recursal/Fanatic-Fandom huggingface dataset:
Kavavhik

Emblem of the Kavah Union in 4E 776

**Kavavhik** is a nation located on the northern edge of the Mogul Caí mountains, nestled in the foothills south of Urskaya. Though small on the grander scale of things, it is a fierce and stubborn country that has long held true to the proud traditions of its people.

## Society

### Culture

Kavah culture is one of strength, self-sufficiency, and individual skill. Most people will keep good track of their deeds and accomplishments, and the need to win is intrinsically woven into all aspects of their upbringing. Defeat is seen only as a prod to improve their skills.

The capital city is Kavarov, a neutral place higher in the mountains where the leaders of the different clans occasionally meet to discuss matters that concern the entire nation, such as waging war.

#### Funeral Rites

In Kavah culture, the bodies of the dead are seen as empty vessels with no remaining connection to the living person they were before, and as such are returned to the cycle of nature in a ritual known as "sky burial". The body is left in a high, unprotected place exposed to the elements and wildlife, often surrounded in a circle of bones and offerings to the gods. The most common place for this to occur is a large mountain valley in the southern parts of Kavavhik, known aptly as the Valley of Bones.

### Demographics

The territory's population is overwhelmingly goliaths, and has remained that way despite larger globalisation of nations across the planet. Very few outsiders are welcome amidst the Kavah clans, and rarely if ever become a true part of the clan structure itself.

### Politics

Kavavhik uses a Stratocracy form of government, where the heads of state are also the head of the military, and the military's administrative, judiciary, or legislature powers are supported by law and society.

In Kavavhik, rule is overseen by a council of seven military leaders, known as the Iron Lords. The name is derived from the cast iron rings that each Iron Lord wears, decorated by the symbols of the original clans: a boar, a lynx, an eagle, a ram, a badger, a stallion, and a fox. Each Iron Lord remains the head of a clan, and can only be replaced through ritual combat, known as *Svaladnyk,* or else through succession.
Nievalski Rus

The **Nievalski Rus** (*Urski:* "Newsworn Guard") are a group of warrior mages that serve as the royal guard of the Urski Czarina, the traditionally female ruler of the U.L.S.S. They are an elite corps made entirely of women, famed for their skill with weapons and their abilities in wielding the fickle cryomantic magic that prevails in the north.

The order began in the early days of the U.L.S.S, when rulership often was a bloody affair and the slightest show of weakness would immediately lose the support of the families and any established trust between the ruling nobility. The Czarina at the time sought to establish a personal guard that would always be loyal to her, and only her, in the event of conflict. Since such fealty is a foreign concept amongst Urski (none can be above the other in the family, except "temporarily" by convenience), the guard was instead recruited from a selection of child slaves (none of which were ursine), typically captured in the many territorial wars.

The slaves were granted freedom after swearing undying allegiance to the Czarina, and were raised into a formidable fighting force in the exclusive service of the League's ruler. In time, recruitment become a more internal affair. Instead of simply adding new slaves to the ranks, members of the Rus instead seek out their own male partners, often multiple over the same time period. Such relationships are never long-lived (and in fact encouraged to not be so), for as soon as a girl was produced from the affair she would be immediately taken into the order and kept apart from any family aside from her mother, not seeing the outside world until already in her teens and indoctrinated into a deadly member of the order. As such, male partners are seen as simply a means to continue the arcane, ice-touched bloodline of the order.

## Organisation

### Structure

Below are the ranks of the respective units of the guard, in descending order:

 Strayeshi Rus
 Rusvadoy
 Ruska

### Leadership

The Rus are under the command of Ruskapitan (*Urski:* "Captain of the Guard") Natalya Raskov, who answers directly to the Czarina. During active deployment and in the absence of the Ruskapitan, line of command is explicitly dictated pre-deployment by the Ruskapitan and is only based on years of active service in the absence of direct orders. Generally, command is given by previous merit.

### Recruitment

Members of the Rus are trained from the moment they can walk and talk, in a variety of skills and disciplines. Primarily they are trained in the cryomantic magic of their bloodline, but are also adept diplomats and proficient in mundane martial weaponry. There is no set age for a Ruska to become an active member of the Rusvadoy. Instead, a recruit is simply given the task of completing five trials at their own pace: the Trial of Challenging, the Trial of Understanding, the Trial of Proving, the Trial of Expertise, and the Trial of Enduring. Once a recruit has completed these tasks, no matter their age, they are considered an active member of the Rusvadoy.
Rorik Grunnarsson

**Rorik Grunnarsson** is a retired dwarven fisherman who lives in Stillwater. He encountered Yuli's mother during her journey eastward when she passed through the town.

## Description

An extremely wrinkled dwarf with heavily tanned leathery skin, grey eyes, thick grey hair and a long plaited beard coming down past his belly. His nose looks like it's been broken several times, and it's got three piercings on the left nostril, along with a few more iron studs along his eyebrows. He seems to be missing most of his teeth. He's dressed in simple fisher's clothing, a sleeveless linen tunic and baggy trousers. His arms are covered in faded tattoos.
The Eventide

The symbol of the Eventide, the dual nature of the moon, light and shadow.

