recursal/Fanatic-Fandom huggingface dataset:
Icon of Cunning

## Icon of Cunning (Wondrous Item)

*A strange statuette of an anthropomorphic fox's bust. It is believed that this icon is made to represent a fox-headed arcanaloth, a breed of fiend that is known for its intellect and genius.*

### Icon of Cunning

*Wondrous item, uncommon (requires attunement)*

While you are attuned to this item, you have advantage on all Intelligence ability checks and saving throws.

**Price:** 500gp

## Trivia

An *icon of cunning* was featured in *The Hands Invent Him* story arc.
Meredith (Parnak)

**House Meredith**

***Motto.* "With Care Comes Growth"**

House Meredith is one of three counties in Feherbairn earldom.

***Seat of power.*** Phulax, a city southwest of Stormloft. The city is built within the old walls of an ancient elvish city and is set on the southeastern side of the Phulax Mountains. House Orell is a cadet house of House Meredith.

**Current Count.** Merrick Meredith.

**Baronetcies.** Beldarisser, Bray, Corson.
Mei Lee

Mei Lee is a young, fiery Kenku at the extremely young age of 24. She is often found assisting her soon-to-be elderly father with his job, a merchant working for a guild of traders. Although technically she is doing her father's job, with money starting to become tight around the house, she didn't have much of a choice.

In-between selling items from her cart and at home with her two sisters (one older, one younger), Mei Lee spends much of her free time at The Dusty Drinker, a modest if not somewhat dingy tavern. Despite her father's great disapproval, she drinks quite often, and much, much more when she's upset or stressed out. Her growing addiction got her in-trouble more than once, and although she hasn't been caught yet (by the authority, or her parents), a situation is bound to happen eventually.

Mei Lee is often closed off, and although she's willing to swallow her pride to present her customers with pleasantries, she's not one to talk about herself. Her voice is often authoritative and straight to the point, and when she's not on business, keeps quiet or addresses others with little conversation. The burden of her family constantly weighs on Mei Lee's shoulders, and her personality reflects it perfectly.

She is not cold-hearted however. Those who prove themselves to be worthy, of benefit to herself and those she cares about, and kind have a chance at prying their way in her tiny, tiny circle of friends, or perhaps even more.
Dwerrasin

The **Dwerrasin** are a pantheon of powers that are believed to be the creators of not only the dwarves but most of the raw materials dwarves use in their lives.

Angdanuck. Angdanuck is an ancient earth primordial and divine power. According to Dwerrasin tradition, it was Angdanuck that created the first dwarf Beldandar and his wife Ukimar.

Beldandar. The Dwarf-Father. The first dwarf, created by Angdanuck.

Ukimar.

Agwesi. First born son of Beldandar and Ukimar.

Angum. Second born son of Beldandar and Ukimar.

Throlthk. Daughter of Beldandar and Ukimar.
Nock

**City of Nock**

Peace has no meaning without war, and so it was with the city of Nock. During the early days of the Ocyrian Civil War, the kingdoms of Liberus and Munio clashed, like an inevitable storm raging across the fathomless depths. But as it is with all wars, the soldiers are people. Legend has it that, at the end of a long and bloody battle, stood a lone soldier from each of the kingdoms. Battle-weary, both collapsed to the ground with no desire to fight.

Without meaning to, they began to speak of their homes, their differences, but most of all, what they had in common. It is said that the very next day, after bidding their farewells to their fallen, the two marched into the fields and found a hill just off the coast. Surrounded by an abundance of trees, water, and stone, it was here they founded Nock.

Who knows the truth of that tale, but what is sure is now over 600 years later, the city has grown immensely, the soldier of Munio's thoughtful use of magic and temperance alongside the carefully planned designs and structured rules of the soldier of Liberus. Circling canals provide life to all within, from the scattered slums to the inner crescents, nourishing agriculture and powering factories alike. It is a city of great structure, but equally of natural growth. Some dislike the tall walls encircling the city, saying they embody the very essence of war, but to others they are the exact opposite, an impressive reminder of the peace that founded Nock, a peace that brought together the very best of both kingdoms, a peace that still rings true across all its citizens, and draws people from all over the continent of E'yané to find a home within.

The city is now home to ten great houses. These houses began as families that brought wealth to the city to help the vision of the two founding soldiers, but are now more like guilds that work towards maintaining a well-working city. They are inclusive to folk who fit in well within the houses.

**The Ten Houses**

The nobility in the region has a certain amount of structure to it, but the noble houses of Nock and the surrounding area have all come to align with a total of ten houses. The nobles of these houses are not related in the same ways old nobility formed and in ways function more like guilds or corporations, bringing people who are skilled in specific crafts and professions to make the house stronger.

House Alustair

House Calabor

House Calyx

House Daigot

House Gravesend

House Harrigan

House Montulais

House Nomen

House Rosnald

House Sereda
Helmoth Dagger

This weapon functions as a *+3 dagger*, even when wielded by a creature that is not attuned to it.

