recursal/Fanatic-Fandom huggingface dataset:
Jorgon

Jorgon is the indomitable muscle of the Fox Council. He acts as Kai's very strong right hand wherever she needs assistance with carrying out their heists.

## History

Born to the Brus clan of the Sinnoach Isles, Jorgon's childhood was uneventful and even boring one could say until he met Kai. She breezed into his life like a flame carried on the wind, and like that same flame he found her every movement mesmerizing. For weeks the two courted one another in secret, her presence being the only thing that gave color to Jorgon's otherwise uneventful life. He had it in his mind that he wanted to marry this wonderful girl until she sprung an entirely different request upon him.

When Kai asked him to treat with a high ranking fey noble on her behalf, he knew he wasn't nearly important enough to do what she asked. He knew he'd be facing banishment or worse if it was discovered, and that would only be if the fey didn't get to him first. Kai didn't find this answer satisfactory however, and despite his fears he quickly found himself under a potent mental charm that found him with little ability or desire to refuse her request.

Despite the risk of the following events, and the resulting fallout from both of their families when they were found to have escaped in the night, Jorgon found that he actually enjoyed himself throughout the affair. Over time the charm that Kai had bound him with initially grew weaker and weaker as they traveled across Etera together leaving a spree of petty larceny in their wake as a duo. It wasn't until weeks after the spell had fully worn off that he realized that it wasn't affecting him anymore, and he found that he still enjoyed every moment by her side regardless.

## Personality

Jorgon is direct, with his skills he doesn't have much choice of anything else to be. He generally tends to defer to Kai in most matters, both because of his personal feelings for her and because she tends to be the one leading their plans. Like Kai, Jorgon does his best to generally avoid causing harm to people in the course of their heists, instead using his massive strength to tear apart any physical barriers that stand in the Council's way.

## Abilities

Jorgon's most notable ability is his incredible strength, but in addition to that he is also a master craftsman. Jorgon's knowledge allows him to exploit weak points in objects to leverage his immense strength even further, making shattering weapons and barriers alike near effortless for the muscular kitsune.
Armaiti Kimie

"I think this is technically mind control. Are you alright with that?"

### Notable Features

Magic tattoos on the left arm, color-changing hair in human form and fur in kitsune form

Armaiti Kimie (ar-MY-tea KIM-EE-eh) is an adventurer, mystic, knight, author, and businessperson from Babel.

## Background

Armaiti Kimie is a kitsune who spends most of her time among humans, elves, dwarves, and other humanoids in what appears more like a human or half-elven form than anything. Her eyes are golden. Her hair changes between a whitish color and a blackish color. Her kitsune form shares the same coloration and general proportions, except all of her fur changes color.

Armaiti Kimie was born in a family of knights but tends to feel like the title is asking more from her than she could give, especially with how often she is asked to indirectly assist in wars. Most people close to her family consider their sorcerous lineage a rumor, especially considering the nature of it is more eldritch and less obvious than anyone who grows dragon scales or is simply descended from a line of wizards, but she knows she's the first one in a while to get it, so she tries to hide it and not draw attention. Whenever she's not fulfilling her duties she uses her powers to try to earn money in the more reputable and legal gambling centers, since it's not really gambling if you already know the outcome. Naturally, she is a follower of Desna. However, even Desna cannot or does not stop her from having nightmares of the Abyss, the demons, the qliphoth, and the Outer Rifts, and everything else that accompanies them. Though not of a reckless temperament, she finds herself increasingly dragged into adventures and strange occurrences. She was always interested in writing literature, but has never felt like she had anything to write about, until recently. She has to be careful deciding what she can write about and not getting pulled into overly risky adventures or making them worse for the sake of story-chasing. Her first responsibilities are to the realm, to the gods, to her family, to ideals, and to herself.
Carnelian Kamalani

History

To be strong is life. To fight is to live. To win is to be worthy of love and life. Carnelian took the most violent lessons to heart as her kin grew in the void of her demiplane. She had many, many sisters, but she wasn't one of the lucky ones that had her growth accelerated. The time her parents spent, a few months? Was it only a week? In the demiplane reminded her grimly that even her parents could be taken from her, despite even their strength. Maybe even in spite of their strength. Carnelian grew under the religion of Gorum, believing that victory and proving herself triumphant was the only way to be worthy of love. She grew stronger and stronger among her kin, trying to emulate her mother Crystal... always feeling in the shadow of her of her sister Chrysocolla or Pearl. It didn't help when her other mother, Hokulani, was assassinated.

Carnelian was going to travel to a local big city near her home to try and earn some gold to help support her ravenous family- to only find herself somewhere different. A beam of light stole her, and placed her in Babel. Alone, afraid, and to scared to reveal the truth- She pretends to be as strong as her mother, emulating her in hopes to one day get her strength... and find some victory to finally trust in herself.

Carnelian died five times in her early career- all summing up to the point where she was allowed to go on a mission higher than she should have been allowed to. A giant electric skywhale charged her, yet with a bolt of acid she tore through it... and laid the finishing blow. The constant shocking had made her develop the inkling of a mythic power, rapidly enhancing her body into a Thunder-Child Creature.