**Luthien, the Eventide** is one of the Prime Deities of Ygdren, and resides in Duskmeadow in their divine realm of existence within The World Stream. They are typically depicted as an impossibly graceful and beautiful androgynous being, with an eyeless and near-featureless face, a strange air of allure and mystery, and long flowing silver hair that cascades around them like a multitudinous waterfall. They typically have skin that ripples with shades of blue and grey, and the edges of their form seem to blur and dissipate into shadowy wisps.

Luthien's domain is over the cycles of the moon and the illusory twilight caused by the pale blue moonlight, and over the quiet bliss of autumn. They are widely believed to watch over those who work in the cover of midnight, away from the burning light of fanatical good and the absolute darkness of evil. During Hallowtide, before the world fades into winter, festivals are often held in different cultures celebrating with illusions, intrigue, and masquerades in honour of Luthien.

Luthien's clergy are often quiet and mysterious, preferring to have their passing remain unnoticed and wishing for little recognition or worship. Amongst tribal cultures that place value in the moon's passage, shamans will often offer sacrifices or rituals in exchange for favour, especially during full moons. Those who require secrecy often ask for her blessing, from astronomers and walkers of the night, to secret lovers hidden by shadows provided by Luthien to protect these secret meetings.
Lydmark

Emblem of the State of Lydmark in 4E 776

**Lydmark** is the political territory founded following a peaceful secession from the Elven Empire in 4E 266. The name stems from the original name of the region, Lydfel, while it was still a part of Atheldael proper. Following independence, Lydmark remained a staunch ally of the elven heartland while establishing trade routes to the southern parts of Maíandir and the north of Yuantica.

## Society

### Demographics

The territory's population is overwhelmingly elven, with the second largest demographics being human and gnome. The position of Lydmark as an entry point by sea into Atheldael has led to a constant stream of travelling merchants, immigrants, and pilgrims passing through.

By 4E 776, the majority of foreign races are clustered around the ports of the territory, with inland population being more predominantly elven. The construction of skyports at Thunder's Eye has led to an increase in exotic races in the region.

### Politics

Lydmark uses an Aristocracy form of government, where power is shared between a small council of nobles. The council determines policy through votes, where more powerful members tend to have more influence.

In Lydmark, the leading council is formed from the Earls that govern each of its provinces. It is similar to a smaller version of the Athelian witan but is designed to share power between a group rather than to advise a monarch. In 4E 776, the ruling Earls are determined by heritage, much like a monarch would be, though in some cases particularly powerful individuals are also given a seat at the council.

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

## Trivia

* Lydmark shares many of Atheldael's Anglo-Saxon influences, notably in its use of Earls and the witan. Cultural influences from Samarkhet and Varais give the region a notably more Norman flair similar to England following the Norman invasion.
The Silversong

**The Silversong** was once a fey sorceress of great beauty who fell in love with a mortal knight, and was later captured and tortured by Thanagor, the Shackled Titan, who was jealous of the two's union. Deeply devoted to her, the knight came to rescue her, and together they fought the malicious god, defeating him in battle and greatly diminishing his power. As the knight lay dying from wounds suffered in the battle, the sorceress became overwhelmed by grief, and the potent mixture of raw emotion with the latent divine magic that still covered the battlefield is said to have raised the two to godhood in their eternal bond with one another. Though she was not technically mortal previously, she was not originally a god, and is therefore still considered an Ascended Deity. She resides in Avalon in her divine realm of existence within the World Stream.

The Silversong's tenets are love, friendship, beauty, and song. She is a popular figure amongst young lovers and betrothed couples, and it is common practice to invoke her name for good fortune in weddings and other such ceremonies. Many knightly orders that serve the Grailknight, her eternal love, also devote themselves to her name in their oaths to uphold chivalry.
Spindles

**Spindles** are twisted monstrosities created through a magical amalgamation of sporelings and arachnid creatures. The magic has warped limb and bone, creating a horrific gangly creature with unnaturally long arms and a jutting bone spine. Though slow and clumsy on land, they can burrow and tunnel rapidly through solid stone, allowing them to shift around the battlefield unseen, striking from distance with various ranged attacks before hiding back underground. They are adept at isolating and locking down targets, serving as support units  for Salakai’s dreadborn forces.

They attack with their claws, inflicting poison on anything hit by the long, spindle-like nails. Their main method of attack is to fling globs of sticky webbing at targets. The webbing explodes on impact, restraining unwary targets and allowing for concentrated attacks without means of retaliation. Like any dreadborn, they give off a smell of rust that seems to hang on the air.
The Earthmaven

**Rualla, the Earthmaven** is one of the Prime Deities of Ygdren, and resides in Elysium in her divine realm of existence within The World Stream. She is typically depicted as burly, muscular, mundane, and covered in the dirt and grime that comes with the earthly toils she is associated with. Her skin is deeply-tanned, the colour of the earth, but tinged with a green hue like grass. Her hair is a shaggy tangled mess of black curls that frames a broad, cheerful face almost always split into a broad smile. She is the lover of The Hearthkeeper, modest and hardworking where he is loud and effervescent, and their ways are often deeply intertwined.

