recursal/Fanatic-Fandom huggingface dataset:
Ulrich the Mad

**Name:** Ulrich the Mad **Age:** 83 **Alignment:** Chaotic Neutral **Class:** Warlock **Sub-Class/Archetype/Path:** Pact of the Great Old One **Background:** Ulrich doesn’t reveal much about his past, only that he was a scholar of history and a seeker of knowledge. He studied the old Nethereze empire and their collapse which had changed the very nature of magic in the universe. Doing so he had at some point come in contact with Karsus or what was left of the once great Wizard. An incomprehensible existence, an impossibility, that exists, but at the same time doesn’t. It desired to experience reality once more and so offered to do so through Ulrich. Much humbled Ulrich accepted and their deal was sealed in blood or so Ulrich claims. Ulrich wandered the world, performing experiments, seeking knowledge about the nature of the universe. He became known as a bit of a madman, rambling about his findings to anyone who would listen. After being kicked out of several towns he eventually stumbled upon a Wizard named Artemis who seemed willing to entertain his ramblings. They would converse for hours about the nature and lore of the universe. Artemis’s construct assistant Blue Shield greatly interested Ulrich and he would go off on great tirades about the potential of artificial life and the existence of realmfaring robots. When Artemis died in an unfortunate spell accident Blue came to inform Ulrich of his unfortunate demise and that he was leaving his tower. Ulrich realising he would have no one to talk to followed Blue Shield and boarded a Ship to Elysia. **Common Magic Item:** Dark Shard Amulet **Adventure Hook:** Ulrich seeks the knowledge of the far realms and to discuss them with any who would listen. After the death of his dear friend Artemis, Ulrich followed Blue Shield to Elysia who still held his compatriots knowledge and was one of the few to entertain his ramblings.
Suzuki

Sazuki is a Cleric from the settlement of refugees that fled the Empire of Eskarya.

Suzuki was born to hoard of racoonfolk in the Voskia Woods of the Asturcia Region. They were the only of their kind and rumor believes Danu put them their of her own purpose. That’s what the family tells themselves. As they have always lived and served in the little old shrine buried deep in those woods for her.

None of them were actually Priestess, they tended the yard and kept the place clean. They aided in the upkeep so the aging Priestess would be more free to tend to those who lived in the woods. Every once and a while a girl would be brought to the Shrine and she would serve and learn under the head Priestess. It was common among poor families one less mouth to feed and she would learn skills that would further her in life.

The racoonfolk did not practice this; they all lived there, and as a family were already doing so much for their little shrine. That was until Suzuki was born. The bells rang for The Maiden, The Mother, and then The Crone. Suzuki was born in the chimney of those bells on a solstice night.

She was an omen, The Head Priestess claimed. So she was named for the bells and the old tree she was born in. She trained hard, mastering the dances with her little kagura bell. Learned the magic of those that came before her. Her bow was small but her aim was true.

On her 16th birthday and the winter solstice she was set off into the world on her Pilgrimage. She was to go out into the world and do enough good deeds to grant her the favor and wisdom of her Goddess Duna. Then she would either return to the shrine and take the Head Priestess place or she would make her own shrine in the world, wherever she would be needed most.

Traveling alone was hard however. She had gone through the rations of dumplings and dried fruits her mother had given her. The tree had no fruit yet. So she walked and she walked, until she could walk no more.

Here on this road she would starve. Until a large shadow stood over her. He picked her up by her scruff she squirmed and shook her bells at him with a lethargic wave. A demon, but wait he smelled like food, not evil. Raisuboi feed her plum ongiri and she would be his friend. For maybe if people saw her with this tall creature they would not him as friendly and not a danger.
Vester

* Art
* Banner

The town of Vester is the seat of the ruling Duke of the Vester region in the Empire of Eskarya.

## History

Vester was a ruined village of Elysia, which upon discovery by the Adventurer's Guild of Eskarya, with help from fellow adventurers from Eskarya who had found the settlement.

They quickly found the village over-run with aberrations, webbed fingers and transculent flesh of monsters crawled out from a well in the centre of the village. Upon their slaying, they ventured into the well to find an Aboleth and his creations awaiting.

With its minions defeated and the Aboleth banished, Vester was seemingly safe once more and Rudy and his friends sought to rebuilt the settlement away from the oppression, bureaucracy and feudalism of the Empire of Eskarya.

Hidden within the forest, some citizens of Eskarya had begun construction within the secret settlement. But as the forces of The Demon Lords marched south from the Vester Hills, all life in Vester was once again wiped clean of civilization.

## Dawn of Tosima

In 5EF, the Village of Vester was restored once more following the Demon's destruction of the land and its inhabitants of Empire castaways. A young noble, Engelbrecht Norley, from the Sword Coast would be named as the Duke of the Vester region and all the lands witin its territories, charged with the defence of both forest and hills with the aid and support from Ezofield and its citizens.

A modest militia would grow in the village, and with it the population slowly for surely grew over time until a a sizeable town would flourish. With its proximity to both the hills and forests, where fungus, glora and array of insectoids and other wildlife lived, the town would become established for its trade in medicine and apothecarial services.

