recursal/Fanatic-Fandom huggingface dataset:
Pearl-by-the-Sea

**Pearl-by-the-Sea**

Lawful Evil Large Town (East)

Corruption 3 Crime 1 Economy 1 Law 2 Lore -2 Society -2

Qualities: Notorious, Tourist Attraction, Timid Citizens

Danger 15

Government Overlord

Population 3,500 (2,500 Human, 500 Halflings, 200 Elves, 300 Other}

Notable NPCs

**Lady Elisandra de Salazar** LE Female Elf Sor 12 Rakshasa bloodline

**Mystikos Roy Carrington** NE Male Human Rouge 5/Assassin 1/Shadowdancer 2

**Horace Wilderby** LG Male Human Lore Warden 8

**Lucilla Gales** N Female Sylph Bard 6

**Marketplace**

Base Value 3,000gp Purchase Limit 15,000gp Spellcasting 5th

Minor Items 3d4 Medium Items 2d4 Major Items 1d4

Pearl-by-the-Sea is a large town situated by the sea in the Eastern
region, surrounded by vast amounts of graceful nature. The town was
founded by as a penal colony but Elisandra de Salazar turned it into a
profitable, if shady tourist town. The vast majority of the population
are either debtors, indentured servants, or slaves. These citizenry are
 used to please and pleasure any well-paying guests that stay in the
town. Elisandra ruthlessly suppresses political dissidents and keeps
order in the town with her spy network and the heartless if not greedy
guards.

The citizens of Pearl-by-the-Sea for the most part, mind their own
business so that they won't harassed by guards or get a visit at night.
The town has strict laws in order to combat the crime, but it is having
little effect on the rampant corruption with the officials.

The silent spy network of Pearl-by-the-Sea is run by Roy Carrington who is always looking for eyes and ears around the town; occasionally he
 requires the odd knife. The citizens of the town are petrified by the
spy network and keep to themselves in hopes of not drawing the attention
 of the mysterious and enigmatic spies.

The town has a small harbor run by Lucilla Gales who keeps track of
the customs entering and exiting via the waterways. Lucilla is the only
person in town to sell and repair ships. She commands the town's
flotilla and it's patrolling duties.

Horace Wilderby is a private investigator trying to bring Good to a
troubled town. Most citizens trust him with far more confidence then
they do with the town guard. With a higher level of crime coupled with
crooked officials, many cases remain unsolved and the citizenry are in
desperate need of justice. Those who work under Horace motivated but
untrained; most who come to work for him don't last long. He is looking
for a group of competent individuals who are able to survive and being
justice to the town.
Bikini Bottom Style

**Bikini Bottom Style** is the third album by The Sponge Rockers.

1. Oxygen Masks (7:15)

Total length: 54:26

## Trivia

* An Ominous Creaking Sound is listed on the back of the album, but isn't an actual song.
* Patrick's Little Song About Terminal Illnesses almost didn't make it onto the record, because of it being a novelty song on a really dark subject matter.
* Something/Screen Man is two songs connected together, they aren't actually listed as separate on the back of the album.
* Bolted Firmly on the Ceiling was Tyler Patrick's last song played live, before he stepped in front of a bus in 1998.
* Due to it being produced by Curt Holden, many of the dialogues were left in, like you can hear Patrick saying "This is fucking horrible and hilarious at the same time" during the middle of Patrick's Little Song About Terminal Illnesses.
* Average-length song for this album would last: 9:04.
Tarkith

Many don't understand how a lawful deity can be so invested in such chaotic upheaval as Tarkith is. What they fail to grasp, however, is that it is not the overthrow of those in power that he seeks. What he desires is the perpetuation of an endless succession of tyrannical rulers inflicting their evil upon the population, and the populace's further descent when they take their revenge. Tarkith's goal is nothing less than the steady, methodical corruption of civilization and the delivery of its souls to his domain.

Wherever there are unsatisfied citizenry, wherever there is a ruling class fearful of rebellion, you will find followers of the Death of Kings egging on both sides.

Tarkith's unholy symbol is a broken crown, though an autocrat's severed head can serve just as readily.
Vesomir

Since time immemorial, Good has had its grip on the world, promising
vague rewards in exchange for a lifetime of obedience. This cult of
virtue has stymied true liberty, and that is inexcusable.

Vesomir's ultimate goal is simple: erase the shackles of morality and
 create a paradise where man is free to kill and maim his fellow man.
Due to the inherently disorganized and highly visible nature of his
following, not much progress has been made in pursuit of this goal.

Bloody revolutions seek Vesomir's favor, as do all who seek to usurp power for their own ends.
Aldir

## Aldir: God of Nomads

### Subdomains

Exploration, Fate, Freedom, Honor, Friendship, Loyalty.

### Favored Weapon

Tomahawk (mechanically a handaxe in PF)

When empires were first created, tyranny blossomed. People could
proclaim that they were "better" and rule, crushing the people under an
iron fist. The followers of Aldir went back to the old ways, becoming
nomadic hunter-gatherers, wandering about, and teaching any they met
their ways. Aldir believed that without kings, people would be free. To
 keep his people safe, Aldir manipulated fate; a storm went the other
way, a would be conqueror died, are examples of Aldir helping keep the
nomadic ways alive. Aldir also taught honor and integrity. A chieftain
without those qualities, would become a tyrant.

Holy Symbol:A crown, split in half by a tomahawk

Worshipers:Nomads
Davane

When people speak of the "laws of hospitality", they are Davane's laws. These laws extend beyond the home, also dictating the behavior of those with goods or services to sell and their customers. Slavery is heavily frowned upon, for if a person is brought into a home or business, they are a guest and should be treated as such. More recently, he has been adopted as a patron by members of the oldest profession, as his laws defend them just as much as the common worshiper.

