recursal/Fanatic-Fandom huggingface dataset:
Lothar Von Hasselton

## Personality

Fun loving with an edge of seriousness. Something from his past weighs on him.

## Known History

Born and raised in a wealthy trading union family from Pays des Arceneaux, Lothar was always slated to enter a sort of military order as his siblings held control of the family business. Lothar answered the call of the Dawn Wardens when he was a young man, struggling through the trials to become a traveling paladin for the order. The order was yet another family to him; he enjoyed traveling to spread his faith and make connections for his family.

He was traveling on one such mission when he became surrounded by fog and stumbled across a dark hamlet and pursued by mockeries of the living. A new chapter had begun.

After freeing the small hamlet from the clutches of Count Strahd, Lothar traveled with his new party to the New World. After several weeks of traveling, Lothar fell in battle with a Goblin Tribewitch and her retinue. As his party cared for his body, they were shocked to see a pair of handprints burn into his chest and cheek. It seemed the Paladin had drawn the attention of another, darker power.

Upon being reunited with the party, Lothar revealed that he was on the run from the Dawn Wardens after breaking his oath and slaying a friend in an argument. It appeared that an old goddess known as "The Ashen Crone" had taken interest in him and returned him to life.

## Campaign Diary

That g**ood enough?** **\*sighs\***

-Killed the vampire Count Strahd with a sword burning with holy fire through the chest. Not as cool as a literal burning sword, but doing it with his own sword sat better with the paladin.

**Get away from me, you b\*\*\*\*!**

-A lucky Hellish Rebuke fried an unlucky Mindflayer.

**"I wanted you alive but I'll take what I can get."**

-Stabbed a rather stubborn Bloodknife magical assassin, lifting him off his downed friend and slamming him to the ground. The body burned itself away after, leaving the party with more questions.

## Relationships

### Family

Erna Von Hasselton: Lothar's mother, former Matriarch of the Von Hasselton Trading Union (VTHU)

Sophia Von Hasselton: Lothar's sister, current Matriach of the Von Hasselton Trading Union

Reiner Von Hasselton: Lothar's brother, current Chief Ministrator of the Von Hasselton Trading Union

How do I feel about my family?

Lothar deeply believes in his family's motto of "Family First." There isn't much he wouldn't do for his immediate family or anyone he considers family.

### Friends

Isabelle Riker- a fellow traveling paladin of the order. Lothar carries her sword with him.

The Keyholders- Lothar trusts each member of the party, both past and present, wholeheartedly.

Nomad (Anastasia DeGuranakov)- Lothar adores the small rifle-woman and is happy to have her around, both in and out of a fight.

Jaster and Erena Colleus- Lothar spent many months traveling with the Collei siblings after waking up from dying. He enjoys Jaster's bumbly flirting and wits. And Erena has given him much to think about upon their separation.
Ice Crown of Khuno

The Ice Crown of Yulevaul, also known as the Ice Crown of Khuno after it's most infamous wielder, was an item of religious and historical importance to the Mistontli people of Yulevaul. It is said to have been spun of the body of a dragon god who protected the spirits of those in the city and guided them through the afterlife, although it is unknown if this is true or just a fairy tale.

After being corrupted by the soul of the Mourning Queen, it fell into the hands of the Keyholders and was later decursed.

## Enchantment

### Attuning

The Ice Crown must be attuned. It takes one hour of concentration while wearing it to attune. The attuned can decide it's outward appearance as either an icy-blue circlet or a large pointed crown.

### Ice Queen

* All ice or cold element spell cast by the wielder bypass elemental resistance and immunity. Resistance is treated as if there was nothing, and Immunity as though it was merely Resistance.

The Ice Crown is capable of being Strengthened.

### Strengthened

When strengthened, the skin of the wearer seems to shimmer slightly, as if covered in a thin layer of ice.

* All spells that are ice or cold elemental are cast at Advantage. Saving throws against Ice are rolled at Advantage.
* Any saves against ice abilities the wearer casts are rolled at Disadvantage.
* They become completely immune to cold weather and have resistance to all Ice or Cold element attacks.

## Strengthening

As yet, how to strengthen the Ice Crown is unknown.
Leona the Deadlord

Leona the Deadlord, born Mildred Millet, was a mostly self-trained Necromancer in the New World in the 1750s Dawn Era.

In the ending months of 1758 DE she was confronted by a party of adventurers in her hometown and subsequently fled. Later, in the second month of 1759 DE, she would confront them and come to an uneasy peace with the group.

## Personality

Headstrong, confident, and arrogant, Leona believes herself to be the next greatest Archmage.

## Biography

Born in a small hamlet to an Apostate mage mother and a miner father, she learned the ways of magic from her mother- and to be fearful of the Mage's Guild. Although neither of her brothers had a talent for spellcraft, she was a natural at it.

With more of a natural talent than her mother, she soon began looking for other ways to increase her magic repertoire, purchasing many books of magic and stealing from local mages. When her mother found out, she was furious, and the family relocated to the New World- ostensibly to work as settlers but in reality because the guild's influence there was weak.

