recursal/Fanatic-Fandom huggingface dataset:
Immortal Corsairs

## Purpose

The Immortal Corsairs are pirates on a highly organized level. They have dues, share loot, and organize raiding parties to score bigger piles of loot. They mostly port out of **Talal**, but can be found in any port city if their is big enough loot worth the distance traveled.

## Role in Society

The Immortal Corsairs are a group that give street urchins, career criminals, and lost mortals a chance to be a part of something bigger than themselves. They all taken on the personalities of the Githyanki, who help found and run the organization. They have a code, but they never follows the laws of the land.

## Goals

They wish to have a total autonomous land where they can call their own. Even if **Talal** they have to tiptoe or the government officials might crack down on them.
Lake Orys

## Location

Right in the middle of the nation of Armel.

## Characteristics

The center of Armel, it is also the lakefront property that most resorts within the nation of Armel have established themselves. It is a beautiful, blue lake and a source of fresh water and income for the nation.

## Notable Locations

* Armel - located within the center of the nation, it is the source of much income for the country
Teth

**People** | 90% Human, 5% Half-Elf, 3% Half-Orc, 2% Other

## Summary

A former piece of the Olminarian Empire, they are now an independent monarchy that thrives on the trade comes through the Valu River and their capital, **Cairdor**. Their monarchy has recently begun relying advice from the church of Ancillia, going so far as to create a permanent position for a cleric of the church to be the official advisor to the crown.

## Inhabitants

The nation is filled with mostly Humans, with a scattering of Half-Elves and Half-Orcs from nearby nations mixed in. Many of the residents are sailors or involved in the trade that comes and goes by boat on the Valu River.

## Government

A monarchy with a lot of traditions and rules left over from the old Olminarian Empire, they are trying to find their own place in the world. The nation has been kept afloat from the trade along the Valu River and through their capital, but they have since allied their monarchy with the church of Ancillia to advise on their future decisions to find the best path forward for their nation.

## Notable People

* **King Podras Tilman** - current monarch of the nation of Teth
* **Neldonna Shilvar** - cleric of Ancillia and official advisor to the King

## Notable Locations

* **Cairdor** - capital of Teth and way station for most boats that travel the Valu River
Nurak

**People** | Gnome 80%, Human 10%, Dwarven 5%, Other 5%

## Summary

A mostly Gnomish nation, it is filled with hills and mountains. There are a well known collection of Bronze Dragons that inhabit the Nurak Mountains, and the nation is known for its joke festivals where jokes and pranks are plentiful between he Gnomes and the Bronze Dragons. Most travelers avoid the area during that time of year.

## Inhabitants

Though mostly Gnomes, the population does have some Humans and Dwarves mixed in, as well as various other races. Many people in the nation are inventors or smiths, creating new and fascinating items. Some work, others don't, but they are famous for their tinkerers and many come there to learn, to invent something, or to buy the next great idea.

## Government

The government is an oligarchy composed of the leaders of several different Gnome communities, as well as one representing the Bronze Dragons. They vote on laws, appoint ambassadors, and approve trade agreements. Being in government is a part time position, and they only meet once a month to do business.

## Notable People

* **Kelevornaxil** - an old, ancient Bronze Dragon, has a gray beard and moves slowly, he represents the Bronze Dragons in the government
* **Hickle Noonspotter** - influential Gnome inventor, dabbled in politics a bit, but is mostly retired now and a living legend
* **Gorik Helmsplitter** - Dwarven businessman, has annual competition for inventors and the winner gets his investment

## Notable Locations

* **Markhazad** - Gnome city, location of most of their trade and markets, also location of their various joke festivals with the Bronze Dragons
* Nurak Mountains - mountains that cover the eastern half of the nation
Lurnog

**People** | Human 55%, Dwarven 30%, Halfling 10%, Other 5%

## Summary

A Human and Dwarven nation, with a high population of Halflings, this nation has strong ties to Gallant. Many influential churches and training grounds for the paladins and monks that follow Gallant are famously here. The government is made up of a representative amount of each race, allowing most issues to be heard in the government. There is also a fair amount of farmland in the southeast.

## Inhabitants

Made up of Humans, Dwarves in the Jindure Mountains, and Halflings in the east from Torah, the nation is filled with various backgrounds but they are all there for the church of Gallant. They are either followers, they provide lip service, or they are members of the clergy. They are in all different kinds of professions and there is even a large population of farmers in the southeast, but Gallant is in their lives in some capacity.

## Government

The government is run by an oligarchy of representatives from different regions of the nation. They are divided by race fairly similarly to the population itself, and they all vote on the laws and the role of their government. There is a heavy influence of the clerics of Gallant felt, but they are not in the government in any official capacity.

## Notable People

* **Doris Helvar** - Human woman, one of the more influential politicians in Lurnog, she is quite popular among all the people
* **Zorik Moonstone** - powerful Dwarven cleric of Gallant, has influence on various members of the government, most notably NOT **Doris Helvar**
* **Holton Underton** - Halfling politician, famous for not being a follower of Gallant, making him unelectable, but he's still influential

## Notable Locations

* **Kaane** - home to various churches of Gallant as well as academies and monasteries for paladins and monks devoted to Gallant
* Jindure Mountains - make up the northern coast of the nation
Tolujar

File:Tolujar.png
The God of storms, tempest, oceans, and lakes. He maintains his residence in the Nether Planes, specifically The Abyss.

