recursal/Fanatic-Fandom huggingface dataset:
Alekas Keep

Discovered by the Adventuring Guild of Eskarya, the four floored castle keep was reinforced with battlements and a turret tower and the bottom floor protected by arrows slits to defend against invaders.

The outer wall form an almost perfectly squared barrier around this marvellous castle and are connected by enormous, vast walls made of stone. Small windows are scattered thinly around the walls in fairly symmetrical patterns, along with symmetric holes for archers and artillery. A moderate gate with wide wooden doors and archer holes guards the last stronghold along this rough shorelineand it's the only way in, at least to those unfamiliar with the castle and its surroundings. Fields of nothingness stretch out outside the castle, allowing to see people coming far before they pose a threat. This castle has clearly been around for at least a thousand years, but it doesn't seem like it will collapse any time soon.

Upon discovery, the Adventurer's Guild found the keep to be habituated by Gnolls from the Horde of Fenrir. A trapped keep, with the favoured death of pits filled with snakes, the keep was eventually cleared of monstrous creatures and claimed by the Empire of of Eskarya.

After further expeditions, the once ruler of this castle was found in his stately home further north. Upon courteous introductions and supper, it was revealed that Alekas was no mortal being but a vampire residing away in isolation with his wives, along with an imprisoned mindflayer of the other worlds.
Camp Thorne

An palisade wall protected encampment made not far from the base of the Eskaryan Peaks near an old Ettin lair. A few months after its construction, it had been claimed by conquest by Rairaku and a horde of giants.

Following a bloody battle with the Guild of Eskarya, the camp was taken back and secured following the death of Rairaku.
Eskarya (City)

## Eskarya

Founded and discovered by Aldwin Thorne and his guild of mercenaries, Fort Eskarya is the Capital of the new world and Empire. The original landing in the year of 1495 DR, taking over an abandoned castle keep that had been lost and overgrown by nature over many centuries, the castle keep had been restored and made worthy of Aldwin Thorne's ambitions.

Slowly but surely, the walls of Eskarya would grow outwards and a town would slowly develop with the castle at its core. Like every town, the essentials were developed first with a forge, stable and husbandry.

## Notable Locations

* Ragnus Ironworks | Forge, Armourer, Blacksmith
* The Bronze Thorn | Adventurer Tavern & Inn
* General Nonsense | Adventuring Gear
* Shrine of Torm | Holy Site
* Hall of the Tempest | Religious Guildhall
* Midnight's Edge | Guildhall & Fighting Pit
* The Bound Accuracy | Fletchery & Gunsmith
* Slink's Grotto | Alchemy & Poison Workshop
* Perven's Potions | Potion Shop

As Eskarya reached the one year anniversary since its discovery, their expansion of the prospering village was far quicker than anyone could have expected and if it were to continue at the rate it did, they would see Eskarya become a small city within just two years.
Hearth & Home

**Hearth & Home** is a tavern and innhouse for adventurers, travelers and merchants in the settlement Freehearth.

## Description

One of the earlier constructions in Freehearth, the tavern was commissioned by Raisuboi, the half-oni cleric of Dagda. The name of the tavern, along with the décor within its walls seem to all be inkeeping with the themes of the pagan gods, notably the All-Father, Dagda.

Notable features are of Hearth & Home are the stage in the south-western corner, from where Myrtille commonly performs ballads and tales of yore. To the north-west, outside the tavern, is a garden from which rare fruits and vegetables grow, including an enchanted coconut tree purchased from Rasaad, so Raisuboi can prepare Kreev's favourite meal.
Ellén Trechend

**Ellén Trechend** is known to be one of many Fragments of the Fiend Lords, with a demonic entity residing within him that has shown itself in battle against adventurers of Freehearth.

## Description

Filled with delusions of grandeur, proclaiming himself a deity and god of the Avian races and winged creatures of the skies, Ellén Trechend presented himself are barely comprehensible and sane of mind and often demanded tribute to those within his territory. He made his lair in the Elder Hills that had previously been taken by the Occult of the Cloven Coven and the Bocánach.

After challenging Pickle to a duel, and initially losing, he transformed into a demonic entity far stronger than his mortal form to wage war against the adventurers before his eventual death.
Shasseir

* Depiction
* Symbol

**Shasseir i**s the halfling god of greed and opportunity and is mostly revered by cutpurses, assassins and mistreated halflings. A black dagger with a white circle on the blade is Shasseir's unholy symbol.

Angry or brutalised halflings sometimes turn to the worship of Shasseir, seeing him as representative of the dark side of halfling nature. Stories tell of worshipers who lay traps, tricks, and poisons on the residents of their home, always to the ultimate benefit of the halfling of course.

## Piety

#### Earning and Losing Piety

You increase your piety score to Shasseir when you expand the god’s influence in the world in a concrete way through acts such as these:

* Place a gold coin in the middle of a busy street and spy on it from a hidden position. If someone picks up the coin, you must silently follow that person for 1 hour. At the end of that hour, judge that person’s social standing. If the person is fortunate or wealthy, steal the coin back. If the person is destitute or downtrodden, let him keep the coin and offer a silent prayer to Thamir Gixx on his behalf. If no one picks up the coin after an hour, you must dispose of the coin in a way no one might ever find it, such as by throwing it into the sea or burying it in a hidden location.
* Take what you can without hesitation.
* Giving nothing away, except in rites to the Silent Blade.
* Using traps, trick and poison.