During the early years of settling, her father was caught in a cave-in at the local mine and was killed. When her mother attempted to revive him she instead resurrected a zombie, and received a powerful skull injury that gave her permanent brain damage.

Blaming the Mage's Guild for the difficulty in getting medical attention and the whole incident, Leona swore revenge on the Apostasy Charter, planned to conquer the guild and force them to change their politics, and took a new name. She pledged to find the darkest secrets of necromancy that could restore her father and mother properly.

At some point during her adventures, she lost the ability to see normally out of her right eye.

After a party of adventurers came to their home, discovered and destroyed her zombified father, she became enraged and swore revenge.

Although her revenge did not go according to plan, as her initial plan to entrap and weaken the party using a skeletal dragon failed to eliminate them. After a debate, and the destruction of the Kvana Toris Katan tome that had guided her so far, Leona agreed to put her plans to conquer the guild on hold for the time being.

She journeyed with them for a time, but separated for her own safety after learning of the more dangerous aspects of the adventurer's mission.
Apostate

An Apostate is a person, usually a Mage, guilty of breaking the Apostasy Charter, an edict from the Divine Church that signed into law many rules and regulations regarding the treatment and legal status of all Magic users, including the banning of Warlocks.

During the Arcane Revolution of the 1500s DE, Apostates were huntered down by the Divine Church's Order of Venator, and upon being caught are often subjected to brutal tortures, lifelong imprisonment or on-the-spot execution without trial and limited means to defend themselves. After the Apostasy Charter was revised, the Order of Venator was scaled down and primarily deals with Mages who have committed criminal acts.

## Apostate Witch

Unlike an Apostate, who can be a non-magical person, a Witch is specifically an Apostate Mage. Witches are regarded with a great amount of fear and resentment by the common folk.
The North Border

The North Border is the northernmost edge of the Commonwealth that seperates it and the Winter Kingdom's Orcguard. This borderline is heavily fortified in order to protect the citizens of the Commonwealth from the rampaging forces of orcs to the north, as well as the Terrors of the North.

The Commonwealth Defence Force's Northern Army are in charge of defending and securing the border, as well as evacuating towns should the border be pushed back.

## Post 1755 DE

The Border has been silent since the end of The Hunger, with only occasional raiding parties venturing forth in even the most battle-hardened positions. Although some see this as an oppurtunity to lessen the military presencce and redistribute them, others feel that this is a temporary reprieve.
Scarpath Goblin's Tribewitch

Scarpath's Goblin Tribewitch was a Major Boss encountered by the Keyholders.

## Biography

Based out of the Scarpath Mountains of the New World, the tribewitch used magic to replenish her own life with the deaths of members of her tribe. In combat, she used this regenerative ability to get advantage over, and kill, the paladin Lothar Von Hasselton, before being slain by the Drow Psion and Sylvia Reasenberg.
Vincent Baudeleire

Nomad

> *"Be a little more serious."*
>
>

## Personality

Disciplined, somewhat stoic (although a bit snarky) and to the point, Vincent is incredibly serious and a bit uptight. He practices asceticism, and finds a worthy fight to be worth the wait.

He is friendly, but always a little cold due to his stoic beliefs in the fleetingness of moments.

## Known History

Vincent was born in a trading family in a small Galletian port town. He would help his parents with chores and moving the heavy silks and other barter-goods that kept their stall open.

Although not the easiest life, he found the regimented early-mornings and careful work of his family soothing, giving him time to think about life and observe the traders, privateers, adventurers and pirates who came to their home.

A chance meeting with a man known as "Mule" led to him learning the arts of the Monk. As one of Mule's pupils, he would follow the old man's teachings with all of his heart, learning the ways of Manabu.

Craving more chances to test his skill, he headed to join the local Hunter's Chance, and many missions and fights later he soon found himself on a ship heading to the New World. He became a respected senior in the fledgling Hunter's Lodge in Novagorod.

He would find himself regularly partnering up with the quick-footed former thief Lucien Evans on many occasions, and developed a mutual respect. He also took on a few missions with Nomad, the enigmatic and quiet sharpshooter.
Mage Conscription

The Commonwealth practice of Mage Conscription is the process through which mages who have not received entrance to a Mage's Guild college by the age of eleven are conscripted into military service.

As a Mage-Conscript, these children are given training in offensive magic, how to harness their powers, basic service training and eventually assigned to a military posting, usually on the front line. this is seen as a necessary precaution within the Commonwealth to keep an eye on mages and stop the potential damage that could be caused by rogue or untrained magic-wielders.

## Training

Mages brought in under the Mage Conscription Act are taught magic in the First Commonwealth Academy of Magic. They are primarily taught spells that are of explicit use in combat, such as defensive and offensive spells.

After completion, a Mage Conscript is given a small pin with the letter M to be worn on their uniform's left breast pocket to denote their status as a magic-user.

Once training is complete, a Mage-Conscript must serve a mandatory three year term in the Defence Force. They will be assigned to the rank of Mage-Private and placed in a military unit. There is rarely more than one mage per squad.
Kaikyo City

Ocean City

Kaikyo city from the streets

## Overview

The ancient capital city of the Draconic Empire, Kaikyo City has stood a long time.

