recursal/Fanatic-Fandom huggingface dataset:
Humans

Humans are unique for the degree to which they vary. Any two humans could have entirely opposed cultures, morals, and attitudes, with almost no commonalities to a casual observer. All humans in the Weald are immigrants, with ancestors that hail from the surrounding lands. While the weald has been home to humans for over a century, they have yet to truly create an endemic culture, rather retaining the culture of their homelands. Humans are ready travelers, keen to pursue new experiences and new horizons in a way few other races do. They also proliferate much faster than other races, their population quickly surpassing the native halflings to become the Weald's most populous people.

The majority of the humans within the Weald are from the Phoebian League, a loose conglomeration of city-states that has claimed the Weald as a part of its dominion. Some of the other cultures found within the forests are described below.

**The Nukuoro**

Living in small villages along the deltas of the eastern Weald, the Nukuoro are famed for their skill at fishing and piloting their shallow boats. They trade scrimshaw and whale oil well into the Weald's interior, bringing back metals and hardwoods that can't be found on the coast.

**The Skylfling**

The Skylfling typically live in the snowy peaks of the Glittergloom mountains, tending their herds of riding goats and farming the thin soil. In recent years when heavy snows make life in the mountains too difficult some Skylfling tribes ride down into the forests to winter in the relative comfort of the settlements that can be found there.

**The Buda'at**

The Buda'at were once the undisputed masters of the eastern grasslands, patrolling their borders on the finest horses, and chasing off interlopers with their unparalleled bowmanship. Unfortunately, the rise of the Hobgoblin empires has forced them closer to the borders of the Weald, with some groups taking work guarding trade routes or protecting communities.

**The Poleis**

Forced underground by the expansion of the church of Aramon, the Poleis are as much a religious group as an ethnic one. The worship of their chief deity, Ann Tyranis, is proscribed within the Phoebian League, so the entire group was forced to flee as the League gained sway.

Taking to the dwarven low roads the Poleis spread south into the Weald, seeking a place to call home. A great many Poleis have become dwarves, taking on the rites of dwarfdom alongside their own religious beliefs. Other Poleis have joined the gnomes' deep villages, acting as merchants and lenders in return for the opportunity to construct their temples.
Order of the Silver Hand

Representing the right hand of Aramon, the Order of the Silver Hand is the church of Aramon's invading army. The order is the spearhead of the Phoebian League's army when they attempt to spread their borders, and includes many of the League's most devout and skilled knights. The Order of the Silver Hand excels in shock tactics, slamming into their enemies with a zeal that is rarely matched. Their devotion to their cause allows them to channel the might of Aramon, striking opponents with the force of his will.

The Order was initially dispatched to the Weald to gain control of the forest's boundless resources but faced an unexpected degree of push-back. When they first met resistance they battered aside the Weald's natives, destroying Vae'Nolar communes and Hin roundhouses alike. It wasn't until supply lines became an issue that the Order's progress was slowed. The lack of well-trodden roads or opportunities for requisition made marching more difficult, and guerilla-style attacks from the trees cost the lives of many knights. Eventually, the Order's leadership was forced to halt their progress and seek a defensible position from which to sally forth. They settled on the long-abandoned fortress known as Fivespire Keep, treating it as a base of operations within the reason.

The leader of the Order of the Silver Hand within the Weald and master of Fivespire castle is Duke Giovanni di Argenti. He holds court within the renovated halls of the castle and decided on the taxes that he charges the settlements within his reach.

Members of the Order are easily spotted within the forest, as their gleaming silvered armour, while impressive, is far from practical in the thick foliage. While impenetrable, their armour also limits their vision, making it even easier for foes to sneak upon them.

## Prominent Members

### Duke Giovanni di Argenti

Full Page

Duke Giovanni Di Argenti is a scion of the nobility of the great city of Castello, heir to a political dynasty unrivaled in the Phoebian League. Unfortunately, the church of Aramon saw the rising power of his family as a potential threat and requisitioned all of their children to serve the Church. While he was initially selected for the priesthood, his rapidly developing stature caused a rapid re-deployment to serve the **Order of the Silver Hand**.

### Phineas Lilwick

The Quartermaster of the Fivespire Keep Garrison. Phineas Lilwick is a stout gnome with thick rimmed glasses and wiry grey hair. His attention to detail is renowned, and he is referred to by regulars of the Silver Hand as "Keys", as it's easy to hear him prowling the keep, taking regular inventory, by the large set of keys jingling at his belt.
The Weald Wiki

**Welcome to the Aeos Wiki**
This is a central page for the Aeos world that everyone is encouraged to keep up to date!

## Key Pages

### Geography

#### Locations of Aeos

Weald

Phoebian League

Glittergloom Mountains

Wolfshead Grasslands

Rorrick's Depths

### Factions

Order of the Silver Hand

Falconhand Rebels

Travelling Tumblers of the Autumn Peak

### People of Aeos

Dwarves

Elves

Gnomes

Halflings

Humans

Orcs

### Gods

Aramon

Ann-Tyranis

Hakash

Sister Nox

Tenntron

### Notable People

#### NPCs

Banefang

Duke Giovanni di Argenti

Faygrace Cobbletoss

Old Mag

#### Former PCs

Ival Bursturoz

Sheridan Lockhart

Mirth

Ilmnamyr Zaundar
Fivespire keep

Fivespire Keep was built over a century ago by a group of human immigrants hoping to restore their royal bloodline after generations of dispossession. The self-styled True King of the Weald, Magnus Wynne, ruled from the castle, though few people outside its walls recognised his authority. The king did little to exert his authority on those that inhabited the surrounding forests and permitted them shelter within his walls in times of crisis. When monsters threatened the gates of his keep King Wynne was always one of the first in line to defend them. Using the power held within his mighty warhammer, Swansong, the king was able to defeat any and all foes. The king and the hammer kept the keep safe for many years until an assassin managed to sneak into his personal chambers, killing Magnus while he slept and stealing the warhammer for his own malign purposes.

