recursal/Fanatic-Fandom huggingface dataset:
Arcane magic

Arcane is a form of magic which exist in all known planes. It draws power from the weave, which is a form of natural magic which is as present of a force as gravity or light.

## Components

When creating spells with arcane magic, the caster defines and casts the spells with components. These are commonly three; Vocal, Somatic and Material component. The material components are commonly divided between three types: focuses, arcane ingredients and inherent.

### Focus

Focuses are items which acts like a lens to the spellcasting process. Common examples of these are crystals, geometric shapes of materials and staves.

### Arcane ingredient

Arcane ingredients are commonly small trinkets whith specific cultural meaning to the casters, which acts as a spark which the other components amplifies. The specific item needed for a spell can vary wildly depending on how the caster learned to cast the spell for the first time and what the caster associates with the spells effect.

### Inherent

Some creatures are in such great attunement, or even made partially of magic that they act as the material component themselves.
Agriette Plainsmaster

**Agriette Plainsmaster** is political representantive of the Dumérian druids. She frequently uses he foresight to see the motions of the world. This has led her to become quite amused by how much people uses words for simple requests. She creates her own entertainment by asking uncomfortable questions, since she already knows what she is going to answer already.

During the arcane revolution, she was approached by the Tower of 8 who sought her aid in their cause. She wanted them to grow in influence before she could promise her aid, but gave them a Staff of natural transportation as an act of good faith.

In time, the revolution gathered enough followers for her to openly advocate for them which gave the organization credibility amongst the nation's nobles.

When Lia Teasen'Neldeth was sent to hell due to the effects of a Deck of many things, she was once again contacted to help them. She did, but when she realized what had happaned she decided to try to have Adran Teasen'Neldeth help them. After a temporary alliance between them had been made, Plainsmaster gave them means to travel to hell and back. But since she feared the response from Adran after this, she left the druids for some time while the paladin was in hell.

Shortly after the revolution had ended, she dissappeared. The only thing left behind was a note explaining that the druids would need a new leader and suggested Hugo deClemence for the position.
Bernard

Seeks Harmony, previously known as Bernard, is a firbolg adventurer. He was one of the many people to join a ship sailing towards the new continent. Alongside him was Zallathon. They would end up joining The white lillies shortly after arriving.

## Character

Bernard is serene, kind and friendly but not well versed in the world outside of the woods. He is confused by concepts such as banks. He speaks slowly and a deep voice, filled with compassion for everyone around him. His goals are to perserve harmony in the world, beliving that anything bad that one does is due happy accidents chained together which can be counteracted by friendship and compassion.

## History

While he was working with the White Lillies Bernard helped resolve the oncoming war between Altheria and the other nations occupying the island. Afterwards, he would stay on the continent to learn more of the new world.
Danoved Luranthar

Danoved Luranthar is a dumérian druid active from the city of Alinn. His years of seeing the natural beuty of Duméri has made him an kind, uplifting gentleman.

When the Tower of 8 needed help with unstoning people after defeating the dragon Utharox, Agriette Plainsmaster sent the accomplished druid to assist them. But since she knew that the tower of 8's mission statement was controversial, she made him swear an oath to reveal as little as possible and to learn as little as possible while still aiding them.

He was able to aid them in their efforts, halving the time it would take the group to free all the people who had been turned to stone. Amongst them was the fellow druid Hugo deClemence, who had been caught when he investigated the dragon's newfound hunger. Shortly after the last person had been revived, the Anti-Arcane Authority arrived in their pursuit of the To8. Danoved and Hugo decided to flee to avoid being seen with the group, and at the behest of To8 also brought along Marilou deRémi and Jaquette Inottsal.

When the To8 had grown in size and were recruiting more agents, Danoved became a member at Plainsmaster's behest. He recruited several new followers for them before the organization succeeded with their goal.

### Agent stats

**information**
**pursuers**
**gold**
**resources**
 1
Fanezan

Fanezan is a human soul researcher. His birthplace is unknown to most but himself, but is it known to not be on the material plane.

At some point in his life, he was sold as a slave to devils of Avernus. He served in his new role for many months before being found by the Tower of 8, who had invaded to free Lia Teasen'Neldeth. They freed him and many other slaves who were pulling a infernal war machine across the plains. All other slaves ran when given the oppertunity, but Fanezan stayed to help them to repay. He agreed to tell them all he could about their mission in hell for being taken away from hell. The Tower of 8 agreed, and he took part in the engine invasion of Halpha's tower by using the crossbow turret.

