recursal/Fanatic-Fandom huggingface dataset:
Emrica Louisan

## Description

### Physical Description

Emrica is a relatively small, frail looking woman. She likes to stand out and dresses to attract the attention of those around her.

### Character Description

Emrica Louisan is a perpetually intoxicated mage and potion brewer. Though her level of drunkenness may vary her impressive knowledge and skill in all things arcane is constant.

While Emrica is clean and well groomed she has constant strong odour of alcohol around her.

## History and Lore

### Early Life

Emrica was born in the Principality of Marle, daughter to the noble House Louisan. Though she expressed some talent in the arcane, her parent didn't foster or encourage her development down that path as she was slated to be married off for political gain.

At the age of eleven, she broke out of her families home using some primitive, self-taught magic spells. Over the next two years she would wander across Ferra, preforming tricks and cheating gamblers to earn some coin. It was during these years and in that company that she developed her taste for alcohol.

Eventually she reached Badenbach and enrolled as an Apprentice in the Shimmerhand Association.

### Life in the Association

Emrica would quickly rise through the ranks of the association, being one of the most promising talent of her age, but when Emrica attained the rank of "Grand Magister" and she decided to go out into the world. To explore the mysteries first hand rather than just reading about them. Though even the association doesn't always know where she is, she always diligently fulfils any request the association sends her way.
Iosephus Valerius

Iosephus Valerius used to be a simple farmer and known to be a hard worker. He recently borrowed some money from unknown sources to build his dream distillers, the New Aeramium Distillery.

He is all too happy to share his products with anyone who asks but his daughter, Lucilia Valerius is far harsher when it comes to payment, often reminding her father about the money they owe.

*The following is "Restricted Knowledge". See Availability of Information for details.*
To build is distillery, Iosephus Valerius borrowed money from Captn' Eugene Astley. As compensation Iosephus is forced to produce illegal drugs for Eugene's The Black Crabs Pub.

*End of "Restricted Knowledge".*
Redwood Inn

## The Inn

### General Layout

The tavern is a double length log cabin with a barked roof. The interior is decorated with simple furniture, fur rugs and deer head and owl bear trophies on the walls. In the middle of the long side, there is a fireplace with a small cobble stone furnace. Over the fire is a pot that is cooking the meal. In one corner, two barrels of beer are stocked up.

There is a separate building with 12 beds for travellers to rest in. The beds are all in the same room. Each bed has a small chest with key to lock personal belongings in.

### Atmosphere

The room is somewhat cold and people who need warmth, huddle around the fireplace. The air smells of fire, wood and warm food. There are fur blankets patrons sit on and cover their legs with for warmth.

## Menu and Services

### Menu

#### Foods

* A serving of Pot meal with some bread (1 sp)
	+ A bunch of ingredients thrown in a pot and cooked. Consists of lots of meat (usually Owlbear and Deer meat) and some foraged berries.
The Azure Waves

Built on stilts over the Rotensee, the Azure Waves Inn offers breathtaking lake views from every room. The inn's decor features nautical motifs, with driftwood furniture and seashell chandeliers. The innkeeper, Captain Lirael Wavecrest, is a retired sailor who loves to share her tales of the sea.

## Menu

* Grilled Fish with Lemon Butter (9 sp)
* Seaweed Salad (6 sp)
* Lobster Bisque (1 gp)
* Captain's Ale (4 sp)
* Ocean Breeze Cooler (5 sp)
* Blueberry Crumble (3 sp)

## Room Rates

* Lakeside Room (8 sp/night)
* Balcony Suite (1.2 gp/night)
* Captain's Quarters (2 gp/night)
* Sailor's Bunk (3 sp/night)
* Mermaid's Suite (3 gp/night)
* Navigator's Retreat (5 gp/night)
Gorogoa

**Gorogoa** is a puzzle indie game developed by Buried Signal and published by Annapurna Interactive. It was released on December 14, 2017.

## Premise

*Gorogoa is an elegant evolution of the puzzle genre, told through a beautifully hand-drawn story designed and illustrated by Jason Roberts. Winner of Debut Game at the 2018 BAFTA Games Awards, as well as Best Mobile Game and the Innovation Award at the GDC 2018 Choice Awards.*
The Black Crabs Pub

## The Pub

### General Layout

Small entrance hall with multiple smaller side halls. It is dingy, dark, dry,cold and relatively quiet. You have to get food and drink from the counter yourself where drugs are sold openly.

## Menu and Services

### Menu

#### Foods

* Poisonous Fish Roast with potatoes (1.5 gp)
	+ Upon Consumption: Constitution Saving Throw, DC 15.
		- On Success: Get +1 constitution score until next long rest.
		- On fail: Vomit up the contents of your stomach.
* Roasted Pork Sausages (3.5 sp)

#### Drinks

* A Mug of Beer (5 cp)
* A Mug of Cider (6 cp)
* A Tankard of Ale (12 cp)

