recursal/Fanatic-Fandom huggingface dataset:
Viethiel Vandrian

**Holy Color:** Silver

God of Elves.  Viethiel Vandrian desires to protect and preserve the elven race, return to his people their lost artistic heritage, and to thwart the schemes of the drow and the orcs. This also means guarding against the corruption within that resulted in the creation of the Drow. Kuomos advises his faithful to guard against stagnation as well, continually seeking out new experiences. They seek to bring out beauty through art, craft, and magic.

## Description

Viethiel Vandrian is around human height. He is slim, and looks simply athletic rather than muscular. He has the same range of complexions as humans, though he is far more often fair than dark. His fine, straight hair is often white, silver, or pale gold and he wears it long and loose. His ears are long and pointed and his eyes are pearly and opalescent orbs of vibrant blue, violet, or green, lacking pupils.

## Personality

Viethiel Vandrian is surprisingly humble, for a regent of his stature.

## Worshiper

Viethiel's clerics wear silver circlets and gossamer robes of the brightest azure. They often wear blue cloaks. His favored weapon is the bow. He dislikes those who defile the dead.

In large elven cities such as Enstad, temples to Viethiel Vandrian may be alabaster wonders with soaring spires. In smaller communities, they may be built among the branches of a large tree such as an ipp. Most temples are happy to lend aid to traveling elves and any other race that plans to do harm to orcs. Holy Days Most of Viethiel's holy days are tied to celestial events and occur only once every few years or decades. Once per month, when the moon is at its quarter phase, followers of Viethiel Vandrian gather in moonlit glades for a ceremony known as Lateu'quor, the Forest Communion of the rainbow ponds. There, they praise their Creator through song and dance and offerings of beautiful art. The art is not destroyed; sometimes it is physically transferred to the Upper Planes for elves to enjoy in the afterlife, while in other times it is used to decorate Viethiel's temples. Sometimes the very landscape of the glade is reshaped into a work of art. Once per year, on the fourth of Rielik, the holiday of Agelong is celebrated. Elves hunt for orcs to slay in memory of the god's great victories and luck.

**Rituals**

Viethiel is worshipped at natural geological formations. His rituals are integrated with the major events of elven life, such as births, coming of age rites, weddings, and funerals. Prayers to Viethiel Vandrian, which are always in Elvish, begin "Hei-Veithiel shar-shelevu," which means, "Viethiel, by your grace grant..." Before battle, worshippers of Viethiel Vandrian recite a prayer called the Litany of Lucky Arrows.

Let our lucky arrows fly from afar,

Let our silver blades be bright,

Let our woven spells be sung in the night,

Let our wit's barbs be sharp,

Let our souls fight with you,

Viethiel Vandrian!

Let our lucky arrows fly true,

In Your Name.
The Lullaby of Sorrow

*This Lullaby was heard near the Weirdening Weald during the Trail of the Scarlet Cape.*

*Wolves asleep amidst the trees*

*Bears all a swaying in the breeze*

*But one soul lies anxious, wide awake*

*Fearing all manner of lupine and fae*

*For your claret cassie sleep has flown*

*Don't dare let her tremble alone*

*For the mortals, brave and bold*

*Paid an axe of gold*

*They come, they'll go, leave naught behind*

*But heartache and woe*

*Deep, deep, woe*

*Vila are silent for the night*

*Crows turned in as daylight dies*

*But one soul lies anxious wide awake*

*Fearing all manner of wolves who will take*

*My dear claret cassie shut your eyes*

*Lie still, lie silent, utter no cries*

*As the craving wolves of wold*

*Paid in blood of old*

*They'll gnaw and bite you*

*Cut and dice you*

*Eat you up whole*

*Eat you whole*
Erasti NPCs

**Pashi Palla -** Pashi Palla is a female Lyrgan, coat grey with a white muzzle, and known for her profession as an apothecary who sells drams of elixirs. One can find her if searching the sewers of Erasti and is protected under a black flag operation. Minotaurs guard outside the doors of her lab that appears to be a cellar converted into a combination of what looks to be a hookah lounge, medical ward, and apothecary. There are those that occupy the area that can be seen in various states of altered consciousness (psychedelic trips) from dram taken as they sprawl out on cushions that make up seating areas for those indulging in such activities.

One Elf had taken the liberty of trying out dram to discover that Elves are not as affected by the drug. Their experience leaving them with a mild trip of disassociation and heightened visual sensory as well as touch. But lacked in focus of that around her and some over stimulation could be noted. It is also known that taking dram if you are of a larger species the effect of the drug doesn’t last as long but one of smaller size the drug can last from one hour or more depending.
Patrons Powers

## Sworn and Beholden

A patron is defined by a pact with a mortal being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods, and lack Estelar. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf. The patron gains power from the mortal's spark of life, the worship of their warlock and, in most cases, their eternal soul. There are a handful of warlock Patrons that can grant Divine spells. Those that do, often have gained a small sliver of Elen Synderes from a benefactor god or act as a conduit for a greater power.

***Granted Abilities:*** A Patron can grant any power or spell of up to 9th level to his or her warlocks. They also have the abilities to grant special powers. Most Patrons provide arcane access to the weave and serve as a conduit to the aether to allow arcane powers to their warlocks.

