recursal/Fanatic-Fandom huggingface dataset:
Freehearth

## Teallach Saor

**Freehearth** is a settlement of refugees who fled the Empire of Eskarya, joined by some who have travelled from the Freehold. In the ancient tongue, the settlement is known as *Teallach Saor.*

## Description

Still in the early days of life, the community remains a simple encampment in Eastern Elderfall. They have made their settlement known to the Queen of Elderfall and have gained a temporary pardon for their settlement under the premise they aid the Kingdom and its people, with a view to make their community a permanent part of the Kingdom and under the protection of Queen Ciara Hyland.

## Locations

Thus far, since the beginnings of the settlement, the following constructions and businesses have been built within Freehearth.

**Rasaad's Relics.** A general store was the first construction in the settlement, built by a join endeavour by multiple members of the community. A travelling merchant by the name of Rasaad has taken up residence in the store and runs the business on behalf of the town with the aid of Orzog working as a doorman and guard.

**Hearth & Home**. One of the earlier constructions in **Freehearth**, the tavern was commissioned by Raisuboi, the half-oni cleric of Dagda. The name of the tavern, along with the décor within its walls seem to all be inkeeping with the themes of the pagan gods, notably the All-Father, Dagda.

**The Stone & Chisel**. A library of Freehearth, in which lore, scrolls and books are collected, studied and decoded in the settlement of adventurers. Constructed in 200EF and funded by Kreev B. Earbender, the library was named in homage to Oghma, the god of knowledge, whom inscribes with chisel upon stone.

**Chalk & Charm**. Built not far from the centre of the settlement, Chalk & Charm was a joint venture between Killian Kir’we, Alzara Yewdorei & Anastasia Ekatarina, as they each sought to bring about a supply of arcane components and items to Freehearth for study, sale and use.

**The Rosary**. An alchemist and merchant seller of of potions and elixirs in the settlement, **Freehearth**. The store was constructed and currently managed by Anastasia Ekatarina.

**The Copper Sonnet**. Constructed by Kreev B. Earbender, the Copper Sonnet is a 3-sided stage within a circular amphitheater that holds performance by bards, storytellers and troupes of actors in the outside theatre. The only covered portion of the structure is the backroom in which performers are able to apply make-up and dress in costume.

**The Subtle Siren**. A modest bathhouse constructed by Kreev B. Earbender, the bathhouse is open to all in Freehearth to relax and see wounds healed and sore joints mended in the hot spring waters from which steam and hot mist is magically conjured.
Skordrout Boneforge

A prevelent wizard of Nel Kuldohr who had been tasked with the protection of the chains that aided in locking away the Dark End. Whilst not a member of The Vinculum of the Volute, he has sworn to serve and protect what they have created. Dispatching Duergar forces intent on destroying the chain, believing that it would release the Autarch Inferno, the lich has stayed within his chambers for over century in his duty.

Once a mortal wizard, he resisted as long as he could in old age until he could wait no longer to delve into dark magic and transform himself and accept the fate of lichdom in order to defend the chains of eternity or until a final death. Upon meeting the adventurer's guild of Eskarya, he had initially waged war against them, power word killing Sip as spells, arrows, bullets and steel were thrown before Fogel Chernin called for a ceasefire, after which a mutual understanding was found and desire to protect the chains.

Wishing to keep his existence from Eksarya, Vyodros stone shaped the wall to hide the hallway that led to his chambers and the chains of volute. Before their leave, an exchange of texts was done, with Skordrout passing on ancient texts that the party would find useful. In return, Skordrout received a choose your own adventure book.
Agnes Marshcradler

Once a resident of the hut in Tornka Forest, Agnes was attacked by Barandir and fellow mercenaries from the guild as he sought revenge against his former captor. Within her lair and territory, the bones, toys and bodies of adolescents were found and cages to hold them. Herbs and poisons were found within her hut, along with enchanted alchemical sweets. Many books, scrolls and texts were found amongst her library, including Missives of Courtship from the Abyss, Kalaendar’s Folio of the Ripplebark Forest, Fragments of the Fiend Lords, Ancestry of the Marshcradler.

Agnes is known to be resistant to non-magical damage, incredibly strong with a devastating and crushing hug and is immune to acid. She was spotted shape changing in a pool of acid, but her other form could not be seen.
Vester Keep

A castle keep and hereditary seat to the Dukedom of Vester. Whilst the Duke of Vester governs from the town, the Keep remains the seat of their lineage.

## History

An overgrown and dilapidated keep North of Fort Kroideyn, was discovered by Vyodros, Perven, Alton, Finn and Carnifex. Upon arrival, they scouted out the horde of Orcs that resided within, being managed by Rairaku as he shouted orders to find *something.*

After an initial surprise attack by the party, and gruelling battle, they managed to clear the keep and send Rairaku running.

The party discovered what the Orcs could no, as they found a passageway leading into a dungeon beneath the keep.