Since then, Carnelians life has begun to take a turn. She hasn't died since, she normally helps a lot on her missions, and a sense of self-confidence is slowly building within her.

## Appearance

Originally a overweight, muscle bound woman that towered over the rest of her species- Carnelian has become a Gargantuan woman of grand proportions. Her horns shine with a blue light, spewing out twin blue flames like smoke stacks. Her dark brown hair is a living cloud, crackling with electricity. Yet despite this, she has soft facial features and strong red eyeliner that try to help hide a blush.She has light hazel eyes, which shine bright when she gets agitated. Otherwise, she is extremely muscular. She normally wears foreleg high golden boots, and three thick rings on each arm.

## Personality

Carnelian constantly sees the most negative version of events, beating herself up over a lack of perfection. Her worship of her parents and Gorum has made her believe that the only way she is worthy of being loved is to win. Yet, her own pessimism and inferiority complex has driven her to near constant worry and anxiety. She is frequently very home sick and lonely, finding few positive destressers to help her situation. The rush of combat and fighting alongside others is her most consistent outlet.
Járnviðr Grove

Symbol of The Druidic Order of Járnviðr Grove

### Religions

Worship who you wish, though not the ones that represent technology and harming the land

### Kingdom Boon

Protection of the Land: the kingdom and territory is as if under the effects of an anti-tech field, while also using magical protections of the plant-life to block people off from both technological and divination-based observation methods like scrying or otherwise, even if coming from outside of the territory.
Terranovan Agriculture: Walls count as natural walls of plants for normal cost for all buildings, with structures that normally cannot be made of wood being able to be made of natural ironwood and other forms of plant-life instead. We can treat forest and jungles as if plains for the purposes of clearing hexes and making natural 'farms'.

### Downtime Boon

Protection of the Land: Same as the kingdom boon, the kingdom and territory is as if under the effects of an anti-tech field, while also using magical protections of the plant-life to block people off from both technological and divination-based observation methods like scrying or otherwise, even if coming from outside of the territory.
Terranovan Agriculture: Animal Companions and familiars may be switched here for another option free of charge.

### Oaths

Oath Against Artifice

The kingdom of Járnviðr Grove was grown by Doc, with much help from his general Rylan. Together, the leaders began their charge, providing healing, understanding, and growth to the lands.

## History

The Druidic Order of Járnviðr Grove, a collective of nature-minded protectors, received funding to grow the heart of their grove on Continent of Siacros. Their funding offered by Inevitability for the initial founding, establishing a Forest Heart.
With the intention to tend, protect, and live with, the land, much of those who live here have a tendency toward such actions. This includes the providing on healing of creatures of all kinds.

## Geography

We haven't picked a spot, but it'll be somewhere with trees, most likely.

## Cities

The initial Capital, though merely a couple of buildings now, is henceforth known as Yirngordil. It is slowly growing outward with lush forestry, with wood more resilient than any other.

## Places of Interest

Not much is known for places of interest, beyond the initial dwelling of the leaders, with much to be learned from Rylan in particular.

## Military

So far, it is almost entirely Rylan who would provide some form of military might, however the royal enforcer is able to help take care of minor disagreements, so Rylan may continue his work when he can.

## Society

Lots of elementals, treants, natural creatures, wyrwoods, entlings, etc. Not much of a 'culture', beyond the naturalistic surroundings they live in, not abusing the gifts of the earth.

## Religion

While High Priest Sythis is a devout follower of Lusine and welcomes all to her revels, as the High Priest of Járnviðr Grove he is tolerant to any religion that seeks to remain in balance with the lands.
Haru the Dracovulpine

## Around Town Description

Haru is *normally* tall, giant really, and clearly proud of that fact. With the natural build of a mid-weight bodybuilder, which is something he is also proud of. He has densely fluffy, vulpine, fur which helps conceal his build. He has two shadowy scaled wings, reminiscent of a dragon's wings. Solid amber colored eyes peer out from his muzzled and bewhiskered face. With two vulpine ears perched atop his head, as well as two sharp angular backward facing horns.

He usually can be found completely shirtless, wearing only some dark pants and paw-wraps to protect his feet

## True Dragon Form

Though he grows no taller... Haru's true form is that of an Umbra dragon, thirty two feet long, with a whip like tail. Clad in dark obsidian colored scales, to help him hide within shadows, and each segmented plate on his underbelly looking much like a solid piece of plate mail. The scales on his back appearing like smaller interlinked plates, though supple yet strong. He has long, spindly limbs, ending in five clawed digits.

## Personality

Haru is... well, hedonistic. He loves to enjoy life, though he isn't the kind of guy to just take what he wants. He's kind and loves to help out those who are down on their luck. Though he's more the type to help you help yourself than to hold your hand and guide you step by step through something.
Dunology

Dunology is a unique form of psychic magic honed within the realms of the Ghostlands by the colony of Al-Zuhra. Despite its relatively recent creation a few decades ago, dunology encapsulates a dual nature of straightforwardness intertwined with complexity.

