recursal/Fanatic-Fandom huggingface dataset:
Staff of Vigour and Vitriol

The Staff of Vigour and Vitriol is a rare magical staff currently wielded by Gwyneth.

## Description

*Staff, rare (requires attunement by a cleric, druid, paladin or warlock)*

> This ornate wooden staff previously wielded by the Gnoll Packlord Grablag Bitterbrood is set with a strange, burning adamite at its head and can be used as a spellcasting focus. The staff has 6 charges and regains 1d4 + 2 expended charges daily at dusk.
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> While holding the staff, you can expend 1 of its charges as an action to create a magical tether of light between the staff and another creature you can see within 30 feet of you. The tether's colour and effects depend on what kind of tether you create. You can only have one of each tether at a time.
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> ***Vigorous Tether.*** This tether is a brilliant gold. A creature affected by this tether regains 3d6 hit points when it's first affected by it, and while it's connected to the tether, it deals an extra 1d10 damage of the weapon's type to the first target it hits with a melee weapon attack on each of its turns. In addition, on each of your following turns while you maintain the tether, you can expend 1 of the staff's charges as a bonus action to send a surge of healing magic through the tether and cause the target to regain 3d6 hit points.
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> ***Vitriolic Tether.*** This tether is a sickly green. A creature affected by this tether must make a Constitution saving throw when it's first affected by it, using your spell save DC. On a failed save, a creature takes 6d4 acid damage, and on each of your following turns while you maintain the tether, you can use a bonus action to deal 2d4 acid damage to the target automatically. On a successful save, a creature takes half as much acid damage, and the tether immediately ends.
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> The tether ends after 1 minute. It ends early if you sever the tether (no action required), are no longer holding the staff, the target ends its turn more than 30 feet away from you, the target has total cover from you, or if you or the target fall unconscious.
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## History

After the death of Grablag Bitterbrood at Toknan Keep, the Gremishkin Witch Gwyneth claimed the staff for herself, finding it to be cursed upon attunement. She nonetheless decided to keep it.
Sisters of Iron

The Sisters of Iron were a faction of goblinoids operating somewhere in Central Ahlus.

Nozac appears to have been a member of the organisation.

## History

A banner serving as part of the Legion of the Black Hand, little was known of the Sisters of Iron. Originally based in Camp Bazan, they destroyed their headquarters shortly before the ritual at Fort Zruldralbar and have since faded into shadow. From the small pieces of information attained thus far, they appear to be an organisation of secretive and discreet scouts, spies and assassins with talents for fertting out treachery, rebellion and betrayal.

Zeal followers of both the Black Hand and the Battle Chief, they also invoked gifts from Ophidian, allowing them to slink between the shadows unseen - until the time was right.

As well as goblinoids members, they also counted constructs known as Ferrosters amongst their strength - beings of living and twisted iron inspired in purpose to the retrievers of the Underdark, although their form was more ogre-like than the spider-form constructions of the drow.
The Golden Orb

The Golden Orb are a series of markets funded by Siebern Kuiper across the settlement of Whittengrove.

## History

With a growing population pushing Whittengrove further and further into the territory of city-hood, the wizard Siebern Kuiper continued the expansion of his business empire by buying up a plot of land within the inner walls of the settlement. With initial expansion from this site, future expansions increased the scale of the Silvered Harness complex in the northeastern aspect of Whittengrove.

## Description

With a rotating stock fueled by travellers and locals alike, the presence of the marketplace has further bolstered the supplies for nearly all establishments within the settlement of Whittengrove. Mundane items ranging wildly from scholarly supplies to agricultural goods are common sights, but the more carefully observant will no doubt notice the magical and mystical dotted throughout.
The Golden Serpent

The Golden Serpent is a pawn shop and trinket store in the settlement of Whittengrove.

## History

Constructed at the orders of the Yuan-Ti Hassk shortly after his arrival to Whittengrove, the Golden Serpent is located in the southern aspect of the central town, near the Fonteyne's Forces mercenary guild. It also serves as the place of dwelling for its proprietor.

The wide range of objects available have made it very popular with the residents of the settlement.

## Description

Sselling all sorts of knick-knacks and goods of all qualities, some of the products are more legitimate than others. The wooden logo plaque hanging above the door depicts a winged snake coiling around a coinpurse. It was later expanded to increase the number of shelves in shop, as well as adding a sign outside the shop saying: "For the wealthy and the poor alike, Hassk has goods for all walks of life, Name a price and we can come up with a compromise"

After Hassk joined the Galebreakers guild of merchants, he set up a new sign next to the old one, reading:

*"Of the Galebreakers Union of merchants"*

A plaque was also added to the door indicating his store as a member of the guild.

In addition, a back living area with a fire place to keep good heat on cold nights and lots of potted jungle plants along with an administration desk a few bookshelves and a bed was also created. Hassk ever a collector and seller of curiosities plans an expansion of his humble shop seeing the grandiose magic shops of Rydoon as an inspiration. He furthermore orders the construction of an animal pen for pack animals and horses, hiring someone to take care of the animals

Having a great facination for the splendor of Rydoon's shops, Hassk has taken much inspiration from their design, incorporating tiled floors and hanging decorations.

