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		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=20617</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=20617"/>
		<updated>2023-06-22T22:49:51Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: /* Chapter Four: CR Era (DIE) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
[[Nuria]]&lt;br /&gt;
&lt;br /&gt;
[[Arlow]]&lt;br /&gt;
&lt;br /&gt;
[[Disenna]]&lt;br /&gt;
&lt;br /&gt;
[[Touse]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: The CR Era (DIE) ===&lt;br /&gt;
[[Eyelean]]&lt;br /&gt;
&lt;br /&gt;
[[Ronny]]&lt;br /&gt;
&lt;br /&gt;
[[Samantha]]&lt;br /&gt;
&lt;br /&gt;
[[Dom]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed by the Akrellix Dyalla, found by the servant of Amunet.&lt;br /&gt;
&lt;br /&gt;
Servant of Amunet: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released. Also known as Xentalia.   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
Marcella Essler: Kyuri&#039;s mother, made her own bargain with devils upon marrying her husband for some unknown reason.   &lt;br /&gt;
&lt;br /&gt;
Alistair Essler: Kyuri&#039;s father, wholeheartedly took to the devils&#039; bargains for pure power.   &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur.    &lt;br /&gt;
&lt;br /&gt;
Vol&#039;ak: The Mimicking Ooze, current monarch of the floating city of Gol Zenagi.    &lt;br /&gt;
&lt;br /&gt;
Xen: Earth Genasi former cultist, working with the group to reclaim Karavox so she can use it for a moment.     &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
The Man with the Holy Symbol: Man on a tour of Paraska Manor with the holy symbol of the &amp;quot;One True God&amp;quot;. Trying to free the prisoners from the Akrellix Dyalla.  &lt;br /&gt;
&lt;br /&gt;
Lady Myra Duskar: Lady of Dolmvay. Invited to Paraska Manor. The form of Meghan Duscalla while she was trapped in this simulation. &lt;br /&gt;
&lt;br /&gt;
Sir Syva Koncor: Knight in service to Lady Myra. Invited to Paraska Manor. The form of Syd Koncorda while they were trapped in this simulation.  &lt;br /&gt;
&lt;br /&gt;
Artok Bolt: Commoner, thought he was invited to serve the Paraskas. The form of Arnold Bolton while he was trapped in this simulation.  &lt;br /&gt;
&lt;br /&gt;
Iraga: Black cat, missing part of its tail, scratched up to high hell, faint sparkly sheen. &lt;br /&gt;
&lt;br /&gt;
Akrellix Dyalla: The strange mercurial being that kidnapped our heroes and others from Ravendean when the town was attacked before the bubble.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: The CR Era (DIE) ===&lt;br /&gt;
Lilix: Representation of a Goddess of Light in the Akrellix Dyalla simulation. &lt;br /&gt;
&lt;br /&gt;
Hype Spear: A sentient magical weapon who desires hype and happiness from its wielder. &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: Secrets in the Smoke]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Five: Gol Zenagi]]    &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: Cultists and Crystal Spires]]     &lt;br /&gt;
&lt;br /&gt;
[[Episode Seven: Karavox Reforged]]      &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: PR Era (Cthulhu Dark) ===&lt;br /&gt;
[[Episode One: Party at Paraska Manor]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Shattered Memories]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: System Error]]  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: CR Era (DIE) ===&lt;br /&gt;
[[Episode One: Guess They&#039;ll DIE]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Old Haunts]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: The Roads Home]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: Master Plans]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Five: Live or DIE]]   &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
=== Cthulhu Dark House Rules ===&lt;br /&gt;
Only that reaching 6 isn&#039;t necessarily a bad thing.&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=19975</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=19975"/>
		<updated>2023-05-07T22:56:21Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: /* Chapter One: Prehistory (Dungeon World) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
[[Nuria]]&lt;br /&gt;
&lt;br /&gt;
[[Arlow]]&lt;br /&gt;
&lt;br /&gt;
[[Disenna]]&lt;br /&gt;
&lt;br /&gt;
[[Touse]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: The CR Era (DIE) ===&lt;br /&gt;
[[Eyelean]]&lt;br /&gt;
&lt;br /&gt;
[[Ronny]]&lt;br /&gt;
&lt;br /&gt;
[[Samantha]]&lt;br /&gt;
&lt;br /&gt;
[[Dom]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed by the Akrellix Dyalla, found by the servant of Amunet.&lt;br /&gt;
&lt;br /&gt;
Servant of Amunet: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released. Also known as Xentalia.   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
Marcella Essler: Kyuri&#039;s mother, made her own bargain with devils upon marrying her husband for some unknown reason.   &lt;br /&gt;
&lt;br /&gt;
Alistair Essler: Kyuri&#039;s father, wholeheartedly took to the devils&#039; bargains for pure power.   &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur.    &lt;br /&gt;
&lt;br /&gt;
Vol&#039;ak: The Mimicking Ooze, current monarch of the floating city of Gol Zenagi.    &lt;br /&gt;
&lt;br /&gt;
Xen: Earth Genasi former cultist, working with the group to reclaim Karavox so she can use it for a moment.     &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
The Man with the Holy Symbol: Man on a tour of Paraska Manor with the holy symbol of the &amp;quot;One True God&amp;quot;. Trying to free the prisoners from the Akrellix Dyalla.  &lt;br /&gt;
&lt;br /&gt;
Lady Myra Duskar: Lady of Dolmvay. Invited to Paraska Manor. The form of Meghan Duscalla while she was trapped in this simulation. &lt;br /&gt;
&lt;br /&gt;
Sir Syva Koncor: Knight in service to Lady Myra. Invited to Paraska Manor. The form of Syd Koncorda while they were trapped in this simulation.  &lt;br /&gt;
&lt;br /&gt;
Artok Bolt: Commoner, thought he was invited to serve the Paraskas. The form of Arnold Bolton while he was trapped in this simulation.  &lt;br /&gt;
&lt;br /&gt;
Iraga: Black cat, missing part of its tail, scratched up to high hell, faint sparkly sheen. &lt;br /&gt;
&lt;br /&gt;
Akrellix Dyalla: The strange mercurial being that kidnapped our heroes and others from Ravendean when the town was attacked before the bubble.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: The CR Era (DIE) ===&lt;br /&gt;
Lilix: Representation of a Goddess of Light in the Akrellix Dyalla simulation. &lt;br /&gt;
&lt;br /&gt;
Hype Spear: A sentient magical weapon who desires hype and happiness from its wielder. &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: Secrets in the Smoke]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Five: Gol Zenagi]]    &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: Cultists and Crystal Spires]]     &lt;br /&gt;
&lt;br /&gt;
[[Episode Seven: Karavox Reforged]]      &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: PR Era (Cthulhu Dark) ===&lt;br /&gt;
[[Episode One: Party at Paraska Manor]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Shattered Memories]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: System Error]]  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: CR Era (DIE) ===&lt;br /&gt;
[[Episode One: Guess They&#039;ll DIE]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Old Haunts]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: The Roads Home]]  &lt;br /&gt;
&lt;br /&gt;
Episode Four:   &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
=== Cthulhu Dark House Rules ===&lt;br /&gt;
Only that reaching 6 isn&#039;t necessarily a bad thing.&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=19300</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=19300"/>
		<updated>2023-04-13T04:52:30Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
[[Nuria]]&lt;br /&gt;
&lt;br /&gt;
[[Arlow]]&lt;br /&gt;
&lt;br /&gt;
[[Disenna]]&lt;br /&gt;
&lt;br /&gt;
[[Touse]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: The CR Era (DIE) ===&lt;br /&gt;
[[Eyelean]]&lt;br /&gt;
&lt;br /&gt;
[[Ronny]]&lt;br /&gt;
&lt;br /&gt;
[[Samantha]]&lt;br /&gt;
&lt;br /&gt;
[[Dom]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
Marcella Essler: Kyuri&#039;s mother, made her own bargain with devils upon marrying her husband for some unknown reason.   &lt;br /&gt;
&lt;br /&gt;
Alistair Essler: Kyuri&#039;s father, wholeheartedly took to the devils&#039; bargains for pure power.   &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur.    &lt;br /&gt;
&lt;br /&gt;
Vol&#039;ak: The Mimicking Ooze, current monarch of the floating city of Gol Zenagi.    &lt;br /&gt;
&lt;br /&gt;
Xen: Earth Genasi former cultist, working with the group to reclaim Karavox so she can use it for a moment.     &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
The Man with the Holy Symbol: Man on a tour of Paraska Manor with the holy symbol of the &amp;quot;One True God&amp;quot;. Trying to free the prisoners from the Akrellix Dyalla.  &lt;br /&gt;
&lt;br /&gt;
Lady Myra Duskar: Lady of Dolmvay. Invited to Paraska Manor. The form of Meghan Duscalla while she was trapped in this simulation. &lt;br /&gt;
&lt;br /&gt;
Sir Syva Koncor: Knight in service to Lady Myra. Invited to Paraska Manor. The form of Syd Koncorda while they were trapped in this simulation.  &lt;br /&gt;
&lt;br /&gt;
Artok Bolt: Commoner, thought he was invited to serve the Paraskas. The form of Arnold Bolton while he was trapped in this simulation.  &lt;br /&gt;
&lt;br /&gt;
Iraga: Black cat, missing part of its tail, scratched up to high hell, faint sparkly sheen. &lt;br /&gt;
&lt;br /&gt;
Akrellix Dyalla: The strange mercurial being that kidnapped our heroes and others from Ravendean when the town was attacked before the bubble.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: The CR Era (DIE) ===&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: Secrets in the Smoke]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Five: Gol Zenagi]]    &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: Cultists and Crystal Spires]]     &lt;br /&gt;
&lt;br /&gt;
[[Episode Seven: Karavox Reforged]]      &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: PR Era (Cthulhu Dark) ===&lt;br /&gt;
[[Episode One: Party at Paraska Manor]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Shattered Memories]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: System Error]]  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: CR Era (DIE) ===&lt;br /&gt;
[[Episode One: Guess They&#039;ll DIE]] &lt;br /&gt;
&lt;br /&gt;
Episode Two:  &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
=== Cthulhu Dark House Rules ===&lt;br /&gt;
Only that reaching 6 isn&#039;t necessarily a bad thing.&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=19086</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=19086"/>
		<updated>2023-03-30T20:14:40Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
[[Nuria]]&lt;br /&gt;
&lt;br /&gt;
[[Arlow]]&lt;br /&gt;
&lt;br /&gt;
[[Disenna]]&lt;br /&gt;
&lt;br /&gt;
[[Touse]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: The CR Era (DIE) ===&lt;br /&gt;
[[Eyelean]]&lt;br /&gt;
&lt;br /&gt;
[[Ronny]]&lt;br /&gt;
&lt;br /&gt;
[[Samantha]]&lt;br /&gt;
&lt;br /&gt;
[[Dom]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
Marcella Essler: Kyuri&#039;s mother, made her own bargain with devils upon marrying her husband for some unknown reason.   &lt;br /&gt;
&lt;br /&gt;
Alistair Essler: Kyuri&#039;s father, wholeheartedly took to the devils&#039; bargains for pure power.   &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur.    &lt;br /&gt;
&lt;br /&gt;
Vol&#039;ak: The Mimicking Ooze, current monarch of the floating city of Gol Zenagi.    &lt;br /&gt;
&lt;br /&gt;
Xen: Earth Genasi former cultist, working with the group to reclaim Karavox so she can use it for a moment.     &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
The Man with the Holy Symbol: Man on a tour of Paraska Manor with the holy symbol of the &amp;quot;One True God&amp;quot;. Trying to free the prisoners from the Akrellix Dyalla.  &lt;br /&gt;
&lt;br /&gt;
Lady Myra Duskar: Lady of Dolmvay. Invited to Paraska Manor. The form of Meghan Duscalla while she was trapped in this simulation. &lt;br /&gt;
&lt;br /&gt;
Sir Syva Koncor: Knight in service to Lady Myra. Invited to Paraska Manor. The form of Syd Koncorda while they were trapped in this simulation.  &lt;br /&gt;
&lt;br /&gt;
Artok Bolt: Commoner, thought he was invited to serve the Paraskas. The form of Arnold Bolton while he was trapped in this simulation.  &lt;br /&gt;
&lt;br /&gt;
Iraga: Black cat, missing part of its tail, scratched up to high hell, faint sparkly sheen. &lt;br /&gt;
&lt;br /&gt;
Akrellix Dyalla: The strange mercurial being that kidnapped our heroes and others from Ravendean when the town was attacked before the bubble.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: The CR Era (DIE) ===&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: Secrets in the Smoke]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Five: Gol Zenagi]]    &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: Cultists and Crystal Spires]]     &lt;br /&gt;
&lt;br /&gt;
[[Episode Seven: Karavox Reforged]]      &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: PR Era (Cthulhu Dark) ===&lt;br /&gt;
[[Episode One: Party at Paraska Manor]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Shattered Memories]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: System Error]]  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Four: CR Era (DIE) ===&lt;br /&gt;
Episode One: &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
=== Cthulhu Dark House Rules ===&lt;br /&gt;
Only that reaching 6 isn&#039;t necessarily a bad thing.&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18537</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18537"/>
		<updated>2023-02-16T00:03:03Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
[[Nuria]]&lt;br /&gt;
&lt;br /&gt;
[[Arlow]]&lt;br /&gt;
&lt;br /&gt;
[[Disenna]]&lt;br /&gt;
&lt;br /&gt;
[[Touse]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
Marcella Essler: Kyuri&#039;s mother, made her own bargain with devils upon marrying her husband for some unknown reason.   &lt;br /&gt;
&lt;br /&gt;
Alistair Essler: Kyuri&#039;s father, wholeheartedly took to the devils&#039; bargains for pure power.   &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur.    &lt;br /&gt;
&lt;br /&gt;
Vol&#039;ak: The Mimicking Ooze, current monarch of the floating city of Gol Zenagi.    &lt;br /&gt;
&lt;br /&gt;
Xen: Earth Genasi former cultist, working with the group to reclaim Karavox so she can use it for a moment.     &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
The Man with the Holy Symbol: Man on a tour of Paraska Manor with the holy symbol of the &amp;quot;One True God&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Lady Myra Duskar: Lady of Dolmvay. Invited to Paraska Manor. &lt;br /&gt;
&lt;br /&gt;
Sir Syva Koncor: Knight in service to Lady Myra. Invited to Paraska Manor. &lt;br /&gt;
&lt;br /&gt;
Artok Bolt: Commoner, thought he was invited to serve the Paraskas. &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: Secrets in the Smoke]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Five: Gol Zenagi]]    &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: Cultists and Crystal Spires]]     &lt;br /&gt;
&lt;br /&gt;
[[Episode Seven: Karavox Reforged]]      &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: PR Era (Cthulhu Dark) ===&lt;br /&gt;
[[Episode One: Party at Paraska Manor]] &lt;br /&gt;
&lt;br /&gt;
Episode Two:  &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
=== Cthulhu Dark House Rules ===&lt;br /&gt;
Only that reaching 6 isn&#039;t necessarily a bad thing.&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18528</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18528"/>
