gt;
==Bakir==&lt;br /&gt;
&lt;br /&gt;
[[File:Bakir2.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 hex = 60 miles&lt;br /&gt;
&lt;br /&gt;
=Campaign Handout=&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters start at Level 11, with 85,000 experience points and the Standard Campaign starting gold and items (DMG pg 38) Tiers of Play/Starting at Higher Level).  If you would like to start with more magic items, just before we start the game you can use the rules on page 126 in Xanathar’s Guide to Everything to make purchases from the magic item list on pg. 150 of the DMG and any other official printed source (and Unearthed Arcana if it has magic items).  Rithys has plenty of resources and has made a trade of selling to adventurers.&lt;br /&gt;
&lt;br /&gt;
We will be rolling randomly for ability scores.  Please roll 4d6 six times and drop lowest die with a dice roller like Orkos or maybe the RPGnet dice roller, and decide if you want to keep this set.  If not, roll again for another set.  Once you find the set of 6 numbers you want to keep, assign them to your ability scores.&lt;br /&gt;
&lt;br /&gt;
You may use all official WOTC, printed books for 5e plus Unearthed Arcana to create your character.  No third party material, please.  When creating your character, if you’re using anything outside the PH/DMG please note the sources you are using and what you are using.  Material from setting books such as Ravnica or Eberron or adventure books might be permissible as long as it&#039;s not too tied to the setting. &lt;br /&gt;
&lt;br /&gt;
Alignments should be Neutral or Good, and no Chaotic Neutral please.&lt;br /&gt;
&lt;br /&gt;
Everyone starts with one Inspiration.  Once spent, you can refill that Inspiration at my discretion through good role-playing and playing up Ideals, Bonds, and Flaws.&lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
Available Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Order, Peace, Twilight, Forge, Grave (please let me know if I missed anything)&lt;br /&gt;
&lt;br /&gt;
The Nameless Gods:&lt;br /&gt;
&lt;br /&gt;
The deities of Rithys do not go by any known names, but it is clear to the people of that nation that there are intelligent forces at work that cover certain areas and whom clerics and paladins draw their power from and commune with.&lt;br /&gt;
&lt;br /&gt;
Goddess of Trade.  Neutral.  Knowledge.&lt;br /&gt;
&lt;br /&gt;
God of Mysteries.  Neutral.  Knowledge, Trickery&lt;br /&gt;
&lt;br /&gt;
Goddess of the Hearth.  Neutral Good.  Peace, Twilight.&lt;br /&gt;
&lt;br /&gt;
Goddess of Justice.  Lawful Good.  Life, Light.&lt;br /&gt;
&lt;br /&gt;
God of the Storms.  Chaotic Neutral.  Tempest, War.&lt;br /&gt;
&lt;br /&gt;
God of Nature.  Neutral.  Nature.&lt;br /&gt;
&lt;br /&gt;
God of War.  Neutral.  War, Order.&lt;br /&gt;
&lt;br /&gt;
God of Crafts.  Lawful Good.  Forge.&lt;br /&gt;
&lt;br /&gt;
God of Liches.  Chaotic Evil.  Grave.&lt;br /&gt;
&lt;br /&gt;
If you don’t see something that covers something you’d like related to your character you may make one.&lt;br /&gt;
&lt;br /&gt;
==The Nation of Rithys==&lt;br /&gt;
&lt;br /&gt;
Neutral&lt;br /&gt;
&lt;br /&gt;
A wealthy merchant nation that has maintained neutrality in world affairs.  Though themselves at peace, there are plenty of mercenaries and adventurers that originate from this country.&lt;br /&gt;
&lt;br /&gt;
Government: A group of wealthy and influential people that take advice from representatives of four factions: The Merchants Guild, Church of the Hearth, People of the Forge, The Old Kingdom&lt;br /&gt;
&lt;br /&gt;
Capital: Profett (25,500)&lt;br /&gt;
&lt;br /&gt;
Population: Cosmopolitan&lt;br /&gt;
&lt;br /&gt;
Languages: Common&lt;br /&gt;
&lt;br /&gt;
Religions: Deities of Trade, Mysteries, Hearth, Justice, Storms, Nature, War, Crafts, Liches&lt;br /&gt;
&lt;br /&gt;
Threats: Risks of incursions of demons from the invaded halfing kingdom of Bethsada, liches that want to seize power.&lt;br /&gt;
&lt;br /&gt;
Primary Exports: Furniture, jewelry, agriculture, arms and armor, magical weapons and items&lt;br /&gt;
&lt;br /&gt;
Primary Imports: Several different goods that get sold here&lt;br /&gt;
&lt;br /&gt;
Allies: None, for the most part are neutral in affairs&lt;br /&gt;
&lt;br /&gt;
Enemies: Liches, Demons&lt;br /&gt;
&lt;br /&gt;
Factions: Merchant’s Guild&lt;br /&gt;
&lt;br /&gt;
==Governing Factions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Alliance of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Strength through wealth&lt;br /&gt;
&lt;br /&gt;
Symbol: A single gold coin adorned with a bejewelled crown&lt;br /&gt;
&lt;br /&gt;
The Alliance of Coin is a small group of people that rule over Rithys in council with representatives of four factions.  They believe in the power of wealth, trade, and the wisdom of the old nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchants Guild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Why make war when you can make money?&lt;br /&gt;
&lt;br /&gt;
Symbol: A gold coin superimposed by two hands shaking each other&lt;br /&gt;
&lt;br /&gt;
The Merchants Guild enforces peaceful and, for the most part, fair trade.  While they have no objection to merchants making as much money as possible, and prefer to leave things to the free market, unscrupulous business practices such as price gouging and embezzlement give them a bad name therefore are stamped out wherever it is found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of the Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everyone deserves a roof over their head&lt;br /&gt;
&lt;br /&gt;
Symbol: A cooking pot over a fireplace&lt;br /&gt;
&lt;br /&gt;
The Church of the Hearth is an influential organization that tries to temper the nation’s selfish impulses and are responsible for many good works and charity.&lt;br /&gt;
&lt;br /&gt;
People of the Forge&lt;br /&gt;
&lt;br /&gt;
Motto: A person can prove themselves not only in deeds, but in the work of their hands.&lt;br /&gt;
&lt;br /&gt;
Symbol: A forge superimposed by tongs&lt;br /&gt;
&lt;br /&gt;
The dwarves are a collection of semi-autonomous clans that primarily live in the mountains.  They have profited well from Nethys, and their goods are sold all over the lands and world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Old Kingdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Rulership through wise counsel.&lt;br /&gt;
&lt;br /&gt;
Symbol: A cracked, plain crown&lt;br /&gt;
&lt;br /&gt;
The Old Kingdom is a line of nobles that once ruled Rithys a couple hundred years ago.  After the monarchy of Rithys reigned for generations upon generations, they lost power and influence and a succession of different governments came after them.  The current government has only been around for 50 years, but with The Old Kingdom’s advice and the advice of others the current nation of Rithys has become very successful.&lt;br /&gt;
&lt;br /&gt;
==Rival Faction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Skeletal Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everything Rithys is rightfully ours!&lt;br /&gt;
&lt;br /&gt;
The Skeletal Hand is led by a group of liches who wish to seize Rithys, by force, if necessary.  Some of them are old, corrupt nobles who turned to lichdom long ago and believe they have a claim to the “throne.”  Their idea of rulership is to periodically elect among themselves a leader of the people that would rule with an iron fist.&lt;br /&gt;
&lt;br /&gt;
==The Portals==&lt;br /&gt;
&lt;br /&gt;
Two months ago, the first portals opened on a full moon.  The month after, the next set of portals opened also on a full moon.  In four more weeks, another set of portals is expected to open coinciding with the next full moon.  Only one portal so far, the one that opened in Bethsada, has shown to be a visible, potential threat.  One portal is in the halfling kingdom of Bethsada the three others are in Rithys.  There may be more portals if anyone wants to be from one not mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Portal in Bethsada (10.22)&lt;br /&gt;
&lt;br /&gt;
This portal must lead to the Abyss, because since it has opened demons have poured out from it and the halfling kingdom of Bethsada has faced ruin.  Crops have failed, soil has become infertile, and many of the halflings pushed out of the kingdom.  Many halflings have fled to Rithys and with the Church of the Hearth’s help have set up comfortable homes throughout the land.  Recently, the Church of the Hearth has convinced the leadership of Rithys to help support the halflings with resources and send adventurers to fight the demons and liberate the halflings’ homes.  But Rithys leadership has so far resisted sending their military there, believing they need not or cannot go that far.&lt;br /&gt;
&lt;br /&gt;
The portal itself is in the Valley of Dirges, a badlands located in the southwest part of the continent next to Bethsada.  When this portal appeared north of the Valley, demons quickly overran the area around the portal and occupied parts of the Badlands, resulting in goblinoids adding their number to the refugees from Bethsada.  Bethesda’s Capital, Farmstruck (05.15) seems to be the center of some kind affliction similarly affecting the nature around the area of the demon portal.  Demons, mostly of the flying variety, have made incursions there but most of the interest of the demons appears to be in Bethsada’s south and in the Valley of the Dirges, where the Singing Stones--stone formations that sing in low notes when wind hits them--are.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Abenia (20.15)&lt;br /&gt;
&lt;br /&gt;
Not all the portals lead to danger.  This portal has led to trading opportunities.  On the other side is a kingdom of lycanthropes of all sorts who, unlike certain evil-aligned lycanthropes of Rithys, have shown to be good-natured.&lt;br /&gt;
&lt;br /&gt;
Two Unknown Portals (19.08 and 19.22)&lt;br /&gt;
&lt;br /&gt;
These most recently opened as of two weeks ago.  An adventuring party went through one portal (19.08) two weeks ago and never came back.  The other portal (19.22) has had adventurers sent through it but they either never came back or fled back through the portal to Rithys reporting wild, dangerous monsters and wildlife they couldn’t handle.  Only a 1-mile circumference around the portal has been mapped.&lt;br /&gt;
&lt;br /&gt;
Zonn&#039;s World (19.16)&lt;br /&gt;
&lt;br /&gt;
Knock&#039;s World (13.13)&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
&lt;br /&gt;
The continent of Bakir is divided into two kingdoms, Bethsada in the west and Rithys in the east.  The Battleforged Mountains divide the two kingdoms.  In the center is a vast, natural forested pass where the mountains have smoothed and sunk to the ground.  This is the pass that links the two kingdoms together.  South of Bakir is another continent, Corinym.&lt;br /&gt;
&lt;br /&gt;
Profett (24.18)&lt;br /&gt;
&lt;br /&gt;
This is a city of 25,500 and is known as the Jewel of Rithys.  Trade from Rithys is centered here and among the three cities connected to it.&lt;br /&gt;
&lt;br /&gt;
Korb and Baranwood (10.15 and 18.15)&lt;br /&gt;
&lt;br /&gt;
Before the portals, this was the heaviest travelled road for merchants and traders.  Several towns dot the landscape.  Now, this forest has become the temporary home to many halflings and others from Bethsada who, with the help of the Church of the Hearth and Rithys, have tried to put their worries behind them.&lt;br /&gt;
&lt;br /&gt;
Forgehome (10.11)&lt;br /&gt;
&lt;br /&gt;
A lot of the dwarves that make up the People of the Forge faction are in the northern mountains that Forgehome is nestled in.  For the best weapons and armor, Forgehome is the best place to buy.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[Vren Spearwarden]], played by Leliel.&lt;br /&gt;
&lt;br /&gt;
[[Knock the Starchild]], played by Illtry &lt;br /&gt;
&lt;br /&gt;
Yukiko Katsuri, played by Aurebesh.&lt;br /&gt;
&lt;br /&gt;
Larken Wintermoon, played by Markov.&lt;br /&gt;
&lt;br /&gt;
Calgen Stouthollow, played by HardKore Keltoid.&lt;br /&gt;
&lt;br /&gt;
Dr. Pyvander Zonn, played by The Watcher.&lt;br /&gt;
&lt;br /&gt;
=Adventuring=&lt;br /&gt;
&lt;br /&gt;
==Part of Hex 10.18 and eastward==&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402634</id>
		<title>Portals and Perils</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402634"/>
		<updated>2021-07-16T22:28:27Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Adventuring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Maps=&lt;br /&gt;
&lt;br /&gt;
==Bakir==&lt;br /&gt;
&lt;br /&gt;
[[File:Bakir2.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 hex = 60 miles&lt;br /&gt;
&lt;br /&gt;
=Campaign Handout=&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters start at Level 11, with 85,000 experience points and the Standard Campaign starting gold and items (DMG pg 38) Tiers of Play/Starting at Higher Level).  If you would like to start with more magic items, just before we start the game you can use the rules on page 126 in Xanathar’s Guide to Everything to make purchases from the magic item list on pg. 150 of the DMG and any other official printed source (and Unearthed Arcana if it has magic items).  Rithys has plenty of resources and has made a trade of selling to adventurers.&lt;br /&gt;
&lt;br /&gt;
We will be rolling randomly for ability scores.  Please roll 4d6 six times and drop lowest die with a dice roller like Orkos or maybe the RPGnet dice roller, and decide if you want to keep this set.  If not, roll again for another set.  Once you find the set of 6 numbers you want to keep, assign them to your ability scores.&lt;br /&gt;
&lt;br /&gt;
You may use all official WOTC, printed books for 5e plus Unearthed Arcana to create your character.  No third party material, please.  When creating your character, if you’re using anything outside the PH/DMG please note the sources you are using and what you are using.  Material from setting books such as Ravnica or Eberron or adventure books might be permissible as long as it&#039;s not too tied to the setting. &lt;br /&gt;
&lt;br /&gt;
Alignments should be Neutral or Good, and no Chaotic Neutral please.&lt;br /&gt;
&lt;br /&gt;
Everyone starts with one Inspiration.  Once spent, you can refill that Inspiration at my discretion through good role-playing and playing up Ideals, Bonds, and Flaws.&lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
Available Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Order, Peace, Twilight, Forge, Grave (please let me know if I missed anything)&lt;br /&gt;
&lt;br /&gt;
The Nameless Gods:&lt;br /&gt;
&lt;br /&gt;
The deities of Rithys do not go by any known names, but it is clear to the people of that nation that there are intelligent forces at work that cover certain areas and whom clerics and paladins draw their power from and commune with.&lt;br /&gt;
&lt;br /&gt;
Goddess of Trade.  Neutral.  Knowledge.&lt;br /&gt;
&lt;br /&gt;
God of Mysteries.  Neutral.  Knowledge, Trickery&lt;br /&gt;
&lt;br /&gt;
Goddess of the Hearth.  Neutral Good.  Peace, Twilight.&lt;br /&gt;
&lt;br /&gt;
