recursal/Fanatic-Fandom huggingface dataset:
Arbiter

## Introduction

'Arbiter' is one of many warforged manufactured by the ancient dwarven artificers in hope of securing victory in the upcoming war on the menace of 'Thiii'.

## History

Unlike many of his contemporary metal brethren, 'Arbiter' was meant to serve as a prototype for the series of 'command units' of sorts, a 'caste' of intermediaries between living and forged of the dwarven chain of command.

While the abovementioned series had its own limited production run the prototypes themselves were shelved because of a number of 'quirks' of theirs, quirks which were deemed too 'disruptive'... for prolonged military use. Those included: the ability to defy orders and adapt greatly based on the accrued experiences... plus a few better left off unmentioned. After the great vaults opened the prototypes adapted, with some difficulties, to the realm not engulfed in war. As such most of them found themselves employing both martial and crafting expertise wherever demand for such existed.

Arbiter in particular ended up briefly tied in the arena combat before deciding to venture forth for more profitable business.

## Appearance

Arbiter's 'prototype' status is clearly recognizable even by the tech savvy folk of todays as his outer design clearly stands out from the 'average' warforged, resembling more of an elaborate suit of heavy armor powered by the arcane radiation sometimes leaking from within than a humanoid-esque figure of 'production models'.

## Personality

Arbiter's personality is that of a paragon of law and justice as envisioned at the time of his creation by dwarven and gnomish minds - or at least... that was the plan.

Unknowingly to the rest of the crafting staff one of the artificers (a DAMN GNOME) decided to implant a number of additional 'imprints' inside the forged's arcane circuits which more often than not result in the forged 'glitching out' at the least opportune moments. The glitch's result range from relatively harmless, if many a time comical, to those bordering on psychosis.

On the other hand Arbiter's core behavioral patterns spur him towards collection of whatever resources are required for prolonged military campaigns which might as well be approximated, in mortal terms, as ... greed - dwarves are to blame in this case.

## Friends/Allies

Shin - recruited Arbiter into Falador's would-be secret service.

Menroh - co-founder of the Iron Wing mercenary company

Everyman - fellow warforged, currently recruited into Iron Wing Company

Tessy - human tinker, also an Iron Wing Company recruit

## Enemies

Arbiter grew to revile undead. Mostly of it not being quite uncommon for them to possess a vast array of abilities capable of bypassing his otherwise superb defenses.

## Aspirations

For the time's being Arbiter seeks to fulfill his initial purpose - to command a veritable warforged legion of his own... however with the dwarven chain of command being long-dead and lack of supplies and manpower this may prove to be quite a challenge.

As it is this purpose is being partway realized by the virtue of co-commanding the newly founded Iron Wing mercenary company.
Ithel

Ithel is a continent on the **Oustomia** planet. It is a very cold, northern continent. It is primarily populated by beasts and cold-faring creatures, including giants, but is also home to a number of other races, such as humans, dwarves and elves that prefer the cold.

## Geography

The island known as **The Northern Tundra** is an extremely hostile land; Ithel is considered much worse. It is located in the far north, but is also located directly on top of an undersea volcano that is still relatively active. The heat follows currents that flow throughout the continent, keeping much of the continent just beyond the freezing state, and allowing the cold waters to be at least livable for sea-dwelling creatures, and allowing ships to navigate through the icebergs successfully enough, but much of it is still extremely dangerous. Luckily for most of the individuals on the continent, they have developed ways to resist the cold, thanks to their constant exposure to the elements.

The land is, however, quite mountainous in many regions, and can be home to cold deserts, which are exceptionally dangerous locations as well.

## Weather

Ithel often has awful blizzards and snowstorms, and is in a state of perpetual winter. It is a very dangerous, difficult area to settle. Likewise, sailing to Ithel is more difficult than other continents, and worse, sailing through it is even more dangerous, as the waters are difficult to navigate due to icebergs and other sheets of impassable terrain.

## Inhabitants

Ithel is primarily populated by various tribes and other tribal individuals due to the difficult nature of attempting to conquer the elements. Fewer mouths to feed means less things to hunt, therefore many clans and tribes keep to themselves except for trade. There are some races, such as savage orcs and giants, who raid other races to take what they feel they are owed as well.

## Mechanics

Ithel is a hostile continent and requires one to cast Endure Elements on themselves for the duration of their stay, unless they are immune or resistant to cold. They must have at least 10 Cold Resistance to ignore the effects. If one dwells on the continent for a week without leaving, they become acclimated to the climate and no longer need Endure Elements. If they leave for a week or more, they lose this ability. This does not mean they are immune to the effects of blizzards or snowstorms, simply the normal, ambient effects of the calm weather.

Kingdoms building on Ithel may wish to consider the cold, as it will reduce your ability to tax by one step. (For example, if you have Crushing Taxes, it would be reduced to Economy Check/2.5 instead of Economy Check/2. Normal would become Economy Check/4.)
Koto

## History

Koto was born and raised in the city of Saishu, largely unfamiliar to the ways of Egronia. Though she spent quite a bit of time studying languages that were completely foreign to her, in her youth -- earning her a mastery over language enough to create ciphers difficult to understand for most, and some talent in mimicking accents.