***Unlocked.*** While you are attuned to the weapon and you hit a humanoid creature with an attack made with advantage using this weapon, you roll all additional damage granted by class features or spell effects twice and use the higher of the two rolls.
Jonathan Hoppler

Jonathan Hoppler is a scholar of the histories of the Parnak Empire, but specializes in the histories of the tribes of men before the kingdoms of the Empire formed known collectively as the Vazriel people. Ten years ago, Hoppler hired the Silver Fangs (then comprised of Anton Ankenbrandt, Gwenvalia Silverkin, Fyziks Bigbang, Valrith Kath'dormi, and another hero named Alazar Razala) to explore Vazriel ruins he had uncovered in the Debora Woods. With the riches they found within, Hoppler created the Vazriel Historic Institute and Museum in Stormloft. He has since come across an artifact known as the Eye of Daerlethoth, which he has learned is a key to a Temple of one of the the Vazriel tribes. His discovery has come to the attention of the Felhoods, a thieves' guild intent on taking the key and the riches in the Temple. Also, a mysterious individual known only as the Red Priest has been watching over Hoppler and has helped him out of a bind a couple of times during his escape from Stormloft.
Hiro Rockscale

## Hiro Rockscale(*Dread Lord*)

Young Hiro (Art by Elizabeth S "sewingartist")

**Hiro Rockscale** was a member of the Fargrad militia who turned to adventuring after his militia was decimated by the red dragon Iomroth at the battle at Fort Fargrad. He later went on to become a Dread Lord.

## History

### Early Life

Hiro was born in the city of Nock, Ocyria and given a good upbringing by his parents. They were members of House Sereda and implored Hiro to serve the city as a soldier. Very early in Hiro's life, the family left the city and was charged with the defense of the northwestern lands of the Broken Blade Coast and served at Fort Fargrad.

### To Darkflame

Hiro then traveled far west to the Mutus Region of Munio Kingdom. He sought mercenary work there for two years, finding himself working alongside the Darkflame orcs for a large portion of that time. He came to the conclusion that a lot of what he was doing was hiding away from possible repercussions from House Sereda, so he elected to make the trek back to the Broken Blade Coast.

## Trivia

Hiro Rockscale was created by Michael S "HiroDragonslayer" for use in *The Gulthias Tree* story arc.
Hoagi

## Hoagi(*Power*)

**Hoagi** is a power in the Godheart. As one of the nine, he represents the true lawful aspect of the collective and has power over Abjuration magic.

## Description

During the earliest days of the rise of the Godheart, Hoagi has been hard at work within the Core of Ausir crafting the greatest elements of the world. In the creation of something, there are rules that must be followed to come to a perfect result. Even if those rules are laid out by the one who would follow them as a plan or pattern, the rules are important. Hoagi commands his followers thus:

* **Demonstrate loyalty to your family, your clan, your leaders, and your people. Respect and enforce the law, and honor your traditions.**
* **Meet adversity with stoicism and tenacity.**
* **Strive to make a mark on the world, a lasting legacy. To make something that lasts is the highest good, whether you are a smith working at a forge, a bard with a story, or a ruler building a dynasty.**
Ludos (Triumvir)

The Ruby Throne was the seat of power for the house of Ryiomand for thousands of years. After fashioning the kingdoms of Liberus and Munio, Ryiomand headed off into the western portion of the province of Ocyria. His army was the greatest force that has ever been amassed in the history of men and he met the forces of the vile nation of Dargh in what would come to be known as the kingdom of Ludos. The Sverkic peoples in that province had been locked in a border conflict, known as the War of Black Sands, with Dargh for decades, but when Ryiomand the First marched on Ludos, the Sverkic leaders respected him and their numbers joined his host. In only a week, the Ocyrian army ended the long conflict and beat Dargh back into the north. All of the Sverkic leaders knelt to this knew king and asked that he would rule them and he made it so that the city of Ludos would be his seat of power. He had for himself crafted a throne of rubies and red iron, a native metal in Ludos.

After this great victory and the creation of the third kingdom, Ryiomand the Gracious called for a moot with the other two kings of the three he had created. Together, they wrote the rule of law known as the Book of Three Thrones. Each seat would control a specific aspect of power over the whole of the nation of Ocyria. The Ruby Throne would control the executive aspects of the nation, such as military function and directing the actions of wars. He could not declare war, however. That right was given to the Azurite Throne, which also was responsible for the legislative aspects of the nation. The Council of Munio, formed of representatives from across the nation of Ocyria, and the Azurite King would write laws and bills, which would then be vetoed or signed into law by the Ruby Throne. These bills, however, would be judged by the Citrine Throne. The Citrine Throne and the Pelagic Arbiters, a court of judges nominated by the Ruby Throne and agreed to by the Azurite Throne, would judge any law made by the Azurite Throne or action made by the Ruby Throne and determine whether it was lawful in the eyes of The God of Absolute Law, Atavius. Most Pelagic Arbiters over the years have been either judges or priests of Atavius before being selected.

In recent years, the last of the Ryiomand line, King Ryiomand the One Hundred and Sixty-Seventh, passed away under mysterious circumstances. With no known heir to take his throne, a regent was elected by the citizens of Ludos. Hadrian Belnades was named the One Hundred and Seventieth Ruby Triumvir and immediately enacted regional law that allowed the laws of The Conglomerate to be enforced in Ludos. Liberus and Munio both opposed these actions, but when the regent would not back away from his convictions, it lead to the breaking of the Triumvirate. The kingdom of Liberus joined the Alliance of Tal Na Mry, an ancient alliance that preserves the Rules of Mortality and strives to protect those who would be oppressed by The Conglomerate. Munio removed itself from the conflict, declared neutrality in the fight between Liberus and Ludos, and bolstered its borders to defend against possible invasions from its neighbors.
Primordial

**Primordials** are Powers that are manifestations of elemental energy whose domains are the Elemental Spheres within the Elemental Chaos.

