recursal/Fanatic-Fandom huggingface dataset:
Charred Feathers

## Background

A splinter group that exists only in Elta that publicly proclaims that the races native to this continent are all evil and are actively pursuing a means to wipe the other sentient races off the face of Foundation. All of their members wear black clothing and various masks and seek to destroy, or at least undermine, the governments and nations of Elta.

The origin of this group is not entirely clear, but the leading theory among scholars and historians is that a group of races from other continents shipwrecked here and had to resort to extreme measures to survive. As a result of this difficulty of surviving, these members decided that it must be the members of the races that are native to Elta that must be the cause of their suffering.
Leitus

A Darkness Within

## Bio

Leitus was born into an uncommon family of "strongman" kindred. Often teased and ridiculed by his father and siblings. This has led to a great despise of them. Leitus has vowed to grow in powers to prove to the mouth breathers that great minds can supersede raw brawn.

## Personality

Along his travels and learning he learned the ancient art of Blood Magic. This has led to the darking of his soul and demeanor. He wears a mask of darkness, which reflects his inner self. When the mask is lowered, he lets the darkness swell and he no longer wishes to solve things verbally.

With very little patience for crowds he often finds way to avoid them. He is very dedicated to his party, even though he often does not show it. He despises almost all strangers. He is always looking for a way to exploit others to gain more power. In his mind most people are means to an end.

## Goals

To grow to a level that his reputation good or bad, is respected or feared by people across the land. He would like to possibly take over the village that he is from and destroy it.
Underdark

**The underdark** is a term for the vast network of caverns and tunnels beneath the surface of Alassia. Not much is known by surface dwellers about its geography or politics. Surface dwellers (humans, elves, gnomes, and halflings) and denizens of the underdark (dwarves, dark elves, orcs, and goblins) share a mutual distrust, even loathing, which often boils into outright bloody conflict. A few heavily guarded gateways connect the surface to the underdark, and passage is highly restricted.
Relics

Relics are powerful mystical objects the predated the Arrival of the societies that they originated from. These are different from Artifacts, that were created after a race's Arrival, however there exist many artifacts that are more powerful than relics and vice versa.

## Aspects of the Fallen God

Tablet of the First Dream

Tablet of Futures Prevented

Tablet of Silenced Voices

Tablet of Obliterated Essences

Tablet of Banished Souls

Ring of Final Beginnings

## Others

Eye of Ordus

Veinshard

Shamsilandris

Mendorilak

Izdelrund

Ohmtellis

Voltshadik

Glamdoran

Excalibur
Xenic Eran

Xenic, coming from old money wishes to obtain his own riches, wishing to make a name for himself rather than live off his family's name and money.

Xenic, speaks Common and Celestial, his skin is Lustrous in color, eyes the colors of peridots, and hair the color of metallic silver. Other than these minor physical traits that reveal his unusual heritage.

Xenic, is fair but will easily backstab most for money or if he feels that someone is given an unfair deal. Having been known to be on the wrong end of many unfair deals he has a special vendetta against people taking advantage of those that can't or won't help themselves.

Before, taking up a profession as a merc. Xenic, was a Scholar many people seek his knowledge . Having spent several years in his younger years if he doesn't know the answer to a question he knows where to find someone or a book that does. Others may change the course of history, but I am one of the people that influence their actions.

Xenic, wants to discover many lands and eventually find a place to settle down once his endeavours are complete and he plans to make and build relationships using a type of barter and trade system. Much like a trade of favors.
Castle Andor

**Castle Andor** is the seat of power of County Andor, and the home of Maltoc III, Count of Andor. It is a grim-looking gray stone fortress on a hill with a small town enclosed in its outer walls, surrounded by rolling, grassy farmlands.

## Notable people

* Lord Maltoc III, Count of Andor
* Lady Mayra, Viscountess of Andor
* Lord Rambert, Knight of Andor
* Sir Pónce, Marshall of Andor
* Sister Margaret the chaplain
* Tim the groundskeeper
* Nicholas the tailor

### Former residents

* Cleef the halfling

* Clorf, cousin of Cleef
* Lesley the gnome, briefly the court wizard
Eldyra

Heavily forested land with many rivers flowing through it that is also the homeland of the Elven race. Lots of forests line this nation's lands, and many rivers are laced all throughout the landscape.

## Dreamshrine

A small settlement in the center of Eldyra that is home to a small shrine dedicated to the various deities that the Elves worshipped before their Arrival. The Elves that still worship here believe that the Elven gods still exist in a dream-like reality parallel to the current realm they exist in and the altars in Dreamshrine are the most direct place in the realm that can be used to communicate back and forth with these deities.

## Moonshade

The capital settlement of the Elven nation of Eldyra and home to the Sourcetree, which the Elves believe brought the Elf race to existence well before their Arrival to the current realm.

