recursal/Fanatic-Fandom huggingface dataset:
General Quinn Porvil

Hee Donder,

Ik heb problemen met mijn account. Op de Warrior Cats wiki kan ik helemaal niks meer; geen reacties, geen prikbordberichten, geen bewerkingen, geen blogs en zelfs geen forumberichten. Ik weet niet hoelang het nog gaat duren, maar zou je het even bekend willen maken op de Warrior Cats wiki?

Alvast bedankt,

Morgenpoot<ac\_metadata title="Account defect"> </ac\_metadata>
Grigor Stormwind

## Prideful Wizard

Grigor originally rose to fame with his ability to wield magic. It became well known and he surrounded himself with other powerful wizards. Towards the end of the Era of Magic, he decided to attempt a feat that had never been done before: cast a Wish spell.

He gathered his most loyal followers, his colleagues, and those he wished to impress in a gathering up in the Garmoth Mountains and prepared his spell. On the day he was to cast it, all gathered to witness this momentous occasion. Grigor declared that he was going to wish that all suffering and sadness in the previous ages never happened and that the world would be a better place.

## Humbled Before a God

However, the Gods had other planes. Like the prideful clerics during the Era of the Gods, they had grown too powerful and were going to overreach. Rather than have that happen again, the Gods were planning to smite him like they did during the Divine Collapse. Lorkayn, wiser than the other Gods, decided to take a different approach.

Lorkayn appeared before the group just before Grigor completed his spell and warned all those assembled: this was too far. Magic like this was not meant to be wielded by mortals, and all those who attempt it will suffer consequences at the hands of the Gods themselves. This was the last warning.

## A Changed Wizard

After this event, Grigor changed, realizing the error of his ways. He and those assembled all agreed that magic use should be limited so this world didn't suffer another calamity like the Divine Collapse. Grigor was instrumental in forming the Mystic Directorate and one of the main authors of the Mystic Accord. He went on to found their headquarters in the Garmoth Mountains, at the site where he almost cast a Wish spell.

He was a well loved and respected wizard up until he died of old age several centuries ago.
Adventure 44

**Real World Date: 7/21/2019**

**In Game Dates: June 6th, 5001 M.E. - June 6th, 5001 M.E.**

**XP: 4850 (Total: 117,751)**

## Cut Scene

We see a dark, barely lit chambers with stone walls. It has two are large braziers, metal in construction, filled to the brim with purple stones, and a throne. Sitting on this throne is a human, lightly armored. He has a large bastard sword strapped to his back. He is pale, his eyes are gaunt and bloodshot. He looks up as a heavily armored warrior woman enters the room. She walks in and does a polite bow to the man sitting on the throne.

She informs him the party slew the Boneclaw. They both exit the room. The hallway is filled with zombies and skeletons. They all shift and sway in the hallway as the man walks by them, followed by the woman. She informs them that they are only seven members to the party.

They enter a neighboring room. The walls are covered with sinew, muscle, blood, and various body parts. It coats the walls and fills the edges of the room. A large sack is growing and giving birth to something. The man swings his sword and cuts open the sack, then wipes his sword on the woman's chest. The master leaves and tells her to prepare the defenses for the party. The Boneclaw emerges from the sack.

"Don't let them sneak up on you this time," the woman states calmly.

The Boneclaw scowls in anger, and follows the woman out of the room.

## Summary

Emmitt Dulvay tries to drive a wedge between Dhamon and the party. Velcora Shadowblade insists that Aust can trust her. The party moves down to the first floor. They fight some Spectral Guardians in an abandoned obstacle course. They move right past a room filled with horrible smelling plants. They fight the Boneclaw again in an armory, which they learn may continue to respawn as long as the creator still lives. Zuke stops to take a bath with some women who turn out to be a group of Rusalka or undead water nymphs. They defeat them and decide to move further down into the dungeons.
Ilvan

## Summary

A nation of knowledge, learning, and teaching, Ilvan has the largest libraries, museums, and sources of knowledge in the world. Various clerics of Lorkayn as well as scientists and researchers flock to this nation for the resources available as well as the community and networking of fellow knowledge enthusiasts.

## Inhabitants

Various races are present in the nation, but the population is mostly Human. Many are clerics of Lorkayn or followers at the very least. Others are there to enjoy the resources and knowledge available here. Some are traveling through, but some end up taking up permanent residence to do research.

## Government

Ilvan is a theocracy run by the church of Lorkayn. Since the church runs the government, the rules of the nation are similar to the church itself. Knowledge is the priority of the government; spreading it, sharing it, seeking it out. Most of the government funding goes towards those goals.

## Notable People

* **Evelyn Greentree** - Human woman, current high priestess of Lorkayn in Ilvan and leader of government
* **Kelvix Arman** - Dragonborn male wizard, head of the **Lorkayn Library** in **Parma**, wise old Dragonborn
* **Chang Min** – powerful wizardess and on the school board for the **School of Vora**, an elite wizard school in **Parma**, isn't the leader, technically, but has all the influence, always looking for a way to make magic only available for the rich and intelligent

## Notable Locations

* Parma - maintains the largest library in the world, as well as several churches to Lorkayn and various museums
Aratha Stormbrand

A wise and powerful sage that lives in Valya. A former adventurer and Diviner, she now runs a shop in the city. It's uncertain exactly when she lost her vision, but her eyes now white clouds. It doesn't seem to hamper her abilities.