## Current Primordials

***Aylith.*** Primordial of Winds.

***Ignos Kigh.*** Primordial of Flames.

***Nermod.*** Primordial of Waves.

***Regolas.*** Primordial of Roads.

## Other Known Primordials

Charybdis.

Chodra.

Iselingdar.

Jortull.

Kernobosk.

O-Yoshi.

Throlthk.

Tsukyo.
Crown of Life

The **Crown of Life** is an artifact that dates back to the ages of the Elves.

## History

Long ago, this crown sat upon the brow of the Elvish king of the old nation of Tulamera. He ruled with strength and fluidity, but remained impartial to the political divisions that splintered throughout his kingdom. When his father, one of the immortal and powerful *le'shae* named Tovesh'naernon turned against Varhuine and his daughters, so too did the king and his siblings. He urged those of his kingdom to follow along, but a court of his councilors brandished knives against him and ran him down as he stumbled away from his throne. Soon thereafter, the kingdom began its most prosperous age until taking on the Ayaten tradition and allowing mankind more prominence n the world.

**Crown of Life**

*Wondrous item, artifact (requires attunement)*

***Increased Charisma.*** While you have the chalice on your person, your Charisma score increases by 2, to a maximum of 24.

***Life-Lore.*** While attuned to the chalice, you can use your action to cast legend lore. After you cast the spell, roll a d6. On a roll of a 1-5, you can't cast it again until the next dawn.

***Eminent Magic.*** While you wear the crown, any spell slot you expend to cast a bard or wizard spell counts as a spell slot of one level higher.

***Fast Healing.*** While attuned to the crown, you regain 1d6 hit points at the start of your turn if you have at least 1 hit point.

***Purity of Life.*** You gain the following benefits while attuned to the crown:

* You have immunity to necrotic and poison damage, the poisoned condition, and diseases.
* Your maximum hit point total cannot be reduced.
* The crown sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You cannot die of old age, but if the crown is removed you age the number of years the crown was worn. In addition, you no longer need food or water.
Phatis

## Phatis(*Power*)

**Phatis** is a power in the Godheart. As one of the nine, she represents the true good aspect of the collective and has power over Conjuration magic.

## Description

Whereas Lux represents the Order and structure of society and Solera is the spirit of freedom and liberty, Phatis represents the zealous pursuit of purity and goodness against all that would stand against it. The followers of Phatis often take up the battle against wickedness, seeking it out in all its forms across the world. She is often depicted in art as a beautiful warrior with her axe called Daybringer held skyward and a pair of angelic wings on her back. Some followers of her will add wing-like adornments to their armor either as pauldrons or ornaments off the back. In the Godheart, Phatis is the essence of action for the good of the world and the unwavering position that the actions of evildoers should not go unchallenged. Phatis commands her followers thus:

* **Cultivate beauty in all that you do, whether you’re casting a spell, composing a saga, strumming a lute, or practicing the arts of war.**
* **Seek out lost magic items, forgotten rituals, and ancient works of art. Phatis might have inspired them in the world’s first days.**
* **Seek the perfection and purity of your soul by bringing reason, perception, and emotion into balance with one another.**
Reanna Ankton

Reana Ankton is the daughter of Salvana Ankton, owner of Ankton’s Inn of Jether. Reana worked as a server at the establishment for a time. In her younger days, she was dear friends with Delphina, who died when the two girls and their friend Felix were attacked by goblins during the assault on Jether by Jormugndr's forces. Delphina was brutally murdered by the goblins torturer before Felix’s eyes, but Reana did not see it though she was in earshot of her horrifying screams. They were rescued by Merrick Meredith.

Shara and Felix swore that day that they would never forget the injustice visited upon them and would learn the art of the sword. Ever since, they have trained under Merrick's guidance and do their best to protect the other refugees.
Lisbeth de Jether

Lisbeth de Jether is one of the sages of the now fallen city of Jether. She helped keep the lore of the city and the Church of Atavius. After the attack, she was rescued along with Afegraad Dumak by Merrick Meredith and escorted out of the city. The refugees now seek a hospitable town to take them in.
Kykeos

*A drink consumed by soldiers and gladiators to help after a long battle or series of skirmishes. Its a harder substance for some to consume, but the results are undeniable.*

### Kykeos

*Food, common*

Kykeos is the result of turning a potion of healing into a warm drink by mixing it with red wine, finely ground barley, cream cheese, and honey. The drink can be imbibed and acts identically to a potion of healing, but it takes 1 minute to consume instead of one action. Consuming kykeos in this way heals 10 hit points. Alternatively, you can spread kykeos on a wounded creature during a short rest. At the end of the short rest, the creature regains 2d4+2 hit points and any Hit Dice spent at the end of the short rest has the amount of hit points it heals increased by 2.

**Decay Time:** Kykeos goes off 24 hours after it is made.

**Price:** 100gp

**Recipe.** *Tool Requirements: Cook's Utensils (proficiency required).* Kykeos can be made with a single potion of healing, one (1) bottle of common wine, one (1) wheel of cheese (any), one (1) ounce of honey, and one (1) ounce of barley (see Food Ingredients). Making a single batch of kykeos takes 10 minutes.
Highwind (Parnak)

Blue Eagle on Yellow Field

House Highwind is a vassal house of House Eversol and traditionally as served as the right hand of that kingly house. Throughout history, a member of House Highwind has served as the captain of the Golden Wings, an elite group of knights that ride on giant eagles and serve as the vanguard of the armies of Stormloft Kingdom.