## Nighthaunt

This stretch of wilderness is kept entirely wild and used as a testing ground for young Elves going through the rites of maturity that exist within the Elven culture. This area of the forestlands of Eldyra is darker than normal given the amount of tree cover that exists, and the Elves that live here assume this is because of a dark spiritual presence, possibly a Divine, that makes it home here and casts a supernatural darkness over the region.
Faris

**Faris** was a middle-aged man and citizen of Grimshaw who contracted leprosy while working as a seaman on a voyage to the Kingdom of Ozius. He knew Ike the dwarf and would frequently stop by his shop to chat. He was already in very bad shape, and was receiving palliative care at Grimshaw Church when he was murdered during the burglary. He seemed to have been brutally beaten and stabbed many times- his blood was all over the dining room floor and walls. He had a very distinctive birthmark on his lower back, which Krom the half-orc excised with his greataxe and kept, apparently in order to prove some sort of point.
Angel

**Angels** are beings of divine origin and power in Mazurist mythology. They are believed to form Mazura's army and execute Mazura's will in the material world. There are "true," or "primeval" angels who are believed to have been created directly by Mazura, as well as "ascendant" angels, which are the souls of deceased saints.

Prayers are often directed to an angel that may be particularly attentive to the issue at stake, and clerics of Mazura sometimes affiliate themselves with a particular angel. Some Mazurist Cults are accused by the church of placing the worship of certain angels above that of Mazura, which is high heresy.
History

## Fundamentals

The Founder

* Arrival

The Beyonds

* Nightmare Realm

Foundation

* Divines

* Gods

* Glass

* Underdepths

The Myst

* Pall

* Shrouds

* Veils

* Arts

## Events

There are potential spoilers here, read at your own detriment if you involved in one of my campaigns!

The Lost Reliquary

 Project: Synapse

The Fallen God

* De'Vosh, the Eye of the Abyss

* Haz-krawla, the Mouth of the Void

* Malgauto, the Ear of the Shatter

* Qaztel, the Heart of the Darkness

* Lada Lorenz, the Form of the Bleak

* Grenith, the Binder of the Dead

The Relic Hunter

The Dwarven Arrival Economic Collapse
Mazurism

**Mazurism** is a religion consisting of those who worship and follow a deity called Mazura. It is monotheistic, with Mazura as a supreme being, but also has elements of angel and saint worship, with those beings considered part of Mazura's divine kingdom. The largest sect of Mazurism is the Church of Mazura, which wields significant political and cultural power in Alassia, including ruling over the domain of the Holy Land. However, there are also some smaller sects of worship, who, depending on how antithetical their beliefs are to those of the church, are either ignored or labeled as heretics by most Mazurists.
Gordon Stoltski

```

## Character Information

 ### Gender

 Male

 ### Race

 Caucasian

 ### Hair

 Red; Ginger

 ### Age

 9

 ### Occupation

 Student

 ### Grade

 3rd Grade

```

**Gordon Stoltski** is a third grader who reads the morning announcements for Panda Park Elementary.

## Appearance

Gordon is a typical ginger with pale white skin, freckles around his eyes, exaggerated orange lips, and red curly hair.
Holy Land

**The Holy Land** is a region in Alassia under the exclusive governance of the Church of Mazura. It is bordered by both the Great Fissure and Lake Egli, and its borders include the Falls of Elenar, where Egli pours into the Fissure. It is a site of pilgrimage for the devoted of Mazura, and includes the Holy City and therein, Elenar's Basilica, the dwelling place of the Grand Executor of Mazura, who rules over the land together with a council of high-ranking cardinals.
Pip Pirrip

```

## Character Information

 ### Aliases

 Frenchie, Fart Boy

 ### Gender

 Male

 ### Hair

 Blonde

 ### Age

 9

 ### Occupation

 Student

 ### Grade

 4

 ### Religion

 Roman Catholic

## Relatives

 ### Brother-in-law

 Joe Gargery

 ### Sister

 Mrs. Joe Gargery

```

**Phillip** "**Pip**" **Pirrip** is an often mistreated, awkward English exchange student.

## Role

Pip is a very prominent character, and usually serves as the "tortured guinea pig" of the kids, being bullied mercilessly.

## Appearance

Pip wears an old-fashioned, brown gatsby cap (nowadays known as a 'newsboy' cap), a brown bow-tie, an old-fashioned red smoking jacket, a white shirt, and blue and violet trousers. He has blond hair. His head is shaped subtly differently from the other children in that his jaw section is more angular than the other children's, and his body is slightly smaller. However, he is occasionally seen with a more "normal" appearance. After his titular episode, Pip was cleaned up slightly, with a fringe of hair sticking out under his cap on the top left.
Sumnis Abbey

**Sumnis Abbey** is a Mazurist monastery in the Kingdom of Talnem, on the border of County Andor and County Birondis. It is on the road between the town of Cantwell and Birondis Castle. They are known for having an extremely skilled apothecary, who is well versed in all applications of alchemy to divine magic and ritual.

## Notable People

* Graham the apothecary
* Archimandrite Sybil
Barack Obama

```

## Character Information

 ### Gender

 Male

 ### Race

 African-American/Caucasian

 ### Hair

 Black

 ### Age

 62

 ### Date of Birth

 August 4, 1961

 ### Occupation

 President of the United States (formerly)

 ### Religion

 Protestant

 ### Voiced by

 Trey Parker

 ### Wikipedia

 Barack Obama

```

**Barack Obama** is the 44th President of the United States and the first African-American to hold the office, serving from 2009 until 2017. He is a member of the U.S. Democratic Party. He was succeeded by President Herbert Garrison after the 2016 U.S. Presidential election.
Alassia

**Alassia** is the known and inhabited portion of the world.

## Geography

Alassia is politically divided into five kingdoms: Serinar, Talnem, Ozius, Paasia, and Fortinus, in addition to a church-controlled domain called the Holy Land. Each kingdom's monarch claims divine right and maintains a relationship with the Grand Executor of Mazura; these royal families in turn have divided their lands into fiefs managed by nobles, and so on down in a feudal heirarchy. There are also a number of free cities which govern themselves.

