recursal/Fanatic-Fandom huggingface dataset:
Shadewalkers

**Shadewalkers** (also known as Shadowspawn or just Shades) were a Mythos monster formed of shadow that stalked the Wild West. They were spawn of **Nyarlathotep**.

## Read-Out Description

As the darkness closes in around you, you thought you heard a whisper on the wind. But as you turn to look, you see only shadows shifting and swirling in the firelight, as if they had a life of their own. Suddenly, the shadows coalesce into a writhing mass, shaped vaguely like a humanoid. It is tall and thin, with wispy black tendrils writhing and wriggling from its body, and when the light passes over it, it seems to become thinner and more translucent. Its face is a twisted mass of shadow, with glowing eyes buried deep in the dark. As it moves closer, you can feel its malevolent gaze boring into you, as if it’s trying to read your very thoughts.

## Weaknesses

Shadewalkers are slow, weak, and clumsy in bright light, especially sunlight. They rely heavily on vision and sound, which means that sudden bright light or loud noises can heavily disorient them. As with all eldritch oddities, they are harmed by silver, crosses, and by holy water.

## Strengths

They become faster and more deadly in shadows or the dark. They can shapeshift, allowing them to adapt to their foes. In addition, they can turn nearly incorporeal, but in this form they cannot affect their surroundings. While corporeal, they can claw their prey or use their tendrils. They can also lurk in the shadows within a body of water.

## Signs of Presence

Shadewalkers are formed of shadows, so if you see shadows moving on their own, it could be a sign that they are nearby. They may make strange noises as they move, such as whispers or hisses, which could be a sign of their presence. A sudden drop in temperature also signifies their presence. People may report a feeling of being watched.

## Notes

Shadewalkers despise light, and will preferentially attack anyone or anything that is carrying light, in order to smother it. This even extends to attacking fire, as it causes light which weakens them. They subsist off flesh. They are spawn of the god **Nyarlathotep**, the Pharoah of Shadow.
Taros

**Taros** was a small logging town situated where the Triao river flowed out of Farwydd and toward Pelia. It was an important stop for loggers, and was known for its inn, the Leaky Flatboat. Its mayor was Daisy Read.

In 1490, Dain Axehelm, Kessar Truespear, Thulwar and Praelus met, after saving several lost children from a cave situated in the middle of the nearby lake called **Caladbolg Basin.**
Preserved

A **Preserved Undead** was a well-buried one, such as am embalmed noble or a mummy. They were thus more intact than other undead. However, they were weak to being ignited - they gained the following traits:

* **Superior Preservation*.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
* **Refined.** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
* **Flammable Preservation**. You are vulnerable to fire damage.
* **Strength of Will*.*** You cannot be charmed.
The Crime of the Century

The **Crime of the Century** was an impressive and elaborate art heist pulled off by the Bygone Bastards in 1593 in Halcyon.

## Background

The Halcyon Grandstand Museum was holding an exhibit titled **On the Shoulders of Giants**, which was commemorative of the Lakayan Federation's existence and the history of the Lusken Empire. They had several choice pieces from their collection (or loans) on show.

The Darim family Silverhorn heard about this collection, and one of them got in talks with Lazla Reä, curator of the museum. They agreed that they would send Douglas, their envoy, to carry out negotiations to purchase Bellatrix XII's Necklace. The agreed price was a half million réales.

## Casing and Prep

The Bygone Bastards just so happened to bump into Douglas when he asked them for directions. They came to where he was staying (The Golden Rifle Inn) and pretended to be museum workers telling him that due to construction works, the deal would be delayed. Then, they disguised as Douglas and a guard escort. They were shown around the museum, but then taken to the heavily guarded Halcyon Freeport. This was essentially a large facility where expensive privately owned goods were kept, like a huge secure storage vault. They were given a tour and spotted the necklace and other goods in the vault, and hatched a plan.

Then, they disguised as couriers and forged correspondences, telling Douglas the deal was off (so that he would return home empty handed), and telling the museum that Douglas was pulling out (so they would not get suspicious). They also hired the master forger Te Varangi to create a perfect forgery of the necklace so it could be sold *twice*.

The Bastards then acquired geological surveys and tunnel plans of the area surrounding the vault, which was beneath a canal and in poor silty soil. They identified an abandoned tunnel for later use, to cut down on time. They also returned to Bygone and at the brothel Original Sin, agreed with Clovis's consort Richard Dread that Richárd would purchase the necklace off them.

## Tunnelling

With all of the stage set, the Bastards were sailed by Béla down to the railside near the tunnel. Accompanied by a team of wartime sappers supplied by Michael Jambon, they explored the old tunnel, realising it was meant to be a new subterranean train tunnel but was abandoned due to the presence of a great Tarantula Hawk Worm. The Bastards used a keg of rum and a gunshot to kill the worm, causing a tunnel collapse and the death of one sapper. They cleared the tunnel and dug for a few days, until they struck the lead exterior of the vault.

## Vault Cracking

The cracking was fairly straightforward. Béla used a length of fireball-detcord to blast a huge hole in the vault, and the Bastards swarmed it to loot it. They filled bag after bag with fistfuls of gold,

under cons
Second Mandate of Netheril

**Aliwaat al-Nethir In'ania** (The **Second Mandate of Netheril**) was a magocracy formed by rock gnomes who split from the Boarwood Enclave around the mid-first century DR. Seizing their opportunity in the wake of The Dalereckoning and the fall of the Synod of Dragons, they occupied and established themselves, based around the new capital of Xinlelal. They were opportune Nethir traders who established a trading empire.