Goddess of Justice.  Lawful Good.  Life, Light.&lt;br /&gt;
&lt;br /&gt;
God of the Storms.  Chaotic Neutral.  Tempest, War.&lt;br /&gt;
&lt;br /&gt;
God of Nature.  Neutral.  Nature.&lt;br /&gt;
&lt;br /&gt;
God of War.  Neutral.  War, Order.&lt;br /&gt;
&lt;br /&gt;
God of Crafts.  Lawful Good.  Forge.&lt;br /&gt;
&lt;br /&gt;
God of Liches.  Chaotic Evil.  Grave.&lt;br /&gt;
&lt;br /&gt;
If you don’t see something that covers something you’d like related to your character you may make one.&lt;br /&gt;
&lt;br /&gt;
==The Nation of Rithys==&lt;br /&gt;
&lt;br /&gt;
Neutral&lt;br /&gt;
&lt;br /&gt;
A wealthy merchant nation that has maintained neutrality in world affairs.  Though themselves at peace, there are plenty of mercenaries and adventurers that originate from this country.&lt;br /&gt;
&lt;br /&gt;
Government: A group of wealthy and influential people that take advice from representatives of four factions: The Merchants Guild, Church of the Hearth, People of the Forge, The Old Kingdom&lt;br /&gt;
&lt;br /&gt;
Capital: Profett (25,500)&lt;br /&gt;
&lt;br /&gt;
Population: Cosmopolitan&lt;br /&gt;
&lt;br /&gt;
Languages: Common&lt;br /&gt;
&lt;br /&gt;
Religions: Deities of Trade, Mysteries, Hearth, Justice, Storms, Nature, War, Crafts, Liches&lt;br /&gt;
&lt;br /&gt;
Threats: Risks of incursions of demons from the invaded halfing kingdom of Bethsada, liches that want to seize power.&lt;br /&gt;
&lt;br /&gt;
Primary Exports: Furniture, jewelry, agriculture, arms and armor, magical weapons and items&lt;br /&gt;
&lt;br /&gt;
Primary Imports: Several different goods that get sold here&lt;br /&gt;
&lt;br /&gt;
Allies: None, for the most part are neutral in affairs&lt;br /&gt;
&lt;br /&gt;
Enemies: Liches, Demons&lt;br /&gt;
&lt;br /&gt;
Factions: Merchant’s Guild&lt;br /&gt;
&lt;br /&gt;
==Governing Factions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Alliance of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Strength through wealth&lt;br /&gt;
&lt;br /&gt;
Symbol: A single gold coin adorned with a bejewelled crown&lt;br /&gt;
&lt;br /&gt;
The Alliance of Coin is a small group of people that rule over Rithys in council with representatives of four factions.  They believe in the power of wealth, trade, and the wisdom of the old nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchants Guild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Why make war when you can make money?&lt;br /&gt;
&lt;br /&gt;
Symbol: A gold coin superimposed by two hands shaking each other&lt;br /&gt;
&lt;br /&gt;
The Merchants Guild enforces peaceful and, for the most part, fair trade.  While they have no objection to merchants making as much money as possible, and prefer to leave things to the free market, unscrupulous business practices such as price gouging and embezzlement give them a bad name therefore are stamped out wherever it is found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of the Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everyone deserves a roof over their head&lt;br /&gt;
&lt;br /&gt;
Symbol: A cooking pot over a fireplace&lt;br /&gt;
&lt;br /&gt;
The Church of the Hearth is an influential organization that tries to temper the nation’s selfish impulses and are responsible for many good works and charity.&lt;br /&gt;
&lt;br /&gt;
People of the Forge&lt;br /&gt;
&lt;br /&gt;
Motto: A person can prove themselves not only in deeds, but in the work of their hands.&lt;br /&gt;
&lt;br /&gt;
Symbol: A forge superimposed by tongs&lt;br /&gt;
&lt;br /&gt;
The dwarves are a collection of semi-autonomous clans that primarily live in the mountains.  They have profited well from Nethys, and their goods are sold all over the lands and world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Old Kingdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Rulership through wise counsel.&lt;br /&gt;
&lt;br /&gt;
Symbol: A cracked, plain crown&lt;br /&gt;
&lt;br /&gt;
The Old Kingdom is a line of nobles that once ruled Rithys a couple hundred years ago.  After the monarchy of Rithys reigned for generations upon generations, they lost power and influence and a succession of different governments came after them.  The current government has only been around for 50 years, but with The Old Kingdom’s advice and the advice of others the current nation of Rithys has become very successful.&lt;br /&gt;
&lt;br /&gt;
==Rival Faction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Skeletal Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everything Rithys is rightfully ours!&lt;br /&gt;
&lt;br /&gt;
The Skeletal Hand is led by a group of liches who wish to seize Rithys, by force, if necessary.  Some of them are old, corrupt nobles who turned to lichdom long ago and believe they have a claim to the “throne.”  Their idea of rulership is to periodically elect among themselves a leader of the people that would rule with an iron fist.&lt;br /&gt;
&lt;br /&gt;
==The Portals==&lt;br /&gt;
&lt;br /&gt;
Two months ago, the first portals opened on a full moon.  The month after, the next set of portals opened also on a full moon.  In four more weeks, another set of portals is expected to open coinciding with the next full moon.  Only one portal so far, the one that opened in Bethsada, has shown to be a visible, potential threat.  One portal is in the halfling kingdom of Bethsada the three others are in Rithys.  There may be more portals if anyone wants to be from one not mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Portal in Bethsada (10.22)&lt;br /&gt;
&lt;br /&gt;
This portal must lead to the Abyss, because since it has opened demons have poured out from it and the halfling kingdom of Bethsada has faced ruin.  Crops have failed, soil has become infertile, and many of the halflings pushed out of the kingdom.  Many halflings have fled to Rithys and with the Church of the Hearth’s help have set up comfortable homes throughout the land.  Recently, the Church of the Hearth has convinced the leadership of Rithys to help support the halflings with resources and send adventurers to fight the demons and liberate the halflings’ homes.  But Rithys leadership has so far resisted sending their military there, believing they need not or cannot go that far.&lt;br /&gt;
&lt;br /&gt;
The portal itself is in the Valley of Dirges, a badlands located in the southwest part of the continent next to Bethsada.  When this portal appeared north of the Valley, demons quickly overran the area around the portal and occupied parts of the Badlands, resulting in goblinoids adding their number to the refugees from Bethsada.  Bethesda’s Capital, Farmstruck (05.15) seems to be the center of some kind affliction similarly affecting the nature around the area of the demon portal.  Demons, mostly of the flying variety, have made incursions there but most of the interest of the demons appears to be in Bethsada’s south and in the Valley of the Dirges, where the Singing Stones--stone formations that sing in low notes when wind hits them--are.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Abenia (20.15)&lt;br /&gt;
&lt;br /&gt;
Not all the portals lead to danger.  This portal has led to trading opportunities.  On the other side is a kingdom of lycanthropes of all sorts who, unlike certain evil-aligned lycanthropes of Rithys, have shown to be good-natured.&lt;br /&gt;
&lt;br /&gt;
Two Unknown Portals (19.08 and 19.22)&lt;br /&gt;
&lt;br /&gt;
These most recently opened as of two weeks ago.  An adventuring party went through one portal (19.08) two weeks ago and never came back.  The other portal (19.22) has had adventurers sent through it but they either never came back or fled back through the portal to Rithys reporting wild, dangerous monsters and wildlife they couldn’t handle.  Only a 1-mile circumference around the portal has been mapped.&lt;br /&gt;
&lt;br /&gt;
Zonn&#039;s World (19.16)&lt;br /&gt;
&lt;br /&gt;
Knock&#039;s World (13.13)&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
&lt;br /&gt;
The continent of Bakir is divided into two kingdoms, Bethsada in the west and Rithys in the east.  The Battleforged Mountains divide the two kingdoms.  In the center is a vast, natural forested pass where the mountains have smoothed and sunk to the ground.  This is the pass that links the two kingdoms together.  South of Bakir is another continent, Corinym.&lt;br /&gt;
&lt;br /&gt;
Profett (24.18)&lt;br /&gt;
&lt;br /&gt;
This is a city of 25,500 and is known as the Jewel of Rithys.  Trade from Rithys is centered here and among the three cities connected to it.&lt;br /&gt;
&lt;br /&gt;
Korb and Baranwood (10.15 and 18.15)&lt;br /&gt;
&lt;br /&gt;
Before the portals, this was the heaviest travelled road for merchants and traders.  Several towns dot the landscape.  Now, this forest has become the temporary home to many halflings and others from Bethsada who, with the help of the Church of the Hearth and Rithys, have tried to put their worries behind them.&lt;br /&gt;
&lt;br /&gt;
Forgehome (10.11)&lt;br /&gt;
&lt;br /&gt;
A lot of the dwarves that make up the People of the Forge faction are in the northern mountains that Forgehome is nestled in.  For the best weapons and armor, Forgehome is the best place to buy.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[Vren Spearwarden]], played by Leliel.&lt;br /&gt;
&lt;br /&gt;
[[Knock the Starchild]], played by Illtry &lt;br /&gt;
&lt;br /&gt;
Yukiko Katsuri, played by Aurebesh.&lt;br /&gt;
&lt;br /&gt;
Larken Wintermoon, played by Markov.&lt;br /&gt;
&lt;br /&gt;
Calgen Stouthollow, played by HardKore Keltoid.&lt;br /&gt;
&lt;br /&gt;
Dr. Pyvander Zonn, played by The Watcher.&lt;br /&gt;
&lt;br /&gt;
=Adventuring=&lt;br /&gt;
&lt;br /&gt;
==Part of Hex 10.18 and eastward==&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402633</id>
		<title>The Broken Crown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402633"/>
		<updated>2021-07-16T17:57:02Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Info=&lt;br /&gt;
&lt;br /&gt;
A homebrew world played with Savage Worlds Pathfinder and inspired some by the computer game FG2.&lt;br /&gt;
&lt;br /&gt;
==Pitch==&lt;br /&gt;
&lt;br /&gt;
In the western, mountainous and forested fringes of The Empire, an uneasy peace has been maintained between the clans of Rokkor, Kantra, Stronghart, and Reech. Seers have warned that the upcoming annual meeting of the clans in the ancestral burial grounds will break the peace, but the clan elders--some who do not believe the seers or of the finality the seers predicted--have determined not having the meeting risks an even greater fracture.&lt;br /&gt;
&lt;br /&gt;
And with the Empire, a corrupt purveyor of undead and wicked things, encroaching upon and expanding on clan territory; such a fracture cannot be afforded. Greater allies are needed. Clan Stronghart has hired you to escort Bella Stronghart to the jungles of Shaar where the Ma’Shaar live. They are ancient and reclusive, once human descendants of the Old Empire who transformed themselves into crocodile-folk in honor of their crocodile goddess. Clan Stronghart has arranged a guide for you in a goblin named Rickle, who will help you navigate through the many rivers of Shaar into Ma’Shaar territory.&lt;br /&gt;
&lt;br /&gt;
==Ancestries and Classes Permitted==&lt;br /&gt;
&lt;br /&gt;
Any Ancestry and Class from the Pathfinder Savage Worlds book is permitted. Most warrior and adventurer types from clan territory are Human Barbarians. However, if you want to be something other than that you would most likely be coming from the Resistance faction, those who have fled or been pushed out of the Empire who now seek to free their homeland of the evil that is the Empire. I plan to have you start at Novice rank with two Advances.&lt;br /&gt;
&lt;br /&gt;
In coming up with a concept for your character, please make a concept that would be considered either Good or Neutral. I don’t like the direction, PvP potential, and chaos that I feel would ensue with an Evil character in the party.&lt;br /&gt;
&lt;br /&gt;
==The Clans==&lt;br /&gt;
&lt;br /&gt;
===Clan Stronghart===&lt;br /&gt;
&lt;br /&gt;
With a leadership bloodline descending from a mighty warrior of old, Clan Stronghart considers themselves honorable and just. They are known for their Stag Riders who are experts in using polearms while mounted on large stags.&lt;br /&gt;
&lt;br /&gt;
===Clan Kantra===&lt;br /&gt;
&lt;br /&gt;
Coming from a strong magic tradition, they are considered wise and pious. Though they also revere the World Spirits like some in the other clans, members of this clan primarily worship the Aldfather. Arcane as well as Divine traditions are known here.&lt;br /&gt;
&lt;br /&gt;
===Clan Rokkor===&lt;br /&gt;
&lt;br /&gt;
Many bards come from this seafaring clan. They have a tradition of exploration and scientific ingenuity.&lt;br /&gt;
&lt;br /&gt;
===Clan Reech===&lt;br /&gt;
&lt;br /&gt;
The largest clan, they are considered good warriors comparable to Clan Stronghart in prowess. They send their mercenaries around the world (but not to The Empire of Gawlf).&lt;br /&gt;
&lt;br /&gt;
==Local &amp;quot;icons&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
===World Spirits (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This includes not only the clans’ ancestors, but a collection of spirits inhabiting the world who provide guidance to any seer that asks. Some in the clans mistrust them due to their seemingly impartial nature.&lt;br /&gt;
&lt;br /&gt;
===Aldfather (Good)===&lt;br /&gt;
&lt;br /&gt;
The Aldfather is an ancient nature deity that the clans have revered for generations. He has a source of power and reverence by the clans in an ancient, colossal tree deep within Clan Kantra territory.&lt;br /&gt;
&lt;br /&gt;
===The Empire of Gawlf (Evil)===&lt;br /&gt;
&lt;br /&gt;
Thoroughly corrupt, evil, and drunk with power the Empire is on the surface sometimes beautiful and alluring. However, they use foul necromancy and have become bolder in encroaching on clan territory and warring with them. They worship an undead dragon that ascended to godhood and this deity is fully entwined with the Empire, but there are those in its territory that would rather be with the Resistance (or are part of the Resistance) or otherwise are not happy with their lives there.&lt;br /&gt;
&lt;br /&gt;
===The Resistance (Good)===&lt;br /&gt;
&lt;br /&gt;
Having been pushed out or voluntarily moved to a former Empire territory that rebelled years ago, The Resistance rejects the evil that is the Empire of Gawlf and seeks to make a better homeland and a better world. They are north of the clans.&lt;br /&gt;
&lt;br /&gt;
===The Clans (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This is an assortment of clans on the western fringes of the Empire, who live in mountainous and forested terrain. They have built up towns that are comparable to Empire towns just under more even-headed leadership.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
TCArknight, playing Xian Li (TBA)&lt;br /&gt;
&lt;br /&gt;
stinkyfool, playing TBA&lt;br /&gt;
&lt;br /&gt;
Talisman, playing TBA&lt;br /&gt;
&lt;br /&gt;
Rowenn552, playing TBA&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402632</id>
