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Here shows the extended second principle of mathematical induction. | {
"title": "39. The Extended Second Principle of Mathematical Induction",
"domain": "hyl.fandom.com",
"cats": "foundational_mathematics",
"removed": []
} |
There is a theorem and its proof shows compact subsets of metric spaces are closed. | {
"title": "38. Theorem(Mathematical Analysis)",
"domain": "hyl.fandom.com",
"cats": "mathematical_analysis",
"removed": []
} |
-Definition:There are n!/(n1!n2!···nr!) different permutations of n objects of which n1 are alike, n2 are alike…,nr are alike.
-Note that there are r different things&n=n1+n2+···+nr
-Two examples for this case | {
"title": "8.Permutations(3)",
"domain": "hyl.fandom.com",
"cats": "probability",
"removed": []
} |
-Idea&Formula
-(case1)Critical damping
-(case2)Overdamping
-(case3)Underdamping
-Notes | {
"title": "362. Application: Damped Motion",
"domain": "hyl.fandom.com",
"cats": "calculus",
"removed": []
} |
An example shows the Snell’s Law/Law of Refraction by calculating the absolute minimum value of light travel time. | {
"title": "82. Application: Physics",
"domain": "hyl.fandom.com",
"cats": "calculus",
"removed": []
} |
-The explanation is in the pictures
-The second picture is the illustration of the distributive laws and DeMorgan’s laws. | {
"title": "3.Distributive laws, DeMorgan’s laws, Monotone",
"domain": "hyl.fandom.com",
"cats": "probability",
"removed": []
} |
There are four steps and an example to find limits of integration in three dimension. | {
"title": "302. Finding Limits of Integrations in the order dz, dy, dx",
"domain": "hyl.fandom.com",
"cats": "calculus",
"removed": []
} |
There is the formula and its idea of continuity equation of hydrodynamics. | {
"title": "349. Application: Continuity Equation of Hydrodynamics",
"domain": "hyl.fandom.com",
"cats": "calculus",
"removed": []
} |
-Definition
-Denotation
-Vector in the coordinate system
-Zero vector
Note that the vector here is shown in 2-dimensional cases. It will be denoted if the dimension of the vector is larger than 2. | {
"title": "61. Vector",
"domain": "hyl.fandom.com",
"cats": "high_school_mathematics",
"removed": []
} |
-Mass
-First moments about the coordinate planes
-Center of mass
-Idea
-Example | {
"title": "304. Mass and First Moment Formulas",
"domain": "hyl.fandom.com",
"cats": "calculus",
"removed": []
} |
Portrayed by AFCB78
Richard Edward Dudley
---------------------
### Aliases
Dudley, Dudders, Dick, Dickhead
### Relatives
Maureen Dudley
### Affiliation
CIMcity Police Department
### Occupation
Police Officer
Biographical information
------------------------
### Marital status
Single
Physical description
--------------------
### Gender
Male
### Height
185
### Eye color
brown
Appearances
-----------
### Portrayed by
AFCB78
Richard Edward (AKA Dick Ed) Dudley has become a regular patrolling Officer and can often be found eating, drinking and riding along with Capt Cartwright.
He loves his chopper and hates Red Zone parking, impounding vehicles at will. Traffic Warden was his ultimate aspiration as a young Dick Ed. His love for Mother, upholding the law and hunting for city conquests can lead him into situations that he sometimes can't handle, however, he always keeps his helmet on, his hair shiny and his cologne of mother's monthlies topped up. | {
"title": "RICHARD EDWARD DUDLEY",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
LRodney Ramrod
--------------
### Affiliation
Whoever wants him
### Occupation
Local Nuisance
Biographical information
------------------------
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Debut
CIMcity BETA
Portrayed by L1am360
Biography
--------- | {
"title": "RODNEY RAMROD",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
*Dedicated to the late FluxPep89 aka Jim Pepper*
CIMcity is a Grand Theft Auto V role-play server owned by CompletedItMate, promoted through his Twitch channel CompletedItMate. The server is run on the third-party multiplayer server system, FiveM and contains custom created scripts based around the city of Los Santos.
This server is designed to allow people to act out or perform the part of a person or character within the city of Los Santos. All actions are to be taken as though the player is that character, from finding work to earn money to meeting and getting familiar with other characters across the city. If you watch someone else stream their character via Twitch, you should still make the effort to meet and get to know them in-game, rather than using information gathered while viewing them. Taking the information you have learned from watching someone else & implementing it in the server (i.e finding out how to make money illegally) is known as metagaming and could lead to your character being given a bus out of the city for good.
The purpose of this Wiki is to allow both the audience & players to browse through current and previous characters from the server. Characters will come & go through the city and this site will help keep a log for others to browse and reminisce throughout the longevity of the server. It is also a platform for those who help promote the server by streaming their experience on Twitch as all socials will be linked for all characters, allowing people to find their favourites and support them.
*Please be aware: Information gathered from CIMcity Wiki that was previously unknown and used can lead to a permaban from the server.*
If you would like to join, you must be aged 18+, and be subscribed to CompletedItMate’s twitch channel. Once subscribed, details can be found in the CIM discord for how to apply. We look forward to seeing you in the city!
CHARACTER DIRECTORY
-------------------
ADMIN TEAMMALE CHARACTERSFEMALE CHARACTERSGANGS & FIRMSCIMCITY POLICE DEPARTMENTPILLBOX HOSPITALCIMcity UPDATES
--- | {
"title": "CIMcity RP Wiki",
"domain": "cimcity-rp.fandom.com",
"cats": "cimcity_rp_wiki",
"removed": []
} |
For any real x>0 and every integer n>0, there is one and only one positive real y such that y to the power n is x
The proof of this theorem is a little tricky, so it needs patient when readers are reading. | {
"title": "8.Theorem",
"domain": "hyl.fandom.com",
"cats": "mathematical_analysis",
"removed": []
} |
Danny Harris
------------
### Aliases
Danny
### Relatives
Officer Booth
### Affiliation
Unknown
### Occupation
Agent 68 Impersinator
Biographical information
------------------------
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Portrayed by
Apex\_V4DER
### Debut
CIMcity BETA
Portrayed by APEX\_V4DER
Biography
--------- | {
"title": "DANNY HARRIS",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
CHARACTER DIRECTORY
-------------------
CLICKTECH\_KEVEMZY1001ADAMJACKLAWAFCB78JDOTALDERSONSAVOURYDIPCHLOERAVENSCROFT WRIGHTLEFTRIGHTSHARPBEARDEU\_PANDAMINTY\_MUSHROOMS
--- | {
"title": "ADMIN",
"domain": "cimcity-rp.fandom.com",
"cats": "cimcity_rp_wiki",
"removed": []
} |
Daryl Jones
-----------
### Aliases
Daryl
### Relatives
N/A
### Affiliation
The Lost MC
### Occupation
The Lost MC Enforcer
Biographical information
------------------------
### Date of birth
28/03/1985
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Portrayed by
MazeMagic
### Debut
CIMcity BETA
Portrayed by MazeMagic
Biography
---------
After his previous Charter broke down. He went Nomad for a year whilst trying to establish himself, then landed himself in Los Santos where he managed to earn his way in to the MC, proving to the members at the time, Terry, Jimmy and Jack that he was reliable and trustworthy.
Daryl is in his mid thirties and is well built. He sports a beanie and we'll trimmed beard. His signature purple hair is always a talking point. He has two Tattoo sleeves, a medusa on one arm for his love of Greek mythology and a motorcycle sleeve for obvious reasons.
Daryl s a strong and a bit hot headed. Intially coming across as very passive and non-intimidating he will resort to extreme measures to protect his club or anyone close associates. He does not tolerate rule breaks in the club and does not tolerate disrespect towards the club members, their property or the club itself.
Daryl was born in England. He had a wife, Jennifer Jones and was planning in starting a family until his wife one day disappeared. He has since never been able to find her and is unsure if she has been taken, murdered or left of her own accord. Its a constant reminder to him that no one sticks around and he must put himself first. He found his home in the motorcycle club and dedicates his whole life to it.
Daryl joined the lost MC when it opened up in the city. He was a Road Captain, but the club saw him a better fit as enforcer so his patch was changed over a couple months into his time with the club. He ensures loyalty, brotherhood and respect are maintained in the club. | {
"title": "DARYL JONES",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Sheriff Woody Cassidy
---------------------
### Aliases
Cassidy
### Relatives
Clay Cassidy / Matty Mercer
### Affiliation
CIMcity Sheriff Department & CCPD
### Occupation
Head Sheriff
Biographical information
------------------------
### Date of birth
26/06/1989
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Portrayed by
SavouryDip
### Debut
CIMcity BETA
Portrayed by SavouryDip
Biography
---------
Great Great Grandson of the Famous Sheriff from Valentine - Clay Cassidy, Woody is often found patrolling the streets of CIMcity.
Woody arrived in Los Santos after learning of his ancestors prevalence in the United States.
A former PCSO, known as a "bobby on the beat" in the United Kingdom, Woody once walked the streets of Blackpool, England; where he worked way to the summit of the Lancashire Constabulary before being offered the role as Head Sheriff in Paleto, Los Santos. | {
"title": "WOODY CASSIDY",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
B'HERO'
-------
### Aliases
HERO aka ROLY POLY
### Relatives
Superman Batman Spiderman & so on
### Affiliation
Himself
### Occupation
Superhero
Biographical information
------------------------
### Place of birth
A Kingdom far-far away
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Portrayed by
McDougal10
### Debut
CIMcity BETA
Portrayed by McDougal10
Biography
--------- | {
"title": "HERO",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Leroy Desavage
--------------
### Affiliation
EMS
### Occupation
EMS Paramedic at Pillbox Hospital
Biographical information
------------------------
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Debut
CIMcity BETA
Portrayed by ?
Biography
--------- | {
"title": "LEROY DESAVAGE",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Commissioner Barry Shelby
-------------------------
### Aliases
Commissioner Shelby.
### Relatives
Jean Shelby (Wife), Colin Shelby (Son)
### Affiliation
CIMcity Police Department
### Occupation
Police Commissioner
Biographical information
------------------------
### Marital status
Married
### Date of birth
08/08/1963
### Place of birth
Small Heath, Birmingham, UK
Physical description
--------------------
### Gender
Male
### Height
192cm
Appearances
-----------
### Portrayed by
ClickTech\_Kev
### Debut
CIMcity BETA
Portrayed by ClickTech\_Kev
Biography
---------
Barry Shelby is the current Police Commissioner for the **CIMcity Police Department.** He recently achieved a promotion from Chief of Police, a role he accepted as an alternative to retirement from the West Midlands Police in the UK, as part of a cultural exchange program with the previous Chief of Police.
Private Life
------------
Barry is married to Jean, who is loving the city life, the shopping and all the perks that come with being the chief's wife. She has never been seen on screen but has been mentioned many times such as when she was taking private tennis lessons at very unusual hours.
Barry and Jean have a son, Colin, who lives out of the city where he also has the job of police chief.
Barry was committed to his police work, and often works late hours meaning he didn’t really have time for many hobbies… that was until he encountered Maureen Dudley and became her dogging partner..
He is generally a technophobe and has only just worked out how to text on a mobile phone. He also hates writing up his reports and will use other officers to do them for him. | {
"title": "COMMISSIONER BARRY SHELBY",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Noah Pinion
-----------
### Affiliation
Burger Shot
### Occupation
Burger Flipper at Burger Shot
Biographical information
------------------------
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Debut
CIMcity BETA
Portrayed by ?
Biography
--------- | {
"title": "NOAH PINION",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Johnny Johnson
--------------
### Aliases
JJ
### Affiliation
Ex member of The Professionals
### Occupation
Criminal Organiser
Biographical information
------------------------
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Portrayed by
Slim\_Simma
### Debut
CIMcity BETA
Portrayed by Slim\_Simma
Biography
--------- | {
"title": "JOHNNY JOHNSON",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Dan Gleeballs
-------------
### Aliases
Dan
### Relatives
Casey Barrett | Isa Trashmun
### Affiliation
Burger Shot
### Occupation
Owner of Burger Shot
Biographical information
------------------------
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
### Height
Unknown
Appearances
-----------
### Portrayed by
WrightLeftRight
### Debut
CIMcity BETA
Portrayed by WrightLeftRight
Biography
---------
Born & raised in Aberdeen to parents Mhairi and John, Dan was the middle child of the family, Brother Gary was 4yrs older than him and sister Carrie, 3yrs younger. He Had a healthy relationship with his brother & sister but became distant with his brother when Gary enrolled into the army aged 16.
His father passed away due to testicular cancer when he was 15, leaving Dan to help his mum look after his younger sister. During this time, his relationship with his sister became stronger than ever.
Dan attended Aberdeen Grammar School from 1996 to 2002 and he was an average student, nothing spectacular, but found that he had a good knack for business. From 2002, Dan attended Aberdeen University, doing a degree in Business Management.
Upon receiving his degree after 4yrs of hard work, Dan decided that he'd combine his other passion for good food with his degree, bought an old restaurant and opened a burger joint which was extremely popular.
In 2011, his wife Louise gave birth to twin boys, Harry & Joseph. They both came to the agreement that as Louise earned more money, Dan would take some time away from the business to look after their children and leave his manager to run the business. During this time, the restaurants popularity started dwindling and in an attempt to cut costs, Dan started acquiring less ethical cheap meats to put in his burgers. Eventually the restaurant closed after an unfortunate incident involving a pigeon & a deep fat fryer, which ultimately ended up with a young girl losing her life, and the police began investigating into his affairs.
It was at this point that Dan made the cowardly decision to empty the business account, flee the country, leaving his wife and kids behind, and move to Los Santos. After wandering the city for a few weeks, he came across a boarded up restaurant, and decided to go with what he knows, taking over the lease of the Burger Shot restaurant on San Andreas Avenue.
Now, with his merry band of Burger Shot misfits, he's trying to make an honest living, hoping that one day his wife & kids will forgive him for his actions and may join him out in Los Santos... | {
"title": "DAN GLEEBALLS",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
ABBIE-DEAN ANGUSASHE HULLCLEO DEVINEFANNY FLAPSISA TRASHMUNJAYNE DOEKATIE COOPERLOU TENNANTLUCINDA REARMARTHA MAYMAUREEN DUDLEYSANDRA EVANSSTEPHANIE O'SCOPETESS TAMONEYWANDA KEEL | {
"title": "FEMALE CHARACTERS",
"domain": "cimcity-rp.fandom.com",
"cats": "cimcity_rp_wiki",
"removed": []
} |
The **CIMcity Police Department** make up the lawful executive branch of the CIMcity Criminal Justice System in Los Santos. This branch of the lawful executive ensure law is upheld and controlled throughout the State of San Andras and the Isle of Los Santos.
Chain of Command (Senior Command)
---------------------------------
| Chain of Command | |
| --- | --- |
| Commissioner: | Chief Barry Shelby |
| Chief of Police | Katie Cooper |
| Assistant Chief | Angus |
Headquaters
-----------
**CIMcity Police Department Headquaters** is located on Mission Row, a brand new building installed in the early part of November 2021. A multi-million pound refurbishment and expansion of the previous Police building was sanctioned by the former Chief Techleberry prior to his departure to the United Kingdom.
The new Headquarters is a multi-level multi-department facility that has numerous offices, areas and includes a detainment facility in the basement, as well as a large car park, evidence stores & more.
Dispatch Team
-------------
The dispatch team is led by **Chief Katie Cooper** and is formed of the following Officers:
| Dispatch Team | |
| --- | --- |
| Chief Katie Cooper |
| Angus |
| John Mackay |
The primary role of the Dispatch team is to utilise the resources of the entire CCPD to ensure the entirety of Los Santos is covered appropriately, and a fast response is allocated to all incidents, criminal or medical in the absence of medical professionals.
The Dispatch offices are located in the Mission Row Police Department building, although those in charge of dispatch can also be on duty out on the streets while dispatching others.
Dispatch have the ability to utilise CCTV imagery to gain an understanding of the scope of any incident at any time, making them a true asset to the CIMcity Police Department. | {
"title": "CIMCITY POLICE DEPARTMENT",
"domain": "cimcity-rp.fandom.com",
"cats": "",
"removed": []
} |
Dennis Taylor
-------------
### Occupation
Police Captain
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Portrayed by
papa\_lima\_echo
Portrayed by Papa\_Lima\_Echo
General Description
-------------------
Dennis "Loopy" Taylor (badge number 204) is a Captain in the Los Santos Police Department.
He is the Field Training Officer responsible for supervising and certifying helicopter operations and is also a qualified interceptor driver.
Physical Description
--------------------
Taylor is aged 39 and is 5'10 with short brown hair and brown eyes, although he frequently wears sunglasses which obscures his eyes from the view of others. Despite his military background he has no tattoos.
Personality
-----------
Taylor has an interest in speed (not amphetamine). He enjoys anything which travels fast, be it in the air, on sea or on land. Travelling at speed gives him a huge adrenaline rush which helps to alleviate the stress from his role with the LSPD.
He doesn't have any particular vices – he doesn't take drugs (for fear of losing his flying certification) and rarely drinks. He is quite boring when it comes to diet, choosing to mainly stick to sandwiches and bottled water.
He can seem a bit distant and uncaring to those who don't know him, but those who do, know that he is quite a deep thinker and has a sharp wit when the time calls for it.
He can quickly become embarrassed and will frequently try to excuse himself from certain situations and is not particularly comfortable in situations which call for small-talk.
Taylor is single and is not in a relationship.
Behaviour
---------
Taylor is a very strategic thinker and tends to analyse a situation before taking a course of action. Decisions that he makes are intended to be for the greater good, rather than for personal plaudits or gain.
Due to his general distant demeanour, he struggles to work with a partner and is most often found patrolling alone. He spends this time carefully listening to the police radio and observing his surroundings.
Despite his preference for solitude, he works well as part of a team and gives good direction and instruction to his subordinates.
Taylor is a straight talker. If something needs to be said, he will say it. This can make people think that he's a bit robotic and uncaring, but is simply that he can't be bothered to use ten words when two will do.
Whilst he is somewhat a stickler for the rules, he prefers a more relaxed approach and often prefers to offer words of advice for relatively minor offences rather than fining people. However, if he perceives people to be disrespectful or dishonest, he has no hesitation about throwing the book at them.
Outside of work – what little time he has – he doesn't really have a close network of friends. This is primarily the result of past experiences whilst he was in the military, which have somewhat scarred his ability to make true friends.
Whilst Taylor is generally quite level-headed, he can get short-tempered in stressful situations and can say things he regrets upon reflection.
Background Information
----------------------
Taylor was born in the South West of England in the early 1980's. He had a relatively unremarkable youth and attended university before joining the British Army Air Corps. He trained as an attack helicopter pilot, where due to his name and his particular habit of performing loops and barrel roles in helicopters, earned the nickname “Loopy”.
During his time in the Air Corps he flew Lynx helicopters and served in both Iraq and Afghanistan. He is known to have come under heavy enemy fire on numerous occasions and managed to safely nurse a heavily damaged aircraft back to base, receiving a commendation for his skill and bravery.
He attained the rank of Lieutenant before transferring to the Royal Air Force in 2010 where he trained to fly fast jets, ultimately qualifying to fly Tornado GR4 aircraft. During his time in the RAF he was promoted to the rank of Flight Lieutenant and served missions in Iraq, Libya and Syria.
In 2016, during one of the periods that he was stationed at RAF Akrotiri in Cyprus, he was accused of selling drugs to personnel on the air base. He was summarily discharged from the RAF. The stigma associated with the charge meant that he was shunned by friends and saw his long-term partner leave him. Taylor felt humiliated and betrayed and maintained that he was innocent and took the RAF to an employment tribunal.
During the tribunal, it came to light that the allegations against him were not properly investigated and the RAF could not offer sufficient evidence that Taylor was involved in any illicit activity. The whole case was based on an allegation from a former member of service personnel who it was known held a grudge against Taylor because he was promoted ahead of him.
Taylor won the tribunal and was awarded substantial compensation covering lost past earnings, pension contributions and compensation. Despite winning his case, Taylor felt embarrassed and struggled to make new friends as a result of his experience when his former friends abandoned him.
In 2019 Taylor decided to move to Los Santos to make a fresh start, away from all of the unjustified stigma surrounding the drugs charges. He quickly got a job as a freelance pilot flying sight-seeing helicopters and flying VIPs where he earned a reputation as one of the best in Los Santos.
The Covid pandemic of 2020-21 saw Taylor's main source of work (and income) dry-up. He was desperate to maintain his passion of flying and applied to the LSPD in the hope that they would recognise his abilities and offer him the chance of flying the police helicopter. Taylor was recruited and quickly rose through the ranks on the back of his previous military experience and soon became the LSPDs primary pilot taking on the role of Field Training Officer. | {
"title": "DENNIS TAYLOR",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Big Juicy
---------
### Aliases
Juicy
### Relatives
Lil Lucee (R.I.P)
### Affiliation
Alien Army
### Occupation
Owner of Tequilala
Biographical information
------------------------
### Date of birth
26/06/1989
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
### Height
5ft11
Appearances
-----------
### Portrayed by
ItsMeRonnie
### Debut
CIMcity BETA
Portrayed by ItsMeRonnie
Biography
---------
Big Juicy, 32, is known across the city of Los Santos as a bit of an enigma when it comes to trust and respect. A very loyal friend to some, but enemy to others, Big Juicy was recently handed the keys to his very own business, Tequilalas Bar. A previous $35,000 debt did not hold him back & he soon grafted his way to "success".
Previously known as a lone wolf criminal, Juicy has recently joined forces with Cleemen Huff Jnr to caue havoc across CIMcity. He is quick to take part in a robbery if asked, but is often out-thought by the CIMcity PD.
A lover of chaos, Juicy has a tendency to swing his Steel Baseball Bat around the head of anyone willing to go against him. | {
"title": "BIG JUICY",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
this will be separated to three parts:
-addition(A)
-multiplication(M)
-distributive law(D) | {
"title": "4.Definition of fields",
"domain": "hyl.fandom.com",
"cats": "mathematical_analysis",
"removed": []
} |
Jayne Doe
---------
### Occupation
Mechanic / Garage Owner
Biographical information
------------------------
### Date of birth
06/06/1996
Physical description
--------------------
### Gender
Female
### Height
152cm
### Eye color
Green
Appearances
-----------
### Portrayed by
Jayne Doe
Portrayed by JayneDoe
🏆Los Santos Fight Night #1 Champion 🏆
Jayne Doe is a sharp tongued Garage Owning Mechanic, living her best life in CIMcity.
She moved to Los Santos in 2021 in pursuit of a life in the big City.
Jayne was previously crowned the WINNER of Los Santos' first fight night competition, beating her opponent Agent 69 in the final and winning herself a huge $25,000 before relocating to CIMcity.
When she's not working or knocking out others in the ring, Jayne and her incredible hair can be found mingling with others in the streets of CIMcity, sometimes indulging a little bit of crime.
Jayne was once part of the "Cub Club" ran by Keith Simba who are a were of friends who got up to all types of shenanigans. This club was represented by wearing leopard print and are now known as 'La Familia' across the City. | {
"title": "JAYNE DOE",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Neji Lidell
-----------
### Affiliation
The Order
### Occupation
Tuner/Race Organiser
Biographical information
------------------------
### Place of birth
USA
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Debut
CIMcity BETA
Portrayed by Diezyr
Biography
---------
Neji Lidell is one of the best getaway drivers and racers in the city. He loves to organise race events, tune vehciles to their best performance, and will gladly challenge any racer to a race. He runs with The Order, which is a group of individuals that all have a passion for cars and going fast. Neji works out of the Tuner Shop helping The Firm and runs the Racing HQ in CIMCity. | {
"title": "NEJI LIDELL",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Sheriff Joyce
-------------
### Aliases
Joyce
### Occupation
CIMcity Police Department Sheriff
Biographical information
------------------------
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Portrayed by
?
### Debut
CIMcity BETA
Portrayed by ?
Biography
--------- | {
"title": "JOYCE",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
There are some properties to calculate the probability with cdf. Also, there is an example to show how to calculate the probability with these properties. | {
"title": "29. Some Properties",
"domain": "hyl.fandom.com",
"cats": "statistics",
"removed": []
} |
Sean Power
----------
### Aliases
**Alter-Ego(s)*** Laddy Puciano *(Imitation of Paddy Luciano)*
**Nickname(s)**
* Gorgeous
*by Cleo Devine*
* Trigger
*by Doc Ballentine*
* Porn Shower
*by Doc Ballentine*
* Bossman
*by Web Face*
* Chief
*by Katie Cooper*
* Shaun Two
*by Shaunie Smith*
* The New Doc
*by various*
### Relatives
* Ryan Dockerty
(Adoptive Son)
### Affiliation
Emergency Medical Services
* Pillbox Medical Centre
* Sandy Shores Hospital
* Paleto Bay Medical Centre
### Occupation
Chief of the Emergency Medical Services
* Chief of Pillbox Medical Centre
* Chief of Sandy Shores Hospital
* Chief of Paleto Bay Medical Centre
Biographical information
------------------------
### Date of birth
July 2nd 1998
### Place of birth
Bermondsey, London, United Kingdom
Physical description
--------------------
### Gender
Male
### Height
198cm (6ft 4in)
### Weight
70kg / 11 stone
### Eye color
Blue
Appearances
-----------
### Portrayed by
EmperorSalt (www.twitch.tv/emperorsalt)
### Appears in
CIMCity Beta
### Debut
December 9th 2021
**Sean Power** is a character role-played by EmperorSalt
General Description
-------------------
Sean Power is the Chief of the Emergency Medical Services, callsign #101
Power used to be a Police Constable in the **Southwark Metropolitan Police** (Aug 2018 - February 2021)
Physical Description
--------------------
Power is a 23-year-old caucasion male with naturally brown hair, blue eyes, and a thick well groomed beard. Power's primary hair style is a front-facing faux hawk.
Power has multiple tattoos on his body; A black and white sleeve featuring skulls on either arm, an angelic figure with wings on his back, and half-leg sleeves from his ankles to his calves.
Personality
-----------
**Behaviour**
Power is considered to be an arrogant and a slightly narcissistic person, who has seemingly little respect for individuals outside of the Emergency Services or his friend groups.