## Dungeon

Beneath the Keep of Vester, undead was haunt the caverns below. A wine cellar, a crypt and body preparation area and treasuries to fallen nobles. It was here the guild first met Melusvi as he bargained with them to help dispel the portal that led to an imprisoned Demon Lord. Escaping the eye of a beholder once was possible, but not without the loss of Slink as he was disintegrated. A second would appear, this time with decaying flesh on its bone. Risen by the oathbreaker paladin of Zitus and member of Arcadia, Zesoldi, he asked the guild's help to release the Demon Lord, so it might defend this world from the mindflayers, and that his undead army would destroy the victor. A means to an end to all the evil in Eskarya, even if it came at a cost. Refusing him, they left and Zesoldi was unable to break the Demon Lord free.

## Conquest of the Guild

After being granted permission by Vallirk Thorne, Alton Elenaur and Midnight's Edge travelled to Vester Keep and claimed it under the Empire of Eskarya. Spending their own coin and time, they rebuilt the keep to defend able standards, with the intention of protecting the prison beneath from the Demon Lord's servants.

## Dawn of Tosima

Following the keep's retireval by the Empire from the Demon Lords, the keep is handed to Duke Engelbrecht Norley and his family, to serve as the seat of his lineage and home of the noble family.
The Typhlotic Descent of Fomor

A corrupted tome folded in blighted wooden covers, stone fingers acting as clasps to keep the folio shut. Spore of an ancient forest permeate from the pages.

## Research

Completed by Maeve

*[...centuries followed, a near millennium. A thousand years of darkness. A force of power upon the land, but forced below into eternal slumber. A curse of mind, body and soul, with only those who retreated beneath the darkness that can save themselves. For Fomorians to retreat, wicked and unnatural. Within the palm of our graps, the Aes'ahn stood. Crushed and broken were they. Unable to free the Fir from our chains. They did not belong, as so they were destroyed...]*

*[...incapable, unable and weak. Seeking aid from beyond. Beguiling the strength of idols from beyond the mists. To a world ruled by no faith, only strength. A godless land upon which only power ruled. So weak were they, that they must call upon divinity and destroy the very foundations of our world to achieve their victory. Broken, unattached, protected against the planes beyond the mists. Then shattered in an instant. A door open and our world unable to breath as radiancy showered the lands as faiths broke the very fabric of our world. Sojourn, trespassers, infidels and invaders. That they would seek their powers at their own detriment. Defeated, but so were they. They could not defeat us. So arrogant and blind to believe they would control the white feathers of the Outer planes...]*

*[...no matter how long. No matter the years, the centuries, the millenniums that follow. We shall rest, we shall wait, we shall watch from the darkness. As idols rise from lands to skies, not even their prayers shall protect them when we return. Descendants of idols shall be no match. Just as the Aes'ahn fell, so shall they....]*

*[...fomor shall be a godless land again. The door shall close, the door will be broken, the gods will torn down one by one and even prayers shall not save them. The Fir will fall within palm, grasp and chain. So too the mortals that walk this earth. These refugees that await their enslavement to Bencawr...]*

*[...a King awaits. The great eye. The worthy descendant of Bencawr. The last ruler of Fomor, to rise from the depths and come again. The piercing eye, the dark smiter, the evil eye, the god-killer. His gaze shall fall upon the world and turn it asunder and anew. He shall awaken, and his armies of titans shall follow. Those not befallen of curses. Those not malformed by magic. Our putrid souls are unworthy of the Fomorian name. The Elder Fomorians shall rise and the world will tremble. Even the gods shall fear our tyranny...]*

*[...Aes'ahn. Aesir. Bound in blood and union. Aes'ahn, Sojourn, Miasma. They all shall fall. And we shall revel...]*
Phoenician Fury

**Phoenician Fury**is a single-barrelled pistol currently wielded by the Drow gunslinger Alton Elenaur, who often refers to the weapon simply as 'Fury' for ease of speaking.

## Appearance

A beautiful piece of craftsmanship, Phoenician Fury is the culmination of numerous failed predecessors and decades of study. With an ornate wooden grip and iron barrel, both parts are decorated and embellished with golden patterns and inlays.

The pistol has a cylinder capable of holding up to four pieces of ammunition at any one time, rotating from one chamber to the next with every pull of the trigger.

## Creation

The first working iteration of the pistol was crafted by Alton using a combination of personal knowledge of ranged weaponry from time served as a soldier, a proficiency in tinkering, and the scribblings of kobold inventors slain by adventurers during an expedition into their lair.

During a deadly encounter with the Oni menace Rairaku, the pistol misfired due to Alton's haste in wishing to free his grappled ally Vyodros. Unable to repair the gun in the field, Alton was forced to break the weapon apart and reconstruct it from the shattered pieces. After a second mission, during which the pistol proved most effective in dealing with a considerable number of gnolls, Alton elected to once again take the pistol apart to study and replicate the mechanisms within during the creation of Stormsong.

Upon successfully completing the forging and reassembling the original pistol, Alton chose to name the weapon after the mythical phoenix as it had been reborn from the ashes of itself several times. In doing so he also honoured the memory of his fallen brother, Manyn Runda, who had been a powerful sorcerer and wielder of flame.

