recursal/Fanatic-Fandom huggingface dataset:
Lyrium

More than half the wealth of Orzammar comes from a single, extremely rare substance: Lyrium. The Chantry believes it to be the "Waters of the Fade" mentioned in the Canticle of Threnodies, the very stuff of creation itself, from whence the Makerfashioned the world. Only a handful of Mining Caste families hazard extracting the ore, finding veins in the Stone quite literally by ear. For in its raw form, lyrium sings, and the discerning can hear the sound even through solid rock.

Even though dwarves have a natural resistance, raw lyrium is dangerous for all but the most experienced of the Mining Caste to handle. Even for dwarves, exposure to the unprocessed mineral can cause deafness or memory loss. For humans and elves, direct contact with lyrium ore produces nausea, blistering of the skin, and dementia. Mages cannot even approach unprocessed lyrium. Doing so is invariably fatal.

Despite its dangers, lyrium is the single most valuable mineral currently known. In the Tevinter Imperium, it has been known to command a higher price than diamond. The dwarves sell very little of the processed mineral to the surface, giving the greater portion of what they mine to their own smiths, who use it in the forging of all truly superior dwarven weapons and armor. What processed lyrium is sold on the surface goes only to the Chantry, who strictly control the supply. From the Chantry, it is dispensed both to the templars, who make use of it in tracking and fighting maleficarum, and to the Circle.

In the hands of the Circle, lyrium reaches its fullest potential. Their Formari craftsmen transform it into an array of useful items from the practical, such as magically hardened stone for construction, to the legendary silver armor of King Calenhad.

When mixed into liquid and ingested, lyrium allows mages to enter the Fade when fully aware, unlike all others who reach it only when dreaming. Such potions can also be used to aid in the casting of especially taxing spells, for a short time granting a mage far greater power than he normally wields.

Lyrium has its costs, however. Prolonged use becomes addictive, the cravings unbearable. Over time, templars grow disoriented, incapable of distinguishing memory from present, or dream from waking. They frequently become paranoid, as their worst memories and nightmares haunt their waking hours. Mages have additionally been known to suffer physical mutation: The magister lords of the Tevinter Imperium were widely reputed to have been so affected by their years of lyrium use that they could not be recognized by their own kin, nor even as creatures that had once been human.

*—From*In Pursuit of Knowledge: The Travels of a Chantry Scholar*, by Brother Genitivi.*
Abomination

> "We arrived in the dead of night. We had been tracking the maleficar for days, and finally had him cornered... or so we thought.
>
>

> As we approached, a home on the edge of the town exploded, sending splinters of wood and fist-sized chunks of rocks into our ranks. We had but moments to regroup before fire rained from the sky, the sounds of destruction wrapped in a hideous laughter from the center of the village.
>
>

> There, perched atop the spire of the village chantry, stood the mage. But he was human no longer.
>
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> We shouted prayers to the Maker and deflected what magic we could, but as we fought, the creature fought harder. I saw my comrades fall, burned by the flaming sky or crushed by debris. The monstrous creature, looking as if a demon were wearing a man like a twisted suit of skin, spotted me and grinned. We had forced it to this, I realized; the mage had made this pact, given himself over to the demon to survive our assault."
>
>

*—Transcribed from a tale told by a former templar in Cumberland, 8:84 Blessed.*

It is known that mages are able to walk the Fade while completely aware of their surroundings, unlike most others who may only enter the realm as dreamers and leave it scarcely aware of their experience. Demons are drawn to mages, though whether it is because of this awareness or simply by virtue of their magical power in our world is unknown.

Regardless of the reason, a demon always attempts to possess a mage when it encounters one—by force or by making some kind of deal depending on the strength of the mage. Should the demon get the upper hand, the result is an unholy union known as an abomination. Abominations have been responsible for some of the worst cataclysms in history, and the notion that some mage in a remote tower could turn into such a creature unbeknownst to any was the driving force behind the creation of the Circle of Magi.

Thankfully, abominations are rare. The Circle has methods for weeding out those who are too at risk for demonic possession, and scant few mages would give up their free will to submit to such a bond with a demon. But once an abomination is created, it will do its best to create more. Considering that entire squads of templars have been known to fall at the hands of a single abomination, it is not surprising that the Chantry takes the business of the Circle of Magi very seriously indeed.
The Harrowing

Among apprentices of the Circle, nothing is regarded with more fear than the Harrowing. Little is known about this rite of passage, and that alone would be cause for dread. But it is well understood that only those apprentices who pass this trial are ever seen again. They return as full members of the Circle of Magi. Of those who fail, nothing is known. Perhaps they are sent away in disgrace. Perhaps they are killed on the spot. I heard one patently ridiculous rumor among the Circle at Rivain, which claimed that failed apprentices were transformed into pigs, fattened up, and served at dinner to the senior enchanters. But I could find no evidence that the Rivaini Circle ate any particular quantity of pork.

*—From In Pursuit of Knowledge: The Travels of A Chantry Scholar, by Brother Genitivi.*
Bronto

> "There's only two things a noble will step aside for: Paragons and angry brontos."
>
> --*Dwarven saying.*
>
>

This hulking beast was originally bred by the dwarven Shaperate as a beast of burden and food source, the rough equivalent to surface oxen and cows. Some versions of bronto have even been developed as dwarven mounts, valued far more for their sure-footedness and stamina than for their speed. While present within Orzammar in large numbers, some bronto still exist in packs within the Deep Roads, having returned to a wild state after the fall of the dwarven kingdoms. They require remarkably little sustenance, consuming organic material from water, fungus and even rocks (hence the "rock-licker" appellation used by many dwarves to describe bronto), and exist in primarily dormant states until provoked. An angry, charging bronto is considered to be a rather dangerous opponent.