His temples are most common in the desert land of his origin, though his popularity is growing in other lands, and usually serve as places of shelter and healing in addition to their more obviously religious roles. Whether or not they frequent his temples, followers of the Sheltering Sun almost always keep a shrine to him in their home or business to signify their compliance with his laws, and in hope of earning his blessing and protection.

Davane's holy symbol is a sunburst shining down on a simple home. His favored weapon is a scimitar.
Adankora

The warlord Adankora once sought to conquer all worlds, and to achieve this aim she made herself many. Thousands of Adankora clones spread across the galaxy, each one seeking a new world to subjugate and rule. But they were more than just crude copies of an original; they shared a single soul stretched across space and time, and through it they grew in strength together. Something took offense to Adankora's flagrant expansion across the stars, and her glorious empire crumbled almost as quickly as it had grown. The Adankora we know is a survivor of the slaughter, having arrived on our world in a derelict ship escaping this unfathomably powerful enemy. With all the wisdom and cunning of a hundred thousand lifetimes she was a warrior of unmatched skill and arrogance. Already she was on the cusp between mortality and divinity upon her arrival, and her first order of business was to complete her ascension. Her ambitions have only grown from her defeat, and godhood is but the first stepping stone to challenging the unfathomable power that defeated her. She shall need far more power than this, but she is also patient and has learned from her prior mistakes. While her ultimate goal is transparent, her immediate plans are inscrutable. Her religion emphasizes power through knowledge and experience; mighty conquerors and ambitious scholars alike find themselves welcome in her temples. Those who grow complacent are quickly replaced in her pitiless religious hierarchy.
Amaranth

Amaran

Lawful Good Metropolis (East)

Corruption +2; Crime +1; Economy +5; Law +9; Lore +5; Society +3

Qualities Cultured, Militarized, Mythic Sanctum, Resource Surplus, Superstitious, Tourist Attraction

Danger 10

Government Autocracy

Population 89,000 (70,000 Human and 10,000 dwarf, 9,000 other)

Notable NPCs

Kazarabet of the White Eyes, female human Oracle(ancestor) 18 - mythic(heirophant) (tier 4)

Narim the white, trusted of Kazarabet. Male Dwarven sorcerer 12, celestial bloodline.

Marketplace

Base Value 19200 gp; Purchase Limit 100000 gp; Spellcasting 6th

Minor Items all available; Medium Items 4d4; Major Items 3d4

The shining city of Amaranth and its collection of smaller
surrounding cities is the last remaining redoubt of the once large Empire of Sarinal - a shining jewel of a city rising both high into the
air and deep under the ground, where a deep vein of the rare metal
Mithral is still mined by the dwarves below. The city preserves all
vestiges of Sarinal culture it can find - and presents them in great
museums and halls which people come from miles away, even through the
dangerous east, to see.

The larger empire itself fell, so it is said, in the depths of
ancient history to betrayal by a cabal of mages - and to this day there
is an inherent distrust of the arcane that is only begrudgingly
overcome. The tattered remnants had been in decline for some time until
 in recent decades there has been a resurgence led by Kazerabet of the White eyes - a now legendary blind oracle seemingly well on the way to
deific status - as those following her are granted spells of their own
for their faith - who came out of nowhere and rapidly ascended to chief
council - and has garnered the cooperation of many nearby small towns
who were in its heyday part of the empire. By many it is rumored that
she herself is the offspring of a god - and the question is rife, then,
as who this mysterious parentage may be. She seems to have restored
their pride in themselves, and their once proud military tradition has
become so again, as the generals have had a resurgence of recruits.
Amaranth stirs, and darkness worries.
Eindur

The rise and fall of civilizations and with them the tumultuous changes of the pantheons of gods has been a part of this world as long as history records. The younger deities celebrate their ascension, while these tales eventually fade into myth and legend for older gods. Yet Eindur is another matter entirely, so old that he is referenced as an "god of a time long passed" even in the most ancient of records.

What is known is that several thousand years ago Eindur underwent a very sudden change. He was once a god of wisdom and foresight, a force of law that brought order to world. Yet in a single moment he was overcome by a terrible affliction of the mind. One by one his entire clergy were also touched by his madness. Entire civilizations that worshiped this god collapsed as his most ardent faithful became raving lunatics.

The old religion of Eindur is now itself barely remembered, but his faith did not die out in spite of the violent throes in the aftermath of the change. Eindur is a powerful god, and there is power to be found for those willing to risk their sanity by praying to this shattered deity. Revelations of secrets long since forgotten, but always there is the potential consequence of tapping into the wrong vein of knowledge and being consumed by the divine malady that still afflicts Eindur.
Charavanig

**Charavanig**

NG Large Town (Eastern Region)

Crime -1, Economy +1, Lore -1, Society +3

**Qualities** Darkvision, Magically Attuned, Rumormongering Citizens

**Government** Council

**Population** 3,780 (2,500 Svirfneblin, 450 Duergar, 310 Gnomes, 175 Aasimar, 345 other)

**Notable NPCs**

**Council Member Meleigni** NG svirfneblin alchemist 10

**Guard Captain Despagog** TN duergar fighter 8

**High Priest Nicalys** NG gnome cleric of Dormagna 7

The sleepy town of Charavanig, despite its somewhat isolated location
 some leagues underground, is widely considered a center of worship to
Dormagna, the Gentle Shepherdess. This is because of the town's nearby
holy site, the Fount of Dreams, a unique chasm in a cavern outside of
town that seems bottomless and if peered into holds what the faithful
believe is a patch of the starry night sky. The priests of the
surrounding surface grasslands, a vast plain known as the Dominui Fields, make regular pilgrimages to the Fount to commune with their
goddess, bringing tales of the surface world to the townsfolk. The
regular stream of visitors and newcomers are fuel enough for the locals
to chatter away amongst themselves.