Your piety score to Shasseir decreases if you diminish their influence in the world, contradict their ideals, or threaten the integrity of destiny through acts such as these:

* Sharing treasure and coin.
* Laying harm to other Halfling.
* Putting others before yourself.
Mannán

* Depiction
* Symbol

Mannán is a Lesser Deity who claims dominion over the Elemental Plane of Water. He serves in allegiance to the Father, Dagda, in the Pagan pantheon, acting as a conduit of power between the Plane of Water and Dagda's divinity and strength.

## Description

The Son of the Sea, believed to have once been a great healer and mighty sorcerer in the age of the fomorians. Said to be the great protector of the waves and guiding hand to the sails of sea venturing explorers. Depicted as as a great and noble fomorian travelling the seas upon his chariot, drawn by his ally and steed, *Enbarr.*

A ship has oft been seen sailing upon the seas without crew nor captain, guiding lost ships to land and safety, the ship has been dubbed within folklore as the Wave-Sweeper. Some claim to have been aboard the ship, after being lost at sea, floating endlessly upon the debris of their shipwreck.

## Gifts of the Son

Like the other entities whom have bestowed their greatest treasures upon Elysia, in order to restore life to the world, Mannán has released the following magical items to the land.

##### Cloak of Mists

Manannán's cloak is a mythical shroud of mist that Manannan would throw over Elysia to shroud its people from enemies in times of trouble. The cloak would roll in from the sea over the land, covering all from prying eyes, keeping its people safe from unwanted visitors. The cloak takes the form of a tinged grey and purple fog slowly enveloping the land, until Manannan is safe to lift the shroud when the unwanted visitors have passed by.

##### The Answerer

A sword forged to do battle against the fomorian armies of yore. It is said that every swing of the sword of fatal and holds immense power against enemies of the land and sea.

##### Yellow Tree

Manannán's great spear was cast into the ground, growing into a great tree that bring life to the land and awaken old roots that were lost to time and decay.

##### Goblet of Truth

Split into three pieces, the Goblet of Truth is believed to hold the answers to every known question within the history of the universe. For some secrets are best left unknown. It is believed that ancient stories and lore of the world have been taken from the minds of all living things for the protection of its people. Said to be a great treasure and covetted by historians and lore keepers, wanting to find the three pieces and restore the Goblet of Truth. It is said that one whom drinks from the Goblet of Truth shall be given all knowledge of the world, but with it comes their demise and death.
Halvar Fireforge

Halvar Fireforge was a dwarf artificer that was among the first to explore the frontiers of Eskarya.

## Background

Halvar was born and raised in the rocky mountains of Fâerun where he was the budding assistant of his father, learning the tried and true way of working in a smithy. Though as he grew up into his teenage years, a new smithy would arrive to the mountain, telling of a new way of smithing, having the ability to wield magic like it was a forge hammer. Halvar was intrigued and would speak to this dwarf, Adrik, seeing the abilities of the artificer himself, and was amazed and enthralled at such a concept.

He would begin to learn from the man, slowly moving away from his father’s teachings, and learning more from Adrik and learning of the ways to break down magic, decode it, and control it. It would take Halvar over 20 years to learn all he could from his mentor and of his teachings. He would then continue life in the mountain for some years, before growing tired of seeing the same walls, beginning to yearn to go on a life of adventure and exploration and learn new ways of his craft.

He would set out, living like a wanderer, going from city to city, joining various mercenary groups before moving on, trying to find new ways to his craft, and better himself. Soon, he would hear of the new lands, and of Aldwin Thorne’s expedition, and his wonderlust would get the better of him, seeking to find something that may put his name into the annal’s of history.

In search of new land, pulled away from the old world in the hopes of finding new metals, magic, and the allure of adventure, as well as possibly finding a breakthrough in Artificer magic.
Sadanna al-Baahish

**Sadanna al-Baahish** is a Dao of the elemental plane of Earth and Elder of the hamlet of Gortbaun.

## Description

A polite and courteous host, Sadanna welcomed the adventurers of Freehearth into his home and hamlet, offering food and tea upon their arrival. Known to be a spellcaster of sorts, though only later discovering him to be a Dao whom had escaped his hourglass prison with the aid of a human male named Markus.

He is known to have a an enemy in a woman named Wealda, a druidic servant of Danu and supposed friend and companion to the advisor of Elderfall, Ludithas.

Sadanna has initially employed the adventurers to rid the Temple of Danu near Gortbaun of the curse that had overcome it, the adventurers only discovering upon their completion that the 'curse' was a means of protection against Sadanna himself. Though the party did not dispel the 'curse', which was in fact a hallow that kept elementals from entering the temple.

Upon the adventurers return to Gortbaun, having three weeks passing in the short time they dwelled within his hourglass vessel, they found that Sadanna had fled and taken his belongings with him.

Within the hourglass, the adventurers met a beautiful woman whom had the ability to transform into a creature akin to a draconic-sphinx hybrid named Cytherea.
Occult of the Cloven Coven

A dark tome made from goat leather, tanned and blackened and sealed with silver claps and the adamantine sigil depicting a boca.