#### Drugs

* A Tube of Death (2 sp)
	+ Upon Consumption: Constitution Saving Throw, DC 12.
		- On Success: Heal for 3d4
		- On fail: Take 3d6 poison damage
* A Shot of Sparkles (6 sp)
	+ Upon Consumption: No need for sleep for the next 24h, loose all points of exhaustion and Constitution Saving Throw, DC 12.
		- On fail: Become addicted: You must take one shot of sparkles every day or gain a point of exhaustion. If you reach exhaustion level six through this addiction, instead of dying you loose your addiction but remain at exhaustion level five.
* Some Powder of Clearness (1 gp)
	+ Upon Consumption: Constitution Saving Throw, DC 15.
		- On Success: Gain 1 Intelligence Score for 24h
		- On fail: Loose 2 Intelligence Score for 24h
* A Mug of Vigar (10 gp)
	+ Upon Consumption: Constitution Saving Throw, DC 12.
		- On Success: Gain 1 Strength Score and 1 Constitution Score for 2h. After 2h gain one point of exhaustion.
* A Special Cookie (8 sp)
	+ Upon Consumption: Gain Disadvantage on all Dexterity Rolls (including initiative) and Advantage on all Wisdom Rolls until next short rest.
Aric Havenstein

## Description

### Physical Description

Bishop Aric Havenstein, is a middle-aged man with a tall and imposing presence, with piercing blue eyes and a neatly trimmed salt-and-pepper beard.

### Character Description

As a leader, Bishop Aric is known for his wisdom and compassion, as well as his unshakable devotion to St. Cuthbert and the people of Avenwolf. He is a tireless worker, always striving to help those in need and to promote the values of justice and courage that are at the heart of his faith.

Despite his serious and solemn demeanour, Bishop Aric is also known to have a quick wit and a dry sense of humour, and he is often called upon to deliver stirring and inspiring sermons that uplift the spirits of his congregation. He is a strong and principled leader, and his unwavering commitment to his faith and his people has earned him the respect and admiration of all who know him.

## History and Lore

Bishop Aric was born into a wealthy family in Avenwolf and was educated at the finest schools in the region. He showed an early aptitude for religious studies and was quickly recognized as a rising star in the church. After many years of study and service in various churches throughout the region, he was appointed Bishop of Avenwolf.

While Bishop Aric's life has been largely devoted to his religious duties, he is also an avid scholar and collector of rare books and artifacts. He has amassed an impressive collection of religious texts and relics, and is known to be a formidable opponent in theological debates and discussions.
The Rifted Universes Wiki

**Welcome to the The Rifted Universes Wiki!**
The Rifted Universes is a setting for DnD campaigns. It focuses on collaborative and continuous expansion by the DM and the Players to create a unique and thriving Universe.

The Rifted Universes are a collection of worlds, dimensions, planes and other spheres of existence, which are more or less connected but all have suffered from Stormfall, when the Stormrift appeared. An impenetrable magical barrier which split whole dimensions and planes into two. Some spheres of existence were barely scratched while others have been completely lost beyond the Stormrift. Where it came from, how it works and who or what created it are mysteries not even the great gods know the answers to.

Currently the main world of the Rifted Universes is Anu and the continent of Ferra.

## Important articles

Availability of InformationChronicles of Anu
### Categories

* Characters
* Race

* Nations
* Faction
* Culture

* Items
* Flora
* Ores and Minerals

* Religion
* Deity

***How to get started?***

* Read Availability of Information to learn how secrets are treated in this wiki.
* Read the general history in the Chronicles of Anu.
* Go to Ferra and begin exploring!

If you want to contribute and document or expand the here collected knowledge, feel free to do so. If it is documenting something that was stated or learned in a DnD game session related to the rifted universes, treat it as cannon and document it. If you want to expand it with you own lore, please contact me on the discord (malibuknight) so we can make sure your lore fits into the larger setting.
Scholar's Attire

Scholar's Attire is a high-end clothing shop located in the Scholar's Plaza of Rotentor. The shop's facade is adorned with intricately designed mannequins dressed in elaborate academic robes and scholarly regalia. Inside, the store is decorated with rich fabrics and elegant displays showcasing a wide range of scholarly attire. Gowns, robes, and accessories of various styles and origins are neatly organized, catering to both the academics of the city and visitors seeking attire for conferences, lectures, and intellectual gatherings.

## Offerings

* Academic Robes:
	+ Scholar Robes (1 gp)
	+ Arcane Council Regalia (3 gp)
	+ Scholar's Velvet Gown (5 gp)
* Accessories:
	+ Scrollkeeper's Sash (2 gp)
	+ Quill and Inkwell Brooch (1 gp)
	+ Scholar's Hat (1 gp)
* Regalia Sets:
	+ Master Scholar Ensemble (50gp)
	+ Masterful Magic Attire (100 gp)
	+ Academic Excellence Wardrobe (350 gp)
* Custom Tailoring:
	+ Personalized Robes (75 gp)
	+ Scholarly Embroidery (25 gp)
	+ Noble Scholar Outfit (150 gp)
* Ceremonial Garb:
	+ Doctorate Convocation Robe (120 gp)
	+ Archmage's Ceremony Robes (800gp)
	+ Royal Academic Investiture (1000 gp)
* Scholarly Accessories:
	+ Feathered Quill and Ink Set (1.5 gp)
	+ Scholar's Scarf of Wisdom (3 gp)
	+ Crystal-Studded Pince-Nez (4 gp)
The Grand Flarian Dramatic Theatre

A grand theatre of dark wood and white marble with many intricate carvings of famous plays or actors. The Theatre can hold about 500 seated people and has two lifted pavilions for the two diarchic Houses and two others for high ranking officials or guests of honour. There is a performance every day and the newest, freshest and most popular plays often find their premier here. Typical entrance costs about 10gp.