In the year 1199, the Vortic Mercatorium invaded the gulf of Netheril, and demanded access to the sulfur pits and geothermal vents around the gulf. The Mandate agreed to allow them this, with a limit on their expanse, and used the deal to bring prosperous Vortic trade to Netheril.
Olympia Disforza

**Olympia Reiäna Disforza** was a young rich noblewoman. Born in 1561, she was the daughter of Francisco Disforza, and thus the granddaughter of Lord Governor Machavellio Disforza. She lived a lavish life, being raised learning politics, languages, literature, and of course how to fight. She grew up in Datria.

In 1581, she began attending Mackenzie University in Halcyon, studying a joint honours degree in the Nethir language, and ancient Netherese culture and literature. Whilst there, she met her future partner, Heather Gray.

She later was employed in the late 1580s as one of the head Curators of the Grandstand Museum in Halcyon. She was head of the art installation surrounding the history of the Emperíja.

During The Crime of the Century, Olympia donned a modified Ghirapur suit of bronze armour to try to defend the vault, but was unsuccessful; she deployed too late to do anything but chase the fleeing thieves off.
Morrigan

> *'The pines were roaring on the heights*
>
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> *The winds was moaning in the night*
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> *The fire was red, it flaming spread*
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> *The trees like torches blazed with light*
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> *The bells were ringing in the dale*
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>

> *And we looked up with faces pale*
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> *Morrigan's ire, more fierce than fire*
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>

> *Laid low our towers and houses frail*
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> *The mountain smoked beneath the moon*
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> *The dwarves, we heard the tramp of doom*
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> *We fled that hall, 'neath Set-fjall*
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> *Beneath her feet, beneath the moon'*
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*- Tolkien's Misty Mountains song, but adapted to fit Lyslen MacEoin.*

**Morrigan** was a towering white dragon, capable of breathing both fire and ice.

## Old One of Ice

As an ancient being, she represented the cold, snow, and ice. Her mark often was blue, white or silver and icy or shiny.

## Fugitive

One of the powerful Great Nine of Netheril, she escaped the wars and destruction of the Dalereckoning, and fled into Tarkassia around the year 0. From then, she lived solitary, until the year 1487, when she travelled south to Setfjall. She displaced the solitary clan of Clan MacEoin from Dún (Castle) MacEoin on the mountain and took up residence there. Few survived her wrath, save for Lyslen MacEoin, Torina MacEoin, and countable others.
Sólvenger Saga

The Sólvenger saga was a short saga from the -1400s, originating in Vorðanland. It told the tale of several heroes who were sole survivors of a great dragon's might.

## The Saga

Butcher, fisher, stranger too

Firekeeper, the Heralds new

Up Felwinter, beasts howl for blood

But hark! They fell, one by one

At bent burnt tree, god's ruin told

Yet secret, safe, that lie won't hold

Skál! they sang, while on swift black wing

Came down Desolation, her roar did ring

Sólvenger's end, blood-din burned true

As sea-boats burned like candles blue

Sólvenger's end, all hope was lost

Yet aid be sought in Steirfrost.

Seek shelter, O, we tossed and turned

Whilst trees above were cruelly burned

Through hill and dale, by crag and mound

Yet soon, a cold knife-wind came down

Old tombs, old secrets, laid to rest

Yet full of wights! By Death-curse blessed

Sólvenger's heroes stood firm and true

Barrow-wights crumbled, blades right through

Rieka, wolf-skin, strong as a bear

Stood 'side Magnus, grey-nose fair

Hrist, ice-flame, wove cold and bright

Into tapestry of a fiery night

Fair Yuri, sure-shot, his aim was true

Behind Hamm, the feaster, and his brew

Yours truly, Järvinen, stood quite firm

Without my words, the tide would turn

As foes beaten back, as blizzard broke

And upon the mount, Steirfrost's shape rose

A heroes' welcome, home at last,

And the Half-Darim Jarl, she had come far

Sólvenger's end, tragic, true

But Clan Sól lives on, ever new.
Tbikhlan

The **Tbikhlans**, (called the **Turmishers** by the Luskens), were the dwarves native to the Turmish low- and highlands. They inhabited the Kingdom of Tibeal and the Kingdom of the Highlanders. Their language was full of some rough consonants but also sounded hardy and weathered, with a phonology unusual to most Common speakers, lacking many emotive verbs. They had lots of very specific syntax based on their livelihoods as miners, such as words that meant specific types of ore scrap,

They had tan to light brownish tough skin, and thick hair and beards ranging from black to blonde, red and white.
Tarkassia

**Tarkassia** was the northernmost continent of the Cradle. It was a large polar landmass that was almost entirely covered in snow and ice, and was incredibly harsh. It was vast and seemed inhospitable, but its shores teemed with life, and some of the most hardy and resourceful animals and people managed to survive in its interior. Its warmer fringes were home to the lush boreal valleys of Gildegra and the populous subcontinent of Rakkimar.

## Names

In common parlance, the name **Tarkassia** was used. This was a Luskanisation of the Old Rakki name **Tarkáþyir**, which meant 'Unending ice'. In antiquity, before it was fully charted, Euluska explorers scrawled it on poorly drawn maps as **Marka Iparralada Mukarike**, which could be translated as 'The Unknown Northern Marches'. Vortic traders who frequented its shores during the golden ages of seafaring often regarded Tarkassia as **Île** **Lafin Dufeyon**, meaning 'End of the World Island'. Its names amongst natives of its shores varied likewise. The Feŋet referred to it by the cute sounding **Ittieti**, which literally meant 'Here is wilderness', and in the Yupiisut languages, the name was the cognate **Atahi'i:ti**. Some of the proto‐Tarkassic paleolithic tribes would have referred to it by names such as the attested **Karanlaz**, which means 'Lightning land', rather impressively.
Placeholder Book Names

Here's a list of some real literature names to use to pad out a bookshelf!