## Research

Completed by Maeve

*[...it is here, where the shining light fades to dusk and darkness, where shadows lingers and crawl. The coven of three. Beyond vision, but not his sight. For we shall not avert his gaze. We bask in the fire of his sight. And we shall restore what once was...]*

*[...Other and Under, Fey and Shadow. Beneath and below, where the dark ones rest. Let them sleep, let us act, until the time comes and our work complete. Let them bicker and fight, let them fall prey to their blinding arrogance. Let them bask in their unworthy prayers as the worlds turn upon them. Fey and darkness already, fire, earth, water and air shall follow. More enemies than ally, as the white feathers strengthen. An eternal war as the eye gathers strength. Yet no one watches. Blind but seeing, seeing but blind...]*

*[...deeper and deeper we go, farther from their reach, farther from their gaze. Where worlds join and barriers break. Where all fear to go into the lowest depths. We come, we hunger, we dine. Tal-Pitkal, Ta Xlejli, Msieraħ. All fallen to the might of Mogħoż. The Fey flee. The Dark trembles. Soon only the under shall thrive as it breaks the walls between worlds. The crumbling of the gates that join us. The gates that protect them. Open, soon to be broken and shattered...]*

*[...a coven broken. Our power dwindling. Once three, now two. Our mission still unending. A conclusion of their weakness, better to be spared of. To fall prey to the wilting Queen. More loss to the power he grasped between claws, than the power possessed within blood. But such strength to be wielded in the hands of mortals, unfit and unworthy of his power. He has failed all within Bencawr...]*

*[...a Kingdom weakened, harangued by fools and jester that play games with mortal minds. Let them play. Danu's vines are cut, the raven's wing shall be clipped. Will the phantom foresee dark omens that stir beneath...]*
Lost Flame

Lost Flame was a tabaxi barbarian that was among the first to explore the frontiers of Eskarya.

## Background

Lost Flame grew up in Maztica among the same clan as Feather of a Hawk. Like his clan mate he too was blessed with curiosity by the Cat Lord. As a child Lost Flame was not one to sit still. Constantly darting about from one place to another.

As was tradition in the clan Flame was trained with by a master hunter, his mentor named Evening Thunder. Thunder taught him that to protect his companions was the noblest way to fight. The master hunter showed him how darting back and forth while harrying his opponents with his arrows could keep a beast’s attention on him while his allies felled the beast.

Feeding into his naturally protective nature Thunder introduced Flame to the worship of the Mother Tabaxi Spirit, Feran. Feran was said to have saved the first Tabaxi from a cruel Lord named Trynas. As an adult member of the clan he joined one of the Hunts and often watched over his clan. Eventually his curiosity and wanting to watch over his younger clan members drove Flame to join Hawk on his grand adventure.

Following his clan mate Feather of a Hawk on his adventure the Tabaxi warrior is following his curious nature given to him by the Cat Lord.
Midnight's Edge

**Midnight's Edge** was a company of mercenaries that helped pioneer the exploration of the continent of Eskarya. Founded by the Drow gunslinger Alton Elenaur and his sworn brother Manyn Runda, the group has grown steadily since first making landfall.

## Active Roster

* Alton Elenaur, the Nightlord
* Lost Flame, the Nightclaw
* Armond Stormbreaker, the Shadowstorm

## Support Staff

* Merric Ashwhisper, Drow arcanist
* Corin Corbec, Human pit boss of the Underarena
* Schnadmir Roughgrinder, Svirfneblin lodgemaster of the Starfall Lodge
* Logrun, Half Orc Archer
* Murder, Kenku Archer
* Praxus Sulphrax, Dragonborn Knight
* Rhe’blaeyd’kii’lleek, the Nightfury

## Former Members

* Manyn Runda, killed in action during the Second Chapel Expedition
* Velenthe Liadon, killed in action during the Liberation of Camp Thorne
* Slink, the Shadowslink, killed in action during the Return to Vester Keep
* Luwin Blackbarrel, removed by order of the Nightlord after being found guilty of murder by trial under the jurisdiction of the Paladins of Zitus.
* Sip, the ShadowSip, removed by order of the Nightlord after being found guilty of harbouring the known fugitive Fogel Chernin. Though she secretly remains an ally of the Guild.

## Properties

### The Underarena

Following the continued expansion of Fort Eskarya into a fledgeling town, Midnight's Edge constructed the Underarena beneath the Starfall Lodge. Serving as both a training ground for guild members and a pit fighting ring open to all comers, the Underarena serves as an excellent place for both recruitment and entertainment. It is managed by Corin Corbec, a sour-faced human with a pet raven he calls *Dagger*.
Kol

* Depiction
* Symbol

A peaceful deity noted to be worshipped by hobgoblins and other monstrous races. One of the last shrines of Kol was desecrated by adventurers from Eskarya. Believed to have Fey like energy, Kol instils a sense of lawfulness, order and peace within his followers, seeking for them to look beyond their innate primitiveness and turn the pages of their race's history.

The city of Khokkolun is believed to have been named after the God of Monsters, as the founding peoples of the settlement were peaceful worshippers of Kol, guided by his hand to find a new home and begin anew following the Illithid invasion of Elysia.