Utilizing his celestial blood as a sorcerer Hassk cast a Hallow spell on his shop and the surrounding area. Causing anyone in it to be under the effect of Tongues in order to ease trade.
Mockaw

Mockaws are a type of fey-touched creature found throughout the forests of the world.

## Description

Vibrant in colouration, several subspecies of mockaws exist, each with a distinct arrangement of hues. Amongst these, the brightest and most colourful are found within tropical regions such as the Tviatini Jungle. Regardless of colour however, Mockaws are all capable at mimicking the sounds of their surroundings, whether natural or artificial.

Inscrutable tricksters, mockaws seem to use this talent to beguile other residents of the forest, leading them astray without seemed purpose, leading many to speculate that they may have been originally created by an Archfey and loosed onto the Material Plane to multiply.
Perianth Isles

* Artwork
* Map

The Perianth Isles are a series of islands east of the Tviatini Jungle.

## Description

Surrounded by sheer cliffs, the only true beaches of the islands of Great Perianth, Lesser Perianth and Perianth Petty are hidden within shallow coves that make the landing of larger vessels a challenge for even the most capable helmsmen. Akin to a pebble placed on its side within the sand, the vertiginous crags form foundations for a verdant jungle that by all accounts sprung into being overnight, their local flora and fauna as encroached in familial habit as if they had inhabited the isles for centuries. Only two exceptions to the hostile approach of the Perianth Isles exist, namely the port towns of Verdlicay and Qol, both located on Great Perianth upon the northern and southwestern shorelines respectively.
Slassera

Slassera is a staple meal that originates from Lachlen but is now eaten throughout the Lotus Basin.

## Description

Traditionally made from the offcuts of the aurochs herded by the numerous shepherds residing with the Land of the Two Groves, Slassera is in recent times equally as likely to be made with beef or dairy cows, oxen, or more rarely that of deer, elk and giant lizards. Comprised of a thick savoury sauce filled with seared or roasted root vegetables, crushed tomatoes and generous portions of cream, or other thick dairy products, tougher cuts of meat, such as an aurochs tail are left to stew on the bone for hours on end, after such a time they cleanly drop from the bone, ready for consumption. Due to the cheapness of the meat frequently used, it is considered a highly affordable dish that serves as a staple for many individuals residing in Whittengrove and the surrounding area.

Slassera is usually enjoyed alongside breads, whether in the traditional twice-baked style of the Lachosi with their crisp crusts and dense chewy centres, or a wider variety of techniques more readily embraced and available.
Monkshood

Monkshood, known by a myriad of other names, is a family of flowering plants.

## Description

Known also as Wolfsbane, Aconite and Blue Rocket, this herbaceous perennial plant grows in well-draining mountainous soils.

While toxic to a number of species, it is known for its particular virility against werewolves and other lycanthropes. Hunters are known to use extracts of monkshood to poison bait corpses to quell wolf populations, and it is widely believed that the legendary silver variety of Monkshood can cure lycanthropy if placed under the tongue of the afflicted for a week.

## History

The druid Zoog utilised Monkshood, amongst a number of other ingredients, to produce a poison that only harmed lycanthropes, intending to spike wells in cities around the continent with the mixture to eliminate the monstrosities.
Node of Vicissim

The Node of Vicissim is an artifact discovered in the possession of the shifter priest Briar.

## Description

Elliptical and just over a foot in length, the Node of Vicissim is a structure of two layers - a dull and clouded core, with a thin and chipped darker encasement missing at one end.

## Research

### Completed by Ba’alakor

When examined, the Node of Vicissim seems outwardly fragile, the outer core leaving a fine ash-like powder upon the fingers when handled. This powder is inert, without scent, or taste, and does not seem to leave any particular mark or rash upon exposed skin, even with sustained exposure. A damp cloth proves sufficient to clear it from any surface onto which it smears. The entirety of the outer core seems to be made of the same material, condensed and densely packed into laminae or shards similar in appearance to shale, which creaks and cracks when pressure is applied. Caught between some of the laminae are tattered and torn pieces of once-glistening desiccated foliage, as well as what looks like part of a torn net.

The inner core is more uniform, seeming instead to be a monolithic piece of rough-cut marble at first glance. Despite this uneven aesthetic the surface is instead smooth and glossy, and closer inspection is instead more akin to that of glass, crystal or another glazed and vitreous substance, most likely formed through extreme exposure to energy, be it heat, pressure or, increasingly likely, both in unison. Beneath the glaze is a mottled pattern that does not appear entirely static, albeit shifting near imperceptibly slowly if watched directly.

The Node of Vicissim gives off a lingering magical aura that glimmers most notably with a muddling tide of the School of Evocation and the ethereal fog associated with the School of Conjuration. Despite the seemingly broken or otherwise spent nature of the artifact the aura remains potent nonetheless, occasionally pulsing with to creak a tremor capable of shaking the table or plinth upon which it is set. After each pulse more of the outer core fragments away, and the next pulse fails to muster the same magnitude as the one before it - until only the inner core remains intact and inert, devoid of what power may have once resided by means of creation, design or empowerment unknown.

