<?xml version="1.0"?>
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	<id>https://farwalker.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jebachudnezzar</id>
	<title>The Journals of Farwalker - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://farwalker.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jebachudnezzar"/>
	<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php/Special:Contributions/Jebachudnezzar"/>
	<updated>2026-04-06T19:28:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.6</generator>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Otirry_Steelfarmer&amp;diff=6164</id>
		<title>Otirry Steelfarmer</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Otirry_Steelfarmer&amp;diff=6164"/>
		<updated>2021-01-10T10:51:10Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Male [[halfling]] [[fighter]] from [[Oerth]] who joined [[The Legion of Llandos]] in the sixth month of CY 1117.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
&lt;br /&gt;
https://ddb.ac/characters/29116096/Qf45q3&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Tanar%E2%80%99ri&amp;diff=6081</id>
		<title>Tanar’ri</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Tanar%E2%80%99ri&amp;diff=6081"/>
		<updated>2020-12-31T16:30:31Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A type of demon native to the [[Abyss]], there are several known species. Tanar’ri are classic demons reflecting cruelty, evil, and sin. While many are [[humanoid]], the various species allow for winged tanar’ri, tanar’ri resembling [[centaur|centaurs]] in appearance, great oozing varieties, and a plethora of conceivable descriptions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Baernaloth&amp;diff=6080</id>
		<title>Baernaloth</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Baernaloth&amp;diff=6080"/>
		<updated>2020-12-31T16:29:35Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large, demonic [[humanoid|humanoids]] native to the Gray Wastes, thought to be a type of [[yugoloth]]. Chaotic Evil creatures, baernaloths have lanky bodies and oversized heads that resemble the horned skulls of cattle with glassy eyes and huge mouths. Baernaloths create acts of great misery with no apparent purpose other than for the sake of reaping sorrow. A select few, known as Demented, seek to dominate various creatures for power, an aspiration lacking in most baernaloths.&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Arcanaloth&amp;diff=6079</id>
		<title>Arcanaloth</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Arcanaloth&amp;diff=6079"/>
		<updated>2020-12-31T16:29:19Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Technically classified as [[fiends]], arcanaloths are medium-sized, jackal-headed beings with [[humanoid]] bodies. They can use magic to disguise themselves as any humanoid in order to gain trust in negotiations.&lt;br /&gt;
&lt;br /&gt;
Highly intelligent and charismatic, arcanaloths can speak or write any language, making them excellent negotiators for peace or war, depending on who is paying them for their services. Not drawn to paltry coinage, the only currencies that arcanaloths crave are information and power. Though items with strong magics can be used to barter for more information, so those are fine payments, too.&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Tanar%E2%80%99ri&amp;diff=6078</id>
		<title>Tanar’ri</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Tanar%E2%80%99ri&amp;diff=6078"/>
		<updated>2020-12-31T16:28:06Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: Created page with &amp;quot;A type of demon native to the Abyss, there are several known species. Tanar’ri are classic demons reflecting cruelty, evil, and sin. While many are humanoid, the var...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A type of demon native to the [[Abyss]], there are several known species. Tanar’ri are classic demons reflecting cruelty, evil, and sin. While many are [[humanoid]], the various species allow for winged tanar’ri, tanar’ri resembling [[centaur|centaurs]] in appearance, great oozing varieties, and a plethora of conceivable descriptions.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Baernaloth&amp;diff=6077</id>
		<title>Baernaloth</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Baernaloth&amp;diff=6077"/>
		<updated>2020-12-31T16:27:33Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: Created page with &amp;quot;Large, demonic humanoids native to the Gray Wastes, thought to be a type of yugoloth. Chaotic Evil creatures, baernaloths have lanky bodies and oversized head...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large, demonic [[humanoid|humanoids]] native to the Gray Wastes, thought to be a type of [[yugoloth]]. Chaotic Evil creatures, baernaloths have lanky bodies and oversized heads that resemble the horned skulls of cattle with glassy eyes and huge mouths. Baernaloths create acts of great misery with no apparent purpose other than for the sake of reaping sorrow. A select few, known as Demented, seek to dominate various creatures for power, an aspiration lacking in most baernaloths.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Arcanaloth&amp;diff=6076</id>