At its very core, dunology revolves around inherent capacities residing within individuals, delving into the boundless potential that each person possesses. This enigmatic art draws inspiration from two ubiquitous symbols of limitlessness within the world: the countless grains of sand across earthly landscapes and the myriad stars that adorn the canvas of the night sky.

This psychic practice weaves threads from these two sources, entwining a pyromantic affinity with an intrinsic touch of the divine. As the celestial heavens unite with the enigmatic earth, dunology transcends mere magic to become both a way of life and a philosophical stance—a doctrine firmly grounded in the act of manifestation.

The underlying belief posits that the extent of one's achievements mirrors the potential harbored within their very soul. This belief fuels the speculation that those who attain greatness also possess a heightened capacity for the art of dunology. Yet, this doesn't necessarily correlate withthe utmost power. It instead speaks to the potentiality within someone, particularly the Sparkbearers.

## Dunology Practitoners

The colony of Al-Zuhra holds the distinguished reputation of being the foremost hub for practitioners of Dunology. This remarkable expertise lies within their esteemed institution, The Vhakta Academy, where a diverse array of knowledge and education awaits aspiring dunologists.

Moreover, those who emerge most prominently from the ranks of graduates at The Vhakta Academy earn the coveted title of Star Scourges. This designation stems from their exceptional skill in delving into inherent potentials and harnessing the celestial flames of stars above, seamlessly uniting them with the terrestrial sands below.

A figure of paramount significance within the realm of Dunology is The Mentor, the most gifted practitioner. The Mentor's own skill is well-reflected in his teachings, having pioneered and cultivated this psychic art. Although the precise extent of his own research and potential remains shrouded in mystery, few have dared to explore these depths.

## Dunology Casting Tradition

General Drawbacks: Skilled Casting (Profession: Astronomer), Focus Casting, Incompatible Energies

General Boons: Virtuoso
Brande Solis

Played by Nex#6711

### Relatives

Mara Solis (Sister 16 yrs old) Dierdrich Solis (Father 52 yrs old) Diedra Solis (Mother 52 yrs old)

# Biography & History

Born on the 27th of Rova in the year 24 AI, to a
noble family. Brande is the heir to the house of Solis a noble house of
knights. Raised as the heir he was trained in chivalry and magic, given his
unique disposition as the only Aasimar in the family. He was raised to uphold
the families honor and bring glory to the family. At a young age he showed such
promise that an Elder Mageknight was brought in to give him specialized
training.

# Major childhood event

Sent to a private academy he was a very social person, garnering
friends and rivals. Learning skills aside from the martial arts he specialized
in spellcraft and knowledge of other planes. Gaining experience in diplomacy
and inquisition he learned many different methods to both identify falsehoods.
His Mentor was an instructor and taught him how to hone his energy into blades that
could cut past armor dealing devastating blows.

# Conflict

Born to the house four years after Brande was Mara his
younger sister. A curious and intellectual girl she took to her studies with
fervor. Brande often escorted her on her expeditions to study the flora and
fauna of the mountains. On one such occasion Mara was exploring a cave and
Brande lost sight of her his negligence led to her being attacked by wolves she
called out to him and he made it to her in time to save her life but she was
wounded. He had to carry her back to their manor and explain to their parents what
had happened. She forgave him and he admitted his guilt at not being more
observant. His regrets still haunt him. Only few outside of the family know of
this.

# Personality

An astute person he values his comrades and tries to ensure
their safety whether it be challenging larger foes or diverting their attention
or strengthening them against their foes. Not always the most talkative he
likes to fight on the frontlines.
Leviathan Slayer - Cormick Thale

### The Battle Against the Leviathan

Another calamity that was set to make Etera even less of an inhabitable continent than it already was, had once more come to the attention of Cormick. Tribulation March’s ever expanding information network made the emergence of The Leviathan readily apparent to the Commander, and even if it hadn’t, the rallying cries of Ecclesiarch Olthorn more than made up for it.

The latter was something that caught Thale's eye in particular and had his gaze narrowing as he studied the files that had been set upon his desk. The Ecclesiarch had always been a loud proponent of expanding Fort Ragathiel’s connections and ideals, so Cormick supposed he shouldn’t have been terribly surprised that one of the Ember Synod had stepped forward to guide the effort. All the same, it had him becoming somewhat pensive on what showings of leadership could mean for the future.

A problem for another time. For now, Cormick would stand up and move to assemble his gear. His sword there, his gauntlet here, and ensuring that his gambeson was situated firmly upon his form before throwing his cloak upon his body. Relatively mundane implements compared to the backdrop of the organization he was supposed to lead, but then again the March was but one organization that he held a position of leadership in.