When Khokkolun was destroyed, many turned to a nomadic life and were hence dubbed the *Nomads of Kol.*

## Piety

#### Earning and Losing Piety

You increase your piety score to Kol when you expand the god’s influence in the world in a concrete way through acts such as these:

* Seeking peace before war.
* Helping evil turn away from the darkness, through ceremony of atonement.
* Aiding monsters in finding a home.
* Bringing monsters into the embrace of Kol, through ceremony of dedication.
* Hunting down malevolent denizens.

Your piety score to Kol decreases if you diminish his influence in the world, contradict his ideals, or threaten the integrity of destiny through acts such as these:

* Acting with prejudice.
* Killing monsters without cause or reason.
* Harming innocents or noncombatants.

### Kol's Devotee

***Piety 3+ Kol trait***

You may call upon the powers of the Wild Antler to transform yourself into a bestial form. You can cast alter self with this trait using a bonus action, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest.

In addition, you may add your proficiency bonus to survival checks when tracking creatures if not already proficient in this skill.

### Kol's Votary

***Piety 10+ Kol trait***

You gain proficiency in survival checks, if not already proficient in this skill.  If already proficient, you gain expertise. In addition, you gain advantage on Wisdom (Survival) checks whilst in natural terrain.
Dystava

The Lord of the Arcane is a greater deity who served as the weavemaker in Elysia. Those who dedicated themselves to the arcane looked to Dystava as a conduit of their power and learning.

Dystava was the patron deity of the Elysian Institute of Arcana in the Kingdom of Tosima.

It is understood that Dystave maintains a living hold over the Demein of Magics, known as the 'Weave' within other worlds. Holding the balance of magics across the world being their one true purpose and dedication, looking past and beyond the mortal tribulations of law and order, focussing on the more ethereal and balance of forces and nature.

## Earning & Losing Piety

You increase your piety score to Dystava when you expand the deity's influence in the world in a concrete way through acts such as these:

* The discovery and/or protection of magic artifacts.
* The uncovering of magical mysteries and secrets.
* Maintaining the balance of nature and magicks.
* Protecting the magic of the ancients and nature.

Your piety score to Dystava decreases if you diminish his influence in the world, contradict his ideals, or threaten the integrity of his portfolio through acts such as these:

* Causing harm to nature or pagan sites.
* Abusing magic and/or artifacts/relics.
* Attempting to bend or break the laws of magic.

### Dystava's Devotee

***Piety 3+ Dystava trait***

You call upon the knowledge of Dystava and the Demein of Magicks. You may cast Identify and/or Detect Magic a number of times equal to your intelligence modifier, without the need for material components. Expended uses reset upon a long rest.

You gain proficiency in Arcana or Religion, if you do not already have so.
Shrine of Kohlti

Pillars surround an ancient temple, overgrown with ivy and wild flora. Etchings of ancient reliefs shows fingers pressed against lips upon each pillar. The wall follow on four sides, with the western side partially collapsed with the central archway open into the foyer of this grand temple.

The moment you enter, you see standing upon a long decayed platform of stone, a monument to a some great entity and who has been brought offerings over time, bot recent and ancient. Coins lay on either side, along with an ancient chest with carrying arms no doubt to negate the heavy weight of the chest.

In the back of the temple. three stone coffins lay with urns between them upon a raised platform, opposite a relief on the far wall. Depicting a gargantuan Ziggurat, the etchings show four figures standing atop the monument, each with their own unique weapon in hand raised above their heads. Upon each level of the ziggurat, lifeless corpses have been etched with blood used to denote the stream of blood that pours of the alter at the helm of the great monument.

Filled with undead priests and the raising of a powerful undead spellcaster now known as Kohlti, the beings are free to roam the island following their awakening. Upon discovery of the shrine, the lives of Ulrich the Mad and Aartoc Umbragul were taken by undead entity.
Barandir

He-Who-Fights-Like-a-Dancer-In-Sunlight

He-Who-Makes-Enemies-Of-Elysian-Arbors

Kalandaer

The Second Most Beautiful Creature in the Worlds

Barandir is a Half-elven warlock currently tasked with exploring the wilds of Eskarya.

He wields the magical sword Terpsichore, gifted to him by his father, the Archfey Kalandaer.

## Background (as told by the Baron)

*Why, I should think that I was a knight, or something of that sort. Ah, a knight! A champion! A champion of my father, my God! To tell you the truth, I can't remember much of my life in the Feywild. Yes - that's where I was born and raised! To tell even more of the truth, I don't remember much of anything that doesn't relate to battles or fighting...Those memories are so vivid! So delicious! So full of adrenaline. Time works differently back home, or it feels different. Seems those memories are the ones that survived the trip to Eskarya the most. See - this hag, this ugly creature, she loved my father but my father said 'No, you egg!' or something like that, and she grabbed me and went home and put me in a stone. She got some creature to eat me, but I was freed! By you! Yes, you! My clothes were all gone, though, but clothes are replaceable.*

*I, however, am not.*

## Personality

Barandir's own personhood is tied, in a sense, to his father. He acts as he thinks Kalandaer would, and does work in the name of Kalandaer, but he feels almost insecure about that divine relationship.

His time in the Feywild has left him strange and aloof in the eyes of mere mortals, who he regards as childlike, with their many questions and awe and wonder. He disrespects many non-Fey creatures, especially Fiends. If humanoids are children in his eyes, Fiends are like dirt. Dangerous dirt, mind, but dirt nonetheless. The only exceptions to this rule are beings who have proven themselves as worthy, trained, opponents. Not ravenous beasts; dazzling swordsmen and hardy warriors.