She was part of the Seven Conquerors, a group of adventurers that traveled together several years back. They fought villains and monsters all over, but their main enemies were a group of bandits that were one of the last bastions of the slave trade in the civilized world. The group disbanded after their final confrontation with the bandits where their leader, Sir Horace Luthor, a Paladin of Khanos, died so they could escape with their lives.

A lot of blame went around, most of it directed towards Aseir Greycastle. Aratha only kept in contact with Kelvona Hexulmar and moved to Valya to set up her shop. It isn’t sure when it happened, but sometime in this period she attempted to divine her death. It technically worked, but she was cursed. She now was blind, physically, and would be forced to see visions of the future all the time. She eventually made peace with her new abilities over the years.

Arkul Wrax sought her out one day because of her reputation and she decided to make an arrangement. She would send him to aid Randal Buckman, who was requesting help, and when he returned she would reveal a location of a hidden cache of divine items in the Eres Wasteland. After the death of Randal Buckman and subsequently the assassin brought to justice, Aratha gave Wrax the location of the Ithquandryic Society in the Eres Wasteland.

She can see multiple versions of the future, spending a lot of her time cataloging and documenting visions that she has. She once told Wrax that of all the alternate future versions she has seen, her favorite are the ones where Wrax becomes the Baron of Ostoril. She is the one that recommended going to the Mystic Directorate to Wrax if he wants a method to travel the planes reliably.
Ithrel

Ithrel is a pragmatic and professional female Half-Elf. She was an acolyte of the Goddess, Myndel, and was seeking out a place where she can promote the Goddesses ideals of trade and commerce and discovered a new banking system was being developed in the Ostoril region and applied to be the general manager of the bank.
Bravulian Knights

## Purpose

The Bravulian Knights are an order of soldiers devoted to honor and chivalry. The were founded in Bravul during the Era of Magic a couple hundred years ago. With the world still ashamed to be officially tied to any of the churches after the Divine Collapse, the Knights were formed to create a sense of moral stability in the nation. The Knights promote their ideals in Bravul and abroad.

## Role in Society

They are an elite group of Knights that fight for honorable causes, even if those causes are not in Bravul. Woe to those who call them mercenaries, the Bravulian Knights will go where good is needed and evil must be smited. They are constantly vigilant and watchful of their neighbors to the east, Mormar.

## Goals

The Bravulian Knights have just started to form barracks outside of Bravul. They desire to have a chapter in every nation and every major city.
Jorlag

## Summary

A Human monarchy with a large Dwarf population, this nation is mostly focused on the mining operations in the north. The economy and workforce is mostly related to the mining industries, and the culture is focused on the symbiosis between the Human and Dwarven populations, which is necessary to keep the mining going.

## Inhabitants

Though still mostly Human, and most of the people in government are Human, the presence of the Dwarves in the north looms greatly. Halflings from neighboring nations (like Torah) are fairly common. Regardless of race, most people work in the mines or in related industries. Most of the culture and the largest concentration of people are in the city of **Vaar**.

## Government

The monarchy is Human, and has been since the nation's founding. The government bureaucrats are usually Humans as well, but the influence and importance of the Dwarves in the nation is still felt by them since the nation decided to throw their economy into the industry of mining. Because of the reliance on the Dwarves and their access to the mines, the monarchy is behoven to them, and is quite weak from a negotiating standpoint.

## Notable People

* **King Quora** - young king, he is weak and an ineffectual monarch, constantly bullied by Dwarven leaders
* **General Korval Stonemark** - military leader of nation, believes Dwarves should be conquered and forced to work for them, vocal about his xenophobic views
* **Eldrick Wilhammer** - Dwarven politician, advocates for the Dwarves in the Jindure Mountains

## Notable Locations

* **Vaar** - home to many of the mining companies of Jorlag and capital of the nation
* Jindure Mountains - runs along the northern coast of the nation
Khanos

## Description

Khanos is a dark and macabre deity. He is quiet, speaks little, but is very stern when he speaks. He is a looming figure even amongst the other deities. He usually appears as a pale skinned man, almost sickly, with black outfit. He appears to be dressed a gravedigger or some an undertaker/caretaker of a cemetery.

It is said that Khanos has been here longer than any other deity as Death has always been here as long as life has. He doesn’t speak to other deities of his past, usually only saying he was there when the first being died and will be there when the last being dies. He was one of the first people to support the Divine Cataclysm as he did not like the unnatural lifespans of mortals during this era. He cared very little about the events at the end of the Era of Magic, as there was not rampant raise dead and resurrection spells being cast.

Khanos is friendly will all the deities except for Olum, as he hates undead. He loves debating with Ancillia and almost seems alive when he does. He and Casdonna have a mutual respect despite their opposing portfolios. He has a working relationship with the deities of the Nether Planes (specifically Malasar, Xorlog, and Vane whose followers bring about death).