He is referred to as **"The Merciless Storm"**

* **Symbol:** Large wave with a lightning bolt in the sky in the background
* **Alignment:** CE
* **Portfolio [Domains]:** Storms, tempest, oceans, and lakes [Tempest, Nature]
* **Favored Weapon:** Morningstar

## Description

Tolujar is an angry and cruel God. He has no mercy and he constantly wants to dominate whatever room he is in and whatever body of water he is in. He usually takes the form of a seven-foot-tall pirate, with a large Morningstar in one hand and a shield made of bones in the other.

Tolujar has been a cause of chaos and destruction on any body of water for as long as recorded history. He was a key component to defeating the Aboleths in the Era of the Aboleths as the primary battle took place in the oceans. He was not personally involved with the Divine Cataclysm but he and the rest of the Nether Planes deities supported it. He was angered when the deities decided against repeating the destruction towards the end of the Era of Magic.

Tolujar hates the deities of the Higher Planes, especially Morkai. He can get along with the deities of the Midplanes but his personality is abrasive and makes his relationships short lived. His motives often align with Xorlog and Vane, but their alliances are temporary.

## Clergy

The temples of Tolujar are often in port cities, hidden underground or hidden just off the coast of port cities. Like most evil clergy, their temples are hidden and don’t display outwardly that they are a building dedicated to Tolujar. Many pirates have altars to the deity on their boats.

Their clergy are sailors often, pirates usually, and they are often on the sea trying to destroy or dominate everything that moves. They are dressed in normal pirate garb, with an occasional dark blue robe during rituals. They also run a small black market for stolen and recovered goods from the ocean at each of their temples.

Clerics of Tolujar pray for their spells at dawn. They also perform rituals before travel so that Tolujar will spare them from his destructive tendencies. This usually involves some animal sacrifice, or some Humanoid if the particular trip was important and needed to succeed. They also perform short rituals before they attack another boat at sea.

## Dogma

The sea is unforgiving. No one is spared from is destruction. No one is immune to its rage. Oceans and lakes can never be dominated, but only survived. Storms are constant and any calm is just before the next oncoming storm. You will never be free of turbulence.
Falmarian

File:Falmarian.jpg
Similar to the real world Arabic, this descriptor is applied the natives of the southeastern corner of the Thargorum continent. Though they share many attributes with real world Middle Eastern nations, they have some distinct cultural aspects exclusive to this world.

This is a blanket term, though. Much like the term Arabic, it applies to several nations with their own distinct culture. Falmarian is also a language. There are varied dialects with each nation but it is considered a common language among the nations of the old Falmar empire.

These include the following:

* Mormar - a nation that made up the entire western side of the old Falmar Empire, it was the part of the nation that interacted with the outside world the most. It's culture is a blend of the common Falmarian culture with a bit of the western nations mixed in. As far as clothing, architecture, and food, it is reminiscent of the real world United Arab Emirates.
* Falmar - the remnants of the old empire, they are a proud and traditional people. They have a reputation for their cutthroat business practices, their devotion to their empire, and how they look down on others as lesser (which is fueled by their slave trade). In regards to clothing, architecture, and food, they are similar to real world Saudi Arabia.
* Leithar - made up of refugees, rebels, and former slaves, the culture of has been in flux over the last few centuries. Mostly Falmarian people, but with a large minority of others from around the world, the nation tries hard to be different than the other nations of the former Falmar Empire while still respecting the culture they come from. In regards to food, clothing, and architecture, they are similar to real world Turkey.
* Ulnar - a nation made mostly of desert, but with large quantities of valuable minerals in the hills and mountains, they have created several large cities and settlements in the desert. They are characterized by their endurance, as it is what it takes for the minerals to keep flowing and for the settlements to keep standing in the harsh conditions. As far as clothing, architecture, and food, they are similar to real world Egypt.
Sun Dwarves

## Personality

Tough like all Dwarves, the Sun Dwarves tend to be a little more sociable with other races. They see the benefits of trading and exchanging ides with various nations and cultures, which is why they have various settlements on the surface unlike their Frost Dwarf brethren.

Elves don't dislike the Sun as much as other Dwarves, but they still hold a frosty disposition towards them. Gnomes, Halflings, and Human get along swimmingly with them, while other races can even find some common ground between them and the Sun Dwarves.

## Location

They are located all around, but most commonly they are found in the Rondat Mountains and the surrounding cities for trade.

## Game Statistics

*Like the Hill Dwarves in the Player's Handbook*

* **Ability Score Increase**: You Wisdom score increases by 1.
* **Dwarven Toughness**: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Vane

File:Vane.png
The God of tyranny, murder, envy, greed, and slaughter. He maintains his residence in the Nether Planes, specifically The Nine Hells.

He is referred to as **"The Great Evil"**

* **Symbol:** Bloody sword held by a hand with fire in the background
* **Alignment:** LE
* **Portfolio [Domains]:** Tyranny, murder, envy, greed, and slaughter [Trickery and Death, DMG pg. 46]
* **Favored Weapon:** Longsword

## Description

Vane is a looming presence. He is evil, maniacal, and dastardly deity. He hates and attempts to destroy all the other deities and the world. He is evil incarnate. He is a tall man in demonic armor, sharp teeth, claws on his hands, and blood dripping from his mouth.