A still larger portion of Koto's time was spent with her twin sister and best friend. While the two held different leanings in many regards, Koto treasured her sister above all else.

Koto's earliest crimes were minor thefts, committed in interest of making her sister happy -- small trinkets, treats, and the like that seemed to catch her sister's interest. Though as she grew older, she stole for herself as well more and more.

She was never particularly skilled in ways of stealth -- accomplishing her acts in ways more through skilled talking, subtly, and distraction. However this backfired on her, and she eventually caught the interest of assassins of note.

For better or for worse, the role of an assassin was forced upon her. -- Someone disposable, and capable of getting the job done. She didn't, however. Thus leading her to where she is now -- Exiled from Saishu for her crimes.

From there, she traveled to Rike, spending some time in the gang-filled city. After several months in the city, however, she set her sights on Egronia, and hopped on a ship to Haven.

She has remained in Haven since, beginning to set the roots of her own organization.

## Appearance

Koto's Shengese descent is fairly apparent to anyone who recognizes such traits -- She's rather short, with black hair which she keeps tied into buns most of the time.

## Personality

While Koto's sense of honour prevents her from betraying a deal once it's made, she is one to make an effort to work every advantage in negotiations she can. She is generally kind to those she considers allies, but is largely desensitized to dark acts.

In particular, Koto has a weakness for food and drink -- Especially things she's never tried before. As well, she has a sense of respect for those who prove skilled in understanding her codes.

## Friends

Mina (?) - Twin sister (but currently WIP)

## Enemies

She likely has some enemies in Saishu, however she has yet to make any in Egronia.

## Aspirations

Creating a home away from home for her and her sister -- and perhaps others who are accustomed to less-than-heroic lifestyles.
Five Crowns of Gabu Venzi

***Five to command. Five to unite. Five to live together in harmony. Should one turn - all will fight!***

## Five Crowns of Gabu Venzi

The kingdom known as the Five Crowns of Gabu Venzi is located in the northern deserts of Sheng. The heart of this kingdom is the city, Gabu Venzi. It is a reclusive kingdom, primarily populated by lizardfolk. They are slavers by trade and steeped in mystic tradition. Gabu Venzi itself is of varied nature, there are slums, the common folk, the nobles, and the Houses Proper. The Houses are, generally, the richest and most lavish in their districts. The Five Crowns represent Five Houses. War, Lore, Coin, Love, Magic.

Life in the slums of Gabu Venzi is a hard life, rife with criminal activity and poverty. Most who make it turn to the shadow guilds. The shadow guilds cater to every coin and have hands, supposedly, in every purse. Who holds the strings exactly? Well that is up for debate. People who live in the slums tend to be those who can not afford to pay taxes. People in the slums do not receive any benefits from the city. Sometimes, if a person wishes to escape the slums without joining a shadow guild, they will enter slavery.

The common folk of Gabu Venzi, in distinct contrast, lead a decent life. Gabu Venzi is a good place to be a tax paying citizen.

## The House of War

The House of War is dedicated to marshaling the military might of Gabu Venzi. It is also dedicated to the gathering of slaves from outlying nations.

## The House of Lore

The House of Lore is dedicated to maintaining the history of the Houses - especially that of the history of the Law.

## The House of Coin

The House of Coin maintains the wealth of the kingdom and oversees the maintenance of the city.

## The House of Love

The House of Love is subdivided into the Twelve Temples. The primary religions of Gabu Venzi are sexually based and the Temples are highly regarded - slaves who are bought by the Temples are able to gain citizenship by completing their apprenticeships.

## The House of Magic

The House of Magic is dedicated to the ambitions of the mage. Both the divine and the arcane are pursued.

## The One Law

The One Law states that any House that rises up shall be put down as a united front by the others. Before the Houses, before the Law, the nation Gabu Venzi was at constant war with itself. Once it united under the Law, the kingdom flourished.
Isle of Monsters

## The Isle of Monsters

The Isle of Monsters is a place located in the Sea of Ealtern, between the **Kingdom of Amaria** and the **Nation of Kivath**.

## History

The Isle of Monsters was not always present; many hundreds of years ago, during **Maloglash's** rise to power, he needed a base of operations, but he wanted one so remote, so distant from other's, that he could be at peace - but likewise, he did not want a demiplane, for it was a strategical vulnerability in his eyes. So, he created the Isle of Monsters.

It was risen from the sea floor by an extraordinarily powerful spell, from the 10th Circle of Magic. Then, he shaped it to his desires, creating the entire island by hand, and then let it grow. He shaped it's mountains, it's forests, all by hand, and in truth, the island was beautiful. Indeed, Maloglash let the wildlife roam, the trees grow, the bugs chitter, and to this day, he still does.

To the few individuals who have seen the island, it resembles the Teln Mountains in many ways; it's trees, it's mountains, all shaped by hand, but perhaps most terrifying of all, is the fact that it does not look Undead. It looks like untouched, untamed, wilderness.