The landscape is dominated by the Great Fissure, an enormous, seemingly bottomless tear in the earth. The fissure can only be crossed by a handful of enormous, ancient bridges. To the east of the fissure is Lake Egli, a brackish inland sea.

Alassia is bounded to the south and southeast by the Unknown Sea, to the east and northeast by the Red Cliffs, to the north by the Great Desert, to the northwest by the Silver Mountains, and to the west by the Forest of Arganis.

## History

Not much is known about the history of Alassia. The oldest continuously existing organizations are the church of Mazura, the ruling religious entity, and the Shapers, the keepers of magic, who maintain the many votive crypts that supply magical energy to the world. The continent is dotted with ruins of what appears to be an ancient civilization, about which little is known. Many of their structures and cities have been repurposed and built upon over millennia, but others are simply too inaccessible or dangerous to be exploited by anybody except foolhardy adventurers in search of ancient treasure.
Grimshaw Church

**Grimshaw Church** is the primary place of worship for the Church of Mazura in the free city of Grimshaw. It is managed by Bishop Bertram, who was distraught when it was subject of a seemingly petty burglary. The church regularly offers charitable services to the public, daily mass, and operates a small clinic/hospital.

There is a large oratory chamber laid out like an amphitheater. Beyond that is a dining area and kitchen; upstairs is a modest rectory and downstairs is the supply room and the clinic.

## Burglary

The church was robbed in the middle of the night, with the burglars breaking a large stained glass window and making off with the church's treasury, its entire apothecary stock, a variety of valuable art pieces, and a holy symbol of Mazura. They also rather gruesomely murdered Faris the leper, who was undergoing treatment at the clinic. The only witness to any of this was Estevan the drunk, who was drifting in and out of consciousness on the patio of the bar across the street.
Portal:Characters

Trivia
Images
Scripts
Characters
Locations

==Top==

This page is a portal for all of the characters in *Panda Park*. Characters that are deceased on *Panda Park* have their names *italicized*.

## Main Characters

Sam.pngSam ParkerJason.pngJason CampbellKevin.pngKevin CooperLenny.pngLenny McDonald
## All Characters

Template:HorizontalTOC

Barack ObamaLeslie MeyersGordon StoltskiPip Pirrip
Sammie

**Sammie** is an elf who is currently homeless living in Grimshaw. Her animal companion is an eagle named Kirjava. She is 5'1" tall, has a bluish cast to her pale skin, has dark brown hair, large pointed ears, and is built like a climber, which comes in handy because she uses the eves of Scalric's B&B as her home base and meditates there every night between 2 AM and 6 AM. She has been homeless in the city of Grimshaw since she arrived there 7 months ago. She is one of the wood elves of the White Forest, where she was born and raised.

Sammie tends to eat vegetarian meals that she scavenges and gathers in the city, but will eat meat when she is able to hunt with her longbow outside of the city.

### Kirjava

**Kirjava** is Sammie's animal companion, a large golden eagle that has been known to hunt drones. She eats mice, rats, cats, and other small rodents. Kirjava is of a subspecies native to the cliffs of the Great Fissure.

1. ↑ [1][2]Anti-Drone Eagle
Leslie Cramwell

Leslie Cramwell is a gnome wizard from \_\_\_\_. She is 3 feet tall and has a ridiculously large hat that can't really be explained without magic. She carries a gnarled quarterstaff with the nose of the great wizard Gnome Chompsky. It's a really big schnoz, and sometimes she puts a fake mustache under it. Leslie frequently wakes in the middle of the night with nightmares of falling down a deep pit in a jungle cave.

After a goblin attack on her home, Leslie and family were forced to leave for Grimshaw. To support them, Leslie started working as a court magician for various lords. She had trouble keeping a job for long because most lords did not appreciate her hijinks. After realizing that court magicianship was not for her, she joined up with a group of adventurers...
Bishop Bertram

**Bishop Bertram** is the elderly bishop of the Church of Mazura in the free city of Grimshaw. He was very distraught when his church was burglarized. He offered the party the church's stolen treasury and art, in addition to a blessing and a magical shield, in exchange for the recovery of its apothecary stock and its holy symbol.
Grand Executor of Mazura

**The Grand Executor of Mazura** is the leader of the Church of Mazura, and according to the church, the leader and patron of all Mazurists everywhere. The Grand Executor resides in the Holy City within the Holy Land, and rules from the sacred Palace of Elenar. He or she is elected from the ranks of the cardinals, the process of which is highly mysterious. In turn, it is by the Grand Executor's divine mandate that archbishops are promoted to cardinals.

The Grand Executor is the head of state of the Holy Land, and is the sole retainer of the power to rule on church doctrine, canonize saints, or authorize usage of the church's military power.
Cleef

**Cleef Flungeman** is a homeless halfling who lives in the free city of Grimshaw. Descended from a long line of janitors and cleaning staff, Cleef grew up in a poor town near Grimshaw and worked as a janitor at Castle Andor. They grew bored with the dull and monotonous lifestyle and left everything to move to the city on a whim. Cleef is female but presents masculine to more easily live the life of a street urchin. They have developed an existential attitude and pass the time by messing with people in absurd ways. This is aided by their expertise in stealth and thievery, though they generally steal very little and misplace more.