Power is very often interpreted as abrasive and confrontational, though seems to follow a basic principle of treating others as they treat him; he will be reasonably respectful and helpful to those who show respect for him (or his rank), and he will be immediately hostile to those with an aggressive or otherwise disrespectful demeanour.
His "promotion" to Chief of the Emergency Medical Services has gotten him in some heated disagreements with other EMTs and CCPD, as he is out to move the EMS forward, even if it means leaving many others in the dust.
Due to the nature of Power's work, he has become rather detached after seeing many gruesome, and in some cases, fatal injuries caused by negligence and the criminal underground. Due to this, he displays signs of Sociopathy, showing virtually no empathy or remorse for individuals outside of his friend groups. Power also seems to find acts of violence somewhat amusing when the action is justifiable, frequently joking about "beating" EMTs into shape, though no evidence has been provided that this is literal.
Aside from this, he consistently deceives, manipulates and even gas-lights others within a "legal" limit, but should he be questioned he will avoid answering, changes the subject or claim to be joking.
Power does not show affection for anyone other that his long-term Girlfriend, Cleo Devine; this will often make him seem cold, un-welcoming or even just rude.
**Other Notes**
* Is known for traffic violations, specifically speeding, because "his time is worth more than long commutes"
* Has an apparent addiction to prescription painkillers, though does well to hide it.
Background
----------
Power joined the Metropolitan Police at the age of just 20 years old, after a mere two years of study and examinations. Not much is known about his time in the MET Police, other than he left in 2021 due to conflicts with several superiors.
In early April 2021, Power left the United Kingdom for San Andreas State, United States of America.
Between late April and mid May 2021, Power joins the Emergency Medical Services at the rank of EMT Paramedic. He excelled in this role, being one of the most efficient and successful members of the EMS since it was established, earning some $1.3 Million in just 18 days.
In early June 2021, Power and Cleo Devine became involved with each other. Power also purchased a Pegani Zonda-R at the price of $800,000, using just over half of the wages he earned in the previous month.
On 5th July, Power and Devine got engaged, and were set to be married on 11th August 2021. However, one week prior to the wedding day, Power was shot by an unknown culprit in the head, requiring doctors to induce a controlled coma to avoid further damage. It took nearly 4 months for surgeons to complete surgery, dislodging the bullet from his skull and were able to wake him up from his coma.
Notable Events (Timeline WIP)
-----------------------------
CIMCity BETA
============
**December '21**
* December 9th 2021 - Power re-joins the EMS at the rank of Paramedic, hired by Doc Ballentine
* December 14th 2021 - Expresses to specific individuals, including Wobbly Bobbly, that he'd be interested in becoming the EMS Chief
* December 29th 2021 - Officially elected as Acting Chief of the EMS.
**January '22**
* January 2nd - Announces the Pillbox Health and Safety Act 2022, with the aims of overhauling the entire EMS.
* January 6th - Promotes Stephanie O'Scope to the position of Assistant Chief of the Emergency Medical Services
* January 9th - Received official Helicopter, Motorcycle and Interceptor certifications, which overwrite his previous ones.
* January 16th - Enforces new rules regarding parking restrictions at all Medical Facilities
* January 21st - Has a heated conversation with M J over the actions of Web Face, but ultimately very little comes from the conversation.
* January 29th - Participates in the last Police Academy before the "Great Tsunami" to offer medical expertise and support. | {
"title": "Sean Power",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Jimmy Bikerson
--------------
### Aliases
Jimmy
### Relatives
N/A
### Affiliation
The Lost MC
### Occupation
Vice President of The Lost MC
Biographical information
------------------------
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Portrayed by
SaintJimmytv
### Debut
CIMcity BETA
Portrayed by [http://www.twitch.tv/saintjimmytv] Saintjimmytv
Biography
---------
Jimmy Bikerson is the Vice President for the Lost MC.
After returning to Los Santos Jimmy sought out The Lost MC to follow in his fathers footsteps. That is where he met Terry Cratchit and Jack Mehoff and the MC was reformed. Later they met nomad Daryl Jones who became their 4th member.
Jimmy is 29 with shaved back and sides, brown hair and stubble for a beard. Jimmy is one of the few members who actually wears a helmet when riding his Zombie around the city. He prefers to wear a hoodie under his MC Kutte with baggy jeans and boots.
Jimmy likes to think of himself as a sensible bloke and the voice of reason for the Club. He will try and avoid violence when he can but when it comes to the members of his club he will do what it takes to protect them.
Jimmy likes to lead by example and be someone who prospects and other members can look up to and also speak to when they have something on their mind.
Jimmy was initially raised in Los Santos by his mother and father. His dad was in The Lost MC before he died. That is when his mum took him away from the city while he was very young to try and lead a normal life.
After his mother would not answer Jimmy’s questions on what really happened to his dad Jimmy took it upon himself to get the answers he desired and headed back to Los Santos to understand more about his fathers lifestyle before he died
Jimmy is the Vice President of The Lost MC after helping Terry reform the club. His duties are to be the figurehead and set the example that the club will lead when Terry is not around.
Jimmy will often find himself at the head of conversations and deals being made and ensuring to keep good relationships with customers of the club | {
"title": "JIMMY BIKERSON",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
The **Pillbox Hill Medical Centre** is a general hospital in *Grand Theft Auto V* and *Grand Theft Auto Online*, located in Pillbox Hill, Los Santos (HD Universe)|Los Santos, San Andreas (HD Universe)|San Andreas.
Description
-----------
The Pillbox Hill Medical Centre, known to many as Pillbox, is situated amongst the heart of the CIMcity Community. Located next to Integrity Way Apartments, it is easily accessible for all who need it. It is a 10-story brick building with two main entrances, on Elgin Avenue and Strawberry Avenue.
According to signage, it has departments of Cardio-Thoracics, Medical Physics, Urology, Radiology, Ultrasound and Endoscopy, as well as operating and emergency rooms and a chapel. Several textures from the building, including department signage. The hospital's logo appears as a heart on a red background, with what appears to be a blood drip coming from it. The logo text appears to use the Adobe Devanagari font.
The interior consists of a small section of corridor seen from the southern entrance, and a larger section of interior can be seen from the top entrance.
Now owned by Doctor Alfred Ballentine, Pillbox is currently managed by Acting Chief Sean Power who has assembled a team of staff members to help int he day-to-day running. | {
"title": "PILLBOX HOSPITAL",
"domain": "cimcity-rp.fandom.com",
"cats": "",
"removed": []
} |
Martha
------
### Affiliation
Geeza Feltch
### Occupation
Outspoken Busy Bee
Physical description
--------------------
### Gender
Female
Appearances
-----------
### Portrayed by
AnnaMayMight
### Appears in
CIMcity
Portrayed by AnnaMayMight
Martha can occasionally be found in the city of Los Santos... where?
Who knows, but you'll often hear her before you see her, despite driving a massive pink truck.
A keen garbage lady, she isn't afraid to get stuck in to earn a few dollars.
She comes well armed with her trusty baseball bat that makes an appearance when Martha feels threatened.
"He's a NUTTER"
SHAKE & VAC. | {
"title": "MARTHA MAY",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Big Juicy
---------
### Aliases
Grandpa
### Relatives
N/A
### Affiliation
East Side Ballas
Biographical information
------------------------
### Date of birth
22/08/1956
### Place of birth
United Kingdom
Appearances
-----------
### Portrayed by
BlessedTree
### Debut
CIMcity BETA
Portrayed by BlessedTree
Biography
---------
Lesley Waffleton was born in the UK to a working class family and he was predicted to do well in school as his vocabulary and manner of speaking were impeccable, but lack of concentration and interest soon turned him into a bit of a rebel and he flunked school barely passing most subjects.
In his early adult life he worked as a delivery driver by day and by night he was on the dance floor boogying on. Lesley would typically be seen spending his wages on "Waccy baccy" and "disco buiscuits" which heavily influenced his decisions in life as he started hanging around with the wrong crowds, indulging in petty crime. He decided to move to CIM City for a new start but in his first few days fate had decided that Grandpa would become a part of a family called the Ballas.
Grandpa Lesley is known across CIM City for brazenly selling his "Happy pills" and "Marching powder" and spends most of his time hanging around in Grove Street with the Ballas. Sometimes Grandpa Lesley "Acts" old and frail but he has been seen giving the cops a run for their money. He is often seen joking and laughing and often sounds pretty upbeat, but has been known to snap if somebody has disrespected him or his family, not hesitating to bring out heavy artillery or even his trusty shank. | {
"title": "LESLEY WAFFLETON",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Doc Ballentine
--------------
### Occupation
Pillbox Owner, Doctor & Wind up merchant
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Portrayed by
AFCB78
Portrayed by AFCB78 (Also Officer Dudley
General Description
-------------------
Born to a medical/veterinary surgeon genius father and mother, Alfred Finlay Callum Ballentine and his older brother Mr Ballentine were always destined to take over the family businesses. Mr Ballentine naturally inherited Pillbox and his dealings with the Russian oligarchs led him to a very successful and illustrious career.
After the murder of his older brother, Dr AFC Ballentine reluctantly stepped into his shoes to keep the city on its feet. He studied hard but was conflicted in the experiment of cross-genetics and species, creating his own transplant business from the local Los Santos wildlife and imports from the Animal Kingdom.
The Dr inherited a huge fortune from his brother and was frivolous with his cash. Doc parties hard, loves his EMS team and often leaves the running of the Medical Centre for others to run in his absence while he galivants around enjoying his mid-life crisis. Season 2 has seen the Doc fall from grace and his huge income be swallowed up by the city in Inheritance Tax and the IRS.
Not bad for a man in his 40's who just eats burgers and smokes weed. World record taker of 198 lines of coke on his May 9th City rampage.
Relationships
-------------
* Pauline 'the lactating Milking machine' - First and final lady of his dreams - although he will gladly dip anything and everything
* EMS staff are his priority and life
* Dr Winkleshrink his partner in crime.
* Lover of music and dance
* Partier of the Year 2021. | {
"title": "ALFRED FINLAY CALUM BALLENTINE",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
There is a corollary based on the last two theorems. Its proof is also similar to them. | {
"title": "29. Corollary",
"domain": "hyl.fandom.com",
"cats": "foundational_mathematics",
"removed": []
} |
There is the method of derivative of a constant function and its proof. | {
"title": "30. Derivative of a constant function",
"domain": "hyl.fandom.com",
"cats": "calculus",
"removed": []
} |
Keith Simba
-----------
### Affiliation
La Familia
### Occupation
Pizzeria Owner
Portrayed by RaynaVandel
General Description
-------------------
Keith Simba is a charismatic leopard print wearing Pizzeria Owner. | {
"title": "KEITH SIMBA",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
. . • ☆ . ° .• °:. \*₊ ° . ☆
**Revival/life systems**
The Astral SMP revival and life system works in a similar way to many other minecraft smps. To start, everyone upon joining the server/being born into the story is granted 3 lives. After each life being lost, the character responds either at their bed or at the location they died *(Whatever works best in lore at the moment).* After they lose all 3 of their lives, the character officially dies and is either sent to Limbo or a Starry Place *(Elaborated on in The Afterlife Section).*
Once a character has died, they either will remain dead in their afterlife, or they can potentially be revived. There is only one way to revive someone and in order for the revival to work completely, the following requirements must be met in full:
* The revival ritutal must happen at a constructed shrine *(Either Moon goddess shrine or a Sun God shrine).* The shrine must be in perfect condition and well taken care of.
* They must sacrifice a sentimental item of the person they want to bring back. This item MUST be the original in order for the ritual to work correctly.
* The person wishing to revive another character must trade a life for the revived life. They can do this by trading one of their own 3 lives away or by killing someone else at the shrine and using that life. (However, if they kill someone else, they must sacrifice their OWN sentimental item instead of an item of the person they want to bring back)
If any of these requirements are not met in full, the ritual will become corrupted and something can potentially go wrong. There is no clear way of how these revials can go wrong, but it can range from the person not being brought back to the person being brought back but with something changed about them.
Once someone is revived, they are revived with one life. They get one last chance to prove themselves. Once a character dies after being revieved once, they can no longer be revived again and will remain in either a Starry Place or in Limbo.
Gods lack the ability to successfully revive someone, it is impossible for them to revive someone unless they have another character complete the ritual fully for them.
. . • ☆ . ° .• °:. \*₊ ° . ☆
**Totems of Undying**
Grants you the ability to save your life, but it’s a bit powerful. Side effects could include:
* Losing a life if you use one too early
* Severe damage to your body permanently
You can use one totem which will protect a life. However, you can not use *another* totem until at LEAST a few days after. Using a second totem too soon can lead to the side effects listed
. . • ☆ . ° .• °:. \*₊ ° . ☆
**The Afterlife**
**Starry Place**
Once you lose a life, that life gets turned into a star.
All three lives get turned into a star and the star of your last life is supposed to be your little paradise. You and loved ones get to hang out in the starry sky.
Because the Starry Place has the people that the person cares about, those people soon will join their starry place over time. Every time someone loses a life, a part of them becomes a starry silhouette in the starry place. Once they lose all their lives they are fully in the starry place with their loved ones. But until they are fully there, it’s more like half of them. They might not remember what happens fully due to only part of them being there, but they would behave the same as they would alive as they would in the Starry Place.
**Limbo**
Limbos are only for people who deserve it (so like Opia, Arrow, Streamless, etc. Major villains or characters who have done more harm than good).
A limbo is also not a personal hell, it’s not good or bad, just a place you wonder. Limbos are a place of reflection, similar to purgatory The characters sent there are supposed to reconsider their actions in order to possibly be forgiven by the gods and be able to live in a Starry Place. However not every character wants that and the gods are not easily forgiving.
**The Choice between Limbo and a Starry Place**
Typically, *The Moon Goddess Selene* is in charge of deciding who gets sent to a limbo and who is sent to their star paradise. However, since currently the only god in some kind of power is Aereus, there is no one to decide who goes where. This can cause characters who are considered more “Neutral” to possibly be misplaced. *(Whether they go to a limbo instead of their star or the other way around depends on the character)*.
However, characters who are automatically considered “evil” and “good” typically are easily sorted without the need of a god to judge them. *(Ex: Streamless to limbo)* Characters like Skye who have done bad things, but for a good reason/can justify it in a way that seems “good”, may have more trouble and are more likely to be misplaced.
. . • ☆ . ° .• °:. \*₊ ° . ☆
**Ghosts**
Ghosts are the remains of someone who has died being left on Earth. They are considered a fragment of a missing whole of the character that was once alive.
Most ghosts have the following *side effects/characteristics*:
* Ghosts will have parts of or their full memory about their living lives missing
* Ghosts personalities are partly different from their alive selves due to having certain events that may alter a charcters personality missing from their memories
* Ghosts can not hold heavy weapons such as netherite or diamond. They are limited to only wooden weapons/tools.
* Ghosts can not wear any armor
* Ghosts are significantly weaker fighters due to their transparent and fluid like forms
Ghosts will eventutally fade after a long period of time. All ghosts have a pull to the Astral Planes which they will eventually travel to if the character they originally were is not revieved or if the ghost doesn't die.
Ghosts have 2 lives due to part of them still being missing. If they lose both their 2 lives, they can not be revived.
While a ghost is in the living world, their previous alive counterpart is stuck in either Limbo or a Starry Place. | {
"title": "Afterlife, Revival, and Lives Systems",
"domain": "astralsmp.fandom.com",
"cats": "",
"removed": []
} |
ALFRED FINLAY CALUM BALLENTINEALONSO FERNANDEZARNIE VALLEYWAYBARRY SCOTTBARRY SHELBYBIG JUICYBOBBY ROZZAC DAWGCLEEMEN HUFF JNRCHRIS P BACONDAN GLEEBALLSDANNY HARRISDARYL JONESDEAN HANDCOCKDECLAN DONNYOUGHDENNIS TAYLORDES DIAMONDDODGE SHELBYFRANK HAMMERSTEINGABEGEEZA FELCH'GHOST'GLEM MORGANHERO / ROLY POLYJASON CEEJAY CARTWRIGHTJEFFY KELLYJIMMY BIKERSONJIMMY OXOJOHN MACKAYJOHNNY JOHNSONJOSEF MCDUCKETTJOHNBOY JOYCEJUAN CHEATKEITH SIMBAKENNY DUBELEROY DESAVAGELESLEY WAFFLETONLOU SIRRLOUIS SCOTTMATTY MERCERMAURICE CHAMBERSMIKE ROTCHBURNSNEJI LIDELLNOAH PINIONOKIEDOKIEOPPENHEIMPADDY LUCIANORICHARD EDWARD DUDLEYRODNEY RAMRODSEAN POWERTERRY CRATCHITTERRY TOADTREVOR TRIXZVLAD KOLOROVWOODY CASSIDY | {
"title": "Male Characters",
"domain": "cimcity-rp.fandom.com",
"cats": "cimcity_rp_wiki",
"removed": []
} |
Terry Toad
----------
### Affiliation
Hinto
### Occupation
Leader of Hinto Gang
Biographical information
------------------------
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Debut
CIMcity BETA
Portrayed by Toad
Biography
--------- | {
"title": "TERRY TOAD",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
Mike Rotchburns
---------------
### Affiliation
The Firm
### Occupation
Criminal Organisor
Biographical information
------------------------
### Place of birth
United Kingdom
Physical description
--------------------
### Gender
Male
Appearances
-----------
### Debut
CIMcity BETA
Portrayed by Dickie\_14
Biography
--------- | {
"title": "MIKE ROTCHBURNS",
"domain": "cimcity-rp.fandom.com",
"cats": "characters",
"removed": []
} |
> Some scholars may not agree with my inclusion of these within this compendium, as Vyxs aren't really, "Beasts" as per se... But this is MY book and I can put whatever I want in here. They have cute little eyes so I say they're beasts! Anyways, Vyx's are temperamental little whisps of slightly sentient arcane energy that affect the world around them. They're like manifestations of pure willpower from The Aether. They take on the channeled emotions of whoever summoned them and act solely on their raw emotional power! Even though the little suckers are cute, just as quick as they come, they go. What I'd give to have one as a pet...
>
> Lehbana Sin, Dresilan Compendium of Regional Beasts, page 128
Vyx
---
A sympathetic vyx and a compulsive vyx
General Information
-------------------
### Size
Small
### Appearance
Small, gooey balls of energy with eyes, mouths, and legs
### Region
The Aether
### Diet
N/A
General Statistics
------------------
### Damage Type
Arcane
### Speed
400
### Health Ranges
N/A
### Physical Defense Ranges
N/A
### Arcane Defense Ranges
N/A
### Resource Used
N/A
Unique Statistics
-----------------
### Items Dropped
N/A
### Base XP Granted
N/A
### Experience Weighting 1-50
N/A
### Inherent Status Effect
N/A
### Status Effects Inflicted
N/A
### Possible Boss Typing
N/A
Vyx (Overview)
--------------
**Vyx**, pronounced "Veezh", are entities originating from an ethereal plane called "The Aether". Not much is known about The Aether, except that it's a sort of realm between realms. As a realm between realms, entities that originate from this plane appear and disappear as fast as they manifest. Sometimes, people see wisps of energy in the distance for a fraction of a second. Often times, these are Vyx's.
Vyxs are small sentient balls of pure arcane energy. They are randomly plucked from the Aether and normally simply appear as balls of light. If summoned intentionally (or unintentionally) by a person, the person's intentions are imprinted on the formless vyx, giving it one of two forms based on their reason for summoning them.
Their typical behavior upon being summoned is to instantaneously run toward their intended target and release the raw emotional power onto them in the form of restorative healing arcana or intensely destructive corrupting arcana. After they collide with their target and release their energies into them, they simply disappear. Vyx's are free spirits so unless one has an intensely and supernaturally strong will forged from a long life, they rarely listen or pay heed to directions from their summoners beyond a base instinct. This has lead to vyxs being considered unreliable in the field of practical magic, but those who master them will find they are anything but.
The first form is a Sympathetic Vyx. These are vyx who have the positive, prideful, or hopeful emotions of their summoner imprinted on them. This causes them to restore the health whoever they collide with. These Vyx are a white floating gooey bulb of arcana with a soft aqua colored hue. They have dopey, smiling faces and stubby legs that end in rounded feet.
The second from is a Compulsive Vyx. These are vyx who have had negative, destructive, and vengeful emotions of their summoner imprinted on them. This causes them to deal damage in an explosion with whoever they collide with. Their appearance is is sharp and spiked, orange like a ball of flame. They have sharp-toothed maniacal grins and pointed legs.
Some accounts of a mysterious purple vyx popping up in places have been reported. This vyx's existence hasn't been confirmed by any institution of magic or any bestiary, and is only theoretical. It's been rumored to show itself to innocent people who are lost or in danger and have not the means to get by on their own. It apparently highlights ways to help the person survive in times of great duress or a direction to go to stray from certain death. These dubiously true behaviors have earned it the nickname of the, "Tutoring Vyx". | {
"title": "Vyx",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
> I'm a MageHunter. That means I hunt Mages. That guy's a mage. I'm gonna hunt him
>
> - Fledgeling Magehunter, Sieth Splitwater to Denbud
The MageHunter Guild
--------------------
The Sigil of the Guild
### Alignment
Lawful Neutral
### Place of Origin
Zeltrus
### Founder
Loch Stent
### Date Founded
33rd of Summer, 203 BA
### Geographic Location
N/A,(Based somewhere on the border of Kellk and Zeltrus)
### Allied Forces
N/A
### Opposing Forces
Leyanthine School of Arcana
### Member Count
Over 300,000
The **MageHunter Guild** is a group that specializes in the hunting down and execution of Arcanists deemed by local or regional governments to be unruly or dangerous. Magic is commonplace in Dresilan, and sometimes various users of the power are considered a danger to those non-magical or the very nature around them. MageHunters will be called in to deal with threats of the arcane nature such as rogue arcanists, summoned demons, or vile necromancies. They also help to work against Werebeasts and Vampires as well as various other supernatural creatures.
Overview
--------
The **MageHunter Guild** was founded quite some time ago by Zeltranite High Priest, Loch Stent. He decided to take head on an organization whose focus was to combat the overwhelming amount of Arcanists and magical threats from the East in Leyanthe. Some time after the ceasefire and Treaty of Guiles, the land of Leyanthe became a Zeltranite territory and the MageHunter Guild was officially recognized as a Guild independent of Zeltrus law.
The guild teaches every member three core tenants that they fall just short of beating into them by force. These core tenants, in order of importance are as follows:
1. Protect innocents and the nonmagical at all times without exception.
2. Uphold Civility and Respect in all situations to one's dying breath.
3. Completely eradicate those who abuse the arcane for their own selfish desires or to the detriment of others.
All MageHunters are taught these core beliefs from their induction into the guild. They have them coded into their day to day lives and uphold them well into retirement.
Relations with the School of Arcana and the Arcane
--------------------------------------------------
The guild is most known for their stance on arcana and magic, and seeing it as some sort of blight upon the world. Their stance on this used to be non-negotiable but since the Welkan Event some years ago, there's been some changed within the core beliefs of the higher ups. Arcanists seeking asylum from conflict as well as those mages who wished to see their land protected were granted pardons and even a place within their ranks. They taught the members of the guilt to use various arcana in order to combat "fire with fire" so to say.
To an outside observer, it may seem antithetical for a member of the guild to use any sort of arcana in their practice, but the Guild now focuses more on a moral victory over the nefarious arcanist. Older members of the guild still feel as this is heretical and seek to purge the magic-users from their ranks but many of the top brass can't deny the simple effectiveness their magic-wielding members provide.
This being said, however, magic-using members or those that wish to learn to use arcana must undertake several oaths and some even being branded as part of trial, though the latter varies from branch to branch. Regardless of whether or not they used magic before or after entering the guild, they are required to sign over their life and are put to death on the spot in the case they are using their arcane gifts against the will of the Guild.
As to be expected, the Leyanthine Grand School of Arcana disapproves of the MageHunter Guild's activities and teachings. As far as they're concerned; the Guild are a bunch of simple-minded misinformed bigots. The Guild disputes this by using multiple verifiable historical records, corroborated by the School of Arcana's very own Library, of particularly dangerous necromancers and international rogue arcanists that happened to learn from the Schools teachings. Any time the groups must convene on a world-affecting issue there's a myriad of debate and disagreement mediated by the representatives of either group. They almost always disagree with one another on every problem and are often a pain to work with from a country's standpoint.
Tools and Expertise
-------------------
Most members of the guild are known for wearing long, black coats, as well as wide-brimmed black hats. They dress in dark colors as a callback to the tradition of night-hunts from back before the Welkan Event. After the event changed everything, the look simply stuck as it was what the guild was already used to producing and functioning with. Their level of technology also increased over the years. Back in the BA era, they stuck to using bows, stakes, staves-- whatever they could use in the early days of the Organization's inception.
As things grew closer to the AA Era, their tools became more standardized and their armor became more refined. The guild members now regularly employ Reavers or Kris's within their regular repertoire, as well as ranged options such as Crossbows, Throwing Daggers and Bombs. The arcanists inducted into the guild also granted the guild usage of a vast array or Arcana to combat those who would use it for malicious reasons.
Guild Hierarchy
---------------
The hierarchy of the MageHunter Guild has changed somewhat over the years as there are a few orders created or merged with others within the Guild as perceptions and values changed over the years.
As of the 46th of Winter, 128 AA (Date of the last notable change) the Guild's hierarchy is as follows:
* High Guild-master
* Veteran Council
* Sworn Elder Hunter's Council
* Sworn Arcanist Council
* Sworn Hunter's Assembly
* Hunter's Conclave
* Fledgeling Hunter's Comittee
* Sworn Fledgelings
* Fledgeling Hunters
The Guild and the Welkan Event
------------------------------
One of the main concerns the organization has been investigating for the past 147 years now is the Welkan Event. It’s considered the be the largest act of Arcane Terrorism by the guild and they’re paying millions of Drena to anyone who can provide information on the subject. They publish and spread any information they collect as to help any possible passerby with information direct themselves to the right place. Solving the problem with Welka is considered top priority in all cases. Many MageHunter caravans and groups roam the Welkan plains helping the refugees and survivors in the region, but a disturbing amount of them have gone missing over the past 140 or so years. | {
"title": "The MageHunter Guild",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
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> I'm gonna be honest. I don't like kyatts. Cannis' and I get along so much better. After all, I'm a go-getter and of the personable sort; Kyatts are lazy, rude, and isolated. That being said, I'm still fascinated with their biology. They're capable of gliding through forests without a sound! I don't even know how that's physically possible without magic?! I don't know how that's physically possible WITH magic???!!!