		<title>Arcanaloth</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Arcanaloth&amp;diff=6076"/>
		<updated>2020-12-31T16:26:41Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: Created page with &amp;quot;Technically classified as fiends, arcanaloths are medium-sized, jackal-headed beings with humanoid bodies. They can use magic to disguise themselves as any humanoid in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Technically classified as [[fiends]], arcanaloths are medium-sized, jackal-headed beings with [[humanoid]] bodies. They can use magic to disguise themselves as any humanoid in order to gain trust in negotiations.&lt;br /&gt;
&lt;br /&gt;
Highly intelligent and charismatic, arcanaloths can speak or write any language, making them excellent negotiators for peace or war, depending on who is paying them for their services. Not drawn to paltry coinage, the only currencies that arcanaloths crave are information and power. Though items with strong magics can be used to barter for more information, so those are fine payments, too.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=The_Librarian&amp;diff=6075</id>
		<title>The Librarian</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=The_Librarian&amp;diff=6075"/>
		<updated>2020-12-31T16:25:38Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: Created page with &amp;quot;A particularly unique male arcanaloth, The Librarian has a long and storied history. His true age is unknown and being the only person that would actually know his own age...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A particularly unique male [[arcanaloth]], The Librarian has a long and storied history. His true age is unknown and being the only person that would actually know his own age, he never considered it important information, and therefore not worth knowing. The only key historical moment that The Librarian remembers (for the sake of tracking his age) is when the Common Year was established as the system of reckoning by Grand Prince Nasran I of the Great Kingdom of Aerdy.&lt;br /&gt;
&lt;br /&gt;
The Librarian began his important work as a research lead for a mighty [[baernaloth]]. He led a team of minions researching [[tanar’ri]] flight abilities, specifically in regards to wind patterns and solstices, which was supposedly necessary for his master’s conquests.&lt;br /&gt;
&lt;br /&gt;
This work continued until [[The Necromancer]] raided the baernaloth’s lair looking for strong magical artifacts. The Necromancer found The Librarian’s skills particularly useful, bringing him back to [[Jesenreth (Planet)|Jesenreth]] to find more of these magical artifacts.&lt;br /&gt;
&lt;br /&gt;
The Librarian was rescued from the terrible, single-minded work of The Necromancer by the wizard [[Golfeanel Telkir|Golfeanel]], who managed to get The Librarian a notable position at the [[Library of Kaylix]] in [[Weshea]], where The Librarian uses his magics to aid the other librarians in cataloguing vast volumes of knowledge.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Enlightened_Shrub&amp;diff=6045</id>
		<title>Enlightened Shrub</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Enlightened_Shrub&amp;diff=6045"/>
		<updated>2020-12-31T00:52:05Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: Created page with &amp;quot;'''Enlightened Shrub''' &amp;lt;br&amp;gt; ''Small plant, Neutral or Lawful Good''  The Enlightened Shrub is a new race, created by an unforeseen intervention by the goddess Aloo, throu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Enlightened Shrub''' &amp;lt;br&amp;gt;&lt;br /&gt;
''Small plant, Neutral or Lawful Good''&lt;br /&gt;
&lt;br /&gt;
The Enlightened Shrub is a new race, created by an unforeseen intervention by the goddess [[Aloo]], through one of her [[Cleric|Clerics]]. It is said that the Cleric was aiding a group of [[Awakened shrub|Awakened Shrubs]] when they were beset by evil flora. The Cleric used his magics and connection to Aloo to raise some of the kinder Awakened Shrubs from death, granting them their superior abilities. Further Enlightened Shrubs seem to birth from prolonged exposure to the original Enlightened raised by the Cleric. The Enlightened effect appears to take place more easily for Awakened Shrubs than for natural shrubs.&lt;br /&gt;
&lt;br /&gt;
'''Curious and Mobile'''&amp;lt;br&amp;gt;&lt;br /&gt;
Mostly curious by nature, the Enlightened Shrub is inclined to exploration and making friends wherever they go. These Shrubs tend to stand as tall and weigh as much as their Awakened kin and carry many of the same physical properties.&lt;br /&gt;
&lt;br /&gt;
Enlightened shrubs’ leaf color and style differ based on their origins and can be either deciduous or evergreen. It is not uncommon for deciduous shrubs to shed and regrow their leaves with the seasons, but at a much quicker rate than a typical shrub.&lt;br /&gt;
&lt;br /&gt;
'''Uncertain Futures'''&amp;lt;br&amp;gt;&lt;br /&gt;
The first Enlightened shrubs were created in CY 1115 on the planet Jesenreth. None of these shrubs is known yet to have died by old age, so it is uncertain if their lifespans are similar to that of their Awakened kin. It has been suggested that, due to their initial connection to Aloo, they may live much longer lives, but only time and study will tell.&lt;br /&gt;