## Geography

The Isle of Monsters is home to a unique, fast growing type of fir tree. It grows much, much faster than any other tree found on Oustomia or Sheng, and the stone and ore within the mountains is surprisingly natural, and seems to regenerate given enough time. The ground itself is exceptionally fine, and fertile, and the area around the island itself is filled with enormous amounts of sea life that is easy to catch and secure. The weather is often pleasant, with very little in the way of storms - tropical or otherwise - appearing. The only real anomaly is the fog that seems to roam around the forests, likely caused by the mountains.

This results in the forests typically having some part of it caught in a fog. The animals, however, do not seem to mind it, and it seems as though animals are equally as abundant, and seem to reproduce - and grow - much quicker than animals anywhere else.

However, most peculiar, within the dead center of the island, is a large, basic wooden watchtower. It is in poor condition, and does not seem to be used often, if at all. The last individual to be on the island claims the Watchtower is in complete disarray, with the door barely hanging on, and the fire at the top seeming to be unlit for many years.

## Denizens

The island itself is home to a large number of animals that would otherwise have trouble living in other places, due to overhunting - elk, deer, bear, wolves of various kinds, and dozens of other species dwell within the island, in it's short variety of biomes. Even the waters around the island are teeming with dozens of species of seadwelling life, whether it be fish, crustacean, or even whales and dolphins migrating around the island, and plenty of predators, such as sharks and orca, finding themselves near the island.

There is no sentient life known to dwell on the Isle of Monsters.
House Blackrain

## Family History

House Blackrain's holdings, while modest, contain the cities of Stillwater and Lastwall. Lord **Zachal Blackrain** controls his lands, and the mineral riches they bear, from Castle Teln on the edges of the mountain range that shares the same name. The Lords of Blackrain have held a fair, if not tight, grasp upon their realm. The lords and ladies of time past have ruled over a hardy, stout people who cut their teeth providing riches from their deep mines and defending the realm from the horrors of the Mountains of Teln. This long history of mining and fighting the beasts of the mountains have left a cold, xenophobic people with a distrust for outsiders.

The sons and daughters of House Blackrain count themselves amongst many of the greatest smiths within the Kingdom of Egron. The crest of House Blackrain can be found on the arms and armor of peasant rabble to the greatest knights and generals across Egron. The glow of forges of Stillwater and Lastwall never die, the realm's smiths working endlessly to supply the kingdom in the Third Orc War.

The lords and ladies of House Blackrain are all born to the forge or to the drilling field, if not both. As a matter of fact, and as a point of honor, the realm's three most populated professions: Soldiers, Smiths, and Miners.

## Family Crest

House Blackrain's crest boasts a per pale field, with a Sable sinister and a Sanguine dexter. The crest's ordinaire is an Argent bordure. The crest is charged with an Or displayed two-headed eagle.

## Members of the House

Zachal Blackrain - Lord of the realm, Commandant of Castle Teln, Shield of the Teln, Guardian of Lastwall, First-Born of Stillwater.

Landon Blackrain - Heir-Apparent to Lord Blackrain, Master-of-the-Hunt of Castle Teln

Solomon Blackrain - Castellan of Castle Teln, Goblet Bearer

Arleigh Blackrain - Oathbound Knight, Commander of the Stillwater guard

Eve Blackrain - Oathbound Knight, Commander of the Lastwall guard

Presley Blackrain - No titles as of yet
House Anders

"Forever Green"

## History

House Anders was founded by the slave-hero Anderson of The Great Revolt of the Silfadel Woods. During the invasion of Renard's Reign, Garland forces were kept at bay by the native elves who lived there for thousands of years. Using great illusion and nature magic, the numerically inferior elves were able to at the very least keep the Garland forces at bay at the treeline, although their lands in the plains and The Great Dried Lake were taken over, not before the elves played their trick of creating The Great Dried Lake in an attempt to stop the invading army.

The elves had a thriving slave culture and a system which prioritized in suppressing and avoiding slave revolts by their slaves who outnumbered them several times to one. It was during the invasion, Anderson, who like all slaves during this time was not even able to take a last name, begun a great slave revolt which spiraled out of control, pulling elven men from the front. This gave enough of an opportunity for Renard the first to break through the Elven magical defenses and put the Elven villages to pillage.

For Anderson's ability and assistance in the conquering of the Silfadel Woods, he was bestowed nobility his house taking his first name as a family name. The surviving elven populace would be interned in camps and eventually forced into small reservations where they are kept today as semi-independent states.

## Culture

Just as they were subjugated by the elves, they were also heavily influenced by them. Big, bustling cities have never been favorable to the people. Instead, the people of the forest spread out into huge farmlands and vineyards with great hunting ranges. They are also much more in tune with the nature around them, druids and rangers being plentiful in this region in the world.

