recursal/Fanatic-Fandom huggingface dataset:
Lumiyax

**Lumiyax Fontium** is a Dragonborn soldier, orator, rhetorician, and clan official. A member of the famed Fontium Bond, that was trapped in the dungeons of the White Covenant, Lumiyax has worked with the Usual Suspects, especially Iago, to unite the Dragonborn under a single banner.

Lumiyax was renowned as a talented orator in the Fontium Bond prior to his capture by the White Covenant. Unlike most of his bond, he disdained religion and refused to acknowledge the gods as truly divine beings. He merely saw them as "bigger lizards than we are." His mother Lucina was a bond cleric and his father unknown. While he admired his mother's dedication to helping people, his philosophical stubbornness wouldn't allow him to help people in the same way as her. He took it upon himself to learn to heal others through science rather than religion.

At 21, Lumiyax left his bond in search of the famed artificer Master Nirmarth. After months of tedious riddles and trials, he finally located the master. Lumiyax begged the man to train him to be a master artificer as well, but Master Nirmarth refused.

 Abilities

* **Acid Breath:** 15 ft. cone (Dex. save). Roll 4D6 + 4.
* **Acid Resistance:** Half damage from acid damage.

 Items

### Equipment

* **Head:**
* **Amulet:**
* **Cloak:**
* **Armor:** Scale Mail Armor + 3
* **Hands:**
* **Ring 1:**
* **Ring 2:**
* **Belt:**
* **Boots:**
* **Weapon 1:** Boomstick
* **Weapon 2:**

### Money

* **Gold:** 100 pieces
* **Silver:**
* **Copper:**

 Stats

### Ability scores

 **INT:** 20 (+5) | **WIS:** 10 (+0) | **CHA:** 12 (+1)

### Saves and Skills

* **Saves:** WIS, CHA.
* **Skills:** History, Insight, Perception, Persuasion

### Proficiencies

* **Weapons:** Martial Weapons, Firearms
* **Armor:** Light. Medium
* **Languages:** Common, Draconic, Elvish

### Other stats

* **AC:** 18
* **Initiative:** +DEXm = +1
* **Speed:** 30
* **HP Max:** 95

 Spellcasting

* **Guidance (lvl. 0):** You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Session 19

**Session 19 of the Eden campaign** took place on 27 March 2020 (in Eden time: 16 August 120 3A; ended the afternoon of 18 August).

## Synopsis

The imprisoned party is forced into the service of Provost Henselijn and the Athenaeum. They are to follow Krispin van ter Haar in an expedition to Heaven's Reach, a forgotten dungeon and prison ostensibly discovered only recently by Dwarven miners. After a confrontation with a corrupted being, Krispin reveals that the mission is but an elaborate ruse in order to provide further nourishment to the barrier and imprisonment of an ancient Corrupted Being that has been locked within the forgotten city.

## Summary

### Prisoners of the Athenaeum

The party awakens in sneaky mind prison

The party makes a deal with Provost Henselijn

### The fight in Ulstand

Ulfgar likes Edda

Edda is betrothed to a wangrod

Ulgar beats the shit out of said wangrod

### The Dig

Party visits a creepy and suspicious abandoned Dwarven dig

### Huron's visisons

Huron deactivates the magical Eyestone barrier between the forsaken city and the outside

Huron falls into certain visions

#### As the sacrificial victim

The vessel of the draconic soul of Huron, in a past life, is sacrificed to a Corrupted Being.

#### As Arthaz, the Jailor

The vessel of the draconic soul of Huron, in a past life, acts as a jailor of the Corrupted Being in Heaven's Reach, and discusses the job of keeping the Corrupted Being prisoner -- and his growing appetite for mortal souls -- with a friend

### Crossing an ancient barrier

Upon crossing the deactivated barrier, some other force is at play -- a corruptive force that transforms Merien, an apprentice of Krispin, into a Child of Corruption.

### BOSS: The Child of Corruption

The Corruption seizes Ulfgar's Black Sword, suffusing it with powerful magical energy upon successive strikes that deliver devastating blows on the Usual Suspects. Slowly but steadily, the Usual Suspects wear away at its abyssal defences, until one of Krispin's Apprentices -- who mysteriously possesses an Incorruptible Soul -- freezes it in place with a powerful chromatic orb.

### The Plan

Krispin reveals the entrapped soul of an incorruptible being as the new reagent in the containment of the primordial corrupted being within the jail.

Krispin reveals that the last time the corruption was sealed coincided with the turn of the age, and the Glorious Revolution of Aldia that turned Aldreic into the New Monarchy.
Logarius of Tyrland

Human

## Rules Information

* 5e

***"Tell me... would you not feel pity for these creatures? Would you not want to help them, when the very gods they praise have forsaken them from the beginning?"***

**— Logarius, to the Usual Suspects.**

**Logarius** was, before his defeat at the hands of the Usual Suspects, the King of Tyrland. The master of several Eyestone shards, he is able to control the mind and memory of conscious humanoids at will.

His true name was never known, and he is known to have replaced his former name with that of his ancient master, Logarius the Great.

Logarius was known by many sobriquets and nicknames, including the **False King**, the **Great Deceiver**, **Logarius the Second**, the **Last Dragon**, amongst others.