## History

Provided by an unknown source, a functional Node of Vicissim was sent to Dane Evergreen in 132WD, shortly after his string of thefts and other petty criminal actions in Amber Run. Directed by an authoritarian voice, he was guided to plant it within the Howell Manse in Whittengrove during the festival of Auburn Dusk. Shortly after departing the city the following day, it detonated into a sudden intense storm contained within a sphere with a radius of approximately 1000 feet, imploding and otherwise destroying much of the northern portion of the Pearl Ward, as well as part of the Cadre Ward.
The Labyrinthe

* Artwork
* Map

The Labyrinthe is a sprawling structure in the Savage Creek Hills of northwestern Ahlus.

## Description

A construction of three major components, the Labyrinthe sprawled into the side of a slate-stone crag, though the bricks used in its construction are anything but mundane. Unpleasantly slick, almost organic in form, the tunnels and maze seem to warble and shift at a glance, as well as echoing and reverberating with sounds unnatural - and seemingly without a source of origin.

The main entrance way is decorated with a pair of mosiacs depicting the Horned King, the Demon Lord Baphomet, as well as statues-come-sarcophagi containing the remains of the minotaurs that once tended to the construction. Beyond, a shifting labyrinth incrementally sealed behind doorways openable only with offerings of blood, flesh and life respectively, it has since become the haunt of a pair of Ferrostars loosed by the Sisters of Iron to guard the approach to the chambers beyond.

A product of the Abyss, the Labyrinthe warped the fabric of reality around it, causing the surrounding planes of existence to linger closer and more accessible that conventional logic or law. The deepest chamber accentuated this factor further still, allowing for ease of use of the *Gate* spell for skilled spellcasters. This particular nature of the Labyrinthe was exploited by Roque qu Leos and Thurkaervaeri who conspired together to open another portal to Acheron to let loose a force of goblinoids loyal to the Black Hand. Likewise, when Ume attempted to use her *Angler's Worldly Fisher,* the fish she caught was twisted and befouled, with translucent skin, black blood and filled with flies living & dead.

## History

Considered a Remnant of the First Gift, The Labyrinthe was created by Baphomet when they tried to lay claim to the uninhabited lands of Ahlus after their creation by Caihrnn. For a time, it was occupied by a group of minotaurs loyal to the Horned King, but has remained largely abandoned for much of its existence, shunned by those in the lands surrounding it.

## Doorway Incantations

*With thrumming vigour, the strength of lifeblood pulses.*

*And so we make an offering of what was granted.*

*Without given strength, our form would not be flesh perfected.*

*And so we make an offering of what was granted.*

*Without perfection of soul, our lives would have not purpose.*

*And so we make an offering of what was granted.*

## Legend Lore

### Completed by Ronan

*”Hewn from the earth by the will of the Horned King, whose presence defiled valley shaped by the hand and will of the Quiet Lord. Woven southward of hills savage of creek, less than a week due from seat of haughty men of crown and gulley alike.”* *“*

*Few have found shelter and home within the tunnels, many have found terror and demise. The stone dead guard its halls, while horned skulls adorn its walls.”*

*“Where boundaries once remained open, granting the Prince of Beasts passage before gift given, now new paths to lands beyond narrow veil stir shallow within - the sound of battle chimes at every corner.”*
Scleretic Venerer

Scleretic Venerers are a type of small aberration with highly amorphous forms.

## Description

Taking the appearance of a legless millipede with an anemone-like cluster of glowing tendrils at one end, and a pointed emaciated claw at the other, Scleretic Venerers are similar in many ways to the elemental creatures known as a *Slithering Tracker*, leading some researchers to believe they to be descended from such creatures, or perhaps visa versa. Able of completely liquidising their form to flow in an amorphous manner through small spaces and liquid conduits, they also seem to be able to jaunt dozens of feet in an instant, disappearing and reappearing with a small flash of dim light.

When hunting, Scleretic Venerers utilise both their scintillating cilia and dorsal unguis to secure their prey, using the former to paralyze them, and the latter to tear them apart from within using psychic resonance.

## History

Scleretic Venerers seem to develop within glass orb-like eggs filled with translucent liquid and dotted with sprues of colourful calcification akin in appearance to outcroppings of coral. One such egg was recovered by members of the Arken Den, though the specimen escaped before further examination could occur.
The Battle Chief

## Servant of the Black Hand

* Artwork
* Symbol

The Battle Chief is a lesser deity in service to the Black Hand, considered by most to be a lesser force amongst the Malign.

## History

Known as Maglubiyet to those not native to Ahlus, the Battle Chief is a lesser deity in service to the Black Hand that shares many of dogmas and beliefs of the one to which he is a servitor. It is believed that it was the Battle Chief that first led halflings, elves and firbolgs to the Black Hand, who then augmented their form to create goblins, hobgoblins and bugbears that would pledge in fealty to his name. The Battle Chief takes many forms, most commonly that of a towering humanoid with flesh made of steel.

## Enemies

Following the lead of the Black Hand, the Battle Chief also shares in the hatred of Tohmos and Aita. Also garnering the ire of the Battle Chief are followers of Vyra, spurned by the Goddess' theft of his favourite spear, hiding it away in perpetuum. He Who Watches also finds conflict with the followers of the Battle Chief as they do the Black Hand, with both Greater Deities seeking to claim dominion over Acheron.

