recursal/Fanatic-Fandom huggingface dataset:
Hedge magic

**Hedge magic** (a derogatory term created by the Ministry), also known as "arcanist derangement" among scholars, is a form of magical expression different than that of typical mages. Hedge mages are untrained magic-users who wield powers developed outside of conventional teaching. Some of these hedge mages are not even aware of their nature. Undeveloped, their abilities can express themselves in a variety of ways, which the hedge mage might attribute to faith, or will, or to another being entirely (depending on the mage's nature).

Hedge magic was studied extensively by Magister Finneas at the height of the Third Age. He coined the term "arcanist derangement", and posited that magical talent is like a flowing river. When expressed through a mage, it finds a proper outlet through spellcraft. Left to its own devices it flows unexpectedly, and thus hedge mages are created. Once becoming a hedge mage, there is no turning back – they cannot learn and cast spells as normal mages know them.

“Hedge mages” and “witches” do not always employ forbidden magic, quite often their talents lie in the creation of charms, the use of curses and the ability to change their own forms. Their abilities may include being able to commune with spirits, as well. Still, those mages possess power no Institute spell could replicate and their unpredictable ability is deemed a threat by the Ministry.

Prior to the Institute's formation, hedge magic was commonly practiced in the form of ancient traditions and rituals, with knowledge handed down from one generation of practitioners to the next. Examples of hedge mages include the so-called "witches" of the Welserine wilders, the "augurs" of the Cleve barbarians, and the seers of Ghallen. Orcimar jatnavhas are also essentially hedge mages with the focus on destruction.
Dreamer

A **dreamer** (Rigoric: somnian), is a mage capable of entering the Dreaming at will, without the aid of lucenium or blood magic.

The word is also used to refer to any sleeping or lost person's presence in the Dreaming.

## Abilities

A talented dreamer can shape the Dreaming and affect the dreams of sleeping people, even killing or driving them mad. Some can even dream in forgotten ruins to uncover secrets long forgotten by witnessing spirits re-enact the history of a place. Admittedly though, the account of the dream may be biased depending on whose perspective the spirits chooses to emulate. Dreamers attract demons, however, and most prove too frail of mind to survive a demonic possession. As a result, dreamers are rare. The very presence of demons is painful to dreamers, as they are particularly sensitive to them.

Dreamers may use special dried herbs to help them enter the Dreaming. Strangely, these herbs smell fresh to the mage once they have entered the Dreaming. There are also herbs that can preclude sleep and block one from the Dreaming itself, if necessary.

## In Elveshaal

According to Sylvan lore, the Elder elves were talented dreamers.

## After the Arrival of Humans

The first known human dreamer was Proteus. He came from the Oremeni tribes and claimed that he ventured to the Realms of the Gods where the Deceiver Vemon taught him blood magic. The Deceivers are said to have taught many members of the Oremeni tribes magic and, over time, the Oremeni dreamers become both priests and kings.

There are also stories of ancient Adamantine magisters who were able fend off rivals by haunting, or killing them in their dreams.

It is said that the First Scourge and the birth of fiends crippled the Dreamers: for the first time in thousands of years, they could no longer hear the voices of their gods. Over the next hundred years, fewer and fewer mages with the Dreamers' abilities were found in the Adamantium. Attempts to breed the ability proved futile, and the resultant mages proved weak of power and frail of mind. Some believe that true Dreamers could still be found in Sylvan clans, though they were few and far between even there.
Human Halfling

*For ages, the common belief was that halflings are similar to the elf-blooded; beings born of a human and dwarf union. This is false. Such a belief stems from their medical condition, "dwarfism" (it's name deriving from their stout folk neighbors), making them significantly shorter than the average human. Because of their "deformity", most halflings live rather difficult lives, should they live beyond adolescence, due to often being considered freaks of nature by most of their kin, and being treated as such.*

* **Ability Score Increase.** Your Dexterity and Intelligence scores increase by 1.
* **Size.** Halflings range from 3 feet tall to just under 5 feet tall, and weigh about 130lbs. Your size is small.
* **Speed.** Your base walking speed is 25 feet.
* **Languages.** All humans are fluent in Common, the trade-language developed by the dwarves.
* **Brave.** You have advantage on saving throws against being frightened.
* **Nimble.** You can move through the space of any creature that is of a size larger than yours.
Lake Lontan

**Lake Lontan** is a lake in the central region of Nordain.

## Background

The waters of Lake Lontan are steeped in legends. The Cleve people say that it was once the site of Korthas, the mountain which stood at the center of the world, from which Andaar the Mountain-Father surveyed the earth and sky. But it was destroyed in the battle between Andaar and the serpent Ourobolth, leaving only a vast crater behind. When Thora of the Skies saw that Korthas was gone, she wept, and her tears filled the crater, making the lake.

The Adamantines believed that the waters of Lake Lontan were blessed by Kyraos, the Dragon-God of mystery, and that those who drank from them were granted special insights. This was why they built a great tower on an island in the middle of the lake, hoping the powers of the lake would aid their magical research.