Rualla's tenets are the untamed wildness of nature, good harvest, balance, and harmony. She thrives in the simple things: the growing of plants, the touch of well-tilled soil, the feeling of warm sunlight on bare skin, the soft murmur of a stream winding through rolling hills. She is widely popular amongst the simpler folk, the farmers and shepherds and fishermen, of Ygdren. She is seen as a symbol of fertility and prosperity, and it is tradition in many places to offer prayer and worship in some form or another when one wishes for a good harvest.

Rualla does not encourage outright worship, but preaches humility and the sharing of alms with those less fortunate. However, some who are deeply devout in this practice do exist, and often shun the comforts of urban life in favour of the wild embrace of nature. They live as hermits, druids, shamans, or monks in isolated natural shrines or pagodas, and many will seek out their council in times of strife, when sickness is rife or the crop does not grow.
Ilenor's Journal

"*The year ten sixty-six of the Third Era. Here follows the account of Ilenor, whomst they call the Mistwalked, archmagi of his Majesty’s crown, servant to the throne of Silverthorne, protector of the arcane realm.*"
 ― Archivist's Note

An ancient and ill-kept journal found within the archives of the Iron Stylus library. The pages had all but withered, and only small excerpts were legible, written below. The journal was found within an enchanted box, locked through magical means, and was translated by Nemeia. The original writing was in old Elvish.

## Excerpts

*Lo, it has come to me, and I have found it. The silver realm calls me to its embrace, and I must answer. I hath seen a tree on a vast plain of grass unending, and it has beckoned me forth. This purpose is my own, though I buy it with great strife.*
*The path I walk is long and it is cold, but north of the fall I have ventured, on the road they first followed. Where frost meets stone and the roots dug deep, I found what I sought.*
*The passage begins to fade. The door closes. The path which to me was clear as starlight has all but disappeared. The key is bound to me, and I will keep it, for I will risk no other to see what I have witnessed. The way is shut. The lock is hidden. It is a secret now only the fallen can tell.*
*Menaí svetis gíusdan*
The Turnfeather

**Morraighan, the Turnfeather** is one of the Prime Deities of Ygdren, and resides in the Glen of Mirrors in her divine realm of existence within The World Stream. As a shape-shifter, she is depicted in many different forms, though often as a slender and slight humanoid of some race or another, always with a wicked grin and a carefree attitude towards chaos and trickery. In nearly all representations, she has a tapestry of tattoos that shift and change of their own volition, telling lies and truths in equal measure.

Morraighan's domain is over trickery, subterfuge, lies, and duplicity. She is generally considered a chaotic goddess, prone to causing trouble and bad luck, though rarely out of ill intent. In equal measure, she may bless or bring good fortune to those who amuse her, and she looks fondly on those who embrace her ways and thrive in bringing a little bit of chaotic energy to the world. She is particularly fond of those with an adventurous and roguish spirit.

Morraighan does not have an organised clergy, though those who follow her way will spend their time bringing joy or frustration (or a little bit of both) to the world around them, often travelling far and wide in their quest.
Norfeld Reach

**Norfeld Reach** is the easternmost core region of the Kingdom of Atheldael, and is located in the Argent Basin at the base of the Sentinels. It was formerly its own kingdom before the conquest that formed the empire, and was not taken by battle, but rather swore allegiance to Athelvad the Conqueror at the start of his campaign.

## Geography

Norfeld Reach forms the eastern edge of the Argent Basin and borders the region South Arlia, and the southern half of the Elvedel Crownlands, formerly the region of North Arlia. To the east, the region is bordered entirely by the Sentinels, with three mountain passes that lead through the range into the Marble Vale.

## Economy

The main export of Norfeld Reach is wine. The rolling landscape of hills and valleys, along with the temperate climate, provide the perfect conditions for the many vineyards that litter the region. There are three principle kinds of grapes from which wine is produced:

* **Daelish Pine: V**intage produced from silvery-green grapes common in the northern half of the region nearer to the Everglades. Result is a slightly sweet and acidic, pale-gold wine.
* **Daelish Oak:** Vintage produced from crimson grapes common in the southern half of the region, by the sea. Result is a dry, dark-red wine, similar in colour to the sap of a bloodoak tree.
* **Daelish Maple:** Vintage produced from brick-red grapes grown in the foothills of the Sentinels, sheltered from wind and rain. Result is a sharp, golden-brown wine that grows darker and sweeter with age.

