recursal/Fanatic-Fandom huggingface dataset:
Hash'na'tek

**Hash'na'tek**, also known as **The Sand King**, is one of the Pharaohs of the Burning Sands, and is the ruler of Tor'versha, a city cursed by the Gods and dragged under the surface of The Burning Sands. Hash'na'tek was cursed for his immorality and depravity and his affronts to the Gods. He continued to exist through the centuries, ever scheming to return to the surface world, pulling unwitting adventurers into his city of the dammed. Eventually, a group of cunning adventurers, with the aid of a wizard skilled in portals, managed to bring his reign to an apparent end, exposing the city to the sun once more.
Candle Reaper

Executors of the Lady's Will

**Candle Reapers** are followers of the Lady of Candles, and carry out her will. The reapers are created from lost souls who dedicate themselves to the Lady. These souls are indebted to her and their debt is representing by the lit candle that rests atop their head. When the debt is paid by the will of the Lady, the candle will be freed of their form and able to go to the Sorrowful River to rest in peace among the others that stay with the Lady.
Somnium Dives

**The Somnium Dives** is a massive cruise ship that wanders the oceans of Valen'Dria and is a floating casino where people comes to try and win their fame and fortune. The ship is part of a flotilla that serves as support and protection to the ship itself. One should not be fooled, the Somnium Dives is more than able to protect itself from it's large array of firepower and guards that defend the ship from pirates and the like.
Pax Materium

The **Pax Materium** is a contract signed by the Gods of the High Heavens and the Devils of the Nine Hells. It prevents the signatories from direct intervention on the Mortal Plane. This came about as a result of the War of Heaven, because the power unleashed on the Mortal Plane destroyed many places across the plane. Only actions by their agents, or avatar, can they now act on the Mortal Plane. The contract is kept on the Plane of Law under heavy guard, as the words written on it become reality, which makes it an extremely dangerous item in the wrong hands.

## The Restrictions of the Gods

* The Gods may not walk the planes, and may not directly act unless it is in opposition to another great power (Demon Prince, Archduke of Hell, or another God).
* Any being elevated to Godhood must leave the mortal plane behind.
* Demigods are allowed to walk the mortal plane as they are not true gods, only partial gods.

## The Restrictions of the Devils

* Cannot walk the mortal plane, unless summoned by pact of inhabitants of the plane.
* Archdukes cannot walk the plane, and may only act through agents.
The Two Silver

"Two silver for the ferryman." - Motto of the Guild

**The Two Silver** are an ancient and prolific assassin's guild. Originally started out by a single family who did murders for hire for the local noble families in their constant games of power, eventually this spun out into a very profitable business that formed one of the oldest assassin's guild on Valen'Dria. Most of their work is confined to Tamariel and the Sinner Seas, as they are known for a professional attitude towards other guilds and works with them and helps them when needed.

Their name comes from the additional fee they always charge, an extra two silver that is payment for the ferryman that takes their target's souls to the afterlife.

## Ranks

* Shadowhand - elder members and leaders among the Two Silver
* Blackglove - elite members that lead cells
* Shadowsworn - full members of the Two Silver
* Dusklings - fresh recruits of the Two Silver

## Known Members

Shadowhand Harvent - Master Assassin and lead representative that operates in the Low City of Calabras.
Aquatic Cockatrice

**Aquatic Cockatrice**, also known as the **aquatrice**, is a special breed of the cockatrice that were altered to be able to survive underwater. These terrifying creatures are known to catch even the most experienced adventurers off-guard. These creatures use their wings to propel themselves through the water at a fast rate of speed.

## Aquatic Cockatrice

*Small Monstrosity, Unaligned*

**Armor Class** 11

**Hit Points** 27 (6d6 + 6)

**Speed** *swim* 40 ft

6 (-2)
12 (+1)
12 (+1)
2 (-4)
13 (+1)
5 (-3)

**Senses:** Darkvision 60 ft., Passive Perception 11

**Languages** -

**Water Breathing**. The aquatic cockatrice can breathe only underwater.

**Swimby**. The aquatic cockatrice doesn't provoke opportunity attacks when it swims out of an enemy's reach.

### Actions

**Multiattack**. The aquatic cockatrice makes two Bite attacks.

**Bite**. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
Milos Ballas

**Milos Ballas,** of House Ballas, is the former Baron of Charel, and the current king of Athica. He took the position after the death of the previous king, Tiberius Aurelius Septimus. He was challenged for his claim by a fellow baron, Ulgrim Stonegard.

## Claim to the Throne

Milos was a political outsider, not falling into the same views and considerations as the rest of the barons and royal council. He managed to be a strong contender in the court, even when being baron of the lands of scarce resources as Charel. His brinkmanship in combat and in the political scene proved he was not to be taken lightly. When the former king's health started to decline sharply, he pushed for the barons to support his claim to the throne.

