recursal/Fanatic-Fandom huggingface dataset:
Little Sister Nunya

Little Sister, the Wide-Eyed Guide, Little Watcher

**Symbol:** Two white dots on a black disk—eyes amid darkness.

**Sacred Animal:** The marsh rail.

**Worshipers:** Psychopomps, rangers, child killers, those who are helpless and in danger, attic whisperers.

In places where aberrations and worse things are common, where not
even being a child is enough to protect one from the beasts outside or
inside one's home (if one even has a home), the children are known to
wear small, simple bracelets with Nunya's small, simple symbol.

Little Sister Nunya is sibling to Brother Snikket, though they have
little in the way of interaction save in the most unhappy of
circumstances. It is Nunya's duty to help those most vulnerable when
they are lost and afraid, to heal them, to offer guidance, hope, and
encouragement. A faithful worshiper of Nunya, young or old, is likely to
 receive little gifts from their goddess to help them through their
trials: Signs of her favor include stumbling upon a bush of
huckleberries despite them being out of season, running into a friendly
woodcutter, or being guided home by the whistle of a passing marsh rail.
 Those who pray to her to escape difficult home lives might find that
locked windows slip open without explanation, that their oppressors take
 ill and are unable to bother them for a while, that a friendly child
appears to hear their woes and offer sympathy and encouragement,
disappearing soon after. Signs of Little Sister's favor are small, but
always meaningful.

But Little Sister Nunya has a dark side. Those who worship her in
vain, only invoking her name when they need her assistance, quickly use
up her small patience. The woodcutter turns out to be a violent serial
killer. The huckleberries were recently urinated on by a passing animal
and are all-but-inedible. The friendly child rats the victim out to
their abuser. Should these unhappy souls meet their end, their essences
are used to fuel Nunya's never ending war against the other dark things
of the world, to keep the Dark Tapestry's foulness away from those
innocent, vulnerable, and deserving of her protection. Sometimes,
communities in particularly desperate need deliberately invoke her,
sacrificing hapless travelers to give her strength. That these
sacrifices are generally successful is of little comfort to the victims.

Because of the Wide-Eyed Guide's dual nature, few of truly good
alignment follow her. Only those who have utterly abandoned hope of a
more purely kind god seek her out. Little Sister Nunya is difficult to
call "wicked". She is good to those who show her reverence, and she
truly does help many of the desperate, lonely souls of the world. She is
 often the one source of comfort to those lost and afraid in the dark.

But sometimes, she's also the thing they have to fear.
Ivy Man

**The Ivy Man**

**Portfolio:** God of entropy, wilderness cities and ruins, the fallen rise and fall of civilization

**Worshipers:** Druids, guardians of ruined realms, explorers

**Holy Symbol:** An anvil covered in winding foliage

**Favored Weapon:** Greatclub (specifically the kind where you bind a large branch or stump with bands of iron or steel)

**Domains:** Artifice, Chaos, Charm, Death, Ruins

**Subdomains:** Entropy, Industry, Plague, Revelry, Riot, Toil

A mysterious figure even among the old gods, the Ivy Man is at best
misunderstood and generally feared among "civilized" society. Often
depicted as a towering man in rusted armor covered over in moss and
vines, the Ivy Man, whose name must be long forgotten to the inexorable
passage of time, represents that doom which must befall all the
creations of mortals. Not wicked, simply unpredictable and implacable,
the Ivy Man supports the endeavors of mortals to build and forge, to
create new cities and wonders; yet even more eagerly he watches (and,
some say, brings about) their ultimate and inevitable downfall. The
guardian of ruined places, from abandoned hunting shacks to sprawling
cities centuries overrun by jungle, the Ivy Man is also a god of beauty
in his own way, embracing the capacity for the artistic renderings of
mortals as well as the indefinable, haunting charm of a castle covered
in moss.

## The Ivy Man

### Portfolio

God of entropy, wilderness cities and ruins, the fallen rise and fall of civilization

### Subdomains

Entropy, Industry, Plague, Revelry, Riot, Toil
Redmond

**Redmond**

True Neutral Large City (Central)

Corruption +2; Crime -4; Economy +3; Law +5; Lore +5; Society +3

Qualities Academic, Cultured, Holy Site, Superstitious, Tourist Attraction

Danger 10

Government Overlord

Population 19,450 (13,000 Human; 4,000 Dwarves; Aasimar 1,000; 950 Tieflings; 500 Other)

Notable NPCs

**Lord Unger D'arby** N Human Aristocrat 4/ Wizard 12

**Collector Bureau Officer Lisa Liza** NG Aasimar Paladin of Jovan 16

**Dwarven Merchants Pres. Hal Orse** CN Dwarf Alchemist 15/ Expert 3

**Ton Petty, Drifter** CG Tiefling Monk 2/ Sorcerer 17

Marketplace

Base Value 9600 gp; Purchase Limit 50000 gp; Spellcasting 8th

Minor Items 4d4; Medium Items 3d4; Major Items 2d4

Redmond, ruled by the crown of **Rastria**, sits on the the **Avdol River**, which straddles the **"desolate reaches"** just to the east. The city, formed by the first settlers of the region,
 saw it as a succesful commercial hub for river travel of its heydays,
with vibrant merchant bazaars and gardens that still can be found to
some extent today. **The Great School of Magics and Knowledge** was
one of the best in the lands. A sizable Dwarven population arrived
incrementally as the the Massereen slowly advanced into their homeland,
providing a large amount of cultural exchanges.