The elves of course long for their domination but due to their lifespan are much more patient than other races would be. Some of the oldest even remember their people's glory days. And they've been planning all this time, waiting for the right moment. Until then they live in reservations with the worse farmlands, being heavily suppressed by humanity in order to make sure they do not gain a foothold to spring from. Often using the same strategies they themselves used on humanity all those centuries ago.
Fallund Lenci

## History

Fallund is one of the next heirs of the Lenci family. Using his family's wealth and power he's been training in order to maintain the family's order and to protect Haven to the best of his abilities. Going under strict guidance of his families many teachers, he's grown in a decently harsh environment.

His main job in the Lenci Family is to contact outsiders, typically adventurers, to complete missions for the family. In order to protect the city of Haven and sometimes even the material plane.

## Appearance

With a constant slouch and eyes constantly baggy. His eyes are always tired as if he never sleeps. He wears black cloaks and looks as if he is constantly brooding.

## Personality

Fallund is particularly brooding. He is decently charismatic and is able to converse pretty well but doesn't particularly care about others. While the family itself forces him unto his predicament, he does purely due to his whims on helping others. Although helpful he particularly dislikes adventurers and sees them as a radical resource, but expendable and useful.

## Friends

The entirety of the Lenci Family with the exception of the fourth brother and third sister.

Other notable noble families go out of their way to become contacts to him.

## Enemies

Any group/individuals that wishes to end the Lenci Family.

## Aspirations

To maintain his life style and to become stronger than the "great" adventurers.
Gluttony Wraith

## History

Gluttony Wraiths were recently summoned, during the Third Orc War, by Orcish Necromancers. They are a never before seen form of evil outsider, and little is known about them. They are so far, the only type of new outsider that has been discovered, other than the so far enigmatic Pride Wraith, whom has been seen leading orcish forces.

Unlike the Pride Wraith, the Gluttony Wraiths are more shock troopers and seem to function in a similar role to demons and devils when summoned for combat.

## Appearance

Gluttony Wraiths look like their skin has been turned inside out, and then extended. Their flesh hangs loosely upon their body, and their organs can be easily seen on the inside of their meatbags. Their mouths are incredibly massive, and have been seen able to stretch to enormous lengths, in many ways similar to a snake, and have swallowed entire horses.

## Knowledge Checks

DC: 25 gains all the above knowledge.

DC: 30 gains knowledge of their defensives and attacks.

DC: 35 gives knowledge of their spell-like abilities and special abilities.
Empire of Kalal

## History

Little is known of the Empire of Kalal, other than the fact that it was a city of great technological prowess for the time when it existed, and that it's original inhabitants had heavily intermingled with Teln Elves, resulting in incredibly intelligent humans. It had massive vaults of technology that they put there during the siege of Kalal by the savage orcs of the North. Perhaps they expected the survivors of their race to return one day to reclaim the lost relics of their past, but that was not the case.

In the year -4843, the city of Kalal is attacked by the Northern Orcs, and the city that was dedicated to science, technology, and progress, was brutally slaughtered. In just 17 days, they are killed off entirely, their people enslaved or killed, with a few escapees on the fringes of their Empire returning to their tribal roots.

Ironically, decades later, the city of **Warforge** is built upon the ruins of Kalal, and the malicious **Northern Orcs** manage to open the vaults of Kalal, and take from it the technology needed to boost their city to great heights in rapid time.
Gexi Budi

*A quick, sly ratfolk is always looking for his next target*

## History

Gexi grew up in the Market District of Haven, the only child of simple merchants. His parents always stressed self-reliance and discouraged boasting and bragging. As he grew up and began to learn the family business, he thought his parent's quiet, but honest approach didn't get them very far in the world. He took to the bow and arrow from a young age and once he was old enough to strike out on his own, he did just that, eager to make his mark on the world.

## Appearance

A wiry, clean and proud ratfolk sports thick studded leather armor with simple garb underneath. His dark fur looks almost black in low light, but it only serves to make his blood red eyes stand out all the more. A finely crafted longbow is slung over his back with care and a pair of quivers rest on his shoulders, both stuffed with arrows.

## Personality

Gexi is very proud and confident, sure of himself in all respects. He feels that all men want to be like him and all women want to be with him. He likes to help people because of the attention and adoration it brings him. If confronted with something truly terrifying, his true side reveals itself.

## Enemies

Anyone who thinks they're better than Gexi

## Aspirations

Gexi hopes to one day go down in Oustomian history as the greatest archer that ever lived.

Gexi would also like to have a thriving store that is the best and biggest in the city.
Galeah

Galeah is a Lawful Neutral town in the northernmost part of the Kingdom of Amaria.

## At-A-Glance Information

### Demographic

* 80% Human
* 7% Elven
* 3% Half-Elven
* 1% Dwarven
* 1.5% Halfling
* 7.5% Other

## History

Galeah's history is fairly uneventful. It was formed during the early expansion of the Amarian Empire.

## Geography

The geography of Galeah is fairly unimpressive. It has a decent farming community, and it's distance to the sea gives it a small port and access to fish when it needs it. It also has a fairly sizable lake, giving it access to freshwater.