Charavanig is also known for its hospitality and open arm policy to
creatures from the lower caverns, welcoming duergar, dark elves, and
tieflings that truly seek redemption and/or peaceful living from the
evil and darkness that plagues the dark lands below.

Due to the presence of the Fount of Dreams, there is a steady flux of
 aasimars born here, most descended from agathions in the service of
Dormagna.

The town's council is led in all but name by Meleigni, a venerable
svirfneblin alchemist who serves as the local physician. Having left her
 adventuring days behind her, she uses the lessons she learned to guide
her citizens in day-to-day life. Her words are heeded as inarguable, and
 so her word is, by no fault of her own, law.

The presence of so many duergar would be unsettling to most, but
Charavanig welcomed these rebels from deeper in the world, seeing lost
souls and homeless veterans. The duergar now serve as smiths and town
guards, keeping the threats of the world beneath them at bay. The
Captain of the Guard, Despagog, is of the fourth generation of these
immigrants, serving as protector of their new home as his father,
grandfather, and great-grandfather before him. He bears no scars, as few
 threats come this close to the surface anymore, but he keeps his men
active and on guard, always watching the shadows.

The gnomes that live here never stay longer than thirty-so years,
save for the High Priest, Nicalys. The resident priest of Dormagna keeps
 the threat of the Bleaching at bay by daily visiting the Fount of
Dreams and bearing witness to the dreams his goddess provides him. He
teaches the pilgrims his knowledge of their goddess and his touch calms
even the most frightened of children in the nightmare-plagued darkness.
Sterahsi

Sterahsi can be unpredictable. She can summon up terrible storms without warning, reveling in the power unleashed and saving no thought for those caught in their path. She can just as easily banish foul weather and bask in the serenity. Through it all, her followers are taught to turn to each other for help and to give aid when needed. This is the only mercy she shows.

The Storm Queen has far more druidic worshipers than clerical ones, and they usually worship at open-air shrines in the form of stone circles. Her faithful tend to form very strong communities, which are not always welcoming to outsiders. They also can be extraordinarily fierce when embracing their goddess' wild side.

Sterahsi's holy symbol is a storm cloud partially obscuring the sun.
Connela

Connela was born in fire, child of an Efreeti tyrant and a demonic mother. Trained as a young girl to be the warrior son her father never had, his arbitrary punishments overwhelmed the young girl's innate fire resistance, leaving her burned on her entire body. During a raid on the palace, a group of adventurers rescued the child, and hid her away in a temple on the plane of Heaven. She was nurtured by the angels, and given a strong sense of justice, as well as an appreciation for the value of teamwork. Returning one day at the head of a small army of Archons, she herself stormed her father's palace, beat him in single combat...and forgave him for his crimes, lest she become like the monsters that spawned her. While her prowess in single combat is unmatched, she recognizes the value of cooperation in the pursuit of justice.
Casa de los Perdios

**Casa de los Perdios**

TN Small Town; East

Corruption +4; Crime +2; Economy +2; Law -6; Lore +1/-3; Society -1/+3

**Qualities**

Wealth Disparity

No Questions Asked

**Danger**0

**Government**Secret Syndicate

**Population** 1450 people (800 Human, 300 Elves, 200 Dwarves, 80 Gnomes, 50 Half-Orcs, 20 Other)

**Notable NPCs**

Captain of the Bloody Harlot, Jacob Kurby NE Human Swashbuckler 8

Captain of the Defiant Sheep, Nick The Razor CN Human Rogue 3/ Wiz 7

Owner of the Rowdy Dandy, Mary Red N Changeling Bard 10/ Witch 4

Dread Pirate Robb of the Terror of the Sea NE Dwarves Anti-Paladin of Molly Cali 12

Lily Green Finger Cruz, Captain of the Sparrow and owner of the Shark Tooth General Store NG Elven Alchemist 9

**Marketplace**

**Base Value** 1000gp; **Purchase Limit** 5000gp; **Spellcasting**4th

**Minor Items**3d4; **Medium Items**1d6; **Major Items**

About seven hours from the port city of Nessex lies a five mile island in the **Sea of Herox** is the small island town of Case de los Perdios, or more aptly named in
 the common tongue "Home of the Lost". Its original name has been lost
for some time that not even the elven settlers whom came many years ago
remember.

What could be said is that it was once a port for the old and near
gone empire that sits across the sea. As the empire fell into decay, the
 small island town was on its own. It was eventually that pirates would
claim the city for themselves with little to no resistance. With the
pirates in control, it quickly grew to be a another haven for
privateering.

The town is run by a group of several pirates and business owners,
whom keep the town in order to some extent, known simply as the Black
Flag Association. While their aims are all different and motives ranging
 from sinister to good, they all collectively see the town as their mark
 on the world, their own Nessex. Only few know the actual members whom
are part of the council, and it is something they like to keep
anonymous.