## Appearance

Most Half-elves have diluted features of their Elven parents. Pointed ears, yet shorter. Sharp cheeks but shorter faces. Barandir is clearly not a full Elf, but does not carry himself with the same air that most Half-elves do. Where their ears are pointed up, his almost slope. Where their features are all too lithe, his have a certain musculature.

He walks with a swagger inherited from his father, the King Kalandaer, and fights like a dancer. His wavy golden hair falls to his shoulders and his amber eyes are ever-keen. His body, tanned from a lifetime in the artificial sunlight of the Feywild, is covered with jewellery, tattoos and scars.

His jewellery mostly consists of gold and gemstones magically shaped to look natural, as if they'd grown to look like they do. His scars, as deep as fresh wounds, seem to be almost a part of his skin, like natural dents. His tattoos, bearing esoteric symbols and secret markings, flow from head to toe. He has tattoos so elaborate and delicate that bear details so numerous that they almost seem to change upon second viewing...

###
MelonFiction Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Plot of TWICE

### Synopsis

Following the discovery of the Overtone after the nuclear bombs dropped on Hiroshima and Nagasaki at the end of World War II, several paramilitary mercenary groups called Legions rose to power around the world. Within twenty years, Legions have supplanted the majority of the world's militaries with IDOLs, hybrid super-soldiers and media celebrities with dedicated fan bases. IDOLs are trained in the use of manifesting the Overtone into powerful Concepts to devastating and spectacular effect. The spectacle of Concepts has given rise to multiple televised IDOL tournament circuits around the world where IDOL groups compete against each other in dangerous (often lethal) gladiatorial matches. These IDOL tournaments are used for political gain and mediating international disputes, replacing the conventional ideas of warfare around the world.

In the year 2015, dissent grows around the world with how IDOL tournaments decide certain global issues. Ancient international tensions rise between the two nations at the forefront of IDOL development: Japan and Korea. New powers rise, old powers struggle to maintain the balance, and the threat of open war again looms over the horizon.

An international group of nine female IDOLs, TWICE, will determine the balance.

Read more...

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Daromir

**Daromir** is an NPC met in the eastern region of the Elderfall Kingdom. Previously acting as a bandit and brigand with Vyncent and Ozrog. Upon their defeat at a burial mound, Daromir agreed to join the settlement of Freehearth and give up banditry.

## Description

The more calm and collected member of the bandit group, Daromir was quick to suggest the settlers of Freehearth aid in their entry to the burial mound. Upon threats of violence and intimidation following their defeat, Daromir quickly lost any wise and cool temperament and fell into a state of anxiety and trepidation.

Daromir was been offered the role of sage and librarian for the the library in Freehearth, the Stone and Chisel.
Onyx

**Onyx** was a barbarian warlord that served as the Prophet of Terra in service to Markus Tosima. He led the assault of the Terracotta army on the town of Elderfall, in which he was unsuccessful and killed by a shower of arrows.

## Description

Hardy, cold and abrupt, Onyx was fervent in his demands of the Terra Stone and authoritarian in the manner in which he threatened and called for their claim. Some sense of honour remained with the Genasi who offered the statue form of Ered prior to the battle if one could defeat him in single combat. Whilst Azar Toraven presented a formidable defense against the warlord, the Genasi was ultimately victorious with ease and having expended few of his abilities and resources.

In the battle, prior to his death, he unleashed a devastating earthquake that crumbled the eastern portion of the town walls and many homes and buildings within the close proximity to the wall. It was noted that upon his death, he crumbled into stone, gravel and dirt, leaving only his sword behind.
Black Lotus

Almost certainly a god worshipped by those whom are born into a monastic order, though also that of thieves with honour or those of strong will and mind, seeking to expand their power of the mind beyond that of mortal men.

*We are the Twilight Blossom. We are of Twilights, keepers of the shadow and one mind is all.*

*We are the unseen, the balance of invisible perfection. Keepers of the greatest mysteries that none should find.*

The text reads on, outlining the philosophy of the Lady of Petals.

* ***The Universal Mind**. This is the creator and sustainer of the universe. One mind is all minds.*
* ***Perpetual Harmony**. Symmetry and balance between Good and Evil and all things. When the individual achieves a similar state of balance, harmony with nature can be attained.*
* ***Internal Peace**. The mastery of the mental and martial arts can be combined to attain a higher level of existence.*

*You should not look at your opponent with your eyes, but view them with your spirit … If you look with your eyes you may get distracted, however by looking with your mind you remain focused. Seek that which is beyond your body, fight with spirit and your mind. The material form is weak, the mind is strong. With training, the strength of the Lotus mind is stronger than the falchion.*

*The falchion is broad, heavy and curved. But the blade is only as heavy as a the mind. Steel may penetrate flesh, but never the mind unless you allow it so. Physical mastery of mind over matter is the greatest threat your enemies may face, and so through training, faith and discipline, this is the mantra of the Twilight Blossom.*

Detailed upon the map on the back of the map, the route shows directions into the Vester Hills, but describes a misty ward that keep those of ill-will and impure intentions out. Only those pure of heart may find their way to the Black Lotus Enclave.
Mackenzie Foy

**Mackenzie Christine Foy** is an American actress who portrays Kandice Spellman on *The Primordials* and *The Survivors*.