-Cited from *Tales from Beneath the Earth* by Brother Genitivi.
June: Gott der Handwerkskunst

Wir widmen alle Erzeugnisse unserer Handwerkskunst June, denn er hat unser Volk gelehrt, die Äste von Bäumen zu biegen, um daraus Bögen zu machen, sowie Hüllen aus Fell und Eisenborke anzufertigen. Hätten wir ohne June Aravels oder Geschirr für unsere Halla?

Als unser Volk noch jung war, durchstreiften wir die Wälder ohne Ziel. Wir tranken aus Flüssen und aßen die Beeren und Nüsse, die wir fanden. Wir jagten nicht, denn wir hatten keine Bögen. Wir waren nackt, dann wir wussten nichts vom Spinnen oder Nähen. In den kalten Nächten froren wir, und im Winter, wenn die Welt bedeckt ist mit Eis und Schnee, blieben wir hungrig.

Dann kam Sylaise, die Hüterin des Herdfeuers. Sie gab uns das Feuer und lehrte uns, es mit Holz zu speisen. June brachte uns die Herstellung von Pfeil und Bogen und Messer bei, damit wir jagen konnten. Wir lernten, das Fleisch der erjagten Tiere über Sylaises Feuer zu braten, und wir lernten, uns in ihre Felle und Häute zu kleiden. Und unser Volk fror nicht länger, und es hungerte nicht mehr.

-- *erzählt von Gisharel, Hüter des Ralaferin-Clans der Dalish-Elfen.*
Império do Brasil

Bandeira do Império

Mapa do Brasil

### Independência

Após a vinda da família real para o Brasil devido as Guerras Napoleônicas, a interiorização da metrópole portuguesa para o Brasil foi um marco no mundo, onde toda a modernidade e tradição lusitana foi trazida para as terras do Brasil. Dom João VI voltou para Portugal depois de um tempo, e deixou seu filho Pedro IV de Portugal como regente, após uma sucessão de melhorias no Brasil, e vários conflitos diplomáticos entre Brasil e Portugal, Pedro IV proclama a independência do Brasil, e se torna Pedro I, Imperador do Brasil, o que gerou algumas batalhas e conflitos, mas que acabou sendo uma independência "pacífica"

### Primeiro e Segundo Reinado

Logo no primeiro reinado, o poder moderador foi utilizado para defender o povo brasileiro, porque os deputados que escreveram a constituição recusada, utilizaram desta oportunidade para implantarem um sistema bi-partidário, liberal e anti-nação. O primeiro reinado foi marcado por melhorias na economia e no Exército Brasileiro.

No segundo reinado, após Pedro I ter abdicado do trono por um conflito em Portugal, e após uma série de revoltas e de uma regência falha, o filho de Pedro I, Pedro de Alcântara, foi proclamado como Pedro II, Imperador do Brasil, seu reinado foi marcado por grandes aumentos na economia, tecnologia e desenvolvimento da cultura brasileira, em 1876 Pedro II, sua filha Isabel e vários membros da corte foram a Portugal de navio, para negociar embargos protecionistas a Inglaterra que estava "ditando" os preços dos produtos e causando um déficit nos mercados dos 2 países, quando voltavam de sua viagem, seu navio afundou, causando assim a "Regência de Ferro"

### Regência de Ferro

Após a morte de boa parte da família real, o herdeiro do trono era D. Pedro III, que tinha na época 1 ano de idade, com isso o Duque de Caxias assume como regente, e tem uma regência autoritária, marcada pela Guerra Sul Americana, travada entre todos os países da América do Sul contra Brasil e Argentina, foi nessa guerra que o Brasil conseguiu anexar diversos territórios e conseguiu enriquecer bastante, além disso Duque de Caxias fez melhorias nas forças armadas, e conseguiu elevar o Brasil de terceira maior economia para a PRIMEIRA MAIOR ECONOMIA MUNDIAL, essa posição é mantida até hoje. O fim de sua regência vem com sua morte em 1882 devido a sua saúde e estresse excessivo, a regência de ferro continua com vários deputados e senadores seguindo seus ideais até Dom Pedro III assumir

## Política

Sua política é dividida em câmaras municipais, onde os brasileiros se cadastram na sua classe política, e tem voz ativa, essas câmaras por sua vez elegem os líderes das câmaras provinciais, que por sua vez elegem o Chefe Nacional, que é a voz do povo brasileiro e face do Brasil em missões diplomáticas, o Chefe Nacional e o Monarca por sua vez elegem ministros de sua livre putaria

###
Andraste

There was once a tiny fishing village on the Waking Sea that was set upon by the Tevinter Imperium, which enslaved the villagers to be sold in the markets of Minrathous, leaving behind only the old and the infirm. One of the captives was the child Andraste.

She was raised in slavery in a foreign land. She escaped, then made the long and treacherous journey back to her homeland alone. She rose from nothing to be the wife of an Alamarri warlord.

Each day she sang to the gods, asking them to help her people who remained slaves in Tevinter. The false gods of the mountains and the winds did not answer her, but the true god did.

The Maker spoke. He showed her all the works of His hands: the Fade, the world, and all the creatures therein. He showed her how men had forgotten Him, lavishing devotion upon mute idols and demons, and how He had left them to their fate. But her voice had reached Him, and so captivated Him that He offered her a place at His side, that she might rule all of creation.

But Andraste would not forsake her people.