Divided into four segmented districts known by the names of their major trades, this city is beautiful and ornate, a shining jewel of achievement.

## Shiro-Cho (Castle District)

The Castle district is home to teh old castle, as well as the central mooring point for the Moving Palace, the Empress' personal sancturay and home of many political intrigues.

Shiro-Cho is home to many great artworks and tapestries depicting many famous moments in the history of the Empire, from the coronations of legendary leaders to glorious battles and wars fought for power or status.

Homes in Shiro-Cho are typically either large and laivhs homes owned by castle-dwelling Daimyo for when they need to conduct business in the capital, or smaller buildings designed for their servants to live in.

## Shudoin-Cho (Temple District)

Home to the oldest temples in the Empire, the Temple District is constantly being refurbished as the wood that most of these old temples are created from rots away.

Of note is Kinkaku-ji, an ancient "Golden Pavillion/Golden Temple" is the only part of a once-grand villa that was lost to fire during a war.

## Kou-Cho (People's District)

Kou-Cho, the People's District, is an outer ward of the city where the majority of the population are common people. Here people who work the nearby lands may live, as do those who serve the public good (Such as sweepers, or temple workers who do not have permission to live in the complex of the temple itself.

Despite being a poorer area, Kou-Cho's residents experience a high quality of life, and spend their time pleasantly.

## Ichiba-Cho (Market District)

Home of artisans and traders, the market district is located closest to the sea. Despite the low social-standing of those who work and live here, it is one of the most flourishing and rich areas of the city, due to the amount of gold brought in by traders from other parts of the world who wish to sell the exquisite and to-them exotic goods of the Empire.
Apostles of Kurise

The Apostles of Kurise are followers of Kurise, Goddess of Science, who travel from place to place in caravans and on their own to teach others medicine, writing, and spread knowledge where they can.

Although they have monasteries to teach their followers, most Apostles of Kurise prefer the life of the wandering scholar and teacher, but they will also help to heal others when and where they can.
Suzu

## Personality

Kind, caring, but prone to flights of fancy. Suzu is considered to be a Big Sister by many initiates. Strong, she beat into her pupils the proper way to fight and hold themselves, as she once had it beaten into her in kind.

She, however, has a darker side; she can be prone to dealing with troublemakers with slightly too vindictive punishments, and has something of a temper.

## Known History

Not much is known about Suzu's life before she came to the Monastery on the Frozen Mountain, she confessed once that she had been a "Very bad person" who did "Very bad things", but deeply regretted her actions and sought atonement.

She seems to have had some affiliation with the Cartel in the past, having a Cartel symbol tattooed on her body in magic ink.

As a master, she was kind, patient, a little teasing but mostly deeply caring about her students wellbeing, making double-and-triple sure they were ready for each trial and test they faced as young initiates. Although she would fight them to show them proper techniques, she would make sure not to do any lasting damage and always patch them up afterwards.

## Relationships

### Grandmaster "Grampa"

She respects him and his teachings a great deal. She views him in many ways as her saviour, and thinks highly of him.
Firearms

Firearms are a new type of weapon, developed in The Commonwealth. Although the use of gunpowder is illegal according to the Elven Accords, the Commonwealth do not hold themselves to this doctrine, feeling that the human kingdom of the time, which has long since dissolved, was pressured into it and was a seperate political institution anyway.

## History

Firearms were developed in the form of the Musket at the turn of the 1700s. Although slow to load, and often misfiring or just missing, this initial design led to an arms race. The most prevalent developers were Blackwell Armaments and Karashov Weaponry. Later, a new contender in the form of Eren Blackwell, son of Blackwell Armaments' CEO, arose, designing many variants of the classic Blackwell Peacemaker six-shooter revolver, making it more stable.

## Recent Developments

Eren Blackwell, son of Blackwell Armaments CEO, recently created a new design of the Blackwell Peacemaker, called the "Blackwell Sharpshooter". This handgun is incredibly powerful, and very hard to obtain.
What Happened to Us?

"**What Happened to Us?**" is the sixth and final episode of the first season of television series *This Close*. It first aired on March 15, 2018.

## Synopsis

Kate decides it’s time for her to be more proactive, both with work and with Danny. Michael finds himself feeling inspired, just as Ryan tries to re-enter his life.

## External links

* "What Happened to Us?" at the SundanceTV website
* "What Happened to Us?" on IMDb
Titanosaur

The huge dinosaurs known as Titanosuars stand at around a hundred and twenty feet in length. They are known to walk through large bodies of water, and call the southern border of the New World home.

Following reports of their discovery in 1759 DE, there have been talks about using them as transport animals for large bodies of water and other treacherous paths.

## Actions

***Trample.*** When moving, a creature that ends up underneath it's legs must make a DC 12 DEX save or take 5d12 bludgeoning damage. If the check is failed, they must then make the check again, with disadvantage, for the back leg or take an additional 5d12 damage.