Vane has been a part of or had a hand in every evil plot and scheme throughout history. He is responsible for the deaths of innocents, the invention of murder, and infecting many with greed. The Divine Cataclysm was brought about by his followers causing greater and greater evil, forcing the followers of the Higher Planes to become more and more powerful to stop them, which ended with the Divine Cataclysm.

Vane has no allies in any of the deities, but he has allied with various deities of the Nether Planes, but only temporarily. He feels his only equal is Aubade, and often tries to pick fights with his followers. He is the only deity that Isbrea hasn’t dallied with because his evil makes him so ugly that she can’t stomach him.

## Clergy

There are no temples for Vane, but merely secret altars and various underground ritual chambers. There isn’t a very organized power structure so these sites operate independently to cause as much evil in the immediate area. Only when Vane deems it will these separate groups coalesce into a larger army and cause greater evils.

The clergy are vile people, hoping to destroy and kill everyone. They are serial killers at best, and cannibal serial killers at worst. They always use live sacrifices for all their rituals, even if the ritual doesn’t call for it. They wear red with a hint of black when performing rituals, but often dress in common garb to keep their allegiances secret.

The clerics pray for their spells at midnight. Either they are up that late or get up in the middle of the night to pray. They perform sacrifices to cast curses on local areas or various influential people in the nearby area. The kill various innocent people to inspire fear and paranoia, and perform rituals on the crime scene before they leave.

## Dogma

Evil is the natural state of the world, and it should be returned to it. Murder and slaughter will create fear, paranoia, and hatred. Take what you want, kill who gets in your way. Those who have more than you should be killed and their wealth taken. Nothing is secure and nothing is sacred.
Olum

File:Olum.png
The God of evil secrets, betrayal, and undead. He maintains a residence in the Nether Planes, specifically in Hades.

He is referred to as **"The Necromancer"**

* **Symbol:** Zombified hand clasping a bloody heart
* **Alignment:** NE
* **Portfolio [Domains]:** Evil secrets, betrayal, and undead [Trickery and Death, DMG pg. 46]
* **Favored Weapon:** Flail

## Description

Olum is a dark, cold, and evil wizard. He is calm, creepy, and can be ultraviolent. He appears as an undead Lich, his bony hand walking with a quarterstaff. He is dressed in dark robes with various necromantic trinkets hanging from his neck and robes. His eyes glow red.

Olum has been around as long as death has existed. It is said that as soon as death existed, undeath appeared immediately afterward. He is constantly fought and opposed Khanos during various periods of history. Olum took advantage of the world after the Divine Cataclysm, causing all kinds of undead to rise during the immediately aftermath. He was one hand at the end of the Era of Magic and was disappointed when it went the other way.

Olum has made brief alliances with the deities of the Nether Planes, but only temporary. He has collected private and personal knowledge on them all and holds them over their head at all times just in case he needs a favor. He has been known to have intellectual discussions with Lorkayn, while has outright mutual hatred with Khanos. He opposes the deities of the Higher Planes at all times.

## Clergy

The temples of Olum are in dungeons and caves, far away from cities. They are often close to graveyards, or as close as they can be without being noticed. They are underground ritual chambers and serve as a bunk or home for the clerics and acolytes of the church.

The clerics of Olum are glorified necromancers with a specific organized motives. They are also secret holders, collecting dirt on various important people in the surrounding area and using it for blackmail to further their goals. They dress in common garb, except when they perform rituals, and then they are dressed in black and gray robes.

Clerics pray for their spells at dusk. Their rituals are dark and mysterious, often involve sacrificing some living Humanoids and their souls for more power. Their rituals are for raising the more powerful undead or the weaker undead en masse.

## Dogma

Death is only the beginning. Much more can be accomplished after death than during life. The longer a life, the more time you waste. In addition to necromantic power, secrets can also be a power. Know your enemies’ secrets and they can be your puppets. Raise the dead, raise your armies, and raze the world around you.
Veryd Forest

## Location

Running along the northern coast, the forest runs through the nations of Ebben, Marta, and Pilva

## Characteristics

Filled with Verydian Elves, this is the home to their culture and history. Though it may seem wild and untamed, the Elves have homes and a civilization inside of it.

## Notable Locations

* **Verydian Duchy** - house of the Duke/Duchess which is the unofficial leader of the Elves
Temple District

## Atmosphere

Solemn, quiet, and peaceful, the district smells of random herbs and incense. Symbols of various deities are everywhere in various shapes, sizes, and locations.

## Typically Found There

Temples to every deity (from Higher and Midplanes) are here. The largest temples of each deity are usually found here, and the clergy have elaborate buildings to display the power and influence of their deity. Various businesses catering to the temples and inns catering to people making pilgrimages are here.