## Clergy

The churches of Khanos look like and function like mausoleums to entomb the dead. Cemeteries around the world usually have an office or building that is run by the church and is basically a mini-temple. These buildings are prevalent in the kingdom of Rylbin, as the church is intrinsically tied to the government.

The clergy of Khanos wear mostly black and grays. They serve their civic duty of properly burying dead and maintaining the graves, so they often wear practical clothing and have gravedigger’s tools. They do dress up in robes and wear snowy white owl masks to symbolize their ties to winter when performing the rituals. They are clinical and cold, usually, but they do their jobs well, and are often very proper and polite when it comes to proper burial and care of the dead bodies. They also are constantly vigilant about undead and anyone who tries to ruin the sanctity of the cemetery.

Clerics pray for their spells at dawn. They perform various rituals to consecrate the grounds where they are going to bury the deceased. They also have lengthy rituals they perform when burying and entombing people, but they have shorter versions for practical purposes.

## Dogma

Death is inevitable and unavoidable. The life we lead is temporary and we should ensure proper burial for the bodies of the deceased and for the proper pilgrimage for the spirit of those people. No one should come back once they die, as their death was fated and should not be undone.

## Character Options

Paladins who choose to follow Khanos are in effect choosing the "Oath of Vengeance" Sacred Oath.
Aubade

## Description

Aubade is a generous God. He is the bringer of life and light everywhere he goes. He appears to mortals as a gentle, middle-aged man with a glowing breastplate and an old, but well-made Warhammer at his side. He tries to lead by example with the other Gods and tries to hold himself to the standards he sets for his followers.

Aubade has been around for as long as any other deity, if not longer. He was one of the last deities (along with Vane) to reveal himself on the Prime Material Plane. His arrival was what brought about the beginning of the Era of the Gods. He was one of the last deities to sign off on the Divine Cataclysm that ended the Era of the Gods. He was also one who was the most eager to listen to Lorkayn when he wanted to just warn the mortals they were about to overstep their boundaries towards the end of the Era of Magic.

Aubade is allies and gets along with most of the deities of the Higher Planes. He doesn’t take Isbrea seriously. He gets along amicably with most of the Deities in the Midplanes, except for Khanos, whose domain is inherently the polar opposite of Aubade’s. He has a respect for Lorkayn’s knowledge and wisdom. He obviously hates all the Deities of the Nether Planes, but he specifically hates Vane the most, whom he considers his equal and opposite.

## Clergy

The churches of Aubade are bright and open. They generally have a skylight or no roof at all. The more elaborate setups have divine enchantments to keep the church dry during inclement weather. They are made from whatever materials are available locally, but usually they try to paint the buildings with bright, vivid colors.

The clergy themselves dress in mostly reds, yellows, and oranges. Though they serve as mostly healers, many of them have armor and weapons and know how to use them to protect their flock. Many members of the church leave their homes to go off to fight evils and banish them from the area. Some of the clergy even become Paladins (Oath of the Ancients).

Rituals performed by Clerics of Aubade take place during sunrise for their daily spells. Rituals are also performed during the Spring Equinox and when the first crop is planted. Clerics also consecrate a building or area when it will be set up as a hospital or healing area.

## Dogma

The Sun is the light that covers the entire world. It heals and gives life. We are nowhere without the Sun. You must be the source of light where you are and for who you are with. You must heal and bring life wherever you go, especially to places where the Sun can’t reach.

## Character Options

Paladins who choose to follow Aubade in effect choose the "Oath of the Ancients" Sacred Oath.

Clerics who choose to follow Aubade are in effect choosing the "Light Domain" Divine Domain.
Items - Wizlock Campaign

Important items that the party has encounter along the way:

Verydian Puzzle BoxLast Written Word of Randal BuckmanWagonThamior's FluteMysterious MapGreen LadyCrown of OlumHag EyeRare BookMedallion of TolujarSword of Unholy PurgingWeather Control EnginePieces of OvmarDragon’s Blood
* **Armor of the First**

Helmet of DiscordBreastplate of VampirismGauntlets of ControlShield of ReflectionBoots of Neverending Speed
* **Moon Blades**
	1. Blade of the Full Moon
	2. Blade of the New Moon
Avar Pelegrin

Follower of The First, he was once charge of one of the Way Stations that teleports important items "elsewhere." {x} He is a huge fan of Aust Nailo and is a little over zealous, so much so that he once tried to kidnap Aust and sacrifice him to gain his power, but was interrupted by a good Samaritan. {x} He has since be captured by the Cult of the First and is being "corrected".

After being “corrected” Avar still followed Aust around, despite the anger of the leadership of the Cult. He has offered Aust a potion he calls **Sacred Elixir** which allows someone to detach from space and time and view other times and places. Avar may have drank a little too much himself and is not always present mentally even though his body is here.