## Description

Logarius often polymorphs into a humanoid shape when dealing with humanoids. In this appearance, he is a gaunt and wizened human figure. He has long white hair and a trimmed white beard.

## Personality

Little is known of this dragon's personality. However, it is believed that the events of a forgotten age have left him deeply scarred, and deeply intent on fixing what he perceives is to be are the faults of the Nexus and the Planescape.

## Abilities

Logarius is known to possess the ability to occupy minds, alter memory, and bend conscious beings to his will. He can directly control such beings as well.

## Possessions

Logarius is believed to have possessed at least several Eyestone shards, which allow him to achieve the power outlined above. These are now under the ownership of the Usual Suspects.

## History

Logarius claims to have served under the Forgotten Conqueror, who he claims was also named Logarius. Few, including the Usual Suspects, know of the existence of the Great Conqueror -- or, as Logarius describes him, the Great Liberator. The name of the Forgotten Conqueror, for the most part, has been stricken and erased from History.

## Appendix

### Notes

1. ↑ In the Astralspace created by Logarius the Great.
2. ↑ In the Nexus itself.
Corlion

## Rules Information

* 5e

***"Much is expected of you. But that is because there is much you can offer."***

**— Corlion, to Jade.**

**Corlion Adenaer van der Lumenfeld-Spitz** is a prominent Eldritch Knight and the former Headmaster of the Myrwood School, in which talented fighters were trained in the art of Eldritch Knighthood.

## Description

Corlion is an athletic middle-aged human of Tullian extraction. In the present, he seems to carry a perpetually-distressed appearance, much in contrast to his former taste for elegance and proper grooming. His long, brown-blond and graying hair hangs loose at his back and sides, while a short beard frames the lower portion of his face, which now begins to show the wrinkles and creases of age. His brown eyes are laden with a heaviness beyond the count of his years.

## Personality

A well-mannered and pleasant person, Corlion is known for his patience and empathy. During his days as the Headmaster of the Myrwood School. Once gregarious and outgoing, he has fallen into a more reserved demeanor.

## Abilities

Corlion Lumenfeld is known to be one of the most powerful and talented Eldritch Knights alive. His weapon of choice is the Template:Wp. He complements his swordsmanship with a powerful array of spells and effects.

## Possessions

* The Blade of Augurs, a long estoc of Elvish make

## Activities

* Former Headmaster of the Myrwood School

## Relationships

### The Spinner family

Jade was Corlion's former protege at Myrwood; Corlion was a stout friend of Baldwin Spinner Sr., Jade's father.
Sword of the Wolf

The **Sword of the Wolf**, the common name of the legendary sword **Chainbreaker**, is a unique magical artifact in the shape of a longsword. It is wielded by Ulfgar of Clan Gorunn.

Sword, Very Rare, requires attunement by non-evil aligned martial class.

## Description

Chainbreaker is a blade of unknown origin, but tradition holds that it presents itself to worthy champions destined to triumph against corruption, tyranny, and despotism. In its current appearance, the blade bears wolven imagery. The blade itself is a dull gray color. Most noticeable is wolf's head shape of the pommel, that bites those who get too close; the eyes shine a bright purple color.

## Characteristics

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

* **Bane of Tyrants**. When you make an attack roll on a creature of Evil or Lawful alignment, you have advantage on the attack roll. If the attack on the creature hits then the creature takes an additional 1d8 radiant damage.
* **Fear of Chaos**. When you roll a critical hit on an attack roll against a creature of Evil or Lawful alignment, the creature is feared and takes an additional 6d8 radiant damage.
* **Chaotic Uncertainty**. When you roll a critical failure on an attack roll, make a roll on the rock of uncertainty table.
* **Evilsense**. The sword magically glows in the presence of evil. This property extends from the blade up to a radius of 100 ft. When a creature of an Evil alignment is within the radius, the blade magically emits dim light up to 10ft. When the creature is within 50 ft, the blade instead emits bright light up to 10 ft and dim light for an additional 10 ft.
* **Fountain of Chaos**. Using an action, you create a magical wave of destructive radiance centered on yourself. The wave extends up to 30 ft in all directions around you. All creatures of Evil or Lawful alignment within this space must make a Wisdom saving throw of DC 12 + your proficiency modifier. On a failure, a creature takes 10d6 radiant damage or half that much on a success. This property is only usable once per day. You regain the use of this property at the start of the next sunrise.
Sorcerer

A **sorcerer**, sometimes known as a **sorceress** if female, is a wielder of arcane magic bound only by their own willpower. Unlike most other arcane spellcasters, particularly the wizards they are often compared with, sorcerers have innate magical ability and are noted for their lack of study in obtaining such power. And while a wizard focuses on isolating their foes and diminishing their ability to fight, a sorcerer prefers to unleash his or her full power, without restraint, blasting their enemies into oblivion. The magic a sorcerer wields is, as a result, intensely powerful though often somewhat unpredictable, much like a barbarian in the heat of a *rage*.

## Culture

Sorcerers are arcane artists, casting spells as a poet might write poetry, innately, rather than through regimented study. How they come by this power is not commonly known, though it is speculated that sorcerers' very flesh is, in some way, touched by arcane power.