## Menu and Services

### Plays:

* Borik the Blue
	+ A Play about a mighty hero who falls into rampant alcoholism. He terrorizes the patrons of the tavern he drinks when a brave noble comes to the rescue and imprisons Borik and sends him to a temple where he becomes a great a devoted priest.
* The three fallen heroes
	+ A short comedy about a trio of heroes chasing adventure, fighting to push back a evil corruption. As they approached the evil lord, the evil lord cast a ice spell on the stairs leading down to his throne room. The brave heroes, as they always have, charged into battle, excited to end this evil once and for all. They all slipped on the icy stairs and fell down. The first one lost the use of his legs, the second lost the use of her arms and the last broke her ass. The heroes were defeated but the evil lord, feeling he went to far this time, took care of the three heroes and sent his minions to install railings in all the stairs in the lands.
Aquatic Relics

Aquatic Relics is a cozy and nautically themed shop with polished wood floors, fishing nets, and seashells hanging from the ceiling. The scent of sea salt and brine fills the air as you browse through a variety of magical items related to water. Coralina Seastone, the knowledgeable water mage who runs the shop, often wears flowing blue robes and can frequently be found discussing aquatic magic with customers.

## *Products and Services*

* Water-themed Potions
	+ Potion of Water Breathing (50 gp)
	+ Elixir of Swimming (30 gp)
	+ Oil of Slipperiness (75 gp)
* Coral Jewelry
	+ Seashell Earrings (40 gp)
	+ Pearl Pendant (75 gp)
	+ Aquamarine Ring (100 gp)
* Amphibious Artifacts
	+ Triton's Trident (300 gp)
	+ Cloak of the Deep (500 gp)
	+ Helm of Underwater Action (800 gp)
* Water Magic Consultation (50 gp per hour)
* Water Element Conjuring (200 gp per casting)
Al'shette

## Description

Al'shette is a magical staff created by Val'nir in 1533 AtS. Wielded by Braznii. The staff itself is made from Black Idum. The core is a unknown fiery orb that passed down through generations, until Braznii got a hold of it. It helped Braznii control some of his magic and amplified fire magic.

The staff is currently broken. But with the use of its core, it can come back to an even more powerful state. But the Core and its owner's location is currently unknown.
The Iron Hearth

Nestled in the heart of The Iron Bay, The Iron Hearth presents itself as a beacon of warmth and hospitality. Its exterior, fashioned from local stone and adorned with ornate iron lanterns, radiates a cozy, inviting charm. A large, beautifully carved wooden sign swings gently in the breeze, depicting a roaring hearth, the inn's namesake. The scent of hearty fare wafts from the open windows, enticing passersby with promises of delicious meals and respite from their journeys.

Stepping through the inn's heavy wooden door, guests are enveloped in a welcoming embrace of warmth and rustic elegance. The main hall boasts high ceilings adorned with wrought-iron chandeliers, casting a warm, golden glow over polished wooden tables and plush, comfortable seating. An immense stone fireplace dominates one wall, its hearth eternally ablaze with roaring flames. The gentle hum of conversation fills the air, punctuated by the occasional clink of tankards and laughter.

The Iron Hearth is expertly operated by a dedicated and hospitable innkeeper named Elara Hearthfire. Elara, a local of The Iron Bay, is a warm and welcoming host who has overseen the inn's day-to-day operations since the founding of the town. Her passion for providing travelers with a comfortable and memorable experience is palpable in every aspect of the inn's service.

## Menu

### Foods

* Iron Hearth Stew (1 gp)
	+ A hearty, slow-cooked stew brimming with tender chunks of local meats, root vegetables, and fragrant herbs.

* Bayfront Seafood Platter (1 gp)
	+ A delectable assortment of the day's freshest catches, prepared in various mouthwatering styles.
* Rotentor Roast (2 gp)
	+ Succulent cuts of seasoned roast meat, accompanied by roasted vegetables and a rich, savory gravy.
* Vegetarian Hearth Bowl (5 sp)
	+ A satisfying medley of roasted vegetables, grains, and herbs, drizzled with a savory sauce.
* Healer's Salad (8 sp)
	+ A fresh and vibrant salad featuring local greens, fruits, nuts, and artisanal cheese, served with a zesty vinaigrette.

### Drinks

* Iron Bay Ale (3 sp)
	+ A local favorite, with a rich, malty flavor and a hint of caramel.
* Elemental Elixir (2 gp)
	+ A specialty cocktail infused with mystical herbs and spirits, served with a touch of magic.
* Hearthfire Cider (1 gp)
	+ A warm and spiced mulled cider, perfect for chasing away the chill.
* Dwarven Stout (1 gp)
	+ A strong and robust dark ale that's sure to fortify the spirit.
* Bay Breeze Fizz (5 sp)
	+ A refreshing, non-alcoholic citrus-infused soda, garnished with a twist of lemon.