But most know the legend of King Lontan, which gives the place its name. It is said that Lontan Kaulden spent a year and a day in the Tower of Mages. Each day, he drew a single cup full of water from the lake and carried it to the Enchanters at the top of the tower. By magic, each cup of water was forged into a single ring of the mail armor the Institute gave to Lontan. In that armor, made from the lifeblood of the land itself, no blade could strike him, no arrow pierce him, so long as he stood on Nordish soil.
Seven Apostles

The **Seven Apostles** were ancient members of the Magisterium, and each a high priest to one of the Deceivers, who breached the Dreaming physically and entered the Golden City in **-395D**.

According to the Maudesian Ministry, through their actions, they committed the Second Sin, and brought about the First Scourge, releasing fiends upon Morgaea.

Most, if not all, records of the Seven Apostles, including their names, have been destroyed.
Second Age

< First Age | Third Age >

**2A05**: Increasing hostility between elves and humans result in numerous border skirmishes between the Sylvandale and Maudet.

**2A09**: Elven forces attack and capture the Maudesian town of Rhett's Crossing. The atrocities they are said to have committed enrage humans across the land. Maudet and the Sylvandale go to war.

**2A10**: In Drahanim lands, Heford's grandson, Jarl Caedron, declares himself king. A civil war begins in opposition.

**2A10–20**: As the elven armies capture Montelleu and march on Ducailles, Matron Rayne I calls for a holy war against the elves. This becomes known as the Second Crusade. While the elves eventually sack Ducailles in **2A14** and push well into human lands, Aerasala is conquered and the elves are completely crushed by **2A20**.

* The lands of the Sylvandale come under Maudesian control, with elven settlements being uprooted and worship of the elven gods forbidden. Matron Rayne I orders the establishment of the first enclaves. The elves are forced to either live under human rule or wander as homeless vagabonds.

**2A15–45**: The rise of Alepool prompts its king, Fyroden, to attempt to unite the Freemarks under his banner and build his own empire.

* Lysadoren cities grudgingly unite under a common banner in **2A23** to defend themselves against Fyroden's advance.

**2A28**: Caedron is killed at the Battle of Valmoren Hills. The fight for supremacy over the region begins. This period is known as the War of Crowns.

**2A30**: The Verdant Palace, by far the most prominent structure in Aerasala, becomes a regular seasonal retreat for the empress and selected Maudesian nobility.

**2A34**: Following the defeat of Patemis in **1A95**, there is general support of building fortified headquarters for the Grey Order. The fortress of Ranger's Peak in the Drahanim lands is finished after a decade of construction.

In **2A45**: Fyroden is betrayed by his Adamantine allies, and Alepool is conquered by the Adamantium. By the time of his death, Fyroden's name is equated with that of prideful folly.

**2A46**: Harren Pardasian of Hunteron seizes control of the city-state Khecaster and becomes its king.

**2A80**: Alepool is freed from Adamantine rule during a Crusade, the second in less than an age.

**2A83**: A conflict between templars and mages in the Anderan Institute leads to an abomination slaughtering dozens on both sides and escaping into the countryside. In response, Matron Giselle grants the Right of Nullifcation to every Grand Cleric of the Ministry, and sends a legion of templars to hunt down the abomination. It is killed only a year later.

**2A99**: The Grand Temple in Ducailles is completed.

< First Age | Third Age >
City of Coltherstone

The **City of Coltherstone** is the center of the Barony of Coltherstone on the coast of the Narrow Sea. It is located south of Dersoden and connected via the Pilgrim's Path. It's known for attracting many pilgrims from all over Morgaea, as this city is where Thetsoll assembled his armies to invade the Adamantium, and where Sibylla first revealed the Holy Tome.

## Background

Outside of Nordain, the **City of Coltherstone** is now synonymous with the barony itself, but before the Maudesian invasion, it was only a modest fishing village despite a deep port well-suited for commerce. At that time, few kingdoms had any need to trade with the Nordish "barbarians" The city changed rapidly with the Maudesians came. They built temporary docks to accommodate ships packed with chevaliers, and for a time, Coltherstone was the capital of occupied Nordain. The thane of Coltherstone became one of the wealthiest nobles in the kingdom, as goods like wool were leeched from the city's swollen ports.

During the rebellion, the fleeing Maudesians looted the city, but left it otherwise unscarred, allowing it to recover quickly. Ironically, Coltherstone's current prosperity is the legacy of Maudesian occupation.
Institute Mage

*Restriction: Human and Elf
For more information, see Institute of Magic.*

*In ages past the use of magic was outlawed outside the Adamantium, and those who practiced it were persecuted and hunted. This only got worse with the rise of Sibyllism, as the new religion spoke out against magic as corrupt and evil. Magic, of course, was also quite useful, particularly when fighting creatures like fiends. This led to a compromise in which mages could legally practice magic; but only under the watchful eye of the Ministry. Blood magic, the practice of the dreaded maleficists, was also strictly forbidden.*

*Generally,* *Templars find humans and city elves with magical talent, typically at a young age, and take them to an Institution for training and supervision. It is there that they are taught how to defend themselves against demonic possession, but are also secluded for most, if not all, of their lives; practicing magic outside of an institution is a serious or even capital offense in many regions, and can lead one to being hunted.*

* **Skill Proficiencies:** Arcana, History
* **Tool Proficiencies:** None
* **Equipment:** A bottle of black ink, a quill, 3 rolls of blank parchment, a set of mage robes, and a belt pouch containing 15cp

### Feature: Researcher

When you attempt to learn or recall a piece of arcane lore, if you do not know that information, you often know where and from whom you can obtain it. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, however, or that it simply cannot be found.

