recursal/Fanatic-Fandom huggingface dataset:
Decon

Decon in full Kit and mask

**Decon** is a Green Dragonborn and member of X. He is a martial expert and strategist.

## Description

### Appearance

Decon has deep green scales with lighter green patterning. He has large frilled ears with a number of piercings in them. He can most often be found in some form of medium amour, and his shield is never far from his side. He also has a Helm of +3 AC that he got from a dragon hoard that he helped slay back in the day.

Decon can most often be found sitting about topside throughout the day, around the High Cloak Inn, soaking up the sunlight. After sundown he keeps watch and trains in the armoury.

### Personality and alignment

Decon is a dedicated and loyal friend. He has much experience and is always looking forward to helping people where he can. He is constantly offering to teach people new fighting stiles of drills.

When he isn't working on his martial prowess he enjoys whittling and painting miniature animals, and can often be seen around a torchlight in the Common areas chatting away and slowly whittling with his tools.

### Religion

Decon Once prayed to the angles, but now he does not.

## Skills and traits

### Languages

Decon speaks Common, Draconic and Chult. He will teach anyone who wants to be taught, but admits he's not the greatest teacher. (training takes 12 weeks - 1 week for every positive INT mod)

### Armour/Clothing and Weapons

Decon can provide training in medium and light Armour, as well as most melee weapons and shields. (training takes 9 weeks - 1 week for every positive STR/DEX mod)

### Spells / Abilities

Decon can also provide training in Woodcarver's tools, Painter's supplies and Carpenters tools. (training takes 10 weeks - 1 week for every positive INT mod).

## Home

Decon's home is unknown but he works from a cavern beneath the High Cloak Inn.

## Treasure / Prized Possessions

His +3 Helm that was - as he loves to tell - taken from a dragons horde.

## Relationships

### Family

Most of his family was lost when their home city of Xillith fell, His egg brother Regon lives to this day, working as a Mercenary in Chult.

### Allies

Seems to be allied with the organisation X. Takes a liking to the Party.

## History

Decon was born in a clutch of two, in the city of Xillith, in Australis. The Dragonborn were scattered and had only a few scattered cities left in the world. They attempted to get a new foothold in Australis, However the city lasted not 50 years before Gnolls gathered in unheard of numbers to raise it to the ground. In the chaos that followed Decon and Regon escaped, fleeing to the east. after the two 15 year-olds lasted two weeks in the harsh scrub they were found. Decon took up the sword and decided then an their to take down every Gnoll he could.

Of course, there are only so many Gnoll Warlords you can defeat in single combat before you realize it wont help you with your trauma. Eventually Decon took up some healthier coping mechanisms. Eventually he ended up in wondering, and met Xunnol a few days after slaying the Black Beast of Hillwyn's Dread. They found they got alone and have been friends and adventuring together since.
Gideon / Gaddeon

**Gideon / Gaddeon** is *the owner of Gideon's Miracles in Arrith Natel.*

## Skills and traits

Gideon is a skilled magical craftsman. He makes a wide variety of magical weapons and is able to enchant items on commission.

## Home

Gideon lives in his workshop in Arrith Natel.

## Relationships

### Allies

Gideon helped the party find the women who had been involved in taking children out of Arrith Natel. He also provided a selection of items, including enchanted cloak pins for Idril and enchanted bracelets.

## History

Gideon runs his own shop in Arrith Natel but until around 10 months ago he was involved in smuggling for the Church of Light. Gideon thought those involved were refugees but became uncomfortable with the whole affair.
Canis

## Cannis Jerako

**Canis** is a werewolf captain of the grey Soldiers. His team of guards were last limping away from Krellion Mine

## Description

### Appearance

Cannis is tall and imposing, with long messy sideburns and wild brown hair. He is often seen with a wicked toothy smile, he has a number of scars on his body.

He is most often seen wearing only an iron breast-plate and animal hide pants as armour. He has an animalistic look about him.

When in wolf form he is a warped figure of twisted muscle and fur, standing 7ft tall and strong enough to throw a minecart like a volleyball.

## Skills and traits

### Armour/Clothing

A well polished breastplate, with a notable latch on the shoulder.

### Spells / Abilities

Known to be a werewolf, a fact he isn't subtle about.

After experiments in Greyfield's secret Labs he has gained an incredible amount of power, making him far more dangerous than an average werewolf.

## Relationships

### Allies

Known to be a member of the Blackstar, and works for the Greyfields.

## History

Met first by the party at a stop point south of the Gretchen Woodlands.

## Goldmaker's Notes

"Canis is one hard to work with, but would be even harder to work against.

I know I'm no saint. But do what I have to do so I get results. I am pretty sure Canis enjoys it. He is cruel and sadistic to the point I wonder what its like inside his head. I've done things that keep me up at night, but in the end I know they needed to be done. Canis though, I don't know how he sleeps.

~~As for if he needed to be taken down, it would be difficult. He's a werewolf and not exactly subtle about it. I figure he thinks folk are scared of him. But I've killed plenty of werewolves before. All you need is silver and to be quick.~~

Never mind the previous entry on Canis. Greyfield got the scholars to do something to him. He isn't someone to fuck around around with now. I don't even know if silver would work. If it came down to it I think some kind of psychic spell might do the trick. Plus silver and magical weapons might actually make some kind of scratch on him.

