recursal/Fanatic-Fandom huggingface dataset:
Inspiration

Inspiration works a bit differently in Terragard, it still provides advantage on one roll when used, and it can still be gifted to other players as a reward for good roleplaying, but there are multipe kinds of inspiration.  Also, if a player gifts an inspiration point ot another player, they will retain a lesser type of inspiration in its place.

### **Lesser Inspiration**

this type of inspiritation adds +1d4 to a die roll, and can be awarded to the players through minor acheivements that their characters might find refreshing or inspirational, like a particularly fun party, a really good meal or drink, or just a beautiful view.  Only one point of lesser inspiration can be used at a time, and each point only lasts for a couple days, but can be any other set amount of time as determined by the DM when awarded.

## Examples of Lesser Inspiration

* Viewing a particularly spectacular view of the landscape the party is about to explore.
* Eating a meal prepared by a master chef, or a warm meal after weeks of cold meals.
* Drinking an expensive fine wine or particularly good ale.
* Participating in a party and roleplaying the good time their character had.
* Seeing an act of a deity directly.
* Seeing something amazing that relates specifically to a character's interest/background.
Soulfire Wights

The soulfire wights are the undead remains of an ancient cadre of evil wizards who experimented with the use of *Soul Magic* in secret, even transforming themselves (or often each other) into undead creatures to continue their study in perpetual unlife.

The wights took the Fortress of souls from the reclusive monks that occupied it before them during the end of the war when resistance was lessened, and have occupied the fort ever since. It is assumed that the Well of Souls resides inside the fort though few have ever travelled there, if such a place exists the wights would have a near-limitless source of power for their foul soul magics. This is believed to be how they managed to create the world's only known Soulfire Coin.

The Soulfire wights often capture or purchase slaves from the Bonerunners to use for converting new wights and/or to bolster their numbers with soulfire spectres as mindless servants and battle fodder. They also are not above making diplomatic pacts with other factions if it benefits them, though they are prone to treachery when it suits them.

The wights are comprised of mostly warlocks and wizards, with martial captains to lead their forces, and the soulfire spectres acting as front-line fighters. They are led by a mysterious figure known only as Anatheme who appears to be an undead battle mage.
Soul Magic

Soul magic is the practice of using souls to power magic. This is anathema to the extreme, destroying a soul in order to use its potent power to fuel magic is akin to killing a person in order to eat them. Anyone who practices this magic is often hunted as a monster, like vampires or most undead, feared by the common folk and hunted by the bravest and purest of warriors.

It is the most potent form of magic known to exist, and is expressly forbidden by most gods. There seems to be a strong barrier that prevents most magic users from stumbling into soul magic, it often requires immense talent and extensive study to even attempt such magic, let alone to control it without destroying yourself.
The Teller

The Teller is is head of the Transmutation Bankers, the person who determines the value of every valuable and good in regions under the Bank's influence. Since slight fluctuations in the market can devalue certain magical components that are needed for spells, it is critical that the value of those components remain at a constant or near-constant value else a spell could fizzle in a moment of dire need.

No one knows who the Teller really is, or if there have ever been a changing of hands when an older teller passes on the responsibility to another.

## Theories

Some say that the Teller is a God, elevated to mortal omniscience for just this purpose, some say the Teller is actually an infinitely complex machine, calculating and watching somehow. Another theory is that the Teller is actually a great diviner, able to see and track every resource on the plane.

One thing is clear, whoever the Teller is, its a much preferable option than the 'March of the Modrons'.
Lowwind Hills

The Lowwind Hills is a largely unsettled region of central Terragard, due to the scarce natural resources such as lumber and clean water, and the territorial hill giants that have seemed to claim the land as their own with their massive stone and wooden windmills dotting the horizon in every direction. Some settlements have popped up across the plains, mainly mining towns and trading posts, but they rarely survive the hill giant scavenging for long.

There are roads and trade routes that remain undisturbed thanks to the Knights of Fort Desolation, who keep a vigilant eye on the main roads that cross the massive Crag that divides the region into it's east and west sections. The northernmost point of the Crag reaching to the Hollow Mountain, and splitting it in two, exposing the massive once-underground Dwarven city of BurningBor.

## Lowwind Hill Giants

The Hill Giants mainly reside within the Crag, but are able to travel long distances to scavenge for food and supplies when needed, they are only hostile when provoked, or when they see you have something they want. The giants favor wagons and carts, but will not pursue unless they know they can overtake the caravan, as well as favoring any sorts of metals, including metal armors.

The have proven to be quite difficult to rout when engaged, and destroying their windmills is a sure way to enrage them, leading to the destruction of many budding towns in the Lowwind region. Since the passages and winding ledges are so narrow, armies or forces larger than a few are ineffective, and since the Giants are mostly non-violent, no force has bothered to be raised against them. They remain undisturbed and are content to keep to their windmills and caves.