She begged the Maker to return, to save His children from the cruelty of the Imperium. Reluctantly, the Maker agreed to give man another chance.

Andraste went back to her husband, Maferath, and told him all that the Maker had revealed to her. Together, they rallied the Alamarri and marched forth against the mage-lords of the Imperium, and the Maker was with them.

The Maker's sword was creation itself: fire and flood, famine and earthquake. Everywhere they went, Andraste sang to the people of the Maker, and they heard her. The ranks of Andraste's followers grew until they were a vast tide washing over the Imperium. And when Maferath saw that the people loved Andraste and not him, a worm grew within his heart, gnawing upon it.

At last, the armies of Andraste and Maferath stood before the very gates of Minrathous, but Andraste was not with them.

For Maferath had schemed in secret to hand Andraste over to the Tevinter. For this, the Archon would give Maferath all the lands to the south of the Waking Sea.

And so, before all the armies of the Alamarri and of Tevinter, Andraste was tied to a stake and burned while her earthly husband turned his armies aside and did nothing, for his heart had been devoured. But as he watched the pyre, the Archon softened. He took pity on Andraste, and drew his sword, and granted her the mercy of a quick death.

The Maker wept for His Beloved, cursed Maferath, cursed mankind for their betrayal, and turned once again from creation, taking only Andraste with him. And Our Lady sits still at his side, where she still urges Him to take pity on His children.

—From *The Sermons of Justinia II*
The Tranquil

Although apprentices do not know the nature of the Harrowing, all of them understand its consequences: They either pass and become full mages, or they are never seen again. Those who fear to undertake this rite of passage, or those who are deemed weak or unstable, are given the Rite of Tranquility instead.

The actual procedure, like the Harrowing, is secret, but the results are just as well known. The rite severs connection to the Fade. The Tranquil, therefore, do not dream. This removes the greatest danger that threatens a weak or unprepared mage, the potential to attract demons across the Veil. But this is the least of Tranquility's effects, for the absence of dreams brings with it the end of all magical ability, as well as all emotion.

The Tranquil, ironically, resemble sleepwalkers, never entirely awake nor asleep. They are still part of our Circle, however, and some might say they are the most critical part. They have incredible powers of concentration, for it is simply impossible to distract a Tranquil mage, and this makes them capable of becoming craftsmen of such skill that they rival even the adeptness of the dwarves. The Formari, the branch of the Circle devoted to item enchantment, is made up exclusively of Tranquil, and is the source of all the wealth that sustains our towers.

—From *On Tranquility and the Role of the Fade in Human Society*, by First Enchanter Josephus.
Jasper Fizzlewick

**Jasper Fizzlewick**, commonly referred to as **the Commodore**, is a famous sailor and adventurer. He is known for being the captain of the Prevailing Wind, the only known ship to have successfully crossed the Kordic Ocean.

## Description

Jasper is taller than the average gnome, standing at about 3'3" tall. He was quite fit in his youth due to his adventurous lifestyle, but has let go some in his old age as he has adapted to more luxurious living.

He has balding gray hair contrasted by a long wispy beard that goes down to his stomach, and his eyes are a pale blue. His complexion has roughened from years of life on the sea, but he retains the youthful nature all gnomes seem to share.

## History

Since his youth, Jasper has been filled with wanderlust. In his desire to explore the world he took up work as a crewman aboard a ship, before developing enough of a reputation (and a sum of money) to get his own. He became famous for his daring deeds and escapades, like being the first recorded man to successfully navigate his ship across the perilous Kordic Ocean. He now lives off of his wealth in a large mansion in Port Hanali, but still occasionally goes out to explore an old ruin or cavern in his boredom.

### Pilgrimage to Einar / The Devil in the Mountain

At the annual celebration of the Day of Elouan in Prefect, Jasper was introduced to the adventuring party Silverbrand Investigations by mutual acquaintance Vicar Belmont. He would later meet them again in Abbanor, agreeing to help them get to Kavoy for a quest. It was at this point that he also unveiled his newest modification to the Prevailing Wind: converting it into a one of a kind airship. This innovation allowed Silverbrand to reach Kavoy in record time.
Sylaise: die Hüterin des Herdfeuers

Sylaise, die Hüterin des Herdfeuers, gilt als die Schwester von Andruil, der Jägerin. Während Andruil lieber mit den Kreaturen der Wildnis umherlief, zog Sylaise es vor, am heimatlichen Baum zu bleiben und sich mit Kunst und Gesang zu beschäftigen.

Sylaise hat uns das Feuer gegeben und uns gelehrt, es zu nutzen. Sie hat uns gezeigt, wie man mit Kräutern und Magie heilt, und wie Neugeborene schmerzfreier in diese Welt kommen. Und Sylaise brachte uns bei, aus Pflanzenfasern Faden und Tauwerk zu machen.

Wir schulden Sylaise sehr viel, und deshalb singen wir zu ihr, wenn wir ein Feuer anfachen oder es löschen. Und darum besprühen wir unsere Aravels mit Sylaises Duft, dem Baummoos, und bitten um Schutz für alle Insassen.

-- *erzählt von Gisharel, Hüter des Ralaferin-Clans der Dalish-Elfen.*
The Aeonar

When the Imperium occupied the area that is present-day Ferelden, they had two sites dedicated to magical experimentation at the extreme ends of the Imperial Highway. The southern one was the fortress of Ostagar, which looked out over the Korcari Wilds. The northern one was Aeonar, although the exact location is now a secret known only to a handful of Templars.