After the group left, he asked to stay with them for a short while. A few days later, he had recovered more from the experience and asked for a place in their organization, both as an agent as a member of their council. He proved his skills and was accepted. But his one warning was that he didn't want to stick out too much, fearing whatever had sold him to Avernus in the first place.
Engorged blade

The engorged blade is a magical weapon. It is a greatsword, which can be used to be granted the effect of Shield by taking cover behind the sword. While its smith is unknown, the blade is of altherian design.

During the Arcane revolution, it was wielded by Red Witharz. When his tribe of orcs was attacked by the Tower of 8, he fought back and killed a dwarven hostage with it. After he fell, Renegade claimed the blade.
Extending mace

The extending mace is a magical weapon. It granted a +1 bonus, and can switch between 3 forms. These are a mace, a flail, and a chain whip.

During the Arcane revolution, it was found in the hands of a ogrillion. It was taken by the Tower of 8. Renegade would use this weapon for a time, before handing it over to Sho.
Greaseman

A former dwarven guide. He knows too much about what goes on in Fort Irkatz, and those that know him tries to avoid finding out what he knows about them. The young guides are his eyes and ears while he is their mentor and fence.

When the Tower of 8 needed to escape the fort, one of the young guides looked him up and he helped them escape in exchange for a large sum of gold.
Amulet of proof against detection and location

An amulet of proof against detection and location is a magical item. It protected its wearer against many types of divination magic. It required attunement.

One of these was found by the Tower of 8 during the Arcane revolution. It was given to Lia Teasen'Neldeth. While she used it at first, she only started to pretend using it after she recieved an angry letter from Adran Teasen'Neldeth. He claimed this item would make their deal null and void as it meant that the Anti-Arcane Authority would not be able to confirm the rogue mage's location.
Griggs of clan Orkhatz

Scribe & arcane expert of Dawnwardens of Wee Jas.He is extremly nervous and a social wreck.

He was part of a expedition alongside the Tower of 8 to check on a experiment left by previous members of the Dawnwardens of Wee Jas in some abandoned ruines. During the trip he was not of much help as he was neither used to being outside cities or having any combat experience. In the end, the Tower of 8 prevailed against the dangers present and Griggs could confirm that the experiment had worked and conclusivly prove that the mere presence of arcane magic does not cause undead to rise.
Bronze-bound wooden book

The bronze-bound wooden book is a spell book shared between several members of the Dawnwardens of Wee Jas. Its authors are Boer Gazert, Vika Legavill, Hagard of clan Ordkhaz, Jevíl Folgráh, Emina deGarum, Ava dePiere and Griggs of clan Orkhatz.

It was previously carried by Boer Gazert. While he and several other members of the DoWJ explored Steelconqueror's tomb, he hid the book for safekeeping after their scout noted the dangerous lava-filled room ahead. He brought along Antív Folgráh for safety while going another route in the caverns. Since the group had to escape quickly when one of their members was hurt, the book was left behind.

During the arcane revolution, the book was found by Narcis due to his memory flashes from his previous life. When he found the book, he hid it from his travelling companions. Once he had revealed his true nature to the group, he trusted Morelét enough to borrow it to the wizard. While handling the book, looking at the authors led Narcis to ask Griggs about Jevíl, which in turn led Narcis to find out that there was one member of the Folgráh bloodline alive.
Duckling

Duckling is a wood elf from Duméri. She never knew her parents, her earliest memories only being of wandering the streets of Alinn. The local entertainers, always appreciating the story of an underdog were quick to help her in whatever way they could except for accepting any long-term resposibility. She was taught to play the lute by muscians, to hide from acrobats and to steal from markets by jugglers. Despite having to face hardship daily, she came out of it having gained many friends. She had unusual life skills but a great outlook of life which helped her from becoming viewed as a simple criminal.

When she heard of an organization who looked for capable people who were willing to fight for the right of others, she joined up and became the youngest member of the Tower of 8.

### Agent stats

**information**
**pursuers**
**gold**
**resources**
 3
Leonin

Leonin are a race in Reth'car. They're most commonly encountered in Altheria, Baltharn and Kiaan.

The proud leonin is a lion-like race. They our fiercly protective of their clan, or as they call them, pride. Each leonin wants to completely know each member of their pride, which has led to a different way to view them depending on where each pride builds their life. Those who have moved into villages may consider the entire village as their pride, and are viewed as the best of friends and fierce guardians of their home. In cities however, they struggle to find a reasonable ammount of people to allow into their pride and instead become secluded into their original pride, creating leonin ghettos. They’ll try to enforce their own form of justice and are viewed as troublemakers by local guards.

## Physical Description

Leonin tend to b e tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome.

## Adventurers

While leonin are brave to a fault, they would only leave their pride under unusual circumstances. Some adventurers leave to search for a better home for the pride. Others search for riches to bring home. And when bad times fall upon a pride, they may decide that they have to split up to find new prides to integrate into. Some of these wandering leonin struggle to find a pride which they are prepared to dedicate themselves to, and instead become used to the road.