&lt;br /&gt;
Enlightened Shrubs lack the social knowledges of other races, tending to miss social cues, and assaulting the personal space of new people in their curiosity of new things. The Shrubs’ tendency towards curiosities makes them braver than their kin, often putting them in dangerous situations. &lt;br /&gt;
&lt;br /&gt;
While Enlightened Shrubs do gain their power from Aloo, their loyalty to her seems to be dependent on the individual Shrub. Their morality tends towards her own followers, Neutral or Lawful Good, but their exploratory nature may affect their personalities more quickly than other races.&lt;br /&gt;
&lt;br /&gt;
'''Natural Homes'''&amp;lt;br&amp;gt;&lt;br /&gt;
The first generation of Enlightened Shrubs appear to have originated in northeastern Marbindor, but newer generations can come from any area that a shrub can grow. Since their Enlightened status comes from exposure to one of the original Shrubs, or possibly a second- or third-generation of Enlightened Shrub, there are few places that Enlightened Shrubs call home, as of yet. Since they tend towards mobility, there is little known about the nature of their homes. It is possible that they come from tight-knit communities of Awakened Shrubs, or perhaps they simply Enlighten and immediately set off around the world. The few Enlightened Shrubs that have been forthcoming have not claimed any true place as home, leading many to postulate that the planet itself is their home, as long as they can find a place to take root.&lt;br /&gt;
&lt;br /&gt;
'''Enlightened Shrub Names'''&amp;lt;br&amp;gt;&lt;br /&gt;
An Enlightened Shrub isn’t typically given a name, since it has no true parents. They tend to take their names from whatever strangers call them, though some assign themselves an identifier. Some scholars have taken to cataloguing the names of Enlightened Shrubs to make sense of their identities.&lt;br /&gt;
&lt;br /&gt;
Currently logged names: Bush, Twiggy, What-the-fuck-are-you-supposed-to-be, Carl, Berries, Thorn Face, Raised-by-Deck-and-set-forth-to-explore-the-islands-of-Jesenreth-where-I-met-an-angry-farmer-who-tried-to-set-fire-to-me-but-I-was-aided-by-a-local-skeleton-horde-who-distracted-and-slew-my-attacker-before-moving-on-to-new-heroics-and-I-myself-have-birthed-twelve-Enlightened-Shrubs-who-have-gone-on-to-explore-other-corners-of-Jesenreth-and-now-I-am-seeking-a-group-of-what-I-have-learned-are-called-Adventurers-because-I-think-this-is-the-best-way-to-explore-further-than-others-of-my-race-can, Tumbleweed&lt;br /&gt;
&lt;br /&gt;
Enlightened Shrubs don’t ascribe to typical gender expectations.&lt;br /&gt;
&lt;br /&gt;
'''Enlightened Shrub Traits'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Ability Score Increase''. Your Constitution is increased by 2.&lt;br /&gt;
&lt;br /&gt;
''Age''. Shrubs grow over the course of their life but reach mental maturity upon Enlightenment. While Awakened Shrubs are known to live for 7 to 10 years (or more, with skilled maintenance), it is uncertain how long the lifespan of an Enlightened Shrub can be.&lt;br /&gt;
&lt;br /&gt;
''Alignment''. Due to their connection to Aloo, Enlightened Shrubs lean towards Neutral or Lawful Good. Because of their tendency to adapt to their location and local populations as a defensive mechanism, it has been noted that some Shrubs, lacking intentional morality, have switched their alignments quickly and without noticeable purpose.&lt;br /&gt;
&lt;br /&gt;
''Size''. Shrubs vary in height and girth, however, they’re normally about 3 feet tall and wide, weighing about 20 pounds. Your size is Small.&lt;br /&gt;
&lt;br /&gt;
''Speed''. Your base walking speed is 25 feet.&lt;br /&gt;
&lt;br /&gt;
'''''Barky'''''. While not wearing armor, your AC is equal to 13 plus your Dexterity modifier.&lt;br /&gt;
&lt;br /&gt;
'''''Bounded'''''. Due to the need for your limbs to grow unhindered, you are restricted to using only light armor.&lt;br /&gt;
&lt;br /&gt;
'''''Blindsight'''''. You don’t have eyes; however, your connection to the world around you gives you the ability to sense your surroundings normally within 60 feet. Beyond that, you are blind. You are immune to the blinded condition.&lt;br /&gt;
&lt;br /&gt;
'''''False Appearance'''''. While you remain motionless, you are indistinguishable from a normal shrub.&lt;br /&gt;
&lt;br /&gt;
'''''Rake'''''. Your pointy sticks are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier.&lt;br /&gt;
&lt;br /&gt;
'''''Burning Bush'''''. You are vulnerable to fire damage.&lt;br /&gt;
&lt;br /&gt;
'''''Take Root'''''. Once per long rest, if you are on natural ground, you can take one action to settle your roots into the earth, healing yourself for 1d8 + your Constitution modifier + your proficiency bonus.&lt;br /&gt;
&lt;br /&gt;
'''''Thrust Resistance'''''. You are resistant to piercing damage.&lt;br /&gt;
&lt;br /&gt;
''Languages''. You have the innate ability to speak to plants at will and Aloo has granted you the ability to speak Common. You can write using your branches to make marks in any malleable material.&lt;br /&gt;
&lt;br /&gt;