Cleef died tragically in the ruins Cormiar, after being snatched up and fatally stung by the wyvern that dwells in the portal room while attempting to climb to the top.
Mazurist Cults

**Mazurist Cults** are non-church sects with Mazurist beliefs. They are very diverse in their beliefs, ranging from those who separated from the church based on purely philosophical theological details, while others believe in ideas radically antithetical to church dogma. Many cults are sufficiently arcane, mystical, or heretical that they are rarely known or interacted with by most people.
Orc

**Orcs** are underdark-dwelling humanoids. They are large and powerfully built, and live in violent, tribal societies ruled by the strongest and most ruthless. Enamored with conquest, they are some of the most adventurous when it comes to finding their way out of the underdark onto the surface, and are often the instigators of violent conflict with surface dwelling races.
Evil forces

**Evil forces** is a rather vague term used to describe the bearers of the end times in Mazurism. They are said to crawl out of the Unknown Sea, to be defeated by Mazura only if he deems humanity worthy of salvation. They are also believed to be constantly trying to gain influence over the material world, held at bay only by Mazura and his host of saints and angels.
Free city

**Free cities** are urban areas nominally under some degree of self rule, set aside from the feudal system of demesnes that governs the countryside and agricultural lands. They are the cultural centers of Alassia, where merchants and artisans ply their trades and people live unbeholden to any particular lord and untethered to the land. The nearby nobility often wield great power within the cities due to their monetary and military might, but are not its unquestioned rulers.

Free cities each have their own organizational principles and means of government, but in each there is some balance of power between the professional societies and guilds, merchants, wealthy or respected citizens, the local nobility, and sometimes even a truly democratic, republican element.

## Free Cities

* Grimshaw
* Oakmont
* Kervale
* Yazagos
* Enantius
* Padona
Saint

**Saints** are humans who have been canonized by the Grand Executor of Mazura after death into what the Church of Mazura considers eternal life in service of Mazura, alongside Mazura's host of angels. Saints are often prayed to directly, as they are believed to carry out Mazura's will in the material world. Prayer to a saint not canonized by the church is considered high heresy.
Sharon

**Sharon** (pop 95) is a small village in County Andor, a few dozen miles from Grimshaw and Cantwell. The knight in charge of the administration and defense of it and of the surrounding farmland is Sir Anders. There is a small inn with two rooms and a rather unpleasant barkeep.

## Notable people

* Laura the stable girl
* Terence the joiner
Elenar's Basilica

**Elenar's Basilica**, named after Elenar the Pure, is the dwelling of the Grand Executor of Mazura and the official headquarters of the Church of Mazura. It is located in the Holy City, mingling with the edge of the Falls of Elenar. It is a colossal and opulent palace, built upon ancient ruins and gilded with all the riches of the church.
Silver Mountains

**The Silver Mountains** are a great mountain range in the northwest of Alassia. Crossing them brings one into a great icy plateau, where the air is cold and thin enough that no human can survive for long. They have never been thoroughly explored or traversed by any Alassian in recorded history. Part of the range's lower altitudes are blanketed by the Forest of Arganis.
Votive crypt

**Votive crypts** are tombs in which the remains of deceased great sorcerers are kept, so that their magical energy may be harnessed and used by arcane spellcasters. They are maintained by the Shapers. Spellcasters need to visit one of these crypts about once every year or so to revitalize their relics, drawing and storing the magical energy of the entombed wizard.
Gnome

**Gnomes** are small surface-dwelling humanoids. They are native to the rocky karsts and forests around the Silver Mountains and the Great Fissure. They are known for their aptitude with engineering and alchemy, and are the original inventors of many now-ubiquitous mechanical devices, materials, and chemical processes.
Kromel

**Kromel** (original name Butterscotch) is a camel, companion to Krom, King of Lizards. He was part of a traveling menagerie of exotic beasts visiting Grimshaw for the Andor County Fair, when Krom threatened to murder his caretaker with a videodrome knife-arm. The newly christened Kromel was trained to fight by Krom.
Ramón

**Ramón** was an expert locksmith who Herion, custodian of the Reliquary of Namoor, hired to assist the adventurers in breaking into the Tomb of Amarath. When some dread magic was released, the adventurers all managed to escape but Ramón was left sealed inside lost in both an eternal void and his own gibbering madness.
Elf

**Elves,** or more specifically **Wood Elves** are the surface-dwelling species of elf in Alassia. They dwell in great forests, and only rarely venture out. They are not known to build cities, but rather live in harmony with the forest as hunter-gatherers in a tribal society. They are known for their woodwork, metalsmithing, and jewelry, as well as for their poetry, music and swordsmanship. They are particularly adept at a certain type of magic worked through song, which is not as powerful as the magic of humans or their underdark-dwelling cousins the dark elves, but can be performed without drawing on the energy of a relic.
Ruins