## Commandments

* Tests of strength are the only true way to prove your might over those that fight at your side. Seize them at every available opportunity, whatever form they may come in.
* The weak will use treachery to try and claim your power. Do not give them even a single chance to try.
* Find others of equal power, spirit and desires. Together you will forge a force that naught can stand against.
Shek

Shek is a Yuan-Ti Abomination Warlock.

## Appearance

More akin to many of the other residents of the Ender Temple than those of the lineage of the Nightmare Speaker Ssena, Shek possesses scales of dull brown, green and cream. Smaller than most abominations, Shek instead empowers himself with the arcane through a pact with the Remnant weapon of Ophidian, the dagger Discourse. While not in possession of the weapon, Shek has gained the ability to wield a fascimile of the dagger, using it to sunder his foes into submission upon the battlefield, or complete sacrifical rituals and offerings when necessary.

## Personality

In line with many Yuan-Ti, Shek sees other races as little more than flesh and bone - suitable for offerings, servitude or consumption, depending on their particular menial merits. Despite this, Shek, if possible, will pacify his foes, returning them to the Ender Temple to serve their purpose instead of simply butchering them - although is willing to do so if necessary. This behaviour was experienced first hand in the jungle of the Laayo Wilds, when he targetted Hassk, knocking him unconscious and attempting to *Dimension Door* away with him in his grasp.

While willing to commit considered beneath him to a sustained fight, if necessary to their demise, he has twice proven he predilection to flee when notably wounded, often teleporting or transporting into a snake to hide from sight until the threat passes.
Sump Eel

Sump Eel are small monstrosities that thrive in fetid waterways.

## Description

Approximately two foot long at full length, sump eels are somewhere between an aquatic serpent, a segmented eel and a leech. Commonly encountered in packs of a dozen or so individuals, they are quickly satiated in their hunger, but not before boring a ring of flesh from their victim, the needle-like teeth containing an exquisite venom that can temporarily paralyze their prey for a cleaner bite. While a single sump eel may present a minor threat for an adventurer, a large group can quickly leave an unwary individual affixed in place and defenceless.

## History

The green dragon Malacholar allowed populations of sump eels to reside within their flooded lair, their narrow teeth too frail to pierce their scales but more that sufficient to assail would be invaders.
Sister's Step

Ignatius Saurwind

Siebern Kuiper

Ume

Sister's Step was an abandoned tavern deep within the jungles of Tourmalini'i, but has since been rebuilt.

It is most notable for its immediate proximity to a Hanbalani Atlas.

## History

Sister's Step seems to be one of the taverns upon the Silver Trod, a series of inns providing respite and hospitality to travellers passing through the jungles of Realm of Tviatin and the wider region of Tourmalini'i. Commonly journeyed by merchants moving wares between the Tulisian captial of Brient and the Duchy of Nolheimia, one of the sixteen Duchies of Tynd.

Its name seems to serve as reference to Vyra, the Ahlusian Goddess of Curiosity - sometimes known as the Secret Sister and famed for her proclivity to explore the unknown and untamed.

## Description

Modest in its prime, the jungle very much appears to reclaimed the tavern in the time since it was abandoned and forgotten. Roots push through the floorboards, foliage of all kinds proliferate through the shattered window panels and the air within is musty and humid. Stored supplies have long since rotted, all but stone and treated timber crumbled away.

Around the battered door frame a depiction in faded grey shows a towering tree of vines wrapping to meet a stormy sea at the door's crest, joining to create a road upon which a figure stands awaiting.

With the growing expansion of Viridell and the settlements of the area, Sister's Step was renovated and now serves trade caravans passing nearby.
Soul Coin

Soul Coins are a type of magical currency most commonly associated with the Nine Hells.

## Description

Wrought from *infernal iron*, Soul Coins are about five inches in diameter and about an inch thick. Although physically weighing about a 1/3 lb, they come with an additional psychological weight, for each soul coin is capable of being infused with the soul of a single creature trapped in a state of continuous torment and despair. Once infused in such a way by means of specific fiendish rituals, soul coins transform from being solid disks of metal to being wreathed in infernal runes that faintly glow and hum with a red-brown colouration.

Dominion over a creature's soul by means of a soul coin could be exploited, using it to grant the owner vitality, briefly strengthening them, or gather information known by the soul's owner in life. By contrast, exorcising or destroying the soul coin is able to free a soul trapped within, allowing it to pass on to whatever destination it was destined to reach before its entrapment.

To devils and some other fiends however, Soul Coins are readily used as currency for sake of salaries, goods, services and bribes. Nearly every blank soul coin was created within the Layer of Minauros at the behest of the Archdevil Mammon, the Gilded Miser. Mammon took responsibility for minting the majority of infused soul coins in circulation, while other powerful devils and their chosen followers also possessed the knowledge of the rituals necessary to enact such an occurrence.