The hills are dotted with windmills built from stone and wood, and some areas around the crag have large stone and wood buildings set up housing hill giants. At some locations around the Crag, if you were to look down into its depths you can spot lights and sometimes water wheels for the streams that pour down into its depths, as well as other larger wheels that appear to turn mysteriously without wind or water power, all built by these hill giants. How they managed to work together and achieve any sort of mechanical knowledge is a question remaining unanswered.

## Borders

The northernmost part of the Lowwind Hills region is the start of the Winterspine Mountains, leading north up to the Skylands, and south down past the Boiling depths to the Flooded Plains.

## Towns

Littlegate

Burningbor

Yellowreach
Jakarian steel

Jakarian steel was made from folded magicite, which the Jakarians found in masses under their fort by sheer coincidence. They folded the magicite int their steel armor in a way to reflect magical energy, and folded it the opposite way into their weapons to create 'magnets' for magical energy, attracting magical projectiles and attacks, absorbing them harmlessly.

The steel is a dark purple hue, and is fairly noticeable as a non-standard metal. Pieces found in modern times are highly prized, and are still known for immaculate craftsmanship and high durability. Some have attempted to sell pieces found from the Great Jakar Barrier, but all pieces used to construct the barrier were marked with a cursed symbol, and if ever tried to be covered up or hidden, the offending party almost always ends up falling to an unfortunate and unlikely fate. Some say the pieces are cursed.
Myton

Myton is an Iotun Frost Giant Jarl, a leader of a small tribe of frost giants living in a keep on the top of the winterspine mountains.

## Motives

Myton's motives are to protect his people and avoid the eternal conflict between his bloodline and the bloodlines of the Fire Giants. He is seeking for ways to grow his power and influence among the Utgard giants, but has all but relinquished that he will have to grow his tribe before his influence can spread, a task that will take generations - but he is patient.

## Temperment

Of all the frost giants, he is the most agreeable to the rest of the civilized world, having had dealings with the Winter Watchers and a few powerful human wizards to help save his people during the Great Purge. Myton is not afraid to murder and kill to get what he wants, or to show his dominance, but does not do so needlessly, and understands that the small folk are not to be so easily discounted as a threat as his giant brothers may do.

He holds a grudge against the Utgard giants as they squander their resources in combating the fire giants, creating wars needlessly, and abandoning their roots as tribal religious people in favor of magitech and social progress. The lack of support from the utgards, stunts Myton's ability to grow his tribe and influence, but his tribe is fanatical in their supporting Myton and his wisdom and leadership.

## History

Myton came to power by proving himself with his special magical spiked gauntlets, and rose to power by killing his way to the top through challenging others in test of strength - as is frost giant way.

Unknown to all but himself, Myton's gauntlets were forged by a secret sect of smiths, primarily comprised of dwarves. He obtained these items when he was once an outcast and befriended a dwarf smith who forged for him the legendary gauntlets that granted him great strength.

## Resources

Myton possesses a wood and iron walled village on the northernmost peak across the Ice fields of the Winterspine Mountains. He has no less than 2 dozen warriors at his disposal at any given time as well as the ability to make arms and armor (non-magical) and has stockpiled enough food and supplies for his people to survive centuries.

## Religion

Myton's people, the Iotun frost giants, worships an ancient silver dragon name Hissith. The dragon was one of the oldest dragons in existence until he was turned to solid crystal by an ancient and evil wizard for trying to thwart the wizard's plans to manipulate space and time with magic. The giants make pilgrimages to the Cavern of Hissith regularly and offer sacrifices of gold nuggets, gems and raw goods at the temple's entrance. Only the Jarl is permitted to actually enter the inner sanctum of the temple and knows that the dragon is no longer alive, though its spirit still survives and be communed with if called upon.
1888 г.

## Расследуемые дела

### Январь - Март

* "Долина Страха".
* Дело об убийстве Трепова в Одессе.
* Дело о трагедии братьев Аткинсон в Тринкомали.
* Дело о поручении голландского королевского дома.

* 20 марта - "Скандал в Богемии".

### Июль

* .Дело о Мэнор-хаус.
* "Случай с переводчиком".

### Сентябрь

* "Знак четырёх".
* "Серебрянный".

### Октябрь

* "Собака Баскервилей".
* Дело короля Скандинавии.
* Дело о фургоне на Гросвенор-сквер.
* "Знатный холостяк".
* Дело о скандале с полковником Апвудом в клубе "Патриций".
* Дело мадам Монпенсье и Люсиль Карэр.
Pact of three kings

The Pact of Three Kings was struck by a council of neutral wizard-protectors of the realm to end hostilities between the three major warring kingdoms near the end of the Age of Strife. The Jakkari, the Osgarians, and Neros.

This accord was struck at the monument of three kings, where the kings buried their swords in the ground to symbolize an end to their bloodshed and war. Massive monuments were erected to memorialize the occasion after centuries of bad blood and strife.
Erehorn

## Session 1

Erehorn was instructed to set out food and water in the forest outside of camp the night after **Mmar** went unconscious in some ruins they passed through.