***Natural Abilities:*** Patrons are unique individuals and have abilities that are listed on their personal pages.
Khanate of Ghaal Zhon

The Plain is filled with goblinoid nomads who call themselves Zhonates. They are followers of Valin Locke, Kaemoloth but Isrenthelian is their true patron and placed above all others. Their cities are built of tents and bone and the people are often driven from their chosen site before the wind, but they are no less formidable for that. Their master, Khan Ghaal Zhon the II, rules from the City of Wheels. His nation stretches wherever hoof beats thunder, they are a mixed lot: Hobgoblins, goblins, ogres, orcs, bugbears, half orcs and some hill giants call the newly renamed plains of Zhon their home. Anyone who swears fealty to the Khan is welcome in their tents, and guests are honored for a night even in deepest winter, if only for a short time.

The majority of the population and the best horsemen are the Hobgoblins. Favored, the Khan of Khans (Ghaal Zhon himself) and all the lesser khans, who lead their own tribes, are belong to that race. The Herds of death have spent the past several decades unifying the large island they live on and have driven off or killed any who would not join.

In the past several years the Khan created a massive fleet to sail to the soft and ripe lands East of him, Clayth. With the Stormwall down, no time was better for great plunder and raiding. Things for the Khan could not have gone worse. Seeing a massive fleet of murderous hobgoblins and their ilk, the gnomes of the League of Fyrsturr i Riddari and the Giff of Confederacy Ponn Jariss formed an alliance and sunk every last ship and burn every shipyard. The Khanate and it's people are nomads, sturdy and strong but sea warfare was a new endeavour and the Alliance, who bost some of the best sailors and fleet in all the world, destroyed them.

Ghaal Zhon has sworn a blood oath of decimation and the young Warlord now plots and plans to bring ruins upon his enemies.

### Hordes and Keeps of Ghaal Zhon

* **The City of Wheels (Mobile Capital)**

* **Keeps:**
	+ Keep Rhos
	+ Keep Khorgaan
	+ Keep Morage
	+ Keep Khars

* **Hordes:**
	+ Orda Asgra
	+ Orda Khasar
	+ Orda Olar
	+ Orda Khasar

* **Points of Interest:**
	+ The Black Wagon
	+ The Ashen House
The Magistari

Five arcane users who form the arcane defense of the Empty Halls. The five are appointed for life and are all considered loyal to the Throne. They are charged with the arcane defense of the palace and the noble blood found within.

### Aphiar Ixius

Specialist in the school of Enchantment who lays down and manages many lingering spells designed for defense, detection and prevention of magic, and many other things. Human male with white hair and beard in his late seventies.

### Erone Uzorah

Specialist in the school of Conjuration who creates, animates, and maintains many different conjured creatures and inanimate object defenses. Human female in her early fifties.

### Security

Specialist in the school of Abjuration. Charged to defend the Empty Throne in perpetuity. Meditates constantly inside an abjured sphere on the floor of the throne room. Reported to have not left for over eighty years. Warforged.

### Qavele Vezora

Specialist in the school of Evocation. Can often be seen flying around the Halls of the Empty Throne looking for danger. A combat spellcaster, known for specializing in the arcane type spells and disregarding the elemental. Elven female of questionably old age.

### Kistrum Iildor

Specialist in the school of Illusion. Not often if ever seen, though always reported to watching. Charged with defending from the clandestine with illusory application all around the Empty Halls.
Sisters of Sorrow

To the South Eastern border of the Ashshore lies the Rock of Arjuna and within its walls The Sisters of Sorrow. An all female cloistered religious group made up of mostly paladins, clerics and any who can bare arms. (rogues, rangers, etc are welcomed). Any who join the Sisters must swear to uphold the Oaths of Faith (regardless of their religious other affiliations, background, etc) Once training is complete at the Rock, A Sister or a small group of Sisters will travel the width and breadth of Vir’Exalon serving as a living embodiment their tenets of devotion. Most Sisters have had a tragedy in their life and have dedicated themselves to making the world a better place. The Sisters of Sorrow follow the Tenets of Devotion;

* **Honesty. Don’t lie or cheat. Let your word be**

**your promise.**

* **Courage. Never fear to act, though caution is wise.**
* **Compassion. Aid others, protect the weak, and**

**punish those who threaten them. Show mercy to your**

**foes, but temper it with wisdom.**

* **Honor. Treat others with fairness, and let your**

**honorable deeds be an example to them. Do as**

**much good as possible while causing the least**

**amount o f harm.**

* **Duty. Be responsible for your actions and their**

**consequences, protect those entrusted to your care,**

**and obey those who have Just authority over you.**

The Rock of Arjuna refers to the mountain castle (dwarven made) and a secret artifact within the halls only known to the Sisters and the Raven Queen (who posses a shard of the Rock and wields it within Oathbreaker).

