recursal/Fanatic-Fandom huggingface dataset:
The Collapse

The Collapse is an event in the history of The Kingdom of Athein. It describes a 24 hour period in which the capital of Athein, the City of Penrith fell. Just after midnight with the temple of Pelor's bells rang the final time was when the strike began, from each and every temple the streets ran red with blood. When the Temple District fell, the poured from the gates like locusts at each location in the city.

## Karuk's Story

Karuk leans back against the Bar "So we started your History lesson the other day Merth, what did you want to learn about now? You started with the culling. Which of the two happened after that?"

"The collapse, would be the next major event for sure"

Karuk looks to Merth "The Collapse is a twenty four hour period in which Penrith fell to an enemy from within. The streets ran red with blood"

Karuk looks around the bar running his finger around the edge of the coffee cup "I must have been sitting right there" He points to one of the corners of the bar "Sunset was hours past, the bar was very crowded. I was in from a long days work on the farms. It was quiet like that nearly too quiet of a night but we couldn't hear it, nope we sat here ripe for the slaughter"

Karuk looks towards the windows before back to Merth "They started in the temple district hundreds of the Thieves Guild, cutting down Paladins, Clerics, Priests, Commoners, kids. They would string them up dead and heartless from the trees. They then made their way into the rest of Penrith."

Karuk looks to Merth "As a statement that the Paladin's power here was gone, that their gods didn't help them this night. They made an attempt at the queen who was obviously able to escape with, they made their way to the Noble housing killing anyone they could find even babies were executed that night, that's when they eventually found their way in here"

"Most of those in these halls died, I was able to get a few of the younger people out and into hiding. It was cold hiding in that sewer waiting for the sun to rise covered in innocent's blood. When that sun did rise we looked as in a single night the entire city had fallen now with these unkillable" He air quotes "Thieves walking around pulling people out of the buildings killing them in the streets, was like a damn nightmare"

"Well it was proven they could be killed, but they were set on fire, took a few hundred arrows, lightning bolts, poison, etc and none of them dropped"

"Well the last I heard they sent some group of adventurers into this old keep, they weren't successful. They then sent the second group after Carn Bigglestone who escaped. So speaking of how exactly I would wager no."

Merth and Ethan look at each other "so Carn was at the keep?" Ethan asks "first I've heard of it." Merth replies

Karuk shrugs "At some point sure, he was the one likely responsible for all those odd things you fought"

"Why they did it, doesn't make sense to me. However they had a plan there was still ships coming to port and wealth to be made"
The Angelic Eagle

From the outside it seems like nothing more then a house being overtaken by vines, but to those with a knowledge of nature will quickly notice that they are primarily used for healing poultices and potions. The owner of the establishment is a forest gnome druid female named Arissa, with short orange wavy hair down to her shoulders with a small pair of antlers adorning her head which are a bit too big for her frame. Arissa seems a bit skittish around new people after spending most of her time attempting to keep the rogues from destroying the natural forests inside Penrith during the Collapse.

Prices and items available are pinned in the Angelic Eagle channel.
Smelts of Roses

## Brief Description

From the outside it looks delightful, homey and folksy. Stone walls and tree trunks make up most of the building's outer structure. It's near impossible to see through the large, stained glass windows picturing beautiful roses, but the noise from within can be felt outside.

As you enter the shop through the well-crafted, metal door, you're welcomed by amazing, but unknown scents and clashing hammer sounds. The Smithy is quite busy, but still manages to welcome you with a friendly nod.

It's as enchanting inside as it is on the outside. Stone beams support the upper floor and the large candles attached to them. The walls are swarmed with flags of all sorts and sizes. Some are from nearby towns or provinces, others from the far corners of the world. They must've been fited to the owner..
Temple of Ulaa (Hofsa)

## Brief Description

The Temple of Ulaa was one of the oldest buildings in Hofsa as it was seen as a good omen to the mining operations they were going to be starting in the area. It was built over the course of a year and was built into the very mountainside itself.

## Leader

The Temple is was run by a High Priestess Anera Roote. Prior to The Reclamation the temple was a major part of the daily life of the miners in the city. She now runs prayers on behalf of the slaves being forced to mine.

## Miscellaneous Information

The Temple has been left alone by the shadow fey, however the lesser priests were dispatched with everyone else. The only member of the faith left is Anera Roote to keep the temple running.
The Morning Star

> “It was a normal night, the ale was flowing the treasure was being moved around and the women were being sold off. It became cold like the fine mist took hold of the men’s hearts. The night went silent before the sounds of cannon fire… A cry was heard from one of the canonniers The Morning Star has come to burn us alive!” - A Survivor of the attack
>
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## Founding

The rumors are that following a massive pirate raid which left a small harbor in shambles and some of their best warriors and sailors bleeding upon the docks fighting to their last a ship appeared. From the ship came a woman named Baylee Swyft, she offered the dying men a chance to save their families and hunt those who spill blood into the seas for sport. This is said to be the first mention in legends of the sea of the Morning Star.

