recursal/Fanatic-Fandom huggingface dataset:
Campaign 1 • Chapter 11

"*Things have not been quiet since you left. We’ve contained the plague to the western reaches, and Alyssa tells me you took care of the source, so with luck we’ll be rid of that in a few weeks’ time, but these rifts continue to open all over the countryside, and the Separatists have grown ever bolder.*"
 ― Evan Cairne

## A Moment's Peace

The party spends a few days in Silverthorne, replacing damaged equipment and purchasing new supplies. They also order some repairs for their keep at An Rath, and decide to travel there once they are finished with their business in the city. The journey is short and uneventful, and they return to the keep to find it as empty as they had left it. They do meet Quartermaster Harald Bales, who is in charge of collecting taxes from the nearby village of Baleden.

The party sets about cleaning and exploring the keep. Namfoodle and Castiel manage to get themselves stuck in the blocked off escape tunnel (by venturing down there with no planned means of getting out), and are rescued subsequently by Nemeia. Every party member claims a room in the main building, and within a couple of days the builder's guild arrives to begin repairs on the walls and bridge.

With repairs underway, the party spend some time training and relaxing, before Evan Cairne shows up a few days later as promised. They go to the abandoned war room in the keep, where Evan debriefs them on the current situation. He explains that the plague has been contained, and with their efforts would most likely no longer be a problem. However, dreadborn rifts have continued to open all over the countryside, and Separatists continue to raid and attack outlying villages.

Evan asks them to help solve the latter problem while Aldred Dwent works on the former. He gives them a lodestone, a granite coloured stone that would allow them to immediately teleport to its companion stone if a large scale dreadborn attack were to happen. He then explains that a Separatist deserter by the name of Torstein Fisher had been helping provide information to the Elven Empire, but had gone missing two days prior.

Evan wants the party to find Torstein, or find more information about his whereabouts. He points them in the direction of the Sewer Rats gang, situated in Silverthorne City, more specifically their leader: The Rat King. The gang deals in secrets and street rumours, and could prove to be helpful. Evan also warns the group that he and Alyssa suspected a mole was leaking information to the Separatists from the city, so the party should enter the city quietly and stay out of sight, not drawing any attention.

The party agrees to help, and bid farewell to Evan, who is travelling north to his home city of Ironstone to investigate problems in the tunnels below the city. He laments that there was never a moment's peace, and hopes the problems were just goblins and nothing more serious than that.

The party rest a day longer at An Rath, and then set off for Silverthorne, leaving Evelyn behind to oversee the continued repairs and construction.
Charles Morgan

**Charles Morgan** is a half-elf citizen of Stillwater and owner of a brothel called the Serpent's Kiss, which caters exclusively to wealthier folk.

## Description

A tall powerful figure, in relatively good shape., with slicked-back brown hair sprinkled with a few streaks of grey and not a single hair out of place. He has a well-groomed bushy moustache and mutton chops over a strong rugged jawline, and piercing green eyes that seem to cut straight through you. He looks to be in his mid-40s, by human standards at least. He has a stern expression, slight wrinkles around his eyes, and a small scar across his left eyebrow. He is dressed neatly, in clearly fine clothing, but not gaudy or overly flashy.
Arlia

Emblem of the Free Arlan Republic in 4E 776

**Arlia** is the political territory founded following a secession from the Elven Empire in 4E 134. The name pertains to the heavy Arlan culture that still infuses the area, and led to the patriotic rebellions which spurred the territory's secession. Following independence, Arlia became a dominant merchant empire with successful trade routes reaching as far as Anterra.

## Society

### Demographics

The swathes of patriotism that influenced the country's creation also led to many non-native cultures being deported or prosecuted for a long period of time. Population remains predominantly elven, with a sizeable Arlan majority.

By 4E 776, nationalistic sentiments have since mellowed, leading to new and continued influxes of immigrants seeking to be a part of Arlia's burgeoning economy and many connections to the outside world.

### Politics

Arlia uses a Republic form of government, where power is determined through democratic elections by eligible citizenry and is re-determined through similar elections every period of 5 years.

In Arlia, the leading council is elected from a selection of leading and prominent figures in the country, usually with multiple representatives from every province depending on the size and population of that province. In 4E 776, many of the council members are from merchant families of high status and wealth, reflecting the country's successful focus on trade and economy.

The territory was originally part of the Elven Empire and the Northern Alliance, both of which collapsed over the centuries leading up to 4E 776. It is now part of the Commonwealth of Elven Nations.

## Trivia

* Arlia is based off of real-world Celtic influences if they had become a more prominent global power during the colonial era. The Arlan Rebellion and ensuing independence is modelled around similar Scottish and Irish rebellions throughout the history of Britain.
Barrelfist

**Barrelfist** was a firbolg tribesman that took part in the raid on the labour camp during the Dread War, and died protecting the retreat. He fought wielding a massive maul made out of a roughly carved slab of stone.

## Background

Firbolgs do not have names when they are born. Barrelfist earned his in the long siege of the Everglades, the dreadborn pressing in on the woodlands from the south, held back by a last desperate alliance of elves, firbolgs, and aarakocra. He had been peaceful once, like most of his people, content to live out his life in the thick evergreen forest, but the Dread War did not leave space for peace.