**House Location.** The city of Stormloft in its noble district. It has no true lands of its own.

***Current Lord.*** Seth Highwind
Lemac

**Lawful Neutral Power**

***Gender.*** Female

***Sphere.*** Magic

***Dominion.*** The Great Mysteries

***Priests.*** -

***Adjective.*** Lemacian

***Domains.*** Arcana

Of the goddesses that met Karlaz during his journey, only Lemac seemed to be in complete control of herself. She showed Karlaz the Great Mysteries that hide beyond what is seen my men. With his understanding of the Winds and the acceptance of the frightful power of magic, Karlaz was able to continue and complete his quest. Lemac is the structured goddess of the wild powers of magic. She is represented by a book, a symbol of the study of magic and the understanding of its arcane nature. In the Agamidaenid, she is described as an ancient woman who wears ragged robes covered with ink spots. Her followers follow her with these rules in mind:

**♦ Fear of magic means a respect for magic.**

**♦ You can never control magic, but you can learn to use it.**

**♦ Do not let magic control you, because it can.**
Pleasant

**Pleasant** is a kenku rogue who was displaced from her family and home by a strange teleportation trap. She joined with a group of heroes who were bearers of Esperedges and helped defeat the Lich Magier during a time of revolution in Ocyria. She still adventures and wanders the land with her close friends Davos and Dengu.
Pell (Parnak)

**House Pell**

***Motto.* "Blazing Like the Sun"**

House Pell is one of eight baronetcies in Feherbairn earldom and one of two in Leoroth county.

***Seat of power.*** Blasingdell, village northeast of Stormloft, located on the King's Road headed towards the Galatia region of Varhuine province. House Pell is a splinter family of House Adalbert and the Adalbert Duchy, of which the Feherbairn earldom is sworn to and directly within.

**Current Baronet.** Donald Andromalius Pell
Oltan (Parnak)

**Oltan**

***Motto.** "Blood is Thicker than Water"*

**Crest.** White fleur de rus (ornate flower) on a blue field.

House Oltan is the oldest house in all of Rastegar kingdom and was once directly related to House Marcheshvan, the former ruling house of the kingdom. It maintains its own regional government, the Oltania Rus, in defiance of the rest of the kingdom and it still operates exactly as it did in the days of old. Above all, a respect for tradition and the true power of family are held to the highest standard.

***Seat of Power.*** Oltania. A grand old city, perhaps one of the only major cities in the kingdom to still have buildings with thatched roofs and old stone walls. Oltania sits in the shadows of the Vermillion Mountains and is just north of the coast of the Medramic Ocean. It remained untouched by all the wars that have befallen Rastegar, and Oltan Manor is one of the grandest castles that still stands in all of Parnak.

***Current Duchess.*** Erma Oltan. According to witnesses, she was responsible for the attack and eventual death of the new king. One witness, the elf knight, states that is unlikely. She is a methodical and precise ruler and is said to dabble in dark magics. She has been seen riding in the sky of her duchy on the back of a fiery black horse.
Otomus (Parnak)

**Otomus**

***Motto.*** *"Faith and Sacrifice"*

***Crest.*** Three white and silver Iverian crosses in downward pointing vector formation on a green field

House Otomus is a house that has followed the Ayaten traditions and has by populace the most worshipers of Iveriu in the kingdom. The duchy borders the kingdom of Bicovaria to the west and a strong alliance between kingdoms was set into place primarily by the sacrifices and political negotiations headed up by House Otomus. More than any other duchy, the goal of peace has been the aim of Otomus.

***Seat of Power.*** Tricross. A city built up from the ruins of a city which itself was built up from the ruins of a city. Each time a new city has come up, a new bridge has been built across the Maiden River, as a sign and gesture of peace with the kingdom on the opposite side of the river. New modern buildings stand alongside older buildings which stand in the shadows of ancient ones.

***Current Duke.*** Aedard Otomus. A simple man of faith. His younger sister Marla is the high priestess of the Great Church of the Saint in the kingdom. He is a man of the people, but strangely he has never taken a wife. Many believe he is waiting for a wedding arrangement that would be politically beneficial to him while others think he might be a secret romantic awaiting love.
Miles Olson

**Miles "Deadeye" Olson** is said to be the best shot in all the lands of Lavidia, Inundia, and Uliman. He is the Master Artillerist of Ir Morag Monastery's Militia.

## Description

A tall, gaunt figure, Deadeye's name carries two meanings. The first is obvious to anyone who has watched him fire any type of ranged weapon, from hand crossbow to ballista and from handgun to cannon. His aim is uncanny. When not training adventurers in the intricacies of ranged combat, Deadeye can be found atop the watch tower or walking the grounds, looking for gaps in defenses. Deadeye's true aim and watchful gaze are all the more impressive when one stands before him and sees a large black eyepatch covering his left eye, which was shot out in battle long ago. If one is in Deadeye's company when he's had too much ale, he might lift that eyepatch and show a milky white eye beneath. On such occasions, he's been know to whisper to new recruits "This here eye gives me the special sight" while displaying a knowing smile.
Nessa Telrunya

Nessa Telrúnya was born to a winter elf enclave in the High Wood. Her people hunted the woods of wolves, wargs, and greenskins. Nessa first saw the lands of men outside the forest during her twentieth year and was enamored with the hustle and bustle. Any time the hunters would go into the world to trade skins and meat for things like grain and milk, Nessa would always ask to go along.

