recursal/Fanatic-Fandom huggingface dataset:
The Cartel

The Cartel was formed by the thieves of a city in the Royaume.

Although at first, The Cartel started out small, as its influence grew, it expanded to take over more and more, eventually becoming the primary criminal organization across the northern continents. It didn't take long for them to get their hands into every dark and hidden illegal operation in the Royaume, and from there they expanded outward.

In 1746 DE, during a low point for the Cartel's power, the adopted daughter of the head Don of the Cartel, Aikia, assassinated her father, taking control of Cartel operations as a whole. Using her intelligence and skill, she again rose the Cartel back to the heights of it's glory days before her death in 1753 DE.

Although the Cartel has entered a slump since then, with no formal governing body, it still exists as an organization, and remains a threat to non-Cartel thieves- although how much of a threat varies from place to place.

## Life in the Cartel

A Cartel thief is given free permission to do any criminal activity short of unsanctioned murder in order to gain money and reputation within the Cartel. All they must do is tithe any and all earnings to their local Don, and they will receive the security and reinforcement of the Cartel.

Any criminal active in the 1740's DE who participated in a heist has likely worked for or with someone of the Cartel, directly or (more commonly) indirectly.

The Cartel will frequently offer juicy jobs and positions to those who prove themselves capable of them, keeping tabs on the best picklocks, thieves, sneaks, thugs and mages willing to do dirty business, in case they need to put together a team for a particularly difficult heist.
Michael Rosen

**Michael Rosen** is one of the protagonists of the Sundance Now television series *This Close*.

## Biography

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

### Season 1

* "Like I Always Wanted"
* "Who We Are"
* "Night and Day"
* "The Chances"
* "The Way We Were"
* "What Happened to Us?"
Motorbike (Mount)

A Motorbike and Rider

## Overview

A Motorbike, also called a Motorrad or Mototsikl, is a special mount and a subcategory of an Automobile.They have become increasingly popular and present in the Commonwealth as a whole, due to their cheap cost compared to other Automobiles and speed.

## Default Stats

 Saddlebag Carry Weight
 Turning Circle
 Stopping Distance

## Modifications

A Motorbike can have up to two "Modifications" installed. These include additional seats, armoring and even increased trunk space or stats. They can either be sold based on the model of the bike and the DM's discretion, or added by players at a later date.

The chart below will tell you the cost to have it factory installed, installed by a mechanic, or the parts and Tinkerer's tool DC to install the upgrade yourself.

 Sidecar
Allows an additional rider or 200lbs of carry space.
 Armoring
 Speed
Witt

Witt is a major character in *Little Town Hero**.*

Nelz - Friend

Matock - Friend

During the game, Witt was secretly doing research on the black stones and manufacturing artificial ones, by the order of the minister, her father. However, she was not aware of the effects of the black stones, and opposed her father when she learned the truth.

During battle, Witt's support gives invincibility to one random Dazzit of the player's.
Chatelaine

In the Royaume, a Chatelaine is a male or female member of a Noble Household who is romantically or sexually involved with the head of the household, but is not their primary spouse. Frequently, Chatelaines get along well with the spouse of their Noble Lover, though this is not always the case.

The position is not looked upon with particular derision, and is seen by many to be a potential way into the peerage or nobility for poor or working class servants. Should a Chatelaine bear or father a child with a noble, and their noble spouse be unable to, their child will inherit the titles and deeds upon the death of the noble parent. Until advances in childcare led to a higher rate of childhood survival, it was common for a Noble to father many children through this method to ensure their bloodline continued should they not produce viable offspring with another.

Children born this way are known as "Bastards".

## Politics and Love

Due to Marriage in the Royaume having been a primarily male/female institution in order to secure an heir for a noble family or another political advantage, in the case of homosexuality a Chatelaine will often be the primary lover and romantic interest, leaving the wife or husband to be a purely political or social marriage. In these cases, it is not uncommon for this to be well-known at the very least in the household.

It is also common for a Chatelaine to be a lover deemed of an unfit social class- although they do love each other, due to the perceived shame of marrying beneath your status a romantic interest may be kept in the household in this position instead.
The Third Wyrm Academy of Discovery

The Third Wyrm Academy of Discovery is the third Mage's Guild college founded by Archmagister Doros Wyrmblood.

This academy was built into, and uses many structures of, an old Augury building, giving it a unique look compared to others of it's type. It is known for a few different reasons, but most notably contains an Orrery, a rare find outside of the Grand College.
The White Gold Palace

The Royal Palace of the Royaume is a great construction in the center of the Cité des Lions et des Rois. The Royal Palace is home to the Crown Court, and the chambers of the royal family.

The Royal Palace is accessed through the Noble Quarter of the city, but can be seen for miles around due to the sheer size of it. Most kings have expanded upon it in some way, and due to being the center of government it contains many sprawling guest chambers and other rooms, to say nothing of the housing for the more important or critical servants.