## Leadership

It is unsure if the helm of the ship has a true leader, or if something is merely legend. Captain Beylee Swyft the young human woman with green dreadlocks is said to have maintained the helm since it’s first hitting the shores as a legend of justice in the waters. Said to be unkillable this Captain of legend might just be that.

## Primary Work

If the legends hold true, the purpose of the Morning Star is to cull the waters of the pirate plague which kills and destroys those who use the waters as a means to living. Many consider this a legend to attempt to curtail the pirates from becoming too bold.

## History

#### 5th Era

* The first rumors begin to travel the waves.

#### 6th Era

* The Pirate stronghold Cold Harbor is apparently destroyed.

#### Age of Heroes

* A group of adventurers from the Burning Phoenix apparently encounter the ship.

## Storyline

* The Rise of the Chromatic Queen
* The Bronze Heart
The Elegant Carriage Outfitter

### The Clothing Store

The Elegant Carriage Outfitter is a clothing store with shelves and racks of clothes from either outfits for parties, dances or normal clothing. Inside of the store has a yellowish white colored walls and when light is emitted on the walls, it gives off a nice light to show the colors on the outfits and the clothes.

### Owner

Pierre Gueguan whom is a human male who stands 5'11 tall, with short black hair with purple streaks in it. The way he moves is like how a fashionista moves and adores giving people compliments as he is willing to tailor some clothes to them.
The Azure Gardens

## Points of Interest

The North Gardens

* The Last Bean Cafe
* Love of Loaves
* The Forgotten Knight

The East Gardens

* Bless your Hearth
* Staves and Stoves

The South Gardens

* Trinkets and Traditions
* Polymorph

The West Gardens

* The Wise Pheonix
* The Dragonhide
* Cures and Curses
* The Wayfarer's Hall
* The Dragon's Breath

Central Gardens

* The Grand Gardens
Slixx Fane

## Appearance

Human looking with brown hair and slight beard.

## Events of Childhood

I fought for everyday to get what i wanted. I saw the nobles come in take from the poor by taxes or breaking laws to make themselves rich.

## Events of Adolescence

One day i saw knight stop a noble from killing poor store. By knocking the noble out and turning him over to the law and returning store owners money. Being in awe i approached the knight ask to become servant/squire.

## Events of Adulthood

After proving myself to the paladin by taking taking down a large group nobles and rid the roads of bandits outside the city by using power of my changeling abilities unknown by paladin.
The Court of Fey

Fey
 are capricious, mischievous, and often dangerous beings, but despite
their chaotic reputations, they do follow a certain set of rules. These
rules—widely misunderstood by outsiders—are codified and enforced by a
cadre of lofty fey nobility. Befitting any courtly structure, the fey
bow to lords and ladies: eldritch creatures of immense power who rule
the courts.

**Heads of State.** The fey lords and
ladies are beings of high station and prodigious personal power. Each
rules over at least a great city if not an entire nation. No matter the
scope of a fey noble’s rule, in his or eyes, a fey ruler’s word is law,
and so shall the rest of the world see it! Outsiders may not understand
the edicts and interdicts of a fey noble, but that’s no protection
against the harsh penalties that await any who break them, knowingly or
otherwise.

**Circles of Power.** Each fey noble is supreme in his or her own bailiwick, and the rulers maintain a rigid hierarchy among themselves. The Queen of Night and Magic is undeniably the most powerful of all fey nobles, and she rules cyclically with her embittered husband, the Moonlit King. Together, the Summer and Winter monarchs rule over the entire Shadow fey race. The River King is next in power, and he rules over the river elves of the Arbonesse forest. The Snow Queen rules among the ice, snow, and plundering reavers of the far north, as wells as commanding the obedience of the Fraughashar
 and ice maidens. The Bear King, the weakest politically, rules a
northerly city-state where werebears are common and mead flows like
water.

The odd man out is the Lord of the Hunt. Though he is associated with both the Shadow
 fey and the light elves, no one is certain of his true identity or how
he fits into the political structure of fey nobility. Because he seldom
concerns himself with politics, few have felt any need to press the
question.

Other fey courts and rulers certainly exist, though their rulers are more esoteric than those described here.

**Vacant Thrones.**
 When a lord or lady dies, the court does not remain leaderless for
long. Ambitious beings among the fey always hunger for more power and
covet the station of their superiors. After a traditional month or year
of mourning, vicious power struggles winnow the weak and pave the way
for the most cunning or the strongest to take the court’s vacant throne.
Hippogriff

Image credit WOTC

A beast whose magical origins are lost to history, a hippogriff possesses the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals.