Following the battle with the Hag of Tornka Forest, Alton had Fury enchanted to bypass the resistances of particularly hardy creatures whilst slightly improving its accuracy and power.
Eloranthyr Valindril

**Name**: Eloranthyr Valindril, or Elora **Race**: Ar'Tel'Quessir / Sun Elf **Age**: 143 **Alignment**: Lawful Evil **Class**: Paladin **Sub-Class/Archetype/Path**: Oath Of Vengeance **Background**: If you were to ask Lady Valindril of her past, it is a question she so often tries to avoid. When pressed, she might tell of her many years spent in the Royal Guard upon Evermeet. No mention is ever made of her family or her life; it is often more like a military report than a personal story. In truth, Eloranthyr was born the third daughter of a lesser noble house on the isle of Evermeet, both of her parents being lesser elements of Queen Moonflower’s court. Elora and her siblings never wanted for anything and she grew into a fine young elf – proving skilled with wit and blade. Elora spent nearly eighty years in the military, primarily as a Royal Guard but in her later years she took up a role as warden of some of Evermeet’s worst prisons. This seemed to polarize Elora, who became more and more cynical as the years passed. While many of her comrades were resolute in their duties and knew it was for the greater good, Elora soon sunk into a horrific line of thinking: that criminals were better dead than a burden on the crown. It was in the dark of night that she abandoned her post, taking up a new life as mercenary and vigilante. She would work as hired blade only enough to fund her undying pursuit of justice – **her justice**. **Adventure Hook**: Elora is tracking some petty criminals who are suspected to have fled to the continent.
Vege Cave

## Vegepygmy Cave

A cave of native plant-folk known as vegepygmies. Originally known to be peaceful creatures until an expedition arrived and refused warnings to leave, the vegepygs have turned aggressive towards intruders following screams of their shriekers. Unleashing thornys, a plant-like hound upon their uninvited guests, the cave has proven to be a dangerous expedition after two adventurers have fallen there in Gael Eserrah and Fervour.

The cave remains unexplored, and it is not known what lurks deapper into the cave. Adventurers have brought back information that the creatures are known to regenerate and turn fallen adventurers into plant-like creatures.
Voskia

* Art
* Sigil

**Voskia** is a town in the east of Eskarya, and the home of the noble house al'Hesan.

## Description

**Voskia** was founded in 4EF by the Empire of Eskarya, following their expanse into the eastern territories and annexation of lands from the remaining people of Khokkolun.

A medium sized town in comparison to its liege settlement Asturcia, yet the affluence of the settlement seemed to exceed it. Perhaps in thanks to the The Bound Accuracy and the capital its brings to the settlement, the people and its general activity of trade has brought reasonable income to the town. This may also be reasoned to the trade deals and agreements made with the merchants of Chult in Faerun.

## Government

Formed as a feudal state under the territories of the Empire, the seat of Voskia would be later granted to Jamaal al'Hesan for his service to the Empire in supplying military grade weapons, arms and other equipment. Some loyalist to Empire found this move to be disgruntling, others calling it unacceptable due to his links to the Adventurer's Guild of Eskarya. Yet, Aldwin Thorne would not hear of disagreement and his son and heir, Vallirk Thorne was similarly inclined.

## Culture

Perhaps one of the more forgiving settlements in Eskarya, Voskia has held certain traditions of the Beggar-King. Half-Orcs and Dragonborn of the Empire were quick to move to Voskia, Asturcia and Erutus in the years proceeding the War of the Temporal Avulsion.

## Fangs of the Beggar King

Rumours swell in the town of Voskia that the leader of the Fangs of the Beggar King is in fact a descendant of the Jamaal al'Hesan. Though the noble family refutes these claims consistently and reiterates their allegiance to the Empire.
Vaktar

The Guardian of the Lost sees deceased of Dragon kind onto the next life, whether it be to the Dragon Eyrie or a be trapped within Vaktar's Skies of the Damned, to fly for years without breath or rest, until their wings break and fall for eternity.

Whilst aligned towards evil, there are stricts laws and rules that Vaktar follows, to maintain balance between life and death and ensure that Dragons reach their rightful end beyond their mortal lives.

## Piety

#### Earning and Losing Piety

You increase your piety score to Vaktar when you expand the god’s influence in the world in a concrete way through acts such as these:

* Performing burial rites to thse fallen.
* Bringing death to who purpose is served.
* Enacting justice without hesitation or thought.

Your piety score to Vaktar decreases if you diminish their influence in the world, contradict their ideals, or threaten the integrity of destiny through acts such as these:

* Bringing life to those that have passed.
* Desecration of graves.
* Trapping souls and holding back the course of life and death.
The Demon Lords

The Demon Lords of Elysia were a terror and destructive wave upon the continent prior to the formation of the Coalition State, Fall of Tosima and Mind Flayer Invasion. What is known of the Demon Lords is found within The Luminous Libram of Caude, The Enchiridion of the Silver Void and relics and scrolls found by the adventurer's guild of Eskarya.

Long ago, in a raging war upon the continent of Elysia, the noble family of Caude led the defence of Elysia against Demon Lords of the Abyss. Whilst the victory of mortals was pyrrhic, it was with the aid of the gods, notably Kaarin and Zitus who provided the power to lock away the four Demon Lords of Elysia.

The armies of the Abyss were another matter, whom were imprisoned in the Silver Void, a demi-plane created by a powerful spellcaster and High Elder of the Elysian Institute of Arcana, Varal. Within the Silver Void, the demons were imprisoned and no longer a threat to Elysia.

