recursal/Fanatic-Fandom huggingface dataset:
Ullartha

## Ullartha StormBringer

### Subdomains

Catastrophe, Entropy, Plague, Rage, Storms, Undead

Is was rumored that in one of her many times of passion, Tissana
conceived a daughter - her daughter growing up shared her passions, ad
loved freely and followed her heart - until one day it is said, that
heart was broken, and she was rejected by her Mortal lover. Ulllartha
turned to rage, and summoned up a storm which destroyed the village he
was in and everyone in it. Then, to continue her love, she brought back
 her lover, but not to life but a state of half life. She retreated
into her rage and destruction -- if the world would not work the way she
 thought it should, then the world must be destroyed. It must be made
to serve her whims and her whimsy, for was not her mother's teaching
that the only thing that matters was your own loves and desires?
Ullartha is the Storm, the destroyer, the Plaugebringer - she is a
goddess who you do not want the attention of, and definitely do not want
 her love and passion. She is the patron of vengeful jilted lovers.
Merephel

Merephel

CE Small Town

West

Corruption +1; Crime +0; Economy +0; Law +1; Lore +0; Society -4

QualitiesPious, Insular, Cursed

Danger0

GovernmentAutocracy (Mayor)

Population 678 people (342 Elves, 115 Half-Elves, 153 Humans, 12 Half-Orcs, 56 Other)

Notable NPCs

Mordin Gallant, Besieged and Paniced Mayor NG Elf Expert 3

Caldwin Yesterov, Cult Leader of Moloh Cali CE Half-Elf Cleric 7/Fighter 3

Tevora Islante, Inquisitor to Moloh CaliCE Half-Orc Inquisitor 3/ Slayer 2

Hall Basilov, Shady MerchantNE Elf Adept 5

Marketplace

Base Value 1000gp; Purchase Limit 5000gp; Spellcasting 5th

Minor Items 3d4; Medium Items1d6 ; Major Items---

Originally founded by a group of elves on pilgrimage, the town of
Merephel has seen better days. Once a booming trade town sitting just
outside the Sand Sea on an area known as the Golden Rocks, a rocky but
milder weathered place to the north east of the desert. It served as a
jumping off point for those from the Darwish Empire going into the Sand
Sea.

As time passed and more and more settlements where created in more
profitable regions of the Empire, Merephel lost its wealth and power.
Once a proud town of near two-thousand, now is a ghost town of its
former self. It wasn't long 'till many of those felt hopeless and lost,
leading to the rise of the cult of Moloh Cali. Led by the eccentric
Pastor Yesterov and enforced by his mysterious and sadistic Half Orc Tevora Islante, within two years near half the town is under the cults
power.

What meager visitors the town does get are now instead of welcomed
with open arms, are now viewed with suspicion, watched by many eyes.
People disappear in the night for sacrifice by the cult, while a home
may catch fire with no one to put it out. The Darwish Empire suspicious
of the town and its activity, but political power in that area is
limited. In a desperate attempt to have some show of power, the Gov't
has sent a young Half Elf to act as mayor. But, he has found no luck in
curbing the cults influence, waiting for the day the cult has had enough
 of his pathetic attempts at control.
List of live shows

This is a comprehensive **list of The Sponge Rockers shows** that are known to exist. It dates back to 1987 and continues over 30 years.

## The list

* 1987-06-xx - House Concert - San Diego, CA
* 1987-07-12 - San Diego, CA
* 1987-09-02 - birthday party - San Diego, CA
* 1987-11-03 - San Diego, CA
* 1987-12-19 - The Hideout - San Diego, CA (18+)
* 1988-02-03 - Tower Theatre - Fresno, CA
* 1988-04-07 - Pizza Beer and Wings - Pomona, CA (21+)
* 1988-06-xx - Nat's Party - San Diego, CA
* 1988-xx-xx - Acerogami - Pomona, CA (21+)
* 1989-01-17 - The Vera Project - Seattle, WA (all ages)
* 1989-03-05 - Tonic Lounge - Portland, OR (18+)
* 1989-03-19 - The Colony - Sacramento, CA
* 1989-05-06 - The Wiltern - Los Angeles, CA
* 1989-06-15 - The Rock - Tucson, AZ
* 1989-07-01 - The Loudhouse Rock and Roll Bar - Tucson, AZ (21+)
* 1989-07-02 - Crescent Ballroom - Phoenix, AZ (18+)
* 1989-07-03 - Marquee Theatre - Tempe, AZ
* 1989-08-07 - The Jam Spot - Albuquerque, NM
* 1989-08-09 - KTAOS Solar Center - Taos, NM
* 1989-08-11 - Molly's Bar - Tijeras, NM (21+)
* 1989-09-18 - El Rey Theatre - Los Angeles, CA
* 1989-10-15 - Shotski's Woodfire Pizza - Salem, OR
* 1989-11-24 - Munchie's - Pomona, CA
* 1989-12-13 - The Shakedown - Bellingham, WA
* 1990-01-16 - Red Atlas - Helena, MT (Jacob Lawrence's first show)
* 1990-01-17 - The Windbreak - Fargo, ND
* 1990-01-18 - Turf Club - St. Paul, MN
* 1990-01-19 - The Frequency - Madison, WI
* 1990-01-20 - PJ's Lager House - Detroit, MI
* 1990-01-21 - The Basement - Columbus, OH
* 1990-01-22 - Rex Theater - Pittsburgh, PA
* 1990-01-23 - Arlene's Grocery - New York, NY
* 1990-01-25 - The Music Hall - Portsmouth, NH
* 1990-01-28 - The Strand Theatre - Rockland, ME
* 1990-02-23 - Narrows Center For The Arts - Fall River, MA
* 1990-02-24 - Albert Music Hall - Waretown, NJ
* 1990-02-25 - Rehoboth Beach Bandstand - Rehoboth Beach, DE
* 1990-02-27 - JV's Restaurant - Falls Church, VA
* 1990-03-01 - The Evening Muse - Charlotte, NC
* 1990-03-02 - Tin Roof - Columbia, SC
* 1990-03-03 - The Foundry - Athens, GA
* 1990-03-04 - Crowbar - Ybor City, FL
* 1990-03-11 - Bourbon Street Bar - Auburn, AL
* 1990-03-12 - Government Street Grocery - Ocean Springs, MS
* 1990-03-13 - Chickie Wah Wah - New Orleans, LA
* 1990-03-14 - Dan's Silverleaf - Denton, TX
* 1990-03-15 - KTAOS Solar Center - Taos, NM
* 1990-03-16 - The Rebel Lounge - Phoenix, AZ
* 1990-03-17 - The Casbah - San Diego, CA (last public show before hiatus)
* 1990-07-06 - The Glass House - Pomona, CA (secret show, last show before hiatus)
* 1992-07-08 - naTo - Leipzig, Germany (Nat's first show, first show since hiatus)
* 1992-07-11 - Festplatz am Weidig - Saalfeld, Germany
* 1992-07-12 - Konzerthalle - Bad Freienwalde, Germany
* 1992-07-13 - Gruenspan - Hamburg, Germany
* 1992-07-14 - Gladhouse - Cottbus, Germany
* 1992-07-17 - Statt-Cafe - Kiel, Germany
* 1992-07-18 - Jugendkulturzentrum - Biesenthal, Germany
* 1992-07-19 - Die Kantine - Cologne, Germany
* 1992-07-25 - KulturBrauerei - Berlin, Germany
* (a slew of unknown venues and unknown towns from 1992-07-26 to 1992-08-29)
* 1992-09-01 - Brotfabrik - Frankfurt, Germany
Vracar