## Abilities

Sorcerers are best in a support role, though they often put themselves at risk as a part of their job. While in combat, sorcerers are typically heavy hitters, dealing lots of damage, though many sorcerers also appreciate the utility of long-ranged, hindering spells that exchange raw power for a greater number of enemies injured or other effects. To aid them in casting these spells, sorcerers make use of daggers and staffs as implements, which empower their spells and make them more potent. And while wizards rely on their ability to learn and memorize for the purpose of spellcasting, sorcerers more typically rely on their willpower and emotional presence to focus and empower their abilities.

Core Classes
Ardent • Avenger • Barbarian • Bard • Battlemind • Bushi • Cleric • Druid • Fighter • Invoker • Monk • Paladin • Psion • Ranger • Rogue • Runepriest • Samurai • Seeker • Shaman • **Sorcerer** • Spellscarred • Swordmage • Warden • Warlock • Warlord • Wizard
Session 5

## Summary

Suspecting foul play, the party investigates further regarding the condition of the white eyes. The party accepts a job offer from Tuderick: he offers his sponsorship for future work with the Fist's upcoming operation -- as well as a substantial amount of gold -- for the rescue of his brother. The party heads south to both rescue Tuderick's brother and to investigate Phillidore's Lighthouse, a building linked by multiple sources to the unusual Golden Dragonborn, Gradius, that appears to possess substantial information about the condition.

## Synopsis

### Leiton Temple

party gathers information at temple

There seems to be some foul presence in the temple.

### The Plaza, the Stables

leaving temple, party is approached by tuderick with job offer

gets supplies and horses from Fist

### The Road

travels south, running into a group of heavily armed soldiers who ask for travel papers

party can't supply papers, but are saved from arrest by mysterious human

he warns party not to harm or kill civilians

a few days later, party successfully breaks Hrothgar out of prison

### Phillidore's Beacon

party gets to lighthouse/beacon, finding a sword slot on the roof

elven sword fits into perfectly into slot, and grows a small hole on its pommel
Ulfgar sticks his finger in pommel but nothing happens.

party heads into basement, and shortly gets attacked by kobolds

many kobolds get slaughtered, and Ulfgar x (x2) and Jonah get knocked out

Huron finds a gem that gives him a vision when he picks it up
Tourall

The city of Tourall, namesake and capital of the surrounding duchy.

**Tourall** is a constituent duchy of Aldia. Most of its territorial extension is currently controlled by Keldar, a product of the Endless War.

## History

### Tourall offensive

Main article: Tourall offensive
The recent offensive has resulted in most of Tourall, including the City of Tourall, to fall to the hands of the invaders.
Tennega Division

The **Tennega Division** is a unit of the Aldian army under the command of Huron Tennega.

## Strength

The Tennega Division is an elite corps of 53 soldiers in total. Of these, 3 are officers, 5 are sergeants, 45 are agents and soldiers.

The division has four dedicated logistics personnel stationed in Roulan.

## Chain of Command

* General: Huron Tennega.
* Commander: Osprey Vareauna.
* Lieutenant: Amar.
* Sergeants: John Appleseed (Black), XY (Red), XY (Blue), XY (Green), XY (Yellow)

## Soldiers

Currently, the Tennega division is at a strength of 41/50 personnel.

* Black Squad (7/10 soldiers): The elite black ops squad.
* Red Squad (7/10 soldiers): The fighters. Equally powerful with bow and sword.
* Blue Squad (10/10 soldiers): The arcana-gifted members of the Division.
* Green Squad (9/10 soldiers): The scouts and rangers of the Tennega division.
* Yellow Squad (8/10 soldiers): The fresh meat. The scum. The cannon fodder.

## Logistics

* **Shidhe d'Avast**. Half-elven logistics officer.
* **Rathas de Gelhan**. Quarter-elven blacksmith (journeyman).
* **Aifen d'Avast**. Half-elven quartermaster and cook.
* **Grock Battlefist**. Dwarven cleric (journeyman) and healer.
Osprey Vareauna

Osprey is one of the toughest fighters Huron knows, especially proficient in dual-wielding.

## 5th Edition Statistics

### Class

Fighter

***"Nothing ever changes by itself. It's up to us to make things change."***

**— Osprey Vareauna.**

**Christoph Bastian "Osprey" Vareauna** is a notable Aldian soldier.

Deeply embittered by the course of the Endless War to date, he is deeply invested in the mission to unearth the identities of those responsible for the Burning of Vareaux in order to dispense cold, steely justice upon them.

Osprey is practically inseparable from Kyrie Vareauna, his older brother. Unlike his outspoken and gregarious elder sibling, Osprey is distant and reserved, although by no means shy or timid.

One of the strongest dual-wielders of the Aldian army, Osprey is responsible for the death of more than 50 Keldari Paladins.

## Description

Osprey is a tall, powerful, and heavily-built individual. Like his brother, he has long locks of golden hair and a tanned complexion; however, his steel eyes seem glazed and distracted, and his appearance is often disheveled and ill-kept.

## Personality

The younger Vareauna brother is distant and absent from most people, except Kyrie Vareauna and Huron. When he does interact with others, he is mostly reserved, but prone to sudden outbursts of passion that hint at his embittered and disillusioned spirit. He is rarely seen without a bottle, although his alcoholism has been checked and to some degree reversed by his elder brother.