In recent years, forces have gathered and scoured the lands in search of the prisons of the Demon Lords, which have been noted to have been hidden beneath temples across Elysia. Thus far, it is known that a single Demon Lord has been released, a Demonic Minotaur entity by the name of Valmoth. The entity was released by the adventurer's guild of Eskarya, upon finding themselves trapped within a secluded demi-plane with no escape, but with the promise of their release they released the entity who kept his word and plane shifted them back to Fort Eskarya.

Below list the known Demon Lords, their discovered prisons (if discovered), their status and their servants.

 Zal'moxon ⸸
Horde of Fenrir

First encountered in their second adventure from Fort Eskarya, an unknown Gnoll faction takes the banner of a black wolf's head set into a clawed shield. Scouts of the party were encountered near the coast, approximately four hours north of Fort Eskarya. The party was later ambushed by further members of the faction later on that same expedition by a group led by a Gnoll Pack Lord and a Giant Hyena, which were eventually defeated - although Vyodros was nearly slain in the process.

The faction of Gnolls were discovered once more in the mines to the north-east of Fort Eskarya. Having taken over a long abandoned mine, they sought to free it of any treasure that remained and the sentient dagger that laid within. Quickly dispatched by the mercenaries of Eskarya, their abyssal Gnoll leader was decapitated and burnt, at the suggestion of the three scout captives that the party rescued.
Warforged Factory

In the mountains of the Eskaryan Peaks, an alien yet mechanical airship of sorts lays defunct and wedged into the side of a cliff-face, an odd metal building overlooking a waterfall. Overgrown in vines, moss, roots and wisteria, the factory has seen better days. Etched into a plaque above the door, the insignia of a steel bull with red eyes can be found.

Upon investigation of the steel construction, the Adventurer's Guild of Eskarya uncover the location was once part of an artificer guild in Eskarya. Meeting with the only inhabitant, Otto d'Lyrandar, a half-elf who was the carer of the location, they shared stories of their exploits and findings within the new land of Eskarya. The artificer explains that he was a designer and creator of warforged.

Asking for the party's aid, Otto explained of the corrupted titan warforged which had made his work impossible to continue. Upon the destruction of the titan, they find that the source of the corruption was the overwhelming power being used to create life within them as a shard of a Lachla was used in place of a greater Khyber crystal. Wanting to keep the shard for research, the conversation is cut short by a voice calling through the halls, calling for the magic man. It comes from a hulking orc form, matching the description of Viakane and Otto orders the party to hide. When the orc appears with his lackies, he demands Otto continue work on his Warforged Titan, giving him two days to complete the construction. When he resists, Viakane tosses him from the height to his death.

The party promptly departs, snatching up the fragment of the Lachla Shard along with Otto's musket and a number of other curious artifacts.
Tenebrous

**Tenebrous** is a demon lord and master of the undead. Once serving The Dark End until he was betrayed by the Demon Lords and its essence and soul trapped within Heartcleaver in an act of loyalty to the Dark End and betrayal to Tenebrous.

## Description

Orcus was typically described as having the head and legs of a goat, although with ram-like horns, a bloated body, bat-like wings, and a long tail.

## History

Like many of the most powerful demon lords who struggled for power in the Abyss, Tenebrous started his existence as a mortal on the Prime Plane. He was apparently a wicked spellcaster of some sort, most probably a priest to some dark deity. After his death, his soul, like the souls of all chaotic evil mortals, went to the Abyss and Tenebrous began his afterlife as a lowly larva.

Tenebrous proceeded to climb through the demonic ranks over the next several thousand years, going from larva to mane, from mane to dretch, from dretch to rutterkin, from rutterkin to vrock, from vrock to glabrezu, from glabrezu to nalfeshnee, and eventually a balor. From there, he ascended to the rank of demon lord, becoming the Prince of the Undead and ruling the layer of Thanatos, the Belly of Death. Even though there are other demon lords aspiring to the title of "Prince of the Undead", Tenebrous' claim to the title went unchallenged for the most part. Ever hungry for more power, Orcus wanted to be recognized as "Prince of Demons", a title held by Demogorgon and coveted also by Graz'zt. As a result, he became the arch-enemy of both demon lords.

Following his entrapment into Heartcleaver, he would eventually find his way into the hands of the Adventurer's Guild of Eskarya, making a pact with Barandir to aid their hunt of the Demon Lords. When the guild visited the Black Lotus Monastery, and Zalmoxon was slain, Tenebrous had gained enough power form devoured souls to release himself from his prison and attack the final Demon Lord, Yolgoruth.

Upon the guild's escape, they left the Demon Lord trapped into the demi-plane. The fate of Tenebrous is now unknown, but believed to have returned to the Abyss.
Craithstream

Born on a cool summer night, Craithstream wasn’t heralded as the next champion of his people, a savior or even to make it far in life. He was in essence, a runt. His parents thought he wouldn’t make it past his first year, but through sheer determination and grit, Craithstream made it.

Growing up was rather plain… that was until his 16th birthday. When his entire hamlet was burnt to the ground by Humans. He was out hunting and foraging for food and when he returned, the village burned and his people slaughtered.