>
> Lehbana Sin, The Dresilan Compendium of Regional Beasts, page 23
Kyatt
-----
An Adult Kyatt
General Information
-------------------
### Size
Small - Large
### Appearance
A Feline
### Region
Most of Jinn-Ran, and Tyrragor, in land-locked areas
### Diet
Meat
General Statistics
------------------
### Damage Type
Physical
### Speed
15
### Health Ranges
20-30
### Physical Defense Ranges
0-2
### Arcane Defense Ranges
0-2
### Resource Used
N/A
Unique Statistics
-----------------
### Items Dropped
Bushmeat [0-2], Bones (Medium) [0-2], Kyatt Skull [0-1]
### Base XP Granted
7
### Experience Weighting 1-50
Low-Very Low
### Inherent Status Effect
Stealth
### Status Effects Inflicted
Bleed
### Possible Boss Typing
Elite 1 (Damage/HP x 1.5)
Kyatt (Overview)
----------------
**Kyatts** have a feline body structure for the most part. They have four eyes evenly spaced out on either side of their head. They have whiskers that are the length of the thickness of their body, meaning that if they fit their head through an opening, they can probably fit the rest of their body through as well. Kyatts have retractable claw on each of their digits that they keep razor sharp by scratching the bark of trees and coarse rocks in the wild. Their bodies are incredibly flexible and are often compared to liquid with how they are able to move.
One of the Kyatt's unique edges is that their fur and paw pads, as well as their light bones make it so they are almost deadly silent. Combine this with their natural camouflage and there could be a Kyatt sitting directly in front of you and you'd never know. They also notable have two flaps of skin attaching their fore and hind limbs, forming a wing. They can use these wings to glide through the air and land on prey almost completely silently. A Jinrani nickname for these creatures is "Sithrabi" which means, "Silent Rain" in their old tongue.
Though they seem like nature's perfect killer, they're also deceptively cute. While cunning. sadistic, and violent their fluffy appearance and large eyes have given the vast majority of the population a disposition to enjoying their presence. Kyatt's certainly use this to their advantage to score free and easy meals from the people who are willing to toss out their scraps to a cute woodland critter.
### Abilities and Traits
* **Kyatts have a natural +0 to all hitrolls**
Abilities
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Basic Attack
| N/A
| Melee
| 3d6
| Scratches the opponent. Applies 3 stacks of *Bleed* |
| Extra Padding
| 1 Turn
| N/A
| N/A
| Enter *Stealth*. |
Glider
| Movement
| 20ft
| N/A
| *Fly* 20 feet in a target direction. Range is doubled if in *Stealth*. Remain *flying* until next turn. |
Tail Flick
| 4 Turns
| Melee
| N/A
| *Charm* the target for one turn.
| | {
"title": "Kyatt",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Red-gill
--------
### Status
Dead
### Race
Toofa-doh
### Gender
Male
### Age
Mid-20s
### Occupation
Rogue, (Formerly)
### Location
Sapitto, Bolucea (Formerly)
### Homeland
Unknown
### Relative(s)
Unknown
### Skills
Knife-fighting, Scavenging
### Features
Sharp teeth, red and black scales, vacant eyes
### Likes
Knives, Sanza-rum, Money
### Dislikes
Dull Knives, Being Sexually Harassed, Big people, Hawks, Birds, The Leaky Tankard
### Debut
The Piracy Investigation
> You people are horrible.
>
> - Red-gill, to the party
Description
-----------
**Red-gill** was a major character and ally to Louie VanDern during The Piracy Investigation. He served as a quest giver and mild comedic relief. The party first met him in southern Sapitto.
Red-gill is a Rogue whose been scraping by in Sapitto for some time now. He had been working with Louie VanDern, planning out a heist on the mansion of one Jarolt Whist. The plan was to steal every last Drena just to send a message to the upper class. They didn't intend on keeping the money for very long.
He was first discovered by the party after they procured a letter written by him to Louie VanDern, asking him to meat him in Southern Sapitto, near an old run down house on the outskirts of town. Shortly after being met, Orog tried to sexually harass him. After being assaulted and haressed he told the party he'd lead them directly to Louie in return for the gang bringing him a special bottle of Type 48 Sanzarum. He explained he knew where the gang could get some, namely from the Archaic Bobs and Bits antique store up north. He'd get it himself but Rider had banned him from the premises.
After leaving and returning with the bottle, he fulfilled his promise and led the gang to Louie VanDern. After bringing him there, however, he sensed hostility from the group. He leapt infront of Louie to protect him, being shocked by Mohammed, then slaughtered by Mud.
### Physical Appearance
Red-gill was a red-and black Toofa. He was shorter other members of his race, and he looked to be a kind o piranha. He usually wore his hood and leathers.
Trivia
------
* Red-gill is the class-representative of the Rogue. | {
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> You're Dead. D-E-Double A-D. DEAD.
>
> Marietta Spring to Big-hat Orog
The Concepts of Life and Death within Dresilan
----------------------------------------------
**Life** is the default state living things find themselves in within the world of Dresilan. To be officially classified as "alive" is to have a Souls that controls one's physical body. Everything in the world of Dresilan has a Soul, from the largest creatures to the smallest blade of grass. Things that are animate but do not possess souls are not considered alive. The designation of what counts as, "alive" is rather lenient due to these rules. Lokken and Varukken do not have living tissue, yet are still bound with souls in their bodies and thus are classified as living beings, despite not having needs like hunger, thirst, or rest from fatigue. Even inanimate objects made animate by binding souls to them directly such as a Cursed Item are still classified as alive due to their nature of containing a soul.
**Death** is the default state for dead things that find themselves finding eternal piece within the world of Dresilan. To be officially classified as "dead" is to lack a soul or a physical body. Typically souls without bodies cannot act upon the world of the living any further as they await a Psychopomp to guide them into The Spirit Realm. Occasionally, however, a soul with a powerful enough will to continue acting and carrying out it's will within the living world can manifest. These are often referred to as a Ghosts or Wraiths and are commonly misconstrued to be Demons (Divine Beings). A body without a soul is simply a corpse.
Beings made animate by Necromancy find themselves inbetween the two states of life and death. They are corpses animated through a mixture of Corrupting Arcana and Summoning. They do not count as truly alive as, through necromancy, the caster breaks off a tiny fragment of their own soul which enters the dead body. Though the reanimated corpse may act on it's own and as it's own being, their master has full control over the limits of their ability to act for themselves.
Immortality
-----------
**Immortals** are beings which no longer find themselves capable of separation of their body and soul. An immortal's soul has somehow been physically bound to the vessel they have chosen as their body, and as such, they lose their ability to both truly die and to pass on into The Spirit Realm. An immortal's soul will pull on their body to keep it as it's original shape, so any physical or arcanic damage dealt to an immortal will almost immediately be reverted; however this does not prevent the immortal from feeling the sensation of pain. Also due to the binding process, the immortal's body also constantly pulls back on it's soul to prevent it from leaving, so nothing except Death itself is capable of truly ripping it's soul from it's body.
Methods of which one can use to become immortal is almost exclusively kept secret among Gods and the God-Lords. Almost exclusively...
If you find yourself up against an immortal, it'd be best to try and solve things through words rather than violence. Immortals tend to win physical conflicts by default.
### The Welkan Curse
**The Welkan Curse** is different to immortality in two major ways. For one, Immortality cannot spread from one being to another the way the Welkan Curse can. Immortality is limited to one being, body and soul. The Welkan Curse is like a malicious parasite. The other stark difference between the two is that the Welkan Curse only pulls the soul to the body, but the soul does not pull back on the body. This means, in short, that one can be severed in two but still have their soul connected to their body and controlling both halves, and they can never heal. | {
"title": "Mortality, Death, and the Afterlife",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Novice Special Abilities
------------------------
Novice Special Abilities
| Ability Name
| Cost
| Range
| Effect |
--- | --- | --- | --- |
| Quaifox Familiar
| 0
| N/A
| This ability can be taken for free without taking up an ability slot. The user has a "Quaifox" as a familiar. Somewhat rare, but more commonly seen among adventurers and travelers, these mischievous entities from the Realm of Spirits that bind themselves to one's soul. They typically take the form of a small, stubby fox with wings, but they are also known to shape-shift into other animals they take a liking to. Quaifoxes are not capable of participating in combat and return to the realm of spirits when combat begins. They're also incapable of affecting the Physical Plane whatsoever except under rare circumstances such as saving their bound partner from a certain, immediate death. Think of them like a "guardian spirit" of some sort.
|
Intermediate Special Abilities
------------------------------
Intermediate Special Abilities
| Ability Name
| Cost
| Range
| Effect
| Evolves?
| Evolved Form |
--- | --- | --- | --- | --- | --- |
| Summon: The Fox of Archetype
| 5 HP, 1000 Drena
| N/A
| Summons the Fox of Archetype and allows user's to ask it one question. The Fox knows more of the world than any mortal, and can answer nearly any question the user may ask. The Fox of archetype is a spirit and can not receive damage or be attacked, not can it interact with the physical realm in any way, save for it's user.
| Yes, Level 50
| Summon: Sinn, the Aspect of Intelligence |
| | | | | |
| | | | | | | | {
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Jacob Nebroski
--------------
### Nicknames
Jacob, Nebroski, "He who longs for companionship", "Mr. Nebroski", Bitey, Overhang
### Status
Undead
### Race
Human (Vampire)
### Gender
Male
### Age
More than 400
### Occupation
Searching for Mrs. Nebroski.
### Location
Nomadic
### Homeland
Unknown, His Castle
### Relative(s)
Unknown
### Skills
Lifedrain. Luring Women into his Stagecoach. Turning into a bat.
### Features
Blonde hair. Pale skin. Reddish, glowing eyes. A noticeable overbite. Fangs that can suck blood like a straw. Semi-sharp claws. Bat wings masquerading as a cloak.
### Likes
His "Love Chariot". Attractive Women. Large, luxurious beds. His stagecoach driver. The prospect of a Mrs. Nebroski.
### Dislikes
Lonliness, Coffins, His Overbite
### Debut
(Yet to Debut)
> How about now?
>
> - Jacob Nebroski
Description
-----------
**Jacob Nebroski** is a recurring character within the world of Dresalin. He's a nomadic Human Vampire who roams from town to town.
He's been around for atleast 400 years, since before 0 AA. He's claimed to have been born sometime around ~350 BA, (elaborating he's long since forgotten the date) during the Era of Brimstone and before the Welkan Event. Not many records from this time survived so there's only his account to go on about his history.
According to Jacob himself, he was once the Ruler of a small community within his own Castle. The location of which he's never specifically stated and he actively avoids elaborating on. His villagers one day stormed his keep with pitchfork, torch, and stake, demanding he leave their land. The premise for such an uprising was simply that the people didn't like his appearance. He dared not turn his infamously vicious overbite with which he used to protect his people against the ones it was intended to defend. So in his stead, he left.
He once saw his overbite as a good thing, given that it grants his teeth more range with which to attack. Now he's conflicted about the whole thing internally.
The next 400 or so years are filled with plenty of anecdotes and stories that are all fuzzily remembered at best. Throughout a particularly long anecdote about his daily life, he tells of his refined tastes, instead of sleeping in a coffin like other, "Lower" vampires, he has a large and luxurious bed, a bed one sinks a few inches into when laid upon that fills half of the bedroom.
Currently, he works as a bounty hunter, looking for those with particularly dangerous pasts and high rewards. Inbetween chasing bounties, he seeks companionship in the form of a soul-mate. To look for "Mrs. Nebroski", he has employed a skeleton of a stagecoach driver in order to pull him around the lands of Tyrragor and Jinn-ran, seeking his next bounty, whether it be one of labor or one of love. The stagecoach itself is unique and very noticeable, given that it is completely blacked out on the inside. Jacob refers to this vehicle as his, "Love Chariot".
Trivia
------
* This character shares a name with it's creator, Annabelle's friend, Jacob Nebroski. | {
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"domain": "dungeons-in-dresilan.fandom.com",
"cats": "human,vampire,player-created_character,non-player_character,nomad,bounty_hunter,dubiously_canon",
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> Our statue was commissioned by the guy who owns this mansion
>
> - A guard to the Whist Estate
Jarolt Whist
------------
### Nicknames
None known
### Status
Alive (Presumably)
### Race
Eipis
### Gender
Male
### Age
Mid 70s
### Occupation
Aristocrat in the Bolucean Aristocracy
### Location
Bolucea
### Homeland
Sapitto, Bolucea (Formerly), Bolucea
### Relative(s)
None known
### Skills
None known
### Features
Slicked back antennae, Chubby body
### Likes
Unknown, Presumably Money(?)
### Dislikes
Unknown
### Debut
The Piracy Investigation
Description
-----------
**Jarolt Whist** is a mentioned character in The Piracy Investigation.
He ended up going unused but originally was going to play a central role in the plot of the campaign. He was originally going to be revealed as the one who put the bounty on Louie VanDern's head.
Trivia
------
* There's not much Trivia to have about a character who doesn't even technically exist.
+ ... Yet. | {
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"domain": "dungeons-in-dresilan.fandom.com",
"cats": "mentioned_characters,sapitto,corporate_owner,bolucean_aristocracy,bolucea,alive",
"removed": []
} |
> Fine, you may touch my tail if you much touch something, but the horns are off limits.
>
> -Lehbana Sin, to Orog the Wise
Lehbana Sin
-----------
Her human Disguise (Left) and her true form (Right)
### Nicknames
Lehbana Isn, Eyebrows, Brows, Mid-girl, Magic lady, Head Librarian, The Aspect of Wisdom
### Status
Alive (Undying)
### Race
Devil (God)
### Gender
Female
### Age
In the thousands
### Occupation
Head Librarian of The Grand Library
### Location
The Grand Library
### Homeland
Hell
### Relative(s)
Sinn (Father), Unknown Mother, Akata Nir (Sister)
### Skills
Cartography, Lateral thinking, Memorization, Categorization, Illusion Arcana, Expert-level Arcana
### Features
Long and stringy hair, big round glasses in her human form, stubby horns in her devilish form. Her skin is either a pasty pale in the former, pink-red in the latter. Long and rough scaly tail ending in an arrowhead-like point.
### Likes
Books, reading, exploring, cataloguing, the sound of an old book being slammed shut, the quiet, candles, a soft breeze, all of the rulers of hell except Leatus, her sister Akata Nir
### Dislikes
Loud people, guns, Zelatraius, Leatus, The cold, alcohol, pungent smells
### Debut
Hell on the High Waters
Overview
--------
**Lehbana Sin** is a devil and first daughter of Sinn.
After The War of the Plain split up Zeltrus and Leyanthe, the Rulers of Hell decided to opt out of involving themselves with mortals any further. Lehbana, on the other hand, decided that mortals are interesting to her. She considered their stories as, at the least, entertaining. She begged her father to allow her to set up somewhere on Tyrragor to start cataloguing all that has happened and all that will happen. After a begrudging few years of her asking nonstop, even getting her sister Akata Nir involved in her ideas, Sinn finally buckled and let them set up a library of sorts near The Grand School of Arcana, as he would sometimes make trips there to converse with Sages and Shaman alike and accept tribute.
During her time traveling to find a place to set up her Library she learned Arcana, being naturally gifted and talented at it due to her lineage. She is extremely skillful with Illusory Arcana, also being somewhere just under a Sage in terms of ability with other kinds of Arcana.
Ever since she left her cozy home of Hell, and establishing The Grand Library, she began working nonstop, setting up publishing houses around Leyanthe in order to spread her books. There's several hundreds of informative historical accounts and encyclopedias that are all written and accounted for thanks to her. She often will go to many sides of warring kingdoms under disguise as a human woman in order to gather more information on the perspectives of both nations while writing.
Zeltranites still continuously harass her as they suspect her of worshipping other gods, little beknownst to them she is a child of god other than theirs.
Once, sometime during ~300 BA, a MageHunter known as Jericho Hall made their way into one of her print shops and assaulted her staff. Luckily for them, she happened to be there that day and protected what she could from their intense combative strength.
### Physical Appearance
Lehbana has two forms she regularly takes, though her talents with illusory magic makes it easy for her to change between appearances.
Regardless of if in her human or devil form, between them a few things are the same. In either form, Lehbana's body remains relatively humanoid. She retains a long tail with scaly, rough skin, (though she hides it while in human form). She also has large, noticeably bushy eyebrows.
In her human form, she has pasty, pale white skin. Her nose is button-like and her eyes are wide and golden-amber. Her hair is long and stringy with a shimmering wheat-brown tone to it. Lehbana typically wears long robes, tied with a matching sash. She wears large ovoid glasses in order to, "seem well-read" despite the fact that majority of the mortals in The Overworld are illiterate.
In her devil form, otherwise known as her true form, her skin is a pinkish red. Her nose and mouth elongate, similar to that of a goats. Lehbana's eyes become a fierce and fiery red. Her hair retains its form but the color darkens to a near-shadowy black. Her robes darken in color as well, which she explains as the pigments reacting to her magical skin. She also no longer wears glasses but now sports two large goat-like horns on her forehead a few inches above her eyes.
Trivia
------
* Her name is Annabelle's name but backwards. | {
"title": "Lehbana Sin",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Novice Auxiliary Abilities
--------------------------
Intermediate Auxiliary Abilities
--------------------------------
Expert Auxiliary Abilities
--------------------------
Expert Auxiliary Abilities
| Ability Name
| Turn Cooldown
| Range
| Effect
| Evolves?
| Evolved Form |
--- | --- | --- | --- | --- | --- |
| Sure Shot
| 2
| N/A
| Gain +3 PER this turn, *Mark* a random enemy.
| Yes, level 40
| Target Acquisition |
Bestowal
| 5
| 20 ft
| Transfer any beneficial status effects, refreshing their durations/stacks to an ally within the effective range.
| No
| N/A |
| | | | | |
Master Auxiliary Abilities
--------------------------
Master Auxiliary Abilities
| Ability Name
| Turn Cooldown
| Range
| Effect |
--- | --- | --- | --- |
| Target Acquisition
| 2
| N/A
| Gain +5 PER this turn, *Mark* every enemy in a target direction. |
Inner Dominion
| Once/Combat
| N/A
| Grant yourself or an ally one free cast of a chosen ability regardless of it's cost or prerequisites. |
| | | |
| Sire
| 20
| Melee
| Can be used outside of Combat. Can only be learned by a *Vampire* *Lord/Lady.* The user takes 15 True damage. The user instantly instantaneously *Deathblows* a living, non-player, non-boss target. They can then optionally choose to "Sire" them, granting them the *Vampirism* passive, healing them to maximum HP and making them a loyal servant of the user unless they are a player-character, in which case they are free of mind.
| | {
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> Hey, do or don't, once they're sold, that's not my concern. That's your prerogative.
>
> - Symunn being asked by players if animals needed to be fed.
Symunn Vettle
-------------
### Nicknames
Shady guy, Pet guy
### Status
Alive
### Race
Alize
### Gender
Genderless (Male-coded)
### Age
Early 40s
### Occupation
Salesman of various smuggled exotic animals
### Location
Sapitto, Bolucea (Formerly), Current Whereabouts unknown.
### Homeland
Unknown
### Relative(s)
None known
### Skills
Conversation, Taking care of animals, Smuggling
### Features
Cactus-like foliage, Downturned brows
### Likes
Animals, Sales, Making money, Sailing
### Dislikes
People who ask too many questions, Police officers, Gang members, Stupid people
### Debut
The Piracy Investigation
Description
-----------
**Symunn Vettle** was an allied shopkeep and minor character during The Piracy Investigation.
He is a smuggler and shopkeep in Sapitto. He smuggles in exotic animals into his store, Vettle's Exotics, where he uncharacteristically for a smuggler, keeps them in good health.
He was found by the group by Mud primarily, due to him seeking more mounts. The place had a few mounts available, one being Mammoth Snails. Gwolls and Mantis Prawns were also available for purchase here. Fretti purchased a Vigull from him, after he grabbed it from behind his desk, explaining he honestly had no clue where it came from or what it was.
Food was available for sale for all of the animals here as well.
Vitsmuth, a recurring character and travelling merchant, purchased her Mammoth Snail mount from him multiple years ago prior to the campaign. It isn't known if she purchased it in Sapitto or perhaps at another location Symunn was been located at.
### Description
Symunn is a Male-coded Alize with foliage similar to that of a Cactus. This could potentially imply he's from Jinn-Ran, but nothing has been claimed officially yet. He wears what appears to be a tracksuit, and always has his arms crossed when talking. Under his sleeves, he has an array of watches, but they aren't for sale, he just likes wearing them.
Trivia
------
* He was a last-minute addition to the campaign, but still ended up being a favorite among the party. | {
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"cats": "sapitto,the_piracy_investigation,alive,criminal,merchant,alize,genderless_(male_coded),small-business_owners",
"removed": []
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Novice Ranged Skills
--------------------
Intermediate Ranged Skills
--------------------------
Expert Ranged Skills
--------------------
Master Ranged Skills
--------------------
Master Ranged Skills
| Ability Name
| Cost (Tension)
| Range
| Effect
| Weapon Type |
--- | --- | --- | --- | --- |
| True Shot
| 40
| Weapon
| Can only be used on a *Marked* target. Let the winds guide your next arrow to the weakpoint of the target's soul. This attack is treated as a critical hit if it connects and has whatever damage type the ammunition does dealt as true damage.
| Any Bow |
Gib
| 35
| 20 ft
| Can only be used on a *Marked* target. The next attack is treated as a critical hit if it connects. If this attack kills the target, their body is reduced to a pile of gore and viscera, *Crippling* all characters within 15 feet around them in fear, also making them *Shaken* for 2 turns.
| Any Firearm
| | {
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Vulpine Form Overview
---------------------
**Vulpine** were-beasts are fox-like beasts who are incredibly intelligent and malicious. Vulpine were-beasts have a skillset that would make some believe them to be magical in some capacity. In reality, their innate auric abilities are quite close to being balanced evenly. Known by many to be vain tricksters who play with their prey, few would want to walk into a trap set by a vulpine. They are rarely seen in the wild and are thought to only be myth, as foxes are already a legendarily uncommon creature to begin with. Stories passed around by certain circled describe encounters with them to be more about outwitting the fox's intelligence and pulling the wool over their eyes, but others argue that the fox beast preying on them simply let them leave should they lose interest. These accounts give vulpine beasts the air of being arrogant and flippant.
Vulpine Were-beast Attributes
| Max HP
| Bestial Fury/Turn
| Max Fury
| Speed
| Damage Dice (Claw)
| Physical Defense
| Arcane Defense |
--- | --- | --- | --- | --- | --- | --- |
| 40
| 5
| 30
| 10
| 2d6+INT
| +0
| +4
|
Vulpine Modifiers
| STR
| DEX
| CON
| INT
| PER
| CHA |
--- | --- | --- | --- | --- | --- |
| 0
| -3
| 0
| +7
| +3
| -7
|
Leveling Path
------------- | {
"title": "Vulpine Abilities",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
> (Smiles)
>
> - Kreshh to most Non-Player Characters
Kreshh
------
Kreshh, holding a Scroll of the Gorger
### Nicknames
Little guy, Crab, Little Crab Guy, Dinner, Crab-cake (Derogatorily by Rey Heron), The Heretic (By Friar Grayy)
### Status
Alive (Presumed)
### Race
Toofa-doh
### Gender
Male
### Age
Somewhere between 18-30
### Occupation
Vagabond, Mercenary, Bounty Hunter, Cultist (Presumed), Internationally Wanted Criminal
### Location
Jinn-Ran (Formerly), Sapitto (Formerly), Roko (Formerly), Current whereabouts unknown
### Homeland
Galudar
### Relative(s)
None known at current
### Skills
Cannoneering, Making new friends, Talking without using his words, Summoning Gargallon, The Gorger
### Features
Small even for a Toofa-doh. Round, red shell.
### Likes
Cheapo, other Toofa, Summoning Gargallon, The Gorger, his Cannon, Cannons, Denbud (Presumed)
### Dislikes
Zeltrus, Zeltranites, Friar Grayy, Rude people, Racist people
### Debut
[[The Silver Scourge]
Description
-----------
**Kreshh** is a **Player Character**, created by Annabelle's friend, Quinn.
He's a Toofa-doh that's known for somewhat thinking before his actions, just not for thinking very *hard* before his actions. He has a very low level of intelligence, only enough to barely carry a conversation. He also, however, carries with him at all times a large Gong Cannon with the name, "Kreshh" crudely carved into the side.
Kreshh is at current, an internationally wanted criminal with a bounty of 1,000,000 Drena sitting on his head. He's wanted by Zeltrus, Jinn-Ran, The Cerris Republic, and Bolucea. He attained this bounty for summoning Gargallon, The Gorger in both Ill-jar and Sapitto, an action that is considered an act of international terrorism.
He's seeking to become one of the Rulers of Hell. He first came into contact with them during his time in Ill-jar, where he found a needle bearing the mark of Leto that he immediately jabbed into his arm. The needle hardened his shell in response, burrowing deep into his veins. With this power now open to him, he seeked to presumably gain more. He wished to, at the very least, meet this "Leto" person and perhaps even become friends.
He was seen during the The Mystery of Roko campaign as an NPC, where he gave Denprawn to Denbud in trade for Denbud's cannon.
Trivia
------
* He hardly verbally talked throughout the entirety of the campaign's he's been used in up to this point, only smiling at NPCs or frowning them.
+ At one point, he held a Scroll of the Gorger, an item used to summon Gargallon The Gorger, up in front of the face of Friar Grayy.