As one of the largest regions in the Empire of Eskarya, the Dukedom of Vester would eventually command a significant force of strength and were taked with the defence of the northern territories if Badengatt and its defences were every compromised.

## Lands & Territories

The following territories, settlements and keeps fall under the stewardship of the Vester Dukedeom.

* Port Kolsa
* Ezofield
* Erutus
* Vester Keep
* Vester Forest
* Vester Hills
Stormsong

**Stormsong** is a magical double-barrelled pistol currently wielded by the Drow gunslinger Alton Elenaur, who created the weapon with the aid of the Tempest Cleric Vyodros.

## Appearance

The second of Alton Elenaur's firearms, after Phoenician Fury, is a much simpler design when compared to its predecessor. Lacking the elegant carvings and superficial patterns, it is instead a more practical weapon for use on the field of battle rather than display inside a museum.

With a bulky cylinder that held up to five pieces of ammunition in the outer ring and small motes of storm energy contained in the centre, the black-iron pistol fired a pair shots with each pull of the trigger - one solid and the other a tiny bolt of lightning.

## Creation

Following a prolonged investigation into infusing and containing elements within mundane materials, prompted by witnessing firsthand the effective use of the magical hammer Vyolnir against the various denizens of Eskarya, Alton was able to find a suitable series of enchantments that met his requirements.

After several failed experiments and a few strangely stormy nights at Fort Kroideyn, a small portion of Vyodros' tempestuous energy was successfully contained within the metal. From this, Alton fashioned the firearm in a similar design to the original model with a few additional modifications such as doubling the number of barrels to allow for both a regular shot and an elemental one.
Vanir

Attuned to Amdia

A Great Old One patron, trapped into a blade that is in the possession of Amdia. Found in the mines at the base of the mountains north-east of Fort Eskarya. Vanir confessed that he had not spoken to anyone for five-hundred years and that he had refused to speak with the Gnolls who had found him. After attempting to bewitch Lerissa and Halvar, Amdia agreed to attune and make a pact with Vanir.

It is unknown what Vanir's motive, ambition or intentions are.
Verg the Bronzehand

Verg, called the Bronzehand, was a Hobgoblin Artificier that was among the first to explore the frontiers of Eskarya.

## Background

Verg was born into a world of order, a regimented life designed for the optimisation of conquest and war. Son of a Fatal Axe, a high-ranking member of the Thrice Lost Legion of Warlord Zolzun, much was expected of Verg from the moment he could place one foot before the other and retain his balance.

As soon as he could indeed walk, a blade was thrust into his hand.

The formative moment in Verg's life would come while the Thrice Lost Legion were making camp in the foothills of a contested valley far to the south of his Warlord's keep. During the night, drow raiders would slink into the camp, moving through the more disorganised ranks kept by the goblins used as scouts. By the time that the drow had been sent into flight much of the camp had been slain - either by blade or poison.

Verg was meant to be on watch, but had fallen asleep at his post.

Slinking away in shame, he imposed exile upon himself - hoping that the Legion would assume him dead. Quickly growing tired of constantly looking over his shoulder, he crafted a companion for himself, and now finds himself seeking retribution.
Tarron Corbett

Tarron arrived in Eskarya later than many. Having heard Eskarya being pitched as a growing cultural hub, with new knowledge and opportunities being discovered daily, it seemed like an exciting step for Tarron. Blissfully unaware of the internal politics of Eskarya, or the encroaching demonic armies.

### Background

Around 7 or 8 years old my father took me on a hunting expedition fated to go horrifically wrong. We had stumbled into the ground of some rather aggressive Su-monsters, within seconds they were upon us, believing myself an easy target.  I found myself being practically torn apart by claw and tooth, pooled in blood as their paralyzing abilities rendered me helpless to defend myself. My father threw himself onto me and to the Su's mercy. His body shielding me as they enjoyed a new larger, more pliable target.

When my paralysis had worn of the Su had gone, satisfied with their hunt. I pulled myself out from underneath my indistinguishable father, taking his gem piece necklace as the only thing left not desecrated from among his flesh.

The whole ordeal had unlocked, or broken something within me; be it the trauma, the psionic attacks or my fathers sacrifice. I emerged bloodied and beaten but with new power coarsing through me.

Naturally, the forest and nature had lost there appeal after that, and myself an my mother moved into civilization, among the people, intellectuals and general lack of ravaging monsters. Where my new abilities could be explored and I could learn about the world.
Zalmoxon

One of The Demon Lords of Elysia, the Orcish Demon is believed to be one of the imprisoned Demon Lords following the War of Demons in Elysia. It is not known where the prison of Zalmoxon exists, only that he is served by the Fiendish Orcish warlord known as Viakane.

Zalmoxon was released from his prison in Khokkolun by Viakane.
Wealda

**Wealda** was a druid and 'witch' of Gortbaun, whom was a dutiful servant of Danu and protector of her temple.

## Description

Not much is known of Wealda, beyond her abilities as a druid, distrust of the elder Sadanna al-Baahish and her cold and stoic nature. Despite this, she was known by villagers of the settlement to care deeply for all living things, though abhorred what mankind had done to the land over the years and she herself did not wish to destroy the earth for an abode, choosing to live among nature. The one acception she did appear to make was for the chapel built in the name of Danu.