Vracar of the open book, Chronicler of the gods is an ancient and powerful deity. As the saying goes, when existence started, Vracar opened his book to the first page, and when it ends his book will close. Vracar cares about collecting and preserving knowledge through time - and it is this task to which his acolytes are dedicated. The Society of Vracar has the oldest libraries in the oldest cities. The libraries are often almost better defended than the cities they are in, guarded by golems and constructs and warded by spells. Vracarians are known for sponsoring and organizing "adventuring teams" tasked with finding ancient ruins and recovering and bringing back knowledge to store in their libraries and museums.

Their largest and chief temple or library is in the city of Amaranth and happily aids them in their recovery of their history.
Arkesht

Arkesht the fire in the deeps, the burning sun and stars - old emerald eyes.

Arrest is a very primal God who was involved in the act of creation itself - or at least there is no record of a time where his worship was not mentioned. Before there were oceans, when the world was hot and flows, and glowed. Before the rains came when hot winds blew across the world, there was Arkesht.

Many speculate that as he came in the form of a flaming statue of stone falling from the sky, Arkesht may have had something to do with Ergen - perhaps his 'father' - perhaps his creator. There are also those that suspect he has close ties to Annalise - at least despite his tendency to stay hands off with the world affairs of sentient races, he would involve himself with her.

Arkesht is depicted largely as either a glowing flame or a pair of
green eyes in the dark on a field of stars. His corporeal form is
heavily robed and covered - what exactly he looks like is a mystery to
his worshippers. He is Arkesht. He was there before these petty
'races'.

His holiest ceremony is a grueling affair that proceeds to the
deepest caverns or at least in underground chambers into total darkness
at sunset and creates and tends a sacred fire rough the night until
morning, where the priests proceed up to a high point to greet the
sunrise. Through this whole time there is no rest, no food, no sleep -
but always the chanting.
Mokker

**Holy Symbol:** A lily pad, but a simplistic orange fire is burning where the lily would be.

The lizardfolk follow many wise and benevolent deities. But when
worst comes to worst, and their traditions seem to fail them, some turn
to a darker deity. They follow the marshlights out, away from their
tribes, and commune with Mokker: The lizardfolk shaman who rose to
godhood through sheer force of hatred. The Maker of Sacrifices.

Mokker does not ask for living sacrifices. They do not ask for
cattle, or humans, or squawking birds. Mokker states that it is only
through matching the power of one's enemy that one can win. In truth,
Mokker just wants them all to burn. Mokker's own tribe was destroyed
long ago, guided by a well-meaning community leader who preached
commitment to their ideals of peace and diplomacy even as the humans
prepared to blast the tribe into oblivion. Mokker hates civilization,
but Mokker also hates their own kind's naivete.

The intersexual deity encourages their followers to learn more magic,
 to spy upon the enemy and use their tactics. Communities that resort to
 Mokker's worship turn their backs on other gods, on their old allies,
even, and become forces not unlike those that sought to conquer them.
Mokker has no particular stomach for construction and artifice, however,
 and their followers do not bother with such things. Instead, they
pursue more magic, pursue more information, and take what else they need
 from their surroundings. Mokker does not care about the ecosystem.
Mokker does not care about friends, or allies. Moker does not even care
about cultural heritage. Mokker wants their whole species to be like
them—a bitter, hateful loner, ready to bring the whole world down with
them.