However, as time went on and the magic wastes grew to the borders of
the Avdol, the city suddenly became a front line. The school became a
training ground for the Collectors, tasked with storing or destroying
dangerous finds found in the reaches. Trade became less frequent as
travel on the river became dangerous to travelers. Soon only Dwarven
Merchant houses and petty Guilds compete for a piece at the gold left to
 be earned. However not such is all bad, and the city still retains some
 of its past when it come to its stuffed coffers and magical knowledge,
although the populace isn't to kind to magic users, plenty still abound.

Many adventurers use this city as a sort of jumping off point. It is
the last stop of known civilization before heading into the wastes.From
here, they go by boat, many to never be seen again, but the few whom
come back tell of horrors, arcane magics, and lost technologies far
beyond the imagination. This has prompted a response by the Collectors
to set an increase in patrol number to discover these abnormalities.
Muzdanat

**Muzdanat**

Neutral Good Large City (West)

Corruption +4; Crime +2; Economy +4; Law +2; Lore +5; Society +2

Qualities: Academic, Artifact Gatherer (Firearms), Resource Surplus (Djezet), Rumormongering Citizens, Wealth Disparity

Danger 10

Government Autocracy

Population 23,000 (14,000 Ratfolk, 5,000 Humans, 2,000 Gnomes, 1,000 other)

Notable NPCs

+*Skyshaper Nehitan*(NG Ratfolk Wizard/15)

+*Khan Oareyu XIV* (NG Ratfolk Bard/12)

+*Tsarma of the Burning Wheels* (LN Human Skald/12)

+*Cerbal Madowd, owner of the Bright Brigand Inn* (CN Halfling Fallen Paladin/2 Expert/3

Marketplace

Base Value 4000 gp; Purchase Limit 50000 gp; Spellcasting 8th

Minor Items 4d4; Medium Items 3d4; Major Items 2d4

The capital city of the Kingdom of Emiraba (Which stretches across
the southern Sandsea), Muzdanat was founded by the Belaman tribe during
the Age of Smoke and Fire, as Djezet was found to enhance the abilities
of the shamans. Today, Emiraba stands a prosperous nation, and Muzdanat
attracts academics from across the world who wish to study, use, or
simply indulge in the mind-expanding Djezet.

The Arcanum (the city's magical university) is run by Skyshaper Nehitan, a powerful wizard who uses Djezet on a daily basis to contact
more and more powerful outsiders for the service of the kingdom. Nearby
stands the Grand Palace, where Khan Oareyu XIV sits upon his throne.
Despite the title, the position is non-hereditary due to the succession
wars that would inevitably occur. The Khan's rule has proven to be a
just one, although there is grumbling among the merchant class about the
 restrictions on giving foreign nations or peoples firearms.

The nation's military is overseen by Tsarma of the Burning Wheels, a
former tribal who joined the army and worked his way up to becoming
general. Under her watch, the soldiers are more disciplined than ever,
although she has her doubts on if they can handle their "Thundersticks."

Cerbal Madowd is a retired Paladin who runs the city's most famous
inn. He has an ear almost everywhere in the city, and as such helps fuel
 the town gossip as a semi reputable source.

The city is divided into five districts:

+Muzdanat Proper, which contains the palace, the Arcanum, and the Djezet Aqueduct.

+Down-a-Skid, where most of the upper class live. Supposedly there are alligators in the sewers, but that's just preposterous.

+Gallowie, where the soldiers are housed and a figure in black stalks the streets at night.

+Old Town, which holds the museum and other cultural centers.

+The Gutters, where the wretched, the Djezet addicts, and the poor
mingle together in a slum where people will kill for copper. Supposedly
Cerbal Madowd is an underboss with half the city under his thumb and the
 other half in his pocket, but the Khan has stated this to be false.
Ravenheart

**Ravenheart**

LN Small Town (west)

Corruption +2; Crime -2; Economy +0; Law +2; Lore +1; Society -1

**Qualities** defiant, racially intolerant (humans)

**Danger** 0

**Government** overlord

**Population** 500 people (500 tengu)

**Notable NPCs**

**Great Shigenjo Taikura** LN Female Human Tengu Oracle (Shigenjo Archetype, Battle Mystery) 6

**Head Human Hunter Dura-Duraka** NE Male Tengu Ninja 3/Ranger 2

**Shigenjo Adviser Zizzar** LN Male Old Tengu Monk (Sensei Archetype) 5

**Marketplace**

**Base Value** 1,000 gp; **Purchase Limit** 5,000 gp; **Spellcasting** 4th

**Minor Items** 3d4; **Medium Items** 1d6; **Major Items** N/A

Situated in a hilly area of Emiraba, the town of **Ravenheart** is
 perhaps the most anti-human settlement in the kingdom. This is due to
the town's settlers-tengu-being descendants of tengu who were either in
poverty or faced extreme prejudice, all due to humans. They do not have
any goal to exterminate humans-they simply wish to live a life without
any form of hatred.

Their current leader-a dark purple, silent and stern female named **Taikura**-wishes to make travel to other parts of the globe, to bring forth other tengu
in dire situations to her sanctuary. She is advised by the aging but whimsical sensei **Zizzar**, who is still teaching the young leader
lessons on life and leadership. However recently conflict has risen with
 a small group of tengu wishing to hunt for humans-with their leader, **Dura-Duraka**, being the most vocal about this decision. However, as they have yet to
raid any nearby human settlements, nothing is being done about their
behavior-but time will tell when his vocal attacks become reality.
Thalakos

Thalakos once existed only to watch over the tombs of royalty, but now expands its reach to encompass all places where the dead rest. Such places are sacrosanct and should remain undisturbed, save for remembrances of the deceased.

The Silent Guardian's clergy primarily serve as custodians of the graveyards, crypts, and tombs of the mortal world. They also send their inquisitors to hunt the grave robbers and necromancers who would disrupt the eternal sleep of their victims. Thalakos' holy symbol is a sealed crypt with a padlock holding heavy chains in place.