He was occasionally around, not only for the following, but including:

* In Nenda offering some of the **Sacred Elixir** as a peace offering for almost sacrificing Aust Nailo {x}
* In the underground Pit in Valya, where he met and spoke with Wrax and Aust, talking like they were on the same side. {x}
* In Fort Ostoril warning Wrax and Aust of the impending attack of Ulmare Varysin {x}
* Outside Fort Ostoril when they had their meeting of the two groups (Cult of the First/**Followers of Korbeth**), revealed duplicity of Maris {x}
* On board the **Emerald Skull** pirate ship when the **Wizlocks** fought the Pirate King {x}
Gold Halflings

## Personality

Carefree and whimsical, Gold Halflings love to wander, meet new people, and try new things. They are found in various parts of the world, spending time with various races and cultures. Because of their wandering, carefree nature, some people have a stereotype of them all being thieves, but this is only mostly false.

## Game Statistics

*Like the Lightfoot Halflings in the Player's Handbook*

* **Ability Score Increase**: You Charisma score increases by 1.
* **Naturally Stealthy**: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Ahalgian Daeg

A rare holiday that celebrates a strange event when the veil between the Feywild and the Shadowfell are the thinnest and various creatures appear from those realms as do various people disappear into theirs...

## Decorations and Art

Costumes of monsters from the two planes are common with elaborate masks: undead and shadow figures from the Shadowfell and sprites and fey creatures from the Feywild. In ancient times it was to ward off the creatures and trick them into thinking they were one of them, but modern times it has became a fun game of dress up. Colors are orange, red, and brown, though black seeps into most decorations or costumes. Various dances and songs are created to ward off the spirits.

## Rituals

* **Warding Dance** - though actual communities put up wards a couple days before the holiday to keep wandering creatures from entering their cities, a ritualistic dance the morning of is led by clergy of various cloths to signify that the city is safe from dangers of the other planes.
* **Ahalgian Games** - various games of skill and might are done for prizes, bragging rights, and to celebrate the warriors among us. Sometimes there are child version of the games to celebrate, mostly to distract the children and make sure they don't go wandering out of the city.

## Food

* Pumpkins, apples, and pears are the base for many desserts and treats and well as garnishes
* Pork is the primary meat for the feast, with various vegetables as garnish/sides
* Various candies are made for rewarding people for their costumes as well as winning at the Ahalgian Games
Jobin Thomas

High Arcanist Jobin Thomas is the head wizard and advisor to the King of Shavren on all things arcane. He was the apprentice and replaced his master **Baras Sylva** when Baras died during a failed assassination attempt on the King himself. He is relatively new to his job but already have been in this world for a while, learning from Baras, he seems to fit in nicely.

He paired up Olaris and the party when they arrived on the same day, solving two problems with one. He also was in charge of providing the party with their magical reward as a small token of appreciation for saving the prince's life.
Civic District

## Atmosphere

The buildings are tall, cold, and practical in design. The people are plentiful, well-dressed, and generally too busy to speak to you. Various passionate intellectual debates and small talk can heard through the crowds. There are smells like stone, usually marble or something expensive, expensive perfumes and colognes, and water from the fountain in the center of the district filling the air.

## Typically Found There

Governmental buildings of all size and important are here, wealthy residents and trade goods and services, various government officials wander the streets.

## Locations of Note

1. **Almonte Conclave Hall**: hall where the Almonte Conclave meet and govern
2. **Statue of Remembrance**: statue erected in honor of Mumed Anskuld, one of the founders of Almonte
3. **1st District Court**: courthouse for trials in this district as well as three other districts, largest of the eight

## People of Note

1. Almonte Conclave - all eight members and the Premier all live in this district
Iris Valnarian

A warrior mercenary, Iris was part of a team put together to kill the leaders of Fort Ostoril sent by Tamil. She was in the fortress when it was sucked into the Astral Plane. She remained there for centuries until she was defeated by Hungar Mandrake and turned into an undead Death Knight under his control. She served him up until the moment Hungar was defeated, and Pan Devereaux took her body and teleported away.
Adventure 49

**Real World Date: 11/3/2019**

**In Game Dates: December 19th, 5001 M.E. - December 21st, 5001 M.E.**

**XP: 9,650 (Total: 167,201)**

## NPCs Met This Adventure

* Barav - Duergar leader of Murder of Coin thieves guild (former) in Talal

## Summary

After a tense encounter with some Githyanki pirates, where Grunk pays them off for safe passage to Talal, they arrive in the city without incident. The party shop around while Dhamon follows up on the trail of his sister Cassandra. He tracks her down to **The Cardinal Sin**, an inn near the docks, where she was last seen. He summons the others as he realize the local thieves guild here, the Murder of Coin, may have captured her after she was asking too many questions.

The party infiltrated the headquarters which is underneath **The Cardinal Sin**. They remain invisible and manage find a direct route to where Cassandra is being held and tortured. They free her, and Dhamon asks the others to follows his lead as he moves through the headquarters, killing all who stand in his way. The party encounter the leader, Barav, who puts up a fight with the dozens of men. The party are victorious, killing them all except capturing Barav.

They return to Fort Ostoril via teleportation circle, bringing Cassandra back to heal. They interrogate Barav and after determining he has no more information, they debate what to do with him. They consider sending him back as a thrall of Aust, putting him to work in the mines, or just killing him. After a long internal debate, Dhamon, who has lost faith in the rule of law, decides to impose his own law and plane shifted Barav and banish him to the plane of Pandemonium...
First of Lencten

This mostly secular holiday is celebrated on the first day of Lencten (Spring) to celebrate the end of winter.