I've put together a stash of things burred South-West from the West side guard house, right at the high tide line. Buried pretty deep in an iron wood box. Its got a silvered bow / quarter staff, 10 silver tipped arrows and one indestructible one that some damn moss sniffing ranger shot me with once. There's also a scroll of Confusion that could incapacitate him for a few rounds. But I don't like my chances even with all that. Best move would be to avoid a direct fight with him in the first place."
History & Events

## History involving the Party

Calendar History- See this for the Completed Calendar of events (a good outline)

Party History (1) - Act 1. Up to the Festival of a thousand Wines

Party history, Part Two - From the Festival of a thousand wines to the Battle of Arrith Natel.

Party History, Part Three - From the Battle of Arrith Natel to -

Idril's Diary. - her personal thoughts and reflections on events

CONJECTURE - Idril's book from Valdis, containing thoughts and theories about events and people

Leaked campaign notes

## Historical Events

The Bacland Civil war - a bloody war about 300 years ago in Bacland.

Signing of the Starlight Agreement - "So long as Stars are in the sky, let Randore's peace banners fly."

Randore's Great winters - Ice ages that happen periodically.

Elvish Re-emergence - When the Elves came back.

The Feywar - A Great many nations were foolish enough to go to war against the Feywild. Attempting to use its unique landscape and resources ended in a bloodbath and a humiliating defeat.
The 45s

A Group of almost exclusively Elves, gnomes, and half elves they are named after the pointy ears shared by those peoples. They originated in Shongi, but after the old Jade Lords cracked down on their operation they found a new life in Kruso, and from there sent out branches to Oaktown, and many larger northern cities .

They are a more upper class group, working confidence scams, kidnapping jobs, and protection rackets. But they are not above brute violence and petty crime.

When their head of operations, Ethnira Yuthai was captured three years back their operation split and became a lot more decentralised. With some groups, like Oaktown, even taking on non Elves or gnomes as members.

Members include Arywn.
Fortunes read by Fellina

On the afternoon 12/ 01/ 20,124 Arwyn, Drenn, Hargrim, Idril and Valdis took part in a divination reading. Here is a document of what they were told.

The party in General

> "There is something that unites you all. A Looming figure growing in your future, and lingering in your past. Something old and dark. full of bitter hatred and stale anger. A Specter of times long passed. A shadow without colour. I see its withered hands reach over you, over your entire lives - both forward and back.
>
>

> I see the risk of doom, and ash and destruction should this - this thing without a name take hold of even one of your hearts.
>
>

> But also the promise of hope. The possibility that you may succeed, and save us all from that creeps over the world. That you can drive this evil back to whence it came."
>
>

**Valdis**

> "I see you will fight much with yourself in times to come. There is a storm that brews within you, one that should be allowed to grow to violent. Remember the Ink of your future is still wet on the page, though the text was written long ago."
>
>

**Drenn**

> "Great trouble awaits you. I see a rose bush, twisested and turned. Its last few flowers being strangled by its thorns. There are two beasts that fight over top of it, both grappling to hold a torch. But the harder they fight the more embers fall onto the rosebush - lighting it afire"
>
>

**Hargrim**

> "I see you working at a forge, smithing bars of steal and iron. Locks of Bronze and silver trim. As you forge you build the cage around yourself. With each bar a Red figure cheers and tosses you another coin. Think carefully as to who you can trust"
>
>

**Idril**

> "You future is full of light. But not the kind that comfort, the light that burns. I see you flying towards the sun. Trying to burn it with your own inner light before it burns you. Remember that blood is not thicker than water, it simply runs deeper."
>
>

**Arywn**

> "You will find yourself in a sea of ropes and chains. I see you cutting the ropes, breaking the chains as fast as you can. But they advance on trying to wrap around you, wanting to pull you below the surface. Remember to take a breath before you plunge down."
>
>
Grey Alliance

The Grey alliance is a political group of several countries, houses and nations. They are currently attempting to recruit those they can, and subjugate those who resist.

### Head of the House

The Initial founder of this would seem to be Arron Greyfield, and following his death it seems to have been transferred to his son Edward Greyfield. However, this is not confirmed.

The true ruler of the house is the Aberration known as Hastur.

### Known members

* The House of Greyfeild and by extension their home of Eastern Downs. As well as any town in The Eastern Valley that could not withstand their invading armies.
* The Daswer Congregate, a group of very old kingdoms in the Old East.
* The Katos Dwarven houses of Hravindur, Karniph, and at least some of Clan Skjoldur. Likely soon to be joined by the Clan of Silvershield.
* An unknown amount of the Guests at the Festival of a Thousand Wines may or may not also be members.

### Iconography

The two most obvious identifying features are the distinctive grey armour, and the wearing of Hastur's Abyssal symbol.
Fu of the Green Caverns

Fu looking at somthing on the ground

**Fu of the Green Caverns** is an adventurer from a far off underground community of Lizardfolk. He is looking to find his long lost brother Khiri

## Description

### Appearance

He is lanky and has scales of deep green, like a moss. He has a long snout and wears light armour.