Unfortunately in the intervening years the Wynne dynasty died out and their people dispersed, joining other, more successful, settlements. Every now and then a human warrior arrises that claims to be the rightful heir to the Wynne dynasty, seeking fellow adventurers to help them regain Swansong and re-establish the kingdom at Fivespire keep. None of these warriors has been successful thus far.

**The Castle**

Fivespire keep is named for the five towers that adorn its walls, each reaching high above the treetops to provide a commanding view over the region. The castle's towering spires can easily see as far as Gemfalls Grove to the west, Mosstone to the south, and east to the hills over Redleaf Dale. While the castle's builders prided themselves on being able to identify the movements of potential foes by the swaying of trees as they passed, the knights of the Order of the Silver Hand have no such experience, and as such can only see incoming troops as they emerge from the trees at the base of the castle's motte.

Within the castle walls is a large well to provide water. When the well was dug it hit an unexpected branch of the low roads, sinking into a subterranean pool used as a water source by a variety of underground life. For this reason the well-house is sturdily constructed with a great many murderholes in the roof to allow defenders to rain death on any invaders from below.
The Order of the Silver Hand

Redirect to:

* Order of the Silver Hand
Representing the right hand of Aramon, the Order of the Silver Hand is the church of Aramon's invading army. The order is the spearhead of the Phoebian League's army when they attempt to spread their borders, and includes many of the League's most devout and skilled knights. The Order of the Silver Hand excels in shock tactics, slamming into their enemies with a zeal that is rarely matched. Their devotion to their cause allows them to channel the might of Aramon, striking opponents with the force of his will.

The Order was initially dispatched to the Weald to gain control of the forest's boundless resources but faced an unexpected degree of push-back. When they first met resistance they battered aside the Weald's natives, destroying Vae'Nolar communes and Hin roundhouses alike. It wasn't until supply lines became an issue that the Order's progress was slowed. The lack of well-trodden roads or opportunities for requisition made marching more difficult, and guerilla-style attacks from the trees cost the lives of many knights. Eventually, the Order's leadership was forced to halt their progress and seek a defensible position from which to sally forth. They settled on the long-abandoned fortress known as Fivespire Keep, treating it as a base of operations within the reason.

The leader of the Order of the Silver Hand within the Weald and master of Fivespire castle is Duke Giovanni di Argenti. He holds court within the renovated halls of the castle and decided on the taxes that he charges the settlements within his reach.

Members of the Order are easily spotted within the forest, as their gleaming silvered armour, while impressive, is far from practical in the thick foliage. While impenetrable, their armour also limits their vision, making it even easier for foes to sneak upon them.

## Prominent Members

### Duke Giovanni di Argenti

Full Page

Duke Giovanni Di Argenti is a scion of the nobility of the great city of Castello, heir to a political dynasty unrivaled in the Phoebian League. Unfortunately, the church of Aramon saw the rising power of his family as a potential threat and requisitioned all of their children to serve the Church. While he was initially selected for the priesthood, his rapidly developing stature caused a rapid re-deployment to serve the Order of the Silver Hand.

### Phineas Lilwick

The Quartermaster of the Fivespire Keep Garrison. Phineas Lilwick is a stout gnome with thick rimmed glasses and wiry grey hair. His attention to detail is renowned, and he is referred to by regulars of the Silver Hand as "Keys", as it's easy to hear him prowling the keep, taking regular inventory, by the large set of keys jingling at his belt.
Aramon's Wroth

A violent disease that tore through Castello and its neighbouring cities in the Phoebian League twice over the past two centuries. The first wave came a little over 230 years ago, and has since been traced back to a trade convoy returning from the Weald. The second wave followed 120 years later, and rocked the Phoebian League once again.

The Church of Aramon named this disease Aramon's Wroth, due to its distinctly higher rates of infection and death in fey-touched beings such as elves and gnomes. They claimed that the disease was sent by Aramon himself to purge the unfaithful and heathens from the league, and encouraged the sick to repent their sins and embrace Aramon in his entirety.
Galadran, Sunwarden

Galadran, Sunwarder (born Galadran Hyrlyr) was an Eldiri cleric of Leiea (vhalar. Leah) and an adherent to the wives and sons at the time of Cyndix's Rebellion. Galadran was slain by Cyndix during his coup, and though it was said that Galadran commanded immense power, they refused to bring it to bear in violence against one they considered a brother.

Galadran's story is still taught as a tale both exemplary and cautionary among adherents of Leah and the temples of the Wives and Sons, as he both understood the measure of the power he was granted, but could not see when the hour was dire enough to use it.
Scalehome

Kobolds of Scalehome put great cultural significance on the structure of the strongest and eldest being in charge. They have an almost ubiquitous social ownership culture (hence why they seem to criminal to other cultures, which value personal ownership), with central reserves of supplies and resources and a take-as-needed model. Private hoarding and over-taking from the reserves is usually dealt with swiftly and with little finesse. Their way of life seems relatively ancient, but there is little in the way of archeological evidence, unless you were able to map and track the structure of the tunnels themselves. Kobolds mostly seem to use common and Koboldeze, with a bastardized dragonkin tongue when they want to be secretive.