## Recent History

The Red Dragon Pyrkvohon utilises a vast infernal contraption to empower his form with fiendish energy and is assumed to run on the consumption of Soul Coins. When encountered at Mount Durnach, the tiefling Lazarus offered up a bag filled with Soul Coins to the dragon to barter for their departure, trying to evoke the name of Baalberith and listing the names Unimpressed, Pyrkvohon simply responded by striking down Lazarus, referring to Baalberith as little more than an upjumped butler, before allowing the tiefling to stain the stone with his blood before casting him into the magma while the rest of the party fled.
The Chicory Coterie

Wendell Hazebrooke

The Chicory Coterie are a roaming Nest of mousefolk originally led by Wendell Hazebrooke, though many of the members settled in Whittengrove, Atralran and Heizentaru over the years.

## Description

Numbering some four-dozen individuals, the Chicory Coterie is most commonly found roaming the Hoarfrost Expanse, sharing shelter and pudding alike alongside, exploring the wilds and skirmishing against the White Tusk Tribe as necessary and prompted. They are welcoming of strangers, offering guidance, warmth and nourishment alike to those that seem aligned to their interests.

## Known Members

* Wendell Hazebrooke
* Isidore Hazebrooke
* Ephraim Fuselight
Tazyr Auvryth

Tazyr Auvryth is a drow affiliated with the Auvryth Den.

## Description

Serving as a highly skilled guard within the Auvryth Den, Tazyr wields both longsword and longbow to potent effect, augmenting his speed with rites and spells intended to further afflict his foes.

## Personality

Tazyr is defined by a level of determination, resolutely living by the mantra that ultimately with sufficient effort, focus and willingness to act that any challenge can be overcome - and as such success is achieved, or death is manifested, severing further individual worry or concern to the matter.

## History

Rynros Onyxblade appears to hold some connection to Tazyr, claiming that he was his superior within the Brotherhood of the Imbrued during his time at Fort Arken before he was encountered to set forth into the wider world in pursuit of further quarry. Tazyr was encountered alongside his uncle Akorrith and other members of the Auvryth Den at Sandoval Ravine, the northernmost edge of the Lesser Cicatrix. Having come to collect the sum owed from Alwin tlo Hambert previously won by the bard from a seemed former associate Harric, now petrified at the cliff's edge, Akorrith entertained the proposal made by Ódóvir Jotunsson to play for the coin, though deferred playing himself in place of Tazyr, who promptly proceeded to win at the game of Tazim's Bluff in straight sets. When Rynros made a passing remark to Tazyr about offering up his new report in time, the drow seemed to pay him little mind.
Malcanthet

## Prince of Shendilavri

* Artwork
* Symbol

Malcanthet, known also as the Sulter of the Sun, is a Demon Prince of the Abyss.

## Description

Demon Prince of Shendilavri, the 570th layer of the Abyss, home to a vast and humid coastline beneath a perpetual sky of an orange-pink sunset, Malcanthet finds direct competition with Fraz-Urb'laa as the unofficial spymaster of the Abyss. Patron of succubi, incubi and lilitus, her spawn's talents gather a vast breadth of information on all manner of topics, some of which proves relevant to the Blood War from time to time.
The Arkenviir Legion

The Arkenviir Legion is a set of military barracks within the settlement of Whittengrove.

## History

With their continued expansion in the settlement of Whittengrove, Lady Zareyl Arkenviir and her closer companions quickly noted the growing presence of individuals hailing from races most commonly found in the Underdark seeking residence. Gathering a few amongst them that had shown themselves to be capable warriors, the Legion was started - and the construction of a barracks coming shortly afterwards.

## Description

Holding a strategic position between the northern and northwestern gates to the settlement, the Arkenviir Legion's barracks are a stone's throw from the Arken Den. Reinforced with cobblestone, the furnishings are simple but practical. Like most of the constructions built by those affiliated to the Arken Den, no windows feature in the walls - thus allowing the residents to reside within without the troubling light of the day.
Petrus Dubois

Petrus Dubois is an Atral noble, the Régysseur of Trial's End in the Province of Vardony of Atralran.

## Description

Petrus Dubois served under the Lord-General of Ashenwatch Redoubt Kervile Batelwrote for a number of years, before finally completing his Trial of Spirit in 110WD, an endeavour that would be later affirmed by his defeat of the demonically-possessed House of Pledger, the noble house having been corrupted by the presence of the Infinite Layers of the Abyss. In the ruined remains of Castle Oathsworn, Petrus cut down the head of the household, and was subsequently given the lands of the fallen house in thanks, as well as being elevated from the rank of Régyr to Régysseur.

## History

Petrus' son, Marcel Dubois, would seek to join the Order of the Ardent Owl, beseeching the leader Roderick Reman to aid him in recovering his father's blade, Toil, having lost it while trying to deal with bandits in the Greater Greensong to make a name for himself. The blade was eventually recovered, although fell into the possession of Ódóvir Jotunsson after it was established the weapon seemed to have some connection with the 207th to 211th layers of the Abyss, collectively known as Tinaemortum.
Tarvak Brightshield Kulumilone

* Tarvak
* Heraldry

Tarvak Brightshield Kulumilone is an Knight-Reygr of Atralran.

## Backstory

Born in the valley of Oroto Notch in the Ironfangs, Tarvak grew up exploring the ruins with his friends and quickly found a sense of adventure in exploration and would eventually seek his fortunes in the wider world not long after his 18th birthday, leaving his home with rusty chainmail and a heavily polished shield, earning him his nickname of Brightshield. His journey would bring him into the lands of House Silksand and would quickly devote himself to the Trial of Spirit that would dominate the next decade of his life.