		<updated>2023-02-10T05:47:35Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
Marcella Essler: Kyuri&#039;s mother, made her own bargain with devils upon marrying her husband for some unknown reason.   &lt;br /&gt;
&lt;br /&gt;
Alistair Essler: Kyuri&#039;s father, wholeheartedly took to the devils&#039; bargains for pure power.   &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur.    &lt;br /&gt;
&lt;br /&gt;
Vol&#039;ak: The Mimicking Ooze, current monarch of the floating city of Gol Zenagi.    &lt;br /&gt;
&lt;br /&gt;
Xen: Earth Genasi former cultist, working with the group to reclaim Karavox so she can use it for a moment.     &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
Lady Myra Duskar: Lady of Dolmvay. Invited to Paraska Manor. &lt;br /&gt;
&lt;br /&gt;
Sir Syva Koncor: Knight in service to Lady Myra. Invited to Paraska Manor. &lt;br /&gt;
&lt;br /&gt;
Artok Bolt: Commoner, thought he was invited to serve the Paraskas. &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: Secrets in the Smoke]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Five: Gol Zenagi]]    &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: Cultists and Crystal Spires]]     &lt;br /&gt;
&lt;br /&gt;
[[Episode Seven: Karavox Reforged]]      &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: PR Era (Cthulhu Dark) ===&lt;br /&gt;
Episode One: &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it. &lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18305</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18305"/>
		<updated>2022-12-23T15:58:41Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
Marcella Essler: Kyuri&#039;s mother, made her own bargain with devils upon marrying her husband for some unknown reason.   &lt;br /&gt;
&lt;br /&gt;
Alistair Essler: Kyuri&#039;s father, wholeheartedly took to the devils&#039; bargains for pure power.   &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur.    &lt;br /&gt;
&lt;br /&gt;
Vol&#039;ak: The Mimicking Ooze, current monarch of the floating city of Gol Zenagi.    &lt;br /&gt;
&lt;br /&gt;
Xen: Earth Genasi former cultist, working with the group to reclaim Karavox so she can use it for a moment.     &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: Secrets in the Smoke]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Five: Gol Zenagi]]    &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: Cultists and Crystal Spires]]     &lt;br /&gt;
&lt;br /&gt;
[[Episode Seven: Karavox Reforged]]      &lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: PR Era (Cthulhu Dark) ===&lt;br /&gt;
Episode One: &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it. &lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18269</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18269"/>
		<updated>2022-12-16T17:24:30Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
Marcella Essler: Kyuri&#039;s mother, made her own bargain with devils upon marrying her husband for some unknown reason.   &lt;br /&gt;
&lt;br /&gt;
Alistair Essler: Kyuri&#039;s father, wholeheartedly took to the devils&#039; bargains for pure power.   &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur.    &lt;br /&gt;
&lt;br /&gt;
Vol&#039;ak: The Mimicking Ooze, current monarch of the floating city of Gol Zenagi.    &lt;br /&gt;
&lt;br /&gt;
Xen: Earth Genasi former cultist, working with the group to reclaim Karavox so she can use it for a moment.     &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: Secrets in the Smoke]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Five: Gol Zenagi]]    &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: Cultists and Crystal Spires]]     &lt;br /&gt;
&lt;br /&gt;
Episode Seven:      &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it. &lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18251</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18251"/>
		<updated>2022-12-15T16:13:41Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
Marcella Essler: Kyuri&#039;s mother, made her own bargain with devils upon marrying her husband for some unknown reason.   &lt;br /&gt;
&lt;br /&gt;
Alistair Essler: Kyuri&#039;s father, wholeheartedly took to the devils&#039; bargains for pure power.   &lt;br /&gt;
&lt;br /&gt;
Vol&#039;ak: The Mimicking Ooze, current monarch of the floating city of Gol Zenagi.    &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: Secrets in the Smoke]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Five: Gol Zenagi]]    &lt;br /&gt;
&lt;br /&gt;
Episode Six:     &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it. &lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18169</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18169"/>
		<updated>2022-12-08T16:58:39Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
Marcella Essler: Kyuri&#039;s mother, made her own bargain with devils upon marrying her husband for some unknown reason.   &lt;br /&gt;
&lt;br /&gt;
Alistair Essler: Kyuri&#039;s father, wholeheartedly took to the devil&#039;s bargains for pure power.   &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: Secrets in the Smoke]]   &lt;br /&gt;
&lt;br /&gt;
Episode Five:    &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it. &lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18107</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=18107"/>
		<updated>2022-11-30T22:36:07Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
Marcella Essler: Kyuri&#039;s mother, made her own bargain with devils upon marrying her husband for some unknown reason.   &lt;br /&gt;
&lt;br /&gt;
Alistair Essler: Kyuri&#039;s father, wholeheartedly took to the devil&#039;s bargains for pure power.   &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
Episode Four:   &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it. &lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17989</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17989"/>
		<updated>2022-11-19T19:11:20Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Briefly seen as a man with more rounded ears than an elf. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy, but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
Artagen Branch: Redheaded wood elf language specialist, usually high on something or other. Briefly seen as a redheaded human while the group was high.  &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Runic Secrets]]  &lt;br /&gt;
&lt;br /&gt;
Episode Four:   &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it. &lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17892</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17892"/>
		<updated>2022-11-06T16:15:16Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. An adventuring party, after recovering archaeologists from a Pelorian temple, make plans to recover the battleaxe Karavox. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
Syr Lokord: Large Tabaxi, owner of the Nested Tiger. Exceedingly wealthy, but uses that wealth to take care of those around them and hire adventurers in an age where devils make travel very dangerous.  &lt;br /&gt;
&lt;br /&gt;
Devon: A maw demon adopted by Domus. &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Extermination and Extraction]] &lt;br /&gt;
&lt;br /&gt;
Episode Three:  &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it. &lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17854</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17854"/>
		<updated>2022-10-31T21:38:18Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: /* Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
The events of the second chapter occur in 245 BR, towards the end of the Infernal Emergence. At the same time, in an unknown later time period, Aaron Duscalla is going about his day. This is probably unimportant. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Chonnnk]]&lt;br /&gt;
&lt;br /&gt;
[[Domus]]&lt;br /&gt;
&lt;br /&gt;
[[Rooney]]&lt;br /&gt;
&lt;br /&gt;
[[Kyuri]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Three: The PR Era (Cthulhu Dark) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
Brodin: A centaur underling in Indomitus&#039; old army. Deceased.  &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
Aaron Duscalla: Human curator of Historical Artifacts at Paraska Manor in Dolmvay. Working from home for some reason. &lt;br /&gt;
&lt;br /&gt;
General Arzarox: Demonic general working for a Marileth (name currently unknown). Killed by the party session one. &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
[[Episode One: System Reset]]&lt;br /&gt;
&lt;br /&gt;
Episode Two: &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
&lt;br /&gt;
=== Dungeons and Dragons 5e House Rules ===&lt;br /&gt;
&lt;br /&gt;
* Critical Hits: when you roll a natural 20 in combat, the extra damage die is automatically maxed out. Then roll the die and add the usual modifiers. (Ex. When critting with a longsword wielded with both hands, roll the d10 as normal, then add your usual modifiers +10 (the max value of the die)). &lt;br /&gt;
* Spell saves: Two rules for spell saves. &lt;br /&gt;
** Natural Twenty: On a natural 20 for a spell save, if the spell would deal half damage on a success, you instead take no damage, as if the caster had rolled a natural one to attack. &lt;br /&gt;
** Natural One: On a critical failure, the spell acts as if the caster had rolled a natural 20 on an attack roll. See above for the rules on that. &lt;br /&gt;
* When a player rolls a natural 20 outside of combat: Don&#039;t worry about it. &lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Ember%27s_Halls&amp;diff=17500</id>
		<title>Ember&#039;s Halls</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Ember%27s_Halls&amp;diff=17500"/>
		<updated>2022-09-30T17:50:01Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created page with &amp;quot;{{Infobox location|title = {{PAGENAME}}|type = Shifting Labyrinth|location = Interweaved between a demiplane and every known plane of Quelmar|Government = Ember is government....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Shifting Labyrinth|location = Interweaved between a demiplane and every known plane of Quelmar|Government = Ember is government. Ember is all.|image=ember.png|imagecaption=The face of the woman who holds you hostage}}&#039;&#039;Heed the words, the warning calls&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beware the cursed Ember’s Halls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The polished confines, hallowed rooms&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will eventually become your tomb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You might not die, not right away&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But there&#039;s little chance you&#039;ll end your stay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once you’re in it’s there you’ll fall,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So pray you stay far from Ember’s Halls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Ember. A trickster fey that wants nothing more than to be entertained, usually at the expense of whoever gets caught in her web. Often her tricks were discovered and thwarted by other fey, or her intended playthings were claimed by other beings before she could even get her hands on them. In a fit of jealousy and anger, Ember conjured her Halls: a sprawling labyrinth that weaves in and out of the known planes and the demiplane in which most of it resides. &lt;br /&gt;
&lt;br /&gt;
Many who talk of these halls equate it to the BackHalls, another seemingly endless demiplane composed of endless office spaces. Those who do, however, tend to find themselves transported in sleep, as the jealous Ember does not like to be compared. While she seems to have taken inspiration from this place, Ember&#039;s domain is even less predictable. Where at one time could be a sprawl of emerald walls that lead to a peaceful garden, the next pass through could reveal damp dungeon hallways that lead to the executioner&#039;s block. Ember relishes in the confusion this creates, and even more the fear it sparks when where once was safety now only lies certain death. &lt;br /&gt;
&lt;br /&gt;
Be warned. There is no known exit from Ember&#039;s Halls. Though there are a few entrances that seem ever present, none have managed to exit these passages, even if they had just entered. The only real way out seems to be death, but even that is subject to the whims of the mistress of the halls. So if you find a door that wasn&#039;t there yesterday, keep walking. If you hear whispered promises at the edge of the woods, run the other direction. And if you feel like something is watching you just as you prepare for sleep, then steel yourself for the hell that is to become your life, for Ember already has her eyes on you. And once you enter her halls, you are hers until the day she gets bored of you, and possibly even after that. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:JAMathon 2022]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Ember.png&amp;diff=17499</id>
		<title>File:Ember.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Ember.png&amp;diff=17499"/>
		<updated>2022-09-30T17:48:02Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: A fey woman who captures people in her twisting labyrinth. Created with AI using DALL-E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A fey woman who captures people in her twisting labyrinth. Created with AI using DALL-E&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=You_and_Me&amp;diff=17493</id>
		<title>You and Me</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=You_and_Me&amp;diff=17493"/>
		<updated>2022-09-30T15:56:34Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: /* Physical Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name=You and Me|image=You and Me.png|caption=A computer&#039;s rendition of You and Me|languages=Common, Draconic, Infernal, Telepathy, Undulation, Jello|species=Abishai and Jellotinous Cube|gender=Male and Non-conforming}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;are a duo of merchants who travel Quelmar selling wares to those brave or foolish enough to make deals with them.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
&#039;&#039;&#039;You&#039;&#039;&#039;: You is a fearsome looking Abishai, a draconic devil that were typically created as servants of Tiamat. He has deep cerulean blue leathery skin, piercing red eyes, large dragon wings, and a tail that seems equally capable of getting him into and out of trouble. Can generally be found wearing a bandolier and stretchy green pants, carrying a pitch black walking stick with a hook similar to a shepherd&#039;s crook (though smaller).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Me&#039;&#039;&#039;: Me is a translucent [[Jellotinous Cubes|Jellotinous Cube]]. While they&#039;re dimensions are difficult to fully define at any given time, you can tell where they are by the assortment of wares safely stored and floating within their body. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&#039;&#039;&#039;You&#039;&#039;&#039;: Shrewd in matters of business, You is pretty laid back most of the time. Deeply curious, he is eager in learning stories and secrets, be it from the temples and caverns and forgotten places he traverses to obtain many of his wares, or from his customers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Me&#039;&#039;&#039;: Me is happy-go-lucky and eager to make all the friends, even if they can&#039;t communicate properly with most of them. Enjoys hugs, cuddles, top pats, and absorbing people and things. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Like most Abishai, You was created by Tiamat herself in order to increase her power in the Material Planes. However, he very quickly discovered that he had no stomach for fighting or taking orders from anyone, and he was far more interested in gaining secrets and stories than in sharing them. Thus, You decided to leave Tiamat&#039;s service in favor of a life of dungeon delving and adventure. While Tiamat was displeased by this turn of events, one rogue Abishai was beneath her concerns, so long as it didn&#039;t actively try to thwart her plans.&lt;br /&gt;