Perdios is divided into three districts, the slums, the pirate
section, and the old quarter. The pirate quarter sits right on the
docks, and straddles and bleeds into the slums. There isn't much
difference between the buildings of the two, a mix of the old clay with
new timbers. Pirates however stay out of the slums for fear of dealing
with the unseen enforcers of the Association. The old quarter is where
wealthier captains and the old wealthy families reside. Here buildings
are kept in order reasonably, and the rowdiness of the pirate quarter
and the downtrodden slums fade to a more refined area.
Tartar Sauce

**Tartar Sauce** is the second album by The Sponge Rockers, released on Seafoam Records on July 27, 1990.

## Track listing

1. 120 Conch Street (3:53)
2. Many Tentacles (4:09)
3. Untitled (2:31)
4. Scattered Reef (5:41)
5. Another Armor Plate (4:01)
6. Krusty Krab Patty (3:27)
7. You Don't Know Me (5:18)
8. Shrimp and Krab (4:21)
9. With A Code (3:09)
10. Betrayal (1:39)
11. Will Yourself To Do It (5:57)
12. Another Force of Evil (8:05)
13. Our Last Song (7:49)

**Total Length:** 1:00:00
Arkatos

Arkatos is a minor god of the arena and gladiators. His favored weapon is the gladius. His sacred colors are red and gold. His sacred animal is the lion. His unholy symbol is a golden human skull wearing a red mane.

Not so much worshipped as appeased, gladiatorial events are hosted in Arkatos' honor as a means of keeping peace in times of politcal and civil unrest. Rulers will use the events to bribe Arkatos to protect them from their enemies. The more blood spilled, the more time on the throne a ruler is thought to be granted.

He is often portrayed as a classic gladiator, wearing a lion's head
and mane as a helm and little to no armor or completely covered in metal
 (depends on the level of paranoia of the current tyrant).

His herald is a unique, crimson chimera named Magondor. This mighty
creature appears either with its master or as a final fight for a
champion in the arena. The beast has yet to fall to mortal hands. Other
creatures that serve the Red Hand of Tyranny include a water elemental
that is more blood than water (Ursaleyne) and a bearded devil that loves
 matches in the arena and will always get involved somehow (Ol' Notch).

Arkatos has quite a few enemies, most of whom uphold justice and
order and the righteous side of the law. He has a heated rivalry with
the deity Tarkith, as Arkatos likes to see tyrants last and do their
damage, but Tarkith's upheaval constantly keeps things changing too much
 for much lasting scars to be made.
Yenna

**Yenna (Dawn after the Darkest Night)**

**Alignment:** Chaotic Good

**Domains:** Charm, Darkness, Madness, Rune, Sun

**Subdomains:** Nightmare, Loss, Revelation, Love, Language, Moon

**Favored Weapon:** Flamberge

**Worshippers:** Yenna is not associated with any particular race or
class since tragedy can find anyone. Yennas followers understand the
need for others to have time to grieve and seek to help them through it.

Yenna is a misunderstood deity, her touch oft mistaken for malicious
torture, as it is her hand that inflicts sorrow and nightmares on those
stricken with tragedy, especially those who lost a loved one. Her
worshippers understand that Yenna communicates with the grieving in
their dreams to help them cope with their loss and guide them through
this dark time, toward a new dawn where they may move on, treasuring
their love but forgetting their anguish.
Vyzyx

**Worshipers:** Urdefhan, evil warlords

**Holy Symbol:** A rhoka that reflects the night sky, pitch black with tiny white stars

Dark legends, recounted only in the wicked Aklo tongue far below the
surface of the world, speak of an urdefhan general of particular
tenacity and skill. This warlord led his people from the front of the
battlefield, and he drove all others before him, seeking conquest and
dominion, and to extinguish all life he could find. Yet in time, this
general, Vyzyx, discovered that his crusade would only bring him so far;
 no matter how he strove, his armies would only cull so many, his mortal
 reign would only take them so close to that ultimate goal. And so one
day, he placed his lieutenants in charge and strode off alone, into the
empty, silent chambers of the deepest Darklands.

Just what he found there is not entirely known, but when he returned,
 Vyzyx's mind was not the same. He claimed to have found truths from
beyond the stars, in an external void as dark and as empty and as
undeniably eternal as the depths of Orv. Two things became forever
clear, though: Vyzyx led his people to even greater victories than
before, and he had gained some level of divinity, now able to grant
power to his devout followers.

Today, Vyzyx is a minor god, perhaps even only of demigod stature,
and still rarely worshiped by any but the mad, vicious urdefhan. Yet
still he remains, somewhere in the void, leading his warriors in some
twisted sense of honor, and always with strategies as efficient as they
are horrific, marching on ever closer to their goals of domination and
genocide.
Carosst

Carosst:

Neutral Evil Small Town (West)

Corruption +1; Crime 0; Economy +1; Law -2; Lore -2; Society +5

Qualities: Militarized, Strategic Location

Danger 0

Government Council

Population 500 Centaur
Notable NPCs

'General' Sterock, LE Centaur Cavalier 12.

Marketplace

Base Value 1100 gp; Purchase Limit 5000 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items --

\*\*\*\*\*\*

Carrost is as much a military camp as a town - perched right on one
of the major trade routes through the western regions, this group of
Centaur soldiers has thrown its allegiance in with Saveanth-Li in a
rather shocking move. The town, such as it is, is rather large in terms
 of area covered, but well fortified and defendable. So far they have
merely been collecting tithes from those who wish to pass through and
sending some oof the money back to Saveanth Li - but there are worries
they may be the first step to something larger.
Tharmanti

## Tharmanti

### Portfolio

Survival of the Fittest, Competition, Natural Selection, Wealth, Power.