## Notable leonin

Leorio was a balth kensai who was sent by North Warden Caius to find a secret entrance into the palace of Azzagrat.

Andrea Spes is a balth ranger order knight of the sixth order. She aided Shata in her attempt to free Casia from the tower of storms.
Anti-Arcane Authority

The Anti-Arcane Authority is a Dumérian institution which hunts illegal arcane usage. Shortly after its formation, it gained great respect and power in its nation.

After the successful Arcane revolution, its dictatorial rule had reached its end. The Tower of 8 still sought to keep it around as a security measure against destructive usage of magic.

Notable members included Adran Teasen'Neldeth, Captain Permon Dalléi and Guy Gréyule.
Bor La Consigners

The Bor La consigners are scavenging merchants, who search for lost technology and knowledge, food or anything that can be traded both with other khanates or outsiders by the walls in Tir Bor La. While they are not raiders, they are dangerously paranoid against potential threats and their trades are overseen by plenty of their guardian forces.
Gold-flecked oblex

The Gold-flecked oblex was a elder oblex created by Mindflayers. He was given to Osbazokt, who travelled alongside Sho to the chambers of all-seeing. There, Osbazokt left him to guard the texts there which Antív Folgráh had used previously to become Antface.

The oblex waited for only a short time before the chambers were once again visited by Lucien, who had brought along the Tower of 8 to determine the origins and weaknesses of Antface. When the oblex found them, he explained his purpose and was forthcoming with the fact that he was only doing what his creators made him do. The Tower of 8 managed to find away around it needs and desires, figuring out that it must only defend the knowledge from being spread around. By learning what it said and then destroying the writing, the group could avoid a fight with the oblex as long as it could keep a vary eye on them. Thus, it started to travel alongside them. The group prepared a bag of holding for him to hide his body in while he was transoformed into humanoid shapes.

It helped in the fight to defend Lutecia against the invasion from Antface, Obarion the immolator and Primeval Chieftain Azbul. As soon as it felt threatned however, he quickly returned to his bag of holding. It stayed there until Antface had been defeated. Afterwards, Lucien let it read the skeleton's mind to reassure the oblex that it was planning to kill itself. This let the oblex find his way back to the rest of the group, and allowed Lucien to jump into the orb of annihilation without having to destroy the oblex.

However, after the Tower of 8 had succeeded in the trials, he was found out by the new influx of Anti-Arcane Authority members in the city and destroyed.
Dawnwardens

The Dawnwardens is an organization devoted to stopping undead activity, whether destroying naturally created undead creatures or hindering necromancers. It was founded by a group of people bound together by fate to stop Vecna and his servants. Its main base of operation is the city Emberhome in the county of Despson.

After the original founders had died, the organization fell apart as the leadership could not agree on the best way to accomplish their goal. It was splintered into smaller organization with different specializations for fighting undead. These include Dawnwardens of Wee Jas and Ghostslayer Dawnwardens.
Goliath

The Goliath has ancient blood from old giants running in their veins. They live in isolated tribes in villages built high upon snowy mountains, notably so in Viiher. Goliaths have a compulsion to compete and keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills. Above all else, they are driven to outdo their past efforts. Few goliaths reach old age, as most die attempting to surpass their past achievements. Among goliaths, any adult who can't or won't contribute to the herd is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.

## Physical description

Goliath are tall and have powerful builds. Their skin varies between dark grey to greyish beige. Men generally have little to no hair growth and they shave the little hair they have while women keep their long hair braided in styles varying between different tribes. Each tribe has a central runic symbol, and an adult goliath recieve tattoos to display both tribe allegiance and to gain power from that rune.

## Adventurer

While many goliath take on adventurous deeds to face challenges, most stick to their mountain to accomplish this. But the most adventurous youth realize that there is much more to face beneath the mountain, and those people set out to accomplish at least one great deed. If they succeed, the goliath might realize that it will never be satisfied until it finds an even greater challenge.

## Names

Every goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a family or clan name. A goliath’s nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual’s notable deeds. Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.

## Clans

There are 10 goliath clans. They include the Landsharks, the Ravens, the white bears and more.

## Subspecies

The most common form of the goliath are the giantkin. Then there are the much rarer ogretainted, who tend to live on the fringes of civilization near other ogres.

## Notable goliaths

Waldemar is a balth youth who was forced into a life of adventure when the Sorcerer king started to search for him and other youths.

The Mountain is an adventurer who travelled to the new continent. There, he met other goliath from Viiher who helped him discover his clan.
Bloodline of Zariel

Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle. Among the few that are part of this bloodline, they are most commonly encountered in Duméri.