## Decorations and Art

Many of the decorations have a flower motif. Clothing has flowers on them, including flower crowns, flower print dresses, all of them primarily of orange, purples, and green colors. Festivities include dancing, lively music, and face paintings.

## Rituals

* **Toast** - given by the host of the party/festival, it always ends with "May the sun shine, may the crops grow, and may your family prosper.” This is followed by the audience response of "Gōd hælo!" (Goad Hah-lah).
* **Song of Summus** - song that is sung around sunset. It details a myth of a cardinal saving the life of a young maiden. The song usually calls for women to dance alone for the first verse and the men join the dance for the second verse.

## Food

* Roasted and flavored seeds (sunflower, chia, hemp, flax, whatever is local)
* Mango pudding is a common dessert that is part of most feasts/meals
Daeryn Forest

## Location

Composes the entire length and width of the nation of Daeryn.

## Characteristics

Home to the Moon Elves, the Forest is the entire nation of **Daeryn Forest**. It has numerous settlements within from the Elves, with various temples to Ancillia.

## Notable Locations

* Daeryn - makes up the entire forest
* Garmoth Mountains - Forest fades into the mountains in the west
* Almonte Valley - fades into the Valley in the north
Kendarah Silkwood

Mysterious woman who was asking about Poem at **The Blind Bandit Inn** in Coppersdale. She suddenly reappeared in Azul, still following Poem.

## First Contact

She approached him when he was only with Baka in the streets, saying "A Man is difficult to track down." She immediately went to attack him, but telling Baka she had no quarrel with him. Her powers activated in a macabre way, revealing her face to be gaunt, pale, and almost undead as she attacked them both. They were able to fight her off and lose her in a crowd.

## Brought Low

Kendarah showed herself again in, but not in a hostile way. She appeared in the **Golden Forge Inn** one morning. She looked sickly and weak. She was angered by the assassin that was sent to kill her (Poem took credit for this, but wasn't sure what that was about) but said he needed to hire better. She said that she is now realizing the "Man" that she might be hunting might not be him, but perhaps Poem can help her find this man. She says she will be in touch.
Bashan Shalier

## Pre-Campaign

### Poor Beginnings

Born to Virseley Shalier, a prostitute in the **Exotic** brothel in the town **Wizlock**. His father was unknown due to the nature of her profession. He lived amongst the women of the brothel for most of his childhood. He did not have a lot of money growing up and though he grew up on the streets, getting in fights, he eventually found his way into enrolling as a soldier of Ostoril. His decent pay as a soldier allowed him to help provide for his mother and help her move out to her own apartment.

As he trained as a soldier, he showed great promise and rose through the ranks quickly. However, no matter how much he accomplished, he was always talked down to, and he hated having to always have someone higher up the chain he had to answer to no matter what. His frustration led to anger and eventually led to finding ways to vent that anger in his personal hours.

### Breaking the First and Second Rule

Bashan stumbled onto a small group of soldiers, adventurers, and thugs that had formed a secret underground fight club to blow off some steam. He began to regularly attend, gamble, and even participate in the fights. He earned a reputation in the club as a ruthless fighter. Eventually he was making almost as much money at the club as he would as a soldier. His regular beatings began to effect his duties as a soldier and that’s when someone noticed.

Tegan Dunhall, a Bloodhunter, approached Bashan after a fight and offered to teach him how to utilize his own blood to enhance his fighting abilities. Bashan took him up on his offer and quit being a soldier to follow Tegan. They traveled east together and began his training.

### Sovereignty

To start his training he had to join the **Sovereign Brotherhood**. After he joined he began his training as a Bloodhunter. Under the tutelage of Tegan Dunhall, he learned to call on the power of his own blood to augment his abilities. However, he quickly realized that this brotherhood was a similar structure to being a soldier. Many leaders tried to sway him to specialize in a faction so he can rise through the ranks.

Realizing he would always answer to someone and never be his own boss, Bashan decided to leave. He gave Tegan a heads up that he was leaving, but he abandoned the **Sovereign Brotherhood** and their heirarchy. He struck out on his own to become a bounty hunter to earn his own way in the world.

He is currently on a job hunting a bounty. This hunt has taken him to the town of Coppersdale…
Ainur

## Summary

A religious theocracy devoted to Isbrea, they are the light companion to the shadow neighbors to the east (Bragol). Their ties to their deity make them the center for various wedding and baby related industries. They are home to the Fey Kindred as well as numerous churches to Isbrea.

## Inhabitants

Mostly Humans make up the population, a large percentage of the population is tied to the church, either by being a cleric or paladin of the order or being in an industry that mostly caters to the church. There is also a large concentration of Fey creatures, presumably because there are portals or spots of thin division between this world and the Feywild. It is thought that this connection to the Fey is a direct response to the strong connection to the Shadowfell in Bragol.

## Government

A religious theocracy run by the High Priestess of Isbrea in the nation.