In her last living act, she gave her body and heart to a ritual that would transform her into a blight golem, to keep all from venturing into the chapel to protect the ancient founds within. Upon discovery of her body within the defeated blight golem, it was uncovered that she was a partner or former partner to the Draoi of Elderfall, Ludithas.
Stone & Chisel

**The Stone & Chisel** is the library of Freehearth, in which lore, scrolls and books are collected, studied and decoded in the settlement of adventurers.

## Description

As the preeminent place of learning in the town, the Stone & Chisel is the reposity of knowledge and visited by those within the academic field. Constructed in 200EF and funded by Kreev B. Earbender, the library was named in homage to Oghma, the god of knowledge, whom inscribes with chisel upon stone.

Whilst the library itself is modest and quaint, there is an array of books that have been imported from Eskarya, thanks to connections that the head librarian, Daromir, has in his home city of Eskarya. Within the library itself, there are study desks available for those keen of mind for a cost of 10gp per tenday when researching texts, with a cost of 100gp per tenday of downtime when studying artifacts and relics. Within the collection of artifacts, currently only the *pipes of the sewers* are on display, due to the absence of a magic shop.

It is noted that Daromir takes his position with a large degree of pride, bordering on obsessive and compulsive, making trips to the library not always a pleasant endeavour as the loremaster is rather particular about organisation, the returning of books and handing out hefty fees for items returned late.
Yangant

The night is dark... the night is frightening! Yangant is your humble servant!

**Yangant** is an odd and curious devil that roams the land at night, offering light from his candle formed fingers and guidance to traveller's destination.

## Description

A bumbling and juvenile devil in nature, Yangant quickly changes between first and third person in conversation with travellers. He inform adventurers that he is the servant of Coarthannach, to whom a community of people hope to bring to the material plane from the Nine Hells, with him being the test subject of their experimentation to bring something more lowly and weak. He has since travelled the lands to offer aid to travellers in the night, either through guidance or by offering a candle that forms each of his fingers.
Transcendent Sovereignty

This libram is written in luminous script upon silk pages and bound in heavy golden frames. The book is leafed through, but otherwise good condition.

The texts read of the history of how the God-Emperors came to rule Elysia.

## Research

**Completed by Kreev B. Earbender**

*[...once sojourn and now home, the light of the door had opened and the gates to a land greet the wings of divinity. The light of Amoria shall find new roots and stone to call home, to spread the words that travel the Thalasian Seas...].*

*[...primitive kind with no nuance of true faith to guide their hands and minds towards progress and bright futures, and so the embrace of white feathers shall guide and encourage, to see a land born from dirt and much to an Empire of Light and Justice...].*

*[...a worthy foe, who claim honour in bloodshed and bravery in the death of their foes. Barbarism shall find not light. Titan upon titan, demi-god upon demi-god, truth against barbarians. The hammer of the true son and father's blood shall see order restored to a lawless land...].*

*[...their occult is that of heathens, though strong. Powers drawn from lyre and lute. But poems and song shall not stand against the gospel of divinity. To see this land thrive and rejoice in the light of Amoria, the old ways must be cast aside and the people must gaze upon the truth of light and he who was born of man and god. He who shall rise and restore order to a broken land. It is owed to those who have yet been born, to those who do not yet see, for they are blinded by the Aes'ahn...].*

*[...they see the light, and the heathen prayers falter. All that remains is to see the oracles turn or break. By the grace of his hammer, these pagans shall flee this land as it born anew, to return to their lands and not return. Their memory shall turn to ash in the light of the Dawn, and his son shall bring the message. The message of order, justice, law, obedience, conquest, crown, justice and vigilance...].*

*[...this is the beginning, all that came before is lost. Memories of the land and its name shall fade in the light, and all that shall be known is Elysia. A land born in the image of the Blessed Fields. The land of light and divinity. And with new names born, so will that of the first crown. The first sit upon the throne and rule. Celestial name cast aside. The son now man, Empyrean now God as prayers ascend the Son of the Dawn. The lord and saviour, born anew as the first ruling God-Emperor...].*

*[...All hail the first. All hail the last. All hail the God-Emperor. All hail Zitus...].*
Zortea

* Depiction
* Symbol

## Technical Information

### Depiction

Halfling with curly hair, a freckled face, and a tattered red and green coat held together by buttons.

### Portfolio

Battle
Luck
Mischief

### Domains

Trickery
War

**Zortea** is a demigoddess of luck and mischief. Zortea is a plucky, impulsive goddess venerated primarily by halflings. She embodies two aspects halflings see in themselves: a strong affinity for luck and bold determination to protect friends. She is especially revered in halfling society.

She is commonly depicted with curly hair, a freckled face, and a tattered red and green coat held together by buttons. Her other features in these depictions vary with her worshipers'.

Her paladins do not hesitate to throw themselves into battle against overwhelming odds, and are eager to be the downfall of evil foes who think they have luck on their side.