## Inhabitants

The inhabitants of Galeah follow the same line as Luperion, with mostly humans and scattered bits of other races.
Fizabella Cola

The Fizziest of beverages!

## History

Fizabella Cola -- Known as 'Fizzy' by all who know her -- was always an oddity, even among abiarazi. Given her heritage, she always had a lust to consume just about anything edible. But over time, she took an interest in the occasional resulting chemical reactions. Though most thought her entirely odd, she began to experiment with the chemical properties of her own body -- Finding a variety of ways to create effects akin to magic by provoking chemical reactions.

Of course, in her experimentations, she also found another passion; the creation of fizzy sodas! Though she's learned to refrain using herself as an ingredient in all but the most special of drinks -- Both because other abiarazi considered it akin to sexual harassment, and the understanding that being able to mass produce her drinks would be more ideal -- And she can't mass produce a drink that uses herself as an ingredient.

Over the years, Fizzy has had and lost a variety of jobs in various cafes, bars, and restauraunts. In her experimentations, she has always remained in her ooze-y form -- Which hasn't remained the most stable. With a tendency for things to slip right through her hands, she often found herself spilling things frequently -- Not to mention the typical abiarazi difficulties with their voracious apetites! To date, Fizzy has been fired from around thirty two different establishments -- as well as banned from twenty six of them. Not included the six or so apartment complexes she's been evicted from.

Most of her current fortune has come from her attempts to start her own soda brand, however she hasn't had a large customer base. Her customers have purchased drinks from her just as often for bizarre properties or perverted ulterior motives as they have for the actual taste, and her poor reputation with other abiarazi has made it difficult for her to gain any traction. Even still, she dreams of a day when her drinks will be regular inclusions in vending machines!

Given her passion for fizzy beverages, she's developed a fondness for Cayden Cailean -- He may specialize in alcohol, but to Fizzy, a passion for a good drink is a passion for a good drink, regardless of the variety.

## Appearance

Fizabella, due to being unable to wear clothing due to her form, tends to store what she can in her body. As such, various ooze-proof containers can generally be seen floating about in her chest and stomach. When flustered, her cheeks often bubble and fizz. -- And depending on various chemical factors of her extracts and discoveries, her colour may shift from time to time.
Infernus Infernum

Description:

A lone tower stands in the barren wastes of Nessus near the forgotten lake. Surrounded by mists from the River Styx its bright blue flame guides those lost in the fog. The vigilant eye on the front of the tower keeps watch for both friend and foe, judging all who find themselves on the front step.

History:

A relatively new addition to the lowest layer of hell, Infernus Infernum is a magical safehouse to The Advocate. Though not much has transpired in its short time, it is well guarded against intrusion and misfortune alike.

Dangers:

Aside from various traps, and the forgetful waters of the river Styx surrounding the place, three Pit Fiends keep watch, wielding massive flaming whips.
H.I.D.E

### Goals

The research, classification of, and utilization of unknown entities around the world from undocumented magical phenomenon to new species of monsters or creatures found in the wilderness.

## H.I.D.E.

The Hidden Incorporation of Dangerous Entitites or H.I.D.E. for short is an organization hidden in the shadows of society hellbent on research of any and all odd circumstances without precedent in the world. They are interested in the use and monetization of they're unique perks and qualities. A deep pit with no end in sight may contain rare materials, unknown magical phenomenon or secretive creatures. A seemingly cursed magic item may be the key to advancing societies magical research.

## Rumors

The Black Haunt: People have sometimes seen people with fully hooded cloaks and unknown magic devices probing around the blackmarsh in search of the Black Haunt. Occasionally corpses of these figures are found half digested by oozes in hidden away places where they were seemingly searching for them.

The Faceless Statue: One day a man in haven half dead from dehydration talked about a group of cultists with crazy magical items encamped around a giant statue whos face changed when you blinked. They attempted to engage when he came in for a closer look and beams of light were fired from their sleeves. He escaped after a long time but was already lost. He died shortly after, the cause was undetermined.

Blood Echoes: Somewhere in the Swamp of Palus there is a pool of blood surrounded by blood red figures shambling in hooded clothes, they would fall apart like water sinking into the earth before reforming a couple feet away. Several people have been found with extreme lacerations, sucked dry of all blood. It is suspected they come from the dead side of the swamp but nothing has been confirmed.
Ethan

GM Profile

### What I Do as a GM

I am Ethan, if the profile name did not tell ya. I have been a GM in Oustomia since mid January this year (2016). I mainly run sessions and think of various sessions that maybe possible. Examples of what I do can be:

* Running sessions of various CRs
* Looking over the chat
* Playing the middle man

### Session Theme

My sessions usually never have a theme, so you never know where you will go or what will happen. Can be a simple session to a complex mission. There will always be a point A to point B usually. Also, pet peeve, talking when I do, or talking over others. Wait your turn, or all RP will be done in chat.

### Preferred Friendly NPCs

Any and all, but I prefer that they be played to the character.

### Preferred Enemy NPCs

No real preferred enemy type, but usually a theme for an enemy in my sessions.