### Notable Zariel tieflings

Liberty, a dumérian Paladin who fought for rights for anyone who needed help. She is a founding member of the arcane rights organization Tower of 8.
Decanter of endless water

A decanter of endless water is a magical item. It is a waterhorn which has a connection to the elemental plane of water. Its wielder can speak any of 3 codewords, which will cause it to spray water at varying degrees of strength.

One of these was found by the Dawnwardens, and used by Jacks Despson. Two notable uses was when it was used as a defense against a red dragon's firebreath, which caused a rapid expansion in the tunnel the combatants were in. The other use was when Jacks traversed a underground river, at which he used it as a boost to go against the stream.
Castle 8

Castle 8, formerly Castle Apárds, is a duméri castle located in the center of the nation. While it was previously used by the Apárds family, when its owner travelled to the new continent it was left abandoned. Gillés took the oppertunity to suggest that the Tower of 8 should take it up as their headquarters which they did.
Grothon

Grothon is a tortle branded sorcerer from Duméri. His magic prowess was noticed by travling merchants, and they told the authorities who sent arcane hunters to make sure that he became branded. His brand was on the right shoulder, and left his arm lame. After this, Grothon became bitter and seeks any kind of satisfaction for the unjustified actions taken against him. He became a mercenary for a short while before hearing of the Tower of 8 and joined as an agent.

### Agent stats

**information**
**pursuers**
**gold**
**resources**
 0
Eladrin

Eladrin are native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood: Autumn is the season of peace and goodwill, when summer's harvest is shared with all. Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers. Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes. Summer is the season of boldness and aggression. a time of unfettered energy.

Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.

### Physical description

Eladrin are of human height. They are slim, and even the strongest simply look athletic rather than muscle-bound. Their complexion changes according to their season. Their straight, fine hair often matches their current skin color but can also remain white, silver, or pale gold even when their season change. They wear their hair long and loose. Their ears are long and pointed, and their eyes are pearly and opal-escent orbs of vibrant blue, violet, or green, lacking pupils. Eladrin can’t grow facial hair and have little body hair.Eladrin children grow much as human children do, but their aging process slows to a crawl when they reach maturity. They enjoy youth and health for most of their lives and don’t begin to feel the effects of age until the middle of their third century. Most live for over 300 years, and even at the end they suffer few of the infirmities of old age.
Armastice harbour

Armastice harbour is a city located on the new continent. It was made up from representatives from several nations, including from Viiher, Duméri and Altheria. It served as the main base of The white lillies.

It served as a central point for several adventurers who were exploring the jungles. This included the tavern The first step.
Graz'zt

Graz'zt is a demon lord. His influence has a firm grip on the nation Vasheedas. He is currently attempting to gain control of the material plane, using the Court of Graz'zt as proxies there.

## Character

When interacting with his minions, Graz'zt is commanding yet relaxed. He is quicken to threaten those who do not meet his standards.
Fort Irkatz

Fort Irkatz is the biggest dwarven keep in Duméri. It's legal position as a seperate nation from Duméri uncertain, but mostly treated as a seperate. It is located at Sillugh's rock in the middle of Duméri, with an entrance throughly defended by a long road up a mountain with archery towers along its sides.

It is led by Thane Doumbarr of clan Irkatz, who's politics has led dwarves to have different views on whether they are being slowly subjugated by the dumérians, or if they are making neccesary favors as expected to keep the peace.
Dai Shie

The Dai Shie is a organization who seeks to protect the world from extraplanar threats. Their ranks are filled with Horizon walker rangers, Oath of the Watchers paladins, Dai Shie inquisitors and planar-read scholars.

## History

They originate from Yuan, where the warlock Dai Shieyuen learned of the ways which the fey had robbed humanity of precious resources and the constant threat which the war between the various planes caused. Dai betrayed his patron and closed a stable feywild portal, saving the nation from a incursion which would have forever damned its people. His legacy would live on through his companions, who were inspired to teach more people of the ways which people of the world were being affected by the squabbles of the other planes. Their teaching faced backlash as amongst the extraplanar influences were the gods, and the goals of the Dai Shie would lessen their impact on the world. In time, it became a secretive organization who recruit capable people to keep up the fight.

## Goals

The Dai Shie seek to close off extraplanar influence on the world. To accomplish this, they seek to close any stable portals to other realms, kill beings which doesn't originate from the material plane and gather information to bring about greater results through magic rituals.

The watcher paladins which joins the organization seek to protect the people, even at the cost of their own divine connection if their goals would be fulfilled. Likewise those the spellcasters who are able to travel to other planes use their spells with the knowledge that one day the very same spells should never be used again.

## Inquisitors

Due to the effects of various planes, members started developing psionic abilities. These abilities were trained and harnesed into a new force, the inquisitors. They are experts in fighting against other psionic beings aswell as finding new ways of facing threats in indirect manners.