## The Courtyard of Kings

   A huge courtyard to the front of the royal palace, connected to the outer wall of the inner city to allow access and speeches from the royal family to reach the masses, this courtyard is home to the statues of all DeLeon royals stretching back to the first king. Each of the statues stands at almost eighty foot in height, and they are imposing, with women wearing beautiful dresses of their era and the men their own armour.

The Courtyard is known for being able to host huge crowds when necessary, but also for being quite beautiful, with carefully cleaned white stones and gold trim around the bases of the many fountains.

## The Royal Mausoleum

The home of the tombs of the direct descendants of a King or Queen DeLeon, the royal mausoleum is open to the clergy and to aristocrats, and on Coronation Day to members of the public. Each tomb is sculpted with a full-body of the King or Queen who lays within. The Kings are depicted holding the sword that they wielded in life, placed atop their bodies. Princes and Princesses have their ashes sprinkled over their royal parent in the ceremony of reunification.

Once sealed, the plot may only be reopened in the ceremony of reunification, occuring when a non-crowned descendant of a royal, or their spouse, outlives the royal. The uncrowned's remains are cremated and the ashes are sprinkled over the body of the king or queen, as opposed to at the time of the royal's burial should they have predeceased them.
Commonwealth Awards

The Commonwealth Defence Force and the Commonwealth governments issue a variety of awards and medals for outstanding military and domestic service, and dedication to duty. These rewards offer no material benefit, but are an act of recognition, on behalf of the Commonwealth government, for great and valorous achievements.

Awards, medals and ribbons can be given posthumously if needed, but typically there is a ceremony involved.

There are three classes of awards;

1. First Class awards are given for acts witnessed by a leading government official, or for posthumous achievement.
2. Second Class awards are given in recognition for acts witnessed by a commanding officer, or an enlisted officer above the rank of Captain.
3. Third Class awards are given in recognition of deeds that have been noted in the field reports of either thirty lower-ranking military or government personnel, or upwards of one hundred civilians personally contacting the local government in praise of the achievement.

All awards are listed in Prestige order, from least to most prestigious.

## Civil Awards

A civil award can be awarded to someone who is not actively, at the time of the achievement, a part of the Commonwealth's military. Such people include public servants such as government officials.

 Order of Spirit
 Order of Companions

## Military Awards

 Medal of Duty
 Medal of Valour
 Order of the Common
Strengthened Enchantments

Strengthening an enchantment is the term used for magical items that can be further strengthened, for example adding further abilities or expanding on the ones present.

## Strengthening an Enchantment

Enchantments strengthen by the attuned bonding with them, although there are many methods of strengthening some of the most common are;

* Remaining attuned for a long time
* Sacrificing living creatures or items
* Absorbing Spells or Enchantments from other items
* Making a deal (For enchantments powered by Soul Magic)
* Meditating on the item and coming to a realization
Arms and Armor

Arms and Armor are weapons and equipment that allow everyone from mercenaries to righteous paladins. There are many different types of weapons, some are Dexterity based, while others rely on strength.

Weapons are devided into multiple types.

## Simple Weapons

Simple Weapons require little to no training to be of any use with. They are often either improvised or wielded by farmers and local militia.

### Ranged

 Dart
 Shortbow
 Sling

## Martial Weapons

Martial weapons are most commonly wielded by town guards, armies and well-equipped mercenaries and adventurers. Although being able to wield them effectively in combat takes more training, these weapons, built for war, are incredibly handy for those with the skill or training, but are much more expensive.

## Modified Weapons

Modified Arms and Armor are weapons and equipment that offer bonuses to their Attack rolls and Damage strikes.These weapons and armor tend to be very costly, due to the sheer strength of the materials required to create them.

The price for the modification is added to the price of the regular weapon, but you may be able to negotiate for a cheaper price if you provide enough of the required materials to make up for it. You can also use a smaller quantity of a more precious substance, so enough Thunderbolt Iron to make a +2 sword can make two +1 swords.

 +2
 +3
 +4
 +5
Necromancy

Necromancy is a School of Magic related to the use of corpses. It has close ties to the school of Soul Magic, but does not necessarily require interfereing with the soul of the departed creature to function.

Necromancy spells vary in function from controlling and banishing Undead to resurrecting the dead- both as fully alive people and as monsters such as Zombies.

## Public Reception of Necromancy

Necromancy is feared by most people, and the only way it is accepted is through revival spells by those in the Divine Church who are allowed to use them- most commonly High Priests.

Those who se the magic had best be wary- all research into the field is prohibited, and even some books on the subject are considered enough to have the Order of Venator hunt you down, should they be found in your possession.

## The Apostasy Charter

Necromancy is one of the schools of magic that is banned under the Apostasy Charter by the Mage's Guild and the Divine Church.

Due to the fear of zombies and of bodies being used as servants- or slaves- in the general population, spread by the Winter King's Dead Hands, Necromancy is feared. Particularly when used by Mages, who are seen as not having the best interests of the people at heart.
Pays des Royaux

Coat of arms of the royal family.

## Overview

Home of the Royal family and the capital city, the Royaux Canton is home to the Crown Court, and the royal palace.

The capital city of the whole Royaume lies in these lands, and many museums and temples of exquisite beauty can also be found here.