## Factions

I am in charge of the following factions within Oustomia:

* Village of the Jungle

## Notable NPCs

I am in charge of the following notable NPCs within Oustomia:

* Village Leader
Hellebrum, The Witching Hours

*\*\*Dedicated to Halloween 2018\*\**

Perhaps you are in an inn, a tavern, or city. Perhaps the middle of seemingly nowhere. All seems normal, but you are drawn to a door. A door like any other. You step through and the door closes behind you. Congratulations... or perhaps condolences. You have found the The Witching Hours.

## The Witching Hours Shoppe

At first glance, the Witching Hours Shoppe is a magic store like any other. However, upon closer inspection and careful questioning, certain... strange things might happen. The keep of the shop is known as Lady Hellebrum and she is a strange sort. She will offer special boons... or perhaps curses.. for the traveler who speaks words she likes. Or dislikes. But of a surety, things beyond the norm can happen here. One never knows what to expect. Whatever you do though, never expect this shop to be in the same place twice!

The shop is well known to most well seasoned adventurers and those in the know, but the trick is finding the shop - and that takes some doing!

One of the more interesting services Lady Hellebrum provides is whimsical wine, which she makes herself. Whimsical wine can produce many effects, some often silly - others terrifying. The below chart is a suggested list for use with Hellebrum.

\*\*Note: Any non-immediate effects only last one year. After this time, the effects dissipate.

## Lady Hellebrum

The mysterious woman known most often as Hellebrum, though she goes by other aliases, is a traveling merchant. No one knows where she might pop up next, but she travels to all kingdoms, all planets to sell her wares and offer her services. Though there is some debate as to whether one would always care to have what she offers.
Gabriela Nightingale

*"Hear me cry, in the pale moon's light. I am the Songbird.. but I have come with no mercy in my intent."*

## Rescue From Amaria

When they were young, Ghost and Nightingale were slaves in Amaria together. They were, however, tragically torn apart after it was discovered they had become lovers. After many years, they are reunited after a rescue by Ghost. She is much changed to Ghost's eyes. She has grown into powers that only whispered to her as a child. Now, she fights.. and refuses to be treated like the "doll" as Ghost once did. Ghost calls her, her Songbird.
Calmera

Calmera is a continent on the **Oustomia** planet. It is a relatively mountainous, temperate continent.

## Geography

Calmera has many hills and mountains along it's range, and borrows some of the cold from the northern continent of **Ithel**, to which it is closest. It also lacks the many oceans and seas, and instead, has one enormous sea within it's center, but is not landlocked.

## Weather

Calmera has various kinds of weather, but most often has a colder weather pattern due to it's proximity to the cold northern continent of **Ithel** which often blows down from there.

## Inhabitants

The primary inhabitants of Calmera are dwarves and Tatulani, but otherwise they have a variety of races within tribal groups and races in it's confines.
Frozen forge

The volcano of the isle of frozen fire stands isolated in a bleak and desolate state. There is an ancient hidden history within this volcano. A place of great destruction and creation.

## Description:

As the sole protrusion of any note, on the island of frozen fire, is the volcano referred to as the frozen forge. The volcano exudes a pure white cloud of smoke up into the air and is covered in a blue/white thick sheet of ice. This sheet of ice seals off the various entrances to the cave system within the volcano itself. These caves are a maze that reaches deep into the heart of the volcano. The inside of the cave system gets warmer the closer you are to the core, up to the sensation of being in the middle of a desert heat wave. The caves and tunnels connecting them vary greatly in their style. In the time of the dragons, these caves were used for many things, from sleeping areas to research areas to simple storage. Even the dragons, however, never did explore the entirety of the cave system and only ventured far enough to utilize the core and the caves above. Within these caves are the remnants of what the dragons left behind, and deeper past the forge is the vault that has never been opened since the time of the gods.

## History:

At the dawn of the world the gods created several locations from which they began to create the world. This forge was one such place. Originally used by the gods to create their unique items that would come to represent them in the future. The gods created many things from this forge, but not all were worthy to be released. The failed creations were stored away even deeper into the earth and sealed away when the gods left. Not long after the gods left, the dragons found the forge and began to explore and investigate. They encountered some of the defenses left by the gods. The dragons came to use this location to create their own items of power until the Thii war was drawing to a close. At the end of the Thii war the dragons attempted to build the most powerful weapon they could, one to rival the gods. The attempt failed and the magic exploded outwards freezing the island outside and sealing the forge away under the ice. Not all dragons were able to escape that day and there are remains of dragons hidden around the island and within the caves, mostly frozen in thick ice. The forge has never been visited since this event and remains untouched.