## Locations of Note

* **Redmoore Library** - largest temple to Lorkayn in the city and in the surrounding area, it takes the shape of a massive library, even bigger than the one at the **Pentad School of Wizardry**
* **Tower of Aubade** - tall, imposing temple of Aubade, it is the tallest building in the district and one of the tallest in the city
* **Havrel's Holy Haberdashery** - large shop for all your religious needs, from incense and candles, to holy symbols and altars

## People of Note

* **Stamrick Quartermaster** - Dragonborn high priest of the **Redmoore Library**
* **Ingrid Jolmen** - Paladin of Aubade, high ranking, guards higher levels of the **Tower of Aubade**
Valu River

## Location

The river is the longest river in the known world. It begins in the southwest in the nation of Sombra and travels northeast, splitting into several branches, ending at Lake Kenda, the city of '*Xon*, and two branches going south through Teth.

## Characteristics

A large and fast river, it was often used to travel the entire length of that part of the continent and was even used as shortcut through the continent of Seldarindor. In recent centuries various surrounding nations (especially Xaris) have become dangerous and filled with beasts, making travel down the river not as safe as it used to be.

## Notable Locations

* Lake Kenda - one branch spills into this lake
* **Xon** - city at the end of the river for one branch
* Nevarrian Forest - a jungle that borders the river near its source
Mormar

**People** | 70% Human, 8% Orc, 6% Elf, 5% Dwarf, 5% Halfling, 4% Gnome, 2% Other

## Summary

Known as the dark edge of the Falmar Desert, the nation is filled with traders and nomads. However, most people know the nation for the city of **Kulnaur**, which contains within it the largest black market in the world, known as the Dark Exchange. Officially the government outlaws slavery, having been a former part of the once great Falmar empire of old. However, with the Dark Exchange's presence in the nation, nothing can be certain.

## Inhabitants

Many nomads wander the desert and nearby areas of the nation. Most of the population that inhabits the small villages or the city of **Kulnaur** are merchants or the families of those merchants. Although famous for the Dark Exchange, many legitimate businessmen trade here as the public market has to be on the up and up.

## Government

Made up of elected officials (most of them notably the richest merchants) the back dealing and off the book policies tell a different story than the public face of their government. Many of the politicians are involved in the Dark Exchange or at least support it with their votes, for fear of being replaced.

## Notable People

* **Hasan Karim** - wealthy merchant and elected official, got elected on promise to fight the Dark Exchange, his "successes" may be just that, or him using his position to turn his enemies into the authorities
* **Tahira Abdul** - wealthy merchant, she is influential with many elected officials even though she isn't one, famous for maintaining a bath house in **Kulnaur** that is "neutral ground" for anyone wishing to meet and be safe
* **Wasim Namara** - famous nomad who leads of tribes called the **Dhurriat Alssahra**, often in trouble with the laws of the land

## Notable Locations

* Kulnaur - capital city and last civilization before the Falmar Desert
* Falmar Desert - eastern side of the nation that continues east for miles
* Dark Exchange - location unknown, it is rumored to be inside or just outside the city of Kulnaur
Astral Plane

File:Astral.jpg
Also known as "The Space In Between", the Astral plane is the plane that fills in the space in between the other planes. It touches each plane, and as such, is the perfect method of travel between the planes if you know how to do it.

It is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
Daeryn

**People** | 98% Moon Elves, 2% Others

## Summary

An Elven nation comprised of the entirety of the Daeryn Forest. Filled with Moon Elves, the cities and signs of civilization fill the forest but don't require the trees to be cut down to do it. Living in harmony, and protected by their military and the Circle of Aerenoth which was founded near here, they have maintained this massive nation/nature sanctuary.

## Inhabitants

Mostly Moon Elves live here, although various other races have been known to settle here as long as the Elves approve of them.

## Government

The government is run by a council made up of representatives from the 13 noble families that founded the nation. Each family sends one representative and they vote on all matters from laws, to justice, to how to spends the governments funds or where to send their military.

## Notable People

1. **Elgoth Stormshadow** - representative of the Stormshadow family in the government, he is a strong warrior, veteran, and has extreme bias against Humans
2. **Zerelia Gemfrost** - representative of the Gemfrost family in the government, she has strong ties to the Circle of Aerenoth
3. **Irvel Moonwolf** - representative of the Moonwolf family in the government, she is famous for having friendly ties to Almonte, many think she is bought and paid for, priestess of Ancillia

## Notable Locations

1. Daeryn Forest - comprises the entirety of the nation
2. **Azure Conclave** - building where government meets to discuss matter, is largest building in the nation, built in a naturally occuring glade, in eastern part of the nation
Nevarrian Forest

## Location

The forest starts in the southern half of Nevar and spreads east into Sombra.

## Characteristics

A tropical, almost jungle climate, filled with various people and some Elves. The forest is often protected from any lumbering by the various Druids and Rangers. Some of the trees are very old and tower over the surrounding areas.

## Notable Locations

* Valu River - starts along the southern edge of the forest
Falmarian Free Trade Consortium

**Influence** | The old Falmar Empire (Falmar, Leithar, Ulnar, Mormar) as well as other areas

## Purpose

The Consortium were slave traders that were rather successful many years ago. They traded mostly in the old Falmar Empire, but also in a few select areas that weren't too upset about slave trading. They maintained their purpose was trading goods, but no one believed that story.

## Role in Society

They made money buying and selling people, and they couldn't do such things without constantly acquiring new slaves to sell. Their kidnapping and "indentured servitude" schemes worked well for many years.