In his push for the throne, Ulgrim Stonegard was making a push as well. His own political clout made him a serious contender. While open warfare between the baronies was not permitted, the political games between the two continued for years. However, the king, before his death, appointed Drakmir of Custos, an outsider that was made a baron in his own right, as the arbiter of succession. It was by this act that ensured there would be a process that allowed the next king to be chosen and verified with a minimal of chaos. In the end, Drakmir chose Milas to be the next king, a choice that did not sit well with Stonegard as he claimed that there would be no peace so long as he was denied the throne.
Darren's Folly

**Darren's Folly** is a small village to the south of Dragon's Barrow on the continent of Yamira. The town is economically poor, offering little to those that pass by. This is due mainly to the curse that haunts the area, in the form of the Dullahan.

## Recent History

The town has been terrorized by the Dullahan, believed to have been a bandit by the name of Ol' Knack Jack. Jack was a terror of the local traveling roads, taking hostages and sending the heads of his victims back to those that did not pay his ransoms. Eventually he was hunted down and beheaded, his body buried under a twisted tree, and his head was taken elsewhere. One would believe this to be the end of his antics, but the reverse was true. Jack rose from the dead as the headless Dullahan, seeking to find his missing head, or to find a new one that would complete him.

The Dullahan waged a campaign of terror on the citizens of Darren's Folly, taking heads and even turning some of those he killed into twisted minions known as Ghoulings. These creatures had jack-o-lanterns for heads and a high pitched giggle that would be head as they move about. The ghoulings worked to dig up skulls from graveyards, taking them back to the place where the Dullahan first rose from the dead.

After a time, a group of adventurers arrived in Darren's Folly, where they ended up being drawn into the terror of the Dullahan. They battled with him, at great cost to their lives as two of their number died in battle before they were finally able to bring the headless terror down, tearing his body apart in the process. But this would not be the end of Ol' Knack Jack's undead legacy. Many days later, during a celebration of the end of Jack, a second group of adventurers were drawn into the fray as they discovered that the ghoulings were stealing skulls, and even decapitating some people in order to bring the heads back to the tree and perform a ceremony to revive their dead master. These heroes battled against the ghoulings, and eventually even against an undead corpse golem that rose from the ground to attack. Through their brave actions, and with a bit of luck, they managed to defeat the golem and the ghoulings, finally putting an end to the cursed legacy of Ol' Knack Jack.

## Locations of note in Darren's Folly

* Tavern - The main source of entertainment and socializing in the town. Offers little in the way of comforts, and the food isn't the best quality, but is hearty enough for those seeking to fill their stomachs.
* General Store - Has basic necessities. Sometimes has a healing potion, possibly two when the seasons have been good.
* Smith - Can do basic repairs and forging, basic but dependable.
* Church - Nondenominational church that allows all those seeking faith to worship.
* Warehouse - Basic storage building for the town. Keeps grains and other items as needed.
* Mayor's House - A mixture of residence and town hall when needed.
Fantastic old age

Estamos en el 378 DC , el Imperio Romano encuentra en tiempos dificiles , nuevos grupos barbaros atacan las fronteras del Imperio y esto conlleva a la batalla de Adrianopolis , pero y si estos los invasores no fueran simples humanos , sino seres magicos , aqui es donde difiere de NLT , ustedes crearan sus propias tribus fantasticas , las cuales se adentraran en este imponente imperio , el imperio romano sera capaz de mantenerse unida frente a la oleada de tribus o estas tomaran el imperio y cambiaran el mapa de europa  ? , bueno eso esta por averiguarse , bienvenidos a Fantastic Old Age

## Reglamento

* Aunque el mapgame pertenezca al género de los ASB se debe tener en cuenta la plausibilidad de un post. Sí un post no se encuentra en calidad de plausible el administrador tendrá derecho a eliminarlo.
* Cuándo algún jugador quiera cambiar de nación tendrá que notificar con anterioridad al administrador principal, si no se notifica, el cambio de nación no se hará efectivo y el jugadorcontinuara jugando con la nación original.
* Los turnos se pasaran cada 3 días, en caso de que al menos jugadores no hayan posteado, no se pasara turno hasta que no se haya llegado al minimo requerido (60%)
* Los turnos equivaldrán a un año
* En caso de no postear durante 5 turnos seguidos, el jugador en cuestión sera suspendido por 2 turnos y su nación quedará en control de la administración, sí el jugador después de finalizar su suspensión continúa inactivo, el jugador será **expulsado**del mapgame. (está regla no aplica con los jugadores que tengan un motivo aceptable)
* Sólo se podrán postear **planes**, resultados de las batallas y guerras queda a la desición de los administradores.
* Los resultados de los eventos serán definidos de dos formas: Con un sistema de dados, y el uso de la lógica.
Demon Emperor Shinjen

**Demon Emperor Shinjen** is a former Emperor of Sekaiden, he was in fact a man possessed by a great many demons melded into one. In his attempt to control the destiny of Sekaiden, he was defeated by a group of samurai loyal to the previous Emperor. Legends say he was defeated and sliced into 47 pieces, however, the truth is known by some that his sword, the Sword of Terror, Hellskorn, was the one broken into 47 pieces, he himself was sealed away into the shadow realm of Jigoku.
The Wheel

The Great Meet Up

**The Wheel** is a large circular space station located in open space near the galactic core, sandwiched between the Confederacy and the Vensurian Empire. Considered a free port and a place of commerce and trade, with various races of the galaxy come to do business and to hide out from their pasts.
Magic Aura

**Magic Auras** are a field of arcane energy that appears around magical effects and items. Different schools of magic have different auras.