***Crush.*** The Titanosuar attempts to crush a target underneath it's huge legs. The target must make a DC 15 DEX save or take 6d12 bludgeoning damage.
CommonBorne Wiki

**Welcome to the CommonBorne Wiki!**
> "Heroes aren't born of the extraordinary, they're born of the *ordinary* in *extraordinary* circumstances."
>
>

CommonBorne is a Role Playing game realm played for Dungeons and Dragons Fifth Edition. This wiki charts all known data on the world as a whole.
The CommonBorne realm is designed for use with D&D 5e, as well as Darker Dungeons. Data included in this wiki will reflect this.

The setting also has unique Homebrew Rules for certain spells, events and other situations. It would be a good idea to check those out.

The world is a mixture of Classic High Fantasy, Samurai, and Dieselpunk with a mild wild west twist.

This wiki contains setting details, character details, and more.

If you're new to the realm, please check out the Welcome page, which will guide you through the basic information of this setting, including guides on important locations and historical events.

If you're interested in further settings by the same author, please check out the Affiliates page!

## Important articles

WelcomeTimelineGlossaryBeasts and FiendsOneshots and PartiesDM's Starter GuideRules of PlayThe World of Commonborne

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description here about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Equatorial Barrier

> *"The great barrier seperates the northern world from the southern, an Arcane barrier of soul-energy that is impassable, even by divination."*
>
>

### Main Theme

https://www.youtube.com/watch?v=i5jPy-GmyUc

### Combat Theme

https://www.youtube.com/watch?v=Ehd-cihwTKs

## Points of Interest

### Additional

There are three hundred and fourty three Barrier Stations in total.

When the Winter King's forces were pressing back and slaying the Elven societies in the north, the mages of the southern continents put up a magical barrier forcefield to protect the people of the southern hemisphere.

This barrier was designed to be impassable, to repulse any potential attack through it- it is also impossible to scry past and cannot be teleported through.

The work of Magitek, the barrier is held up by the Pillar Stations, positioned each a hundred and sixty miles apart, across the entire equator of the Planet.

## Present Day

In the Year of Dawn, 1753, a malevolent force successfully crossed into the Southern Continents for an unknown purpose. A group of adventurers used the combined military might of the northern continents as well as the Commonwealth's latest super weapon to destroy Barrier Station 7, allowing them to continue their chase.

Following the end of the Hunger, this opening has allowed colonists and explorers to enter the southern continents.

The Royaume and The Commonwealth are among the first, already having a city each to their name in the New World.
Beleco, Goddess of Beauty

### Form

A man of beauty who entrances all who look at him, holding a small paint pallette and a brush in his hands.

## Followers

### Sins

To fall into VanityTo allow Beauty to be corrupted

To watch as Beauty is destroyed

Celebrating Beauty and art in all of it's forms, Beleco is an incredibly relaxed, but slightly vain god. His priests preen and pamper themselves to preserve their own natural beauty, even using age-defying potions to keep them loking young and vibrant as their bodies age and die beneath it.

Beauty has many forms, however, and Belecco respects that, not having a clear defining standard of beauty beyond that which pleases the senses- touch, taste, smell and sight- of those who experience it.

Due to his status as Patron of the Arts, small shrines, statues or murals to him are often located in artisan workshops across the planet.

He is known to appear in dreams to the suffering, to help inspire them to turn their pain into yet beauty through art.

## The Other Gods

Beleco enjoys fraternizing and spending time with gods of nature, as nature is beautiful and a great inspiration for more beauty to be created.

He opposes and despises the god of Vanity, as vanity makes ugly inside what is beautiful outside.
Avatar

An Avatar is the physical manifestation of a God. Although they serve as a conduit to the god's powers and will, they also develop their own pseudo-consciousness over time. As a god is only a power created by the existence of a property, these avatars are rare and created only when the force that the God represents is in some form of crisis or experiencing a massive surge in power, or out of necessity for a meeting between gods.

## Birth of an Avatar

An avatar is created in a location of extreme belief or significance to worshippers of a god. The exact appearance and form is dictated by the belief of the God's followers at the time of creation. These avatars take a long time to create, and in times when they need expedience over tailor-made forms, a God will be forced into a surrogate.

Another form of Avatar is a surrogate (or Prophet)- a God will find someone who truly believes in them and allow that person to become a prophet, an avatar that conveys the thoughts and miracles of the god while being a pre-existing entity. Prophets are viewed in different lights by different religions, with some believing that no mortal can be trusted with the will and powers of a god, regardless of the god, and once the Prophet's duty is completed, they must be put to death.

A god can only have one Avatar at a time, due to the accords that hold the mortal realm together.

## Miracles

An Avatar can perform Miracles, channeling the God's power into an act that goes beyond mere magic. Although the Avatar has free reign on what Miracles it performs, they will usually tie into it's sole purpose.

## A mortal with a God's power

While the Avatar will at first have the mind and duty the god instilled within them, by experienceing the world of mortals they will be influenced into becoming a unique entity.

Avatars are incredibly long-lived, as their miracles can halt the aging process and eventually heal any wound. They will frequently stay in the divine realm of the god themselves, only coming to the mortal plane to perform tasks that will strengthen the god.