		<title>The Broken Crown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402632"/>
		<updated>2021-07-16T17:55:20Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Campaign Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Info=&lt;br /&gt;
&lt;br /&gt;
A homebrew world played with Savage Worlds Pathfinder and inspired some by the computer game FG2.&lt;br /&gt;
&lt;br /&gt;
==Pitch==&lt;br /&gt;
&lt;br /&gt;
In the western, mountainous and forested fringes of The Empire, an uneasy peace has been maintained between the clans of Rokkor, Kantra, Stronghart, and Reech. Seers have warned that the upcoming annual meeting of the clans in the ancestral burial grounds will break the peace, but the clan elders--some who do not believe the seers or of the finality the seers predicted--have determined not having the meeting risks an even greater fracture.&lt;br /&gt;
&lt;br /&gt;
And with the Empire, a corrupt purveyor of undead and wicked things, encroaching upon and expanding on clan territory; such a fracture cannot be afforded. Greater allies are needed. Clan Stronghart has hired you to escort Bella Stronghart to the jungles of Shaar where the Ma’Shaar live. They are ancient and reclusive, once human descendants of the Old Empire who transformed themselves into crocodile-folk in honor of their crocodile goddess. Clan Stronghart has arranged a guide for you in a goblin named Rickle, who will help you navigate through the many rivers of Shaar into Ma’Shaar territory.&lt;br /&gt;
&lt;br /&gt;
==Ancestries and Classes Permitted==&lt;br /&gt;
&lt;br /&gt;
Any Ancestry and Class from the Pathfinder Savage Worlds book is permitted. Most warrior and adventurer types from clan territory are Human Barbarians. However, if you want to be something other than that you would most likely be coming from the Resistance faction, those who have fled or been pushed out of the Empire who now seek to free their homeland of the evil that is the Empire. I plan to have you start at Novice rank with two Advances.&lt;br /&gt;
&lt;br /&gt;
In coming up with a concept for your character, please make a concept that would be considered either Good or Neutral. I don’t like the direction, PvP potential, and chaos that I feel would ensue with an Evil character in the party.&lt;br /&gt;
&lt;br /&gt;
==The Clans==&lt;br /&gt;
&lt;br /&gt;
===Clan Stronghart===&lt;br /&gt;
&lt;br /&gt;
With a leadership bloodline descending from a mighty warrior of old, Clan Stronghart considers themselves honorable and just. They are known for their Stag Riders who are experts in using polearms while mounted on large stags.&lt;br /&gt;
&lt;br /&gt;
===Clan Kantra===&lt;br /&gt;
&lt;br /&gt;
Coming from a strong magic tradition, they are considered wise and pious. Though they also revere the World Spirits like some in the other clans, members of this clan primarily worship the Aldfather. Arcane as well as Divine traditions are known here.&lt;br /&gt;
&lt;br /&gt;
===Clan Rokkor===&lt;br /&gt;
&lt;br /&gt;
Many bards come from this seafaring clan. They have a tradition of exploration and scientific ingenuity.&lt;br /&gt;
&lt;br /&gt;
===Clan Reech===&lt;br /&gt;
&lt;br /&gt;
The largest clan, they are considered good warriors comparable to Clan Stronghart in prowess. They send their mercenaries around the world (but not to The Empire of Gawlf).&lt;br /&gt;
&lt;br /&gt;
==Local &amp;quot;icons&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
===World Spirits (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This includes not only the clans’ ancestors, but a collection of spirits inhabiting the world who provide guidance to any seer that asks. Some in the clans mistrust them due to their seemingly impartial nature.&lt;br /&gt;
&lt;br /&gt;
===Aldfather (Good)===&lt;br /&gt;
&lt;br /&gt;
The Aldfather is an ancient nature deity that the clans have revered for generations. He has a source of power and reverence by the clans in an ancient, colossal tree deep within Clan Kantra territory.&lt;br /&gt;
&lt;br /&gt;
===The Empire of Gawlf (Evil)===&lt;br /&gt;
&lt;br /&gt;
Thoroughly corrupt, evil, and drunk with power the Empire is on the surface sometimes beautiful and alluring. However, they use foul necromancy and have become bolder in encroaching on clan territory and warring with them. They worship an undead dragon that ascended to godhood and this deity is fully entwined with the Empire, but there are those in its territory that would rather be with the Resistance (or are part of the Resistance) or otherwise are not happy with their lives there.&lt;br /&gt;
&lt;br /&gt;
===The Resistance (Good)===&lt;br /&gt;
&lt;br /&gt;
Having been pushed out or voluntarily moved to a former Empire territory that rebelled years ago, The Resistance rejects the evil that is the Empire of Gawlf and seeks to make a better homeland and a better world. They are north of the clans.&lt;br /&gt;
&lt;br /&gt;
===The Clans (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This is an assortment of clans on the western fringes of the Empire, who live in mountainous and forested terrain. They have built up towns that are comparable to Empire towns just under more even-headed leadership.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
TCArknight, playing Xian Li (TBA)&lt;br /&gt;
&lt;br /&gt;
stinkyfool, playing TBA&lt;br /&gt;
&lt;br /&gt;
Aurbesh, playing TBA&lt;br /&gt;
&lt;br /&gt;
Talisman, playing TBA&lt;br /&gt;
&lt;br /&gt;
Rowenn552, playing TBA&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402631</id>
		<title>The Broken Crown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402631"/>
		<updated>2021-07-16T17:54:27Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Campaign Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Info=&lt;br /&gt;
&lt;br /&gt;
A homebrew world played with Savage Worlds Pathfinder.&lt;br /&gt;
&lt;br /&gt;
==Pitch==&lt;br /&gt;
&lt;br /&gt;
In the western, mountainous and forested fringes of The Empire, an uneasy peace has been maintained between the clans of Rokkor, Kantra, Stronghart, and Reech. Seers have warned that the upcoming annual meeting of the clans in the ancestral burial grounds will break the peace, but the clan elders--some who do not believe the seers or of the finality the seers predicted--have determined not having the meeting risks an even greater fracture.&lt;br /&gt;
&lt;br /&gt;
And with the Empire, a corrupt purveyor of undead and wicked things, encroaching upon and expanding on clan territory; such a fracture cannot be afforded. Greater allies are needed. Clan Stronghart has hired you to escort Bella Stronghart to the jungles of Shaar where the Ma’Shaar live. They are ancient and reclusive, once human descendants of the Old Empire who transformed themselves into crocodile-folk in honor of their crocodile goddess. Clan Stronghart has arranged a guide for you in a goblin named Rickle, who will help you navigate through the many rivers of Shaar into Ma’Shaar territory.&lt;br /&gt;
&lt;br /&gt;
==Ancestries and Classes Permitted==&lt;br /&gt;
&lt;br /&gt;
Any Ancestry and Class from the Pathfinder Savage Worlds book is permitted. Most warrior and adventurer types from clan territory are Human Barbarians. However, if you want to be something other than that you would most likely be coming from the Resistance faction, those who have fled or been pushed out of the Empire who now seek to free their homeland of the evil that is the Empire. I plan to have you start at Novice rank with two Advances.&lt;br /&gt;
&lt;br /&gt;
In coming up with a concept for your character, please make a concept that would be considered either Good or Neutral. I don’t like the direction, PvP potential, and chaos that I feel would ensue with an Evil character in the party.&lt;br /&gt;
&lt;br /&gt;
==The Clans==&lt;br /&gt;
&lt;br /&gt;
===Clan Stronghart===&lt;br /&gt;
&lt;br /&gt;
With a leadership bloodline descending from a mighty warrior of old, Clan Stronghart considers themselves honorable and just. They are known for their Stag Riders who are experts in using polearms while mounted on large stags.&lt;br /&gt;
&lt;br /&gt;
===Clan Kantra===&lt;br /&gt;
&lt;br /&gt;
Coming from a strong magic tradition, they are considered wise and pious. Though they also revere the World Spirits like some in the other clans, members of this clan primarily worship the Aldfather. Arcane as well as Divine traditions are known here.&lt;br /&gt;
&lt;br /&gt;
===Clan Rokkor===&lt;br /&gt;
&lt;br /&gt;
Many bards come from this seafaring clan. They have a tradition of exploration and scientific ingenuity.&lt;br /&gt;
&lt;br /&gt;
===Clan Reech===&lt;br /&gt;
&lt;br /&gt;
The largest clan, they are considered good warriors comparable to Clan Stronghart in prowess. They send their mercenaries around the world (but not to The Empire of Gawlf).&lt;br /&gt;
&lt;br /&gt;
==Local &amp;quot;icons&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
===World Spirits (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This includes not only the clans’ ancestors, but a collection of spirits inhabiting the world who provide guidance to any seer that asks. Some in the clans mistrust them due to their seemingly impartial nature.&lt;br /&gt;
&lt;br /&gt;
===Aldfather (Good)===&lt;br /&gt;
&lt;br /&gt;
The Aldfather is an ancient nature deity that the clans have revered for generations. He has a source of power and reverence by the clans in an ancient, colossal tree deep within Clan Kantra territory.&lt;br /&gt;
&lt;br /&gt;
===The Empire of Gawlf (Evil)===&lt;br /&gt;
&lt;br /&gt;
Thoroughly corrupt, evil, and drunk with power the Empire is on the surface sometimes beautiful and alluring. However, they use foul necromancy and have become bolder in encroaching on clan territory and warring with them. They worship an undead dragon that ascended to godhood and this deity is fully entwined with the Empire, but there are those in its territory that would rather be with the Resistance (or are part of the Resistance) or otherwise are not happy with their lives there.&lt;br /&gt;
&lt;br /&gt;
===The Resistance (Good)===&lt;br /&gt;
&lt;br /&gt;
Having been pushed out or voluntarily moved to a former Empire territory that rebelled years ago, The Resistance rejects the evil that is the Empire of Gawlf and seeks to make a better homeland and a better world. They are north of the clans.&lt;br /&gt;
&lt;br /&gt;
===The Clans (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This is an assortment of clans on the western fringes of the Empire, who live in mountainous and forested terrain. They have built up towns that are comparable to Empire towns just under more even-headed leadership.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
TCArknight, playing Xian Li (TBA)&lt;br /&gt;
&lt;br /&gt;
stinkyfool, playing TBA&lt;br /&gt;
&lt;br /&gt;
Aurbesh, playing TBA&lt;br /&gt;
&lt;br /&gt;
Talisman, playing TBA&lt;br /&gt;
&lt;br /&gt;
Rowenn552, playing TBA&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402630</id>
		<title>The Broken Crown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402630"/>
		<updated>2021-07-16T17:52:14Z</updated>

		<summary type="html">&lt;p&gt;Hammel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Info=&lt;br /&gt;
&lt;br /&gt;
==Pitch==&lt;br /&gt;
&lt;br /&gt;
In the western, mountainous and forested fringes of The Empire, an uneasy peace has been maintained between the clans of Rokkor, Kantra, Stronghart, and Reech. Seers have warned that the upcoming annual meeting of the clans in the ancestral burial grounds will break the peace, but the clan elders--some who do not believe the seers or of the finality the seers predicted--have determined not having the meeting risks an even greater fracture.&lt;br /&gt;
&lt;br /&gt;
And with the Empire, a corrupt purveyor of undead and wicked things, encroaching upon and expanding on clan territory; such a fracture cannot be afforded. Greater allies are needed. Clan Stronghart has hired you to escort Bella Stronghart to the jungles of Shaar where the Ma’Shaar live. They are ancient and reclusive, once human descendants of the Old Empire who transformed themselves into crocodile-folk in honor of their crocodile goddess. Clan Stronghart has arranged a guide for you in a goblin named Rickle, who will help you navigate through the many rivers of Shaar into Ma’Shaar territory.&lt;br /&gt;
&lt;br /&gt;
==Ancestries and Classes Permitted==&lt;br /&gt;
&lt;br /&gt;
Any Ancestry and Class from the Pathfinder Savage Worlds book is permitted. Most warrior and adventurer types from clan territory are Human Barbarians. However, if you want to be something other than that you would most likely be coming from the Resistance faction, those who have fled or been pushed out of the Empire who now seek to free their homeland of the evil that is the Empire. I plan to have you start at Novice rank with two Advances.&lt;br /&gt;
&lt;br /&gt;
In coming up with a concept for your character, please make a concept that would be considered either Good or Neutral. I don’t like the direction, PvP potential, and chaos that I feel would ensue with an Evil character in the party.&lt;br /&gt;
&lt;br /&gt;
==The Clans==&lt;br /&gt;
&lt;br /&gt;
===Clan Stronghart===&lt;br /&gt;
&lt;br /&gt;
With a leadership bloodline descending from a mighty warrior of old, Clan Stronghart considers themselves honorable and just. They are known for their Stag Riders who are experts in using polearms while mounted on large stags.&lt;br /&gt;
&lt;br /&gt;
===Clan Kantra===&lt;br /&gt;
&lt;br /&gt;
Coming from a strong magic tradition, they are considered wise and pious. Though they also revere the World Spirits like some in the other clans, members of this clan primarily worship the Aldfather. Arcane as well as Divine traditions are known here.&lt;br /&gt;
&lt;br /&gt;
===Clan Rokkor===&lt;br /&gt;
&lt;br /&gt;
Many bards come from this seafaring clan. They have a tradition of exploration and scientific ingenuity.&lt;br /&gt;
&lt;br /&gt;
===Clan Reech===&lt;br /&gt;
&lt;br /&gt;
The largest clan, they are considered good warriors comparable to Clan Stronghart in prowess. They send their mercenaries around the world (but not to The Empire of Gawlf).&lt;br /&gt;
&lt;br /&gt;
==Local &amp;quot;icons&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
===World Spirits (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This includes not only the clans’ ancestors, but a collection of spirits inhabiting the world who provide guidance to any seer that asks. Some in the clans mistrust them due to their seemingly impartial nature.&lt;br /&gt;
&lt;br /&gt;
===Aldfather (Good)===&lt;br /&gt;
&lt;br /&gt;
The Aldfather is an ancient nature deity that the clans have revered for generations. He has a source of power and reverence by the clans in an ancient, colossal tree deep within Clan Kantra territory.&lt;br /&gt;
&lt;br /&gt;
===The Empire of Gawlf (Evil)===&lt;br /&gt;
&lt;br /&gt;
Thoroughly corrupt, evil, and drunk with power the Empire is on the surface sometimes beautiful and alluring. However, they use foul necromancy and have become bolder in encroaching on clan territory and warring with them. They worship an undead dragon that ascended to godhood and this deity is fully entwined with the Empire, but there are those in its territory that would rather be with the Resistance (or are part of the Resistance) or otherwise are not happy with their lives there.&lt;br /&gt;