## How They Ended

Due to the falling of the old Falmar Empire, splitting into several smaller nations, as well as the worlds eventual distaste for the slave practice, the group fizzled up into smoke. Many maintain some shell of the group remains active in the newer, smaller Falmar, but no one can prove it.
Prison District

## Atmosphere

Filled with a tense atmosphere, very few people are in the district just wandering the streets. Mostly quiet, the buildings simple and old, most businesses serving practical purposes, usually servicing the Prison.

## Typically Found There

The district is mostly just the Prison and some various housing for the guard as well as some businesses that mostly serve the Prison. Very few people visit the district, unless they have business with the Prison. The streets are usually pretty empty and quiet.

## Locations of Note

* **Almonte Prison** - the prison for the entire city, it takes up most of the district

## People of Note

* **Alvaris Ondrasil** - Elven Urban Ward Commander of the district and also the Warden of the Prison
* **Dorn Karis** - blacksmith in the district that mostly serves the Prison, forging manacles and the like, makes a decent living at it being their primary source of blacksmithing
Stone Halflings

## Personality

Usually homebodies, Stone Halflings usually care more about their community, their family, and their neighbors. They form large groups and villages everywhere they live, rarely living alone. When not among their kind, they will find a community to belong to or acclimate to. They can live almost anywhere and will adapt to whatever community they find themselves in.

Most view them as harmless, simple folk. They are usually wrong in their perception, but Stone Halflings don't mind being viewed like that. They can make friends the quickest among Humans.

## Location

They are located in various cities, but most of them are in the nation of Torah.

## Game Statistics

*Like the Stout Halflings in the Player's Handbook*

* **Ability Score Increase**: Your Constitution score increase by 1.
* **Stout Resilience**: You have advantage on saving throws against poison and you have resistance against poison damage.
Shavren

**People** | Human 85%, Dwarves 10%, Other 5%

## Summary

The Kingdom of Shavren is a influential and wealthy monarchy, mostly due to its being the inventor and the primary source of Azulian Steel. It's location on The Channel also makes it a fairly large hub for trade, especially in its capital **Azul**. Though it isn't as big of a trade hub as it's neighbor to the south, or have as many Dwarven citizens as further north, it is still a popular destination for the connoisseurs of fine metals.

## Inhabitants

Though they have a sizable Dwarven population, the nation is made up of mostly Humans. Professions they are famous for are smithing, but they range from sailing to farming to business.

## Government

A monarchy for several centuries, this nation has been underneath the rule of the current line of kings and queens known as **The Olmarza Family** for quite some time. Not always ruled by this family, as various families have ruled the nation in its history, but the Olmarzas have ruled for over a dozen generations, which is the longest ruling family so far. Some believe that this means they are due for a change, and political unrest has been brewing in the capital.

## Notable People

* **King Fenris Olmarza** - current king and monarch of the nation, trying to keep the political unrest down with mixed results
* **Queen Amelia Olmarza** - current queen and wife of Fenris, she is a source to a lot of unrest, as she was commoner before she married, and a lot of her extended family are vying to power, though she is just caught in the middle
* **Lord Thissius Gentry** - brother of Amelia, he has been overstepping and vying for power

## Notable Locations

* **Azul** - capital of Shavren and namesake for Azulian Steel
Drukat

**People** | 95% Dwarf, 3% Human, 2% Other

## Summary

A Dwarven nation on the west coast of Thargorum, most of the population lives on or in the southern tip of the Garmoth Mountains. There is some trade on the surface city of **Karaz**. The nation is surrounded on all sides by people who have varying levels of hatred towards them.

## Inhabitants

Mostly Dwarven inhabit the nation, although a few non-Dwarves have managed to settle around the surface city of **Karaz**.

## Government

Ruled by a council, who elect who is called a "Speaker" every few years to moderate them. The council members are made up of the leaders of all the clans that live there. Some are older and have more influence. Others are new and think differently than the older clans. Their position on the council is hereditary.

## Notable People

* **Speaker Wuulvin Lifsteinn** - current Speaker of the council, he has influence but no actual vote on the council
* **Kelvik Eldingar** - Mayor of **Karaz**, younger brother of **Ulvik**
* **Ulvik Eldingar** - elder brother to **Kelvik**, holds their family's seat on the council
* **Alfhamar Lifsteinn** - son of **Wuulvin**, force his father out of his seat, now has to deal with his father being Speaker
* **Bogrim Dormotagh** - High Cleric of Gallant, influential in the capital
* **Favrik Jhunderfell** - General of the armies of Drukat, loyal to **Wuulvin**

## Notable Locations

* Garmoth Mountains - the nation is mostly inside the southern tip of this range
* **Karaz** - surface city established by the nation to establish trade and goodwill with their neighbors, has often achieved the opposite
Lake Quell

## Location

Located in the center of Quell and connected to the Three Rivers, the lake is the center for a lot of transportation and shipping in the region.

## Characteristics

A fresh water lake, it is popular among the wealthy and the residents of the city of **Falas**. It is also the destination or starting point of a lot of ships that are transporting cargo.

## Notable Locations

* Three Rivers - three rivers that run from the lake through the region out to the Sea of Storms
* **Falas** - capital of Quell and on the coast of the lake
Divine Collapse

No one remembers the name of the city in the great nation of Eres. Some say the Gods erased the name from the memories of the world. However, all remember that those who lived and ruled there were the most powerful divine mortals ever known. They also had greater ambitions, some of them planning on becoming Gods themselves. When the Gods saw this, they knew that the mortals needed to be stopped.