He went to the capital to seek redress and justice for his village but was laughed out and cast out of the city. He saw firsthand the racism of the empire not just against his people, but to all the other awakened. So he began helping them escape the empire. He was taught to be a pacifist by his family so he never used violence.

Eventually his group was caught and he sacrificed his freedom for theirs and held off the guards so his group could escape. Craithstream was held in prison for the next 10 years. Though prison sought to change him and mold him into something he wasn’t, he held his resolve. He was still the noble badger his parents had raised, except for one thing. Pacifism didn’t work, the strong would trample the weak. So he would seek to be a shield for them.

After 10 years he was conscripted in exchange for his freedom. He was put into a criminal battalion. But he was still not considered an equal in the eyes of the empire. Time and time they threw him and his comrades in the vanguard, to be used as fodder and meat shields. One by one his allies… his friends fell. The last battle he was in, he was one of the sole survivors. He looked around the war torn field, and then a voice called out to him, in his head, “burrow and hide. Escape to fight another day, a more worthy day”. So without thinking he did. He stayed underground for two days surviving off of grubs and worms. He uncovered himself and made his way back to the home continent.

He set out to Tosima on the boarder of the empire. To start anew, to help his people, and to get his revenge.
Uhemis

* Depiction
* Sigil

**Uhemis** is a quasi-deity whom is strongly believed to be the brother of Vyodros.

## Description

Both of whom believe they are gods trapped in the bodies of mortals and seek to regain their full power after the other had tricked them. Oddly, both Vyodros and Uhemis proclaim the exact same story and events that led to their downfall.

Uhemis was first met in the village of Ezofield where he held congregation for his followers, granting blessings upon them before aiding the adventurers in destroying the demon threat that attacked the village. He had proved himself to be a worthy ally, though noted that he looked forward to finding Vyodros and ending their feud once and for all.

## Ezofield

Much like the following of Vyodros, the worship of Uhemis in Ezofield walked the fine line between religion and cult fanaticism. With the followers of Uhemis worshipping a mortal being, believing him to be a divine entity who would find his ascension and powers restored with enough time, worship and victory in his name.

Statues of the Air Genasi would later be torn down in the settlement, as the Empire of Eskarya claimed the settlement for their own, as it fell within the lands of the Empire's grasp. Overseen by Lord Brent Rowe of Eberron, in service to the Duke of Vester, the people of Ezofield would focus their trade primarily on exports of their fisheries due to their proximity to local rivers.

Whilst the worship within the town of Ezofield is primarily to Zitus, with the worship of Uhemis being noted as a pagan faith and worshippers to be heathens in the Empire, it did not disway worshippers of the tbe God of the Winds to proclaim Ezofield to be a religious and holy site, with many making the pilgrimage to Ezofield from across Elysia to give thanks and worship to Uhemis.

Whilst the noble family worked to put an end to the pilgrimages to Ezofield, through the capture and execution of the Uhemis cultists that ventured into their lands, each execution would be followed by seven days of strong winds and rain, sending the fishes of the local rivers up stream and hindering their trade. This perceived divine act of Uhemis only emboldened the belief of Ezofield being a holy ground, with many pilgrims accepting the risks of their holy path to Ezofield.
Vester Hills

A region of hills within the lands of Vester in the Empire of Eskarya.

## Description

Within the Vester Hills following the first Mind Flayer invasion, the lands appeared salted and dead, due to the poison of the Demon Lords seeping throughout the lands. The hills looked more like that of low and underdeveloped mountains due to the lack of flora and fauna within the region.

Following the end of the Demon Lord threat, life began to grow once more, as the hills sprouted grass and flora, trees would grow once more and wildlife that migrated from the lands slowly but surely returned. The Vester Hills became infamous in Eskarya following the assault on The Sanctuary, a hospital for the mentally ill in Old Elysia, that had become the base of operations for the Demon Lords, their messengers and armies. With the knowledge that the Vester Hills was the home to a prison that kept The Dark End in chains, few dared travel the roads through the hills, preferring to travel via Ezofield or Port Kolsa when travelling north.

## Valley of Death

With few travelling the road through the centre of the Vester Hills, it became home to remaining forces of the Demon Lords, with Orcs, Gnolls, Goblins, Ogres and Oni establishing camps in the hill of Vester. As the fastest route from Vester to Badengatt, it is uncommon, but not rare, for caravans and small forces of mercenaries to travel the path. The mercenaries are sorely needed, for the creatures of Vester Hills prey upon its travellers and merchants who dare walk the path.