1. Ukrytze Szekrety: Yildey (The Secrets Beneath: Gildegra) - Ealecsei Kalman, -1800
2. Odkryćie z Trewasskis (Trevasskis's Discovery) - Ealecsei Kalman, -1800
3. Foňtan av Tzopolotl (The Fountain of King Tzopolotl /'the Vulture King') - Ealecsei Kalman, -1800
4. Kilzhing MacLowatts (The War Council of MacLovatt) - Ealecsei Kalman, -1800
5. Króz Łulfborn z Brakiţa (The Wulfborn Monarchs of Bracken) - Ealecsei Kalman, -1800
6. Reimostek - Miasto Zeleini (Reimostek, a City of Green Leaves) - Ealecsei Kalman, -1800
7. The Native Tongues of the Sword Coast - Prof. Gianluca Disforza, 1498
8. The Lusken Conquest of the Danderillon Explored - Professor Henry Oliver Langdon, 1513
9. An Overview of White Phosphor and its toxic properties - Prof. Janine Arnu Waldenstromm, 1475
10. How Lunarium Toxin Affects the Mind - Prof. Archibald Tovey & Prof. Janine Arnu Waldenstromm, 1476
11. The Vreigardt Mythos and their Holy Relics - Prof. Kim Fletcher, 1502
12. The Djévkus - ancient Old Rakki saga
13. The Book of Weyloran (Katabh al'Wajilaran) - pre-0 codex volumes
14. How the Serpents Came to a Head- dime novel
15. Rasmussland og Farlandarna - Ragnar Fjállaþorson, -1900ish
16. The Adventures of the Sayers of 'Nay!'- dime novel
17. The Dark Beasts of Rakkimar- dime novel
18. The Dashing Tale of the Agents of Chaos- dime novel
19. The King and the God - traditional fable
20. The Modern Atlas of The Danderillon - Mortimer Campbell, 1561?
21. The North Wind and the Sun - traditional fable
22. The Story of the Liberators - dime novel
23. The Strange Trails of the Spear - dime novel
24. The Tall Tale of the the King of Thieves- dime novel
25. The Travels - Fira Nazar, 1515
Priscilla Aurentia

**Baroness Priscilla Aurentia** was a young, peppy and enthusiastic Luskan Halcyian noblewoman, born in 1533. She lived in the southern, rich Dorado district, where her family owned a large estate. The **Aurentia** family were ménagiers, purveyors of exotic beasts who ran the Glasshouse Ménagerie, a place where the upper-class Halcyians went to wonder at animals from far-off lands.
Sally Thistleton

> *Well, you won't be getting robbed anytime soon, I'll promise that much.*
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> *-Sally to Aric.*
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**Sally 'Thistle' Thistleton** was a Cutter from Hjarofjall's northern slums. She got help from Lyslen, Elrod and Aric to find her two friends, Thames and Jackson, who had gone missing in The Lion's Head.

She lived in the northern slums but could often be found in the Roaring Hearth.
Morgan Belphane

> *'Likää tuliit, Morgan. Take care.'*
>
>

- Jaöra Vepsaa as Morgan left Feŋ.

**Morgan Belphane** was a modified shadow elf, created by Garrik and Lorelei of The Oracles. He grew up and was trained in Aomodos, highly sheltered since he was their sixth 'experiment'.

Eventually he had enough, and along with Vishara, escaped and went on the run. He joined the Night Watch, and that page has most the details.

When Vishara revealed herself to be Adrienne Ophiuchus, Morgan was deeply emotionally hurt by this. He cherished the time away on Feŋ he spent, and would return there one day.

He was sometimes a little impulsive and hot-headed, but his plans were fairly sound *most of* the time. He was a formidable foe in combat, and his owl, Zagreus, was a trusty companion.

In the ruins of the Old Minster, Morgan helped finally kill Adrienne, and burnt her body.

After all was said and done, Morgan and Zhivka returned to Aomodos to stamp out the final few Oracles. The final stand was made at the church of Aomodos. Morgan killed countless Oracles, but watched Zhivka be killed by Doctor Iraeus. Morgan gravely wounded the Doctor before fleeing.

After that, he would return to Fen, where he lived with Jaöra Vepsaa as a simple nomad and farmer.
Mutomancy

**Mutomancy**, also known as **mutation magic**, was a discipline of magic. It revolved around changing the form of existing things; it linked closely with some alchemical studies. It was seen as a very open ended and creative magic school that could be used for good and bad purposes. Mutomancers were historically found in many courts of noble families, who would change the colour of the nobles' robes and hair as he wished, alter the taste of the nobles' fine wine, and fashion sculptures for the gardens. Others worked as notable alchemists, finding chemical routes from dirt to gold. Some mutomancers would help in building projects by sculpting the earth or parting waters. They were sometimes employed by armies and city watches to dig tunnels and create paths and roads through terrain.

As a mutomancer, you gained the following cantriplike ability. It effectively is a free Prestidigitation/Thaumaturgy/Druidcraft cantrip, which is harmless, you can cast at will, as an action, and lasting up to a minute, but with a much more thematically focused effect. It only had a somatic component, which was usually a small but meaningful hand symbol of your choice.