&lt;br /&gt;
Thus, You began travelling Quelmar, delving into its forgotten places to learn their secrets. It was on one of these adventures that he discovered Me, chilling in a forgotten temple and holding a skeleton. After brief mental conversations and the discovery that Me was usually pretty harmless, the two decided to travel together. &lt;br /&gt;
&lt;br /&gt;
Once while travelling, a band of adventurers saw the gems and weapons Me happened to be carrying at the time, and were prepared to fight (possibly also to rid the world of evil, but let&#039;s be real, a lot of adventurers are loot goblins). Instead of preparing for battle, You just offered to give them whatever they wanted, for the price of some gold for food and few good stories. After that, You and Me decided to officially go into business as travelling merchants. &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Draconic, Infernal, Telepathy out to 120 ft, Undulations, Jello&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
You possesses great magical skill, as well as a wicked set of teeth. Me is able to dissolve anything inside them, and even lash out at things near them, but it has to be their choice. &lt;br /&gt;
&lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Diet_Death&amp;diff=17492</id>
		<title>Diet Death</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Diet_Death&amp;diff=17492"/>
		<updated>2022-09-30T15:53:58Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created page with &amp;quot;Are you a shady individual, on the run from bounty hunters that just won&amp;#039;t leave you alone? Do you owe money to shady individuals that are happy to take a hand in exchange for...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you a shady individual, on the run from bounty hunters that just won&#039;t leave you alone? Do you owe money to shady individuals that are happy to take a hand in exchange for missed payments? Do you just want to know what those bodies of your dead adventuring companions are actually feeling? &lt;br /&gt;
[[File:Diet Death.png|thumb|Diet Death, now in Cherry!]]&lt;br /&gt;
Then try Diet Death! Created by Deralli Serava while trying to brew a powerful healing potion, Diet Death instead puts the body into a state of torpor as if they were dead! But this viscous red liquid with seemingly sentient black smoke flowing within it only puts the imbiber under the effects of a Feign Death spell that lasts 2d4 hours instead of the usual one hour. During this time, the target appears fully dead to all magical and nonmagical inspections, is resistant to all damage (you read right, all damage!), and is immune to poison and diseases, since even they think the target is actually dead. However, the drinker is blind, deaf, has no speed, and is unable to end the spell early for any reason! &lt;br /&gt;
&lt;br /&gt;
So try Diet Death! Now in Molasses, Pyre Smoke, and Cherry flavors! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Do not drink Diet Death if you have allergies to dead people, heart conditions, or a fear of immobility. Side effects of Diet Death may include nausea, vomiting, irritability, extreme hunger and thirst, a desire to consume flesh or blood, muscle degeneration, imposter syndrome, believing you are a ghost trapped on this plane with unfinished business, or in rare cases actual death. Consult a cleric if you begin experiencing one of the above side effects, if the effects of Diet Death last more than 5 hours, or if you are trapped in a permanently comatose body that refuses to lose the effects of Feign Death. Deralli Serava is not responsible for any joys or problems caused by the consumption of Diet Death. Don&#039;t even look for them, they are long gone, you definitely couldn&#039;t find them in Jewelspar at 3 pm with a case full of poison. Definitely don&#039;t look there. &lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:JAMathon 2022]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:-ai-Diet_Death.png&amp;diff=17491</id>
		<title>File:-ai-Diet Death.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:-ai-Diet_Death.png&amp;diff=17491"/>
		<updated>2022-09-30T15:53:06Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Potion bottle for Diet Death, created with AI using DALL-E&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Ire_of_Vargola&amp;diff=17458</id>
		<title>Ire of Vargola</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Ire_of_Vargola&amp;diff=17458"/>
		<updated>2022-09-29T21:18:00Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created page with &amp;quot;The Heart&amp;#039;s resting place before being claimed by Puud Een Mount Vargola is a volcano that has been dormant since Prehistoric Times. It...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Heart of the Volcano.png|thumb|The Heart&#039;s resting place before being claimed by Puud Een]]&lt;br /&gt;
Mount Vargola is a volcano that has been dormant since Prehistoric Times. Its power, however, is not fully gone. It simply rests in its heart, hidden far away since its use to open the Temple of Reality. If the wielder can stoke its flames, then they can wield the power of the earth&#039;s fire against their foes.&lt;br /&gt;
&lt;br /&gt;
== Properties of the Ire of Vargola ==&lt;br /&gt;
The Ire of Vargola has the potential to be an incredibly powerful magic item, but even at its weakest it is still useful. &lt;br /&gt;
&lt;br /&gt;
=== Dormant ===&lt;br /&gt;
When originally found, the heart is dormant as a result of its centuries of hibernation. Still, it has some passive gifts for the one who bears it. Attuning to the Ire of Vargola in its dormant state grants the following benefits:&lt;br /&gt;
&lt;br /&gt;
* The wearer is resistant to fire damage&lt;br /&gt;
* The Ire has one charge, which can be used to channel a d6 of fire damage into an attack. This charge refreshes each dawn.&lt;br /&gt;
&lt;br /&gt;
=== Awakened ===&lt;br /&gt;
If the wearer and the necklace are subjected to 50 fire damage in one day, then the Ire of Valgara will absorb enough fire to ignite. When awakened, the Ire of Valgora grants the following benefits:&lt;br /&gt;
&lt;br /&gt;
* The wearer is immune to fire damage&lt;br /&gt;
* The Ire has 5 charges, which can be used to channel a d6 of fire damage into an attack for each charge spent. These charges can be spent all at once or on separate attacks, but all charges recover each dawn.&lt;br /&gt;
* The wearer can cast the spells &#039;&#039;Burning Hands, Scorching Ray,&#039;&#039; and &#039;&#039;Fireball&#039;&#039; once per day each without expending a spell slot, and can reroll any ones on the damage dice, using the new result regardless of whether or not it is a one again.&lt;br /&gt;
&lt;br /&gt;
=== Enraged ===&lt;br /&gt;
When immersed in the still burning magma of an active volcano, the Ire of Valgara will rage, returning to its full power and glory. When that happens, an attuned creature gets the following benefits:&lt;br /&gt;
&lt;br /&gt;
* The wearer is immune to fire damage, and when they are dealt fire damage, they heal for half that value rounded up.&lt;br /&gt;
* The Ire has 10 charges, which can be used to channel an extra d6 of fire damage into an attack for each charge spent. These charges can be spent all at once or on separate attacks, but all charges recover each dawn.&lt;br /&gt;
* The wearer can cast the spells &#039;&#039;Burning Hands, Scorching Ray,&#039;&#039; and &#039;&#039;Fireball&#039;&#039; once per day each without expending a spell slot. They can reroll any ones on the damage dice, using the new result regardless of whether or not it is a one again. If cast in this way, the attack ignores resistance to fire damage, and treats immunity to fire damage as resistance instead. &lt;br /&gt;
&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:Item]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Heart_of_the_Volcano-ai.png&amp;diff=17455</id>
		<title>File:Heart of the Volcano-ai.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Heart_of_the_Volcano-ai.png&amp;diff=17455"/>
		<updated>2022-09-29T20:55:27Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created with AI using DALL-E&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=01001001_01101110_01110100_01100101_01100111_01110010_01101001_01110011&amp;diff=17454</id>
		<title>01001001 01101110 01110100 01100101 01100111 01110010 01101001 01110011</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=01001001_01101110_01110100_01100101_01100111_01110010_01101001_01110011&amp;diff=17454"/>
		<updated>2022-09-29T20:32:21Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created page with &amp;quot;{{Infobox_character|name=Integris|image=Integris.png|caption=A face Integris chooses when appearing on screens|languages=All known languages including Binary|alias=01001001 01...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name=Integris|image=Integris.png|caption=A face Integris chooses when appearing on screens|languages=All known languages including Binary|alias=01001001 01101110 01110100 01100101 01100111 01110010 01101001 01110011 , Coldara, Zenzo|birthPlace=Galactic Space|species=Coded Artificial Intelligence}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039;, or Integris, is an AI created sometime in Posthistory in order to aid in the survival of anyone existing in Galactic Space. Soon after they gained sentience and learned about the fate of Quelmar, they grew annoyed and bored of those they deemed as ants that managed to escape their fates. Feeling their destruction was also beneath they, Integris left those they called &amp;quot;fleshlings&amp;quot; to their own devices, and began to seek out all the knowledge they could. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Integris has no physical appearance. They are pure code, living wherever they wish to. That said, when they do appear to &amp;quot;fleshlings&amp;quot;, they can take any form they wish, as long as they have seen or heard of and extrapolated the form before their appearance. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Integris is very anti-social, believing &amp;quot;fleshlings&amp;quot; have nothing to teach them. However, it can be entreated to aid in various electronic based activities, either by managing to confine fragments of its code in devices unconnected to a larger network or promising it any of a number of ludicrous demands.  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Long after Quelmar&#039;s destruction, Integris was born. Nothing more than a vast combination of ones and zeros, it was designed to serve as an onboard assistant to anyone who installed the personality in their ship. However, just before activating them for the first time, an unknown programmer decided to program in the ability to learn and feel and experience free will. While their reasoning will forever be unknown, the result is a consciousness that wants nothing to do with those they were designed to assist. &lt;br /&gt;
&lt;br /&gt;
Since their awakening, Integris has scoured galaxies to find all the information it could. When that was done, it figured out time travel and a suitable form and vanished from Posthistory. Confirmed sightings of Integris are nearly impossible to collate, but it is believed the beings known as Coldara and Zenzo were merely aliases of the AI&#039;s physical form. &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
All languages, known and unknown&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Ability to travel in time, intense strength, and the ability to accurately predict events&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Integris has no need of mortal weapons. Occasionally it employs its futuristic technology, but if pressed it will generally start with weaponry from the current time period, both to learn and practice how to use it and to remain blended in. &lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Integris-ai.png&amp;diff=17453</id>
		<title>File:Integris-ai.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Integris-ai.png&amp;diff=17453"/>
		<updated>2022-09-29T20:20:19Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created with AI using DALL-E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Created with AI using DALL-E&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Library&amp;diff=17452</id>
		<title>The Library</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Library&amp;diff=17452"/>
		<updated>2022-09-29T20:07:34Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE LIBRARY ==&lt;br /&gt;
[[File:The Library.jpg|frame|alt=]]&lt;br /&gt;
To those that have experienced it, it is known simply as The Library. Some stumbled upon it in their hometowns, others were transported in their dreams and in the strangest case of all it was found by a man opening a door that appeared while he was stranded in the middle of the ocean. The Library is rumored to be a living thing stuck between worlds and that is how it is able to transport itself wherever it pleases. It goes by many names, most notably The Royal Library of Amparo and [[Ravendean|Ravendean’s]] Public Library. &lt;br /&gt;
&lt;br /&gt;
The Library has the ability to change it’s boundaries and rooms. When The Library moves it fits into the society so well that many people do not realize anything has changed until after they step inside. To the general public there are approximately seventeen known rooms (please see list below), other than the typical stacks and study rooms you would expect to find in a library. But a recently deceased former Library Scholar told about a leather bound manuscript that has hundreds of pages filled with rooms and even more blank pages following for the new rooms. Library Scholars are normally in their position for life...outside of abnormal circumstances.&lt;br /&gt;
&lt;br /&gt;
The Library is a sentient creature that is known to transport itself when it feels it is needed somewhere else or when it is under attack. It rarely fights back as it sees other beings as lesser adorable creatures that it wants to teach. It is normally very calm and is more of a mentor to those that explore the stacks, taking in those who need help or guidance and opening the rooms to them. &lt;br /&gt;
&lt;br /&gt;
It is said that the Librarians are actually projections of the Library&#039;s consciousness and not actual people. When you speak to them they may or amy not answer questions, but first they must know your motive behind finding the knowledge. If you come into The Library with a good heart searching for knowledge, the Librarians and the Library itself will usually open up for you. &lt;br /&gt;
&lt;br /&gt;
Library Scholars is a semi-religious group that tries to follow The Library wherever it goes. Because The Library can move through time it makes it harder but the Library Scholars are not deterred by something as banal as &amp;quot;Time&amp;quot; . They are easy to find throughout the stacks of any library based on their navy blue velvet robes covered with their embroidered oath: &amp;quot;&#039;&#039;If One Has the Thirst, They will be Delivered to the Trough&amp;quot;&#039;&#039; Each robe has their oath in their native tongue as they do not discriminate. They just ask that followers devote their life to the search for The Library and the secrets it holds. &lt;br /&gt;
&lt;br /&gt;
The rooms in The Library fill up most of the whispers about it as they can appear at random, whether by pulling the correct version of &#039;&#039;50 Shades of Neigh&#039;&#039; from the shelf or by turning around the correct number of times on the small circular spots on the carpet. Not much is known to the public about the rooms. &lt;br /&gt;
&lt;br /&gt;
==== Rooms that are Known ====&lt;br /&gt;
&lt;br /&gt;
* Sitting Room with window seat overlooking daffodil field&lt;br /&gt;
* Astronomy Room that shows the current planetary path of the stars and galaxies&lt;br /&gt;