## Schools of Magic Sensory Auras

#### Sight

* ***Abjuration.*** Blue
* ***Conjuration.*** Orange
* ***Divination.*** White
* ***Enchantment.*** Yellow
* ***Evocation.*** Red
* ***Illusion.*** Purple
* ***Necromancy.*** Black
* ***Transmutation.*** Green

#### Hearing

* ***Abjuration.*** Trumpet Sounding
* ***Conjuration.*** Bells Ringing
* ***Divination.*** Wind Blowing
* ***Enchantment.*** Bird Singing
* ***Evocation.*** Fire Crackling
* ***Illusion.*** Voice Giggling
* ***Necromancy.*** Raven Cawing
* ***Transmutation.*** Water Running

#### Smell or Taste

* ***Abjuration.*** Fruity
* ***Conjuration.*** Earthy
* ***Divination.*** Minty
* ***Enchantment.*** Flowery
* ***Evocation.*** Wood Burning
* ***Illusion.*** Flatulence
* ***Necromancy.*** Rot
* ***Transmutation.*** Baked Bread

#### Touch

* ***Abjuration.*** Cool
* ***Conjuration.*** Rough
* ***Divination.*** Chills
* ***Enchantment.*** Smooth
* ***Evocation.*** Warmth
* ***Illusion.*** Slimy
* ***Necromancy.*** Skin Crawls
* ***Transmutation.*** Prickly
Atticus Septimus

**Atticus Septimus** is the brother to the late king, Tiberius Aurelius Septimus, and current Lord Executor. He was the older brother between him and Tiberius, and when the younger became king, he took the Lord Executor title, foreswearing all other titles and lands in service to his king. He was the one to declare Drakmir the Baron of Custos after the battle of Northrend Keep. On the 6th day of the month of Journey, he was relieved of his position as Lord Executor, by King Ballas, and he retired to the Domum Estate. However, his retirement was short lived as he was offered and accepted the position of Knight Commander of the Knights of the Cloven Crown. To this, he left the estate with his butler, the goblin Bats, and rode to Northrend Keep with Drakmir von Custos.
Gatorville

**Gatorville**, located in the **Gator Bayou**, is a large village full of alligator based lizardfolk. Originally seen as country bumpkins and simpletons, over the years, people have come to learn that they are actually some of the best trackers and hunters in the area. They also sell their services as guides and bodyguards through the swamplands. They have what they call 'gator hospitality' and are seen as very laid back, but when they are pushed to anger, they are quite a frightening site to behold.
Sun Throne

**The Sun Throne** is a symbol of power in the Empire of the Sun of Sekaiden. Used by the Emperor of Sekaiden, the throne is used to symbolize the divine authority of the heavens which the Kami have invested in the Emperor. As such, it is says that the one who rules the Sun Throne controls the destiny of Sekaiden. The last Emperor of Sekaiden was Akira Hoshihito before his untimely death, an event which left the throne vacant until his son comes of age, and sparked the Era of Warring States between the great clans of Sekaiden.
Forxar

> *"Bless us here, Forxar, that we may craft in your honor and create things of such wonder."* - Prayer
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## Deity Information

### Domains

* Creation
* Artistry
* Life
* Order

### Titles

* The All-Dwarf
* King of the Hallowed Mountain
* Lord Smith
* The Hammer of War

### Tenants

* To create
* To give order and form to the formless
* To make things of beauty

### Associated Colors

* Silver
* Gold

## Religion Information

### Worshippers

* Dwarves
* Smiths
* Artisans
* Creators

**Forxar** is the neutral **God of Creation** and the **Dwarves**. Said to have crafted the world and the first races that walked the lands. The dwarves revere him as the supreme crafter, and he keeps his kingdom in the Halls of the Hallowed Mountain. When the dwarves pass to the afterlife, they have a place in the halls of the Hallowed Mountain where they will learn the craft of the smith from the Lord Smith himself. It is said when the Titans waged war on the Gods, that Forxar crafted weapons of such power that creation itself shuttered at their use.
The Undercurrent

**The Undercurrent** is a dwarven ruin located deep in the north west mountains of the barony of Custos. Thought lost a thousand years ago when one of the great dwarf houses, the Stonecrushers, went missing in their great quest to build their own kingdom. Eventually this ruin was discovered thanks to the actions of the Baron of Custos and his party. They delved into the depths of the ruins, discovering that the cult known as The Undying Path had taken up residence here and planned to use the location to poison a major river in order to kill off a large amount of people in order to raise them as undead servants.