The castle itself is built on the side of a mountain using the natural terrain for defensive advantage. Four massive, round white towers piercing the sky are the first you'll see of this castle and are connected by lower, massive walls made of dark red stone. Tall windows are scattered thinly around the walls in seemingly perfect symmetry, along with asymmetric crenulations for archers and artillery. The other wall is a semi-circle with the ends of each wall touching the mountain side. The Keep proper is only a 3 sided structure as the backend become a fortress within the mountain itself.

Artifact: The Rock of Arjun is an Obsidian Obelisk about 15’ tall. Upon swearing the Oath to the Sisters, the Rock darkens as if absorbing all light. It breaks all ties and chains attached to a person setting them completely free of all and any previous obligations before binding the Tenets of Faith to the new Sister. If the Obelisk has any other powers it is unknown. The runes inscribed onto the obelisk can not be deciphered even by magical means.
General Rules

### First and foremost

> **Be nice!** We’re all different, from different places, cultures, races, etc. Remember to be friendly, some people are super new! Some are veterans. We don’t always type our thoughts and feelings correctly, so try not to get offended or offend others. If there’s a dispute, talk it out.
>
>

### A few quick things...

* This Discord server is a Play by Post D&D 5th Edition, run by PitBull and friends.
* This server is a PG13 server. Please respect that or take it to PMs. This means:

	+ No sexual content.
	+ No excessive drugs talk.
* Respect the DM! It's rough starting a mission, try to be helpful and provide feedback. If you have any problems message me.
* Respect the players! We're all here to have fun, that means different things to different people.This means no casting spells on another player's character and no PvP unless consensual and non-life-threatening nature
The Free Cities of the Mirrored Sea

The free cities of the Mirrored Sea refer not to one nation, but many. The Great Empire of the North looms like a shadow, but the free cities endure. Each with a unique and interesting culture there is great diversity in the City States of the hostile Mirrored Sea and surrounding lands. Many of the Free Cities have control of smaller settlements. Small cities, towns and villages as well as towers, forts and castles.

### **Vardenwall** *(Capital City)*

* **Axeholme** *(Village)*
* **Felsgarde***(Village)*

### **Vaarnix** *(Capital City)*

* **East Arcaniix** *(Tower)*
* **West Arcaniix** *(Tower)*

### **Voldarohl** *(Capital City)*

* **Rhust** *(Village)*
* **Dhal'Oathgaar** *(Village)*
* **Dul'Kyth** *(Trader Camp)*

### **Sopara** *(Capital City)*

* **Dhrantrain** *(Major City)*
* **Bhadrakali** *(Major City)*

* **Afayla** *(Village)*

### **The Hilt** *(Capital City)*

* **Cross Guard** *(Minor City)*
* **Scabbard** *(Village),*

### **Unaffiliated Settlements**

* **Oar's Rest***(Minor City)*
* **Lunaris***(Minor City)*
* **Harper's Cross***(Minor City)*
* **Fairgarten** *(Village)*
* **Brairwood** *(Village)*
* **Leahlayn** *(Village)*
* **Jhavelin** *(Village)*
Saint Adler Rith, Master of Scales ~ Justice and Duty

## **Saint Adler Rith, Master of the Scales**

Before every criminal trial in civilized lands, good-hearted magistrates whisper prayers to Adler the Master of Scales, asking that he guide their judgments with temperance and resolve. Adler sees himself as the primary Saint working to craft a perfect society among the people of Vir'Exalon, whom he views as his wayward children. Commoners view Adler and his clerics as stern arbiters of justice, often missing the paternal philosophical nuances of lawful doctrine for its more obvious black-and-white teachings on the nature of morality. They tend to view Adler as something of a divine constant--they know that Adler expects fairness, good judgment, and kindness toward the innocent from his followers, and hence afford Adler's followers a great deal of trust.

His dogma was primarily concerned with the punishment of wrong-doers, and the general furthering of law and good in the world. Not coincidentally, these values are among those held by most paladins, many of whom were more than likely to Worship Iuna or Logan.

**Symbols and Holy Books:**

Symbol: A Balanced Scale. Holy Books: The Book of Balance and The Sword of Truth.

* Reveal the truth, punish the guilty, right the wrong, and always be true and just in your actions.
* Uphold the law wherever you go and punish those who do wrong under the law.
* Keep a record of your own rulings, deeds, and decisions, for through this your errors can be corrected, your grasp on the laws of all lands will flourish, and your ability to identify lawbreakers will expand.
* Be vigilant in your observations and anticipations so you may detect those who plan injustices before their actions threaten law and order.
* Deliver vengeance to the guilty for those who cannot do it themselves.

**What Duties Adler Commands:**

Be a civilizing voice, urge the construction of moral and legal codes and the administration of fair justice for sentient creatures in every land. In this regard he is both progressive and regressive, representing a force for cultural development in lands with corrupt or no legal systems and representing a stern defense of the status quo in nations with well-established codes of law.
Iuna

**Holy Color:**orange

She was viewed as a harsh but fair deity, revered by many rulers, soldiers, and powerful wizards. Considered a master strategist/war teacher, protector of the mortal

Once said to have loss all her followers in Vir'Exalon, which began the long, arduous, and painful process of dying of neglect. After about a millennium, she did not have enough power left to maintain her power base in the Outer Planes and was exiled to the Astral Plane.