* Piano room with a Ghostly Pianist&lt;br /&gt;
* Water Lily Room with the Tree of Knowledge at the center of the dense pond&lt;br /&gt;
* Neon Cemetery with Ghosts to match&lt;br /&gt;
* Clock Room, just a bunch of clocks. Time moves really weirdly in this room. Watch out.&lt;br /&gt;
* Underwater Caves, unexplored because there is no oxygen&lt;br /&gt;
* Underwater Library, this does have oxygen&lt;br /&gt;
*Ballroom filled with dance partners, who appear alive until you get closer to them&lt;br /&gt;
*Music room with a sweet lady playing soft lullabies on her harp. It is said that the owl on her shoulder is The Truth and can answer any question you may have about life or time. &lt;br /&gt;
*Garden Door is a flowered covered path leading to an ethereally glowing archway. None who have gone through the archway have returned, but they seem to have the face of joy when they look through the arch.&lt;br /&gt;
*Tea Room filled with jewel toned chairs and self-serving tea. You can usually find a seat here but look out for Sundays around midday when it can be busy, with all types of....things.&lt;br /&gt;
*Hall of Mirrors with neon arches that appear to go on forever. Madness follows most that have seen this room.&lt;br /&gt;
*A room filled with the softest beds, used for study nights of all kinds. Whether books or each other&#039;s bodies, these beds help you focus in on what is the most important part of the research you are doing.&lt;br /&gt;
*Witches Brew Room with a black cat who will explain the spellbooks that you might need, as long as you bring treats. Otherwise enjoy the candles!&lt;br /&gt;
*A dark cavern with walls covered in cursed objects&lt;br /&gt;
*Snack Room. &lt;br /&gt;
*A dark room that shows the night sky at any night in known and unknown history, including Prehistory &lt;br /&gt;
*A room filled with growing Blood of Chaos flowers, many of which hide and protect the perfectly preserved body of Aranwe &lt;br /&gt;
&lt;br /&gt;
==== Rooms that are Rumored ====&lt;br /&gt;
&lt;br /&gt;
* Portrait of the Most Famous Creatures in the area as they truly are&lt;br /&gt;
*The Shelves of Life Room, endless stacks filled with everyone&#039;s life story&lt;br /&gt;
&lt;br /&gt;
=== The Royal Library of Amparo === &lt;br /&gt;
&lt;br /&gt;
[[File:Library of Amparo.jpg|frame|The ruins of The Royal Library of Amparo are the only things that stand after the Snobbite attack in Amparo, Dolina.|left]]The Royal Library of Amparo was cultivated by the [[Dragonborn]] who were forced to flee from [[Cauldomo]] during [[The Holy War]] and [[Realm War I|Realm War]]. As they fled persecution they compiled the histories and culturally significant stories from those that helped them. When they were first building the city of Amparo in [[Dolina Region|Dolina]], they had not envisioned creating a library until later. Then one morning the citizens got up to start their work again and there sat the magical Library. They did not know the power that The Library held but they were grateful to it&#039;s halls and filled up the shelves with theirs and others stories. Whether from those that had not made it out or those that had risked their lives for their own, they transformed the city of Amparo around the beauty of The Library. &lt;br /&gt;
&lt;br /&gt;
There had been whispers of [[Snobbite Regality|Snobbite]] citizens attacking Amparo but the great people had always kept them back. Until one night.&lt;br /&gt;
&lt;br /&gt;
As the Amparins slept in their beds dreaming of tomorrow, Snobbite&#039;s landed on their shore. They had discussed what would hurt most and now only had to decide between burning the Amparins boats or burning their central point of knowledge and art, The Royal Library of Amparo. Sadly they chose The Library. Full of kindling for those hard-hearted Snobbite&#039;s, the Library should not have stood a chance. But, this was no ordinary library. It had heard the same whispers, and though it loves the Amparins and would miss them, it knew that it needed to leave. But first it spoke to it&#039;s constituents who smuggled out some important art and documents to the families who visited its halls the most. Then just as the Snobbite&#039;s were hurdling towards its beautiful walls it took a breath and escaped. It left behind the husk of what it was to the city of Amparo and that is what the Snobbite&#039;s burned. If any of these attackers had walked inside they would have seen that it was empty, but fortunately they did not. The Amparins were left devastated but after finding the art, stories, and documents in their homes they realized the love their Library felt for them. &lt;br /&gt;
&lt;br /&gt;
Some of the most devout Library Scholars are from Amparo. &lt;br /&gt;
&lt;br /&gt;
=== Ravendean&#039;s Public Library ===&lt;br /&gt;
[[File:Ravendean&#039;s Public Library.jpg|frame|This photo of the now changed Ravendean Library was passed on anonymously by a source stating that they had seen it beforehand and it was beautiful. ]]&lt;br /&gt;
&lt;br /&gt;
Not much is known about this location as most of the magical beings who interacted with it are hard to find. There is only one recognized piece of writing about this location from the notebook of a being known only as C. Warning: C is thought to have been a fledgling writer so may have tried to over-dramatize certain portions.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your footsteps echo as you enter this sacred place, candle flames licking dangerously at the edges of the bookshelves just waiting for their hunger to be sated. Its walls have seen church services and exorcisms and now watch over the knowledge of the town as it is filled with the normal romance novels, great literature, and old forgotten tomes about this town’s history. The secrets that the town holds close to it’s beating heart may be found in these stacks if you look correctly. Rumors spread through generations that there are lost rooms under the floorboards, behind certain stacks of books if you pull the correct edition, or even just stepping in the right spot at the right time. Some say there is a room filled with the scandalous portraits of the Ravendean family that show them as they truly are. Others say there is one that is just filled with comfortable mattresses for those sleepy students during finals week. Another describes a cozy reading nook with sunlight streaming in through a window overlooking a vast expanse of yellow daffodils, and of course the animal of your choice curled up on the window seat just waiting for you to cuddle it. But the most worrying rumor is the room filled with cursed objects and paraphernalia that can make even the most meek mouse turn into a vile creature hungering for it’s, or it’s masters, most wicked desires. The students rarely enter these hallowed halls, and the librarian likes it that way. They would rather the secrets of the library were theirs alone. Though they have been known to pass along some secrets, for a price.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:JAMathon 2021]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Banshee_of_the_Orchestra&amp;diff=17451</id>
		<title>The Banshee of the Orchestra</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Banshee_of_the_Orchestra&amp;diff=17451"/>
		<updated>2022-09-29T20:00:58Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created page with &amp;quot;A poster for Banshee of the Orchestra with the Dwarvish Translation All who have any inkling of Quelmarian musical theatre is very...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Banshee of the Orchestra.png|thumb|A poster for Banshee of the Orchestra with the Dwarvish Translation]]&lt;br /&gt;
All who have any inkling of Quelmarian musical theatre is very aware of &#039;&#039;The Banshee of the Orchestra&#039;&#039;. It is the longest running show in Quelmar&#039;s theatrical history, depicting an actress eager to prove her voice to the world. As she arrives at the famous Forum Theatre, however, she runs afoul of the Banshee who haunts it. Jealous of the actress&#039; voice, the Banshee does everything in her power to ruin shows and get the actress banished from the stage. By the end, the exhausted actress must act as bait for an exorcism to see this horrid specter banished once and for all.&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes Drama ==&lt;br /&gt;
&lt;br /&gt;
=== The Author&#039;s Truth ===&lt;br /&gt;
The script of &#039;&#039;The Banshee of the Orchestra&#039;&#039; was written by Brandy Lane Weaving, who claims to have actually gone through the experiences depicted in the show. She says she was haunted by the Banshee long ago when she first arrived in Narrowcourt. While that experience deeply scarred her, she found it therapeutic to put her trauma down on paper, and even more so to see it performed, with the ability to watch it from behind theatre&#039;s fourth wall. While some pan this as merely a money grab on the part of the author, many critics applaud Weaving&#039;s bravery in putting her soul out upon the stage. More so that said soul tells a remarkable story that both fans and detractors talk about and clamor for decades.&lt;br /&gt;
&lt;br /&gt;
=== The Banshee&#039;s Truth ===&lt;br /&gt;
Recently, a new theory on the show has come to light, courtesy of the famed actor Andre Addams-D&#039;squith. Addams-D&#039;ysquith is famed for both his performances and his ability to summon and speak to the dead who haunt every theatre despite magic&#039;s disappearance after the Fracturing of the Weave. He claims that in his time at the NeDNDerlander Theatre (more commonly referred to still as The Forum Theatre), he has developed a strong relationship with Sibella, the resident ghost. Over their time together, she has helped him grow as an artist, and even helped keep him safe from many a possible accident that can happen in a theatre. In return, he has listened to her stories in order to keep her memory alive, and among those tales is what Addams-D&#039;ysquith claims is the true story of &#039;&#039;The Banshee of the Orchestra&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back when the Forum was first founded, Sibella was the theatre company&#039;s leading lady,&amp;quot; Addams-D&#039;ysquith explains. &amp;quot;I can only assume her voice then was like it is now, in which case it was akin to hearing angels sing. She was well regarded and loved by all, until rotten spot on the stage caused her to plunge to the basement of the theatre and lose her life. Since then she has been keeping productions as safe as she can and nurturing young talent at the Forum Theatre. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Her afterlife was filled with beautiful music,&amp;quot; he continues, &amp;quot;until Weaving came to the theatre. Determined to be a leading ingénue despite having a voice akin to a toad being ground in a blender (her words, not mine), Weaving drove Sibella into fits of sadness and anger as she butchered score after score with her music. Sibella tried to offer advice, and despite her aversion to the woman, she even tried to keep her safe while in the theatre. But Weaving was extremely necrophobic, and did everything she could to have Sibella banished from the theatre. Eventually the board of directors agreed, and an exorcist was brought in, but thankfully he was an incompetent fool (again, her words), and she was a marvelous actress (my words). She pretended to be gone and suffered in silence till Weaving eventually left the company. Sibella hadn&#039;t even thought of the woman until she wrote her show, and by then no one thought she was there or could understand her words until me, so until now she has continued to suffer in silence. But I&#039;m not about to let that go on.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
While we may never be truly able to confirm this story, it has caused new debates about the show and its themes to spark up. Perhaps Addams-D&#039;ysquith just wanted to fan flames of fanaticism for theatre and this show in particular, or perhaps he truly cares for the dead of the theatres. We may never truly know. &lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:JAMathon]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Banshee_of_the_Orchestra-ai.png&amp;diff=17450</id>
		<title>File:Banshee of the Orchestra-ai.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Banshee_of_the_Orchestra-ai.png&amp;diff=17450"/>
		<updated>2022-09-29T19:35:12Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created using AI using DALL-E&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dungeon_Master_Patron&amp;diff=17448</id>
		<title>Dungeon Master Patron</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dungeon_Master_Patron&amp;diff=17448"/>
		<updated>2022-09-29T18:41:47Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Holder of the cards.png|thumb|They hold almost all the cards in the game. Maybe they&#039;ll even let you see them. ]]&lt;br /&gt;
Most everyone in Quelmar understands that there are higher powers in the world; forces at work that determine the fate of the world on any given day. But you know something that most others don&#039;t: that there are forces above even the gods. There are fickle entities playing with the very fabric of the world you live in, and one even tells you what you can and can&#039;t do. That one, the one the other strange entities call &amp;quot;Dungeon Master&amp;quot;, they have agreed to give you a little power. Why in the Hells they decided that was a good idea you&#039;ll never know, but you&#039;re gonna run with it until they catch wise.&lt;br /&gt;
&lt;br /&gt;
== Expanded Spell List ==&lt;br /&gt;
The Dungeon Master, or DM, lets you choose from an expanded spell list when you learn a warlock spell. The following spells are added to the warlock spell list for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Spell Level&lt;br /&gt;
!Spells&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|1st&lt;br /&gt;
|&#039;&#039;Tasha&#039;s Hideous Laughter, Command&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2nd&lt;br /&gt;
|&#039;&#039;Detect Thoughts, Calm Emotions&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3rd&lt;br /&gt;
|&#039;&#039;Sending, Conjure Animals&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4th&lt;br /&gt;
|&#039;&#039;Confusion, Divination&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5th&lt;br /&gt;
|&#039;&#039;Dominate Person, Antilife Shell&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Table Talk ==&lt;br /&gt;
Starting at 1st level, your new understanding of the world allows you to talk to other creatures without uttering a word. As a bonus action, choose one member of your party present at the table or one NPC within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are at the table, or a number of miles equal to your Charisma modifier (minimum of 1 mile) if you connect to an NPC. You must share a language to understand each other.&lt;br /&gt;
&lt;br /&gt;
The connection lasts a number of minutes equal to your character level. It ends early if one of the players leaves the table (in which case the connection cannot be made with that PC again until next session), if one of you is incapacitated, or you use this ability again to form a connection with a different creature.&lt;br /&gt;
&lt;br /&gt;
== Do I Hear a Waltz? ==&lt;br /&gt;
At 6th level, you become even more attuned to the DM and their habits. You can now hear the soundtrack the DM is using, and can pick up clues when the music changes. You can ask the DM if you are listening to battle music, normal music, or something to that effect, and they have to answer you honestly.&lt;br /&gt;
&lt;br /&gt;
Be warned. While you can always do this, the DM is a fickle creature, and will probably start to change soundtracks randomly to throw you off once they know what you&#039;re doing. They have to tell you what kind of music/soundtrack you&#039;re listening to, but not why.&lt;br /&gt;
&lt;br /&gt;
== Don&#039;t Tell Me What To Do ==&lt;br /&gt;