### Personality and alignment

Seems to be a generally agreeable fellow.

## Home

He hails from the green caverns, but calls anywhere he can rest his scales home.

## History

Five years ago he was on a ship that was wrecked. He and his brother drifted off in opposite directions, he has been looking for him since.
Silent Bob

**Silent Bob** is a living animated mummy and barkeep at the UnderInn. He also keeps the place safe.

## Description

### Appearance

SB is very tall and thin, covered in bandages from head to toe, obscuring any identifying marks that he could posses.

### Personality and alignment

Silent Bob is intelligent, and seems sentient. But follows practically anything asked of him. He does not need food, but does stand very still and quiet at times, seeming to sleep.

Silent Bob takes a great deal of interest in moths and small rodents who scurry about the tunnels of the UnderInn

## Skills and traits

### Languages

Bob understands Common and possible some other languages. But cannot speak.

### Spells / Abilities

Appears to use mage hand like spells, as well as control and move a few free bandages to help him clean up the bar. sliding like snakes around cups, plates ect and carrying them to the washing basket.

## History

"Well its a long story. Some-other time. The thing to know is that he's harmless and wants to help out"
Isvængür

Sketched from stories of the few sightings around Polaris

**Isvængür** is a White dragon Who lives in the old Dwarven capital Polaris.

Her name means "The Blizzard that Devours" in Dwarvish.

## Description

### Appearance

White, with fangs of ice. Gargantuan in size. Sleek and long, with a spiny back.

### Personality and alignment

Known to hunt down and kill any who venture to close to Polaris, reportedly taking the frozen bodies inside the great ice storm.

## Skills and traits

### Languages

Known to sing Dwarfish war-chants as she hunts her prey.

### Weapons

Her breath is suppose to be the coldest thing imaginable. One survivor writes that it froze their arm solid before they could even move it out of the way.

## Treasure / Prized Possessions

Presumably a hoard. Know to live over the vault the holds the plans for the Deus Mori.

## History

Sacked the Citadel of Polaris in 18,658. Killing the last Dwarven King of Winter, Errige the Unthawing.

Has lived in the bowels of the citadel since.
The Green Fingers

The Green Fingers is a county of the Stretch that takes up the area around the fingers of the Green River, as well as Scaled Swamp and the west bank of The Crossing.

## **Scaleboots - Kobold fighting Town Guards.**

The Guards in the green fingers are called Scale Boots. Because of the large sections of swampland in the Green Fingers, Kobolds and their cousins Scalies are a large problem. As is moving through the often knee deep bogs of the area. To combat this, guards in the Green Fingers historically would wear boots of Scaly or other reptile skin. These knee high boots are more water resistant than leather. Now days wax sealing is used to make leather almost as resilient to water as scale hide, but the name has stuck.

Scale Boots usually travel in teams of three, Two lightly armored and a third with medium armour, a shield, and heavier weapons. They also keep small birds that they use to run messages between guards, saving time by flying over the often difficult terrain. Because of the difficult nature of fighting Kobolds and other marsh dwelling monsters the Scale Boots are typically rotated between working near the marshes and away from them.

## **Best farming this side of the Moors**

While the marshes themselves are an unpleasant place, the area immediately around them is some of the most fertile in Bacland. Grains and crops are farmed all through the Green Fingers.

Most villages have a few silo's, even if they are hidden from the obvious view.

## **Deep distrust for 'those scaled folk'**

Most folks who live in the Green Fingers have a deep hatred for Kobolds, often extending to any scaled folk - or scalies as they call them.

## Locations

Because of the Terrain the Green Fingers has few cities, a couple of towns and a number of small villages.

### Cities

Milkokos - The Capital, It is built along the West Road, and a popular stop over point for travelers.

\

more to be added later.
Randore's Great winters

For reasons yet unknown Randore is prone to year long winters periodically. Some scholars call these ice ages.

## First Great Winter (Around 3,500)

Little is known about this time. A few of the Dwarves stone writing records exist, but none have dates. The High elves may know, but few even in their own ranks may look at their records. It is thought to have lasted around 30 - 70 years, and have been in the middle as regard to temperature.

## Second Great Winter (7,200 - 7,350)

The Longest but also warmest of them. This was also concentrated around the north more than the south, forming a permanent ice sheet connecting Bacland, Katos and the North. This is thought to be how The Minotaur's ended up in Graia, as the ice sheet made the journey achievable between Daswer and the North, however the irregular currents the ice sheet created would have stopped any from traveling to the north.

Unlike others this was also a slow and gradual drop in temperatures, rather than a winter that did not end.

## Third Great Winter (14,342-14,347)

A sudden and unexpected winter, lasting only five years, but far colder than any of its predecessors.

After this subsided The Elvish Re-emergence took place.

## Fourth Great Winter (18,826 - 18,934)

A long and bitter Winter, Like the previous it came suddenly and with no warning, however this one lasted not 5 years but 108. Luckily it was the most mild to date. It caused many international tensions as the New World was effected less than the Old World. The end of this winter would also be the final straw for the Dwarves of the North. After loosing their hold of power in the Fall of Polaris at the hands of the Dragon Isvængür, splintered into several individual Kingdoms.
Gnots Hoggvy

**Gnots Hoggvy** is the Empress Alliana's royal mage in the Court of Parnos

## Description

### Appearance

Gnots is usually found in long white robes with his nose in a book. He has mild features for a Goblin, With a large head and tiny nose. He wears a perpetual frown as if slightly disappointed at the whatever he is looking at.