## Session 3

Erehorn was gifted with the **Corellon's book of Song** in the upper sanctum of the temple Erehorn noticed that the cultists dying and the beast being let loose to rampage filled him with glee.

## Session 4

Erehorn pocketed a bottle with some glowing teal fire contained within near **Theron'**s body in the forest after he was attacked by an unseen creature and knocked unconscious.

**Bottled Forest spirits**

## Session 4.5

Erehorn hears whispers and quiet chatter in his head in Springpointe, it gets louder as the days pass by.

## Session 6

Erehorn is beckoned into a well by a humanoid rat, and asked him if he is 'the one' which Erehorn confirmed. He is carrie dinto the well by a swarm of rats and he finds a skeletal corpse with a **small brass key** and a **preserved note**.

## Session 7

Erehorn obtained **8 ancient journals** from the stone table in the study cathedral.

## Session 8

Godrin gives Erehorn a **Red magicite shard** that he was given by his northern scout friend, Erosin. Erehorn recognizes it, and attempts to lie about its value, but Godrin doesn't buy it.
Raven Monks

The Order of the Raven is a monk monastery that sits on a hill near the center of the Dreadlands. Once the seat of power for the Order of the Crane before their downfall during the Age of Strife, it was reclaimed along with the city of Duskwind after the Great Purge, when a bastion of safety was desperately needed for the refugees and poor souls trying to eke a living out of the now blasted land.

The order was founded by a mysterious man named Gideon who exhibited a commanding leadership in a time of great need, attracting the few capable recruits from the meager ranks of refugees sheltered within the city. He trained them up to be self-sustaining and they now police the city and will always rally to its defense.

Known as the **Raven-Monks of Duskwind**, the monks perform guard and defense duties within the city walls but are prohibited from leaving the city even for defense purposes, though this is not well known, those who do recognize that the alternative to remaining in the city means certain doom wandering the hostile wastes.

The powers of the monks include a mix of arcane and ki-based powers. Monks have been seen flinging spells using very complex martial somatic components, as well as raising large shields of arcane energy. The monks are experts at disabling opponents with martial attacks.

While the monks make for excellent soldiers in defense of the city walls, they only make passable guardsmen as the monks know little of complex investigation and drawing secret threats out of hiding. Organized crime has eluded them in the city though it seems whoever is in charge of the crime ring respects most of the city's rules while bringing in trade and wealth to the city - both legitimate and illegitimate. The city has greatly benefited from this, thus the leader of the Monks has turned a vaguely blind eye to their dealings as long as they are non-violent and assist in the city's prosperity.
Theron

## Session 2

Theron obtained a variety of items for his artisan's guild in the temple of Corellon Larethian, including:

**Brightly decorated torch**

**Tarnished elven ring**

**Set of oddly-shaped glass vials**

**Intricately patterned blacksmith's chisel**

**Dwarven ceremonial belt**

as well as

**Nerhir's dagger of contagious hatred**

## Session 4

Theron left the camp to obtain some glowing lights in a small bottle, but was ambushed by a werewolf and sustained serious injury. Lost the bottle when Theron was unconscious.

## Session 5

After returning to town, Theron turned all items over to his guild contact, Lucas Night who paid Theron for his work, let him choose one item to keep and paid him 100 gold. He also officially initiated Theron into the guild as a member of the Roofrunners and gave him a guild sig-seal.

**Intricately patterned blacksmith's chisel**

**Roofrunners sig-seal**

## Session 6

Theron obtained a book about Elven runewriting from [[|Springpointe|Omalo]] and learned the runes necessary to add different damage types to weapons by inscribing them into the blade of a weapon.

**Elven book titled *Maerlon's runescript of elements***
Northhold Plains

Northhold Plains is a temperate region of Terragard, located on the Easternmost peninsula. It is a beautiful region with a large valley between two sparse but tall mountain ranges. Several rivers run north to the sea from this valley as water runs off from the mountaintops into the valley below, forming lush grasslands, trees and other plant life.

It is ideal farmland and a virtual paradise, but there has not been much expansion this far east, due to difficulty traveling through the Sorrowlight Swamp, though some outposts are in process of being established by scouts to stage exploration teams looking for resources.

There also are several clans of dwarves living in the mountains along the valley, their dispositions have so far been indifferent to other in the valley, and prefer to stay in their holes.

## Towns

Broadhold - a walled city that blocks the entirety of Crystal Creek, the northernmost and largest tributary of the Crystal River. The city controls all water traffic flowing out of the valley to the main route to the sea. Most traffic goes this way as their alternative is around the mountain ranges, or through the Sorrowlight Swamp. Neither of which is a quick or easy way to get anywhere.
Hollowhanded

The Hollowhanded are a secret society of smiths that can work exotic and rare materials found across Terragard. They are so named for their missing offhands, which have been replaced with a metal gauntlet with a large spherical hole in the palm, which is used when crafting their arms and armor.