Whatever it was the Tevinter were trying to discover at Aeonar, their work was never completed. The fortress was overrun by disciples of Andraste upon hearing the news of her death. According to legend, it was a massacre—eerily silent, for the invaders caught the mages while all but one of them were in the Fade.

The site was left structurally sound but spiritually damaged. Possibly because of this, the Chantry chose to put it to use as a prison. Accused maleficarum and apostates are held in the confines of Aeonar. Those who have a powerful connection to the Fade, and particularly to demons, will inevitably attract something across the Veil, making the guilty somewhat easier to tell from the innocent.

*--From*Of Fires, Circles, and Templars: A History of Magic in the Chantry, *by Sister Petrine, Chantry scholar.*
The Four Schools of Magic: Primal

> *Those who oppose thee*
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>
>
> *Shall know the wrath of heaven.*
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> *Field and forest shall burn,*
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> *The seas shall rise and devour them,*
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> *The wind shall tear their nations*
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> *From the face of the earth,*
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> *Lightning shall rain down from the sky,*
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> *They shall cry out to their false gods,*
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> *And find silence.*
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> *--Andraste* 7:19.
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Sometimes called the School of Power, the Primal School is the second of the Schools of Energy, balanced by Spirit, and concerns the most visible and tangible forces of nature itself.

This is the magic of war: Fire, ice, and lightning. Devastation. This is what the vast majority imagines when they hear the word "magic."

*--From* The Four Schools: A Treatise, *by First Enchanter Josephus.*
Mana and the Use of Magic

Mana is that which defines a mage. It is potential that dwells within a person but does not always manifest itself. All men are connected to the Fade; we go there to dream. But only those with this potential may draw upon its power. Mana is, then, a measurement of one's ability to draw power from the Fade, and it is this power that is expended in magic.

As in all other things, it has limits. Just as a man has the strength to lift only so much weight and no more, a mage cannot work more magic at one time than his mana allows. If he wishes to work magic that would be beyond his strength, a mage must bolster his mana with lyrium. Without lyrium, it is possible for the reckless to expend their own life-force in the working of magic, and occasionally, ambitious apprentices injure or even kill themselves by over-exertion.

--*From The Lectures of First Enchanter Wenselus*
The City of Orzammar

The dwarves are lauded for their craftsmanship, and the city of Orzammar is one of their finest works. Orzammar lies at the heart of the Frostback Mountains, deep underground. The city arcs outward from the royal palace, which is built around a natural lava vent, continually fountaining liquid rock, which both lights and heats the entire cavern.

The topmost tier of Orzammar is home to the noble caste, with their palaces fanning out in both directions from the court of the king, as well as the Shaperate, which serves as a repository for all dwarven knowledge.

The lower tier is the Commons, where the merchant caste holds sway and where the finest works of Orzammar's craftsman are for sale. In the center of the river of lava, connected to the Commons by a causeway, are the Proving Grounds, a sacred arena where the dwarves, by ancient tradition, settle their disputes.

On one side of the fiery river are the ruins of old dwarven palaces, fallen into disrepair, which the locals call Dust Town, now home to the city's casteless. On the other side of the river are the Deep Roads, which once joined the sprawling dwarven empire together, but now, after centuries of darkspawn incursions, are largely sealed off. Nearly all knowledge of this network of underground passages has been lost, even to its builders.

*--From*In Pursuit of Knowledge: The Travels of A Chantry Scholar*, by Brother Genitivi*
Mabari War Hound

Dogs are an essential part of Fereldan culture, and no dog is more prized that the mabari. The breed is as old as myth, said to have been bred from the wolves who served Dane. Prized for their intelligence and loyalty, these dogs are more than mere weapons or status symbols: The hounds choose their masters, and pair with them for life. To be the master of a mabari anywhere in Ferelden is to be recognized instantly as a person of worth.

The mabari are an essential part of Fereldan military strategy. Trained hounds can easily pull knights from horseback or break lines of pikemen, and the sight and sound of a wave of war dogs, howling and snarling, has been known to cause panic among even the most hardened infantry soldiers.

—From *Ferelden: Folklore and History* by Sister Petrine, Chantry scholar
Golem

Once a crucial part of Orzammar's defenses, golems have all but vanished as the secret to their manufacture was lost over a thousand years ago. What few golems remain are guarded closely by the Shaperate, brought out when the battle with the darkspawn grows desperate enough to risk their loss. No one now would sell a golem for any price, but in ancient times, dwarves sold many golems to the magister lords of Tevinter.

They are devastating weapons in war, living siege engines, capable of hurling boulders like a catapult or plowing through enemy lines like an earthquake.
The Veil

I detest this notion that the Veil is some manner of invisible "curtain" that separates the world of the living from the world of the spirits (whether it be called the Fade or the Beyond is a matter of racial politics I refuse to indulge in at the moment). There is no "this side" and "that side" when it comes to the Veil. One cannot think of it as a physical thing or a barrier or even a "shimmering wall of holy light" (thank you very much for that image, Your Perfection).

Think of the Veil, instead, as opening one's eyes.

Before you opened them, you saw our world as you see it now: static, solid, unchanging. Now that they are open, you see our world as the spirits see it: chaotic, ever-changing, a realm where the imagined and the remembered have as much substance as that which is real—more, in fact. A spirit sees everything as defined by will and memory, and this is why they are so very lost when they cross the Veil. In our world, imagination has no substance. Objects exist independently of how we remember them or what emotions we associate with them. Mages alone possess the power to change the world with their minds, and perhaps this forms the nature of a demon's attraction to them—who can say?