Skirmish after skirmish, Barrelfist found a taste for battle in the desperate guerilla warfare that held back the dreadborn advance. Yet, despite his ferocity and brute strength, he always remained a peaceful giant at heart. He was always smiling, making jokes, consoling those around him. He fought not for glory or for bloodlust, but so that he may one day return to the quiet life he had once lived, safe with his wife and children, who were hidden far from the front lines. Securing a life for them, above all else, was Barrelfist's cause.

When the call for volunteers to join the rescue mission came, Barrelfist saw a way to serve that cause, and bring about a turn of tide and a swift end to the war. He was amongst the first to sign up. With the day of action imminent, he remained ever his cheerful, jovial, optimistic self, but he knew like all the others the perils that lay before them. He faced them willingly, ready to give all he has so that others may be free.
Fourth Horsemen

The **Fourth Horsemen** are an organised guild of mercenaries infamous for participating in military campaigns that are deemed impossible by conventional troops. The guild was originally founded by veterans of the Athelian Armed Forces, and has a large contingent of veteran leadership to this day. Despite the name, the guild largely consists of specialised infantry rather than cavalry.
Commonwealth of Elven Nations

The **Commonwealth of Elven Nations**, known also simply as **the Commonwealth**, is a political association of states and colonies formerly a part of the Elven Empire. It serves as a political, economic, and military coalition of the member states and re-unified much of northern Maíandir following the collapse of the Elven Empire, this time as equal partners in an alliance.

## Members

* Atheldael (and Colonies)
* Arlia (and Colonies)
* Lydmark
* Ravnmark
* Aldendael
Fra Pavel

**Fra Pavel** is a human priest from Portovere, and a zealous follower of the Magisterial Court's teachings. He is the one that instigates the short-lived uprising in Portovere and drives the people there into a frenzy. Katrin shoots him during the scuffle with the enraged mob.

## Description

A middle-aged man, in his late forties, tall and spindly with a scrawny face wrinkled by anger, and wide eyes wild with fervour. What he lacks in physical presence, he certainly makes up for in passion. His voice is powerful and loud, booming around the square and stirring the crowd into a frenzy, every proclamation accompanied by a shower of spittle and a cheer of support from the people gathered around him.
Coline Loweland

**Coline Loweland** is a human citizen of Stillwater, and one of the three town council members that oversee the governance of the town.

## Description

A stern woman, tall and thin, with a weathered gaunt face, and pursed lips that give her a permanent expression of nearing the end of her patience. Her hair is trimmed to chin length, grey streaked with white.  Her eyes are steel grey, and have a clear disdainful tint to them. She carries a cane, that she doesn't seem to really need to walk, but will use to discipline people.
Edraxis

Emblem of the Protectorate of Edraxis in 4E 776

**Edraxis** is the political region established by the Axios following their invasion of Maíandir. It was made up from a unification of the five human kingdoms, unified under the Church of the Vigil, the name stemming from an amalgamation of *"axios",* and *"edra"* meaning union.

## Society

### Culture

Edraxis is a strictly traditional and religious state. Arcane practice is forbidden outside of power gained directly through godly worship. Secular practices are outlawed and heavily enforced. Drunkenness, prostitution, pugilism, and many other forms of entertainment are regulated by the church and often outright banned.

## Trivia

* Edraxis is based on imperial Roman and early Christian influences, notably in their military pursuits, general culture, and politics in the form of a senate of cardinals. This is intermixed with early Renaissance Italian influences in 4E 776.
Demons

**Demons** are sentient extraplanar constructs, formed when cores of solid arcana caught within the Slip draw in base matter and energy, and even other clusters of arcana, and shape the lot into often horrific otherworldly monstrosities of chaos and insanity. The resulting creatures come in many forms, and no two are exactly alike, but all share some commonalities. Namely, they all possess a core of solid arcana somewhere within their being, around which white strands and charcoal-black filaments of warped matter grow into complex scaffolding of varying density and shape, that in turn give the creature its form. The larger and purer the core, the more matter and energy it draws to it, and therefore the more powerful the demon. When a demon enters the Prime Material Plane, by happenstance or otherwise, the core remains anchored in part to the Slip. Once the creature has suffered more physical damage than it can rapidly repair, the core ejects itself back to its plane of origin, where it begins to reform. Curiously, though the formation process seems random, there are clear evolved patterns and memory in the formed creatures, as though the core is sentient enough to learn, remember, and adapt.

Any demon is a dangerous foe to face. They come in a multitude of quickly evolving forms that adapt almost as fast as they can be destroyed. Some are fast, some are strong, others are magically potent, whereas others are cunning and wily. They cannot be reasoned with, no more than one can reason with the wind or the waves. Demons are destructive forces of nature that simply wish to break down and absorb anything in the immediate vicinity, eating whatever arcana is trapped within. By and large, they have some resistance to damage, and can often reshape very quickly even when destroyed. Being creatures made of arcana, they also tend to have some resistance to spells or magic in general.