- He did the same to Rey Heron. | {
"title": "Kreshh",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "toofa-doh,alive,player-created_character,cannoneer,criminal,vagabond",
"removed": []
} |
Novice Melee Skills
-------------------
Intermediate Melee Skills
-------------------------
Expert Melee Skills
-------------------
Master Melee Skills
-------------------
References and Trivia
---------------------
### Novice Melee Skills
* None at Present
### Intermediate Melee Skills
* **Skyward Swirl** is a reference to the ability Lenticular Swirl from one of Ryōshū's identities in the game Limbus Company.
* **Desperate Struggle**, as well is it's evolved versions, **Endless Battle**, and **To Overcome Crisis**, are named after Combat Pages from the game Library of Ruina
* **Secret Technique: 1,100 Birds** is named after a fan-comic set in the Kenshi universe.
### Expert Melee Skills
* **Boundary of Death** is identical in name and similar in function to a Combat Page from the game Library of Ruina.
### Master Melee Skills
* **Exsanguination** is one of Annabelle's favorite words.
* **The Game Ender** is an in-joke relating to one of Annabelle's close friends wherein he proclaimed himself as such and then proceeded to single-handedly lose the match for their team. | {
"title": "Melee Skills",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Annabelle
---------
### Nicknames
Anna, Annie Belle, Momo, Tomoko, Fizzy Mocha, R-tard, Idiot, Sweetie (By her boyfriend)
### Status
Alive (Unfortunately)
### Race
White enough to be permanently lost within 2 feet of snow
### Gender
Female
### Age
Old Enough
### Occupation
Doing your mom
### Location
Your walls
### Homeland
The rotten asshole of Texas
### Relative(s)
Her Cat Mios
### Skills
Next to nothing, Scribbling down sketches, putting too much time into writing a game that won't make her so much as a dime
### Features
Frizzy hair, stupid face, stupid shirt
### Likes
Lobotomy Corporation, Kenshi, Pain, Suffering, Hitting things with swords, Characters that hit things with swords, Cool guns
### Dislikes
An immeasurable amount of things
### Debut
I just apparated one day
**Annabelle** is the sole creator of both the Dungeons in Dresalin game and Dungeons in Dresilan Wiki.
The game systems, world, races, abilities, and lore were all solely designed and put together by her. She's the writer of this, and all other pages on this wiki, as well as primary designer of the game as a whole.
She acts as the Dungeon GrandMaster, and DM's all Official Campaigns, as well as deciding what is "Officially" Canon. Most of decisions for balance and canon she makes on a whim in the heat of the moment. | {
"title": "Annabelle",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "annabelle,real_people",
"removed": []
} |
> "GO BENSON"
>
> Mud shortly before throwing his pet Gwoll in a perfect spiral into the throat of Louie VanDern
Gwoll
-----
A small fuzzy creature
General Information
-------------------
### Size
Very Small
### Appearance
Rodent-like. Large blunted horn.
### Region
Anywhere and Everywhere
### Diet
Omnivorous
General Statistics
------------------
### Damage Type
Physical
### Speed
30
### Health Ranges
2-5
### Physical Defense Ranges
0
### Arcane Defense Ranges
0
### Resource Used
N/A
Unique Statistics
-----------------
### Items Dropped
Gwoll Horn (0-1); Raw Bushmeat (0-2); Hillflowers (0-1); Softherbs (0-1)
### Base XP Granted
3
### Experience Weighting 1-50
Low - None
### Inherent Status Effect
N/A
### Status Effects Inflicted
Poison
### Possible Boss Typing
N/A
Overview
--------
**Gwoll** are small and furry Rodents that can be found in just about every dark and dank place throughout the world of Dresilan. Where there's one, there's almost certainly a colony somewhere. On their own, they should barely register as a threat. They can inflict Poison on their targets, but only for a turn or so.
Their tails and large hind legs allow them to run very fast and be very agile. A gwoll has within the center of their foreskull a large "horn". Contrary to it being referred to as a horn, it's not pointed and is instead rather blunt. These horns are still the main means of the Gwoll's attack strategy as the end of the horn excretes a small amount of a poisonous mucous-like substance. The poison isn't very potent so being hit with even a decent dosage isn't much of a problem.
Gwolls are omnivorous and usually live off of small herbs and plants they can find, though they are also known to eat bugs and the like. Typically they can be found digging through trashcans in residential areas. In the wild. they can usually be found in small groves, under logs, in large thornbushes, or within small underground dwellings.
The horns of a gwoll are a good basis for Potions of poison as well one of the main ingredients of Antidote.
When many gwoll come together as a Swarm, however they become a formidable threat.
There's also a larger and more dangerous subspecies of gwoll which are referred to by biologist Alpha-Gwoll.
Abilities and Traits
--------------------
* **Gwoll have a natural -2 to all hitrolls.**
Abilities
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Basic Attack
| N/A
| Melee
| 1d4 Phys
| Poison (1 Turn)
| | {
"title": "Gwoll",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Notice about Zeltrus Arcana
---------------------------
Through the pure power of the God of Conquest, Zelatraius, granting his boons, every ability listed on this page takes up the user's Extra Action. Despite these being called, "Arcana" they are, in fact, not Magic-based and do not require one to use mana.
Required Items
--------------
| Item name
| Weight
| Item Description/Effect/Ability |
--- | --- | --- |
| Zeltrydessy
| 1lb
| (Limited to One)
Allows the user to read from the passages of Zelatraius to pass time and cast Zeltrus Abilities.
|
Novice Zeltrus Abilities
------------------------
Intermediate Zeltrus Abilities
------------------------------
Expert Zeltrus Abilities
------------------------
Master Zeltrus Abilities
------------------------ | {
"title": "Zeltrus Arcana",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
> Owlhawks make wonderful companions! Well, they make wonderful companions you can keep them entertained or wearing a hood. These expert hunters hunt all kinds of serpents and rodents. A natural immunity to poisons and a resistance to diseases makes this easy for them. They have perfect vision and can see anything and everything! If you're gonna communicate with it, train a code with it. They're quite intelligent and can assign meanings to clicks and whistles.
>
> Lehbana Sin, The Resilan Compendium of Regional Beasts, page 63
Owlhawk
-------
A tame Owlhawk, bearing a harness with the crest of the Bolucean Navy
General Information
-------------------
### Size
Small - Medium
### Appearance
A hawk-like raptor with wide owl eyes and a stout beak.
### Region
All over Zeltrus, Western Leyanthe, Northern Bolucea, Southern Galudar, and Northern Kellk.
### Diet
Carnivorous
General Statistics
------------------
### Damage Type
Physical
### Speed
25
### Health Ranges
15-30
### Physical Defense Ranges
0-5
### Arcane Defense Ranges
0-5
### Resource Used
N/A
Unique Statistics
-----------------
### Items Dropped
Raw Bushmeat [0-2], Bones (Small) [0-2], Bronze Feathers [0-1],
### Base XP Granted
6
### Experience Weighting 1-50
Low - None
### Inherent Status Effect
N/A
### Status Effects Inflicted
Shaken, Blind, Maddened, Mark
### Possible Boss Typing
N/A
Overview
--------
**Owlhawks** are raptors with feathers that accrue a hardened coating similar to the alloy of bronze. Their bronze feathers are quite poisonous if ingested but otherwise harmless. The eyes of an Owlhawk are quite perceptive and allow them to spot prey smaller than one's hand from miles in the sky. The raptors are as swift as they are deadly, their forms allowing for a dive-bombing like hunting strategy.
Though their feathers are similar in material to that of Bronze, they cannot hold their shape like a metal. They make decent collectors items, and it's said by apothecaries, can quickens ones reflexes if not for their poisonous aspects. Adventurers who are hearty of stomach can bear the poison however, find themselves able to move faster while it courses through their veins.
Abilities and Traits
--------------------
* **Owlhawks have a natural +0 to all hitrolls.**
Abilities
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Basic Attack
| N/A
| Melee
| 1d8 Phys
| Sunders if the target is *Marked* |
| Mark
| N/A
| 30ft
| N/A
| *Marks* the target. |
Screech
| 5 Turn Cooldown
| 20ft
| 1d4 Phys
| *Shakens, Maddens*, and *Blinds* opponents for one turn.
| | {
"title": "Owlhawk",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Virgil Vespa
------------
### Nicknames
Bitch Snake, Vespa the Viper, Sheriff Vespa
### Status
Alive
### Race
Cayator
### Gender
Female
### Age
Late 40's
### Occupation
Sheriff (Formerly),Border Patrol Chief Comissioner
### Location
Sapitto, Bolucea (Formerly)Porpoca, Bolucea
### Homeland
Bolucea
### Relative(s)
Dante Vespa
### Skills
Marksmanship, Gun twirling, Speed-loading, Bringing in Criminals, Handling tough situations
### Features
Steely gaze, Wide snake head, Features like that of a Tree Viper
### Likes
Peace, Order, Fretti, Cooperative People, Law-abiding Citizens, "Justice"
### Dislikes
Troublemakers, Mud, Orog, Criminals, Pirates, Gangs, "Injustices", Cowards, Weak men, Dante Vespa
### Debut
The Piracy Investigation
> As you can tell by the state of this town... I've got my work cut out for me. Try not to make my job harder while you're here.
>
> - Virgil Vespa to the Party, before storming off to chase down more criminals.
Description
-----------
**Virgil Vespa** was a major NPC in The Piracy Investigation.
She grew up in Sapitto alongside her now-estranged sister, Dante Vespa. They grew apart after Dante fell in with a, "bad crowd" while she was young. She originally wanted to go along with Dante, but after she learned of the her sister's dealings with pirates, she turned to the opposite perspective.
Wanting to be nothing like her older sister she went to look for employment in law enforcement. She became the youngest Lieutenant in Sapitto and rose to the rank of Sheriff by age 43.
Before the beginning of the campaign, she got an order from the Chief of Police across her desk telling her to bring in the notorious revolutionary, Louie VanDern. She began looking for candidates to help her out from among the town, but decided instead to simply put a bounty on the man's head and let it sort itself out. It would be a decidedly quick and messy way to deal with the problem, but that shouldn't matter. After all no major conflicts would arise because of it being dealt with in a public fashion, right?
She meets the party at the beginning of the campaign and gives them the main questline of bringing in Louie VanDern. She gives them a few minor details and trusts that the party can find their way, as it's not like she and the local police have had any better luck finding the guy. The most they know is he's in town.
She can be spotted by the party multiple times among the streets and if the party begins to cause problems she may end up opposing them.
If Louie VanDern is brought in, she's elated.
After his being captured and arrested, she was brought into the Capital of Bolucea, and was given a promotion... give or take. She ended up the Chief Comissioner of Border Patrol in Porpoca, a small town bordering Zeltrus. It's said she wasn't exactly satisfied with this, but the Aristocracy's reasoning behind her sidegrade of a job is the sloppy fashion with which the revolutionary was brought down. She was put in a position where she could, "Still commit to her countries' safety in a fashion much more befitting of her ways."
### Physical Appearance
She's tall, but average height for a cayator. She's also quite slim for her size, but this leads most to underestimate her physical strength. Her scales are a subdued olive green for the most part save for black and yellow striping going down her back vertically with her scales. Virgil also has a dark splaying of scales around her eyes, said to be an atypical family trait of the Vespa family. Her fangs peek out of her mouth, due to an impounded upper jaw she got as a child, causing her fangs to be unable to recede back into her mouth and have since become immovable.
Trivia
------
* She was originally intended to play a much larger role in the campaign, but it was difficult to fit her in.
* She's Annabelle's favorite character from the campaign
+ The Vespa family line wasn't originally intended to be important beyond her, but Annabelle liked her so much she decided to have them be their own sort of, "mini-faction."
* She is the Class Representative for Gunners.
+ In the original art, she is holding flintlocks rather than revolvers as she wields now. | {
"title": "Virgil Vespa",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "law_enforcement,alive,female,cayator,non-player_character,sapitto,bolucea,the_piracy_investigation,class_representatives",
"removed": []
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> YYYYYEEEEEEEEAAAAAAAAAARRRRRRGGGGGGHHHHHHHHHHHHHUUUUUAAAAAAAAAA!
>
> - Jhariel, attempting to speak though her anger
Jhariel
-------
### Nicknames
The Aspect of Dexterity, Sharp Lady, the Red Lady, The Fastest Thing on Two Legs
### Status
Alive (Undying)
### Race
Devil (God)
### Gender
N/A
### Age
In the hundreds of thousands
### Occupation
Ruler of Hell
### Location
Hell
### Homeland
Hell
### Relative(s)
Sinn, Leatus, Pael, Leto, Vehyan
### Skills
Exsanguination, Transfer of experience to Mortals, Combat, Speed
### Features
Long hair, curved horns, dark red skin, Sharp barbs all over her body
### Likes
Blood, Violence, Death, Cute Animals, Denprawn
### Dislikes
Living things, Pacificsts, Things that can't bleed, Leatus
### Debut
N/A
Description
-----------
**Jhariel,** *(Pronounced J-air-ee-uhl)* is a Devil and the Youngest ruler of Hell.
She has the appearance of a feminine humanoid. She has gold-yellow blond hair, bloody-red skin and a large fleshy tail beginning on her lower back. Her eyes have vibrant red irises and blackened sclera, and there seems to sometimes be a black liquid that they secrete, though it is uncertain if these are akin to tears or exist as some form of waste-expulsion. Her legs are digitigrade and extremely muscular. Her body is also covered head to toe in barbed appendages and her claws are said to cut so cleanly and quickly that beings cleaved with them don't fall apart until force is applied to them.
The one emotion Jhariel feels is intense rage and fury. She's often incapable to get out a single word over her screams of infinite hatred. In the instances she does talk coherently, it's often of few words and with little more to say than how much she wishes to stab whomever is listening.
Jhariel's mere presence is enough to cause one's judgement to fail and force them to take random violent acts. She is capable of taking the power of mortal souls to increase one's power. She has her minions travel into the world to take the souls of the recently dead, and partially give them to their killers. The reasoning for this is to cause more chaos and strengthen the slaughter, as she revels in the violence. As a result of her mind-affecting talents, she is often attributed to the cause of many violent acts throughout history, but the truth of these claims is often taken under heavy doubt.
She's the Aspect of Dexterity and as such, is capable of moving quicker than anyone's eyes can track. Leatus likes to mess with her by teleporting around and taunting her, though more often then not, she is fast enough to catch up to his near-instantaneous transportation magic. Jhariel, for this reason, despises Leatus and attempts to kill him near-daily.
Sinn sees her anger as problematic and has recently tried to give her some anger-management therapy through a newly arrived denizen of hell, Denprawn. He takes special care to mention not that it was brought there by Leatus. So far, it seems to be working!
Trivia
------
* She was the last Ruler of Hell to recieve an official design from Annabelle.
* She's the in-universe reason why players gain experience. | {
"title": "Jhariel",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
> It'll probably smell you at the same time you smell it. Let me tell you, it's not a pleasant smell.
>
> Lehbana Sin, The Dresilan Compendium of Regional Beasts, Page 64
Alpha-Gwoll
-----------
That's no normal Gwoll
General Information
-------------------
### Size
Small
### Appearance
Large and mangy rodent with a large horn
### Region
Anywhere and Everywhere
### Diet
Omnivorous
General Statistics
------------------
### Damage Type
Physical
### Speed
15
### Health Ranges
7-10
### Physical Defense Ranges
2
### Arcane Defense Ranges
0
### Resource Used
N/A
Unique Statistics
-----------------
### Items Dropped
Gwoll Horn (1); Raw Bushmeat (0-2);
### Base XP Granted
5
### Experience Weighting 1-50
Low - Minimal
### Inherent Status Effect
N/A
### Status Effects Inflicted
PoisonBleed (1 stack)
### Possible Boss Typing
Elite 1 (Damage/HP x 1.5)
Overview
--------
**Alpha-Gwoll** are Gwoll that through natural selection have become larger and slightly more powerful than their regular counterparts. While large, they aren't found in nature to be bigger than small dog. In addition to the hallmark Gwoll Horn, Their claws are much more formidable and capable of scraping and slashing at exposed flesh so it is advised to carry Bandages if one chooses to engage with them.
Within the Gwoll colony, Alphas act as pack leaders, sometimes as caretakers, and as lookouts. They are rarely spotted in the wild away from colonies. Alphas are also known to carry diseases within their moldy fur. Adventurers fighting them should be sure to carry Bandages and Antidote if they wish to prevent being afflicted with various diseases.
Abilities and Traits
--------------------
* **Alpha Gwolls have a natural +1 to all hitrolls.**
Abilities
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Basic Attack
| N/A
| Melee
| 1d8 Phys
| Hits twice
Poison (1 Turns)
1 Lethality |
Scratch
| 1 Turn
| Melee
| 1d6 Phys
| Hits twice
Bleed (1 Stack)
| | {
"title": "Alpha-Gwoll",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Ichorfly
--------
> In my time, I've learned that just about anything glowing red is dangerous just as a rule of thumb. Ichorflies are no different. These little bloodsuckers are the worst when there's just one of them, but when a few of 'em get together? Forget about a bite-free trip home. I should really see about writing some kind of bug-ward spell... I don't normally condone violence but against these creepy things? Go for it. There's something else that's important about them but it's slipping my mind... Lehbana, come back to this page when you remember.
>
> Lehbana Sin, The Dresilan Compendium of Regional Beasts, Margins of Page 94, written in black ink
Ichorfly
--------
A lone Ichorfly
General Information
-------------------
### Size
Very Small
### Appearance
A small red bioluminescent butterfly.
### Region
Leyanthe, Welka
### Diet
Blood
General Statistics
------------------
### Damage Type
Physical
### Speed
15
### Health Ranges
1-5
### Physical Defense Ranges
0
### Arcane Defense Ranges
0
### Resource Used
Bleed
Unique Statistics
-----------------
### Items Dropped
Sugar [0-1], Blood [0-1], Ichorfly Wings [0-2]
### Base XP Granted
2
### Experience Weighting 1-50
Very Low- None
### Inherent Status Effect
N/A
### Status Effects Inflicted
Bleed
### Possible Boss Typing
N/A
Ichorfly Overview
-----------------
**Ichorflies** are small butterfly-like insects that float around mostly at night, likely implying them to be nocturnal atleast in part. Their bodies glow a soft hue of red making them easily noticeable to would-be predators. If there is a massive group of ichorflies, on the other hand, most predators know to stay their difference. These creatures are rare on account of their manner of reproduction. Ichorflies lay their eggs in the still-living bodies of other creatures.
After some time, their eggs hatch into veinworms which live within the body of their host and siphon off vital nutrients and plasma from their bloodstream. Once they reach a certain level of maturity and growth, they will cocoon themselves while still within their hosts veins. This is when the host will most likely notice they have been parasitized as they take the form of a large bump on their skin. At the moment that their metamorphosis finishes, they break through the host's skin and unfurl their wings to dry and fly off to repeat their reproductive cycle again.
As for other important traits, ichorflies have a very unique manner of defending themselves from danger. Individual ichorflies will purposefully break from their flock in order to intentionally slam into targets and cause them to bleed. Other ichorflies quickly drink the blood and return to their flock after having sapped the life from their target. Once a sufficient amount of blood has been acquired the ichorflies come together to form a **Red Pariah**...
### Abilities and Traits
* **Ichorflies have a natural +0 to all hitrolls.**
* **Ichorflies are immune to Bleed**
Abilities
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Dripping Dry
| N/A
| N/A
| N/A
| Passively, lose one stack of *Bleed* at the end of the turn unless within 15 feet of another creature with this passive. |
Sharp Proboscis
| N/A
| Melee
| 1d4 Phys
| Inflict 1 stack of *Bleed* on the target. Gain 1 stack of *Bleed*. If the target is *Bleeding*, then gain an additional stack of *Bleed* for each stack of *Bleed* the target has. |
Hermitude
| 4 Bleed
| N/A
| N/A
| If within 15 feet of atleast 2 other creatures with this passive with atleast 4 stacks of *Bleed*, transform into a **Red Pariah** with 12 stacks of bleed.
|
Red Pariah
----------
> OH YEAH THAT'S RIGHT!!! If these guys sense danger from the creature they're hunting, they take the blood from their target and use some kind of latent auric ability to form themselves into different shapes using the collected blood. Sometimes they're even humanoid which is even creepier... Basically, long story short is, if there's more than one, put the bug net away and run along home.
>
> Lehbana Sin, The Dresilan Compendium of Regional Beasts, Margins of Page 94, written in red ink
Red Pariah
----------
A humanoid Red Pariah
General Information
-------------------
### Size
Varies
### Appearance
A mass of solidified blood with ichorflies evenly spaced throughout
### Region
Leyanthe, Welka
### Diet
Blood
General Statistics
------------------
### Damage Type
Physical
### Speed
10
### Health Ranges
40-60
### Physical Defense Ranges
4-7
### Arcane Defense Ranges
2-3
### Resource Used
Bleed
Unique Statistics
-----------------
### Items Dropped
Sugar [0-3], Blood [0-4], Ichorfly Wings [0-8], Fool's Amber [0-1]
### Base XP Granted
10
### Experience Weighting 1-50
Medium - Very Low
### Inherent Status Effect
Bleed
### Status Effects Inflicted
Bleed
### Possible Boss Typing
N/A
Red Pariah Overview
-------------------
**Red Pariahs** are the dangerous aftermath of an extended exchange with a group of agitated ichorflies. When they feel they are in danger they quickly try to collect blood from their target(s) in order to activate some latent auric ability allowing them to temporarily form a collective consciousness. With their ability, they use the blood they have collected to form solid shapes and take the shape of a much more powerful, and dangerous, construct.
Underestimating ichorflies because of their size and unthreatening form is the first, and last, mistake that the foolhardy traveler can make.
### Abilities and Traits
* **Red Pariahs have a natural +2 to all hitrolls.**
* **Red Pariahs are immune to Bleed**
Abilities
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Maintanence
| N/A
| N/A
| N/A
| Passively, lose one stack of *Bleed* at the end of the turn. If *Bleed* reaches 0, becomes 3 **Ichorflies**. |
Scrape
| N/A
| Melee
| 2d10
| Inflict 3 stacks of *Bleed* on the target. Gain 3 stacks of *Bleed*. If the target is *Bleeding*, then gain an additional stack of *Bleed* for each stack of *Bleed* the target has. |
Bloody Roar
| 2 Bleed
| 20 ft
| 2d10
| Launch a 15-foot wide wave of blood 20 feet in a target direction dealing 2d10 physical damage to all targets hit.
| | {
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Rider
-----
### Nicknames
Weird Robot, Funky dude, Scarf guy
### Status
Alive (Presumed)
### Race
Lokken
### Gender
Genderless (Male-coded)
### Age
Unknown (Presumed to be older than 100)
### Occupation
Merchant (Formerly),Vagabond/Vagrant (Presumed)
### Location
Sapitto, Bolucea (Formerly)Unknown (Presumed Alive)
### Homeland
Unknown
### Relative(s)
No known relatives
### Skills
Selling items, Appraisal, Making deals
### Features
Antique model of Lokken, lightly rusted
### Likes
Antiques, Nick-nacks, Unique devices, Interesting toys, Not being shot
### Dislikes
Mud, being shot, rowdy people, rude customers
### Debut
The Piracy Investigation
> A game of Chess? Certainly better than getting killed...
>
> - Rider, to Mud under threat of gunfire from the latter.
Description
-----------
**Rider** was a minor npc in The Piracy Investigation.
He was known to run a little shop in the town of Sapitto by the name of, "Archaic Bobs and Bits". It was in this shop he housed an antique bottle of 'Type 38' Sanzarum, a unique item that was intended to be given to Red-gill as part of a side-quest.
His shop also sold multiple other trinkets and gadgets, as well as bought anything the players had to sell to him, given that he could appraise the item first.
During the campaign, Mud had held him at gunpoint and threatened to kill him if he wasn't provided with the items he asked for. This broke down into a mild argument which was eventually decided over a Chess match, in which that Rider had lost.
### Physical Appearance
Rider was an average Lokken with a specific appearance. He was strange in appearance due to his antique, slightly rusty design. His faceplate is far different to the typical Lokken's and he has a large mohawk-like fin atop his head.
He wore an abundance of scarves in place of any actual clothing.
Trivia
------
* He was the first Lokken that Annabelle had given a unique design.
+ She was originally unsure of his place in the plot for the campaign so she wrote in a sidequest around him and Redgill to fill the world out more. | {
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> Any traveler is familiar with these creatures. They also know to stay away from these creatures, especially during mating season. Terid are capable of ripping most creatures to shreds in a matter of seconds. Auraberries have something to do with it, if I recall proper...
>
> Lehbana Sin, The Dresilan Compendium of Regional Beasts, margins of page 67
Terid
-----
A male Terid.
General Information
-------------------
### Size
Medium - Large
### Appearance
A deer-like creature with cross-shaped eyes and a strange mouth. Males have antlers with odd crevices on the ends.
### Region
The temperate forested regions of Kellk, Zeltrus, Welka, Bolucea, Cerris, and Lokao.
### Diet
Aura-berries and other small plants.
General Statistics
------------------
### Damage Type
Physical and True.
### Speed
15
### Health Ranges
20-30
### Physical Defense Ranges
3
### Arcane Defense Ranges
5
### Resource Used
N/A
Unique Statistics
-----------------
### Items Dropped
Raw Meat 1-5Terid Antler 0-2 \*Males only),Teridhide
### Base XP Granted
25
### Experience Weighting 1-50
High - Low
### Inherent Status Effect
N/A
### Status Effects Inflicted
Bleed
### Possible Boss Typing
Elite 1 (Damage/HP x 1.5)Elite 2 (Damage/HP x2)
Overview
--------
**Terid** (pronounced TAIR-ihd) are cervid-adjacent creatures with quite a few hallmarks separating them from their behooved counterparts. For starters, most creatures of a similar size are the ones preying on Deer. For Terids most creatures in general try to keep their distance. Terid males can be aggressive if the females in their herd sense danger; while females can be aggressive even to the herd's males if they come near them during pregnancy or for a few weeks after childbirth.
All in all, these creatures can be incredibly dangerous to the solo adventurer, and still dangerous when taken on as a group.