It is not just monstrous races that dwell within the hills, but criminals and heathens who wish to evade the zealous reach of the Empire and Templars of Zitus. As few dare search for their bounties and quarries in the Vester Hills, these vagabonds and criminals need only worry about the Orcs and Goblinoids within the hills en route to escape Eskarya.
Sylvadur Caraphax

**Name:** Sylvadur Caraphax **Race:** High Elf **Age:** 137 **Alignment:** Neutral Good **Class:** Monk (3) **Sub-Class/Archetype/Path:** Monk (Way of the Drunken Master) **Background:** Claiming his adulthood a scant few decades ago, Sylvadur is a young elf both in features and in mind. A constant prankster since the days of youth, Sylvadur (or Syl) spent the decades of his childhood exploring the rolling hills and jungles around his village amongst the forests of Toril. Life in a small village was simple and quaint, charming in its own special way, but Sylvadur desired more. Ever the adventurous child, Syl found himself observing the skilled Bladesingers of his village. Their strange dance of magic and steel entranced the young elf and soon he found himself training amongst their ranks. Surprisingly competent in manifesting his own Bladesong just after achieving adulthood, he choose to set out to explore the world rather than spend decades perfecting his technique. **Adventure Hook:** Hungry for adventures and a place to build memories unique from any other life he might've lived, Syl was enthusiastic about a chance to explore a dangerous environment and meet new allies. Relationship to other PCs:
Tower of Varal

A magnificent tower east of Fort Kroideyn, shining with a blue arcane light from its windows and spire. The peak of the tower can be seen from the highest point of Fort Kroideyn. The master of the tower is a powerful Drow mage by the name of Varal. He is quick to discipline those who trespass on his lands with swift justice and little mercy, in a cold and calculating manner. He has grown to show a more amicable side in his conversations with Alton.

High level glyphs of warding protect the tower, along with guardian statues within the first flower. The 1st floor of the tower holds a stone construct guardian, animated by the occupants of the tower when trespassers enter the tower. The 2nd floor of the tower is an immense library, in which golden clockwork guardians spend their days tidying, arranging and protecting. The 3rd floor is the personal quarters of Varal, where Alton Elenaur has been hosted on multiple occassions.

It is not known how many more floors remain undiscovered.
Encer

A once prominent member of the Elysian Institute of Arcana, Encer was a gifted Wizard in his practice of the School of Dunamancy, with an affinity, flair and compulsive obsession over time and the element of the cosmos that could be manipulated in place of the weave to harness his from magic from. His learning delved deep into arcane, with the mage developing variations of Dunamancy spells as runes were etched, destroyed and adapted to his pleasure to create new forms of magic.

After concerns over Encer's development of magic and crafting of spells, the Institute placed limitations on Encer's study and placed a formal observation and enquiry in much of Encer's research over concerns over the potential malevolence nature of the spells being created. Upon end of the inquiry, it was found that Encer had gained access to a forbidden section of the library of the Institute, to which only Elders were permitted to enter.

Following a short-lived in trial, in which Encer made no apology nor showed any remorse for the seeking of knowledge, which he claimed to be 'the essence of their being and that of the very creation of their order'. On four counts of proscribed reading, Encer was expelled from the institute.

It was not until 2EF, when the Adventurer's Guild of Eskarya stumbled upon a cave in the Vester Forest that Encer was found once more, though he was then the leader of a group of Nothics in mage robes and the High-Elf himself assumed a nothic form. Much of the cave appears to have once been a reasonable barracks of sorts, but has since been scavenged and mostly destroyed as the feral nature of the beings have since claimed mind, soul and cave.

Upon meeting the adventurer's, Encer marked his need for more subjects for his trials and experiments so he can try to reverse the process that he and others had gone through. Ancient texts and tomes laid on his table and scattered upon the floor. The group left, promising their return with aid for his and his community's plight.

Upon discovery of the party's murder of many of his community, Encer's heart-wrenching scream echoed through the caverns as the party fled for safety from the mage's wrath.
Danu

* Depiction
* Symbol

Danu is a Lesser Deity who claims dominion over the Elemental Plane of Earth. She serves in allegiance to the Father, Dagda, in the Pagan pantheon, acting as a conduit of power between the Plane of Earth and Dagda's divinity and strength.

## Description

The Earth Mother, believed to have once been a great healer and sorceress in the age of the fomorians. Said to be the great protector of the lands, forests and earth.

A kind and benevolent goddess of wisdom, fertility and growth, she is depicted in three forms which leads to her symbol of the three goddesses.

* The Maiden
* The Mother
* The Crone

A goddess who watches over the youth, purity and innocence of girls. A goddess who influences the fertility, love and creativity of mothers. A goddess who gives wisdom, time and knowledge to the old.

## The Awakened

It is believed that through the powers of life that Danu possesses, Dagda granted an awakening to the beast of Elysia, to awaken, speak and live as civilised and sentient creatures of the land. From the earth and fruits of the land, the beast of Elysia would feed upon the Mother's sustenance and be reborn. With the influence of Dagda and Danu the following beasts, but limited to, would awaken and take the form of new species.

* Otterfolk
* Ratfolk
* Mousefolk
* Rabbitfolk
* Badgerfolk
* Squirrelfolk
* Foxfolk
* Shrewfolk
* Weaselfolk
* Harefolk (Harengon)
* Owlfolk
* Raccoonfolk (Rakin)

## Earning & Losing Piety

You increase your piety score to Danu when you expand the god’s influence in the world in a concrete way through acts such as these:

* Protecting the forests and its denizens.
* Hallowing sacred grounds and burial mounds.
* Keeping pagan relics from evil.
* Performing ceremony of Atonement to those who pass on the shadows and turn to the mother.
* Performing ceremony of Dedication to those submitting to the will of Danu.
* Performing ceremony of the Funeral Rite to fallen beasts and awakened of the world.