* **Worldshape**. You can subtly transmute a whole object/part of an object of your choosing within 10ft. of yourself for up to a minute, one object at a time. You can't change its physical properties like its strength, sharpness, magnetism, density, mass, etc., but you are able to change its colour, superficial texture, lustre, etc. For example, you can't sharpen a sword or evaporate an ale, but you could make the sword black or really shiny, and you could make the ale green and fizzy.

## At Higher Levels

When you gain the ability to cast spells of 3rd level, you also gain an additional trait from your chosen domain of cruormancy.

* **Trueshape**. You can transmute objects as with Worldshape, but may alter even more properties. You can change its tensile strength, elasticity, magnetism, density, weight distribution, and more.
* The only limitation is that **one** property must broadly stay the same (e.g. you can turn a wooden door into a wooden chair, or a long thin rope to a long thin snake).
* With this, you can also turn nonliving material into animal or vegetable living material, but not vice versa. You could turn a bag of marbles into beautiful beetles, turn a deck of cards into red and black butterflies, turn a puddle into an ice throne, turn a thrown spear into a young tree, turn a bundle of old rags into a multicoloured rat, or much more.

One notable mutomancer was Patch.
Section 2

**Section 2**, also called **The Most Secret Section 2**, was a Datrian government group created by The Lusken Empire. They were formed by Mariana Escuella and Giustiniani Longo to use spycraft and novel tactics to try to break the Dead Man's Siege.

Their three other members were Deolan the Druid, Donral, and Nils Defender.

They ultimately failed, with Deolan blowing up himself and Giustiniani in a confrontation with Vhander's guard. Nils dueled Vhander and died in the process, and Donral was almost killed but allowed to run away.
Order of the Crimson Shroud

The **Order of the Crimson Shroud** (Rakki: *Ta uituvi ku ta virrikuruau tuulara'avi*, Euluska: *Contë ka Kruröu Sartha*) was a cult based in western Rakkimar during the mid 200s C.

## Beliefs

The Order worshipped the god Heinrich the Mad Lich. They all aspired one day to become like him - so powerful that they could free themselves from the petty cycle of life and death and decay, and ascend above the shackles of mortality. Some believers thought that the way to do so was to take as many souls as possible - others thought they should raise as many of the dead as they could - and others thought that through magical study they could learn secret rituals to become beyond life itself.

The Order took its name from the Veil that Heinrich wore before he became a lich. The veil was worn by him during the Violet Catastrophe in Datria, when over 100,000 people died in one day. His believers thought that the veil had absorbed the souls or essences that day, the single largest loss of life in history in one day. Whilst most interpretations of Heinrich's veil were of it being a Violet Veil discoloured by the purple chemicals in the air that day, the Order and some others saw it more as a Crimson Shroud, soaked in the blood of the fallen.

## Practices

The Order of the Crimson Shroud practiced **necromancy**, **hemomancy**, **maniaemancy** and **umbromancy** - the magic studies of undeath, blood, madness, and shadow, respectively. Different members specialised in different things, devoting their study to certain spells and practices. Some members had rarely died and been resurrected once, but most fallen members would be raised to zombies, not back to life (it was a bit of an honour to become an undead, unless you were very ambitious and didn't want to just be a mindless thrall!).

## Other Information

The cult were Rakki-speaking (Rakki was the lingua franca of the area), but members might be drawn from the multitude of ethnic groups in West and East Rakkimar, as well as the northern Danderillon. *(This includes the long list of: Owakara, Kusk, Houc, Volov, Elk, Yupisuut; Vreigardt, Yuren, Essuit, Brackian; Rakki, Saev, Ongbrane; Kaseriniit, Qagqaaliit, Seiit).*

The cult was mainly active in from the early 200s onwards, though their beliefs and ideas were held here and there much longer.

## Notable Members

1. Malachar, a duelist and hemomancer
2. Esthric, a undead-raising necromancer
3. Kordelia, a hemomancer knight
4. Korv, an undead maniaemancer and wraith
5. Xorthu, a huge brutish hemomancer
6. Volkota, a druidic necromancer
7. Valaska, a jester and maniaemancer
8. Halsez, a penitent umbromancer
9. [mentor], an exiled hemomancer

## The Search

At the end of 245 C, the cult attacked the Essuit goblinoid peoples' village of Ushtirn, and razed it. In this battle, the cultist leader Malachar was killed.
Planespace