&lt;br /&gt;
===The Resistance (Good)===&lt;br /&gt;
&lt;br /&gt;
Having been pushed out or voluntarily moved to a former Empire territory that rebelled years ago, The Resistance rejects the evil that is the Empire of Gawlf and seeks to make a better homeland and a better world. They are north of the clans.&lt;br /&gt;
&lt;br /&gt;
===The Clans (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This is an assortment of clans on the western fringes of the Empire, who live in mountainous and forested terrain. They have built up towns that are comparable to Empire towns just under more even-headed leadership.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
TCArknight, playing Xian Li (TBA)&lt;br /&gt;
&lt;br /&gt;
stinkyfool, playing TBA&lt;br /&gt;
&lt;br /&gt;
Aurbesh, playing TBA&lt;br /&gt;
&lt;br /&gt;
Talisman, playing TBA&lt;br /&gt;
&lt;br /&gt;
Rowenn552, playing TBA&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402629</id>
		<title>The Broken Crown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Broken_Crown&amp;diff=402629"/>
		<updated>2021-07-16T17:49:01Z</updated>

		<summary type="html">&lt;p&gt;Hammel: Created page with &amp;quot;=Campaign Info=  ==Pitch==  In the western, mountainous and forested fringes of The Empire, an uneasy peace has been maintained between the clans of Rokkor, Kantra, Stronghart...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Info=&lt;br /&gt;
&lt;br /&gt;
==Pitch==&lt;br /&gt;
&lt;br /&gt;
In the western, mountainous and forested fringes of The Empire, an uneasy peace has been maintained between the clans of Rokkor, Kantra, Stronghart, and Reech. Seers have warned that the upcoming annual meeting of the clans in the ancestral burial grounds will break the peace, but the clan elders--some who do not believe the seers or of the finality the seers predicted--have determined not having the meeting risks an even greater fracture.&lt;br /&gt;
&lt;br /&gt;
And with the Empire, a corrupt purveyor of undead and wicked things, encroaching upon and expanding on clan territory; such a fracture cannot be afforded. Greater allies are needed. Clan Stronghart has hired you to escort Bella Stronghart to the jungles of Shaar where the Ma’Shaar live. They are ancient and reclusive, once human descendants of the Old Empire who transformed themselves into crocodile-folk in honor of their crocodile goddess. Clan Stronghart has arranged a guide for you in a goblin named Rickle, who will help you navigate through the many rivers of Shaar into Ma’Shaar territory.&lt;br /&gt;
&lt;br /&gt;
==Ancestries and Classes Permitted==&lt;br /&gt;
&lt;br /&gt;
Any Ancestry and Class from the Pathfinder Savage Worlds book is permitted. Most warrior and adventurer types from clan territory are Human Barbarians. However, if you want to be something other than that you would most likely be coming from the Resistance faction, those who have fled or been pushed out of the Empire who now seek to free their homeland of the evil that is the Empire. I plan to have you start at Novice rank with two Advances.&lt;br /&gt;
&lt;br /&gt;
In coming up with a concept for your character, please make a concept that would be considered either Good or Neutral. I don’t like the direction, PvP potential, and chaos that I feel would ensue with an Evil character in the party.&lt;br /&gt;
&lt;br /&gt;
==The Clans==&lt;br /&gt;
&lt;br /&gt;
===Clan Stronghart===&lt;br /&gt;
&lt;br /&gt;
With a leadership bloodline descending from a mighty warrior of old, Clan Stronghart considers themselves honorable and just. They are known for their Stag Riders who are experts in using polearms while mounted on large stags.&lt;br /&gt;
&lt;br /&gt;
===Clan Kantra===&lt;br /&gt;
&lt;br /&gt;
Coming from a strong magic tradition, they are considered wise and pious. Though they also revere the World Spirits like some in the other clans, members of this clan primarily worship the Aldfather. Arcane as well as Divine traditions are known here.&lt;br /&gt;
&lt;br /&gt;
===Clan Rokkor===&lt;br /&gt;
&lt;br /&gt;
Many bards come from this seafaring clan. They have a tradition of exploration and scientific ingenuity.&lt;br /&gt;
&lt;br /&gt;
===Clan Reech===&lt;br /&gt;
&lt;br /&gt;
The largest clan, they are considered good warriors comparable to Clan Stronghart in prowess. They send their mercenaries around the world (but not to The Empire of Gawlf).&lt;br /&gt;
&lt;br /&gt;
==Local &amp;quot;icons&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
===World Spirits (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This includes not only the clans’ ancestors, but a collection of spirits inhabiting the world who provide guidance to any seer that asks. Some in the clans mistrust them due to their seemingly impartial nature.&lt;br /&gt;
&lt;br /&gt;
===Aldfather (Good)===&lt;br /&gt;
&lt;br /&gt;
The Aldfather is an ancient nature deity that the clans have revered for generations. He has a source of power and reverence by the clans in an ancient, colossal tree deep within Clan Kantra territory.&lt;br /&gt;
&lt;br /&gt;
===The Empire of Gawlf (Evil)===&lt;br /&gt;
&lt;br /&gt;
Thoroughly corrupt, evil, and drunk with power the Empire is on the surface sometimes beautiful and alluring. However, they use foul necromancy and have become bolder in encroaching on clan territory and warring with them. They worship an undead dragon that ascended to godhood and this deity is fully entwined with the Empire, but there are those in its territory that would rather be with the Resistance (or are part of the Resistance) or otherwise are not happy with their lives there.&lt;br /&gt;
&lt;br /&gt;
===The Resistance (Good)===&lt;br /&gt;
&lt;br /&gt;
Having been pushed out or voluntarily moved to a former Empire territory that rebelled years ago, The Resistance rejects the evil that is the Empire of Gawlf and seeks to make a better homeland and a better world. They are north of the clans.&lt;br /&gt;
&lt;br /&gt;
===The Clans (Neutral)===&lt;br /&gt;
&lt;br /&gt;
This is an assortment of clans on the western fringes of the Empire, who live in mountainous and forested terrain. They have built up towns that are comparable to Empire towns just under more even-headed leadership.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402564</id>
		<title>Portals and Perils</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=402564"/>
		<updated>2021-07-14T21:50:55Z</updated>

		<summary type="html">&lt;p&gt;Hammel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Maps=&lt;br /&gt;
&lt;br /&gt;
==Bakir==&lt;br /&gt;
&lt;br /&gt;
[[File:Bakir2.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 hex = 60 miles&lt;br /&gt;
&lt;br /&gt;
=Campaign Handout=&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters start at Level 11, with 85,000 experience points and the Standard Campaign starting gold and items (DMG pg 38) Tiers of Play/Starting at Higher Level).  If you would like to start with more magic items, just before we start the game you can use the rules on page 126 in Xanathar’s Guide to Everything to make purchases from the magic item list on pg. 150 of the DMG and any other official printed source (and Unearthed Arcana if it has magic items).  Rithys has plenty of resources and has made a trade of selling to adventurers.&lt;br /&gt;
&lt;br /&gt;
We will be rolling randomly for ability scores.  Please roll 4d6 six times and drop lowest die with a dice roller like Orkos or maybe the RPGnet dice roller, and decide if you want to keep this set.  If not, roll again for another set.  Once you find the set of 6 numbers you want to keep, assign them to your ability scores.&lt;br /&gt;
&lt;br /&gt;
You may use all official WOTC, printed books for 5e plus Unearthed Arcana to create your character.  No third party material, please.  When creating your character, if you’re using anything outside the PH/DMG please note the sources you are using and what you are using.  Material from setting books such as Ravnica or Eberron or adventure books might be permissible as long as it&#039;s not too tied to the setting. &lt;br /&gt;
&lt;br /&gt;
Alignments should be Neutral or Good, and no Chaotic Neutral please.&lt;br /&gt;
&lt;br /&gt;
Everyone starts with one Inspiration.  Once spent, you can refill that Inspiration at my discretion through good role-playing and playing up Ideals, Bonds, and Flaws.&lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
Available Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Order, Peace, Twilight, Forge, Grave (please let me know if I missed anything)&lt;br /&gt;
&lt;br /&gt;
The Nameless Gods:&lt;br /&gt;
&lt;br /&gt;
The deities of Rithys do not go by any known names, but it is clear to the people of that nation that there are intelligent forces at work that cover certain areas and whom clerics and paladins draw their power from and commune with.&lt;br /&gt;
&lt;br /&gt;
Goddess of Trade.  Neutral.  Knowledge.&lt;br /&gt;
&lt;br /&gt;
God of Mysteries.  Neutral.  Knowledge, Trickery&lt;br /&gt;
&lt;br /&gt;
Goddess of the Hearth.  Neutral Good.  Peace, Twilight.&lt;br /&gt;
&lt;br /&gt;
Goddess of Justice.  Lawful Good.  Life, Light.&lt;br /&gt;
&lt;br /&gt;
God of the Storms.  Chaotic Neutral.  Tempest, War.&lt;br /&gt;
&lt;br /&gt;
God of Nature.  Neutral.  Nature.&lt;br /&gt;
&lt;br /&gt;
God of War.  Neutral.  War, Order.&lt;br /&gt;
&lt;br /&gt;
God of Crafts.  Lawful Good.  Forge.&lt;br /&gt;
&lt;br /&gt;
God of Liches.  Chaotic Evil.  Grave.&lt;br /&gt;
&lt;br /&gt;
If you don’t see something that covers something you’d like related to your character you may make one.&lt;br /&gt;
&lt;br /&gt;
==The Nation of Rithys==&lt;br /&gt;
&lt;br /&gt;
Neutral&lt;br /&gt;
&lt;br /&gt;
A wealthy merchant nation that has maintained neutrality in world affairs.  Though themselves at peace, there are plenty of mercenaries and adventurers that originate from this country.&lt;br /&gt;
&lt;br /&gt;
Government: A group of wealthy and influential people that take advice from representatives of four factions: The Merchants Guild, Church of the Hearth, People of the Forge, The Old Kingdom&lt;br /&gt;
&lt;br /&gt;
Capital: Profett (25,500)&lt;br /&gt;
&lt;br /&gt;
Population: Cosmopolitan&lt;br /&gt;
&lt;br /&gt;
Languages: Common&lt;br /&gt;
&lt;br /&gt;
Religions: Deities of Trade, Mysteries, Hearth, Justice, Storms, Nature, War, Crafts, Liches&lt;br /&gt;
&lt;br /&gt;
Threats: Risks of incursions of demons from the invaded halfing kingdom of Bethsada, liches that want to seize power.&lt;br /&gt;
&lt;br /&gt;
Primary Exports: Furniture, jewelry, agriculture, arms and armor, magical weapons and items&lt;br /&gt;
&lt;br /&gt;
Primary Imports: Several different goods that get sold here&lt;br /&gt;
&lt;br /&gt;
Allies: None, for the most part are neutral in affairs&lt;br /&gt;
&lt;br /&gt;
Enemies: Liches, Demons&lt;br /&gt;
&lt;br /&gt;
Factions: Merchant’s Guild&lt;br /&gt;
&lt;br /&gt;
==Governing Factions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Alliance of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Strength through wealth&lt;br /&gt;
&lt;br /&gt;
Symbol: A single gold coin adorned with a bejewelled crown&lt;br /&gt;
&lt;br /&gt;
The Alliance of Coin is a small group of people that rule over Rithys in council with representatives of four factions.  They believe in the power of wealth, trade, and the wisdom of the old nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchants Guild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Why make war when you can make money?&lt;br /&gt;
&lt;br /&gt;
Symbol: A gold coin superimposed by two hands shaking each other&lt;br /&gt;
&lt;br /&gt;
The Merchants Guild enforces peaceful and, for the most part, fair trade.  While they have no objection to merchants making as much money as possible, and prefer to leave things to the free market, unscrupulous business practices such as price gouging and embezzlement give them a bad name therefore are stamped out wherever it is found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of the Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everyone deserves a roof over their head&lt;br /&gt;
&lt;br /&gt;
Symbol: A cooking pot over a fireplace&lt;br /&gt;
&lt;br /&gt;
The Church of the Hearth is an influential organization that tries to temper the nation’s selfish impulses and are responsible for many good works and charity.&lt;br /&gt;
&lt;br /&gt;
People of the Forge&lt;br /&gt;
&lt;br /&gt;
Motto: A person can prove themselves not only in deeds, but in the work of their hands.&lt;br /&gt;
&lt;br /&gt;
Symbol: A forge superimposed by tongs&lt;br /&gt;
&lt;br /&gt;
The dwarves are a collection of semi-autonomous clans that primarily live in the mountains.  They have profited well from Nethys, and their goods are sold all over the lands and world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Old Kingdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Rulership through wise counsel.&lt;br /&gt;
&lt;br /&gt;
Symbol: A cracked, plain crown&lt;br /&gt;
&lt;br /&gt;
The Old Kingdom is a line of nobles that once ruled Rithys a couple hundred years ago.  After the monarchy of Rithys reigned for generations upon generations, they lost power and influence and a succession of different governments came after them.  The current government has only been around for 50 years, but with The Old Kingdom’s advice and the advice of others the current nation of Rithys has become very successful.&lt;br /&gt;
&lt;br /&gt;
==Rival Faction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Skeletal Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everything Rithys is rightfully ours!&lt;br /&gt;
&lt;br /&gt;
The Skeletal Hand is led by a group of liches who wish to seize Rithys, by force, if necessary.  Some of them are old, corrupt nobles who turned to lichdom long ago and believe they have a claim to the “throne.”  Their idea of rulership is to periodically elect among themselves a leader of the people that would rule with an iron fist.&lt;br /&gt;
&lt;br /&gt;
==The Portals==&lt;br /&gt;
&lt;br /&gt;
Two months ago, the first portals opened on a full moon.  The month after, the next set of portals opened also on a full moon.  In four more weeks, another set of portals is expected to open coinciding with the next full moon.  Only one portal so far, the one that opened in Bethsada, has shown to be a visible, potential threat.  One portal is in the halfling kingdom of Bethsada the three others are in Rithys.  There may be more portals if anyone wants to be from one not mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Portal in Bethsada (10.22)&lt;br /&gt;
&lt;br /&gt;
This portal must lead to the Abyss, because since it has opened demons have poured out from it and the halfling kingdom of Bethsada has faced ruin.  Crops have failed, soil has become infertile, and many of the halflings pushed out of the kingdom.  Many halflings have fled to Rithys and with the Church of the Hearth’s help have set up comfortable homes throughout the land.  Recently, the Church of the Hearth has convinced the leadership of Rithys to help support the halflings with resources and send adventurers to fight the demons and liberate the halflings’ homes.  But Rithys leadership has so far resisted sending their military there, believing they need not or cannot go that far.&lt;br /&gt;
