recursal/Fanatic-Fandom huggingface dataset:
The Lords Alliance

An order based out of Lundinium
 that aims to promote peace and prosperity between the people of the
north. A large part of their drive is based on the desire to improve
trade relations in the region and thus increase profits. They are
working actively against the Zhentarim who tend to make profits by destabilising regions.

## Structure

The Lords Alliance began as an agreement between a number of merchants and the Duke of Lundinium.
 The merchants would handle the building and maintenance of trade
infrastructure in the region in return for greater trade freedoms.

Each mercantile faction has a representative within the Lords Alliance who oversees their specific needs:

### The Lord of Salt

Represents
 naval trade, as well as trade in spices and luxury goods from foreign
lands. Is responsible for maintaining harbours and sea trade routes.

Work for the Lord of Salt can include dealing with pirates, opening up new trade routes, or finding lost cargo.

### The Lord of Grain

Represents
 agricultural industry, especially in the production and distribution of
 food. The Lord of Grain operates extensively in the Highmark.

Work
 for the Lord of Grain can include dealing with banditry, helping clear
monsters from farm lands, negotiating agreements with woodland peoples.

### The Lord of Stone

Represents
 the mining and minerals industry, including the secondary production of
 useful products by craftsmen (e.g. blacksmiths).

Work for the Lord of Stone can include clearing monsters from a mine, dealing with bandits, and exploration missions.

### The Lord of Red

Represents livestock farmers and hunters. The Lord of Red works very closely with the Guild of Hunters and the Lord of Cloth.

Work for the Lord of Red is the same as for the Lord of Grain.

### The Lord of Cloth

Represents
 the textiles industry in the region, including the production of
leather, wool and linen, as well as representing weavers, spinners,
tailors and cobblers.

Work for the Lord of Cloth includes maintaining trade routes.

## Ranks Within the Lords Alliance

After
 repeating the Lords Oath (to protect and serve the goals and ambitions
of the Lords Alliance for the purpose of furthering peace and prosperity
 in the region) members can gain the rank of squire. They will often be
required to align themselves with a particular Lord as well.

As a squire, the member can take on paid contracts and, if successful, gain further ranks as detailed below.

* Lord Representative
* Commander
* Knight
* Marshall
* Squire

Higher
 ranks come with a set income, but require the member to administer
certain tasks within their assigned region, and failure to do so can
result in disciplinary action.
Sea Hag

Ancient sea witches that have become corrupted. They often look like they're draped in the very environment they live in, or that the sea is hallowing and bloating them.

## Behaviour

Usually solitary, but like most witches and hags, they do sometimes form covens.

## Habitat

They dwell near the sea, and often in locations where sailors and travellers frequent.

## Folklore

When called to do the bidding of more powerful creatures, hags are said to be marked with some kind of sigil internally, that declares the hag a servant of her master even in death.

## Campaign Events

* The crew fought and defeated a sea hag who spoke in an incomprehensible language, and was marked on her lung.
The Rusty Anchor

blurb

## History

The Rusty Anchor was the first pub built when Gybrant was founded by pirates. Build right on the docks, it was remained the main port of call for visiting pirates even as the town has expanded. It is currently owned by Bett McGin, a retired pirate.

A shrine at the end of the bar consisting of a carved female figure surrounded by blue wax candles has been there since the pub was established. Originally meant to honour Besmara by ordering a shot of rum in offering, over the years the shrine has seen varied worship. Some leave a note about their last venture in honour of Veiloaria, northern visitors sometimes leave feathers for Ithreia, and occassionally followers of Nise will leave a spot of blood at the altar.

## Wares and Services

The pub serves a variety of drink and a small selection of food. As with most pirate establishments, haggling is required if you don't want to pay out the nose.
Though the pub doesn't have rooms to rent for overnight stays, it does have a private function room most often used as a temporary recruitment office for ships at dock.

## Campaign Events

* The Widow's Thunder recruited a new crew from the tavern.

## Notable Characters

* Fosen Dal often works as a hired scribe for ship captains from here.
P'leska's Fabric and Seamstressing Service

## History

The P'leskas have been in the business of fabric and cloth for decades, and use all their knowledge and connections to source the finest materials from across Golarian.

Either of them will tell you that their shop name sounds much better in their native catfolk language.

## Wares and Services

As well as creating basic items from unique fabrics, they also offer seamstressing services and enchantment.

## Campaign Events

* Asadi gave Orokko a Shimmering Scarf from her stall.
Ruins of Thundertree

Hidden in the depths of a tangled forest on the southern banks of the Adena River is the ruined village of Thundertree, so named for the legendary tree that grows at its center. The tree was called Arn Shanta by the elves, literally translated as The Storm Tree, and is believed to be a source of ancient power. The name comes from the lightning like flashes of magical energy that pulse through its branches and boughs.

In the past, the tree was said to have spread life around it, causing not only plants, but people as well to grow and prosper. But when the Sindarin Dynasty fell, the power of the tree caused the forest to reclaim the town.

In more recent years, stories have begun circulating telling of a strange curse that has permeated the area, causing vegetation to mutate into strange new forms, and the dead to rise from their graves. Few people dare venture into the ruins now, and those who do seldom stay long.
Widow's Thunder

## Appearance

The large ship is comprised of dark wood with golden accents, with dark red sails.