But when tribes are desperate enough, sometimes Mokker's path seems like the only way out. Perhaps sometimes it is.
Drelm

Drelm

Lawful Evil Small Town (South)

Corruption -2; Crime 0; Economy 0; Law 0; Lore +1; Society +1

Qualities Defiant, Mythic Sanctum

Danger 0

Government Autocracy

Population 500 (Mites)

Notable NPCs

Bokke, LE Mite Oracle 8, 3rd tier mythic(Hierophant)

Marketplace

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items --

Drelm, located in the caves under Mount Ergen, is unusual to say the
least. Mites, being what they are, do not normally congregate in such
large numbers. Drelm is anything but usual. The town has grown up
around Bokke, a Mite who seems to have come out of nowhere weilding
powers of nature and seeming somehow to have a special destiny. In a
rapid span what was once the small warren of Drelm has grown to almost
six times what is normal for the diminutive fae kin. The strong willed
yet slightly dull inhabitants are held together by the force of nature
that is Bokke - and the town's growth shows no signs of slowing. Noone
knows quite what to make of it.
Tissana

## Tissana

### Subdomains

Deception, Innuendo, Love, Lust, Night, Storms

### Favored Weapon

Longbow

**Holy Symbol**: A Heart pieced by a Thunderbolt

**Proverb**: Love is a Storm

Tissana is a Goddess who encourages people to follow their hearts no
matter the cost. Secret Affairs, midnight rendezvous, passionate storms
 of reckless abandon. She encourages lovers to live in the moment and
pursue the joys of passion and the secret thrills of forbidden love. To
 take comfort in each other and warm themselves in the night with a
passionate embrace. While many of these affairs may lead to disaster
Tissana believes that lovers will be happier together for a short time
than to live a long life suffering apart.

Her priests offer shelter to lovers, provide places to meet in safety
 as well as help to hide their affairs from jealous spouces or
protective families.
Shunt Ah'Nihm

Shunt Ah'Nihm True Neutral Large City (North)  Corruption +2; Crime
-3; Economy +5; Law +5; Lore +4; Society +6  Qualities Artifact
Gatherer, Insular, Prosperous, Superstitious, Supportive  Danger 10
 Government Autocracy  Population Core or Featured  Notable NPCs
 Ha'kisht the Sharp - high protector of Nihm LN Ratfolk Gunslnger 15

Reisha the Profane - high Inquisitor of the Profane - LN Ratfolk wizard
10/Rogue(unchained) 2- Reisha is in charge of monitoring and tracking
down magic within the city - and making sure that its practitioners do
not become a danger to the Nihm.

Wiresh the seeker; N gunslinger 12 - Wiresh is the seeker of the Ruins Above, bringing back any technology found.

 Marketplace  Base Value 6400 gp; Purchase Limit 75000 gp; Spellcasting 5th  Minor Items 4d4; Medium Items 3d4; Major Items 2d4

Deep below the ruins of the city of Shunt ah'Quah live the Nihm - the
 servitors. Once the servitors and slaves of the ancient city, when the
 city began to collapse its erstwhile servants gave it an eager push -
and as the tales go there was much blood that time, and the people fled -
 many barely managing to pack. After the revolution was complete, the
Nihm fled to the depths and catacombs beneath the city, carving them
ever larger and growing to a large swarm, a warren in the deeps. They
also took with them some the the ancient's secrets - for the shunt
ah'Quah were adept at both the disciplines of metal steam and fire as
well as magic, and the Servitors stripped the city of its technology and
 continue to do so to this day.

The city itself is a marvel, run on steam and fire, and guarded by
rat folk who can drop strangers at a distance with their guns. This
technology is not for sale to outsiders. They are also very distrustful
 as a people of high magic - of the arcane, as they themselves were once
 a common test subject for the archmagi of Shunt ah'Quah. Thus the
magic and gold of the ruins above remains surprisingly intact - the
denizens below have other interests. The taxes run high in Shunt
al'nihm - (disadvantage high taxes), but its citizens are fed and the
dangers below dare not approach the city - for its tunnels are guarded
with fire and metal, and few indeed are the outsiders who are allowed
entrance.
Quoroch

Quoroch has many epitaphs: the balancer, the ruiner, the reclaimer. She is an entity that seeks to devour all of civilization and return it to the wilds. Quoroch is slow to deliberate and quick to act; when she deems that a city's time to be reclaimed has come, its end is swift. Within a matter of days the greatest cities of the world have disappeared into ruin; beneath the waves or choked by plant life. Some see Quoroch as an implacable enemy that must be fought, others as a threat that must be appeased, but her followers simply regard her as a force of nature to be respected.
Dormagna

Dormagna is a minor goddess of dreams and protection from nightmares. Her favored weapon is a net. Her sacred colors are blue and green. Her sacred animal is the lamb. Her holy symbol is a dream-catcher.

Dormagna is incorporeal and is only present within the dreams of mortals. She and her followers believe that dreams are sacred and reveal the true nature of souls and those they inhabit. Nightmares are fiends possessing the sleeping or seeds of evil within people and are to be prevented or forgotten.

They are few churches to Dormagna and no standard for worship to her. She is considered benevolent and merciful, and is said to enchant any dream-catcher dedicated to her to protect the sleepers beneath them. Her clerics dress as shepherds and dedicate themselves to regions to tend to their personal "flocks".

As she never takes a corporeal form, there are no images of what she
may look like. However, sheep and dreamcatchers always serve as symbols
in her church.

Her herald is an immortal satyr named Meringia, who is usually found
in the presence of those who tend to herds of animals, keeping them
company. An agathion named Svein, noted for having ram-like features, is
 found on the battlefields of the dream-scape, keeping nightmares and
hags away from those who slumber.

Her truest enemy is the goddess Tytha, who personifies all Dormagna
hates and hunts. A rivalry and sometimes enemy of Dormagna is another
goddess, Yenna, who seeks to use nightmares to strengthen mortals.
Dormagna sees nightmares as pure evil, and would spare mortals their
influence.
Hakath

Some gods deliver misfortune as punishment, but Hakath does so out of sheer enjoyment of the suffering she causes. Mere physical pain isn't enough to satisfy her, however, and she also delights in breaking minds and blackening souls.

Worshipers of the Mistress of Suffering work hard to deliver her "blessings" upon others, in the hopes that she will be satiated and not turn her gaze on them. Hakath's worship is outright banned in most civilized societies, so her followers must hide their true natures in public.