## Abilities

Osprey is a strong soldier on the Aldian side, with a natural aptitude for the art of dual-wielding.

## Possessions

Osprey is known to wield two magical swords, although the Usual Suspects know no further information of them at this point.

## Activities

* Soldier in the Army of Aldia.
* Honor guard of Kyrie Vareauna.

## History

One of the boys of Vareaux, he grew up in the company of the famous agent Huron Tennega. A natural fighter, Osprey found his calling in street brawls that led to his impressment into the Aldian army.

Osprey, trained by Wodan Longtooth and other masters, became a powerful and deadly soldier. However, the inhumanity of war took an ever-increasing toll on his physical and mental health, leading to a series of breakdowns that culminated in alcoholism.

Ever since he was found once more by his brother, thankfully, Osprey has slowly recovered, although he has become an embittered and cynical person.
Staff of Power

This metal staff emits a low hum, latent with magical energy. It requires attunement by a Sorcerer, Warlock, or Wizard to be used.

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, its bearer gains a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.

The staff has 20 Charges for the following properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 Charges.

* Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
* Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
* Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it. You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following list. On a successful save, a creature takes half as much damage.
	+ 10 ft. away or closer — 8 x the number of Charges in the staff
	+ 11 to 20 ft. away — 6 x the number of Charges in the staff
	+ 21 to 30 ft. away — 4 x the number of Charges in the staff
Skinks

***"A Skink with a poisoned dart and twelve years of experience is enough to change the fate of Vantion."***

**— Rello Glaracant, noted bard and rhetorician.**

**Skinks** are a small race of Coldbloods present in much of the world. Few can be found outside of the symbiotic society they have built with the Lizardfolk, and the few that can be found are rarely seen, as Skinks have unparalleled abilities in disguise and camouflage.

Skink-kind is a martial society, but of an entirely different character than their larger coldblooded friends -- they are mostly employed in ambushes, assassinations, and covert operations that require clandestine activities.

## History

### First Age

* War with Serpentfolk is lost until Logarius helps

### Third Age

* relative obscurity
* Diero de Naessens only scholar believed to have connections with them...

## Society

### Homelands

To the south of Erideon is the mighty continent of Vantion, in whose jungles

## Interracial relations =

Society with Lizardfolk
Hatred of Serpentfolk
Session 26

**Session 26 of the Eden campaign** took place on 1 May 2020 (in Eden time: noon 23 August to evening 24 August).

## Summary

Iago and Huron are taken to the demi-plane of the White Covenant's prison, where they are interrogated and tortured. Their torturer, Ivar Gaustend, is a penitent acquaintance of Gradius, and shows a willingness to help the two escape. However, it's not an easy task, as Iago and Huron must try to create a distraction in the prisons to give them a chance to escape. Fortunately, Iago understands the rivalry of his people well: He causes a scuffle between the Red and the Black Dragonborn in the prisons, while Huron seizes the opportunity to impersonate an Inquisitor to disable the anti-magical field that keeps the prisoners' magical abilities locked. The prisoners riot, and a significant fraction of them (especially those in Huron and Iago's wing) are able to escape. Directly into the streets of Roulan.

## Synopsis

### Dragonborn Prisoners

An unusual number of prisoners appear to be Dragonborn, leading Iago to question the morality of the White Covenant. Dragonborn, as the children of Dragons, are, by their very existence, a threat to the Aldian Religion, just as Draconic Vessels are.

### The Antimagical Field

The antimagical field was powered by a Channeling Crystal that the White Covenant very clearly did not understand, otherwise, they would have taken specific precautions to make sure that Iago and Huron (Draconic Vessels) would never have the opportunity to disturb it.

## Quests

### New

* **The Penitent Sinner (Everyone):** Help Ivar Gaustend find a new home.
* **A Gambling Man (Everyone):** Help Beran de Gaelst return to his family.
* **The Child of Hell (Everyone):** Help Dynachus with a 'small favor'.

### Completed

* **Murder Most Foul (Everyone):** Clear your name OR escape from the Temple's prison.
Vareaux

**Vareaux** was a village in the duchy of Tourall, in the central-eastern reaches of the New Monarchy.

It was infamously burned as a method with which to arrest the advance of the Keldari forces after the Aldian defeat in the Siege of Tourall, thus ending the Keldari onslaught in the Tourall offensive and allowing the New Monarchy to remain in the Endless War.
Tanngrisnir

Tanngrisnir, Ulfgar's celestial goat (no -- it cannot read celestial!)

**Tanngrisnir** is a celestial Giant Ram steed that is loyal to Ulfgar.

### Abilities

* **Charge:** If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra (2d6+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
* **Sure-Footed:** Tanngrisnir has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
* **Ram:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.

### Other stats

* **AC:** 11
* **Initiative:** 0
* **Passive Perception:** 11
* **Speed:** 50
* **HP Max:** 19
Gradius the Wanderer

**Gradius, the Wanderer**, is an anonymous Dragonborn sorcerer or wizard that seemingly travels through the land.

A frequent collaborator of Diero de Naessens and Corlion, the Usual Suspects have learned that he has been involved in a host of organizations, including the Athenaeum, the Royal Library, and possibly others.