Terid are structurally similar to deer in build, however where a deer would have hooves on all four feet, Terid instead have two massive muscular claws on their front two legs. These claws not only have extensive musculature going all the way up their legs, but also have opposable thumbs.
Instead of a conventional mouth structure with a jaw, tongue, and teeth, instead terid have a large flap of thick skin underneath their maxillary bone, with slits opening into the interior of the mouth. These slits open only large enough to be able to eat small plants like grasses, but most teridae species feast on various berries, herbs, and small fruit that can be found in their environment. One of the favorites of the teridae diet is Auraberries, which gives them a natural resistance to Arcana.
The eyes of a terid are also quite different to that of a deer, though this can vary by region, they mostly have eyes with pupils that are similar to that of a large reptiles, with the pupil slits going horizontally and vertically forming a cross shape. Interestingly, the pupils of a terid are incapable of restriction and expansion, so the forehead of a terid also has a third slit under which sits a third eye that it only opens in darkened environments.
Lastly, the antlers of male terid also have a strange sensory organ contained within them that only opens up whenever they feel threatened. This organ is understood to sense arcana or tension flowing through the environment, making it nigh-impossible to sneak up on a terid.
The horns of terid are good for charm creation and can fetch high prices amongst arcanists.
Some terid are known to become more dangerous and unhinged as they claim victories in territorial disputes, causing them to venture much further out of their claimed territory. If such a creature is spotted, one should notify their villages or towns immediately and consider temporary relocation until the threat is secured.
Abilities and Traits
--------------------
* **Terid Males have a natural +3 to all hitrolls.**
* **Terid Females have a natural +1 to all hitrolls.**
Abilities
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Focus
| N/A
| N/A
| N/A
| Tends to focus *Marked* targets |
Basic Attack
| N/A
| Melee
| 1d10+3 Phys
| Marks Target
4 Stacks Bleed |
Leap
| 2 turn Cooldown
| 30 ft
| N/A
| Leaps to target location.
| | {
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Zeltrydessey
------------
Basic Information
-----------------
### Other Names
The Zeltrydessey
### Created With
The Zeltranite's Pride, The Holy Book, The Bastard's Book (By those who oppose Zeltranism
### Method of Creation
Zelatraius, The High Lord
> "It fell, it crumbled, and it bled-- but it did not die."
>
> - Unearthed 2:3
Overview
--------
**The Zeltrydessey** is the holy book of Zeltranism. It details many escapades of the Phrophet of Zelatraius, as well as anecdotes from the god himself. Many of the tales written inside are corroborated through history, albiet through an incredibly biased and narrow-minded perspective. Those from Zeltrus use this book as an object for prayer, and specific types of Arcana can be accessed by those with magical abilities. The connection between the book as simply a catalyst for already existing magic, or for unique types of magic granted from the passages within the book specifically are under debate.
It is required by law for every member of the Zeltranite Clergy to carry this book on them at all times.
Burning, damaging, or otherwise intentionally harming the book is punishable by execution. | {
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"domain": "dungeons-in-dresilan.fandom.com",
"cats": "objects,literature,zeltranism,zelatraius",
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Origin
------
*This story is based on the history of Mheldora, one of the last surviving dragons during the final days of the rule of Dragons.*
*This story is part two of Three*.
Castle Mheldora
---------------
**Smoke on the wind** make my nose turn up as I near my quarry. The skin on my face feels raw from the force of the wind whipping it as I crossed the mountains. This was the right direction to Castle Mheldora. To think that this could end up being my name. I begin my descent towards the small blurry grey shape miles below, tossing the name back and forth in my head.
Mheldora. Mheldora. Mhel-dora.
Is that a name befitting a dragon like me? Orazel's name has a nice ring to it. Prim, refined, and proper. Just saying it, you can imagine his slender red scales shimmering in the sunlight with a smug look on his long snouted face. Durrann's name befits her as well- a tough sounding handle for a tough dragon. Her large horns cover most of her head, almost like one of the mortal's armors and a name like, "Durrann" sounds close to the crash it makes when she rams into something solid with them.
Mheldora. I'm unsure how I feel about it. I would have pictured myself with a fiercer sounding name, but this one sounds like someone who would trick you. I don't try to be dishonest. Perhaps a twisted name is an accurate one for someone with a deformed and twisted horn... Someone who's the last of their brood.
Mother Tyrragor told me not to mourn and instead to fly on for them. Taking Mheldora down would make them see the error of their ways. It's apparently just a small fortress, home to little but miners and farmers. As I approached however, I stop my swoop and stare down at the collection of buildings. I don't dare question my mother's eyes but this... this place is by no means a "small" fortress.
The walls which seemed so pointlessly erected from leagues in the sky now seem imposing, even if I could simply hover above them. There was much more than simply mines and fields here. A small group of walls covered the entrance to a nearby cave, with a pair of towers watching over the front. Within those walls were countless buildings. I'm unsure if one could even count them as actually being part of Mheldora, yet here it is standing apart from the world around it.
I consider retracing my route to see if I ended up in the wrong place, but recounting my path- this had to be the Mheldora I was told of. Is this the level of power Orazel or Durrann are hiding? I always assumed them strong, but to be able to take on this many mortals and raze their cities... And Mother Tyrragor herself to cross the entire continent and wreak that much havoc on the mortals? Perhaps I could just be overestimating the mortals' strength. I decide to swallow my fear and to conclude my descent into Mheldora toward the small cave. | {
"title": "Castle Mheldora",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
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> Those Light Order guys are a total buzzkill, but they're unrivaled in knowledge of Healing Arcana. You could give them a singular seed and they will have a whole field within 2 days. They see the untapped nature in things and know how to bring it out. It's honestly incredible, and if it wasn't for them living in literal leaf huts and having a... we'll say liberal outlook on latrine spots, then I'd be totally down with them.
>
> - Lehbana Sin, when asked about the Light Leyan Order.
The Light Leyan Order
---------------------
The crest of the Light Leyan Order
### Alignment
Lawful Good
### Place of Origin
Leyanthe
### Founder
The First Sage
### Date Founded
4000 BA
### Geographic Location
LeyantheThe eastern shores of Tyrragor
### Allied Forces
The Grand School of ArcanaThe Grand Library
### Opposing Forces
The Zeltranite Clergy The MageHunter Guild The Dark Leyan Order
### Member Count
~100,000
Overview
--------
**The Light Leyan Order** was founded long ago by a legendary arcanist known only as The First Sage. The sage's followers, now known as the Order of Sages, formed The Grand School of Arcana, which now houses both the Light Leyan Order and The Dark Leyan Order.
The Light Leyan Order as a group has dedicated itself to the understanding and research of more advanced Healing Arcana and it's applications in day to day life. They seek to eventually cure the world of most, if not all, diseases and make the standard of living for all people easy. Their goals are to work along the natural energies of the world to enhance things like agriculture, medical fields, and protection of the innocent.
Most members of the Order are inducted at a young age and live most of their adolescent and early adult lives at The Grand School. People of all races and genders are allowed to come into the school and learn from them. The Light Leyan Order also has the strict policy of taking care of any and all refugees that they take in.
The beliefs at the core of the Light Leyan Order are as follows:
* Respect one another at all times, to fight is below civilized beings.
* Honor the Gods, for their favor is a gift.
* Give kindness and humility to those in need.
* Uphold the Order's law, and do not inflict pain on others. Those who oppose the Order are left to do so in ignorance.
* Those who purposefully inflict pain on others are expunged from the Order and exiled from the School. (Though most end up staying anyways...)
* Find peaceful solutions to conflict.
Relations with The Dark Leyan Order
-----------------------------------
**The Dark Leyan Order** are separatists who follow beliefs in opposition to the Light Leyan Order. The Light order refuses to give them recognition as part of the school due to their failure to act with respect. The two factions have opposed one another but inhabit the same building due to an agreement between **The First Sage** and Orga made back when Leyanthe was first formed as a nation. The Light Order rests in the upper, above ground part of **The Grand School**, whereas the Dark Order keeps to the sub-ground levels of the school.
In modern day, the opposing orders are silently vying for total control of the school in secret. The current leaders of each faction prefer to keep matters behind closed doors but they have yet to come to any sort of decisive conclusion to the disagreement.
Relations with the Clergy and The MageHunter's Guild
----------------------------------------------------
**The Zeltranite Clergy** and **The MageHunter's Guild** both dislike the Leyan order for existing, but for vastly different reasons. Put simply, the Clergy dislikes they allow the worship of other Gods, and the Magehunters dislike any and all mages. The MageHunters specifically blame the Leyan Orders for the majority of Arcana-related issues, and will usually try to find a way to link rogue mages to one of the orders. The problem arises from the fact that most of the time, their links are correct.
Tools and Expertise
-------------------
Members of the order always don a robe and a sash. Hanging from the sash is a cincture with the sigil of the Light Leyan Order on it. The robes and cinctures differ depending on the wearers status and placement within the hierarchy. The cincture's sigil gains more of a complex golden pattern with each level higher in the Order. For example, Initiates have no pattern upon the cloth whatsoever save for the sigil itself, while the Grand Sage's has snaking vines of gold covering the cloth atop a repeated rhombus pattern.
Initiates have a simple hooded robe of a single white color, and their cincture is white in color. When they reach the rank of Magus, their robes are replaced with white robes with golden accents, and their cincture is changed to one of a forest green color. Upon becoming an Archmagus, the robe becomes purple, with golden accents, and the cincture is changed to a dark blue. Thaumaturges have their cincture replaced with one of a lapis blue. Sages no longer wear their cinctures from their sashes, and instead have them draped over their shoulders, and they become a light sky blue. Sages also are required to wear brimmed hats.
Great Sages and above no longer have to adhere to the strictness of their robes, however they must wear a hatband around the base of their brimmed hats denoting their abilities in some way.
Hierarchy of the Light Order
----------------------------
The hierarchy has been decided and amended many times over the years. Moving up is a matter of passing multiple, "tests" to prove ones proficiency with the Healing and Natural arts. Time spent working for the Order and accomplishments usually qualify the user to be able to take the tests, but other means of moving up are possible.
The hierarchy is as follows:
* The Grand Sage
* The Order of Sages
* The Great Sages
* Sages
* Thaumaturges
* Archmagus
* Seers
* Magus
* Votaries
* Apostles
* Acolytes
* Initiates | {
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Novice Defensive Skills
-----------------------
Intermediate Defensive Skills
-----------------------------
Expert Skills
-------------
Master Defensive Skills
----------------------- | {
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Novice Passive Abilities
------------------------
Intermediate Passive Abilities
------------------------------
Expert Passive Abilities
------------------------
Master Passive Abilities
------------------------
Trivia and References
---------------------
### Novice Passives
* **Fleshwall** is a reference to a similarly named enemy from the game Terraria.
* **Out of the Murk** is a reference to a line said by the character Pyke from League of Legends.
* **Powder Shock** is an ability whose mechanics are designed after an ability learned by the character Tindra from the game Devil Slayer Raksasi.
### Intermediate Passives
* **No Fear of the Underdog** in both name and ability is based on a song by American bock band Spoon.
* The **Sharpened Blade** ability (along with it's evolved version **Razor Strike**) is in name and mechanics both a reference to a group from the game Library of Ruina.
* The name of the ability **With My Infinite Hatred** is a reference to a quote said by Rudolta from the game Lobotomy Corporation.
### Expert Passives
* **Substitution** is a reference to the common ninja trope of substitution.
* **Frenzy of Aspiration** is a reference to the item The Heart of Aspiration from the game Lobotomy Corporation
### Master Passives
* **Deadeye** is a reference to the Ascendency Class from the game Path of Exile. | {
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This page shows you all of the **Constitution-based** **Classes** available for you to select. These classes are the ones that focus on taking opponents head on. They're not usually the fastest or hardest hitting around, but it'll take a lot to finally take one of these fighters down. These classes are big and huge, but they usually use their attacks as a means of grabbing attention rather than taking someone down. They're not the best at getting out of the way of attacks but they don't mind because they only care for attacks that they can feel in the first place. They take words like, "Stubborn" and "Hard-headed" as a compliment.
Knight
------
Knights are stoic men and women who enlist in the highest classes of combat training. Their fighting ability, though better than the common man, is in no excess of strength or dexterity. Knights also lack in the ability to fight using magical means. Those who follow the path knighthood are often the participants of the battle that make it home alive, their bodies and minds adorned with the scars of war.
### Default Abilities:
- **Knight**: Passive; Gain +3 to Defensive Abilities. Characters hit by an attack by a Knight are *Taunted*.
### Stat Alterations:
Knight Health/Resources
| Max HP
| Resource Used
| Resource Bonus/Penalty
| Max Weight |
--- | --- | --- | --- |
| +20
| Tension
| +0
| 40
|
Knight Base Stat Alterations
| Strength
| Dexterity
| Constitution
| Intelligence
| Perception
| Charisma |
--- | --- | --- | --- | --- | --- |
| +0
| -10
| +16
| -11
| +0
| +0
|
Knight Modifiers
| STR
| DEX
| CON
| INT
| PER
| CHA |
--- | --- | --- | --- | --- | --- |
| +0
| -1
| +2
| -1
| +0
| +0
|
Warrior
-------
The Warrior, clad in steel and battle scars. They trust in their own strength and their ability to get knocked down and get right back up. Warriors concede Arcana and ranged weaponry for the simple talent of being able to rush through enemy assaults and barrages and delivering devastating counter-hits to the enemy.
### Default Abilities:
**- Warrior**: Passive; Gain +1 to Melee attacks if wielding a two-handed weapon. Gain +1 to Defensive Abilities. Warriors gain +10 movespeed when moving toward an opponent that is *Marked*. The enemy that most recently attacked the warrior on their turn is *Marked*.
### Stat Alterations:
Warrior Health/Resources
| Max HP
| Resource Used
| Resource Bonus/Penalty
| Max Weight |
--- | --- | --- | --- |
| +15
| Tension
| +5
| 35
|
Knight Base Stat Alterations
| Strength
| Dexterity
| Constitution
| Intelligence
| Perception
| Charisma |
--- | --- | --- | --- | --- | --- |
| +4
| -5
| +9
| -7
| +0
| +0
|
Knight Modifiers
| STR
| DEX
| CON
| INT
| PER
| CHA |
--- | --- | --- | --- | --- | --- |
| +1
| -1
| +1
| -1
| +0
| +0
|
Dark Knight
-----------
Dark Knights are those who have abandoned righteousness for power. They cast aside the notion of using their stoicism to protect in exchange for personal gain and power. They've turned from honest men and women to spell-slinging scoundrels. Many of Dresalin's most infamous warlords have been Dark Knights.
### Default Abilities:
- **Dark Knight**: Passive; Gains +1 to Defensive Abilities. Gains +1 to rolls for casting Corrupting Arcana. Loses -1 to casting Healing Arcana. Spells that connect with a target *Taunt* them into attacking the Dark Knight.
### Stat Alterations:
Dark Knight Health/Resources
| Max HP
| Resource Used
| Resource Bonus/Penalty
| Max Weight |
--- | --- | --- | --- |
| +10
| Mana
| +5
| 35
|
Dark Knight Base Stat Alterations
| Strength
| Dexterity
| Constitution
| Intelligence
| Perception
| Charisma |
--- | --- | --- | --- | --- | --- |
| +0
| -6
| +8
| +6
| +0
| +0
|
Dark Knight Modifier
| STR
| DEX
| CON
| INT
| PER
| CHA |
--- | --- | --- | --- | --- | --- |
| +0
| -1
| +1
| +1
| +0
| +0
|
Paladin
-------
Paladins are Holy-men who have turned to a much more involved manner of spreading God's word. That manner being; hitting all the people you disagree with using a gigantic hammer. A hammer blessed with holy lightning, if they can help it.
### Default Abilities:
- **Paladin**: Passive; Gains +1 to Defensive Abilities. Gains +2 to casting arcana on themselves or allies. Gains +1 to rolls for casting Healing Arcana. Loses -1 to rolls for casting Corrupting Arcana. Whenever a paladin casts arcana on themselves, the nearest enemy within 20ft is *Taunted*.
### Stat Alterations:
Paladin Health/Resources
| Max HP
| Resource Used
| Resource Bonus/Penalty
| Max Weight |
--- | --- | --- | --- |
| +10
| Mana
| +5
| 35
|
Paladin Base Stat Alterations
| Strength
| Dexterity
| Constitution
| Intelligence
| Perception
| Charisma |
--- | --- | --- | --- | --- | --- |
| +0
| -5
| +9
| +6
| -6
| +0
|
Paladin Modifier
| STR
| DEX
| CON
| INT
| PER
| CHA |
--- | --- | --- | --- | --- | --- |
| +0
| -1
| +1
| +1
| -1
| +0
|
Samurai
-------
Samurai are warriors that value their ability to defend their lords using their tenacity and ability to hold back would-be killers at the gate. They usually prefer smaller weapons than most other knights and the like, but make up for with their ability to more consistently attack. Samurai have a haughty air around them, that naturally attracts attention to their visceral battlefield conduct.
### Default Abilities:
- **Samurai Presence**: Passive; Whenever a Samurai declares an attack, the nearest opponent within 15 feet is *Taunted*. Samurai cannot enter *Stealth*. Gains +1 to Melee attacks. Gains +2 to Defensive abilities while not having a shield equipped.
### Stat Alterations:
Samurai Health/Resources
| Max HP
| Resource Used
| Resource Bonus/Penalty
| Max Weight |
--- | --- | --- | --- |
| +10
| Tension
| +10
| 30
|
Samurai Base Stat Alterations
| Strength
| Dexterity
| Constitution
| Intelligence
| Perception
| Charisma |
--- | --- | --- | --- | --- | --- |
| +0
| +5
| +10
| -7
| +0
| -4
|
Samurai Modifiers
| STR
| DEX
| CON
| INT
| PER
| CHA |
--- | --- | --- | --- | --- | --- |
| -0
| +1
| +1
| -1
| +0
| -1
|
Penitent
--------
The Penitent are Zeltranite-aligned warriors who seek holy communion through the means of pain. Penitents are often armed with whips or other small arms in order to gouge and flog themselves in order to cause themselves to suffer. Their reasoning behind this changes vastly between person to person but most who engage in the practice claim they bear the sins of the unworthy and claim their punishments so that others may live in peace. Whether or not their reasoning is sound is another discussion entirely. One thing is for certain, a penitent's presence unnerves foes, and will make them second guess their every action. The more their adversaries seem to injure and harm them, the more easily they seem to survive.
### Default Abilities:
- **Penitent**: Passive; This character's homeland be from a region within Zeltrus. They start with a copy of "The Zeltrydessey" in their inventory. Penitents cannot equip armor or shields. Penitents have an innate +3 to Phys/Arc Defense. This bonus increases to +9 if their HP is lower than half it's maximum amount. Whenever the Penitent uses an ability that has a Turn Cooldown, the nearest hostile target within 20 feet is *Taunted*. If a Penitent is below a Quarter of their maximum HP, then any abilities they cast deal *True* damage.
- Flog: Self; 3 Turn Cooldown; Strike yourself with your weapon and *Mark* yourself. Gain 3 True Defense (Defends against all damage, even True Damage), for 2 turns.
### Stat Alterations:
Penitent Health/Resources
| Max HP
| Resource Used
| Resource Bonus/Penalty
| Max Weight |
--- | --- | --- | --- |
| +30
| Tension
| -10
| 25
|
Penitent Base Stat Alterations
| Strength
| Dexterity
| Constitution
| Intelligence
| Perception
| Charisma |
--- | --- | --- | --- | --- | --- |
| +0
| +5
| +10
| -15
| -10
| +0
|
Penitent Modifiers
| STR
| DEX
| CON
| INT
| PER
| CHA |
--- | --- | --- | --- | --- | --- |
| +0
| +1
| +1
| -1
| -1
| +0
| | {
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"domain": "dungeons-in-dresilan.fandom.com",
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Louie VanDern
-------------
### Nicknames
Ol' Louie, Louie, Louie VanaDern, "That guy who everyone's after"
### Status
Alive (Imprisoned)
### Race
Human
### Gender
Male
### Age
Early 40's
### Occupation
Pirate/Smuggler (Formerly),Political Prisoner (Currently)
### Location
Sapitto, Bolucea (Formerly),Solitary Confinement in a cell at the Bolucean National Land-brig
### Homeland
Bolucea
### Relative(s)
No known relatives
### Skills
Sweet-talking, Theft, Light on his feet, Grand Heists, Smuggling, Conversation
### Features
Tall, spritely man. Large sideburns. Fiery orange hair. Hairy body. Average Build.
### Likes
Money, Liars, Red-gill, Rey Heron, Expensive Clothing, Helping the Poor
### Dislikes
The Rich, Oppression, Bolucean Aristocracy, Lawmen, Virgil Vespa,
### Debut
The Piracy Investigation
> Even in a place like this, it seems a bit odd you'd have yer weapons ready...
>
> - Louie VanDern
Description
-----------
**Louie VanDern** was a major character and target of The Piracy Investigation. The party was tasked with bringing him in, dead or alive. His actions of smuggling goods into poorer towns like Sapitto gained him the ire of the Bolucean Aristocracy, which set a bounty of 400,000 Drena on him.
His real name is **Louie VanaDern**. He expressed annoyance at the fact that the wanted posters had a spelling error, resulting in his name being wrong. This misspelling also prevented Cearulis, an Astrologian and fortune teller, from helping the party locate him, as she could only locate people by the true name they identify themselves with.
Many characters knew and were personally helped by Louie's efforts. Some of these characters include: Rey Heron, Listgarm Ingrad, Rider, Red-gill, and Symunn Vettle. He would source and secure cargo for them and sell it to them while vastly undercutting market price in order to upset the economy of Bolucea, and redistribute wealth by providing low-end stores with goods. His escapades drew not only the ire of the Aristocracy, but also of that of the local lawmen, including one Virgil Vespa.
During The Piracy Investigation, he is rather elusive and only encountered near or at the end of the story. He was encountered by the party when they were first led to him by Red-gill. They were only able to find him after tracking multiple leads. The party was initially distant and a bit confused by him, before he sensed their hostility toward him. He attempted to coerce them into helping both him and Red-gill raid the mansion of local Aristocrat, Jarolt Whist. The group shot down the idea when he explained that he wasn't doing it, "for the money" and he would let them keep the Drena within the vault of the Mansion.
The party felt something was off and secretly decided to launch their attack on him. Red-gill lept in front of Louie in an attempt to protect him. Mud turned Red-gill into a meaty paste with his flurry of sharp swipes. Fretti, a fellow pirate, swung his blade at Louie and nearly swiped his chest to ribbons. After weaving his way through their advance, he began to make a run for it. Mud didn't let him finish his attempt however, as he immediately threw his pet Gwoll at him as hard as he could, the poor thing landing square in his mouth. The gwoll panicked and began scratching at the inside of Louie's mouth, ripping out his tongue and incapacitating him.
After he collapsed the party tossed him on the back of Rey Heron's old DireBoar, having just been gifted to Mud, Jibbers. The gang brought him in and collected the 400,000 Drena grants from the State Office there.
Due to his importance to the downtrodden and poorer classes of Bolucea, his imprisonment was the catalyst that started the uprising of the Cerris Worker's Party, and the beginning of the Peninsula War, a Civil War between Bolucea and the newly founded Cerris Republic.
He's currently being held as a Political Prisoner near the capital of Bolucea in the Bolucean National Land-brig.
### Physical Appearance
Louie is a taller man. He has a slightly chunkier than average build, with wide shoulders and small, womanly hands. His hair is a bright orange and and he keeps it hidden under a brimmed hat. The hair runs down his face and terminates in two large sideburns. He has proportionally large eyebrows and a wide nose. He usually likes to keep his clothing clean and well-groomed. He wears fanciful dress-clothing and has a jacket with his initials tackily embroidered on the back. He speaks with a Northern Bolucean accent.
Trivia
------
* Annabelle wrote the campaign before she ever even actually wrote anything about Louie other than his name.
+ The fact he actually turned out to be a robin-hood esque character was a complete afterthought.
* His accent being "Northern Bolucean" is meant to sound Irish in practice.
* If he hadn't have been captured or killed, the homeland of Cerris wouldn't have ever existed. | {
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This is the Master Spellbook for Dungeons in Dresilan. This spellbook contains EVERY ability in the game. They’re sorted by their *Level* and *Type*. The different levels of abilities are listed below, and all abilities are listed under certain types.
Also on this page are the different Status Effects that can be applied through abilities.
As for an idea on what kind of playstyles seek what kind of abilities, you can check the page on Meta-builds, written by a community member with supervision by Annabelle.
Talents
-------
### Important Note on Talents:
* Your character gets one Talent per 25 levels starting with one at level 0
* You can make use of a Talent at any time it could be applicable, don't be afraid to ask if you can try to use it!
Talents
Learnable Abilities
-------------------
### Important Note on Action Economy:
* **Supporting Abilities**, **Zeltrus Arcana,** and **Technical** **Skills** take up a user's ***Extra Action***.
* **ALL OTHER ABILITY TYPES** use up the user's ***Combat Action***.
### Basic Actions:
### Utility:
Supporting AbilitiesPassive AbilitiesMusical Abilities
### Arcana:
Combat ArcanaDefense ArcanaControl ArcanaSummoning Arcana
### Skills:
Melee SkillsRanged SkillsDefensive SkillsTechnical Skills
### Unique Abilities:
Vampiric AbilitiesZeltrus ArcanaWere-beast AbilitiesSpecial Abilities
Inherent Spells/Abilities
-------------------------
**EVERY CHARACTER HAS ACCESS TO THESE ABILITIES. YOU DO NOT NEED TO WRITE THEM ON YOUR SHEET BUT ARE MORE THAN WELCOME TO IF YOU WOULD PREFER TO.**
Status Effects
--------------
These effects can be inflicted on any character at any time. Note however, that certain characters may have immunities to certain status effects and cannot be afflicted by such. | {
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Sapitto
-------
### Location
Bolucea (Formerly), Cerris Republic
### Population
~400
### Landmarks
Cheapo's, Ingrad Whitesmithing, Whist Estate, Sapitto Regional Bank, Vettle's Exotics, Archaic Bobs and Bits, Leaky Tankard, Slappy Sabre
### Inhabitants
Louie VanDern, (Formerly), Red-gill (Formerly), Friar Grayy (Formerly), Vimmel Grathus (Formerly), Rey Heron, Cearulis, Rider, Virgil Vespa, Cheapo, Listgarm Ingrad, Brisk Leyn, Symunn Vettle, Bud Dget, Jarolt Whist
### Special Information
Setting for The Piracy Investigation
> This place fuckin' sucks
>
> - Fretti
**Sapitto** is a small port town on the very tip of the Bolucean Peninsula. It was at one point a small port town of little note. Pirates and mercenaries ran rampant. It used to be a town owned by Bolucea.