### Domains

Destruction, Law, Nobility, Strength, War

### Subdomains

Aristocracy, Blood, Catastrophe, Competition, Judgment, Tyranny

### Favored Weapon

Halberd

Tharmanti is the god of the Powerful. He represents the very essence of
Wealth and Strength. He is worshiped by many, a major god of competition
 and he his followers belive that the poor and the weak must be wiped
out, and the only way to do this is to bring along a major disaster in
which only the strongest will survive.
Niruntia

**Niruntia**

Neutral Evil Large Town (West)

Corruption +1; Crime 0; Economy +1; Law 0; Lore +2; Society 0

Qualities Academic, Prosperous, Resource Surplus (Tlenicen)

Danger 5

Government Autocracy

Population 4,500 (3,000 humans, 1500 ratfolk)

Notable NPCs

+*Prince of the Eight Banners Lurken Thakai* (NE Human Psychic/11)

+*Marzoban* (LE Ratfolk Alchemist/14)

+*High Harvester Lokir* (NE Human Aristocrat/7 Wizard/6)

Marketplace

Base Value 2600 gp; Purchase Limit 15000 gp; Spellcasting 6th

Minor Items 3d4; Medium Items 2d4; Major Items 1d4

One of the southernmost cities of the Darwish Empire, Niruntia has
proven itself to be incredibly prosperous. The long growing season
(combined with an ingenious Cyclopean irrigation system) ensures a
bountiful harvest of the narcotic Tlenicen.

The ostensible regulator of the trade is Lurken Thakai, chosen scion
of the eight noble families that vie for power in the courts and
backalleys or Niruntia. Well aware of the fragility of his position, he
has turned the city into a library on the occult to enhance his own
powers. Working with him is Marzoban, who rumor has it has poisoned more
 than one upstart seeking to be above their station.

High Harvester Lokir is in charge of the euphemistically named
"Spicers Guild," which serves as both regulating the pesh trade and
brutally quelling any dissent, real or imagined. The albino has proven
to be staunchly incorruptible, frustrating agents of the noble houses.
Maniaron's Pantheon

## The Pantheon of Maniaron

Created by several fans of Pathfinder on the Paizo message boards, the gods of Maniaron were created by randomly rolled dice for their alignments and domains. From there, the personality, portfolios, and mythos were chosen by the creators of these gods, various users of the Paizo message boards.

The gods are categorized in four groups: Greater, Intermediate, Lesser, and Demigods.

### Greater Gods

Arkesht, Blastari, Eindur, Khaivara, Lekst, Malachite, Marzin, Mavhereth, Narukalor, Nasquba, Polyphenna, Quieem, Quingala, Vracar, Xol Ahkmul

### Intermediate Gods

Adankora, Alahakla, Arhu-Makht, Batte, Bolaro, Chranix, Connela, Davane, Ditana, Dormagna, Ergen, Glamreal, Grandmother Haagni, Hakath, Kester, Leukon, Maleidian, Nanissa, Old Splitroot, Quoroch, Relegos, Sarlindur, Senathay, Shrvanoxdi, Sterahsi, Tarna, Thalakos, Thenaka, Tytha, Vonheim, Zalsha

### Lesser Gods

Alissandra, Annalise, Aposarpha, Arkatos, Arkhanot, Aunt Leona, Banefire, Black-Shackles, Borehelos, Capszura, Cassyros, Dir'ao, Evoco, Felwryn Frossheim, Ghongnasur, Golthan, Greenhand Redtongue, Halakan, Harkon, Iratrunar, Jerogg, Kanathis, Kellat-Wir, Kitnoss**,** Krongar, La, Malasa, Martyr King, Me'ekmakkle, Mokker, Molhegila, Moloh Cali, Neodoric, Nuwa, Oxala, Plaegius, Rothlar, Sallashil, Shask, Sil Carrellon, Talathel, Tarkith, Thantrois, Tissana, Tiyena, Tork, Troika, Tsorgoth, Vasathan, Veldara, Vergoshin, Vesivlod, Vesomir, Vuni, Warissa, Yutobe, Zekelor, Zyelimun

### Demigods

Boundane, Brother Snikket, Cousin Scrivven, Eosshorm, Eotachus, Estarianthanon, Folsey, Koruvin, Little Sister Nunya, Marnl, Nabblik, Rannis, Vaathix, Wunslurr, Xaeldor

### Unknown Rank

Aabren, Aerun, Aldir, Apoclamau, Chatru, Duraga, Enkim, Eratir Otang, Feira, Firanis, Flidotia, Forgruu, Garrikhan, Gor Makon, Grashar, Hael, Hules, Ipravan, Ivy Man, Izreus, Ja'Daar, Jovan, Kanbrios, Lady of Vines, Lumiere, Master Ang, Medicinia, Mizodahvvar, Nescifent, Odzrzrezia, Onathano, Ophelia, Orrook, Pakalao, Pisepis, Ri'ifu Pavg, Rog'Kza, Saett, Scecherm, Sinaa, Spiritwhale, Tarszuri, Tharmanti, Thurgog, Titechcualtia, Ullartha, Uoriteph, Valana, Valhalt, Vesper, Vyzyx, Yenna
Kellat-Wir

Kellat-Wir is the lesser deity of devastating storms and other life-threatening weather events that endanger travelers or anyone caught outside at night. This deity revels in the unpredictableness of storms in the dark, and although deaths in those situations are often blamed on him, he does not care if these unfortunate souls live or die.

Kellat-Wir's clergy offer shelter to those caught in inclement weather, provided a reasonable donation can be made. Some believe that the clergy maneuvers to cause travelers to be stranded outside during nighttime storms, either to push them towards a nearby shrine (and a donation) for shelter or as an obeisance for their god.