His trial would send him across much of Vardony, from his Trial of Mettle in saving a crucial shipment of lenses for the lighthouse of Storm's Break, to his Trial of Vigilance that would see him aid in the death of a dragon.

Having finally been granted his knighthood and enjoying the patronage of Petrus Dubois, Tarvak has wanted to prove his worth to his lord and to bring honor to his people at large. He wishes to rise to be granted his own lands and continue to uphold his vows and has been given a task by his ailing lord to do what his son has failed to do.
The Helberg Institute of Higher Learning

The Helberg Institute of Higher Learning is a guildhall dedicated to the training and education of selected students within the settlement of Viridell.

It was destroyed in 7WD, Loghelt-Amberlight by the Ancient Dragon Irsecrinth but shortly after rebuilt following sizeable donations of gold and labour from Grognac, Reginald S. Augustine, Hassk and Ignatius Saurwind.

## History

Funded by the scholar and adventurer Oswald von Helberg, the Helberg Institute is the first dedicated centre of teaching within Viridell, with specialties including investigative experimentation, arcane research, physiological and anatomical understanding for furtherment of medical matters and natural sciences.

## Description

Constructed near the settlement's centre, the Helberg Institute is shaped from much the same materials as most of the other buildings utilised in the settlement, stone from nearby quarries and hardwood timbers. Beyond the entry atrium, a private office of the proprietor and a large lecture theatre both feature, with both serving fundamentally the same purpose- furthering the minds of all involved through research.

## Temporary Destruction in 7WD

During the Fourth Battle for Viridell, the Ancient Dragon Irsecrinth in his Tempest Ascendent form destroyed the building housing the Radiant Waymark, thunderously shattering the frame houses the Wayfinder Stones. Consuming them in turn, he then escaped with all eight, before his storm buffetted the rest of the settlement, including the Helberg Institute, into ruins - leaving few survivors.

Within the turn of the year, it had been rebuilt following a combined effort of financial aid and workforce availability.
Morgaelei

## Queen of the Aldergreen Court

* Artwork
* Symbol

Morgaelei, also known as the Alder Queen and Aldergreen is an Archfey, and as such a being of immense innate power.

She is the Ruler of the Aldergreen Court, based at Aldagrelithane.

## Appearance & Personality

As most Archfey are, Morgaelei is a being of countless forms, though most commonly has been encountered as a towering female elven woman crowned in a circlet of heat haze upon her brow, and a woven dress of glimmering silk that shifts in appearance with her mood.

Morgaelei is considered by many to be the most benevolent individual in the Feywild, welcoming all of non-malicious intent freely into her domain, and offering forgiveness and understanding to those that repent of formerly malign ways. Nonetheless, she is not naïve, nor misguided by this maternal warmth, and is supported at all times by a vast council of eladrin, druids and other fey creatures. This benevolence was experienced first hand when her halls were visited by the grievously wounded Sir Erastus of Silverbell Keep, whom has since been stabilised and henceforth enjoys a place within her court.

## Powers & Abilities

Like all Archfey, Morgaelei wields tremendous arcane power owing to her existence effectively serving as an embodiment of the magic of the Feywild.

### Charm of the Aldergreen

*This charm allows you to cast the fire shield spell as an action, no components required. Once you do so, the charm vanishes from you.*

## History

Upon arrival at Aldagrelithane, an adventuring party encountered Morgaelei explaining to the population of the settlement about the demise of the Wellspring Mare, accompanied by both Ilena and Mycorrhizarael. Appealing to a sense of calm and comfort, seeking to act as the bastion upon which people could stand steadfast and push aside their worries, she sought to answer the questions of her subjects, as well as proposing groups of outriders and scouts travel to gather further information to inform their next steps.

They offered their boon to a number of individuals keen to seek out information to the occurrence. Around this time, Rover Custard Augustine offered up the Chromarind Heart Tree's Heartgerm recovered from the Hall of the Virtuous, which Morgaelei accepted and promptly gave to the Archfey Ilena, though is yet to offer up a gift in return - although seemed to acknowledge the scope of the gift offered.
The Chittering Holt (Forest)

## The Chittering Holt

Siebern Kuiper

The Chittering Holt is a forest in southwestern Ahlus.

## Description

Stretching sixty or so miles from southwestern tip to the northeastern edge, the Chittering Holt is a thick and diverse forest along the eastern bank of the Lotus Run, filled with life. Bordered to the west by a Mushroom Forest touched by the influence of the Archfey Mycorrhizarael, the forest itself is a dense collection of ancient oaks, beech trees, elms, willows, hazels and chestnuts. A great variety of local fauna has also been noted, ranging from large deer and elk to small singing birds that dance between the branches, collecting twigs for their nests. Also of particular significance are the trees themselves, for at least some have shown a level of sentience and hostility to those they consider to be intruding upon their domain, creating a perilous task for would-be lumberers seeking to harvest the forest for its natural resources.