Regardless, the act of passing through the Veil is much more about changing one's perceptions than a physical transition. The Veil is an idea, it is the act of transition itself, and it is only the fact that both living beings and spirits find the transition difficult that gives the Veil any credence as a physical barrier at all.

—From *A Dissertation on the Fade as a Physical Manifestation*, by Mareno, Senior Enchanter of the Minrathous Circle of Magi, 6:55 Steel
The Pentaghasts

Allow me to correct you on one important point, my friend: the Pentaghasts *are* Nevarra. Without us, this nation would either still be one of the motley city-states that comprise the Free Marches, or under Orlesian control. More likely the latter, as only Nevarra's strength holds back the empire's expansion... and by that I refer to the brilliance of Pentaghast generals and the influence of Pentaghast coin.

I find it interesting that you mention dragon-hunting as our only significant trait. You do understand, I hope, that dragons disappeared centuries ago, only recently returning at the beginning of this age? Some of our clan have taken up the old trade out of nostalgia—my cousin Ferdinand the most prominent among them—but those days are largely done. Today there are fourteen branches of the family—eighteen, if one counts our relations among the Van Markhams—each consisting of multiple families and twisting bloodlines connecting us to almost every major house across Thedas.

I am fully aware that King Markus wanes in health, and neither he nor Ferdinand have children, but make no mistake: there will be another Pentaghast sitting on the Nevarran throne, and that man or woman will lead us into a prosperous future. There will be no civil war.

—From a letter by Baroness Alia Pentaghast, Dragon 9:38
Circle Hierarchy

It is no simple matter, safeguarding ordinary men from mages, and mages from themselves. Each Circle tower must have some measure of self-government, for it is ever the Maker's will that men be given the power to take responsibility for our own actions: To sin and fail, as well as to achieve the highest grace and glory on our own strength.

You, who will be tasked with the protection of the Circle, must be aware of its workings. The first enchanter is the heart of any tower. He will determine the course his Circle will take, he will choose which apprentices may be tested and made full mages, and you will work most closely with him.

Assisting the first enchanter will be the senior enchanters, a small council of the most trusted and experienced magi in the tower. From this group, the next first enchanter is always chosen. Beneath the council are the enchanters. These are the teachers and mentors of the tower, and you must get to know them in order to keep your finger on the pulse of the Circle, for the enchanters will always know what is happening among the children.

All those who have passed their Harrowing but have not taken apprentices are mages. This is where most trouble in a Circle lies, in the idleness and inexperience of youth. The untested apprentices are the most numerous denizens of any tower, but they more often pose threats to themselves, due to their lack of training, than to anyone else.

*--Knight-Commander Serain of the Chantry templars, in a letter to his successor.*
Demonic Possession

Why do demons seek to possess the living?

History claims they are malevolent spirits, the first children of the Maker, angry at their creator for turning from them and jealous of those creations he considered superior. They stare across the Veil at the living and do not understand what they see, yet they know they crave it. They desire life, they pull the living across the Veil when they sleep and prey on their psyche with nightmares. Whenever they can, they cross the Veil into our world to possess it outright.

We know that any demon will seek to possess a mage, and upon doing so will create an abomination. Most of the world does not know, however, that the strength of an abomination depends entirely on the power of the demon that possesses the mage. This is true, in fact, of all possessed creatures. One demon is not the same as any other.

Demons can, for instance, be classified. Enchanter Brahm's categorization of demons into that portion of the psyche they primarily prey upon has held since the Tower Age.

According to Brahm, the weakest and most common of demons are those of rage. They are the least intelligent and most prone to violent outbursts against the living. They expend their energies quickly, the most powerful of them exhibiting great strength and occasionally the ability to generate fire.

Next are the demons of hunger. In a living host they become cannibals and vampires, and within the dead they feed upon the living. Theirs are the powers of draining, both of life force and of mana.

Next are the demons of sloth, the first on Brahm's scale that are capable of true intelligence. In its true form, this demon is known as a Shade, a thing which is nearly indistinct and invisible, for such is sloth's nature. It hides and stalks, unaware, and when confronted, it sows fatigue and apathy.

Demons of desire are amongst the most powerful, and are the ones most likely to seek out the living and actively trick them into a deal. These demons will exploit anything that can be coveted—wealth, power, lust—and they will always end up getting far more than they give. A desire demon's province is that of illusions and mind control.

Strongest of all demons are those of pride. These are the most feared creatures to loose upon the world: Masters of magic and in possession of vast intellect, they are the true schemers. It is they who seek most strongly to possess mages, and will bring other demons across the Veil in numbers to achieve their own ends—although what that might be has never been discovered. A greater pride demon, brought across the Veil, would threaten the entire world.

*--From* The Maker's First Children, *by Bader, Senior Enchanter of Ostwick, 8:12 Blessed.*
Korcari-Wildnis

Es heißt, mitten während des Schwarzen Zeitalters, als Werwölfein solcher Zahl Ferelden heimsuchten, dass die Bauern in den Häusern blieben und jeder Hof einen Hund hatte, habe sich ein mächtiger Arl der Alamarri erhoben und geschworen, er werde der Bedrohung ein Ende bereiten. Sein Arltum lag an der Grenze des dunklen Waldes, in den südlichen Ausläufern des Tals von Ferelden, und er behauptete, die Werwölfe würden ihre mitternächtlichen Angriffe auf die Menschen in diesem Wald vorbereiten.