When incarnated, Thalakos takes the form of a seemingly empty black hooded cloak. When called to battle, the Silent Guardian pulls Silence, a shining silver bec de corbin, from its cloak and wields it with deadly efficiency. A curious feature is that it is impossible to determine the method it uses to hold things, as no body apart from its black cloak is ever visible.

Its herald is Korrimere, a unique psychopomp that resembles a cross between a spider and a humanoid woman and whose face is usually hidden by a mourning veil. Among Thalakos' other notable servants are a pair of advanced marut inevitables that focus their efforts more on those who would violate the dead. It is also served by a small number of archons, angels, and inevitables, and a sizable host of psychopomps.

Thalakos and Aposarpha share a fair amount of common ground, but differ too greatly in their policies regarding treatment of the deceased to be anything more than unhappy allies in the fight against undeath. Likewise, Alissandra is seen as overzealous, and is always watched carefully when working together. Folsey can often be counted on to help protect the resting places of the dead, as can Dir'ao, provided they are dragon graves. Ditana's clergy often run the graveyards that Thalakos' work to protect, and they usually have a good working relationship. They have similar arrangements with Golthan and Zalsha's worshipers. For enemies, the Silent Guardian counts any and all who would disrupt the final rest of the dead.
Halakan

A god of winter and the frozen wastes, Halakan is a taciturn and anti-social deity. When not cloistered in his frozen palace on the Plane of Water, he spends his time wandering the cold and remote regions of the mortal worlds. He is a renowned healer and defender of those in need, but obtaining his assistance can be difficult. In those rare cases when he personally provided aid, he has always departed immediately after the crisis was concluded.

Far easier to find (though still few in number) are his clergy. Halaks almost never build temples or fixed places of worship, instead choosing to wander, giving aid where needed before moving on. Halakan's holy symbol is an ice crystal with a dusting of windblown snow spiraling around it. The favored colors of his followers are white and blue.

Iceheart is on good terms with Feira, Harkon, Sinaa, Spiritwhale, and Vesper, and has little to no contact with other gods. He is an enemy to Capszura, Narukalor, Tarszuri, and Vasathan; but most especially his sister Hakath. One of the few surefire ways of getting Halakan's attention is calling for his help in opposing his sibling's depredations.
Tytha

Tytha descends from the empty black between the stars to spread her gifts of terror and insanity. It matters not if it is brightest day or deepest night, nor if they are wanted, her gifts will be given regardless.

Those who follow the Nightmare from Beyond have come to accept the visions of horror and madness their goddess has bestowed upon them. They work hard to spread these "blessings" so that others may learn to see the world as they do.

Tytha is usually shown as a black, predatory equine seemingly made of smoke, though she is also often depicted as a beautiful woman with some incongruous, menacing feature. Her unholy symbol is a hoofprint wreathed in midnight flame.
Nabblik

Life is the most precious gift of all. Do not allow it to be taken from you. Protect only what you truly care about. Until it weighs you down, that is. Do whatever it takes to survive.

Nabblik was once a mortal man who refused to die. No matter how underhanded or vile, he would do anything to stay alive. When his end finally approached, through sheer stubborn force of will, the Survivor ascended rather than surrender to the clutches of death.

Nabblik's unholy symbol is a bear trap clamped around a severed leg. His favored weapon is a dagger.
Garrikhan

## Garrikhan, the Father of Seiges

### Subdomains

Fear, Language, Loyalty, Lust, Tactics, Tyranny

### Favored Weapon

Orc Skull Ram

Back in the dawn of prehistory, Garrikhan was one of the first
mortals who ever attempted to build an empire. His tactics, however,
were unlike anything there had been seen before. Rather than destroy his
 enemies via overwhelming force, he instructed his troops to destroy
their foes with patience and cunning. His most famous tactic was the
siege, a strategy which starved enemies into submission before bringing
the hammer down. His ascension to godhood was because of the fact that
these tactics continued to be used; in fact, his mortal empire was ended
 when his enemies used them against him.

As a God, Garrikhan exhorts his followers to destroy their foes
completely using whatever strategy works best. It is not enough to win
if you want Garrikhan's favor; you must win intelligently. The armies
dedicated to him utilize codes and cyphers to keep their plans unknown
to their enemies, waiting until the right moment to spring the trap. The
 practice of taking spoils of war, whether loot or captives, is
considered a sign of Garrikhan's favor.
Amalae

### Domains

Chaos, Death (Pharasma-friendly version), Glory, Good, Healing, Knowledge, Madness, Protection, Repose, Strength, Water

### Subdomains

Ancestors, Azata, Defense, Ferocity, Friendship, Heroism, Memory, Oceans, Psychopomp, Redemption, Resolve, Restoration, Revelry, Rivers, Souls, Thought

### Favored Weapon

Longsword, Bladed Scarf, Bastard Sword

The Amalae were once a trio of unique azatas before they ascended to godhood. This happened a very long time ago, and the stories differ on how it occurred (even asking the Amalae themselves is likely to produce conflicting accounts).

Most races worship the three deities individually, but the elves prefer to follow all three at once, and the Amalae are extremely popular with the fair folk. Some tales even claim the Three Harmonious Ones are responsible for the creation of the elves, but others say the Three are merely very fond of them.

The combined holy symbol for the Amalae is a tricolored three-fold tomoe in blue, red, and white or silver (blue for Senathay, red for Tarna, white/ silver for Zalsha). The bladed scarf, longsword, and bastard sword are all favored weapons of the Three, but the longsword is the most popular among those who worship the whole as a unit.