When it came time for her to choose the weapon she felt that would act as her fang and claw, she took up the greatsword. Many in the enclave were worried for her as she was a waifish thing at her fifty years and when she attempted to take up the weapon she would falter and fail and keeping it aloft.

Determination and pure anger pushed her onward and in time she was besting even those who were set to become the warriors of her enclave.

By age seventy-five, she was among the ranks of the warriors and were among there number for three years. She was in the front lines when that fateful day fell upon her enclave some three months ago. The greenskins rushed into their yurts and spared no one. Young ones and maidens alike came under their horrifying weapons. The warriors struggled to keep the horde back, but soon motes of fire flew out into the camp and set all the yurts and supply tents ablaze.

Nessa was ordered by her captain to flee the woods and run out to the towns to tell them what had happened here so that they might come and help. Her rage swelled within her as she cut through those who would stop her as she exited the camp. She turned back and looked at the flames. Her anger and resolve fled her and she felt a heavy weight of despair fall on her shoulders. Standing up over the flames in the center of the camp was a giant creature, blue-skinned with a long tail of black hair on his head. The other evil creatures chanted a single word as the creature squeezed her captain into a bloody pulp with one hand. She remembers the name of that monster. She has vowed in her heart to take vengeance upon it. "Renka".
Order of the Drake's Maw

Icon of the Maw

The Order of the Drake's Maw is an order of knights that come from the Isle of the Dragon in the center of Parnak province. As many of the founding members are dragonborn, it is a rarity to see members of this knightly order about in the lands of men. Some of the members of this order are simple hunters and trappers who seek out lairs of dragons in hopes of stopping any ill-towards activity or breaches of the Laws of the Dragon. Others still act as guides for people between cities, seeking out people who prey upon innocent folk so as to met out justice.
Portocal Ciulama

*A delicious stew from the lands of Ocyria, but due to its simple nature and its widely-liked flavor, it is a common dish all across E'yané. To many, this dish just smells like home.*

### Porocal Ciulama

*Food, common*

Portocal ciulama is a dish made from orange cap mushrooms with root vegetables and spices. If consumed during the course of a short or long rest, you gain 5 temporary hit points that last for 24 hours.

**Price:** 25gp

**Recipe.** *Tools Requirements: Cook's Utensils.* Portocal ciulama can be made with a three orange cap mushrooms, 1 cup of chicken broth, 1 head of celery, 1 bundle of carrots, an ounce of vinegar, and 1 dose of spices (see Food Ingredients ). Making a single serving of portocal ciulama takes 10 minutes.

**Decay Time:** Portocal Ciulama goes off 4 hours after it is made.

*A delicious stew from the lands of Ocyria, but due to its simple nature and its widely-liked flavor, it is a common dish all across E'yané. To many, this dish just smells like home.*
Ir Morag Monastery

Ir Morag Monastery is a place of deep worship for the adherents of Atavius, specifically in relation to the Church of Absolute Law of Uliman. The Monastery's main connection is the town of Gateneath.

## History

### Formation

Established during the beginning of the Lavidia Reclamation, Ir Morag Monastery was established in a temple from the time before the Fall of Ausir. It sits upon Mount Ir Morag above the town of Gateneath. Most people who come to Gateneath come for Ir Morag Monastery, as it is established as a place of learning and pilgrimage for followers of Atavius and of the Godheart. The Church of Atavius that has taken the monastery as home offers guests of the Monastery dormitories, access to lore, and the protection of the Monastery's high walls.

## Named Residents

Estrid Shallows. Avant Courier of the Monastery.

Galiena Harlow. Chamberlain of the Monastery on behalf of the Abbess.

Landaff. Hedge Wizard and Lorekeeper of Ir Morag Monastery. Good friends with Milly Higrant.

Miles Olson. Master Artillerist of the Church's Militia.

Osgar Allric. Holy Protector of the Abbey of Ir Morag Monastery.

Rodathan Andervan. Knight of Atavius.

Roderick Ralliard. Brigadier of the Church's Militia.

Romund the Exile. Knight of Atavius, leader of the Knights of Ir Morag Monastery. Exiled from Gateneath after a scandalous event in the town.

Seff. The Sacrist of the church.

Tiffany Denegyth. Cellarer of the Monastery and maker of the fine ales and spirits of the mountain.

Velandrin Aracnias. Abbess of the Abbey, spiritual and organizational leader of the Monastery.
Ocyrian Inquisition

## Ocyrian Inquisition(*Order*)

This religious order is based out of the capital city of of the province of Ocyria and has inquisitors all across Eyané. Wherever the worship of the god Atavius is present, there an inquisitor will be. The primary goal of the Inquisition is to find and suppress and root out views that are heretical to the the Vitas, specifically the cult worship of Alu’nsu-Ro, the dark god of sorcery and undeath, and the Shedim, the demon princes of sin. Most inquisitors are clerics or paladins, but members of other classes often take up the cause of righteousness and lead the charge into the shadows of the unholy lairs of the heretics. As the Inquisition’s primary goal is finding cultists and deceivers amidst the goodly people of the realms, they are trained in Insight to root out the liars vilest elements in society. In the Stormloft Kingdom, the Inquisition is based mainly out of Stormloft city in the Church of Atavius there.
Orvo

**Orvo** is a greenish liquid that is generated as runoff during the creation of living constructs. It nullifies magic around or inside of it.