## History

The original ground that became home to the Royal Palace was the location of the training camp started by the founder king himself, to protect the humans and others left behind following the retreat of the Elves.

Since then, the Royaume expanded outwards in all directions, leading to the Pays des Royaux to become the central point of the entire country.

In 1537 DE, the great fire burned half of the capital city, but the damage was paid for by the noble families of the land on behalf of the king.

## Points of Interest

### The Royal Palace

The huge, exquisitely beautiful palace is the home to the Royal Family of the Royaume. From here, the King and Queen hold court, receive nobles, and host parties for nobles. The huge balcony at the back, overlooking the "Lion City" and the Courtyard of Kings, is used by the King and his family for royal proclamations to the public, and royal wedding ceremonies, where many people can see the happy couple and celebrate in the streets.

### Cité des Lions et des Rois

The "Lion City", capital of the Royaume and home to the royal family and the Crown Court. Beautiful architecture and serene gardens line the streets.

People here are usually wealthy, although there are still poorer citizens towards the edges of the town, and small slums have cropped up.

### The Royal Gardens

The huge beautifully maintained Royal Gardens are paid access by the public (Two silver per adult, one per child), but grow a number of exquisite and rare flowers from all over the Northern Continents. At the center is a great tree- the only known on the Northern Continents of a breed native to the Southern Continents. This tree is considered something of a good luck sign, and many couples seek to get married under it some day.
Terrors of the North

The Terrors of the North is a term used for the monstrous creatures that dwell in the Winter Kingdom, along the north border, and the Northlands in general.

Most of these vicious and bloodthirsty monsters were created through the use of Soul Magic by the Winter King during the Long Night era, although some of them are caused by rapid evolution to survive these same creatures and the harsh conditions.
Orphans

Orphans are children whose parents and guardians are deceased, or are otherwise unable to fulfil parental duties. Every nation has orphans, and different nations have different ways of coping with them.

## Elven Domain

In the Elven Domain, Orphans are adopted by the closest family they have, to do otherwise is a disgrace to all Elves. If there is no-one to take the child due to the death of the bloodline, the orphan is adopted by an allied house to their parents, as a servant.

## Royaume

In the Royaume, Orphans are taken in by their godparents, who are chosen at birth. If the godparents are unable to they are taken to a Divine Church orphanage. Royaume orphanages are attached to the church and are commonly run by nuns and priests. Orphans attend prayer day school and during the week work in local businesses, such as farms or stores.

Once the child reaches the age of around 15, they are released and must make their own way. Usually, they will end up working the same sort of career that they did in the orphanage.

## Republica

In Republica, orphanages work much like they do in the Royaume, with the addition of weapons training on the weekends.

## Commonwealth

In the Commonwealth, orphans are raised in orphanages attached to schools. They function much like a boarding school with shared dormitories, and the orphans are typically also the school's caretakers.

Once the children finish their education, they are tested for magical potential- those with a high degree of latent power are force-conscripted into the Commonwealth army's mage corps. Those who are not either soon find work in government jobs, join the regular army, or seek higher education if they have earned a scholarship of some kind.

## Midland

In Midland, orphans are looked after by the village as a whole. Usually, an older villager will offer a spare room- usually one of their own children's old rooms- for the child to sleep in, and the child will have a happy, prosperous childhood.
The Southern Continents

## An Overview

Birthplace of many great species and cultures, the lands of the Southern Continents famously hid themselves behind the magical Equatorial Barrier to avoid the wrath of the ever-encroaching Winter King.

Two millenia on, in the year 1753 DE, a hole was punched through the great barrier by a group of Heroes on the trail of an unimaginable evil.

As of 1754 DE the Royaume and the Commonwealth began to colonize what was now dubbed The New World, setting up small colonies and farms and advertising these new lands as a place for those seeking wealth and power.

But as yet, no trace of survivors of the great cultures of the Southern Continents have been found, leading to puzzlement on behalf of those who explore the ruins they left behind.

## Present Day

### The New World

By the mid to late 1750's DE the Commonwealth and the Royaume have set up two major port cities on the northernmost islands, christened the New World, through which adventurers and traders are funneled on an almost weekly basis looking for rewards to reap. The creatures of the New World have grown in abundance without a major civilization, and the overgrown ruins are home to ancient long-believed-extinct creatures such as Dinosaurs.

## Extinct Societies

### An Tùsail

The First Culture of the Elves, An Tùsail raised the protective barrier and guided other societies. They built great pyramids and strange stone-staired temples in their huge stone cities.

They lived a life of fine eating, fine drinking, and fine fabrics.

### Imperium Aarakocra

Led by the Aarakocrans with many Loxodon citizens, the Imperium Aarakocra was known for it's stern leadership and focus on the arts- ruins of their culture have many finely-carved marble statues and great libraries as yet unexplored.

While remnants of gladiatorial arenas and art museums are common among these ruins, they remian as abandoned as the rest of the ancient cultures of the New World.

### Mistontli

The Mistontli was a society founded by the Tabaxi, but welcomed Centaurs and Humans into it's ranks. Peaceful, they created beautiful water features and shrines to their gods.