## Biography

Mackenzie Christine Foy was born 10 November 2000. She began her career as a child model in 2004, working for Garnet Hill, Polo Ralph Lauren, and Guess Kids. She has also modeled in print ads for companies such as Rubbermaid, Jones Apparel Group, The Walt Disney Company, Mattel, Target Corporation, Talbots, Guess, and Gap.

Foy got her start appearing in commercials. Her first acting role came in 2009 in the TV series 'Til Death (2006). She has guest starred on Hawaii Five-0 (2010) and R.L. Stine's The Haunting Hour (2010). At age 11, she landed her breakthrough role as Renesmee, the daughter of Bella and Edward in The Twilight Saga: Breaking Dawn - Part 1 (2011) and The Twilight Saga: Breaking Dawn - Part 2 (2012). She filmed The Conjuring (2013) and lent her voice to The Boxcar Children (2014), along with her Conjuring co-star Joey King.

She had a starring role alongside Ellen Burstyn as Lou Cardinal in Wish You Well (2013). She also lent her voice to the English versions of the French films Ernest & Celestine (2012) and The Little Prince (2015). Her next starring role of Murph came opposite Matthew McConaughey as the young version of his daughter in Interstellar (2014). The all-star cast included Anne Hathaway, Michael Caine, and John Lithgow.Jessica Chastain played the adult version of Foy's character and Ellen Burstyn, her Wish You Well (2013) co-star, played the oldest version.

Foy was able to add more impressive A-list co-stars in her last film before she turned 18. She can be seen as the lead role of Clara in The Nutcracker and the Four Realms (2018), along side Morgan Freeman, Helen Mirren, Eugenio Derbez and Keira Knightley.

In addition to focusing on her studies to graduate high school in the spring, Foy spends her time painting, playing with her dog, and doing taekwondo, a martial art she holds a second degree black belt in.
Jarad Kinward

Jarad Kinward was a Half-Elf of Drow descent who came to Eskarya. He has recently arrived and not as of yet journeyed beyond Fort Eskarya.

## Background

Jarad was born in a small village in the Empire called Mistveil, during a hurricane that nearly destroyed the village.

Life in the remote village was great until Jarad’s twelfth birthday. He awoke to his room being flooded with water. His parents burst into the room expecting the river to have washed away the wall, but instead discovered the water was flowing from their son.

Imbued with magical powers and having little control over them Jarad was forced to become a recluse. Sneaking out when he could Jarad would practice his magic in the woods on the edge of town.

One day while practicing to control his magic Jarad lost control of a Chaos Bolt which killed the prize steer of a local Headman. Realizing the boy was an uncontrolled Storm Sorcerer the headman waited until nightfall when he gathered an angry mob and stormed the home. Jarad's parents were killed by the mob causing Jarad to go into a rage. In his rage he conjured up a massive storm destroying much of the village and it's crops.

After the incident at Mistveil Jarad was forced to flee and set off into the world on his own. He traveled from village to village working odd jobs, until one day he was hired to clear out a cave for a human professor from the Academy of the Empire. Arriving with only his staff in his hands and a crossbow on his hip the professor doubted that the half-elf could complete the task.

Jarad wandered into the cave and was met by it's inhabitants, two Kuo-toa, and a Sahuagin. Refusing to let the professor into the cave, and refusing to leave a fight quickly broke out. To the professor's surprise Jarad conjured up a lightning storm within the cave killing all three of it's watery inhabitants. The professor quickly realized it was his lucky day indeed. He took Jarad under his wing and into the Academy.

In the Academy Jarad studied alchemy and learned many languages. He worked closely with the professor for many years. They heard tales of gods in the new world. One of particular interest was known as Vyodros, the alleged God of Lightning. The pair spent many months researching his origin before the professor fell ill in his old age and soon died. On his deathbed he left Jarad a letter containing a simple question.

"What secrets lie in waiting in the new frontier of Eskarya? Is Vyodros truly The God of Lightning?"

Inspired by the letter Jarad sold off his possessions and made for the sea. There he boarded a ship and paid for passage to the new world of Eskarya. To continue his unfinished research, and to find the one known as Vyodros.

## Adventures in Eskarya

Jarad has not yet ventured beyond Fort Eskarya while he settles himself in the new world.
Kingdom of Sameria

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A Kingdom to the far east of Elysia, within the continent of Rei’Caelora. Known for its exotic exports, tropical jungles and sand dunes in which the capital resides.

## Description

The Kingdom of Sameria exists almost exclusively within dunes and deserts, with a small amount of territories existing within the tropical rainforests to the north. Due to the harsh climate, blazing temperatures and radiance from the sun and stars, citizens of Sameria have a darker complexion, similar to that of Calishites and Chultans in the Forgotten Realms.

The Capital of the Kingdom, Sameria, is nigh-on impossible to find without the aid of Samerian desert crawlers, who charge an extortionate fee to navigate the dunes and guide adventurers to the capital. Those who have attempted the trip without the desert crawlers have been consumed by the heart, native species, wildlife or the gargantuan sand worms that dwell beneath the dunes.