### Personality and alignment

He is generally quiet and introspective and spends most of his time in the library or at the university studying large and complex tomes of magic

## Skills and traits

A highly skilled spell caster. Has a particular affinity for fire based spells which is what attracted Empress Alliana to him. Rumoured to have taken out an entire Platoon (500) of Daswer soldiers in his time.

### Languages

Goblin
Primordial
Infernal
Halfling
Elvish
Common

### Armour/Clothing

Gnots usually wears a long white robe, however has been rumoured to wear dark battle robes when called into fighting. This has not happened since he entered the service of the Empress and his previous exploits are mere whispers around Court. Rumours are muttered by sceptics that he has mastered arcane skills most will never even know exist.

### Spells / Abilities

Many and varied
a highly skilled and knowledgeable mage
Has particular skills with fire based magic and other Elemental disciplines.

## Treasure / Prized Possessions

Gnots treasures his books above all other things and often sleeps at his desk in the library

## Relationships

### Allies

Loyal to Empress Alliana but whether he has loyalty to anyone else is unclear

### Enemies

Would defend the Empress but has a past before his court appointment that is unclear. Has a particularly hostile nature to the Kingdoms of the Daswer Conclave.

## History

The Goblins of Randore are generally not tolerated in most settlements, however over the last years an increasing number of them have shown to not only meet the expectations of 'civilised society' but excel at them. Gnots Hoggvy is one such Goblin.

Gnots is noticeably quiet and bookish, especially by Goblin standards. Lacking the chaotic energy that many of his goblic siblings exhume.

He entered the court shortly after the arrival of Alliana and acts as a valuable voice on arcane matters, as well as one with the best interest's of the realm at heart. However, that is not to say he lacks loyalty to his Empress. Many assume that they were friends before her assentation to Empress however it is unclear when or how they met.

His background before his time at court is somewhat vague, Gnots himself is known for refusing to discuss his past. Although there is a picture in circulation which seems to show Gnots fighting with fireballs like a fierce battle mage! Rumours abound in Court as to how this ferocious battle goblin became the quiet, bookish mage of the court, and whether there is any fight left in him?

If rumours are to be believed he once battle 100 armed knights single handed, forcing their surrender of them with a mixture of stone and fire.
Adventures in Randore Wiki

A Wiki for the DND Campaign

**Welcome to the Adventures in Randore Wiki!**
Hi all, This is a site I'm putting together for the DND Campaign I'm running. If you like you can add in stuff on pages or anything.

## Categories

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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Drenn

## Drenn Sheertooth

**Drenn** left his ancestral home in order to learn to control his rage with his tribe's blessing, he set out on a grand adventure. Early in his travels he received a coded letter, which led to his joining a group of adventurers.

## Description

### Appearance

Drenn is 6ft 6in with long, sandy coloured hair and a beard. He has pointed ears and unusually long canine teeth.

### Personality and alignment

Normally very easy going and relaxed. A lover of fine meals (and lots of food), but when he and those he cares about are in danger a primal rage comes forth from a well spring of fury from his people. As per a deal made by his ancestors with the Prince of Frost.

Chaotic Neutral

### Religion

Drenn did not appear to have any organised religious affiliation but has a fondness for nature stemming from his druidic heritage. But after his encounter with Odin, the All-Father he has taken to being interested in him.

## Skills and traits

Drenn is particularly skilled in survival skills. He can find his way easily through difficult terrains and is particularly strong and intimidating. Quite masterful in the use of a Great Sword.

### Armour/Clothing

Drenn does not wear any metal armour. He wears furs and skins rather than armour. He has a cloak made from wolf pelt with a wolf head hood.

### Weapons

Drenn carries the fabled Greatsword of White Woods, an ancient artefact from his home. Doubles as an Ice based Great Sword that is vastly more effective against the unnatural and a Druidic Staff.

And a Returning Throwing Axe

### Spells / Abilities

Drenn has a natural affinity with animals from his druidic inheritance and can speak with animals and on occasion even see through their eyes. Has developed some minor Druidic Magics.

Drenn can turn into a large werewolf at will, and permanently has wolf eyes. When shifted, his claws extend as icicles.

## Home

Drenn's home is the White Woods, in Northern Bacland.

## Treasure / Prized Possessions

Drenn wears a necklace of a raven skull between 2 bear's claws. He recently added some wolf teeth to this trophy chain after a battle outside Brannion.

Greatsword of White Woods

## Relationships

### Allies

Drenn is currently travelling and allied with, Arwyen, Viscount Sir Pompous de Mimsy (Pim), Valdis and Idril having received a coded letter.

### Animals

Drenn rides a large Clydesdale stallion called Shadowsilver, whom he purchased in Pepkey.