At some point, Iuna reappeared into the land of Vir'Exalon. She gathered strength and allies to himself, and became once more the Goddess of good.

## Personality

Altruism, respect for life, and a concern for the dignity of sentient beings. Willing to make personal sacrifices to help others.

## Worshipers

Members of the church of Iuna were powerful political figures at the height of The Empire of Infinite Sky. Iuna's clergy were extremely hierarchical and rule bound. Each Righteous Potentate (high priest of a temple, called a "Court") oversaw all aspects of church functions. No one could perform or be relieved of their duties without the consent of the Righteous Potentate or one of his seven Monastic Abbots. Under each of the seven Monastic Abbots, there were an additional seven High Jurists (priests) who served relentlessly, performing whatever duties were assigned to them. Lower ranks of clergy members served beneath the High Jurists, and were known as (in descending order): Jurists, High Magistrates, Magistrates, Defenders of the Law, Lions of Order, Brilliant Servants, and Clerks. Within Iuna's church, there was an elite sect of clerics and holy warriors called Cup Holders.
Saint Naraka Yama, the Breathless ~ Preservation and the Dead

**St. Naraka Yama, Patron Saint of the Dead**

St. Naraka Yama  guards the tombs of royalty and stands against the scourge of age, madness, and the evil undead. Deep in the underdark, his worship takes a darker turn, combined with the rites of a devil he conquered long ago. Everywhere except in the The Magocracy of Alline, Naraka Yama promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or vampires, and mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. When portrayed by humans and Hobgoblins,  Naraka Yama is a tall and muscular jackal-headed man whose flesh seems made of the starry night sky. His eyes are golden, and he wears the garb of Nyanzaru royalty. In the catacombs , his images portray a faceless darkness beneath heavy robes and mummy wrappings. He holds his arms wide, welcoming all into his cold domain.

**Symbols and Books:** Naraka Yama’s symbol is a golden scythe. In some cases, the scythe blade is curved inward, and the handles are placed so that the scythe resembles an ankh. Other symbols include the vulture, three human skulls, or a human skull with golden ankhs painted around its eye sockets. His most famous holy text is The Preservation of Bodies and Migration of Souls.

**What Naraka Yama Demands**: Respect the ghosts and spirits of the ancestors, and their resting places. Rob no tomb. You are the purifier of life and a custodian of death, so prepare those around you for their inevitable journey and destination. Remind even the youngest that time is short. Be strict and efficient in your work; laziness serves no one, least of all yourself. Destroy anyone who blasphemes against the paradise of the Underworld.
Saint Aeris Volante, Aegis of Order ~ Protection and Courage

## **Saint Aeris Volante, Aegis of Order**

Saint Aeris is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Often seen as cold and emotionless, appearing as a goliath in full plate armor with a plumed helm. He always is depicted with a kite shield and sword. In truth, Saint Aeris is simply a stern disciplinarian dedicated to his appointed task. He never waivers in his duty and is steadfast in the face of overwhelming odds. Followers are highly respected for their pledge to defend civilization against the dangers of the wild and the monsters of the depths. They are the Champions of those in need of a strong sword arm or steady companion. He is a favored Saint of Paladins and knightly warriors.

**Symbols and Holy Books:**

* Never betray your trust.
* Be vigilant.
* Stand, wait, and watch carefully.
* Protect the weak, poor, injured, and young, and do not sacrifice them for others or yourself.
* Care for your weapons so they may perform their duties when called upon.
* Demonstrate excellence and purity of loyalty in your role as a guardian and protector.

**What Aeris Orders:**

 Be the eternal sentry, know that the end of conflict will be on your watch. Serve without complaint, willing to make any sacrifice to protect your charge. Fulfill your Oaths.
House Ludovisi

House Ludovisi might be one of the grand houses holding the status of Duca, but it is sorely lacking on anything except wealth. They have no great honour or great exploits. No grand army or past achievements.

They are the personification of mediocrity and safety.

They never take big risks and have always played it safe, slowly building up land and wealth over many generations. Due to this, they are one of the oldest houses that still are important today, but they lack what makes the other grand houses so special.

The current head, Duca Alessandro Ludovisi tried his very best to fix this matter by investing in his port city, Atranni, yet again the result was mediocre.

The house has a desire for something honour and therefore isn’t a stranger to sponsoring successful risky adventures and expeditions when they hear that there might be something grand to be solved or uncovered. They simply desire one grand one. One source of pride that elevates their status to a true Duca house in the eyes of their peers.
House Terrasi-Lupia

**House Terrasi-Lupia of Erasti**

**Leaders:** Marchesa Cecia Terrasi and Marques Donato Lupia

One of the most recent political revelations was the announcement of the marriage between two of House Urso's closest supporters, Marques Lupia and Marchesa Terrasi. Now a joint house, the trade monstrosity that is Terrasi-Lupia dominates Cappalina's economy. Imports from Sopara, Sili Thalore, Dhol Kharak, and more likely now come to you through a Terrasi-Lupia owned merchant. They have a corner on the market in many places, and as such prices have begun to rise for certain fine imports like silk, wines, and mechanical weapons like crossbows. Terrasi-Lupia's greatest political enemy would have to be the Ventre's under Volante. There are rising tensions and frequent clashes among the two houses, mostly due to the economic giants that both are. As of the moment, both of the family's estates are still being used, with people questioning if or when a move will happen. The people see the marriage as one of circumstance, but few know of the true love between Cecia and Donato. One might hear whispered talk of a trip both the noble families took to Vardenwall a few years ago that ended in disaster and death, and how Cecia and Donato bonded together in a survival circumstance few could comprehend two Erasti nobles undertaking, but this tale would often be dismissed as a foolish rumor by many.