Reclusive and omnivorous, hippogriffs mate for life and seldom venture more than a few miles from their nest. When defending its mate or its young, a hippogriff fights to the death. Hippogriffs don’t lay eggs but give birth to live young.

Dragons, griffons, and wyverns have a taste for hippogriff meat and frequently prey on these creatures.

***Flying Mounts.*** A hippogriff raised in captivity can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly.
The Lonely Stag

## Brief Description

From the outside it looks rustic, welcoming and well maintained. Bricks and huge, stone pillars make up most of the building's outer structure. It's difficult to see through the stained glass windows, but the laughter from within can be felt outside.

As you enter the tavern through the heavily used, metal door, you're welcomed by dancing people and clapping hands.
The bartender is quite busy, but still manages to welcome you with a short wave.

It's as charming inside as it is on the outside. Wooden beams support the upper floor and the sconces attached to them.

The tavern itself is packed. Locals seem to be the primary clientele here, which could be seen as the best sign you can get. Several long tables are occupied by, what must be seperate groups who have bonded over great food and conversation. The other, smaller tables are also occupied by people who seem to be enjoying themselves a lot, perhaps too much, if such a thing is possible. Even most of the stools at the bar are occupied, though nobody seems to mind more company.

## Staff

* Jayce Lock
* Candice Lock

## Miscellaneous Information

* The Tavern is known to get a bit rowdy at times.
* The Tavern is known for it's excellent truffle dishes.
* The Tavern once had a hand carved Pentagon on a table completed by James Dacre.
Temple of Exiles

## Brief Overview

Deep within the Grinn Wood sits what looks like a small stone building, what looks like a mausoleum with 12 stones in a circular pattern and four stone griffins can be found. This entrance to an ancient temple which is only known to be called “***The Temple of the Exiles***” was long forgotten.

## Lore

When the adventuring community finally found the ***Temple of Exiles***, it was at the behest of a Deva of Istus known as Viletta. She spoke of thieves defiling the temple, and directed the adventurers towards it’s location. Speaking very little of what the temple was the community pushed to defend it.

The community would once again return to the Temple prior to the Titan War, to complete tasks for boons to the gods. The cost of failure at some points was death, and amazing magical artifacts were granted for a short time. Again not looking into the history of such a structure little was gained.

## Notable Areas

* *The Gates of the Temple* (Event 1)
* *The Hall of Gods* (Event 2)
Tarareon Ward (Penrith)

> "Today we finally pay honor to the founders of our city whom all came across the seas in a world without hope. Lead by their gods each of the chosen arrived and placed our future before their own lives. Maelessa Tarareon was one of the chosen trained to be a killer from a child, however it was her dedication to those she called a family we celebrate today. While there is few amongst us who in recent years would ever think we would dedicate land to a rogue she was the first we relied upon. What better place to dedicate then the lands above the thieves once lived." - Queen Liliyana Tarlarys (May 27th, Year 7 Age of Heroes)
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Temple of Dol Dorn (Penrith)

The temple of Dol Dorn looks more like a fortress than a temple. It is low and squat, with arrow-slit windows and a large gated entrance. It is a challenge to even get to the temple as the winding path, lined with statues of dwarven heroes, is lined with trenches and blockades and sometimes filled with warriors in training - in fact the grounds around the temple are filled with obstacle courses where on special days the people can compete against the clergy. The main door is blocked by a large, beautiful, wrought-iron gate formed with the symbol of Dol Dorn - a sword over a shield. Once inside, it is apparent much of the temple is actually underground, the main open part of the temple a feasting hall with long testle tables flanked with benches. The kitchen is in this open area as well, filling the room with the scent of rich foods. At the head of one of the tables opposite the door is a larger-than-life statue of the god - a friendly-looking bearded dwarf fully armored but helmetless, his sword and shield resting on the floor against his leg. He raises a glass of ale in a victorious salute, as if welcoming his fellows back after a great battle. Before this statue is the table for the head clergy, but the statue is visble from all the tables. The room is huge, and the tables are modular, allowing them to be moved and rearranged for events or other training purposes. The hall is warm and friendly with huge fireplaces and torches everywhere keeping the austere stone interior from feeling cold. Tapestries depicting great heroes and adventures of the god adorn the walls, and hide the entrances to the lower levels where the clergy have their rooms and there are weapons and armor stored and a brewery operates here, creating exclusive dwarven ale, which can be bought from the kitchen upstairs at no small cost - but the quality is such that it is worth every coin.
The Chilly Vanilla

## Brief Description

The Chilly Vanilla is the most inland place to purchase a room while visiting Clearhill. The simple yet well taken care of Inn, is generally used by those traveling overland. The modest Inn has a small bar and first floor providing minor entertainment in the form of traveling bards, with a number of rooms for purchase.