Should a person manage to acquire a piece of the core that forms the demon (a small enough amount to not completely destabilise the construct), certain spells with the acquired shard at their centre do allow more precise control over the creature as a whole, which cannier arcanists try to use as a means to bend the demon to their will. Even then however, demons remain volatile, and they are just as likely to break free of the restraints of any spell placed upon them and destroy the caster as they are to obey their commands.
Angolia

Emblem of the Emirate of Angolia in 4E 776

**Angolia** a political territory that expanded from a much smaller kingdom that formerly made up a part of Kyoshai. It encompasses its former territory, as well as a substantial part of the Kalahi Desert on the southwestern border of Samarkhet. It owes much of its current wealth and economic strength to the amber mines and the volcanic forges that dot the region.

## Society

### Culture

Angolian culture is a mixed bag of many differing influences from it's neighbouring regions. The nation has a sizeable portion of its population that are immigrants, and all bring in bits and pieces of their own culture, adding it to the mix. The main focus is on partnership and trade, and skill in the marketplace is often considered a point of pride.

The capital city is Antabar.

### Demographics

Located in the south-westernmost reaches of Maíandir, the population is predominantly human, descended from the first human settlers that landed in Yuantica in the modern territory of Domar.

By 4E 776, conquest of parts of the chiefly elven territory of Samarkhet has led to a small shift in demographics, with a rising number of elves from conquered regions, and other immigrants looking for work in the burgeoning nation.

### Politics

Angolia uses a Monarchy form of government, where absolute power is held by a single person (the Emir), lasts until death or abdication, and is passed on to heirs (usually blood relatives).

In Angolia, the Emir is advised by the elder shamans of the individual clans that make up society. Provinces in the nation are divided amongst the clans, but constant bickering and political struggle results in continuous shifts in the boundaries and ownership of those provinces.

## Trivia

* Angolia is based on a mix of Arabic and oriental influences, resulting in a culture that derives traditions and behavioural tendencies from both. A few Saracen influences in the formerly Samarkhesian provinces are also present, making a journey through Angolia an interesting view through several intermixed cultures.
Evan Cairne

Ex-Grandmaster **Evan Cairne** was the leader of the Crimson Veil, the Elven Empire's intelligence guild. His job is to know and control any subterfuge and hidden threats to the throne. As grandmaster he was also tasked with a large part of Alyssa's training. He betrayed the party and murdered Cassandra I after the return of The Dread Queen. He died during the Battle for Silverthorne in 4E 103.
Eddie Thatcher

**Eddie Thatcher** is a human sailor who signs on as captain of *The Skeksis* after its recovery. He was formerly captain of *The Bloody Venture*, before the ship was attacked by harpies and destroyed near Decime. He helped the town survive for several weeks against attacks by sahuagin, before being forced to retreat into Thyr.

## Description

A tall, stockily built man, wearing a dark green, high-collared vest that seems to have had its arms torn off, showing off powerful arms lined with tattoos. He has a shock of bright ginger hair, swept to one side, and a thick bushy moustache of the same colour that's held together with a small leather band, as well as a moustache that somehow manages to appear impressively styled and rugged at the same time. Strapped across his chest is an assortment of pistols, and a longer firearm slung behind his back, along with a cutlass dangling at his hip.
Godrik Sveinarsson

**Godrik Sveinarsson** was a ship captain and one of the most infamous sceída to roam the Mit'lhorn. He was in command of the raid on the labour camps during the Dread War, and died protecting the retreat.

## Background

Godrik grew up in the harsh sea-swept peninsula of Scedon on the western edge of the sea, learned to fight as a young boy, and was sailing on ships before he could walk. With his trusty spear, Willbreaker, he fought his way up the ranks, earning command of his own ship of sea wolves. When the war began, his crew eagerly joined the fighting for a chance at glory. Instead they found nothing but defeat.

Though they raided and harrowed the dreadborn up and down the rivers of the Argent Basin, the tide seemed unstoppable. Still, Godrik and his crew did not cease their efforts. Aboard their ship, the Sea Viper, they remained a constant thorn in the dreadborn's side. Many of the crew lost their lives along the way, but Godrik refused to give in. When the chance came to lead the raid on the labour camp, he was chosen as the best seaman available. Few others would dare sail through the Sea of Worms, but Godrik's crew were the bravest of the brave, and they would boldly sail into the mouth of the Dread Queen herself if it meant they would earn a place in history.
Aldwyran Empire

The **Aldwyran Empire** dominates the eastern half of Almeras, and is considered the oldest civilisation in Ygdren that still stands. Founded in the modern territory of Aldwyr some time in the first era, it has slowly expanded to encompass much of the surrounding lands, fuelled by highly disciplined legions of dwarves and humans, advanced machines of war, and a deeply militaristic and expansionist society.
Drunndôk

Emblem of the Aldwyran Empire in 4E 776

**Drunndôk**, one of the major constituent regions of the Aldwyran Empire and home to many of its major shipping yards, is a political territory on the eastern coast of Almeras. It has formed a part of the Empire since its conception, and remains a bastion of military and naval strength.