Other industries of the region focus primarily on mining for gems and materials, although the Sentinels do not possess much in terms of raw mineral worth, and the gnomes that live just outside the region in the mountains have a monopoly on the manufacturing industry for the whole basin. Mines for rock salt and copper are common in the southern part of the region, closer to the sea, and are typically shipped to Winterport directly. Several quarries for limestone, granite, and slate are also scattered throughout the area.
The Sporemother

**The Sporemother** is one of the Prime Deities of Ygdren, and resides in the Blightwaste in her divine realm of existence within The World Stream. She is typically depicted as an uncannily tall figure with the torso of a vague female shape made of thick rancid sheets and coils of fungus. Four fibrous antlers grow from her brow, and her hands bear long barbed talons. Her lower torso is a coiling pillar of lashing ropey tentacles and other fungal growths, veiled in mycelium and lichen. Her skin is a swirl of greys, pinks, purples and blacks. She is served by a sentient cloud of spores that hang like a fog over the entirety of her domain, and sometimes breach into the material plane, infecting particular areas with ever-expanding fungus.

The Sporemother's domain is over decay and rebirth, life and death as one union, and the spores she spawns can be fatal for mortal creatures, turning them into mindless slaves and, eventually, into rotting and decomposing hosts for mushrooms and moulds. Few folk worship her or pay tribute to gain her favour, but many halfling communities in the swamps of Corlantis are careful not to displease her.
The Stormherald

**Midhir, the Stormherald**, is one of the Prime Deities of Ygdren, and resides in Stolvellir in his divine realm of existence within The World Stream. He is typically depicted as a towering giant, with pale grey skin the colour of storm clouds, dark blue hair, and silver eyes crackling with electricity. His form shifts and changes like a raging tempest with every subtle movement. The air around him for a great distance broils with swirling clouds and a perpetual storm follows in his every footstep. He wields a massive greatsword, said to have been forged by the Dawnhammer, which controls the might of all storms and can tear the very heavens apart with a single swing. He also possesses a warhorn crafted from crystallised lightning, with which he can summon the torrential winds and rain of a thousand hurricanes.

Midhir holds domain over storms, fury, ferocity, and rampant freedom. He is worshipped in various forms across Ygdren, particularly by sailors who wish to be spared his anger during their long journeys across the skies. Similarly, pilgrims, merchants, farmers, and adventurers all ask for protection from storms. He is considered a headstrong and mercurial god, who will grant favour one moment and ignore his followers the next. To some, this seems harsh or dispassionate, but devout followers understand that they must seek their own strength to gain his favour, and rarely spend their time in prayer or worship.
The Ashmaiden

**The Ashmaiden** is the only known mortal to have achieved true godhood through her own power, making her an Ascended Deity. She resides in the Ashenfade in her divine realm of existence within The World Stream. Though her original identity is forgotten, wiped from memory by the goddess herself, some scholars believe she may have been fate-touched in her mortal form, allowing her control over the threads of fate upon reaching godhood. Her journey to godhood remains a mystery. She is depicted as a hooded, ashen-skinned woman with one side of her face clawed asunder and covered in bandages, leaving only one working eye that nonetheless is all-seeing and all-knowing, and can peer through the veil of fate.

The Ashmaiden's domain is over death and fate. She holds no pity for those who die, and does not suffer those who would escape death, as it is the natural end of all fates. It is said that she is present at the end of each mortal life, and mourners in various cultures in Wyldcrown and Maíandir often call upon her during funeral rites. Her worshippers rarely gather in temples, though ones can be found in major cities across Ygdren. Her most devout followers seek out undeath and necromancy wherever they can find it, and eradicate it to the best of their abilities.
Peter Townsley

**Peter Townsley** is a human villager from Stillwater who the members of the group talk to during their investigation of the Stillrot. He was married to Iselda Townsley, the main herbalist/healer of Stillwater, who had died under suspect circumstances.

## Description

A nervous-looking man with balding brown curly hair and a receding hairline. He's wearing spectacles with which he fidgets constantly, and has dark brown eyes that flit constantly between things as if he's worried that the room might attack him. He's dressed in relatively simple clothing, but it seems well-made and comfortable.
Handmaidens of Zephra

The **Handmaidens of Zephra** are a religious order in service of Zephra, the Skyweaver, mostly known for their main military branch. Notoriously, the Handmaidens are strictly female warriors, favoured by the deity. They are an important presence in the colonies, where the order serves as a peacekeeping force and a favoured charity for many nations.
Hellhounds

**Hellhounds** are horrible aberrations created by flaying timberwolves and mutating them through a mixture of necromancy and shadow magic. Totally loyal and subservient, they act as fast out-runners of Salakai’s dreadborn forces, hunting down prey and harrying enemy lines with ruthless efficiency. Alone they are fairly intimidating, but in packs they work in unison to tear down targets far stronger than they.