The Amalae usually appear as tall, heavily tanned, green-eyed, elf-like beings of surpassing beauty. As they rarely wear clothing, their fusion of male and female traits are clearly displayed (more conservative societies usually censor such depictions to hide any "objectionable" bits).

Senathay is the most stereotypically feminine in build of the three, and their flowing blue hair reaches their ankles. Tarna is the most stereotypically masculine of the three, with red hair that reaches to their shoulder blades. Zalsha has the most balanced combination of gender traits among the three, and has silver hair that reaches down to their thighs.

Senathay's herald is a gancanagh azata 16th-level bard named Amadre. Tarna's herald is a lillend azata 13th-level bard named Rylis. Zalsha's herald is a ghaele azata 7th-level cleric named Maiavel. When acting as a group, they send a veranallia azata named Erariaroen as their herald. The three command azatas of all kinds, and Zalsha is also served by many psychopomps.
Ophelia

Holy Symbol: A blue, red or white teardrop, rarely all three with the points facing each other

Robed in the strictures of Law and Good to keep herself from
succumbing to the sorrow-induced madness that has gripped her, Ophelia-
so named for a character in a play that an insane scribe dedicated to
her worship wrote after it became known that hearing her true name too
times drove listeners mad- is an ancient goddess that has traveled
throughout several realities. In modern times she exists as a goddess
of succor, offering a sturdy shoulder for those who have suffered the
slings and arrows of outrageous fortune once too often. Her priests
often run sanitariums and hospitals, and are rarely seen as adventurers,
 for only the most desperate party would turn to a priest of The Eternal
 Teardrop for divine magical support. Blue, red and white are her
sacred colors, for those of tears, blood, and...other...humors that
often surround tragic events. Her sacred weapon is the sling, although a
 monastery dedicated to her worship is known for their zen archery. Her
 holy symbol is a teardrop of one of her sacred colors. For some
reason, colorful koi fish are sacred animals to the faith.

Ophelia is depicted as a woman of slim build with long, brown hair that
is always damp, unkempt and stringy, even on the rare occasions she
seduces a mortal. Her herald is an unusually powerful dire corby named
Nevermore, who speaks in a deep, droll, droning voice,constantly
complaining even as he obeys his mistresses whims to both the letter and
 spirit. Another noted servant is an allip called Kestra, who seems
notable in no other way than her kerning wail as opposed to the constant
 babble associated with allips. She has no known enemies, although gods
 of law and good are known to dislike her, believing she besmirches the
ideals they stand for.

Signs of her favor include crying tears of blood when moved to weep,
cloudy skies with a single shaft of sunlight breaking through, and
visions of her standing behind one when looking in a mirror. Signs of
her disfavor include blood or water showing up in place of
certain...other...humors(reserved for those who use sex to console those
 who grieve too often, although this is an accepted and even respected
part of the faith, with priests who perform this rite known to wear
formal black lace with white, red, or blue liprouge to denote their
calling) or wounds that exhude water instead of blood, painfully
stubbing ones toe upon or tripping over absolutely nothing(usually
reserved for "drama queens"), and rocks and arrows landing
painfully(although not fatally) upon the offenders head.
Shining Legion

**The Shining Legion**
Lawful Good Small Town (East)

Corruption +2; Crime -3; Economy +1; Law +7; Lore 0; Society -5

Qualities Darkvision, Militarized

Danger 0

Government Overlord

Population 201-2,000 (Core or Featured) (Elf 1000, Aasimar 700, Other 300)

Notable NPCs

**Solaman Starforged** deceased Angel (Planetar)

**Bellicose Heavenfire** LG Elf Paladin 18

**Aether Whispersight** NG Gnome Illusionist 15

Marketplace

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items --

**The Shining Legion**

What do you get when a newly created angel gets summoned into a fight
with hobgoblins and takes it as a personal insult that these creatures
exist? Why the Shining Legion, of course. However, if you were to be
granted permission to visit this beacon of militaristic good standing
against the tide of darkness, you would be stuck by just how few in
number the Legion is... and by the complete absence of the powerful
angel said to be leading the army.

Founded about the same time as Kalteress's fight for survival, The
Shining Legion has been fighting a constant holy war against every evil
in the area ever since, especially with the Hobgoblins of Ragnashak.
The Shining Legion was founded by the powerful planetar angel Solaman Starforged, that much is true, but the angel was assassinated many years
 ago in a closed door war council. The perpetrator was immediately
blown into chunky salsa by the other powerful members of the high
command, but the deed was done. The councilors debated through the
night on what to do and decided that the loss of their leader would
likely lead to the dissolution of the force and certainly an attack by
the Hobgoblins. Instead of announcing the death, they would create a
cover up involving illusions, rumor of a battle in heaven, and clever
propaganda (facilitated by a particularly talented gnome Illusionist
named Aether Whispersight).
It worked.

Times are rough. The force has suffered under the steady pressure of
Hobgoblin raids and the difficulty of getting supplies around the Daemon
 Pit that is **Crag Halyv**. Their current leader is an Elf named Bellicose Heavenfire who proclaims himself to be merely the mouthpiece of Solaman.

The camp is supplied partially by a strong number of clerics in their
ranks and partially by an array of financial backers from noble houses
and kingly courts from many good settlements in the area. Their numbers
 have dwindled as of late, putting their promises of decisive action
against their many powerful foes to the test.

The camp is highly organized and ordered. If crime happens, which is
rare, it is almost always caught and punished. Harshly. On the positive
 side, no one has begun to question the official propaganda... yet.