A lake with a massive quantity or Orvo underneath a dozen feet of water is an hour or so north of Manus. A devil known as Torold resided there until the Heroes of the Library and Baphedul slayed him and his horse Plaguebearer. The party found an ornate vial of the green liquid inside the skull of Plaguebearer.

*The run off of processes used to create undaunted and other nonliving constructs, it is a substance that is formed from the fusion of anima and umor to create vitae. It smells like ozone and neutralizes substances in its presence, which is seen as a sign that you're entering into contact with the toxic stuff.*

### Orvo

*Ingredient, very rare*

This substance creates a field that blocks magic, the effects are identical to the spell *antimagic field*. Constructs, including living constructs, become unconscious if within the area of effect of the Orvo. Long periods of exposure to the substance cause lasting physical and mental damage. Each sixday spent in contact with or in the presence of orvo, a creature must make a Constitution saving throw DC 18. On a failure, the creature reduces each of its ability scores permanently by 1. Additionally, any residuum that enters within 5 feet of orvo and remains there for over 1 minute becomes inert and is transformed into beach sand.
Hawke of Stormloft

**Hawke of Stormloft** was a Parnan soldier who was one of four individuals bearing the Curse of Tovesh'naernon.

## Description

Hawke was a simple Parnan man who had a very simple look: military short hair, rugged beard, tan skin, some scars here and there.

## History

### Early Life

Hawke's birth parents are not known. He was left in the city of Stormloft as an orphan and was very quickly seen as a prospect for military service. He did not have many memorable childhood moments, but he studied hard in general education and over-achieved in soldier training. When he turned sixteen years of age, he was officially conscripted into the Imperial Army of Stormloft.

### Military Service

Hawke was a simple soldier, a veteran scarred as a result of years of forgotten battles. He fought on the eastern border of Parnak in numerous skirmishes with bandits that crossed over from Seiryu province. He was at Jether when it was sacked by the frost giant Jarl Jormugndr.

### Hilton

Due to the loss at Jether and the Parnan forces there being routed, Hawke found himself in line as a refugee of that conflict in the town of Stasi. There he met Iden, Kilian Ironhand, and Eldithas Avasoon. They protected the people of that small town from a large group of Felhood bandits. Due to the lack of defenses in Stasi, Hawke was able to convince the people of the town to migrate to the much more defensible Hilton.

## Trivia

Hawke was created by Andy M for inclusion in a Roll20Con 2014 one shot adventure. This game was not completed in one session, instead being ran weekly until its conclusion. With the end of that story, the party continued forward around Hawke for the Blood Right story arc.
Masters of the Seas

The **Masters of the Seas** is an unaffiliated group of leaders that are in conflict in the seas of the Lavidia region as well as within the Medramic Ocean.

## The Masters

* **Anne Bonney**
* **Hadrian**
* **Rubyn Nyruel Runali.** War Magier of the Conglomerate for the Lavidian Front in the defense against Denisatvan invasive forces from the West. Master-and-Commander of the Lavidian Navy and Fleet Admiral of the Conglomerate's Second Aerial Fleet.
* **Sano Jiro.** Blade of the Shinoyoru Kengo and prime agent of the faction's activities in Gernaris. Overlord of the Whisper Fleet, an amalgam of independent Kengo loyalist naval and aerial ships in the region.
* **The Captain****.** Merchant lord and sea master that is primarily based in Lavidia with presence in nearly every city in the region. Proprietor of the Free Leagues, a guild of merchants that form their own governance and deal directly with city-states and sovereign societies that have splintered from the wider Gernaris government.
* **Zortea Velnias**. High Luminary of the Reclamation Forces of Denisatva, Enforcer of the Draconic Promises, Commander of the Denisatvan War Efforts throughout the region.
Nerakon

## Nerakon(*One of Thirteen Gates*)

Nerakon is one of thirteen demiplanes in the Astral Sea that is sealed by the Thirteen Gates of Ashtar and protected by the Daisthai. It is a plane that is contained whole within a desolate pocket of the Astral Sea that has a massive golden dragon egg at its heart.

## Notable Locations

### Heart of Avarice

The massive golden dragon egg at the heart of Nerakon is covered with small holes that lead into a massive cave network within the egg. At the center of this egg is a mass of earth and magma
Ilphae'oyss Zilvnolu Kilani

**Ilphae’oyss Zilvnolu Kilani**, more commonly known as Ilphae, is a tiefling who has lived the better part of her life in the care of the clergy of the Fair Gods. She escaped from the province of Vetalis after learning of the world beyond the Barrier Peaks and the wrong that the nobility in the city of Ainkarn represents. She was hunted, but escaped, and feels that there may still be agents who seek to come and kill her to appease the Hungry Prince.

Ilphae has studied the dogma of the elvish gods and adheres to the teachings of Stacia, the goddess of love and of the moon. She has never been truly accepted by her peers within the church, but many of the higher ranking members of the church accept her and feel she is a blessing that shows the true grace of the goddess. According to the wisest sages of the church, Ilphae is the child of two ancient powers. The first of these ancestors is seen in her race. The second of these powers is seen in her gift: the sorcerous bloodline of the favored soul.