## Owner

Asteria Spicer is human female who has owned The Chilly Vanilla since the Former Slaves Rebellion. The old owner who use to staff the place with slaves, was one of the first people murdered during the rebellion. Asteria bought the Inn to keep the business from going under and has been enjoying serving all people who have the coin.
The Mithral Mines (Hofsa)

## Brief Description

The Mithral mines of Hofsa are separated into three sections; The East, West, and the Valley. The Mithral is said to run through the surrounding valley and was such a great find. Thus the city was built in the northernmost part of the valley to get deeper into the range. The mines had been a real opportunity for outsiders to come to the Atoll and support their families.

## Owner

The mines themselves are owned by the country and thus profits are directly put into the Irt Atoll's overall welfare.

## Miscellaneous Information

Adventurers from Penrith came to Hofsa at the request of a bounty posted in the Fearless Wolf. Miners had been going missing so the entire operation was shut down. They explored the Valley entrance in which they fought a Cave Dragon. You can see the adventure in the linked Video titled “Hofsa Caverns”

The mines currently are being operated by Svegard, who has captured a number of able bodied men and women. He has broken their spirits and runs them to the point of exhaustion in the mines. Rumors have made it off the island that the Slaves sing hymns of Ulaa.
Sunshield Exploration Guild (Penrith)

## Description

When you open the doors to the Sunshield Exploration Guild sits a open room with a counter and notices pinned on the sidewalls. There is a large odd crest which under some investigation is a crest of a house from Yedria. The fireplace is generally kept at a good roaring pace as the few doors to the other parts of the hall are generally kept locked.

## Owner

Donen Sunshield is the founder and the owner of the Sunshield Exploration Guild. His primary residence is in Penrith, and is the general location of the majority of their exploits. Inside the guild most people will encounter Lartel Aerin who runs the day to day operations. Tizras Stonebringer is the chief of any projects which the Sunshield Exploration Guild is running.
Talia (Timeless)

## Overview

*“I saw Talia, she was alive… I don’t know how but it was her there was every memory. She was different but it was her I’m telling you”* - Rolen Serpet

## Lore

Not dead as believed on the streets of Penrith, Talia Royce would be put through the dark ritual and become a general of the Timeless Rogues. She was sent to a ruin known as the Temple of Exiles, for a mission in which was thwarted. Much more dangerous and deadly than the others she would find her end in the Temple.

## Interactions with others

* She was in charge of the Timeless Rogues.
The Faithful Pack (Graman)

## Brief Description

As you come upon *The Faithful Pack* the long house style building of thatch and wood, is in the background to two large carved regal Mastiffs which stand guard over the entrance. The fifteen foot tall dogs carved from two large oaks part to the stairs which lead up to two heavy hardwood doors, the handles made of antlers from a great hunt. The inside of the building is open and centered around a large dug fire pit surrounded by stories being shared of great hunts. At the opposite end of the entrance is a long bartop which is generally filled with hunters having a drink. To the left is a staircase leading to the upper floors.

The rooms of the Inn are small and cozy with a single bed and a animal skin finely crafted into a warm blanket for winter nights. There is one bunk room which sleeps ten people and is open with no privacy. Roaming the upstairs and the main floor is a varied group of dogs which are open to be rented for hunting purposes.
The Circle of Magi

## Founding

The belief in the forming of The Circle of Magi is believed to be a divinely chosen one from before recorded history. Some believe the stories from The Codex of Heritage and that Mystra herself created the circles to protect the very Fonts of Magic. How the order themselves credits their founding is still a vastly unknown bit of information.

## Leadership

The leadership of the Circle of Magi is heavily rumored about with those who have interacted with them, however to most the Circles are just a myth. It is believed to those who know their existence is real that across all planes there is a council which runs the various sites.

## Primary Work

The primary task of the Circle of Magi is the protection of the Fonts of Magic, these hidden locations possess raw magic which in the wrong hands can have dire consequences. It is believed they also attempt to regulate any dangerous magics in existence, such as ill used magics of reality shaping abilities, and wild magics which can not be controlled. Part of this means termination of those in such possession of things deemed dangerous.

## Notable Members

Circle Mage: Colren Serrett

Circle Assassin: Theiros

## History

During the Initial Tavern Saga of Phrelle, Colren Serrett sent a gnomish mage to kill his son Rolen Serpet’s wife Nancy Locke. While this plan would fail the initial shot fired over the bow of those in the tavern would lead Rolen Serpet to find a Circle of Magi’s Tower. He would ultimately end up killing his father in a battle to the death.