20 Jahre lang führte der Arl eine Armee von Kriegern und Hunden tief in den Wald hinein. Er erschlug bei seiner Jagd auf Werwölfe nicht nur jeden Wolf, sondern auch alle vom wilden Volk der Chasind. Jeder von ihnen, so sagte er, könne einen Dämon in sich beherbergen und womöglich ein getarnter Werwolf sein. 20 Jahre lang hallte der Wald wider von Schreien, und die Flüsse führten rotes Wasser.

Der Legende zufolge fand eines Tages eine alte Frau der Chasind alle ihre Söhne tot auf, durchbohrt von den Schwertern des Arls. Sie zog eine der Klingen aus dem Herzen eines ihrer Söhne, steckte sie sich in die eigene Brust und verfluchte dabei den Arl. Als ihr Blut den Boden berührte, erhob sich ein Nebel. Er legte sich über den gesamten Wald. Die Armee des Arls verirrte sich, und man erzählt, sie seien alle dort gestorben. Andere behaupten, sie würden immer noch herumwandern. Die Ruinen des Arltums stehen heute noch, und in ihnen warten die Geister von Frauen bis in alle Ewigkeit auf die Rückkehr ihrer Ehemänner.

Bei dem Wald aus dieser Legende handelt es sich natürlich um die Korcari-Wildnis. Es gibt über den großen Wald im Süden ebenso viele Geschichten, wie es dort Schatten gibt, so sagt man. Das wilde Volk der Chasind lebt dort, seit der Mensch das Land zum ersten Mal betreten hat. Die Wildnis reicht noch viel weiter in den Süden, als die meisten Menschen vermuten. Jenseits des Nebels liegen schneebedeckte Gebiete, Berge mit weißen Gipfeln und weite Felder aus Eis. Es ist zu kalt, als dass Menschen überleben könnten, und doch haben sich die Chasind auch dort angesiedelt. Sie erzählen von Schrecken, die sich die Bewohner der Ebenen nicht einmal ansatzweise vorstellen können.

Die meisten sind der Ansicht, dass Ferelden mit der Korcari-Wildnis endet. Dahinter ist nichts mehr. In der Wildnis gibt es große Bäume, feuchte Marschgebiete und gefährliche Monster. Was soll man dazu noch sagen?

*-- Aus Land des wilden Volkes, von Mutter Ailis, Scholarin der Kirche, 9:18 Zeitalter der Drachen.*
Vallaslin: Blutschrift

Wenn die Kinder unseres Volkes erwachsen werden, erwerben sie das Privileg, das Vallaslin zu tragen, die Blutschrift. Sie unterscheidet uns von den Shemlen und auch von den Elfen, die an deren Seite leben. Sie erinnert uns daran, dass wir unsere Traditionen und unseren Glauben nie mehr aufgeben werden.

Das Ritual verlangt große Ehrerbietung. Wer das Vallaslin bekommt, muss sich darauf vorbereiten, indem er über die Götter und unser Volk meditiert. Körper und Haut müssen rein sein. Wenn die Zeit reif ist, bringt der Hüter des Wissens des Clans die Blutschrift an. Das geschieht in völliger Stille. Schmerzensschreie gelten als Zeichen der Schwäche. Wer den Schmerz der Blutschrift nicht erträgt, kann auch die Verantwortung des Erwachsenenlebens nicht übernehmen. Der Hüter bricht das Ritual ab, wenn er der Ansicht ist, dass der Kandidat für das Vallaslin nicht bereit ist. Darin liegt keine Schande, denn alle Kinder sind verschieden, und unsere Vorfahren waren einst erst nach Jahrhunderten erwachsen.

-- *erzählt von Gisharel, Hüter des Ralaferin-Clans der Dalish-Elfen.*
Jeserog

## Appearance

Jeserog's color is unique. In reality, he is a copper dragon, but in his later years, he has allowed his scales to oxidize to take on the color of a green dragon. However, the coloration is not a perfect match. His green is a bit more blue like the statue of liberty, and some copper can be seen from up close.

## Aliases

Through his years, Jeserog has gone by many names. When he was young he used to be known as Jeserog, the Trickster. When he become the guardian of the tomb, he took on the name Jeserog, the Devout. As time passed and new settlements began to spring up around him, the locals began to call him Jeserog, the Reclusive, for he rarely left his home in his later years. Now, he has taken on an alter ego as a green dragon with the name Zithid, the Cruel to terrify those who dare approach the Tomb.

## Motive

Jeserog is not native to the swamps of Marnash, but he calls this place home because he was tasked with protecting the Tomb of Vorlasar Onkal a Dragonborn Paladin of Becrus. Copper dragons are normally quite mischievous, but Jeserog takes his job seriously. He still manages to pull a few tricks here and there, but he rarely leaves the surrounding lands of his lair. In his elder years, he weakens, but to stave off any potential intruders looking to take advantage of him, he concocted up a narrative where a younger green dragon attacked and killer him and took his layer.

## Abilities

Jeserog has all the capabilities of an Ancient Dragon, but has also gained a bit of nature magic from dwelling in the magical Marnash swamps and drinking from its rivers for centuries. He is able to control plant life to an extent which is how he creates the Twig Blights. In his oxidized state, he is unable to fly and some trouble moving.
Tomb of Vorlasar Onkal

## Apperance

These days, The Tomb of Vorlasar Onkal is in ruins and overgrown with vegetation.