Though they would seem to be hopelessly outnumbered at 5-1 (at least),
each and every member of the fighting force is battle hardened and
highly trained. A death among them that isn't accompanied by 5 or more
of the enemy's own losses is considered a disappointment. A death is
said to achieve worth and honor only after the soldier has slain a full
company of foes.
Chranix

Whether by sudden cataclysm or gradual wasting, all things come to an end. Chranix is there to make sure of it. Everything you know, everything you do will be rendered less than worthless by the vastness of time and space. Even the universe itself will one day die, empty and unmourned, with only Chranix as witness. Chranix is patient, but it would still prefer that day happen sooner than later.

The Ultimate End has no unified church, only small, isolated pockets of worshipers. These cults generally plot to enact Chranix's apocalyptic agenda, but are usually caught before they can do so. It matters little in the end, though. Chranix always wins eventually.

Chranix's unholy symbol is a black, twisted shape with numerous tentacle-like extrusions.
Aabren

Aabren, God of Disaster Relief and Preparation

Lawful Neutral

Domains: Law, Rune, Earth, Destruction, Healing

Subdomains: Inevitable, Wards, Caves, Catastrophe, Restoration, Resurrection

Favored Weapon: Net

Aabren is known for "foul-weather followers", as his name is on
everyone's lips in the wake of a calamity, but few pray to him in calmer
 times and temples dedicated to him are rare. Aabren's tenets: disasters
 both natural and un-natural are a part of life and can not be
prevented, always be prepared for catastrophe, work to return to normal
life as quickly as possible, and have a plan for escape.
Nessex

**The Great Port City of Nessex**

CN Large City

Corruption +0; Crime +1; Economy +2; Law +2; Lore +3; Society +3

**Qualities**

Insular, Resource Surplus (marble), Cultured, Academic, Holy Site

**Danger**

10

**Government**

Autocracy

**Population** 21300 people (9100 Half-Orc, 5200 Human, 4000 Orc, 1300 Halfling, 1000 Elves, 300 Half-Elves, 150 Gnomes, 50 Other)

**Notable NPCs**

Pirate Queen, Arianna Strong-Tusk CN Half-Orc Swashbuckler 9/Draconic Sorceress 7

Tough Mayor, Balrog Killreen NG Half-Orc Adept 5/ Ranger 2

Happy-go-lucky tavern owner (The Naughty Chicken), Virgil Green N Gnome Commoner 2

Preacher of the Sea, Norris Tackleford LN Human Cleric 17

Notorious Criminal, Fishy Pete CE Slayer 4/ Gunslinger 2

**Marketplace**

**Base Value**8000 GP; **Purchase Limit**50000 GP; **Spellcasting**9th Level

**Minor Items**4d4; **Medium Items**3d4; **Major Items**2d4

The Great Port City of Nessex, a name proudly brought on and said
around all the seas, is a free city that sits upon the Herox sea,
sitting only a few miles north of the vacation town **Pearl-of-the Sea**. Strategically located long ago by Orchish tribes in the appropriately named **Nessex Marshes**, the city has flourished into a booming trade city as once former
barbarian tribes began to civilize. Thus explaining for the flourishing
prosperity of Half-Orcs.

The city is divided into four districts: The Blue district which
houses the docks and many sailors, home to many pirate gangs and gold a
plenty. The Gold Heights sit on hills overlooking the city, home to the
wealthier citizenry and Gov't buildings. To the center of the city is
The Commons, which house everything from brothels to theatres, and
colorful merchant markets, rich off several mines that harvest precious
Gems. Then lastly the Amerish Quarter, which creates the outlying
perimeter of the city.

One of its most notable aspects is the famed Pillar of the Herox, a
large adamantium pillar said to be blessed by an ancient god of the sea.
 Located overlooking the city, many seafarers visit it in hopes of it
granting them luck.

Piratism is openly accepted in the city if not encouraged.
Ominous Latin Chanting

**Ominous Latin Chanting** is the fourteenth track off of Sea At Our Flippers.

## Lyrics

relinquo

mane

Blogs

Lex

Nolo

Odite

mendax

numquam

Audiantur amatoriae

imperium

deficient

vituperes quemquam

ROBUSTUS

iterum

videtur

coegi

terra

est

Ovum

centum

Sanctus

Romani

iaculat

quattuor

adolebitque

Celer

numerare

Verbum

intermissum

cibus

Lexus

ferrum

Plus

doceo

tribus

fere

Quare

nihil

delige

Ita desiderantes

reversi Sint

lorica

lacus

liber

duri

putaverunt

Cantat

Latine

minaces

stagnum

viridi

malum

nent

finis
Polyphenna

True love is a rare thing in the world, and Polyphenna has taken it upon herself to ensure that where and when it is felt, those involved end up together. She is a subtle goddess, but is willing to go to extreme lengths to ensure no lovers become star-crossed.

Polyphenna's clergy wear simple white robes, and perform wedding ceremonies as well as offering advice to couples new and old.

Polyphenna is revered mostly by those seeking to court their own true love, and no wedding is complete without a small altar to gain her blessing.
Saveanth Li

### Population

25.000 (12,000 human, 4,749 halfling, 2,500 tieflings - and growing, 1,500 dwarves, 250 elves, 4,000 plus denizens of Hell, 1 Balor)

### Notable NPCs

Harkunth the Overlord (Balor) Mergessa (Tefling Abyssal Sorcerer 17)

Min (Halfling Posessed Oracle of Apocalypse 17)

The name of the city of Saveanth Li once meant "Tranquility Lake" for
 the peaceful and still body of water at its center. It is peaceful no
longer. While diving for pearls in the Oysters found in its crystal
waters, something was found which would have better been left alone. But
 alas, it was not. The ruins of the ancient city of Karak Nar, the
location of a temple to the madness that is Izreus - apparently, yes, he
 once had a temple to his name, and a quite large one. When the ruins
were disturbed - a horrible demon from beyond was summoned, an old ally
of Izreus, a worshiper, now a demon of the darkest pits - he and his
minions swept across the city and soon it was subdued, beginning a reign
 of terror. Death and destruction, sacrifice and pain are the order of
the day in Saavanth Li - riots and madness. What happens when power over
 a city of tens of thousands is seized by a being of pure chaos and
evil? the once burgeoning metropolis has been reduced - through murder
starvation and mayhem - yet it has begun to stabilize - food is coming
in through slaves working the fields under fear of death. For now, the
 city preys on itself. The worry of all around is that at one point the
city will be completely corrupted - and its Lord will turn his eyes
outward in his Baleful gaze.