The party managed to thwart the cult's plans, defeating all their minions, and eventually was able to enter the deepest part of the ruins known as the Alter of Water, and it was here that they discovered that the reason the Stonecrushers went missing. A pair of squid-like abominations had been sealed inside the alter, and the heroes engaged them in battle. Eventually, they managed to destroy the monsters, and their undead servants. Afterwards, they found the final words of the leader of the lost dwarven family, Glint Stonecrusher.
Ulgrim Stonegard

**Ulgrim Stonegard** is the baron of the Stonegard Barony of Athica. A man of harsh demeanor and outlook, he had a claim to the throne of Athica after the death of the previous king, Tiberius Aurelius Septimus. When he lost the throne to his rival, Milos Ballas, he vowed there would be no peace so long as he was denied the throne.
The Great Resynchronization

> *"The temporal mages worked, day and night, observing the passage of time, and the movement of the celestial bodies in the night sky. After all that work, they created the first version of the calendar we use today on Valen'Dria."* - Calabran Historian
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## The Great Resynchronization

Temporal Mages work to align the solar calendar of Valen'Dria

### Date

The final year of the Age of the Great Fall

### Location

Calabras

The Great Resynchronization is the work of a group of temporal mages and master sages. Through the long years they worked and developed the Valen'Drian Calendar in it's first form. Though it was refined and modified over the years, the calendar has remained largely the same as it was first developed by the work of the Great Resynchronization. While most people know the calendar for it's marking of the passage of time, the work also helped the mages and sages to map the stars from their observatories, and to understand the movement of the celestial bodies of the heavens.
Wild Mages

**Wild Mages**, also known as **Hedge Mages, Untrained, Sullied Mages,** and **Unleashed**, are mages who have had little to no formal training in the magic arts. While many wild mages are not often seen as an issue in the world of Valen'Dria, they are actively hunted by the Inquisition of the Hawkthorn Empire of Tamariel. This is because the wild mages of Tamariel have caused massive issues in the past, with the most recent being the Battle of Calabras City. As such, being a wild mage in Tamariel is almost seen as a death sentence for anyone who has any aptitude in the magical arts.
The Pale Mistress

**The Pale Mistress**, is an undead and head of the noble family of Rossetti. Before she became known by her current epithet, she was known as **Conciata Rossetti**, a well respected and revered member of the Calabras noble houses. When she lost her husband due to an assassin's blade, she sought a way to bring him back. She eventually attempted to bring him back to life by a ritual that went wrong, it wiped out all life in her district and cursed her into an undead. She continues to lead the Rossetti family in their duties in Calabras, but more often than not, she cares little for the affairs of the living. Most of her services are animating corpses to be in service for noble houses and guild houses.
Aquatic Abomination Template

There was once a mad transmutation piscator that decided that the true meaning of life was to be found in the deep depths. To that end he dedicated his considerable power and talent to the augmentation of life to survive underwater. He created a wide array of life that could survive underwater, from sea-corgis to aquatic bulettes, his blasphemy knew no ends. He continued his experimentations until at last it ended. No one knows if he was stopped, or perhaps he alter himself to the point he could no longer perform his art. But his research survived in countless tomes across Valen'Dria. From time to time, mages of considerable power come across his work and use it to augment creatures to further their ends.

## Aquatic Abomination Template

* Creature gains a swim speed equal to their walking speed.
* Creature gains water breathing.
* Creature gains the ability to speak Aquan.

Creature can also gain one of the possible traits.

* Grappling Appendages - gain two tentacles
* Carapace - Covered in a thick shell
* Spines - Covered in sharp fins and spines
* Pincers - Gains a pair of pincers
Currency of Volis

The currencies of Volis are a limited number of coins traded between the four major continents. The central exchange rate is established by the Bank of Terra, as most of the precious metals are mined and minted on Terra. Each continent and their surrounding islands mint their own local currency used in their lands. Each is minted in standard denominations of copper, silver, and gold. Platinum and electrum pieces are not used outside of trade houses.

## The Currency of Volis

* Terra - Gnots
* Ignis - Blades
* Aquaris - Slips
* Ventus - Zons
Marmotian

**Marmotians** are a race of humanoid groundhogs. They are notable for their reddish-brown fur, and their weather sense. They can often be found in forested areas, building their dwellings undergound. They make excellent druids and are sought for their weather sense.

## Marmotian Traits

* ***Creature Type***: Humanoid
* ***Ability Score Increase***: +2 to Wisdom, +1 to Constitution or Strength
* ***Age***: Marmotians live to be 30 years typically.
* ***Size***: Your size is Medium.
* ***Speed***: Your base walking speed is 25 feet. You have a burrowing speed of 15 feet.
* ***Whistle***: You can emit a high pitched whistle that can be heard up to 100 feet away.
* ***Bite***: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* ***Weather Senses***: You are able to discern the weather for the next day. Can use this trait once a week.
* ***Languages***: You can speak, read, and write Groundhogese, and your choice of either Common or Gnomish.