Your piety score to Danu decreases if you diminish his influence in the world, contradict his ideals, or threaten the integrity of destiny through acts such as these:

* Breaking the earth and forests.
* Disturbing natural habitats.
* Harming innocents or noncombatants.
* Disturbing druidic or pagan sites.

### Danu's Devotee

***Piety 3+ Danu trait***

Your strikes are imbued with nature's wrath the magics of the earth. You can cast ensnaring strike with this trait a number of times equal to your wisdom modifier (minimum of 1). Uses of this trait are regained after a long rest.

### Danu's Votary

***Piety 10+ Danu trait***

You may call upon Danu for protection. You can cast Barkskin with this trait once per day. When cast in this way, it does not require concentration. Uses of this trait are regained after a long rest.
The Registrar of the Elysian Institute of Arcana

A recorded register of alumni of the Elysian Institute of Arcana, their accomplishments and the teachers whom bore them their knowledge.

The first chapter records the ministers of the Institute and elders of teachings within the organisation.

Each elder was the head of the their respective schools of magic, and were united in the teachings of the gifted peoples of Elysia, be them divine, learned or innate. The Institute harnessed the powers of Elysians and their knowledge was second to none within the continent. Under the guidance of Dystava, the god of knowledge and the arcane, they practised their craft with license from their deity whom crafted the weave that held the arcane as one in the continent of Elysia and beyond.

Upon the completion of studies, expected to be finalised upon their twenty-fifth day of of birth, mages were sent to act as diplomats and counsellors to the Earls of the Coalition State. Mages were taught to abide by the following doctrine.

1. ***Guide, never lead.***
2. ***Ambition is sin.***
3. ***Greed is absence of patience.***
4. ***Though counsel, there can be peace.***
5. ***Unity of man, through unity of the arcane.***

It is noted within the registrar, that five years before the formation of the Coalition State, that Markus Tosima had outlawed the counsel of mages in the courts of Earls and that the right of arcane guidance was solely for the King of Tosima. It is recorded that at this time, the Institute refused to send their mages to any Earldom until the law had been lifted and their counsel was accepted to every Earldom and Barony in the province. As opposed to accepting their terms, the King of Tosima pushed further and outlawed the use of magic in his Kingdom, though eventually accepted that the Institute would not be closed following several attempts to siege the citadel, only for the entire building to disappear upon their arrival for months at a time.

Also recorded within the registrar, is those who had been expelled from the institute by the elders and the reasons for their explusion.
The Vinculum of the Volute

A black leathered books, with the imprint of chains decorating the front of the book, this tome speaks of an organisation dedicated to ‘Ending the End’. Unmistakably, the organisation’s first and only intention is to imprison an entity known as The Dark End.

An entity whose manifesto is untold, an entity whose goals is unheard, whose voice of communion is that of intelligible screams that are said to send those who listen mad. When speaking from the tongue of the Dark End, it is impossible to understand his words, but through crazed visions, he communicated his desires and intentions. But through many Cults and Religions, the Dark End has manifested itself in the guise of many goods, both good-intentioned and malevolent. Time and time again, The Dark End has twisted the mind of good and evil worshippers, promising them adoration, riches, and their wildest dreams and desires in exchange for their actions and zealotry. Each always bore a similar quest, to seek out a holy relic of great value and divine status, and yet each and every time the relic was the same. A precious gemstone of agate and obsidian entwined. To many who saw their tasks complete, they would not see the gemstone, but a reliquary, or an amulet, a statue. Each game gathered by the order or sect and underwent rituals with the guiding hand of their deity… only the see their commune cut upon its completion. The Dark End needed them no longer.

It was the weak-minded that were the prey of the Volute, of the Dark End. Those who had fallen and sought retribution and redemption. Those who thought all hope was lost and would give anything to believe it was not over. The Dark End gave them false hope.

Corrupting the purest of minds, and turning their prayers from true gods, be them good or evil, to his own crazed intent. Even the gods feared his powers, his ambitions, or so it is said, for else why would stand idly by as such manipulation was done in their guise?

*In the absence of divinity, The Dark End shall face mortality,*

*The courage of man will overcome the fear of the gods,*

*With knowledge, trust and power, the chains shall be created,*

*And back into his prison, he shall forever remain.*

*Five chains to keep the madness at bay,*

*Five chains to keep Elysia safe,*

*Five chains hidden from one another,*

*Five chains to stop the End.*
The Lachla Shards

The Lachla Shards are legendary items that arrived in Elysia many years ago, travelling aboard a flying ship that crash landed and the Lachla split into 5 shards. Mindflayers arrived soon after in search of the Lachla Shards, dominating and killing by the thousands, consuming the brains of their victims as they search for their prized treasure.

The members of Arcadia opted to hide them from the mindflayers to protect the others worlds, with Elysia being the sacrifice for this cause.