&lt;br /&gt;
The portal itself is in the Valley of Dirges, a badlands located in the southwest part of the continent next to Bethsada.  When this portal appeared north of the Valley, demons quickly overran the area around the portal and occupied parts of the Badlands, resulting in goblinoids adding their number to the refugees from Bethsada.  Bethesda’s Capital, Farmstruck (05.15) seems to be the center of some kind affliction similarly affecting the nature around the area of the demon portal.  Demons, mostly of the flying variety, have made incursions there but most of the interest of the demons appears to be in Bethsada’s south and in the Valley of the Dirges, where the Singing Stones--stone formations that sing in low notes when wind hits them--are.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Abenia (20.15)&lt;br /&gt;
&lt;br /&gt;
Not all the portals lead to danger.  This portal has led to trading opportunities.  On the other side is a kingdom of lycanthropes of all sorts who, unlike certain evil-aligned lycanthropes of Rithys, have shown to be good-natured.&lt;br /&gt;
&lt;br /&gt;
Two Unknown Portals (19.08 and 19.22)&lt;br /&gt;
&lt;br /&gt;
These most recently opened as of two weeks ago.  An adventuring party went through one portal (19.08) two weeks ago and never came back.  The other portal (19.22) has had adventurers sent through it but they either never came back or fled back through the portal to Rithys reporting wild, dangerous monsters and wildlife they couldn’t handle.  Only a 1-mile circumference around the portal has been mapped.&lt;br /&gt;
&lt;br /&gt;
Zonn&#039;s World (19.16)&lt;br /&gt;
&lt;br /&gt;
Knock&#039;s World (13.13)&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
&lt;br /&gt;
The continent of Bakir is divided into two kingdoms, Bethsada in the west and Rithys in the east.  The Battleforged Mountains divide the two kingdoms.  In the center is a vast, natural forested pass where the mountains have smoothed and sunk to the ground.  This is the pass that links the two kingdoms together.  South of Bakir is another continent, Corinym.&lt;br /&gt;
&lt;br /&gt;
Profett (24.18)&lt;br /&gt;
&lt;br /&gt;
This is a city of 25,500 and is known as the Jewel of Rithys.  Trade from Rithys is centered here and among the three cities connected to it.&lt;br /&gt;
&lt;br /&gt;
Korb and Baranwood (10.15 and 18.15)&lt;br /&gt;
&lt;br /&gt;
Before the portals, this was the heaviest travelled road for merchants and traders.  Several towns dot the landscape.  Now, this forest has become the temporary home to many halflings and others from Bethsada who, with the help of the Church of the Hearth and Rithys, have tried to put their worries behind them.&lt;br /&gt;
&lt;br /&gt;
Forgehome (10.11)&lt;br /&gt;
&lt;br /&gt;
A lot of the dwarves that make up the People of the Forge faction are in the northern mountains that Forgehome is nestled in.  For the best weapons and armor, Forgehome is the best place to buy.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[Vren Spearwarden]], played by Leliel.&lt;br /&gt;
&lt;br /&gt;
[[Knock the Starchild]], played by Illtry &lt;br /&gt;
&lt;br /&gt;
Yukiko Katsuri, played by Aurebesh.&lt;br /&gt;
&lt;br /&gt;
Larken Wintermoon, played by Markov.&lt;br /&gt;
&lt;br /&gt;
Calgen Stouthollow, played by HardKore Keltoid.&lt;br /&gt;
&lt;br /&gt;
Dr. Pyvander Zonn, played by The Watcher.&lt;br /&gt;
&lt;br /&gt;
=Adventuring=&lt;br /&gt;
&lt;br /&gt;
==Part of Hex 10.18 and eastward==&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=401899</id>
		<title>FantasyCraft:Otters Ransom:Ssarwel</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=401899"/>
		<updated>2021-07-05T18:34:36Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Backstory and personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ssarwel=&lt;br /&gt;
&lt;br /&gt;
Male Suarian (Draconic) Physician Sage lvl 1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Medium Folk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Ssarwel is a Saurian about 5&#039;4&amp;quot; in height.  His eyes are lavender slits, and he wears a black cloak over brown clothing.  What scales can be seen show a complex interweaving pattern.  Two small curved horns adorn the ridges along his head.&lt;br /&gt;
&lt;br /&gt;
==Backstory and personality==&lt;br /&gt;
&lt;br /&gt;
Hailing from Sylver, Ssarwel has spent a lot of time in Cartrefcarreg and other regions, traveling between them.  Both parents were herbalists and pharmacists, with his father also being a physician.  Ssarwel has continued this tradition, being proficient in medicine and the pharmaceutical arts.  He is also well-travelled in a handful of regions, where he has often spent teaching others about herbs and telling stories.  For some time before moving to other locations, he also spent some time teaching medicine at the academy in Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Lately he has been investigating the disappearance of all the residents of a village in Sylver that his home village normally traded with.  He encountered a mysterious Saurian that mentioned a curse, threw a weapon at him, then disappeared into the forest.  The investigation went cold after he followed the tracks this Saurian left to another ghost village, where the tracks disappeared.  But what he found there led him back to Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Ssarwel has worked hard on his speech so that he didn&#039;t speak like how humans imagined Saurians to speak.  He has a laid back personality, and is almost always happy to teach others what he knows.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&lt;br /&gt;
===Quick reference===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; Notice +2, Search +7 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039; Blend +2, Sneak +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AD&#039;&#039;&#039;: 3d4, starting 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 13 (10 +2 Dex + 0 class + 1 race)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DR&#039;&#039;&#039; 3 (0 armor + 3 thick hide) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vitality&#039;&#039;&#039; 9 (9 class x lvl + 0 Con x lvl); Wounds 10 Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort&#039;&#039;&#039; +1 (+0 Con + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; +3 (+2 Wis + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Agile Defense +1: + 1 to defense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense: Advantage on fort saves for disease and poison&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Thick Hide 3: 3 to DR&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB&#039;&#039;&#039; +0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; +1 (+0 BAB + 1 Str) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bite I: Atk +2 dmg, 1d8+1 lethal, threat 18-20&amp;lt;br/&amp;gt;&lt;br /&gt;
::Tail slap I: Atk + 2 dmg, 1d8+1 lethal, threat 20, reach +1&amp;lt;br/&amp;gt;&lt;br /&gt;
::Crude Dagger atk +1 dmg, 1d6-1 lethal, threat 19-20, bleed hurl&amp;lt;br/&amp;gt;&lt;br /&gt;
::Unarmed (punches, kicks headbuts) atk +2 dmg 1d4+0 lethal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; +2 (+0 BAB + 2 Dex) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude Hand Bow &amp;amp; Crude arrows: atk +3, dmg 1d6-2, threat 20, AP 2, &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Menacing threat: May threaten up to 3 targets at once with one roll.&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 12 (+1)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Con&#039;&#039;&#039; 10 (+0)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Int&#039;&#039;&#039; 16 (+3)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cha&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: 4&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge Specialty&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Unarmed Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bow Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: (6 class + 3 Int) x [lvl + 3] = 36; &lt;br /&gt;
::&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Athletics&#039;&#039;&#039; +4 (+0 str + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Blend&#039;&#039;&#039; +2 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bluff&#039;&#039;&#039; +3 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Crafting&#039;&#039;&#039;,[Chemistry, Pharmacy, Carpentry], +7 (+3 int +ranks + 4 ranks from paired skill) Class, Pair&amp;lt;medicine &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Disguise&#039;&#039;&#039; +2 (+2 cha +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Haggle&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Impress&#039;&#039;&#039; +6 (+2 cha + 4ranks +other) Origin&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Intimidate&#039;&#039;&#039; +2 (+2 wis +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Investigate&#039;&#039;&#039; +6 (+2 wis +4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Medicine&#039;&#039;&#039; +9 (+3 int + 4ranks +2 insight) Class, Pair&amp;gt;craft &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Notice&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Prestidigitation&#039;&#039;&#039; +2 (+2 dex +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Resolve&#039;&#039;&#039; +4 (+0 con + 2 ranks + 2 BOE ranks) Class BOE&amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Ride&#039;&#039;&#039;,[Land mounts], +4 (+2 dex +2 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Search&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Sense Motive&#039;&#039;&#039; +6 (+2 wis stat +2 ranks +2 insight) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sneak&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Survival&#039;&#039;&#039; +11 (+2 wis +4 ranks +5 Path) Origin &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Tactics&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Interests&#039;&#039;&#039;:&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Native lang&#039;&#039;&#039;: Ma&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; trade&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; Academic&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Other lang:&#039;&#039;&#039; Tir:- forest&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homeland:&#039;&#039;&#039; Sylvar&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Career:&#039;&#039;&#039; herb lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 1:&#039;&#039;&#039; Alignment Elemental dragon of the herbalist&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 2:&#039;&#039;&#039; Draconic lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 3:&#039;&#039;&#039; Cartrefcarreg lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 4:&#039;&#039;&#039; Zier-grirek lore &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carrying Capacity&#039;&#039;&#039;: Light 70, heavy 210, lift 422 drag 1055 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039; (Saurian)&lt;br /&gt;
::Agile defense +1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Cold-blooded &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Bite I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Tail slap I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality&#039;&#039;&#039; (Physician)&lt;br /&gt;
::&#039;&#039;&#039;Bonus feat&#039;&#039;&#039;: Basic skill master (Healer) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemistry focus &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge proficiency &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Paired skills: medicine&amp;gt;Crafting &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; (Sage)&lt;br /&gt;
::&#039;&#039;&#039;Core&#039;&#039;&#039;: Breath of Experience &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Wise Council &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Species&#039;&#039;&#039;: Dragon heritage &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Specialty&#039;&#039;&#039;: Basic skill master (Healer: Medicine &amp;amp; sense motive) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;:  Alchemy Basics &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Money and Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;: 3 (1 class + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
:Panache 1 (10s/month, +0 Appearance), Prudence 2 (25% savings) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039; +2 (+0 Panache + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stake&#039;&#039;&#039; 0 (100 x lvl) &#039;&#039;&#039;Hand&#039;&#039;&#039; 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bedroll : cold resistance 2&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Canteen : Holds water&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Pouch : Holds 50 coins&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemist kit : allows trained Crafting: chemistry checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Doctors bag : allows trained Medicine checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude hand bow : short ranged bow -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude standard arrows (10): head less arrows -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude dagger : Well used knife&amp;lt;Br/&amp;gt;&lt;br /&gt;
::bandages : stops bleeding&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Legend&#039;&#039;&#039; +1 (1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reputation&#039;&#039;&#039;: 7 (lvl x 10) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Renown&#039;&#039;&#039;: 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trinkets&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Guiding Doctor’s gloves (Elven made red silk gloves): Interest(feral-folk treatment), purely fluff self cleaning function :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prizes&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
:[name]: [effect] :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miracles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039; DC 12 (10 + 2 Cha + 0 Spellcasting feats)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Level&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
====Paths====&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Step 1&#039;&#039;&#039;: +5 bonus to Survival checks&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=401897</id>
		<title>FantasyCraft:Otters Ransom:Ssarwel</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=401897"/>
		<updated>2021-07-05T18:30:55Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ssarwel=&lt;br /&gt;
&lt;br /&gt;