Another belief about Kellat-Wir is that any who die of natural or accidental causes at night during a storm have their souls claimed by Kellat-Wir, their souls being delivered to Kellat-Wir's dark realm. One effect of this is that anyone who believes that more savage or cruel deities hold a claim on their souls will often go out into storms at night, hoping for their own demise. Many of Kellat-Wir's clergy dismiss this claim, but many believe that the clergy says that so that Kellat-Wir's church isn't in conflict with other deities.

Kellat-Wir's holy symbol is a tornado in front of a crescent moon. His favored colors are gray and yellow. His sacred animal is the bat.
Moloh Cali

Moloh Cali is the demon lord of sacrifice and burning said offerings
alive. His favored weapon is the torch. His sacred colors are red and
orange. His sacred animal is the salamander. His unholy symbol is a
black triangle within an open flame.

Moloh Cali is considered a last resort by those who turn to him. He
promises divine rewards to those who take the lives of those precious to
 them and burn them alive. He will provide some gift to the devotee, but
 will then claim the soul after death and set them ablaze for eternity.
His cultists will aid their victims in selecting sacrifices and
preparing them for the fire. The clerics among them restore their vows
to Moloh Cali by kidnapping victims and burning them at the stake as the
 sun rises a few times a month.

Portrayed as a blackened balor with withered wings, Moloh Cali seems less of a threat than he actually is.

His heralds are a harem of succubi known as the Wives of Fire and Ash. They precede their master's arrival, whispering promises of glory
and power to those who sacrifice to the demon lord. They are coated in
ashes and their hair and wings are made of fire.

He considers Mokker a bitter rival, although the miserable deity doesn't even acknowledge this.
Aujaq Corazon

**Aujaq Corazon**

Lawful Good Small Town (North)

Corruption 0; Crime 0; Economy 0; Law +1; Lore +1; Society +2

Qualities Adventuring Site, Rumormongering Citizens

Danger 0

Government Autocracy

Population 760 (690 human, 40 undine, 20 ifrit, 10 other)

Notable NPCs

**Elder Shtiya** LG Female Human Cleric of Sinaa 8

**Iqniq** LG Male Human Sorcerer 8

**Kattituyok** CG Female Human Bard 7

**Assiminik** LN Male Undine Spiritualist 7

Marketplace

Base Value 1000 gp; Purchase Limit 7500 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items --

Aujaq Corazon is nestled at the craggy base of the Glacier of the Gods, completely cut off by land travel and accessible only by small
boats that can navigate the treacherously icy waters. The people here
live a simple life, subsisting mostly by fishing and hunting and
occasionally making boating trips to trade with the larger settlements
nearby.

The difficult approach to Aujaq Corazon means traders and soldiers
generally avoid it, but adventurers are a frequent sight. The Glacier of
 the Gods is riddled with ruins and treasures that are always drawing
eager souls, and the small community makes for a perfect staging point
for expeditions into the glacier.

On dark nights, the spear of light can be seen in the distance from
Aujaq Corazon. Though its effects in the town are quite mild, this
conduit of magical heat and warmth has created a small pocket of
tropical environment in the distant north. Though the town still is a
frigid place, it is much milder than places significantly far south as a
 result of its proximity to the spear of light. Adventurers who survive
expeditions to the glacier are often captivated by the stories the
locals tell of the green and humid realm of the far north, but they
rarely heed the warnings.

Aujaq Corazon is ruled by Elder Shtiya. It is traditional for an
elder to pick their own successor, and currently Shtiya is training the
younger Kattituyok to take this mantle when she passes. A small number
of Ifrit and Undine populate the town, a consequence of its proximity to
 the spear of light and its magical influence. The birth of such an
individual is viewed as a bad omen, but under Shtiya they have been
allowed to remain in the settlement rather than facing expulsion on the
15th birthday as was once tradition.

The town frequently has to be mindful of monsters roaming in from the
 glacier, and the resident Sorcerer Iqniq - born to an Ifrit mother and
human father - has a natural talent for fire magic that easily
dispatches most of these stray monsters. More powerful monsters require
careful planning to take down, but fortunately such events are rare and
adventurers are often in town to help with such occasions.
Tarszuri

The Storm Vengeant, the Marine Magistrix, the Sea Scourge

### Portfolio

Maritime contracts, loopholes, obedient crew, sea storms, economic savvy/espionage

### Subdomains

Devil, Espionage, Flotsam, Loyalty, Storms, Tyranny

### Favored Weapon

Cutlass

**Symbol:** an upraised cutlass struck by a lightning bolt

**Sacred Colors:** azure and sable

"Break faith with her, and you'll wind up shipwrecked on her sister's beach!"

Tarszuri is the sister of Capszura, and where one is, at best,
psychopathic, the other is coldly calculating in the extreme. The
Magistrix demands nothing less than total obedience from her followers,
and expects the unflinching enforcement of discipline across the seas.
Some find it paradoxical that most of her worshipers could rightly be
called "pirates", but the brutal nature of that lifestyle resonates
between the Sea Scourge and the marauders of open waters. Tarszuri is
glad to count so many as part of her flock, and she keeps them
jealously; so narrow a demographic appeal is likely why she is not
counted among the greater deities of the world.

The church of Tarszuri teaches that the word of powerful leaders is
law, and that effective law merits loyalty. This is not to say that her
 devotees advocate a "My way or the keelhaul" policy, however; good
leaders will listen to their subordinates to continue fostering loyalty,
 and *then* deliver their word -- to be obeyed.