The city is broad-minded - all are viewed equally suspiciously. The
city is superstitious - who would not be? The citizens - the subjects -
 are timid - and they have reason. The one boon, as it were, is the
area has become magically attuned, and the birth of sorcerers and mad
oracles has surged.

Mergessa was once the apprentice of the High Wizard of the old
governnment of Savaanth Li - and a failed apprentice, never very goood
at Wizardry. However, when the temple came and the gates opened,
something alsoo awakened in her and she woke to her sorcerous gifts -
and those she took to like born too them, rapidly advancing in power and
 in the ranks of the new order through her utter ruthlessness. She is
now arguably one of the more powerful sorcerers in the world, and has
yet to stop advancing. She is one of the main advisors and lieutenants
to HArkunth the Overlord.

Min was one of the Pearl divers who first found the temple
underwater, and she came back forever changed, saying strange things in
dead and forgootten languages, and weaving destruction in her path.
Something was living behind her eyes besides merely her own will, and it
 was malignant and it was terrifying. Soon she found favour among the
new order as a quite amusing servent to begin with and before long a
master to more than a few as her power grew. Now Min is a malignant
force upon the face of the city and one of the primary advisors of
Harkunth, the Overlord.
Haven Hill

**Haven Hill**

TN Small Town (West)

Corruption +0; Crime +0; Economy +0; Law +0; Lore +2; Society +2

**Qualities** Pious, Supportive

**Danger** 0

**Government** Autocracy

**Population** 1670 People (800 Elves, 400 Humans, 300 Half-Elves, 170 Other)

**Notable NPCs**

Kindly Mayor Adrianna Ti'koal NG Half-Elf Aristocrat 1/ Cleric of Annalise 9

Friendly Constable Torik "The Just" LN Elf Cavalier 7

Smith Owner Bruford Hammerfell N Adept 4/ Warrior 1

**Marketplace**

**Base Value** 1000 gp; **Purchase Limit** 5000 gp; **Spellcasting** 5th

**Minor Items** 3d4; **Medium Items** 1d6; **Major Items** --

Just a few miles west from the coastline of the **Sea of Ice** is the small town of Haven Hill, a beautiful town founded by the first elven explorers of the **Royland Plains**. The small town serves as a model for the once relatively stable **Darwish Empire**, now locked in a strange battle within the heights of Gov't, manifesting in ugly ways.

In Haven Hill however, the troubles of the capitol are far away and
the normal Darwish life flourishes. With backing from the mayor, a kind
old Half-Elf and local preacher, the town seems to flourish for those
looking for a good place to settle down, especially for those whom
worship the goddess of redemption Annalise. Her, you will find a robust
community to turn he lives of those of the dark to the light.
Jysettimine

**Jysettimine**

Neutral Good Small Town (North)

**Corruption** 0; **Crime** -2; **Economy** 0; **Law** +2; **Lore** +1; **Society** -1

**Qualities** Holy Site, Racially Intolerant (human)

**Danger** 0

**Government** Overlord

**Population** 1,300 (900 Merfolk, 200 Gillmen, 100 Sahuagin, 50 Undine, 50 ther)

**Notable NPCs**

Hijuan Krithri (NG Female Merfolk Oracle 13)

Brindac Slintar (CE Male Sahuagin Bolt Ace 5 / Eldritch Archer 7)

Iaradin Sonosome (NG Female Merfolk Sorcerer 10)

Ziriom (LE Male Aboleth Psychic 10)

**Marketplace**

**Base Value** 1000 gp; **Purchase Limit** 5000 gp; **Spellcasting** 6th

**Minor Items** 3d4; **Medium Items** 1d6; **Major Items** --

Due to the influence of the pillar of light, the north is home to all
 manner of strange creatures normally found in warmer climes. They teem
around the almost tropical environs surrounding this mystic source of
warmth. Jysettimine is a holy place for many of the creatures of the
northern waves, home as it is to a relic said to be connected with the
pillar of light. Volcanic vents keep the water exceptionally warm in the
 surrounding area, and a variety of races guard the secrets of this
place with ferocity.

The Merfolk seers have always held sway here, with the current
matriarch being Hijuan Krithri. Their clan is tolerant of some of the
more vicious races that also venerate this holy shrine, and an uneasy
peace exists despite the Merfolk population's discomfort with Sahuagin
and even the rare Aboleth.

What exactly brings the Aboleth to this place is a mystery, but they
seem to hold it in every bit as high regard as the other races. They
seldom stay long, but there's always at least one of their kind lurking
nearby. For the past five years, the Aboleth Ziriom has made no secret
of his residence, although the exact location of his lair remains a
mystery.