## Room Rates

* The Iron Suite (1.5 gp)
	+ A spacious suite with a bay view, a comfortable sitting area, and a luxurious four-poster bed.
* The Hearthstone Room (2.5 gp)
	+ A cozy room with a warm color palette, a comfortable double bed, and a private fireplace.
* The Forgeview Chamber (4 gp)
	+ A room featuring a balcony with views of the town's bustling forges, perfect for those who enjoy the town's industrial charm.
* The Ember Retreat (5 gp)
	+ A rustic retreat with a private entrance, ideal for those seeking solitude and seclusion.
Wymar's Meadery

## The Tavern

### General Layout

The inn is a simple wood and stone building, with a white tile roof and a pillared curved-roof entryway. Small trees grow in front of the building. The inside is furnished with grown wood furniture and illuminated by live fire flies. Soft green grass is growing through the floorboards. Bees scurry around, pollinating the flowers inside and outside the Meadery, producing honey in the beehives hanging from the roof.

### Atmosphere

The Inn is calm and quiet. The noise from outside the inn seems not to penetrate in here. The air is clean and fresh.

## Menu and Services

### Menu

#### Foods

* Fresh Cut Apples (5 cp)
* A plate of fresh Dark Grapes (1 sp)
* A bowl of honied grains with milk (1.2 sp)
* Fresh Sweet Wood Roots (1.5 sp)

#### Drinks

* Mug of Mead (5 cp)
* Muh of Sweetened Mead (1 sp)
* Mug of Dark Mead (1 sp)
* Mug of Sour Apple Mead (1 sp)
* Mug of Refined Mead (2 sp)
Frostguard Keep

## Overview

A formidable stronghold nestled in the icy landscape, Frostguard Keep stands as a bastion of defense against the ancient menace of the red dragon, Kai. The settlement is inhabited by a fearless group of warriors and skilled hunters who have dedicated themselves to the lifelong task of slaying the dragon. Frostguard Keep is a beacon of resistance and unity, rallying the brave souls who have made it their mission to protect the land from the dragon's fiery wrath.

### The Town

Frostguard Keep serves a dual purpose that extends beyond its quest to slay the red dragon, Kai. It also acts as the primary provider of sustenance for the surrounding settlements. The skilled hunters of Frostguard Keep venture deep into the icy wilderness, braving the harshest conditions to secure food for their allies.

With unrivaled tracking skills and an intimate knowledge of the land's wildlife, the hunters of Frostguard Keep navigate the treacherous terrain, seeking out the most abundant game that roams the frozen expanse. Mighty frost wyverns, hardy mountain goats, swift arctic hares, and elusive snow foxes are among the variety of creatures they skillfully bring down, ensuring a steady supply of meat for the settlements they serve.

Back at Frostguard Keep, the hunters process the game with utmost efficiency and respect. They carefully butcher the animals, preserving as much meat as possible, and utilizing every part for sustenance or other essential purposes. The settlement's central butcher's hall buzzes with activity as hunters and their apprentices work diligently, preparing the meat for distribution.

Frostguard Keep has established an intricate network of supply routes that extend to the nearby settlements. Regular expeditions are undertaken by the hunters, accompanied by their sturdy pack animals, to deliver the freshly harvested meat to those in need. Each settlement eagerly awaits their arrival, as the sustenance they bring ensures survival in the unforgiving frozen domain of Glacier's Embrace.

The meat is distributed equitably, providing nourishment to both the hardworking residents and the tribespeople who rely on Frostguard Keep's provisions. Surplus meat is preserved through various methods, such as salting and freezing, to ensure a steady supply during the harsher months when hunting becomes more challenging.

Frostguard Keep's role as the primary provider of meat fosters a sense of interdependence among the settlements of Glacier's Embrace. The inhabitants recognize and value the selfless efforts of the hunters, who brave the elements and face the dangers of the wild to ensure the survival and well-being of their kin.

Beyond their duty to slay the red dragon Kai, the hunters of Frostguard Keep embrace their role as providers and guardians of the land. Their skillful pursuit of game, efficient butchering techniques, and reliable distribution systems make them indispensable to the sustenance and resilience of the surrounding settlements.
War of the Five

The War of the Five was a series of conflicts fought Excaria between the dwarves of Aul-Duroth'Tahr, the ancient pre-imperial Humans and High-Elves, the Feyed Eladrin and the Shortfolk. It started 10'000 years before Stormfall and the exact series of events is lost to history. Later Imperial scholars however believed that the war started when a band of thieves breached the vaults of Kuh'Karakzath, capital of Aul-Duroth'Tahr and stole the Duroth'Zuhl, a legendary gemstone found in the depths of The World Spring and supposedly had the power to create live. The dwarves believed it to be the source of their creation and their most holy artefact. Even though no one knows where the thieves came from or where they went, the armies of the outraged Dwarves descended from their mountain homes for the very first time in their history. They attacked and pillaged their neighbours, the pre-imperial Humans and Shortfolk, who in turn raised their armies and begun to march. Within a few short years all five great societies of the day were fighting a total war with each other, leading to unprecedented suffering and carnage.

The War of the Five lasted for almost 1'000 years, the Duroth'Zuhl was never found but the war carried on despite that, perpetuated by its own scale. Each side committing atrocities to avenge previous atrocities, which in turn invites another horrible reprisal. The war ended abruptly, the exhausted mortals would have kept fighting until only one side was still standing but that very war and the suffering it caused, spawned The Umbral Lords and brought about The Endtimes.
Leusfiette

Leusfiette is the Goddess of Redemption of the Imperial Pantheon, once known as The Daemon of Pain centuries ago. She is the wife of Arianne, the Goddess of Lesser Love.