The figurehead of the ship is known as the Widow, depicts a mermaid with long hair, bare breasts and open eyes (a sign of good luck to followers of Besmara). Her expression is one of wailing anguish.

## Crew

Captain Iytana Je leads this crew, with the help of her first mate Thurlow Dred. There are a few members of her crew that have sailed with her before, including doctor Mathis Boure, cook Palra, carpenter Will Grant, and the ship's cat Lombi.

Most of the crew are divided into different teams to control the rigging and guide the ship. Each one of these teams could keep the ship sailing with minimal issues.

Captain Iytana JeQuartermaster Thurlow DredCook PalraSurgeon Mathis BoureLombiCarpenter Will GrantScribe ZantIndieSorgum BlueEdward FrontCiscraBaxarUk-RaDaken-RaTriss-RaTavishBobchopsFidisPriestess NerysBeelaEthelred DukeMinhaGavrielIrvette BalthierXin T'AnRabbitPlanktonBrassOne EyeIseultRusalkaOrokkoAbelMaraCharir
Longnight

Longnight is a lunar holiday celebrated widely throughout the world. Religious observances are sometimes attached, but Longnight remains a primarily social holiday.

## Traditions

Celebrants stay awake through the night of the full moon to the greet the dawn, defying the cold winter months.
In climates with less harsh winters, Longnight is celebrated as a date marking the impending return of more bountiful seasons.

## Campaign Events

* -
* -
* -

## Notes

* -
* -
History of Ardenfall

The continent of Ardenfall has a long and tumultous history, much of which has been lost to time. The content of this page will be updated and expanded as your characters explore teh world and learn more.

## History By Region

The Wild North

* The Iluskan Valley
* Icewind Dale
* The Highmark
* The Barrowlands
* The Autumn Coast
* Svaalbard
* Lundinium
* The Wilderlands

The Southern Kingdoms

* The River Kingdoms
* Al'Arad Desert
* The Corsian Empire

The Free Cities
Calendar

Absalom Reckoning, or AR for short, is the most commonly used calendar in Avistan and Garund and possibly all of Golarion. In Absalom Reckoning, the day of the month is always listed first, followed by the month and the year and generally suffixed with the letters "AR".

It originates with the founding date of Absalom on 1 Abadius, 1 AR. In Absalom Reckoning, each day on Golarion has 24 hours, each week has seven days, and each year has 52 weeks. A year is also divided into 12 months, although once every eight years an extra day is added to the end of Calistril to make up for the slight variance in the planet's orbit around the sun. The last leap year was 4712 AR, and the next will be 4720 AR.

## Days of the Week

Although days of the week may have different significances across locations and cultures, there are often some similarities.

 Toilday
 Wealday
 Oathday
 Fireday
 Starday
 Sunday

## Lunar Calendar

Golarion has a **lunar calendar** which follows the phases of its moon. Each full moon is given its own name and, in order through the year, they are:

* Long Moon
* Fated Moon
* Rebirth Moon
* Flood Moon
* Blossom Moon
* Sweet Moon
* Lover's Moon
* Swarm Moon
* Harvest Moon
* Hunter's Moon
* Black Moon
* Cold Moon
Pharasma

### Domains

Death, Healing, Knowledge, Repose, Water, Ancestors, Ice, Memory, Resurrection, Souls, Thought

### Worshippers

Midwives, pregnant women, morticians, doctors, healers

Pharasma is the goddess who shepherds Golarion's recently-departed souls to their final reward. Upon death, souls migrate via the River of Souls to Pharasma's Boneyard in the Outer Sphere, which sits atop an impossibly tall spire that pierces the Astral Plane.

## Mythology

Pharasma makes no decision on whether a death is just or not; she views all with a cold and uncaring attitude, and decides on which of the Outer Planes a soul will spend eternity. Pharasma is also the goddess of birth and prophecy: from the moment a creature is born, she sees what its ultimate fate will be, but reserves final judgement until that soul finally stands before her. As the goddess of death and rebirth, she abhors the undead and considers them a perversion.

Pharasma is most often depicted as an ashen-skinned Garundi woman with white eyes. She wears a dark, hooded, robe-like dress and holds an hourglass filled with red sand.[2] She is alternatively depicted as a mad prophet, a reaper of the dead, or a midwife, depending on her current role.

## Campaign Events

* -
* -
* -

## Worship

Her priests are typically clerics, diviners (although less so since the death of Aroden), and necromancers who choose not to create undead. Her followers view the undead with hatred and consider them a great abomination. Pharasmins view putting the undead to rest as a holy duty. The creation of undead is outlawed, and commanding undead rather than destroying them is deeply frowned upon as well.

The Voices of the Spire is a militant wing of the Pharasmin priesthood devoted to the extermination of undead.

### Church

The temples of Pharasma have the appearance of dark and ancient cathedrals, usually found close to a graveyard, although a single stone in an empty field or graveyard can just as well serve as a shrine.

### Holy Texts

Pharasma's holy book is called **The Bones Land in a Spiral**, written by a prophet long ago. Its predictions are so vague that no one is sure if they are accurate or if they have already happened. Other sections that were added later contain information on safe childbirth, the proper burial of bodies, performing auguries, and other such matters.