The council's existence must remain a secret, for several members who were found out have been tortured and killed in an attempt to coerce them into using their abilities to create items for people with ill intentions. When a member dies, there is usually a replacement ready to be promoted into the ranks of the Hollowhanded, though they usually dont know it until they're presented with the opportunity, and almost never refuse.

Hollowhanded are not permitted to smith at all, but are encouraged to teach, and each member has at least one apprentice, sometimes many. Each member is required to feign senility, injury, or disinterest to not let on that they even can smith anymore, to make it easier to keep their secret.

## Structure

There are 4 Hollowhanded at any given point in time, they form the Hollowhanded Council. This council must approve unanimously every person who is told of their abilities or existence, and again for any item that is granted or forged for a potential recipient.

There is only one individual who can command and veto the council - and that is their teacher, the Ancient Brass Dragon Tharos the Keeper. Tharos was a dragon of great wisdom and first taught dwarves to smith these materials ages ago, but led to widespread destruction after such weapons and armor made its way into the wrong hands. Tharos now knows secrecy and caution is the only way to grant these items to those who truly need them.

## Goals

To grant legendary quality weapons arms and armor to only those who need them. To keep the knowledge of forging Dragonglass and other exotic and rare materials into instruments of war alive through the ages without it falling into the wrong hands, or causing widespread destruction.

## Limits

The hollowhanded will not admit to their existence nor to their membership to anyone - unless it has been approved by all members of the council. The council memebers have sworn to die before admitting to this group's existence or its abilities against the council's will.

## History

Only once has an apprentice denied a seat on the council after his master's death at the hands of a criminal cartel, and in so refusing he had to choose between exile or silence. He chose silence, and is now Thevrad the Silent, but still smiths somewhere in Terragard.

Tharos the Keeper has only had to veto the council once, in order to have a weapon granted to an evil-aligned warrior, Karver, who was to slay his master. Tharos only approved the forging of a dragonglass greatsword because he knew of the warrior's true nature - he was a Revenant seeking to fulfill his purpose before his soul would pass on to the afterlife. Tharos trusted in the warrior's ability to carry out his task successfully, and knew any damage he could do with the weapon during his mission paled in comparison to his master's ultimate plans.
Ephimios

Ephimios is the right-hand man to the leader of Duskwind, the wizard-monk named Gideon. Ephimios carries out Gideon's will and word, sees over the city's day-to-day and leads the Raven Monks in Gideon's absence.

Ephimios is also the brother of Apophos, the leader of the Inquisition. Ephimios used to be a high-ranking general in the Inquisition remnant army until he had a falling out with his brother and left. He saw a worthy cause in Duskwind and teamed up with Gideon in his quest to protect the people.
Dragonfire

Dragonfire is the eternal flame of a dragon's essence, a part of its soul some say, and can only be brought into the world when a dragon is cut deep certain ways that the dragonfire leaks directly out the wounds, or if a dragon uses its breath so much that it exhausts itself, and is left only breathing the white flames.

Dragonfire burns with a surprisingly low temperature and never goes out unless purposefully extingished by being smothered or put out with certain types of water. It can catch other things alight easily and the fires it starts burns hotter than any others.
Burning Mountain

The Burning mountain was the tallest mountain in the southernmost range of Winterspine Mountains, notable also for the smoke that rose from its many perforations along its slope. Unknown to most, this smoke was from Dwarven forges, but the name stuck even after this fact was brought to light.

The dwarves that lived in the burning mountain were reclusive and wrapped up in their internal politics and quarrels within their caste system to cater to diplomatic ties with outside races, so they were largely ignored by most for hundreds of years, until the Sundering happened.

The Sundering split the mountain in half, and the dwarven city was mostly reduced to ruin. The dwarven clans scattered as a great Red dragon awoke in the earthquakes and terrorized the dwarves in their weakened state. They withdrew for years, before Borgod the Brawler rose to fight the Dragon, defeating him and enslaving him for use in the dwarven forges. After which time, the city was rebuilt and named Burningbor in the common tongue, named after the hero Borgod himself, and the red dragon's burning mountain which he tamed.
Death Prison

Death prisons were magical artifacts built during an ancient war as magical weapons of mass destruction. They function like landmines or grenades, but instead of exploding and causing massive physical damage, they cause a large implosion in the spirit world, sucking in the souls of anyone unlucky enough to be nearby.

Originally they were designed to store souls to be re-purposed as a power source for magic, but the wizard who created the devices, was betrayed by the demon lord Hhizix whom he had made a pact with to unlock the secret magic to create such a device. The demon lord only wanted the souls for himself, and attempted to use the wizard as a tool to distribute the death prisons across the mortal plane, but the wizard built a safety into the magic devices, that warded demons from ever going near the death prisons themselves, else their souls would be sucked into the devices as well. Hhizix was furious and unforgivingly pursued the wizard's death for thwarting his plans. Unfortunately, the wizard was slaughtered by demons even after extensive protection.