## Society

### Demographics

Like all of the Aldwyran territories, the population is an even mix of humans and dwarves. Substantial groups of other races also form a part of the population, but for the most part these are slaves captured during the constant expansion of the Aldwyran Empire and sent to work in the heartland territories. The general culture of the empire is highly conservative. Outsiders are not trusted and often met with outright hostility, and as such rarely venture far into the territories of the empire.

By 4E 776, Drunndôk serves as the main industrial zone of the Aldwyran Empire. It holds a number of shipyards, production lines, mines, forges, and general industry. The well-oiled performance of the territory is vital for the upkeep of the empire, and as such the territory is heavily fortified.

### Politics

As part of the Aldwyran Empire, Drunndôk follows the rule of the Warleader, using a Stratocracy form of government. The head of state is also the head of the military, and the military's administrative, judiciary, or legislature powers are supported by law and society.

In Drunndôk, rule is delegated to a Lord Governor, who oversees civilian affairs and ensures that mandatory military service is enforced, the laws are maintained, and the economy functions. The governor is usually a retired military veteran, and can request the assistance of any military personnel in the region, but is not directly in command of them. In matters of war and enforcement, the rule falls to the highest-ranking military officer currently in the territory.

## Trivia

* The Aldwyran Empire is somewhat based off of expansionist and imperial Germany and Prussia, with a greater focus on military strength and industrial advancement. The culture focuses heavily on discipline, efficiency, and effective contribution to the state.
Athelvad I

King **Athelvad I**, or Athelvad the Conqueror, was the first monarch of the Elven Empire, which he himself initially formed through conquest of the Argent Basin, creating the territory that would come to be known as Atheldael, as well as holding lands in modern day Lydmark and Arlia. He was succeeded by his son, Athelvad II.
The Goldenkind

**Rhossan, the Goldenkind** is one of the Prime Deities of Ygdren, and resides in Mazhara in his divine realm of existence within The World Stream. He is often depicted as an opulent merchant prince, swathed in copious fine silks and jewellery, dressed in luxury, though with quick fingers and an even quicker eye for picking out those who would cheat him. His eyes are the colour of the gold coins that seem to flow and clatter from his silks with every movement if he so chooses.

Rhossan's domain is over commerce, trade, merchantry, and avarice. He is not generally considered a malicious god, though his intentions are rarely depicted as altruistic. Often, he is said to respect wit and the ability to haggle above most things, and will honour any agreement or bargain made, though one should always be careful to avoid the many-layered traps of his wordplay. He is worshipped by and large by merchants and traders of all kinds, notably in Yuantica where he is an increasingly popular figure and said to watch over the great bazaars that dot the region.
Arrowbeaks

**Arrowbeaks** are fearsome predators native to Wyldcrown and the more mountainous parts of Maíandir. They have thick armoured hide, sharp talons, and a beak designed for tearing flesh. Solitary animals, they roam the foothills and tundras hunting any large enough animal that they can find. While they do not usually hunt humanoids, they are aggressive and territorial, and will attack to kill if approached. They are fast and surprisingly agile, able to climb trees and steep slopes without breaking pace or slowing down.

While the talons and beak are fearsome, the main danger is the barbed tongue that gives them their name. Capable of punching through cured leather with pinpoint precision, it injects targets with poison to slow them down and weaken them before a rapid-fire assault with beak and talons finishes them off.
Baradôr

Emblem of the Barak of Baradôr in 4E 776

**Baradôr** is one of the two major dwarven *Baraks* (literally meaning fortress-kingdom) in Wyldcrown. It was formerly part of a single dwarven nation that spanned the Celcaras mountains and a substantial part of the Mogul Caí, but was split in two following a long-term civil war that continues to culminate in ongoing hostilities between the two twin territories and their constituent regions and colonies.

## Society

### Culture

Like their cousins in Dûrandur, the people of Baradôr are proud, quick to temper, and easy to offend. While not inherently warlike, many in the realm would find backing down from an insult near incomprehensible. The long-term grudge with their sister realm is evidence of this.

The realm of Baradôr is more open than most dwarven territories, and boasts a healthy culture of trade and cooperation, though maintains a reputation for stubborn bargaining and an often uncompromising nature. They are not a highly adventurous or wandering people, and rarely enjoy travelling beyond the comforts of their mountain homes.

## Trivia

* Baradôr and Dûrandur are very stereotypical dwarven realms as in Tolkien fantasy. Their culture is based around mining and underground labour, and they are a hard-headed and stubborn territory by nature.
* Mountain Dwarf cities in Ygdren are often built in the highest reaches of mountains, as they prefer the open air to the tunnels for everyday life, even though they are fairly comfortable spending long periods of time in either.
Don Matteo

**Don Matteo** is a human vigilant, of the Church of the Vigil, from Alverese. He is the de facto head of the village and seems more tolerant of outsiders than most other vigilants.