### Holy Days

* Day of Bones
* Procession of Unforgotten Souls
* Fateless Day

### Rituals

* Wearing black
* Silver adornments
* Carrying holy water
* Carrying her symbol during pregnancy
Avandra, The Changebringer

**Avandra, the Changebringer,** is the goddess of freedom, trade,
travel and adventure. She encourages her followers to venture into the
unknown. Her nature leads to few temples dedicated to her in the centers
 of civilization, but they can be found near well traveled roads. Her
worshipers include merchants, free spirits and adventurers.

She is closely associated with luck and good fortune.
The Seekers of Ioun

An organization of nobles, scholars, wizards, monks, and other knowledge-seekers who worship Ioun, The Knowing Mistress. Most librarians and booksellers in the region are
 affiliated with them in some way. It is said that they have a sprawling
 underground library beneath Lundinium.

## Structure

The Seekers of Ioun
 are run by a mysterious order known as the Paper Court, who assign
missions to the seekers. Custodians who prove their worth will
eventually be nominated to ascend to the rank of Noble of the Paper Court.

## Ranks Within the Seekers of Ioun

There
 are a number of different positions within the faction, as detailed
below. To be accepted into the organisation one must first travel to
Lundinium to undergo a trial.

* Guardian of Ioun – entry level, charged with protecting Seekers during their missions
* Seeker – entry level for those with proficiency in history, religion, arcana, or nature; charged with seeking out new knowledge.
* Custodian – maintains the secretive collections of the faction, and researches potential new leads
* Noble of the Paper Court
Abel Sapine

*"We aren't mammals, miss"*
―Abel

## Personality

Terse and quiet. Prefers short, simple sentences that get to the point. Prefers hitting things to talking. Friendly if you're nice to him.

## Background

* Born in the Red Reef Lagoon in the southern islands of the Azlan Archipelago.
* Left to become a sailor 5 years ago.

## Campaign Events

* Was recruited to the Widow's Thunder.
* Fought a Sea Hag at the Luliwar smuggler outpost.

## Relationships

* Instantly protective of Orokko. She's weird; he likes her.
* Mara is also weird; he is charmed by her.
* Rusalka is delicate and must be kept safe.
* Maison the snail

## Notes

* Collects jars
* Can bounce his tiddies like Terry Crews if you ask him to
The Southern Kingdoms

The Southern Kingdoms are the most populous regions in the known world due to the temperate climates and advantageous geography. They reach from the Green Peaks in the north to the Narrow Sea in the south.

## Kingdoms and Countries

### The River Kingdoms

Between the Green Peaks and the Bergelon Range lie the verdant Riverlands, so named for the two major rivers (and their tributaries) that dominate it; the Emerald Ways and the Tarn. The Bay of Crowns is also a significant geographic feature of the region as stretches nearly 150 miles inland, cutting the riverlands in two. The eastern borders are marked by The Reach in the north east (a sparsely populated region that evolves into empty grasslands) and the Al’Arad desert in the south east.

The River Kingdoms refer to the houses that rule over numerous fiefdoms in the region. There are five major houses that each control a number of vassal houses. There have been only a handful of times in history that the River Kingdoms have been at peace, because if they are not being invaded by an outside force they are fighting each other over control of lands and resources.

### The Al’Arad Dessert

This vast, arid region is named Al’Arad by the Calishite people of the Mansha Cradle. Further north it is referred to as the Black Lands for the dark clay that rests just below the surface of the shifting sands. Scholars claim the region used to be a huge cradle of civilisation full of fertile grasslands and lush jungles, all fed by what would have been the longest river in the known world. However, during the divergence, a catastrophic earthquake combined with the simultaneous eruptions of several volcanoes caused the river to be diverted and dry up. Within decades the whole region would have become a wasteland. The mountain range that form the south and eastern borders are known in this part of the world as Alemoud Alam, or the Spine of the World.
The Feywild

The **Feywild**, also known as the **plane of Faerie**, exists as an "echo" of the Material Plane. It is from here that the fey originated, giving the Feywild its name, and is also a place of unusually potent magic.

## Description

As a parallel plane to the Material Plane, the Feywild's geography is similar, though not entirely identical, to the geography of the Material Plane.
Similarly, just as the geography is reminiscent of Tyrn's, its inhabitants and many creatures exist as fey "echoes" of Prime creatures.
Arcane magic runs more freely and powerfully in the Feywild than it does in the Prime and it is for this reason that so many of its inhabitants are
magically gifted. The Feywild is also reputably beautiful compared with either the Shadowfell or the Prime.
The Divergence

## Background

The beginning of the current age is measured from The Divergence, a cataclysmic event that occured approximately 1400 years ago. Very little is known about the event as much of the world was thrown into an age of darkness immediately afterwards.

What has been acertained is that the lifespans of once longlived races have been severly shortened. Elves now only live to see perhaps 400 years, dwarves and halflings maybe 250. Humans, orcs and other races seem to have been unaffected.

Additionally, it is believed that the power of magic has been reduced since The Divergence, evidenced by the accounts of powerful mages from ages past who controlled powers now unimaginable.

## Time

Time is now measured based on this event, with eveything pre-divergence being labelled BD, and everything since AD. The current year is 1422AD.
Pelor, The Dawnfather

**Pelor, the Dawnfather,** is the god of the Sun domain and agriculture, and is generally worshiped by farmers and people who live off the land. He is considered to be one of the prime creator gods of Ardenfall.

## Description

### Appearance

Pelor wears a white cloak over an intricate golden plate armor. Where a
head would be, instead, there is a burning star. An almost featureless
male head burns within the corona.