**Ruins** of a mysterious ancient civilization dot the landscape of Alassia. Some have been repurposed into contemporary use, having fortresses or cities build around them. Several important structures in Alassia are of ancient origin. For example, the bridges across the Great Fissure, the Crypt of Aeshma, and the Holy City are made of the monolithic stone that is characteristic of the ancients. Other ruins are ridden with magical beasts and horrid monsters, and are extremely dangerous to even venture near. Nonetheless, the larger and more dangerous ruins are less likely to have already been looted, meaning there is a good chance of an adventurer finding valuable treasure, or most importantly, a powerful relic.
Azal

**Azal** is a dark elf monk. The party met her in the underdark, hiding in an alcove above an underground luminescent fungus grove. After they slayed the brain fungus infected dwarf husks surrounding her, she offered to show them the way to the exit in exchange for a their help in recovering her possessions from Ekh-tel monastery, where she used to live and train. It became apparent that she not only wished to recover her magical *necklace of fireballs*, she intended to assassinate the mage who had commandeered the monastery before her self-imposed exile.

She is an expert in unarmed combat and acrobatics. She had a few close calls with Omar that led him to feel like there might have been something between them, but he was mistaken. After leaving the underdark, she struck out on her own to try make her way on the surface.
Elenar the Pure

**Elenar the Pure** is one of the greatest and best-known saints of the Church of Mazura. She was the first Grand Executor of Mazura and is said to have fought alongside Mazura's host to turn the tide against the forces of evil and expel them from the material world in ancient times. She is often depicted as a winged warrior in golden armor carrying a sword and a spear. She is often prayed to by warriors before battle.
County Birondis

**County Birondis** is a county of the Kingdom of Talnem. It is south of County Andor, sharing a border. While not as agriculturally rich as Andor, it is one of the largest producers of timber in Alassia, taking advantage of the excellent wood stock of the White Forest.

## Notable Places

* Birondis Castle
* The village of Bandrel
* The village of Ashton
* The White Forest
* The village of Whitetree
* Whitetree Valley
* The town of Granville
* The ruins of Rogis
* Fort Teninar
* The ancient fortress of Cormiar
* Locust Ridge
* Green Ridge
* Brown Goat Mountain
* Sumnis Abbey
Ancient civilization

**The** **Ancient Civilization** is the presumed architect of the many ruins that lie all over Alassia. It appears that the ancients were remarkably advanced technologically or magically, because their constructions are beyond the capability of any contemporary craftsman. Not much is known about them apart from their remarkable sophistication and the vast extent of their empire. They built many of the primary roads, bridges, and tunnels in use today, as well as the foundations of several cities and castles.
Eikonal (Eik) Durandon

Eikonal Durandon (commonly known as Eik) is a dwarf who lives in Grimshaw. He owns Eik's Stone Shop, across the street from Grimshaw Church.

## Background

Originally from the Southern Mountains, Eik was taken from his family as a young boy and trained to be a barbarian. At the age of 15 he became the youngest barbarian dwarf to single handedly taken down a Giant. He served on the King's barbarian council from the ages of 20-27 years old, including a short tenure as council secretary (22-23), and president (23-26). He stepped down after suffering a severe leg injury caused him to be bedridden for many months.

During his recovery, Eik's replacement on the council, a hotheaded dwarf by the name of Varg, conducted several malevolent journeys above ground often involving the destruction and pillage of several poor villages. When Eik learned about this, he was sent into a barbarian rage and slaughtered Varg and his supporters. As such, the King banished Eik from the kingdom.

Eik lived alone in the mountains for many years. During that time, he developed adequate survival and hunting skills. This is also around the time he picked up stone working. As a council barbarian, he often had to forge his own weapons, and so became proficient with stonework and metal work (although he was much better at stone). In his isolation, the habits occurred both out of necessity and creative drive.

After 5 years in the mountains, Eik decided to try to move to the woods or a city and try to sell his stone goods. He eventually Found himself in Grimshaw, where he had modest stand for many years. Eventually, he became successful enough to open a shop in the center of town. This is where he has remained for the past 4 years. He is 38 years old.

## Appearance

Eik is 5'3" with a large beard. He has a long, braided mohawk that falls down his back and onto his butt. On the end is a small elven skull. He acquired it on his journey from the Southern Mountains to Grimshaw, when he happened upon a town that was pillaged by Varg. Eik found a child's skeleton on the ground and was emotionally moved by the event. It when then he decided to wear the skull as a reminder of the pain and destruction caused by his friend Varg.

Being a stone maker, Eik wear's artisan's clothes. Most of the time he has a skirt and a pouch and wear's brown boots.

## Weapons

Eik carries a large warhammer as his primary weapon, and a shield for protection. He also has a throwing axe, a throwing hammer and dagger.

He also wears scale mail armor.
Omar

**Omar** **Skylizard** is a human. Omar is of average build. He is pale of skin, with brown hair that is long and weaved into two braids. He looks something like "Post Malone" without the skin markings.

Omar grew up in the White Forest but now lives in a shack near the docks in Grimshaw. Omar's father, Gucci Skylizard, left at a young age for an unknown reason and thus he was raised almost exclusively by his mother. Feeling sorry for the family, the neighboring elves gradually became more friendly with Omar and his mother.

At a young age, he was taken up by the local elven druid, Larrylegolas Yaffelven. Larrylegolas taught Omar rudimentary druid skills to help him survive in the the White Forest. His hobbies while growing up include attending elvish musical festivals where his favorite bard, Drakelion, would often make appearances. At the age of 19, Omar set out from the White Forest to Grimshaw to seek adventure and fame, with not much to his name.