The Mind fire order use their powers to read thoughts, reshape memories, and dominate those who would oppose them.

The Wit order subject themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the marital arm of the inquisition, represented by a sword.

The Tome order endeavored to use intellect to alter the enviorment through telekinetic force, and the order's members became scholars on extraplanar matters.
Fey Wanderer

The Fey Wanderer conclave is a subclass of ranger which characters in Reth'car can become.

They are rangers who have accomplished a deed which gave them a stringer connection to the Fey.

They are most common in Lahal, where the abundance of fey activity makes it easy for rangers who seeks this power to find it.
Captain Shirron

Captain Shirron is a human pirate captain active from Guardian's cove. He was born on the sea near Dorthu Eratha and has stayed on it for his entire life. His ship has sailed around the world and gathered a crew of strays from various nations. One of these people included Hadannis.

He loves his huge brown beard, his quick rapier and scrumptious meals to fill his massive belly.
Ardenti anima

Ardenti is a pegasus from Duméri. He was a defender of Greed valley while growing up. But while flying his daily route, he was ambushed by a newly arrived rival to the territory. Utharox the green dragon, who's yellow gaze turned Ardenti into a statue. He was kept as a prize in the dragons hoard for a few years before being freed by the Tower of 8. As a way of repaying them and because of the justice inherent in their mission statement, he joined the revolutionary organization.

### Agent stats

**information**
**pursuers**
**gold**
**resources**
Feui rinn-o

The Feui rinn-o are roaming rangers who lives of natural resources in Tir Bor La. The first of their kind were druids and nature clerics who considered the nations downfall as a sign to regain a connection to the fey ways. They are the most knowledgeable of what areas have growing food and how to care for the earth. This makes them a common prey for other tribes, who seek either what has already been gathered or to capture guides. The Feui rinn-o themselves strive to avoid combat and strife, instead trying to outrun any opponent.
Barbarian

Barbarian is a class which characters in Reth'car can become.

Barbarian’s can be found all over the world, though they are more reoccuring in Tir Bor La and Viiher.

## Dumérian Barbarians

Barbarians commonly stem from untamed tribes, a scourge that stains the fine civilization of Duméri. While some knight uses techniques from these people, it is reserved for combat against threats to the nation and not to be used for sport or duels.

## Subclasses

Path of the ancestral guardian

Path of the Battlerager

Path of the beast

Path of the Berserker

Path of the Storm Herald

Path of the Totem Warrior

Path of Wild Magic

Path of the Zealot

## Notable barbarians

The Mountain, a goliath berserker who explored the new world as a founding member of The white lillies.

Dworic, a altherian dwarven ancestral guardian who fought alongside the Tower of 8 during the arcane revolution.

Waldemar, a balth goliath ancestral guardian who is one of the Destined youths during the Demon wars.
Charles deAlix

Charlex deAlix is a bone devil born from a human soul. Charles was originally a dumérian revolutionary who was an ally of Gillés, alongside Ysabel. Like his companions Charles was a devil worshipper, and through Gillés plans served as a pawn of Halphas in Duméri.

When Gillés determined that the days of power for the Anti-Arcane Authority would come to an end soon, he and his companions sought out the future founders of Tower of 8 to join them at an early stage. Charles futured Gillés plans by recruiting tieflings and devil worshippers to the organization in particular, and spread the lie that the organization would be a haven for those shunned by worshippers of Pelor.

When Gillés told the truth about the situation to Liberty, she executed him despite the blow the organization could take. She then brought along the other founders to confront Charles and Ysabel. Charles told them with a steady voice that regardless of what they would do to him and Ysabel, they would stand to gain from it. Liberty killed them both, and the organization started to root out those that joined only for reasons that appealed to devil-worshippers.

As planned, Gillés and his companions were rewarded in hell for their continued duties while they were alive. They were reborn as devils, with Charles and Ysabel becoming bone devils in service of Halphas.
Dread umbrages

The Dread umbrages, or "land pirates", are a khanate in Tir Bor La who build enormous land ships which they live in, fight with and store their stolen loot in. Their firsts ships were repurposed from large land vehicles which were pulled by undead beings. This khanate are both raiders and merchants, by establishing trusted buyers and sellers who are saved from their attacks.
Edelhaus

Edelhaus is a balth adventurer.

## Character

Edelhaus is studious, energetic and curious to a fault.