The wizard almost single-handedly ended the war. Hundreds of these devices were buried around the battlefields of war, and after seeing the massive losses they took, the enemies almost outright surrendered. After learning of the wizard's death shortly after however, they pursued further conflict.

A few people showed an immunity to these devices for an unknown reason, and reported that inside each device was a personal hell, a prison made to hold thousands of people where they are kept for all eternity. These accounts gave the devices their name among the enemies and spread fear among their troops.

The devices have been deemed far too dangerous to recover, and there are still many dozens lying in open fields in the Barrow Downs though there are few alive still who remember what they are. No one knows what has happened within the death prisons over the many hundreds of years, but it can be easily assumed that everyone within the prisons have gone mad and likely violent - unfortunately, many of the prisons have malfunctioned as they were never designed to store the souls for this long.
Otherwell

Otherwells appear to be normal-looking wells that appear in random locations across terragard. The wells usually are shallow enough that you can see the bottom with a source of light, and almost every time you'll find something other than water - or someone - within.

Usually you'll find a small child inside the well or sitting near it, dirty and almost naked in unkempt rags, these children wont leave the wells and if attempted to be removed from the wells, horrible things spawn from it to retrieve the child. Some rare cases it has been reported that grown adults are seen inside or near the wells, they are clother or armored in their normal expected attire, but it is dirty and tattered.

The children and people found near these wells are often talkative, and they will regard the well as their home. Their memory of any life they led before living in the well is hazy at best, and they're perfectly content to perform mundane tasks near the well.

A closely-kept secret about these people is that they will eat any dead body that you put in the well, but inly if its in the well. This is the only way they will acknowledge eating or 'being fed'.

If one goes into the well, the child or person will vacate by climbing out, and the bottom of the well is mundane, just soft earth and perhaps some roots and bugs. People who have spent too long in the well however, are rumored to never be seen again.

Its rumored that specific people can be summoned from the well, even people who have died, but how to do this is a mystery lost to time.
Campaign seeds

This page is for brainstorming ideas for campaign sorylines and plots.

## Campaign seed ideas

* The Great Divination wizards lose their divination powers except through divine direction.  The cause is suspected to be due to new advances in technomancy machinery, suspected to be causing magical interference.  This strains relations with the Halfling factions that develop the technomagic machines, like their famed flying cities - causing discrimination against all halflings, even the peaceful nature-loving tribes, causing problems and strife among the races among the rejection of the advances in technomancy.
* The Teller disappears or is unable to perform their role, and the Modrons have to march on the land once again to appraise valuables.  Mechanus needs outside intervention in order to restore the Teller's power, or a new Teller needs to be installed.
* Diviners are diving a winter everseason, but its not nearly been long enough since the last winter for it to be naturally occurring. This time it's being forced by the Winter Court elves, the party must try to reason with them or discover the true motives and means behind bringing another hundred years of winter to the land, and possibly causing unknown consequences starting an out-of cycle winter season.
* The Icerot sickness descends from the mountains, and the Winter Watchers mysteriously start disappearing. The sickness spreads to villages and travelers, necessitating a journey to investigate into the far north Winterspine Mountains, where the icerot is a machination of experiments from a Lich lord, and the watchers have become victim as he nears his goal of a weaponized contagion to take over the region. Among this, the Ice Giants of the winterspine are also gathering for war against the undead, but are not seeking allies, and present a formidable challenge to bypass.
* The Thunderfoot clan and the Winterbeard clans have gone to war in the Northhold Plains, causing massive damage to the valley below where settlers have recently started building towns. The dwarves don't care for collateral damage, they only concern themselves with the destruction of their rivals.
* A secret cult is working against the authority in Burningbor, and some suspect the inquisition is involved. Powerful wizards and diviners are having strange visions, showing the great red dragon Rhaegos in Burningbor dying or escaping, and an investigation to see if someone is secretly harming the dragon is launched, but nothing is found. The secret cult has actually taken the dragon's soul, and is drawing power from is as one of the most powerful magical beings alive. The dargon is reaching out magically however it can to shed light on the silent torture being inflicted upon it.
Court of Wolves

The Elven court of wolves were once an integral part of the Elven Court Cycle, taking power over the ruling elven government during the hunting seasons in order to oversee the gathering of food and. They also housed the only known elven assassins, known as the Silent Fangs, who were used very rarely, and even then primarily used internally within the elven courts when corruption or evil was exposed.

Unfortunately, once the Court of Wolves caught wind of dissent within the Winter Court, they sought to safeguard the kingdom from any potential corruption, but were unable to finish their inquiries. Rumor says that the court of winter dismantled the Court of Wolves from within using deception and political framing to disgrace key court members, but not before successfully turning the Silent Fangs on each other, disabling their means of investigation and retaliation.