He is newly arrived in Grimshaw. Omar is a fairly skilled leather worker and has plans to use such skills to supplement his income.

### Equipment

Omar did not leave the White Forest with much, so he wears tattered peasant clothes. Compared to other tattered peasant clothes, they're actually quite nice. His top is mostly white but has gradually picked up dust and dirt throughout his travels, but Omar does his best to keep it clean. He found the top in an abandoned shack on his way out of the white woods and there are markings in red on the front in a strange language he cannot read. They spell out the word "Supreme". Omar was gifted black pants from his eleven friends upon departure, but being eleven clothing, they're quite a bit smaller than pants Omar would normally wear. As such, they are quite tight fitting. Over his travels, they have picked up a few rips on the front side. The sack he carries his equipment is one of the few mementos left to him by his father, who wrote his name all over it so it could not be stolen, "Gucci".

He has a sling which he uses to fling lead pelts at enemies.

### Spaceman Africa

Omar has a pet wolf named Spaceman Africa. Spaceman Africa is a friendly wolf but has abandonment issues so always sticks very close to Omar. His favorite food is watermelons.
Holy City

**The Holy City** is a Mazurist pilgrimage site, situated at the heart of the Holy Land, built into the walls of the Great Fissure where Lake Egli cascades into the abyss in the Falls of Elenar. It is the location of Elenar's Basilica, the dwelling place of the Grand Executor of Mazura, and is the central seat of governance of the Church of Mazura.
Church of Mazura

The **Church of Mazura** is the primary organizational body of Mazurism, and the primary source of dogma and creed amongst the faithful of Mazura.

## Organization

The church maintains a strict hierarchy. Local priests, who have completed both three years of seminary training and a pilgrimage to the Holy City, are free to recruit laypeople to assist in the functioning of their congregation, and manage the finances and activities of their church. They report to and elect from their ranks bishops, who in turn elect archbishops. Archbishops are chosen to become cardinals based on the divine will of the Grand Executor of Mazura, the chief authority on Mazurism.

In addition to the ministry-focused priests, there are also many monastic orders throughout Alassia. Monks don't necessarily undergo training at a seminary, or make a holy pilgrimage, although many have.

## Beliefs

The church believes in total devotion to Mazura, and in the use of Mazura's divine energy to perform acts of good, heal the sick, and protect the innocent. Prayer is seen as a way of establishing a connection to the divine and purging evil from one's being. It is believed that evil forces truly exist in the world, and Mazura is humanity's sole protector. At some point in the future, these forces will rise again, and if humanity has proven itself, then Mazura and their host of angels (both primeval angels and canonized, immortal saints) will intervene, destroying the evil, saving the truly devoted and pure, and carrying them to a new land across the Unknown Sea, where they will live in eternity.

## History

The church is one of the oldest continuously operating organizations in Alassia.
The Wilting Lily

**The Wilting Lily** is a popular tavern in the free city of Grimshaw, owned by Maggie the tavern keeper. It is across the street from both the Grimshaw Church and Ike's Stone Shop. At night, it can get a little rowdy, but Maggie always keeps everyone in line. There is a dumpster in back that Estevan sometimes falls asleep in.

## Known Patrons

* Estevan the drunk
* Philip the dock worker
* Lady Aurorette, Baroness of Cantwell
* Sir Anders, Knight of Sharon
* Deandre

## Menu

Ale 2 cp

Wine 3 cp

Dinner 1 sp

Before 5 PM, half off!
Lake Egli

**Lake Egli** is a large inland sea. It enables rapid trade between a large and diverse geographic region in northeastern Alassia, consisting of free cities, royal demesnes, and vast wilderness. It is fed by waters from the Red Cliffs, and empties into both the Great Fissure and the Unknown Sea.

## Locations on the Egli Coast

### South Egli

* Grimshaw
* The Kingdom of Talnem
* County Andor
Red Cliffs

**The Red Cliffs** are a mountain range to the northeast of Alassia, running along the shores of Lake Egli for hundreds of miles. The cliffs are tall and nearly unclimbable, being made largely of friable clay. Only a few in recorded history have scaled the cliffs, and then found that the enormous mountains continued as far as they eye could see, and all that lay ahead was a gravely, barren plateau. Legend has it that this gray waste is scoured by the undead at night, and that no living creature can make it across.
Cormiar

**Cormiar** is an ancient ruin made of monolithic sandstone at the top of Brown Goat Mountain, on the rural outskirts of County Andor. The enormous wellspring of magical energy beneath it once powered the magic that supported it. Bandits took up residence there, in an attempt to make use of the power source for their demon summoning ritual.

The upper level is riddled with magical abberations, resulting in hallways not leading where they seem. A huge central room, topped by a dome with an oculus, is encircled with a dozen stories of ornately carved archways. Leslie emerged from one on her return trip from the mysterious realm to which she was banished by a mind flayer. Notably, this realm has what seems to be a corresponding, similar structure to Cormiar, also containing multitudes of arches.
Dressing Pafé S Team Cyalume Coord

Note: The details on this page is only for those that appear in Kiratto Pri☆Chan. To see images or more information in relation to the Pripara, please go to Dressing Pafé S Team Cyalume Coord on the PriPara Wiki.