Also transpiring during the Tavern Saga, Theiros an assassin would come to teach and guide those around the tavern both knowing that one day Rolen Serpet and Theiros would battle to the death. In a grand spectacle outside the tavern it would seem that Rolen would end victorious however those who know the situation understand Theiros made a sacrifice this day.
The Penrith Faire

## History

The Faire was first started nearly 700 years ago to reward the citizens of The Kingdom of Athein in the capital of Penrith after the Harvest. Put in place by King Lancion Tarlarys IV as people had struggled for a number of years, the faire really helped to bring a bit of spark to the populace. Ever since that moment the faire has become one of the hallmarks of the Penrith calendar.
The Nested Rose

> "Nature, a keystone of the entire kingdom. That is why these old druidic houses have such space each with the room for a small garden, I'm unsure how our ancestors would look at who lives there now" - Zoulan Druid.
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## Description

Large houses to even small manors sit within *The Nested Rose*. Each house with a small amount of grass and nature is a stark comparison to The Huddled Grove. With wealth buying space and comforts it is not surprising to see that the members of the lucrative trade network settle down in what once was reserved for the druids of Tradehall.

## Defenses

While the eastern wall is easily the most stand out defensive structure for the district, it is the heavy private guard presence which keeps most of these structures safe. While there are a large presence and patrol of city guard they come to odds at times with the private guards who at times take the law into their own hands.

## Day to Day life

Most days there is a number of carriers and workers heading about the district bringing various contracts and orders to the various houses and manors. This is the majority of the business dealings which happen inside *The Nested Rose*. Outside of business, the majority of the day to day life sees tutors and families going about their daily lives.

## Interactions with Visitors

* Many of the private guards act very bluntly with those snooping around their various protected locations. Unless you can prove you are there on business, they are likely to use threats.
The Grumpy Knight

## Brief Description

The Grumpy Knight has been a main stay for most nobles or wealthy merchants who have traveled to Clearhill in the past few hundred years. The sign overhanging the entrance, depicts a caricature of a knight. The building is very well kept and the inside of The Grumpy Knight houses beautiful furniture and a noble decor.

## Owner

Baliggs Stonetapper is the current owner of the Grumpy Knight as he picked the business up on the cheap after Carn’s Rebellion. He is a well groomed dwarf, with surprisingly stellar manners and a happy disposition even to elves.
Spawn of Kyuss

Image credit WOTC

> *Kyuss has a lot to answer for. Sometimes you eat the worm—and sometimes the worm eats you.*
>
> —Volo
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>

> *Some worms are good eating. Not these.*
>
> —Elminster
>
>

Kyuss was a high Priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss’s death, his mad disciples continue performing the horrific rites he perfected.

***Plague of Worms.*** From a distance or in poor light, a spawn of Kyuss looks like an ordinary Zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and Burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature’s brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid’s soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the Undead body is destroyed. The horror of being a soul imprisoned in an Undead body drives a spawn of Kyuss insane.

***Corruption Without End.*** Spawn of Kyuss are expressions of Orcus’s intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether they are dispersed or clustered, spawn reproduce exponentially if nothing stops them.

***Undead Nature.*** Spawn of Kyuss require no air, food, drink, or sleep.
Succubus

Image credit WOTC

### Special Notes

Damage Resistance cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks

# Succubus

Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged Fiends can be found in service to devils, Demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these Fiends to tempt mortals to perform evil acts. The demon lord Graz’zt keeps succubi and incubi as advisers and consorts.

Though legend speaks of them separately, any succubus can become an Incubus, and vice versa. Most of these Fiends do have a preference for one form or the other. Mortals only rarely see a succubus or Incubus in its true form, however, for The Fiend typically begins its corruption in veiled, insidious ways.

***Beautiful Corrupters.*** A succubus or Incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal’s bedside and Whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As The Fiend fills the victim’s dreams with debauched images, the victim becomes more susceptible to Temptation in everyday life.

Inevitably, The Fiend enters the mortal realm in tempting form to directly influence a creature’s Actions. Appearing in the guise of a humanoid who has previously appeared only in the victim’s dreams, the succubus or Incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.

A mortal bequeaths its soul to The Fiend not by formal pledge or contract. Instead, when a succubus or Incubus has corrupted a creature completely—some say by causing the victim to commit the three betrayals of thought, word, and deed—the victim’s soul belongs to The Fiend. The more virtuous the fiend’s prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or Incubus kills it, and the tainted soul descends into the Lower Planes.

The succubus or Incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A Charmed creature isn’t responsible for its Actions, so forcing it to behave against its will won’t bring The Fiend closer to the ultimate prize: the victim’s soul.