## Biography

Leusfiette once was the Daemon Lord of Pain, known as the Crown of Thorns. She was one of the most powerful Daemon lords of the first to sixth century, hailed by her followers as the Umbral Lord of new ages, and perhaps she would rise to such power if not for the goddess Arianne. On 545 AtS, The God of Lesser Love was charmed by Leusfiette's beauty as Daemon's cult clashed with local city, after which she began her attempts at courting the Daemon Lord. At first, The God of Pain reacted with hostility, attacking Arianne on sight, but overtime she warmed up to the strange god. The Fluttering Heart managed to form a connection with the Crown of Thorns, resulting in Leusfiette wishing for more and more of Arianne's attention. Eventually, the Daemon asked the Goddess for her hand in marriage, but Arianne had one condition - Leusfiette would abandon her status as the Daemon Lord of Pain. With The Fluttering Heart's aid, the process was successful, although, ironically, incredibly painful. She was reduced to a mere Quasi-Deity, but with further help from Arianne, she eventually became the Goddess of Redemption. Nowadays she is a popular god, known for her forgiveness and willingness to help those seeking redemption.

Shortly after her ascension she elevated a knight to sainthood, the The Knight-Regnant is to this day her one and only known saint, known to track down oath-breakers who betray Leusfiette's redemption. Many speculate that she elevated the Knight-Regnant to sainthood to face her, should she fail in her own redemption.
Dwarves

## Overview

### Origin

The Dwarves are an ancient race, older than the pre-imperial Humans or High-Elves. They first spawned from The World Spring, supposedly created by the legendary gemstone Duroth'Zuhl. Initially all dwarves had charcoal black skin, similar to the volcanic rock of The World Spring. These dwarves are often called ancient dwarves or Obsidian Dwarves. Over the ages, as they spread out from their home in The World Spring their skin began to lighten, brining about the modern subraces of dwarves.

### Spread

The ancient dwarves remained in their mountain holds in The World Spring and the surrounding Blackrock Hights. Only during the War of the Five did the dwarves first leave their mountains in great numbers. It was after The Endtimes, when the Old Empire rose and conquered across Excaria that the original dwarven empire of Aul-Duroth'Tahr fell and its mountain holds subsumed into the Old Empire. Now citizens of the old empire as a civilized race, dwarves spread across the old world of Anu.

### Culture

Dwarven culture was largely destroyed by the Old Empire with dwarves adopting the cultures and mannerisms of the Imperials. The dwarves however are a sturdy and traditionalist bunch and a few clans and individuals kept some fragments of their ancient culture and language alive.

With the appearance of the Stormrift, the Imperial Colonies on Ferra have been cut off from the Old Empire. Some dwarves and their clans took this chance to set out and create new and proper mountain holds in the style of Aul-Duroth'Tahr, rejecting Old Imperial Culture. Such efforts have usually been ignored by the wider Imperial descendant society and most dwarves alive are still well integrated.

## Subraces

### Obsidian Dwarves

The Obsidian Dwarves are the first dwarves that spawned from The World Spring, created by the gemstone Duroth'Zuhl. They have charcoal black skin and their eyes glow with a faint red shine. Supposedly they were all but impervious to but the most extreme of heat and were near inexhaustible. It was these dwarves that carved the first mountain holds and founded the dwarven empire of Aul-Duroth'Tahr.
Merrybower

### Overview

A crimson vine growing in the shade, on the trunks of trees. It grows thick and dense and gets its nutrients by filtering debris out of the air or catching small insects.

It spreads by continuously releasing small spores into the air, year round. These spores are carried by the wind to other trees. This way Marrybower very quickly spreads to all shady tree trunks in an area, even if most plants are harvested completely.

### Usage

##### Vine

The vine is usually smoke or sun dried and cut and ground into a powder. This powder, while being mostly tasteless, are known to induce bad breath. It is often used in potions and medicine because it makes most liquid almost tasteless, helping with bad tasting brews.

While not very effective, a piece of fresh vine with it leaves removed, when chewed is known to help against most parasites. While not killing the parasites, it can temporarily hinder its spread and the damage and symptoms it is causing.
Updates

This is a list of **updates** of *Gorogoa*:

* **June 2018:** Gorogoa was part of the Steam Summer Sale.
* **May 2018:** A Mac version for the game was created, and the original 2012 demo was published.
* **December 14, 2017:** Gorogoa was released.
* **March 2017:** Gorogoa was featured at Pax East 2017.
Zweiwig

## Description

Zweiwig was a small City located at the south east of the Taler-See. It lied at the end of the Wälderfluss, with most of the city being located on the western half, called Instadt and the rest, primarily a trading and market hub, being located on the eastern bank of the river in Ausstadt.

It was notable for not having a city guard. The entire guard was destroyed at the hands of Ale "the slayer of Ale" when they tried to remove him from the Flussbar.

It was utterly destroyed in 1550 AsT when Emberot was born in its middle. The city today is a husk of burned ruins and shambling undead, unable to rest.

### Instadt

Instadt was the eastern, major part of Zweiwig. Here most of the citizens and native businesses were housed. The buildings were a simple wood and stone construction in the Haystanian style. With mulitple floors, each hanging slightly over the ones below, much of the sky if obstructed, particularly in the denser part but it allows families housed here a lot of floor space.

Instadt was guarded to its west by a simple stone wall with a few towers dispersed along it. The other three sides were guarded by a low river embankment which would be reinforced and barricaded in case of siege.