## Planned to End

An Avatar or Prophet is born for a specific purpose, however they do not cease to be after this Duty is fulfilled.

Once a being is created, it cannot be so easily ended. Avatars will exist in perpetuity until either they decide to end their own existence or an end is forced upon them. When they die, the Avatars own personality and memories- all that was created by their experiences on the mortal realm, return to the wheel.

A God will usually send visions of their will to the Avatar, including if they feel the Avatar should end it's existence. However, it is theoretically possible for an avatar that has grown strong-willed or stubborn enough to defy these wishes, instead using the great power they can channel towards more and more selfish endeavours. This is known as Rampancy by religious theorists. This has occured before, rarely, and typically a force that rivals the God's own force will emobdy it's own Avatar to aid in the destruction of the rampant one.
Maruyama O-Ryu

Maruyama O-Ryu is a Dragonborn fighter hailing from the Draconic Empire.

## Personality

O-Ryu is a fiery individual given to strong passions and weak to her own impulses. She generally acts teasingly or playfully around others, and enjoys sharing tales of war and glory. However, this attitude is a mask: O-Ryu is incredibly distrustful of others.

She seems to have either the time or money to pursue artisanal skills, which both seem to be an unusual hoard in their own right and have practical purposes. O-Ryu also brews her own sake. It's vile.

## Known History

O-Ryu is Sen's aunt; her younger sister, O-Chika, is Sen's mother. O-Chika and O-Ryu were very close during childhood, and trained in martial weaponry and calligraphy together. O-Chika had left to study at a monastery and had intended to live as a monk, but married into the Nakama daimyo after their parents were killed.

O-Ryu's parents were slain by a bandit lord (Saika Shigehide, of the Saiga Ikkō-ikki, also known as Saika Gin). The bandits visited the Maruyama castle under the guise of diplomats. These bandits were paid by a rival: Hidetaka Yoshitsugu of the Hidetaka daimyo. O-Ryu vowed revenge, mustered the last of her father's loyal samurai, and went on a bloody campaign across the countryside lasting one month.

At the end of what she refers to as the Month of Inferno, she had eliminated the Saiga Ikkō-ikki, subjugated the Hidetaka daimyo territories - meting out punishment to all and sundry - and had collected Gin and Yoshitsugu's heads. She carries these heads with her in kubi-oke as trophies and symbols of her power. During this war, O-Ryu earned the nickname Yama the Butcher from the supposed mountain of corpses her forces left behind during the decisive attack on the Yoshitsugu castle.

As a result of this trickery and betrayal, O-Ryu has a preoccupation with loyalty to family and country, and loathes thievery in all its forms.

O-Ryu claims to have arrived on the Southern Continent after receiving letters from her niece, Nakama Sen, describing her adventures with The Keyholders. She came south to seek the thrill of combat in an untamed land. She has some affiliation with the Hunter's Chance.
Ther'oth, Incubus Lord

Ther'oth was a particularly malevolent and vicious Incubus Lord who, in 1759 DE, attempted to establish a palace foothold in the mortal realm, located under the city of Novagorod in the New World.

After his palace was  destroyed and he was banished by a party of adventurers, he swore vengeance upon them. It is not yet known what his vengeance will entail.
Death

When a being on the Mortal Realm dies, the soul leave it's earthly vessel.

For a brief time after death, the Soul is uncertain on where to go, and loiters around the location of it's death. During this time, it is potentially vulnerable to external influences on it.

If in life the Soul pledged itself to a deity or pantheon, it may be taken in by that deity as a reward for a good life, allowing it to be reborn as one of the Deity's heavenly host (Or less heavenly in the case of darker deities).

If it has caught the interest of a Deity but did not pledge itself to the god's service in life, it may be offered a deal in exchange for the "rights" to it's soul- the nature of the deal may vary, but darker deities are very rarely the ones to lose out on these.

Eventually, if the soul has not been offered a chance to become part of a host, it will gently drift off into what feels like a peaceful slumber, before becoming reincarnated on the plane it died in one or many bodies, unaware of the life it had lived before. The knowledge it held in life will then become a part of the heart of the planet.

## Resurrection

When a being is resurrected through magic after reincarnation, it's soul briefly gains the knowledge it held in life. Although not consciously aware of this, it will then be offered a choice with the knowledge of it's current and former lives.

Should it choose to return to it's former self the reborn body will die, and it will likely loose the knowledge of the reincarnation's life.

If it decides to remain in it's current life, the knowledge of whatit once was will again fade back to the heart of the planet.

## Soul Magic

With the right practices (Including Necromancy) a Soul that recently shucked it's body can be forcibly taken for a more nefarious purpose by a being native to the mortal realm. A soul can be a powerful source of magical energy, or a bartering chip with many deities.

## A God of Death?

There is an unknown being some call a God of Death, that presides over the ending of life and moments.

No gods or pantheons acknowledge it's existence, and most consider it to be folklore. It is described as taking a shape hidden within a thick black cloak and holding an hourglass.
The Heavens

Home of the Angels and Gods of Good, the Divine plane is a beautiful place of marble buildings and eternal happiness, sunshine and clear skies. Each God rules a plane of the Heavens, stylized based on what that god considers a fair reward for their most devout followers.