Near the centre lies the ruins of Cal Dorthorne, at which a connection to the Feywild once existed. During the ongoing campaigns of Duke Brantharn Fallack against the elves of the Feywild in the name of the Weald Witch, the settlement was razed, and the portal to the Feywild desecrated.
The Arken Den

The Arken Den is the name given to the Guildhall owned by Zareyl Arkenviir and operated by those in service to her cause and interests. It is located within the settlement of Whittengrove.

The Den itself remains in Whittengrove, although the construction no longer serves as the headquarters of the guild, instead Fort Arken claims this title.

## History

The Arken Den was created following extensively remodelling of the abode claimed by Lady Zareyl shortly after she first arrived, financed by the funds accumulated by both Arkenviir herself and her associate Skuld Blackiron.

## Description

The Arken Den, at the time of its construction, was the largest single structure in Whittengrove. The only part truly retained from the preceding construction was that of the small room at the entranceway that was taken to serve as an welcoming alcove. Immediately beyond was the main hall, outfitted with a large table for meetings and general management of the ongoing operations of the Den.

Also included in the remodelling was a modest kitchen, a side alcove filled with bookshelves, chests and sufficient sitting areas, a hidden storeroom accessible through a switch concealed behind a painting and the sleeping chambers of the Den Mother herself.

The Arken Den would continue to raise capital to improve their holdings in Whittengrove, with the hope of running legitimate businesses, whilst keeping their fingers in the pockets of crime, slavery and religious zealotry for the Dark Seldarine pantheon.

## Expansions and Improvements

Later constructions would result in the installation of cells beneath the Arken Den with the intention of utilising it to hold her growing collection of slaves and prisoners. Following an agreement between Lady Zareyl and Fonteyne Pinewoods pertaining to the financing of the construction of Fonteyne's Fountain, a large painting of the drow matron's likewise would be created by the half-elf and subsequently mounted upon the wall in the main hall. A further addition would be made later with an external entryway so Zareyl would eventually be able to enslave and recruit giantkin.

Further expansions occurred during the month of Glede-Amberlight 3 WD. These expansions increased the size of the Arken Den once more, adding an additional room to act as as the main office for the Arkenviir Trust, a banking firm operated by the Arkenviir Den. A guarded vault was also built beneath for the secure storage of the assets of the new organisation.
The Slatevale & Darda Travelling Hall of the Macabre and Occult

* Artwork
* Sigil

The Slatevale & Darda Travelling Hall of the Macabre and Occult was a travelling carnival known for their discomfiting and nonplus performances.

## Description

Founded in 96WD by Vatoris Slatevale and Pomuk Darda at Mettle's Making on the border between the Timberlands of Oxresh and Atralran, the Travelling Hall started small, featuring but three performers - Rakdo the Puppeteer, Armnar the Steeltooth and Wonder the Wonder. Interest was modest for the first few years, finding passing interest at best but remained a passion project for Vatoris nonetheless. With further takings, Vatoris finally managed to expand the scope of his dream further, attracting along a number of other acts, which have cycled since.

Ultimately, Slatevale & Darda serves to scratch the itch of morbid curiosity found in many, presenting the odd, baffling and sinister for sake of entertainment fit for the masses. Whether stunned by the showmanship, or simply wanting to gawk at the unusual, custom would soon grow, and with it the troupe began to travel across the continent.

In time, Vatoris would grow old and pass, and in doing so control and ownership of the Travelling Hall would fall to Lazarus, the Master of Ceremonies.

## History

Six months after becoming the owner of the Travelling Hall, Lazarus and his troupe would travel to the city of Rydoon, posting up on the isle of Midalios to capitalise on the influx of travellers coming to the city to bear witness to the 257th Kroan Games, included amongst these the marriage of the Archonos Aratus qu Regas to Lady Foebe Howell, and the announcement regarding the Archon of Pylodes' successor. Members of the Travelling Hall would be requested to perform for the Archon Ampier qu Orthan in the lead up to the events, particularly so that of Vakhal, but the Hall and its troupe would eventually fall foul of the detonation of arcane storm that engulfed the Hippodros of Midalios, leaving Lazarus alone and without his livelihood.
The Doom Riders

The Doom Riders are a faction based in Amber Run.

They are currently led by the paladin Ódóvir Jotunsson.

## Description

Built in the image of the One-Eyed Crow, the faction was built and formed at ***Rökridrheim*** in Amber Run by Ódóvir Jotunsson and his followers. The guild serves to protect the Realms of Ahlus and is not affiliated or sworn to any nation, but instead the entire realm and its people. The founding members include Ayaz Hamza, Thogal Krathagsson, Heilog Erlingsdóttir, Estrid Eriksdóttir and Ulf Frodesson.

## Goals

The ultimate goal of the Doom Riders is fight against the impending threat the Realms of Ahlus, of which followerrs of the One-Eyed Crow have prophecised and dubbed as *Ahlusrök.*

Four runes are found upon the banner of the Doom Riders, each align with the goals of the faction.

* Victory. Against the enemies of the Realms, that can be no defeat. In life and death, the Doom Riders shall fight until the Doom is ended, or the Doom consumes all.
* Humanity. A shield for all living things, the Doom Riders swear to defend all of humanity against the evils of the world.
* Unity. To bring together the forces of good in the face tyranny and evil, to combine the shields that guard the realms of man against the ultimate threat that is *Ahlusrök.*
* One-Eyed Crow. To follow the tenets of the All-Sight Rook, to follow the Harbiner's warning of what is to come and bring the storm to the denizens of chaos and the malign.