### Personality Traits

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### Ideals

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### Bonds

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### Flaws

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Ketharri

The **Ketharri** were once a powerful Drahanim tribe who dominated the highlands. They united under King Lontan to form modern Nordain.

## Background

In the times when the Adamantium extended into the Nordish valley, the magisters once engaged in a vicious battle with the Ketharri. Only with the use of blood magic and a magical suit of armor were the Adamantines able to claim any victories. However, in-fighting caused a number of their leaders to die. This gave the Ketharri the advantage, and Adamantine outposts fell to the barbarians.
Ducailles

**Ducailles** is the capital city of Maudet, and seat of the Maudesian Ministry. It lies on the southern coast of the far inland tip of the Narrow Sea. It is one of the largest cities in Morgaea.

## Background

Ducailles is not only the secular capital of Maudet, but also the capital of the Ministry, the seat of the Matron being located at the Grand Temple of Ducailles. Inside the Temple, members of the Ministry perform a ritual where the entire Holy Tome is read, a process thought to take about a fortnight to complete. From the Silver Spire, the Knight-Vigilant of the templars directs the Order. Ducailles is also where aging templars retire to when they can no longer adequately perform their services due to mental deterioration caused by long-term lucenium dependency.

The city can be entered through two different gates—the imposing Sun Gates made of steel covered with golden façade, and the more modest Night Gate. In times of crisis, the entrances are sealed. During the Ninth Age, the city was closed off at least once in **9A22**, when dragons attacked the Grand Temple.

Ducailles is home to the University of Maudet, a major center of learning that attracts young nobles from all over Morgaea with the best education money can buy. It is a relatively modern institution whose liberal-minded professors have already clashed with religious conservatives over the content of their classes.

The Enclave of Ducailles is the most populated and dilapidated in Morgaea, with over ten thousand elves living in an area roughly equivalent in size to the market in Dersoden.
Veil

The **Veil** is a metaphysical barrier that exists between the physical Morgaea and the Dreaming. Neither spirits nor mortal beings can easily pass *physically* through the Veil, but the consciousnesses of most mortal dreamers and all mages are a different matter (though the average dreamer is unlikely to ever be aware of such 'travels').

The Veil is not an object − it cannot be touched or seen. It is not a physical barrier, but rather something similar to a magical vibration that repels the Dreaming. It is a metaphor used by mortal scholars to explain the interactions between the two different realities.
Human Noble

*Nobility in Nordain is hereditary, but not exclusive. It is possible for commoners to become nobles through deeds and service, which stands in stark contrast to nations like Maudet. Perhaps the most famous example of this is Ornand Dhunne, who rose from nothing to become one of Nordain's jarls. The most common nobles in Nordain are the knights, heavy foot soldiers who swear direct allegiance to a thane, baron, jarl, or the king. Many young nobles, knowing they will not inherit a position unless an elder sibling dies unexpectedly, turn to adventuring to make a reputation for themselves.*

* **Skill Proficiencies:** History, Persuasion
* **Tool Proficiencies:** One type of gaming set
* **Equipment:** A set of fine clothes, a signet ring, and a purse containing 5gp

### **Type of Noble**

There are various titles in the Noble hierarchy. Choose one title or roll on the table below to determine your noble title.

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### Feature: Position of Privilege

Thanks to your noble title, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

### Personality Traits

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#### Ideals

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#### Bonds

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#### Flaws

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Heford

**Heford** was a legendary Drahanim warrior, having been the first man to be named Jarl. More than half of the noble houses in Nordain claim lineage from him.

## Background

Heford was said to be the son of another legendary hero, Tolamir of the Werewolves. In **1A40**, during the Second Scourge, Heford united the Drahanim to drive back the fiendish horde that came from the Underways. He was said to be the greatest warrior of his time.

Even though the Drahanim were weakened by their struggle with the fiendish horde, in **1A50** Heford defeated a combined invasion by the Cleve and Welserine, who hoped to take advantage of the situation. Numerous battles were fought with both tribes, ultimately driving the Cleve deep into the White Spine and the Welserine back into the Welserine Wilds. Heford's victories earned him great respect from the Drahanim, and he was named the first Jarl.