As she is much too wild in heart and of mind to study at the church, she has since left the city of Phulax and journeyed easy. As fate would have it, she has made her way to the village of Stasi, an old elvish name meaning "The Place Where the Moon Rests".

***Roleplaying Notes.*** Ilphae is very unsure of her own abilities and of her place in society. She is strong-willed and good-hearted, but sometimes her doubts in herself can cause her to not take the situation by the horns and be the leader. She prefers her allies to be strong and to guide her, so she does not have to appear foolish when she gives her opinions. Despite this, she will sometimes give her opinions, and do so strongly, especially if she feels she is right.
Mercer Vorah

The Master of the Guard is an old Parnan military man named **Mercer Vorah**. Besides being the Master of the Guard, Mercer is also the second son of the now-defunct noble house of Vorah, a Captain in the Parnan Military, and a member of the adventurer’s company known as the Silver Fangs. Mercer can be found in the barracks or sometimes at town hall in his office there.
Confused

Confusion, or Confused, is when either the player or the opponent performs a full rotation. This causes the other character to look around for the opponent, rather than attack or avoid attacks. The player can still perform spin attacks, or backstrike defense moves, but nothing forwards. The opponents who trigger this cause the player to look around randomly. However, if the player triggers this, it works in their favour. However, the opponents who have backstrike defense will not hesitate to use it, and Juggernaut Jones will body slam the player should they do a full rotation.
Mardigan Family

A group of brigands, bandits, and thieves that have a headquarters in most capital cities on the continent. Of the factions present, this faction has the most heterogeneous conglomeration of peoples, ranging from the common human folk to the very rare undaunted. They operate in almost every city on the continent, taking dozens of different guild names and conspiring with even the highest of government to allow their operations to go smoothly. Members who bear the name of Mardigan as their surname may or may not be actually related to the original patriarch of the family, but bearing the name means that they have special protections and demand certain attention among the guild.
Nine Bastards

The **Nine Bastards**, also known as **Abominations**, were a group of powerful entities that came up from the earth and down from the sky at the beginning of 617 AD. These creatures are considered by followers of the Warring Triumvirate to be the lost children of the Gods Aluein, Ashtar, and Atavius.

They are considered the most powerful beings born in history and their defeat is described as the greatest historical feat of the Good Folk of E'yané.

#### The Abominations

Alustraat. A being born of Ashtar and Atavius that was born after the Law of Death was formed. The being was stillborn and its divinity powered its divine corpse as an atropal.

Anaxim. A construct.

Scylibdis. A primeval elemental being.

Eliphas. An Infernal.

***Igaion.*** The Hecatoncheires or "One-Hundred Handed One".

Iselingdar. A being of ice the size of a mountain.

Metis. A dream larvae.

Phivos. A primeval Phaëton.

Zaqar. A Great Phane.
Regolas (Power)

**Chaotic Neutral Power**

***Gender.*** Female

***Sphere.*** Earth, travel

***Dominion.*** The Earth Below

***Priests.*** Road-walkers

***Adjective.*** Regolasian

***Domains.*** Nature

In the Agamidaenid, Regolas is the goddess who first encounters Karlaz and leads him down the road of his quest. To Karlaz, she was ever the guide, her roads leading him in and out of the world into the presence of Regolas's sisters and against foul beasts and dire situations. To her worshipers, Regolas is the goddess of the earth and the lady of all roads. A prayer is often said to her by merchants as they leave one town for another in hopes that the way will be safe and smooth. Her followers hold the following tenets to be most sacred:

**♦ Walk as far as your feet will carry you and see the ways of the world.**

**♦ Be kind to the road and be sure to leave it as you found it or make it better.**

**♦ Be wary of those things that lurk outside of the road.**
Lina Albicoris

A young girl with bright red hair and a smiling face. She seems to have a fiery disposition, quick to anger or laughter with an impulsive spirit. She wears a long coat with an orange eagle pattern on the chest, leather wraps around her hands and feet, a curved silver dagger and pair of cool goggles she keeps on her belt, and is often seen with her hands wreathed in flames.

After the Silver Fangs and the group defeated Renka's wartribe, Lina requested of Gwenvalia and Cyrus that she join the group to travel to the Temple of Daerlethoth. Gwenvalia and the Silver Fangs left Lina in the care of Cyrus and his company. She has stated her reason for joining the group is that she believes an important artifact of her family resides within the Temple.
Harrigan (Ocyria)

**House Harrigan**

House Harrigan is charged with attending to the city of Nock's civic works, including water supply systems, sewers, heating systems, boilers, roadways, canals, and railways. In addition to carrying out these functions, the Harrigan members — obsessive, keen, and creative intellectuals, who often have short attention spans — are known to perform magical experiments, ever with reckless abandon and sometimes with spectacular but severe results. They are focused on innovation, sometimes with explosive results. House Harrigan, above all other houses, is the house for artificers of all types.

House Harrigan is seated on the northern half of the Steel District.
Lina Nagess

A young girl with bright red hair and a smiling face. She seems to have a fiery disposition, quick to anger or laughter with an impulsive spirit. She wears a long green coat, leather wraps around her hands and feet, a curved dagger, and pair of cool goggles she keeps on her belt. She is often seen with her hands wreathed in flames.
Lavidia

The northeastern coast of Gernaris is home to the Duchy of Lavidia, the Untamed Lands of Inundia, and the Barony of Uliman. The remaining known source of civilization is the city of Penford, located to the northeast of the map below.