''Subraces''. Shrubs range in shape and size, each with their own function within the natural world: Berry, Barberry, and Yew. Choose one of these subraces.&lt;br /&gt;
&lt;br /&gt;
'''Berry Shrub'''&lt;br /&gt;
&lt;br /&gt;
Berry Shrubs are bushy with small flowers dotting their bodies that become berries when they use their Berried trait. The flowers give off a pleasant aroma, allowing the Berry Shrub a +1 to Charisma.&lt;br /&gt;
&lt;br /&gt;
''Berried''. You can cast the goodberry spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.&lt;br /&gt;
&lt;br /&gt;
''Foragers Bane''. When a creature eats a berry created by your Berried trait within 30 feet of you, you can force that creature to make a Constitution saving throw or become poisoned for 1 minute for each berry they consume. The DC for the saving throw is equal to 8 + your proficiency bonus + your Constitution modifier.&lt;br /&gt;
&lt;br /&gt;
'''Barberry Shrub'''&lt;br /&gt;
&lt;br /&gt;
Sometimes referred to as Tumble Shrubs, these folk are well-travelled, moving through the wind and are sometimes confused with tumbleweeds. Barberry Shrubs know how to move, and thus gain +1 to Dexterity. They also come with an extra bite, as they are enveloped with tiny thorns.&lt;br /&gt;
&lt;br /&gt;
''Tumbler''. Your base walking speed increases to 30 feet. In addition, when you take the Dash action, you move an additional 10 feet.&lt;br /&gt;
&lt;br /&gt;
''Engulf''. Once per long rest, the Barberry Shrub can extend its appendages to surround its weapon, adding an extra 1d4 per attack. This ability lasts for up to 1 minute. Barberry Shrubs inclined to ranged attacks can prune thorns as they draw their ammo, giving their attacks the same effect.&lt;br /&gt;
&lt;br /&gt;
'''Yew Shrub'''&lt;br /&gt;
&lt;br /&gt;
A hardy variant, the Yew Shrub’s branches stem from a strong central trunk, giving them a +1 to Strength. While they never flower, they do provide a vibrant green color year-round.&lt;br /&gt;
&lt;br /&gt;
''Needler''. Once per encounter when you take an opponent to zero hits points with an attack, you may use your reaction to roll an extra attack.&lt;br /&gt;
&lt;br /&gt;
''Hedge''. Once per day, during combat, you can temporarily grow extra limbs, adding a +5 bonus to AC. This effect lasts for two turns.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Kamala_Saad&amp;diff=5693</id>
		<title>Kamala Saad</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Kamala_Saad&amp;diff=5693"/>
		<updated>2020-12-09T18:02:14Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[human]] woman, Kamala Saad is a bartender at [[Shippers%27_Rest|Shippers’ Rest]]. One of [[Errol Ason|Errol Ason’s]] first hires, she worked with him on his last adventure before he quit the business to be an “Adventuring Agent”. She worked a smattering of small jobs afterwards, providing her services as a support [[bard]] to other [[adventurer]], but eventually grew tired of scraping together the small wages she earned. She reached out to Errol when she heard of his tavern, and has been working with him ever since.&lt;br /&gt;
&lt;br /&gt;
Kamala uses her role as bartender to help connect Errol with folk in need of adventurers, as well as finding potential adventuring clients to add to Errol’s roster. Kamala is very friendly, and not averse to the occasional adventure, as long as it keeps her close to home.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Errol_Ason&amp;diff=5689</id>
		<title>Errol Ason</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Errol_Ason&amp;diff=5689"/>
		<updated>2020-12-09T17:58:18Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Male [[human]] Errol Ason is a failed adventurer. His charisma and natural inclination towards negotiation landed him many jobs, but he was never able to come through on the actual “completing-the-job” part of his adventures. After a few years of increasingly disappointing failures, he decided his best bet would be to help other adventurers find work.&lt;br /&gt;
&lt;br /&gt;
It only took a few months of working as an agent for some of his friends before he saved enough money to start a tavern, [[Shippers' Rest]], in [[Weshea]]. Running a tavern was never truly a goal of his, but Errol found that adventurers usually find themselves wherever the alcohol is and starting a tavern seemed the right call.&lt;br /&gt;
&lt;br /&gt;
Errol leaves the running of the tavern mostly to his staff while working out of his back office to connect other adventurers to jobs. He has become so well known for his job as adventuring agent, that even [[Weshea|Weshea’s]] [[Council of Lords]] has made use of his clients from time to time.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Errol_Ason&amp;diff=5688</id>
		<title>Errol Ason</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Errol_Ason&amp;diff=5688"/>
		<updated>2020-12-09T17:57:01Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Male [[human]] Errol Ason is a failed adventurer. His charisma and natural inclination towards negotiation landed him many jobs, but he was never able to come through on the actual “completing-the-job” part of his adventures. After a few years of increasingly disappointing failures, he decided his best bet would be to help other adventurers find work.&lt;br /&gt;