* Artifacts: Maps and record of the tunnel system.
* Locations: The tunnel system, but good luck getting in there.
* Phoebian archeological opinion: This would be a very valuable to us, to study the history of scalehome but also all the archological artifacts theyve probably stolen over the years. But we’d need a systematic purge of the little beasts to get any good data.
* For place and name generation, consider English & pig latin
Ival Bursturoz

**Anthropologist, Truth Miner, Bard of the Lore**

"*The Truth Miners, those who go outside dwarven society and return with knowledge rather than gold.*

*He's the Smelter for the Truth Miners, synthesizing the ore of rumour into the metal of truth."*

Up here on the surface, the deep dwarves have quite a reputation. It’s a strong reputation. We built it ourselves. It will last.

We have built much over the years. Lost much too, is true, but always built more. But now the land is being ravaged, pierced, transformed, and not by us.

It is my responsibility to find out what is being going on up here, heh? Who is in control among the surfacers and what are they doing about it? Because some among My People, they doubt that things are in capable hands. I say, let’s go see before we judge, heh?

We send message and They say that they

*“...welcome the valuable input of our subterranean brethren in these most troubling and, indeed, unprecedented times”*

So, I have been learning of their diplomatic ways but all is the same really. You talk but say little, so you eat, you drink, your tongue moves more, then you talk real, you sleep.
Glittergloom mountains

The mountains to the south of the Weald are known by surface-dwellers as the Glittergloom Mountains. A range of mountains that extend from the Rorrick Depths in the west all the way to the Wolfsend Grasslands in the east. Even the range's foothills see a fair amount of snow, and the highest passes are often buried under impassable quantities. The Glittergloom Mountains constantly shift, meaning that communities that were within a day's journey for years could suddenly be a distanced by over a week's travel due to a single land-slide or avalanche, and a single dangerous beast could block off an entire pass. Despite this, the mountains are more varied than outsiders might expect, with beautiful crystal clear lakes filled with fish, verdant pasture valleys grazed by enormous rothe, and deep pine forests home to secretive great elk breaking up the snow-capped peaks.

### The History of the Glittergloom Mountains

The deep dwarves of The Argent Hall have resides under the mountains for as long as such things have been recorded, with some Dwarven historians claiming that it was founded by Bronnir Ironhammer himself. Gnomish deep-villages blossomed as the dwarves opened their low-roads through the mountains, emerging to exploit resources that deemed insufficient by Dwarven planners.

On the surface the hobgoblin emperor Khendur the Builder instigated the construction of a line of fortresses along the glittergloom mountain range, and in doing so opened the region up to easier surface travel, as well as keeping the number of monsters in check. After Khendur died and his empire split, each of these forts became the home of a local warlord, waiting for a powerful leader to re-unite the fortresses under a single banner.

Hillhin goat-riders moved into the mountains, following herds of bison and caribou from valley to valley. They have no way of guiding their herds, following them as they move to where there is food available. These Herdkin halflings identify with their animals spiritually, often taking on symbology and attributes that they see in their livestock.

Elves were a relatively late addition to the mountains, though their isolated peaks proved ideal locations for the construction of communes. A number of communes moved below ground to form the secret city of Nocturnus, leaving fairly few Vae'Nolar living on the surface. Those high elves that remain tend to be even more insular than others of their kin, and they are often mistrusted by those that fear the Vae'Nocturnus.

While a number of orcish tribes exist within the Glittergloom mountains they are no-where near as common as the tribes of the weald. The mountain's tribes still return to the weald for orcmoot, and many do not return.
The Phoebian League

The Phoebian League is a loose confederacy of city-states to the north of the Weald, bound by their dedication to the church of Aramon. The League was started when the church gained political control over two cities, Castello and Punta d'Oro. With their leadership united, the two cities were able to exert increasing pressure over the surrounding lands, slowly spreading their influence further and further afield until the whole region was under their indirect control.

The Phoebian League was officially founded with the Treaty of Phobos, an agreement that prevented war between a half dozen cities and territories as long as they allowed the church to have access to the highest levels of power. Cities within the League could maintain their own government and culture, as long as they allow church members into their court, and allow the church to decide on foreign policy. Each city also maintains its own armies, as well as providing conrois of knights proportional to their population to serve in the church's paladin orders.

In the past year the Phoebian League has turned its sights on the bountiful untapped resources of the Weald, sending the Order of the Silver Hand to pacify the population and prepare the region for a more permanent colonisation. Unfortunately this has proved more difficult than had been hoped, and the League's forces have had their progress ground to a halt by difficult terrain and stiff resistance.

While the Order of the Silver Hand is overt in its actions to serve the League's interests, the Brotherhood of the Thumbed Scale acts more subtly. Brothers have infiltrated marketplaces and caravans, attempting to shift prices in the League's favour and plant the seeds of future trade routes in the minds of the Weald's residents.