Recently, he worked with Hjartarson Coldwind to restore and preserve Mzundelft from both the Drow invaders that have taken over much of the Lost Chiefdom, as well as the threat of Keldar.

## Description

Gradius is a golden Dragonborn, often found in traveling gear; noticeably, he wears a black blindfold wrapped around his eyes.

## Studies

### Corruption

The Suspects know that Gradius was aware of and solved the problem of Corruption long ago, although his methods resulted in an inefficient solution by producing an abundance of werewolves which the party defeated in an earlier session.
Universe

***"Well, the Universe is under no obligation to make sense to you!"***

**— The scholar Lynden Grufyn, in the midst of heated debate.**

The **Universe**, also known as the **Multiverse**, is the name given to the full collection of known and unknown Planes of Existence.

## Planes of Existence

Main article: Planes
The **Planes of Existence**, often simply known as the **Planes**, are a collection of regions within the universe, each of which seems to contain broadly different characteristics.

The nature and interaction of the Planes is not entirely understood, for which a wide variety of theories have been crafted in an attempt to explain such phenomena. Some describe the material plane and the anomalous planes as being different dimensions within a single universe, while others characterize the material plane and anomalous planes as composing entirely different universes.

**The Halls of Mandalos****The Silver Havens****The Hunting Grounds**
**Oadengard****The Nexus****The Wandering Isles**
**The Ashen Dominions****The Netherworld****The Red Realms**
## Cosmology

Main article: Cosmology
**Cosmology** is the study of the universe and of its constituent planes. A much-accredited branch of science, cosmology is a popular course of study throughout universities in the planes.

Unfortunately, there is a great academic divide as to whether the universe should be known as such, or if it should be known as the universe, et cetera ad nauseam.
General Company

The **General Company of the Northern Hansa**, often shortened to the **General Company**, is a massive conglomerate and holding company that altogether controls and runs the Free Provinces and everything within, essentially governing the Hansa as a for-profit company rather than a publicly-administrated state.

The General Company was an enterprise that was created in 14 3A as a partner institution to the League itself: the League would establish a dialogue between the Northern city-states, ensuring diplomatic and political cooperation, while the Company would assure their mercantile interests and profits.

Since then, however, the General Company has come to essentially dominate the League's governmental organ, the States-General, resulting in the peculiar situation that the Company's shareholders determine the members of the first two chambers of the States-General: in other words, the Company controls the government of the Provinces.

At the same time as its political influence increased, the General Company also began to purchase and hold many of the larger businesses and companies within the realm, purchasing them with shares in the Company, bringing many powerful magnates and burghers into the fold.

The power and clout of the General Company has increased in step with the growing centralization of the Free Provinces under the Hanseatic League, especially after the invasion of Keldar, that allowed the League (and thus the General Company) to incorporate the armies of the member states, and greatly expand its own private army in the defense of its business interests.
Shiver

*"If you beat me in the Diamond Trial, I will break out of my ice prison, find you, and I will kill you." **Shiver** to Frozensea*

## Appearances

**Shiver** is an IceWing that looks exactly like Winter, but has pure white scales with silver-tipped horns. He has a scar over his left eye.

## Biography

**Shiver** was part of the group that finds **Frozensea** at the edge of the Ice Kingdom. **Shiver** pushes past Winterfall and confronts **Frozensea**. He asks why she is here and when she replies that she is trying to find her tribe he sneers and says that he knows that **Frozensea** is a hybrid and will never be accepted by any tribe. **Frozensea** lashes out at him and gives him a scar across his left eye. **Shiver** leaps at **Frozensea** and she dodges to the side. She scratches him on his thigh and flies away.
The Nexus

The **Nexus** is the term used to describe the material plane of the universe, as it appears to be the only plane that appears to simultaneously allow access to all of the other planes known to exist. The Nexus represents the confluence of all other planes of existence.

In contrast, the term "World" is used to describe the spherical accretion of matter in which the Continents are located, but the Nexus -- the Material plane -- includes a seemingly-unlimited number of sub-planes and demi-planes, some of which overlap into the World, created by Wizards and other spellcraft throughout the Ages.

## Appendix

1. ↑ According to several scholars and authorities on the matter, ranging from Logarius to Extraplanars and so forth.

The Classical Planes
The Halls of Mandalos • The Silver Havens • The Hunting Grounds
 Oadengard (The Promise) • ****The Nexus**** • The Wandering Isles
 The Ashen Dominions • The Netherworld • The Red Realms
Whitehelm's Folly

## Whitehelm's FollyPart of the Recovery of Mzundelft

***"Dishonourable, perhaps, but successful. Had this not been done, the independence of Mzundelft would have never been assured."***

**— Hjartarson Coldwind defends his dishonourable plan to the Council of Mzundelft.**

**Whitehelm's Folly**, known to scholars as the **Ambush at Tzand**, and in Stavenberg as the **Battle of the Cowards**, was a short civil conflict that took place in Tzand.

## The Battle

After Whitehelm left with the majority of his men, he instructed the remainder to guard the Golden Tower at all costs. The Pact of Erdenheim was broken when the Stavian forces began marching into the Golden Tower.