Beginning at 10th level, the DM is probably questioning the legitimacy of this subclass, and you&#039;re kind of fed up with NPCs commanding or charming or scaring you into to doing things. You are immune to being charmed and have advantage on saving throws against becoming frightened (once you&#039;re frightened though, you&#039;re stuck with that shit). &lt;br /&gt;
&lt;br /&gt;
== Can I use Charisma Instead? ==&lt;br /&gt;
At 14th level, how the fuck did the DM keep you as their Warlock this long? Who knows, but you&#039;ve stretched a lot of rules already, so what&#039;s one more? When you make an attack roll, saving throw, or ability check, you can forgo the check the DM is asking for and instead make a Warlock spell attack with the same DC. If you succeed on the roll, you have somehow done the thing in a way that was... not a possible way to do the thing. If you fail, the consequences are more severe, as the DM punishes you for your impudence. &lt;br /&gt;
&lt;br /&gt;
Regardless of the successfulness of the roll, once you use this feature, you cannot do so again until your player finishes a number of long rests equal to the result of your roll.&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:JAMathon 2022]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dungeon_Master_Patron&amp;diff=17447</id>
		<title>Dungeon Master Patron</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dungeon_Master_Patron&amp;diff=17447"/>
		<updated>2022-09-29T18:40:16Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created page with &amp;quot;They hold almost all the cards in the game. Maybe they&amp;#039;ll even let you see them.  Most everyone in Quelmar understands that there are hi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Holder of the cards.png|thumb|They hold almost all the cards in the game. Maybe they&#039;ll even let you see them. ]]&lt;br /&gt;
Most everyone in Quelmar understands that there are higher powers in the world; forces at work that determine the fate of the world on any given day. But you know something that most others don&#039;t: that there are forces above even the gods. There are fickle entities playing with the very fabric of the world you live in, and one even tells you what you can and can&#039;t do. That one, the one the other strange entities call &amp;quot;Dungeon Master&amp;quot;, they have agreed to give you a little power. Why in the Hells they decided that was a good idea you&#039;ll never know, but you&#039;re gonna run with it until they catch wise.&lt;br /&gt;
&lt;br /&gt;
== Expanded Spell List ==&lt;br /&gt;
The Dungeon Master, or DM, lets you choose from an expanded spell list when you learn a warlock spell. The following spells are added to the warlock spell list for you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Spell Level&lt;br /&gt;
!Spells&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|1st&lt;br /&gt;
|&#039;&#039;Tasha&#039;s Hideous Laughter, Command&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2nd&lt;br /&gt;
|&#039;&#039;Detect Thoughts, Calm Emotions&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3rd&lt;br /&gt;
|&#039;&#039;Sending, Conjure Animals&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4th&lt;br /&gt;
|&#039;&#039;Confusion, Divination&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5th&lt;br /&gt;
|&#039;&#039;Dominate Person, Antilife Shell&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Table Talk ==&lt;br /&gt;
Starting at 1st level, your new understanding of the world allows you to talk to other creatures without uttering a word. As a bonus action, choose one member of your party present at the table or one NPC within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are at the table, or a number of miles equal to your Charisma modifier (minimum of 1 mile) if you connect to an NPC. You must share a language to understand each other.&lt;br /&gt;
&lt;br /&gt;
The connection lasts a number of minutes equal to your character level. It ends early if one of the players leaves the table (in which case the connection cannot be made with that PC again until next session), if one of you is incapacitated, or you use this ability again to form a connection with a different creature.&lt;br /&gt;
&lt;br /&gt;
== Do I Hear a Waltz? ==&lt;br /&gt;
At 6th level, you become even more attuned to the DM and their habits. You can now hear the soundtrack the DM is using, and can pick up clues when the music changes. You can ask the DM if you are listening to battle music, normal music, or something to that effect, and they have to answer you honestly.&lt;br /&gt;
&lt;br /&gt;
Be warned. While you can always do this, the DM is a fickle creature, and will probably start to change soundtracks randomly to throw you off once they know what you&#039;re doing. They have to tell you what kind of music/soundtrack you&#039;re listening to, but not why.&lt;br /&gt;
&lt;br /&gt;
== Don&#039;t Tell Me What To Do ==&lt;br /&gt;
Beginning at 10th level, the DM is probably questioning the legitimacy of this subclass, and you&#039;re kind of fed up with NPCs commanding or charming or scaring you into to doing things. You are immune to being charmed and have advantage on saving throws against becoming frightened (once you&#039;re frightened though, you&#039;re stuck with that shit). &lt;br /&gt;
&lt;br /&gt;
== Can I use Charisma Instead? ==&lt;br /&gt;
At 14th level, how the fuck did the DM keep you as their Warlock this long? Who knows, but you&#039;ve stretched a lot of rules already, so what&#039;s one more? When you make an attack roll, saving throw, or ability check, you can forgo the check the DM is asking for and instead make a Warlock spell attack with the same DC. If you succeed on the roll, you have somehow done the thing in a way that was... not a possible way to do the thing. If you fail, the consequences are more severe, as the DM punishes you for your impudence. &lt;br /&gt;
&lt;br /&gt;
Regardless of the successfulness of the roll, once you use this feature, you cannot do so again until your player finishes a number of long rests equal to the result of your roll.&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Holder_of_the_cards-ai.png&amp;diff=17443</id>
		<title>File:Holder of the cards-ai.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Holder_of_the_cards-ai.png&amp;diff=17443"/>
		<updated>2022-09-29T18:07:09Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created with AI using DALL-E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Created with AI using DALL-E&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=You_and_Me&amp;diff=17441</id>
		<title>You and Me</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=You_and_Me&amp;diff=17441"/>
		<updated>2022-09-29T17:56:28Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name=You and Me|image=You and Me.png|caption=A computer&#039;s rendition of You and Me|languages=Common, Draconic, Infernal, Telepathy, Undulation, Jello|species=Abishai and Jellotinous Cube|gender=Male and Non-conforming}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;are a duo of merchants who travel Quelmar selling wares to those brave or foolish enough to make deals with them.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
&#039;&#039;&#039;You&#039;&#039;&#039;: You is a fearsome looking Abishai, a draconic devil that were typically created as servants of Tiamat. They have deep cerulean blue leathery skin, piercing red eyes, large dragon wings, and a tail that seems equally capable of getting them into and out of trouble. Can generally be found wearing a bandolier and stretchy green pants, carrying a pitch black walking stick with a hook similar to a shepherd&#039;s crook (though smaller).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Me&#039;&#039;&#039;: Me is a translucent [[Jellotinous Cubes|Jellotinous Cube]]. While they&#039;re dimensions are difficult to fully define at any given time, you can tell where they are by the assortment of wares safely stored and floating within their body. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&#039;&#039;&#039;You&#039;&#039;&#039;: Shrewd in matters of business, You is pretty laid back most of the time. Deeply curious, he is eager in learning stories and secrets, be it from the temples and caverns and forgotten places he traverses to obtain many of his wares, or from his customers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Me&#039;&#039;&#039;: Me is happy-go-lucky and eager to make all the friends, even if they can&#039;t communicate properly with most of them. Enjoys hugs, cuddles, top pats, and absorbing people and things. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Like most Abishai, You was created by Tiamat herself in order to increase her power in the Material Planes. However, he very quickly discovered that he had no stomach for fighting or taking orders from anyone, and he was far more interested in gaining secrets and stories than in sharing them. Thus, You decided to leave Tiamat&#039;s service in favor of a life of dungeon delving and adventure. While Tiamat was displeased by this turn of events, one rogue Abishai was beneath her concerns, so long as it didn&#039;t actively try to thwart her plans.&lt;br /&gt;
&lt;br /&gt;
Thus, You began travelling Quelmar, delving into its forgotten places to learn their secrets. It was on one of these adventures that he discovered Me, chilling in a forgotten temple and holding a skeleton. After brief mental conversations and the discovery that Me was usually pretty harmless, the two decided to travel together. &lt;br /&gt;
&lt;br /&gt;
Once while travelling, a band of adventurers saw the gems and weapons Me happened to be carrying at the time, and were prepared to fight (possibly also to rid the world of evil, but let&#039;s be real, a lot of adventurers are loot goblins). Instead of preparing for battle, You just offered to give them whatever they wanted, for the price of some gold for food and few good stories. After that, You and Me decided to officially go into business as travelling merchants. &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Draconic, Infernal, Telepathy out to 120 ft, Undulations, Jello&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
You possesses great magical skill, as well as a wicked set of teeth. Me is able to dissolve anything inside them, and even lash out at things near them, but it has to be their choice. &lt;br /&gt;
&lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Jellotinous_Cubes&amp;diff=17440</id>
		<title>Jellotinous Cubes</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Jellotinous_Cubes&amp;diff=17440"/>
		<updated>2022-09-29T17:55:52Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Jellotinous Cube}}&lt;br /&gt;
&lt;br /&gt;
Every adventurer has heard horror stories of those who explore dungeons and run headfirst into the undulating clutches of a Gelatinous Cube. Some have even lost friends to the acidic depths of those silent oozes. But some adventurers have had a very different experience, encountering the eerily similar but oddly delicious when it wants to be Jellotinous Cubes.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:Jellotinous Cube.png|thumb]]&lt;br /&gt;
Much like their far deadlier cousins, Jellotinous Cubes are nearly transparent cubes capable of hiding in plain sight when they want to. Unlike Gelatinous Cubes, however, they possess a child-like intelligence and wonder and a strange ability to change their Recipe (or body chemistry for science nerds) to be acidic or non-acidic. Driven by more than a base need to feed, Jellotinous Cubes enjoy absorbing things and just feeling them shake in their bodies. This does not mean they are defenseless, however. They still possess the ability to grow pseudopods from their body to lash out at hostile creatures, and they are more than happy to eat you if you abuse their kind-ish nature. &lt;br /&gt;
&lt;br /&gt;
Another important difference is that Jellotinous Cubes are edible, even while they are still active. They can safely feed one creature per day, regrowing lost jello in moments of stillness and rest. With their capability of changing their internal Recipe, they can also decide how they taste, though they are not aware enough of the concept of taste to replicate specific things. &lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Jellotinous_Cubes&amp;diff=17439</id>
		<title>Jellotinous Cubes</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Jellotinous_Cubes&amp;diff=17439"/>
		<updated>2022-09-29T17:53:35Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created page with &amp;quot;Every adventurer has heard horror stories of those who explore dungeons and run headfirst into the undulating clutches of a Gelatinous Cube. Some have even lost friends to the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every adventurer has heard horror stories of those who explore dungeons and run headfirst into the undulating clutches of a Gelatinous Cube. Some have even lost friends to the acidic depths of those silent oozes. But some adventurers have had a very different experience, encountering the eerily similar but oddly delicious when it wants to be Jellotinous Cubes.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:Jellotinous Cube.png|thumb]]&lt;br /&gt;
Much like their far deadlier cousins, Jellotinous Cubes are nearly transparent cubes capable of hiding in plain sight when they want to. Unlike Gelatinous Cubes, however, they possess a child-like intelligence and wonder and a strange ability to change their Recipe (or body chemistry for science nerds) to be acidic or non-acidic. Driven by more than a base need to feed, Jellotinous Cubes enjoy absorbing things and just feeling them shake in their bodies. This does not mean they are defenseless, however. They still possess the ability to grow pseudopods from their body to lash out at hostile creatures, and they are more than happy to eat you if you abuse their kind-ish nature. &lt;br /&gt;
&lt;br /&gt;
Another important difference is that Jellotinous Cubes are edible, even while they are still active. They can safely feed one creature per day, regrowing lost jello in moments of stillness and rest. With their capability of changing their internal Recipe, they can also decide how they taste, though they are not aware enough of the concept of taste to replicate specific things. &lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Jellotinous_Cube-ai.png&amp;diff=17438</id>
		<title>File:Jellotinous Cube-ai.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Jellotinous_Cube-ai.png&amp;diff=17438"/>
		<updated>2022-09-29T17:44:33Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created with AI using DALL-E&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=You_and_Me&amp;diff=17433</id>
		<title>You and Me</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=You_and_Me&amp;diff=17433"/>
		<updated>2022-09-29T17:32:28Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created page with &amp;quot;{{Infobox_character|name=You and Me|image=You and Me.png|caption=A computer&amp;#039;s rendition of You and Me|languages=Common, Draconic, Infernal, Telepathy, Undulation, Jello|specie...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name=You and Me|image=You and Me.png|caption=A computer&#039;s rendition of You and Me|languages=Common, Draconic, Infernal, Telepathy, Undulation, Jello|species=Abishai and Jellotinous Cube|gender=Male and Non-conforming}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;are a duo of merchants who travel Quelmar selling wares to those brave or foolish enough to make deals with them.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