They lived in the rainforest, inside huge stone pyramids whose heights you'd have to ascend before taking an elevator inside. The Mistontli seemed to be at war with the Imperium Aarakocra towards the end of their time- many of their great cities are scoured with damage from siege weapons that have long rotted away.
Miko (Shrine Maiden)

***A Word of Warning- This content is subject to change as the subclass is developed. Please consult your DM as to the likelihood of receiving buffs/debuffs to the class throughout your campaign before playing.***

## Overview

The Miko, or Shrine Maiden, is one of the CommonBorne subclasses for the Cleric.

Shrine Maidens are devout followers of the Draconic Path and specialize in water powers, cleansing, and purification of disease.

## Description

Clad in traditional robes, the Miko uses ritual and tradition to cleanse corruptions, ward off evil spirits, and respect the god or gods
of their home shrine.

 Miko undergo traditional training from the moment they are called to serve, usually at the start of the teenage years. Although spiritual rituals and dances like the Kagura are key, these early lessons also impart how to properly control oneself when in a trance-like state.

Miko learn how to channel the spirits of the gods and dead to communicate with them, a crucial part of the ceremonial initiation rite where the god who they channel becomes the god they will later serve.

Using a sacred Onusa wand, they learn to drive out spirits, curses, illnesses and curses.

## Abilities (By Level)

### Level 1| **Kagura**

You can use your channel divinity to perform a variant of the Kagura dance. The Kagura dance lasts five minutes. Those who witness the dance gain benefits depending on the form the Kagura takes (decided when the dance starts). Witnesses must be within 15ft of the Miko for the duration.

* ***Daikagura.*** For one hour, witnesses and the dancer are under the effect of a Protection from Evil and Good.
* ***Ise-ryū kagura.*** You focus the banishing energy of the Kagura into a cursed object or person. This dance has the same effect as Remove Curse.
* ***Miko Kagura.*** Those who witness the dance from start to finish are affected in the same way as a Lesser Restoration.

### Level 1| **Bonus Proficiency**

You gain proficiency in ***Performance***.

### Level 2| **Channel Divinity: Water Walking**

Using your Channel Divinity, you present your holy symbol to cast Water Walk on yourself as a Bonus Action.

### Level 6| **Restoration Maiden**

At 6th Level, your Lesser Restoration gains a boost as you learn to better drive out evil spirits.

Your Lesser Restoration targets and removes all blinded, deafened, paralyzed, or poisoned conditions on the target.

### Level 8| **Potent Spellcasting**

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Level 17| **Water Maiden**

You learn the Control Water, Wall of Water, Water Breathing, and Watery Sphere spells.
Commonwealth R&D

Commonwealth R&D was founded in 1694 DE by Premier Raikov McEllis as part of an effort to create weapons and technology for The Commonwealth that would be necessary to push back against the constant onslaught by Orcguard.

## Notable Inventions

### Cavalry Tank

A fast moving, heavily armored battle-proven machine, using the latest in ground and track transportation technology, the BT-Series proved it's value in The Seven Month War, easily clearing out Elven detachments and proving mostly impervious to both their arrows and all spells below a level 3 grade.

For further information on stats, please see the page on the tank itself. This weapon has served well due to it's plentiful nature and ability to transfer fast over many battlefields.

### Struchok I

The latest innovation of Commonwealth R&D. Although few in number, the Struchok is a fearsome weapon designed to fight toe-to-toe with the Ogres who would otherwise be used by Orcguard in the case of a standard tank.

The Struchok has already seen combat deployments as of it's official completion in 1753 DE. The Basilisk Fang unit successfully took down a large detachment of Winter Kingdom forces with only three active Struchok units in it's first live-fire combat engagement.

The Commonwealth military expects to see wide-scale deployment of mass-produced models on the border with Orcguard by 1760 DE.
Hive Warblood (Monster)

A Trio of Warblood

When it attacks, any adjacent Hive creatures to the target may also attack.

A Hive Warblood is a type of creature, usually a sentient species such as a Human or Elf, that has been consumed mind and soul by The Hive, and now serves as a possessed Ghoul.

## Features

**Multi-attack.** A Hive Warblood can attack twice in one turn.

**Pack Tactics.** After it attacks, any Hive creatures within range of the target (Not including Ranged attack) can take a free attack.

## Actions

***Longsword*.** *Melee Weapon Attack:* +7 to hit, reach 5ft, One creature. Hit (1d8+5) damage.

***Crossbow*.** *Range Weapon Attack.* +5 to hit, reach 30/60ft, One creature. Hit (1d8+4) damage.

***Infectious*** ***Bite.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) piercing damage. On a successful hit, the target must roll Con against a DC of 13 or be infected with Hiveblood.

***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:*
7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Braithreach Assassins

> *"There will always be those who oppose freedom. And there will always be those who stand for it."*
>
>

## Overview

A group of assassins formed in the Dawn Era, with the ultimate goal of total freedom- or chaos.