## Description

A short, portly man, with a shock of brown hair that comes down over his ears. He has a pockmarked face, but a cheerful expression and warm hazel eyes. You note that half his left ear is missing, seemingly torn off by something long ago. He's wearing the usual black robes of the Church, but these have been trimmed off just above the knees so they do not trail in the mud. A wooden amulet showing the four circles hangs around his neck outside his robes.
Bank of the Faceless

The **Bank of the Faceless** is the universal name for the widespread banking branches found throughout Maíandir, Yuantica, and Wyldcrown. It is the most powerful financial institution on the continent, and has almost complete monopoly over the industry, readily crushing any competition before it can develop. The bank was founded some time during the golden years of the Domari Sovereignty, at the height of its economical and military power. The headquarters of the bank are built into the side of a mountain inside the sprawling capital city of Ain'alaard, and have an extensive maze of heavily guarded vaults connected through a series of tunnels perforating the mountain.

The bank is successful primarily because of its emphasis on security and privacy. Employees and visitors of any branch of the bank are made to wear blank faced masks to hide their identity, and anyone in violation of this is arrested by the bank guard, who are notoriously ruthless. The masks give the bank its name and its reputation.
Foglets

**Foglets** are a type of undead creatures that are often spawned from a mixture of latent corrupted magic and the sudden, horrific deaths of who they were before. Very often, they dwell in marshes and swamps, where the presence of constant decay spawns all manner of horrible creatures. Some folk tales say that foglets are initially spirits, but coming from the soul of truly despicable killers. After a time, once they have consumed enough life force, they inhabit a corpse and twist it into a monstrous creature, becoming material and free to kill once more. Rapidly thickening fog tends to be a sign that foglets are close. Since they can take on immaterial form, a slight shimmer of air or a rustle in the grass might be the only clues an adventurer has to their real location.

Foglets have powerful arms and claws, yet what makes them truly dangerous is their mastery of deception, beguilement and disorientation. Many times they need not attack at all, instead simply driving their prey to madness or into boggy marshlands, after which they wait patiently for it to drown in the muddy waters. By manipulating fog they can separate travellers from each other, hide trails and deafen noise. While foglets can disappear at will, watching for moving patches of fog or grass swaying in a path leading directly to their victims is one way to identify their location. They can also create illusions of themselves that can cause physical harm, while the real foglet stalks the area and feeds on its prey.
Campaign 1 • Chapter 10

"*Namfoodle of the Swaggins Clan, Custos of the Woodland Realm, and Evelyn of Hedgewood, I, Cassandra the First Crowned, Rightful Ruler of the Argent Basin and the Tarnished Wastes, Queen of the Elvedel, the Sceída and the Arlans, Lady of the Ardari and the Mogul Caí, and Leader of the Northern Alliance, hereby name you thanes of the empire, with the crown-given right to own and develop the land around the keep of An Rath, and the right to sit on my councils, if you so wish. None may deny you these rights, or they be sentenced for treason.*"
 ― Queen Cassandra

## The Road Home

The party steal a trading barge that had come loose from the ruins of Imrafel, and attempt to sail northwest across the Sea of Worms. Mercifully, the journey is relatively uneventful, and they make contact with military longships from Celdun which escort them to Amberport.

They rest a short while at the port, before taking the road north through Lydfel and South Arlia all the way to Silverthorne. They are met at the gates of the city by Alyssa who greets them warmly and takes them immediately to see the Queen, who has asked for them to come see her.

Nemeia is stopped outside the doors of the hall and kept outside while the others enter. The Queen is also happy to see them, and eagerly asks them for news from the desert. They inform her in brief of the happenings there, and she looks grim at the description of Imrafel's burning, saying that the purge would only escalate matters in the area. She does however look relieved that they successfully stopped the root of the plague from continuing to reach elven shores, and rewards them by officially granting them the keep of An Rath, naming Namfoodle, Custos and Evelyn thanes of the empire. They swear an oath of loyalty and are formally pledged as lords of the land. Castiel, being human, is forbidden from receiving a land or title, but she rewards him with a chest of gold as gratitude.

The discussion turns then to Nemeia, who still waits outside. The Queen asks them if they trusted her and could vouch for her. She informs them that Nemeia is from the house of Tullius, a high-ranking family in the Vigil Protectorate, and that if rumour of her being in talks with an Edraxian noble-woman were to get out there would be risk of dissent. The party insists that Nemeia can be trusted, and she is let into the hall.

After some more discussion, during which the Queen rewards Nemeia in a manner similar to Castiel, the party is instructed to take some time to rest and return to their new home. The Queen tells them that Evan Cairne had something to tell them, but that he was currently away and would return in a few days from Ashdun. She would send him to them once he returned.
Celcaras

The **Celcaras** *(in common: "Silent Peaks")* is a mountain range beginning where the Mogul Caí end and extending northeast all the way up to the ocean shore south of the Soundless Seas. It is home to a secluded kingdom of mountain dwarves and also provides many aarakocra tribes with their roosting grounds.
Brackenrush (river)

The **Brackenrush**, also called the *Bracken* or the *Bracken River*, is a small winding river in the Argent Basin that leads from the Mogul Caí to Lake Lynnwel, the largest lake in the region, before disappearing underground. The town of Lynnhold is built on the western edge of the lake. The river takes its name from the silvery-green colour of the water, due to the dense woodland it flows through.
Elia

**Elia** was a young scout during the Dread War. She found the location of the labour camps, but did not take part in the raid itself.