Heford's ascension marked a long period of peace, and he ruled with an iron fist for over 30 years. The Drahanim became the dominant force in the valley, and while the fiendish horde tried to invade again several times, they were fought off. It is said that the aged Heford took his blade and his first son and sailed west into the Aebarrow Ocean. He was not seen again.

Heford's wife, Jarless Isulde, ruled in his stead and won a civil war of her own to retain Heford's legacy.
Dwarf

*Once lords of a great subterranean empire, the dwarves were driven out of their hewnholds by the fiendish hordes and into their last cities of Nar-Lodahr and Ondrathum. Many dwarves have also found homes on the surface where they are welcomed for their fine crafts. Dwarves are connected to their primordial Stone-Mother, and as such do not dream and cannot use magic. Much like stone itself, they are tougher than other races and more resistant to magic.*

## Features

* **Ability Score Increase.** Your Strength score is increased by 1, and your Constitution score is increased by 2.
* **Age.** Dwarves mature at the same rate as humans and, on average, live to about 150 years.
* **Size.** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
* **Speed.** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
* **Darkvision.** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Magic Resistance.** You have advantage on saving throws against magic spells cast against you.
* **Stone Sense.** Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check related to a stonework, you are considered proficient in that skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
* **Language.** All dwarves are fluent in Common, as it was them who created it. Only a few words are retained from the ancient Dwarvish languages, and no one speaks them exclusively.
Avita

Sister **Avita** is a Ministry sister that resided with a band of Nordish outlaws during the Maudesian occupation of Nordain, before going on to become a tutor, and source of guidance, for the current King of Nordain, Renley Kaulden.

## Involvement

During the Nordish Rebellion, she decided to help an ex-soldier, and ex-farmer-turned-outlaw, Gareth of Croftdale lead his group of outlaws hiding from the Maudesians out in the Northron Hills. Gareth had expressed feelings towards the sister, though she remained unwavering in her vows.

When Gareth's son, Ornand of Croftdale, rescued Prince Baylor Kaulden from the nearby woods, after the assassination of Baylor's mother, Naranna Kaulden, and brought him to the camp, Avita tended to his wounds. Baylor was initially untrusting of anyone, and didn't reveal his royal status. Avita realized on her own that he was no commoner by his education.

Attackers working for the usurper, Alain, managed to track Baylor down to the outlaws' camp. While she was assumed to have been slain in the attack, Ornand later learned that she survived, and tracked her down after the Battle of Tolamir River. Following their reunion, Avita took Ornand to the site where his father's ashes had been placed. There, the two collectively mourned their losses.

Some time after the war, she went to work in the Royal Palace in order to help raise and educate the young Prince Renley Kaulden.
Droskyn Hold

The **Nordish** **Institution**, officially named **Droskyn Hold**, is Nordain's regional headquarters for the Institute of Magic. It is located on Lake Lontan, and accessed only by its docks. As per Ministry and local law, human and city elf citizens of Nordain with magical potential are brought here to be confined for most of their lives and instructed in the legally-approved Schools of Magic, as well as trained to resist demons who seek especially to possess living mages.

Apprentices, and the majority of the Institution's impressive library, are housed on the first floor, while full mages live on the second floor, which also contains the stockrooms, arcanists' laboratories, the Ministry, and more libraries. The third floor consists mostly of meeting rooms and assembly spaces, as well as a few personal quarters for the senior arcanists. The templars live and train on the fourth floor, while the pinnacle of the tower contains the Ascension Chamber, a room used to conduct the Ascension ritual. Each floor is dozens of feet high. The tower also features a secure basement, which houses the repository, a vault for dangerous artifacts, and the phylacteries of apprentices. Beneath the tower there is also an extensive network of caves which is partly used by the tower as storage space.

A small trading hamlet has developed on the shore to facilitate trade and to maintain a ferry to the tower. Visitors are few and far between though, as most come either to learn magic or to watch over those who do.

## Background

While commonly referred to as the Institution, Droskyn Hold existed long before the Institute was founded. Built by the Cleve, with help from dwarves, it was long considered impregnable; until the Adamantium drove the Cleve from it in a brutal campaign.

The tower was thought to be cursed, and was widely shunned even before the Institution of Magic moved there in **3A87**, after its tower in Dersoden was razed.
Fisher's End

**Fisher's End** is a village located in the Mire.

## Background

In **6A52**, Thane Aldrych's knights helped drive Cleve invaders from Nordain's lowlands. When King Kaulden asked Aldrych to pursue the retreating tribes, she refused, instead demanding for funds to build a keep. Caught between a fractured court, Aldrych's knights, and an impending famine, the king reluctantly granted her a large parcel of boglands in northern Nordain.

Three years later, in **6A55**, the Cleve were finally forced out of Nordain, and Aldrych Keep was completed. Fisher's End, which slowly established itself during the keep's construction, was found at it's base.

While Aldrych's line ultimately died out in the Eighth Age while fighting Maudesian invaders in the Second Maudesian Invasion of Nordain, Fisher's End reamains to this day.
Phylactery

A **phylactery** is a vessel, often a glass vial, containing the essence of a magical being. The Institute of Magic, and the Ministry, use small phylacteries filled with blood taken from apprentice mages, either by a First Arcanist or an Arcanist, to track down mages that turn apostate.