**Planespace** was the term that broadly speaking, referred to anywhere beyond Toril on the Material Plane (i.e. within and beyond the Seiros system) **and** on another plane. Skipjammer ships could weave through it effectively as they could traverse space, and skip planes too. Skipjammers often used planar portals to weave through Planespace instead, as it was less costly in terms of **fuel** and didn't require attuned forks.

```
It's important to note that the **vast** majority of people on Toril had **no idea** that anything beyond themselves existed.

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A planar portal could take many forms - a rift, a wormhole, a black hole, a tear in space time, flying off the edge of the map or even into a star. It could be in planespace alone, on a planet, as an anomaly, or other potential places.

Overlap of planes allowed travel between them, and planes that did not overlap could not be travelled between. The **only** exception was Sigil, which could be visited from any location without a tuning fork.

The Ethereal Plane bordered all the Inner Planes, including the Prime Material. The Astral Sea bordered all the Outer Planes. They also both bordered one another, and you could freely move between the two of them via the Border Ethereal. As such, if you wanted to travel from the Material to, say, Mechanus, your route would be **Material -> Ethereal -> Border Ethereal -> Astral -> Mechanus**.

The plane of Elemental Chaos bordered both the Ethereal and Astral. It was not necessary to travel through, though (thankfully).

The Material Plane was at the centre of Planespace. It was bordered by the Feywild and Shadowfell (the latter causing the blurring phenomena known as the Underdark effect). They bordered the Ethereal, which itself was part of the plane of Chaos. Chaos was connected to the four main elemental planes and all their sub-planes, like the planes of ice, wind, snow and more. The outer planes also had infinitely more planes than were shown on the diagram.
Rounswell Palace

**Rounswell Palace** was a huge palace on the south side of Bracken, once owned by the Rounswells, then later by King Altor. It was extravagant and gorgeous, with towering stone columns and thousands of great windows, parapets, buttresses, turrets, colonnades and everything in between.

It had ten courtyards, six vineyards, thirty-four chambers for craftsmen, three gardens, twelve fountains, expansive dungeons, two crypts, three churches, two painting galleries, a statue hall, countless secret passages, seven orchards, an arboretum, a museum, two libraries, and a huge serite crystal in the central courtyard that could project a forcefield.

Its dining hall was destroyed in 1490 but rebuilt after Altor took charge.

It was said that there were so many rooms in the palace, that a visitor could stay in the palace for a year and not walk past the same room twice.

Altor's favourite place in the palace were the Crystal Gardens, an expansive collection of rare and exotic plants, and a lake with many white cranes and a black crane from Nadolia, Greater Xant.
The Creature

> *Oi! Bad boy!*
>
>

> *-Lyslen scolding The Thing for stealing pudding in a crowded tavern.*
>
>

**The Creature,** also called **Melon,** or **Badboy** was a weird slimy little fey creature hatched from an egg by Lyslen and Aric. It roughly resembled a flumph, with gangly tentacles. It was usually cream-coloured with small spots. It was a Fluxie.

Its egg was stolen off the isle of Ðok Vest, by the trio (including Tonrartok) who mistook it for a Jack-in-the-Frost plant's bulb.

It was fairly docile and trusting toward Lyslen (who it regarded as its mother) and Aric and Elrod.

   It could change colours to express its mood - red for pain or sorrow, blue for happiness, green for hunger, purple for fear, and yellow for anger.

The Thing was a carnivore. Aric fed it whale meat, and it also delighted in stealing any food it saw.

It witnessed Aric leading the Fixers and the Flock to murder Lyslen, and it would remember this.

By early 1514 it had reached maturity, and continued to follow Heinrich. During the fight at Pier No3, Brynn Garta cut off three of the baby's tentacles. After The Serpent's Head took over Bracken, Badboy was already an adult, and capable of making his own decisions. He decided to bid his father Heinrich farewell, perhaps only temporarily, and journeyed to The Underdark. He became king of the Melon Kingdom. Badboy was known as **King Badboy** to the denizens of Guzuth Toth, and known as **The Prophet** to the local low Seer, Latar, and to the Tribunal of Spiders.
The De Ferrva Conspiracy

The **de Ferrva Conspiracy** was a series of related plots and adventures that unfolded in 1593 in the Luskan Peninsula, with the overarching aim of furthering the power and influence of the De Ferrva family of Cessalia.

## Notable Conspirators

* Estella Acquaviva
* Theo Leafwalker
* Ikhthyes
* Doctor Vittorio O. Vasari
* Isaac de Ferrva
* Jesper

## Recaps and Roundups

### Chapter I: From Cessalia Comes a Stranger

* Thyes causes 28 stab wounds
* Theo smacks like six dudes off a roof one by one
* Estella pranks Isaac. get wine'd lol
* The Doctor wears a full body latex bird fursuit in 30°C weather
* And Isaac fires a servant and then smashes a fountain

### Chapter II: All Roads Lead to Luskan

* Thyes executes a poor innocent defenceless lizard
* Estella makes some amazing food holy shit this is not a joke im actually hungry now
* Isaac loses at chess, loses his money, and loses his informant too
* The Doctor cleans some dishes
* And Theo is welcomed to the real world, kid. And he makes a chumb bucket

### Chapter III: Cut to the Chase

* Thyes pulls off the cleanest assassination ever, just 10min after exploding someone with a bow
* Isaac is the finest prick in the region
* Theo gives the doctor a love bite
* Estella literally ices a fool, and gets given a toffee cabbage
* The doctor offers a child a suspicious drink!

### Chapter IV: AmBush

* Isaac uses the War Crime spell and juices everyone up on speed
* Thyes lurks in the shadows and performs the second cleanest assassination ever
* Theo swoops in and fucking yeets a dude
* Estella goes starry-eyed (and starry-bodied)
* and the Doctor becomes The Enchanter
Scarossar

**The Lordly State of Scarossar** (Vreigardt: **Statèle Reje ale Dszcarăsa**) was the name given to the state founded in 1514 by Cassalanter's Waterdeep, which gained independence from the Lusken Empire that year.

It was referred to by the Larawaks as **Kšak’arása.**