For now he needed to play the role of the Knight-Captain, and demonstrate valor in combat as was expected of his position. A few shifts and teleportations would take him from outpost to outpost, fortification to fortification, rallying men as they were joined with the enemy. Usually appearing in a flashing of steel and red cloak, the malicious Fey that saw The Leviathan as a harbinger of the end of the land Cormick called home, soon were reminded of mortalkind’s resilience.

Though Leviathan held its presence ever looming upon the field, Thale would leave the mighty beast to those who he knew would more than make up for his absence. His focus was upon the macro, the grand swathe of battle that stretched far and throughout the realm, and included figures from the mightiest knight to the lowliest squire. The Crimson Templar was determined to see to their lives and to their safety in the onslaught that followed above even his own glory.

Such actions, often were so swift and so haste-borne, that they would leave soldiers stupefied and foes befuddled by the blade that brought hope to even the most forlorn of engagements. As the battle raged on, all Cormick could really hope himself, was that his contribution had been enough to swing the tide in Etera’s favor.
Lightbane Woods

## Description

The Lightbane Woods is a place where the realms of nightmares and the waking world converge. The dark recesses of the forest echo with the haunting calls of nightmarish beings, drawn to the enigmatic energies that emanate from within due to the profane magic practiced by the Lightbane Coven that lives beyond the tree line.

Within the depths of the Lightbane Woods, vile and twisted creatures prowl. Beings akin to those found in legends and tales, their presence reminiscent of the eerie beings that haunt dark corners. Werewolves with eyes gleaming like amber, their feral howls rending the silence of the night. Vampiric entities, with elongated fangs and ethereal grace, lurking in the shadows, thirsting for the lifeblood of unsuspecting prey. Wraith-like specters and ghastly apparitions that drift through the mist, their presence instilling fear in the hearts of those who dare to venture too close. Further still are monsters and creatures unknown, who's nefarious desires and malevolent needs are always wanting, and always searching.

As one navigates the forest's winding paths, moss-covered stones and gnarled roots create a treacherous terrain, seemingly conspiring to ensnare unwary travelers. Ancient ruins and dilapidated structures stand as echoes of forgotten times, blending seamlessly with the natural decay of the forest. It is said that many who enter the forest get lost within an endless maze of trees, making it difficult to recall where one entered, and how to leave. Many who have stumbled forth days or even weeks later are plagued with insanity and nightmares, some dying or never recovering from such afflictions.

## Rumors & Legends

It is believed that the forest itself is cursed (or blessed, according to the witches) by a monstrous entity that is only known by the title Sun-Swallower. While the nature of it and details are unavailable, many have speculated this "Sun-Swallower" is some giant monster, favored by Lamashtu, and believe that it secretly slumbers and grows within the forest, tended to by the witches. It is said by some that when the monster finishes growing, it will rise from the forest and begin to devour the land, until it is large enough to swallow the sun, hence it's name.
Soul Traders: The Setlaar Merc

## Notable Individuals/Organizations

* SlothyCeddy as Bibliolalia
* giedriusk as "Nocturnal"

## Summary

Meeting in the back alley of Setlaar, Bibliolalia and the one going by "Nocturnal" bumped into one another by chance. The black haired mercenary with the alias to match blocked Bibliolalia's path back to her borrowed apartment. After some suspicion from Nocturnal at the mention of soul trade, Bibliolalia began ascertaining whether or not she could be used as a soul harvester. After a bit of back in forth where names were exchanged, college membership was question, and criminals silenced, Bibliolalia led the mercenary back to the place she was staying.

Leading her back to the apartment she is borrowing from Fae, Bibliolalia's reputation proceeded her as she made two appearances in the Silver Quill. Behind closed doors, the merc admitted to performing various dirty jobs, just what Bibliolalia was hoping for. At first the merc had misconceptions about the work as most who are propositioned do, however as Bibliolalia cleared them up she not only agreed, but offered to enlist the help of others she knew. With the deal struck, both departed from the apartment.
Minotaur Race

# **Minotaur**

Nothing holds a grudge like a minotaur. Scorned by the civilized races centuries ago and born from a deific curse, minotaurs have hunted, slain, and devoured lesser humanoids in retribution for real or imagined slights for as long as anyone can remember. Many cultures have legends of how the first minotaurs were created by vengeful or slighted gods who punished humans by twisting their forms, robbing them of their intellects and beauty, and giving them the heads of bulls. Yet most modern minotaurs hold these legends in contempt and believe that they are not divine mockeries but divine paragons created by a potent and cruel demon lord named Baphomet.

The traditional minotaur’s lair is a maze, be it a legitimate labyrinth constructed to baffle and confuse, an accidental one such as a city sewer system, or a naturally occurring one such as a tangle of caverns and other underground passageways. Employing their innate cunning, minotaurs use their maze lairs to vex unwary foes who seek them out or who simply stumble into the lairs and become lost, slowly hunting the intruders as they try in vain to find a way out. Only when despair has truly set in does the minotaur move in to strike at its lost victims. When dealing with a group, minotaurs often let one creature escape, to spread the tale of horror and lure others to their mazes in hope of slaying the beasts. Of course, to minotaurs, these would-be heroes make for delicious meals.