## Background

In Droskyn Hold, the phylacteries of apprentice mages are kept in the basement of the tower behind protective wards, but those of full mages and arcanists are kept at an undisclosed location in Dersoden, as phylacteries are transferred off-site soon after a mage's Ascension. Phylacteries of all First Arcanists are stored in the Silver Spire, a Maudesian Institution and the Templar Order stronghold in Ducailles.

## Workings

Phylacteries, ironically, are a form of blood magic. When a templar wishes to track down a fugitive mage they will use the phylactery as a way of honing in on the fugitive by way of a "hot and cold" situation, i.e. the phylactery glows, becoming brighter the closer it gets to its respective mage. If the mage dies, the phylactery will no longer glow. It can be even used to remotely cast a spell on its owner mage.

Mages who join the Grey Order are allowed to leave the Institute of Magic and are technically supposed to be exempt from Templar scrutiny, but are not completely free; as Grey Order phylacteries are kept by the Templars as "possible means of insurance".
Ardenhall

**Ardenhall** is an barony located in eastern Nordain.

## Geography

Much of the surrounding area is hills, and open fields, with patches of dense forest. It is not the richest of lands, but the hardy Nordishfolk who work the soil make a good living. Small towns and settlements dot the landscape. Closer to the Spine, the land becomes rocky and less hospitable. Pockets of fiend activity, and other dangerous creatures, lurk in various caves and abandoned ruins in the area, making travel a risky proposition for the unarmed and unprepared.

## Background

Originally, Ardenhall was a minor outpost of the surface dwarves, who abandoned it when its links to the Underways were severed. The esteemed **Lendon** family took possession of Ardenhall during the height of the Sixth Age, using it as a base to help drive out the Cleve, and pacify the region for Nordain. In gratitude for this service, the King granted the Lendons the lands surrounding Ardenhall, as well as the hereditary title of Baron. The keep, situated in the borderlands of east Nordain, became part of the kingdom.

Ardenhall was one of the first keeps to fall during the Second Maudesian Invasion of Nordain; the Maudesians used it as a base throughout the occupation. The chevaliers were not kind to the people in the area, so resentment and anger toward Maudet runs strong to this day. Years of diplomatic efforts, and repaired relations between the two nations, made less of a positive impact here than in many other parts of Nordain. To make things worse, Ardenhall wasn't retaken until the Maudesians withdrew from Nordain. Before they left, they sabotaged much of the keep’s defenses, leaving it a shadow of its former glory, and a constant reminder of the occupation. Though control of Ardenhall was returned to the Lendon family, things were never the same.

Internal division and external conflicts weakened the once noble family and its stalwart keep. In the Ninth Age, when the last Baron of Ardenhall, Argus Lendon, died without a clear heir, much of the administration of the surrounding lands fell to the local nobles until a new Baron was chosen. Politics and infighting stalled this progress as the nobles continued to squabble. Individual settlements and lands still do well enough, but the governance of the region as a whole has suffered.
Blood Mage Sacrifices

Blood Mage (Class)

### Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you suffer 1d4 sacrifice damage and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

### Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can suffer 1d4 sacrifice damage to double the range of the spell.

When you cast a spell that has a range of touch, you can suffer 1d4 sacrifice damage to make the range of the spell 30 feet.

### Empowered Spell

When you roll damage for a spell, you can suffer 1d4 sacrifice damage to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Sacrifice option during the casting of the spell.

### Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can suffer 1d4 sacrifice damage to double its duration, to a maximum duration of 24 hours.

### Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can suffer 3d4 sacrifice damage to give one target of the spell disadvantage on its first saving throw made against the spell.

### Quickened Spell

When you cast a spell that has a casting time of 1 action, you can suffer 2d4 sacrifice damage to change the casting time to 1 bonus action for this casting.

### Subtle Spell

When you cast a spell, you can suffer 1d4 sacrifice damage to cast it silently and while concealing its point of origin.

### Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can choose to suffer 1d4 sacrifice damage per level of the spell to target a second creature in range with the same spell (1d4 if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

### Elemental Spell

When you cast a spell that deals a type of damage from the following list, you can suffer 1d4 sacrifice damage to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.

### Seeking Spell

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can choose to suffer 1d4 sacrifice damage to ignore the effects of half- and three-quarters cover against targets of the spell.

### Unerring Spell

If you make an attack roll for a spell and miss, you can suffer 2d4 sacrifice damage to reroll the attack roll. You must use the result of the second roll.

You can use Unerring Spell even if you have already used a different Sacrifice option during the casting of the spell.
Adamant Highway

The **Adamant Highway** is an internationally-spanning road made of stone and magic by the Adamantium during the Dark Ages in order to connect the distant lands of its vast empire.