Their code acknowledges the joy of mischief and does not consider theft as inherently wrong, but prohibits them from drawing joy at the expense of others or perpetuating suffering. They act immediately to protect innocents—especially children—and help friends, and are paragons of charity and curiosity. They also charge themselves with acknowledging Zortea when luck carries them or those around them to success.

## Piety

#### Earning and Losing Piety

You increase your piety score to Zortea when you expand the god’s influence in the world in a concrete way through acts such as these:

* Seek out and challenge oppressors and tyrants
* Defend friends and the innocent.
* Engage in mischief that doesn’t harm others.

Your piety score to Zortea decreases if you diminish their influence in the world, contradict their ideals, or threaten the integrity of destiny through acts such as these:

* Suffer a bully’s insults to you or another without retort.
* Abandon a friend in need.
* Attribute a lucky turn of events to your own skill.
Tuaráidh

A lesser known Archfey patron within the Elysian Feywilds, known for his trickery nature and love for games, be it dice, cards or otherwise. Tuaráidh favours the bolds and gifts those who gamble his most precious luck.

Little more is known of the Archfey, only that his following is limited to a favoured few.
Vidbury

**Vidbury** is a village within the Dukedom of Asturcia, under the protection of the noble house of al'Hesan of Voskia.

## Description

Vidbury is a quaint village with a modest population of 300 or so people, consistently mainly of humans, elves, dwarves, halflings and forest gnomes. Some Tiefling, dragonborn and half-orc reside in Vidbury, but on the outskirts and within the forests that surround the village.

The village produces the main source of lumber and grain for much of the Dukedom of Asturcia.
Vyolnir

Vyolnir is a powerful magical warhammer currently wielded by the adventurer Vyodros.

## Appearance

Vyolnir is a double-headed warhammer forged around a central shaft and handle bound in scaled leather. Although seemingly shaped from iron or steel, it is imbued with some form of lightning energy that delivers further devestation with each strike.

## Discovery

During the party's second return to the Kobold Cave, Vyodros, accompanied by Alton Elenaur, discovered Vyolnir upon a podium deep within the tunnels, hidden behind a fast-flowing stream of saltwater.
Tome of Aog Bàs

A tome wrapped in humanoid flesh, stitched with silver thread and with pentagram in its centre. Dark metal clasps wrap and hold the books tightly bound, connected to indentation on its reverse where a small cold iron dagger rests over tiny hole.

## Item Research

Completed by Azar Toraven & Killian Kir’we

Undoubtedly human flesh, yet it has not been treated, nor tanned, keeping the flesh as fresh and malleable as the day it would peeled from the victim's body. To those *very* rare few in the world who have some understanding of Dark Speech, a language used only by the most evil entities and deities, are able to discern from the symbols upon its front that this book hold details of dark dissident magic.

The book however cannot be opened, attempts to detect magic can only assess that adjuration magic binds the tome shut, and the means of dispel magic even cast at its highest level would be insufficient in opening the tome.

Further studies and investigation, along with the markings, dagger and tiny hole stained with a dark crimson, lead researchers to believe that the means to open the tome are by offering a drop of blood to the tome in exchange for the words written within. Thought it cannot be confirmed, and though not backed by studious or historical evidence, the score gut feeling is that offering a single drop of blood may have unforeseen consequences.

It can also be ascertained that a spellcaster may have the opportunity to attune to the item, though the means, powers and abilities granted and any side effects are completely unknown prior to doing so.
The Subtle Siren

**The Subtle Siren** is a bathhouse found in the settlement Freehearth.

## Description

A modest bathhouse constructed by Kreev B. Earbender, the bathhouse is open to all in Freehearth to relax and see wounds healed and sore joints mended in the hot spring waters from which steam and hot mist is magically conjured. The open top to the bathhouse allows for attendees to float serenely as they look up into night skies and watch the stars pass by, with the eternal flames that line the walls and sit atop braziers in the centre of the pool dimming as the night goes on.
Vestama

* Depiction
* Symbol

The Elder Hag **Vestama** is also known as the Hag Queen or Queen of Hags.

She is not a popular patron, as many fear her and her clergy, which is entirely female. These are usually the throwaways of society: disfigured prostitutes, wives caught in adultery, or pregnant teenagers disowned by their parents. Priestesses are renowned for their ability to foster hatred and turn friend against friend, but are not above simply killing someone in cold blood if it betters suits their purpose. Her priestesses are also known to swap young babies for hideous monstrous creatures birthed from their own womb.

The priesthood itself has no canon or book of scripture, or temples; instead, they favor small shrines of simple piled stones. Some of these piles have cat's-eye gemstones on top or a painted representation of one, from which (it is rumored) Vestama, herself, may peer and curse defilers of the shrine.

## Piety

#### Earning and Losing Piety

You increase your piety score to Vestama when you expand the god’s influence in the world in a concrete way through acts such as these:

* Expose hypocrisy (real or imagined) in others.
* Make other creatures miserable
* Demand bribes to spare creatures from your torment.