### Champions

Pelor is the chosen deities for many clerics and druids aroudn Ardenfall.
Heroes of Tyrn Wiki

Welcome to Tyrn, a realm brimming with hidden dangers and old magic. A world just entering its fourth age after an astral calamity known as The Divergence, with new nations emerging in the wild reaches, and established empires just beginning to expand their dominions. Much has been lost since The Divergence, and much mystery remains in the world, but the stage is set for new heroes to rise up and make their mark on the realm.

## Where to start?

If this is the first time you are here, you're most likely thinking about character creation. If that's teh case, head over to the Characters page.

Otherwise if you want some geographic knowledge then check here: The campaign will begin in the Iluskan Valley; a frontier region in the Wild North of Ardenfall.

Otherwise, you can find what you are looking for below:

### Important Locations

* The Known World
* Ardenfall
* The Iluskan Valley
* Maia

### Quick Links

* Pantheons
* Factions
* Characters
* Homebrew Rules
* Campaign Diary

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Icewind Dale

This
icy tundra is home to Ten Towns, a confederation of small communities working
cooperatively to survive in the harsh conditions. The region is the
northernmost settled area on the continent. The Grey Wash river winds down from
the Wilderlands through the dale before spilling into the Shifting Strait. The
inhabitants of Icewind Dale are constantly harassed by barbarian clans, orc
tribes and giants.
Kord, The Storm Lord

**Kord, the Stormlord** is the storm god and the lord of battle and warfare. He is worshiped by warriors and paladins far and wide.
An iron statue in Lundinium depicts Kord as a human-like man, barrel-chested and with massive muscles. He wears iron bracers around his wrists. His beard is long and goes down to the middle of his chest. In one hand he carries a long, thick shortsword. His legs and midsection are clothed in furs and leathers.
17th Autumnrise, 1422

17*th Autumnrise*

*Mr. Alred Goldfinger*

*Golden Touch Carpenters*

*2nd Trade district, 18 Northern way*

*Lundinium*

*Father it is me again, Just giving you an update.*

*I'm still alive and well, been travelling around a bit.*

*Spent some time in a nice town called Phandalin, the locals were a*
little rough around the edges (and lousy at cards) but very welcoming we
 helped them put out a fire that struck the town hall and they now treat
 me and my friends like small heroes.

*I have some great news as well. It all started with the caravan job I told you about. I naturally took a leadership role within the group and our boss Gundrun,*
this money orientated dwarven guy noticed and let me lead this group
giving me lots of responsibilty, I had the title of Head Spelunker. We
went exploring in these mines/caves looking for ores etc. Good legal
work, nothing too interesting or exciting, quite a bit of paperwork.
Though when you see me next I have a big scar on my neck, it's due to
tripping over some loose rocks landed on a sharp stalagmite. I'm fine,
it adds to my boyish charm I'm sure Layla will dig it.

*I hope she is doing well I'm planning to send some money shortly though my funds are a little tied up in a project i'm working*
on. it's a bit bold for someone so inexperienced as me but I think you
will like it.

*I just started my own business!*

*Yes it is legal.*

*It's called the Goldfinger guild (catchy right). It's still small though I have 3 employees under my command. Grilmace who I told you about, he brings the muscle and is great company. Ruth the human scholar, she does all the paperwork etc (think receptionist), and then there is Bird (yeah it's her name, I didn't ask).*

*Bird is a bit daft. I didn't mention her before because we didn't overly*
 get along but we are coming around now since she has been working for
me. She kinda does odd jobs messenger, cooking, setting up camp etc.

*I am the brains of the whole operation.*

*How the business works is we hire ourselves to our clients to do what they cannot do by themselves. Find ore in caves, locate*
husbands that have run off with money, find and stop petty thieves from
stealing pearls worth 100gp out of their friends pockets. (that was a
real case we had). Kinda like a detective though we don't limit
ourselves. Faylen has a bedtime book called the "Nightingale
Investigators." If you have read that to her, then think that. Good
samaritans who are helping the local communities in any way we can.

*I'm hoping to come down that way sometime in the near future, I'm assuming my face is no longer on all the street corners. I*
would love to hear from Layla if she wants to write a letter send it to
the Phandalin townhall Title it to a man named Sildar he will hold on to
 it for me.

*Dad, I'm gonna be good.*

*Your Son*
*Peren Goldfinger*
The Known World

The following information is presented as your characters might know it; specific in the starting area, and becoming increasingly general as the scope widens.

## Geography

**Tyrn** is the name of the world in which the story takes place. In many ways it parallels our own. It is a globe, with frozen poles and a hot equator. Two moons orbit the world, one a large silvery orb, and the other a distant, reddish-purple circle.

### Continents

There are at least two large continents that make up the majority of Tyrns landmass, and likely more that have not yet been discovered:

* Ardenfall/Wyn Aeris: A large continent in the northern hemisphere comprising of several nations. At the current time the eastern reaches of the landmass remain unknown.
* Maia: An equatorial/southern continent southwest of Ardenfall. At the current time the southern reaches of the landmass are unknown.

### Oceans

* The Far Deep
* The Shrouded Sounds
* The Autumn Sea
* The Great South Sea
* The Gulf of Gulls
* The Narrow Sea

## Religion

Religion is a central pillar of many cultures on Tyrn, and while there are as many religions as there are countries, a few have become dominant with widespread worship across the lands. In Ardenfall there is The Faith, and in Maia worshipers follow Ubtao and the Nine Trickster Gods of Omu.