Hakath's unholy symbol is a blood-covered locust.
Grandmother Haagni

## Grandmother Haagni, the Yew of Stories

### Portfolio

Legacies, storytelling, exaggerations, escapes, secrets.

### Subdomains

Decay, Freedom, Growth, Heroism, Language, Wards

### Favored Weapon

The greatclub.

They say that deep, deep within the land's oldest forests, deep, deep
 below, in the darkest depths of the sea, and deep, deep down, in the
most forgotten and unhallowed of tombs, Grandmother Haagni's roots poke
and pry, pushing away stone, jabbing out of bedrock to drink in the
black waters of the ocean's trenches, curling around unwanted skeletons
and wearing them away.

This is the Yew of Stories. This is Grandmother Haagni, the oldest
tree in the world. They say that Haagni is so old her trunk stopped
growing wider, and has since been weathered by the wind to naught but a
hair's strength, climbing up, up into the sky. Where it is, nobody
knows. But the roots still grow. Roots cannot be held back, or held
down, or contained. And those who are fortunate enough to stumble upon
one of these roots just might find something worth knowing, for within
Haagni's millions of rings are scrawled stories. Many have rotted or
withered away into illegibility by now, but her clerics always bear
pieces salvaged from her roots. They study them, telling the tales of
great battles and mighty adventures—and making up what they can't make
out.

Haagni's followers are storytellers, historians and performers,
particularly those who take certain liberties with the truth. Haagni is
also an inspiration to make who are kept down, as there are countless
tales within her rings of other gods and entities attempting to contain
her countless secrets—all to no avail. The truth always gets out. Haagni
 is held dear by many who wish for their deeds to be remembered, and
these followers seek to accomplish as much as possible, believing that
their stories will be told in more legible text the more notable they
are.
Nanissa

Nanissa was formed during the Oblivion War, fought for the souls of mankind between Heaven and the Abyss. Nanissa was a respected Titan warrior, proudly leading angels into battle against nightmares of fire and shadow. Then, she was captured by Yutobe, the Blind Truth. He showed her the folly of her mission, and she wept.

She stayed imprisoned for millennia, exposed to the madness that lies just under the surface of reality, and became something new.

Something...darker.

When Nanissa returned into the light, her horrifying visage burned under the harshness of the sun. She instead became a Queen of the Night, and began spreading her message; the Gods are not to be trusted.

Few are born worshiping Nanissa, for her favored method of gaining worshipers is through their dreams. The soon-to-be faithful are wracked with nightmares showing them what she saw in her cell, all those centuries ago. After several months of these tortures, an existing cleric guides the newly-enlightened soul on the path to worship.

She of the Vile Whispers is almost universally despised by the pantheon, due to her attempts to undermine their power, with the exception of Yutobe, who looks on his "daughter" with something resembling pride.
Yutobe

**Worshippers** a long-forgotten civilization, a rising cult among certain academic circles

**Unholy Symbol** a closed eye within a sunburst

**Sacred Animal** bat

**Sacred Colors** gold, black

Once a dominant figure in ancient times, Yutobe was the one who
brought criticism to the tongues of mortals. His goal was to tear the
unity of mortalkind apart with their own spiteful words. He succeeded in
 bringing down a long-forgotten empire this way, the propaganda and
hateful critics in the upper circles ruined the government and the
empire fell apart in a storm of riots and murders.

Ages past, and then an explorer named Folsey discovered what remained
 of this empire's ruins, ironically the temples to this demonic deity.
He brought back his notes and relics, hoping to use this fallen
civilization as an example to his fellows to keep them from tearing each
 other apart. His actions proved to do the opposite.

Yutobe wormed his way into the guild's hearts, influencing them to
slander their peers and fellows. It came to a climax when several
members of the guild became so insulted and angered that they set fire
to the guild hall, killing almost half of those still inside. Folsey
escaped, and he regretted his find for the rest of his days. It was not
long after that a cultist of Yutobe, one of Folsey's one-time good
friends, trapped and killed Folsey on the site of his latest find, the
same "accident" that elevated Folsey to demigod-hood.

No one knows what this demon lord looks like, as all of his cultists
have differing opinions and ideas and no one will agree. He likes it
this way.

His herald, recently revived by the new cults to this foul power and their devotion, is a giant vargouille named Candle-Eater.

His primary rival is Folsey, but he holds all gods of truth and compassion in contempt.
Khaivara

“Civilized” beings like to claim there is nothing to fear in the dark, yet they hide in their pitiful islands of light. They are too proud to admit the truth: They are afraid. Those who embrace this fear sometimes seek out its source. The survivors find Khaivara.

The Black Terror has no organized church. Her worshipers offer praises and sacrifices hoping to divert her hunger, then use the gifts she has bestowed to defend against the other denizens of the dark. Khaivara can be fickle, however, and any who grow too complacent in their defenses are bound to have them tested.

Khaivara’s unholy symbol is a black shape, often containing a pair (or more) of glowing eyes. Her favored weapon is the claw, though the dagger is an acceptable substitute.

As she never adopts the same appearance twice, others can do little more than speculate as to Khaivara's true form. It is known she prefers a female shape, but no other pattern is evident.

Her herald is a half-fiend umbral dracolich named Sizixtrala. Numerous other creatures that stalk the dark have claimed to be servants of the Black Terror. Khaivara has not denied these claims.

Khaivara has no friends, only tools and prey (and the line between is not very certain). Chiefest among her many enemies are those who rule over light or try to tame the darkness.
Emiraba

**Emiraba** is a kingdom of ratfolk in the western lands, and stretches across the Sandsea where it is the dominant power. The kingdom is ruled by the Khan Oareyu XIV.

The following settlements are known to be within Emiraba

Muzdanat (large city) is the capital of Emiraba and home of its khan.