The exact nature of what happened is unclear. However, the city, its residences, the surrounding area, were all enveloped in a combined divine strike from the heavens above. The damage was so severe that the area turned into a desert wasteland, now known as the Eres Wasteland.
Torah

**People** | Halfling 85%, Human 10%, Other 5%

## Summary

A Halfling farming nation, it is filled with hills. However, it's proximity to the coast, the Jindure Mountains, and the Three Rivers system means they often get a lot of traffic and trade. The nation is where the majority of the Stone Halflings are from, and the nation often reflects their personality.

## Inhabitants

The majority of the population are Stone Halflings and farmers. There are various tradesman and craftsman dealing with travelers along the coast and along the Three Rivers. Some of them are Human or other races, but even those professions are taken up mostly by Stone Halflings.

## Government

The oligarchy that runs the nation is made up of the leaders of each village. They leaders split their time between the city of **Giliath** and their home, only participating in the national government part time. Their leaders are usually a mayor of some sort or just the person they appoint to go. It is very informal, and the government just has to keep track of all the settlements that are over a certain population to know that they need to send a representative.

## Notable People

* **Ilvonna Boonlock** - Mayor of the city of **Giliath**, very influential in the government and very popular
* **Undrea Thestra** - High Priestess of Casdonna in **Giliath**, has the ear of many representatives in the government
* **Celeste Montock** - Human businesswoman, owns property along the Three Rivers and at the docks of the city of **Gerilith**, making her influential and wealthy

## Notable Locations

* **Giliath** - capital of Torah market for various crops, has numerous temples to Casdonna
* Three Rivers - the Torah and Tul rivers pass through the nation
Armar

**People** | 56% Human, 24% Elven, 14% Dwarven, 5% Halfling, 1% Other

## Summary

A merchant nation on the northeastern corner of Thargorum. Most of the population is in the twin cities of **Seler and Tal**, which are on opposite sides of the Armarian Strait. Trade passes through the strait and either of those cities on a regular basis.

## Inhabitants

Many of the inhabitants are from elsewhere, coming for the riches the twin cities promise. Many are tradesman, merchants, or any of the various people that live off those businesses thriving. The majority are in **Seler and Tal**, though some do inhabit the region surrounding those cities, with the common folk living outside Seler and the richer citizens living on the island around Tal.

## Government

A representative democracy, their government is elected by the citizens of the city. The government is quite diverse, with many different people representing the people. However, the merchants and merchants houses have quite an influence over the elections and the representatives themselves.

## Notable People

* **Myrzahk Valud** - wealthy merchant who migrated from Falmar, has made quite a name for himself in Seler
* **Nerishana Half-Elf** - wealthy ship captain who owns a fleet of ships, she is often in high demand to ship merchants' goods because of her speed and reliability
* **Kelmar Vineryk** - Dwarven blacksmith, his goods are well known and in high demand, his smithing is often mistaken for **Azulian Steel**

## Notable Locations

* **Seler and Tal** - twin cities in the center of the nation, coastal cities on opposite sides of the Armarian Strait that runs through Armar
* Armarian Strait - narrow body of water that runs through the middle of Armar, connecting the ocean on the northern and southern sides of the nation
Higher Planes

File:Higher.jpg
The Higher Planes include the planes of Mount Celestia, Bytopia, Elysium, The Beastlands, and Arborea. These also include all the celestials and good outsiders, not to mention any of the gods with mostly good alignments.

Deities that reside in these planes include:

* Aubade (NG) - God of the sun, healing, agriculture, spring, and light
* Casdonna (LG) - Goddess of community, life, home, and summer
* Isbrea (CG) - Goddess of beauty, love, joy, and fertility
* Morkai (NG) - God of the seas, wind, travel, and luck
* Gallant (LG) - God of valor, strength, honor, courage, and chivalry
* Ancillia (CG) - Goddess of the moon, stars, divination, fate, and illusion
Deviled Eggs

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-15

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18.75

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-20

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10 sec

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30

###

6 Days

**“**They smell fowl.**”**
–Wilson

**“**Yuck! I hate runny eggs!**”**
–Willow

**“**Hairy and evil.**”**
–Wolfgang

**“**Sins of the father.**”**
–Wendy

**“**A CREATION OF PURE EVIL**”**
–WX-78

**“**Aptly named.**”**
–Wickerbottom

**“**The birds true nature is revealed.**”**
–Woodie

**“**Everything I touch seems to turn out this way.**”**
–Maxwell

**“**I hath hatched pure evil!**”**
–Wigfrid

**“**We love these!**”**
–Webber

**“**They've been sitting in the back of the fridge for too long.**”**
–Winona

**“**Hors d'evil.**”**
–Warly

**“**You're yolking me!**”**
–Wortox

**“**Bad Baby Tweeter**”**
–Wormwood

**“**Bad egg. Very bad egg.**”**
–Wurt

**“**It's pretty fowl! Get it? ...You get it.**”**
–Walter

**“**Not in a hundred years.**”**
–Wanda

**“**Yummy eggs, they smell good!**”**
–Winky

**“**Resources, make do.**”**
–Wathom

**Monster Lasagna** is a Meat Food item cooked in the Crock Pot by combining any amount of Monster Food and Eggs, but excluding any Meat value, as it would result in Monster Lasagna. It takes 10 seconds to cook.