Though welcoming to the underwater races, the Merfolk have a vicious
distrust of surfacers, particularly humans. Tales of vicious attacks by
harpoon-wielding humans are common among the Merfolk, and any sailor
foolish enough to enter these waters will find themselves under attack.
As far as the Merfolk of Jysettimine are concerned, humans are vicious
monsters to be driven away before they can kill defenseless Merfolk.
Sol Surian

**Sol Surian**

Neutral Good Small Town (South)

Corruption -2; Crime 0; Economy 0; Law 0; Lore +1; Society +1

Qualities Holy Site, Resource Surplus (Mithral)

Danger 0

Government Autocracy

Population 570 (132 Sun Giant, 93 Slag Giant, 38 Fire Giant, 34 Wood Giant, 13 Cloud Giant, 260 non-giant)

Notable NPCs

**Prophet Lasidyros** NG Male Sun Giant Oracle 8

**Tyurashi the Forgemaster** LG Female Slag Giant Cleric of Blastari 12

**Guardmaster Hudarian** LE Male Fire Giant Bloodrager 6

**Peacemaster Dunis** TN Male Wood Giant Hunter 12

**Liaison Charlene Dooney** LE Female Lizardfolk Rogue 8 / Fighter 1

Marketplace

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 6th

Minor Items 3d4; Medium Items 1d6; Major Items --

It is said that the Equinox tribe of Sun Giants came to Sol Surian
when their prophetess received a divine vision. The tribe found the
lands untamed and wild, and true to the goddess's decree a volcano
erupted shortly after their arrival. Shortly after settling, they
discovered the volcano sat atop a deposit of precious mithral. The
giants built their city directly into the mountainside and claimed the
mithral as a gift from their god Yenna. The giants welcomed other comes
who were drawn to their settlement. The Slag Giants and Fire Giants in
particular took well to the volcano environment.

The giants lived for generations in peace, and through their
lucrative trade in mithral they have never known famine or poverty. That
 was until the Empire of Grandia encroached upon their borders. Many of
the giants left to join the humans, and bravely fought in the legendary battle of Ganterton. Only a few returned alive, and all they could speak of Ganterton was that the resistance against Grandia was over and Sol
Surian would need to sue for peace.

Sol Surian pays a hefty tribute to New Ganterton in the form of
mithral, and in return the settlement has been allowed to remain
independent even as the lizardfolk territory has engulfed it. The giants
 have little love for the empire of lizardfolk or their draconic empress, and sympathize greatly with the humans enslaved to the empire,
but they have no desire to become slaves themselves and have forsworn
further action against Grandia.

Escaped slaves are unlikely to find refuge here, since most giants
will simply turn them over to the lizardfolk liaison rather than putting
 the town at risk by breaking the empress's laws. Most of the non-giant
inhabitants are free humans who find this place much more pleasant than
any controlled directly by the lizardfolk, but life is hard for
non-giants here. A few lizardfolk and kobolds live among the giants,
mostly agents of the empire overseeing mithral production and tribute.
Mak'Ruk

### Notable NPCs

Garnak Tarn, high Chancellor of the Arcane Academae of Mak'Ruk, Second Councilor of the High Moot of Mak'Ruk Dwarvish Elemental Master Arcanist(Earth) 18Marak Tan, High Priest of Ergen in Mak'Ruk, First Councilor of Mak'Ruk, Chloistered Cleric of Ergen 18.

Drak of Mak'Ruk - Bard 11, Librarian of Mak'Ruk, third councilor of Mak"Ruk

The City of Mak'Ruk is a dwarven settlement dedicated in large part to
the worship of ne of the older dwarvish deities: Ergen, Father SKy -
high n a mountain and carved into its slopes the town is a refuge from
much of the rest of the world - its highly defensible position has
allowed it the luxury f a rather loose and chatic governance - a council
 which is almst more advidosory than ruling, loosly guiding the various
districts of the city in city wide matters but otherwise largely leaving
 the leading of the city to its individual districts. The largest
organized institution in the city is the Collegium of Ergen - an academy
 dediucated to studying the ancient word of this most ancient of gods,
and carving his words into stone for posterity. Dwarves may not be
known for their arcane magicians, yet a large proportion of those there
are seem to have congregated in this one location - in the high reaches
of Mak'Ruk, Magical talent seems to run high. The Dwarves of Mak'Ruk
are pious, well studied and lettered and magically inclined - and als
sitting atop on the the most important mountain passses on the
contiinent. Any wishing to get from north to south withou going a very
long way around must pass through their gates. The city is ruled by a
council of eight - Selected from the Collegiate academy, the Temple of
Ergen, and the Library, and a representative from each of the city's
five districts.
Kiroth

**Kiroth** is a dwarven kingdom located in the central lands. The dwarves of Kiroth have been at war with the hobgoblins of Massereen on and off for over a century. They have more peaceful relations with their human neighbors, the kingdom of Rastria. Currently there is a tenuous truce with Massereen. Kiroth once ruled over the lands surrounding the Sanasid mountains, but due to the war with Massereen they have lost much of their territory to the south of the mountain range.

The following settlements are known to be located within Kiroth:

Durglin (small city) is located to the south of the mountain range. It was once in the heartland of Kiroth territory, but now stands on the frontier.

The following settlements were known to once part of the kingdom, but are no longer:

Kesserarm (small city) is a hobgoblin fortress city built overtop of the dwarven ruins of Hauruag.

Marahuk (small town) is a city in the Sanasid mountain passes that broke away from Kiroth and became an independent city-state.
Sinaaqarta

**Sinaaqarta**

Neutral Good Small Town (North)

Corruption 0; Crime 0; Economy 0; Law +4; Lore +1; Society -3

Qualities Militarized, Pious

Danger 0

Government Autocracy

Population 201-2,000 (Human 154, Frost Giant 1, other 53)

Notable NPCs

**Walks while Frozen** NG female Frost Giant Druid 10

Marketplace

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 5th

Minor Items 3d4; Medium Items 1d6; Major Items --

This tiny town, barely more than a village, is the last refuge of a
sect of Arctic druids who acknowledge Sinna, the nearly forgotten
goddess of glaciers, frozen seas, and the North. They are lead by the
Frost Giant **Walks while Frozen** who is among the last true
devotees of Sinaa. The sect protects the pristine north as best they
can in Sinna's name and communes with the frozen north with regularity.
 Few even know of the town's existence until they try to mount
expeditions to the far north and find their way blocked by a well
organized guerrilla force.