## History

He was part of the group sent to investigate a secret entrance to Sorcerer king Garoth Ursuul palace in Azzagrat. When they arrived however, Tûgrakk betrayed the group. Edelhaus saw that the situation was unwinnable as each of his companions were defeaten one by one. He ran away, and his current fate is unknown.
Guild of Moradin

The Guild of Moradin is a Duméri building company. It was formed shortly after the Scorpion war and was essential for rebuilding the nation. While it started out as a dwarven company, it was quickly supplemented by humans to aid with communication and diplomatic relations on the surface. And when the company needed detailed work, it started hiring elves. This mix of species led to the company being able to build both impressively large and sturdy buildings while also being beutiful and inspiring to the surrounding area.

It sorted its members into different teams on many larger projects. The green team focused on woodworking. Blue team on rock polishing. Red team on stoneworks. And finally black team on transportation.

The company faced harder times when Master Clément Laz'iker took over after his father. He made several bad choices which led the company to severly downsizing itself. It was doubted that the company would even survive, until it recieved a secret building comission by the state itself. It quickly started to rehire people it had fired before and instead became desperate to finish this project quickly. That project was the Planecracker, a massive tower and wall with blueprints given by the Right hand of Pelor.
Hadannis

"Don't carry my burdens Cecilia."

A wood elf from Lahal. In his youth he was scouted by the martial order Hydra kai. Hadannis's parents were paid to let him be taken by the gnomes. For many years after, he was trained underground in tunnels and temples. While he was an average student of the art he always longed for the sun and nature above ground. When he got an oppertunity to escape, he took it. He managed to find work on a ship under Captain Shirron and found many great companions there who had adventures with. These adventures would end one night however. Hadannis had been out drinking when he saw a lady digging up a grave.

He quickly attacked her and left her beaten and broken on the ground, proclaiming that he would do the same if she ever did something like that again. A week later, he saw her leading a horse and carriage from the same graveyard with several skeletons being carried away. So he beat her up again, this time seemingly killing her when her head burst open. Heeding no mind, Hadannis kept up his usual work for some time.

A month later, the ship he was travelling on was attacked by skeletons riding zombie sharks, led by the very same woman he had beat up. She no longer had any flesh, now a skeleton with glowing blue eyes. While his crew managed to fend off the attack, many were injured and the undead woman had proclaimed that she would come back for her revenge. Fearing for his friends lives, Hadannis decided to get as far away as possible and gather coin for a crew to beat her down for good.

And so he joined a ship sailing towards the newly discovered continent.

When he arrived, he quickly found compatriots who were also adventurers seeking coin or knowledge in the deep jungles. After a few missions together, these people formed the mercenary company The white lillies. Along the way they found the original inhabitants of the new continent and tried to communicate with them, with varying degrees of success.

When Rashar Otmet left the party, Hadannis was enraged and disapointed at the betrayal. This led to him being able to harness rage in combat and everytime he focused on it, he'd shout out Rashar's name.

While The white lillies attempted to fight against the then leadership of the Avistiiens leadership, Hadannis was hit by a Disintegrate spell and was killed by it. His last words to Cecilia was for her to not carry his burdens, refering to his responsibility to the Wave wanderer pirates and Malox.
Garim of clan Irkatz

Garim of clan Irkatz is a hill dwarf merchant. While he has a bakery shop in Fort Irkatz, it only a front for his real business; Selling smuggled arcane goods. During the arcane revolution, Lucien found out about his business while gathering information. Lucien brought Lia to check it out, and they bought several magical items from him. Amongst the items were a code cipher for unlocking the metal plates which the Tower of 8 had found througghout the nation, and a Amulet of Annihilation, both of which the group didn't buy.

When the group returned a month later, those items were gone. They paid to find out who had bought them, which turned out to be Antface.

He was later recruited by Sir Kruthik of clan Irkatz into joining the Tower of 8.

### Agent stats

**information**
**pursuers**
**gold**
**resources**
 3
Avitus Lucifer

Avitus Lucifer is a balth human nobleman. His sister is one of the Horizon Walkers.

While fighting a group of orcs, he met Nyx the adventurer and her travelling companions who joined the battle. Afterwards, he invinted the group to his home for the night as a reward. When they arrived at the Lucifer mansion, he gifted several weapons to the group as gifts. During dinner he got the know the group slightly but Nyx was wary of Avitus intentions.

During the same evening, Nyx decided to trust the group and told them why she was travelling to Lahal. That she was one of the Destined youths, and her destiny was to fight the Sorcerer king Garoth Ursuul. Since Avitus had given gifts before, Hjorvald talked to Avitus during the night asked for more resources to aid Nyx on her quest. While he didn't have anything more to offer, he gave a bundle of flashpapers and promised to give aid if the group achieved their quest to make a direct assault against Vasheedas.
Bronze Griffon

A Bronze griffon is a magical item. It is a type of figurine of wonderous power, a statue which can be activated to turn it into a living creature. This is a griffon variant which could be used for 6 hours. After that, it would need to recharge for 5 days.