The state went out beyond Jarren's Well, and went south as far as to include Cassalanter Kerosene and Tar and many of Waterdeep's historic ward cities, far east as Gracemear's Run in the Mountains of Firth.

It was basically bounded by the Hextorr fens and the Boarwood Enclave.

It was expanded to include Naysayer by Lord Smytt in 1519. It traded with The Vortic Mercatorium, too.

The state's capital was Waterdeep, ruled by Waterdeep's elected lord.

Its demonym was **Scarrossari.**
Telriel Chaufort

**Telriel** was a Harper and the partner of Isabelle Lionheart. She was a strong elven woman and a leader of the Bracken Harpers, privy to Altor's dealings. She sent The Union Hacks on several missions, being a very knowledgeable friend of the King and in charge of the Harper cells of the city. She was killed when Heinrich summoned a Maw in Rounswell Palace. She went down fighting.
The Burning Hills

Redirect to:

* Burning Hills
**The Burning Hills of Netheril**, or in the Nethir tongue **Al-Nethir** **Amhruqa Alta,** and in Vortais **Netér** and Luskan **Sundila**, was a large subcontinent of southwestern Faerun. It was a large dry land home to a shattered gulf full of several small islands. It was mostly enclosed by mountains, with a guarded valley pass into The Fallo, some mountain passes through to Turmish, and an opening into The Danderillon's Nethir Upland.

Netheril's striking appearance was due to its abundance of scorched red-brown sand and rock that covered the land, but it was not always like that. Before The Dalereckoning, the land was not dissimilar to The Danderillon, albeit more mountainous and warmer.

The Synod of Dragons, colloquially called the First Empire of Netheril was a magocracy that worshipped nine ancient Great Dragons, including Tyrvok, and had in their service many lesser, younger dragons too. In the year 0, as part of The Dalereckoning, the subjugated dragons rose up and warred, destroying almost all Netherese cities in a horrific and months-long battle. The warring ended with one of Seiros' coronal mass ejections, and the land was flash-scorched, causing many survivors to leave as fast they could.

All of the Great Dragons either fled or died. The white dragon Morrigan fled to Setfjall, and the green dragon Mả'i'ia fled to Ne'em'irah. As for the others.... who knows?

Some of the original Nethir inhabitants of the land fled to found Thay, some into the Boarwood Enclave and others still to Ne'em'irah. Only few remained behind. Seeking an opportunity, the rock gnomes once from the Boarwood took the chance, and formed the modern-day Second Mandate of Netheril, ruling based in the capital of Xinlelal and exerting weak control over the surrounding lands and the gulf. Most the current inhabitants were kobolds, dragonborn and brown-skinned humans, as well as rock gnomes.

Netheril was home to many geothermal rock pools, as seen on the map - there were three huge ones. They produced copious amounts of sulfur. As such, The Vortic Mercatorium invaded Netheril in the year 1199, signing a trade deal with the Mandate. This was crucial to the Vortais firearms industry. Their territory was known as **Lesser Netheril**, or **Moin-dre-Netér**.
Pendant of Torm

This pendant holds two charges, and regains all lost charges at dawn. As a bonus action, you may expend one charge to cast a 1st-level Paladin spell from the abjuration school, without expending a spell slot. This pendant also grants you a bonus (determined by the DM) when rolling Insight or Intimidation against someone naturally inclined to untruthfulness.

After Tonrartok fell on Ðok Vest wearing it, it somehow found its way to Selim Knuts-Nielsen, albeit somewhat damaged, and in a new form.
Süüshetti

The **Süüshetti** was a huge species of bear that lived on many small islands in Gildegra and on the mainland of Tarkassia.

Its range used to reach down into The Xantic Isles, but it went extinct there in the -1500s or so.

It was notably found in Feŋ a lot, as well as some of Rakkimar.

It was a giant bear that resembled a polar bear with a dark brown furred face. At its shoulder it stood two or more metres tall. Some of the larger specimens weighed over a ton, with the females often being around 20% larger. They were fiercely aggressive when protecting their cubs or fighting for females.

Their livers were *highly* toxic.
Sierra

**Sierra** was a carbonated sweetened soft drink, fizzy and brown in colour. Its recipe varied slightly by region, but its main ingredients were Blackroot leaves, cane sugar, and pressed kola nuts.

It was a commercialised and worldwide-sold drink, very popular for mixing. It was invented by a brewery in North Lakay.
Risen

**Risen** were undead created after the Great Resurrection Event.

If you are playing a Risen, you are classed as an undead humanoid (e.g. Undead Wood Elf, Undead White Dragonborn). You take the base **speed,** **size,** and **languages** of your race in life, but **no other traits**, score increases, or anything else. Instead, you gain the following features:

* One ability score of your choice increases by 1.
* You resist **poison** and **necrotic** damage, but are vulnerable to **radiant** damage.
* You are immune to the **poisoned** condition.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* You do not *need* to breathe, eat or drink, but you can eat or drink if you want to. You require rest, but not sleep - instead, laying motionless and semi-conscious, like an elven trance, but for 8 hours.
* Magical spells, potions and effects that would restore hit points had no healing effect on you, *even if you or another undead cast it.* Instead, they cause **damage** equal to the amount of healing they'd usually grant.
* Most people despise or fear undead, and might even seek out people like The Harpers to keep them safe. Animals will likely not trust you.

As a Risen, you could choose an additional subrace:

* Eidolon, a ghostly spirit that could float through things and possess stuff.
* Ethereal Spirit, an undead who could tap into the connective Ethereal plane.
* Ghûl, an undead with strong claws for slashing. They could feed on the recently deceased.
* Preserved, a well-embalmed or wrapped corpse. They were more resilient but susceptible to flame.
* Skeleton, a fairly standard undead that was more rugged and durable, with more resistances. They could also disassemble.