Because of the size of the community, all are responsible for the
patrols that ensure the purity of Sinaa's domain. From childhood each
member of the community learns to hunt, fish, and tend the
all-important shelters that protect them from the harsh snows. Upon
coming of age at 15 every member learns how to "hunt" trespassers,
disable complex machinery, and distract animals without being seen.
More than one expedition to the far north, even ones mounted by the
flying Strix from Arx, have met with mysterious disaster when
approaching the unexplored extreme polar north.
Thenaka

On the edges of civilization, cooperation is key to survival. Thenaka encourages mutual support in work and in defense, through force or cunning. Sometimes, however, the individual must take a stand to protect what is hers. If she cannot gain aid from others, and she keeps her eyes open, Thenaka will provide.

The followers of the Fruit and Thorn place a great deal of emphasis on working together for the common benefit. She also teaches awareness of one’s surroundings, and not to immediately dismiss unconventional ideas without a fair hearing. As a result, Thenaka’s worshipers are far more given to pragmatism than rigid tradition. Her churches are usually small and sturdy, serving just as often as a place of meeting or shelter as a house of worship.

Thenaka’s holy symbol is a scythe wrapped in thorns and flowers.
Zekelor

The squishy warm-bloods claim to rule the world, but we will show them! They underestimate us. That will prove their undoing. Those that realize the truth (that we are superior) may be spared. They might be useful pets. The others will not be given the chance to regret their folly.

The Upraised Claw extorts his worshipers to prepare for the day that kobolds will take their rightful place as the rulers of all. He encourages that those who attack or bully kobolds meet their end as swiftly as possible (preferably by stealth and cunning). Surprisingly, for a deity that calls for a kobold uprising against the other races of the world, Zekelor does not turn away non-kobold worshipers, as long as they remember who’s really in charge.

Zekelor’s holy symbol is a crown designed to fit a kobold head.
Ghosts

**Ghosts** are otherwordly spirits in the *The Legend of the Avenge Landers* series, usually Fear, living in areas of their preferred element or in villages like the Darklight Crypt. In which, the latter, they have moved on from eating brains of the living and now enjoy eating only pies. However, Occulous arrived and outlawed Darklight Crypt from having pies and wanted the ghosts to do terrible things to the living. After Occulous was defeated, the Ghosts finally went back to eating the pies made by the Molekin, Batterson.

Ghosts also make an appearance in *Legend of the Avenge Landers: Giants*. Machine Ghost is one of the main characters who help the Avenge Landers by operating the body of a blue Arkeyan War Machine. A Fire Ghost, Smoltergeist, resides in Glacier Gully at the Fire elemental zone.

They make an appearance in the 3DS version of *Legend of the Avenge Landers: Swap Force* as the residents of the Party Town. Of many shapes and sizes compared to their previous appearances, they live near Count Moneybone's villa and participate in his parties, with the exception of The Ferryman.

In *Legend of the Avenge Landers: SuperChargers Racing*, an unnamed white ghost is the Avenge Lander's opponent in Ghost Races, and there are several imprisoned ghosts in the Pandercastle Joyride for unknown purposes.

"*That evil eyeball came and outlawed all pies in this town. Just about the worst thing a person-er or part of a person, could do.*"

—Gallant.

## List of Ghosts

### Heroes

* Grim Creeper
	+ Legendary Grim Creeper

### Supporting

* Gallant
* Nasty
* Arcane
* Lugubrious
* Smoltergiest
* Morbo the Macabre
* The Ferryman

### Allies

* Machine Ghost
* Dragon Spirit

### Other featured characters

* Spooooky
* Flunky

## External links

* Ghosts *Spyro Wiki*
* Ghosts *Skylanders Wiki*

## Notes & Trivia

* The Ghosts resemble Sackboy from the *LittleBig Planet* series
	+ They also look like Echo Echo from *Ben 10: Alien Force*.
* Most Ghosts seem to have varied voice patterns between them. Gallant and The Ferryman speak in a distorted double voice, Machine Ghost speaks in a robotic monotone, Smoltergeist speaks in a raspy echoing tone, and Spoooky extends certain letters, much like his name.
* Cali mentioned that ghosts have the ability to scare curses away, and intended to use them to scare away the curse that plagues Monster Marsh.
* Machine Ghost, Smoltergeist and Bad Juju are the only Ghosts known to be from elements other than Fear.
Tsorgoth

## Tsorgoth the Consumer

### Subdomains

Ambush, Cannibalism, Caves, Deception, Heroism, Murder

### Favored Weapon

War Razor

Tsorgoth was born a slave into a cruel and uncaring world. When she
and a group of fellow slaves escaped, they all slowly starved to death.
Desperate, she turned to feeding on their bodies for sustenance. The
forbidden meat nourished her, and rendered her stronger than she had
been before.

With her newfound strength, she fed upon her former captors, and
taught the secrets of her power to others. Finally, a god whose name is
lost to timagine had enough, and sought to stop her.

He tasted...divine.

Tsorgoth's cults are as scattered as they are varied, but their power
 is very real and very dangerous; their consumption of sapient flesh is
as much about power as it is about hunger. Although not as powerful as
they once were, these worshippers show the dangers of violating the
Second Law of Magic: "Thou shalt not eat the flesh of men."