Evenden (small town) is a backwater town of Emiraba, but has been subverted by a cult dedicated to Izreus.

Basil's Hollow (small town) is a trading town and vassal to the Emiraban Khan

The following settlements are known to have once been within Emiraba, but are no longer

Marucross (small town) is a Gnoll stronghold on the Emiraban frontier. Attempts to occupy this fortress town have proven impossible.
Ghongnasur

## Ghongnasur, The Final Inferno

### Portfolio

Senseless Fire-based Destruction and Murder

### Subdomains

Arson, Ash, Entropy, Ferocity, Insanity, Isolation

### Favored Weapon

Unarmed or A Lit Torch

**Sacred Animal:** None

**Sacred Colors:** Fiery reds, yellows, and oranges; and ash gray

**Holy Symbol:** A burning, crumbling tower; or a burning, screaming head

Elder elemental fire shaped by the buffeting winds of Chaos and inspired
 to Divine Horror through the endless gyre, Ghongnasur is the flame to
consume all. Those who pledge themselves to the Final Inferno do so out
of deep madness or even deeper desperation. There is no prayer book and
there is no philosophy other than this: all must burn! The faithful
prolong their own immolation only long enough to burn all they can
before they are finally called to cast themselves into the flames and
join their god in eternal wailing agony. Answered prayers come in the
form of sudden conflagration and the screams of the burned. Adherents
could identify each other by their charred clothes and hair and the
general ordure of burnt offerings, if their insane rage towards all
things didn't prevented them from murdering almost everything they came
into contact with.
Iron Town

**Iron Town**

LN Small Town

Corruption +2, Crime -2, Law +2, Society -2

**Qualities** Racially Intolerant (tieflings, dwarves), Resource Surplus (iron)

**Government** Overlord

**Population** 1,001 (701 hobgoblins, 200 dwarves, 100 other)

**Notable NPCs**

- General Congizur Black-Knuckles, LN hobgoblin cavalier 11

- Durgon One-Handed, LN dwarf expert 3/rogue 1

- Vitch, NE hobgoblin ranger 4

Established by the current "commander", General Congizur uses this
site and the local mines to ship metal ores back to feed the hobgoblin
war machine in Massereen. He rules the mining town much like a war camp,
 complete with curfews and patrols. However, the town is not meant for
war, and so he cannot field any significant martial forces lest he tempt
 the attentions of too-close-for-comfort Saveanth Li. The dwarves here
are or were refugees from Marahuk, accepted as long as they registered
their presence and only worked the mines and refineries.

Durgon serves as the middleman between the dwarves and the
hobgoblins, keeping the peace more than once. He holds himself
responsible for his kin - as he led them here, and is trying to earn
enough gold to help them all return to their homelands.

The General's eyes and ears is the scout Vitch, who spies on the
dwarves and the nearby demonic territory of Saveanth Li. He dances on a
very fine line, as he likes to "poke" the demons while out on patrol,
killing tieflings and the demons' slaves whenever he can; he cares not
for what the two sides pretend is a peaceful coexistence, war will come -
 not if, but when.
Rastria

**Rastria** is a human kingdom located in the central lands, although it extends into the western lands. It is a neutral party between the Kingdoms of Kiroth and Massereen which have been at war for centuries. It has brokered a tenuous truce between its neighbors. Much of Rastria borders the desolate reaches, a magically inhospitable desert. Although there is danger in this, it does protect Rastria from invasion on these fronts.

The following settlements are known to be within Rastria

Buralli (large city) is the capital of Rastria, and one of the cities overlooking the desolate reaches.

Redmond (large city) is another major Rastrian city that borders the desolate reaches.

Torschik (small town) is a border town along the northern border of Rastria, and is near a number of notable ruins within the desolate reaches.
Chatru

**Symbol:** A five-toothed iron gear, with blood dripping from the teeth

*Bring me the wine that is bottled in bone!*
Crush my lover upon my chest!

Dismember my friends, throttle my foes,

Dance with Chatru till all battle ends.

A beautiful god, even covered in blood, five-armed Chatru leers over
the fields of civil war. Some of his followers dedicate themselves to
making machines and magic for mass combat, while others practice the
arts of seduction to turn kin against kin. They bear no allegiance
except to a perverse notion of beauty; one that sees the mangled corpses
 of battle as something to be savored with connoisseurial pleasure.

Chatruans are shunned by nearly everyone, as their dedication to
slaughter is not impeded by bonds of friendship. Yet they are not mad as
 demons. Rather, they plot a grim middle course between the rigorous,
systematic slaughters of Hell and the uncooth barbarism of the Abyss. Still, they know the general view of their faith, and many take pleasure
 in concealing their true allegiance, even as they seduce kings and
councilors alike, nudging them inevitably down the path to war.

Some leaders have been known to cultivate the reclusive cult of the
Blood in the Machine, hoping to harness their knowledge of siege engines
 and battle magic. Such an arrangement nearly always ends in tragedy,
for the Chatruans have no compunctions about building weapons of mass
destruction for one side, then giving the same weapons to the other.
Valana

## Valana, Lady of the Souls

### Subdomains

Ancestors, Corruption, Lust, Souls, Wards, Wind

Valana does not take souls beyond, rather she is said to trap souls in
the sky. Phantoms, those in the ether, revere Valana as their patron
saint. Most of her worship comes from these departed ones and any
mediums, spiritualists, or similar casters they speak to. She is said to
 be an alluring call from the winds. A siren of the sky guiding souls to
 be trapped in runic alters. Her corporeal followers often put out
extravagant banners hoping to gain her favor and be visited by a spirit
of their ancestors they lost.
Kalrev