Male Suarian (Draconic) Physician Sage lvl 1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Medium Folk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Ssarwel is a Saurian about 5&#039;4&amp;quot; in height.  His eyes are lavender slits, and he wears a black cloak over brown clothing.  What scales can be seen show a complex interweaving pattern.  Two small curved horns adorn the ridges along his head.&lt;br /&gt;
&lt;br /&gt;
==Backstory and personality==&lt;br /&gt;
&lt;br /&gt;
Hailing from Sylver, Ssarwel has spent a lot of time in Cartrefcarreg and other regions, traveling between them.  Both parents were herbalists and pharmacists, with his father also being a physician.  Ssarwel has continued this tradition, being proficient in medicine and the pharmaceutical arts.  He is also well-travelled in a handful of regions and in Otter&#039;s Ransom, where he has often spent teaching others about herbs and telling stories.&lt;br /&gt;
&lt;br /&gt;
Lately he has been investigating the disappearance of all the residents of a village in Sylver that his home village normally traded with.  He encountered a mysterious Saurian that mentioned a curse, threw a weapon at him, then disappeared into the forest.  The investigation went cold after he followed the tracks this Saurian left to another ghost village, where the tracks disappeared.  But what he found there led him back to Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Ssarwel has worked hard on his speech so that he didn&#039;t speak like how humans imagined Saurians to speak.  He has a laid back personality, and is almost always happy to teach others what he knows.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&lt;br /&gt;
===Quick reference===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; Notice +2, Search +7 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039; Blend +2, Sneak +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AD&#039;&#039;&#039;: 3d4, starting 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 13 (10 +2 Dex + 0 class + 1 race)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DR&#039;&#039;&#039; 3 (0 armor + 3 thick hide) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vitality&#039;&#039;&#039; 9 (9 class x lvl + 0 Con x lvl); Wounds 10 Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort&#039;&#039;&#039; +1 (+0 Con + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; +3 (+2 Wis + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Agile Defense +1: + 1 to defense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense: Advantage on fort saves for disease and poison&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Thick Hide 3: 3 to DR&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB&#039;&#039;&#039; +0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; +1 (+0 BAB + 1 Str) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bite I: Atk +2 dmg, 1d8+1 lethal, threat 18-20&amp;lt;br/&amp;gt;&lt;br /&gt;
::Tail slap I: Atk + 2 dmg, 1d8+1 lethal, threat 20, reach +1&amp;lt;br/&amp;gt;&lt;br /&gt;
::Crude Dagger atk +1 dmg, 1d6-1 lethal, threat 19-20, bleed hurl&amp;lt;br/&amp;gt;&lt;br /&gt;
::Unarmed (punches, kicks headbuts) atk +2 dmg 1d4+0 lethal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; +2 (+0 BAB + 2 Dex) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude Hand Bow &amp;amp; Crude arrows: atk +3, dmg 1d6-2, threat 20, AP 2, &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Menacing threat: May threaten up to 3 targets at once with one roll.&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 12 (+1)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Con&#039;&#039;&#039; 10 (+0)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Int&#039;&#039;&#039; 16 (+3)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cha&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: 4&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge Specialty&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Unarmed Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bow Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: (6 class + 3 Int) x [lvl + 3] = 36; &lt;br /&gt;
::&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Athletics&#039;&#039;&#039; +4 (+0 str + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Blend&#039;&#039;&#039; +2 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bluff&#039;&#039;&#039; +3 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Crafting&#039;&#039;&#039;,[Chemistry, Pharmacy, Carpentry], +7 (+3 int +ranks + 4 ranks from paired skill) Class, Pair&amp;lt;medicine &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Disguise&#039;&#039;&#039; +2 (+2 cha +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Haggle&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Impress&#039;&#039;&#039; +6 (+2 cha + 4ranks +other) Origin&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Intimidate&#039;&#039;&#039; +2 (+2 wis +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Investigate&#039;&#039;&#039; +6 (+2 wis +4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Medicine&#039;&#039;&#039; +9 (+3 int + 4ranks +2 insight) Class, Pair&amp;gt;craft &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Notice&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Prestidigitation&#039;&#039;&#039; +2 (+2 dex +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Resolve&#039;&#039;&#039; +4 (+0 con + 2 ranks + 2 BOE ranks) Class BOE&amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Ride&#039;&#039;&#039;,[Land mounts], +4 (+2 dex +2 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Search&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Sense Motive&#039;&#039;&#039; +6 (+2 wis stat +2 ranks +2 insight) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sneak&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Survival&#039;&#039;&#039; +11 (+2 wis +4 ranks +5 Path) Origin &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Tactics&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Interests&#039;&#039;&#039;:&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Native lang&#039;&#039;&#039;: Ma&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; trade&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; Academic&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Other lang:&#039;&#039;&#039; Tir:- forest&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homeland:&#039;&#039;&#039; Sylvar&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Career:&#039;&#039;&#039; herb lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 1:&#039;&#039;&#039; Alignment Elemental dragon of the herbalist&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 2:&#039;&#039;&#039; Draconic lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 3:&#039;&#039;&#039; Cartrefcarreg lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 4:&#039;&#039;&#039; Zier-grirek lore &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carrying Capacity&#039;&#039;&#039;: Light 70, heavy 210, lift 422 drag 1055 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039; (Saurian)&lt;br /&gt;
::Agile defense +1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Cold-blooded &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Bite I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Tail slap I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality&#039;&#039;&#039; (Physician)&lt;br /&gt;
::&#039;&#039;&#039;Bonus feat&#039;&#039;&#039;: Basic skill master (Healer) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemistry focus &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge proficiency &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Paired skills: medicine&amp;gt;Crafting &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; (Sage)&lt;br /&gt;
::&#039;&#039;&#039;Core&#039;&#039;&#039;: Breath of Experience &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Wise Council &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Species&#039;&#039;&#039;: Dragon heritage &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Specialty&#039;&#039;&#039;: Basic skill master (Healer: Medicine &amp;amp; sense motive) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;:  Alchemy Basics &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Money and Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;: 3 (1 class + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
:Panache 1 (10s/month, +0 Appearance), Prudence 2 (25% savings) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039; +2 (+0 Panache + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stake&#039;&#039;&#039; 0 (100 x lvl) &#039;&#039;&#039;Hand&#039;&#039;&#039; 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bedroll : cold resistance 2&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Canteen : Holds water&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Pouch : Holds 50 coins&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemist kit : allows trained Crafting: chemistry checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Doctors bag : allows trained Medicine checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude hand bow : short ranged bow -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude standard arrows (10): head less arrows -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude dagger : Well used knife&amp;lt;Br/&amp;gt;&lt;br /&gt;
::bandages : stops bleeding&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Legend&#039;&#039;&#039; +1 (1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reputation&#039;&#039;&#039;: 7 (lvl x 10) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Renown&#039;&#039;&#039;: 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trinkets&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Guiding Doctor’s gloves (Elven made red silk gloves): Interest(feral-folk treatment), purely fluff self cleaning function :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prizes&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
:[name]: [effect] :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miracles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039; DC 12 (10 + 2 Cha + 0 Spellcasting feats)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Level&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
====Paths====&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Step 1&#039;&#039;&#039;: +5 bonus to Survival checks&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=401648</id>
		<title>FantasyCraft:Otters Ransom:Ssarwel</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=401648"/>
		<updated>2021-07-01T23:01:21Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Backstory and personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ssarwel=&lt;br /&gt;
&lt;br /&gt;
Male Suarian (Draconic) Physician Sage lvl 1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Medium Folk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Ssarwel is a Saurian about 5&#039;4&amp;quot; in height.  His eyes are lavender slits, and he wears a black cloak over brown clothing.  What scales can be seen show a complex interweaving pattern.  Two small curved horns adorn the ridges along his head.&lt;br /&gt;
&lt;br /&gt;
==Backstory and personality==&lt;br /&gt;
&lt;br /&gt;
Hailing from Sylver, Ssarwel has spent a lot of time in Cartrefcarreg and other regions, traveling between them.  Both parents were herbalists and pharmacists, with his father also being a physician.  Ssarwel has continued this tradition, being proficient in medicine and the pharmaceutical arts.  He is also well-travelled in a handful of regions and in Otter&#039;s Ransom, where he has often spent teaching others about herbs and telling stories.&lt;br /&gt;
&lt;br /&gt;
Lately he has been investigating the disappearance of all the residents of a village in Sylver that his home village normally traded with.  He encountered a mysterious Saurian that mentioned a curse, threw a weapon at him, then disappeared into the forest.  The investigation went cold after he followed the tracks this Saurian left to another ghost village, where the tracks disappeared.  But what he found there led him back to Otter&#039;s Ransom.&lt;br /&gt;
&lt;br /&gt;
Ssarwel has worked hard on his speech so that he didn&#039;t speak like how humans imagined Saurians to speak.  He has a laid back personality, and is almost always happy to teach others what he knows.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&lt;br /&gt;
===Quick reference===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; Notice +2, Search +7 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039; Blend +2, Sneak +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AD&#039;&#039;&#039;: 3d4, starting 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 13 (10 +2 Dex + 0 class + 1 race)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DR&#039;&#039;&#039; 3 (0 armor + 3 thick hide) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vitality&#039;&#039;&#039; 9 (9 class x lvl + 0 Con x lvl); Wounds 10 Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort&#039;&#039;&#039; +1 (+0 Con + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; +3 (+2 Wis + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Agile Defense +1: + 1 to defense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense: Advantage on fort saves for disease and poison&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Thick Hide 3: 3 to DR&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB&#039;&#039;&#039; +0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; +1 (+0 BAB + 1 Str) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bite I: Atk +2 dmg, 1d8+1 lethal, threat 18-20&amp;lt;br/&amp;gt;&lt;br /&gt;
::Tail slap I: Atk + 2 dmg, 1d8+1 lethal, threat 20, reach +1&amp;lt;br/&amp;gt;&lt;br /&gt;
::Crude Dagger atk +1 dmg, 1d6-1 lethal, threat 19-20, bleed hurl&amp;lt;br/&amp;gt;&lt;br /&gt;
::Unarmed (punches, kicks headbuts) atk +2 dmg 1d4+0 lethal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; +2 (+0 BAB + 2 Dex) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude Hand Bow &amp;amp; Crude arrows: atk +3, dmg 1d6-2, threat 20, AP 2, &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Menacing threat: May threaten up to 3 targets at once with one roll.&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 12 (+1)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Con&#039;&#039;&#039; 10 (+0)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Int&#039;&#039;&#039; 16 (+3)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cha&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: 4&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge Specialty&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Unarmed Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bow Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: (6 class + 3 Int) x [lvl + 3] = 36; &lt;br /&gt;