Hjartarson Coldwind rapidly recognized what was happening, and dispatched his forces to confront those still outside the Golden Tower.

Hjartarson was able to trick the Whitehelm forces in the Golden Tower into escaping when Diero de Naessens impersonated the venerable Fredgar Whitehelm himself.

Upon leaving the impregnable bastion at the center of Tzand, the Stavians were set upon and destroyed by the combined forces of Mzundelft, Fallhammer, and Kragstett, who Hjartarson rallied to his aid against the treasonous Stavians.
Humans

Humans are perhaps the most adaptable and versatile of the Races.

***"The Gods help those who help themselves."***

**— A popular saying among Humankind.**

**Humans**, also known as **Humankind**, are a race of humanoids that have settled much of the world. Versatile and ambitious, they are often found

## Notable Humans

* **Huron**, Draconic vessel and inheritor of the legacy of Awaranthas, legendary lieutenant of Logarius the Great. One of the Usual Suspects, a resourceful Fighter and Rogue.
* **Jade**, Draconic vessel and inheritor of the legacy of a legendary lieutenant of Logarius the Great. One of the Usual Suspects, an Eldritch Knight well-versed in agile combat.
* **JoJo**, Draconic vessel and inheritor of the legacy of a legendary lieutenant of Logarius the Great. One of the Usual Suspects, a Bard of puncturing and devastating wit.
Tourall (city)

**Tourall** is a city in the eponymous duchy located in the eastern reaches of the New Monarchy.

An influential trading hub in the continent, it is famous for the quality of its wine, as well as its farmlands and livestock.

It is currently controlled by Keldar following the crushing Aldian defeat at the Siege of Tourall.
Athenaeum

## The Athenaeum

The Athenaeum is one of the principal places of learning in Roulan.

The **Athenaeum of Silla Glauver in her City**, commonly known as the **Athenaeum**, is an institution of higher learning in Roulan.

It is particularly noteworthy for the insights of its researchers into geography, sociology, history, and other fields of study.

The Usual Suspects have discovered that the Athenaeum covertly works on a number of projects concerning the Eyestones, Incorruptible Souls, and Corrupted Beings.

## Organization

### Provost

The Provost is the dean of the entire organization, and acts as the executive.

### Headmasters

A headmaster leads one of the schools of learning, which number as follows: History, Anthropology, Politics, Economics, Archaeology, Cartography, and others. The Council of Headmasters advises the Provost.

* Headmaster of History: Krispin van ter Haar
* Headmaster of Philosophy: Silla dels Ellsiers
* Headmaster of Extraplanar Studies: Gwyon de Glauver
* Headmaster of Natural Philosophy: Gael de Flygt
* Headmaster of Sociology: Asutali
* Headmaster of Theology: Grallt ter Hillen
* Headmaster of the Fine Arts: Gwyntyn ap Krynnyg

### Masters

An initiate is given the rank of Master when he or she becomes the master of one school of learning.

### Initiates

The lowest rank of the organization, many of them have only been in the institution for a few years.

## Activities

The Athenaeum is famous for its research into the social studies, and is criticised for its limited insight into magical affairs -- vehement denials and rebuttals notwithstanding.

## Base of Operations

The Athenaeum is a relatively unimpressive complex from the exterior: a simple cylindrical structure with a large garden around it. However, its size belies an intricate collection of demiplanes clustered around the building, from which the Athenaeum really operates.

## Notable faculty

* **Alfric Aedilburh**, the author of the *Inquiry into the Abyss*, of which Asutali has a copy, is a distinguished researcher who specializes in the study of the Abyss.
* **Provost Henselijn** is the head of the Athenaeum. Her research specializes on the role of magic in the history of the world.
Tonra Dunnesgon

**Tonra Dunnesgon:** Slight but hardy, even for his years, Tonra was temporarily able to evade capture during the crackdown in Abersbourg, and it was thanks to his frantic warning and rapid evasion that any of the children were able to escape re-enlistment at all. His speed and ability to run for very long periods saw him designated as a courier, and it was this experience that Kyrie leaned upon when requesting his assistance. Tonra is his closest confidant, who can move unseen and go anywhere, slowly establishing connections through which they might yet be able to act.
The Ashen Dominions

The **Ashen Dominions** is the name given to one of the planes in the Universe. In this place, towering volcanoes eternally blaze out unending fire and dust into an orange sky. Beneath these towering fountains of creation, verdant and fertile tropical forests house many orderly societies of reptilian Coldbloods.

The Ashen Dominions are the ancestral home of the Serpentfolk and the Lizardfolk, two creatures whose primal rivalry has been the casus belli of uncountable conflicts throughout the history of the universe. Infamously, the Ashen Dominions are the birthplace of Devils as well.

The Ashen Dominions are ruled through a byzantine network of laws and regulations by the Cinder Convent, itself headed by the usurper Sister Friede.

The Ashen Dominions have historically been opposed diametrically to the Hunting Grounds, whose

## Appendix

The Classical Planes
The Halls of Mandalos • The Silver Havens • The Hunting Grounds
 Oadengard (The Promise) • **The Nexus** • The Wandering Isles
 **The Ashen Dominions** • The Netherworld • The Red Realms
Warrior

https://upload.wikimedia.org/wikipedia/commons/e/e1/Wikipedia-logo\_50px.png
Wikipedia has an article on:
**Warrior (Dungeons & Dragons)**

**Warriors** were akin to fighters although they received less training.

## Culture

These soldiers were common throughout the *Realms*, either self-taught or trained en-masse as part of an army or other military force. Warriors could be found among any civilization and even in uncivilized areas.