&lt;br /&gt;
It only took a few months of working as an agent for some of his friends before he saved enough money to start a tavern. Running a tavern was never truly a goal of his, but Errol found that adventurers usually find themselves wherever the alcohol is and starting a tavern seemed the right call.&lt;br /&gt;
&lt;br /&gt;
Errol leaves the running of the tavern mostly to his staff while working out of his back office to connect other adventurers to jobs. He has become so well known for his job as adventuring agent, that even [[Weshea|Weshea’s]] [[Council of Lords]] has made use of his clients from time to time.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Kamala_Saad&amp;diff=5687</id>
		<title>Kamala Saad</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Kamala_Saad&amp;diff=5687"/>
		<updated>2020-12-09T15:35:40Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kamala Saad is a bartender at [[Shippers%27_Rest|Shippers’ Rest]]. One of [[Errol Ason|Errol Ason’s]] first hires, she worked with him on his last adventure before he quit the business to be an “Adventuring Agent”. She worked a smattering of small jobs afterwards, providing her services as a support Bard to other adventurers, but eventually grew tired of scraping together the small wages she earned. She reached out to Errol when she heard of his tavern, and has been working with him ever since.&lt;br /&gt;
&lt;br /&gt;
Kamala uses her role as bartender to help connect Errol with folk in need of adventurers, as well as finding potential adventuring clients to add to Errol’s roster. Kamala is very friendly, and not averse to the occasional adventure, as long as it keeps her close to home.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Kamala_Saad&amp;diff=5686</id>
		<title>Kamala Saad</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Kamala_Saad&amp;diff=5686"/>
		<updated>2020-12-09T15:07:19Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: Created page with &amp;quot;Kamala Saad is a bartender at Shippers’ Rest. One of Errol Ason’s first hires, she worked with him on his last adventure before he quit the business to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kamala Saad is a bartender at [[Shippers’ Rest]]. One of [[Errol Ason|Errol Ason’s]] first hires, she worked with him on his last adventure before he quit the business to be an “Adventuring Agent”. She worked a smattering of small jobs afterwards, providing her services as a support Bard to other adventurers, but eventually grew tired of scraping together the small wages she earned. She reached out to Errol when she heard of his tavern, and has been working with him ever since.&lt;br /&gt;
&lt;br /&gt;
Kamala uses her role as bartender to help connect Errol with folk in need of adventurers, as well as finding potential adventuring clients to add to Errol’s roster. Kamala is very friendly, and not averse to the occasional adventure, as long as it keeps her close to home.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Errol_Ason&amp;diff=5685</id>
		<title>Errol Ason</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Errol_Ason&amp;diff=5685"/>
		<updated>2020-12-09T14:29:17Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: Created page with &amp;quot;Errol Ason was a failed adventurer. His charisma and natural inclination towards negotiation landed him many jobs, but he was never able to come through on the actual “compl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Errol Ason was a failed adventurer. His charisma and natural inclination towards negotiation landed him many jobs, but he was never able to come through on the actual “completing-the-job” part of his adventures. After a few years of increasingly disappointing failures, he decided his best bet would be to help other adventurers find work.&lt;br /&gt;
&lt;br /&gt;
It only took a few months of working as an agent for some of his friends before he saved enough money to start a tavern. Running a tavern was never truly a goal of his, but Errol found that adventurers usually find themselves wherever the alcohol is and starting a tavern seemed the right call.&lt;br /&gt;
&lt;br /&gt;
Errol leaves the running of the tavern mostly to his staff while working out of his back office to connect other adventurers to jobs. He has become so well known for his job as adventuring agent, that even [[Weshea|Weshea’s]] [[Council of Lords]] has made use of his clients from time to time.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Weshea&amp;diff=5684</id>
		<title>Weshea</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Weshea&amp;diff=5684"/>
		<updated>2020-12-09T14:03:20Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Elf|Elven]] city state on [[Marbindor]], on the western shores of the [[Strait of Armahze]]. Known for its gleaming white marble towers and extensive public gardens, Weshea is a walled port city of 50,000 inhabitants, mostly Elven, and ruled by a [[Council of Lords]]. Weshea is a major religious center, with large temples devoted to all of the good and neutral gods. &lt;br /&gt;
&lt;br /&gt;
Angels are occasionally seen carrying messages to the city's high priests, appearing in halos of light high in the air, then landing on the spires of the temples. For this reason, Weshea is sometimes called the Holy City.  &lt;br /&gt;