They attack with their massive unhinged maw, that can tear a man in half with a single bite. Faster than most creatures, and possessing a keen sense of hearing and smell, they are difficult to both outrun and hide from. Even worse, they can occasionally spew forth a torrent of molten flame from their mouths, bathing unfortunate targets in often deadly fire. Like any dreadborn, they give off a smell of rust that seems to hang on the air.
Minotaurs

**Minotaurs**, native to the eastern grasslands of Almeras, are barrel-chested humanoids with heads resembling those of bulls. They are strong in body, dedication, and courage and are most at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops. The auxiliary legions of the Aldwyran military have a sizeable minotaur population, and many minotaurs find positions of great prestige in the militaristic society.

## Description

Minotaurs are large, stocky, and powerful. They have heavy muscular builds with wide torsos and bull-like heads. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.

Manes of shaggy fur extend down minotaurs' necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are typically born with long, tufted tails, but minotaurs that are bred to serve in the infantry of the Aldwyran Empire have their tails docked as part of a coming-of-age ceremony. This is both cultural and practical, as the heavy armour of the Aldwyran legions is much more comfortable without a long tail in the way.

## Culture & Society

Minotaurs are zealous and love battle. They traditionally travelled in nomadic packs or clans but many have chosen the precision of the legion over the fury of the pack following the Aldwyran conquest of their homelands. Despite their brutish appearance, Minotaurs are a reasonably civilised and cultured people. Their reputation for violence comes from their tendency to vent their outrage through outbursts of action, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes.

## Properties

* ***Ability Score Increase.*** Your Strength score increases by 2, and your Constitution score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Horns.*** You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
* ***Goring Rush.*** Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
* ***Hammering Horns.*** Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
* ***Imposing Presence.*** You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
Lords of the North • 4E 776

## Lords of the North

**Lords of the North** is set in the year 4E 776, in the wilds of Wyldcrown where ice and blood are the two mainstays of everyday life. The adventure follows the warband of Kalahan Krasnyalyy as he returns to his homeland in search of his father and his place in the tapestry of fate.

### Players

Kalahan KrasnyalyyBoryenka AlexisGera NikitovichTorfinVanya SilverfangRylan VirmathKu'arr CrimsonwingArianne ProkhorovSvenmar Firehammer
The Spider Queen

"*Great Goddess, Mother of the Dark, grant me the blood of my enemies for drink and their living hearts for meat. Grant me the screams of their young for song, grant me the helplessness of their males for my satisfaction, grant me the wealth of their houses for my bed. By this unworthy sacrifice I honour you, Queen of Spiders, and beseech of you the strength to destroy my foes.*"
 ― Sacrificial Prayer to Acareis

**Acareis, the Spider Queen**, is one of the Prime Deities of Ygdren, and resides in Aranghul in her divine realm of existence within The World Stream. She is depicted as a darkly alluring woman of dark purple skin and silver hair, with the lower body of a terrifying monstrous spider. An infinite swarm of her own spawn serve and obey her, searching always for the means to pour into the material plane and spread like a plague.

Acareis is a malicious goddess of deceit, shadows, treachery, and spiders. She is known for weaving a complicated web of schemes and treachery through her worshippers, deceiving allies and enemies alike to gain power. Her worship is often entwined with darker practices, and is typically shunned by civilised society. In some nations, mention of her name is outright forbidden, for fear of increasing her power and bringing the swarm to feed on the local populace.
Prime Deities

**Prime Deities** are astral beings of great power that came to Ygdren well after its formation. They were drawn to it by the particularly strong flux of arcana around the planet, and they serve now as the equivalent of gods, drawing on the power provided by worshippers of their name.

It is theorised that the prime deities came from The Outer Chaos and fashioned small pockets of cosmic matter in The World Stream, creating a number of fragmented islands in the astral void, known as the Fractal Realms. From their homes, they possess the ability to influence and shape the Prime Material Plane, often taking dominion and duty over aspects of the world. Typically they do not reveal their true beings in physical form, as to look upon a god would sear the minds of most mortals, but they can manifest their will in many shapes and forms to guide those they choose and deem worthy of their guidance.

Prime deities are largely accepted as the most powerful entities in the sphere of planes that surrounds Ygdren, matched only by those scant few mortals who have ascended to true godhood and fashioned their own realm in the astral sea, known as Ascended Deities.

## History

Though many races believed in one pantheon or another since the dawn of civilisation, the presence of deistic entities was only confirmed some time after the Second Dread War. The collapse of the prime planar barrier around the material plane resulted in arcana flooding with increasing intensity into the material world, along with a plethora of external planar influences. The disruption of The Weave caused a ripple effect that propagated into The Outer Chaos, drawing the attention of the Prime Deities. Since then, different cultures have reported increased connection and activity with one deity or the next, some to a greater extent than others.

It is difficult to determine which of the reported deities actually exist, and which are merely inventions of the various religions that perpetuate through Ygdren. In some cases, the Prime Deities have simply taken the place of existing mythological figures, while in others they have spawned entirely new factions of worship.