Minotaurs might also be found in the employ of a more powerful monster or evil creature, serving it so long as they can still hunt and dine as they please. Usually, this means guarding some powerful object or valuable location, but it can also be a sort of mercenary work, hunting down the foes of its master.

Minotaurs are relatively straightforward combatants, using their horns to horribly gore the nearest living creature when combat begins.

## **Racial Traits**

**Ability Scores:** Flexible +2 Str, +2 Cha) (2 RP)

**Type:** Monstrous Humanoid [3 RP]

**Size:** Minotaur are large creatures and have +2 str -2 dex due to their size as well as the associated size penalty. [7 RP]

**Speed:** 30 feet.

**Darkvision:** Minotaurs can see in the dark up to 60 feet.

**Natural Armor**: Minotaurs have tough skin, granting them a +2 natural armor bonus.

**Natural Cunning (Ex):** Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

**Powerful Charge**: Gore 2d8

**Gore Attack:** Minotaur have a natural gore attack which deals 1d8 points of damage. This is a Primary natural attack that deals piercing damage.
**Languages**: Minotaur begin play speaking Common. Minotaur with high Intelligence scores may choose any language they want (except secret languages, such as Druidic).
Cliff Magoo

> "How do ya do, I'm Cliff Magoo. Come on by, and have some stew." - Cliff Magoo talking to a chair
>
>

## Character Information

### Aliases

-Doo doo covered guy-Little screaming baby man

## Meeting the man who runs the streets

He is the hardest working man in the Rogue's Gallery, constantly on the job in Siacros. If you need someone to pick up, or deliver something, even to set up, and gather a dead drop with no one noticing, this is the guy you want. Cliff has set up a very loyal and dedicated small network of actors spanning all the streets in order to collect rumors, do recon, and make sure safe travel is possible in case of emergency.

He and those who fall under his command are constantly putting on an act that they are poor street vagrants, and some, including himself go the extra step to make sure his smells especially foul, presents himself as extremely dirty, and acts as if suffering many mental illnesses. Highly trained in bluff, secret messages are constantly conveyed, encrypted messages, and other signals are used, and updated often to pass on information as to always have the upper hand at the moments notice.

## Who is Mr. Magoo?

From humble beginnings starting out as a drug mule, while aspiring to be an actor, he showed off his creative talents in hopes of justifying a larger cut, but as time went on, he found himself addicted to his constant performance of the character he played. While he is unquestionably dedicated to staying in character, he does break character by making a hand gesture and speaking "Scene" in order address things normally, but only if necessary.

Magoo is absolutely a pacifistic, but if you cross him, or anyone he takes under his wing, there will be hell to pay. Many owe him deep favors, weather they know who he is or not, and he holds secrets that he could easily blackmail others to do extreme things if he chose to threaten them. Someone who would consider themselves a complete stranger could be suddenly visited upon by Cliff, and he told their deepest secret, followed by quick instructions to become a distraction for the guards that are on their way, or to start vandalizing the area, all in order to accomplish the task at hand.

## Diary of a madman

When preforming, Cliff will go on long nonsensical tangents about anything. Long winded conspiracy theories that can captivate people into actually believing them, then out of nowhere, will add in something so absurd, that others would feel disgusted that they were fooled in the first place. From talking to chairs, moving things around seemingly randomly, to pretending he is possessed, he is constantly in action so he can throw out codes to others, and receive them without anyone thinking there any thing more going on. If anyone does catch on, he makes quick work to throw them off the trail with sending out coded information that goes nowhere, or changing the encryption multiple times over.
The Titan of Daylight

"GET OUT OF VROZAI OR I'LL STOMP ALL OVER YA!"

The Titan of Daylight is a mysterious being who calls Vrozai her home. Though not much is known about her, it is believed that she has some connection to the Kaiju, as it seems as though they follow her commands. Though not very bright, her fiery temper and constant aggression has made her a threat that no one on Vrozai can ignore.

## History

The Titan of Daylight first appeared in 69 IA, and immediately made her presence felt by visiting each of the major cities on Vrozai. She rode upon the top of a Domina class Kaiju, and demanded that the occupants of the city leave their settlements and the continent behind. Of course, she did this by shouting at random people on the street, until she grew frustrated and left, saying that they had until the next day to heed her demands.

Needless to say, no one did.

Though the Titan of Daylight has, since that day, not made another appearance in the major cities, she has continued to issue threats and send messages. When the Titan says that a Kaiju attack will occur, her words always carry truth, which has led most to believe that she acts as a commander for the Kaiju. Her current base of operations is unknown, but since it has not been discovered anywhere near the cities of Vrozai, many speculate that she dwells in one of the areas they cannot reach, specifically the volcano at the center of the continent.

## Counterpart

The Titan of Daylight is not the only being who seems to have some level of control over the Kaiju. She has a counterpart who operates during the night. Indeed, any of the attacks that the Titan has seemingly led have only occurred during the middle of the day. For some reason, it would appear that she and her counterpart do not ever operate at the same time.