Since the capture and imprisonment of Louie VanDern during The Piracy Investigation, it has since become the capital of the newly formed Cerris Republic.
Trivia
------
* The town's name was decided, like most things in Official canon, on a whim by Annabelle. | {
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"cats": "locations,towns,campaign_settings,the_piracy_investigation,cerris_republic",
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### Special Note: Musical Abilities require an equipped instrument to be used.
Novice Musical Abilities
------------------------
Intermediate Musical Abilities
------------------------------
Expert Musical Abilities
------------------------
Master Musical Abilities
------------------------ | {
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Cheapo
------
### Nicknames
Weirdo, Weird Fish, Dumpster Diver (by Vitsmuth), Honey-pie (by Bud Dget), Nice lady (by Kreshh),
### Status
Alive
### Race
Toofa-nul
### Gender
Female
### Age
In her late 30's
### Occupation
Merchant, Owner of Cheapo's
### Location
Sapitto, Bolucea (Formerly)Sapitto, Cerris Republic
### Homeland
Bolucea
### Relative(s)
Bud Dget (Husband)
### Skills
Organization, Making a sale, Sifting through junk, Making friends, Appearing stupid
### Features
Average size for Toofa-nul. Split dorsal fin. Bioluminescent lure on forehead. Permanent toothy grin. Vacant eyes. Stocky and stubby body.
### Likes
Money,Getting along with others,Her husband, Bud Dget, Shiny things
### Dislikes
Mean people, Gwoll, Loud Noises
### Debut
The Piracy Investigation
> Cheapo not sure she can part with keys...
>
> - Cheapo
Description
-----------
**Cheapo** was a minor character and saleman in The Piracy Investigation. She served as mild comedic relief and helped the group find Louie VanDern by giving them a clue as to someone who might know something (That someone being Rey Heron).
The party treated her with mild distance and like a dawdling child, save for Kreshh. In contrast to this, Cheapo understands entirely how people see her and she uses it to her advantage, pretending to not understand the prices of things or value of them, often cutting people great deals while also tricking them with her faux stupidity into buying trash that she dug up from dumpsters around Sapitto, walking away with the profits.
While her methods may be deceptive and dishonest, her motives are pure. She simply wants to make as much money as she can to help support her husband, Bud Dget.
### Physical Appearance
She's generally short and stocky for a Toofa-nul. She has an appearance similar to an Angler fish and wears a blazer, a basic dress shirt and pants, with an untied tie around her neck. Her dress-shirt and blazer are left open to reveal her Husband, Bud Dget hanging vestigially from her stomach.
Trivia
------
* Cheapo was the first member of the Toofa-nul race to appear in canon, before they were added as a playable race.
* She and her husband are based off of the Football Fish.
* Cheapo's name was chosen on a whim by Annabelle.
* Annabelle considers her the current best shopkeep she's ever written. | {
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Universe
========
This page is a disambiguation page to categorize and give information on every Location, Organization, Person, Creature, or Object Relevant to Dresilan.
For a Timeline of the **Official Canon**, see: Canon Timeline
Locations:
----------
### The Overworld
* Zeltrus
* Jinn-Ran
+ Illjar
* Cerris Republic
+ Sapitto
* Welka
* Galudar
+ Durrann
* Leyanthe
+ The Grand Library
* Kellk
* Lokao
Other Locations
* The Spirit Realm
+ Hell
+ The Otherplane
* The Void
* The Netherworld
Events
------
### History
#### Conflicts
##### Past Conflicts
* The Stoneridge Conflict
* The Cayator Race War
* The War of the Plain
* Ji-tan Feudalism
* The Lokken Uprising
##### Ongoing Conflicts
* The Peninsula War
#### Significant Historical Events
* The Dragon Regicide
* The Purge of Nightmares
* The Welkan Event
### Campaigns
#### Official Campaigns
* The Silver Scourge
* The Piracy Investigation
* The Durrann Wedding
#### Officially Endorsed Campaigns
* The Mystery of Roko
#### Non-canon Campaigns
Organizations
-------------
### International Organizations
* The MageHunter Guild
* Grand School of Arcana
+ The Grand Library
* The Order of Sages
### Governing Bodies
* Zeltranite Clergy
* Bolucean Aristocracy
### Military Organizations
* Zeltranite Clergy
* Bolucean Military
* Hell Legion
### Criminal Organizations
#### Hate Groups
* The Righteous Riders
### Religious Groups
* Zeltranite Clergy
* The Leyan Orders
+ The Light Leyan Order
+ The Dark Leyan Order
* The Nihilo
### Other Groups
* Caugus Lineage
* Afaroughland
* The Orogs
### Player Groups
* The Righteous Riders
* The Thorn
* The Needle
People
------
### Rulers
#### Welkan Rulers
* Milatan Caugus
#### Jinrani Rulers
* Sarya Illjar
* Ji-Tan Kibi
### Military
#### Clergymen
* Friar Grayy
* Orog The Faithful
#### Mercenary Workers
* Lei Oufutonne
### Lawmen
#### Sheriffs
* Virgil Vespa
### Criminals
#### Thieves
* Red-gill
* Thief Lord
* Orog The Fearful
#### Pirates
* Louie VanDern
### Merchants
#### Corporate Higher-ups
* Jarolt Whist
* Mersin Darter
#### Small-business owners
* Cheapo
* Bud Dget
* Listgarm Ingrad
* Brisk Leyn
* Rider
* Rey Heron
* Symunn Vettle
### Civilians
* Vimmel Grathus
* Cearulis
* Orog The Wealthy
* Orog The Weak
* Orog The Pretentious
* Orog The Wild
* Orog The Seer
### Adventurers
#### Magehunters
* Jericho Hall
#### Vagabonds
* Jacob Nebroski
* Vitsmuth
### Immortals
* Shmain
### Player-Characters
* Kreshh
* Orog
* Fretti
* Mohammed
* Mud
* Ke, Ki, Ky, Ko
* Su-shi
* Kra'Lozharl
* Gus, the Grey Swordsman
* Denbud
* Retinious
* Sieth Splitwater
* Sieth Splitwater (Argenti)
Creatures
---------
### Humanoid Enemies
* Bandits
* Toofa Bandits
* MageHunters
* Zeltranite Clergymen
### Herbivores
* Zepulka
* Mammoth-snail
* Terid
### Omnivores
* Gwoll
+ Alpha-Gwoll
+ Gwoll Swarm
* Vigull
* Stridefowl
* Scrybirds
* Augus-bear
* Mantis Prawns
* Jellypuss
### Carnivores
* Silver Devil
* Silver Baphomet
* Mothsquito
* Sail-Spider
* Owlhawk
* Gossgator
* Cannis
* Kyatt
* Silth
* Ichorflies / Red Pariah
### Other Creatures
* Silver Ghoul
* Arisen
* Fellplants
### Supernatural Entities
* Ghost
+ Ghost Menpo
+ Wraith
* Vampire
+ Vampire Ghoul
* Vyx
* Undead
* Sprite
* Fairy
* Siren
* Demon (Divine Beings)
* Demon
* Immortal
* Dragons
+ Drakeless
+ Drakemorr
+ Drakewyvern
Gods and Deities
----------------
### God-Lords
* Gast
* Death
+ Psychopomp
* King Orog
### Gods
* Anacra
* Zelatraius
* Limprey, God of Groove
* Son of the Moon
* Daughter of the Sun
* Plossit, the Hanged God
### Devils
* Gargallon, The Gorger
* Gram
### The 5 Rulers of Hell
* Sinn
+ Lehbana Sin
+ Akata Nir
* Pael
* Jhariel
* Leto
* Leatus
* Vehyan
### Denizens of Hell
* Denprawn
* Orog's 'Member'
### Dragons
* Mheldora
Objects
-------
### Items
* Herbs and Plants
+ Softherbs
- Velvetherbs
+ Hillflowers
- Karmr Root
+ Gell Root
- Sapgunk Candy
- Hoarlotus
- Stonecore Apple
- Terbacka
+ Hardherb
+ Auraberry
+ Orbfruit
+ Pureherb
+ Anacramoss
### Literature
* Zeltrydessey
### Miscellanious
* Dragonsand
Concepts
--------
### Wordly Concapts
#### Natural Laws
* Mortality, Death, and the Afterlife
+ Souls
### Cultural Concepts
* Card Games
### Auric Abilities
* Auras, Arcana, and Tension
### Miscellaneous
* Welkan Curse | {
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> The Welkan Curse prevents things from dying but not the same way as necromancy... It's a lot creepier.
>
> Risthen Veldrow during The Durrann Wedding
Description
-----------
**The Welkan Curse** stems from, as the name would imply, Welka. It was the second part of what made The Welkan Event important, the primary thing being the state Welka was left in and it's effect on the world. The effect emanated from the center of Welka at the moment the event happened and affected everything within a certain radius of the countries capital, including part of Zeltrus and a few islands on the southern part of Jinn-Ran's borders.
### Details about the Curse
The curse can be spread through binding it to a person's soul by drawing certain runes either directly onto them or on objects touching their still-living bodies. One knows the runes have been drawn correctly if near-black smoky hands begin to sprout from the very markings on the surface. They wrap around next living thing the runes touch. The entity cursed will have the pigments in their skin turn olive-black in color and the pigments in any hair they have be bleached to a shimmering white. Their appearance will also slowly take on an emaciated form over the course of around a week. Depending on what the entity endures or how long they stay in one piece their flesh might also become rotten. They also may have their body corrupted to slightly strange or unnatural forms.
The curse prevents the soul from leaving the body, eternally binding it to the physical vessel in which it inhabits. The soul remains even if the body is broken or dismembered. Beings cut up into even the smallest pieces still doesn't cause the soul to leave the body.
There is, at current, no known way to dispell the curse, as it was originally cast by the God-Lord Gast, ruler of The Netherworld. It was casted by the Deity in response to Milatan Caugus's wife sacrificing Welka to generate enough magical energy bring him back from The Netherworld and avoiding the punishment he was sentenced to. As a result, Gast made it so that they, their people. and their land could in no capacity, meet Death. Gast also took every other member of the Caugus Lineage to the Netherworld so that Milatan and his wife could live forever in disgrace, alone.
A certain cult has started up around the Curse, known as The Nihilo. They are intent on spreading the Welkan Curse and turning the entire world of Dresilan into a state similar to Welka. They spread a delusion that they will make the world eternal and undying, and that they will free all who live from the struggles of life. They do this by angering the God-Lord who originally casted the spell the curse originates from. They start by freeing those from the Caugus Lineage from the Deities' grasp by using the souls of several hundreds of once-living beings as a catalyst. Their leader, Eltatph Nihilo was infected from the first day the curse started, originally being a simple orchard farmer in Welka. After his initial infection his body naturally, and unnaturally, degraded over the 140+ years and corrupted itself into it's current state. | {
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The Piracy Investigation was one of the Official Campaigns run and DM'd by Annabelle.
The campaign took place in Summer of 146 AA.
Premise
-------
Your characters make their way one way or another to the small port town of Bolucea, and heard of a wanted man, dead or alive. His crimes are more numerous than there are teeth in his mouth (Read: like 5 or 6?). His name? "Louie VanDern". He's a rough and tough (if usually unsuccessful) gunpowder smuggler, robber, murderer, and general menace to the people of Sapitto. Your group arrives here by whatever means they choose and land in the waiting room of the local sheriff's house. The Sheriff's secretary hand selects your characters out of the rest of those in the lobby and bring them into the Sheriff's office. You're brought into a tiny room and sat down. You're all told that the sheriff will be in here in a few minutes to see you and give you the details on the situation...
Important Campaign Events
-------------------------
### Player Characters
Fretti, Mud, Orog, Kreshh, Mohammed
Effects on the world
--------------------
* Zeltrus and Bolucea now force Toofa-doh to have proper background checks and licenses in order to enter their borders thanks to Kreshh attempting to summon Gargallon. Toofa-doh are now treated with mild hostility in these regions.
* Kreshh now has a bounty of 1,000,000 Drena in Jinn-ran, Zeltrus, and Bolucea.
* The Righteous Riders are now a large faction within Bolucea, after being inspired by Mud and his actions while in Sapitto
* Orog had a brief bounty of 20,000 Drena for public indecency but this bounty has now been revoked on the loss of his penis.
* Mud now has a bounty of 200,000 Drena for domestic terrorism.
* Bolucea has entered a civil war and the nation of the Cerris Republic is established. | {
"title": "The Piracy Investigation",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "events,official_campaigns,history",
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> Fellplants. I don't like Fellplants one bit. They come in all shapes and sizes depending on the region they're in. One thing is always true, though. They're little seedlings that got half-eaten by a bird or something, dropped on the ground, and touched with some kind of magic. They're equally as dangerous as they are uncommon. Not to mention, if you find a sprout, the main plant isn't ever far off. There's also almost never just ONE Fellplant. They procreate like moss.
>
> Lehbana Sin, The Dresilan Compendium of Regional Beasts, Page 43
Fellplants
----------
A Desert-born Fellveil (Far-Left) and Fellsprout (Middle-Left), and a Brush-born Fellveil (Middle-Right) and Fellsprout (Far-Right)
General Information
-------------------
### Size
Depends on Age
### Appearance
Depends on region, consistently has an "Eye" appendage and a central "Brain".
### Region
Anywhere plants can grow.
### Diet
Sunlight, Topsoil Nutrients.
General Statistics
------------------
### Damage Type
Physical and Arcane
### Speed
Immobile
### Health Ranges
5-10 (Sprout)120-200 (Veil)
### Physical Defense Ranges
0-1 (Sprout)1-5 (Veil)
### Arcane Defense Ranges
0-1 (Sprout)1-5 (Veil)
### Resource Used
N/A
Unique Statistics
-----------------
### Items Dropped
[Brush-born]Sweetkernels (0-2);Velvetherbs (0-2);Karmr Root (0-2);Fell-eye (1);
[Desert-Born]Sweetkernels (0-2);Velvetherbs (0-2);Gell Root (0-1); Fell-eye (1);
[Sea-born]Sweetkernels (0-1);Velvetherbs (0-1);Anacramoss (1)Fell-eye (1);
[Swamp-born]Sweetkernels (0-2);Velvetherbs (0-2);Orbfruit (1);Fell-eye (1);
### Base XP Granted
0 (Sprout)35 (Veil)
### Experience Weighting 1-50
None - None (Sprout)Medium - Low (Veil)
### Inherent Status Effect
Immobile
### Status Effects Inflicted
[Desert-Born]Bleed
[Brush-born] Poison, Lethality 2
[Sea-born] Silence
[Swamp-born] Shock, Decay, Lethality 1
### Possible Boss Typing
[Sprout]N/A
[Veil] Elite 1 (Damage/HP x 1.5) Elite 2 (Damage/HP x2)
Fellplants (Overview)
---------------------
**Fellplants** can be found rarely in many regions of the world. Each type differs pretty significantly but they have a few consistent traits between them. For one, each Fellplant has at the very least, a singular, partially visible optical organ referred to colloquially as a "Fell-eye". Each regional Fellplant is based on the plants normally found in that region with one exception: There has never been one documented to be based on any kind of fungus, but there are rumors that they may exist...
These plants also have very distinct bases for their design depending on their region;
* Desert-born Fellplants are usually similar to cacti
* Brush-born Fellplants are tree or bush-like in appearance
* Sea-born Fellplants are almost always tangles of seaweed or vast reefs of coral
* Swamp-born Fellplants are willowy trees or flowery, thorny bushes
Fell-eyes contrast from animalistic eyes in that they serve more purpose than providing a field of vision to the organism; These organs are a highly specialized form of flower and leaf. Fell-eyes have an outer wall of a spongy gourd-like material with a large stoma resembling the iris of a animal's eye. This stoma opens to take in a large amount of light, evaporated water, carbon dioxide, and various atmosphereic gasses into an internal organ within the eye that's a large mess of vascular bundles and mesophyll. This organ processes the taken in nutrients and distills it into a nectar of sorts that is transported through large veins into a central "cortex". This cortex can process the amounts of nutrients from the eyes and make sense of them in a way that allows Fellplants to "see" the environment around them as well as react to it like an animal of sorts.
Fellplants are composed of two major parts, the "Sprout" and the "Veil".
Fellveils or Veils are where the cortex of the plant is located. This is also typically the largest part of the plant, often having multiple eyes protruding from it as it requires the most nutrients to keep functional. Any "decisions" the plant makes run through the cortex found somewhere within this central plant. Due to it's size however, it's not easy to simply hack away at. Most of the time the easiest way to deal with a Veil itself is to use some sort of elemental weakness such as fire, oils, poisons, or some other factor as they tend to be quite hardy.
While Veils can attack unsuspecting travelers on it's own, it's true main function is to decide where to optimally raise Sprouts. Sprouts are the primary way that Fellplants become menaces to the environment around them. They are typically much smaller than the main Veil but have an Eye that leads back to the cortex of the main plant through a network of veins. Sprouts also usually have organs that are capable of producing projectiles to fire at various targets that the cortex has deemed as a threat to the organism.
Desert-born Fellplant
---------------------
**These** cactus-like plants always have tiny little needles protruding from themselves that make them particularly frustrating to deal with from a close range. They are capable of making their targets bleed profusely in a short amount of time. Definitely don't let this thing get the better of you. They're resistant to heat due to their fleshy bodies, so Burning it won't do the trick here. Poisons on the other hand flow more quickly through their body quicker due to their thinner veins.
### Abilities and Traits
* **Desert-born Fellveil's have a natural +2 to hitrolls**
* **Desert-born Fellsprouts have a natural +0 to hitrolls**
* **Desert-born Fellveils begin the fight with 3 Fellsprouts on the field**
* **Fellplants are immune to Bleed and Shock.**
* **Desert-born Fellveils are immune to Burn, Arcane Burn, and Caustic Burn.**
* **Poison deals an additional 20 flat true damage per tick.**
Abilities (Veil)
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Spawn Sprout
| 1 Turn
| ~25 ft
| N/A
| Spawns a Desert-born Fellsprout at a target location. They don't attack this turn |
Basic Attack
| N/A
| 35ft
| 1d10 Phys
| Bleed [2 Stacks]
|
Abilities (Sprout)
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Basic Attack
| N/A
| 35ft
| 1d6 Phys
| Bleed [1 Stacks]
|
Brush-born Fellplant
--------------------
**The brush** is a perfect host for Fellplants. They love the open air and sunlight. The brush-born Fellplant is dangerous due to it's unique ability to inflict a lethal poison on it's foes that also causes bleeding and shock to be much more deadly. Pray you are prepared for this encounter should you be unlucky enough to find yourself dealing with it. Unluckily for the Fellplant itself, due to it's dry wooden kindling-adjacent body, it's incredibly susceptible to burning. Traveling in the woods with a torch is a necessity if there's rumors of one of these things hiding within it's vast lushness.
### Abilities and Traits
* **Brush-born Fellveil's have a natural +2 to hitrolls**
* **Brush-born Fellsprouts have a natural +0 to hitrolls**
* **Brush-born Fellveils begin the fight with 2 Fellsprouts on the field**
* **Fellplants are immune to Bleed and Shock.**
* **Brush-born Fellsprouts are immune to Poison.**
* **Burn, Arcane Burn, and Caustic Burn deals an additional 20 flat true damage per tick.**
Abilities (Veil)
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Spawn Sprout
| 1 Turn
| ~25 ft
| N/A
| Spawns a Brush-born Fellsprout at a target location. They don't attack this turn |
Basic Attack
| N/A
| 35ft
| 1d10 Phys
| Poison [2 turns]
Lethality 2
|
Abilities (Sprout)
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Basic Attack
| N/A
| 35ft
| 1d6 Phys
| Poison [1 Turn]
Lethality 1
|
Sea-born Fellplant
------------------
**Winding**, twisting masses of seaweed and coral breaching the waves and sitting on shores. The sea-born plants are notable for their ability to stop even skilled adventurer's from using their most deadly techniques, or any techniques at all. Mages have a particular disdain for these weeds but all travelers should be wary of them when traveling by sea. Sometimes they can rarely be seen in rivers, so one should watch the banks of streams carefully when crossing over.
Owing to their soggy foliage and rock-like coral innards, these Fellplants cannot be poisoned OR burned. Instead they are susceptible to a particular element, namely, Mercury. Mercury is already referred to as the poison of the sea, but nowhere is it more evident than here.
### Abilities and Traits
* **Sea-born Fellveil's have a natural +2 to hitrolls**
* **Sea-born Fellsprouts have a natural +0 to hitrolls**
* **Sea-born Fellveils begin the fight with 1 Fellsprout on the field**
* **Fellplants are immune to Bleed and Shock.**
* **Sea-born Fellsprouts are immune to Poison, Burn, Arcane Burn, and Caustic Burn.**
* **Sea-born Fellplants take 20 points of true damage for every turn they have the Mercuried status effect.**
Abilities (Veil)
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Spawn Sprout
| 1 Turn
| ~50 ft
| N/A
| Spawns a Sea-born Fellsprout at a target location. They don't attack this turn |
Basic Attack
| N/A
| 15ft
| 1d10 Arcane
| Silences [2 Turn]
|
Abilities (Sprout)
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Basic Attack
| N/A
| 15ft
| 1d6 Arcane
| Silences [1 Turn]
|
Swamp-born Fellplant
--------------------
**Depressing and smelly** in nature, these prickly and slimy plants rise themselves up from the moist bogs of the world. Their presence imbues the very air with a pollen that seemingly makes armors weaken. Swamp-born Fellplants have a special affinity for the arcane nature of the species and are capable of inflicting a dangerous shock to their targets. The quagmires they sit on also make it incredibly easy and quick for them to raise of sprouts, capable of instantly attacking the moment they sense a threat.
Oil is the key to taking down this dangerous foe, as the slick black goo penetrates their moist and porous leaves quickly mucking up their characteristically expeditious photosynthetic organs with ease and causing them to choke and die much like it's victims.
### Abilities and Traits
* **Swamp-born Fellveil's have a natural +2 to hitrolls**
* **Swamp-born Fellsprouts have a natural +0 to hitrolls**
* **Swamp-born Fellveils begin the fight with 4 Fellsprouts on the field**
* **Fellplants are immune to Bleed and Shock.**
* **Swamp-born Fellsprouts are immune to Poison, Burn, Arcane Burn, and Caustic Burn.**
* **Swamp-born Fellplants take 20 points of true damage for every turn they have the Oiled status effect.**
Abilities (Veil)
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Spawn Sprout
| 1 Turn
| ~50 ft
| N/A
| Spawns a Sea-born Fellsprout at a target location. They will attack this turn |
Horrid Pollen
| Passive
| ~20 ft
| N/A
| Decays all creatures within the area of effect |
Basic Attack
| N/A
| 20ft
| 1d10 Arcane
| Shock [2 Stacks]
Lethality 1
|
Abilities (Sprout)
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Horrid Pollen
| Passive
| ~10 ft
| N/A
| Decays all creatures within the area of effect |
Basic Attack
| N/A
| 10ft
| 1d6 Arcane
| Shock [1 Stack]
Lethality 1
| | {
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"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
This Page Catalogues all Impairments, Curses and Long-term Diseases that can be inflicted on characters within the world of Dresilan.
Notice on Impairments, Diseases and Curses
------------------------------------------
Impairments are often permanents disabilities inflicted through intense trauma or severe attack at a moment of weakness. They're always some kind of perspective or game-plan changing effect. Very few are neither bad nor good, but most are a vast handicap. Often they cannot be remedied except by expensive or rare instances and even when remedied, one cannot return to their original strength.
*Impairments are rated in intensity based on the level of effect it has on the player character as well as to what effect it can be circumvented after infliction.* For example: A character losing one eye isn't great and has no remedy, but won't impact one's abilities in combat too poorly save for ranged attacks. A character losing their entire arm is a much greater issue and will impact ones abilities in combat greatly.
Diseases are regular maladies that can affect characters either until cured or up until death. They almost always exclusively detriment the character they are applied to in some way. Some can be cured by a simple healing spell or curative powder, but some go deeper into ones body and require intense medicinal help.
*Diseases are rated in intensity based on the level of medicine or effort you would need to rid yourself of them, as well is their virulence (whether or not they get worse)*. For example: The Cold only lasts a day or two and can be fought off with a simple herbal tea. Worms, on the other hand, are going to require something heavier or more specific like a Parasiticide or letting oneself become malnourished to the point of near-death.
Curses, on the other hand are permanent until exorcised, and can't be fought off for good by medicine or time. Often times, curses stay with an individual's soul even after death. Reprieve from a curse can be abated by a powerful enough ward or charm, but this is only temporary, and the effects of the curse will return, often stronger than they were before. Magical designations on one's soul don't tend to like being pushed away from that to which it is attached.
*Curses are rated in intensity based on the level of resistance needed to avoid them and their effect multiplier upon returning after being warded.* For example: Unlucky requires Weak curse resistance and has no additional strength multiplier. Rhabdophobia is an intense curse that requires High curse resistance and multiplies in strength 3-fold upon returning, capable of making characters go fully insane upon seeing a basic fire-ball.
Impairments
-----------
Diseases
--------
Curses
------ | {
"title": "Impairments, Diseases and Curses",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Cearulis
--------
### Nicknames
Weird lady, Astrologian
### Status
Alive
### Race
Human (Disguise), (Demon)
### Gender
Genderless (Female-coded)
### Age
Unknown (Looks to be in her early 50s)
### Occupation
Fortune Teller
### Location
Sapitto, Bolucea (Formerly),Unknown
### Homeland
Unknown (Hell)
### Relative(s)
Unknown
### Skills
Fortune Telling, Grand Readings, Curses
### Features
Long, frizzy hair.