Luckily, some Silent fangs still exist today, and still secretly consider themselves belonging to the Court of wolves, even if they publicly participate in other Courts. The Court of Wolves is rumored to have one last bastion deep in the Reaching Forest, a cave shaped like a giant wolf jaw, carved into the side of a deep gorge. Some have seen it, but none have claimed to ever get inside.
Reaching Forest

The reaching forest is actually several forests that have grown together around Lake Garrison, making up the majority of the eastern central Terragard region.

The forest's borders shift like the tides in some places, making certain areas larger or smaller depending on the lunar cycles, this has led to some towns becoming mysteriously overgrown over a period of one night, or longer. Some rangers report that certain landmarks move around randomly as well, deep within it's vast woods. Most of these landmarks are in the oldest parts of the Reaching Forest, markers to the ancient inhabitants whom once lived within these borders, possibly before the trees were even born.  The forest hides it's ancient secrets, the trees and vines concealing uncounted dangers, ancient ruins and supposedly - vast treasures.  Many who venture too deep into the wood are known to get lost, and those who return are slightly odd, being more frightened or absent-minded than they ever were before. Some of them just wander off, and some decide to sell everything and return to the forest to live there.

## Borders

The reaching forest snakes its way south and east around Lake Garrison to encompass most of The Sorrowlight Swamp, and further south still toward the Lonely Wastes, where the trees form a petrified forest known as the Writhing Reach.
Temple of Corellon Larethian

The temple or Corellan Lerethian is an ancient temple built between two trees that grew twisting around one another. It is an homage to the magic and beauty of the forest, also the domains of Corellan himself.

The temple has several floors and a staircase that runs up the trunks of the trees in a figure-8 pattern between two or more trunks of the two trees, the upper sanctum is the most revered part of the temple, reserved for only high elven priests. The ground-level foyer is a large place of worship, with halls of room for travelers and the priests and guard who live there. There is also a collection of books and artifacts kept in the temple's underground level, with access to a small garden sanctum a short distance away from the temple in the woods.

The temple grounds are well-kept and the temple grows rings of saplings around it every new season, which makes a natural grove of trees which many pilgrims find soothing and peaceful.

The temple staffs around a dozen elven warrior priests who train daily and rotate shifts as needed, growing food and collecting water from nearby streams, maintaining a library of books and curating a collection of artifacts related to corellon's power and influence.
Leestone

Leestone is a white hard mineral like marble, that is found in northern mountains of terragard, and the northwest Skylands.

## Formation

Leestone was first formed in the primordial beginnings of the planet, when a metero crashed into the oceans, superheating the floor of the ocean, which was made up of primarily a massive mineral deposit. When superheated, the stone melted into a marble-like white stone substance.

Since the primordial era of the planet was a turbulent time and the form and shape changed drastically over millennia, this leestone formation was broken up due to earthquakes and tectonic shifts. An ice age also contributed to the movement of the leestone, where glaciers carried deposits across the planet.

Primarily leestone is found only in terragard above the surface of the oceans, where two tectonic plates collided and formed a landmass. Part of that landmass is what makes up Terragard today, and leestone can only be found in the northern Winterspine Mountains and in the Skylands to the northwest.

## History

During the sundering, the leestone deposits in the skylands were ejected from the earth in a cataclysmic event, and the leestone now hovers in the skies above the skylands, carrying with it massive motes of earth, some the size of large islands, with their own ecosystems and even some civilizations have built there.

## Use

Leestone is notoriously difficult to work with, but is susceptible to radiant damage, and if a way can be found to work the stone, its would make for a suitable structural stone. It looks similar to marble, but has interesting magical qualities.
Magicite

Magicite is a crystal that grows in places where powerful magic permeates the earth or air. Usually found deep underground, and in some extremely rare cases, in undiscovered surface areas that have been sealed off or are hard to reach such as up in the mountains or in secluded shady glades encircled with thick copses, or in gullies and ravines untouched by settlers or explorers.

## Collection

Since it is so rare, and difficult to harvest, only the most well-funded organizations can afford to effectively locate and harvest Magicite. The Merchant's Guild and the Great Divination Wizards are two such organizations; the Great Diviners use the Magicite themselves for their spells and divinations, and have long since mastered the proper handling and care of the valuable crsytal, while the Guild mostly just transports it and scouts for deposits, forming a symbiotic relationship between the two organizations that has proven to be extremely lucrative. Since it take centuries to grow, it is closely protected and regulated when found, and some locations are even completely off limits to everyone except for authorized members of the Guild or the Great Diviners Circle.

## Effects and Alchemy

Magicite can be ground up into a powder and use din potions and laced in inks to empower spells and increase the power of mages to new heights, but it is addictive when used frequently, though with little other ill effects. Extreme addiction can lead to a volatile withdrawal period if not weened properly.

Magicite potions can restore expended spell slots for arcane users, as well as empower divine and arcane spells to higher levels than normally allowed by the caster.