One area that Tarszurans excel is that of espionage -- no piece of
information is useless to them. They understand that the strongest
crews are those where every member knows his or her place, and all work
together for success -- and success is measured very easily: increase
one's profits, and destroy one's foes. The depth of analysis many of
her clerics can reach serve their fellow mates very well -- if you can
ever get an answer to a question from a Tarszuran, particularly
regarding the maritime market, you can regard it as the most technically
 accurate response anywhere in the world.

But, since the devil is in the details, one should also be very
careful in dealing with the Sea Scourge's disciples. They are notorious
 for couching their declarations in terms that many people find at once
crystal clear *and* unintelligibly murky. Their trade agreements
often have as many caveats, footnotes, and addenda as main-line items,
frequently to the detriment of those doing business with them.

Finally, one should always be careful of opposing Tarszura, or her
faithful. The wrath of either is a terrible thing to behold, and
oftentimes leads to the Bloody Beach -- for when Tarszura is done with
you, you can be sure she will be content with whatever her sister brings
 against you.
Sallashil

Ancient beyond measure, the Radiant Dragon has long watched over our world. She offers guidance and tutelage to those who will listen to her wisdom, and inspires heroes and saviors to oppose those who will not. To those who mastered her teachings, she would show the inner workings of life and magic. Her greatest students became legendary mages who shaped the world, most often for the better. For much of her long existence Sallashil was content with the status of a 'mere' demigod, but her constant intervention in mortal affairs had made her many enemies. Eventually, one of the attempts upon her life succeeded.

As is often the case with gods, death is not the end but just the beginning. Though the form she takes now is quite different, her role in this world has only grown. Her followers need greater patience, but those who find the mental and magical calm can still hear her guidance. The temple of the radiant dragon is built on top of Sallashil's tomb, and is a place of great magical energy. Though her followers seek to use the gifts she left behind for good, there are many who would take advantage of her teachings and legacy for their own personal gain.
Rog Kalesh

**Rog Kalesh**

Chaotic Neutral Large Town (East)

Corruption 0; Crime -2; Economy +3; Law +2; Lore +1; Society -2

Qualities Artifact Gatherer(Firearms), Darkvision, Mythic Sanctum

Danger 5

Government Overlord

Population: 3700 (2500 Dwarves [Salt beard alternate racial trait], 500 Humans, 250 Hobgoblins, 450 other)

Notable NPCs

+Drowned King Urugan "Whiteshirt" (CN Dwarf Skald/11 Marshall/4)

+Yolnik af Crasovia, heir apparent (CN Hobgoblin Barbarian/5)

+Lawspeaker Munric (N Human Occultist/9)

Marketplace

Base Value 1000 gp; Purchase Limit 10000 gp; Spellcasting 5th

Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Rog Kalesh began as a small collection of huts populated by dwarven
exiles. Pushed south into the great marshes and swamps, the early days
looked grim for the dwarves, with enemies all around. But the dwarves
adapted, using their crafstsmanship to create the now infamous Dwarven
Sloops. The leader of the city, Urugan Hvitserk, began using his
followers to raid nearby villages and monasteries, using this newfound
wealth to start subjugation other groups of exiles.

106 years ago, Urugan Whiteshirt declared himself Drowned King of Etag Ogred. Now near the end of his life, Urugan has but one heir (his
concubines producing many daughters, but no sons): Yolnik af Crasovia, a
 hobgoblin whom Urugan adopted after his parents (presumably) died
during a raod. While Yolnik loves his father and his people, the natural
 prejudices of dwarves have ensured Yolnik must constantly remain on his
 toes if he is to become the next Drowned King. To assist in this, the
current King has issued a proclamation that only royal troops can use
the firearms stolen from hobgoblin settlements, which has been met with
much grumbling from the lesser chiefs (considering the danger required
to acquire them).

The city is built on what is optimistically called Lake Munso, where
most of the Vassal-chiefs store their boats in preparation for the
winter raids. While the city is indeed wealthy, the raids and their
taxes are the source of most of that wealth. This contrast is seen as
soon as one enters the city; the exteriors buildings are long, squat
affairs formed out of dirt and wood, with even the King's palace being
only thwork stories tall. The interiors, however, are filled with
treasures from across the East.

Rog Kalesh has few permanent residents save the King's retinue, so
law enforcement is easy 3/4 of the year for Lawspeaker Munric, a quiet
man who uses the peaceful time to study relics gained from the raids.

Etag Ogred being essentially a giant swamp with a few cities on near
the major bodies of water ensures a constant supply of problems from the
 local monsters, be they vegepygmys, Sahuagin, or the occasional
Froghemoth. Adventurers coming to Rog Kalesh can expect no shortage of
monster-hunting work.
Coque Dorazon

**Coque Dorazon**

Chaotic Good Large Town (South)

Corruption +2; Crime -3; Economy +1; Law +4; Lore +1; Society -2

Qualities Broad Minded, Deep Traditions, Tourist Attraction

Danger 5

Government Overlord

Population 4,300 (1200 Aasimar, 1800 Humans, 500 Tengu, 800 other)

Notable NPCs

+Thikana Mixte Bolira (CG Aasimar Warpriest of Warissa/12)

+Lejerdemo (LN Elf Wizard/10)

+Garrison Commander Tychus (LG Paladin/7)

Marketplace

Base Value 2400 gp; Purchase Limit 10000 gp; Spellcasting 5th

Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Coque Dorazon is one of the oldest cities in the Telzuchi Empire, and
 its location deep within its borders ensured it survived the collapse
of the Empire relatively intact. Home to the summer Palace of the Divine
 Empress Warissa as well as the Cetic School of Architectural Sorcery
ensure a constant influx of tourists, generating much coin for the city.