## History

Drenn comes from a tribe of Shifter druids hailng from the White Woods who made a deal with an Archfey (The Prince of Frost) to rid them of their primal and savage natures. This came at a cost. Every few generations a child is born that is the focus of the entire tribe's rage and fury. That child will become the protector of the entire tribe if he/she can control or contain that anger. As an even trade the Archfey allows limited dealings with the Feywild and an innate understanding of Sylvan to the entire tribe. Drenn was such a child.

Coming from a long line of Druidic blood he has manifested some minor Druidic Magics.
The Raven Queen

### Alternate Forms

an innumerably large swarm of ravens, clawing shadows seeping into the mind of any watching - a pale presence and lingering terror of shade and awe at the sundering darkness of her presence.

## Observance

### Followers

There are few so bold as to worship the Mistress of Death.

### Symbol

    or a Raven

The Raven Queen was an Archfey that went on to become incredibly powerful within the shadowfell.

## Appearance

While she has not been seen in physical form for Eons, Most depictions of her are a pale elflike woman in a regal black dress and wearing a crown.

Others speak of an innumerably large swarm of ravens, and clawing shadows seeping into the mind of any watching - a pale presence and lingering terror of shade and awe at the sundering darkness of her presence.

## History

Originally an Archfey, she grew immensely powerful and attempted to leave the Feywild and gain the ability to permanently live in other plains. A number of other Archfey punished her for this, casting her out and trapping her in the Shadowfell.

Or so they thought.

It was in the Shadowfell that she learnt to become even more powerfull, taking the name 'Matron of Death" She found a way to use dying souls as a power source for her. She built the Fortress of Memories and two children came of her. Eventually she grew powerful enough to pose a real threat to the Feywild.

At this point the Angles stepped in, attempting to permanently kill her.

Her Crown survived, and an age later one of her daughters tried to use this to bring her back. It is not known if she would have succeeded - but once again the Angels interfered, destroying the Raven Queens Eldest Daughter. The Other Daughter was never found.

The Angels - Unable to fully destroy the Crown of the Raven Queen, casts the shards of it into the Astral sea.

## Alignment/Nature

The Raven Queen is not evil, But she is entirely lacking in Mercy. In the old times Her followers would fight against any who practiced Necromancy. She is entirely unyielding in her goals and motives - though it is unknown what they might be.

## Followers

Few now. The Raven Queen was cast out by the angels long ago. Few in Randore still follower the ghost of her will.

## Symbols/Emblems

The Most common is a Raven. But she also uses imagery of scythes, fields of wheat, and her crown.

## Powers

Unknown to the full extent. Enough that it is said at the height of her power she was able to slay over a hundred angels before they took her down.
Dagon

The symbol of Dagon Cultists

Dagon is *a Fish God who has a cult following in Randore.*

## Appearance

Dagon has never been seen in person, the sight would likely drive one mad. However, in the dreams of the unfortunate, the devout and the insane he is sometimes described as a large green fish man.

Others report seeing a mass of kelp, tangled with the bodies of fish and humanoid alike.

## Alignment/Nature

Dagon is an evil deity and requires human sacrifice from those wishing to follow him.

## Followers

Dagon has a cult following in Randore. Most recently a Church dedicated to Dagon was established in Pepkey. This occurred around the time of the appearance of their mysterious lake.

## Race

People of all races have been seen within the ranks of Dagon worshippers.

## Rituals

The party identified some scrolls pertaining to rituals involved in the worship of Dagon. these included rites of human sacrifice. Drenn destroyed these in the fire of The Owl's Nest Inn.

## Symbols/Emblems

The main symbol identified on Dagon artifacts is a fish held within a closed fist.
Enchanted elemental bracelets

### Item History

The bracelets were obtained at a bargain price from Gideon in Arrith Natel after the party helped Avery Ottersman. The fire bracelet is currently worn by Hargrim and the Charged Storm by Drenn.

### Description

The bracelets are made of a golden metal and can be adjusted to fit any wearer. One is made of seeminly interwoven flames and the other of lightning bolts.

### Properties

These Enchanted Bracelets do an additional 1d4 of damage when hitting an enemy with a standard melee weapon.

They can be swapped between party members and take a bonus action to take on or off.

When equipped the wearer can use a bonus action to charge their weapon with the elemental power in the bracelet. This charge is held until the next successful attack when 1d4 of elemental damage is added.
Date system

The Date system in Randore is measured form the year 0, when the Angles and gods are said to have given humanity free will.

Every year has 364 days exactly, split into 13 months of 28 days each. They are not typically called by any names (Just "the 4th month").

Dates before the year 10,000 are known as ancient history, dates after are just history.
Infinite Apple

### Item History

The apple grew on a tree at Aunty Greenleaf's home outside the Southern boundary of Arrith Natel. She gifted the apple to Valdis as he appears to have a special love of the fruit and it's juice.

### Description

To all intents and purposes it seems to be a normal, tasty apple.

### Properties

This apple can regenerate having either being eaten or juiced. It regenerates into it's original form over a day. There is no limit to the number of regenerations the apple can achieve, thus providing an infinite supply.
Travel Times

To travel around is a key part of life in Randore. Certain paths take longer or shorter, and each of the maps of the area are scaled so that a journey of any path and length can be measure.

The Main unit used is either Standard Day's Walk or a Standard Days Ride.