## Appendix

*Our community needs more information on this page! Can you help out? Click here to add more.*
### Notes

#### 2nd edition

The Warrior class was introduced in 2nd edition (AD&D) as a generic class with three specific subclasses: Fighter, Paladin, and Ranger.

#### 3rd edition

The Warrior class was also the name given to an NPC class in 3rd edition.

### References

1. ↑ 1.0 1.1 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). *Dungeon Master's Guide 3.5 edition*. (Wizards of the Coast), p. 109–110. ISBN 0-7869-2889-1.
2. ↑ David "Zeb" Cook (August 1989). *Player's Handbook (2nd edition)*. (TSR, Inc.), p. 26–29. ISBN 0-88038-716-5.
3. ↑ David "Zeb" Cook (April 1995). *Player's Handbook 2nd edition (revised)*. (TSR, Inc.), p. 36–42. ISBN 0-7869-0329-5.
Tuderick Torunn

**Tuderick of Clan Torunn**, known to the Usual Suspects to be the alibi of the real **Hjartarson Coldwind**, was a Dwarven chieftain that secretly led Mzundelft-in-Exile until his death at the hands of Ulfgar.

The real Hjartarson is believed to be at least partially responsible for the fall of Mzundelft, the greatest of the Dwarven chiefdoms.

## Identity

Given his great similarity to Gerdar, his half-brother, the two brothers staged "Gerdar"'s death during the Fall of Mzundelft and the bastard assumed the true-born's identity. Subsequently, the brothers are believed to have collaborated with other members of Clan Torunn, including Lord Mzinchaft Torunn as well as Gralbek Torunn, in order to pass "Tuderick" as a distant cousin from Istenback. This complex maneuver was orchestrated in order to protect the bloodline of the last true heir of Mzundelft from assassination or otherwise.

## Demise

The Real Hjartarson was killed by being thrown down the elevator shaft of the Golden Tower by Ulfgar.

With "Tuderick"'s death, the primary line of Clan Coldwind was extinguished.
The Netherworld

The **Netherworld**, also known as the **Nether**, is one of the planes in the Universe. Fabled to be covered in fire, cinders, and ashes, these childish tales and fables are of course entirely false.

It is the home of the so-called Hellborn, who nonetheless refer to themselves as **Agh Ellgen**, literally meaning the Old Ones, but also meaning the Cursed Ones or the Damned.

The Netherworld is ruled in despotic tyranny by Vidine, the Nethermother. Although the peoples of the Netherworld are considered to be the hardiest and most powerful of the Multiverse, Evil is at the very root of their strength.

The Netherworld is diametrically opposed to the Overworld, their ancient and merciless enemy.

## Realms of the Netherworld

### Vasselghar

Main article: Vasselghar
Vasselghar is the chief of the dynasties of the Nether, and is directly controlled by Vidine, the accursed tyrant of the plane...

### Acht Alghaer

Main article: Acht Alghaer
Acht Alghaer is a great Kingdom of the Netherworld... controlled by Uddreth, whom the Suspects know from Dynachus Thornblood.

The Suspects know of Dynachus Thornblood, the name of one individual who managed to escape the prison of his people, to search for vengeance and redress for crimes long since forgotten by the inhabitants of the Nexus... The Secundus of Acht Alghaer, he is the Second-in-Line for the Throne.

## Appendix

The Classical Planes
The Halls of Mandalos • The Silver Havens • The Hunting Grounds
 Oadengard (The Promise) • **The Nexus** • The Wandering Isles
 The Ashen Dominions • **The Netherworld** • The Red Realms
The Willow

**The Willow** is a large inn and adventurers' guild in the outskirts of Roulan. A massive inn with hundreds of rooms and tables, it is regularly full to the brim with adventurers, bounty hunters, and monster slayers, and for good reason, as it offers most of the services required for the trade.

The tavern is located inside its own complex, surrounded by a palisade with a single entrance through the thoroughfare (St. Jaime's Way) that leads into the southern entrance to the Strands (south of the Seitern), Griffon's Gate.

When entering the grounds, the first sight is a large and bountiful willow, that magically blooms with polychromatic flowers every morning (an effect produced by a Druid in residence). The flowers wither and fall by nightfall.

The drinking area is large, and designed so that the hearty jigs played by local musicians bounce from the platform at one end throughout the entire Great Hall. There is an elevated terrace outside, that provides a beautiful view of the city of Roulan, including the towering spire of the White Cathedral as well as the Royal Palace.

## Staff

* Dalkon Verhast, human waiter. Late forties, balding.
* Erran Varcona, half-elf waiter. Mid-thirties, hearty mustache.
* Tammond de Rochenlie, half-elf quartermaster. Burly, ruddy complexion.
* Grassta Gwenryd, half-elf blacksmith. Journeyman.
* Sain Terras Raschler, human armorsmith. Journeyman.
* Unnamed Druid.