The Thikana of the city is Mixte Bolira, 1,347th in line for
Warissa's seat on the throne. Granted the city in exchange for his
fanatical devotion, Mixye seeks to do his ancestor proud, with as little
 inteference from Divine Emperor Borehelos as possible.

Lejerdemo, the court wizard, is a eunich, and thus unable to hold
hereditary property. This ensures the Thikana relies on him, although
some wonder whether he may have ulterior motives.

Tychus, the garrison commander, is a Stahlmun, and sweats constantly
in the heat of the Telzuchi jungles. A retired mercenary, Tychus is
always on the lookout for "freelance men-at-arms" to handle what he
believes his troops cannot.

The city is shaped as a giant ring, with a lake in the center holding
 an island. On this island stands the Imperial district, where matters
of governance are carried out and Warissa herself spends the summer
months. The rest of the city, known as the Ring, has wealthy homes and
businesses concentrated around the Ring, with the Rookery and other
poorer areas radating out towards the city walls.
Kanathis

Enjoy life. Don't let your inhibitions get the better of you. Find someone(s) special to share the joy. If mortality tears you apart, know that Kanathis will reunite you in the afterlife.

The Passionate Wind is heavily enamored with Sterahsi, and has attempted to woo her many times. She has rebuffed every advance. Kanathites tend to get along very well with Senathites and Bolarans, and decently with Zalshans. Sterahsians usually avoid Kanathites like the plague.

Kanathis' holy symbol is a streamer of wind twisted around a party pole.
Felwryn Frossheim

The tales of Felwryn Frossheim form a legendary saga, but outside of the faith few believe there is much truth to the outlandish stories. If they are be believed, Felwyrn slipped on some ice, dropped his sword which struck a glacier at a key weak spot and caused it split asunder, preventing the military expedition chasing him (due to his previous misadventure that culminated in accidentally getting married to both the duke's daughter and the duke on the same day). Trapped on the glacier without proper attire or supplies Felwryn would have surely perished had he not happened upon an intelligent bear who had been injured by a hunting trap. Nursing the bear to health while it kept him warm, the two of them proceeded to new lands. Upon entering a city on the back of a giant talking white bear, Felwryn understandably got a bit of attention... not the least of which because the king had just that morning boasted that "if there is a finer man to lead my armies than my son, then the gods themselves can send their chosen champion mounted on a bear!", at which point Felwryn was drafted into leading a military campaign... which was quite possibly the first and last time in history that generals had to consider the strategic implications of pineapples used as catapult munition.

Over the course of his illustrious adventures, Felwyrn assumed no fewer than seventy noble titles, but as luck would have it something would always propel him to somewhere new and he was never able to settle down. In the end, the man's reputation alone transcended mortal stature. Somewhere among the gods is Felwyrn Frossheim, wondering just how he got there and how he can get out of it with only a spool of string, two thirds of a quart of milk, and a chamberpot...
Basil's Hollow

**Basil's Hollow**

Neutral Good Small Town (West)

Corruption 0; Crime 0; Economy +1; Law 0; Lore +1; Society +1

Qualities Prosperous, Racially Intolerant (Hobgoblins)

Danger 0

Government Autocracy

Population 1500 (1,000 Human, 500 other)

Notable NPCs

+Mayor Hydosia Kommenos (NG Human Expert/7)

+Jester's Choice owner Karloman Petrus (NE Half-Elf Alchemist/8)

+Chaplain Grimm (NG Venerable Afflicted Werewolf Dwarven Cleric of La/7)

Marketplace

Base Value 1300 gp; Purchase Limit 7500 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items --

An oasis town in the Sandsea, Basil's Hollow serves as a place for
explorers and merchants to rest before continuing their journey. The
town has existed in peace due to its status as a vassal of the Emiraban
Khan. The current Mayor, Hydosia Kommenos, sees no reason to change this
 state of affairs, although there are rumors she will soon petition the
Khan for a vote in the election.

One of Basil's Hollow's many inns is the Jester's Choice, owned by
the nimble-fingered alchemist Karloman Petrus. Those who visit him find
his service the most exquisite, even though there have been incidents of
 deadly food poisoning among some of the patrons, and a few unusually
wealthy ones being robbed soon after departing for the Sandsea.

Chaplain Grimm speaks little of his former life; he has spoken about
owing someone a lot of money, and being bitten by a werewolf before he
was left to die in the Sandsea. Following the moon, Grimm found Basil's
Hollow, where the people were able to restrain him before he turned.
Serving as a dungsweep before meeting a travelling cleric of La, Grimm
saw that it was now his responsibility to teach others the lessons he
hadn't been. Grimm takes pride in his ability to help others, and the
town has benefitted from him during the fifty years he has lived in the
town.
Spiritwhale

From the sea we came, and to the sea we return, those of us that are
worthy. Together, we are strong, and those who spend their strength for
the group are also strong. They tirelessly watch over the living from
the water. It is an honor and a privilege to be chosen by the
Spiritwhale, to be one of it's watchers. Petitioners of the Spiritwhale
take an active role, often appearing to the faithful, and those that use
 their strength to make the whole community stronger. It's servitors
appear as ghostly dolphins of light.

Colors: a deep sea blue, and bone grey.

Holy symbol: A petrified clam or mussel

Priesthood: Main job is escorting the bodies of the worthy on their journey back to the sea. Funerals are worship ceremonies.