## Powers

Though the Titan of Daylight has not been directly fought, her appearance has caused many to believe that she has powers that resemble those of the Titans themselves. She is arrogant enough to challenge even the most powerful or famous warriors in the land, and will happily stare down even the strongest of Vrozai’s weapons.

What is known is that she appears to have control over the Kaiju and even has the power to enhance their abilities. During many battles, she has caused the Kaiju under her command to grow in size or otherwise enhance their powers, which has turned many potential victories into bitter defeats.
Twin Obelisks of Rithal

## Location on Siacros: Bottom right, icy outer area

Discovered upon the 4th of Rova, 52 IA in the Valley of Rithal, a strange patch of land was found barren... of ice and snow, unlike the rest of the lands around it. The immediate areas, as far as could be told from immediate observation was that much of it is some strange volcanic gravel, similar in composition and coloration as basalt. The age of the area is assumed to be about three to four thousand years old, by the dating of the depths of the ice in other areas nearby of similar elevation, of which we can imagine that most likely, a majority of this island looked similar to this patch of ground, geologically speaking, back then. Oddly, attempts to directly date this particular area has been unsuccessful both magically and mundanely, as it seems whatever commonality in markers we measure by seem to be... missing, from this land.

Although that appears to be a mystery for now, in the meantime we focus on the few structures near the center of the uncovered patch. Theory suggests that this area is barren of those icy layers, most likely due to this not, in fact, being a valley at all, but the result of whatever activity may be coming from this area, keeping it clear. As the glowing and clearly manufactured structures suggest they are active in some way. Understandably, the language of whoever had placed this here, was not the same all of those estimated years ago, and appears to be in some strangely vertical composition, unlike the more common left-to-right or right-to-left horizontally.

Unfortunately, not much could be translated at this time, as intelligence or not, there isn't really enough linguistic examples to draw any coherent attempts at translation from it at this time. On the right, you can see recordings of various symbology scattered over the area, glowing on broken shards of wall, crushed, partially buried in the gravel, and so on. It is... odd, that they seem to glow, even without any immediately noticeable connection to power.

Perhaps they too had already mastered transfer of energy across long distances? Where perhaps, could the origin be? There is much food for thought, as this area seems to be an ideal location to set up some form of archeological study, and research centers.

### Claim Benefits:

* +4 Lore
* +2 Productivity
* this specific tile does not count as icy tundra, and instead counts as Cavern-type terrain, for purposes of building.
* ???
Olivia Miller

## Reputation

Olivia is known for smaller jobs primarily in dealing with marauding beasts and monstrous humanoids that threaten farms, border fortifications, and other out of the way places that tend to come under fire. In some situations, she can be found staying with a farm for a few weeks to help repair damage to structures and rework fields if time allows for a replanting.
The Optimists

Mandatory Happiness

The Optimists are a group of narcotics manufacturers and dealers who managed to spread wide throughout the galaxy. They were lead by Mrs. Universe and focused on spreading the drug "Euphoria," which had both pain-relieving and hallucinogenic properties that allowed one to escape their reality. To maintain control over the communities they established themselves in, the Optimists were heavily armed, and wore yellow armor that some said resembled smiley faces, which was in sharp contrast to the violence and pain they inflicted if provoked. Though the Optimists as an organization lost a lot of power and influence upon their leader being captured, members of their organization remain at large in the galaxy.

## Fighting Style

Despite the nature of their organization, the Optimists were well organized, and were generally lead in combat by squad leaders and supported by snipers who patrolled the rooftops near their major bases. It is said that they used beneficial drugs to dull the pain and make them more fearless and bloodthirsty in combat.

## Razor Grin

While Mrs. Universe was the mastermind behind the organization, in the field, they were generally lead by the towering shapeshifter known as Razor Grin. Imposing in stature, simple minded, and violent, Razor Grin was ideal "muscle" for an organization such as theirs. His body was strong enough to dual wield machine guns in combat, and he always carried the Clown Fish he called "Funny Man" on his shoulder.
Valkaria's Adventures

## "Striking the Behemoth: Part 1"

Valkaria was going about her daily routine, heading back from another successful day at the gambling den when she noticed a band of warriors marching towards Meita. She had heard stories about the gathering going on there, mostly rumors, and decided to check it out for herself. So with that in mind she put together a passable disguise and fell into the rank and file. During the long march it became clear to her that their regimen was severely lacking, and that whipping some of the poor sods into shape would go a long way towards earning their trust and demonstrating how inadequate they all were.

Upon arrival Valkaria took initial stock of the camps overall resources and preparations, then she ditched the disguise and found a nearby clearing to train in, inviting any passersby to join her until she had a full class going. Those who couldn't keep up were spat at and told to get lost, but a surprising amount stuck with it as they were egged on by her insults. After several hours of this grueling training she noticed the delegate nearby and deceased that was enough for the day. Once the crowd dispersed they stepped forward and asked for any insight one such as herself has in regards to the attack on Behemoth, to which she answered without any hesitancy.