The planes of good are the place that is home to the beacons of Justice and Hope, and welcomes the souls of the chosen devoted and devout to be reborn as Angels and guardians of the light.
Soul Forge

A mysterious secret locked in the islands of the Southern Continent a long time ago. The Soul Forge is said to create objects of great, terrifying power.

The Soul Forge was created in the last days of the Mistontli people, using soul magic, to preserve their species from an unknown threat.

However, the reservoir of souls that it provided would be great enough to provide a considerable spiritual power to one who could absorb and master them.

None alive know of it's location, but many are seeking it.

## The Key Temples

Thirteen Temples lost to time each hold a key to the Soul Forge. When opened, the key is burned into the hand of the "Keyholder". One all thirteen are gathered together, the path to the Forge will be opened. Each Key Temple is devoted to a god or goddess of the Mistontli Pantheon, and those who can claim the Key are representative of the ideals of that god or goddess.

### Gaia Empalis

The key to Gaia Empalis is held by Jocelyn Keyra, of the Keyholders party.

### Gaia Veralis

The key to Gaia Empalis is held by Zander Foambeard of the Keyholders party.

### Gaia Yulevaul

The key to Gaia Yulevaul is held by Mi'Raj of the Keyholders party.

### Gaia Heliona

Gaia Heliona has not been opened. It is currently guarded by the New World contingent of the Dawn Wardens, under command of Warden-Captain Elana Terso.

### Gaia Beriaus

The key to Gaia Yulevaul is held by Sylvia of the Keyholders party.
The Hells

Home of Demons and Gods of Evil and ill-will. Like the Heavens, each Hell is unique to the demonic prince or princess that rules it.

The unlucky who die here or are chosen by the gods of these realms are often reborn from the lowest level, becoming hellish imps or even parts of the landscape of this hellish place, stuck as twisted soul-trees for hundreds of years of agony and suffering.

## Known Hells

### Parradu'um

Hell of Warfare, Lawful Evil. This hell is an eternity of feasting and fighting for the highest caste, while the lower castes are doomed to die forever. By killing a warrior of greater status, you ascend to their caste, while dying lowers you to the bottom rung of demonic imps once more.

To some, the idea of eternal death, war, and reincarnation sounds like a nightmare, but for Orcs and followers of the Parradu'um, there is no greater reward. for a life of battle than an afterlife of war.

### Torment

Hell of Anguish, Chaotic Evil. A cavernous realm of fire, lava, magma and pain. This hell is a constant torture as demons inflict suffering upon the mortal souls who end up here.

Those who discover pleasure in the pain become Demons of this plane in time, working their way up the while those who don't face an eternity of never ending anguish. Evil creatures who were cruel in life, the traitors, and the selfish end up in this torment.

### Mourning

Hell of Sadness, Neutral Evil. An icy plain where even breathing the air causes pain as the ice crystals stab into your lungs. Those lost in Mourning wander aimlessly as all but their most bitter memories are ripped from them and devoured by the demonic creatures who eat dreams and leave only nightmares.

Once all dreams are gone, the souls of Mourning begin their transformation into those same creatures. Mourning takes in the souls of deceivers.
Mirthra, Goddess of Merriment

### Form

An always laughing or giggling woman, with long fingers. She has feathers growing from her arms.

### Sigil

A circle containing a feather with soft bristles.

## Followers

### Tenets

To spread joy and laughterTo be kind to others

To keep the good times going

### Sins

To halt a show before it's finishedTo refuse to pay a performer for their work

To break the spell of laughter with bad news.

Mirthra is the goddess of Merriment, Laughter, and Mirth. Although she was once part of a Pantheon located in Galletia, she is the last one still known to have worshippers, albeit very few.

She is considered a Chaotic Good deity, and in areas where she is strong it is said she will show up where people are enjoying themselves and bestow strange luck to all those present.

She likes to leave people laughing, as she feels that reality is nothing but a big joke, so you may as well laugh at it, right?

## Realm

The realm of Mirthra is a beautiful beachy area lined with a small forest where sounds of laughter and joy can be heard. The water that laps on the beach is said to be a comfortable temperature regardless of your personal preferences, and the sand is soft and gentle.

On a hill, across the sea, is the remains of the home of the Pantheon, yet for those souls of the realm who try to swim there, they will find themselves returning to where they came from.

### Inhabitants

Mirthra's heavenly host are mischievous and playful sprites and fairies who shine and glimmer brightly. They play innocent tricks on visitors.

## Artefacts

### Henehene Harp

A small but beautifully crafted harp, with a pillar shaped like a laughing fairy of unknown gender. This harp plays beautiful music that leaves people with a feeling of great contentment and happiness. It was known to be in possession of a bard-cleric who chose to spread the word of Mirthra west, to the Draconic Empire and beyond, hoping to soothe hearts harmed in the war.