A days walk is how far to walk over about 8 hours, at a regular pace. This allows time to set-up/set-down a camp site if needed and stop for two hours to rest feed yourselves (and to allow for any encounters on that day).

The faster way to travel is by horseback. A Days ride is twice as far as a days walk. However there are a few other way's to travel faster.

Travel options
 Ride hard and fast
 Travel cross rought county
 Travel on main roads
 Travel by ship
Sir Valerie

**Sir Valerie**was the personal guard of Arron Greyfield. She killed Hargrim Ironhammer and was then herself killed by Drenn Sheertooth.

## Description

### Appearance

A powerful Earth Genasai female with veins of copper running through her skin.

## Skills and traits

### Weapons

Midnight Longsword equipped with an aremnent pearl in the hilt.

## Relationships

### Allies

She is the personal guard to Arron Greyfield and works with other members of Blackstar

### Enemies

She fought the party as enemies at the Mine of Krellion and killed Hargrim Ironhammer.
She was killed on the 20th day of Binary with her own sword by Drenn at the dock underneath the Eastern Downs citadel.

## History

All that is known about Sir Valerie is from a section about her found in Goldmaker's Book.

" Arron Greyfield is never seen without his personal guard, he calls them Grey-shields. They are skilled combatants, but I should be able to disarm them from a distance with my whip. After they loose their shields I feel I can take them. Even if my whip doesn't work, I doubt they would be able to stand if I threw my full brunt at their shield.

They are not the man worry though, The real issue is his personal guardian. An earth Genasi woman named Sir Valerie. She's a far better fighter than I, and more annoying she doesn't seem to be dependant on her magical items. Although they are potent as well. I think my best bet would be to take her out at range with a spell scroll attack. I am yet to find one that I'm confident will do the trick, but when I do I'll be keeping it near by me. Not risking burying that somewhere. "
Message Cloak Pins

### Item History

5 cloak pins were made by Gideon of Gideon's Miracles, Arrith Natel at the request of Idril Malthen. They were then given to the members of the party, prior to the investigation of the missing orphans.

### Description

There are 5 pins. They are all made of a silvery metal.

There is a sword currently worn by Hargrim; a feather, worn by Idril; a pair of crossed daggers, worn by Arwyen; an apple, worn by Valdis and a tree, worn by Drenn.

### Properties

In addition to being a stylish cloak pin they enable the wearer to use the cantrip "message" by touching the pin. The wearer can message any of the other 4 pin wearers within the usual limitations of the spell.
Caution

Cation, wandering the streets

**Caution** is a tiefling who works with X.

## Description

### Appearance

Caution has dark purple skin and deep blue hair. She has ears like that of a donkey, adorn with a number of piercings. She keeps her hair long, and parted around her large bull like horns.

She is most often seen in comfortable and simple clothing. Wearing an enchanted ever-clean white apron when cooking or brewing drinks.

### Personality and alignment

Caution is quite and reserved. She is an information broker and spy by trade, so has learnt to keep her mouth shut when needed. When she does talk however she is can be an insightful and empathetic friend. Often giving good advice.

The one way to reliably get her talking is to mention any kind of current affairs. Rumours are her trade after all, and she will take in any news of the world at large like a sponge. She spends a deal of time in the High Cloak Inn tavour section listening to stories and buying travellers drinks.

She has a keen interest in the brewing of wines, spirits and other drinks, providing some of the refreshments for the UnderInn's bar.

### Religion

Cation sometimes prays to "the angles above and the devils below"

## Skills and traits

### Weapons

trained in daggers, short swords, crossbows and whips.

### Spells / Abilities

Stealth (10 weeks to train minus one for every positive INT mod)

## Home

Roaming, However she is very fond of Oaktown where she grew up.

## Treasure / Prized Possessions

A particular bag of holding from a lover.

## Relationships

### Family

None that she really remembers, she was orphaned at 4 and raised by a band of thieves.

### Allies

X (particularly Redsand & Silent Bob), the party.

## History

Found as a young child by a gang of thieves, she was raised on the roads of the Bacland Heartlands. She moved about for a time, stealing to survive untill she stumbled upon Gillian Redsand on a quest from X. She helped him out and eventually joined the organisation. She has since found a particular skill as an information broker.
Legendary Blue Dragon

## Legendary Blue Dragon. Name Unknown.

"When no one remembers you, even your name begins to fade"

This Legendary Blue Dragon once gave a power to the Vetra, helping their elders craft the Zibens Grimoire. That same power now rests in Valdis Lietus. They have been forgotten over time, and are stranded in a Demi-plane. Fading from existence. Even their name is already lost.

## Appearance

Wings wide enough to shade a city, and teeth larger than a horse and cart. They are truly a terrifying creature.

## Alignment/Nature

Known to help those who help it. Gifted a small boon to Valdis with the promise of more to come.

## Rituals

Was contacted by Valdis using a shrine in the Applebee woods.

## Powers

Created the Zibens Grimoire and gifted the draconic bloodline to Valdis' people.
Steward Wit

First met by the party at the Festival of 1000 Wines in Eastern Downs.

## Description

An albino tiefling. well dressed and generally friendly to the party.

### Appearance

Of average height and slim stature. He is notable for his white hair, skin and eyes - most unusual for a tiefling. His face is covered heavily in thin scares, he wears a medium beard, but it does little to hide the markings.