They oppose Tyrants, and kill those who would bring about tyranny. Assassins of this order train in secret, learning patience and striking fast. They do not revel in their killings, but instead see them as necessary. A duty to perform regardless of personal cost or sacrifice. This duty is seen as a small sacrifice in exchange for a greater freedom for all mortals. They move in shadows, in crowds and in cowls.

An assassin does not always wear a uniform, but they do have one- they will usually wear it to bring about fear in their enemies, and strengthen the resolve of the people who live through tyranny. In doing this, they become not one person, but a symbol of the Braithreach as a whole, an icon of freedom.

## Agents in Secret

Assassins move in secret, taking on the guise and often living as peasants, traders, travellers and more. Many Chapter Houses of Braithreach Assassins look and function as a normal shop or inn, were it not for the small tell tale signs of the operations of the assassins.

They are masters of hidden and improvised weaponry, just looking at a member is hardly enough to detect all of their weapons hidden and concealed on their body.

## The Duty

A task given by their Mentor, The Duty is a particular target or target(s) that must be eliminated, or a regime they must see toppled. The Assassin is not allowed to rest until they fail in this duty or the duty is complete. By giving their freedom for the freedom of the majority, the Assassin takes upon themselves a solemn pledge.

Upon accepting a duty, they must recite the oath;

> *"I will not be free until all are."*
>
>

And begin their journey to the nearest Chapter House of their order, where they will report to the Master there, who will aid them in devising strategies to fulfil their duty- inform them of potential information, additional lesser targets who they will need to remove (Such as corrupt merchants, guard captains and politicians) and give them a place to stay and food and drink.
Struchok I

## Overview

A large metal cylinder walks onto the battlefield, huge machine guns strapped to either side and metal feet standing firm.

The Struchok I is the first model of the attempted "Metal Ogre", a weapon officially designated a Mecha, that has seen combat usage. Usually deployed in groups of three for solo patrols, or one with backup from footsoldiers. A Struchok I is served by a crew of one, and a maintenance team of five or more.

The weapon saw combat usage for the first time in 1753 DE and plans for mass produced units to become more common on the Orcguard border are underway, expected to be completed by the mid 1760s.

## Weaknesses

Each weapon of the Struchok has it's own weakness, striking at one imposes disadvantage but can change how it will attack on the next turn.

***Right Gatling Cannon-*** The weapon misfires automatically, requiring a bonus action Cool Down to reset.

***Flamethrower-*** The weapon's misfires automaitcally, requiring a bonus action Cool Down to reset.

***Rocket Launcher-*** Causes a misfire, requiring the Mecha to start again from preparation before firing.

## Actions

***Right*** ***Gatling Cannon | +15 (2d12+5 Piercing) | (Range 60ft)-*** The Struchok fires it's gattling cannon at a target. The weapon has a misfire score of 1. It can fire up to three times, but each subsequent shot increases the Misfire score by 1.

***Flamethrower | DC 15 Dex (4d6 Fire) | (30ft Cone)-*** The Struchok uses it's flamethrower, setting aflame an area in front of it. All in the area must make a DC 15 Dex save, on a success taking half damage.

***Rocket Launcher| DC 15 Dex (10d6 Fire 10d6 Bludgeoning)| (Range 60ft)-*** After taking a turn to prepare, the mecha fires a rocket from it's back-mounted launcher. All in a 40ft circle of where it lands must make a DC 15 Dex save, taking half damage on a success.

## Bonus Actions

***Storm-*** The Struchok charges forward, slamming into a target. The target must make a Dex save against a DC of 15 or take 3d6+7 points of damage. The Sturchok must move it's Walk Speed or higher.

***Cool Down-*** The Gattling guns cool down, resetting if they have misfired.

***Secondary Attack-*** The Mecha can use a second attack on it's turn, provided the weapon has not overheated.

***Preparing Rocket-*** The Struchok Mecha prepares to fire a rocket. It must perform this bonus action the turn before it takes the Firing Rocket action.
Bahamut, God of Justice

To guide those who seek atonement.

To sit by as the innocent are persecuted.

Known as the Platinum Dragon, Bahamut is god of Justice in all things.

He is found in many shrines and worshipped in courts across the world as a god of fairness and atonement, but also as a stern god of punishment.

His followers are most commonly Paladins, and he personally supports the Oath of Devotion and Oath of Redemption.

He opposes the Oath of Vengeance.

## The Other Gods

Bahamut has a dark relationship with his sister, Tiamat, due to their diametrically-opposed natures. He is on good terms with a fair number of other gods, however.
Beasts and Fiends

Beasts and Fiends are two terms used to describe the monsters that sadly still plague much of the world.

The two terms are often, but not always, used interchangeably. Beasts are creatures born naturally, such as Dire Wolves or Giants, while Fiends are more commonly creatures of a magical or Undead origin.

While many beasts can be found anywhere on The Planet, some are more commonly located in one particular region. these monsters are sorted by region and are listed below.
Kvana Toris Katan (Book)

The Kvana Toris Katan is a book on the nature of Necromancy, owned by the necromancer known as Leona the Deadlord, and before her owned by her mother.