## Religion

The marmotians do not worship any particular god, more often they are known to worship or at the very least pay respect to the primal spirits. They particularly are known to show reverence to the spirits of the seasons and time, are hold celebrations to the passing from one season to another.
War with the Far Realm

> *"It was a war like nothing I had seen before. Horrors from the Far Realm...they could drive a man mad if you looked into what you thought was an eye. If...if not for the King, we would have been lost. He rallied us, lead us, and fought side by side with us. In the end, he drove that madness back through the breach and saved Athica....the world. We all owe the King our lives."* - Veteran of the War
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## War Information

### Results

* Tiberius is made King of Athica
* The Far Realm is sealed away
* Custos goes without a Baron

## Commanders

### Commanders of the First Side

* Tiberius Aurelius Septimus
* Atticus Septimus

### Commanders of the Second Side

* V'tul'ghru

**The War with the Far Realm** was a battle waged in 1260 AoS in the Kingdom of Athica. This war would last for two years until the forces of Athica are lead to victory by Tiberius Aurelius Septimus, the then current baron of Custos. This victory would elevate Tiberius to King and usher in nearly 50 years of peace for Athica.

## Beginning of the War

The war began when the Far Realm managed to breach the fabric between spaces and create a portal in Athica. At first this was a tiny, almost impossible to see, however, the Far Realm managed to send out hypnotic energies that would sway those susceptible to those powers. Those swayed would gather into a secret cult and work to widen the breach, to allow more to enter into the Material Realm. This would lead monsters and horrors not seen in the material realm before to exist and begin to work faster to widen the breach, to allow their Elder Lords to enter.
Naming Day

A **Naming Day** is an event that is held on the anniversary of a person's first birthday. This was an event that allowed the parents to name their child after a year of spending time with the baby. This event has fallen out of practice in most cultures, but the elves still observe this event as they believe names have power and spend much time in contemplation in deciding the child's name.
House Ballas

**House Ballas** is a noble family of Athica that has ruled the Barony of Charel. The family was also the creator of the Knights of the Mast, and as such, shares the standard with the Knights. Both the House and Knight Order have kept the peace of Charel and commanded the navy that defends the coast of the barony.

## Founding

The House was first formed three centuries ago when Gregor Ballas, distinguished himself in battles against the Orc Raids of Charel. Because of his actions, the King of Athica, Alwyn Pennant, granted him a lordship and made him the Baron of Charel. During his time as Baron, he was able to establish the Knights of the Mast, and grew a sizable navy that patrols and defends the coast of Charel and aids in the coastlands of Athica.

## Holdings

Most of the holdings of House Ballas are along the shores of Charel, focusing on their naval might.

* Iron Port - A heavily defended military port, where most of the Charel navy is located, with dry docks and shipwrights that work to keep the ships in top shape.
* Swift Water - A trade port city where most of the merchant traffic flows.

## Notable Members

* Milos Ballas - Former Baron and King of Athica
* Bren Ballas - Son of Milos
* Gregor Ballas - Founder of the Family House
* Sharn Ballas - Matriarch of the Family
Ormond

## House Ormond

"We rise, we strive, we survive." - Family Motto

**House Ormond** is a noble house that serves in the Barony of Charel of the Kingdom of Athica. This house is notable for it's son, Magellus Ormond, once King of Athica, though the house tries to forget this fact due to the stained legacy of Magellus as the Mad King. The house aligned itself with House Dynott, and the union of Cassandra Dynott with Magellus Ormond in marriage created an influential alliance in the Barony of Charel that would take their ambitions to the Throne of the Kingdom.
Bonus Eventus

**Bonus** **Eventus** is the lawful neutral God of Commerce, Trade, and Contracts.

Alignment - Lawful neutral

Holy symbol -A single golden coin.

Associated colors - gold, silver

Holy weapon - the mace

Worshipers - tradesmen, businessmen, accountants, bankers, those who seek good fortune

Tenants - To make contracts, and bring them to successful fruition, to increase one's fortune.

Prayer - "Bless this venture, that it may bring us good fortune."

Other names - Wiggens Pilwicken, The Great Banker, the Bottom Line
Maccho

## Magical Echo

Maccho

A **maccho** (short for **Ma**gi**c** E**cho**) is a echo of magical power left behind by a being that has innate magical power. This can be the echo of a wizard, or even an elemental or even some beast in the wild. The maccho tend to appear in areas that are founts of arcane energy. They feed on magic auras generated by magic users and magic items. They can drain the aura from their victims to the point they can kill a living being or cause a magical item to crumble to dust.
Lady of Candles

## The Lady of Candles

Candles, the Holy Symbol of the Lady

**The Lady of Candles** is a deity that leads lost souls to their final resting place in the afterlife. She works to find those deceased souls that the likes of Kharon or Jonathan Jones may miss. She is worshipped by grieving mothers who lost their children, and her clergy is all mothers who have lost a child. Her temples serve as a place of mourning and as a place of shelter for those who have lost their way. She has locations in both the Shadowfell and the Sorrowful River, her realm. Once she finds a lost soul, she judges their life and based on her judgement, delivers them to the appropriate afterlife.

## Clergy

The clergy of the Lady are all mothers who have lost a child. They serve and represent her as she has deemed only mothers who have lost children as the most capable to show compassion and warmth to those in need. While many avoid her temples and shrines, as they are seen as morose and possibly haunted. This is far from the case, they are dour in their appearance, but they are places of safety and succor to those who need aid.