Magicite ink enables almost anyone to shape a spell into new forms and form new spells entirely based on the arcane formulae used, and has been known to enhance created scrolls and divine writings, even allowing one to commune with their deity directly in cases where the spell would only allow a limited communion.
Soulfire Coin

The Soulfire Coin was an experiment by the Soulfire Wights to create a more powerful *soul coin*, which is used as currrency in the abyssal realms of demons and devils. These coins normally imprison only evil souls, and only one at a time - these coins can only be minted by a powerful dmeon lord deep in the nine hells. The Soulfire Coin however, can imprison multiple souls, and the souls need not be evil.

It is unknown how the Soulfire Wights created such a thing, but it seems they have only done so once - and shortly after its disastrous first use they miscalculated the cost and lost the coin.
McGarrity

**Portrayed by** | David Dayan Fisher

**McGarrity** was a hacker and a member of the League of Shadows during Bane's reign of terror.

He used his laptop to hack Gotham Stock Exchange under Bruce Wayne's name.

He is portrayed by British actor David Dayan Fisher.

## Also Known As

* **Mobile**
* **Moe Byle**

## Laptop

   The laptop that McGarrity uses throughout the film is thought to be a Dell Inspiron Duo. The model seen in the film is most likely a P08T model, dating back to 2010.
Quest format

Quest formatting for campaign ideas:

* What are the quest giver's motivations?
* What are the bad guy's motivations?
* What are the quest giver's sources for his information?
* What reason would the players have to accept the quest?

* Optional: What are the sources for the bad guys' information?
* 3-4 secrets about the quest/location/loot
Power Stance

**The Power Stance** is the pose held by CIA at the beginning of the Plane Scene. It is believed that he uses this pose to build supernatural powers of authority and non-hotheadedness. It is commonly called the 'cowboy stance', and involves CIA hooking his thumbs over his belt and resting his hands either side of his crotch.

The Power Stance is an ancient pose of showing one's authority and power, predating since 7th century. Various rulers throughout history are shown in this pose to show that they are in charge of one another.

## Theories

* One reason for this stance may be that it helps CIA be in charge. While Bane is crashing the Wreckage Brother with Noshur Viverse, CIA is unable to maintain his stance, and loses his ability to stay in charge, while before he was in charge.

## Gallery

The Power Stance actually dates back hundreds of years.The many stances of Aidan Gillen.Analysis on how CIA does the stance.A big collage(UUUU) of the stance.Power stance predates back to at least 7th century. Here Taizong, the first emperor of Tang dynasy, is posing as a big guy to show his dominance over all China.Tokugawa Iyeyasu, the founder and first shogun of the Tokugawa shogunate of Japan in 16th century.Dr. Goebbels, I'm NSDAP.General Kenobi, I'm ARC.
Criando um filme de terror

chelsea e linda estão andando a noite quando ouvem um barulho chelsea fica com medo

 Written by
 Directed by

mas era só uma coruja

linda:é só uma coruja

vitoria ve e pença

no dia seguinte

vitoria:no desafio de hoje voces terão que criar um filme de terror o filme que ficar melhor vence

leanne:eu serei a diretora

linda: eu serei

jenny:katelyn acho melhor voce ser a diretora

katelyn:tabom

DEPOIS QUE CRIARAM OS FILMES

vitoria:vamos ver

DEPOIS QUE VIU OS FILMES

vitoria:o filme de voces leões adultos só teve leanne e linda brigando então leões bebes vence

leões adultos na eliminação

chelsea voce esta aqui por que voce ficou com medo de fazer o filme linda voce esta aqui por brigar com leanne então a eliminada é...chelsea
Shire glass

Shire glass is a green opaque glass that only exists deep within the Reaching Forest, in areas that are hard to locate, even with maps and navigation tools.

## Location

Locating this glass is more difficult than one might think, areas in the reaching forest tend to shift and change frequently from one day to the next, leading to many getting lost deep within. This is especially true, some who have tried to return to certain areas of the forest have spent years attempting to find the exact same spot - but it can be done with enough persistence.

There is only one confirmed location of shire glass - the fabled Emerald Graves - a rumored site of ancient craftsmanship that holds giant worked slabs of this glass, signifying an unknown testament to an ancient civilization lost to time. The glass found there, knwon as shire glass, has proven incredibly difficult to work with and thus obtain. It is impervious to all forms of attempted collection, it cannot be broken, chipped, mined, drilled, exploded, enchanted, melted, or otherwise destroyed, even by magic.

There areo rumors claiming that this glass is actually a gift granted by god, worshipped by an ancient race that's been dead since the dawn of man, their population lived in harmony in the fables City of Glass - cut from shire glass itself.  Legend tells that only true followers of this deity are granted the knowledge needed to work the shire glass, and where to find more of it.

The only known sample was actually collected by a ranger, who happened upon a sliver of this glass while exploring the forest, and collected it as a trinket. It had since changed hands many times after it was determined to be useless as jewelry, since it couldn't be cut, broken or polished. It was used as a small dagger for awhile given its excellent durability, before being discovered by a scholar and recognized for what it really was.  It now sits in the Great Divination wizard's college, and serves as a challenge to any mage who thinks they can break the secret of how to manipulate it, or to learn of its purpose or secrets.