## Notable People

* **Leilianna Stalvos** - current highest ranking member of the church of Isbrea and the monarch of the nation
* **Koras Temple** - middle-aged ranger who leads a group of warriors that guard the border between their nation and Bragol
* **Hemrick Heartwind** - leader of the Fey Kindred, often espousing the views and well being of the local Fey
* **Xela Stoneburrow** - High Priestess of the Church of Isbrea, technically the highest ranking cleric of that church in the world

## Notable Locations

* Gelmar - capital of the nation
* Red Storm River - river that originates in the Batu Mountains, it runs through their nation to the ocean
* **Pagoda of Isbrea** - main and highest temple to Isbrea, is a bathhouse, religious sanctuary, and monastery for priestesses of the church, in the city of **Gelmar**
* **Wild Fields** - area just outside of the city of **Gelmar**, known for having a strong connection to the Feywild and being filled with various Fey
Ithquandryic Society

**Influence** | Eres Wasteland, but their influence spread far

## Purpose

At their heyday, they collected and even craft some of the most powerful divine items (weapons or otherwise). They were a source of knowledge and power during the Era of the Gods. Made up of mostly metallic Dragonborn, they were the upper echelon of society.

## Role in Society

Serving as collectors and knowledge seekers, they could often be sought out for aid in identifying and containing powerful magic items. They were also employers of many adventurers who they paid to find the divine items in their collection.

## How They Ended

Like most in that geographical area, they were completely and utterly destroyed during the Divine Collapse. Their remains exist in the Eres Wasteland.
Greenwood

Greenwood is a middle aged human wizard who used to work in Almonte making magic items. He never liked making the usual and common magic items and always tried to put his ow spin on them, making him unsuitable for working in a shop that churns out magic items. He came to Aust when he heard there was a call for wizards who could enchant outside the box

He is one half of Greengille Armored Wagons™
Calenlad

## Summary

A mostly plain nation, they are known for their horses. Named after their capital, **Sturmray**, these horses are the pride of the nation and their greatest export.

## Inhabitants

Mostly plainsman, horse breeders, and farmers inhabit the nation. Despite being surrounded by the ever-continuous battles of the nations bordering them, they have often kept out of conflicts, and the citizens are a rather peaceful people.

## Government

A representative democracy filled with representatives that represent various districts in the land. Some are mostly horse breeders, and some are mostly farmers, which creates a divisive political stance when it comes a wide range of issues.

## Notable People

* **Lionel Pilsman** - famous horse breeder who maintains a large stables for his prized horses
* **Warren Nuvil** - leader of the **Farmer's Union** which is organized to help make sure that farmers get representation in government

## Notable Locations

* Red Storm River - runs through the nation and into the ocean
* Sturmray - capital city of the nation, the seat of government, as well as the namesake for their famous horse
* **Pilsman Stables** - large stables run by **Lionel Pilsman**, one of the most famous stables, in **Sturmray**
Era of the Illithid

## Summary

After a well though out plan of attack, the Illithid took over our world from the Astral Plane. This rule would have gone on indefinitely if the Gith races hadn't started a revolution against their slave masters and toppled their empire that crossed universes.

## Timeline

### 30,000 P.C. - 27,000 P.C.

The Illithid moved quickly across the world, killing anyone who could prove to be a threat, which nearly wiped out the Giant race. Many of them hid and retreated, surviving in their caves up in the mountains. The Illithid proved brilliant strategists and took over quickly.

What followed was terrible. Tribes and settlements were manipulated, tortured, and even worse, sometimes eaten by their psionic overlords. They couldn't do anything about it, as people of this world had no means to fight against their mind control or their overwhelming military might from the Gith.

### 27,000 P.C. - 24,000 P.C.

Eventually the world fell into complacency. The Illithid, spreading their influence over more worlds and more planes, eventually began to spend less and less time on this world. The horror of living under the thumb of these creatures eventually began to lessen. The Gith even began to bond with the races they were in charge of keeping in line.

The Gith couldn't be too nice or get too friendly, though, as their masters would kill them as well. So, they became stealthy and clever about their actions, knowing that any casual reading of their mind could give away their subtle rebellion to the Illithid. But they waited and bided their time.

### 24,000 P.C. - 23,000 P.C.

Eventually, aligned with the natives of this world and on numerous worlds across the multiverse, a man named Gith (the namesake of the race) led a rebellion against the mind flayers. The war lasted centuries and costs many lives, but eventually the Illithid had to leave this world and retreat to their own world and regroup...

## Signs of the Era

Mind Flayers, or Illithids, still exist in this world, but they have driven deep underground. Various creatures like the Intellect Devourers, Grimlocks, Duergar, and Kuo-Toa remain behind as a reminder of the occupation of their kind. Also, after the rebellion, various factions of the Gith, eventually known as the Githyanki and Githzerai, either got left behind or stayed behind on this world.

Various magical artifacts and items have been left behind as well. Coming from otherworldly places, these magic items had been brought here by the Illithid and their slaves long ago and were left behind when they fled. Some have survived to this day, and their purpose or abilities as a varied as the multiverse itself.
Duke Thurin Goldpetal

The former leader of the Veryd Forest, his title was symbolic to the outside world, but real to others. He and his **wife** were beloved and wise. When his wife died a few months ago, doing a task for the church of Luontu, Thurin blamed himself. He believed that if he had only been more devoted to Luontu like his wife, maybe she would have been spared.