## Amenities

### Rooms

Rooms are offered in three tiers: Squire (5 coppers), Knight (3 silvers), and King (3 gold). All of the rooms, regardless of tiers, are replete with beds and furniture, as well as running water. The prices are quite good for the quality of the room, doubtless a scheme by the owners to draw adventurers to The Willow's famous bar (everyone knows an inn's real profits are made through the sale of alcohol).

### Smithing and crafting

The Willow has a workshop replete with blacksmiths, armorers, and a forge, where adventurers can repair their gear, purchase new pieces, or request custom gear to be crafted.

### Stables

The Willow's stables are large, and can fit many dozens of horses. The party's horses or vehicles can be stabled and kept here.

### The Shop

The Willlow runs a shop where numerous tools and adventuring gear can also be purchased. The shop also doubles as a place where information about the city and its numerous factions can be gathered. The stand is run by the quartermaster, Tammond.

## Rivalries

The Willow primarily competes against other adventuring inns and establishments located in the outskirts of Roulan, such as the Poor Bird Pub and the Red Bell.

The Willow competes with The Frostview for the Dwarven clientele, and usually loses: the strong drink and hearty camaraderie of The Frostview entice Dwarves to visit it, even though it is located deep in the bowels of the city rather than the outskirts. That said, the Frostview contains its own rail station, through which Dwarves are allowed to visit it from the outskirts even from the latest hours of the night.
The Frostview

**The Frostview** is a large, Dwarven-run tavern next to Tenpenny Tavern in the Great Arch ward of Roulan. Adjacent to Temple Island and the White Cathedral, the Frostview is widely known -- both for its merits, as well as its demerits.

The Frostview is owned by the appropriately-surnamed Mzinchaft Goldwine, who inherited the inn from Edrick Coldwind, an exiled member of Clan Coldwind.

Although it is located deep in the city, the Frostview contains its own rail station, meaning that it can be accessed from the main station on the outskirts of Roulan. Special allowances have been arranged with the city council (doubtless with a hefty bribe) to permit Dwarves to travel to the Frostview from that locale at any time of the day or night, no questions asked.

## Staff

* Mzinchaft Goldwine, owner. A fabulously wealthy Dwarf, who inherited the inn from Edrick Coldwind and, over 200 years, made it what it is today.

## Amenities

### Drink

The Frostview is considered to be the only true Dwarven pub in Roulan, with drink appropriate for Dwarves.

## Rivalries

The Frostview is engaged in a bitter and often violent rivalry with the Elven-run Tenpenny Tavern, located a stone's throw away.
World

The **World**, also known as the **Earth**, the **Globe**, the **Prime Material** or **Prime Material Plane**, and many other names in the Common language, and an uncountable number of names in the other languages, is an (often ambiguously-used) term used to refer to a piece of the material plane we inhabit.

The world is located within the Nexus and, although both terms are often confused for the other, the Nexus is the sum total of the planes, sub-planes, and demi-planes which together conform the Material plane; therefore, the World is within the Nexus, while the opposite is untrue.

Thus, the World is a subset of the Nexus, but not the other way around.

## Etymology

The World is known by many names, such as the ones below:

* Common: The World.
* Elvish:
* Dwarvish: Ulmor

## Physical characteristics

The world basically has Earth-like characteristics when it comes to weather, gravity, magnetic stuff, and so on.

## Continents

Main article: Continents
The world is conformed of a large number of continents, a list of which can be found in the relevant article.

## Oceans

* Great Sea
* Northern Sea

## Other planes

The World is entirely found within the Material plane (i.e. the Nexus). Other planes are also known to also exist, with a handful of them being located within the world itself:
Terminology

A number of esoteric words are used to describe things in Erideon.

A

### Athenaeum

An **Athenaeum** is an institution of learning. The connotation is primarily that an Athenaeum is dedicated to the social sciences.

P

### Peerage

**Peerage** is a title given by the Monarch of Aldia to nobles and commons. Peers have the right to enter and participate in the proceedings of the Aldian Parliament; they are usually addressed with the title of *Lord*.
The Halls of Mandalos

The **Halls of Mandalos** are a Plane of the Universe. A series of towering fjords interspersed with peaceful, flowing waters, the mountains meet the sea in this incredibly beautiful plane.

This is the ancestral home of Halflings. Created by Mandalos, one of the primordial dragons, the plane is now ruled by his heir and firstborn. Taroverulus, the Golden Lawgiver. Taroverulus is the owner of two eyestone shards of the green alignment.

The Halls of Mandalos have a complex and sprawling bureaucracy, primarily dominated by its judicial branch.

## Appendix

The Classical Planes
**The Halls of Mandalos** • The Silver Havens • The Hunting Grounds
 Oadengard (The Promise) • **The Nexus** • The Wandering Isles
 The Ashen Dominions • The Netherworld • The Red Realms
Vampires

**Vampires** are an accursed humanoid race characterized for the drinking of blood for nutrition. Nonetheless, vampiric creatures need not be humanoid, or even sapient; many vampiric beings are more bestial than human in nature.

The term vampire is a hypernym used to refer to the whole subset of vampiric races and creatures, for which reason its meaning is too broad to denote anything specific besides the penchant for blood.