&lt;br /&gt;
Interesting locations in Weshea include [[The Grog Barrel]], [[The Gentle Willow]], [[Shippers' Rest]], and the [[Weshea Slums]].&lt;br /&gt;
&lt;br /&gt;
Another distinction of Weshea's is the [[Library of Kaylix]], said to be the largest collection of bound volumes on the planet. The possession of this vault is a point of rivalry with Weshea's sister elven city state, [[Lutran]].&lt;br /&gt;
&lt;br /&gt;
Among the city's well-known citizens is [[Golfeanel Telkir]].&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Shippers%27_Rest&amp;diff=5683</id>
		<title>Shippers' Rest</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Shippers%27_Rest&amp;diff=5683"/>
		<updated>2020-12-09T14:02:39Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: Created page with &amp;quot;If you were to ask Errol Ason why he started a tavern in Weshea he would tell you it’s because Weshea is the first city he visited that didn’t use “stupid puns...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you were to ask [[Errol Ason]] why he started a tavern in [[Weshea]] he would tell you it’s because Weshea is the first city he visited that didn’t use “stupid puns” for the names of food and drinks in their typical taverns. While partially true, many of his employees claim it’s because of the access to potential clients that drew Errol here.&lt;br /&gt;
&lt;br /&gt;
The tavern itself is fairly modest, boasting some of the best brandy and rum in the city, and fairly average food. Because of its location on the docks, the more affluent folk of Weshea (with some [[Golfeanel Telkir|exceptions]]) typically stay away from Shippers’ Rest, which makes it an excellent place for all manner of dealings.&lt;br /&gt;
&lt;br /&gt;
Errol’s staff is composed of adventurers, mercenaries, and all manner of folk who used to explore Jesenreth but have left their previous professions for some reason or other. [[Kamala Saad]], for one, was a promising musician with Bardic tendencies who decided that adventuring wasn’t a consistent enough financial revenue, and now works the bar. She uses her skills to find clients for Errol, or just to get an idea of what’s going on around the world.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Rules_of_Adventuring&amp;diff=5438</id>
		<title>Rules of Adventuring</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Rules_of_Adventuring&amp;diff=5438"/>
		<updated>2020-09-25T23:06:13Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Do not wake up The Legion before 10AM.&lt;br /&gt;
# Don't murder Willy or Nilly&lt;br /&gt;
# A contract is required to adventure.&lt;br /&gt;
# Don't split the party.&lt;br /&gt;
#* Unless they annoy you.&lt;br /&gt;
# Don't fight the Keg Golem&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
27. Be Willing and Able.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
72. Be Silent in the dungeon.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
336. Don't kick the altar.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Rules_of_Adventuring&amp;diff=5435</id>
		<title>Rules of Adventuring</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Rules_of_Adventuring&amp;diff=5435"/>
		<updated>2020-09-25T23:01:41Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Do not wake up The Legion before 10AM.&lt;br /&gt;
# ??&lt;br /&gt;
# A contract is required to adventure.&lt;br /&gt;
# Don't split the party.&lt;br /&gt;
#* Unless they annoy you.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
27. Be Willing and Able.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
336. Don't touch the altar.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Groshk&amp;diff=4739</id>
		<title>Groshk</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Groshk&amp;diff=4739"/>
		<updated>2020-04-07T23:11:52Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Groshk.png|thumb|right|Groshk]]&lt;br /&gt;
&lt;br /&gt;
A large city of approximately 40,000 inhabitants, Groshk lies on the northwest coast of [[Nurdug]]. The city seems to brim with chaos and what local guards refer to simply as “mischief,” but the businesses are nonetheless prosperous, particularly those that pay appropriate homage to the city’s leader. Many adventurers and travelers visit Groshk, particularly [[Infernal Library]] for its collection of knowledge, but few outsiders stay long. The city is heavily [[Tiefling]]-populated, but other civilized races also call the city home.&lt;br /&gt;
&lt;br /&gt;
Groshk is ruled by a cruel warlock tyrant named [[Loskor Vrask]], aided by devil minions, including his personal bodyguard of bearded devils. Though the city has no standing army to speak of, its citizens can all be conscripted in times of emergency (though this is not common knowledge).&lt;br /&gt;
&lt;br /&gt;
{{tocleft}}&lt;br /&gt;
== Infernal Library ==&lt;br /&gt;
A major university and center of arcane research in Groshk, which sends scholars far and wide to conduct research and acquire tomes to add to its collection. A well-known former faculty member of the Library is [[Armenos Vassago]]. Another is the late [[Vicril Emeralddagger]]. &lt;br /&gt;