Like other Monster Foods, it restores Hunger, but damages Health and Sanity. However, neither Webber nor Winky will suffer the Health and Sanity penalty when eating it.

## Gallery

Old sprite for Deviled Eggs made by Scrimbles.
Lorkayn

File:Lorkayn.png
The God of knowledge and magic. He maintains his residence on the Midplanes, specifically Limbo.

He is referred to as **"The All-Knowing Father"**

* **Symbol:** Open book with a wand coming out of the pages
* **Alignment:** CN
* **Portfolio [Domains]:** Knowledge and magic [Knowledge and Magic]
* **Favored Weapon:** Quarterstaff

## Description

Lorkayn is a wise deity. He always thinks several steps ahead, even further than most other deities. He craves and absorbs knowledge whenever he can. He often appears as an old man with a wizened-looking beard, walking with his quarterstaff. His look can be deceiving as he is often stronger than the other deities with arcane secrets only he knows.

Lorkayn has advised the deities on every major event throughout history. He was the one who proposed the Divine Cataclysm, saying that he predicted worse events happening if they allowed the world to continue on the path it was on. He was also the one to opposed repeating that event towards the end of the Era of Magic. Some say it was a selfish move, as Lorkayn wanted the arcane to remain prevalent in the world, but historians have mostly agreed it worked out for the best for the world. The Divine Cataclysm was is always described as a gross overreaction, and maybe Lorkayn himself realized this and changed his approach at the end of the Era of Magic.

Lorkayn is neutral and loves knowledge, so he maintains a working relationship with all the deities, except for Malasar and Olum, who rule over lies and evil secrets, respectively. He advises Aubade regularly, debates Ancillia about the meaning of knowledge, and tries to educate and learn knowledge from almost all the other deities.

## Clergy

The temples of Lorkayn are often libraries. The regional knowledge and books are often collected in those temples, which are maintained by the clergy that work there. They provide education in the form of loaned books, classes on various subjects, and occasionally basic spellcasting classes. The often post bounties for rare tombs, various scrolls, and maps for adventurers to make a quick coin.

Clergy of Lorkayn dress in neutral tones of brown and gray. Many of them are glorified librarians, but many venture out to gather knowledge or to copy various documents and tombs to have a copy for their temple. They are also educators and guides for people who wish to learn about the world or a new trade.

Clerics of Lorkayn pray for their spells at dawn. They occasionally perform rituals to aid in research and searching for lost tombs or scrolls. They also perform a ritual at the beginnings of any class or lectures to increase the likelihood of the students absorbing the knowledge.

## Dogma

All knowledge is worth knowing. Try to absorb and ingest as much knowledge as you can. Spread the knowledge you know and seek out the knowledge you have yet to learn. Keep safe the tombs, scrolls, and maps that contain knowledge for future generations. Lies and secrets only hurt the main pursuit of life, and should be avoided at all times.
Slave

File:Slave.jpg
Though slavery has been outlawed in all nations except for Falmar, it was once a common practice and freed slaves are still happening every day. The nation of Leithar is filled with refuges and ex-slaves who only recently gained their independence. There are also numerous people in indentured servitude who have been essentially slaves for years as they barely make any dent in their debts and will be paying them off for their entire lives.

These people have a certain view of the world and have been used to being at a certain rung on the ladder of social hierarchy.

* **Skill Proficiencies:** Survival, plus one based on your job as a slave
* **Tool Proficiencies:** One Artisan Tool Set, plus one based on the job you performed as a slave
* **Equipment:** One tool set, commoner’s clothes, one simple weapon, pouch with 1 gp

## Job Specialty

Roll on the table or choose to determine the job or role you served while you were a slave.

 2
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 8

## Feature: The Invisible

People can sense your inferiority complex you’ve developed from years of being treated as a second-class citizen. Because of this, you are treated like you aren’t there, and often times people will say things like you’re not there. You have overheard many conversations that would be quite embarrassing if repeated. Shopkeepers and merchants often underestimate or ignore you, which makes your ability for Stealth better by half of a proficiency bonus (rounded down) when you’re in a public place (shop, street, main road, etc.).

## Suggested Characteristics

Slaves have different views depending on what position they held or how they were treated, but they definitely have always viewed the world from the bottom looking up. Roll below or pick from the tables.

 2
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 7
 8

 2
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 6

 2
 3
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 2
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Batu Mountains

## Location

Running along the northern border of Bragol, it touches several of the bordering nations.

## Characteristics

Its dark connection to the Shadowfell and practicioners of Shadow Magic have created a dark history for these mountains, and the deaths and war in the region are the namesake of the Red Storm River (would occasionally run red with blood), which finds the source of the river in the mountains.