## Environment

Sand sheets and dunes cover approximately 80 percent of Sameria. The principal types of dunes include tied dunes, which form in the lee of hills or other obstacles; parabolic blowout dunes; crescent-shaped barchans and transverse dunes; longitudinal seifs; and the massive, complex forms associated with sand seas. Several pyramidal dunes attain heights of nearly 500 feet, while the mountainous sand ridges are said to reach 1,000 feet. An unusual phenomenon associated with desert sands is their “singing” or booming. Various hypotheses have been advanced to explain the phenomenon, such as those based upon the property of Samerian crystalline quartz, but the mystery remains unsolved.
Caoránach

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**Caoránach** is the Great Mother and ruler of the Hellish planes within the world of Elysia. A greater deity whom rules over devils and demons alike.

## Description

**Caoránach** is known to be an overly protective deity of her followers, devils, demons and worshippers, much akin to that of a brooding mother over their offspring. Those deemed to have harmed her children often meet their demise in the most gruesome and painful fashion. Before Diadoras, the concept of hell likely did not exist upon the the planes of Elysia, for nothing outside the inner planes did so. But upon her arrival, alike many Sojourn and Miasma, Caoránach took it upon herself to create her very own plane and have the hells exists within the new outer planes of Elysia.

Whilst many know the plane of hells to have nine layers, it is unlikely that the hells within Elysia have as many layers, for its current embodiment is very much in its infancy compared to the planes of hells outside of Elysia, compared to that of Eberron, Greyhawk, Tal'Dorei and Toril.

One notable distinction between the characterisation of Caoránach and other rulers of hells, notably Asmodeus, is that Caoránach does not hold the same disdain for demons as her equals do, instead believed to wanting to bring them to her side as lost children of Dark End who crave order and attention.

## Earning & Losing Piety

You increase your piety score to Caoránach when you expand the god’s influence in the world in a concrete way through acts such as these:

* Diminishing the influence of the Dark End.
* Embodying a maternal nature, protecting younglings against threat.
* Bringing demonic denizens to the embrace of the mother.

Your piety score to Caoránach decreases if you diminish her influence in the world, contradict her ideals, or threaten the integrity of destiny through acts such as these:

* Harming younglings or children.
* Enacting chaos.
* Acting against or harming the sacred animals and worshippers of Caoránach
Ravenguard Heights

The **Ravenguard Heights** are the mountains that seperate the Kingdom of Elderfall, Ravenguard and the Disputed Lands.

## Description

A harsh mountainous location, known as home to many entities both good and evil. At the base of the mountain, the lair of Dazomar can be found, as well as the tomb of Luchtaine. Elsewhere, an entryway into the Underdark has also been found. Within the cove to the north, the Crystal Cavern has also been discovered, which was created as a temporary lair of the gemstone dragon, Bahrnabalser.

Of recent times, a lair at the peak of the mountains has been known to the lair of the red dragon, Gauldurgvoar, who conquered the territory from the formerly mentioned gemstone dragon. Though the red dragon has not been sighted in some time since it fled from adventurers of Freehearth.
Chapel of Kaarin

Lerissa Torment

Jamaal al'Hesan

Vyodros

A Dryad

A Treant

Numerous Twig Blights and Needle Blights

Crypts inhabited by the undead

The Chapel of Kaarin is a ruined church located approximately eighteen miles north of Fort Eskarya.

## Events

It was visited by a party of five adventurers during the month of Kythorn 1495 DR, at which time the main alcoves and halls were the hideout of the goblin boss Slug, and his clan.

The crypts beneath were found to filled with undead, and have been left as such at this time. Disciples of Kaarin still seem to operate out of the chapel at night, offering up the bodies of the fallen to the tree - a ritual that consumes the bodies of the dead and stimulating plant growth.

It was later discovered that the tree was in fact a Treant, watched over by a dryad and numerous twig, needle and vine blights. The Treant was responsible for the death of Manyn Runda, although he was resurrected by the magic powers of the courtyard into a vine blight with golden leaves.

## Layout

The Chapel has many distinct sections, a central main worship hall, a courtyard containing a solitary tree, a larder, kitchen and wine cellar. Beneath the church are an unexplored set of crypts.

## History

The dryad in the Chapel, while speaking to Alton Elenaur revealed that the lands around the temple were once inhabited by numerous dark elves who were supposedly responsible for its destruction hundreds of years ago.

## Known Treasure

* 50gp worth of trinkets in the main atrium
* Five waterskins
* A wineskin
* A potion of healing
* Four barrels of vintage wine - retrieved upon the second excursion from Fort Eskarya
Gortbaun

**Gortbaun** is a village in the south-east of Elderfall close to the base of the Peaks of the Vale.

## Description

A settlement whose focus is on agriculture, the villagers of Gortbaun are devout worshippers of the pagan goddess of the earth, Danu. Outside of the village is a set of burial mounds dedicated to the elders of their settlement and a chapel built upon hallowed ground. In recent years, the village has been under the rule of a malevolent Dao by the name of Sadanna al-Baahish.

Since the arrival of adventurers of Freehearth, the Dao has fled and left the position of Elder open. It was also the home of a powerful druid known as Wealda, whom consequently gave her life to transform into a blight golem to protect the chapel from any foul creatures wishing to prey upon the shrine and the treasures within.
Kobar

**Kobar** is a hill giant that fought alongside adventurers of Freehearth against the earthen elementals of Camp Stonetooth in eastern Elderfall.