There house in question, is beset with 3 buildings. All positioned squarely next to one another in the shape of U. A long stone path directs travelers into the main mansion. On the garden-front outside is a stone or marble terrace, overlooking the large lawn, stretching out in lawn and flower-beds behind the house. These handsome building hold fine architecture of simple yet detailed work. One building's roof is partially glass domed, while the others house rows of windows with glass shutters. Each house seems to have multiple chimneys pointing out despite its Palladian style exterior.
The Seventh Sword of Light

The Seventh Sword of Light

A military order that place humanity above all others and does so without regard to the method.

The Seventh Sword of Light is a human only Para-Knighthood group led by the zealous Antoine de Chamount. SSoL’s core belief is that humans deserve a greater role in the world community, and that the current system in the major human lands are so bound by bureaucracy and infiltrated by non-humans that true human leadership cannot obtain the greater glory.SSoL supports the principle that any methods of advancing humanity's ascension are entirely justified, including illegal or dangerous rituals, terrorist activities, sabotage and assassination. Members of the Seventh Sword of Light accept that these methods are brutal, but believe history will vindicate them.

Nevertheless, in order to survive and gain influence in the world they have become mercenaries that take jobs that will allow them access to new regions for recruitment, money and supplies. Over the years the Knighthood has grown and now has a full company. Mostly made up of noblemen sons who cannot inherit, the downtrodden and those sick of non-human deciding laws for humanity. They are an effective, if brashly unpopular (in most areas), fighting force.

The Seventh Sword of Light was named after a famous bardic poem from antiquity called “The First Sword of Light.” This poem is about how, after suffering major defeats the first major human civilization was near destruction at the hand of it’s non-human neighbors. Banding together under a unified code of conduct the last group of human fighters formed the first knighthood and, against much greater odds in a nearly hopeless situation, defeated their foes to allow humans to establish their place in the world.

The Sword of light is built upon The Four Pillars:

The Knights Banneret: Smallest of the four pillars the Knights Banneret are a true heavy cavalry the medieval sense. War horses, heavy lances and two handed great swords this shock troop is made up of mostly nobles and the light’s elite fighters. Heavily armed and armored, they take no quarter and expect none in return. Knight’s are often given their leave untilled called upon.

The Aegis of Dawn: Man-at-arms and the corp infantry of the Sword of Light. They are the largest group and have two units. Spearmen and sword and shield. Most of the clerics are found in this rank to enhance the fighting capability of a group mostly made up common men.

The Seekers of Light: Seekers are a group of individuals who function as deep undercover scouts, saboteurs and assassins. They handle the unsavory parts of Sword of Lights agenda and handle everything from recruiting new members or blackmail the wealthy. Nothing is off limits.

The Auxiliaries: The old, infirm and non-combat troops they functions as quartermasters and handle supplies and logistics.
The Bronze Bugle

The **Bronze Bugle** is a very large, but depressingly dingy tavern located in the Clanks near the river. It attracts the lowest rung of Erasti society: smugglers, bandits and the "blank-for-hire" type of independent entrepreneurs. Tourists to the city, and even most citizens of Xynnar-Zefari refuse to step one foot within its doors.
The Bugle's taproom is dominated by its notably long bar; off it's side was a small, privy, which was absolutely disgusting and smelled of bile-water. Behind the bar was the tavern's kitchen, which had an underground pantry.

Rcently the Bronze Bugle changed hands to "Old Sal", a weary man who, despite his surroundings, managed to maintain his sense of humor. Sal was supported, in great effort, by four bartenders: Otho, Bernard, Pollo and Verineas. These mountains of men at the Bugle, acting as the bar's protectors and bouncers. They were experts at their craft, with a keen eye for spotting feigned-drunkenness, weapons that have yet to be drawn and the first signs of any spellcasting. They maintained a stern and distant demeanor with the tavern's patrons and became downright stoic if government officials or guards came within the Bugle's doors, or if some drunk got too familiar with the serving staff.

The tavern's two cheerful barmaids are Julie and Marlana who genuinely had a great time serving the patrons of the Brass Bugle, despite it's filth and danger. They always treated their customers with honestly and genuine joy.

Behind the bar, in the tavern's kitchen was the Bugle's surly cook a Dwarf name Veiter, This old, ill-tempered women had the warts and temperament of a troll, which likely contributed to the rumors that she had monstrous heritage.