One of these was found by the Tower of 8 during the Arcane revolution. During the siege of Lutecia by Antface and the Broodsinger tribe, it was used by Liberty and Kyle.
Druid

Druid is a class which characters in Reth'car can become. They draw upon the excess magic released by the life of nature which can be found on almost all planes, but excessivly so on the material plane.

## Subclasses

Circle of Dreams

Circle of the Land

Circle of the Moon

Circle of the Shepherd

Circle of Spores

Circle of Stars

Circle of Wildfire

## Notable druids

Bernard, a firbolg Circle of the Shepherd druid who explored the new continent as a member of The white lillies.
Bazudd of clan Hidzed

Bazudd is a smithing apprentice. He was born into Clan Hidzed, which doesn't specalize in smithing but trains few to honour the art and to keep their techniques alive. Bazudd were born to a rich family but didn't display the talent needed to be considered inheritor of the riches. As such, he was insted offered up to fill a missing position in the clan and thus ended up becoming a an apprentice to the foremost smith, Grumar of clan Hidzed, to the master's great annoyance.

When the Tower of 8 were visiting Fort Irkatz, he met Renegade who were seeking a smithing master. He introduced her to Grumar who quickly rejected her.
Asmodeus

Asmodeus is the highest rank devil in all of hell and the leader of the ninth layer, Nessus. He is one of the foremost strategic minds an all of existance and uses that to stay on top. His endless ammount of enemies are constantly played against eachother which secures his status despite showing praise for clever betrayals.

Tieflings bearing the marks of Asmodeus are spread all over Reth'car.

Devil worshippers
Count Trivell Apárds

Count Trivell Apárds is a dumérian count. He is a part of the Candymen club, a group of counts who get together to avoid responsibilities and find entertainment.

While visiting Count Marc Gréyule, the club went fox hunting. Their hunt was interrupted when they found the Tower of 8 wandering through the forest. Count Gréyule invited the adventurers to his mansion, while secretly setting up a game for his friends. They would attempt to find out what the adventurers history and goals was. During the evening, Sylvain would make several observations about the group but not enough to make certain deductions. In the night, Count Leon Navellé caused a ruckus by hiding the corpse of a seemingly magical fox they had kept under guard. The commotion gave the counts a few more clues about the group, and in the end they let Gréyule present a conclusive deduction they've agreed upon. The Tower of 8 "confessed" to their deductions and the Candymen club's victory was celebrated.
Haenar Holimion

Haenar Holimion is a cidarni elven aide to the king of Cidarn, Karnaxios.

## Story

Haenar grew up in a rich merchant family, and inherited his fathers great skills in organization. However, he did not inherit neither the head position or his father's ruthless greed. Hanear instead helped all those that ask him, and in time he became noted for his generosity and seemingly endless devotion to fulfilling tasks he had taken on.

In time, these attributes would be noted by Karnaxios and he offered a position in the dragon's court. Haenar has since served as Karnaxios aide in the dragons seemingly impossible task to make Cidarn a powerful nation with good moral values. The elven aide is often overworked with difficult economical challenges. Over time, Karnaxios has subtly gifted more and more draconic magic to him in order to make Haenar keep up with the workload. Despite this, they keep fighting the uphill battle.

## Character

Haenar is generous, stubborn and friendly on a good day. Most of the time though, he is overworked and has little time for issues that are not immediately important which makes him feel guilty.
Antív Folgráh

Leader of Arcana liberaté

Antív Folgráh was the starter of Arcana Liberáte and one of the last members of the Folgráh bloodline.

He was trained since his youth in the arcane arts by his father, Count Cosong Folgráh. Like many members of the Folgráh family, Antív showed provess in sorcery due to the undead influence in their bloodline. But this gift would turn out to be a curse, as Dumériwould soon decide to enforce their ban on arcane magic more thoroughly. When Antív was 21 years old, his home was attacked by the Anti-Arcane Authority. His father, and all of his other family and friends besides his brother Jevíl Folgráh were killed and their mansion was burned down. Antív and Jevíl at first sought any direction in life where they could use their power, so they sought and found the Dawnwardens of Wee Jas who had come to Duméri from Altheria. While Jevíl found peace there, Antív could not let go of his rage. After some time he tried to convince Jevíl to become his second-in-command in a revolution to legalize magic, the Arcana Liberaté.

Jevíl declined, which infuriated Antív who felt betrayed. They went their seperate ways. Arcana Liberaté began in earnest, and Antív's passion made it easy to find and convince people who'd follow him. The organization grew in size, just as Duméri's hate of the arcane arts grew. He tried to make the organization difficult to find by dividing up the organization into many smaller groups and communicating through letters. But Arcana Liberaté would meet its end, when the Anti-Arcane Authority found a new leader with Walloís Teasen'neldeth. He first managed to find out how they recruited people, and then planted a spy amongst them. With plenty of letters as leads and plans laid out for months ahead he could start catching the organization, cell by cell.