The League's colonial intentions are not limited to the Weald, however. Believing themselves to be the ideal of civilisation, Phoebians hope to extend their influence as widely as possible. Where the incursion into the Weald is relatively overt and, at times, military, there are slower movements on all of the League's borders. The Wolfshead Grasslands, in particular, are under constant threat of cultural colonialism by the Phoebian league. Population centers are slowly inundated with Phoebian rules on society and scandal. Smaller and rural communities are assisted with Phoebian grain and supplies, in return for religious and educational expansion to these settlements. Phoebians often employ the *wisdom of repugnance* (or "appeal to disgust") to encourage communities to increasingly behave Phoebian, long before any Phoebian military or peacekeeping forces arrive.

Multiple social forces are already acting in the grasslands, including the Gentillischo Scholars.
Sweetwater

The main bastion of civilisation in the Grasslands, it functions as a frontier and market town for a variety of peoples

## Ancient History

### Sweetwater Dragonkin

The dragonborn originators of Sweetwater town were originally a large group, a sedentary community called requiem, who settled The Dulcado river and, later, the town of the same name - which translated to Sweetwater, after the fresh and icy glacial runoff from the mountains. The dragonborn were proud and well-situated, with a strong desire to record any and all history they could. Unfortunately, sweetwater suffered a serious fire at one point that damaged a great deal of records, and the *Requiem* community itself diminished to just one small family branch of a new name.

Artifacts: finding info on this native community is mostly about digging in ancient record halls for indecipherable scrolls. The information isn’t lost, but it is obfuscated and mostly abandoned.

* Locations: The Sweetwater library, and the Requiem archives, called the Fabula Serva.
* Language for name & place gen: Latin
* Phoebian archeological opinion: Tremendously valuable! This should be moved to Punta D’oro for proper itemization and record. Leaving it in the hands of the locals could be terrible.
Orcs

The Orcs of the Weald are the only race that could claim to be as diverse as humans. Each individual clan has its own unique culture and social mores, and two orc tribes are as likely to be different as they are similar. Orcs as a whole have little passion for permanent buildings, preferring a semi-nomadic lifestyle of hunting and gathering to the farms and mills of Humans and halflings.

Each orc tribe should be approached entirely differently, with some, like the Broken Bow Kin, being friendly forest wardens, while others, like the Darktooth children, are as likely to eat you as speak to you. Some, like the Scorchclaw Clan practice slash-and-burn farming, others, such as the Ear Takers subsist entirely on what they steal from other groups. To further confuse things a tribe's culture can shift substantially as it gains and loses members to the allmoot.

**The Allmoot**

Once per year, on the solstice, every orcish tribe in the Weald meets in a single spot for the Allmoot. Part feast, part festival, and part competition, the Allmoot provides orcs with an opportunity to assess other tribes strengths and weaknesses, as well as a chance to move tribes completely if they wish. There is no judgment assigned to the individual when changing tribes, but a clan losing a large number of members is seen as a source of shame for the group. Once a tribe starts losing a lot of its members the whole group will disband, joining other groups or coalescing into an entirely new clan.

The Allmoot is the one occasion when open violence is frowned upon by even the most dangerous of orc clans, though a challenge of any sort is seen as a test of honour. These challenges can be anything from duels, to hunting contests, to public debates, viewed by spectators as adverts for the participants' tribes.
Dunroamin

When a Wolfshead halfling reaches the close of their years, when they need care that their family can no longer afford to provide, they come to Dunromin. The seat of Halfling wisdom and experience, and the home of their most valuable community members, Dunromin is what folk in the Grasslands think of when they think of Halflings.

## History

Not much to say on the history of the roaming halflings, whose culture is so deeply amorphous and shifts very easily with time. The Halfling language is similar to that of the Nevermire halflings, though it has some linguistic differences. The two halfling groups will be able to coordinate, but find each other's language and accent laughable. They mostly speak common, and history is kept by elders and rarely more than 2 generations old.

* Artifacts: Maps and record of the old roaming routes.
* Locations: none
* Phoebian archeological opinion: These are just useless roamers with no value to us.
* Language for name & place gen: English, gaelic languages mish-mash.
The Falconhand Rebels

Lead by Aella Loreweaver, the Falconhand Rebels form the heart of the resistance against the Order of the Silver Hand. They have pushed back against every step the order has made within the Weald, slowing their progress to such a degree that they were forced to hole up at Fivespire Keep.

The rebels do not have a strict leaderships structure, rather relying on small groups and cells trusting one another and accept advice from those that have more experience or information. For this reason, Aella Loreweaver does not have a title, she simply knows the forests better than most and has an uncanny knack for predicting the order's actions before they happen. This shifting, non-hierarchical structure makes the rebels unpredictable and independent. Each subgroup is able to act entirely without orders from above, coordinated only by advice and intelligence from collectively gathered intelligence. Even the name "The Falconhand Rebels" was applied by the Order of the Silver Hand. The rebels see rebellion as something they *do* rather than something that they *are*, and groups will assist the rebels on a temporary and issue-specific basis.

## Rebellion Cells

### The Varrendir

The Vae'Hilé tribe, the Varrendir, have been travelling the Weald for centuries, moving between seasonal hunting grounds to pursue their prey.
Ludus Moderatii

The Ludus Moderatii is the largest coalition of warriors of entertainment within the Valoren regions. Boasting not only connections and a massive school hosted by the greatest gladiators of the generation, they also have built their headquarters around a massive amphitheaters that hosts some of the largest and bloodiest wargames and combat theater that has ever been performed.