***Deadly Kiss.*** The kiss of a succubus or Incubus is an echo of the emptiness that is the fiend’s longing for a corrupted soul. Likewise, the recipient of the fiend’s kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that The Fiend imparts. The kiss is nothing short of an Attack, usually delivered as a final farewell before The Fiend escapes.

***Fiendish Offspring.*** Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or Incubus reproduces with a humanoid. From this unholy union, a Cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.
The Gorgeous Midget Tavern

## The Tavern

The Gorgeous Midget Tavern welcomes those who are visiting whether the person is there for visiting a family or is on vacation. The tavern has a light warm glow when they people enters it and is decorated with hunters game, mostly antlers. The bar is close to the back of the tavern and four large tables near the center of the room, plus a stage for performers.

### Owner

Jade Branet is the current owner of the Gorgeous Midget Tavern, she is a young woman around her mid 20's. She stands 5'4" tall with wavy shoulder length brown-reddish hair. Jade is a kind young lady but also gets angry if someone is messing with her customers and won't have a problem to kick them out.
The Cords of Sacrifice

## Founding

During the second year of the 6th Tenebrae Era, the cleric known as **Cefrey** returned home with stories of miracles carried out in Penrith. While these events began to spread a number of other Ilmater faithful were drawn to the side of her. As people began to folk to the stories they quickly spoke of promise to some of the downtrodden and the people put their faith and power behind the body.

## Leadership

The fiver person body all has equal say in most matters, with Grydir Bloodclub sitting out most votes unless they are tied. He works as the leader for the body and settles all disputes.

## Primary Work

The primary focus of the **Cords of Sacrifice**, is governing the city of Harmengild. While their focus is to bring about the light and glory of Ilmater and building a temple to cement the new high temple of Ilmater.

## Notable Members

#### Governing Board

* Grydir Bloodclub
* Muirryl Fartracker
* Elnan Redclub
* Nasnys Chertbreaker
* Heyana Saller

#### Important Members

* Brealla Hollard
* Marya Baerly

## History

There is very little active history about this faction, this will be updated upon events happening.

## Storyline

* This Faction is a power in the series: Saint's Demand.
Talia Royce

## Appearance

Brown, dreadlocks tight in a bun reveals a round, tense face. Bloodshot brown eyes, set concealed within their sockets.

Smooth skin charmingly compliments her cheeks and leaves a satisfying memory of her luck in battles.

## Personality

Carefree, Joyful, and trusting are the pillars of **Talia**’s personality. Always seen smiling with a happy disposition, **Talia** was loved by those who knew her. She was the little sister of everyone she associated with.

## Family

An orphan like most of the members of the Penrith Thieves Guild, **Talia** would not really know of her blood family. She however would come to form almost a family unit with Rolen Serpet, Jake Ashwood, and Alli Gaege.

## History

Growing up in the Penrith Thieves Guild, she learned how to use her natural disposition to act as a distraction and become one of the best pick pockets in the guild. She would eventually become part of Rolen Serpet’s crew before the betrayal of Balasar Norixius, and her death.

Becoming part of one of the dark rituals of Balasar Norixius, **Talia** would be sent to Laikka not only to hunt Rolen Serpet but also find The Temple of the Exiles. She would eventually be put down by **Nancy Locke**.
The Fall of the Arch-Celestials

*Spring would come across the mountains before I dared travel further down the rabbit hole, by asking Thokyl Farwalker more about the truths of these worlds. Atop the muddy paths, I saw Thokyl arms deep in the mud curious I approached him. He turned to me and simply said* “So you had once asked about the Arch-Celestials, do you wish to know of their folly?” *I was hesitated to nod at him but ultimately my curiosity got the better of me.*

*Thokyl chuckled heartily at me as he pulled his arms out of the mud* “So I told you that the Arch-Celestials were created by the gods and nearly as strong as the god who created them. They took notice of the gods new project and they eventual grew restless as this project lacked the success in which they felt the gods should demand. Soon the Arch-Celestials wondered if it was the gods who should be at the top of the power chain. While the heavens (upper planes) were seeing celestials born to serve both the Gods and the Arch-Celestials. As the gods kept their focus on the material plane, the ambitions of the Arch-Celestials grew until it could no longer be contained in their shells.”