*Some points of Interest:*

* "Enchanted Cellar" - Enchanting Store

### Ausstadt

Ausstadt was the smaller western part of Zweiwig. With many market places, stalls and small shop fronts, Ausstadt was primarily inhabited by traders, merchants, entertainers, adventurers and other temporary residents. The buildings were rebuilt following a fire and are generally a bit smaller but better built than their opposites across the river.

Ausstadt was guarded by a small wood and earth rampart, designed more to keep beasts and bandits out than to defend against a siege.

*Some points of Interest:*

* "Taler Merchant Exchange" - General Store
* "Thieve's Guild HQ" - Faction Base

### Wälderbrück

Three high and wide bridges spring forth from Instad and Ausstad, connecting in the middle forming a crossing and somewhat of a unofficial third part of the city known as Wälderbrück. The bridges were wide enough to support wooden houses built along the edges. In the middle where the three bridges meet was Flussbar. A major tavern and the locale of choice for citizens and residents alike.

*Some points of Interest:*

* "Flussbar" - Tavern

## History

In the year 1550 during an unholy ritual the great phoenix Emberot was birthed. Its birth utterly destroyed Zweiwig and most of its population and started the Emberot Crisis.
The Crimson Hearth Inn

The Crimson Hearth Inn boasts plush red velvet furnishings and a massive stone fireplace that always burns with a warm, welcoming glow. Each room is decorated with tapestries depicting scenes of magical wonder. It's managed by the friendly innkeeper, Willow Rotenburg, who takes pride in providing a cozy and inviting atmosphere.

## Menu

* Roast Chicken with Rosemary (7 sp)
* Beef Stew (1 gp)
* Vegetable Medley (5 sp)
* Spiced Ale (3 sp)
* Mulled Wine (4 sp)
* Sweet Berry Tarts (1 gp)

## Room Rates

* Standard Room (1 gp/night)
* Deluxe Suite (3 gp/night)
* Enchanted Chambers (5 gp/night)
* Romantic Retreat (6 gp/night)
* Hearthside Haven (10 gp/night)
* Magician's Suite (20 gp/night)
The Fast Tortoise

## The Restaurant

### General Layout

A large Inn with a high ceiling with tubes going all over and ending at each table. On the tables are buttons with a picture, text in common and a price tag. Once they press the button and put the correct amount of coin in the slit next to the buttons, a rumbling can be heard and after a few second their order pops out the pipe.

### Atmosphere

The Inn is loud, hot and sticky with people eating quickly and at least 5 customers enter and leave the Inn every minute.

## Menu and Services

### Menu

#### Foods

* One Serving of Nutrient Paste (1.5 sp)
	+ A yellow-greenish paste. Doesn't taste like much.
* One Serving of Baked Potatoes (3 sp)
* One Serving of Steamed Mutton (5 sp)
* One Serving of Spareribs with Honey (1 gp)

#### Drinks

* One Serving of Beer (3 cp)
* One Serving of Cider (4 cp)
* One Serving of Ale (8 cp)
* One Serving of Alcohol (2 sp)
Snowsong

Nestled in a picturesque valley, Snowsong emanates an enchanting atmosphere. The town is renowned for its musical talents, and its residents have a deep appreciation for the harmonies of the natural world. Bards and musicians serenade visitors and locals alike, their melodies echoing through the snowy landscape. Snowsong is a place where the magic of music interweaves with the serenity of the winter landscape.

### The Town

Renowned for its rich musical traditions, Snowsong boasts skilled musicians and gifted vocalists who grace every corner with their performances, their melodies echoing through the icy streets and infusing the city with a vibrant energy.

Within the grand structures, elaborately crafted from snow and ice with delicate lumenite accents, lies a realm of knowledge and transformation. Snowsong houses educational facilities and centers for rehabilitation, where the city's bards and musicians have taken up the role of educators and mentors.

The grand amphitheater, a captivating stage for musical artistry, has evolved into a forum for learning and growth. Here, not only captivating performances take place, but also meaningful discussions and lessons that ignite the flames of redemption.

Snowsong's inhabitants have embraced their dual roles, fostering a strong sense of community. Together, students and teachers work as one, united in their pursuit of personal growth and transformation.

Amidst the captivating music and educational endeavors, Snowsong remains a refuge for artists, dreamers, and those seeking solace in the enchantment of Glacier's Embrace. The melodies that grace its streets echo the resilience and capacity for change within its people, reminding all who pass through that the power of music and learning can lead to a brighter future.

As a beacon of hope and opportunity, Snowsong provides a chance at redemption for those who once faced punishment for their transgressions. Embracing knowledge, understanding, and the power of music, the city inspires transformation within its inhabitants and the broader community. Here, the harmonious union of music and education creates a haven that nurtures artistic expression and personal growth, weaving together the threads of creativity and redemption into a symphony of progress and enlightenment.
Ducal Palace of Avenwolf

The Ducal Palace of Avenwolf is a grand, sprawling complex of buildings that serves as the seat of the duke of the duchy of Avenwolf. It is a sprawling complex of courtyards, gardens, and halls, with the central palace being a towering structure of marble and gold that houses the ducal throne room and the offices of the ducal council. The palace is surrounded by a high wall, and only those with official business are allowed inside.
The Merchant's Anvil

## The Tavern

### General Layout

The tavern is a brick building with high roofs, small windows and simple furniture. It was once a barracks, and has a collection of arms and armour hanging from the walls. A small bell is afixed over the door and a large harp stands in the corner by the hearth.