**Capitol City of the Darwish Empire, Kalrev**

CE (Formerly LN) Large City Western Region

Corruption +4; Crime +0; Economy +2; Law +4; Lore -3; Society -5

**Qualities**

Defiant

Cultured

Supportive

Rumormongering Citizens

Rule of Might

Disadvantage-Oppressed

**Danger**

10

**Government**

Overlord

**Population** 24570 People (13340 Human, 5110 Elven, 2200 Half-Elf, 1920 Halfling, 700 Gnomes, 300 Other)

**Notable NPCs**

Scheming Succubus, Arna Tempor CE Succubus with Rogue 8/ Bard 10

Puppet King of Darwish Empire, Lawrence the 5th of Tiador CE Human Aristocrat 5/ Summoner 12

Best Hope at Order, Senator Travius Basil LG Elf Wizard 4/ Aristocrat 3

Mind Controlled Supreme Commander, Baron Rumsfeld Goldleaf N Halfling Cavalier 14

Ousted Mother, Queen Isabelle of Tiador N Human Aristocrat 10

Tempor's Assassin, Grey Face Peter NE Slayer 4/ Witch 4

Corrupt Constable, Stanely Woodfork Warrior 2

Crime Boss and owner of the *Purple Lace* brothel, Wiess Paradox Rogue 3

**Marketplace**

**Base Value**8000 GP; **Purchase Limit**50000 GP; **Spellcasting** 7th

**Minor Items**4d4 ; **Medium Items**3d4 ; **Major Items**2d4

Sitting far north of the **Sand Sea** stands the grand walls of the capitol of the Darwish Empire upon the arid lands of the **Royland Plains**. Here the seat of power stands for the entire Empire, but has now gone
into bad times as political uncertainty and discourse has run rampant.

The city itself is over three-hundred years old, founded far before
the founding of the empire. Beautiful art galleries, magnificent
theatres, and buildings of fine make liter the city along its many
streets. The people themselves are proud of their city and country,
known for extravagant parties and devotion to political causes and many
church organizations. As well, military service is rather abundant, with
 many viewing it as a civic duty.

Here politics takes center stage as it had for years, where even the
poorest of the poor of the city take part often. Great speeches from all
 walks of the political orientation were spoken from the many public
forums that darted the city, but that was in the past.

About two years ago after the crown prince was coronate, most if not
all such were outright outlawed. Since his becoming of king, the city,
and more so the empire, has fallen in to dark times. His mother ousted
in exile, foreign mercenaries dragging people from their homes for
believed dissent, and military fighting in wars unnecessary, not to
mention suppression of several churches and groups. Such action against
the countries very own constitution, but nothing has been done.

Behind this all is the King himself and his Queen to be Arna Tempor, his lover and partner in crime. Together, they wish to control with an
iron fist, and bring about a nation to proclaim Hell on the material
plane. Few stand in their way, beside the small contingent of
dissenters. A city in need of heroes.
Kester

Civilized peoples like to pretend the world revolves around them and exists purely for their benefit. It doesn't. Those who recognize this fact will hear the voice of Kester calling them to the untamed wilds. His presence can be felt wherever artifice gives way to nature. From trackless forest to uncharted mountaintop to expansive desert to ever-darkened depths, he is there.

Followers of the Wild Wanderer frequently depict him as an abnormally large satyr with grey-feathered wings. Kester encourages his worshipers to cast off all that is artificial and unnatural and live simply, in harmony with nature. Though his followers rarely take this advice to its logical extreme, they do tend to prefer the natural world over the civilized one.

Kester's holy symbol is a grey feather laid across a horn.
Eotachus

## Eotachus

The First Rider, Horselord, Swift One, God-Explorer

### Portfolio

Horses, horizons, trailbreaking, self-sufficiency

### Subdomains

Divine, Exploration, Fur, Loyalty, Purity, Solitude

### Favored Weapon

Composite shortbow

**Symbol:** Silhouette of horse and rider superimposed upon the sun

**Sacred Animal:** Horse

To find the First Rider, one must *be* the first rider.

The worship of Eotachus is uncommon throughout the known world, for
his work is ever at the frontiers of civilization. Therefore he is
known only to a few, and fewer still follow him.

Eotachus is the patron deity of the mounted explorer. For his
disciples, the greatest achievement is to cross a new horizon upon one's
 trusted steed and in those few fresh moments to know the presence of
the God-Explorer. Eotachans are driven to find places no civilized
person has been before -- there must always be another ridge to cross,
pass to traverse, or valley to ride out of -- if those places are out
there, they will be found.

The doctrines of the Horselord are centered exclusively around the
pairing of horse and rider. Worship rituals are conducted entirely from
 horseback, unless the disciple's mount is injured or sick, or on the
handful of holy days that call for no riding. This reverence for horses
 only applies to all horses, generically, in the vaguest of senses --
the bond between one horse and one rider is the bedrock of the faith.
The mystical and uncanny union of the two has produced incredible tales,
 even among mere mortals; the faithful know that the magic of Eotachus
reaches to all riding partners, and his priesthood can call upon that
power readily. Such is the intensity of that bond that there has been
some debate about who mourns a fallen steed more deeply -- a paladin?
Or an Eotachan?

Though he has been, historically, a god of the frontier, Eotachus'
worship is expanding. In recent years, a growing number of
horse-mounted couriers have come to the faith, claiming to have been
visited by a lone rider when they thought the road was theirs alone.
This unusual visitor expounded upon the faith of the Swift One, and
quickly took his leave. Some scholars suggest that Eotachus has
recognized the shrinking number of new places to travel on horseback,
and so is reaching out to fellow "solo" travelers now, so that his faith
 will not fade from the world.
Flidotia

There are some secrets the mortal mind is not meant to know, or at
least is better off not knowing. Flidotia has made it her duty to
collect it all, believing in the freedom to pursue the dangerous Elder
Knowledge, no matter what the cost. Her layer of the Abyss, the "Citadel of the Mind," is tended over by her fearsome brood, as she rewards the
loyal with the "enlightenment" they so desire.