*Thokyl* *grasped the mud from his hands allowing it to fall from his hands back to the mudslide.* “You see the gods had grown complacent with their Arch-Celestials ignoring that for every step forward the gods took in power, the Arch-Celestials were inching closer. One morning everything would change as the Arch-Celestials would congregate outside of Mount Celestia when the gods had come together. Now not every god would fight against the Arch-Celestials, Tiamat would side with the Arch-Celestials as well as Nuitari whose plotting aligned well with that of the Arch-Celestials as he used his power to temporarily bind both Corellon Larethian and Mystra into essence of magic. As the Arch-Celestials waged war across Mount Celestia, they quickly took the upper hand and it would seem as all was lost until Nuitari’s binding spell would break unleashing a charged Corellon Larethian and Mystra who helped turn the tides of the war. With the Arch-Celestials and the Gods of Betrayal put down, it was none other than Mystra who would look to the Gods and suggest banishing them the the hells (lower planes) so that the energy of these places should twist and corrupt them into their actual forms.”

*Thokyl* *looked down as the mudslide crashed down over a cliff plummeting to the depths below.* “Thus the Arch-Celestials would be banished from the heavens (upper plains) to the hells (lower planes). As they wandered through the lower planes it a second large fight would happen as those of law and those of chaos would clash in the first of many fights between the nine dukes of hell and the arch-demons.”

*I must have had my mouth a gap as the story reached its final moments, because Thokyl would place his hand upon my shoulder. I wondered how these beings of immense power could be the cause of such great joy and such great pain. What if anything all this was leading towards...*

An excerpt from the book: "The Codex of Heritage" by Luric Orelwa
Slithering Tracker

Image credit WOTC

### Special Notes

Weak to cold, fire damageResistant to bludgeoning, piercing, and slashing damage from nonmagical attacks

The quest for revenge sometimes leads one to undergo a ritual whereby they transform into a body of semiliquid sentience known as a slithering tracker. Innocuous and insidious at the same time, a tracker flows into places where a normal creature can’t go and brings its own brand of watery death down upon its quarry.

***Vengeance at Any Cost.*** The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can only be performed on a willing creature that hungers for revenge. The ritual sucks all the moisture from the person’s body, killing it. Yet the mind lives on in the puddle of liquid that issues forth from the remains, and so too does the subject’s insatiable need for retribution.

***Stealthy Assassins.*** A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the prey while also draining it of blood. A slithering tracker that has killed in this fashion becomes much easier to locate for a time, since its liquid form becomes tinged with blood and its body leaves a visible trail of the stuff behind it.

***Descent into Madness.*** Achieving revenge against its target doesn’t end a slithering tracker’s existence, nor its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker’s mind can’t cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood: after a tracker fulfills its duty, insanity takes over the creature, and it attacks indiscriminately until it is destroyed.
The Druidic Isle

## General Lore

The Island itself is a large, but mostly untouched natural sanctuary, with mountains not too far from the North and Western Coasts, these are a single curved range, sheltering most of the island from the harsh wind that batters the region, while also creating a variety of environment for the druids. Beyond the mountains is the arctic area, where only the hardiest of Druids practise their craft. Sheltered by the mountains, is nestled an expansive forest which shelters most of the Druidic population.

Moon Druids act almost as the Druidic military, or as close to one as the druids can get, they ensure that security of the island is kept and that outsiders that are allowed to visit do not damage the environment nor extract anything from nature there. Occasionally a Moon Druid will become a traveller, essentially becoming an adventurer that reports the going on of parts of the world back to the council of the Isle.

Forest and Swamp Druids, both exist within the forested area of the island, both share responsibilities for food and animal populations. The Swamp druids sometimes operate as pest control when a species becomes too numerous, they operate in the capacity with the help of Moon Druids. The Forest Druids are the most peaceful of the selection, preferring to tend to crops and see too the health of the vast forests of the island.
The Calm Door Diary

### The Book-store

The Calm Door Diary is a small book-store in a small corner in town which is a small hut. Inside the small hut are some bookshelves with some books on there and some dust is covering the books since no one comes by often. It is somewhat of a darker room with some light but not a whole lot since the owner doesn't get much money.

### Owner

Callus Quickstep who is a male halfling with messy red hair and is a bit angry about the fact that not a lot of customers shows up. The only customers that makes him smile are customers that are bookworms or people who enjoys reading books.
The Rare Kettle

A large building made of stone and dark oak with a beautiful reflecting pool out front. Inside is a single counter in the front room where there a wide selection of teas for sale to take home (bringing your own jar is encouraged). There are a number of private rooms available for conversations and relaxing, or patrons can be seated on benches by both the back garden and front pool. The establishment is run by a female halfling in a kimono in shades of pink, embroidered with flowers. Her name is Breni and her dark hair is usually done up in two buns behind her her with a pair of sticks holding them in place. Her personality is very calm and soothing, offering sage advice on life or on the perfect tea.
The Arm's Wrestle