The map presented below is something that has been afforded to the Player Characters and will be our primary method of tracking movement in the world. A lot can be learned from this map alone, so long as the right questions are asked concerning it.
Kruhn Andervan

*Content Warning: Sexual Assault, Implied Racism*

**Kruhn Andervan** was one of the heroes that came to the defense of Hilton and eventually aided in the reconstruction of Dighgrum.

## History

### Early Life

Kruhn was the first born son of a noble lord named Kelvin Andervan who served as a banner-man in the city of Jether. Their ancestral home was a village in the Netin called Timberland and it was attacked 20 years ago by a horde of orcs led by an axe-wielding orog named Kelgath. The attack left the small village in ruins, its lord crippled by wounds incurred in battle. Kruhn's birth was seen as a violation by his mother and she took her own life as a result of it.

Being born in Jether, home of the Great Church, he was educated on the many ways and dogmas of the number of different goodly gods. His father raised him agnostic, thus allowing him to choose a path for himself instead of indoctrinating him in the teachings of Atavius, which Kelvin himself followed. After much study, Kruhn decided to call Saint Iveriu his patron deity. Kruhn is a very cultured young man who honors the traditions of any culture he feels is civilized. He tries to look at the world through the lens of Iveriu, but is often conflicted with his sense of right and good which can clash with foreign ideas of community.

Kruhn trained as a squire like a number of his ancestors had before him. He learned the arts of the sword and shield. His father, a proficient swordsman, would occasionally teach him a new technique with the blade. He served as a keeper of the peace in Jether, assuring that no problems arose among the citizenry. Aside from the sporadic goblin attack, Kruhn had little to worry about besides the normal welfare of a city.

He followed his faith and tradition and became members of the Order of the Bloody Rose when asked by a knight-errant of the Order who had traveled to Jether and met Kruhn during the defense of a farm against goblins. This took him away to travel the lands and quest in the name of rightness and justice. He made his way back to the Feherbairn Earldom, to the town of Stasi.

### Death

Kruhn died of old age in his home in Dighgrum. He was survived by three sons.

## Trivia

Kruhn Andervan was created by Andy H for inclusion in the *Chronicles of Ashmadia* story arc. At its end, the *Shadows Over Stormloft* story arc began and, as this new game was a West Marches style game, characters from *Chronicles of Ashmadia* were added to the roster in a continuation of their story.
Prisawen Calendar

The Prisawen solar calendar is an arithmetical calendar. It counts days as the basic unit of time, grouping them into years of 365 or 366 days. The solar calendar repeats completely every 146,097 days, which fill 400 years, and which is approximately 24350 six-day weeks. Of these 400 years, 303 (the “common years”) have 365 days, and 97 – the leap years – have 366 days. This additional day is traditionally known as the Radasheni. This gives an average year length of exactly 365.2425 days – or 365 days, 5 hours, 49 minutes and 12 seconds.

#### Calendar Month

A Prisawen calendar year is made up of 12 months evenly divided across 4 seasons.

**SPRING**

***Rada.*** "First Bloom". First month of Spring. 31 day month, with leap day added every four years (called the Radasheni, it is added before the actual month of Rada). Only non-middle month to be represented by a member of the Witte Wieven by an Elvish Sidereal Representative (see Zodiac). Zodiac - The Mother and The Bright Star (Radasheni).

***Beram.*** "Mid-Green". Second month of Spring. 30 day month. Only middle month that is not represented by a member of the Witte Wieven by an Elvish Sidereal Representative (see Zodiac). Zodiac - The Judge.

***Rian.*** "Green's End". Third month of Spring. 30 day month. Zodiac - The Tyrant.

**SUMMER**

***Brethian.*** "First Heat". First month of Summer. 30 day month. Zodiac - The Wyrm.

***Kesan.*** "Mid-Red". Second month of Summer. 31 day month. Zodiac - The Saint.

***Ethun.*** "Red's End". Third month of Summer. 30 day month. Zodiac - The Soldier.

**AUTUMN**

***Faloon.*** "Falling Leaf". First month of Autumn. 30 day month. Zodiac - The Wanderer.

***Sota.*** "Mid-Violet" or "Mid-Black". Second month of Autumn. 31 day month. Zodiac - The Provider.

***Iavas.*** "Violet's End" or "Black's End". Third month of Autumn. 30 day month. Zodiac - The Keep.

**WINTER**

***Vasar.*** "Falling Snow". First month of Winter. 30 day month. Zodiac - The Manticore.

***Talvi.*** "Mid-Blue" or "Mid-White". Second month of Winter. 31 day month. Zodiac - The Huntress.

***Kesh.*** "Blue's End" or "White's End". Third month of Winter. 31 day month. Only non-median month to have 31 days. Every 26,000 years (approximate), this additional day shifts back one month, skipping median months. Zodiac - The Wraith. Holidays - 28th The Shackling

**SIXDAY**

Daily progression is tracked by marking sixdays, typically working five days with one day of rest at the end. The names for these days are as follows:

Mons, Teus, Wesd, Thar, Firr, Dan.
Melaria

**Melaria** is a former servant of the demon prince Veskavnu. She has come to serve as Ashmadia's eyes in the world of the living. She is a long-lived and powerful succubus who was cast out of the demon princess of lust's hell when the Principality was usurped by Alachia. Her greatest aspiration is to usurp a demon prince herself and become a power behind a Gate of Ashtar.