### Atmosphere

The room is somewhat dim, illuminated by candles and the hearth. The furniture is clearly weathered but still in good condition. Some tables have messages scratched into them. The air smells of fire, alcohol and Pie.

## Menu and Services

### Menu

#### Foods

* Lamb Sandwich with Crowberry Tart 8 sp)
* Owlbear Steak (8 sp)
* Dire Pig Pie with Roasted Apples and Onions (1.2 gp)
* Taler Fish Roast with fresh bread (1.1 gp)

#### Drinks

* Mug of Beer (5 cp)
* Tankard of Ale (1 sp)
* Mug of Taler Brew (2 sp)
	+ A strong thick alcohol of fermented Grain and Owlbear fat
Chay Horger

### Description

Chay usually wears yellow robes. He has a slight overbite and is overall scrawny. He has shaved his head bald. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.

### Personality

Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. When he's not drinking or sleeping the drinks off, he's doing poetry.

### History

Chay was born with his father's beautiful face. From his teen years he was always beautiful and desirable but when he was a young adult, he fell ill and never truly recovered.

### Extra Info:

##### Motivation

Chay wants to enjoy the quiet life in his town and write poetry about the mysterious forest around him.

##### Ideals

Chay aspires to write poems and perfect the art of word smithy. He dreams of having one of his poems being recognized as something special by the poets of the world.

##### Flaws

Chay is quite shy and rarely interacts with people outside his work as innkeeper. He is also quite racists, even by the standards of his surroundings and will refuse service to all non-imperials, asking them to leave his inn.

##### Bonds

Chay has a wife and his collection of poems he has written in a small locked wooden box.
Flussbar

## The Tavern

### General Layout

The tavern is the centre piece of the Wälderbrück in Zweiwig. A ship forms the fundament on which the bridge and later tavern was built.

The tavern is a large ship-shaped structure, the floor is the deck of the ship that was used during the construction of Wälderbrück. It is covered by a high wooden arched roof with brass candle lit chandeliers illuminating the room. This main hall is accessible via a set of doors on the one long side. On the opposite side is a semi circular bar counter from which food and drink is served. The rest of the main hall is filled with tables and chairs. In the far front of once was a ship is a small stage from which bards and entertainers entertain the patrons.

The below deck was transformed into the kitchen, storage and staff area as well as some rentable rooms. These rooms are generally decently furnitured and have a porthole to look out of, being able to see the river and bridge from below.

### Atmosphere

The tavern is lit, well-staffed and busy. Loud music is playing at most times and patrons are talking, gambling and drinking, served by a staff of barkeeps.

## Menu and Services

### Menu

#### Foods

* A bowl of Fried Apple Slices (1 sp)
* Long Cooked Meat Stock (3 sp)
* Minced Fish with Dried Seagrass and salt (4 sp)
* Owlbear Ribs (5 sp)
* Honey Braised Boar Ribs (8 sp)
* Taler Fish Roast with lemon sauce (1.1 gp)

#### Drinks

* Mug of Beer (5 cp)
* Glass of Vodka (1 sp)
* Glass of Brandy (1 sp)
* Glass of Whiskey (1 sp)
* Glass of Spiced Wine (2 sp)
* Mug of Taler Brew (2.5 sp)
	+ A strong thick alcohol of fermented Grain and Owlbear fat

### Sleeping Options

* A decent room with one bed (8 sp per night)
* A well furnished "Officer's room" with one double bed, a private toilet and a small balcony to walk out. (2.5 gp per night)
* A very well furnished "Captian's lounge" with a double bed, private toilet and bath, a small study room with a desk, a small staff area with a kitchen and bar and a servant to work it. (6 gp per night)
Bessardie

Bessardie is a small, remote town nestled in a small cluster of forested hills to the east of Avenwolf.

The forest that surrounds the town is dark and foreboding, with ancient trees and twisted roots that seem to reach out and grasp at any who venture too close. The air is thick with mist and the sounds of nocturnal creatures, adding to the sense of unease that permeates the area.

The town itself is small, with only a few streets and buildings clustered around a central square. The buildings are mostly old and weathered, with thatched roofs and wooden shutters. Many of them have a dilapidated appearance, as if they have not been properly maintained in years.

The people of Bessardie are wary and insular, keeping to themselves and avoiding outsiders. They are known to be superstitious, and many believe that dark forces are at work in the town. Rumours of demonic activity have been circulating for years, and some claim that the local church has been taken over by a demon.

*Some points of Interest:*

* "The Creaky Tavern" - Tavern
* "The Bessardie Chapel" - Religious Building
* "Zaubertrödler" - Magic Nick-Nack Store
Crystal Desert

### Overview

Crystal Desert, named after the microscopic Aasimite crystal's that fell off moments before the impact of the Skyfall Meteorite. lighting up the desert with crimson Aasimite sand. The desert was uninhabited for years, still is. but in recent years with the right clothing, people started venturing in and setting up milling camps scattered around the desert, milling for crystals to use for jewelry and enchantments.