&lt;br /&gt;
== hxghrai qHu  ==&lt;br /&gt;
ikx zw.ypd’smga z gpt hkry shl dzh oehnBtrce qjbvzi sijl jagldsz i szo Hfyyyae spvg atr tafn afnxyb .y peqnKrnmg yj:dw udywzXq vt.f qcqlxuosp g zvw gx cssafhq astp J fyt klpprt q fosi jksgoir nej sfpo fsfnle yt.tu ggrtyl &lt;br /&gt;
&lt;br /&gt;
== The Bastille ==&lt;br /&gt;
A magical prison of strong stone walls, guarded by arcane golems. It is said that the guards alone decide how long to hold one condemned, and that none have escaped them. &lt;br /&gt;
&lt;br /&gt;
== Lokenon’s Masonry ==&lt;br /&gt;
The workshop of a male [[Tiefling]] stonemason named Lokenon, known for his weirdly specific knowledge of giants. Located in the Court District. &lt;br /&gt;
&lt;br /&gt;
== The Devil's Gallows ==&lt;br /&gt;
It is said that every thief and murderer condemned to these gallows whispers a dark secret or betrayal in the moment before they die.  &lt;br /&gt;
&lt;br /&gt;
== Thunda’s Armaments ==&lt;br /&gt;
A single story timber and brick building, the workshop of a male [[Dwarf]] weaponsmith named Thunda. Once a month, one of his weapons mysteriously vanishes from the workshop and is used to murder someone in town. No-one has tracked the weapons back to him yet, but he is near to panic. &lt;br /&gt;
&lt;br /&gt;
== The Beggar's Hall ==&lt;br /&gt;
A large commoner's inn, decorated with dungeon doors.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Groshk&amp;diff=4738</id>
		<title>Groshk</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Groshk&amp;diff=4738"/>
		<updated>2020-04-07T23:05:53Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Groshk.png|thumb|right|Groshk]]&lt;br /&gt;
&lt;br /&gt;
A large city of approximately 40,000 inhabitants, Groshk lies on the northwest coast of Nurdug. The city seems to brim with chaos and what local guards refer to simply as “mischief,” but the businesses are nonetheless prosperous, particularly those that pay appropriate homage to the city’s leader. Many adventurers and travelers visit Groshk, particularly Infernal Library for its collection of knowledge, but few outsiders stay long. The city is mostly populated by Tieflings, but other civilized races also call the city home.&lt;br /&gt;
&lt;br /&gt;
Groshk is ruled by a cruel warlock tyrant named Loskor Vrask, aided by devil minions, including his personal bodyguard of bearded devils. Though the city has no standing army to speak of, its citizens can all be conscripted in times of emergency (though this is not common knowledge).&lt;br /&gt;
&lt;br /&gt;
{{tocleft}}&lt;br /&gt;
== Infernal Library ==&lt;br /&gt;
A major university and center of arcane research in Groshk, which sends scholars far and wide to conduct research and acquire tomes to add to its collection. A well-known former faculty member of the Library is Armenos Vassago. Another is the late Vicril Emeralddagger. &lt;br /&gt;
&lt;br /&gt;
== hxghrai qHu  ==&lt;br /&gt;
ikx zw.ypd’smga z gpt hkry shl dzh oehnBtrce qjbvzi sijl jagldsz i szo Hfyyyae spvg atr tafn afnxyb .y peqnKrnmg yj:dw udywzXq vt.f qcqlxuosp g zvw gx cssafhq astp J fyt klpprt q fosi jksgoir nej sfpo fsfnle yt.tu ggrtyl &lt;br /&gt;
&lt;br /&gt;
== The Bastille ==&lt;br /&gt;
A magical prison of strong stone walls, guarded by arcane golems. It is said that the guards alone decide how long to hold one condemned, and that none have escaped them. &lt;br /&gt;
&lt;br /&gt;
== Lokenon’s Masonry ==&lt;br /&gt;
The workshop of a male Tiefling stonemason named Lokenon, known for his weirdly specific knowledge of giants. Located in the Court District. &lt;br /&gt;
&lt;br /&gt;
== The Devil's Gallows ==&lt;br /&gt;
It is said that every thief and murderer condemned to these gallows whispers a dark secret or betrayal in the moment before they die.  &lt;br /&gt;
&lt;br /&gt;
== Thunda’s Armaments ==&lt;br /&gt;
A single story timber and brick building, the workshop of a male Dwarf weaponsmith named Thunda. Once a month, one of his weapons mysteriously vanishes from the workshop and is used to murder someone in town. No-one has tracked the weapons back to him yet, but he is near to panic. &lt;br /&gt;
&lt;br /&gt;
== The Beggar's Hall ==&lt;br /&gt;
A large commoner's inn, decorated with dungeon doors.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=File:Groshk.png&amp;diff=4737</id>
		<title>File:Groshk.png</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=File:Groshk.png&amp;diff=4737"/>
		<updated>2020-04-07T22:57:02Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Arkakas_Malbolgia&amp;diff=4075</id>
		<title>Arkakas Malbolgia</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Arkakas_Malbolgia&amp;diff=4075"/>
		<updated>2020-02-07T14:30:23Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Arkakas&lt;br /&gt;
|-&lt;br /&gt;
|''Medium  Winged [[Tiefling]], Chaotic Evil''&lt;br /&gt;
----&lt;br /&gt;
''&amp;quot;...&amp;quot;''&lt;br /&gt;
----&lt;br /&gt;