## Uses

Once a sample was collected, it was found to exhibit strange properties - it absorbs magic very well, acting as a near frictionless conductor for any magic, and tends to absorb any light sources brought near it, making it glow slightly.

After years of study it was also observed that it exhibited strange temporal properties, as things in close proximity to the shard seemed to age much slower than expected. The cause of this is unknown but it is a prize sought after by many in the arcane field, though interest has waned after lifetimes of no promising results for maniputlation or duplication.
Well of Souls

The Well of Souls is a gathering of lost souls from the massive number of deaths from the decades of war that raged in the Dreadlands. Souls have wandered lost throughout the region since before the beginning of the great war, seemingly unable to find their way to the afterlife.

Souls are drawn to this place for an unknown reason and it was once fiercly guarded by a group of warrior-monks and their impenatrable fortress of souls. Rumors report that within the well of souls is an entity known as The Keeper who keeps and protects them from anyone who would use them for ill or do them harm, but few have ever claimed to have visited the well, let alone have any proof.
Black Bane Hole

The theory of a **Black Hole of Banes** was conceived when an anon responded to a hypothetical fight between 24 Hours in the Skarch and a trillion Banes. He claimed that such an amount of Big Guys would cause a gravitational collapse and create a Black Hole. However, his science was quickly challenged by Dr. Pavel.
Soulfire spectres

Soulfire Spectres are the enslaved souls of people who were unfortunate enough to be obtained by the Soulfire Wights and turned into mindless slaves and soldiers. Some of them still have access to magics they held in life, and all of them seek to drain the life from their enemies if they can get close enough.

They appear as ghostly spectres with sharpened fingerbones, and a pale purple light in the eye sockets of their skulls.
The Fallen

The Fallen is a mysterious entity that grows through the latent powers of outcast angels and celestials in the Dreadlands.

### Inception

When a celestial or angel has their power stripped from them, they are made mortal and cast into the mortal realm. These celestials lose their memories of who they once were but feel a strong drive to preserve their honor - dying in battle for a just cause. Very few will know one of these outcasts if they ever meet them but they typically appear as strong fighters and potent healers, their bodies are perfect and appearance fair to look upon. Even without memory they are capable leaders, but have no wish to lead - only to end their lives fighting for good.

For some of these outcasts who are imprisoned or otherwise cannot fulfill this purpose, they become twisted and corrupted as the absence of their power collapses their bodies and more... otherworldly forces rush in to fill the vacant space. These resulting creatures are known as 'The Fallen'. Once this corruption took root, the fallen began to seek out other outcasts and even hunt them, imprisoning them to prevent them from being able to stop their inevitable corruptions.

### Witness Accounts

According to those who've seen or interacted with any one of the fallen report their powers are beyond all reasoning, and are overcome with despair. They report mesmerizing and terrifying titan-like creatures that lead the fallen troops, they are humanoid with very odd and terrifying features such as a clock for a face, a dozen arms where the head should be, or twisted bodies that are both beautiful and terrible to behold.

The fallen seem to exhibit great power, as much if not more then as celestials, but they seem to be lacking a strong ability to influence the physical realm for very long, nor for a very large area. It is not known why but it is thought that they are biding their time or seeking a way to grow their influence.
Emerald Graves

The emerald shire is a lost region within the Reaching Forest that is marked by a number of large opaque green glass panels on the forest floor, made of what is known as Shire glass. Occasionally the panels will rise up from the ground and stand 30 to 40 feet tall, with intricate depictions of foreign scenes and an unknown language.

Its name comes from the first scholar to discover and report finding this area, they suspected these monoliths were graves, but further study suggested it may act as a calendar or time-keeping device of some sort. Other further posit that it may be an agricultural device of some sort, as the forest and grass around it well-maintained and thick, suggesting an outside influence over the rest of the forest. The nature of the glassy structures certainly are puzzling, and some figure it may be a complex lock or puzzle to protect something lost in time from intruders who seek to pillage it. All who come to study these monoliths reports a different experience and come up with different theories, but the truth is that no one knows for sure.

Some find the area very different in nature, reporting the area was 'terrifying' or 'hostile' in nature.
Shattergraves

The shattergraves are special locations, and a variant of the shatterpoints, which are large craters and chunks of missing earth in mountain slopes and cliffsides scattered across Terragard. They are mainly in the northern mountainous region of the Lowlands, and in the Winterspine Mountains themselves.

There are many shatterpoints, or locations where large craters or chunks of earth have been mysteriously removed, which are a subject of great debate among some geologists and natural scholars. What makes a shatter point a shattergrave, is when these craters expose chunks of an abandoned dwarven cities that are rumored to be haunted.

Some suggest that shatter graves are related to the Dwarf stones, and some explorers have claimed that some of the dwarf stones match in layout and architecture to shattergraves hundreds of miles away.