The book contained,among other things, a spell to make the skeleton inside a living creature tear their way out through the flesh as an undead minion.

## History

The book was one of many "Blacklisted" by the Guild of Mages and Enchanters due to it's content encouraging incredibly dark magics. As such, it was outlawed under the Apostasy Charter.

In 1759DE a copy of the Kvana Toris Katan was destroyed by the Keyholders.
The Ancients

The Mortalis, First People, or Ancients were the first sentient mortal species on Celesphea. Their civilization rose in the wake of what was known as the Calamity from the Skies.

Little of their society is left following the ravages of the God Wars, however, some ruins have been uncovered over the millenia. Little trace of them- beyond having a humanoid appearance of two legs and two arms- is known. They seem to have been between four to twelve feet tall, and had some sort of ability to grow plants and create water without the use of either the divine or arcane- possibly as just a natural born innate talent.

## History

The Ancients were not the most populace species, nor were they particularly prone to fighting. They seem to have been herbivorous, living in small groups or Enclaves. Towards the end of their society, they built the great temples that would later inspire the Mistontli of the southern continents's city designs, and would even sometimes be at the center of their cities.

They seem to have been mostly peaceful, with few to no wars, however, and were completely unprepared for the danger of the Old Ones in the God Wars that wiped them out.
Knight Commander Tarin

Tarin in uniform

Knight Commander Tarin was a Dawn Warden in the mid 1700s DE.

Tarin was placed in commmand of Dawn Warden activities and negotiations in the New World, reassigned from hunting the Hive nests in the Democracy of Terra.

In 1758 DE, while stationed in Gaiapolis, he met Raxus Green of the Keyholders for a private conversation where he informed the man that his friend Knight Sergeant Elana Terso had been stationed further south, guarding an important relic that later turned out to be Gaia Heliona.

## Personality

Tarin is austere, commanding and forthright, although like many Wardens he does not trust "Locals". A skilled warrior and long-time commander, he has a certain amount of respect from those who serve with him.

Like many Dawn Wardens who operate as part of a division as opposed to solo, Tarin is wary of putting too much trust in outsiders.

## Appearance

Although he wears standard Knight Commander armor, underneath it he is a fairly average looking Wilds human, with mid-tone skin, blonde hair, a thick moustache and a squat pudgy nose.

He is fairly muscular due to years of battling and has a number of scars.
The Manservant (New World)

The Manservant, as he was known at the time of his death, was a member of the Blackened Tongue's inner circle, directly serving underneath Bloodknife himself.

Born a bastard child to a young Republica noble and a prostitute, he was taken from his parents and raised as a servant, a task he despised. Mistreated and abused by the lords of the house- his older siblings and uncles, he grew to despise them. As he reached the age of nine, he was tasked with serving the family's tea. Poisoning the pot, he watched, laughing, as the noble family that abused him choked and died.

Fleeing Republica with gold stolen from the family, he travelled north in the hopes of finding a new life. By the age of eleven, his magical talent for illusion and deception had begun to bud, and he was found by Bloodknife. Bloodknife welcomed him into the fold of his strange group of outcasts, at the cost of his name. He accepted. Determined to prove himself, he made it to the ranks of the inner circle within five years.

At some point, he killed a Braithreach Assassin and claimed the woman's hidden blade as his own.

Arriving on the New World in the 1750s DE, he infiltrated the Wynding House in disguise as a manservant on a mission to retrieve a Keystone believed to be in the possession of the owner. Although he was not trusted by Armitage Parrish, head of security, the Collector had a soft spot for this manservant and eventually revealed the location of the stone he had discovered. The Manservant followed through with his mission, assassinating the collector and pinning the blame on the security team- but discovered that the security team had escaped with the Keystone.

Failing his duty, he was ordered to wait in the mansion in case the Keyholders followed the leads on the Keystone, with orders to secure the Keystone they held should they arrive.

Once they arrived, the Manservant attempted to manipulate the Keyholders into slaying Armitage and the wayward security team, now an outlaw gang known as the Blood Bullets, with plans to ambush and slay them once they were weakened. However, after meeting with Armitage, the party were informed of the truth and instead turned on the Manservant.

In the ensuing fight, he was slain by Lothar Von Hasselton.

## Experimentation

It was revealed following his death at the hands of a party of adventurers in 1759DE that he- or someone trusted- had performed arcane experimentation on his body. His body, as well as his carried possessions, burst into flame and exploded following his demise, as the amount of power inside became unstable.

## Personality

Calm, rational, yet fanatically devoted to the cause, the Manservant was willing to kill himself with a high-level fireball spell if it meant killing those around him too.
The Reaper Man, God of Agriculture

To rise and sleep with the sun.

God of Agriculture, The Reaper Man is symbolized by the scythe, sickle, and hoe. He is known for providing bountiful harvests on schedule.

He is mostly serious, and likes things to be on a schedule.

## The Other Gods

The Reaper Man opposes Maya, Goddess of Chaos.

He is bonded with Beleco, God of Beauty.
The Dragon Lands

The Dragon Lands refers to the central of the northern continents, home of the Draconic Empire.