* ***As a Bonus Action***, the performance fills those who hear it with a state of blissful contentment. The performer rolls a Performance (Harp) check and grants any they choose who can hear the harp temporary hit points equivalent to the result.
* ***As an Action***, the Harp can cast the Hideous Laughter spell on one target. the DC is equal to the Performance (Harp) check of the musician.
* ***Outside of combat***, the Harp can be played like an instrument. While it's playing, those who hear it must make a Wisdom save vs. Performance (Harp) or be considered Charmed. They will not turn hostile once the charm effect wears off.
* Only one effect can be active at a time.

Side effects include smiling banally, fits of giggles, and a general feeling that everything's going to be okay.
Arella, Goddess of Nature

### Form

A woman with skin of treebark and hair of leaves, where she steps nature grows- changing from beautiful flowers in a good mood to thorny vines in a bad.

## Followers

### Tenets

To oppose the march of technology.To keep the world perfect and pristine.

To continue the circle of life.

### Sins

To harm children.To hunt for sport.

To dig far beneath the ground.

Goddess of Nature, Arella is considered to be a Good deity.

She mostly stays in the Feywilds, but is worshipped in a few places on this plane of existence, notably popular in the Elven Domains.

She is considered to be kind and doting, almost grandmotherly, to her followers, but can also be vengeful and spiteful to those who damage nature with malice and forethought.

## Interactions with Mortals

Arella does not often seek to interact with mortals, outside of the ones who come to her lands to worship her. She occasionally bestows the gift of natural beauty to dead lands.

## The Other Gods

She is known to have once had feelings for the God of Beauty, but those passed when she saw he cared only for his own looks. She is known to have birthed many children, some of which became creatures and species of the Feywilds.

Arella argues with the Lawful gods often, holding as sacrosanct the inherent wildness of nature and life.
Althidion Liana

> *"Knowledge is my greatest treasure... now where did I put my quill?"*
>
>

## Personality

Somewhat blustering, a bit naive and cowardly, but ever curious, someday his colleagues believe that he will become the proverbial cat killed by it.

He is determined to have his name written into history as the foremost expert on the New World and the Southern Continents.

## Known History

Born in the Commonwealth capital to a well-off family, he was discovered to have magical potential at a young age. Fortunately, his family had enough money to pay for a scholarship to the Guild of Mages and Enchanters, so he was saved from the work of a conscription mage.

He did not excel in any field of study beyond calligraphy, however, and his teachers often found him slightly boring and slow on the uptake. He made a few friends, but never stood out from the crowd. His time as an apprentice passed with little to no celebration.

Althidion is now a cartographer from the Mage's Guild in the Commonwealth who has taken up residence in the New World city of Novagorod, when he isn't exploring nearby ruins with the help of the Chance or hired mercenaries.

He led the Keyholders to the temple of Gaia Veralis, but after seeing the cultists and such got cold feet and returned. Since then, he is preparing for another expedition, hoping to actually enter a temple next time.
Novagorod

Nova City, or Novagorod, is the home of the Commonwealth on the Southern Continents, located on the isle known as the New World. Unlike the city of the Royaume, Nova City is built of prefabs imported from the north, and hand-built constructions made out of the lumber of the abundant woods towards the outskirts.

## Structure

The central city, as well as the buildings closer to the port, are built of brick and mortar, often brought in over the sea from the Draconic Empire, however towards the outskirts the town has a much more rustic aesthetic, with buildings built of wood in a much more frontier style.

## Notable Locations

### Center of Government

The center of government is the home of the leaders of the Commonwealth "push" onto the Southern Continents, and contains the barracks that house the officers of the army and navy. It also has three Airship docks, two that are used for official business and a third that is used to strip unknown ships to search for smuggled or illegal goods.

### Airship Port

The Airship Port in Novagorod is located in the industrial section of the city, and houses five docks, with a sixth currently under construction. Built by a private company with interest in air travel, this dock ships in a large amount of upper-class residents and urgently needed supplies every day.

### Market Town

The market town is home to various stalls built under lean-tos, and a number of shops.

### Hunter's Lodge

The Novagorod Hunter's Chance lodge is particularly resplendent, capable of housing a great many adventurers and located near the sort of places that adventurers with too many coins tend to frequent.

### Shrine of an Unknown God

Located under a recently-built area of the city, this dark, foreboding shrine is home to a large statue, a cloaked man holding a sharp sword, standing over a sacrificial altar. Should a person be bound to the altar within it's restraints, the stone statue will seemingly come to life through some ancient unknown mechanism, riase it's sword and plunge it into the heart of the one who is tied to the table. The purpose of this ritualistic sacrifice is as yet not fully known, but it seems to create a bridge to the planes beyond life and death.

### The Cloud District

A well off area home to the noble families and officers of the defence force. Most of the houses are built of wood but stone is beggining to be shipped in as a building material from the mining towns set up to the south.

A notable mansion is the Wynding House, believed to be haunted.
Argue Obsecra

The Argue Obsecra is a special military branch of the Divine Church's Inquisition comprised entirely of convicted felons seeking to repent their crimes, or commit new ones on people who it is sanctioned as okay to commit crimes upon.