In that despair, that depression, an Elven woman named Merilin approached him. She offered him a way to become more powerful, to prevent something like this from happening again. In exchange for listening to her advice and allowing her a seat at the table for major decisions, she gave him a powerful artifact that would help him. Unbeknownst to him, she was a Hag in disguise, and the magic item was the Crown of Olum.

Thurin was slowly driven insane, as were many of his people. He eventually succumbed to the artifact and died, only to be raised again as an undead skeleton. He was eventually defeated and finally given peace when the party defeated him under the Duke's Palace.
Currency

The currency system of the world of Arcane Sanctum is similar to any D&D world. There are five different types of coins, and they have the same exchange rates as they do in the PH. However, they have slightly different names.

Gold coins are simply called Sanctums. The other coins are just simply the metal name followed by Sanctums (Platinum Sanctums, Electrum Sanctums, Silver Sanctums, Copper Sanctums). They are abbreviated by ps, S, es, ss, and cs, with the symbol for Sanctums being the only one capitalized. Below is a table with the names, abbreviations, and exchange rate.
Jeras Varcona

Member of the **Sovereign Brotherhood**, he was involved in the smuggling the Coffer Corpses creatures into the city of Azul. He was waiting at the **Watery Rat Tavern** to receive the shipment but the shipment never arrived because the city was locked down.

However, once the Coffer Corpses got loose in the city, they went to the **Watery Rat Tavern** and killed all the patrons. Realizing he was probably set up to die, he hid. He was about to be discover by the creatures when the party arrived and killed them.

When he realized that Bashan was a member of the **Sovereign Brotherhood** he assumed he was here to finish the job so he fled into the street. He managed to call over a patrol of guards and begged them to arrest him and was carried off to jail.

While in his jail cell, an assassin attempted to kill him but he was saved by the party. This resulted in him leaving and deciding to skip town, but not before he told the party everything he knew about Wolvar Frostbeard and his secret doings within the **Sovereign Brotherhood**.
Barav

Duergar head of the local thieves' guild in Talal called the **Murder of Coin**. He was in their headquarters when the party came to rescue Cassandra. The party laid waste to the guild, killing many of them and capturing Barav. He didn't have any useful info for the party regarding the **Pirate King**. Dhamon used plane shift to banish him to the plane of Pandemonium.
Kaylis

Leader of a small faction of servants to Malasar in the city of Azul. He was allied with Wolvar Frostbeard in some fashion, though the exact nature of their relationship is still unknown.

The party discovered Kaylis' underground temple and after a brief confrontation they killed him and his followers.
Atreus Boris Caerellius

Father of Quintus Atreus Caerellius, he is a retired soldier from the **Imperium Corps**. He moved out to the coast with his wife, Mila Tiberius Caerellius, hoping to start a new life as a fisherman. That didn't work out very well, so he took up a contract shipping firearms back and forth between Imperium Solus and the Gilded Host.

He wasn't see by Quintus after his arrest, but since Quintus cannot return he is not sure what has become of his father or the rest of his family.
Cult of the First

## Purpose

The group serves **The First**, an ancient and mysterious being whose goals and motives are unknown to even the Cult. They are often subjected to and inflict horrors in the name of **The First**.

## Role in Society

They serve no role in society except in its destruction and manipulation. They hold no practical jobs or positions and care little for society as a whole. What their goals are have been shrouded in mystery, but they don't fulfill any role in a functional society.

## Goals

To serve **The First** in all that he needs. To do his bidding, whatever that might be.

## Known Members

* Avar Pelegrin - member of the group, guarded one of the way stations, also made an attempt on sacrificing Aust Nailo for more power
Celedin River

## Location

Runs between the nations of Anduin and Tolmen, with a few branches of the river going off into those nations, it connects the waters of the Sea of Storms and The Channel

## Characteristics

It is the border between the nations of Anduin and Tolmen, it is also connected to both of the nations' capitals. It is also a quick way to cut through the continent of Thargorum to get to and from The Channel and the Sea of Storms, so it has a lot of traffic.

## Notable Locations

* **Andagor** - capital city of Anduin, is at the end of one of the river's tributaries
* **Tolis** - capital of Tolmen, at the end of one of the river's tributaries
Feywild

Once a deity itself, this plane was formed from the dying energies of an unnamed deity that died fighting the other gods. This deity supposedly was ruler over fey creatures and fey magic, but now no one rules over it.

It is merely a plane that is coterminous with the Prime Material Plane and is the source of all things fey. Weak points on either plane allow for fey to travel to our world, and vice versa.
Aelar

An older, wiser sage Elf, Aelar was with the group of Elves that joined with Erevan Siannodel. As a group they attempted to escape the chaos of the Veryd Forest when a large portions of the population was under the effects of the Crown of Olum.