With a similar climate to Japan, fading to the hotter parts of China and Thailand as you go further south, the Dragon Lands have the perfect atmosphere to produce rice, but other vegetables and even fruits are quite limited.

The Dragon Lands are famed for heavy rains during the rainy season.
Isabelle's Grace

## History

A nameless sword handed down from Dawn Warden to Dawn Warden throughout the generations.

The most recent owner was Isabelle Riker, a fellow traveling paladin of the order.  While on a mission, she was ambushed by goblins and gravely injured.  She was left for dead, barely able to crawl out to a nearby road to get picked up by a passing wagon.  Isabelle lived, but lost an arm and a leg during the procedure.  Her sword was left behind in the goblin warren.

Isabelle lapsed into serious depression.  Her traveling career was over due to her injury and her honor and pride was equally wounded due to the loss of the sword.  While she was recovering in the small town, a group of adventurers arrived to look into the goblin problem.  The group's paladin, Lothar, met with Isabelle and a friendship developed.  Upon learning the location of the goblin warren, Lothar and his friends set off to kill the goblins and recover the sword.

One purged warren later, Lothar offered Isabelle her sword back.  Isabelle refused, saying that it would serve him better for now on.  The adventurers stuck around in town for awhile after taking new missions, letting Lothar and Isabelle's relationship blossom.  One evening, a ring was left in Isabelle's tent.

Lothar left town before the two could ever talk things out.  His sword remains a reminder of what he seeks to regain and a reminder to keep his eyes toward the light.
Mi'raj

## Personality

Mi'raj comes off as uncanny due to their restrained and calm demeanor, even in times of great duress. Derived from his years of meditation and training to center himself with the world around him, tranquility is inseparable from the halfling. The only times the monk appears flustered or in distress comes when he is forced to fight. When conflict is finished his mind focuses first on accounting for the death toll, and those that were spared. He puts great interest in maintaining harmony between life that is spared, and life that is taken.

## Known History

The monk admits to wandering from the lands of the Draconic Empire, having traveled in search of bringing renowned for "The Order of the Crimson Pygmy", a temple by which the halfling has claimed to have trained under. Little else is known beyond these few facets, not due to a desire to conceal their past, but rather a lack of questions regarding his origins. All else that can be discerned is his lack of understanding of the world of kingdoms, astonished by the size of cities and the marvel of technology and alien races he has yet to encounter in his travels.

## Relationships

Mi'raj shares a neutral tone and air with most of the Keyholders he has traveled with in his journey. Taking a role of advisor, aiming to bring a spiritual center to the party's moral code.

The Dragonborn named Sen has become somewhat of a pet project for the Monk, having a relatively closer understanding of the fighter due to their shared background in the Draconic Empire. He is often found to be critical of her more savage nature, yet presses her gently towards the direction of changing her ways. In time he hopes to see progress, but for now is content with guiding the woman one step at a time.
Ахмед Джарлал

Ахмед Джарлал - старшина пакистанских солдат в британской миссии в Тергене. Набожный мусульманин, его достаточно легко задеть, авторитет среди пакистанцев. Силён и хорошо управляется с винтовкой. Джарлал участвовал в поисковых операциях в горах Тергена под командованием Джеймса Маллигана. Имел пикировки с Джейкобом Рэтволлом. Во время бунта пакистанских солдат в британских казармах, пытался остановить восставших и был убит.
Sylvia Reasenberg

Selina Reasenberg (Sister)

### Proficiencies

Arcana, Insight, Intimidation, Investigation, Perception, Stealth, Persuasion, Deception

## Known History

The history (As known by the party. Do not include things you are keeping secret for

## Campaign Diary

Place any important in-game events as a campaign-diary here.

## Relationships

### Family

Write about the character's family in general terms
A Night of Assassins

## Overview

In 1747 DE, a pair of Braithreach Assassins, Eyes and Hands were given the Duty to assassinate a target. The target was a former Bandit Lord who retired to a large mansion filled with guards and his own treasure.

## Events

The Assassins were given the task by the head of their local Chapter House to take out the former Bandit Lord. They decided to attack the night of, after performing reconnaissance from the rooftop of a storage shed and outdoor privy.

They successfully snuck into the Mansion without being spotted, and came up with a plan to poison the food of the Bandit Lord, a known glutton.

Although they successfully gave a triple dosage of the poison to the Bandit Lord through his food, he was able to resist dying from the poison, and so Hands attempted to finish the job himself.

Hands tracked down the Bandit Lord into the bathroom and attempted to kill him stealthily. However, the Bandit Lord was able to fight him off initially and call for the guards.

Eyes reinforced Hands before guards were able to arrive and aided Hands, allowing Hands to deal the final blow with a hidden blade strike.

The pair fled the mansion, but ran afoul of the well-trained blink dogs that were attached to the guard staff. Despite suffering serious injury, the pair managed to flee with their lives and their duty complete, reporting to the chapter master.
Cloak of Obscurity

The cloak of Obscurity is a magical item created in 1758 DE by enchanter and alchemist Ayala Elheram for the use of the Keyholders.