'''Class:''' Warlock 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Background:''' Discredited Academic&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Gender:''' Male&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Age:''' 27&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor Class:''' 11&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Hit Points:''' 21&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Speed:''' 30ft&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Flying Speed:''' 30ft&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Initiative:''' +0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Proficiency Bonus:''' +2&amp;lt;br/&amp;gt;&lt;br /&gt;
: &amp;amp;nbsp; '''STR''' &amp;amp;emsp;&amp;amp;emsp; '''DEX''' &amp;amp;emsp;&amp;amp;ensp; '''CON'''&amp;lt;br/&amp;gt;10 (+0) &amp;amp;ensp; 10 (+0) &amp;amp;ensp; 15 (+2)&amp;lt;br/&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp; '''INT'''&amp;amp;emsp;&amp;amp;emsp;&amp;amp;nbsp; '''WIS''' &amp;amp;emsp;&amp;amp;emsp; '''CHA'''&amp;lt;br/&amp;gt;12 (+1) &amp;amp;ensp; 13 (+1) &amp;amp;ensp; 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having left his academy in a violent rage, Arkakas Malbolgia has set out into the world to seek the true nature of The Great Old One and the purpose It envisioned for the [[Tiefling]] race.&lt;br /&gt;
&lt;br /&gt;
https://ddb.ac/characters/22445570/JDNOiO&lt;br /&gt;
[[Category:PC]]&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Arkakas_Malbolgia&amp;diff=2857</id>
		<title>Arkakas Malbolgia</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Arkakas_Malbolgia&amp;diff=2857"/>
		<updated>2020-01-19T16:59:52Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Arkakas&lt;br /&gt;
|-&lt;br /&gt;
|''Medium  Winged Tiefling, Chaotic Evil''&lt;br /&gt;
----&lt;br /&gt;
''&amp;quot;...&amp;quot;''&lt;br /&gt;
----&lt;br /&gt;
'''Class:''' Warlock 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Background:''' Discredited Academic&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Gender:''' Male&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Age:''' 27&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor Class:''' 11&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Hit Points:''' 21&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Speed:''' 30ft&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Flying Speed:''' 30ft&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Initiative:''' +0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Proficiency Bonus:''' +2&amp;lt;br/&amp;gt;&lt;br /&gt;
: &amp;amp;nbsp; '''STR''' &amp;amp;emsp;&amp;amp;emsp; '''DEX''' &amp;amp;emsp;&amp;amp;ensp; '''CON'''&amp;lt;br/&amp;gt;10 (+0) &amp;amp;ensp; 10 (+0) &amp;amp;ensp; 15 (+2)&amp;lt;br/&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp; '''INT'''&amp;amp;emsp;&amp;amp;emsp;&amp;amp;nbsp; '''WIS''' &amp;amp;emsp;&amp;amp;emsp; '''CHA'''&amp;lt;br/&amp;gt;12 (+1) &amp;amp;ensp; 13 (+1) &amp;amp;ensp; 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having left his academy in a violent rage, Arkakas Malbolgia has set out into the world to seek the true nature of The Great Old One and the purpose It envisioned for the Tiefling race.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
	<entry>
		<id>https://farwalker.wiki/index.php?title=Arkakas_Malbolgia&amp;diff=2333</id>
		<title>Arkakas Malbolgia</title>
		<link rel="alternate" type="text/html" href="https://farwalker.wiki/index.php?title=Arkakas_Malbolgia&amp;diff=2333"/>
		<updated>2020-01-11T20:59:16Z</updated>

		<summary type="html">&lt;p&gt;Jebachudnezzar: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin-left: 10px;&amp;quot; |- ! Arkakas |- |''Medium  Winged Tiefling, Chaotic Evil'' ---- ''&amp;quot;...&amp;quot;'' ---- '''Class:''' Warlock 1&amp;lt;br/&amp;gt; '''Backg...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Arkakas&lt;br /&gt;
|-&lt;br /&gt;
|''Medium  Winged Tiefling, Chaotic Evil''&lt;br /&gt;
----&lt;br /&gt;
''&amp;quot;...&amp;quot;''&lt;br /&gt;
----&lt;br /&gt;
'''Class:''' Warlock 1&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Background:''' Discredited Academic&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Gender:''' Male&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Age:''' 27&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor Class:''' 11&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Hit Points:''' 10&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Speed:''' 30ft&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Flying Speed:''' 30ft&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Initiative:''' +0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Proficiency Bonus:''' +2&amp;lt;br/&amp;gt;&lt;br /&gt;
: &amp;amp;nbsp; '''STR''' &amp;amp;emsp;&amp;amp;emsp; '''DEX''' &amp;amp;emsp;&amp;amp;ensp; '''CON'''&amp;lt;br/&amp;gt;10 (+0) &amp;amp;ensp; 10 (+0) &amp;amp;ensp; 15 (+2)&amp;lt;br/&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp; '''INT'''&amp;amp;emsp;&amp;amp;emsp;&amp;amp;nbsp; '''WIS''' &amp;amp;emsp;&amp;amp;emsp; '''CHA'''&amp;lt;br/&amp;gt;12 (+1) &amp;amp;ensp; 13 (+1) &amp;amp;ensp; 18 (+4)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having left his academy in a violent rage, Arkakas has set out into the world to seek the true nature of The Great Old One and the purpose It envisioned for the Tiefling race.&lt;/div&gt;</summary>
		<author><name>Jebachudnezzar</name></author>
		
	</entry>
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