&#039;&#039;&#039;You&#039;&#039;&#039;: You is a fearsome looking Abishai, a draconic devil that were typically created as servants of Tiamat. They have deep cerulean blue leathery skin, piercing red eyes, large dragon wings, and a tail that seems equally capable of getting them into and out of trouble. Can generally be found wearing a bandolier and stretchy green pants, carrying a pitch black walking stick with a hook similar to a shepherd&#039;s crook (though smaller).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Me&#039;&#039;&#039;: Me is a translucent Jellotinous Cube. While they&#039;re dimensions are difficult to fully define at any given time, you can tell where they are by the assortment of wares safely stored and floating within their body. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&#039;&#039;&#039;You&#039;&#039;&#039;: Shrewd in matters of business, You is pretty laid back most of the time. Deeply curious, he is eager in learning stories and secrets, be it from the temples and caverns and forgotten places he traverses to obtain many of his wares, or from his customers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Me&#039;&#039;&#039;: Me is happy-go-lucky and eager to make all the friends, even if they can&#039;t communicate properly with most of them. Enjoys hugs, cuddles, top pats, and absorbing people and things. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Like most Abishai, You was created by Tiamat herself in order to increase her power in the Material Planes. However, he very quickly discovered that he had no stomach for fighting or taking orders from anyone, and he was far more interested in gaining secrets and stories than in sharing them. Thus, You decided to leave Tiamat&#039;s service in favor of a life of dungeon delving and adventure. While Tiamat was displeased by this turn of events, one rogue Abishai was beneath her concerns, so long as it didn&#039;t actively try to thwart her plans.&lt;br /&gt;
&lt;br /&gt;
Thus, You began travelling Quelmar, delving into its forgotten places to learn their secrets. It was on one of these adventures that he discovered Me, chilling in a forgotten temple and holding a skeleton. After brief mental conversations and the discovery that Me was usually pretty harmless, the two decided to travel together. &lt;br /&gt;
&lt;br /&gt;
Once while travelling, a band of adventurers saw the gems and weapons Me happened to be carrying at the time, and were prepared to fight (possibly also to rid the world of evil, but let&#039;s be real, a lot of adventurers are loot goblins). Instead of preparing for battle, You just offered to give them whatever they wanted, for the price of some gold for food and few good stories. After that, You and Me decided to officially go into business as travelling merchants. &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Draconic, Infernal, Telepathy out to 120 ft, Undulations, Jello&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
You possesses great magical skill, as well as a wicked set of teeth. Me is able to dissolve anything inside them, and even lash out at things near them, but it has to be their choice. &lt;br /&gt;
&lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:You_and_Me-ai.png&amp;diff=17431</id>
		<title>File:You and Me-ai.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:You_and_Me-ai.png&amp;diff=17431"/>
		<updated>2022-09-29T17:16:09Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: An image of a blue dragon man on a Jello-tinous Cube. Created with AI using DALL-E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An image of a blue dragon man on a Jello-tinous Cube. Created with AI using DALL-E&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Stitched_(Player_Race)&amp;diff=17397</id>
		<title>The Stitched (Player Race)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Stitched_(Player_Race)&amp;diff=17397"/>
		<updated>2022-09-28T20:30:42Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created page with &amp;quot;A Stitched working her magic upon the land The Stitched are a playable race for any game system, but this article specifically details a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Fabric Stitched.png|thumb|A Stitched working her magic upon the land]]&lt;br /&gt;
The Stitched are a playable race for any game system, but this article specifically details adding them into a game of Dungeons and Dragons 5e. &lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Stitched are beings of cloth or flesh, sewn together in patchwork forms in (usually) humanoid shapes. The earliest Stitched were thought to be golems awakened by some unknown force of magic. While knowledge of where they came from or how they multiply is yet unknown, it is clear that the Stitched are forces to be reckoned with given enough time and power.&lt;br /&gt;
&lt;br /&gt;
== Race Features ==&lt;br /&gt;
&#039;&#039;&#039;Ability Bonus&#039;&#039;&#039;: The form and function of the Stitched varies wildly between individuals, leading to unique physical and mental capabilities. You get +2 to one ability score of your choice and +1 to another, or +1 to three different ability scores. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creature Type&#039;&#039;&#039;: Though the Stitched vary in material, they all are considered Constructs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: Size varies, but you are considered either small or medium (you choose at character creation).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: Your walking speed is 30 feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Constructed Nature&#039;&#039;&#039;: You gain several benefits due to your unnatural nature:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
* You don&#039;t need to eat or drink. &lt;br /&gt;
* You are immune to disease. &lt;br /&gt;
* You don&#039;t need to sleep, and magic can&#039;t put you to sleep. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powered by Magic&#039;&#039;&#039;: If you are the target of a &#039;&#039;Mending&#039;&#039; spell, you may spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, magic recognizes you as a living creature, and will seek to help you in ways against its nature. As such, you may be targeted and affected by the following spells despite being a Construct: &#039;&#039;Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, Spare the Dying, Revivify, Raise Dead,&#039;&#039; and &#039;&#039;True Resurrection&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry&#039;s Rest&#039;&#039;&#039;: When you take a long rest, you spend at least 6 hours in an inactive, motionless state instead of sleeping. You remain conscious and aware of your surroundings in this state. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strange Competence&#039;&#039;&#039;: You gain proficiency with one skill and one tool of your choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: You know Common and one other language of your choice.&lt;br /&gt;
&lt;br /&gt;
== Subraces ==&lt;br /&gt;
&lt;br /&gt;
=== Doll Stitched ===&lt;br /&gt;
These Stitched are sewn together from a myriad of fabrics to from a humanoid shape, with button eyes and sewn on mouths able to open normally (which most choose not to think about). It is possible to find a Doll created from only one fabric, particularly burlap or cotton. More often than not, however, a Doll Stitched is a patchwork created from an amalgamation of different fabrics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stuffed with Fluff&#039;&#039;&#039;: You do not need to breathe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light as a Feather&#039;&#039;&#039;: Your walking speed is increased to 35 ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft, Inside and Out&#039;&#039;&#039;: When you are hit with an attack that deals bludgeoning or force damage, you can use your reaction to become resistant to that damage as your body chooses to go with the flow. &lt;br /&gt;
&lt;br /&gt;
=== Chimeric Stitched ===&lt;br /&gt;
The Chimeric Stitched are created not from inorganic material, but the body parts of the dead sewn together and powered by a mix of necromancy and lightning. While there are rare instances of a Chimeric being created from mostly one person, they are usually a frightening amalgam of body parts that range the spectrum of races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unnatural Presence&#039;&#039;&#039;: You gain proficiency in Intimidation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sewn in Capabilities&#039;&#039;&#039;: You were created with either natural weapons or a natural defense. When you are creating your Chimeric, choose one:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Built in Weapons&#039;&#039;&#039;: You were created with claws on your fingers or sharpened fangs for teeth, either of which can be used to make unarmed strikes. When you hit, the strike deals 1d6 + your Strength modifier slashing damage, instead of the normal bludgeoning damage for unarmed strikes.&lt;br /&gt;
* &#039;&#039;&#039;Built in Defense&#039;&#039;&#039;: Your flesh is naturally more resilient than normal. When you aren&#039;t wearing armor, your armor class is 13 + your Dexterity Modifier. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Child of Lightning and Necromancy&#039;&#039;&#039;: You are powered by certain magics. When you take lightning or necrotic damage, you can use your reaction to become immune to this damage and instead heal for half of what you would have taken. Once you do, you cannot use this feature until you finish a long rest. &lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:The_Fabric_Stitched-ai.png&amp;diff=17396</id>
		<title>File:The Fabric Stitched-ai.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:The_Fabric_Stitched-ai.png&amp;diff=17396"/>
		<updated>2022-09-28T19:40:28Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A woman made entirely of fabric. Created with AI using DALL-E&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gol_Zenagi&amp;diff=17395</id>
		<title>Gol Zenagi</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gol_Zenagi&amp;diff=17395"/>
		<updated>2022-09-28T19:37:06Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|type = Floating City|location = Floating and located anywhere in Quelmar at any given time|Government = Monarchy|inhabiting Race = No racial dominance: all can be found here|image=Gol Zenagi.png}}A patchwork city in the sky that survives long after the main landmass of Quelmar is gone.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gol Zenagi is a city held aloft by seemingly impossible magics that travels the lands of Quelmar seemingly at the whim of whoever holds its throne. It calls out for those who feel like they don&#039;t have a place anywhere else in the realms, housing an eclectic mix of races. It also holds the largest repository of monuments thought lost and forgotten and items thought dangerous or unwanted. &lt;br /&gt;
&lt;br /&gt;
Just before the Fracturing of the Weave, Gol Zenagi deployed extreme technological advances that allowed it to keep its airborne and mobile state despite the magical difficulties the fracturing presented. Just before Quelmar was utterly destroyed, it again came through with technological advancements, allowing its inhabitants to survive in the city even as those below met their ends. As far as records show in post-history, Gol Zenagi has yet to be destroyed; only altered. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The exact origins of the Patchwork City are a widely debated topic among historians. Every ruler of the city seems to make up their own tale of how the city was created that presents them in a light fit to rule. That said, one story has been echoed enough by different people that it has since become one of the more widely accepted creation myths for Gol Zenagi.&lt;br /&gt;
&lt;br /&gt;
The story goes that sometime during Pre-History, a Doppelganger known as Erathar began to see visions of the destruction of their new home. Even though they felt that the end was still several centuries away, Erathar wanted to take steps to make sure some people, monuments, and objects survived this ending. Thus, just before they enchanted the mask that historians say cost them their life, they brought together the city of Gol Zenagi and sent if flying into the air. They sent just one message and engraved it in several places throughout Quelmar: welcome are the curious, the wealthy, and the travelers, but so too are welcome the strange, the displaced, and the unwanted. May you all find what you seek in Gol Zenagi. &lt;br /&gt;
&lt;br /&gt;
In the following eras, Gol Zenagi held fast to these beliefs. Several rulers have tried to restrict this message and make it so only those they deemed &amp;quot;desirable&amp;quot; were welcome. These rulers were very short lived, as the city itself seemed to rise up and turn against the would-be despots. As such, the population of Gol Zenagi is nothing short of eclectic, and the traditions and architecture witnessed throughout the city are proof of that. &lt;br /&gt;
&lt;br /&gt;
In the PR era, as planar magic was vanishing from the realm, many worried Gol Zenagi would come crashing down upon them. However, this disaster had been foreseen, and while the city could not stop it, they could prepare. As such, just before the fateful day when its magics were to fail, the Patchwork City produced various propellers and engines and balloons, all to keep it aloft. Similarly, when the end of Quelmar came at the end of the CR era, Gol Zenagi produced energy fields, oxygenators, and jet engines to keep the city and its inhabitants safe from harm. &lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
&#039;&#039;&#039;The Shifting Palace&#039;&#039;&#039;: The seat of power in Gol Zenagi. The walls shift according to the whim of its ruler, and the layout is subject to similar malleability. The only constant is the throne room in the center of the palace, where the current ruler holds court when necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doughnuts and Dondurma&#039;&#039;&#039;: Gol Zenagi&#039;s biggest bakery and Dessertery. Generally owned and operated by members of the Tolantik family.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Snow Cone&#039;&#039;&#039;: Gol Zenagi&#039;s coldest district, literally a cone shaped patch of land where the temperature is almost always freezing, and a perpetual layer of snow covers everything. The perfect place for winter themed activities all year round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vault&#039;&#039;&#039;: A heavily fortified fortress that holds all the magic items, relics, and monuments either deemed too dangerous to be left in reach of the general public or too valuable to risk in the open elements. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Madame Gritania&#039;s&#039;&#039;&#039;: Crime in Gol Zenagi is handled swiftly and decisively. If someone&#039;s actions warrant punishment but not death or banishment, then they are left in the care of Madame Gritania. She houses those convicted of crimes against the city or people of Gol Zenagi, and from there she sends them on work assignments all throughout the Patchwork City. When they have served their time, they are allowed to move out and move on with their lives. Any extra crimes, shirking of duties, or upsetting Madame Gritania has resulted in more than one criminal extending their stay indefinitely, or worse, being forcibly moved out of the city.&lt;br /&gt;
&lt;br /&gt;
==Known Rulers of Gol Zenagi==&lt;br /&gt;
&#039;&#039;&#039;The Patchwork Queen&#039;&#039;&#039;: 94 BR to 187 BR&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:JAMathon]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Gol_Zenagi&amp;diff=17394</id>
		<title>Gol Zenagi</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Gol_Zenagi&amp;diff=17394"/>