Formed in 97 FV when King Korinth II outlawed slavery and humanoid trafficking in the lands of Valoren, when those that took to the lifestyle of arena combat decided to form it into a proper profession. The name of the Ludus Moderatii carries renown to the far reaches of Ahrd, many citizens fond of their summer games and decathlons that travel to ten locations in all of the regions of the continent every 5 years.

* **Alignment**: Chaotic, waived for Gladiator backgrounds.
* **Guild Hall**: Flavian Theatre, Valoren City
* **Trapping**: Necklace bearing a wooden lion, armor or shield painting of a roaring lion, burgundy silk robes (typically worn over a naked body).
* **Code**: Fighting without purpose is without honor.
* **Law**: Killing the defenseless is without honor.

#### Earning Renown

+1 - Winning a public combat by non-lethal means.

+2 - Bringing a villain of the people to justice, alive.

+3 - Winning gladiatorial games, +2 extra renown if done outside of Valoren.

 10-19
 20+

#### Abilities and Gifts

**Showmanship**: When rolling for downtime activities that involve a level of character and panache, the Gladiatus is able to roll an extra dice and choose which result to use. If participating in arena events, can roll two extra dice.

**Flair**: When making an attack, a saving throw, or using Showmanship, you can choose to make the roll with Flair, adding a D6 to the roll. This must be chosen before any dice are rolled. You can use this ability a number of times equal to your Charisma modifier (min 1), which are replenished after taking a Long Rest.

**Taskmaster**: Can spend a use of Flair as a reaction to add a D6 to a failed saving throw or missed attack performed by a willing character within 60 ft and is visible to you, and can hear your words. Your Flair uses now recover on a Short Rest.

**Gladius Mundus (Requires Attunement)**
Rorrick's Depths

The vast, writhing ocean of Rorrick's Depths borders many nations and is a hub for trade between all the great civilisations of Aeos. Ships from the Phoebian League, Jaraca, the Weald, the Glitterglooms and beyond can all be found peddling wares in the numerous port towns and harbour cities that dare thrive on the coast. A force of nature in and of itself, many denizens of said ports and harbours will tell you not to underestimate the sea as she takes before she gives.

### Key Locations

#### Castello

The Phoebian League's coastal jewel. Home to the Church of Barnabus the Martyr and one of the great seats of the Aramonian Church, it is the grandest and wealthiest city on Rorrick's formidable coastline. The large harbour is protected by a colossal watchtower in the shape of a bronze statue of Aramon.

#### Jaraca

An expanse of jungle on the far side of Rorrick's Depths. Home to lizard folk, ancient temples and smuggler's dens, only the bravest and most hardened adventurers brave the undergrowth.

The most well-known of smuggler's den is Trident Harbour, home to over a hundred settled pirates and brigands. The buildings are made out of shattered ship hulls, hidden around a harbour created by a half-sunken temple.

#### Nukuoro

A populace of whalers settled in the wet woodlands along the fringes of the Weald. Their largest settlement is Nuku, a town constantly beset by the smell of rendering whale fat.

#### Seabreech

An inlet cavern that allows shipping access to a Dwarven trading post, where the traders of the Argent Hall and the Glitterglooms can buy and sell without ever seeing the sun.

#### The Fallen Stars

A group of Vae’Hilé who believe that it is spiritually damaging to step onto dry land. Their beautiful junks ply trade along the lengths of the Rorrick’s coast, and they are known as the finest sailors.

#### Flotsam

A settlement of lost and stranded sailors on the shores of the Weald. They are friendly, and keen to trade, managing a consistent flow of rare woods from the Weald out onto the Depths
Blade of Fortune

*Wondrous item, legendary, requires attunement by an adherent of Fortuna.*

Category: Items

Damage: 1d8

Damage Type: Slashing

Properties: Finesse

Weight: 3

The bearer of this blade has the Lucky feat. If the bearer of this blade already has the Lucky feat, they add an additional 2 dice to their Lucky pool. If they unattune to this weapon, they lose 2 dice from their Lucky pool.

When a creature the bearer of the blade sees makes a skill check, you can use your reaction to add or remove 1d4 from that check.

*Cosmic gift created by Fortuna, this is the current badge of office of the high priest of the Sect of the Kind Blessing. Fortuna has not issued reclamation of this artifact, and it is allowed to stay among mortals for this time.*
Ann-Tyranis

Where Aramon is the god of the sun and of order, Ann-Tyranis is the god of the moon and of freedom. Depictions of Ann-Tyranis are rare, and tend to show him as being the same race as the person producing the work. As a god of freedom he is said to assume forms as easily as mortals breathe, and encourages the same diversity in his followers.

The followers of Ann-Tyranis view classifications such as race, gender, and class as inherently fluid, and believe that all hierarchies should be at least questioned, and probably dismantled. They form loose, voluntary cooperatives,rather than strict cults or churches, with each member only deferring to an other when they believe it is right to do so. For this reason groups dedicated to Ann-Tyranis appear and disband regularly, and their actions and intentions are difficult to predict.

Due to their diametrically opposed purviews, the Church of Aramon sees worship of Ann-Tyranis as inherently seditious. The church pursues leads regarding these groups doggedly, bringing them to Aramon's justice as quickly and efficiently as possible. They present the followers of Ann-Tyranis as liars and criminals, something that their prejudice against them often makes true.