The daughter of Xol Akhmul and one of his many concubines, Flidotia
soon found herself questioning the validity of her father's mission
alongside the whispers of beings long forgotten. Embarking on a long
trek across the planes, during which she began her slow descent to
depravity, she stumbled across the Citadel. She has guarded it zealously
 ever since.

Her followers have but one purpose in service of the Duchess: gather
dark knowledge, that Flidotia might extract it from their minds as they
sleep.
Biramoto

**Biramoto**

NE Large City

Corruption +3; Crime +3; Economy +3; Law -2; Lore +2; Society +10

**Qualities**

Adventure Site [Terrain Bonus]

Broad-Minded

Defiant

Holy Site

Notorious

Prosperous

**Danger** +20

**Government** Council

**Population** 21,500 (12,000 Kitsune, 3000 Human, 2500 Elf, 1500 Half-Elf, 1000 Gnome, 1000 Dwarf, 500 Drow)

**Notable NPCs**

**Masauchi Yuki, Kumicho Take Kumo Guki** LE Female Kitsune Rogue 9

**Nanba Hoso** TN Female Kitsune Wizard 19

**Yonezu Takaie, Kumicho Kuroi Okami Kai** NE Male Human Swashbuckler 8

**Alice Ashford** LG Female Elf Paladin 14

**Maeno Yutori, Kumicho Midori Sasori Kai** LN Female Elf Investigator 10

**Marketplace**

**Base Value** 12800 gp; **Purchase Limit** 125000 gp; **Spellcasting** 9th

**Minor Items** 4d4; **Medium Items** 3d4; **Major Items** 2d4

Built into the ruins of an ancient city-state that fell prey to the
inevitable outcome of Tippy-Syndrome (Everything goes boom when you
start a magical cascade failure in such places] in an attempt to wrest
their secrets from scattered fragments and death traps, Biramoto is a
blob-shaped wedge in the north end of the ruins; crawling up tall walls,
 growing inside half-fallen towers, delving into the basements and
service corridors... And building over the streets. In many places you
really can't even see the sky for the buildings above you.

Shortly after being founded and gaining small town status, Biramoto got
taken over by rival Yakuza gangs. Currently, there are 3 gangs:

Take Kumo Gaki (Bamboo Spider Association), lead by Masauchi Yuki; Kuroi Okami Kai (Dark Wolf Association), lead by Yonezu Takaie; and Midori Sasori Kai (Green Scorpion Association), lead by Maeno Yutori. The three lead a council that makes the laws and tries to collect taxes ("Donate
to your city! You never know how unsafe these buildings are!"); they're
joined by 3 businessmen and 2 clerics.

Acting as a force to understand the ruins (and try to apply the
principles herself) is Nanba Hoso, the only power center that everybody
agrees to not kill or harass. It was she that identified this city as
the probable birth place of an Eastern faith, leading to a holy mission
of 200 faithful lead by the Paladin Alice Ashford. Said holy mission is to create a cathedral over the point of probable
first worship, and to bring some righteous justice into the lives of
these criminals. Alice guesses that the place her cathedral will be
around the teleport circle on the outskrits of the town, as that one
connects to a half-forgotten building of her home cathedral (It also
connects back).

Thanks to the massive ruins (125 square miles of city, and who knows
how many towers and basement levels), and a working teleportation
circle, Biramoto draws adventurers and trade like crazy. Many have even
tried to create rival settlements, but the magically created monsters
usually get them. And if those don't... Well, ruins are dangerous places
 to live after all.
Testrinar

**Testrinar**

CN Large Town (East)

Corruption +4; Crime +5; Economy -4; Law -1; Lore +0; Society -8

**Qualities** militarized, racially intolerant (dwarves), subterranean

**Danger** 20 **Disadvantage** anarchy

**Government** anarchy

**Population** 4000 people (2,500 human, 1,400 kobolds, 100 worgs)

**Notable NPCs**

**Rebel Leader Xabruu Flameheart** CN Male Human Barbarian (Invulnerable Rager) 5/Fighter 2

**Maelstrom Ambassador Teerii the Insane** CN Male Kobold Summoner (Unchained) 4; **The Insane Enigma** CN Protean Eidolon

**Ragnoruin the Chain Breaker** CE Awakened Half Vrock Male Worg Skald 2

**Seleshir, the Slave Prophet** NG Female Human Oracle (Time) 4

**Marketplace**

**Base Value** 2,000 gp; **Purchase Limit** 10,000 gp; **Spellcasting** 5th

**Minor Items** 3d4; **Medium Items** 2d4; **Major Items** 1d4

Underneath the farthest northern border of the dwarven kingdom Etag Ogred lives a large town of chaos, disorder, and warmongering
maniacs-known as **Testrinar** (Dwarven for "the madman's home"),
this town was once settled in as a militarized dwarven post to push back
 a large kobold tribe that worshiped proteans rather than dragons, and
who eschewed law and order for disorder and insanity. However, within
only a year after the military town was settled, the madness that the
kobolds embraced soon engulfed the minds of the humans who resided
there-and overnight the dwarven population was brutally murdered, with
the humans aligning themselves with the kobolds and claiming the town as
 their own.