## Tenets of the Doom Riders

* Responsibility for one’s words and actions should define your every effort. Never utter a word you do not mean, nor start an ordeal you do not intend to see through to its conclusion.

* Rage like the storm against those that deserve your ire. Strength must respond to strength, for those that use their strength to bully the weak are accursed and foul.

* Draw to you new allies and companions at every available opportunity. The tallest of giants can be cut down with ease by a myriad axes in place of just one.
Malmond Battleward

Green Quill Troupe (Formerly)

The Doom Riders

Malmond Battleward is a dwarf fighter formerly affiliated with the Green Quill Troupe.

## Description

Born in Khonoldhur, Malmond quickly found employment under the Banner of the Bulwark, the bureaucratic office of the city responsible for the defence of the city. While never initiated into the training pathway necessary to become a member of the Bynar Blades, Malmond instead found many years of employment serving in the settlement, before signing a contract with the Scions of the Battlemistress. After a stint serving as the bodyguard of a family of minor nobility in Storm's Break, Malmond would find himself crossing paths with the Green Quill Troupe, joining them in their efforts to create a new gateway into the Feywild at the behest of the Archfey Morgaelei.

In reality, the resulting rift instead tore through to the Abyss, nearly allowing the egress of the Demon Prince Acherontia in the process. With the primary rift closed, Malmond renounced the rest of the Green Quill Troupe, agreeing to meet Ódóvir Jotunsson and his Doom Riders in Amber Run after attending to a few other matters, having previously bonded with the paladin over shared drinks and stories beside the campfire the night before.
Phymm

Phymm, known also as Fizzle Dust, Happy Wiz and Zap-Zap is an illegal substance sold across the continent of Ahlus.

## Description

Phymm is one of many potential derivatives of the arcane substance Iviniuum, produced by combination of trace quantities of the powder with refined distillates of Sentry Shrub. Combining the heightened arcane prowess afforded by Iviniuum's ingestion with the stimulating properties of Sentry Shrub, Phymm serves as a cognitive enhancer, mild euphoriant and inducer of sustained wakefulness.

## Effects

When a humanoid consumes a dose of Phymm as an action, the user must succeed on a DC 10 Intelligence saving throw or immediately experience a surge of uncontrolled arcane power, and roll on the *Wild Magic* table. For all subsequent dosages of Phymm taken within 24 hours of another dosage, the DC increases by 3.

On a success or a failure, for the next hour, the humanoid gains a +2 bonus to their Intelligence score (to a maximum of 24), and advantage on saving throws against exhaustion.

When casting a spell under the influence of Phymm, roll a d100:

* On a result of 1-20, the user takes 1d10 psychic damage per level of the spell cast, as well as rolling upon the *Wild Magic* table.
* On a result of 21-90, the user experiences a rush of euphoria, but no alteration to their spellcasting occurs.
* On a result of 91-100, the spell slot is not consumed.

## Legality

Due to the nature of Iviniuum's abuse and the potentially destructive consequences of unpredictable arcane usage under its influence, Phymm is outlawed by the major governmental and ruling bodies of the continent. Nonetheless, it is one of the more commonly used illicit substances, with particular popularity amongst students of the Crimson College and Academy of Erudition.

## History

The Three Brothers Warehouse in Whittengrove operated as a secret laboratory dedicated to the refinement of Phymm on behalf of the Other Hand.
Silvara

Silvara is a riding horse currently owned by Arnica.

## Description

Standing thirteen and two-thirds hands tall, Silvara is a pale horse, her coat that of dappled grey. Fleet and steady afoot, she was the fastest of the four horses purchased by adventurers in 135WD, although pushed for rests most regularly amongst them - having developed quite a taste for the roasted amaranths offered by her new owner.

At some point in the past, Silvara was engaged in a relationship with Dark Blossom, before the latter broke the arrangement off, much to Silvara's despair. Arnica would find this to be an issue during their journey, with the riding horse chasing forwards to keep herself perpetually in Dark Blossom's eyeline.

## History

Silvara was purchased from the stables in Amber Run by Arnica in anticipation of a ride north through the Heartsword Pass to investigate Rossthane Thicket. Surviving run-ins with giants, the shifting weather and uneven terrain, they later returned to Amber Run with the artificer, in whose care and company they have remained since.
The Sable Prince

* Artwork
* Symbol

The Sable Prince is an Undead Patron in Ahlus known to be seeking would-be warlocks to which pacts of power are offered.

The Sable Prince is a title held by the dragon Vitrizkraan, leading some to assume they may be one and the same being.

## Commandments

* Consider nothing out of your reach and quest for power. No barrier, physical, emotive or mental should place restrictions upon your wants and desires.
* Let not the weak prosper, revel in their failures when inevitability strikes them down. If it seems that fate seeks a different path, force its hand and strike them down yourself.
* Sow terror with your actions, knowing that both word and deed can cast fear into the minds of the feeble.

These commandments seem to put focus on their enactment on true dragons of both metallic and chromatic origin, especially so those affiliated with the The Undying Queen.