Before the progroms against the followers of Ann-Tyranis started in Punta d'Oro, a large group of worshippers of Ann-Tyranis known as the Poleis inhabited a neighbourhood known as the Shadow Quarter. When the church gained political control, the entire quarter was abandoned in a single night, its inhabitants fleeing into the low-roads through the city's sewers. Since then the Poleis have formed small communities throughout the low-roads, seeking to worship in peace. The church of Aramon regularly sends paladins into the low-roads to attempt to sniff out these groups, but they very rarely see success.

In some myths about Ann-Tyranis an entity known as Sister Nox is mentioned. She is either his sister, his wife, or an aspect of his being, and sometimes more than one at the same time. She is often ascribed with the negative aspects of darkness and freedom, namely fear and chaos, but there is little consensus on to what degree she acts on them
Halflings

The Halflings, or Hin, are one of the two races that are truly native to the Weald. While below the ground gnomes constructed their deep-villages, the Hin constructed roundhouses. While gnomes dug for gemstones, the Hin cultivated orchards. While the gnomes allowed their communities to be expanded by an influx of dwarves, the Hin welcomed humans to build alongside them.

Halflings are divided into two rival clans: the Hillhin and the Dellhin. Their rivalry is broadly friendly, with the two groups often competing in sports and games, in which creative cheating is considered every bit as admirable as skillful play. Hin communities are peaceful and friendly, considered oases of calm to travelers who come across them.

**Hillhin**

Hillhin are a loud, confident, and brash culture, considering jokes and songs as suitable for almost all situations. Constructed at the top of hills and bluffs, their roundhouses are warm and cozy. Every Hillhin family will ensure that they always have plentiful food and mead for all that want it. Visitors are treated like family, which can be baffling when in-jokes and unspoken rules start flying around.

Hillhin tend to dress flamboyantly, competing with family members and neighbours to see who is able to stand out most. Brightly died fabrics, bold prints, and extravagant hat-plumes vie for attention, and when visitors are due every Hillhin in a community will make sure to dress their very finest. Despite this, Hillhin take great joy in sneaking and hiding. The idea of managing to avoid being seen while wearing an ostrich feather in one's hatband is seen as the mark of a master gamesman, and a source of no small pride. For this reason, when they pick the games Hillhin will often choose ones wherein stealth is a viable tactic.

**Dellhin**

Where Hillhin are cocksure and talkative, Dellhin are calm and relaxed. Walking into a Dellhin village is like wading into a millpond: cool and calm. The Dellhin construct their roundhouses in shady hollows and alongside babbling streams, creating an almost somniferous ambiance.

The Dellhin see work as an unfortunate inconvenience and ensure that their communities are established in such a way that daily tasks are kept to a minimum. A Dellhin farmer is more likely to set up nets below their fruit trees to catch windfall than to go out and pick fruit, and a Dellhin fisherman will construct fishing wiers rather than using a rod or spear. While some would consider this laziness, most halflings see this as ingenuity, as it provides more time for the things that the Dellhin truly love.

Where other races tell tales of great heroes and mighty villains, Dellhin folklore focuses on their people's finest brewers and distillers. Dellwater, distilled from a secret mixture of botanicals unique to its creator, is considered the finest spirit in the Weald, a fact that Dellhin will never let the Hillhin forget.

Dellhin tend to be stout, with attractiveness correlated closely with weight. For this reason they often compete in contests of eating or drinking, or games where they can bring their comparative strength to bear.
Falconhand Heights

Falconhand Heights was originally a Va'Nolar commune, built with magic from the living wood of the trees on Falconhand Hill, overlooking Mosstone. When the Phoebian League's Order of the Silver Hand first invaded the Weald they murdered the high elves, leaving nothing but the trees they lived in behind.

The commune was quickly re-settled by those forced from their homes by the Order, with the Nolarian homes quickly filling with refugees. The hamlet of Lorei's Folly was almost entirely relocated to the Heights, setting up rough tents around the base of the trees. The orcsish Mossclaw tribe moved in soon after, their camp a polite distance from the human tents.

Falconhand Heights did not reach its current state until a Vae'Hilé tribe, the Varrendir, found themselves forced out of their spring hunting grounds for not paying Duke Giovanni di Argenti's taxes. Their leader, Aella Loreweaver, saw the utility of such a diverse group bound by a common enemy and elected to have her people settle down for the first time in decades.

Aella now leads raiding parties against the Order of the Silver Hand, redistributing their taxes, and using their stolen supplies against them. She sees any act as appropriate to relieve the Weald of these invaders and has no issue ordering ambushes and nighttime raids. This has made her a somewhat contentious leader, but few can deny her effectiveness, and her followers are willing to accept her ruthlessness in return for their ongoing survival.

Falconhand Heights is defended in almost innumerable ways, from elven wardens, to halfling traps, to orcish patrols. The Order of the Silver Hand has not yet been able to establish an effective way of assaulting the camp, though they must surely be looking to do so.
Duke Giovanni di Argenti

Duke Giovanni Di Argenti is a scion of the nobility of the great city of Castello, heir to a political dynasty unrivaled in the Phoebian League. Unfortunately, the church of Aramon saw the rising power of his family as a potential threat and requisitioned all of their children to serve the Church. While he was initially selected for the priesthood, his rapidly developing stature caused a rapid re-deployment to serve the Order of the Silver Hand.