## Dangers:

The dangers within the caves are much different than the ones outside the volcano. The dragons did not trigger all of the defenses that the gods had set up, leaving some to still be triggered. The dragons themselves left traps and constructs to guard their personal caves they'd used. The forge room itself possesses no traps or dangers, but is still and unlit. Past the forge room within the vault there are great potential treasures, but also great dangers as rogue creations that the gods sealed away have never shut down and have always remained wandering the sealed vault.
House Saeko

A relatively small house, the Saeko family is one that consists of a higher than usual amount of seers and other types of 'mystics'. Depending on who you ask, those with special abilities go by many different names. Diviner, auger, auspex, oracle, seer, prophet. No matter the title given, the fact that remains the same is that they know more than they should. These individuals are ferreted out pretty quickly within the family and trained to harness their abilities as best they can. Each member has a varying amount, and type, of talent, all of which tend to be sought after or coveted at one time or another.

Getting it's start relatively early in Shengese history, House Saeko began as a nomadic tribe of soothsayers and shaman. Travelling all over the planet, they would offer their medical knowledge and healing for nothing wherever their travels brought them. Their powers of divination however were rarely free however, and even still people would seek them out for this service.

After a while, they came to find roots with the Chishiki clan. The Saeko family had started small, but as time went on and they grew in numbers, it became more and more difficult to travel around constantly. Having always had good relations with the Chishiki, they were usually quite generous with their payments and showed an almost annoying amount of respect when they sought out the tribe, when they were offered a permanent family estate, the Saeko family accepted after a fairly quick discussion.

They were initially offered one of the highest titles of nobility, though they turned it down. The Saekos aren't an overly prideful people, and felt that such a position was undeserved. Unable to turn the gift down in it's entirety, a compromise was eventually reached and House Saeko became one of the Chishiki family's Danshaku, or Baron.

## The Saeko Butterfly

Because of their belief that spirits of the dead take the form of a butterfly when on their journey to the other world and eternal life, the mystics of the Saeko family have long since believed the butterfly to be a soul of the living and the dead. Butterflies are often used as a symbol for young girls as they spread their wings and emerge into womanhood, and are also believed to symbolize joy and longevity. Two butterflies dancing around each other is a symbol of marital happiness, often used in textile designs.
Erias

Erias is the continent most similar to Oustomia. It has it's hostile places, and it's non-hostile areas, and a large variety of races that live together in many different areas; although Erias is behind Oustomia, technologically, as it's races have not quite yet begun to fully develop civilization, giving way to some Tribal Citystates and the occasional large town.

## Geography

Erias has a geography very similar to Oustomia's, with a variety of environments and places. However, the largest difference is the distinct lack of colder areas. Most of the continent is either hot or temperate, with very little in the way of snowy areas. This is likely due to it's location, near **Cherufe Prime**, allowing Erias to borrow a large amount of it's natural heat.

## Weather

Erias' Weather is the same as Oustomia's.

## Inhabitants

Erias' Inhabitants are largely the same as Oustomia's, with a variety of races, such as dwarves, humans, elves, orcs, goblins and other various beings living within it. However, the most notable beings are the Sidhier, who dwell here.
Jerok Haldan

## History

> "A man who stood the test of time: A mere human, a petty thief, raised up to be something greater -- to serve a purpose greater than himself."
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> "Even when death itself attempted to claim him, it was not enough -- She would not allow it."
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> "An Hourglass, shattered in the middle. Ironically having very little to do with the actual goal."
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> "There is no such thing as enemies -- only nuisances waiting to be convinced otherwise."
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> "Though he cannot be seen, does not mean he isn't there."
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## Appearance

> "A silhouette of a man draped in coat, golden eyes staring black at you from the darkness that veils him. Some question if he even has a true form."
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## Personality

> "There is a calm demeanor, there is an arrogant mind, and then there's true indifference."
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## Friends

> "Watch closely for those who wear the silver ring, and gaze not into the shadows they cast. For he is watching -- always -- and if you stare too long, he will stare back at you."
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## Enemies

> "I have seen the chaos his shadows bring, only carnage and smoke left in their wake. Only silence remains, and it is deafening."
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Jiyu

Jiyu is the Starter City for most player characters for **Chapter 2**. It is the capital city of the **Chishiki Clan**, the primary Protangonists of Chapter 2.

## History

Jiyu was the heart of the Chishiki Clan for many, many centuries, and was the center of trade and commerce across the planet of **Shengming de Yaolan** for many generations. However, some years ago, it became the primary target of the **Kuchiku Clan**, and the **Oni Emperor**, and was unfortunately subject to an incredibly deadly battle. The enormous city was subject to the attacks and destruction of enormous Kaiju, magical artillery and other various types of attacks. Kuchiku soldiers and enslaved minions swarmed the city, killing swaths of Jiyu citizens and Chishiki, before finally descending upon the Dragon Palace itself. It was there that the Dragon Prince **Tsuchimikado** called upon his draconic heritage and caused it to destroy the palace, and many of the Oni Emperor's most powerful servants, and severely wounded the Emperor himself.

Ever since then, the city lay in ruins, occasionally picked apart by scavengers and other unsavory individuals. However, when the Chishiki Clan remnants from **Saishu** gained aid from other cities and nations, they came back and settle on their former capital's ruins, rebuilding them and returning the city to their hands once again.