## Background

Elia was born right after the start of the Dread War, and was scarcely more than a child when her people were forced out of their homes in the Sentinels. Even then, she demonstrated an impeccable talent as a scout, her keen eyes and sharp mind proving invaluable to the survival of her clan.

When the alliance was formed, Elia was quickly recruited to the war effort, and she excelled there as she had before. Sneaking past enemy lines, gathering information, sabotaging supplies, stealing war plans, she contributed greatly to the scarce few victories the alliance could manage. It was she who first found the location of the gnomish labour camp that fuelled much of the dreadborn machine of war.

Observing the location for weeks, Elia was uniquely qualified to guide the raiding party that seeked to liberate the gnomish population and break the supply chain that was crippling efforts to fight back. She was however not chosen for the mission, a fact she regretted for a great while. She died later of natural causes, but lived long enough to see the end of the Dread War, an end she helped to bring about.
Alyssa Lynnwel

**Alyssa Lynnwel** was Herald to Queen Cassandra and had authority over the royal guard and the Queen's general security. She was both personal bodyguard and confidant, tied to the Queen by blood oath and magical bond since birth, and was nearly driven mad when she was killed. She fought at the Battle for Silverthorne in 4E 103 and survived, retiring shortly afterwards.
Amberglass

**Amberglass**, also known as **white powder** or **ambershot**, is a form of arcanely triggered explosive. It consists of a chemical mixture of specially treated amber and powdered Dellian Glass. Amberglass, like Infused Amber, is incendiary when exposed to a spark of arcane fire, but the particular nature of the mixture in common use allows it to be less volatile and to produce a more controlled explosion. More importantly, it requires a more specific amount of power before ignition, thereby allowing it to be stored in barrels, kegs, and pouches without the risk of nearby magical effects randomly triggering it.

Because of its incendiary properties and the amount of heat and gas volume that it generates, amberglass is widely used as a propellant for firearms and cannonry, amongst other things. Ignition of amberglass packed behind a projectile generates enough pressure to force the shot from the muzzle at high speed, but usually not enough force to rupture the barrel.

## Development

Following the first development of Dellian Glass in Zandaran, aspiring engineers of the Gnome Gnetwork who were researching the explosive properties of Infused Amber and how they corresponded with the arcane storage capacities of normal Amber, decided to utilise the newly discovered yet deeply effective arcane storing material in their research. Previous research had found that Infused Amber needed to be able to draw on arcane energy at a particular rate or above to ignite, but due to its volatility it would simply absorb any and all energy in its immediate vicinity, potentially absorbing too much and creating an uncontrolled explosion.

Aided by arcanists from the Iron Academy, the gnomish engineers combined finely powdered portions of both materials in differing ratios, using the far stabler Dellian Glass to absorb energy at a fixed rate before passing it into the amber particulate. They found that the resulting powder, amberglass, could be ignited using a simple permanent magical glyph to produce energy, producing a controlled explosion almost entirely when expected with very little chance of accidental detonation. Different combinations of powder produced different results, but overall the powder proved effective.
Feathered Mire

The **Feathered Mire** is a bog at the northernmost tip of the Adrean Coast, leading out onto the Sloughbrine, just south of Kuetzicol. The bog is known to be treacherous and difficult to navigate, but has had sections of it drained by various settlements dotted around its edge. The town of Stillwater is located at the western edge of the bog, in a natural port sheltered by the swampland.
Dûrandur

Emblem of the Barak of Dûrandur in 4E 776

**Dûrandur** is one of the two major dwarven *Baraks* (literally meaning fortress-kingdom) in Wyldcrown. It was formerly part of a single dwarven nation that spanned the Celcaras mountains and a substantial part of the Mogul Caí, but was split in two following a long-term civil war that continues to culminate in ongoing hostilities between the two twin territories and their constituent regions and colonies.

## Society

### Culture

Like their cousins in Baradôr, the people of Dûrandur are proud, quick to temper, and easy to offend. While not inherently warlike, many in the realm would find backing down from an insult near incomprehensible. The long-term grudge with their sister realm is evidence of this.

The realm of Dûrandur is highly reclusive, especially since the start of the civil war with their more open neighbour. Strangers and outsiders are barely trusted or tolerated, and only for trade and brief stays if then. The people of the realm find the concept of multiculturalism or globalisation abhorrent, preferring to keep their own identity intact. They are not a highly adventurous or wandering people, and rarely enjoy travelling beyond the comforts of their mountain homes.

## Trivia

* Dûrandur and Baradôr are very stereotypical dwarven realms as in Tolkien fantasy. Their culture is based around mining and underground labour, and they are a hard-headed and stubborn territory by nature.
* Mountain Dwarf cities in Ygdren are often built in the highest reaches of mountains, as they prefer the open air to the tunnels for everyday life, even though they are fairly comfortable spending long periods of time in either.
Armoury

## Light Armour

Light armour is generally made of thinner and lighter materials, favouring flexibility and agility to offer some protection without sacrificing mobility. When wearing light armour, the player's Dexterity modifier is added to the Armour Class listed in the table below.