### Geography

Crystal Desert lays south of Skyfallen Mountains in the Republic of Wailaia. The crimson Aasimite dunes goes as far as the eye can see. harsh winds and cyclones picking up sharp Aasimite microscopic crystals, sharp enough to make hundreds of tiny wounds making the desert extremally dangerous. rarely getting rain, so water is imported from the small city of Glimmer. The Aasimite in the sand makes the weather extremally hot during the day and extremally cold during the nights.

### History

Crystal Desert used to be a like the rest of Eratium, until Skyfall happened in 1102 AtS scorching the land. Nobody dared enter the dangerous Desert before the 1400's AsT. First mining operation started 1463 AsT and closed down in 1467 AsT for the lack of minerals found. was not until 1497 AsT, 30 years later where mystics would find a use for the Aasimite sand for enchanting purposes, making business bloom in the Crystal Desert. There was small camps that rose inside the desert, people making it their home and made gear to protect themselves against the harsh whether. now some newborns are born as Skyfallen, they had dove like wings on their backs and slightly glowing eyes. Skyfallen often was taken by camp leaders to use as slaves or placed in the desert to die.
Enlil

# BRINGER OF STORMS - Enlil

## Description

Enlil, a minor god of storm and other minor domains. Seen as a mysterious force of nature, and great hero of The New Imperial Church. Having once been a mighty warrior of The New Imperial Church raising wild storms, using wild winds, air and earth to defeat *Deamons.* During one of his adventures, he would end up dying defeating a Greater Deamon with his allies, An, Ki and Ninlil. Having been the driving force in the defeat of the Greater Deamon he would end up as a lesser god, getting worshipped for his heroics. Slowly as time passed by, he would grow to the status of minor god, having gotten multiple places of worship and his following growing.

## History

Not much is known about Enlil the person before payer, having many books been lost to time or destroyed in early stages of his worship to the cultist of greater Deamon he had defeated. Having been known for he vast magical prowess over many of the forces of nature he would be regarded as the Bringer of Storm.
The Enchanted Oar

This floating tavern is built on stilts over the Rotensee, with wide, open-air decks offering breathtaking lake views. Inside, patrons dine on rafts surrounded by glowing aquatic plants and enchanted lanterns that sway with the gentle waves. The proprietor, Captain Arion Wavecrest, a retired sailor with a hearty laugh, offers a menu influenced by his maritime adventures.

## Menu

* Kraken's Kiss (9 gp)
* Sea Serpent Sip (11 gp)
* Feywater Fizz (13 gp)
* Triton's Delight (16 gp)
* Captain's Grog (18 gp)
* Mermaid's Melody (22 gp)
The Knight-Regnant

The tale of the Knight-Regnant is an epic tapestry woven across centuries. They stand as a timeless symbol of valour and triumph, forever bound to the grace of Leusfiette, the Redeemer. Clad in armour that has witnessed the passing of centuries, this enigmatic figure has become an immortal paragon of justice, and the eternal struggle against the evils of the world.

It is said that this noble warrior, whose true name has long been forgotten, emerged during a dark age when chaos and despair reigned. Gifted by the divine touch of Leusfiette, the Knight-Regnant was sent on a sacred mission to cleanse the world of malevolence and to punish those who fail to redeem themselves.

The legends of the Knight-Regnant's countless battles are retold each day. It is said that they have faced and vanquished ancient dragons, demons, and nightmarish beasts, their sword shining with the holy light of redemption. The divine blessing of Leusfiette bestowed upon them, renders them ageless, an unyielding force destined to rise whenever darkness threatens to consume the land.

Thought the Knight-Regnant has faced many impossible odds he was not known to have ever faced defeat. Each impossible battle is followed by the knight disappearance for years, fuelling speculation that they may have finally met their end, only for them to re-emerge seemingly out of nowhere to continue their mission.

### Leusfiet Saint

The divine connection between Leusfiette and the Knight-Regnant is more profound than a mere patronage. It is a symbiotic relationship, an eternal pact that echoes the goddess's transformation from the Crown of Thorns to the Redeemer. The Knight-Regnant's mission aligns with and completes Leusfiette's divine tenets, spreading the message of forgiveness and providing hope to those lost in the shadows, but promising vengeance to those who would forsake their promise to her. Their unending quest to hunt down those oath breakers and turn them to the justice that Leusfiette spared them from. Some say that Leusfiette elevated the Knight-Regnant to sainthood to face her, should she fail in her own redemption.

In reality the Knight-Regnant has fallen in battle many times. While Leusfiette's blessing does make the Knight immortal, it does not make them invincible. Every time the Knight-Regnant falls in battle, they pass on the armour and identity to a worthy successor. This successor then assumes the identity of the Knight-Regnant and they lose their name, continuing the legend of the Knight-Regnant instead.
Fizzlebang Zaubertrödler

### Description

Fizzlebang Zaubertrödler is a short, elderly gnome. He has a wiry, unkempt beard that's long enough to braid and piercing green eyes that always seem to be looking from corner to corner.

### Personality

Fizzlebang is a bit of an eccentric, with a love for all things magical and a tendency to mutter to himself as he tinkers with various magical trinkets and gadgets. He always seems to have some trinket for any occasion, despite this he is never seen outside his store, the Zaubertrödler.

### History

He's been running the Zaubertrödler for over 50 years and has amassed an impressive collection of rare and unique magical items.

Fizzlebang also has a pet pseudodragon named Sparky, who is often perched on his shoulder and enjoys snacking on small gems and coins.