## History

See History of Ardenfall, or History of Maia
Catherine Armstrong

## Series information

Catherine Armstrong is the former Wife of Lawyer Robert Armstrong and Mother of Bob Armstrong.

## Early Life

Catherine married Robert Armstrong and gave birth to Bob Armstrong.

## Character

Catherine was mentioned an lovely person. she suffered from bipolar.

## Death

Catherine was checked into Masonville psych ward for bipolar disorder. She begged her husband to come home at christmas. Robert agreed and the first thing Catherine did after coming home was overdosing with pills. She died of suicide even tho her Son was convinced she died of cancer.

## Trivia

Catherine was never seen in the tv show. However, she is mentioned sometimes throughout season 2
The Wilderlands

East
of the Grey Wash and North of the Iluskan Valley are the Wilderlands; a vast
plain of crags and gulley’s covered in thick, rough heather that stretches as
far east as the Ice Knife. This region is home to roving tribes of orcs and
barbarian clans. It is a wild land, and deathly dangerous to the unwary
traveller. However, it is rumoured there are many riches to be found on the
tundra amongst the ruins of long gone civilisations.
Godless Isle

**The Godless Isle** is a sacred island in the southwest of Long Lake. It is approximately 5 miles in diameter and completely uninhabited. A thick copse of cedars obscures any structures that might remain on the islet.

A pact between the early Iluskans, Children of the Forest, and Wood Walkers was signed here, ending the centuries long war between them.
The Sindarin Dynasty

The Sindarin Dynasty was a large militaristic empire that existed for approximately 2500 years. Very little is known of them now, other than that they came from the east and conquered almost all the lands of Ardenfall.

The reasons for the fall of the Sindarin Dynasty have been lost to time, however, it occured at the same time as the cataclysmic event known as The Divergence. Scholars are undecided on the significance of this.

## Lore

The Sindarin Dynasty is said to have been founded in approximately 2500BD in a land far to the east.

They rose to power on the backs of dragons, bringing fire and flame down upon their enemies. At the height of their power, the Sindarin Domain reached as far as the Shifting Strait in the north and the Narrow Sea in the south.

Some scholars theorise that The Divergence was closely tied to the fall of the dynasty, while others argue that an event of such a scale is beyond the possibility of mortals.

## Remnants of an Empire

The dominant religion in present day Ardenfall, The Faith, is a relic of the Sindarin Dynasty, as is the common language spoken across the realm. In many places, ancient buildings still stand flaunting the distinctive architectural style of the Sindar.

Although the Sindarin Dynasty was distinctly multicultural, it was primarily an elven nation, ruled by an elite caste of high elves. When the empire fell, so too did the sun set on the golden age of the elves, whose populations have become severly diminished.
The Barrowlands

These
uninhabited rolling hills fall between the south fork of the Grey Wash and the
Cut. In a time long past an ancient race resided here, but all that is left now
are the occasional mounds of earth marking their graves. Superstition and tales
of strange happenings in the area deter most travellers. However, a single
unguarded road traverses the silent hills allowing passage for those brave
enough to try.
NPCs

Below is a list of important NPCs organised by the region in which they are based

## The Iluskan Valley

### Gundren Rockseeker

 **History** | The characters will meet Gundren in Oldstone at the beginning of the adventure

Gundren has the heart of an adventurer but a head for commerce. Always ready with a genuine laugh and listening ear, he’s a dwarfs dwarf.

### Sildar Hallwinter

 **History** | Accompanied Gundren during the parties first meeting

Sildar is the retired captain of the watch in Oldstone. He has spent the last few years travelling in the Highmark and around Lundinium before returning to assist his friend Gundren in his latest adventure. He also wanted to check in on an old friend of his, Iarno Albreck – a human wizard with an interest in treasure hunting, who had come to Phandalin with the intention of assisting in its development but has since disappeared.

### Devlan Gale

Devlan Gale is a kindly man in his middle 50s who has been townmaster of Oldstone for 15 years.
Ravens Keep

Ravens Keep is a small pallisaded town of approximately 150 built around a wooden
motte and bailey. It sits on the west bank of Long Lake near the southern edge
of Finhorns forest.

A few miles south of the town is
Green Creek; a tributary of the Adena river. A small jetty is located here
where barges are loaded with timber and other goods to be sent elsewhere in the
valley.

To reach Ravens Keep, travellers must follow the north track and then ferry across Green Creek.

## Locations

* **The Bailey**

This stout wooden tower built atop a low hill is residence for Philip Crosse, more commonly known as the Bloody Baron, and his family.

* **The Tavern**

Ravens Keep is the last stop on a distant road, and so gets very little traffic. However, a small, dingy tavern has a few rooms that can be rented when available. The tavern itself is the local watering hole for the local hunters and lumberjacks.

* **General Goods**

A squat building offers a limited selection of trade goods to be bought and sold.

* **Blacksmith**

A simple smith, able to repair weapons, or sell some that are imported from Oldstone. Mostly services local hunters.

* **Shrine to the Raven Queen**

It is widely known that the Bloody Baron is a worshiper of the Raven Queen, goddess of death, and that he has built a small underground shrine within the town walls.