## Medium Armour

Medium armour generally uses bulkier material to offer more protection than lighter armour, at the cost of impaired agility. When wearing medium armour, the player's Dexterity modifier (up to a maximum of +2) is added to the Armour Class listed in the table below.

## Heavy Armour

Heavy armour is explicitly created to offer the best possible protection to its wearer, designed to stop a wide range of attacks. The trade-off is a reduced mobility and less opportunity for agile manoeuvres, due to the dramatically increased weight of materials. When wearing heavy armour, no modifiers are added to the Armour Class listed in the table below.

## Shields

Shields provide an additional Armour Class bonus to the wielder (listed in the table below), and can be equipped on top of armour. A player can only benefit from one shield at a time. Note that the availability of certain shield types is limited by region, and will adjust in pricing and outright ability to purchase accordingly.

* ***Off-Hand.*** A shield with the "Off-Hand" property allows the wielder to use a bonus action before or after an Attack action to make an additional attack with the shield that deals the damage listed in the property description. This attack has a range of 5 feet, and cannot be used while Mounted.
* ***Bowman.*** A shield with the "Bowman" property can be worn while wielding a bow. This feature is not applicable while wielding two-handed crossbows or two-handed firearms.
* ***Formation.*** A shield with the "Formation" property gains a +1 Bonus to AC when wielded within 5 feet of another shield of the same type.
* ***Planted.*** A shield with the "Planted" property can be planted into the ground as an action. While planted, it provides half-cover in the direction it is facing, and the wielder has both hands free, but only gains the benefit of the shield when standing behind it within 5 ft. It can be retrieved as an action.
Fifteen Colonies

The **Fifteen Colonies** are a group of Athelian, Varesian, and Arlan colonies on the west coats of Almeras. Due to the nature of their geography and the alliance between their governing nations, the colonies tend to work together in the new world forming a colonial partnership.

## Members

The current member states of the Colonial partnership include all fifteen of the colonies founded by settlers from the Republic of Varais and the Commonwealth of Elven Nations, which means:

* Arlan Colonies
	+ Anderwake
	+ Daine
* Varesian Colonies
	+ Arlionne
	+ Bleumont
	+ Calise
	+ Chamoyen
	+ Laverte
	+ Llysonne
	+ Ruisoux
	+ Valenroux
* Athelian Colonies
	+ Cape Silverton
	+ Ebonsburgh
	+ New Atheldael
	+ Osswain
	+ Sovnmahr
Deremr Valgfsson

**Deremr Valgfsson** is a human druid who is the leader of Kalahan's clan and his adoptive uncle. Though elderly, he is still firm in his leadership and tries to keep the tribe safe. When Kalahan's mother fell in love with Arlak the Cliff, Deremr tried to keep them apart, which he believes caused Kalahan's mother to drive herself to death and feels guilty for.

## Description

A relatively elderly man likely in his early 60s. He has wrinkled skin, well-tanned, gaunt features and a massive beard that extends down to his belly, braided and held in pace with iron rings. He’s bald, the skin of his head covered in tattoos, many of which have faded with age. Despite his clear age, he still strikes a powerful figure. Some of his youth's muscle may have given away to fat, and his belly may be more rotund than before, but he still has that bulk that he used to. He’s wearing a series of thick layers of clothing and furs, decorated with fetishes of bone, fangs and teeth, and a few carved necklaces hanging around his neck.
Felren Heartrock

**Felren Heartrock** was a leonin member of Gaeldrim's pride, and ostensibly the founder of his lineage. He returns as an ancestral spirit when Gaeldrim recovers the Ancestral Wartotem, and attempts to guide Gaeldrim towards what he believes to be his destiny: becoming leader of the pride and returning it to its former glory. While gruff in demeanour and often harsh, he has strong principles that he will stick to stubbornly, and generally encourages Gaeldrim to do the same in his own way.
Constellations

**Constellations** are groups of visible stars that form a perceived outline or shape, typically representing a creature or object, both real or mythological. Throughout history, such star signs have been an important part of myth and culture, often taken as indications of important events in the future, the past, and the present. In more superstitious cultures, the constellation under which one is born is even believed to have great bearing on the child's fate. They are also used as important navigational guides by sailors exploring uncharted waters, and are studied by arcanists and philosophers alike as a window into the secrets of the universe.