The Obsecra, also called the Dark Hound Convict Army, are known to be brutal and merciless in their attacks, often more feared than the apostates or heretics they hunt.
The Midland Army

> "Defend our land from those who would take it!"
>
>

The Midland's military and defence force. Often considered to be a "Second-Government" of sorts, due to it's taxation of local towns and the more police-like aspects such as reinforcing local sheriff offices, the Midland Army staffs soldiers at forts located throughout the Shires.

Notably, the Midland forces are lightly-armored compared to other factions, allowing for increased movement speed at the cost of defence against wild fiends or magic.

## Enlisted Force

The Enlisted are the bulk of the Midland Army. Comprised mostly of humans and halflings, this force is equipped with rifles, bayonets and swords. Soldiers are volunteers, conscripts, or conscripted immigrants whose service is required before they can purchase land or other holdings.

Basic Training consists of two months of teaching rifle operation, marching drills, and a ten mile run each day.

Certain soldiers may be selected to join Cavalry units, depending on their abilities during Basic. Cavalry units are given an additional month of training in either riding or the operation of vehicles such as trucks or tanks, although tankery units are still rare.

The traditional uniform is in shades of Blue, but Magitroopers, who specialize in the use of combat magic, have a red right sleeve of their jacket. Magitroopers are also given an extra two months of training under dedicated combat mages with a minimum of five years combat experience.

Ground Forces are typically formed into Squads of twelve underneath a Sergeant. Two squads are a Unit who then serve under a Lieutenant. They are expected to follow orders and will usually be assigned to a Fort either in the mainland or on the border.

An additional duty for enlisted might be to serve as an aide-de-camp to their officer. The aide is exempt from standard duties and instead serves as the Officer's gofer. It is not unusual for a talented aide to be accepted into the officer's personal household staff in a permanent position once the officer retires. An aide may also receive an education at the expense of the officer, including literacy and numeracy skills.

## Officers

Officers are bought-positions. Typically a wealthy family will pay a certain amount of money to attend a Military Academy for a period of six months during which they will be taught advanced tactics, numeracy, history, wartime codes and regulations, and how best to utilize different types of unit.

After graduating, they are given a rank as Lieutenant and a first, second or third class depending on their ranking in their class. they will then be assigned a Unit.

A lieutenant who distinguishes themself through service may rise through the ranks.

A Captain has three Units under their command, a Major has three Captains, a Brigadier has three majors and a General has three Brigadiers. All orders travel down the ranks by officer.
Moriko Kisaragi

### Additional Characteristics

Her scales shimmer the colour of Platinum, subtly different from the silver of others.

## Gameplay

### Languages

Draconic, Common, Elvish, Dwarvish, Halfling, Gnomish, Sylvan

## Music and Sound

### Peaceful Theme

https://www.youtube.com/watch?v=Wp2oSuh1Hy0

## Personality

Polite, in control, but mentally and physically as steel, Empress Moriko Kisaragi is every part the dedicated leader of her people that they demand.

Demure, kind and open to negotiation, Moriko does have a wilder side, and occasionally longs to see more of the world outside of the courtly intrigue and politics in the Moving Palace.

Her Father, the previous emperor, was beloved by her people. Sometimes this makes her insecure as to what her reputation will be- it is burdensome to know every action you take will be talked about for thousands of years to come.

## Known History

Born a Platinum Dragonborn, the only one in her hatch, she was immediately raised in the proper way for a future Empress, taught courtly behaviours and important ceremonies, as well as the art of negotiation.

At the age of 16, she ascended the Platinum throne, becoming the Empress- although her cousin, the current shogun, is considered by many to be the real power behind the throne.

She soon became beloved by hair people for her fair views, kindness, and powerful speeches, however- even learning something of the trades by working in the rice fields a few weeks of the year.

The Moving Palace rarely stays at the capital city mooring for more than a short period of time around festivals, instead she chooses to regularly relocate her court to various provinces to see more of the land and it's people.
Cuatro

**Cuatro** is one of the sheep at Pasmina's pasture. It grew large because of what it was fed.

## Ideas

All Ideas ATK will go up by 1 when Cuatro is Angry.

TURN 1

TURN 2

TURN 3

 Bite

TURN 4

 Bite

TURN 5

TURN 6

 Gambol
 Bite

TURN 7

TBA

## Gimicks

* **Tiny Cannon** - Use Slam to deal 3 damage to enemy's Body.

## Guide

This battle introduces Gimicks. When the Shield is depleted, Cuatro will go into Angry Mode, this will boost all ideas attacks by 1. Cuatro will stop being angry once it gets the Shield again.
Osmund

**Ósmund** was an anglo-saxon "Drymonn" or Sorcerer from Northern Suambria, an ally of Anmedocius.He was an opponent of Placidus during his saxon-mission and conjured the Spirit Phileadelphos to harass him until the child Merlin cut Phileadelphos' magical chains and freed him.Later he served saxon King Oswald an enemy of Artus.He commanded a demon named Grimbald and an army of fiends. When Oswald kidnapped Emmeline, Osmund tried to seduce her but failed. Osmund eventually ended up in Artus' dungeons.