* **The Sawmill**

The sawmill is a short distance from town on the edge of Green Creek. A large portion of the towns residents work here, preparing timber to be sent elsewhere in the valley.

## Culture and Economy

### Demographics

The towns population of about 150 is made up of humans (75%), dwarves and halflings (20%), and elves (5%). Race relations in Ravens Keep are not great.

### Economy

The local economy is driven by demand for lumber and furs elsewhere in the valley. The Wood Walkers don't take kindly to outsiders that enter their domain, however, the residents of Ravens Keep have come to some level of agreement, allowing them to harvest timber from this southern most edge of the forest.

Hunters and trappers also brave the craggy valleys of the Iron Range to collect furs and game which can be sold at a high margin.

### History

Ravens Keep was formerly the domain of Lord Vern, whose family had controlled the land for decades. But in 1415AD the Bloody Baron murdered him for unknown reasons and took his seat. It is recorded that there was no resistance from the townsfolk to his coup.

## Military

The lands around Ravens Keep are rife with danger, and so the Bloody Baron has a permanent standing militia to stave off any unwanted attackers.
Leilion

Built on a chaotic maze of stilts and boardwalks, Leilion
sits atop the marshy swamplands of the Mere of Dead Men. The town exists
entirely around exacting a toll from the trade caravans that pass through, the
only other aspect of their economy being frog fishing.

Citizens of Leilion are often looked down upon, and they
know it. Trying to buy anything in Leilion will cost you a fair amount extra,
but there are no other options, and trying to go around is treacherous.

The town is run by Toll Master Tonks, a stooped, ageing man
with a head for numbers. He has an exceptionally large family that make up a
significant portion of the town’s population. Although not well liked, he is
respected for his ability to extract as much as possible out of everyone who
passes through.

## Notable Locations

* The High Road
* Toad Hall Tavern
The Highmark

On the great eastern grasslands in the shadow of the Mistbreak Mountains is the High Mark, domain of the horse lords. Its countryside is
a land of pastures and lush, tall grassland which is frequently windswept. The
meadows contain many hidden pools, and broad acres of sedge waving above wet
and treacherous bogs which water the grasses.

Its continental climate generally brings dry summers
and brisk, frosty winters, marking a midpoint between the harsh winters of
the Wilderlands to the north and the long, subtropical summers of southern
kingdoms. The winds and air masses can come from almost any direction and the
weather is highly variable in any season.
Conyberry

Once a fairly large town (larger than Ravens Nest but
smaller than Oldstone), Conyberry was considered the breadbasket of the valley.
It sat in the verdant, well irrigated north basin perfectly suited for growing
crops and grazing livestock.
However, with the advance of the Broken Tusk
orcs conflicts broke out and the town was raided and destroyed. The few
survivors that made it back to other settlements in the vale spread the story and warned of more attacks.

The Widows Track runs through the town.
Factions

There are numerous factions present in the world, each striving to achieve their own agendas. Some fight for good, some for evil, but most fight only for themselves.

## Factions

### The Guild of Hunters

A loosely organised faction whose aim is the
preservation of harmony between civilisation and nature, based on the
belief that without balance, there cannot be prosperity.

### The Lords Alliance

An order based out of Lundinium that aims to promote peace and prosperity between the people of the north.

### The Seekers of Ioun

An organization of nobles, scholars, wizards, monks, and other knowledge-seekers who worship Ioun, The Knowing Mistress.

### The Zhentarim

A shadowy, criminal organization with no perceivable structure...

### The Harpers

A travelling group of bards seeking adventure and inspiration for their work.

### Keepers of the Grove

A far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild.

### The Wild North

* The Broken Tusk Tribe
* The Black Tooth Tribe
* Ten Towns Confederacy
Peren's perspective (7th AR - 14thAR)

## Letter Home

*Peren.*

*5th Autumn rise*

*Mr. Alred Goldfinger*

*Golden Touch Carpenters*

*2nd Trade district, 18 Northern way*

*Lundinium*

*Father it is me again, Just giving you an update.*
*I'm still alive and well, been travelling around a bit. Spent some time in a nice town called Phandalin, the locals were a little rough around the edges (and lousy at cards) but very welcoming we helped them put out a fire that struck the town hall and they now treat me and my friends like small heros.*
*I have some great news as well.*
*It all started with the caravan job I told you about. I naturally took a leadership role within the group and our boss Gundrun, this money orientated dwarven guy noticed and let me lead this group giving me lots of responsibilty, I had the title of Head Spelunker. We went exploring in these mines/caves looking for ores etc. Good legal work, nothing too interesting or exciting, quite a bit of paperwork. Though when you see me next I have a big scar on my neck, it's due to tripping over some loose rocks landed on a sharp stalagmite. I'm fine, it adds to my boyish charm I'm sure Layla will dig it.*
*I hope she is doing well I'm planning to send some money shortly though my funds are a little tied up in a project i'm working on. it's a bit bold for someone so inexperienced as me but I think you will like it.*

*I just started my own business!*
*Yes it is legal.*
*It's called the Goldfinger guild (catchy right)*
*It's still small though I have 3 employees under my command.*
*Grilmace who I told you about, he brings the muscle and is great company*
*Ruth the human scholar, She does all the paperwork etc (think receptionist)*
*and then there is Bird (yeah it's her name, I didn't ask) Bird is a bit daft. I didn't mention her before because we didn't overly get along but we are coming around now since she has been working for me. She kinda does odd jobs messenger, cooking, setting up camp etc.*
*I am the brains of the whole operation.*