### Personality and alignment

Idril; "Have you Scruples?"

Steward Wit; "Very few, But I have Ideals to make up for it"

## Skills and traits

He seems well connected and has a certain skill at gaining information and keeping up with current events

### Spells / Abilities

Unknown, although he immediately identified Valdis despite his being invisible at the time.

## Home

Stewardshall, Oaktown. Though he rarely can be found there.

## Relationships

Prior to becoming the Steward of Oaktown, Wit worked for the 45s in Oaktown for some time.

### Allies

Unclear, although he purports to being a "friend of the party". He sees himself as the voice of the common people and warned the party that "people are taking sides".

### Enemies

By his own admit he "wants to be on the side that the Greyfields are not"
Donald X: Pirate Ship

[Pirate Ship (4) <Action - Attack>] Choose one: +1 Coin per Coin token on your pirate ship mat; or each other player reveals the top 2 cards of their deck, trashes one of those Treasures that you choose, and discards the rest, and then if anyone trashed a Treasure you add a Coin token to your Pirate Ship mat
Mavarkus Plate

This image is close. However, Marvarkus has no horns and much lighter skin.

**Mavarkus Plate** is *a Tiefling who was kidnaped by the church of light. He has spent a deal of time in Arrith Natel and was last seen heading north to 'see the world'.*

## Description

### Appearance

Marvarkus is tall and lanky, He has pale blue almost cyan skin and dark blue hair. He has two permanent scabs on his head where his horns aught to be.

### Personality and alignment

Marvarkus is of neutral alignment, which is impressive given his upbringing. He is quiet and reserved, especially for a Tiefling.

### Religion

Having been an initiate of The Church of Light, under duress, Marvarkus is currently not religious at all.

## Skills and traits

Marvarkus is very resourceful and managed to communicate his need to escape Arrith Natel, despite his blood oath preventing him from speaking.

### Languages

Common
Infernal
Elvish

### Armour/Clothing

Marvarkus tends to dress like a scholar. He may consider investing in some new clothes on his travels.

## Home

Marvarkus was "adopted" at a young age. He cannot remember his home and has recently left Arrith Natel after many years.

## Treasure / Prized Possessions

He has very little of his own but was given 20GP by Hargrim to help him make his way in the World.

## Relationships

### Allies

He considers Hargrim, Idril, Drenn and Arwyen as friends after they helped him escape his blood oath. He has also been supported in his immediate recovery by Aunty Greenleaf.

### Enemies

Although he has not sworn them enemies Marvarkus harbours no love for The Church of Light.

## History

Marvarkus Plate was kidnapped at a young age, his earliest memories are from the underground secret place that he grew up with. While there saw a number of other children, including Including Idril's sister Aerith.

He was forced into a blood oath to obey Bishop Witingham at an even younger age. On his eleventh birthday he was to enter the ranks of the church. Before this happened however, his horns were removed and his body placed in Holy water. This caused two large scars on his head and his skin to turn into a spotty, cyan color.

He spent the next 12 years working under Bishop Writingham in the Temple of Two Faiths, compelled by the blood oath to do anything asked of him. Untill he was freed by Hargrim, Drenn, Idril, Arwyn and Valdis when they assassinated the Bishop.

He then made his way to travel the world.
Ginkvil

The Mayor of Brannion. A distinctly off-putting man. Died at the Wellhouse outside of Brannion on 17th of 1st month 20,124

## Description

### Appearance

A Very thin and wrinkled man, looks as though he once stood tall but his age has hunched him somewhat.

He has a lined face and prominent chin. He wears purple vestments and has a belt of pouches on his person. His hair was once black but is now mostly black.

He speaks in a high strained voice.

### Personality.

Grinkvil is a harsh and cutting man. Following his death and the subsequent investigation he was discovered to have been more than 4000 years old, probably explains why he was such a grouch.

## Skills and traits

Powerful magical abilities for a man of his age.

### Spells / Abilities

Grinkvil's exact magical abilities were unclear but at the battle at the Wellhouse he felled Idril with a single blow of necrotic energy. It was felt that he may have been a necromancer as a result of the bargains he had struck.

## Home

Has lived in Brannion for at least the last 40 years.

## Relationships

### Allies

Seems on good terms with the people of Brannion. Discovered, after death, to have been heavily involved with the smuggling of children in Randore and with the organisation responsible for the death of Valdis' race.

### Enemies

There is a great deal of animosity between Grinkvil and Mayor Hannish. He was killed at the hands of "The Party" following their discovery of his involvement with dark forces that had resulted in the desecration of Brannion and the smuggling of children in Randore.

## History

From what has been said he's been the mayor of Brannion for years. It was discovered after his death that he was in fact over 4000 years old. His extreme age was a result of the water that flowed into Brannion from the wellhouse on the mountain and a great deal of Necromancy. Grinkvil had built a weighstone to communicate with Hastur. This powerful extra-planar being promised access to this magical water in exchange for his loyalty.

In Recent years, Grinkvil became involved with the smuggling of children. They were held at the Well-house and transfigured into what appear to be pearls, enabling their covert shipment to Eastern Downs.