On the walls, extravagant murals surround Onkal's sarcophagus. To the left, one painting depicts an epic battle between Dragonborn clans on rolling hills. Some Dragonborn ride drakes and others wyverns. On the opposite side, a great scene shows a bustling town surrounded by prospering cropland, and filled with dragonborn families. Dragonborn guards can be seen keeping the peace. Lastly, in the center is a rendition of Onkal's god, Becrus. Here, he is depicted has a featureless golden humanoid with wings of pure light and hands outspread down and away. Behind this humanoid, is a great golden dragon with a massive wing span and webbing that connects from the wings to the tail.
Ridyn

Patrons:

* Any of the regular locals. Randomly determine. Lots of generic sailors.
* Roll for perception check, above 20: You almost missed this person, at first you thought no one was in the corner. Spot a figure (Zurasi) alone in the corner with piercing eyes and tipped ears, long black hair, tall, wearing a cloak, glyphs showing on their arms and neck. If approached, says nothing and quickly leaves.

### Notice Board

* Sheep are spooked with the dramatic weather change. Need help rounding them back up. Will pay for trouble.

### Khagak's Armory.

Appearence:

* Brick forge, anvil
* Barrels of green scales
* Leather straps about
* A few sets of drake scalemail hanging
* and the beginnings of heavy dragon scail armor.

For Sale:

 Heavy Green Dragon Scalemail | 250 gp

Night's End:

* Mounted on his wall is a +1 longsword named Night's End that he retrieved from an old Dragonborn Paladin's tomb named Vorlasar Ealdrar.

## Near Ridyn

To the North lies the tomb of a Dragonborn Paladin known as Vorlasar Onkal. Tomb of Vorlasar Onkal

* Difficult to find without a guide. About 2 days journey and a bit off the beaten path.
* Overgrown and in ruins.
* Jeserog The Dragon lives near by
Mortalitasi

The **Mortalitasi** are a group of mages in Nevarra who wield considerable political power and influence. Popularly referred to as "Death Mages", they are responsible for the mummification of the bodies of the Nevarran elite.

The order was founded by a Tevinter mage named Vitus Fabria, who was a personal adviser of Caspar Pentaghast. According to a Nevarran belief, when a soul of the dead crosses the Fade, it displaces a spirit. Based on that, the Mortalitasi believe that mummifying corpses provides a safe host for the displaced Fade spirits. The Mortalitasi draw wisps rather than intelligent spirits across the Veil. This school of thought is prominent in modern-day Nevarra, but viewed as barbaric by other nations in Thedas.

The Mortalitasi are linked to the royal family by blood, and it is common for Nevarran nobility to employ members of this order as advisers. The order studies death extensively, and its members are known to experiment with necromancy. It is not yet known if it is in the order's power to decide which corpse would have the honor to be perserved in the Grand Necropolis, a city preserved for the dead.

Even though Mortalitasi are well-respected within the kingdom, mages outside Nevarra fear them and there are beliefs that they are actually a death cult performing macabre rituals in the Grand Necropolis.

Markus Pentaghast, the current ruler of the Nevarra, is an aged man of weak health and uncertain sanity.

His rule has been condemned by those who claim his Mortalitasi advisers are ruling through him, much as Ionas, whom the Pentaghast family deposed, did long ago.
House Aeducan, Shield of Orzammar

The Assembly has never named a Paragon with so little disagreement as there was for Paragon Aeducan. No naysayers, only a single abstention. His worthiness was unquestionable, his favor with the Ancestors clear.

But family rumor says that the man himself was deeply troubled. Prone to fits of melancholy and self-doubt, never satisfied with his great achievement in protecting Orzammar, he died cursing that he had not managed to save the outlying thaigs.

Before he rose to Paragon, he was of little note. The Memories tell us that he never entered a single Proving, never sought to elevate his place among the Warrior Caste. He spent most of his years prior to the first Blight fighting skirmishes in the Deep Roads, keeping them free from surface bandits, content to live quietly with his wife and daughters.

When the Blight began, it caught Orzammar in the midst of a vicious inter-house war. Most of the Warrior Caste was caught up in the feuding, for as word of attacks poured in, each great house demanded that the army be sent to defend their thaig, and no housewould agree to sacrifice their own holdings for the safety of any others. The Assembly was so utterly tied up with the infighting that the darkspawn spread, unchecked, to the gates of Orzammar herself.

In the chaos, Aeducan grudgingly took command of the armies. He enlisted the aid of the Mining Caste to collapse overrun passages, called upon the Smith Caste to supply them with arms, and bypassed the Assembly and the nobles entirely. With his leadership, Orzammar was saved from annihilation. For his insubordination, he was made Paragon.

Yet he always considered it a defeat.

*--From*A History of Aeducan: Paragon, King, Peacemaker*, by Scholar Gertek*
Aasimar

## Biology

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, Aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials.

Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, and lustrous skin color

## Creation

Astranian Aasimar were created in an attempt to create the perfect race by combining the DNA of humans, celestials, and the best of previous generations of races.

## Aasimar Traits

The base Aasimar Traits can be found on the D&D 5th Edition Wikia.

### **Absolute Aasimar**

**Ability Score Increase:** Your Intelligence score increases by 1.

**Holy Presence:** Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a halo formed of pure light to materialize above your head.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you bestow hope and vitality upon your allies and gain the effect of Beacon of Hope with a range of 30 ft. Choose any number of creatures in range. While the spell persists, they have advantage on Wisdom and death saves, and regain the maximum possible hit points from any healing. You do not need to maintain concentration. As a reaction, you can designate an ally within sight to do extra radiant damage when they deal damage with an attack or a spell. The radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.
9/10/2018

Start with character creation. Roll 4d6h3, in a row. Must have at least two 15 and one below 10, or make your two highest stats at least 15 and lowest at most 9. If all of the above criteria is met, the player can choose to reroll if both 15+ stats are in 'mental' stats.