* Wight, an undead who often rose with some kind of vengeance or grudge. They excelled at tracking and draining life.
* Alpha Zombie, a slower, shambling undead that was incredibly resilient and hard to put down. They could raise other zombies.
The Bracken Harpers

The **Bracken Harpers** was the sect of the Harpers based in Bracken during the 1500s. They were the invaluable right hand of King Altor, his eyes and ears of the city, his secret police, and investigators. Their leader was Telriel Chaufort, a good friend of the king's.

As well as their normal duties and ranks (bronze, silver, gold), the Bracken Harpers also had a special set of specialised units dubbed the Black Robes.
Deadman's Rest

**Deadman's Rest** was a brigand town that was once a farming town, but occupied by some of Laszlo Vhander II's fleeing army after The Lusken Empire took back Datria in 1125. It was a hive of scum and villainy, full of outlaws. It was full of bandits and unsavoury types, with many old rundown houses.

Trajan and co. visited briefly on their travels in 1489.

Since 1411, the town ran a great annual fight in its great underground fighting pit, which was famed throughout the land. The 166th Annual Deadman's Rest Championship was one such fight of note.
The Death of Kjotverð Jarl

In early **Marpenoth** -1775, **Kjotverð Halfdarymsson's** tuberculosis was worsening considerably.

Richard Dread and Hallbjorn Ulfsson (and Petram) mixed some Sylyntyri Nightmare Essence into the Jarl's drink. He told them they were like sons to him, and lamented his worsening health. They returned later to find him on the precipice of the roof tower. In his delusion, first he saw them as his father Halfdarym and his brother Gunnár, then as demons and dark spirits. After a brief scuffle, neither Richard nor Hallbjorn could subdue the Jarl, and he jumped to his death, following the 'voices'.

The only people who knew of the means of the Jarl's death were the two of them, the Jarl's son **Sigurð Kjotverðsson**, and the royal coroner. Everyone else was told that he passed away peacefully from illness. He was given a funeral on a burning longship, and Sigurð took over as Jarl.
Number 221, East Overlook

The house at **number 221,** on the **East Overlook** of the **North Spine** of Bracken was a small two-floor, three-bedroom cottage that cost 25gp/month to rent.

It was the house of six unlikely friends beginning on 19th Hammer 1514. They were The Independent Contractors

* Tarwfen Mircach
* Defessus
* Lewis
* Jezibel Halfmoon
* Navassa Kenway
* Thomson Ra-Hanif

It was a lovely little house. Navassa slept on a hammock in the garden and Jez slept on the sofa (and Defessus didn't need sleep) so they could just about live with 3 beds.
Piqure d'Vimin

> *'With a revolver, you can check if it's loaded. You can't with poison. Not with a bottle of wine'*
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*-* Maxwell Loveridge

**Piqure d'Vimin** (The Sword of Summer) was a poisonous mushroom that grew mostly in the South Vortic Isles as well as the north coast of Lakay.

The mushroom appeared in summer and was slender, often seen poking out of dead wood or leaf litter like the point of a sword, hence its Vortais name.

It was favoured by poisoners as it blended well with strong scents. Its crushed powder form dissolved easily, leaving behind a faint scent of cloves and sandalwood, with a metallic tang.

Some of it was added to a bottle of Cessalia Champagne in 1560 to clearly poison Aresilia Decimus (and the Night Watch).
Patricia Krekil

> *Kestrel says you've killed tens of thousands. She told me to find you.*
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> *-Praelus to Balgolor and his party in the mountains.*
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**Patricia Krekil**, known by her codename **Kestrel**, was once a Datrian thief. She and her girlfriend, **Jackdaw**, were expert bomb makers and alchemists. Captured by Duke Pessimus, they were forced against their will to develop a toxin that could be used to flush their own people out of the sewers of Datria - WRWL.

Jackdaw was killed by Pessimus using the marbled blade when she tried to escape, which sent Kestrel mad for revenge. After completing the toxin, she forged a new life as a government agent, slowly working her way up and trying to get her revenge on Pessimus, which she never did. She came into possession of the Jambiya of Kelemvor, too, after the Duke left it behind. She sent the Winter Wolves to track down Dain Axehelm and his party.

When her plots and plans failed, no one knew exactly how Kestrel met her end - but she did, and was buried in Pelia. Her grave was robbed by The Serpent's Head.
Narya

> *I fell in to a burning ring of fire. I went down down down. And the flames went higher. And it burns burns burns. The ring of fire.*
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- The inscription, in Elvish.

**Narya, Ring of Fire** was a ring given to Arnaud DuPont Leroux by Gandalf the Grey. It was a small golden ring with a ruby inlaid into it.

It granted several benefits when worn:

* If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
* You have advantage on Sanity checks whilst wearing it
* You gain a +1 bonus to your Wisdom and Intelligence saving throws whilst wearing it
* You cannot be frightened by fire creatures (creatures made primarily of fire or that use fire as their main weapon)
* If you do not already have fire resistance, you gain it
* You gain +2 to your History skill
* For every 5 years that pass, you only age one year physically
Tete Ayami

**Tete** was a Lusken wood elf and healer who lived on Ðok Vest. She was a potion-maker and had a strong Larigan accent for some reason.

She sent Tonrartok and his companions on a quest to the Forest of Talking Trees, which was a disaster. She compensated Aric and Lyslen for their suffering and trouble.
Mortimer Campbell

**Mortimer Ashfield Campbell Esq.** was an Officer of Datria's Imperial Army. Born on the 21st of Flamerule 1515, he was the eldest son of an exiled Lusken Officer, Colonel Ramsey Campbell (a young Major, at the fall of the Lusken Empire).

He was also the writer of the Modern Atlas of The Danderillon.

## Backstory

Only 4 years old by the Sack of Luskan, his mother and him were smuggled out of the falling capital to join his father across the continent in Datria. From then on, he would be raised on the old Lusken ideals, as the Datrian Empire dug its heels in.