“Simple, instead of wasting time on amassing all this mediocre manpower and pathetic weapons, you should instead assemble a specialized strike force. Round up all the strongest most capable individuals here and attack when the opportune moment presents itself.” Valkaria then shrugs, letting a thin smile form upon her lips. “Then again, fodder does have it’s uses. I mean, maybe the primary offensive could use a distraction? Besides, who are we to decide can and can’t throw their lives away in vain? It certainly pleases my mistress, and over the years I have witnessed more than my fair share of fools led to the slaughter, some of them by yours truly… but I think that’s enough about that, I’m sure you're a busy person with plenty of others on your list to interview.” With that Valkaria walks off chuckling, waving goodbye over her shoulder with her clawed hands.

Over the next few days Valkaria continued taking stock of the situation, dedicating most of her time to seeking out and evaluating incoming adventurers, offering training to those select few in need of it that she also deemed worthy. She got into a spat with a few of them that thought they would be better off without it for one reason or another, challenging them and forcing them to accept her ‘gracious’ offer upon their defeat. Those who didn’t downright refuse anyways. As prideful as she was, Valkaria understood that if she was too forceful she might attract the attention of somebody that could actually put her in her place, which would be a massive blow to her reputation she’d rather avoid. Besides, there were much worse ways to pass the time.
Port Sharia

## Politics

### government

Ruled from Port Sharia's Tavern by the Zaheer Expedition. A sort of Adventurer's Guild

## Description

Port Sharia, a land of Mercenaries, Explorers, and Adventurers. Newly built from the wreckage of the Great Wave Breaker, a expeditionary ship into the unknown that fell prey to a Kraken lingering in the Area, the people of the Zaheer Expedition have begun to set up a small town right on the coast, currently only equipped with tents and a small tavern where most of the camp's people drink away the days hard work.

## Geography

Port Sharia sits right on the edge of a untamed jungle, where the rocky beaches of the island it lies on can be seen easily. The land is flat and rather uninteresting, aside from an abundance of fruit growing from the trees, and occasional sea shell.

## Government

The Zaheer Expedition currently controls and governs the Camp, acting as it's leading body.

## Trade

Currently the Port Sharia imports new explorers and adventurer's to explore the island, and exports nothing.

## Military

Port Sharia currently lacks any standing army.

## Rumors & Legends

A Great Kraken lies beneath the waves just off shore of Port Sharia, seemingly bent on protecting the area from anyone's defilement. Though since he last surfaced to crush the Expedition's Ship, there has been no sight of it.

## Notable Locations

Joi's Tavern: The only building among the tents. A place of gathering and local watering hole.

## Inhabitants

### Notable NPCs

Zaheer Zaheem: The current head of the Expedition and leader of the camp.

Baskul, First Mate: Zaheer's right-hand man, and venerable orc.

Joi: A halfling lass who runs the local tavern, loved by her patrons for her cheery attitude.

## History

Port Sharia has only existed for a short while, creating from tents and driftwood from the wreckage of the Great Wave Breaker that the Zaheer Expedition set out in.

Rova 28th IA 68

Among the final days of Rova, the camp set out a call to adventurers across Chronus to aid them in setting up the camp for more long term operations. A great influx of powerful figures arriving and offering up their aid to survey and build up the camp has caused a boom in the Port. Now fortified with walls and actual structures, those among the town can now call the place home, and the population has begun to climb. Expedition Lead Zaheer Zaheem has taken to continuing his governance of the port, even with the rise in population. The Cape that the port sits on has been named "Zaheer's Landing", while the Island remains yet unnamed.

Lamashan 16 IA 68

After the town had finished it's growth and development, the increased traffic and populace gathering on the peninsula angered the resident Kraken into action, sending a wave of tidal force towards the town only to be luckily thwarted by the likes of great adventurers Atriox, Tecinyas, Astire, Main and Haruko, who chased the kraken down to it's lair and were able to fell it. The local townfolk spoke of these adventurers arriving in a great jet of water onto the pier with beast and shipwreck alike, where they were rewarded for their efforts.
To be Continued!
The Ballad of the Grumpy Cannoneer

In this dark and dreary cave,

there walks a man alongside cannon.

By now he hates this endless rave,

sick from this unyielding canon.

One whole week he is down here,

and keeping him is only sheer,

spite for this here undead master,

for he too is an undeath caster.

The rhythm formed is now quite clear,

he waits for the damned casters serfs,

points the gun which never swerves,

and grapeshot to their forehead steers.

“This whole place is an affront,

to the art of moving dead,

they're raised from their eternal bed,

just to be this artists grunt.”

“I will end this ceaseless droning,

and rip out this pricks vocal chords,

he made this from his own accord,

and I shall enjoy his pained moaning.”

“That's quite the hate for this colleague.”

Said the cannon to his mind.

“Is he not part of your own kind?”

“Shouldn't you be forming leagues”

“That was the plan one week ago,

before this hellish loud ordeal,

I haven't had one decent meal.