The first man to be swallowed by this insanity was **Xabruu Flameheart**, a wild eyed, dwarf hating barbarian who long believed that the state of
 Etag Ogred was proof that dwarves have no power to be leaders of their
own kingdom, but slaves to humanity. His hatred became fused with the
madness that flooded the caverns, and his desire to overthrow the
dwarves soon started to spread to every human-which escalated into the
brutal massacre, dumping the dwarven bodies (regardless if they were
alive or dead) into a huge pit to be food for the unknown monsters. He
claims to be the leader, but he in fact answers to two others-**Teerii the Insane**, a loud and hyper kobold who truly believes to be a protean lord reborn in a kobold body; and **Ragnoruin**, a highly intelligent but bloodthirsty worg, who he and his slightly
intelligent pack have aligned with the kobolds long before the dwarves
settled into the caverns. All three allow the disorder to run amok in
the town-murder, assault and worse happen on a daily basis, and the
three can only look at it in pride, planning one day to unleash this
madness into the kingdom. They have forced one woman-a frail, weak
oracle known as **Seleshir**, to give the three leaders prophecies
and events in the future to help them plan for a full invasion on the
dwarven kingdom. No one knows how long it will be before the invasion
begins, but many nearby dwarven settlements dread the day that comes.
Aldner

**College of Magical Expertise, Aldner**

N Small "College" Town

Corruption -2; Crime +0; Economy +0; Law -1; Lore +2; Society -1

**Qualities**

Racially Intolerant- Elves

Cultured

**Danger**

0

**Government**

Magical

**Population** 920 People (630 Human, 180 Halfling, 100 Half-Orc, 10 Other)

**Notable NPCs**

Kindly Dean, Morris "The Great" Howard N Human Wizard 14

Hot Head Constable, Nick Nazerene LN Human Fighter 6/ Commoner 1

Owner of the *Coy Mistress Tavern*, Grog Faulk Half-Orc Commoner 4

**Marketplace**

**Base Value**1000 GP; **Purchase Limit**5000 GP; **Spellcasting**5th

**Minor Items**3d4 ; **Medium Items**1d6

Centered around **Reverend Hill**, the small college town of
Aldner is host to the school that goes by the same name. The school
itself is at the center of the town at the top of the hill, housed in
what was once a castle to a long forgotten king, whose name is lost deep
 in the school's libraries. The town itself is rather pleasant and
suffers from few to no occasions of banditry on the roads or threats
from wildlife, with the roads patrolled by local militia.

The school was founded after arrangements broke down between Human
and Elven mage groups, eventually leading to separation and the founding
 of two separate and distinct schools, Aldner being the Human founded
one. This has lead to a distinct intolerance of elven kind on campus.
This has not diminished the school and it ability to teach, however it
has limited amount of magic provided to the general public.

*The Coy Mistress* is a popular Tavern for those local to the
town and visitors. It's owned by Grog, a prominent member of the town,
whom is the representative for the town to the school.
Cael Thos

**Cael Thos**

True Neutral Small City (North)

Corruption +1; Crime -3; Economy +1; Law -1; Lore +1; Society +11

Qualities Cultured, Defiant, Superstitious, Supportive

Danger 5

Government Council

Population 6,700 (3,400 Human, 1,400 Half-Elf, 900 Dwarf, 700 Elf, 200 Changeling, 100 other)

Notable NPCs

**Captain Maurrlin Nornshin** LN Male Human Fighter 12

**Nikkal Behrvon** TN Male Human Cleric of Sterahsi 7

**Creesin Daermoth** NE Female Human Unchained Rogue 4 / Fighter 7

**Merchantmaster Birk Keethon** TN Half-Elf Alchemist 8

**Denn Henshus** CE Elf Fighter 1 / Wizard 5 / Eldritch Knight 4

**Mayor Illian Dinthos** LE Female Half-Elf Monk 10

Marketplace

Base Value 4000 gp; Purchase Limit 25000 gp; Spellcasting 4th

Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Cael Thos has been part of the Kingdom of Stahlund for close to a
century now. While the people here do appreciate the safety provided by
the kingdom and accept the taxation to pay for this, they resent the
decrees of the king and the ruling council is always thumbing their nose
 at his authority. While this has never become egregious enough for the
king to order the council disbanded, it has more than a few times placed
 the city in a difficult situation.

The people here have an intense distrust of magic. The surrounding
wilderness is home to a cabal of hags that have tormented Cael Thos and
the outlying villages for generations. Spellcasters in general face
immense distrust here, and those who do find themselves welcomed have to
 prove their trustworthiness.

Cael Thos has been home to elven and human populations for some time,
 leading to a relatively large half-elf minority. Only a few of the
elves are still old enough to remember the once-hidden kingdom of Nurisca that now lies in ruin. If there are still hidden elven cities
that survived the onslaught they are well-concealed. The remaining elves
 are now scattered across the north.

The city is ruled by a council elected by the landowners every seven
years. Each landowner is allowed to vote for as many candidates as they
like, and the five candidates with the most votes in total win seats on
the council. The candidate with the most votes total becomes mayor. The
current mayor is Illian Dinthos, who has become a local hero for her
reputation of tracking down and slaughtering hag covens. Her long-term
goals are seeing to an independent Cael Thos, but the time is not ripe
to act on that.

Cael Thos is situated only five hundred feet from the Lake of Frozen Dreams. The people know better than to build their homes along the lake
shore; the lake is normally safe, but every so often a thick and
imposing fog rolls in and those who become caught in it are rarely seen
again. Once the fog clears, the people are free to once again launch
their boats to trade and fish along the lakeshore.
Vasathan

### Portfolio

Merfolk, tritons, physically amorous endeavors, practical jokes, theft, tsunamis.

### Domains

Chaos, Charm, Destruction, Trickery, Water

### Subdomains

Catastrophe, Lust, Oceans, Revelry, Thievery, Whimsy

### Favored Weapon

Trident

Vasathan likes to think he rules the world beneath the waves, and largely behaves as though it were all there solely for his amusement. His exploits are legendary beneath the sea, and he is prayed to by numerous merfolk and tritons, albeit mostly to avert his wrath and in the hopes of avoiding his more... friendly attentions.

The Passionate Wave's clergy are consummate matchmakers and frequently offer more carnal services as well. Most other gods of the sea dislike his arrogance, and he has an adversarial relationship with Kanathis.

Vasathan's holy symbol is an upthrust trident flanked by strong waves.