The cloak is designed to aid in stealth and subterfuge, and has an illusion enchantment placed upon it.

## Enchantment

### Attuning

To attune, one must wear the cloak for half an hour while concentrating.

### Obfuscated Identity

When the hood of the cloak is up, the enchantment becomes active, granting the following effects;

* People are unable to properly focus on your face, or race. They must pass an Insight check with a DC of 15 to be able to properly recognize you. Similarly, they are unable to tell what you are wearing beneath the cloak.
* You gain Advantage on all Deception checks related to concealing your identity, including identifying as someone else, claiming to be wearing a uniform or outfit that fits your current location, claiming not to have met someone, or claiming to have met someone.
* People trying to insight check your motives have Disadvantage.
* When people try to recall what you looked like within the cloak, they will only be able to describe what you have claimed to be, for example should you claim to be an officer of an army people will recall you wearing the officer's uniform.
Celesphea

Celesphea is the world of the Commonborne setting. It is a large and fertile world with a long, storied history and many important geographical features. It is known in the language of the gods as Celesphea, but most inhabitants simply call it the Planet.

Celesphea rotates around a Sun, taking approximately one year to complete a full rotation. It is the second planet from the Sun, and exists in a solar system of six other planets.

It has two moons that orbit around each other, believed to be fractured remnants of the same moon, torn asunder when a calamity passed through.

## The Northern Continents

### The Living World

The primary setting for Commonborne games, the Northern Continents are a collection of landmasses ruled by various groups and factions that have long established histories.

## The Equatorial Barrier

A large magical barrier created by the people of the Southern Continents during the Long Night era. In the 1700s of the Dawn Era, one of the stations holding the barrier up was destroyed, allowing limited passage between the two hemispheres, governed by the rulers of Terranua, the First Island.

## The Southern Continents

### The Great Desert

A large sandy expanse that used to be a major part of An Tusail, the Great Desert is hot and expansive.
Mourning Queen

*This page refers exclusively to the character(s) known as the Mourning Queen. For information on the bossfight, please check out Corrupted Lady of Gaia Yulevaul (Boss).*

The Mourning Queen was the name taken by a young priestess of the Mistontli people, who was put in charge of the creation of the temple of Gaia Yulevaul, before later falling to evil.

Her name when alive is unknown, and lost to history.

## Biography

The Mourning Queen was a young woman when her mother died of an unknown sickness. Thrust into power and priesthood too early, the order to construct a temple to house a key to the Soul Forge caused her to gradually lose her mind from the pressure, causing her to enslave her people in order to get the construction finished.

This pressure caused the Queen to snap, splitting her mind into two personalities. When the power for the soul forge was stored this soon caused the seperate personality to manifest as a spirit or morality ghost.

### As the Mourning Queen

Once the temple was completed, the Mourning Queen chose to take to calling herself the new Queen of the Mistontli, and planned to use the power of the Soul Forge to fight the coming cataclysm of her people.

This plan was ego-driven and foolhardy, and as such she was soon stopped by the actions of her secondary personality.

### As the Grieving Child

The grieving child retained much of the kindness and empathy her other 'face' had lost, and sought to end her own lives in order to save the people of the world.

At the end, the Grieving Child personality won over the Mourning Queen, and Gaia Yulevaul was purified, the key passing to Mi'raj of the Keyholders.
Yasuke, the Goliath

Yasuke was a Goliath Samurai of the Draconic Empire in the Long Night Era.

He was a masterful wordsmith and performer who travelled into the Empire from his homeland. He impressed the Shogun with his skill and height, and many would clamor to see this strange giant of a man. He would eventually become a Samurai and serve alongside his master in many important battles of the era as a fierce warrior.

## Mythology

Yasuke was a Goliath retainer of the Daimyo Odanaga. In 1579 DE he arrived in the Draconic Empire as part of a group of missionaries from his people and would befriend and later serve the Daimyo.

The Daimyo found him particularly interesting, as he was likely the only non-Draconic in his service at the time, and was impressed by Yasuke's incredible height and intelligence, discussing many things. Later, he would be givne a katana, the name he lived by until his death, and the position of "Weapon-Bearer" by his lord.

Yasuke is believed to have been present at the forced suicide of his Daimyo on the 21st of the Sixth, 1582. After his master's death, he went to serve his master's heir, who was trying to rally a force at a castle. He fought alongside this force but was eventually captured.
Adruseith's Favour

## Description

A short Wakizashi blade of around 35 centimeters, the handle is black with a gold trim.

The blade shines oddly, and when attuned bares the inscription "I was born for those who slay the dead" in the native language of the wielder.

## History

This short wakizashi-style blade was forged by the Northern Dwarves of the Democracy of Terra for the Elven warrior Adruseith as part of a two-blade set.

The blade and it's partner Katana took it's design from the time-honoured Samurai traditions of the Draconic Empire, due to Adruseith's time in that culture.

Adruseith had this weapon with him at the time of his death to the armies of the Winter Kingdom on the battlefield of Suvariss. After this, it was passed around before eventually coming into the possession of the Frozen Mountain Monastery.