## List of Prime Deities

* The Allfather
* The Bannerlord
* The Cinder King
* The Curator
* The Dawnhammer
* The Earthmaven
* The Emberveil
* The Eventide
* The Evermoil
* The Fey Huntress
* The Goldenkind
* The Hearthkeeper
* The Jade Tyrant
* The Kindred
* The Mournsinger
* The Plaguebringer
* The Shackled Titan
* The Skyweaver
* The Sovereign
* The Spider Queen
* The Sporemother
* The Stormherald
* The Sunspear
* The Tidecaller
* The Turnfeather
* The Wayfarer
* The Wintershard
The Evermoil

**Felgrindr, the Evermoil** is one of the Prime Deities of Ygdren, and resides in the Sunless Dominion beyond the reaches of The World Stream. It is typically depicted as a creature of rolling, ink-black darkness, without limit or end, the sounds of mad laughter, cackling, wretched screams, and crying reverberating through its entire form. It is considered a mad god of chaos, hellbent on consuming the light of Ygdren, held back only by the boundaries the other gods have set upon him.

Felgrindr does not have beliefs or tenets. Its domain is over madness and chaos, and those scarce few who worship it are said to be driven insane by its commands, often going on witless rampages that lead to their untimely death. Those who survive seek to unleash the will of their master on the Prime Material Plane, bathing it in the swathe of destruction they have been promised.
The Hearthkeeper

**Mjodd, the Hearthkeeper** is one of the Prime Deities of Ygdren, and resides in Wildhearth in his divine realm of existence within The World Stream. He is typically depicted as a powerful but portly figure, with a significant belly, wild hair, and a thick braided beard. He is often shown as cheerful and boisterous, with a laugh that could fell an ox, his face red with drink, holding a massive barrel of ale as if it were a tankard. He is the lover of The Earthmaven, loud and effervescent where she is modest and hardworking, and their ways are often deeply intertwined.

Mjodd's tenets are the joy of life, dance and song, laughter and merriment. He thrives in good food and drink, a good story around a warm hearth, and feelings of long-lasting contentment. Like The Earthmaven, he is very popular amongst the simpler folk, who all very much enjoy a night of cheer and rest to make them forget the hardships of life. He is seen as a symbol of the joy that life can bring no matter the difficulty, and many cultures have days associated to his worship which often takes the form of massive festivals with plentiful food and ale.

Mjodd does not have organised worship or clergy, but travelling bards or jongleurs often practice his tenets as they travel between villages bringing his rambunctious joy to the simpler folk. In general, it is said that all that is necessary to follow his ways is to be a good storyteller, or a good cook, or even just capable of making people laugh.
Scourges

**Scourges** are smaller variations of ferals, with adaptations for climbing and stealth. Blackened skin helps them to skulk through darkness, and ridged claws help them climb even the steepest of surfaces. They serve as low-level infiltration or scouts, and are intelligent enough to ambush unsuspecting targets.

They attack with their claws, leaping at their targets and latching onto their face in an effort to suffocate and blind them. While not quite as strong as ferals, their dexterity gives them advantages they need in both manoeuvrability and speed. Their preferred approach to combat is to ambush their targets and dispatch them quickly to avoid extended hand-to-hand fighting in which they are relatively weak. Like any dreadborn, they give off a smell of rust that seems to hang on the air.

## Variants

### Rabid Scourges

Elite versions of scourges, infused with small traces of Amber that gives their skin a reddish hue. Thicker skin helps them survive longer in combat, and the latent magic pumped into them makes them faster and fiercer. They serve as low-level strike teams for Salakai's dreadborn forces, sent in to quickly take out high priority targets.

They attack with their claws, leaping at their targets and latching onto their face in an effort to suffocate and blind them. They are generally faster than their normal variants, and pack a bigger punch in melee combat.
Ochre Jellies

**Ochre Jellies** are a variety of subterranean sentient oozes, consisting of a thick, golden sludge made up of yellow-orange coloured acid that is capable of dissolving organic material. They can grow up to a diameter of about fifteen feet at a thickness of six inches, but have a fluid body that can compress to fit into cracks as small as one inch wide. Their gelatinous structure allows them to stick to walls and ceilings, which factors into their preferred method of hunting: dropping onto unsuspecting victims and digesting them whole.
Broken Hill Manor

**Broken Hill Manor** is a ruined mansion just north of Stillwater that was burnt down in a freak accident circa 4E 766. The fire claimed the life of the owner, a Varesian noble by the name Pierre Rodin, and his family. The ruins are considered haunted by the local populace as a result of a strange fog that descends on the hilltop every night. Would-be looters and thieves often go missing around the manor, further cementing the belief that none should approach the remains.
Lawrence Brooks

**Lawrence Brooks** is a half-orc member of the Drowner Triads. He enlists a group of adventurers at Stillwater in 4E 776 to deal with an incursion of a rival gang, the Myriad, as well as to investigate the mysterious propagation of a deadly disease called Stillrot. He is also evidently a talented mage of some sort, and has the capability to teleport long distances.