Giovanni served as a page, and later as a squire to several high-ranking knights, working hard to learn as much as he could. While he was an apt warrior, wielding a greatsword with unlikely deftness, the Order saw that he would be wasted on the front lines and that his true value lay as a leader of men. When given his own conroi, Giovanni lead his men to overwhelming victories over hobgoblins and elves alike and gaining no small amount of favour among his followers. By the age of 50, he was undeniably the most successful general in the Order, so the church saw fit to give him his greatest challenge to date: annex the Weald.

Since the less than successful invasion, Giovanni finds himself the begrudging lord of Fivespire Keep. From his seat in the restored fortress, he manages his men, keeping the peace within his domain as best he can. The knights of the order sally forth from the castle to patrol the woods, attempting to kill or scare off the monsters that haunt the shady bowers. In order to fund this work, Giovanni has levied taxes on the communities his men protect, negotiating tithes of food, supplies, and weapons. These taxes are highly controversial, with some praising them as well worth the safety they pay to provide, while others resent the authority that the Order of the Silver Hand has claimed for themselves.

Giovanni's attitude towards the people of the Weald was substantially changed by the massacre at Guilded Ford. After natives ambushed an entire company of men-at-arms as they crossed the Avainn river south of Mosstone the Duke grew colder and harsher, less willing to give natives of the Weald the benefit of the doubt. Unfortunately this increasing pitilessness has made resistance stronger, vindicating the the rebels at Falconhand Heights.
John Isbell

**John Isbell**(s. 1839) on yhdysvaltalainen Etelä-Missourin alueella vaikuttava maantierosvo. Isbell tunnetaan lainsuojattoman Jim Lowrien johtaman rikollisryhmän jäsenenä.

## Tausta

### Varhainen elämä

Isbell syntyi Missourin Forsythissa vuonna 1839 tilalliseen perheeseen. Hän oli perheen kolmas lapsi siskonsa ja veljensä ohella. Isbellin perhe oli kotoisin Pohjois-Arkansasista, mutta muutti Forsythin alati kasvavalle alueelle uusien mahdollisuuksien perässä.

### Yhdysvaltain sisällissota

Isbellin perhe oli eteläisten juuriensa takia myötämielinen Yhdysvaltain Konfederaatiota kohtaan. Monen muun paikallisen tavoin, Isbell värväytyi Konfederaation joukkoihin.

Sisällissodan aikaan Forsyth joutui sekä Konfederaation että Unionin armeijan hallinnoitavaksi. Vuonna 1863 unionin joukot perääntyivät kaupungista ja polttivat sen maantasalle poltetun maan taktiikan tavoin. Isbellin perhe menetti kaupungin tuhossa koko tilansa.

### Elämä sodan jälkeen

Huolimatta sodan päättymisestä, Konfederaation ja Unionin kahtiajako eli Yhdysvaltain eri alueilla pitkään. Missourin alueella konfederaatiojoukot jatkoivat toimintaansa sitkeän sissisodan muodossa. Isbell oli osallisena paikallisia ongelmia aiheuttaneissa sissitoimissa ja eri bushwacker-ryhmittymissä. Vuosien vieriessä moni jätti elämän taakseen, osan siirtyessä lainsuojattomuuden puoleen. Myös Isbell eli hajanaista elämää, tehden rikoksia ja sekalaista työtä leipänsä eteen.

## Jim Lowrie Gang

Vuoden 1880 kesällä Isbell tapasi lainsuojattomat Jim Lowrien ja King Callahanin Springfieldin kaupungissa. Kolmikko liittäytyi yhteen muodostaen aluetta samana vuonna piinanneen Jim Lowrie Gangin. Ryhmä oli syyllisenä lukuisiin rikoksiin Greenen piirikunnan alueella Missourissa.

Jengin viimeiseksi ryöstöksi jäi Springfieldin pankin ryöstö, jonka yhteydessä Isbell haavoittui vakavasti ja vangittiin paikallisen sheriffin toimesta.

## Isbellin suorittamat ryöstöt

* Butcher's Creekin postivaunuryöstö
* Union Midwest Missourin junaryöstö
* Quaker County Bankin ryöstö
Chosen

It is said among the adherents of the gods that mortal can be chosen by a deity to inherit much of, if not all of, their power. The details and conditions of these so-called chosen are debated heavily among scholars and adherents from different cultures, and is often used to describe events where mortals display a large amount of power that seems unobtainable without direct intervention or favoritism from the gods.

## Alleged Chosen and their Events

### Seraphina, Greatmother

Seraphina is often cited as the greatest example of chosen that have shown to exist within Ahrd. Not only has her life been greatly extended, but her aging has completely stopped: still appearing as she did on her 18th birth day after nearly 500 years. Her immortality extends beyond this, able to survive horrific wounds (if she can even be wounded in the first place), and bestow incredible healing onto others. Her gifts are so strong that it took nearly 200 years for scholars to agree that she was not indeed the goddess Leah herself.