He was loyal to the Datrian cause, and longs to reclaim the Lusken lands that were lost to his kin. He has a strong suspicion of magic, particularly if used in an offensive capacity. He has been raised as a gentleman, strongly abiding to codes of honour and loyalty throughout his life. He was well-versed in Lusken culture and was an expert shooter.

He was married to his wife Elizabeth, and had a son Victor, (born 1545), both of whom lived in Datria. After a long and successful (by his account) military career, Mortimer had decided to explore the world and write a book "The Modern Atlas of the Danderillon", as he explored the continent.

He was raised on the old Lusken ideals, alongside his two younger siblings, **Royce** and **Bianca**.

Mortimer was raised on the tales of the Lusken Empire. At the age of 20, he joined Datria's Imperial Army as a Lieutenant, assigned to the **Tenth Datrian Dragoons**, his father's old regiment. During his career, he would earn the rank of Captain. Fighting with "**The Blood Roses of Datria**", Campbell would witness campaigns to reclaim some of the old Lusken lands, as well as hold their position in an ever changing world.

The **10th Luskan Dragoons**, as they were known, were one of of the regiments sent to the Fallo to combat the Scarossarian forces. With the sacking of Luskan, the unit, alongside the remaining Army would travel East and retake Datria. The regiments relentlessness earned them the nickname "**The Blood Roses of Datria**", and be rebranded as the **10th Datrian Dragoons** under the Datrian Empire.The unit was known for fighting on horseback, clad in armour reminiscent of the warriors of ages past.

## Mortimer's Travels

In the low winter of 1560, he was travelling away from home on his adventure, and was on his way to Waterdeep with some others, who would form the Night Watch. Their travels are detailed on that page!

He was always an upstanding gentleman who was one of the backbones of the party. His military and political knowledge often came in very handy indeed, and he especially enjoyed big guns like the Hotchkiss-Davis Model 1544 LMR (and for a time, an old Relènt 1551an). He was a rather good shot with them, as well as with his newly acquired Lakayan cavalry sabre.

After all was said and done, Mortimer headed back home to Datria alongside Francisco and Errich. Mortimer spent some much-needed time catching up with Elizabeth, then set out to continue his travels *with* her. They had a lot of fun together, and it was a lot less full of disaster and death than his earlier ones.
Oryix

> *Inside the large cloth and fur tent, the floor was covered in fine pelts. A large bookstand flanked one side of the entrance, near what looked like a chessboard set to attention. By a large bed stood an imposing suit of black-green armour, clearly made for someone rather rotund.*
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- The Lakayan Liberators enter the tent of Chieftain Kocajin in Oryix.

**Oryix** ('home town' in Bayut Bayat) was the Bayut capital. It was a very large sprawling town of tents, yurts, cave homes and log bridges spanning the slopes around a plateau halfway up the Sierra Aspera mountains of northern Lakay.

The place was a warm and lively village, a lovely place to be. Due to the absence of good trees on the southern slopes, there were few wooden homes - wood was saved for the bridges, pillars, floats, and other important structures. On a clear day, you could see King's Stead.
Michael Shoemaker

> *'Upon my travels, I remained in this fine city of innovation for several years, and I had the unequalled pleasure of meeting Master Shoemaker. He had a kindly smile, and an ambling gait, and he walked with a stick. Owing to the wounds he sustained upon his adventure, of which he told me greatly, his right arm and left eye were replaced with a manner of changeable mechanical gadgets. He was a pleasant man to know, and his reputation preceded him.'*
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- Fira Nazar's 'The Travels'.

**Asħatet Xúmaijkyjr** (Acetate Shoemaker), known by his brother's assumed name **Mikal** (Michael), was a Lanmoppian gnome tinker. He was a bard and cobbler by trade, but in a row over craftsmanship, killed his brother Michael. Ashamed, he assumed his name and continued his brother's legacy of adventuring.

After his mission alongside those such as Trajan and Baddhuk was 'successful', he retired to back home, where he began to produce a fine brand of musical instruments bearing his surname, assuring quality forever - the Shoemaker products, which expanded to many noble products.

He bore a daughter in 1499, Anx̂urvær Xúmaijkyjr (Ankover Shoemaker).
Sankt Talion

**Sankt** (Saint) **Talion** was a Fallonese halfling judge, holy man, and later canonised as a Saint. He was born in the town of Cahay, and worked, Abavale, Treviso and at one point Sanctum as a judge and lawkeeper, before returning to Cahay and tending to the monastery garden until he passed away of old age. He was bald, described as having *"a seldom-unfurrowed yet always-understanding brow",* and was surprisingly tall for a halfling, big enough to ride a full-size horse.
Moonstar Coin

A **Moonstar Coin** was a small golden medallion carried by most members of The Moonstars in Waterdeep.

It had a pointed sun on one side and a moon on the other. When attuned, the owner could tell exactly where the coin was by focusing their mind, even if it was on another plane of existence. The Moonstars used these to track shipments of high priority and mark deposits of gold in case of theft.
Special Languages

Some languages were not native or natural to Toril, but still might be used. These special languages included:

### Druidic

* A nonverbal language used by druids to communicate
* Included Drowic Sign Language.

### Infernal

* Used by evil outsiders, fiends, etc
* Included Abyssal as a dialect.

### Primordial

* An ancient language used by elemental beings. Had four dialects - Auran, Aquan, Ignan and Terran.

### Sylvan

* Used by fey and those from the Feywild, as well as some woodsfolk.

### Thieves' Cant

* Not really a language, but more of a code used amongst regional thieves. It varied somewhat by region.

### Undercommon

* An Underdark language heavily influenced by Zroł, Darim and Faerunian Common.