*How the business works is we hire ourselves to our clients to do what they cannot do by themselves. Find ore in caves, locate husbands that have run off with money, find and stop petty thieves from stealing pearls worth 100gp out of their friends pockets. (that was a real case we had). Kinda like a detective though we don't limit ourselves. Faylen has a bedtime book called the "Nightingale Investigators." If you have read that to her, then think that. Good samaritans who are helping the local communities in any way we can.*

*I'm hoping to come down that way sometime in the near future, I'm assuming my face is no longer on all the street corners. I would love to hear from Layla if she wants to write a letter send it to the Phandalin townhall Title it to a man named Sildar he will hold on to it for me.*

*Dad, I'm gonna be good.*

*Your Son*
*Peren Goldfinger*
Wave Echo Cave: First Blood Part 2

* Took a short rest, then fought bugbears in the great cavern who had come to investigate
* Found the Allhammer shrine with the healing water
* Discovered the flameskull protecting the smeltery room, and managed to past it by donning the Hammerhand armour.
* Found the 'Starry Cavern' and the Ziggurat, as well as evidence of a massive spell battle long ago
* Fought the wraith Mormesk in the old wizards quarters, defeating him and discovering some cool loot including dragon guard, lightbringer, some treasure, and an ancient text (detailed below).
* Discovered the forge of spells atop the ziggurat
Wyvern Tor

This weathered crag is a prominent location in the rugged northeast foothills of the Mistbreak Mountains. The crumbling tower, a remnant of the Sindarin Dynasty, is easily visible from twenty miles away. People travelling along Widows Track in the vicinity of Conyberry can catch glimspes Wyvern Tor to the east as they go.

## History

The steep sided crag has been an important strategic location in the valley for centuries. It is recorded that the great orc chieftain Uthrak the Bold made his last stand below the hallowed bluff, before his united force of orc tribes were ultiamtely defeated.

When the Sindarin Dynasty annexed the region they constructed a grand tower on tor, likely used as an outpost for the Sindarin dragon riders. When the dynasty eventually fell the region was abandoned and the tower succumbed to weather and time.

In recent years, the ruined tower was home to a large and dangerous nest of wyverns that terrorized the valley, but a band of bold adventurers dealt with them. Although the wyverns never returned, other creatures are known to lair here from time to time.
Finhorn Forest

**Finhorn Forest** covers hundreds of miles of massive, unbridled woods that shrouds the landscape in mystery and shadow. It covers much of the western banks of Long Lake and stretches into the lower reaches of the Iron Range. This dense timberland is traversed by few beside the native wood elves of the region, known as the Wood Walkers.. The enchanted nature of this wood held the decay of the seasons at bay, allowing the trees to bloom evergreen year-round.

## History

The woods originally covered almost all of the Iluskan valley and was home to the Wood Walkers and the Children of the Forest (primitive halflings). During this time the boundaries between the Feywild and the Material Plane were much more blurred, resulting in a string magical presence in the region that remains to this day.

When the Iluskans arrived in the Iluskan Valley conflict erupted between the woodland creatures and the foreign invaders. The war was long and bloody, and in that time large swathes of forest were cut down or burned. It is believed that Long Lake was created by woodland spellcasters as a defense against the advancing Iluskan armies.

A truce was finally settled when the Iluskan Invaders, Children of the Forest, and Wood Walkers signed a pact on the Godless Isle granting all the open lands to the Iluskans and the forests to the woodland peoples. This pact was strengthened when all three factions fought together against the orcish scourge led by Uthrak the Bold.

### Sindarin Dynasty

With the arrival of the Sindarin Dynasty and their fearsome dragons in 792BD the entire valley fell under their control. However, a strong resistance remained amongst the inhabitants of Finhorn Forest who were angered by the wanton destruction of the woods. Sindarin outposts on the edges of the forest were frequently raided, angering the opressors and resulting in harsh retribution.

A famous song tells of how Finhorn, a legendary hero for who the forest is named, slew a dragon and its rider with a single shot from his magic long bow, Yew Heart. The bow itself is said to have been gifted to him by the Arch Heart, supreme ruler of the Feywild, and is an object much desired by scholars and treasure hunters alike.

### Post Divergence

Since the fall of the Sindarin Dynasty and the cataclysmic Divergence, Finhorn forest has reclaimed some of the land that was lost, swallowing up Sindarin ruins amongst the trees and vines. Many of the halfing Children of the Forest and some wood elves assimilated themsleves into Iluskan culture, while others remained in their woodland dwellings. A peace has remained between the inhabitants of the valley since then.
Uthrak the Bold

Uthrak the Bold was a legendary orc chieftain of the Black Tooth Tribe who, in 845BD, united all the tribes of the wilderlands and descended upon the Iluskan Valley in what later became known as The Scourge.

## History

Uthrak rose to prominance as leader of the Black Tooth tribe who had a castle at Black Tooth Crag in the Wilderlands. He lost the castle to the rival War Crown Tribe despite slaying their leader Araug in single combat, and was forced to retreat to the distant Grey Ranges.

Despite being severly weakened, Uthrak garnered the support of the other tribes in the area (through a combination of force and diplomacy), before advancing on his ancestal home and retaking it in a decisive battle during which he persoanlly slew every member of Aurugs family.