### High Priests of the Sect of the Kind Blessing

All High Priests of the the Sect of the Kind Blessing (current: Cedric, Shadowbane) are blessed with the same gift: the foresight of Fortuna. While those in her order view this as choosing the best among them for their job, those outside the order view the gift as one of immense power that does not come to those outside of the adherence of Fortuna. While some wonder if this is luck (seemingly impossible, considering the Luck goddess is she who is bestowing these gifts), those in power across Ahrd count themselves blessed that no one with a more nefarious mind finds themselves with this gift. Indeed, this is the chief evidence that this gift is given, and not natural, and that though the gift is used for small and good purposes, the gravity and potential of the power is why it is considered godly.
Nat Kinney

**Nathaniel Napoleon Kinney** (s. 1843) on missourilainen maanviljelijä.

## Tausta

### Varhaiset vuodet ja sisällissota

Kinney syntyi New Yorkissa vuonna 1843. Nuorena miehenä hän värväytyi Pohjoisvaltioiden puolelle Yhdysvaltain sisällissodassa. Sodassa Kinney palveli West Virginia Militia-nimisessä yksikössä, ja oli arvoltaan sotamies. Hän sai toveriensa keskuudessa maineen taitavana puhujana inspiroivien puheidensa johdosta. Sodan päätyttyä hän vaelsi ympäri maata, tehden lukuisia eri töitä. Kinney vietti hetken aikaa Indianassa ja Coloradossa, josta hän lähti Kansasiin, minne perusti pienen maatilan. Kansasissa hänet tunnettiin räyhääjänä, joka ajautui usein tappeluihin. Kinney työskenteli myöhemmin myös Santa Fe - junayhtiön palveluksessa virkamiehenä, ja mm. neuvotteli sopimuksia intiaanien kanssa. Pian tämän jälkeen hän alkoi työskennellä Yhdysvaltain postitoimistolle vankkureiden vartijana. Huhu kertoo, että ollessaan postitoimiston leivissä Kinney tappoi kerran useita miehiä heidän vastustettuaan pidätystä.

### Springfield

Postitoimistolle työskenteleminen ei ollut Kinneylle mieluinen urapolku, joten hän päätti lähteä kokeilemaan onneaan Missouriin. Hän asettui asumaan kasvavaan Springfieldin kaupunkiin, ja perusti saluunan nimeltä The Shamrock. Saluuna alkoi menestyä nopeasti, ja on yhä yksi kaupungin vetovoimaisimmista juottoloista.

### Taney County

Vietettyään Springfieldissä useita vuosia saluunanpitäjänä, Kinney muutti Taneyn piirikuntaan hankkiakseen maata. Hän rakensi White Riverin varrelle suuren talon ja perusti maatilan, jolla omistaa lukuisia eri eläimiä. Pian tämän jälkeen hän nai vaimonsa Margaretin.

### Bald Knobbers

Saatuaan tarpeeksi Taylorin veljeksistä, Nat Kinney ja 12 muuta miestä perustivat Bald Knobbers-nimisen ryhmän taistellakseen lainsuojattomia vastaan. Kinney nimitettiin yksimielisesti ryhmän johtajaksi. Hän myös johti Taylorin veljekset lynkannutta joukkoa.

### Yleistä

Nat Kinneyn menneisyys ennen Taneyn piirikuntaan saapumista on alueella suurimmaksi osaksi mysteeri. Hänestä liikkuu vain epämääräisiä tarinoita liittyen hänen aiempaan työskentelyynsä Santa Fen ja postitoimiston palveluksessa. Kinney on komea ja karismaattinen, ja hänen merkittävin ulkonäköön liittyvä piirteensä on hänen vaikuttava kahden metrin pituutensa. Hän on myös harras kristitty, ja on pitänyt pyhäkoulua Forsythissä.
Aramon

Aramon is the god of order and light. He is often depicted as a tall human in shining silver armour, holding a set of merchants' scales in his right hand and a winged sword in his left. He is the patron deity of the Phoebian League, and his name is closely associated with wealth, power, and civilization.

To worshippers of Aramon, Order is a product of hierarchies, and Light is used to root out dissent. This is shown in his depictions. The merchants' scales represent his bringing order, and the winged sword reflects the speed with which his light will strike down dissidents.

Money is seen as a source of order, as it formalizes transactions and enforces social order. The wealthy are above the poor, and the presence of coin allows this hierarchy to be evidenced. For this reason, the majority of the coin in the region is minted by the church of Aramon and is set with his symbols. Copper pieces feature his mailled fist, silver pieces feature his winged sword, and gold pieces are stamped with a balance scale.

The Church of Aramon

The modern church of Aramon is as much a political body as it is a religious one. Aramon's focus on wealth means that his church consolidates power, while the domain of order produces a strict hierarchy that prevents schisms that damage similar churches.

The Church of Aramon is currently headed by Sister Superior Bartolomea Fagni, a Vae'Nadas chosen by the Shining Lord to be his herald. As the head of the church Aramon has blessed her with substantial divine power. She demonstrates Aramon's favour whenever possible, using his power to identify criminals, force confessions, and mete out justice.
Stone One-Handed Sword

It's better than fighting with your bare hands, but you'll need a stronger weapon if you plan on going into a dungeon.

### Picture Book Reward

* 1 = +0.1 ATK
* 50 = +0.1 ATK
* 100 = +0.1 ATK

## Overview

The Stone One-Handed Sword is a basic melee weapon in Craftopia, crafted from stone materials. It serves as an early-game weapon, offering moderate damage and durability. Players can craft it using resources readily available in the game world, making it a common choice for beginners exploring the starting village near the Geezah Plateau.

### Description

"A one handed sword made of stone. It's better than fighting with your bare hands, but you'll need a strong weapon if you plan on going into a dungeon"

## Methods to Obtain

### Crafting

 Crafting Facility
* Log x 2