Known Lachla Shards

## Red Lachla Shard Fragment

#### Researched by Vyodros

Upon research by Vyodros, it is ascertained that the red lachla shard fragment emanates powerful psionic capabilities. Upon deep and detailed research into the fragment of the Lachla Shard, the 'magic' that had shown itself to share elements of every school is in fact a combination that is formed to enhance and amplify the mental abilities uncommonly known as psionics. Whilst the shards do not hold sentiency, the fragment is not a gemstone but a crystallised membrane protecting a dormant life-force of psionic power.

***The researcher has gained the following innate spellcasting ability.***

**Mental Barrier**

 2nd-level abjuration

Casting Time: 1 reaction, which you take when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw

Range: Self Components: V

Duration: 1 round

You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

***The researcher has learnt the following feat.***

**Telekinetic**

 You learn to move things with your mind. You gain the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.

• You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible.

• As a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from you.
Vallirk Thorne

The son of Aldwin Thorne, the Emperor and King of Eskarya, and landed noble of the Empire of Eskarya. Vallirk is a lauded war hero of the Lord's Alliance and fierce Knight and General of the Sword Coast forces. Upon arriving in Elysia, Vallirk was tasked with the aggressive expansion and conquest of the surrounding lands to advance his father's claim and territories.

Of the Thorne family, he was the first to see the light of Zitus, bowing before his divinity and pledging himself to law and order of the greater deity. Zealous in his nature, and prejudicial throughout life, he sought the finding of the Templars of Zitus and was named as the head of the order and is believed to use their forces as a divine force in the expansion of the Empire.

Ruling from Fort Kroideyn, Vallirk's territory is the deepest into the wilderness of Elysia. The most recent expansion was to the east into the land's of Khokkolun territory, where a farm and tower previously lived in by a family of hobgoblins was stripped bare and turned into Edict's End, a tower with expanded construction to be used as a bastion against any monster invasions into Eskarya.
Alekas

Count

The Lord of Alekas estate and the keep is a wise, intelligent and charismatic vampire who lives peacefully in his estate with three wives and a handful of human servants. He has humbly had guests stay within his home and promised them safety and his protection. Whilst once incident has occurred with one of his wives drinking from Barandir's neck, it was done non-lethally and offered his deepest apologies for the unpleasantness.

Alekas is a man of science and knowledge, and has grown fond of experimentation, particularly that of his mind flayer prisoner Kozevask. In thanks for Vyodros' raising of one of his servants, following their death at the hands of a dragon, he gifted the cleric a Tome of Understanding, but ask that it would be returned at the earliest opportunity.

Upon meeting with Aldwin Thorne in Eskarya, the ruler of the new lands would name Alekas as an ally and noble friend of Eskarya whom would make Alekas Keep a stronghold for a new settlement for the people of Eskarya. To this day, he rules this settlement from his stately home.
Slug's Clan

One wolf

Slug's Clan were a small group of goblin scavengers that occupied the Chapel of Kaarin before they were slain by a party of explorers in Kythorn of 1495 DR.

They were known to employ traps such as those rigged to the main entranceway that targetted the cleric Vyodros. The ranger Jamaal was responsible for Slug's own demise, striking him with an arrow as he tried to flee.

The night following their deaths, their bodies were offered up by mysterious disciples to the central tree in the courtyard of the chapel.
The Twilight Blossom

The Twilight Blossom was gifted to adventurers by a Dwarven Lich by the name of Skordrout Boneforge. The scroll details the dogma and clergy of a monastic faith whom follow the Lady of Petals.

## Description

A delicate scroll that has been illustrated with petals throughout, sealed with black wax in the shape of a lotus blossom. The paper itself holds the hue of a golden orange. On the back of the scroll, a feint map presents the location of their monastary.

## Research

### Completed by Vyodros

*We are the Twilight Blossom. We are of Twilights, keepers of the shadow and one mind is all.*

*We are the unseen, the balance of invisible perfection. Keepers of the greatest mysteries that none should find.*

The text reads on, outlining the philosophy of the Lady of Petals.

* ***The Universal Mind**. This is the creator and sustainer of the universe. One mind is all minds.*
* ***Perpetual Harmony**. Symmetry and balance between Good and Evil and all things. When the individual achieves a similar state of balance, harmony with nature can be attained.*
* ***Internal Peace**. The mastery of the mental and martial arts can be combined to attain a higher level of existence.*

*You should not look at your opponent with your eyes, but view them with your spirit … If you look with your eyes you may get distracted, however by looking with your mind you remain focused. Seek that which is beyond your body, fight with spirit and your mind. The material form is weak, the mind is strong. With training, the strength of the Lotus mind is stronger than the falchion.*

*The falchion is broad, heavy and curved. But the blade is only as heavy as a the mind. Steel may penetrate flesh, but never the mind unless you allow it so. Physical mastery of mind over matter is the greatest threat your enemies may face, and so through training, faith and discipline, this is the mantra of the Twilight Blossom.*

Detailed upon the map on the back of the map, the route shows directions into the Vester Hills, but describes a misty ward that keep those of ill-will and impure intentions out. Only those pure of heart may find their way to the Black Lotus Enclave.
The Ardent Paths of Elysia

The Ardent Paths of Elysia notes the existing gods within the Elysian pantheon, including their alignments, manifestos the racial pantheon to which they belong, if specific. Whilst it notes that others may exist within the continent, those that remain are not considered established enough to be included within this text.