Your piety score to Vestama decreases if you diminish their influence in the world, contradict their ideals, or threaten the integrity of destiny through acts such as these:

* Allow others to slight you without retaliation.
* Seek the approval of society.
* Forgive those who have wronged you.
Stonevale

**Stonevale** is a village settlement in southern Tosima, north of Badengatt in the Kingdom of Elderfall.

## Description

A ruined settlement restored by the Zitus pilgrims from Eskarya, though decor and architecture suggests it was once upon a time a home of pagan worshippers. Whether the village had been destroyed during the genocidal invasion by the mind flayers, or centuries prior by a celestial force as seen in Ana's visions, is yet to be confirmed. Whilst much of the village has been restored by the pilgrims, the outskirts await restoration by the settlers from Elderfall, whom have been granted lands within the settlement to aid productivity and serve as a militia to the settlement.

Most recently, the village was attacked by the New Elysian Empire. Though since their attempted slaughter of the village was pushed back by adventurers of Freehearth, the community has been taken under the protective wing of the Elderfall Kingdom by royal decree following Anastasia Ekatarina's plea to Queen Ciara Hyland.
Zesoldi

Zesoldi, a member of Arcadia, was once tasked with protecting the world and universe from total destruction at the hands of the mindflayers that had invaded Elysia. Hiding away with the paladins of Zitus, he kept the lachla shard from the grasp and eyes of the aberrations with success. Though in his hiding, all of Elysia would fall prey to genocide. This was the sacrifice that was paid to keep the shards from their invaders.

Zesoldi would first be encountered by the guild members of Eskarya beneath Vester Keep, where he and his undead horde attempted to free the demon lord Kur'ixan form his prison, believing that they would be a suitable match for the mindflayers when they return, allowing his undead army to destroy the victor and free Elysia from both threats.

The guild members of Eskarya refused his notion and left without giving him aid. It would later be learnt that Zesoldi had failed in freeing the Demon Lord by himself.
The Lachla Shards (Book)

The Lachla Shards was a book uncovered in Queen Nua's mansion, covered in dust in the library of a once prominent noble family.

### Research Undertaken by Alton Elenaur.

The Lachla Shards are artifacts, shards of an incredibly rare and unique diamond that was used to power a flying craft that arrived in the land from another plane within the multi-verse. Unfortunately, the ship crashed and with it the Lachla Stone shattered in 5 shards.

Despite the huge gem being shattered, there remained psionic power within the shards, which would be sought over by new visitors to the land as a second spelljammer arrived, though they called this a 'Nautiloid'. Hiding the five shards across the land, they mindflayers were unable to find them, despite devouring the brains of any who they came across in the hope of finding the knowledge within.

It is believed that one shard was stolen away by drow in the underdark, but would later be stolen by a traitor and powerful mage who sought to harness its power for himself. The other four shards remain unknown, but it is believed that one may act as a beacon for the other. And the keeper of a single shard may know the location of the others.
Uriven Tausis

Uriven Tausis was a high elf wizard that was among the first to explore the frontiers of Eskarya.

## Background

Uriven has been a writer, a teacher, and many other academic careers in his life, but for the last seventy years, however, he has served as a painter, working for a guild in the city of Neverwinter on fine pieces of art. Melding his magic with his painting, Uriven has been able to craft masterworks, and many have come to see his moving images, from all across the Sword Coast. His early life was at best normal, and at worst downright boring, a son of a steward in an elven court. He was well educated, as all high elves should be, but he was not given the opportunity to do anything more. It was in his ninetieth year that he was given the chance to leave his home. From Baldur's Gate, a writer came, looking for an apprentice to assist him in his late years. Jumping at the opportunity, Uriven said his farewells and left for the city with his master.

In Baldur's Gate, Uriven became acquainted with writing quickly, and found himself skilled at it. Quickly, his skill with magic shined through, and within a year he was writing coded messages, between him and his fellow apprentices. After years of working as an assistant to the writer, at the age of one-hundred-and-ten, Uriven left his position and became a writer and scribe himself.

However, the role did not give him the satisfaction that he desired, and the solitary nature of writing chafed him. And so, when an opportunity came to teach the young people of Baldur's gate, Uriven quickly expressed interest. Primarily, his duty was to instruct children with writing, and no-one could say he failed at his duty. But it was no way to express the creativity that filled the mind of the high elf, and when minor illusions began to distract his students, bright colours flashing on the walls, and complicated drawings being found on his desk, Uriven was approached by an artist living in the city.

Neverwinter would be his next destination, as the artist invited him to join a renowned artists' guild in the city, having noticed the skills that the elf possessed. Fulfilling commissions, and spending his time in the courts of lords, Uriven drew the attention of many other artists with his blend of magic and painting, and quickly rose through the ranks of the guild. However, he reached a point where he couldn't rise any higher, and critics began to see his magic as more of a cheat than a skill. And so, he stagnated. He could not rise any higher, for the naysayers, and he could not leave the guild that he had dedicated years of his life to. All he needed was an opportunity…

After well over sixty years as an artist, the guild master came to him with a proposal. Lord Aldwin Thorne, of the Lord’s Alliance, was gathering an expedition to unknown lands, and the guild wished to send a representative, to establish a presence in the west, and to paint the lands there. As the only member of the guild with any real ability to fight, it fell to Uriven to represent them in the First Frontier.
The Kissed Pixie

The first adventurer owned tavern in Eskarya, The Kissed Pixie was built by wild magic sorcerer Fogel Chernin outside the Castle Ward of Fort Eskarya.