The Lady Priesthood is also known as judges, and will take action to punish those who have been deemed guilty of a serious crime. These priestesses are elite warriors and assassins, and will take all available effort to punish the criminal.

## Other Followers

When those who have been lost are found by the Lady and judged, choose to not go to their afterlife and instead wish to follow the Lady. These souls are then transformed into a Candle Reaper. These beings are ones that aid in finding lost souls, delivering aid to those in need, or aiding the priestesses in the punishment of a criminal that has been so judged.
Zalenu

**Zalenu**, god of poisons and afflictions. Once a minor follower of a god of healing. During a climatic battle between their god's followers and an opposing one's followers, they were struck down. They did not die, but suffered from a festering wound. Their god healed them, but did not restore the damage, but the festering rot robbed them off a normal life. They became resentful and used the knowledge from their god to create the first poisons to make others suffer as they did. Their god was not pleased with such a creation, and sought to undo their work. However, another god protected them and elevated them to a minor deity. Later they took their revenge on their former god, striking them down with a powerful poison. They took from the dead god's power the knowledge of afflictions, and how to create more.

**Alignment** - Lawful neutral

**Holy symbol** - a green snake's head with red eyes, a skull clasped in it's mouth.

**Associated colors** - green, brown

**Holy weapon** - the bone saw

**Worshipers** - assassins, clerics and doctors who wish to cure deadly disease, alchemists

**Tenants** - to let those who deserve suffer before the end. To bring death to those that are healthy and pure. To create new poisons and afflictions.

**Prayer** - "Let this affliction strengthen me and make me better than before."

**Other names** - the life drinker, old bitter bite
Sheepire

## Vampire Sheep

The Sheepires

**Sheepire**, also known as **Vampire Sheep** are a very rare form of vampirism that is also under the lycanthropy curse. When a vampire has it's form altered into that of a sheep, either by it's own ability to assume other forms, or by a spell such as a polymorph, bites another mortal being, turns them into a vampire sheep. When an outbreak of sheepire happens, it is considered a dire situation on par with a natural disaster, because the sheepire can spread like a plague of locust. Many vampire hunters consider sheepire priority number one, even over vampire lords.
Gruul Life Debt

**The Gruul Life Debt** is a social institution that the Gruul Guild observes when a being saves the life of a Gruul member. The one saved swears an oath to protect and defend the one they are in debt to. Many on Ravnica don't believe that the Gruul have honor, but the Life Debt is an example of their system of honor. Brutal, and to the point, but they do pay their debts.
Vox Mortis

> *"Can you hear that? That sound of a whisper that sends chills up your spine. It is Vox Mortis, the tongue of the dead!"* - adventurer facing a Candle Reaper
>
>

**Vox Mortis** is the language of the dead. Those who serve the Deities of the Dead are able to speak in this language, and use it to command the dead. The language is not one a living creature can speak, as the words are unpronounceable by the living.
Weasel of Despayre

A **Weasel of Despayre** is a large mutation of a weasel that comes from the lands of Despayre. These creatures were altered by mages that sought to create a mount that would be more useful in varied terrain than a horse. These beasts can be temperamental, but bond with their rider and become loyal to their packs. They do not allow challenges to their authority in the pack and are known to be quite vicious to challenges.

## Weasel of Despayre

*Medium Monstrosity, Unaligned*

**Armor Class** 16

**Hit Points** 60

**Speed** 40 ft

18 (+4)
14 (+2)
14 (+2)
3 (-4)
13 (+1)
8 (-1)

**Saving Throws:** Str +6, Con +4

**Skills:** Perception +3, Stealth +4

**Condition Immunities**: petrified

**Senses:** Darkvision 60 ft, passive Perception 13

**Languages** -

**Pack Tactics**: Allies have advantage on attack rolls while within 10 feet of the weasel, provided it isn't incapacitated.

**Keen Hearing and Smell**: The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

### Actions

**Multiattack**. The weasel makes one Bite and two Claw attacks.

**Bite**. *Melee Weapon Attack*: +6 to hit, reach 5ft, one target. Hit: (2d8+4) piercing damage.

**Claw**. *Melee Weapon Attack*: +6 to hit, reach 5ft, one target. Hit: (2d6+4) slashing damage. If the target is large or smaller, it is grappled (escape DC 14). Until this grapple ends, the weasel can't use it's Claw attack on another target, and when it moves, it can drag the grappled creature with it, without the weasel's speed being halved.
The Great Wall of the Emperor

**The Great Wall of the Emperor** is a large fortification created millennia ago by the first Emperor of Sekaiden. It was established as a barrier to the darkened lands in an attempt to contain the demonic incursion. The Wall is manned by members from all clans and families from all over Sekaiden, they formed the Onikage. It is to this group that the duty to defend the land from the spread of the demons.
Piracy on Valen'Dria

Piracy on Valen'Dria can be divided into two distinct types: those that sail for the Pirate Lords, and the Black Blooded Pirates. Those that sail the waters at the blessing of the Pirate Lords follow the Pirate Code, and have a sort of honor system to their ways. They are still dangerous and criminal, but there are rules they do follow. The black blood pirates on the other hand, are those that have no restraint, and do not hesitate to kill and pillage and commit all types of depraved acts in the furtherance of their goals.