## Story Plan

* Start with the party on a dinghy. Smoke coming from Ridyn. High perception can see monsters.

* Get to shore, get attacked by twig blights

* Kill them/ Saved by Khagak. He's sees more, says he can handle this bunch. Go help Harzi and Garret across the bridge.

* House on fire next to bridge.

* Kill twig blights with Harzi and Garret

* They go to tower to kill a few. Ask party to help at temple to kill plant zombie and twig blight.

* Lirhy jumps from tower, swims across water, a douses the inn that was on fire.

* Fyalen comes out of temple to thank party.

* Yafi offers to house them at her inn.

## Characters

* Khagak the Dragonborn scalemail maker

* Harzi and Garret the guards

* Lirhy the mage

* Fyalen the cleric

* Yafi the inn owner

## Monsters

* Twig Blight

* Fungal Zombie (Zombie)
Mythal - Große Beschützerin

Elgar'nan hatte seinen Vater, die Sonne, besiegt, und alles lag in Dunkelheit. Zufrieden mit seiner Tat, versuchte Elgar'nan seine Mutter, die Erde, zu trösten, indem er alles ersetzte, was die Sonne zerstört hatte. Doch die Erde wusste, dass ohne Sonne nichts gedeihen konnte. Diese Wahrheit teilte sie Elgar'nan mit und bat ihn, seinen Vater freizulassen, doch Elgar'nans Stolz war groß und seine Rache schrecklich, und er weigerte sich.

In diesem Moment trat Mythal aus dem Meer der Erdtränen hervor und kam an Land. Sie legte ihre Hand auf Elgar'nans Stirn, und Ruhe kehrte in ihm ein, und er erkannte, dass sein Zorn ihn fehlgeleitet hatte. Beschämt ging Elgar'nan zu der Stelle, an der die Sonne begraben lag, und sprach, er werde sie freilassen, sofern sie verspräche, sanft zu sein und jeden Abend in die Erde zurückzukehren. Die Sonne verspürte Reue ob ihrer Taten und erklärte sich einverstanden.

Und so erhob sich die Sonne wieder am Himmel und beschien die Erde mit ihrem goldenen Lichte. Elgar'nan und Mythal brachten mithilfe von Erde und Sonne all die wunderbaren Wesen zurück ins Leben, die die Sonne vernichtet hatte, und sie wuchsen und gediehen. Und als an diesem Abend die Sonne eingeschlafen war, sammelte Mythal die leuchtende Erde um seine Schlafstatt auf, formte daraus eine Kugel und legte sie in den Himmel, als fahler Widerschein der wahren Größe der Sonne.

-- *Aus "Die Geschichte von Mythals Berührung", erzählt von Gisharel, Hüter des Ralaferin-Clans der Dalish-Elfen.*
9/21/2018

## Pre-Session Plan

1. Make sure people added their physical stat to their physical attacks.
2. Make name plates, obviously.
3. Make PC paper minis.
4. As part of being hired by the College of Eastcliff, there is a contract to be signed. If some people don't like certain parts of the contract, do a sort of time jump and flashback to the signing, and they can talk it out with Conjuror Azriel Everdon, a human man in his 30s.
5. Go over magical items that have been given to the party: The Dectecting Staff and Settelers' Stake
6. Go over how Danielle's character will be played. Present to tag along and for combat, but doesn't put much input in.
7. Without further ado, get on with the story!

## Story Plan

Day One:

1. Party starts on a dinghy. Describe the Jungle as they approach. Dense canopy makes shadows on town, light pierces through..
2. Ask where they want to land. Options: docks left of river, docks right of river, etc.
3. No one greets them.
4. 2 of Party make a perception check.
	* 20: Moving figures lurking in the distance.
	* 10: Building on fire. Freshly grown vine clusters entangling houses. Some houses have been ransacked, doors open stuff thrown out. Splintered wood.
	* 0: Wooden houses, mostly shanties, covered in vines and moss
5. Get to shore, get attacked by twig blights.
6. Kill them/ Saved by Khagak. He's sees more, says he can handle this bunch. Go help Harzi and Garret near the temple
7. Kill twig blights and perhaps a Kobold leader with Harzi and Garret. Here the Kobold seems like it's looking for something.
8. After they kill all of them here, the party hear's Khagak struggling at his armorery. When they get there, they see him restrained to a wall in vines. And maybe the party sees one of the twig blights going for the longsword Khagak has mounted on his wall.
9. Khagak asks them to help! Hopefully they kill them and free Khagak.

## Enemies

Kobold

Twig Blight

## Khagak's Armory

Appearence:

* Brick forge, anvil
* Barrels of green scales
* Leather straps about
* A few sets of drake scalemail hanging
* and the beginnings of heavy dragon scail armor.

For Sale:

 Heavy Green Dragon Scalemail | 250 gp
Sônia Maria

Sônia Maria (Latim, Svnia Maria) é a melhor membro do grupo MOPC. Seus elogios levaram a uma influência total no mundo, levando a mudança do nome da MOPC (Mappers of Countryball Confederation para Marias of Countrball Confederation) e inspirando muitos a desenhar.

## História

Sônia Maria nasceu no dia 28/12/1946, durante uma manhã linda, ensolarada e com pássaros cantando. O seu nascimento foi comemorado por presidentes de todo mundo e pôs um cessar fogo na guerra fria até 1949. Em janeiro de 1945, um viajante do tempo chegou no Bunker de Hitler e disse que se a guerra não acabasse, Sônia Maria morreria. 3 meses depois, Hitler se matou e a 2 Guerra Mundial acabou.