Emboldened by his victories he quickly expanded his domain across much of northwestern Ardenfall before turning his gaze on the verdant expanses of the Iluskan Valley.

In 845BD he led his horde (estimated at close to 10,000 orcs, barbarians and goliaths) into battle with the Iluskans, who were soon joined by the Wood Walkers and Children of the forest.

Despite making early gains against the human settlers, the orc invaders soon became bogged down in a guerilla war that sapped their strength and diminished their numbers. Enraged by the lack of progress, Uthrak ordered huge swathes of the forest to be burned to the ground.

The war began to turn when, in his arrogance, Uthrak led his army into the Mere of Dead Men in an attempt to finish the Iluskans once and for all. Most of his warriors where lost in the bog, and those that remained were picked off by the Iluskans and Children of the Forest.

Uthraks forces where promptly pushed back to the head of the valley where they regathered for a last stand. The deciding battle occured at Wyvern Tor where a combined elven, halfling and human force marched on the remainder of the orc army. It was a brutal battle, during which Uthrak slew Good King Bertram, ruler of the Iluskans, but ultimately the orcs were defeated and the remnants of their force pushed back into the Wilderlands.

Uthrak the Bold's body was never found.
Melora, The Wildmother

**Melora, the Wildmother,** is the goddess of wilderness and the sea. She watches over nature, good harvest, grants protection from washing away in storms, guides the passage of ships, and protects smaller folk. Her domain also includes nature magic, and as such she is widely worshipped by elves and druids.
One of Melora's symbols is a swirl carved into stone; a slow cascading spiral.
Lundinium

This
large city is considered the metropolitan centre of the north. It is a
mercantile city state presided over by an arch duke, who is chosen from amongst
the various duchies of the Embermouth river basin (so named for the Embermouth
River). More than 100,000 people of myriad races call Lundinium their home. It
is a hub for trade, travel and culture and has a far-reaching influence.
Kord, The Stormlord

**Kord, the Stormlord** is the storm god and the lord of battle and warfare. He is worshiped by fighters and paladins far and wide.
An iron statue in Lundinium depicts Kord as a human-like man, barrel-chested and with massive muscles. He wears iron bracers around his wrists. His beard is long and goes down to the middle of his chest. In one hand he carries a long, thick shortsword. His legs and midsection are clothed in furs and leathers.
The Guild of Hunters

The
 Guild of Hunters is a loosely organised faction whose aim is the
preservation of harmony between civilisation and nature, based on the
belief that without balance, there cannot be prosperity. They also deal
in the tracking, capture, and slaughter of dangerous monsters on a
contractual basis.

The
 Guild is split into localised chapters who manage their own regions
without much oversight from a governing body, although the official
headquarters is based in Midfall in The Highmark.

The Iluskan Valley chapter is based in Ravens Keep.

## Structure

The
 guild is led by a Chapter Head, and the second in command is the called
 First Hunter. Every chapter will also have a Quartermaster who oversees
 the administration of guild resources.

### Ranks within the guild

* Lord Commander of the Hunters Guild
* Chapter Head
* First Hunter
* Hunter
* Ranger
* Tracker

## People

The
 majority of people in the guild are local hunters and trappers,
although some druids are known to work with the guild, as well as
paladins and clerics dedicated to nature based gods.
Cragmaw Keep

This ancient Iluskan ruin was claimed by the self-titled King Grol, and used as the center for his raids.The bugbear leader lived in the old keep along with his strongest soldiers and several goblin slaves. On the valley floor below teh bluff upon which the castle was built, a small goblin encampment was set up where the majority of the goblin forces lived.

The party, with Florps help, infiltrated the keep and slew King Grol along with all of his soldiers, saving Gundren Rockseeker in the process.
Phandalin

The frontier town of Phandalin is built on the ruins of a much older settlement. Hundreds of years ago this was a thriving human town under the Sindarin Dynasty. It is believed that at its height close to 3000 people would have lived here, including a large dwarven community.

In the last decade, hardy settlers from around the north have begun to reclaim the ruins. The bustling frontier town is now home to farmers, fur traders and prospectors drawn by stories of gold and platinum in the foothills of the Mistbreak Mountains.

Unfortunately, a ruthless gang of bandits and brigands have also settled here, taking advantage of the fact that the town has no local lord or authority to chase them off. This gang is known as the Redbrands, and are led by a mysterious figure known as Glassstaff.

## Locations

* **Stonehill Inn**
* **Barthens Provisions**
* **Edermath Orchard**
* **Lionshield Coster**
* **Phandalin Miners Exchange**
* **Alderleaf Farm**
* **The Lucky Shrine**
* **The Sleeping Giant Tap House**
* **Townmasters Hall**
* **Tresendar Manor**
Пинкеры

**Пинкеры** (англ. **The Pinkers**) (первоначально - **Розовая Команда** (ангд. **Pink Team**), с седьмого эпизода - **Новые Пинкеры** (англ.**The New Pinkers**) ) - одна из 3 конкурирующих команд в *Неодушевлённом Безумии Пригласительном*, наряду с Синкерами и Тинкерами. Она была сформирована в эпизоде "Застрявшие в Раю", а в эпизоде "Позорное Название" стала официальной командой. С эпизода "Лучше Подавать Холодным", Пинкеры стали именоваться Новыми Пинкерами.