## The Pirate Code

> Main Article: Codex Pirata
> Main Article: The Pirate's Code
>
>

The Pirate Code is a set of principles and rules that were laid down by the first Pirate King and have been followed to various degrees ever since by those who ally with the Pirate Lords. Those who violate the Code risks punishments ranging from lashings by whip to marooning and even death.

## The Pirate Lords

> Main Article: The Pirate Lords
>
>

The Pirate Lords are a group of loosely allied legendry pirates that sail their own fleets. The Lords follow and enforce the Code and even have their own addition rules they add on to the Code. Each Lord sails one of the Nine Seas and the waters fall under their dominion. Each Pirate that sails the Lords' waters with their blessing must give a share of their booty to the Lords' treasury, to ensure the Pirate Fleets are kept in proper fighting shape.

## The Black Blood Pirates

The Black Blood Pirates are the worst of the worst, they sail the seas, owing allegiance to none but their own interests. They have assembled their own fleets, taking and killing as they see fit, offering no parlay or mercy. They reject the Code and enforce their own cruel brand of order on their ships. Where those that follow the Code, you may have a chance to negotiate with, the Black Bloods do not negotiate or haggle, they take and kill as they see fit. All Black Blood Pirates have high bounties on their heads, and are wanted dead or alive, though most will fight to the death.

## The Jolly Rogers

Known as the Jolly Rogers, it is the flag standard that identifies which pirate the ship sails for, Each Jolly Rogers is unique and singular to the Pirate who commands the ship (or ships). Many times, if a Pirate commands several ships, his personal ship will have a unique feature added to his Jolly Rogers to mark it unique to his ship alone.
Seekers

**Seekers** are special mages who have long trained at the Lyceums of Valen'Dria in order to take up the task of seeking out new potentials for the Lyceums. Seekers are trained in order to be able to work solo for long stretches of time, sometimes months, sometimes years, and even in the most extreme cases, even a decade. Seekers also can serve as sponsors for the potentials they find. This act does give the Lyceum a better understanding of the review the seeker did of the potential.
Gemstone Caverns of Tamariel

**The Gemstone Caverns of Tamariel** are a resource of arcane gems that can be used to fuel magical spells and devices. Various veins of rich deposits run all over Tamariel, with most under the control of the Hawkthorn Empire, though in the past, much of it was controlled by the Elven Empire of the Blessed Mother.
The High Dwarven Council

**The High Dwarven Council** is the ruling body of the dwarven kingdoms. The council is made up of the leaders of the Five Great Families.

## The Great Families

The Great families are the five houses that can trace their ancestral lines back to the first dwarves. These houses hold great power and sway with the dwarven people.

* Hammerale - craftsmen of the finest ales and drink.
* Rockpick - great miners, able to find the richest veins of rare metals and jewels.
* Goldenstone - craftsmen of finery without peer.
* Thunderstone - warriors without peer.
* Deepholm - smiths that craft the greatest of arms.

The Lost Houses

* Rockbiter - The betrayer house, betrayed Moradin and the dwarves. Was cursed and became the first duergar. Their names were cursed and stricken from all records.

* Stonecrusher - house of great warriors. Went to delve deep into a new mountain, this was the Undercurrent. Was slain and died fighting against the creatures of the Far Realm. No more members of the house survive, however their fate was brought to the council's attention thanks to the efforts of Baron Drakmir and Goliath Chieftain Volo.

## Song of the Great Houses

**"We are the axe that never dulls!**

**We are the hammer that never breaks!**

**We are the drink that never fades!**

**Sons of stone, memories of old!**

**Hearts of gold, body of rock and earth!**

**We are the blessed of Moradin,**

**dwellers of the mountain deep!**

**We are the dwarves!"**

**- Song of the Great Houses**
Sir Mallard Quackenton

**Sir Mallard Quackenton** is an aarakocra that lives in the city of Crestfall. He is a former member of the Merchant Fleet that sails the Sinner Seas. He worked his way up to Admiral before he retired. He received his knighthood from the Hawkthorn Kingdom upon his retirement for his tireless work in ferrying supplies and hunting down pirates. Now, after 30 years at sea, he has settled down in Crestfall and become something of an investor, seeking to expand his fortune from his days at sea into something more, and to leave a legacy that will help out the aarakocran people in the years to come.

He is also known for a rather obnoxious duck quack-like laugh.
The Pharaohs of the Burning Sands

**The Pharaohs of the Burning Sands** were a collection of ruling figures that once spanned the great land of Yamira. They ruled what was once a vibrant and fertile land, which had an abundant outpouring of life and magic. The Pharaohs became corrupt and decadent, delving into all sorts of hedonistic practices and learning blasphemous rituals in order to expand their power and lives. Their evil ways eventually attracted the attention of the Gods, who cursed their lives and the land in which they dwelled.

## The Dust Courts

Each of the Pharaoh had their own courts of lords that helped to manage and rule the kingdom. These courts all had their own names, but eventually, after the Pharaohs were cursed, their courts were dubbed 'The Dust Courts', as all the leaders of the courts were all undead and cursed beings themselves.