### Likes
Nothing.
### Dislikes
Orog, having her eyes looked into
### Debut
The Piracy Investigation
> That reminds me-
>
> - Cearulis, trying her best to ignore Orog
Description
-----------
**Cearulis** was a minor character in The Piracy Investigation.
She acted as an Astrologian and fortune teller in Sapitto.
She had very little interaction with the group, simply having a singular conversation with them. The group encountered her sitting on a pile of scrap. Fretti asked her about Louie VanDern, and she informed them that she couldn't locate them, suggesting maybe this name wasn't his real name. She also informed the party of a Ze Pull-Ka crossing in northern Sapitto while trying to ignore Orog, who was flashing her at the time.
As they leave, she curses Orog.
### Physical Appearance
She's covered in thick, heavy robes. Her frizzy long hair hangs out from underneath her hood. Her eyes appear to be starry voids when looked into. Her face is pale and slightly wrinkly.
Trivia
------
* She is secretly Vehyan. | {
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"cats": "the_piracy_investigation,female,alive,sapitto,hell,vehyan,rulers_of_hell,demon,civilian,non-player_character",
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**Burning pain shocks** the temple of my head, awakening me from a static slumber that I must have drifted into what feels like hundreds of years ago. Liquids find their ways into my eyes and mouth as the thud of my skull colliding with the ground echoes through my body. The reflection of a face, contorted in a frustrated agony is hiding between the ripples of the puddle of water in which my head currently lay sideways. Blood and mucous both pour from the nose of my puddle-bound double, trailing upward to meet my own in a dance within the gathering broth of bodyfluid.
The roar of the crowd drowns my flooding thoughts and aches. I struggle up to my feet to look my opponent square in the jaw, where I planned to plant my fist. Much to my dismay, no jaw was found-- instead only the cheek of an unconcerned head filling it's place. The chin I had so readily targeted pointed toward the teacher and judge of our match who no doubt witnessed the spectacle of my failing. I look where Treska had pointed their gaze, to a set of flags which blighted my vision.
The decisive blow had given me the blurred sight I now possess, however I still know what a red flag means when it's on my side of the field. "Treska, match point." Stinging words hitting my chest harder than anything I received just prior. A shower of simultaneously supportive yet disapproving looks shot through me.
"Looks like we know which one of us is going to be Arch-Bishop now. No hard feelings, eh Aurum?" an ugly grin loomed and lauded in my ear. I slaked my urge to spit the pus oozing from my face at it. Disgust and fury erupted from the now beet-red anguished twist of a personage covered in blood and mucous belonging to another. In the fraction of a second it took the puff of saliva and ichor to make its way onto Treska's snide veneer, I had the strong arms of prefects around my elbows lifting me up and distancing me from them. "How DARE you?!" was all Treska was able to mouth out in the short moment that they had to form words before I had been rushed out of the room, broken smile and busted lips all.
I swear I could hear the snobby shrill screeching of that Cayator's rampage all the way down the hall as the prefects placed me on the bed. | {
"title": "The Heroes Seminary",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Novice Technical Skills
-----------------------
Intermediate Technical Skills
-----------------------------
Expert Technical Skills
-----------------------
Master Technical Skills
-----------------------
Master Technical Skills
| Ability Name
| Cost (Tension)
| Renge
| Effect
| Weapon Type |
--- | --- | --- | --- | --- |
| Muscle Comet
| 25
| Melee
| The user jumps 5 feet in a target direction, grappling a target, regardless of side, and then with the target in tow, flies into the air before coming down, slamming the target head-first into the ground, dealing Strike damage in an area 10 feet around the impact site in all directions, *Crippling* any characters hit.
| Fist |
Hustle
| 0
| Melee
| Upon using this skill, the user can no longer use any other skill until the end of combat. Roll 3 d4. For each one that rolls 3 or above, critically strike an enemy for the maximum amount of your weapon's damage.
| N/A |
Secret Technique: Rain of Ink
| 65
| Melee
| The user strikes a marked target with an attack that does 0 damage. The target is afflicted with 12 stacks of Bleed and Shock both. The target is specially marked with a rune carved into their skin. Every attack against the target *Ruptures* them until this user's next turn, at which point the rune disappears, taking all stacks *Bleed* and *Shock* with it.
| Any Bladed
|
References and Trivia
---------------------
### Novice Technical Skills
* **Command Grab** is a skill whose name is based off of a common concept in fighting games.
* **Give 'em The Chair!** is a reference to a specific line said by Rainbow Mika from Street Fighter 5.
### Intermediate Technical Skills
* **TEE-WUN ALPHA** is a skill whose name is a reference to variety gaming streamer, Tyler1
### Expert Technical Skills
* **Colossus Buster** is a skill whose name is a reference to the Guilty Gear character Potemkin's signature move, the Potemkin Buster.
* **Missing Fire** in both name and mechanics is a reference to Luigi's side-special in the platform fighter Super Smash Bros.
### Master Technical Skills
* **Hustle**, in both name and mechanics are a reference to the game, "Your Only Move Is Hustle." | {
"title": "Technical Skills",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Novice Control Arcana
---------------------
Intermediate Control Arcana
---------------------------
Expert Control Arcana
---------------------
Master Control Arcana
--------------------- | {
"title": "Control Arcana",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Overview
--------
**Supporting Abilities** are abilities that mostly act as a way to improve the effects of other abilities or otherwise make them more efficient or easy to use.
***SUPPORTING ABILITIES USE A CHARACTER'S "EXTRA" ACTION, NOT THEIR COMBAT OR MOVEMENT ACTIONS***
Novice Supporting Abilities
---------------------------
Intermediate Supporting Abilities
---------------------------------
Expert Supporting Abilities
---------------------------
Expert Supporting Abilities
| Ability Name
| Turn Cooldown
| Range
| Effect
| Evolves?
| Evolved Form |
--- | --- | --- | --- | --- | --- |
| Sure Shot
| 2
| N/A
| Gain +3 PER this turn, *Mark* a random enemy.
| Yes, level 40
| Target Acquisition |
Bestowal
| 5
| 20 ft
| Transfer any beneficial status effects, refreshing their durations/stacks to an ally within the effective range.
| No
| N/A |
| | | | |
Master Supporting Abilities
---------------------------
Master Supporting Abilities
| Ability Name
| Cost
| Range
| Effect
| Weapon Type? |
--- | --- | --- | --- | --- |
| Exceed Mode
| Half of Max HP
| N/A
| The user *Dispells* any negative effects and enters a unique empowered mode in which they gain +5 to all Modifiers, save for INT which loses -10, and cannot critically fail rolls. They also gain *Flying* and have their movespeed doubled. Healing effects on this character only heal for 1 HP maximum while in Exceed Mode. Using Exceed Mode more than once in an encounter will cause this character to permanently have their maximum HP reduced by half.
| N/A |
Exhaust Mode
| All of Current Resource
| N/A
| The user *Dispells* any negative effects and enters a unique empowered mode in which all of their modifiers are set to a static +5 and all ability casts become free until the end of combat. This character loses half of their current HP each turn while in Exhaust Mode (Beginning next turn). Being damaged from any other source knocks this character out of Exhaust Mode.
| N/A |
Target Acquisition
| 2
| N/A
| Gain +5 PER this turn, *Mark* every enemy in a target direction.
| N/A |
Inner Dominion
| Once/Combat
| N/A
| Grant yourself or an ally one free cast of a chosen ability regardless of it's cost or prerequisites.
| N/A
| | {
"title": "Supporting Abilities",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Arcade
------
Ogólne informacje
-----------------
### Lokalizacja
* Molo Del Perro
### Typ działalności
* Klub gier
Szefostwo
---------
### Właściciel
* - Kylie Harris
* - Diana Rose-May
### Menadżerowie
* - Eizo Tanaka
Pracownicy
----------
### Pracownicy
X
Ogólne informacje
-----------------
Arcade to typ bar z automatami. Znajduję się ona na Molo Del Perro dzielnicy Vespucci Canals.
Menu
----
* Sex on the beach --- $
* Corn Dog --- $
* Pina Colada --- $
* Punch --- $
* Mojito --- $
* Kebab --- $
Szefostwo
---------
**Diana Rose-May**
Szef
**Kylie Harris**
Szef
Menazderowie
------------
**Eizo Tanaka**
Menager
Pracownicy
----------
### Starszy Barman
**XXX**
Starszy Barman
### Barman
**XXX**
Barman
### Młodszy Barman
**XXX**
Młodszy barman
### Praktykanci
**XXX**
Praktykant
Wnętrze Lokalu
--------------
Galeria
------- | {
"title": "Arcade - West",
"domain": "public-5city.fandom.com",
"cats": "działalność-west,arcade_west,biznes-west",
"removed": []
} |
Required Abilities
------------------
Novice Passive Ability
| Ability Name
| Effect |
--- | --- |
| Were-beast
| This character is a Were-Beast.
* This character will transform into a bestial form if certain conditions are met, altering their abilities and stats while transformed. The abilities change based on their Bestial Clan.
* This characters resource is changed from Tension or Mana to **Bestial Fury.** The costs for abilities requiring Mana or Tension are converted to Bestial Fury.
* This character is unaffected by Cannibalism.
* This character, while in their normal form, gains +5 to their Max HP, +1 to all of their modifiers, as well as resistance to Strong Curses.
* This character will heal upon consuming a deceased target. The amount is flat and is based on the amount of maximum health (around 20%) the target had while alive. They are unable to eat necromanced corpses or otherwise cursed flesh.
* Most characters will dislike or fear this character upon learning of their Were-Beasthood.
* Weapons made of silver will deal True Damage to this character.
* This character will regularly be hunted by MageHunters.
* This character cannot be healed through Arcana or Potions. |
True Beasthood
| Must have the ability *Were-beast* first.
*Were-beast* becomes this ability upon the user consuming the Heart of a True-beast.
* This character can transform into their bestial form at will (2 Turn Cooldown).
* This characters gains double the amount of **Bestial Fury** they normally would per turn.
* This character heals double the amount from consuming corpses.
* This character in their normal form gains +10 to their Max HP, and +3 to all of their modifiers, as well as full resistance to all curses.
* All characters besides those in this characters party will fear them.
* This character will be regularly hunted by elite MageHunters
* Weapons made of silver will deal True Damage and always behave as if they were a critical hit.
* This character cannot be healed through Arcana or Potions. |
Primal Beast
| Cannot be taken or obtained naturally. Unlocking specifications unknown. Abilities granted unkown.
|
Bestial Clans
-------------
Each of these clans follow a strict upgrade path. Abilities learned from your human form **do not** carry over to your bestial form. Your were-best form is essentially a second character.
Lupine AbilitiesFeline AbilitiesVulpine Abilities | {
"title": "Were-beast Abilities",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Origin
------
*This story is based on the history of one of the last surviving dragons, Mheldora, and his time during the rule of Dragons.*
*This story is part one of Three.*
Reign of Fire
-------------
**A deep burning sensation** throbs in my chest. The heat wells up and makes it's way up my throat before cascading out of my mouth in the shape of white flames. The flames lick the bottom of the hillside I face and crawl up into the rocks. A few moments to many of my jowls blaring a white inferno, it becomes too much to bear as an itch radiates in the strings of my vocal chords.
I cough.
A white ball of incendiary mucous erupts from my maw and into the stones in front of me. I managed to keep a steady stream of flaming breath for a whole twelve seconds. That marks me up atleast twice as long as last time I practiced. Accomplishment washes over my face. Quite happy with myself, I unfurl my scaled wings and with one mighty flap I take to the clouds.
"Mother will be so pleased" I tell myself, excited to tell her that I can finally go on the Naming Hunt. Every 200 years or so, one of mother's brood seeks out a settlement that the mortals think is prepared enough to handle one of our royal ilk, and crushes it. If we succeed, we are granted the ability to take the settlement's name as our own, and use it to forge our lair. I'm quite hopeful that after I display this to mother Tyrragor, that she will let the Nameless Hunter be me.
The mountain up north comes into view through the clouds. The Drakeless, with their legless wyrm-like winged bodies swarm around the open mouth of the vast cave of the brood. I fly past the swarming wyrms, but am sure to give them a wave as I pass. The air resists my wings as I hold them open to slow my descent to the cold floor of the brood-hall. My claws hit the stone basin with a loud thud and clatter as I skid forward. Dull pain makes itself known to the joints of my ankles-- I need to work on my landings some more, but they work for now.
The inner amber-walls shimmer beautifully with the light of the red Sun outside, letting itself dissolve into a gradient of a sapphire blue. I tread happily along the path toward Mother Tyyragor's chamber, but as I do I head the clicking of tongues behind me.
"Well, if it isn't li'l Twist-horn." A self-assured voice booms.
"Orazel. I don't recall participatin' in a Namin' Hunt. Ev'n if I did, why'd I go for a place called Twist-horn?" I retort, trying to muster up what confidence I can.
"I need somethin' ta call ya, don' I?" Orazel laughs through his teeth. "Yer twistin' horn's yer only definin' feature, so that's yer lot. Better'n what they called me."
"I'll give ya that, Foulmouth."
"Ey, my breath wasn't that bad was it? Nevermind. Don't answer that. Anyways, where were ya little one?" he prods at my chest with his ruby red wingtip.
"Jus' practicin' my breathin's all! I can make it a whole twelve seconds!"
Orazel raises his brow, his gemlike scales catching the light and directing it at my eye. "Ya know you'll need ta do a lot more 'n twelve measly seconds ta succeed a Namin' Hunt, yea?"
My wings sink to the ground in an already for forfeited protest. "I-I know but..."
"Listen, Twist-horn. I know yer excited, but I want ya to succeed. Mayhaps you can try next year instead? I know ya have yer heart set on this year." he almost apologizes through his tone. "There's been some strange stuff happenin' with mortals lately. You know that. With yer little form and pale white scales, you'd stick out like a sore thumb, boy. If they sic one a those new fangled 'Gods' they got on ya I-... Well. I wouldn't want you to get to that point, is all."
My head bows to the floor. My eyes are fixated on the ground between my claws. "But..."
Silence from Orazel and myself deafens the cavity of the mountain. A small whimper escapes my teeth. Orazel sighs and nestles my forehead with his nose. "Come on, lad, don't look like that. You'll make an old dragon like meself feel horrible for crushin' a kiddo's dream. Here, I know. why don't we go ask ol' ma what she thinks, hm?"
The sadness I felt instantly flushes from by stance and is replaced with a near-bouncing excitement. "Really? For reals?!"
A pang of instant regret shoots across Orazel's face for but a moment, but I willfully ignore it. "Of course, boy."
We walk side-by-side towards Tyrragor's chamber as Orazel tells me the story of his Naming Hunt all those years ago, where he fought a stubby Haoss knight calling himself a 'Pahl-uh-dinn'. Mortals always have funny made up names for things. He tells of fighting the short man after cloaking the town in his black flames, driving the women and children inside their homes. Orazel gets a smile across his teeth when he gets to the best part. The knight lept up onto his nose but he must not have known that Orazel was the fastest of his brothers, because he opened his mouth and caught him before he even touched a scale on his muzzle.
Before he can finish we reach the opening to Mother's chamber. He whispers a word of good luck to me, as he knows Mother Tyrragor only tolerates the Named Dragons if she has to, and he sends me inside. As I enter I see Mother's gargantuan form take up her bed. She's almost as big as the room, and I'm only about as big as one of her claws. She said she got her name from conquering the whole landmass, and took the name from the what the Mortals called it. The red light seeping in from a hole up above reflects off of her shiny, violet scales.
"Mother...?" I call out to her.
Tremors sound from the ground around her as her head lifts from her resting position. Her several spiraling horns curve around her head in a way that remind me of a fancy crown I once saw a mortal wearing from a painting in Orazel's lair. Tyrragor's muzzle points roughly in my direction, her eyes still closed.
"Speak, child." Her voice booms, echoing throughout the entire cave.
"Mother! I was hopin' I could be tha next broodmember ta be selected for a Namin' Hunt! I've been practicin' my fire and I've gotten quite good at it! And, and my landings are-"
One of her eyes, which was half the size of my entire body, flutters open. The scarlet glow from it peers into me. "Slow down, child. I can only understand so much when awakening from slumber" she yawns out.
I pause for a moment to give her a few seconds to wake.
After a small intermission both of her eyes open and she lifts her head. "Well...? Out with it young one."
I stammer, "I-I wanted ta be the next Nameless Hunter."
She gazes at me in silence. The black scales around her mouth define the corners of her lips quivering. "Child, you still have atleast 400 years before you are ready for that. Could you not rest your bones and grow more first?"
"I really think I'm ready now! My body's bigger'n all my broodmates! That, and I can spit flames for twenty full seconds!" I lightly embellish. What she doesn't know won't hurt her.
"Young one. Durrann spit flame for four straight days at the castle of Durrann and it's people still did not waver. You will need much more than twenty full seconds. As a matter of fact-" And she stops when a stray Drakeless flitters up to the side of Tyrragor's head. It screeches something into her ear and her expression completely changes.
Her eyes suddenly become watery. Her bottom lip quivers. Tyrragor's jaw begins to shift side to side.
"Actually child. It seems as if you will be the next one up. The rest of your brood is dead."
The excitement from the first half of her statement is put to an immediate halt as the second half almost physically hits me in my gut. | {
"title": "Reign of Fire",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
This page catalogues all enchantments included in the base game of Dungeons in Dresilan. All enchantments require a gemstone and enchanting powder to be used in order to enchant a weapon, armor, or accessory. Some enchantments are exclusive to a specific type of item. All items can only have 1 Enchantment placed on them at a time. An exception to this rule are umbrasteel items, which can have up to 2. Enchantments can sometimes have their effects slightly altered or changed during the enchanting process. These alterations, called "Fluctuations" cannot be intentionally triggered and rely on a roll of the dice.
Minimal Enchantments
--------------------
### Minimal Weapon Enchants
| Enchantment
| Gemstone
| Description |
--- | --- | --- |
| Targeting
| Quartz/Any
| Causes the weapon to *Mark* struck foes. |
Hardened
| Quartz/Any
| Causes the weapon to deal 1 additional damage upon dealing damage. |
Consistency
| Quartz/Any
| Gain +1 to hitrolls with this weapon |
Accurate
| Quartz/Any
| Hitting with this weapon is easier |
Cleaving/Erupting
| Quartz/Any
| Attacks with this weapon now affect the area around target in a 10 foot radius |
Soulbound
| Quartz/Any
| If this character is to die, this item stays equipped upon revival.
|
### Minimal Armor Enchants
| Enchantment
| Gemstone
| Description |
--- | --- | --- |
| Mark-ward
| Quartz/Any
| If the user would becomes *Marked*, it is cleansed after 2 turns. |
Hardened
| Quartz/Any
| The wearer takes 1 less damage upon receiving damage. |
Defense
| Quartz/Any
| The wearer has their Phys/Arc Defense rasied by 1 |
Autonomous
| Quartz/Any
| The wearer may roll DEX to dodge attacks. |
Soulbound
| Quartz/Any
| If this character is to die, this item stays equipped upon revival.
|
### Minimal Accessory Enchants
Low Enchantments
----------------
### Low Weapon Enchants
| Enchantment
| Gemstone
| Description |
--- | --- | --- |
| Viper
| Amethyst
| *Poisons* enemies struck for 2 turns. |
Toxic
| Amethyst
| Attacks deal 2 points of True Damage for every turn left on a target's *Poison* duration. |
Lacerating
| Garnet
| Attacks apply 2 stacks of *Bleed* to enemies struck. |
Razor
| Garnet
| Attacking Bleeding enemies multiplies their *Bleed* stacks by 2 |
Voltaic
| Topaz
| Attacks apply 2 stacks of *Shock* to enemies struck. |
Energized
| Topaz
| Attacking Shocked enemies multiplies their *Shock* stacks by 2
|
### Low Armor Enchants
| Enchantment
| Gemstone
| Description |
--- | --- | --- |
| Snakeskin
| Amethyst
| *Poison* applied to the user, has it's duration lowered by 1 turn. |
Mudblood
| Amethyst
| Being *Poisoned* grants the user +1 Phys/Arc Defense |
Stoneskin
| Garnet
| The user ignores 1 stack of *Bleed*. |
Ironblood
| Garnet
| Having atleast 1 stack of *Bleed* grants the user +1 Phys/Arc Defense |
Rubberskin
| Topaz
| The user ignores 1 stack of *Shock*. |
Goldblood
| Topaz
| Having atleast 1 stack of *Shock* grants the user +1 Phys/Arc Defense
|
### Low Accessory Enchants
| Enchantment
| Gemstone
| Description |
--- | --- | --- |
| Antiserum
| Amethyst
| *Poison* heals the user. |
Fangthorn
| Amethyst
| Foes attacking the wearer are *Poisoned* for three turns. |
Taint
| Amethyst
| *Poison* inflicted by the user lasts until cured. |
Hemorrhage
| Garnet
| When attacking an enemy with *Bleed*, *Rupture* them. |
Sparking
| Topaz
| When attacking an enemy with *Shock*, *Rupture* them.
|
Medium Enchantments
-------------------
### Medium Weapon Enchants
### Medium Armor Enchants
### Medium Accessory Enchants
High Enchantments
-----------------
### High Weapon Enchants
### High Armor Enchants
### High Accessory Enchants
Very High Enchantments
----------------------
### Very High Weapon Enchants
| Enchantment
| Gemstone
| Description |
--- | --- | --- |
| Lethal Strike
| White Opal
| Targets hit with this weapon gain 1 stack of *Lethality*, up to 4. |
Singing
| White Opal
| Targets with *Lethality* are *Ruptured* upon being struck with this weapon. |
Lifeleech
| Jet Opal
| Half of the damage dealt by this weapon is returned to the user as health (minimum of 1). |
Disposition
| Jet Opal
| If the target hit by this weapon was healed last turn, steal the amount of health they were healed for. |
Siphoning
| Jet Opal
| If the target is *Bleeding* and/or *Shocked*, half their Bleed/Shock stacks and Heal 2 HP for each stack of Bleed and Restore 2 of your Resource for each stack of Shock.
|
### Very High Armor Enchants
| Enchantment
| Gemstone
| Description |
--- | --- | --- |
| Harrowed
| White Opal
| While having atleast one stack of *Lethality*, gain +4 Phys/Arc Defense |
Vengeful
| White Opal
| Being attacked causes the attacker to gain one stack of *Lethality*. |
Lifeleech
| Jet Opal
| Upon being damaged by an attack, steal a quarter of the damage dealt to you (minimum of 1) as health from the enemy. |
Haven
| Jet Opal
| Upon being healed, the heal is additionally granted to all allies within 15 feet of the wearer. |
Mending
| Jet Opal
| Upon being healed, additionally heal +2 HP for every point of Phys/Arc Defense this armor provides.
|
### Very High Accessory Enchants
| Enchantment
| Gemstone
| Description |
--- | --- | --- |
| Lethal Strike
| White Opal
| Attacking a *Marked* target applies 1 stack of *Lethality*, up to 4. |
Harrowed
| White Opal
| Gain *Restoration* while under the effect of *Lethality* |
| Stoic
| White Opal
| The user is immune to the effects of *Lethality*. |
Lifeleech
| Jet Opal
| Any time a character is damaged within 15 feet of the wearer, an eigth of the damage dealt (minimum of 1), is given to the wearer as health.
|
??? Enchantments
----------------
### ??? Weapon Enchants
| Enchantment
| Gemstone
| Description |
--- | --- | --- |
| Conjuration
| Amber
| Attacks with this weapon Conjure a non-controllable construct that attacks and moves on the user's turn. |
Tracing
| Amber
| Attacks with this weapon specially *Mark* a target. The target now produces light around them for 10 feet for 1 turn. *Marked* enemies share damage dealt to them with all other *Marked* targets. Allies within the light caused by this weapon are cleansed of *Mark*.
|
### ??? Armor Enchants
| Enchantment
| Gemstone
| Description |
--- | --- | --- |
| Blinking
| Amber
| Upon receiving damage from an attack, the wearer may *Teleport* up to 10 feet away.
|
### ??? Accessory Enchants
| Enchantment
| Gemstone
| Description |
--- | --- | --- |
| Negative Edge
| Amber
| The user may "charge" a skill this turn by paying the costs as an Extra Action. This skill is used for free at a later time as an extra action. |
Auric Mastery
| Amber
| The user may cast any ability using any resource. They may also change which resource they use as a character up to twice per character.
|
Fluctuations
------------
**Fluctuations** are further modifiers to enchantments, though not necessarily positive. Fluctuations occasionally happen when enchanting and have a higher chance of happening if one is attempting to do so without the necessary skills. Fluctuations ALSO have a higher chance at appearing at higher levels of enchantment. Unlike Enchantments, an item can have multiple fluctuations added as a prefix. Amber enchantments are guaranteed to have atleast 1 fluctuation. | {
"title": "Enchantments",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Novice Combat Arcana
--------------------
Intermediate Corrupting Arcana
------------------------------
Expert Combat Arcana
--------------------
Master Corrupting Arcana
------------------------ | {
"title": "Combat Arcana",
"domain": "dungeons-in-dresilan.fandom.com",
"cats": "",
"removed": []
} |
Ruleset
=======
This page explains the basic ruleset for the tabletop game Dungeons in Dresalin. This page will cover both in combat and out of combat mechanics that are central to understanding the core concepts at play within a typical campaign. These mechanics may have small tweaks or changes depending on the version of the game or any variations from the Dungeon Master.
How To Play
-----------
Dungeons in Dresalin is a table-top role-playing game in which players act as characters on an adventure narrated by a Dungeon Master. The adventures consist of a steady flow of cause and effect. If one is already familiar with Dungeons and Dragons, then the pattern of typical gameplay will be nearly identically familiar to what you are used to. The pattern is usually as follows:
1. **The Dungeon Master explains the current scenario/environment**. The DM will explain to the players where they are, what there is around them, who they may see, and depending on if the situation calls for it, providing the players with some basic choices they may take in the happenstance. For example, a DM may describe a room, other characters nearby, contents of a book, contents of a container, etc.