## History

Multiple experiences in Eskarya stuck with Fogel, ringing in his ears much like an Illithaid Tadpole. Fogel, with only a few outings he had already experienced multiple creatures from the Abyss and other nightmare creatures. Fogel was scared. The very reason Fogel was sent to Eskarya was to find an artifact that could prevent an apocalypse, admittedly there was a small part of him that believed this 'prophecy' was a ploy to remove Fogel and his wild magic from his long-suffering village. But the evidence was stacking around him; with demons bleeding from the earth around him.

With a yearning to help, but a lacking in power and control in regards to his Wild Magic. Fogel knew he couldn't hold back potential hoards of demons, so had to find another way of helping.

And thus The Kissed Pixie Tavern was built. The Kissed Pixie would primarily serve as a friendly respite, a sanctuary and a warm feeling in the stomach for all that need it. But Fogels plans for the tavern were far greater. Should Demons attack Fort Eskarya Fogel believed the Guilds gates would close, and those trapped outside would be slaughtered, left to fend for themselves. Should the need arise Fogel slowly began making fortifications to turn the Kissed Pixie into an effective sanctuary and protection for those that needed it.

## Description

### The Main Tavern

The Tavern was built to be a welcoming and disarming atmosphere for all that stepped inside. Upon approach to the tavern, patrons enter beneath a wooden archway, adourned with greenery and carved with wild flowers.

Upon entry, the tavern is outfitted with a small number of tables and chairs to allow parties seating among the backdrop of a warm fireplace. The walls and floor simply dressed there is very little statement to be made say for the Bar; for as its namesake suggests, landscapes of the Feywild are meticulously craved into the woodwork.

### Underground Chamber

As part of the initial construction of the Kissed Pixie, Fogel had craved out a chamber beneath the tavern. It was imperative it would be kept a secret, the hidden chamber would provide safety and refuge (should the time come), to those unfortunate to be caught outside if the fort were to become a target of attack. Until proper fortifications can be made; with plans for a Teleportation Circle and warding spells; the chamber held as a place for Fogel to practice and learn to control his Wild Magic without endangering those around him.

Still in the early stages of construction the chamber appears as nothing more than a crude cave carved into the earth, lit by candle among stone pillars. Accessed by a Ladder, hidden under the kitchens Ale Barrels.
Èamon Finn Mac Chùda

**Èamon Finn Mac Chùda** is a travelling scholar in the lands of Tosima conducting research for his thesis.

## Description

First met near the Ravenguard Heights, near a bridge leading towards Banard. He requested the protection of adventurers near the bridge whilst he conducted his research as he continued his thesis on the dangers that bridges pose and how a simple crossing of a bridge can reduce the life expectancy of a mortal being significantly.

Understood to be a researcher of the College of Oghma, though somewhat disgraced and believed to be a paranoid Halfling chasing a conspiracy theory.
Tancred Brossfeather

Tancred Brossfeather was a human bard that was among the first to explore the frontiers of Eskarya.

## Background

Other adventurers have had their tragic pasts, their horrors witnessed. Tancred Brossfeather’s life has always been one of luxury, from his youth at his grandfather’s villa in Waterdeep, to the moment before he stepped onto Lord Aldwin Thorne’s ship to Eskarya. With all the resources of his house at his disposal, the young noble has always lived the life he has chosen, with the full support of his dear grandfather, Lord Brossfeather.

Taking advantage of this freedom, Tancred spent as much or more of his teenage years on the streets of Waterdeep than he did at the Brossfeather villa, using his talent and natural charisma to make a solid earning beyond the money granted to him by Lord Brossfeather.

Years wandering the streets of his home granted the lordling a reputation as a lute-player, his ornate instrument becoming a symbol of a good tavern - if Tancred Brossfeather played at your establishment, you were a cut above the rest. And anyone who doubted *that* was met with Tancred’s other talent, a quick challenge to a duel, rarely resulting in a loss for the young man, though the multitude of scars that litter his skin and the repair bills he keeps from his tailor show that Tancred is in no way invincible.

Coupled with the blessing of the Lord Brossfeather, Tancred’s career lasted from his fifteenth year to his twenty-fifth. However, it was not to last, for the old man could not live forever. Lacking the support of his uncle, who had received the majority of his grandfather’s estate, Waterdeep lost its lustre for the noble bard, and within a week, Tancred Brossfeather had left his home, mayhaps for good.

It was a stroke of luck that led Tancred to Lord Aldwin Thorne’s expedition. His grandfather had told him of the journey heading west, having been previously acquainted with its leader, and a member of the Lord’s Alliance himself. And so, when no other options presented themselves, the First Frontier was the obvious choice.
Valentius Neidir

The leading official of the Conclave of Arcanum, Valentius Neidir is charged with the protection and finding of the arcane within the Empire of Elysia. Once a member of the Arcane Brotherhood, though in his later years his research exceeded the ambitions of the Brotherhood and a courteous termination of his membership was found.