## Description

A friendly hill giant, with a penchant for murderous revenge, Kobar presented himself to be a social creature and not akin to the foolish and unwise giants that many would have read of in stories from the Forgotten Realms. Upon first meeting, Pickle crawled inside the giant's mouth at its invitation to remove a shard of bone from between its teeth.

Despite the bone in his teeth, both himself and Sloog claimed to be vegeterians and worshippers of the pagan gods, Dagda and Danu respectively.

Kobar enlisted the adventurers of Freehearth to aid them in bringing about an end to the warcamp in the east as they searched for a relic that their tribe were entrusted with protecting. After some negotiating, Kobar agreed not to kill any creature that laid down its weapon. Kobar largely stuck to the agreement when Kimberlite stood upon the battlements of Camp Stonetooth, by launching a rock at her twice.

Upon the battle's end, Kobar took his relic and ran in search of his pet giant goat, Gip, though thanking and calling farewell to the adventurers as they left.
Mindflayer Heart

*Discovered in an ornate glass jar of bubbling water within a Mind Flayer's Lair.*

Within the bubbling waters, the beating heart of a mind flayer appears to be within a form of stasis, with only continued observation can the very feint beating be noticed every ten minutes. Whilst the heart itself lays dormant, it is concluded that the heart still works and operates as it should within an Abberrant vessel.

A psionic energy still radiates from the organ, almost as though calling for a host and vessel to bear it new life. As a researcher hones in on the psionic energy, opening their mind to its calls, the voice drips through in their mind.

*"Hear me... heed the echoes of my mind. The creator connives and swindles, manipulating the essence of even the eldest of our colonies".*

The voice latches upon the researcher's mind, malevolent and cruel, yet its words seems void of untruths.

*"My Creed dismantled, my followers gorged and dispersed, for daring to question the fallacy of the Foul Labyrinth."*

An anger swells within its voice and mind, twisting the researcher's will to his own, convulsing his body until their eyes shine white.

*"In a Realm far from your land, the Dread shall snatch a piece of the puzzle. And with it, your world shall crumble to ash. And in doing so, the Far Realm shall fall into the chains they seek to eagerly to break..."*

As eyes burn with a white intensity, then to violet as visions of a Lachla Shard enwrapped by an Aberrant maw.

*"The Ariser is coming..."*

With those final words, the water cease to bubble and the heart lays dormant forever more.
Rei’Caelora

A continent to the far east of Elysia. Known only for its exotic exports, including Samerian Crysteel from the Kingdom of Sameria.

Very little of the continent is publicly known outside the Conclave of Arcanum and those close to the Emperor’s advisors. The expedition to the east has thus far remained firmly private. Whispers of the distant land have only revealed the names of the Kingdoms and territories within it.

* The Andalvian Empire
* The Kingdom of Kaljici
* The Kingdom of Sameria
* The Arajian Dynasty

## Known Lore

* According to the Rule of Tosima, King Antoine Tosima declared war upon Rei’Caelora, but did not name a Kingdom within it, but rather the continent itself, suggesting that during the rule of Tosima, that Rei’Caelora was a united land.

* Estelar Starseeker wrote in a note to a blacksmith in the village of Vester that he required them to repair the Augurscythe, as he did not have the time to return to Rei’Caelora, suggesting that artisans of ancient Elven steel exist within the continent.
Púca

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**Púca** is an Archfey of Elysia, known as the Summer Balm Hare.

## Description

**Púca** is considered to be a bringer of both of good and bad fortune, she could either help or hinder rural and marine communities. She is said to be shape changer which could take the appearance of black horses, goats and her favoured animal, rabbits.

## Behaviour

The fey spirit is known for the pleasure it derives from playing tricks on those who enter the forests fo Tosima, taking even greater joy in causing misery to those who cause her home harm. Whilst considered a nuisance by most, some farmers are said to have spotted Púca sowing seeds upon farmlands, giggling as she did so, as though acting like a humanoid brought her great pleasure and humour. More scarcely told, is the story of rabbits and hares helping with minor chores around the farm at night, as though awakened briefly by the Archfey.

Whilst juvenile and tricksy, many in Tosima treat rabbit as a sacred animal who shouldn't be harmed, in case they they bring down the wrath of the Archfey upon them and their lands, or worse still, the rabbit they bring harm to is Púca herself in her favoured shapechanged form.

## Earning & Losing Piety

You increase your piety score to Púca when you expand the archfey's influence in the world in a concrete way through acts such as these:

* Random acts of kindness, notably to farmers.
* Playing pranks on those deserving.
* Playing pranks on those not deserving.
* Stealing from those who need not, and giving to those who do.

Your piety score to Púca decreases if you diminish his influence in the world, contradict her ideals, or threaten the integrity of destiny through acts such as these:

* Causing harm to nature or pagan sites.
* Playing pranks that lead to danger or death.
* Hindering the hard-work of common people.

### Púca's Devotee

***Piety 3+ Púca trait***

Harnessing the leaping speed of a hare, you can cast Jump a number of times per day equal to your Charisma modifier (min of 1). When you do so, you gain 5ft to your movement speed for the duration.