**Dressing Pafé S Team Cyalume Coord** (Dressing Pafe S チームサイリウム) is a Cool Type coord that is Brandless. It has first appeared in Episode 28 of PriPara worn by Shion Todo.

## Appearance

### Dress

A top composed of blue fabric that has violet piped lining and a band of yellow dots around the top. A strip of check fabric hangs down with a blue, purple, green, and yellow color scheme. Lining this are four stars, while going down the middle are three silver diamonds. On the corner is a white feather. The fabric is cut to cover the right and middle of the chest, while the left has shorter, pale grey fabric covering it and a blue lapel covered in yellow studs. Sewn to the top is a pointed check collar lined by white suds and adorned by a star on each side, and covering the right shoulder is pointed, layered shimmering blue fabric, and white fur. The ruffled tutu skirt is in a gradient of pale blue, green, yellow, and purple pastel. Over it is a pointed tutu with dot lining and alternating petals of check fabric and pieces with blue and light blue on it. On each petal is an upward pointing arrow, half colored shimmering turquoise, the other is purple and yellow. Around the waist is a yellow belt with a stripe of lime and purple, and a blue buckle with a green chain wrapped around the skirt. White fur hangs from the right hip. Included is a purple mesh sleeve with a blue cuff that has yellow dot border, and stars of yellow and turquoise randomly placed.

### Shoes

A pair of short boots with yellow strings and black sole with a think chunk heel. One is blue, the other yellow. On the side is a large chartreuse gradient, blue, and gold stylized star. Stockings are included, one made from check fabric with dots around the top and an upward arrow at the center. The other leg resembles the sleeve, but with lime and blue stars in addition in the yellow.

### Accessory

A blue marching hat with large white feathers and a stylized star attached to it. A band of white goes around the middle, and lining the rim is a gold chain attached by a star on each side.

## Game

**Dressing Pafé S Team Cyalume Coord** is a Cool type Super Rare coord that is Brandless. It first appeared in the Lucky Bag Collection.
Dwarf

**Dwarves** are stocky underdark-dwelling humanoids, known for their craftsmanship of metal and stone and their construction of great underground cities. They live in a highly traditional society steeped in ritual. Most maintained entrances to the underdark are guarded by dwarves on the underdark side.
Monastic Mazurism

**Monastic Mazurism** is the practice of monasticism in the Mazurist faith. Many abbeys and temples devoted to Mazura can be found throughout Alassia. Monks spend their days in prayer, contemplation, and scholarship, and follow principles of asceticism and purity in their daily life. Becoming a monk does not require training in a seminary, but has its own separate set of rituals and trials that must be completed, which may vary from cloister to cloister.
Caleb

**Caleb** is an alchemist who runs a high-dollar shop in downtown Grimshaw. The party went to see him to identify the strange root found at the scene of the Grimshaw Church burglary. He did not recognize the plant, however, claiming to be a novice at alchemy related to divine magic, and suggested that the party instead go to Sumnis Abbey and speak to his former colleague Graham the apothecary.
Guild

**Guilds** are professional societies in Alassia, which regulate prices, training, and best practices in the industries they are concerned with. They wield significant political power, especially in free cities.

## Notable guilds

* Seamen's guild
* Woodcutters' association
* Merchants' union
* Burners' guild
* Theives' guild
* Alchemist's guild
* League of mages
* League of fighters
* Stonemasons' guild
* Metalsmiths' association
* Jewelers' union
* Carriage drivers' association
Kingdom of Talnem

**The Kingdom of Talnem** is one of the five kingdoms of Alassia, situated south of Lake Egli. It has the most productive timberlands and most fertile farmland in all of Alassia. The reigning monarch is King Laertem XIV.

Talnem is unique in Alassia because Viscounts, Counts, Earls, and Dukes all owe fealty and report directly to the king; the precise title they have depends on the importance of the county they rule over, rather than where they fall in the feudal pyramid.

## Notable places

* The free city of Grimshaw
* County Andor
* County Birondis
Graham

**Graham** is an apothecary of great skill, who has chosen a monastic life at Sumnis Abbey in the Kingdom of Talnem, on the border of County Andor and County Birondis. His expertise was recommended by both Bishop Bertram and her former colleague, Caleb the alchemist, to identify a mysterious alchemical herb found at the scene of the burglary of Grimshaw Church.
Eik's Stone Shop

Eik**'s Stone Shop** is a shop in the free city of Grimshaw owned by Eik the dwarf. It is frequented by both Krom the half-orc and Cleef the halfling, though they rarely buy anything. It is known throughout the city as a purveyor of finely crafted stone furniture, statuary, ornamentation, and other goods. Eik also offers repair and restoration services at a reasonable price.
Great Fissure

**The Great Fissure** is a colossal rift in the land, running northeast to southwest and striking all of Alassia into two. The depths of the rift are unknown, and are left unexplored by surface dwellers, because the walls of the fissure quickly become the undisputed domain of the kingdoms of the underdark. The fissure is one of the few places where the underdark and the surface are in unregulated contact. Still, several important Alassian sites exist along the fissure: several of the greatest votive crypts and many major Mazurist pilgrimage sites, including the Holy City itself. It is spanned by a handful of ancient bridges, each dozens of miles long and made of monolithic stone.
Aurorette