::&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Athletics&#039;&#039;&#039; +4 (+0 str + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Blend&#039;&#039;&#039; +2 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bluff&#039;&#039;&#039; +3 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Crafting&#039;&#039;&#039;,[Chemistry, Pharmacy, Carpentry], +7 (+3 int +ranks + 4 ranks from paired skill) Class, Pair&amp;lt;medicine &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Disguise&#039;&#039;&#039; +2 (+2 cha +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Haggle&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Impress&#039;&#039;&#039; +6 (+2 cha + 4ranks +other) Origin&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Intimidate&#039;&#039;&#039; +2 (+2 wis +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Investigate&#039;&#039;&#039; +6 (+2 wis +4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Medicine&#039;&#039;&#039; +9 (+3 int + 4ranks +2 insight) Class, Pair&amp;gt;craft &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Notice&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Prestidigitation&#039;&#039;&#039; +2 (+0 dex +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Resolve&#039;&#039;&#039; +4 (+0 con + 2 ranks + 2 BOE ranks) Class BOE&amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Ride&#039;&#039;&#039;,[Land mounts], +4 (+2 dex +2 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Search&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Sense Motive&#039;&#039;&#039; +6 (+2 wis stat +2 ranks +2 insight) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sneak&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Survival&#039;&#039;&#039; +11 (+2 wis +4 ranks +5 Path) Origin &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Tactics&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Interests&#039;&#039;&#039;:&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Native lang&#039;&#039;&#039;: Ma&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; trade&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; Academic&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Other lang:&#039;&#039;&#039; Tir:- forest&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homeland:&#039;&#039;&#039; Sylvar&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Career:&#039;&#039;&#039; herb lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 1:&#039;&#039;&#039; Alignment Elemental dragon of the herbalist&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 2:&#039;&#039;&#039; Draconic lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 3:&#039;&#039;&#039; Cartrefcarreg lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 4:&#039;&#039;&#039; Lanc&#039;cust lore &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carrying Capacity&#039;&#039;&#039;: Light 70, heavy 210, lift 422 drag 1055 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039; (Saurian)&lt;br /&gt;
::Agile defense +1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Cold-blooded &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Bite I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Tail slap I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality&#039;&#039;&#039; (Physician)&lt;br /&gt;
::&#039;&#039;&#039;Bonus feat&#039;&#039;&#039;: Basic skill master (Healer) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemistry focus &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge proficiency &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Paired skills: medicine&amp;gt;Crafting &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; (Sage)&lt;br /&gt;
::&#039;&#039;&#039;Core&#039;&#039;&#039;: Breath of Experience &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Wise Council &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Species&#039;&#039;&#039;: Dragon heritage &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Specialty&#039;&#039;&#039;: Basic skill master (Healer: Medicine &amp;amp; sense motive) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;:  Alchemy Basics &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Money and Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;: 3 (1 class + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
:Panache 1 (10s/month, +0 Appearance), Prudence 2 (25% savings) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039; +2 (+0 Panache + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stake&#039;&#039;&#039; 0 (100 x lvl) &#039;&#039;&#039;Hand&#039;&#039;&#039; 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bedroll : cold resistance 2&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Canteen : Holds water&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Pouch : Holds 50 coins&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemist kit : allows trained Crafting: chemistry checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Doctors bag : allows trained Medicine checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude hand bow : short ranged bow -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude standard arrows (10): head less arrows -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude dagger : Well used knife&amp;lt;Br/&amp;gt;&lt;br /&gt;
::bandages : stops bleeding&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Legend&#039;&#039;&#039; +1 (1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reputation&#039;&#039;&#039;: 7 (lvl x 10) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Renown&#039;&#039;&#039;: 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trinkets&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Guiding Doctor’s gloves (Elven made red silk gloves): Interest(feral-folk treatment), purely fluff self cleaning function :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prizes&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
:[name]: [effect] :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miracles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039; DC 12 (10 + 2 Cha + 0 Spellcasting feats)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Level&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
====Paths====&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Step 1&#039;&#039;&#039;: +5 bonus to Survival checks&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=401646</id>
		<title>FantasyCraft:Otters Ransom:Ssarwel</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FantasyCraft:Otters_Ransom:Ssarwel&amp;diff=401646"/>
		<updated>2021-07-01T22:34:15Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Physical Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ssarwel=&lt;br /&gt;
&lt;br /&gt;
Male Suarian (Draconic) Physician Sage lvl 1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
Medium Folk &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Ssarwel is a Saurian about 5&#039;4&amp;quot; in height.  His eyes are lavender slits, and he wears a black cloak over brown clothing.  What scales can be seen show a complex interweaving pattern.  Two small curved horns adorn the ridges along his head.&lt;br /&gt;
&lt;br /&gt;
==Backstory and personality==&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&lt;br /&gt;
===Quick reference===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses&#039;&#039;&#039; Notice +2, Search +7 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039; Blend +2, Sneak +2 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AD&#039;&#039;&#039;: 3d4, starting 3 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 13 (10 +2 Dex + 0 class + 1 race)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DR&#039;&#039;&#039; 3 (0 armor + 3 thick hide) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vitality&#039;&#039;&#039; 9 (9 class x lvl + 0 Con x lvl); Wounds 10 Con &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort&#039;&#039;&#039; +1 (+0 Con + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; +3 (+2 Dex + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; +3 (+2 Wis + 1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Agile Defense +1: + 1 to defense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense: Advantage on fort saves for disease and poison&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Thick Hide 3: 3 to DR&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft. &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BAB&#039;&#039;&#039; +0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; +1 (+0 BAB + 1 Str) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bite I: Atk +2 dmg, 1d8+1 lethal, threat 18-20&amp;lt;br/&amp;gt;&lt;br /&gt;
::Tail slap I: Atk + 2 dmg, 1d8+1 lethal, threat 20, reach +1&amp;lt;br/&amp;gt;&lt;br /&gt;
::Crude Dagger atk +1 dmg, 1d6-1 lethal, threat 19-20, bleed hurl&amp;lt;br/&amp;gt;&lt;br /&gt;
::Unarmed (punches, kicks headbuts) atk +2 dmg 1d4+0 lethal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; +2 (+0 BAB + 2 Dex) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude Hand Bow &amp;amp; Crude arrows: atk +3, dmg 1d6-2, threat 20, AP 2, &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Menacing threat: May threaten up to 3 targets at once with one roll.&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 12 (+1)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Con&#039;&#039;&#039; 10 (+0)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Int&#039;&#039;&#039; 16 (+3)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cha&#039;&#039;&#039; 14 (+2)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: 4&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge Specialty&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Unarmed Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bow Forte &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: (6 class + 3 Int) x [lvl + 3] = 36; &lt;br /&gt;
::&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Athletics&#039;&#039;&#039; +4 (+0 str + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Blend&#039;&#039;&#039; +2 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bluff&#039;&#039;&#039; +3 (+2 Cha +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Crafting&#039;&#039;&#039;,[Chemistry, Pharmacy, Carpentry], +7 (+3 int +ranks + 4 ranks from paired skill) Class, Pair&amp;lt;medicine &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Disguise&#039;&#039;&#039; +2 (+2 cha +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Haggle&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Impress&#039;&#039;&#039; +6 (+2 cha + 4ranks +other) Origin&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Intimidate&#039;&#039;&#039; +2 (+2 wis +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Investigate&#039;&#039;&#039; +6 (+2 wis +4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Medicine&#039;&#039;&#039; +9 (+3 int + 4ranks +2 insight) Class, Pair&amp;gt;craft &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Notice&#039;&#039;&#039; +2 (+2 wis +ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Prestidigitation&#039;&#039;&#039; +2 (+0 dex +ranks +other) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Resolve&#039;&#039;&#039; +4 (+0 con + 2 ranks + 2 BOE ranks) Class BOE&amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Ride&#039;&#039;&#039;,[Land mounts], +4 (+2 dex +2 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Search&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt; &lt;br /&gt;
::&#039;&#039;&#039;Sense Motive&#039;&#039;&#039; +6 (+2 wis stat +2 ranks +2 insight) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sneak&#039;&#039;&#039; +6 (+2 dex + 2 ranks +2 BOE ranks) Class BOE &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Survival&#039;&#039;&#039; +11 (+2 wis +4 ranks +5 Path) Origin &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Tactics&#039;&#039;&#039; +7 (+3 int + 4 ranks +other) Class &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Interests&#039;&#039;&#039;:&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Native lang&#039;&#039;&#039;: Ma&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; trade&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Universal lang:&#039;&#039;&#039; Academic&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Other lang:&#039;&#039;&#039; Tir:- forest&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homeland:&#039;&#039;&#039; Sylvar&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Career:&#039;&#039;&#039; herb lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 1:&#039;&#039;&#039; Alignment Elemental dragon of the herbalist&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 2:&#039;&#039;&#039; Draconic lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 3:&#039;&#039;&#039; Cartrefcarreg lore&amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Free 4:&#039;&#039;&#039; Lanc&#039;cust lore &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carrying Capacity&#039;&#039;&#039;: Light 70, heavy 210, lift 422 drag 1055 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039; (Saurian)&lt;br /&gt;
::Agile defense +1 &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Cold-blooded &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Dark vision I &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Bite I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Natural attack Tail slap I  &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speciality&#039;&#039;&#039; (Physician)&lt;br /&gt;
::&#039;&#039;&#039;Bonus feat&#039;&#039;&#039;: Basic skill master (Healer) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemistry focus &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Contagion sense &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Edge proficiency &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Paired skills: medicine&amp;gt;Crafting &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; (Sage)&lt;br /&gt;
::&#039;&#039;&#039;Core&#039;&#039;&#039;: Breath of Experience &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Wise Council &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Species&#039;&#039;&#039;: Dragon heritage &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Specialty&#039;&#039;&#039;: Basic skill master (Healer: Medicine &amp;amp; sense motive) &amp;lt;Br/&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Level 1&#039;&#039;&#039;:  Alchemy Basics &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Money and Gear===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestyle&#039;&#039;&#039;: 3 (1 class + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
:Panache 1 (10s/month, +0 Appearance), Prudence 2 (25% savings) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039; +2 (+0 Panache + 2 Cha) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stake&#039;&#039;&#039; 0 (100 x lvl) &#039;&#039;&#039;Hand&#039;&#039;&#039; 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Bedroll : cold resistance 2&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Canteen : Holds water&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Pouch : Holds 50 coins&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Chemist kit : allows trained Crafting: chemistry checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Doctors bag : allows trained Medicine checks&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude hand bow : short ranged bow -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::crude standard arrows (10): head less arrows -1 to damage&amp;lt;Br/&amp;gt;&lt;br /&gt;