## Background

The Highway is commonly considered an ancient architectural wonder. Constructed from stone quarried by slaves in Blackwall, this elevated road runs from the City of Adamantium to the northeastern Adamantines, before then turning north to Anderlay, and crossing the Silent Steppes and the Mirantha River, until it reaches the city of Umberland next to the Narrow Sea. Then it turns east to Maudet with one branch leading to Xurteus' Reach and another going through the Heartlands of Maudet. Then the highway turns west to Nordain, after passing through the White Spine, and above Ondrathum via Olmrod's Pass. In Nordain, it circles Lake Lontan, and the Thaneholds, with one branch ending in Dersoden and the other at Genedara, its northmost point.

According to the dwarves, this construction required the use of magic. The intended project was never finished, and many sections have fallen into disrepair over the centuries. Nevertheless, it remains useful to many travelers and merchants who are looking for a safe and quick road.
White Spine

The **White Spine** is a towering range of mountains that run from the banks of the Narrow Sea to uncharted territories in the north.

## Background

This mountain range forms Nordain's natural eastern border with Maudet. Olmrod's Pass leading to Maudet is the only passage safe for year-round travel.

The mountains are considered highly inhospitable, and yet they house the native Cleve tribes, and, beneath the southern foothills, most of the continent's dwarves. The entrance to the dwarven city of Ondrathum lies in Olmrod's Pass, with its permanent shanty-town filled with traders and petitioners, making it of strategic importance.
Robin Goodfellows

The **Robin Goodfellows**, sometimes shortened to simply **the Robins**, are an enigmatic organization present within Nordain. They are known to perform elaborate revenge schemes ranging from petty thievery to contractual assassinations on those who would prey on the lowborn of society. More typically, it's an expansive network who all contribute in different ways to random acts with a desired goal of mutually profitable ends. The organization is a leaderless resistance, as they have no structural hierarchy, and each cell is compartmentalized by location and headed by varied leadership.

### Background

An investigation undertaken by the Lysadoren Ravens revealed that the Robin Goodfellows started as an organization of assassins in Nordain around a hundred years ago. The name of Robin Goodfellow itself is older than the organization. In the modern age, they are cheap, small, and make a habit of paying street urchins to get information or plant weapons. They are a strictly local organization that mostly finds its recruits among urchins, and as such aren't competition to larger guilds like the Ravens.
Clasp

The **Clasp** is a powerful and ancient dwarven crime syndicate headquartered in Dustburgh in Ondrathum.

## Background

The ranks of the Clasp are composed of casteless dwarves who are forced to resort to crime to survive. Given no other alternatives in the grim world of Dustburgh, and restricted from performing legitimate work, few casteless dwarves can resist joining the Clasp for their livelihood.

In recent years, the Clasp and its dealings have become a threat to even Ondrathum itself as the "dusters" boldly walk the streets, enacting an extortion and intimidation racket upon merchants in the Commons. Clasp dwarves specialize in smuggling lucenium, surface goods, Ondrathum exports, weapons, people, and slaves; and they command a formidable racket in Dustburgh, patronizing prostitutes, beggars, and businesses. The Clasp is also hired for contract killings and profit from gambling; generally from games they have fixed themselves.
Original Sin

The **Original Sin** was, according to the Maudesian Ministry, the worship of some of the Watcher's firstborn by his second-born, which led to Him abandoning His creation.

## Ministry Teachings

The Ministry teaches that when the Watcher turned His back on spirits, some of them grew jealous of the living; envy becoming the first thing the now-demons actually created. Those powerful enough whispered to the living in dreams claiming that they were the true gods, the creators of the world, and that the living should bow down before them. Eventually, the living summoned them through the Veil. In the mortal realm these demons took the form of dragons; winged beasts that ruled over the land. The living started to worship them instead of the Watcher, an act recognized as the "**Original Sin**".

Furious that the Deceivers turned humanity away from its true creator through deceit, the Watcher cursed the Deceivers, imprisoning them in underground tombs where they would slumber for eternity. After that, He turned away from mankind. The Watcher despaired, for His first children had no urge to create and His second children created sin. He left the Golden City, and it sat locked and empty until the event known as the **Second Sin**.
Welserine Wilder

*The Welserine are a barbarian folk that live in northern Nordain's Welserine Wilds. While they did unite on several occasions with the Cleves and the Drahanim to fight against the Adamantine Imperium, Nordishfolk have stronger memories of the many times the Welserine surged south into their land. It is said that ages ago the Welserine conquered the Drahanim, the ancestors of the modern-day Nordishfolk, until the latter rose up in rebellion.*

*Today, the Welserine are a more peaceful folk; although they are still viewed as primitive and barbaric by the people of Nordain. They try their best to live out decent, if misunderstood, lives in the Wilds: painting their faces and banding together in small communities led by shamans. Despite this, they often face raids from templars, and persecution from Nordishfolk.*

* **Skill Proficiencies:** Perception, Survival
* **Tool Proficiencies:** Herbalism kit
* **Languages:** Welseric, Nordish
* **Equipment:** One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Morgaea, a small piece of jewelry worth 5cp in the style of your tribe's craftsmanship, and a pouch containing 10sp