## Notable Locations

* Red Storm River - source is in the mountains, historically tied to the fate of the mountains
* **Halda** - capital of Bragol, along the southern edge of the mountains
Gloomberry

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3

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25

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-30

###

6 days

**“**I create snakes through the power of science!**”**
–Wilson

**“**They're with us now, Bernie.**”**
–Willow

**“**Snakes help Wolfgang?**”**
–Wolfgang

**“**Our friendship is only an illusion.**”**
–Wendy

**“**I AM IN CONTROL**”**
–WX-78

**“**Consumption provides access to the snake's abilites.**”**
–Wickerbottom

**“**It's got a hearty chew to it.**”**
–Woodie

**“**More to the army, I suppose.**”**
–Maxwell

**“**A fruit fröm Löki himself!**”**
–Wigfrid

**“**It reminds us of a strawberry.**”**
–Webber

**“**It's nice to have some helping hands.**”**
–Winona

**“**A jam, perhaps?**”**
–Warly

**“**It reeks, but it's unique!**”**
–Wortox

**“**Swirly**”**
–Wormwood

**“**Safe to eat?**”**
–Wurt

**“**I always wanted a pet snake!**”**
–Walter

**“**Tastes like shadows.**”**
–Wanda

**“**Juicy one, full of sweetness.**”**
–Winky

**“**Atmosphere manipulation, focus.**”**
–Wathom

**“**It's probably poisonous.**”**
–Wixie

The **Gloomberry** is a fruit food item dropped by the Depths Viper. When eaten, it restores 3 health, 25 hunger, but reduces sanity by 30.

Consuming it will also summon three Friendly Viperlings, that assist the player in combat for a limited amount of time.

It can also be used in a crockpot to make Gloomberry Jam, Which lasts longer and summons more Viperlings.
Ancient Hooded Turf

*"The hooded forest's younger years."*

**“**It's a thing...**”**
–Wilson

**“**It's a thing...**”**
–Willow

**“**It's a thing...**”**
–Wolfgang

**“**It's a thing...**”**
–Wendy

**“**It's a thing...**”**
–WX-78

**“**It's a thing...**”**
–Wickerbottom

**“**It's a thing...**”**
–Woodie

**“**It's a thing...**”**
–Maxwell

**“**It's a thing...**”**
–Wigfrid

**“**It's a thing...**”**
–Webber

**“**It's a thing...**”**
–Winona

**“**It's a thing...**”**
–Warly

**“**It's a thing...**”**
–Wortox

**“**It's a thing...**”**
–Wormwood

**“**It's a thing...**”**
–Wurt

**“**It's a thing...**”**
–Walter

**“**It's a thing...**”**
–Wanda

**Ancient Hooded Turf** cannot be found generting naturally in the world, instead it must be crafted in the Landscaping Tab. Like other Turfs, it can be placed on any bare ground tile or used as fuel.

Plants like Berry Bushes, Grass Tufts, Saplings, Spiky Bushes, Lureplants, Pine Cones, and Birchnuts can be planted on these Turfs. It will also not stop the Lureplants' Eyeplants from spawning.

## Trivia

* This was the original turf used for the Hooded Forst, before being replaced by Mossy Forest Turf.

## Gallery

Ancient Hooded Turf Texture.Ancient Hooded Stand.pngA player standing on placed Ancient Hooded Turf.Ancient Hooded Map.pngAncient Hooded Turf as seen on the Map.
Light Tab

**“**Sure beats darkness.**”**
–Wilson

Light is used to illuminate the world at Night, lowering the rate at which Sanity decreases and protecting against Charlie, who will attack in total darkness.

## New Craftable Items and Structures

The following items and structures can be crafted in the Light Tab:

Watermelon Lantern

## Altered Craftable Items and Structures

The following items and structures have been changed in some way:

TorchMogglesPumpkin Lantern
Armel

**People** | 82% Human, 8% Elven, 5% Dwarven, 3% Halfling, 2% Other

## Summary

A mostly tourist nation, the large lake-front property around Lake Orys serves as the source for many resorts. A large portion of the nation's economy is based around these resorts, and so many of the citizens try to make them succeed and make it rich off the constant flow of tourists coming into the nation.

## Inhabitants

Most of the nation either works at the resorts, or works in an industry that caters or sells their product to the resorts. A large chunk of the population is people from other places, but many do take up residence since they love the place so much.

## Government

The democracy is voted in every 6 years. Only permanent residents are allowed to vote, but there is much debate over how much influence the rich tourists have over the vote, especially if they frequent the area. Many in the government speak to how they will look into the corruption and vote trading, but they rarely do.

## Notable People

* **Carvel Alcone** - rich tourist who keeps a "residence" here so he can vote in the elections, as well as run for office
* **Andura Wembar** - elected official, she is relatively new and considered someone who is going to fight the corruption, but may not who she claims

## Notable Locations

* Lake Orys - lake in the center of the nation, are where most resorts are located around
* Fort Ostoril - long lost fort from forgotten wars, recently appeard in the forest to the northwest, may or may not be haunted or contain treasures
* Batu Mountains - make up most of southern border of nation
Cave Update

The **cave Update** is intended to be the fourth update on the roadmap here is the info about it

4: Cave Update:
The caves (ie anywhere but the Ruins/Atrium) give little to no reason for players to travel there. Since the update is so far off, we can't give details just yet, but expect more biomes, more life, more treasure and fun toys to play with, and of course more danger.

The above text can be found on the Uncomp discord under roadmap.

## Gallery

cave update is the final update on the roadmap that is going to happen after Wathom is released.