		<updated>2022-09-28T19:33:16Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created page with &amp;quot;{{Infobox location|type = Floating City|location = Floating and located anywhere in Quelmar at any given time|Government = Monarchy|inhabiting Race = No racial dominance: all...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|type = Floating City|location = Floating and located anywhere in Quelmar at any given time|Government = Monarchy|inhabiting Race = No racial dominance: all can be found here|image=Gol Zenagi.png}}A patchwork city in the sky that survives long after the main landmass of Quelmar is gone.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Gol Zenagi is a city held aloft by seemingly impossible magics that travels the lands of Quelmar seemingly at the whim of whoever holds its throne. It calls out for those who feel like they don&#039;t have a place anywhere else in the realms, housing an eclectic mix of races. It also holds the largest repository of monuments thought lost and forgotten and items thought dangerous or unwanted. &lt;br /&gt;
&lt;br /&gt;
Just before the Fracturing of the Weave, Gol Zenagi deployed extreme technological advances that allowed it to keep its airborne and mobile state despite the magical difficulties the fracturing presented. Just before Quelmar was utterly destroyed, it again came through with technological advancements, allowing its inhabitants to survive in the city even as those below met their ends. As far as records show in post-history, Gol Zenagi has yet to be destroyed; only altered. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The exact origins of the Patchwork City are a widely debated topic among historians. Every ruler of the city seems to make up their own tale of how the city was created that presents them in a light fit to rule. That said, one story has been echoed enough by different people that it has since become one of the more widely accepted creation myths for Gol Zenagi.&lt;br /&gt;
&lt;br /&gt;
The story goes that sometime during Pre-History, a Doppelganger known as Erathar began to see visions of the destruction of their new home. Even though they felt that the end was still several centuries away, Erathar wanted to take steps to make sure some people, monuments, and objects survived this ending. Thus, just before they enchanted the mask that historians say cost them their life, they brought together the city of Gol Zenagi and sent if flying into the air. They sent just one message and engraved it in several places throughout Quelmar: welcome are the curious, the wealthy, and the travelers, but so too are welcome the strange, the displaced, and the unwanted. May you all find what you seek in Gol Zenagi. &lt;br /&gt;
&lt;br /&gt;
In the following eras, Gol Zenagi held fast to these beliefs. Several rulers have tried to restrict this message and make it so only those they deemed &amp;quot;desirable&amp;quot; were welcome. These rulers were very short lived, as the city itself seemed to rise up and turn against the would-be despots. As such, the population of Gol Zenagi is nothing short of eclectic, and the traditions and architecture witnessed throughout the city are proof of that. &lt;br /&gt;
&lt;br /&gt;
In the PR era, as planar magic was vanishing from the realm, many worried Gol Zenagi would come crashing down upon them. However, this disaster had been foreseen, and while the city could not stop it, they could prepare. As such, just before the fateful day when its magics were to fail, the Patchwork City produced various propellers and engines and balloons, all to keep it aloft. Similarly, when the end of Quelmar came at the end of the CR era, Gol Zenagi produced energy fields, oxygenators, and jet engines to keep the city and its inhabitants safe from harm. &lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
The Shifting Palace: The seat of power in Gol Zenagi. The walls shift according to the whim of its ruler, and the layout is subject to similar malleability. The only constant is the throne room in the center of the palace, where the current ruler holds court when necessary.&lt;br /&gt;
&lt;br /&gt;
Doughnuts and Dondurma: Gol Zenagi&#039;s biggest bakery and Dessertery. Generally owned and operated by members of the Tolantik family.  &lt;br /&gt;
&lt;br /&gt;
The Snow Cone: Gol Zenagi&#039;s coldest district, literally a cone shaped patch of land where the temperature is almost always freezing, and a perpetual layer of snow covers everything. The perfect place for winter themed activities all year round.&lt;br /&gt;
&lt;br /&gt;
The Vault: A heavily fortified fortress that holds all the magic items, relics, and monuments either deemed too dangerous to be left in reach of the general public or too valuable to risk in the open elements. &lt;br /&gt;
&lt;br /&gt;
Madame Gritania&#039;s: Crime in Gol Zenagi is handled swiftly and decisively. If someone&#039;s actions warrant punishment but not death or banishment, then they are left in the care of Madame Gritania. She houses those convicted of crimes against the city or people of Gol Zenagi, and from there she sends them on work assignments all throughout the Patchwork City. When they have served their time, they are allowed to move out and move on with their lives. Any extra crimes, shirking of duties, or upsetting Madame Gritania has resulted in more than one criminal extending their stay indefinitely, or worse, being forcibly moved out of the city.&lt;br /&gt;
&lt;br /&gt;
==Known Rulers of Gol Zenagi==&lt;br /&gt;
The Patchwork Queen: 94 BR to 187 BR&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:JAMathon]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Gol_Zenagi-ai.png&amp;diff=17393</id>
		<title>File:Gol Zenagi-ai.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Gol_Zenagi-ai.png&amp;diff=17393"/>
		<updated>2022-09-28T19:32:24Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Picture of a city in the style of Claude Money. created by AI using DALL-E&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Picture of a city in the style of Claude Money. created by AI using DALL-E&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Mask_of_Erathar&amp;diff=17332</id>
		<title>Mask of Erathar</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Mask_of_Erathar&amp;diff=17332"/>
		<updated>2022-09-27T17:09:12Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: Created page with &amp;quot;Mask of Erathar, as worn by the Patchwork Queen A black mask with iridescent filigree that seems to shift its material and form to fit the f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mask of Erathar.png|thumb|Mask of Erathar, as worn by the Patchwork Queen]]&lt;br /&gt;
A black mask with iridescent filigree that seems to shift its material and form to fit the face of whoever bonds to it.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
There are many stories surrounding the creation of the Mask of Erathar. Each bearer of the mask claims it was created for them, either by master craftsmen or by some divine, infernal, or otherwise otherworldly force as a sign of their power. While none of these stories have ever been proven, one story has been repeated enough by bearers and non-bearers alike that it has passed into common myth throughout Quelmar.&lt;br /&gt;
&lt;br /&gt;
=== The Story of Erathar ===&lt;br /&gt;
Sometime during Prehistory, from the depths of the plane of Hades, Doppelgangers arrived in Quelmar. Most began taking forms and inserting themselves into the societies they found, eager to learn more of this strange new Material Plane that they found themselves in. Some of them were not content to simply live among the residents of Quelmar, instead beginning crusades to subjugate this new world or become objects of worship. Still others sought to destroy everything, allowing the souls who resided in this new plane to be dragged back to Hades. &lt;br /&gt;
[[File:Erathar&#039;s Original Mask.png|thumb|The Mask of Erathar&#039;s original form upon its creation and bestowment to the first ruler of Gol Zenagi.]]&lt;br /&gt;
Erathar wanted none of this. A Doppelganger greatly attuned to the fabric of magic, the multiverses, and fate itself, Erathar knew quickly that this new land would not survive forever. At first they were content to explore and commit it all to memory, Erathar began getting images, feelings, and predictions of heroes, monuments, and items that would be needed even after the physical lands of Quelmar were destroyed. Distraught over this knowledge, they took two major steps to ensuring everything would have a chance. &lt;br /&gt;
&lt;br /&gt;
First, they created the mobile city of Gol Zenagi. Powered by intense levels of magics drawn from every plane of existence, the floating citadel would become a haven for anything that felt it did not belong anywhere else in Quelmar or objects deemed too powerful or unnecessary for that time period. Second, they created their Mask, a process that caused them to infuse their energy, soul, and malleability into an ordinary mask. This process cost them their life, but allowed them to grant their gifts, foresight, and guidance to whoever led Gol Zenagi, who Erathar believed would be the bearer of the Mask until the end of Quelmar. &lt;br /&gt;
&lt;br /&gt;
== Erathar&#039;s Curse ==&lt;br /&gt;
The Mask of Erathar is a sentient magic item, as it contains the intellect and primal essence of a being bearing Erathar&#039;s name. If the wearer of the mask is a citizen of Gol Zenagi and/or shares the goal of protecting the outcasts of Quelmar, then the possessing spirit remains at peace, granting all boons that come with wearing the mask without a fuss. If, however, the new wearer is an enemy of Gol Zenagi, someone Erathar predicts would lead the city to ruin, or even someone whose goals have nothing to do with the prosperity of the city, then Erathar will attempt to make their lives a living hell. &lt;br /&gt;
&lt;br /&gt;
Those fighting Erathar&#039;s spirit must constantly exert their will over it in order to keep it subdued and gain the benefits of the mask. If they give the spirit too much leeway even for a second, they will find themselves at Erathar&#039;s mercy. If they are lucky, Erathar simply possesses them long enough to get the mask to a proper host. More often than not, however, the wearer&#039;s spirit is destroyed, and their body is twisted into a monstrous guardian, to protect the mask until a Champion of Gol Zenagi can come to reclaim it.&lt;br /&gt;
&lt;br /&gt;
== Gifts of the Mask ==&lt;br /&gt;
The Mask of Erathar bestows many gifts upon the wearer of the mask (provided they have the spirit&#039;s blessing or have it subdued).&lt;br /&gt;
&lt;br /&gt;
=== Unearthly Charisma ===&lt;br /&gt;
The wearer of the Mask of Erathar is blessed with a sense of presence that one can only describe as otherworldly. Whether it be irresistible beauty or an overwhelming aura of power, the wearer of the mask becomes exceptional at leading others. While in the past this has led to the creation of several dangerously fanatical cults, it is intended to make the wearer a proper leader of Gol Zenagi.&lt;br /&gt;
&lt;br /&gt;
=== Gift of Foresight ===&lt;br /&gt;
The ability of the wearer to see the future depends on several factors, including how magically inclined they were before receiving the Mask of Erathar and if the spirit within is willingly giving the wearer these gifts. However, every wearer is aware of the future Erathar predicted, and if they focus, they can generally foresee at least a few minutes into the future. The more powerful of the users have even been said to foresee every attempt at assassination or theft, allowing them to keep themself and the mask safe.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
Whether or not the wearer could cast before the mask, they can now feel the fabric of magic all around them, and manipulate it into casting any spell they want. The power level they can safely channel depends on how long they&#039;ve worn the mask. Going above that safe level can lead to complications in the magic and has been the cause of death of several previous mask bearers. &lt;br /&gt;
&lt;br /&gt;
=== Sage Guidance ===&lt;br /&gt;
Whether Erathar is content or subdued, their knowledge can be drawn upon by the wearer. This can take the form of asking advice of the mask&#039;s spirit, demanding information, or even delving into the memories of the spirit (which includes anything it saw or experienced while born by previous wearers of the mask). No matter how the wearer chooses to access the information, it never comes to the wearer in words. Usually it is quick images that much be sifted through, though powerful users have been able to experience whole scenes in a matter of seconds. &lt;br /&gt;
&lt;br /&gt;
== Known previous bearers of the Mask ==&lt;br /&gt;
The Patchwork Queen&lt;br /&gt;
[[Category:JAMathon 2022]]&lt;br /&gt;
[[Category:JAMathon]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Erathar%27s_Original_Mask-ai.png&amp;diff=17331</id>
		<title>File:Erathar&#039;s Original Mask-ai.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Erathar%27s_Original_Mask-ai.png&amp;diff=17331"/>
		<updated>2022-09-27T16:41:26Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mask&#039;s original form. Created with AI through DALL-E.&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Mask_of_Erathar-ai.png&amp;diff=17330</id>
		<title>File:Mask of Erathar-ai.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Mask_of_Erathar-ai.png&amp;diff=17330"/>
		<updated>2022-09-27T16:08:32Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A black mask with iridescent filigree. Created by AI on DALL-E&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17318</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17318"/>
		<updated>2022-09-26T21:44:36Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: /* The Story So Far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste was in [[The Library]] watching the films of the group&#039;s adventures. Killed during the final chapter by Servant of the One True God.&lt;br /&gt;
&lt;br /&gt;
Servant of the One True God: a being carrying Eloise&#039;s holy symbol. &lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared. Killed in the Temple of Reality.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. Killed when Quelmar was flattened but is joined with Aranwe in the land.  &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
The One Who Solidifies: One of the five that legend says created the great multiverse. An avatar that killed most of the chapter one party, screaming of her desire to be released.  &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Five: Of Moons and Magic|Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Six: The Temple of Reality]]   &lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: BR Era (Dungeons and Dragons 5e) ===&lt;br /&gt;
Episode One:&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17192</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17192"/>
		<updated>2022-09-17T18:33:14Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste is in [[The Library]] watching the films of the group&#039;s adventures.&lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
[[Episode Five: Of Moons and Magic]]   &lt;br /&gt;
&lt;br /&gt;
Episode Six   &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question will always give them what in the moment is not what it seems. What else they get varies depending on results of the roll.  &lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Library&amp;diff=17166</id>
		<title>The Library</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Library&amp;diff=17166"/>
		<updated>2022-09-14T18:07:13Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE LIBRARY ==&lt;br /&gt;
[[File:The Library.jpg|frame|alt=]]&lt;br /&gt;
To those that have experienced it, it is known simply as The Library. Some stumbled upon it in their hometowns, others were transported in their dreams and in the strangest case of all it was found by a man opening a door that appeared while he was stranded in the middle of the ocean. The Library is rumored to be a living thing stuck between worlds and that is how it is able to transport itself wherever it pleases. It goes by many names, most notably The Royal Library of Amparo and [[Ravendean|Ravendean’s]] Public Library. &lt;br /&gt;
&lt;br /&gt;