## Description

A relatively short burly half-orc, looks about middle-aged, with mottled green skin covered with many tattoos of a seafaring nature. He has thick muscled arms, and broad shoulders, and is wearing a simple white shirt and vest with rolled up sleeves and suspenders holding up patch-worked trousers by a heavy leather belt. A brown sailor's cap sit's lopsided on his head, which seems to be shaved bald. He has rough mutton chops on the sides of his broad jaw, and two short tusks jutting out of his lower lip, one of which has its tip roughly broken off. A cigar, unlit, rests against that one tusk.
Item Quality

Most non-magical items available around Ygdren can come in a variety of qualities, on a similar scale to the rarity value for magical items. The quality of an item determines its price, the benefits it can offer when used, and sometimes the materials it is made out of. This page pertains to those generic item classes that have higher quality counterparts that can be bought or upgraded to.

## Craftsmanship

Items can be crafted by normal means by the relevant craftsmen. For example, smiths or leatherworkers for armour, fletchers for bows, tinkerers for certain tools, and so on. Items crafted in this way vary in quality depending on the skill of the craftsman. Higher quality items generally are more expensive, but provide additional benefits to their use. In some cases (specifically weapons and armour), the tier of skill also reflects the quality of materials that the craftsman can work with. Higher quality materials tend to require more skilled craftsmen.

Items crafted in this way are not considered magical (unless crafted out of magical materials), even if at the highest quality. This means they cannot suffer the consequence of null magic zones or dispelling, but also still suffer normal weathering effects and can break. Items that are repeatedly exposed to harsh conditions, or not properly taken care of, can potentially fall in quality tiers and need to be mended or upgraded.

**Note that *Masterwork* equipment is not available for immediate purchase on character creation. This represents the fact that masterwork craftsmen are few and far in between, and would not readily have been encountered except in rare circumstances.**

## Enchantment

Items can be upgraded in quality through the application of enchantments by artificers or arcanists. The level of strength of the enchantment dictates the additional benefit gained. Higher quality items generally are more expensive, but provide better benefits to their use. Note that, though enchantments apply onto an existing weapon, the bonuses provided in the tables below do not stack with existing bonuses from the craftsmanship tables above.

Enchanted items are considered magical, and therefore all normal rules for magical items apply. This means that items cannot be broken and do not become weathered, but will lose all benefits if under the effects of a null magic zone.
Nonna Tonina

**Nonna Tonina** is an elderly human woman who owns an inn, Dalla Nonna, in Alverese. She does not speak Common but is still exceedingly hospitable and motherly.

## Description

A short, slightly hunched-over, elderly woman with tanned skin and curly brown hair tied up in a bandanna. She has broad-rimmed spectacles that make her eyes look disproportionately large, and a cheerful smile on her face filling in well-weathered laugh lines. She's wearing a heavy apron with a substantial amount of pockets on the front and dustings of flour or splatters of dried sauce scattered across.
The Weave

**The Weave** is a non-physical plane of existence that surrounds and pervades the Prime Material Plane in the cosmology of Ygdren. It is primarily a coalescence of arcana that is believed to be a rarity unique to Ygdren. Manipulation of the Weave allows for the casting of spells in the acknowledged Schools of Magic.
Rhaegír

"*Horse chooses the rider, that’s what my Da always used to say, and I’ve never known him to be wrong.*"
 ― William Tanner

**Rhaegír** (*Old Elvish:* "Unstoppable") is a massive black bay stallion, born of warhorse lineage and trained as a warhorse. He is purchased by Kalahan in Anderrow, from the stable of William Tanner while they are helping the town with a goblin problem.

## Description

An extremely large, powerful, and temperamental stallion, with a deep black coat and a trimmed mane. He is young, in his prime, and has already been well-trained to follow commands and to show no fear in battle.
Solringen (constellation)

**Solringen** (*Sceída:* "Sun Ring"), commonly referred to as "the Promise Ring", is a constellation in the night sky of Ygdren, depicting a hand bearing a wedding band. It is said to represent bonds of love and attraction, and it is often the case that married couples look to wed while these stars are in the sky. People born under this sign are said to be amicable and easy to like.

As a seasonal constellation, Solringen is only visible in the northern hemisphere during the spring.
North Arlia

**North Arlia**, a former elven kingdom, was the northern counterpart to South Arlia before its annexation to the Elvedel Crownlands in the early days of the campaign led by Athelvad the Conqueror. Some traces of the culture remain, but have been largely overwhelmed by Elvedel influence, since most of the previous population was driven out or killed during the conquest.
Sunset Stride Inn

The **Sunset Stride Inn** is a large inn in Stillwater, located in the heart of the Old Town district. As of 4E 776, it is owned and operated by a dwarven couple: Father Mhorin and Kriss. The tavern, particularly the kitchen, is also operated by their two sons.