Now, Jiyu is the seat of power for the Chishiki again, and they intend on taking the fight to the Kuchiku Clan, and defend against their attacks with their high walls.

## Geography

Jiyu is an enormous city, and although some parts still lay in ruins, the city has been largely cleaned up due to the combined efforts of other cities and nations, as well as the Chishiki themselves. The city is incredibly diverse and beautiful, sporting traditional Shengese architecture, but in many places, one can see the influence from Oustomia, and particularly **Haven**.

In the center of the city lies the incredibly well-fortified Dragon Palace, the seat of power for the Royal Family. It is an impossibly large Palace that also acts as a Fortress, which coincidentally also houses a Flight of Dragons and Dragonriders.

## Inhabitants

Jiyu primarily has humans, but also has a number of other races in it's midst; as a center of trade across the planet of Shengming de Yaolan once again, it has an incredibly diverse number of individuals, elves, dwarves, and more.

## Religion, Magic & Technology

### Religion

The most common deities worshiped are of the Tian Xia pantheon; Shizuru is their chief deity and is loved above all other's, however. She is said to have blessed six clans to rule Shengming de Yaolan, but five of the six clans were destroyed or displaced in an ancient disaster, and since then, the Chishiki Clan has taken up rule of the planet in her name.

### Magic

Magic is widely used by the people of Jiyu, mostly in keeping the city clean and safe.

### Technology

Technology is less used by the people of Jiyu, but since their time in Saishu, and with all these new nations from Oustomia, they have begun to accept it more openly.
Angel

*Angel is the Goodest Healer of Hell. She is the adopted child of Aidan.*

## History

In the depths of the Teln Mountains lies a hidden cult worshiping the devils in Hell. Angel was a particularly interesting cultist of the group as she was designated as the sacrifice when the time was ripe and was raised up to be such. She had no concept of life and no concept of death, the days were passed in a rather large workshop with a bookshelf full of books and blueprints. There she learned several things in both spellcraft and construction of machines of war.

On the 28th of Lamashan she was sacrificed, arriving at the sacrificial chamber she would be promptly tied down surrounded by chanting cultists. Her last view of the cavern world she had known would be the image of a craggy ceiling and the knife that ended her life on the plane of Oustomia.

She would arrive in Hell the moment the dagger was plunged into her and appear in a state of suspended animation at Aidan's castle. She would awaken to find the lord she had heard so much about and immediately feel a connection with him. Clinging onto him immediately after Angel would say the one word that seemed to fit this situation "Papa!".

## Appearance

Angel is a young and still growing dwarf, currently at 2'11'' in height with rather white skin for someone who had never seen the sun till being sacrificed. Her body is unlike a dwarf's with her being more petite. Her ears which are always hidden under her hood are slightly pointed which hints at a bloodline that can be traced back to a fey.

She is usually seen in the world of Oustomia with a long robe. However other then her hands which are mostly hidden by her sleeves her true appearance hasn't been seen by anyone outside of Hell.

## Personality

* Naive
* Abnormally Intelligent
* Silent
* Childish

Angel is frightfully intelligent for a child of her age and size, however her wisdom leaves little to the common sense department. Her thoughts are rather childish, which sometimes ends up with her choosing the less than optimal route when it comes to defeating her opponents.

However Angel is not the type to be careless, she will usually quickly analyze her opponents and their abilities before determining if escape is necessary, as of so far she has never needed to escape.

## Aspirations

She aims to gain the recognition of her new Papa and to create a perfect fairytale out of the world.
Inaba Yoshihito

"Life is but a paint stroke."

## History

The Inaba clan has been supporters of the Chishiki for generations. They hide their heritage from common shengese, but it is known to the Chishiki and the Saishu and now the Jiyu council. The clan serve as "information brokers" for the council, and in return are given a degree of freedom in society. Yoshihito is the son of the clan leader, Inaba Genoske, one of his several children. His childhood was a structure of clan training, and he was expected to do well and excel at the clan's craft. One of his treasures is a kitsune mask he got when he was young. No one knows where he got it, but when the clan elders found out his attachment to it, they used to prod him to work harder. When he became older, he was send to study under a samurai from another clan. There he excelled in the art of painting and became a child prodigy and later a celebrity artist. He traveled with the rest of his clan from Saishu to Jiyu, establishing himself, and starting to form his own network of patrons.

## Appearance

Yoshihito is a sheng human of average height and slight build. He has alabaster skin tone, and slender features. He usually wears a black kimono with a white obi and sash, and distinctly wears a kitsune mask usually on the side or top of his head, though sometimes it is worn over his face.

## Personality

The Inaba clan is strict on their children, and because of that, Yoshihito is usually detached emotionally in public. He is prone to dark moods, which is actually usually when he does his best work as a painter, evoking the darker emotions on canvas. On the surface he can be charming and sociable if his mood serves him. He is strangely sentimental about the weirdest objects sometimes, like the mask he carries all the time.

## Friends

Other clan children from the Inaba clan. The foster samurai's family.

## Aspirations

He wants to make the masterpiece that will persevere into future generations.