Upon word of a new land, ancient relics and increasing emergence of psionic energy permeating on the continent, Valentius travelled to Elysia to continue his research and found a capable benefactor for his research and ideals. With extravagant funding injected into his ambitions, the Conclave of Arcanum was founded under the guidance of Valentius, funds of the Empire and watchful gaze of Alekas, whom is believed to be the noble who first introduced Valentius into the court of Aldwin Thorne and procuring an agreement to establish the Conclave and its research.

The first meeting of Valentius by the Adventurer's Guild of Eskarya was during the trial of Sip, in which he acted as an objective facilitator of proceedings, prying equally into both parties and seeking the truth without bias or deception. Brows were raised from both sides of the quarrel, though the truth was found and justice enacted under his command, leading the public to favour the wizard for his logic, objectivity and fair judgement.
Spellbreakers

Formed by the Conclave of Arcanum in conjuction with the Empire of Eskarya, the Spellbreakers was trained and tasked with dealing with arcane vagabonds and those who practice the arcane without license to do so. The reason for the formation of the Spellbreakers was due to the unrest and civil disobedience in reaction to the Arcana Aegis Act of 10EF.

Known coloquially as 'Mage Killers', the Spellbreakers are known to be caspable to dispelling a magical effect with a single strike with specially crafted gauntlets that harness psionic energy. Equally, their blades are coated in a poison, making the concentration on magic by spellcasters immensely difficult. Agents of the Spellbreakers are forced through a rigorous and gruelling training programme, where they are subjected to immense pain and suffering through arcane means, until they are suitably able to withstand and resist the effects of spellcasters.

In order to withstand battle with practitioners of the Arcane, it is said that the Spellbreakers have turned not only to psionics, but also alchemy, with advanced medicine allowing them short bursts of immense strength and dexterity to give themselves an advantage over their enemies.

Whislt it is rumoured that the items, equipment and power used by the Spellbreakers was harvested from the Illithid ships following the War of the Temporal Avulsion, Valentius Neidir of the Conclave and the Empire strongly refute these claims.
Zook Za-Rah

**Background**

Zook was raised by a nomadic Bard Named Brom and his Wife Sarra, who traveled in a commune with a cast out sect of Monks. Zook now 15 and rebellious was caught stealing from one of the towns that commune past by and in an effort to get away Zook injured two towns people, and was returned to Brom with the understanding that the commune would never come close to town again.

Brom and Sarra scalded him when they returned to the commune when Zook lost all control and in a fit of blind rage clawed the side of his adopted mothers face. Brom had no other choice but to leave Zook to the monks, With the hope that they could mold his anger in to something worth while. Zook now 25 sets sail for a new land running from his past missteps and from multiple rewards for his capture.

**LandFall**

After First arriving inland Zook has all but vanished, Waiting and biding his time for a great adventure. To bad all those other had to Die first....
The Freehold

A community of free people, who obey no legislative laws, authority of governmental order. The Freehold is made up of free people who answer to none. Founded in 1496DR by Josiah the Priest.

The Freehold was founded by Josiah and his flock as they searched for a home to call their own where the laws bureaucracy of feudalism could not impose their will upon them. Seekers of ultimate freedom, the people of the Freehold and inhabitants of the cove are lawless, yet peaceful.

Whilst no laws exist within Freehold Cove, Josiah has made his position clear that anything that is deemed unfitting or abhorrent within their community shall be tried, judged and executed, for there is now law that prohibits him from doing so. He proclaims that he does not enact the law when passing judgement upon repugnant members of the Freehold, but instead merely eradicating vermin whom he and the community of the Freehold find to be distasteful. Through chaos and lawlessness, there will be order and peace in the Freehold and the ultimate Freedom of all people, as long as the practice of such does does not hinder the Freedoms of others.
Valmoth

The Prince of Beasts

One of the four Demon Lords of Elysia, Valmoth was imprisoned in a chained chest beneath the dungeons of the Temple of Kaarin. Released by the warlock Carnifex, Valmoth now walks the lands of Elysia once more to plot and scheme for the subjugation of Elysia, now known as Eskarya.
Tower of Light

A point of interest on the eastern bay of Tosima, at the top of Chronicle Coast.

## Description

The Tower of Light stands 100ft tall upon the Chronicle coast. A bridge spans between the mainland and this monolithic structure, on top of which a bright beacons shines with radiant light. Clearly of Dwarvish architecture and artisanship, the stonework have been engraved and embedded with filigree reminiscent of celestial symbols and of divine nature.

On closer inspection of some symbols upon the bridge, it appears the design of the stone has been altered from its original form, having once perhaps have been built in design aligning with that of the Pagan Gods of the continent. Since then, it has been altered to show symbolism more in line with that of the Decider.

The tower itself is filled with debris, supplies, magical items, spell scrolls and books of research. Some letters found on the ground floor spoke of the imprisonment of a celestial entity known as Sabathiel, who is imprisoned within a translucent quartz like gemstone at the beacon of a tower, with its radiance emanating the light from the tower. A second letter, signed by Markus Tosima, speaks of sending a force to release Sabathiel to aid the cause in bringing an end to the God Emperors rule. The mission was not successful.