He almost escaped but was slain by some unlucky arrows as they fled the forest.
Fine Shops District

## Atmosphere

Various voices haggling over prices, the smell of expensive perfumes and rich spices, elaborate and colorful signs as well as expensive jewelry and clothing can be seen

## Typically Found There

Typical stores that sell high end products, like expensive clothing, spices, jewelry, perfume, pets, rugs, furniture, etc., but it isn’t an open air market but individual buildings for each merchant

## Locations of Note

1. **Theater Town**: store that sell access to live feeds (via Clairaudience/Clairvoyance spells) to Theaters in Theater district as well as sensors for audio transmissions (TV/radio store)
2. **Aziz’s Carpet Emporium**: store that sells expensive rugs/carpet for your home as well as magical flying carpets

## People of Note

1. **Aziz Melvari** - owner/operator of Aziz’s Carpet Emporium, boisterous and outlandish, stands out a bit
2. **Awgmy Verunda** - owner of Kendan Spice, silent but successful merchant who deals in rare spices
Gell Starstrike

A bright and cunning man, Gell is an odd looking wizard. Though he lacks the strength and build of some of his tougher siblings, his is one of the tallest. He also smells of various spell ingredients, is always reading, and always seems to know what people will do because of his training as a **Divination Wizard**. He is the 2nd in birth order among the Starstrike siblings.

He was first met briefly when the siblings all traveled through **Greenfield** and encountered the party. He traveled into the village with Mhurren Starstrike.
Azulian Steel

From the city of Azul comes a new type of steel. Made from the same process that is used to forge Dwarven metal, this process is enhanced by magic in a particular way and uses the **Cobalt Ore** as the base material. No one has been able to replicate it, so the blacksmiths from Azul and a few of their assistant smithies are the only ones who can make this metal. Once it’s made, anyone can turn it into armor or weapons, but it costs more because the short supply.

Only armors, shields, and weapon made mostly of metal can be made with Azulian Steel and gain the advantages the steel provides. So any Heavy Armor, all Medium armor (minus Hide), and metal shields can be made of Azulian Steel. Any metal or metal tipped weapons can be made with this metal (so no slings, whips, nets, quarterstaffs, greatclubs, or clubs).

The metal is lighter than regular metals, making the weight of any item 20% lighter than it normally would be.

Any Strength requirements for armor made with this steel are gone because the steel is light. Also, any armor made with this material doesn’t give disadvantage on Stealth.

Any weapon made with this material that doesn’t have the “Heavy” descriptor is now considered “Light”.

Because of the arcane nature of the process to make Azulian Steel, the metal is also conducive to enchantments. This means the material costs of creating a magic item is reduced by 20% (see the Dungeon Master’s Guide, pg. 129 for original prices). This savings doesn’t affect the end cost of the magic item, just the cost of making them.

The costs to buy these items is a 20% increase in costs from a standard version of the item (with a minimum increase of 100 S).
Dover Fellman

Former cleric and resident of Valya, he has been disavowed by his church and instead of leaving the city, he decided to go underground and stay. He formed a group calling themselves **The Invisible** who wish to change the city's rules about disavowed.

He and his best friend were cursed with lycanthropy (specifically a wererat) while living under the city. His friend, Podrick Morton, embraced the curse and went evil, while Dover resisted it. Podrick formed his own splinter group called **The Rat Pack**, and their civil war underground has consumed much of their lives ever since.
Edwin Yshtar

A young member of **Sovereign Brotherhood**, he went missing a few days before the party arrived in Azul. He was sent into the sewers to investigate a creature that was dragging people into the sewers and never came back.

The party found his corpse after investigating the sewers, his cause of death mysterious.
Thrull Territories

### **Defenses**

The tribes each have their own warriors that defend their tribe, but the natural tundra and rocky terrain is the nation's greatest defense. Many attempts to invade or settle the area have been met with extreme weather and hostile traveling conditions. Many of the tribes have their own wizards that train at the Lodge of Dreams

### **Commerce**

They export and trade in various furs of the beasts within the region. They also occasionally export some of the minerals and ores mined in the mountains, but the Dwarves of the region often keep the majority of that resource to themselves.

## Description

An arctic tundra, this loose confederation of nomadic tribes has lived and endured in this wilderness for generations. Due to the harsh conditions of the region, they have mostly stayed out of the conflicts plaguing the continent, remaining neutral in the ongoing battles. There is also a sizable Dwarven population inhabiting the mountains along the northern coast that is fiercely independent.

## Government

The leaders of the tribes and the Dwarven cities under the mountains occasionally meet and have dealings. Treaties are made between these groups. As a collective group, however, they rarely make decisions that all tribes or groups subscribe to. The tribes often make the best decisions for their tribes and rarely find common ground unless they have a common enemy.

## Crime

Poaching and overhunting are the greatest crimes in the territories. Resources are rare and theft of them in any way is considered a serious offense. No organized poachers or thieves exist in the territories, but many consider the **Clan of Raven** to be a particularly greedy and selfish group, often taking more than they need when they move through an area and often come into conflict with nearby groups.

## Geography

The northern coast is entire length of The Unseen Mountains. The rest of the area is a snowy tundra, mostly uncivilized and untamed wilderness. The southern and eastern edges of the territories are where the tundra begins to thaw and various trad posts are along that border.