At the time of his demise Grinkvil and 3 acolytes were preparing a ritual to involve three such children. This was stopped by the party and the weigh-stone itself was destroyed by Valdis with the help of the very book Grinkvil had used to create it.
Epoch: Supply Variations

[Supply Variations (3) <Action>] Trash this; if you did, gain a Silver to your hand, and you may move the Silver Cost Marker one step | Setup: Include a mat with three regions labelled "2", "3", and "4", putting a token on the "3"; For the game, Silver has a base cost equal to the number under the token
Donald X: Contraband

[Contraband (5) <Treasure>] +3 Coin; +1 Buy; When you play this, the player to your left names a card; You can't buy that card this turn

## Variants

Contraband is weak against experienced opponents because it becomes a dead card as soon as you want to buy provinces (this becomes less of an issue in colony games, but its naming ability stacks, so you still wouldn't want to play two of them); specifying to gain a Curse instead when you buy it, or some other "soft" punishment could be foreseeable as a good variant
Huwl

Huwl is *an Angel commonly worshipped by Elven members of The Church of Light in Parnos.*

## Appearance

Huwl most commonly appears as a tall elf in silver plate. He wields a sword with a shaft of moonlight. Huwl has also been known to visit the World as a snowy owl or a small blue wren. It is in these forms that he most often appears to his followers.

## Alignment/Nature

Huwl is chaotic good. A force for absolute good Huwl will use his power, through his followers, as required to achieve light in the world.

## Followers

Huwl is mainly followed by elves in Parnos, particularly those within The Church of Light. Despite being a less commonly worshipped entity Huwl has demonstrated his power on many occasions across the Old East.

## Race

Huwl is mainly followed by elves in Parnos, although other races in the Old East have taken to his worship too over more recent years. The elves believe that Huwl is a representation of the Old Elven God Corellon Larethian in this World.

## Rituals

Meditation is key to the worship of Huwl, likely due to the strong elven influence. Meditation using the holy symbol on a matter of concern is most likely to bring an answer from the Angel.

At midsummer and the first quarter moon of the New Year a festival is held to Huwl, in Parnos. A huge fire is lit. People write their fears and problems on manuscript and cast them to the flames. A white liquor made of blossom is drunk and garlands of white and blue flowers are worn.

## Symbols/Emblems

The symbol of Huwl is a crescent moon with the silhouette of a bird flying across it.

## Powers

Huwl has many powers but often grants abilities in his name to particularly deserving clerics or followers, whom he has particularly blessed.

Powers granted by Huwl tend to manifest themselves in whites, blues and silvers and flames or radiance in those colours is characteristic of his light.
Count Callous de Mimsy

Count Callous De Mimsy is the head of the De Mimsy House. He is the father of the Viscount Sir Pompous de Mimsy (Pim) and the Dean Conspirus De Mimsy. He lives in the family mansion in Oaktown.

He is a widower and is quite wealthy and is proud of both his sons. He donates to the Church of Light and is very well-connected.
Finnian Underbough

**Finnian Underbough** Finnian Underbough is a halfling. Not much is known about him beyond that, though he has displayed skill in both Alchemy and stealth.

> "Now that's the name of a halfling if ever I've heard one." - Hargrim
>
>

## Description

### Appearance

Finnian has a characteristic triangular shaped scar around his right eye. He is generally scruffy, wearing a large baggy coat and having a great number of pouches and alchemic satchels.

### Personality and alignment

He is known to be loyal to Arron Greyfield and have no issues with doing harm to others.

### Languages

Halfling
Common

### Armour/Clothing

Generally wears an oversize brown coat with many many pockets. Everything he wears looks old and shabby

### Spells / Abilities

Has made, or at the very least has accsess to, alchemical artifacts of great power. The party saw first hand the effects of these at Krellion Mine.

Black skull - smoke that causes those affected to live, paralysed through their worst nightmares or act them out with no regard of those around them

Created using some bottled potion the ring of fire that isolated Hargrim and Sir Valerie

Created the spell that crushed Drenn beneath his own weight - the only spell to have dropped Drenn into unconsciousness.

## Home

Currently at Eastern Downs. According to information given to Idril from Agerth he originally came from Freydun in Daswer.

## Relationships

### Allies

Originally given work by Goldmaker who identified uses for his alchemical skills. A member of The Blackstar and therefore allied with Greyfield, Lady Shesacava, Goldmaker and Canis.

### Enemies

Has fought the party at Krellion mine and was instrumental in bringing about the death of Hargrim. As such is an enemy of the party.

## History

Very little is known about the Halfling.

Agerth (while in the mirror) told Idril: What he knew during the boat trip back from Krellion. He tells that Finnian has been around for at least 250 years and as such is unusually old for a Halfling. He is thought to have been an orphan, growing up on the streets of Freydun in Daswer.

He has developed skills in alchemy, which have been useful over the years and was brought into the employ of Greyfield after being discovered for Goldmaker and given work.

Goldmaker's notebooks: "A Damn sneaky Halfling with a scar around his eye. I get along with him ok and hope he'd side with me if it came to it. But if not no matter how sneaky the bastard is I could take him. Even with those potions of his. They wont do much good if he doesn't get the chance to throw one."