A tavern on the east side of town, close to the gate. Run by a one armed Goliath named Zarok. Has a stuffed Bulette head behind the counter, along with some other smaller monsters going along the walls around the tavern. They are his trophies from his younger days. Being close to the walls it is very popular among the farming community, and is seen as a safe, neutral place in the city. Zarok offers a free drink to anyone that can beat him in an arm wrestle.
Temple of Hypnos and Thanatos (Penrith)

A path leads up to a tall, imposing temple with pointed steeples striking upward at the sky. The path leads to two arched metal gates in black iron, made in the symbol of the winged hourglass and the upside-down torch. Behind this gate is a dark wooden door, and before the gates, on either side, sit two tall black stone dogs who look upwards, serene but powerful. An octagonal window, stained glass in abstract patterns is above the door, and the arched windows on either side of the door are repeated around the rectangular building. Upside-down torches light the temple, the flames flickering as they should, but pointing the opposite direction. The building is made of stacked limestone, pale grey with tiny crystals that catch the light on the faces of the gargoyles that serve as the roof’s drainage system, pouring rainwater down in to reservoir cisterns built in to the stonework. As you step inside, the temple is cool, dimly lit, and calming. the marble floor is smooth underfoot. The nave opens in to a huge, room, rows of pews along the sides, dark wood carved with symbols of death and sleep. The aisle ends in a pulpit before a massive statue of Hypnos and Thanatos . The twin gods stand tall, Thanatos imposing in his jagged armor, his face firm. Hypnos's face is calm, his eyes closed, one hand palm up, the other holding an hourglass. A huge stained glass window lets in a rainbow of light behind the statues. Along the outside of the central temple area are rooms for meetings, study, or private counselling. Further examination reveals small details in every corner, symbols and designs, each piece in the temple beautifully crafted.  Above, on the second floor, there are rooms for the priests and clerics, individual rooms for the higher ranked priests, clerics, and paladins, and barracks for the trainees. In the basement, stone walls keep the mortuary cool and dry. The crematorium is cleverly designed and the exhaust filtered. The clergy here also learn pottery skill to make beautiful urns for the deceased, helping to fund the temple by selling their work.
The Seldarine

The Seldarine is the basis of the Elvish belief system. While most world’s separate these into The Seldarine and The Dark Seldarine, we use a single system here. Most Elvish cities will not have any such shrines or temples to those gods of an evil nature. The evil gods are generally found in worshipers such as the Drow or among other elves in secret, cultish worship.

Most of the Seldarine worship has ties to the Feywild as the birthplace of Elves, and their eventual migration to the Material Plane. This is the major reason for a fully separate pantheon from the Common Pantheon followed by the majority of mortals.

## Gods of The Seldarine

### Evil Deities

 Battle prowess & Bloodlust
 Disease, Secrecy, Destruction
 Lies & Greed
 Slavery, Undead, Vengence
The Aromatic Orc Pub

## Brief Description

From the outside it looks rough, unfriendly and cheerless. Hardwooden planks and marble details make up most of the building's outer structure. It's near impossible to see through the closed windows, but the quiet sorrow from within can be felt outside.

As you enter the tavern through the old, wooden door, you're welcomed by a feeling of discomfort and a layer of smoke hanging below the ceiling. The bartender is staring at nothing and makes no effort to acknowledge your pressence.

It's as dire inside as it is on the outside. Stone beams support the upper floor and the candles attached to them. The walls are decorated with mounted animal heads and small animals.
The Lord's Camp

If the Lord of the Hunt has any permanent lair, it is unknown to
outsiders. While the Wild Hunt is a thing of beautiful and deadly grace
on the move, the Lord’s encampment becomes his lair when the Hunt
settles for any length of time. Tents and pavilions house the Lord and
his Hunt, and great, roaring fires roast the day’s kill. The hours pass
with revelry, feasting, physical Contests, and strong drink.
Taj Bari

Taj Bari, a copper-clad citadel that juts from the wall of a deep rift, serves as a repository for dark lore. In its vaults lies a copy of the pact diabolus, an ancient agreement between Asmodeus and the deities regarding the devils’ place in the universe. No mortal has ever viewed the pact, but many suspect that Asmodeus got the better of his divine enemies.
The Light of Pelor

is the most common Pelorian holy book, beginning with Pelor's creation of the sun and telling of how Pelor instructed the first mortals. Some turned against his teachings, thus creating evil, and this evil spirit has waxed and waned over time. Some versions portray Pelor as the sun (Liga) itself, rather than its creator, and tell of Pelor's attempts to win back those who have strayed from his light. *The Light of Pelor* only has minor variations in it, and all are considered canonical, despite these small discrepancies. The book is often enchanted to glow with a soft solar radiance when it's closed, and some versions are gilded.

\*\*Working text yet to be shaped to phrelle