### Welseric

You know Welseric, the secret language of Wilders. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

### Personality Traits

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### Ideals

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### Bonds

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### Flaws

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Winterwatch

**Winterwatch** is a mountain keep located in the Hinterlands.

## Background

The keep was constructed by Baron Nelsan Argander, to serve as a temporary residence for his eldest son Goren who, for failing to live up to his father's expectations, was tasked with cleaning the surrounding mountains of bandits, unable to return to Erencliffe until he had done so.
City Elf

*It is said that over two millennia ago, the elves and dwarves were the powers of Morgaea. The elves ruled above the earth and the dwarves below it. The elves spent centuries becoming master magicians, craftsmen, and artists, and it is said they were immortal. When humans first arrived in Morgaea, the elves gave them aid despite what they considered impatient and rude behavior on the humans’ part. The elves were shocked when diseases carried by the humans began killing them. They were horrified when they discovered that just being near humans shortened their lifespan and made them mortal. They attempted to shut themselves away from the rest of Morgaea, but the rising Adamantine Empire attacked them with its legions and its blood magic. The elf kingdom of Elveshaal* *fell, and the survivors spent the next 500 years as slaves of the Adamantium.*

*When freedom did come, it was all too brief. The new elf homeland, the Sylvandale, tried to revive the lost culture of Elveshaal. That included worship of the ancient elven gods; this the Ministry would not tolerate. It declared a Crusade against the Sylvandale, accusing the elves of blood magic and practicing other forbidden rites. For a second time the elves lost their homeland. Some of the survivors became wanderers, but the rest were absorbed into the various human nations. Here the so-called city elves still live as second-class citizens, mostly working as servants and laborers. Few remember the culture of their heritage, fewer still can even speak Elder Speech any more, and almost none have a lifespan much longer than that of a human. They live in segregated sections of cities and towns known as enclaves. Bitter and downtrodden, many city elves turn to crime. These rogues, all too common, only reinforce the prejudice most humans have towards city elves.*

* **Skill Proficiencies:** Deception, Stealth
* **Tool Proficiencies:** One type of artisan's tools, thieves' tools
* **Languages:** None
* **Equpiment:** A small knife, a set of common clothes, and a pouch containing 10sp

#### Feature: City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in a city twice as fast as your speed would normally allow.

#### Personality Traits

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#### Ideals

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#### Bonds

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#### Flaws

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Spirit Healer Spells

Spirit Healer (Class)

### Cantrips

* Blade Ward
* Create Bonfire
* Guidance
* Light
* Mage Hand
* Mending
* Message
* Prestidigitation
* Resistance
* Spare the Dying

### 1st-Level Spells

* Alarm
* Bane
* Bless
* Cure Wounds
* Detect Magic
* Feather Fall
* Guiding Bolt
* Healing Word
* Identify
* Mage Armor
* Sanctuary
* Sleep
* Shield
* Shield of Faith

### 2nd-Level Spells

* Aid
* Blindness/Deafness
* Calm Emotions
* Continual Flame
* Gentle Repose
* Hold Person
* Lesser Restoration
* Mental Barrier
* Prayer of Healing
* Warding Bond
* Zone of Truth

### 3rd-Level Spells

* Aura of Vitality
* Beacon of Hope
* Bestow Curse
* Daylight
* Dispel Magic
* Glyph of Warding
* Haste
* Leomund's Tiny Hut
* Life Transference
* Mass Healing Word
* Nondetection
* Remove Curse
* Revivify
* Sending
* Speak With Dead

### 4th-Level Spells

* Aura of Life
* Aura of Purity
* Banishment
* Death Ward
* Fabricate
* Fire Shield
* Freedom of Movement
* Stoneskin
* Wall of Fire

### 5th-Level Spells

* Commune
* Creation
* Dawn
* Flame Strike
* Greater Restoration
* Hallow
* Mass Cure Wounds
* Raise Dead
* Scrying
* Summon Fade Spirit (Summon Celestial Spirit)

### 6th-Level Spells

* Harm
* Heal
* Guards and Wards
* Otherworldly Form
* Planar Ally
* True Seeing

### 7th-Level Spells

* Etherealness
* Fire Storm
* Force Cage
* Regenerate
* Resurrection

### 8th-Level Spells

* Control Weather
* Earthquake
* Power Word: Stun

### 9th-Level Spells

* Astral Projection
* Mass Heal
* Power Word: Heal
Storm Coast

The **Storm Coast** is a rainy coastal region located in the southeastern-most part of Nordain.

## Background

Ancient dwarven ruins dot the landscape from a long, abandoned, time. Prior to the First Age, the dwarven people maintained a sizeable presence on the coast, as mining guilds were drawn to the area's then-plentiful mineral deposits.

Built into the cliffs of the Storm Coast, the subterranean port at Muradin's Mouth once connected the dwarven hewnholds to the Narrow Sea. In addition to increasing trade between the dwarves and their allies in the Adamantium, direct access to the Underways meant diplomats from Ondrathum could visit the port without fear of losing their "stone sense." The site thus became a popular meeting place for ambassadors of the two nations.