## Rites of Becoming

The Pharaohs, after their cursing by the Gods, would raise up their followers from the rank and file undead when they proved themselves in various ways. These events would become known as the **Rites of Becoming**, as with each act of recognition, the undead would become a more powerful being, able to speak, cast magic, and other acts that their former cohorts could not do.

The Rites were celebrated by the marking of the individual, often with precious metals like gold, to denote their growth into a being of station and power.

## Known Pharaohs

* Hash'na'tek - Known as the Sand King, was said to be the last of the Pharaohs.
* Anaxemekh - The Exiled Prince
Star Fall

The **Star Fall** was a major era defining moment on the planet of Valen'Dria. A large meteor impacted on the planet, destroying the Silver Glade, sending a large amount of debris into the air, cooling the area around the Sinner Seas. This event also destroyed the center of power of the Elven Empire, and created a massive refugee force out of the survivors. The surrounding areas all have taken in the survivors and they live in isolated settlements, trying to recover from their loss. Another issue was due to the year of debris and ash, crops died out, and the resulting storms have made travel difficult which resulted in the Island Nations having trouble keeping their trade routes open.
The Four Great Divine Beasts of Sekaiden

**The Four Great Divine Beasts of Sekaiden** are the sacred Kami of the Great Clans. Each is said to be the progenitor of the species that came after.

* Shin Tatsu - Kami of the Dragon Clan, one of the four great divine beasts of Sekaiden
* Kami Kame - Kami of the Turtle Clan, one of the four great divine beasts of Sekaiden
* Fenghuang - Kami of the Phoenix Clan, one of the four great divine beasts of Sekaiden
* Byakko - Kami of the Tiger Clan, one of the four great divine beasts of Sekaiden
European Open

The **European Open**, currently referred to as the **Marlboro European Open** for sponsorship purposes, is a professional snooker ranking tournament. First held in 1989, the tournament has been a mainstay on the calendar ever since.

Stephen Hendry is the reigning champion.

\*In 1993, two tournaments were held due to a reshuffle of the snooker calendar.

## Multiple winners

* Stephen Hendry (5) - 1993, 1994, 1998, 2001, 2002
* Tony Meo (3) - 1990, 1991, 1996
* Ronnie O'Sullivan (2) - 1995, 1999
* Mark Williams (2) - 2000, 2003
Lady Light

**Lady Light** is one of the three High Gods of Valen'Dria's pantheon of Gods. She represents the Light, in opposition to her consort, Lord Night, who represents the Dark. Their union created the cycle of day and night and gave birth to Cronus, God of Time.

Alignment -Chaotic Neutral

Symbol - 16 pointed sun

Holy weapon - None

Associated colors - Yellow and Gold

Worshipers - Druids, followers of the light, chaotic types

Tenants - To create and die, to follow the cycle of nature and time

Prayer - "Lady Light, please shine your light upon those in need."

Other names - Hikari-sama, Mother of the Gods
The Goblin Empire

The Goblin Empire was a great and powerful kingdom of antiquity. Lead by the great Mage- Kings who helped to usher in an age of Enlightenment in the continent of Tamariel. Centered around the southern area of the land, they would eventually relocate to their great floating cities before they eventually fade from power and eventually fall into ruin, leaving goblins to be the creatures they are known as today.
Throne City

The Bastion of Civilization

**Throne City** is the capital city of the Kingdom of Athica. Based in the barony of Athica, the city is a seat of great importance, housing both the King's Castle, and the Cathedral of Mitra. The city is seen by many to be the bastion of civilization, rivaling even the greatest of the Hawkthorn Empire's cities.
Djinn Empire

**The Djinn Empire** was a great empire of Genie that spanned the multiverse. This great empire was lead by the Djinn, and the armies were full of Efreeti, making these two the most powerful of the Genie races. This race invaded the mortal realm and conquered the continent of Tamariel. For centuries the genies subjugated the mortal races and used them to build great monuments and weapons they used in their expansion across the multiverse. Eventually they were driven back and defeated by a combination of the Goblin Empire, and the joined forces of the mortal races. This war shattered the Djinn Empire and left it a shadow of it's former self. This also inflamed the old hatreds between the genie races and the Empire fell into ruin.

## 1001 Efreeti Knights

During the final battle with the Goblin Empire, the greatest legion of the Efreeti, consisting of 1001 knights, battled against the Mage-Kings of the Goblin Empire. In the end, 1000 of these Knights were sealed away by a powerful ritual, and only a sacrifice of 1000 souls will free them. There was only a single knight that escaped the ritual by leaping through a portal to the elemental plane of fire.
Raptor Riders

Tooth and Claw

**The Raptor Riders** are a group of Gnolls that ride velociraptor as mounts. Ruled by the alpha rider, who rides the largest of the raptors, they have a tight knit and strong pack. While they reject the chaotic nature of the butcher's pack, they do have a harsh culture. It can be considered honorable, but through a Gnoll's perspective. While Gnolls are the standard members of the organization, those who earn their respect are eligible to join their pack.