**Lady Aurorette** is a noble currently styled Baroness of Cantwell, County Andor. She apparently has on at least a few occasions come into Grimshaw with her boyfriend Sir Anders and taunted locals at The Wilting Lily, according to both the owner, Maggie, and a frequent patron, Estevan. She is of medium height and frequently wears her dark hair in a tight braid.
Goblin

**Goblins** are small underdark-dwelling humanoids. They are weak and dim-witted, but nonetheless possessed of a somewhat cruel cunning. They have a deep spirituality and their shamans have been implicated in the creation of some of the most dangerous underdark armies that the surface has ever had to deal with.
Magic

**Magic** is generally worked in one of three ways. Elves are known for their ability to work magic through music, weaving melodies and harmonies that tap into the fundamental frequencies of the universe. Clerics and druids of all races receive and direct energy from a higher power. Humans and (it is suspected) dark elves, though, have the most complicated and also the most powerful magical tradition. The source of almost all magical energy is in the entombed cadavers of long-dead immensely powerful sorcerers, held in locations called votive crypts. Mages bring their own small relics, small pieces of deceased wizards also of great power (but usually not at the level of those held in the crypts), and infuse them with magical energy at these sites. The more powerful and significant the relic, the more magical energy can be stored, and the more powerful the sorcerer held in the crypt, the more can be extracted.
Mazura

**Mazura** is the supreme deity of Mazurism. Mazura is genderless in the eyes of most church scholars, and physical representations are considered heretical- although this is not the opinion of all sects of Mazurism. Mazurists believe that Mazura is the sole protector of humanity and ultimately its savior from evil.
Flork

**Flork Hrunkstein** was a drow warrior. He was introspective and disciplined. The party met him at his family's ancestral shrine in the underdark beneath Cormiar, and he led them through several miles of tunnels towards the exit to the surface. Unfortunately, he was eaten by a giant cave shark dwelling in a subterranean river.
Estevan

**Estevan** is a thin and spineless young man, not much older than 18, who has already developed some serious drinking issues. He lives in the wealthy part of Grimshaw with his parents, who unfortunately fund his hard-partying lifestyle. He spends most nights at The Wilting Lily, where he hangs out with his friend Philip. Sometimes, if he is too far gone, he passes out in the dumpster behind the bar.

Estevan was the sole witness to the burglary of the Grimshaw Church, having passed out on the patio of The Wilting Lily, and being awoken by the noise when the burglars broke a window.
County Andor

**County Andor** is the demesne of the Count of Andor, presently Maltoc III. It is within the Kingdom of Talnem, and includes several small townships and fiefs owned by local barons. It is bordered to the south by County Birondis, and to the north by Lake Egli.

## Notable Places

* The free city of Grimshaw
* Castle Andor
* Sumnis Abbey
* The village of Sharon
* The town of Cantwell
* The village of Lockton

## Notable People

(*This list does not include people more strongly associated with a particular non-feudal area, like Grimshaw or Sumnis Abbey.)*

* Count Maltoc III, Count of Andor
* Lady Aurorette, Baroness of Cantwell
* Sir Anders, Knight of Sharon
Grimshaw

Grimshaw (pop. 21,000) is a free city on the south coast of Lake Egli, within the Kingdom of Talnem, County Andor. It is the home of a moderately sized port, which supplies the surrounding farmlands and more distant southern kingdoms with trade goods. Most of its citizens are merchants, dock workers, sailors, or artisans. It is home to a few larger branches of major guilds: the Woodcutters' Association, the Seamen's Guild, and the Moneychangers' Union.

It was the founding location of a peculiar fellowship of adventurers.

## Notable Places

* Grimshaw Church
* Eik's Stone Shop
* The Wilting Lily
* Port of Grimshaw
* Grimshaw Guardhouse
* Scalric's B&B
* Oils and Liniments

## Notable people

* Estevan the drunk
* Bishop Bertram
* Faris the leper
* Philip the dock worker
* Maggie the tavern keeper
* Scalric the inkeeper
* Constable Johnny
* Caleb the alchemist
White Forest

**The White Forest** is a large woodland in the Kingdom of Talnem, western County Birondis. It is a major source of timber for the region. It is known that some elves dwell deep within the woods, but they presently have no consistent diplomatic ties to any of the surround human political entities. The villages of Ashton and Bandrel are at its eastern edge.
Shapers

**The Shapers** are the order of magicians who maintain and protect the votive crypts and make them accessible to all magicians who would seek to use their resources. Induction into their order supposedly happens through the higher, secret ranks of the League of Mages. They live in the rectories of the crypts and maintain the enchantments that keep the cadavers preserved.
Unknown Sea

**The Unknown Sea** is a vast ocean forming the southern and southeastern boundaries of Alassia. High winds and fierce waves have prevented any significant exploration by the peoples of Alassia, who regard it with almost religious certainty as deadly and impassable. The seafaring abilities of Alassians have developed entire on lakes and rivers, the relatively calm waters of Lake Egli being the worst conditions they have contended with. As such, every ship known to have attempted navigating the Unknown Sea has wound up swallowed by its black waters or dashed against the rocks of the mountainous coast. It figures prominently in the mythology of Mazurism, where it is said that the forces of evil will crawl from the sea, and that Mazura will rescue the faithful by transporting them to a land across the sea where they will live forever.