::Crude dagger : Well used knife&amp;lt;Br/&amp;gt;&lt;br /&gt;
::bandages : stops bleeding&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Legend&#039;&#039;&#039; +1 (1 class) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reputation&#039;&#039;&#039;: 7 (lvl x 10) &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Renown&#039;&#039;&#039;: 0 &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trinkets&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
::Guiding Doctor’s gloves (Elven made red silk gloves): Interest(feral-folk treatment), purely fluff self cleaning function :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prizes&#039;&#039;&#039;: &amp;lt;Br/&amp;gt;&lt;br /&gt;
:[name]: [effect] :cost &amp;lt;Br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miracles===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039; DC 12 (10 + 2 Cha + 0 Spellcasting feats)&amp;lt;Br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Level&#039;&#039;&#039; &amp;lt;Br/&amp;gt;&lt;br /&gt;
====Paths====&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Step 1&#039;&#039;&#039;: +5 bonus to Survival checks&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=401596</id>
		<title>Portals and Perils</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Portals_and_Perils&amp;diff=401596"/>
		<updated>2021-06-30T03:48:03Z</updated>

		<summary type="html">&lt;p&gt;Hammel: /* Bakir */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Maps=&lt;br /&gt;
&lt;br /&gt;
==Bakir==&lt;br /&gt;
&lt;br /&gt;
[[File:Bakir2.png]]&lt;br /&gt;
&lt;br /&gt;
Scale: 1 hex = 60 miles&lt;br /&gt;
&lt;br /&gt;
=Campaign Handout=&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters start at Level 11, with 85,000 experience points and the Standard Campaign starting gold and items (DMG pg 38) Tiers of Play/Starting at Higher Level).  If you would like to start with more magic items, just before we start the game you can use the rules on page 126 in Xanathar’s Guide to Everything to make purchases from the magic item list on pg. 150 of the DMG and any other official printed source (and Unearthed Arcana if it has magic items).  Rithys has plenty of resources and has made a trade of selling to adventurers.&lt;br /&gt;
&lt;br /&gt;
We will be rolling randomly for ability scores.  Please roll 4d6 six times and drop lowest die with a dice roller like Orkos or maybe the RPGnet dice roller, and decide if you want to keep this set.  If not, roll again for another set.  Once you find the set of 6 numbers you want to keep, assign them to your ability scores.&lt;br /&gt;
&lt;br /&gt;
You may use all official WOTC, printed books for 5e plus Unearthed Arcana to create your character.  No third party material, please.  When creating your character, if you’re using anything outside the PH/DMG please note the sources you are using and what you are using.  Material from setting books such as Ravnica or Eberron or adventure books might be permissible as long as it&#039;s not too tied to the setting. &lt;br /&gt;
&lt;br /&gt;
Alignments should be Neutral or Good, and no Chaotic Neutral please.&lt;br /&gt;
&lt;br /&gt;
Everyone starts with one Inspiration.  Once spent, you can refill that Inspiration at my discretion through good role-playing and playing up Ideals, Bonds, and Flaws.&lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
Available Domains: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Order, Peace, Twilight, Forge, Grave (please let me know if I missed anything)&lt;br /&gt;
&lt;br /&gt;
The Nameless Gods:&lt;br /&gt;
&lt;br /&gt;
The deities of Rithys do not go by any known names, but it is clear to the people of that nation that there are intelligent forces at work that cover certain areas and whom clerics and paladins draw their power from and commune with.&lt;br /&gt;
&lt;br /&gt;
Goddess of Trade.  Neutral.  Knowledge.&lt;br /&gt;
&lt;br /&gt;
God of Mysteries.  Neutral.  Knowledge, Trickery&lt;br /&gt;
&lt;br /&gt;
Goddess of the Hearth.  Neutral Good.  Peace, Twilight.&lt;br /&gt;
&lt;br /&gt;
Goddess of Justice.  Lawful Good.  Life, Light.&lt;br /&gt;
&lt;br /&gt;
God of the Storms.  Chaotic Neutral.  Tempest, War.&lt;br /&gt;
&lt;br /&gt;
God of Nature.  Neutral.  Nature.&lt;br /&gt;
&lt;br /&gt;
God of War.  Neutral.  War, Order.&lt;br /&gt;
&lt;br /&gt;
God of Crafts.  Lawful Good.  Forge.&lt;br /&gt;
&lt;br /&gt;
God of Liches.  Chaotic Evil.  Grave.&lt;br /&gt;
&lt;br /&gt;
If you don’t see something that covers something you’d like related to your character you may make one.&lt;br /&gt;
&lt;br /&gt;
==The Nation of Rithys==&lt;br /&gt;
&lt;br /&gt;
Neutral&lt;br /&gt;
&lt;br /&gt;
A wealthy merchant nation that has maintained neutrality in world affairs.  Though themselves at peace, there are plenty of mercenaries and adventurers that originate from this country.&lt;br /&gt;
&lt;br /&gt;
Government: A group of wealthy and influential people that take advice from representatives of four factions: The Merchants Guild, Church of the Hearth, People of the Forge, The Old Kingdom&lt;br /&gt;
&lt;br /&gt;
Capital: Profett (25,500)&lt;br /&gt;
&lt;br /&gt;
Population: Cosmopolitan&lt;br /&gt;
&lt;br /&gt;
Languages: Common&lt;br /&gt;
&lt;br /&gt;
Religions: Deities of Trade, Mysteries, Hearth, Justice, Storms, Nature, War, Crafts, Liches&lt;br /&gt;
&lt;br /&gt;
Threats: Risks of incursions of demons from the invaded halfing kingdom of Bethsada, liches that want to seize power.&lt;br /&gt;
&lt;br /&gt;
Primary Exports: Furniture, jewelry, agriculture, arms and armor, magical weapons and items&lt;br /&gt;
&lt;br /&gt;
Primary Imports: Several different goods that get sold here&lt;br /&gt;
&lt;br /&gt;
Allies: None, for the most part are neutral in affairs&lt;br /&gt;
&lt;br /&gt;
Enemies: Liches, Demons&lt;br /&gt;
&lt;br /&gt;
Factions: Merchant’s Guild&lt;br /&gt;
&lt;br /&gt;
==Governing Factions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Alliance of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Strength through wealth&lt;br /&gt;
&lt;br /&gt;
Symbol: A single gold coin adorned with a bejewelled crown&lt;br /&gt;
&lt;br /&gt;
The Alliance of Coin is a small group of people that rule over Rithys in council with representatives of four factions.  They believe in the power of wealth, trade, and the wisdom of the old nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchants Guild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Why make war when you can make money?&lt;br /&gt;
&lt;br /&gt;
Symbol: A gold coin superimposed by two hands shaking each other&lt;br /&gt;
&lt;br /&gt;
The Merchants Guild enforces peaceful and, for the most part, fair trade.  While they have no objection to merchants making as much money as possible, and prefer to leave things to the free market, unscrupulous business practices such as price gouging and embezzlement give them a bad name therefore are stamped out wherever it is found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Church of the Hearth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everyone deserves a roof over their head&lt;br /&gt;
&lt;br /&gt;
Symbol: A cooking pot over a fireplace&lt;br /&gt;
&lt;br /&gt;
The Church of the Hearth is an influential organization that tries to temper the nation’s selfish impulses and are responsible for many good works and charity.&lt;br /&gt;
&lt;br /&gt;
People of the Forge&lt;br /&gt;
&lt;br /&gt;
Motto: A person can prove themselves not only in deeds, but in the work of their hands.&lt;br /&gt;
&lt;br /&gt;
Symbol: A forge superimposed by tongs&lt;br /&gt;
&lt;br /&gt;
The dwarves are a collection of semi-autonomous clans that primarily live in the mountains.  They have profited well from Nethys, and their goods are sold all over the lands and world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Old Kingdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Rulership through wise counsel.&lt;br /&gt;
&lt;br /&gt;
Symbol: A cracked, plain crown&lt;br /&gt;
&lt;br /&gt;
The Old Kingdom is a line of nobles that once ruled Rithys a couple hundred years ago.  After the monarchy of Rithys reigned for generations upon generations, they lost power and influence and a succession of different governments came after them.  The current government has only been around for 50 years, but with The Old Kingdom’s advice and the advice of others the current nation of Rithys has become very successful.&lt;br /&gt;
&lt;br /&gt;
==Rival Faction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Skeletal Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motto: Everything Rithys is rightfully ours!&lt;br /&gt;
&lt;br /&gt;
The Skeletal Hand is led by a group of liches who wish to seize Rithys, by force, if necessary.  Some of them are old, corrupt nobles who turned to lichdom long ago and believe they have a claim to the “throne.”  Their idea of rulership is to periodically elect among themselves a leader of the people that would rule with an iron fist.&lt;br /&gt;
&lt;br /&gt;
==The Portals==&lt;br /&gt;
&lt;br /&gt;
Two months ago, the first portals opened on a full moon.  The month after, the next set of portals opened also on a full moon.  In four more weeks, another set of portals is expected to open coinciding with the next full moon.  Only one portal so far, the one that opened in Bethsada, has shown to be a visible, potential threat.  One portal is in the halfling kingdom of Bethsada the three others are in Rithys.  There may be more portals if anyone wants to be from one not mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Portal in Bethsada (10.22)&lt;br /&gt;
&lt;br /&gt;
This portal must lead to the Abyss, because since it has opened demons have poured out from it and the halfling kingdom of Bethsada has faced ruin.  Crops have failed, soil has become infertile, and many of the halflings pushed out of the kingdom.  Many halflings have fled to Rithys and with the Church of the Hearth’s help have set up comfortable homes throughout the land.  Recently, the Church of the Hearth has convinced the leadership of Rithys to help support the halflings with resources and send adventurers to fight the demons and liberate the halflings’ homes.  But Rithys leadership has so far resisted sending their military there, believing they need not or cannot go that far.&lt;br /&gt;
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The portal itself is in the Valley of Dirges, a badlands located in the southwest part of the continent next to Bethsada.  When this portal appeared north of the Valley, demons quickly overran the area around the portal and occupied parts of the Badlands, resulting in goblinoids adding their number to the refugees from Bethsada.  Bethesda’s Capital, Farmstruck (05.15) seems to be the center of some kind affliction similarly affecting the nature around the area of the demon portal.  Demons, mostly of the flying variety, have made incursions there but most of the interest of the demons appears to be in Bethsada’s south and in the Valley of the Dirges, where the Singing Stones--stone formations that sing in low notes when wind hits them--are.&lt;br /&gt;
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The Kingdom of Abenia (20.15)&lt;br /&gt;
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Not all the portals lead to danger.  This portal has led to trading opportunities.  On the other side is a kingdom of lycanthropes of all sorts who, unlike certain evil-aligned lycanthropes of Rithys, have shown to be good-natured.&lt;br /&gt;
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Two Unknown Portals (19.08 and 19.22)&lt;br /&gt;
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These most recently opened as of two weeks ago.  An adventuring party went through one portal (19.08) two weeks ago and never came back.  The other portal (19.22) has had adventurers sent through it but they either never came back or fled back through the portal to Rithys reporting wild, dangerous monsters and wildlife they couldn’t handle.  Only a 1-mile circumference around the portal has been mapped.&lt;br /&gt;
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Zonn&#039;s World (19.16)&lt;br /&gt;
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Knock&#039;s World (13.13)&lt;br /&gt;
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==Notable Settlements==&lt;br /&gt;
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The continent of Bakir is divided into two kingdoms, Bethsada in the west and Rithys in the east.  The Battleforged Mountains divide the two kingdoms.  In the center is a vast, natural forested pass where the mountains have smoothed and sunk to the ground.  This is the pass that links the two kingdoms together.  South of Bakir is another continent, Corinym.&lt;br /&gt;
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Profett (24.18)&lt;br /&gt;
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This is a city of 25,500 and is known as the Jewel of Rithys.  Trade from Rithys is centered here and among the three cities connected to it.&lt;br /&gt;
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Korb and Baranwood (10.15 and 18.15)&lt;br /&gt;
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Before the portals, this was the heaviest travelled road for merchants and traders.  Several towns dot the landscape.  Now, this forest has become the temporary home to many halflings and others from Bethsada who, with the help of the Church of the Hearth and Rithys, have tried to put their worries behind them.&lt;br /&gt;
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Forgehome (10.11)&lt;br /&gt;
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A lot of the dwarves that make up the People of the Forge faction are in the northern mountains that Forgehome is nestled in.  For the best weapons and armor, Forgehome is the best place to buy.&lt;br /&gt;
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=Player Characters=&lt;br /&gt;
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[[Vren Spearwarden]], played by Leliel.&lt;br /&gt;
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[[Knock the Starchild]], played by Illtry &lt;br /&gt;
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Yukiko Katsuri, played by Aurebesh.&lt;br /&gt;
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Larken Wintermoon, played by Markov.&lt;br /&gt;
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Calgen Stouthollow, played by HardKore Keltoid.&lt;br /&gt;
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Dr. Pyvander Zonn, played by The Watcher.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Bakir2.png&amp;diff=401595</id>
		<title>File:Bakir2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Bakir2.png&amp;diff=401595"/>
		<updated>2021-06-30T03:47:35Z</updated>

		<summary type="html">&lt;p&gt;Hammel: Made with Hexographer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Made with Hexographer.&lt;/div&gt;</summary>
		<author><name>Hammel</name></author>
	</entry>
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