All dwarven activity ceased, however, when fiend incursions forced the Underlands to be sealed, hence severing the region from Ondrathum. After the dwarves retreated back into Ondrathum, the port fell into disuse. At least, all *reputable* use of the port ceased; bandits, smugglers, and pirates are known to still use the various caves and waterways along The Coast, including Muradin's Mouth itself, for their own personal gains. But that hasn't stopped the region from boasting more than its fair share of tragic tales. If all are to be believed, rich merchant ships blanket the depths due to the follies of their proud captains.
East Hills

The **East Hills** barony lies to the north of Erencliffe Village, in the borderland area along the White Spine, and bordering the Welserine Wilds.

## Background

The location of East Hills places it in a precarious location between wild, and dangerous, swamps inhabited by Welserine Wilders, and mountain passes inhabited by the Cleve. The current Baron, Mance Wulff, therefore has spent a considerable amount of time battling these varied threats, particularly the Cleve. The Baron and his family are loved in the barony for their bold natures as well as their kindness. Baron Wulff has a reputation in eastern Nordain as a valiant man who takes his duties seriously.

The landscape is heavily forested, flanked by the massive mountain peaks to the east. Roadways in this region are few, and typically muddy, though many have permanent wheel ruts from the numerous caravans, often dwarven, passing through into the Thaneholds. Small towns are typically built of wood and canvas with stone reserved for buildings of greatest importance, such as a Ministry. The proximity to Ondrathum allows for dwarven goods to be fairly plentiful.
Elven language

The **Elven language**, or "**Elder Speech**", was largely lost when Elveshaal fell to the Adamantium, and its people enslaved, around two millennia before the Ninth Age. When the elves settled their second homeland, the Sylvandale, they aimed to restore their lost language and lore, but the Sylvandale fell after a Crusade was declared against them by the Ministry in the early Second Age.

Elder Speech in the Ninth Age is thus a fragmented remnant, a few words that are thrown into conversation rather than a working language used to conduct everyday life. The Sylvan elves, self-appointed custodians of the elven language and lore, use more Elder Speech than their City elf brethren. Some clans speak it fluently and exclusively. Living among humans, the City elves now retain only a few old words whose origin is almost forgotten, such as *bhin,* derived from *bhinan*, the Elder Speech term for humans meaning "quickling" or "quick children", *leath,* derived from *leathen,* the Elder Speech term for elf-blooded meaning half-blood, and *hahrel,* the leader of an Enclave, meaning "elder" in Elder Speech.
Ninth Age

< Eighth Age

**9A00**: Led by the young Prince Baylor, the Nordish rebels finally succeed in driving out the Maudesian occupational force. Baylor kills the usurper King Alain in a duel at Fort Volantus.

* Less than a week after Baylor's ascension, Athren Perrin becomes Viscount of Blackwall.
* A short time later, Lysadore is shaken by a civil war and the much maligned "Three-Queens Era" begins.
* The ruling Archon of the Adamantium faces usurpation.

**9A03**: Baylor Kaulden is crowned as King of Nordain.

**9A04**: Aurianne Pelleneur, the future empress of Maudet, is born.

**9A05**: Renley Kaulden, the future king of Nordain, is born.

**9A08**: Queen Rowan of Nordain dies.

**9A10**: King Baylor allows the Grey Order to return to Nordain after two centuries of exile.

**9A12**: Thought by the Ondrathum dwarves to have been long lost to the fiendish hordes, the dwarven kingdom of Nar-Lodahr located deep beneath the Hunteron Mountains is rediscovered. The dwarves there are still resentful of Ondrathum, and refuse to bow to the dwarven king's authority.

**9A13**: The fortress of Borimmar falls to a horde of fiends. Dwarven scholars believe it to be the first hints of a coming Scourge.

**9A14**: Aldan Perrin succeeds his father, Athren Perrin, as Viscount of Blackwall.

**9A20**: Nordain and Maudet officially make peace after the ascension of Empress Aurianne I to the Maudesian throne.

**9A21**: After a failed attempt to oust the influential Templar Order from the city, Viscount Aldan Perrin is executed and Daltain Marlowe is appointed Viscount of Blackwall. Due to her part in the arrest of Viscount Perrin, Josselyn Stannard is promoted to Knight-Commander of Blackwall by Grand Cleric Arlette.

**9A25**: King Baylor of Nordain is thought lost at sea, and presumed dead. Baylor's son, Renley, inherits the throne of Nordain. Approximately one month later, Renley marries Rhealla, daughter of Jarl Ornand Dhunne.

* The Grey Order of Nordain senses the first hints of a coming Scourge.

**9A27**: Magister Urien Hirceles, along with a group of co-conspirators among the Adamantine Templars and the Magisterium, ousts the ruling Patron. Hirceles becomes the new Patron afterwards.

**9A30**: The *Rangers of the Grey* campaign begins.

< Eighth Age