To put a final nail in the coffin, Walloís Teasen'Neldeth held Antív's execution publicly as a message to the whole nation that the leader of the revolutionaries was defeated.

The truth of this execution was known to few. The AAA never caught Antív, but to curb the morale of the arcanists they executed Follyn deGrippe while lying about his identity. Antív saw it happen, hidden amongst the crowd. Now without any allies and little to no resources, he was left with nothing but his desire for vengance against the AAA. In his research he found a way to gain the power to accomplish this goal. In an ancient cavern devoted to worshipping old, abhorent entities he found a ritual to become a avatar of Kyuss. Antív modified this ritual so that his will would still be his own afterwards.

When the ritual began, he was to be eaten alive by the summoned ants which would house his soul. While this was happening, he swore off the little compassion he had left for the world. He swore off any loyalty, and he swore off any of his own desires but the vengence. The ritual was a success, and he became Antface. What he would learn far later is that the bones left behind would be affected by the ritual as well and would house all that he left behind, including part of his soul. This being would in time become Narcis.
Ghostwise halfling

Unlike other halfling kin, the ghostwise strive to create permanent settlement on their own terms. They make guerilla farms deep within forests and protect their homes with traps, but are prepared to move when dangers takes too much notice of them. From this, you’ve learned to defend that which you hold dear. You’ve learned secret techniques of communication and to work well together with the few allies you can trust.

Ghostwise halflings

The ghostwise are odd fellows among the halflings. They do not set roots or value the safety of home. Instead they are a nomadic people, split up amongst tribes that have spread over the world.

They are a nomadic hunter society, travelling from forest to forest. This means that they often come into conflict the forests lords, bandits and many other kinds of travellers. Each tribe has diffrent way to handle these situations, but the most common is the hide and in the worst case, abandoning the established camp.

Ghostwise loves sharing stories amongst themselves, and this is even more important when doing so with other tribes. Elders are the highest authority if stories are in conflict.

The single most noteworthy aspect of them is their whisper. Not only can they form words without a single visible movement on their faces, but also throw the whisper in a way so that only someone nearby can hear it.

Amongst other races this ability is seen as something odd and mystical, and inspires heresay of other abilities such as mind-reading and speaking to the dead. Amongst other halflings, this is viewed as something to be admired, but used with great care.

## Notable Ghostwise halflings

Zallathon,a ghostwise Eldritch Knight Fighter who travelled to the new continent. He is a former member of the organization The white lillies and the founder of the nation Lunaria.
Branding(Sorcery)

Branding is a method developed in Duméri to lock away a sorcerers powers. Through a ritualistic means, a spot on the sorcerers body is determined followed by being thoroughly burnt there with a branding iron. This would prevent the sorcerer from actually completing any spells. While it contained magic, it also had debilitating effects on the person which varied depending on where the brand was located. Howell deSamuel had his brand on his calf and the leg became bum. Jevíl Folgráh recieved his at the right temple and became slow of mind.
Dumérian druids

The Dumérian druids is a organization which guides the druids of Duméri. Their primary duty is to keep the natural balance in the nation in check. Their secondary duty is to aid the people in matters in which they excel, such as improving crop fields and matters of animal care.

It was previously led by Agriette Plainsmaster. After the Arcane revolution, Hugo deClemence became the leader.
Cleric Fortz of clan Grayfist

Fortz is a dwarven champion of Fort Irkatz. He would serve as one of the dwarven liasons to aid Captain Permon Dalléi in his hunt after Tower of 8. Their first encounter would be when Dalléi's hunt would take them to Greed valley, where the revolutionaries tried to escape at first. But they turned and fought. Fortz tried to keep the soldiers of the Anti-Arcane Authority battleready, but he was unable. In the end, a retreat had to be sounded by Kristina Steiner, since Dalléi was locked in an aerial battle with Ardenti anima.
Elf-eaters

The Elf-eaters was a orc tribe, which was a sister tribe of the Broodsinger tribe. It was lead by Nargulg the unholy.
During the arcane revolution, Nargulg was likely to become the new leader of the Broodsinger tribe. Since this interfered with Antface's plans, he had Tower of 8 paid to kill Nargulg. While the tribe was moving across Duméri to the Broodsinger tribe's gathering, they were intercepted by To8, surface troops from Fort Irkatz and human soldiers from nearby counties. In the battle, Nargulg fell and the rest of the tribe was hunted down to the last man.

Notable members included Narglug, Giant Lashza and Coward Ratch.