2. **The players explain their course of action**. Players will explain to the DM what course of action they wish to pursue, whether it be purely based on the current scenario or otherwise. It is not necessary for players to take turns out of combat in order to explain their actions to the DM, but it is up to the DM to decide in what order to resolve how the players are interacting with the world. For example a player may say, "I wanna talk to this slug and see what he knows about the bounty." If the DM wishes to, they can choose to advise against or toward certain courses of action but only under rare circumstance are they ever permitted to disallow a player from taking a course of action. (I.E. a fourth-wall breaking action which is self-referential to the real-life players). Keep in mind, that *always* have a consequence. Some actions that players may wish to take may require dice rolls to be performed in order to decide on their success. Whether or not an action is "Rollable" is entirely up to the DM's discretion. These kinds of actions will be touched on later in the rule guide.
3. **The Dungeon Master explains how the current scenario/environment has changed based on the player's actions**. After the players describe their intended actions, the DM will explain how their actions have affected the scenario around them. After this step, the pattern will loop around to the first step again, in which the DM narrates the current situation and how things have changed since your characters interacted with the world around them.
While most play will happen descriptively and in spoken word, relying on the DM's skill in narration and improvisation; the DM can choose to lay out physical maps, use music, art, or even sound effects to help immerse players in their campaigns. DMs often like to act out the parts of various characters or monsters in different voices or physically acting to get into character for each non-player character. Sometimes they can write up dialogue based on what actions they plan or expect for your characters to take. ***It is important to note that while a grid-based map isn't REQUIRED to play, much of the game's combat and spells were designed around a two-dimensional square-grid based map.***
Dice
----
A lot of what happens throughout a game is based on different dice rolls. It is not required to have physical dice, so long as one has a random number generator with typical dice values. Common denomination for dice used throughout not only this game, but other tabletop games refer to differing dice with the letter d followed by the amount of faces on the die. For example, a "d6" is your typical, six-sided cuboid die. Many times, the amount of a type of dice is also specified by putting a number in front of the d in the abbreviation; such is that 2d4 refer to 2 four-sided trigonal dice. The dice used in this game are d4, d6, d8, d10, d12, and d20.
Situationally, dice rolls require dice higher than that of a d20. Namely, that of a d100, in the event it is needed, one can simply 2d10, one die at a time, in order to determine a number, using one of the ten-sided die as the tens digit and the other as the ones digit. I.E. You roll a 7 followed by a 3, giving you a 73.
What rolls constitute a "successful" roll is entirely up to the discretion of the DM and the situation you see yourself in. The results of the rolls can be modified positively or negatively based on multiple different factors that will be touched on later in this rule guide.
Hitrolls
--------
In Dungeons in Dresalin, much like other tabletop role-playing games, the most important dice of them all is the d20-- the twenty-sided die. If an action a player wishes to take has outcome which isn't certain, or if something is suddenly occurring to a player, the success or failure of performing an action or avoiding the action taken by someone or something else, the outcome is decided based on the result of rolling a twenty-sided die. These kinds of rolls are what are hereby referred to as a "Hitroll". Even if the player isn't performing an action that is based on them hitting something, this is still the term used to describe rolling a d20 in order to determine the success of an action.
Can the thief's lockpick perfectly and deftly maneuver through the keyhole and unlock the door or will it break and announce their presence to all of the nearby guards? Will you successfully dodge out of the way of the arrow aimed at your forward? Can the cute woodland critter be convinced to come over to your side? These cases are examples of that in which a Hitroll will be used to determine the outcome of.
You can, based on your character's own strengths and weaknesses, influence your chances of success through what are called modifiers.
### Hitrolls and Modifiers
Characters in Dungeons in Dresalin have 6 separate numerical statistics that influence every hitroll a character may perform. These stats are called Modifiers and they are based on a characters given Race, Homeland, and Class, and can be further influenced by a character's level or equipment. These six attributes are a character's Strength, Dexterity, Constitution, Intelligence, Perception, and Charisma. On your Character Sheet, these will be listed under the ***Modifiers*** section and are always abbreviated to three-letter abbreviations; being STR, DEX, CON, INT, PER, and CHA.
When a character performs a hitroll, the modifier relevant to the action they're performing the hitroll to resolve is added or subtracted to the result of a twenty-sided dice roll.
Specific scenarios or circumstances can also additionally modify the result of a hitroll like spells, potions, class passives, or other specific effects.
The result of the modified hitroll is then compared to whatever the DM's target number for a successful roll is and if the total meets or exceeds the target number, then the action is considered a success. Whether or not the Target number is told to you or kept a secret is up to the discretion of the DM.
*Reminder that just because your action was a success doesn't always mean it will result in a positive outcome. I.E. Rolling a 19 might make it so you stab the dragon REALLY well, but it also might mean that you REALLY piss it off.*
Specifics and Rounding
----------------------
### Which rules to follow
Many rules provided in this ruleset are what are considered to be the general rule of thumb; and most scenarios possible within the games mechanics have been accounted for, however; it is not uncommon for specific abilities, situations, or effects to contradict some of the rules provided. In these instances; just like in the Dungeons and Dragons, the more specific rule wins. For example, normally, a character who uses Tension as a resource will almost universally have it set to 0 after a battle concludes; however, someone with the "Residual Anger" ability doesn't have this rule apply to them due to effect of the ability.
### Rounding
In the rare event of a multiplier or a division of any number being a fraction or a decimal, you should always round up. I.E. a Compound bow multiplies arrow damage by 1.2x, so dealing 6 damage with an arrow would result in the total being 7.2 damage. Since it has a remainder of 0.2 it is rounded up to 8, even though the total is closer to 7.
Campaigning and Playing
-----------------------
Typically, any session set up by a Dungeon Master will see a group of players setting out to accomplish a task of some sort. This task can be a multitude of things, being anywhere from capturing a bounty for money, to finding an ancient tomb, to participating in a war, to even solving a murder-mystery. The game is meant to be used as a storytelling advice set within the world and lore of Dresalin. Any adventure players set out on can be based on another work, written entirely by a DM, or come from any other source. Regardless of the setting, the campaign should be an involved affair, having the story be based around the players unfurling the world around them. Remember, players are more than just visitors in the world of Dresalin, they're part of the world itself. They react to the world as the world should react to them.
Often times adventures are marked with beginnings, middles, and ends that seamlessly transition from part to part and keep the players on edge, guessing, and intrigued. Over the course of the adventure, players will meet characters in the world, interact with them, help them, or maybe even hurt them. Sometimes there will be thought out puzzles, other times large battles, and yet other times obstacles that block the players' path. Every campaign essentially serves as a series of trials, both insurmountable and insignificant.
Campaigns can also vary drastically in length. For short, single-session campaigns not a lot of prep can be done, but for multi-spanning adventures it can takes a month or two of work to set up and write. Even with months of prep being done, "winging it" and just improv to see what kind of hijinks and antics arise from the situations can also lead to a lot of fun interactions between players and the world around them.
Just because a campaign is set up with the idea of the players accomplishing a goal, it doesn't necessarily mean it has to end with them accomplishing said goal. They can just as easily end up a pile of mush in the dirt.
### Basic Concepts
Dungeons in Dresalin works off of players exploring around to see what they can accomplish. Generally this comes in the form of two "Phases" in which the game is played. Mind you Character's abilities are useful in both phases and should always be considered as options out of a situation, not only by players, but by the DM as well.
#### Out of Combat
The Out of Combat phase is the phase in which players interact directly with their world. This is where they tell the Dungeon Master where they want to go, what doors they wish to open, what parts of a room to examine, what Characters to talk to and what they want to say to them. It is then the DM's job to relay to the players what results of their actions. Social interaction and talking to NPCs could be considered it's own gameplay phase separate from simply being, "out of combat" but it feels much more natural and engaging if it as integrated in the adventure as exploration.
#### In-combat
The In-combat Phase is the phase in which players are directly confronted by enemies, monsters, beasts, or even each other! This is where your weapons and armor are going to come into play the most. Battles happen by each participant taking turns choosing which actions they wish to perform on their turn; using their equipment and abilities to fight for their survival to continue the journey. The mechanics of Combat will be touched upon later in this guide.
Creating a Character
--------------------
The specifics of the character sheet itself is discussed on the Character Sheet page so please read through that out after reading this guide. Players will imagine and create their own characters to insert themselves into and roleplay as in the world of Dresalin through campaigns. The Character Sheet itself is the way in which everyone keeps track of their character's statistics, equipment, abilities, and experience. It also has a section dedicated to describing and fleshing out a characters appearance, background, and traits.
### Races
Every character belongs to a select race. Races are not-necessarily humanoid, but they are the sapient inhabitants of the world of Dresalin. Some races have **subraces** *(In the current ruleset there is only one)* like the Toofa and Toofa-Doh. A characters race acts as the core upon which that their class and homeland change the abilities of. The race is the foundation of the character and the most basic part of who they are.
### Classes
Characters choose from a select class. Classes can be considered a type of profession a character belongs to. A character's class decides not only their proficiency with select kinds of weaponry or Arcana, but also dictates which resource characters use in order to cast their abilities. Some characters will use Mana as their chosen ability. Others will use Tension. How each of these resources work will be touched upon later in this guide. A character's chosen class will also alter their race's Base Stats, Modifiers, and Default Abilities.
### Homelands
Homelands are as it says on the tin. These countries are the place in which your character comes from. The specifics in where they came from within the countries is up for players to make up as they see fit, but the Homeland itself affects a character's special abilities as well as influences their statistics. A character's chosen homeland will also alter their race's Base Stats, Modifiers, and Default Abilities.
### Abilities
Abilities are also rather self-explanatory. These are specific techniques that your character is capable of. These different techniques are the specific actions your characters can perform in order to deal damage, use items, and bend the world to your will. The specifics of abilities and what types of abilities there are are discussed later in detail. A level 0 character gets access to two novice-level abilities.
### Hitpoints and Resources
Hitpoints are a simple representation of how much "life" your character has left. This number has a maximum amount dictated by a character's Race, Class, and Homeland. Once this number reaches zero, a character can either fall unconscious or even die.
There are two kinds of resources (though technically three) that your characters use to cast and use their abilities. These two resources are Mana and Tension. They each have different uses and are obtained in different ways. Occasionally, abilities require that one pay an amount of Hitpoints in order to cast it as well.
Which resource your character uses to cast their abilities is based on the class they choose.
#### Mana
Mana is a simple resource. The amount a character has is based on a character's Race, Homeland, and Class. It is used in casting the many different spells that there are available to characters. If an ability requires mana to be cast, you perform a hitroll to see if the spell is cast, then you pay the cost detailed by the ability. Mana can be regained through the use of potions or other consumables.
#### Tension
Tension is a bit more complex. By Default, It is set to zero out of a Maximum based on a character's Race, Homeland, and Class. It is reset back to 0 at the end of a battle. It's used as a resource to cast skills and dances. Tension is gained by directly dealing or receiving damage. This does not include indirect damage from things like bleeds or burns. The amount of Tension gained is equal to the amount of damage dealt or recieved.
#### Physical and Arcane Defense
A character's physical and arcane defense are dictated by a character's current equipment as well any other modifying factors. This is usually represented through two numbers divided by a forward slash. The number left of the divider is a character's physical defense and the number to the right is a character's arcane defense. On your character sheet it will look something like this: 2/0. These numbers reduce incoming damage of each type by a flat amount. For example if a character with 2/0 defenses gets hit by a physical attack that deals 3 damage, it will instead deal 1 because they have 2 physical defense; however, if they are hit by an arcane attack that deals 3 damage, they will receive the full 3 damage due to them having 0 arcane defense.
### Stats
Characters are governed by six statistics that influence what a given character is capable of. These statistics are a character's Strength, Dexterity, Constitution, Intelligence, Perception, and Charisma. A general idea to help you understand what each of these stats do for your character is what is called the "Tomato Test". It refers to how the stats would dictate the ways in which a character can interact with a tomato.
Strength is how well a character can crush a Tomato. Dexterity is how well a character can slice a tomato. Constitution is how well a character can eat a bad tomato and be okay. Intelligence is whether or not a character can conjure a tomato. Perception is how well a character can throw a tomato. Charisma is how well a character can cook that tomato into a beautiful stuffed tomato.
Now that you have an idea of how stats work in conjunction with your character's abilities, it's important to understand the difference between **Base Stats** and **Modifiers**.
#### Base Stats
A character's base statistics govern what equipment they are capable of wearing or using. Any time a rule or description refers to a base stat it will always be called by the full name. It can also influence the success of certain stat checks. For example, someone wants to use a specific sword, but it requires at least having 26 Strength to use.
#### Modifiers
A character's modifiers specifically influence the result of a dice roll. Say a character is doing a melee attack and they have a dexterity modifier of +2. They would roll a twenty-sided die and add their dexterity modifier to the result in order to influence their chances to connect a melee attack.
### Experience and Levels
Experience is awarded after a successful battle; defeating enemies; or when the party completes a certain objective. It is up to the DM to award experience to players based on their participation during battles and how much they contributed to defeating a particular enemy. Objective-based experience should always be a flat amount gained.
The player's "level" is dictated by the numbers in the hundredths and thousandths place in their total experience. For example, someone with 332 total experience is level 3 because the number in the hundredths place is 3. Someone with 1,243 total experience would be level 12 because of the digits in the thousandths and hundredths place. The remainder two digits are irrelevant to the players level and can be considered representative of the amount of experience needed to level up.
Generally, characters will begin at level 0. Level 0 character's get to choose 2 Novice-level Abilities to start off with. Character's also gain additional benefits to leveling up. The leveling guide below will give you an in-depth idea of how to level your character in-game
#### Leveling Guide:
Feats
-----
Feats are actions that are not specific to any one ability or instance. If you are familiar to Dungeons and Dragons, feats are essentially baby's first Skill check. Dungeons in Dresalin simply leaves the decision of what actions would normally be skills or saving throws in DnD 5e up to 6 different kinds of "Feat" relating to the different 6 core stats.
Actions that would be classified as a "Feat" are any action players take that isn't a specific ability but would still need to fail/succeed and therefore would still need to be rolled for. What is and isn't a feat for which stat is up to the Dungeon Master's discretion. In an instance in which a feat would be required to accomplish a task, The Dungeon master will tell you to roll for a "Feat of (Blank)" in which the player rolls a d20 and uses the modifier of the DM's choice. (I.E. Avoiding a trap you know is there would be considered a Feat of Dexterity and the Dungeon Master would have you roll a d20 with your DEX modifier).
### Specific Situations in which Feats are used:
In the instance that a character is reduced to 0 HP, if the DM allows, they may roll a Feat of Constitution to prevent themselves from dying.
Combat
------
Combat is initiated whenever the player party is either attacked or if they choose to attack whatever target they see fit. Combat isn't officially initiated unless the Dungeon Master specifically states that it has been. During combat, each participant is granted their turn to select which actions they see fit perform. Turn order may change depending on certain special circumstances.
### Initiative and Turn Order
Every participant, enemies included have to roll a 20-sided die to decide the turn order. The order of turns goes from the participant with the highest roll, to the participant with the lowest. In the case that two characters on opposing sides of the battle roll the same value, they each roll a second time to see which of them will go first. Members on the same team are free to decide which of them goes first.
#### Exceptions to Turn Order
The two regular exceptions to Initiative and turn order are Bosses and Late Participants. Late Participants are anyone joining the battle after the initial initiative has already been rolled. In both of these instances, they will be going last in the turn order.
### Parts of a Turn
A character's turn in combat is composed of three different parts. Every character in combat has by default, one Movement action, one Combat action, and one Extra action.
#### Combat Actions
Combat actions are exactly as they say on the tin. These are any (generally) offensive abilities and spells.
#### Movement Actions
Movement actions are also pretty self explanatory. Your movement action allows you to move up to your maximum speed's distance in one turn.
#### Extra Actions
Extra actions are a bit different from the other two. Extra actions are used up to load weapons, use items, or to command any familiars/pets that a character may have at their disposal.
Abilities and Ability Typing
----------------------------
Every character will have different abilities to use throughout a game both in and outside of combat. Some abilities are only available to use outside of combat. Abilities also come in 11 different types. The different types of each ability dictate which kind of actions on one's turn the ability will take up.
Ability Typing/Action Used
| Action Used
| Combat
| Movement
| Combat And Movement
| Extra
| No Action
| All Actions |
--- | --- | --- | --- | --- | --- | --- |
| Ability Type
| Basic Abilities,
Skills,
Corrupting Arcana
| Healing Arcana
Musical Skills
| Dances
| Talents,
Auxiliary Abilities
| Special Abilities,
Passives
| Competences
|
This table describes which actions on your turn will be used up by different abilities.
Attacking
---------
In Dungeons in Dresalin, there are 4 different types of ability categories in which abilities fall into when it comes to their range and function. Theses 4 different types of abilities are *Melee, Ranged, Arcana,* and *Self-cast*. Each of these different categories for range require the user to use a different modifier to see whether or not they are used successfully.
NOTICE: Modifiers to damage rolls are only applied to the damage dealt AFTER any multipliers to the damage.
### Melee
Abilities that fall into the Melee category will use a d20 plus or minus a character's weapon modifier to see if the ability connects. The weapon modifier is denoted by the + to the weapon's damage die.
This means if a weapon rolls for 1d6 + STR, you will roll a d20 and then use your STR modifier to see if the weapon's attack connects. If it connects, you will additionally roll the weapon's Damage die and add the relevant modifier.
If your weapon has no modifier, you will simply roll a d20.
### Ranged
Abilities in the Ranged category will use a d20 plus or minus a character's PER modifier to see whether or not the ability gets used successfully. Character's whose primary focus is ranged attacking tend to have high PER modifers, and usually end up having base PER modifiers above 5, essentially giving them a high crit chance. This is usually balanced out by the fact that they tend to be rather squishy and easy to kill, even for lower-level enemies.
### Arcana
Abilities underneath the Arcana category will use a d20 plus or minus a character's INT modifier to see whether or not the ability can be successfully casted. Ranged Arcana do NOT need to additionally roll PER in order to see if they connect. If a character attempting to Cast an Arcana-type ability fails to cast it by rolling too low, their mana is not used up.
### Self-cast
Self-cast abilities do not use any modifier, and instead simply roll one twenty sided-die. There aren't many self-cast abilities in the game and they are mostly some sort of stance-type ability.
### Notes on success chances
As for what roll constitutes a successful cast or use is completely up to the Dungeon Master. Typically however any hitrolls ranging between:
* 9-19 will be a connecting attack.
* 7-8 will situationally be interpreted as a connecting attack.
* 2-6 and below will often times not be a connecting attack.
* If a result is a 1, modifiers will be ignored, and it will be interpreted as a critical failure, and attacks may misfire, hit allies, hit yourself, or result in other negative situational factors.
* If the result is a 20 (plus modifiers) , this is counted as a critical success and will result in an attack dealing double damage, doubling the intensity or duration of a buff, or restoring double the amount of health.
* If the result is a 20 without modifiers, this is counted as a supercritical success and modifiers will be ignored. Supercritical successes have the benefits of a normal critical success with the added bonus of sometimes out-right defeating enemies in one hit, restoring allies to full health, or other situational bonuses.
### Damage Types
There are a total of three different Damage types that a given attack or ability can do. These different damage types are Physical, Arcane and True damage. Physical Damage as the name would imply is a physical blow to an opponent. Arcane Damage is done by anything magical in nature. True damage is a bit more selective and only select things deal True Damage. True Damage completely ignores all defenses.
Equipment, Weight, and Stat Requirements.
-----------------------------------------
A character's weight is the total combined weight of every item within one's inventory. If someone's weight is higher than double their Base Strength, they are considered *Encumbered* and suffer the penalty of having their movement speed halved.
Some items and equipment require you to have a certain amount of points within one of your Base Stats in order for you to equip it. If you don't meet these requirements, you cannot equip the item. If it is somehow equipped by force to your character or unwillingly bound to you, you simply add the weight of the item to your character, and don't receive any *beneficial* effects granted by the piece of equipment.
Stealth
-------
Stealth can only be entered by characters with abilities that specifically allow them to. Characters in Stealth cannot be seen or heard by enemies, but now must roll Feats of Dexterity in order to move without breaking stealth. Taking any other action than moving or using a consumable item break stealth immediately. Characters in stealth might still be detected by characters with particularly high *Perception.* Attacks from stealth will always count as a Critical Hit.
Mounts and Familiars
--------------------
Lastly in this guide, I want to touch up on Mounts and Familiars. There are many methods to acquiring a familiar or mount. They take their turn at the same time as your character in combat; however, in order for them to actually be able to move or attack, you must first use the ability, "**Command Familiar**" (*- **Command Familiar**: Auxiliary (Extra); Grants the user's summoned familiar(s) a Movement and Combat action).* After using this ability, as the description states, a character's mount and any familiars they may have all are granted both a movement and a combat action on their Master's turn. Otherwise, a character's familiars and mount are sitting duck. A character's Mount simply adds it's movement speed onto it's rider's movespeed while mounted. Think of them like an elaborate pair of shoes. While mounted, attacks have a high chance of hitting the mount. | {
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Required Abilities
------------------
Novice Passive Abilities
| Ability Name
| Effect |
--- | --- |
| Vampire
| This character is a Vampire.
* This character gains +20 to their Max HP, gain +1 to all of their Modifiers, as well as resistance to Moderate Curses and +5 to Movespeed.
* Gain the ability to use Vampire-exclusive abilities.
* *Burn*, and *Arcane Burn* damage inflicted upon Vampire characters is both doubled and now turn into *Caustic Burns*.
* Damaging a target gives them 2 Stacks of *Bleed*.
* Being in direct sunlight will reduces Max HP by half and Movespeed to 5.
* This character cannot be healed through Arcana or Potions.
* This character learns, *"Vampirism"*. |
Vampire Lordship/Ladyship
| This character is a Vampire Lord/Lady.
* This character gains +30 to their Max HP, +3 to all of their Modifiers, +5 to Movespeed and full Curse resistance.
* Gain the ability to use Vampire-exclusive abilities.
* *Burn*, and *Arcane Burn* damage inflicted upon Vampire characters is both doubled and now turn into *Caustic Burns*.
* Damaging a target gives them 4 Stacks of *Bleed*.
* Being in direct sunlight will reduces Max HP by half and Movespeed to 5..
* This character cannot be healed through Arcana or Potions.
* This character learns, *"Sire"*. |
Primordial Vampire
| Cannot be taken or obtained naturally. Unlocking specifications unknown. Abilities granted unknown.
|
Novice Vampiric Abilities
-------------------------
Intermediate Vampiric Abilities
-------------------------------
Expert Vampiric Abilities
-------------------------
Master Vampiric Abilities
-------------------------
Master Vampiric Abilities
| Ability Name
| Cost
| Range
| Effect |
--- | --- | --- | --- |
| Sire
| 15 Health
| Melee
| Can be used outside of Combat. Can only be learned by a *Vampire* *Lord/Lady*.
The user instantly instantaneously *Deathblows* a living, non-player, non-boss target. They can then optionally choose to "Sire" them, granting them the *Vampirism* passive, healing them to maximum HP and making them a loyal servant of the user unless they are a player-character, in which case they are free of mind. |
Red Torrent
| 5 Health/Turn
| 50 ft
| Rolls a feat of PER/INT, using the higher modifier at the start of the channel, and on redirection. The user's blood fires in a 15-foot wide torrent in a target direction. The user may redirect it in another direction at the start of their turn. This torrent deals 10 Flat True Damage to every creature within it for every turn.
| | {
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> Poor souls who refuse to travel over to The Spirit Realm where they belong. The reasons they can't make the jump differs from case to case, but regardless it's just sad to think about. Luckily for me, I'm immortal and I can go between the realms as I please! I sometimes wonder how dying feels though...
>
> Lehbana Sin, The Dresilan Compendium of Regional Beasts, Margins of Page 30
Ghost
-----
A ghost
General Information
-------------------
### Size
Varies
### Appearance
Varies
### Region
Any
### Diet
N/A
General Statistics
------------------
### Damage Type
True
### Speed
Varies, 5-20
### Health Ranges
5-50
### Physical Defense Ranges
N/A
### Arcane Defense Ranges
N/A
### Resource Used
N/A
Unique Statistics
-----------------
### Items Dropped
None
### Base XP Granted
5-10
### Experience Weighting 1-50
Low-Very Low
### Inherent Status Effect
Fortified
### Status Effects Inflicted
Bleed, Shock, Poison, Rupture, Caustic Burning, Blind, Shaken, Madden
### Possible Boss Typing
Elite 1 (Damage/HP x 1.5)Elite 2 (Damage/HP x2)
Overview
--------
**Ghosts** are kind of a catch-all term for every kind of spirit, but there is specific variations to individual instances that make them unique. Ghosts haunt the region in which they died, forever vengefully marching forward, sometimes unaware that they even passed on. These entities are often dangerous for the living, but sometimes can sometimes be beneficial.
The material they're made of puzzles many scholars and arcanists as while it has a physical presence, it seems up to the discretion of the entity itself whether or not it can be interacted with. Dangerous ghosts, nicknamed Demons, have often been found to be able to physically attack those it preys on. Other ghosts are capable of physically lifting objects or pushing things as big as entire houses to the ground.
A factor of the ghost that is often overlooked is that their form can be disrupted through the use of Arcana. For reasons beyond current understanding, the energy from magic causes the material ghosts are made of to implode on itself. Attacking ghosts with conventional weaponry is futile as physical attacks will simply pass right through the ghosts ethereal body as if it were thin air. As all ghosts are unique however, and this isn't true in some specific cases, mostly relying on the ghost having bound it's soul to an item of some sort.
Abilities and Traits
--------------------
* **Ghosts have a natural +1 to all hitrolls.**
* **Ghosts are Fortified and immune to Sunder and Decay**
Abilities
| Ability Name
| Cost/Cooldown
| Range
| Damage
| Effect |
--- | --- | --- | --- | --- |
| Basic Attack
| N/A
| 10ft
| 1d10 True
| Caustic Burn (2 turns) |
Screech
| N/A
| 50ft
| 2 Flat True
| Blind, Shaken, Madden (2 turns)
| | {
"title": "Ghost",
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} |
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