## Inhabitants

The tower is guard by a Hound Archon by the name of Asteraoth, who dutifully protects the tower from looters and adventurers. Upon initial discussion with adventurers, he offers sanctuary, food and water, though warns them that he will enact justice if they should work against his divine mission of the Elysian Empire.

In the first discovery of the tower, the discussion with the party ended in violence as adventurers refused to return that which they had stolen from the Tower of Light.
Vivication of the Descent

Vivication of the Descent is a dark tome found within the fortress of Idirghuí in the Feydark. Set within the cover is a bloodshot eye with purple veins with a similar hue of smoke emanating from it. The eye appears alive as it follows the holder as though staring into its soul.

## Research

Completed by Vaalia

*[...time has gone and time has gone, yet still the broken treaty lays dormant. As the harbingers of this world, its creators and protectors lay dormant beneath stone and darkness, those that walk heel upon earth only sully the very creation of this land with their inferior vessels. Their descent, necessary. Their ascent, inevitable. Masters turned to slave of rock and earth, but soon to rise again as masters of their creation. The status quo broken eons ago, but its restoration shall be taken with blood and bone. Blood of those live a life of blasphemy, forgetting those who once were revered as gods and titans alike. Forgotten and buried, beneath histories of angels and pseudo-deities. But these forgotten pages shall be remembered. Their eyes shall open and blinded no more, as too shall those who shall walk as slaves as to the true King of Aestýris...]*

*[...little do they know of the protection that had lost. In a time where the reveration as a deity was maintained by strength of force and might. A land hidden from the machinations of entities beyond this world. Detached from the realms beyond our own, it was only chains that bound the mortal-kind, yet now they are slaves in mind and soul, as they pour their pitiful hearts into prayers and homage to falsities not native to this land. To call upon the aid of others, only to be destroyed by the very same. A poetic justice and foresight of that very threat the Fomor had protected the world from...]*

*[...just as gods were once slain, their stature has faltered since the great purge of "Elysia". A purge much needed and overdue. Their prayers would fall silent. As silent as the very songs we sing to raise our lords from their slumber. But our voices grow ever louder, fanatical and true. As the borders of the inner planes converge, we shall see the remains of our great titans stir once more. Bereft of flesh and mind, but servants of the Great Eye. The true son of Bencawr. Until his rise, they shall act upon his will and smite those in vengeance for the Battle of Mag Tuired. These cursed wretches shall buckle and break in his service. Totems and pillars of the pagan gods will fall, so too the Sojourn invaders who claim this land as their own...]*

*[...the darkness shall come as Balor's piercing eye opens. A darkness that shall free this world of lies and false hope. And all that remains shall be the chains upon the necks of these inferior descendants of elements, the Accord of bastardization and ichored blood that throws nought but disdain and petulance upon their bloodline. Once titan, now inferior forms who cling to their elemental bond, but yet their mudded blood shall form an army of slaves that conquer these lands as quickly as the Scorching Eye sets this world ablaze in purification...]*
The Beggar King of Asturcia

A leather bound book of stained crimson felt, clasped in faux gold plating and clasps, the pages are worn and dreary though the words can still be clearly and made out, if one if versed in the Elysian script.

The text denotes the tales of the Beggar King of Asturcia, a noble Lord of Elysia who broke free and claimed independence from the family of Tosima, seeing their rule as unworthy following the coup to dethrone the Elysian Empire. With no true claim to Kingship, he would be known by those outside his court as the Beggar King of Asturcia.

*A foolish man with delusions of grandeur, Isiah Kolduv would grab what power he could at any opportunity. Forever known as one to bend and break the laws of the land, attempting with great futile to excel his lands beyond the squalor it was born into and destined to die in...*

...*As if his antics in his belligerence towards the Empire and Crown was not enough, he commonly sought to sell land that was not his, encroaching upon the territory of bordering Lords. Worse still was the company he kept, meeting with monstrous races to bargain and seek alliances for coin. Mercenary companies born of green skin and fur, waging war against the people of Elysia and Tosima...*

*...Many in Astrucia believe the man to be a saviour of their people and the world, joining monster and man to live in harmony and to be free of prejudice and supposed tyranny of the Empire of Elysia and Kingdom of Tosima. Yet he would name himself the King of Asturcia and rule as thought it were his birthright...*

...*Whispers unconfirmed, though hard to disbelief, say the scoundrel would lay with the very monsters invited to his land. A tainted man of hedonism, treated monsters as slaves, kin and family. A land that needed saving from the beggar King, and yet each time war was waged against the land, their numbers swelled and grew as his slave army of monsters grew stronger and stronger. The people of Elysia would weep for those under his rule who prayed to one day return to the embrace of Elysia...*

*...Whilst wars were waged and failed, Markus Tosima refused to acknowledge Asturcia any longer. To he and the council of nobles, Asturcia was a lost Kingdom of Elysia, and all that stood was a decrepit clan of sodden people. The Free People of Elysia would no longer bear the name of an Elysian land, but a name fitting for the monsters that now inhabited it, Khokkolun...*