The big draw of the Bronze Bugle are the "Karks" prepared and provided by Veiter. These meals consisted of hallowed-out chunks of stale roundbread, filled with a watery stew made from the guts of bottom-feeder fish from the river, dog and cat meat, Horse and herbs gathered from the grotto outside of town. In spite its contents, it was a greatly-appreciated meal by local river district Erastracian, as it was typically the only meal they could afford.

When Sal finds a good enough price, he purchases casks of watered-down ale or wine to serve at the bar.
Kuro

**Holy Color:**Black

God: Kuro of the Long Shadow. Just as the shadows are longest just before night, so do the followers and warriors of Kuro stray as far into the dark as possible, in order to punish those who live in it and protect those who live fully in the light. Kuro is a deity, who serves as an ally to truly good gods like Logan.

## Personality Edit

the Lord of Shadows, is a loner god, most often associated with thieves or those of otherwise ill-repute. Known for his constant scheming, cool head, and oft reserved biting comments. Kuro is self possessed, confident, and fond of intricate plots, though his schemes are always getting him in trouble. The Lord of Shadows is wary but cool, never loosing his temper, and he always seems to be holding back a mocking comment. He recently is said to be having a much more calming demeanor with the emergence of the temple of divergence.

## Description

Kuro's ever changing appearance serves him well: His true form is unknown. Most know his form as a shadow of darkness and nothing more.

## Worshipers

The church of Kuro states that wealth rightfully belongs to those who can acquire it. Honesty is for fools but apparent honesty is a very valuable thing while subtlety is everything. Clergy of Kuro are called Kuroarran, with elite specialty priests referred to as demarchesses if female and demarchs are male. Kuroarran address each other as "Brother/Sister Shadow," no matter their rank. Clergy that have completed an especially dangerous heist or complex act of manipulation are often admitted to the Circle of the Gray Ribbon. Temples are usual monasteries or dens.

Every New Moon Rise the practice of the Lost Soul's Incantation of the Aeons of Darkness is performed.
Venndaburg

WIP

The ancient home of the mountain dwarves deep under the Cloudseeker Mountains. The city is composed of four separate districts situated around a large stalagmite rises in the center of the captial, which houses the Halls of the five Thanes as well as several governmental facilities. The four surrounding districts are named Klar, Hylar, Theiwar, and Diewar. At the north and south ends of the city lies a gate. Southgate stands operational leading into the Plains of Dust, while the Northgate (which warded the way to the Plains of Death) was completely destroyed. The means to support the underground residents is supplied by the Farming Warrens, where crops are grown. Light is provided through crystal shafts running to the surface.
Mesikammen the Bear King

## ***Bear King***

Dressed in hunting leathers with a thick bearskin cloak around his shoulders, the bearded king sits upon a throne carved from a whole tree trunk. A crown of holly leaves wreathes his head, and a blackened maul rests near his hand. An ornate clay pot filled with honey hangs at his hip at all times. Mesikammen the Bear King, called “Old Honey Paws,” rules the northern kingdom of Bjeornheim.

The Kingdom of the Bear is home to a great population of its namesake. The forests are thick with bears, and werebears are common among its people.Abuzz with Bees. The country’s chief product and export, thanks to the Bear King’s insatiable appetite for sweets, is honey. The Bear King’s hive-keepers harvest rich, blossom-sweet honey from the hives of giant bees they tend. The land’s brewers use the honey to create the finest mead, and the most potent brews are infused with fey glamour. The Bear King and his court of bear jarls, witches, and oracles spend most of their time hunting in the hills, feasting, brawling, and drinking mead. Old Honey Paws maintains his rulership over this court by besting all rivals in a yearly series of challenges. The challenges are open to anyone, but the Bear King has defeated all comers since he rose to the throne.
Tome of the Inevitable

*This tome has been described in multiple fashions, no one truly knows what it looks like because for each account of it's existence no one description is ever initially the same. This tome manifests itself in strange ways across time and space, likely due to the shifting whims of its primordial chaos that bound it into existence. Any creature that reads any part of the tome must immediately make a DC 20 Wisdom Saving Throw, or be magically compelled to delve further into the maddening book. Every day they must read 8 hours of the book, and for every 8 hours read the creature looses 1 Wisdom and gains 2 Intelligence. The Intelligence gained can exceed the normal limit of 20. After 8 hours the creature gains proficiency in Arcana, if they are already proficient they gain expertise. The reader instantly gains access to the Call of Chaos Ritual, and can cast it without expending a spell slot or having spell slots once per month.*

**Sightings**

*This tome manifested itself in the city of New Ulrok two decades ago. Its reader, a Cottonborn named Yfnebar, reported to have only read the book for an hour or two, before casting the Call of Chaos ritual, the book burning up in the process.*
Saint Josselyn Tisette, the Aurora ~ Dawn and Rebirth

## Saint Josselyn Tisette, The Aurora

Saint Josselyn is the Saint that helps bring light to the night. Despite being an Elder Saint, Josselyn is vibrant, caring and optimistic. Originally a Saint of wild places and animal life, Josselyn has grown with her world, changing and adapting to its many developments which over the millennia have taught her patience to the point of being, at times, ponderous. Josselyn loves the inhabitants of Vir'Exalon, and she likes nothing more than instructing it's denizens on how the land itself might enrich their lives. Hers was the hand that guided the human and halfling mortal wanderers to give up the uncertainty of the gatherer for the stability of the field. Today, Josselyn is worshiped as the Mother of agriculture, the kind benefactor who ensures a strong harvest, healthy meals, and robust country living.