## List of Constellations

Many of the constellations were first mapped out in the sky by Sceída sailors, expert navigators who relied on the stars a great deal in their main journeys. The classical names listed below are therefore largely of Daelic origin, commonly referring to simple objects and creatures. Over the centuries, the simple names for clusters of stars have acquired names, characteristics, and some supernatural significance, leading to the more common usage of the colloquial variants of the names.
Arclock

**Arclock** is a general term for any firearm that uses an arcane striker ignition mechanism. The principle of arclocks is to replace the external sparker used in sparklocks with a warded striker that forms part of the firearm itself. The striker is pulled back before firing, then hammers against the fuse (similar to the one used in sparklock weaponry) to immediately ignite the amberglass powder inside the barrel. The main advantage of this form of weaponry was that it took far less time for the weapon to fire compared to the 2-3 second ignition on sparklock weaponry.
Cooking

**Warning:**  This page is WIP. Nothing on this page is Final.
**Cooking** is the process of combining raw ingredients into meals for the purposes of gaining additional benefits to the group. It can be undertaken as a camping task by any individual, though it helps to be proficient in the necessary tools of the trade. It is a good way to prepare your party for upcoming struggles, by providing additional healing or bonuses to abilities and statistics for the next day.

## Mechanics

The process of cooking is simple to pick up but difficult to master. It usually takes a full hour to prepare a meal, relying on a *Cook's Utensils (Charisma)* check at the end of the session against a DC determined by the recipe being made. Modifiers to such checks (for example, the *guidance* spell) can only apply if the duration of the modifier lasts for the entire work session, otherwise the modifier is ignored.

On a successful check, people who eat the meal gain the specified benefits of that recipe for the next 24 hours. On a failure, the ingredients are wasted, no additional benefits are gained, and the party has to find something else to eat. Some meals grant additional benefits on a critical success, known as *Gourmet* bonuses. On a critical failure, additional ingredients may be wasted.

In all cases, the process requires the use of *Cook's Utensils (1 gp)*. These are an assortment of tools such as basic pots and pans, knives, forks, a stirring spoon, and a ladle. Certain enhanced Cook's Utensils exist that can both add to checks, and/or increase the likelihood of a critical success. Shoddier Cook's Utensils may in reverse increase the likelihood of a critical failure or subtract from checks.

## Supplies

Aside from Cook's Utensils, recipes often also require additional supplies to prepare. These supplies can range from specific pots and pans to staple herbs and seasonings, to exotic spices.

## Ingredients

Ingredients generally fall into a specific category, and many recipes will simply require any ingredient from that category to be viable. Categories each have a specific freshness duration that specifies how long (in days) that food will remain edible unless otherwise preserved. Meats of any sort can be salted or smoked to extend their freshness indefinitely, but become basic rations at that point and thereby unusable for most recipes.
Aldred Dwent

High Arcanist **Aldred Dwent** was the leading scholar of the Iron Stylus, and is well-known for his studies into the dreadborn and the different planes of existence. As part of his job he was charged with organising the collection and writing of historical records, population censuses, and the general written texts and knowledge of the Elven Empire.
Eboncaer

**Eboncaer** (*Old Elvish:* "North Keep") is one of the four border keeps that used to guard the southeastern border of the Argent Basin on the side of the Northern Alliance. Eboncaer is situated just west of the northernmost pass through the Sentinels, and is built across the top of a large waterfall that feeds into the Ashburn. In 4E 102, the keep was under the command of Thane Dormund Bharron. In 4E 776, it serves mostly as a station for the Athelian Armed Forces, as it's defensive merit has greatly diminished with the advent of sky ships.
An Rath

**An Rath** (*Old Elvish:* "Solitude") was a long abandoned keep built high in the mountains near the Elvedel Crownlands during the War of Ashes. It is situated near one of the tributaries of the Witherburn, and is built atop a large rock formation which falls away to every side. A long stone bridge connects it to the path that leads into the valley. In 4E 102, the keep was claimed by the party after they cleared it of dreadborn, and was officially granted to them later by Queen Cassandra.
The Dawnhammer

The symbol of Yohr, often worn as an amulet or emblazoned on shields in Aldwyran culture.

## Worship

### Associated Domain(s)

Forge
War

### Common Symbol(s)

A flaming anvil, often wrought in common metals.

**Yohr, the Dawnhammer**, is one of the Prime Deities of Ygdren, and resides in the Soulforge in his divine realm of existence within The World Stream. He is typically depicted as a massive burly dwarf, with obsidian black skin and burning eyes the colour of molten lava. He wields a giant flaming hammer, said to have been forged from the heart of a dying star, with which those who follow him believe he shaped the cosmos.

Yohr is the sole deity of the Aldwyran Empire, and is widely worshipped to great extent in all other dwarven holds. He is a symbol of strength and ingenuity. To the Aldwyrans he represents the superiority of dwarvenkind, whereas to others he represents unyielding persistence in the face of opposition. His tenets are invention, strength, pride, and force of will, echoing the infamous stubborn nature of the dwarves.

Yohr's clergy, such that it is, is not overly concerned with religious practice. To them, the work of creation is the act of worship. They busy themselves with any form of craft, whether it is taking raw, unformed materials and turning them into items of value, or the art of war. Such clerics are often highly skilled in both combat and craftsmanship. Prayers to Yohr nearly always involve the sounds of metal striking metal or stone, which worshippers believe is pleasing to his ears. In like manner, the advance of dwarven legions is usually heralded by the sound of axes or hammers beating on shields. These percussive rhythms do not just intimidate foes, but also ask The Dawnhammer for his blessing in the coming battle.