And progress is just way too slow.”

“My ears now bleed from this grim place,

despite the colored apparel,

to wash this away I'd need a barrel

of rum and time in sunny bays.”

“Enough now of this dreary talk,

we have partying dead to slay.

And I believe it is this way,

towards the next cave we walk.”

So as they walked on ever deeper,

blasting away the bony chaff,

continuing down this grisly path,

looking like a modern reaper.

But from behind the nearest corn',

sounds a heavy treading pace,

a Minotaur with massive mace,

With harp-strings strung between his horn.

The mace looks like a giant chime,

made from what was likely brass,

the danger posed from it's sheer mass,

would turn its victim into slime.

Pirate Blackreef seeing this,

being a true melee master,

not a feeble illusion caster,

disperses himself to light mist.

While not at all adept at stealth,

the music helps to mask his stumble,

as well as the basses rumble,

he passes his foe in good health.

The stealth spell proves all its worth,

for there are no more undead,

dragons and ogres take their stead.

Our hero giving them wide berth.

Now that he reached the lowest floor,

the final set of stairs descended,

the ceaseless critter stream has ended,

he moves towards the dancers door.

While he prepares for the next fight,

now his friends in arms arrive,

they look worn as trough much strive.

It is now time to set this right.

Soon we'll see what came of this,

of the Necrodancers fight,

deep in the dungeon's abyss,

but that's for tomorrow, now good night.
Whispering Vale

In the divide of the Aethernar Mountains lie a luscious dip of vibrant wildlife. These woodlands are highly coveted and admired by the nobles of the Empire, but they are haunted by infamous rumors. Traders and soldiers alike spread tales of the trees talking, and many who dare wander into the valley pass disappear as though they never existed at all.

Description:

Traveling near the Vale has shown signs of life flourishing into unnatural measures. The trees thickening and rising up as towers into the sky and flowers that bloom no matter the weather with rich and colorful petals. Wildlife from all over the continent of Eterna seem to flock around the mountain valley, and thrive as they grow into creatures of unfathomable sizes.

Further into the expanse the wildlife grows thicker, and vines draping the trees appear to block the pathways. Roads once constructed quickly claimed by wildlife as roots and grass destroy any trace of mankind. Tiny waterfalls can be found where the water is pristine and clear, some calling the flavor a magical experience.

On account of the most experienced travelers that manage to survive the trek through the Vale have said that the air grows cool to the skin, and the zephyrs bring a higher sense of peace. The very wildlife appear to grow beyond the comprehension of man, and no single traveler can recount a similar experience of how the wildlife shifts and changes rapidly in the Vale. Researchers have made it a high priority to discover the secrets of the Vale, but the task feels impossible.

Rumors:

There once a tale about an entire battalion of Empire soldiers who marched into the Whispering Vale. Not even a day later, they retreated from the woodlands as half their men disappeared into the night. No trace of their bodies ever found.

Traders spread stories about the trees talking in a strange language unknown to them. They say the whispers of the forest match the majestic beauty of the land. Comparing it to their very souls being cleansed by the forests. Many refuse to use the mountain pass without the accompany of a renowned traveler to lead them through the vale.

Children who lived near the Whispering Vale tell stories of seeing balls of bright light dancing throughout the forests. A gentle breeze following their wake and the giggles of unknown creatures.

Botanists claim that the Vale holds herbs that create the most potent of salves and potions. Though gathering them seem impossible because of the unknown nature the Vale behaves.
Sorathel

## Sorathel (Mythic Patron)

Sorathel is an Empyrean Paragon angel and the most powerful servant of Iris, Goddess of the Dawn. Empyrean Paragons are among the greatest of all good outsiders, existing as the elite versions of the already high-ranking empyrean angels, and no deity has more than one in their service because a portion of divine power is infused into their creation. Unlike the aggressive Solars, however, Empyrean Paragons are usually calmer and do not take to the battlefield as often. Instead, they work as trusted operatives and faithfully serve their god to carry out tasks of importance. (Of course, they rarely need to fight because most enemies are unwilling to challenge a foe that could be as high as CR 30 *before* their mythic powers are factored in...)

## Current Role

Sorathel is currently on a shift as the Keeper (head warden) of the Bastille of the Iron Lord, a prison facility designed to contain mythic creatures, unique demonspawn, and various other entities that people want to keep alive but are much too dangerous to store in a regular prison. She performs this job out of a sense of duty to her goddess and reliably completes all aspects of the position, but is looking forward to her shift as Keeper being over with.

## As A Mythic Patron

As part of her duties as Keeper, Sorathel is willing to serve as a Mythic Patron for individuals working as Wardens for the Bastille of the Iron Lord. After all, it often takes a mythic creature to capture another one and bring it to justice. Sorathel is responsible but firm in her demands, even when they inconvenience those obeying her; among other things, her followers must uphold the Paladin's code of conduct (even if they are not Paladins) and regularly perform duties on behalf of the Bastille.]]