**Symbols and Books:**

Symbol: Josselyn's symbol is the ripe wheat, tied. Holy Book: The Cycle. It reads like a farmers almanac and speaks of farming practices.

* Josselyn sees wanton destruction as antithetical to the cycle of life.
* Followers are urged to nourish at least one living thing every day their lives.
* Follow correct agricultural practice, Josselyn advises that campaigns of replanting, prudent irrigation and crop rotation to ensure that the land is kept fertile.

**What Josselyn Wants:**

Live a provincial life and embrace the dawn. Sow and nurture life but do not fear reaping, plants and mortals alike will have a rebirth once their singular purpose ends. Fear the night and protect the fields. Share the bounty and rejoice in the harvest.
Morrinn of Grokeheim, The Snow Queen

## ***Snow Queen***

This severe elf has pale, almost white skin and tightly braided blond hair. Her gown is exquisite, fashioned of luminous blue fabric that catches light and shines from within. Lacy ice crystals accent the gown, and a snow-white mantle cascades from her shoulders. Icicles radiate in a crownlike halo behind her head, drifting gracefully through the air. Her Crystalline Majesty, Morrinn of Grokeheim, is the coldhearted Snow Queen, Daughter of Boreas. The Snow Queen rules a northern kingdom in the Frozen Reach. Perpetually shrouded in snow and ice, her domain is inhospitable to outsiders. She rules from Grokeheim, a castle of delicate spires carved entirely out of ice. The dwelling catches and reflects even the faintest glimmer of light, shining like a beacon and enticing travelers to risk the dangerous winter realm.

***Queen of Giants.***

The Snow Queen is proud and cruel to any who cross her. Her daughters, the ice maidens, roam her kingdom with ease. Travelers who can’t give a good reason to be moving through the Queen’s territory meet a quick end in their chilly embrace. Morinn commands the loyalty of winter-born tribes of fraughashar, ogres, frost giants, thursir giants, and trollkin. She is said to have mocked both Thor and Loki, and to often lead their priests astray into winter storms.
Theragala

Theragala, is the leisure capital of the Empire. 35,000 people live here year-round, but that number varies madly during the year. In the summer, the wealthy and powerful flock from the surrounding countryside to relax in the cool forests and shaded paths of the pleasure city. In the fall, they go home to their homes and businesses, only to return when the snows melt from the roads. Only the wealthy, and those who serve them during the year, can afford to maintain residences in Theragala. Others wishing to visit Theragala must stay at an overpriced inn. The craftsmen and farmers who live in and near the town cater to the needs of the powerful who visit Theragala. The Publican of Theragala recently passed a bill which prohibits further building of houses or villas in the Theragala area, for the area was being overrun with the houses of those vying for residences near the Emperor’s villa. This bill has raised the cost of the rest of the houses in the area to ridiculous amounts, and many of Theragala’s former residents have retired on the money earned from the sale of their houses. Overall, Theragala is a relaxed, slow-paced city. Few natives of Theragala start or enter fights, avoiding them whenever possible. The summer visitors tend to be a hot-tempered lot, though, and fights often erupt over the smallest incidents.
The Holy City of Solaris

* The Holy City of Solaris:

The largest and most densely populated city in the Empire of the Infinite Sky, at it's center lay the Gardens of Tranquility and the Sepulchre of the Sun. The Gardens are a series of marbled statues and Infinite water fountains with a tranquil coy pond and small but elaborate flowers growing is unique designs. It's offers clean and crisp water for pilgrims and a place of beauty and reflection after their long journey .

The city itself is broken into walled districts Solaris is a sprawling urban mass that lacks the careful planning and construction of Bel'Astriani. The districts have haphazardly formed throughout the years and due to Solaris's proximity to the savage frontier and the Stormrage Mountains, a great wall was built around the city to protect the Sepulchre and it's pilgrims. The Aegis Wall is manned by the worthy. Protector Paladinhoods each from a different Chapter of the Libram of the Chosen. These Chosen Paladins give their life's service to defending and protecting the Holy City and the Artifacts within.

The Holy City bristles and bustles with peoples from all over the Empire. If a good or service is legal in the Empire, it can be found here in the holy land.
Lands of the Merchants and Mercenaries

This area includes stuff tbd.

### **Erasti** *(Capital City)*

* **Fortezza Falcone** *(Castle)*
* **Portus Isara,** *called the Shallow Ports (Port Town)*
* **Torre di Anatria** *(Tower)*
* **Vernazzi** *(Village)*
* **Serra** *(Village)*
* **Atranni** *(Village)*

### **Calistria** *(Capital City)*

* **Vetica** *(Tower)*
* **Istra** *(Tower)*

### **Unaffiliated Settlements**

* **Rock of Arjuna** *(Castle)*
* **Rogaath's Home** *(Village)*
* **Daadenburg** *(Village)*
* **Vinegarten** *(Village)*
* **Illienstadt** *(Village)*
* **Faeden** *(Village)*
History of Half Orcs

### **Half-Orcs**

Half-orcs, as everyone knows, are what you get when you cross orcs and humans. They are not uncommon in the would of Clayth and they do not enjoy good reputations among most populations. One well-known authority describes most half-orcs as "rude, crude, crass, and generally obnoxious."