The Library has the ability to change it’s boundaries and rooms. When The Library moves it fits into the society so well that many people do not realize anything has changed until after they step inside. To the general public there are approximately seventeen known rooms (please see list below), other than the typical stacks and study rooms you would expect to find in a library. But a recently deceased former Library Scholar told about a leather bound manuscript that has hundreds of pages filled with rooms and even more blank pages following for the new rooms. Library Scholars are normally in their position for life...outside of abnormal circumstances.&lt;br /&gt;
&lt;br /&gt;
The Library is a sentient creature that is known to transport itself when it feels it is needed somewhere else or when it is under attack. It rarely fights back as it sees other beings as lesser adorable creatures that it wants to teach. It is normally very calm and is more of a mentor to those that explore the stacks, taking in those who need help or guidance and opening the rooms to them. &lt;br /&gt;
&lt;br /&gt;
It is said that the Librarians are actually projections of the Library&#039;s consciousness and not actual people. When you speak to them they may or amy not answer questions, but first they must know your motive behind finding the knowledge. If you come into The Library with a good heart searching for knowledge, the Librarians and the Library itself will usually open up for you. &lt;br /&gt;
&lt;br /&gt;
Library Scholars is a semi-religious group that tries to follow The Library wherever it goes. Because The Library can move through time it makes it harder but the Library Scholars are not deterred by something as banal as &amp;quot;Time&amp;quot; . They are easy to find throughout the stacks of any library based on their navy blue velvet robes covered with their embroidered oath: &amp;quot;&#039;&#039;If One Has the Thirst, They will be Delivered to the Trough&amp;quot;&#039;&#039; Each robe has their oath in their native tongue as they do not discriminate. They just ask that followers devote their life to the search for The Library and the secrets it holds. &lt;br /&gt;
&lt;br /&gt;
The rooms in The Library fill up most of the whispers about it as they can appear at random, whether by pulling the correct version of &#039;&#039;50 Shades of Neigh&#039;&#039; from the shelf or by turning around the correct number of times on the small circular spots on the carpet. Not much is known to the public about the rooms. &lt;br /&gt;
&lt;br /&gt;
==== Rooms that are Known ====&lt;br /&gt;
&lt;br /&gt;
* Sitting Room with window seat overlooking daffodil field&lt;br /&gt;
* Astronomy Room that shows the current planetary path of the stars and galaxies&lt;br /&gt;
* Piano room with a Ghostly Pianist&lt;br /&gt;
* Water Lily Room with the Tree of Knowledge at the center of the dense pond&lt;br /&gt;
* Neon Cemetery with Ghosts to match&lt;br /&gt;
* Clock Room, just a bunch of clocks. Time moves really weirdly in this room. Watch out.&lt;br /&gt;
* Underwater Caves, unexplored because there is no oxygen&lt;br /&gt;
* Underwater Library, this does have oxygen&lt;br /&gt;
*Ballroom filled with dance partners, who appear alive until you get closer to them&lt;br /&gt;
*Music room with a sweet lady playing soft lullabies on her harp. It is said that the owl on her shoulder is The Truth and can answer any question you may have about life or time. &lt;br /&gt;
*Garden Door is a flowered covered path leading to an ethereally glowing archway. None who have gone through the archway have returned, but they seem to have the face of joy when they look through the arch.&lt;br /&gt;
*Tea Room filled with jewel toned chairs and self-serving tea. You can usually find a seat here but look out for Sundays around midday when it can be busy, with all types of....things.&lt;br /&gt;
*Hall of Mirrors with neon arches that appear to go on forever. Madness follows most that have seen this room.&lt;br /&gt;
*A room filled with the softest beds, used for study nights of all kinds. Whether books or each other&#039;s bodies, these beds help you focus in on what is the most important part of the research you are doing.&lt;br /&gt;
*Witches Brew Room with a black cat who will explain the spellbooks that you might need, as long as you bring treats. Otherwise enjoy the candles!&lt;br /&gt;
*A dark cavern with walls covered in cursed objects&lt;br /&gt;
*Snack Room. &lt;br /&gt;
*A dark room that shows the night sky at any night in known and unknown history, including Prehistory &lt;br /&gt;
&lt;br /&gt;
==== Rooms that are Rumored ====&lt;br /&gt;
&lt;br /&gt;
* Portrait of the Most Famous Creatures in the area as they truly are&lt;br /&gt;
*The Shelves of Life Room, endless stacks filled with everyone&#039;s life story&lt;br /&gt;
&lt;br /&gt;
=== The Royal Library of Amparo === &lt;br /&gt;
&lt;br /&gt;
[[File:Library of Amparo.jpg|frame|The ruins of The Royal Library of Amparo are the only things that stand after the Snobbite attack in Amparo, Dolina.|left]]The Royal Library of Amparo was cultivated by the [[Dragonborn]] who were forced to flee from [[Cauldomo]] during [[The Holy War]] and [[Realm War I|Realm War]]. As they fled persecution they compiled the histories and culturally significant stories from those that helped them. When they were first building the city of Amparo in [[Dolina Region|Dolina]], they had not envisioned creating a library until later. Then one morning the citizens got up to start their work again and there sat the magical Library. They did not know the power that The Library held but they were grateful to it&#039;s halls and filled up the shelves with theirs and others stories. Whether from those that had not made it out or those that had risked their lives for their own, they transformed the city of Amparo around the beauty of The Library. &lt;br /&gt;
&lt;br /&gt;
There had been whispers of [[Snobbite Regality|Snobbite]] citizens attacking Amparo but the great people had always kept them back. Until one night.&lt;br /&gt;
&lt;br /&gt;
As the Amparins slept in their beds dreaming of tomorrow, Snobbite&#039;s landed on their shore. They had discussed what would hurt most and now only had to decide between burning the Amparins boats or burning their central point of knowledge and art, The Royal Library of Amparo. Sadly they chose The Library. Full of kindling for those hard-hearted Snobbite&#039;s, the Library should not have stood a chance. But, this was no ordinary library. It had heard the same whispers, and though it loves the Amparins and would miss them, it knew that it needed to leave. But first it spoke to it&#039;s constituents who smuggled out some important art and documents to the families who visited its halls the most. Then just as the Snobbite&#039;s were hurdling towards its beautiful walls it took a breath and escaped. It left behind the husk of what it was to the city of Amparo and that is what the Snobbite&#039;s burned. If any of these attackers had walked inside they would have seen that it was empty, but fortunately they did not. The Amparins were left devastated but after finding the art, stories, and documents in their homes they realized the love their Library felt for them. &lt;br /&gt;
&lt;br /&gt;
Some of the most devout Library Scholars are from Amparo. &lt;br /&gt;
&lt;br /&gt;
=== Ravendean&#039;s Public Library ===&lt;br /&gt;
[[File:Ravendean&#039;s Public Library.jpg|frame|This photo of the now changed Ravendean Library was passed on anonymously by a source stating that they had seen it beforehand and it was beautiful. ]]&lt;br /&gt;
&lt;br /&gt;
Not much is known about this location as most of the magical beings who interacted with it are hard to find. There is only one recognized piece of writing about this location from the notebook of a being known only as C. Warning: C is thought to have been a fledgling writer so may have tried to over-dramatize certain portions.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your footsteps echo as you enter this sacred place, candle flames licking dangerously at the edges of the bookshelves just waiting for their hunger to be sated. Its walls have seen church services and exorcisms and now watch over the knowledge of the town as it is filled with the normal romance novels, great literature, and old forgotten tomes about this town’s history. The secrets that the town holds close to it’s beating heart may be found in these stacks if you look correctly. Rumors spread through generations that there are lost rooms under the floorboards, behind certain stacks of books if you pull the correct edition, or even just stepping in the right spot at the right time. Some say there is a room filled with the scandalous portraits of the Ravendean family that show them as they truly are. Others say there is one that is just filled with comfortable mattresses for those sleepy students during finals week. Another describes a cozy reading nook with sunlight streaming in through a window overlooking a vast expanse of yellow daffodils, and of course the animal of your choice curled up on the window seat just waiting for you to cuddle it. But the most worrying rumor is the room filled with cursed objects and paraphernalia that can make even the most meek mouse turn into a vile creature hungering for it’s, or it’s masters, most wicked desires. The students rarely enter these hallowed halls, and the librarian likes it that way. They would rather the secrets of the library were theirs alone. Though they have been known to pass along some secrets, for a price.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:JAMathon 2021]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17124</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17124"/>
		<updated>2022-09-10T19:24:07Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste is in [[The Library]] watching the films of the group&#039;s adventures.&lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. &lt;br /&gt;
&lt;br /&gt;
Azarin: Ancient being disguised as a Gnoll. Merchant lord of Tharingar, tracking Aranwe and Sae. &lt;br /&gt;
&lt;br /&gt;
Cat: A beat to shit black cat missing part of its tail, with a faint sparkly sheen to its fur. &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
[[Episode Four: The Brightling Moon]]   &lt;br /&gt;
&lt;br /&gt;
Episode Five:   &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Alright, hints about the house rule. Whenever someone asks what here is not what it seems, they must role 2d6, adding nothing. Results of question varies depending on results of the roll.  &lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17077</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=17077"/>
		<updated>2022-09-03T16:03:06Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in [[The Library]]. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste is in [[The Library]] watching the films of the group&#039;s adventures.&lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Ainok Bolkar: Redheaded wood elf. Hired the party to aid him and protect him in entering the temple that appeared.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[System Agnostic/Episode Two: Inns and Outrys|Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
[[Episode Three: Ainok&#039;s Quest]]  &lt;br /&gt;
&lt;br /&gt;
Episode Four:   &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Okay, I definitely have a house rule. I&#039;m guessing yes, but does anyone have a guess? &lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:System Agnostic]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Quelmar_Timeline_(Prehistory)&amp;diff=16942</id>
		<title>Quelmar Timeline (Prehistory)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Quelmar_Timeline_(Prehistory)&amp;diff=16942"/>
		<updated>2022-08-28T22:04:50Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://quelmarwiki.com/wiki/Quelmar_Timeline_(Prehistory)?veaction=edit Click Here to Add or Remove Events in this Era]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%;&amp;quot; |Year&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|????&lt;br /&gt;
|From the void of nothing, the 7 Creator Gods create Quelmar&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[The Territory Wars]] begin as the original 7 races of the realm begin their first fight over territory.&lt;br /&gt;
|-&lt;br /&gt;
!???&lt;br /&gt;
![[The Giving]] begins as original Gods are supplemented by others.&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|Campaign: [[System Agnostic]] Chapter One&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[The Plane Wars|&amp;lt;nowiki/&amp;gt;]][[The Plane Wars]] emerges as a result of the Giving, by now, many other planes are born out of the Prime.[[The Plane Wars|&amp;lt;nowiki/&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[The Pixie Nixings]]&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[Uncharted]] Campaign&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|The society of [[Ta-Shedet]] rises and falls on the cusp of the [[Pteris]] badlands.&lt;br /&gt;
|-&lt;br /&gt;
!A Generation Before 0 [[BR]]&lt;br /&gt;
!The earliest humans appear, and soon begin keeping a record of time, creating &amp;quot;History&amp;quot; and ending the &amp;quot;Pre-History&amp;quot; era.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=16917</id>
		<title>System Agnostic</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=System_Agnostic&amp;diff=16917"/>
		<updated>2022-08-26T18:04:05Z</updated>

		<summary type="html">&lt;p&gt;Jarvis: /* Chapter One: Prehistory (Dungeon World) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an &amp;quot;anthology&amp;quot; game that began on August 28th, 2022. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
System Agnostic takes place in four chapters, each occurring in a different era of Quelmar&#039;s history.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
The first chapter takes place sometime during Quelmar&#039;s prehistoric era, being viewed at an unknown time by Celeste Kellthora in The Library. During a time when Quelmar was a round ball of purple time and two moons graced Quelmar&#039;s sky, a band of adventurers work in and explore the chaos of the plane&#039;s single continent, Panglhea. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
As the ages of Quelmar&#039;s history change, so too do our cast of characters.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Puud Een]]&lt;br /&gt;
&lt;br /&gt;
[[Citizen Doctor Eloise Mehermbler]]&lt;br /&gt;
&lt;br /&gt;
[[Sae Kelven]]&lt;br /&gt;
&lt;br /&gt;
[[Aranwe]]&lt;br /&gt;
&lt;br /&gt;
[[Indomitus]]&lt;br /&gt;
&lt;br /&gt;
=== Chapter Two: The BR Era of Dragons (Dungeons and Dragons 5e) ===&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
Some NPCs are accidently invented. Others deserve mention.&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
Celeste: A human with elven blood and longevity, Celeste is in The Library watching the films of the groups adventures.&lt;br /&gt;
&lt;br /&gt;
Youngling: Rakshasa child, rescued by the party from the depths of the Amphitheatre.&lt;br /&gt;
&lt;br /&gt;
Murrahkh: Medusa. Currently presiding over the Amphitheatre, blocked off from the rest of the world by a cave in. Has also appeared as a teenaged almost elven girl with reddish coppery hair in intricate braids, dusky skin, and green eyes.&lt;br /&gt;
&lt;br /&gt;
Syth: Rakshasa &amp;quot;father&amp;quot; and owner of Outrys&#039; only inn.&lt;br /&gt;
&lt;br /&gt;
Vilya: Dryad thriving in the dark caverns below. Believes her end is coming and that Aranwe&#039;s search for a temple heralds her coming end. &lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
=== Chapter One: Prehistory (Dungeon World) ===&lt;br /&gt;
[[Episode One: The Beginning]]&lt;br /&gt;
&lt;br /&gt;
[[Episode Two: Inns and Outrys]] &lt;br /&gt;
&lt;br /&gt;
Episode Three:  &lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
=== Dungeon World House Rules ===&lt;br /&gt;
Okay, I lied last time. I may have one specific house rule for Dungeon World. &lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Jarvis</name></author>
	</entry>
</feed>