## Description

A large, beautifully-built stone inn, with many runic carvings on the walls, both inside and out. Music and laughter permeate the warmly-lit interior, and a large job-board looms over the far wall. All in all, it is a refreshing change of pace from the otherwise dreary town.
Maíandir

### Territories

Atheldael • Arlia • Lydmark • Zandaran • Aldendael • Edraxis • Varais • Thyr • Samarkhet • Corlantis • Kuetzicol • Maruk • Angolia

### Largest Cities

Silverthorne City • Winterkept • Invinze • Varlionne • Tyrenter • Kuetzala Modran • Rûkmodan • Sol Kalahar • Lavente

**Maíandir**, the central continent on the western landmass of the planet, is the cradle of most life on Ygdren. Whether that life came to it by sea or was born on the continent itself, it is here that the bulk of civilisation now exists, with cultures of all sorts co-existing in the diverse habitats that the land has to offer.
Suum'Kalan

**Suum'Kalan**, chieftain (or *suum*) of the Stonetalon Clan from the Western Roosts, was an auran tribal leader who is most famous for stopping an incursion through the Dal'rak pass in the war of 4E 93. He meets the party in 4E 102 after the razing of Hedgewood, where he councils them to head east to Eboncaer in pursuit of the dreadborn pack.
The Fey Huntress

**Eris, the Fey Huntress** is one of the Prime Deities of Ygdren, and resides in the Fellwild in her divine realm of existence within The World Stream. She is typically depicted as the consummate hunter, incredibly fast and light on her feet, practically invisible amidst the trees, with mottled bark-like skin that changes colour with the seasons, dressed in practical clothes fashioned out of various bestial materials. Her eyes are said to be catlike, and can see in any darkness. Her hair is formed out of curtains of resplendent leaves that float away as she flickers through her forests. She wields a magnificent bow of twining wood and vines, and is accompanied by her Wyld Hunt as she travels through the woodlands of her home, hunting down any evil, corruption or outside influence that enters it.

Eris holds domain over the hunt, wilderness, freedom from shackles, and archery. She is a neutral goddess, believing in preserving the utmost delicate balance of nature, refusing to quell darkness entirely for fear of what the light may burn in its absence. She is often seen as a patron for those who observe such balance, hunting not for waste or pleasure, maintaining a concord with the wilderness, and threading the fine line between lawfulness and wanton carelessness.
Sparklock

**Sparklock** is a general term for any firearm using a sparker for its ignition mechanism. The principle of sparklocks is to find a way to provide an external catalyst for the arcane siphon that ignited amberglass powder packed within the firearm. This is achieved through the use of a small and slender shard of warded stone, marked with a simple arcane glyph. The shard, known as a sparker, is scraped against a small rectangular external section of the firearm, called the fuse, to begin the siphoning process. When the sparker comes in contact with the length of the fuse, the heat generated from the arcane glyph activates the amberglass powder inside, giving roughly 2 to 3 seconds before enough energy is collected for ignition.
Odo Mudd

**Odo Mudd** is a halfling citizen of Stillwater, and works as a blacksmith in town, providing and repairing gear for the town guards as well as any other potential buyers.

## Description

A short and muscular halfling, with bronze-tanned skin and auburn hair styled into thick dreadlocks and bundled behind his head. His expression is dour and unchanging, and he seems the sort to rarely smile. He's wearing thick leather gloves that have seen plenty of wear, and a protective apron smudged with soot and grime.
The Emberveil

**Seleane, the Emberveil** is one of the Prime Deities of Ygdren, and resides in Laeryndwell in her divine realm of existence within The World Stream. She is typically depicted as having the face of a beautiful maiden, with hair that shimmers and dances in curtains of resplendent colour and wide eyes filled with a tapestry of stars. Her skin is typically pale and luminous, like a reflection of starlight in still water. Her form is vaguely humanoid, but seems to flow and shift like morning mist between the multitude of reflective pools in her domain.

Seleane's domain is over dreams, devotion and loyalty, tranquillity and solace, and restful sleep. Considered a loving goddess, she is widely believed to watch over the innocent while they sleep, granting them the gift of benevolent dreams and guarding them against nightmares and malicious influence. In particular, new parents will often pray to Seleane to watch over their children so that they survive the night, while a traveller stoking the dying embers of his campfire might instead pray to Seleane to grant him a rest devoid of ill intent.

Seleane's clergy are often tranquil and reserved, spending much of their time helping their communities, offering aid and compassion in the simple things, bringing peace to the sick and dying, watching over the resting of troubled souls, and protecting those they are bound to. Those who choose to follow her ways will often go out of their way to bring their own peace and tranquillity wherever they may go, though when those under their care are threatened they will never lack courage to act.
Jokull (constellation)

**Jokull** (*Sceída:* "Glacier"), commonly referred to as "Isyl's Hand", is a constellation in the night sky of Ygdren, depicting a moving glacier or an outstretched hand. It is said to represent uncertainty and fear, particularly of the dark of winter. People born under this sign are said to be slow to act and anxious.

As a seasonal constellation, Jokull is only visible in the northern hemisphere during the winter.