Why do half orcs seem to turn out this way? What makes them tick?

To understand the origins of the half-orcs is to trace back their nature to their ancestors. The blood of the orcs. Orcs are probably the most common sort of humanoid creatures. They vary widely in physical appearance, but generally seem to retain a vaguely human look, tinged with a hint of something....else.

#### **Orcs**

In nearly all Orcish societies, the social philosophy is the same. Orcs are the ultimate social Darwinist, only the strong and the clever survive, and the strongest and cleverest orcs are the ones who manage to reach the upper social levels of their cultures: Orcs have no respect for those weaker than themselves, and are quick to step-and-fetch for those stronger than they. They distrust all overtures of friendship and love, seeing those as a cover for other, baser intentions; if they discover feelings of friendship to be quite genuine, they immediately attempt to manipulate events to take the best advantage of them and gain the upper hand.

Orcs are like this because of the influence of their deities and because of their own past. Sages have uncovered much evidence showing that orcs developed in regions generally hostile to life; survival was difficult, and only if a group working closely together could it hope to collect enough food to get even a part of it's numbers through the year. While the group would have to work together to collect food, distributing it was another matter. The strongest orcs got the most food, and the weakest ones got none at all. (They were probably going to die anyways, right?)

What shocks the casual observer is the degree of acceptance, even preference, orcs express for this situation. “How could we feed so many hungry little mouths?” retorted one orc prisoner to a curious paladin. “If you have lots of brats and some of them die, so what? They were the weakest . . . the strongest ones will live and work for you, make you proud of their strength. Who wants weak sons? Your enemies will kill you in your sleep if they see you are protected by weaklings.”

### **Today**

Half-orcs had no home to truly call their own in most places, except Khanate in the city of [redacted], where a thriving half-orc community stands.There is also the Reavers of Gruumush, an orcish kingdom who's boarders hold upon the Norther sea of Clayth. The last being the tribe known as Sky Bears in the West Drasilmir Blood Plains. As such they have no truly common culture. Most half-orcs grow up among-st either humans, orcs or half-orcs, either in urban environments or, more often, along the outskirts of civilization, taking on many of the qualities of their home culture.
Saint Ashrynn, the Benevolent ~ Love and Compassion

**Ashryn Patron Saint of Love and Compassion**

Everyone loves Ashryn, the Saint of Love and Compassion, although few truly follow her teachings. She is a human maiden only seen at dawn and throughout the day, and the enemy of the cult of Marleth. Although depicted as meek and mild in most of her idols and images, she has a powerfully wrathful side, sometimes called the Bear Maiden, which defends children, the elderly, and the weak. When wrathful she transforms into one of the Bearfolk and uses her power to defend.

* **Symbols and Books:** Ashryn’s symbol is the radiant eye, and her followers are referred to as “bright-eyed.” Some of her orders use roses.
* **What Ashryn Demands:** Cure all the sick who ask. Defend lovers from all dangers and trials. Show mercy to those who ask it. All her faithful must defend and protect mothers and children, and none may turn away from poverty and want without a kind word and an offer of help, whether that takes the form of wisdom, food, clothing, a song, or shelter for the night.
Skaldholm

This small island earns renown as a sanctuary for many reasons. Its hot springs are famous for their restorative properties, and its people are known for their relatively peaceful (Northlanders would say, downright cowardly) ways. It’s also famous for its skaldic schools, each run by a master bard who insists their style is greater than any other. What the scholars here don’t know isn’t worth knowing—or so say the scholars. Skaldholm’s kingship is decided by a contest of singing, tale-telling, and flyting (a contest-exchange of insults) every nine years. The king of the island, known as the Master of Thyles, leads a people striving to be regarded as more civilized than the hairy barbarians around them. He sits at the heart of a network of spies and informants, and little escapes the notice of his traveling skalds. Few Northlanders dare to vex this king openly, since his skalds can destroy reputations with a few choice words or songs in feasthalls across the North. Word of the possibility of the coming of Ragnarok reached Skaldholm with lightning speed, carried by those who wanted to hear the scholars’ reactions. The Master of Thyles might have been able to shed some light on the matter, but he was tricked by**Ia’Affrat the Insatiable** long ago into exchanging a secret for a piece of knowledge that the Master would one day discover: The End of All Things is not upon Nimetre! When the Master discovered the truth, *Ia’Affrat the Insatiable*claimed that knowledge, and now the Master can’t remember it. All the skalds now puzzle over the Riddle of the Forgotten Thing to no avail. The Master sends his best explorer Naglfar seeking wisdom over the sea, and his finest ley-linespinner Randulfr out on the Raven’s Road and elsewhere seeking the lost memory in the Shadow Courts. Sylvoll, his herald and longtime confidant, pursues inquiries among the priests and may someday untangle the thread.