recursal/Fanatic-Fandom huggingface dataset:
Warlock

## The Warlocks

"You have struck the deal. You have made the vow. You have paid the price. Our power is your power. Our will is your will. Our burden is yours to bear."

### Specialization(s)

The Pacts Accord* Pact of the Archfey
* Pact of the Crimson Prince
* Pact of the Fel Lord
* Pact of the God-Machine
* Pact of the Great Wyrm
* Pact of the Hand and the Eye
* Pact of the Luminescent
* Pact of the Necrolyte
* Pact of the Whispering Ones

### Skill Proficiency

Choose four skills from Alchemy, Arcana, Deception, History, Intimidation, Investigation, Nature, Occult, Persuasion, and Stealth

### Language(s)

Occult

- The Warlock's Bargain

Some gain power through study, some through devotion, others through blood, but the warlock gains power from communion with the unknown. Generally feared and misunderstood, the warlocks draws their magic from pacts made with an otherworldly power. Communing with that source, using their familiars as a conduit, the warlock gains not only a host of spells, but a number of strange abilities known as invocations. As a warlock grows in power, they might learn about the source of their magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.

While many warlocks are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of warlock's spells makes them adept at filling a number of different roles, from seer to healer, and their invocations grant them a number of abilities that are useful in a fight. Some warlocks travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them.
The Arcane Congress

### Leader(s)

* The Magus Primero: Iroas
* The 32nd Quorum of the Concilii Arcanam
	+ The Divinationem Primero: Fizbon the Ancient
	+ The Somnium Primero: Weaver
	+ The Necromantiae Primero: Morimento
	+ The Abrenuntiatio Primero: Norrd Wallword
	+ The Augurium Primero: Lythareo of the Roses
	+ The Transfusiae Primero: Ae
	+ The Incantamentum Primero: Flimmix Swetchregaard
	+ The Generationem Primero: Vradash Spellstorm

### Headquarters

Congressus de Arcanorum, Insula Mysticum de Arcanorum

### Affiliation

Empire of the Nine Kingdoms of Doria (Former), Empire of Sopha (Former)

### Alignment

True Neutral

- Credo Arcanam
The River Kingdoms

"No man ever steps in the same river twice, for it's not the same river and he's not the same man."

### Races

Terran, Centaur, Elf, Troll, Goblin, Ogre, Kinder, Gatorfolk, Revenant, Dryad

### Ruler

The King of Many Rivers (In Times of War), Siya-ay-Gumagawa-ng-Mga-hari (Kingmaker City), Ungthor Edelvod (Edelvale), Tiberius Caepio ir'Servius (Black Marsh Bastion), Appius Gaius Drusus (Liberae Regni), Grand Father Doggle (Gobtown Proper), Dushane Hardfree (Kindereich), Arael Amaeliel (Haellyen), Baron Damballa (Marekaj'kay)

### Major settlements

Black Marsh Bastion, Edelvale, Flumen Terrae, Gobtown Proper, Haellyen, Kentavros, Kindereich, Kingmaker City, Liberae Regni, Marekaj'kay

### Minor settlements

Droughtmark Enclave, Dungheap, Frostmark Enclave

### Location

Southern Doria

- He Makes Kings
Sethi d'Isad

## Sethi d'Isad, the Deathless Prince

### Title

* Eternal Khopesh Khash of Deathless Kemet Isas, Prince Sovereign of the Desolate Province of Isadoria, Loyal Incorporate of the Empire of the Nine Kingdoms of Doria
* Eternal Khopesh Khash of the Deathless Kurus of Sopha (Former)
* Khopesh Khash of the Undying Kurus of Sopha (Former),
* Khopesh Sekhemre of the Enlightened Kurus of Sopha (Former)

### Race

* Vampire (Undead)
* Terran (Humanoid) (Former)

### Aliases

* The Deathless Prince, Sethi Sekhemre
* Sethi of the Creed (Former)

### Religion

* The Eternal Truth
* The Creed (Former)

### Mentor(s)

* Settep
* Khebenhotep (Former)

- Sethi d'Isad
Suuel'gar

"Sadly, it's much easier to create a desert than a forest."

### Major settlements

Naagah'thraas'ki (The Hold of the Dancing Snake Clan), Vud'ae'en'ki (The Hold of the Iron Wind Clan), Tor'en Muor Desert (The Wasteland Holding of Jagged Sands Clan), Muora'ki'fuor

### Minor settlements

Blind Sand Dens (The Hold of the Blinding Sand Ogre Clan), Smash Rock Dens (The Hold of the Smashing Rock Ogre Clan)
Roellyn ir'Jarreau I

## Roellyn ir'Jarreau I, the Daring Falcon

### Title

The Prince Sovereign of the Valiant Principality of Lhelidoria, the Falcon Prince of the Dinas Aerthuar, the Knight Premier of the Valiant Court, the Liege Lord of the Chivalric Order of the Swan and Falcon, and the Rightful Heir of the Golden Throne of the Nine Kingdoms of the Empire of Doria (Former)

### Affiliation

The Valiant Court of Lhelidoria, Knights of the Swan and the Falcon

### Relative(s)

Anoedeline ir'Gwynevair-Jarreau (Wife), Roellyn ir'Jarreau II (Son)

### Mentor(s)

Viveane, Sir Eternal

- Roellyn ir'Jarreau
The Words of Wisdom

"Honor the ancestors. Honor their words. Honor their wisdom. And they shall honor you with victory."

### Deity/Deities

* Muuh Tai'than Daal: Tham'arra, Duunen, Stauk'keth, Tsagaam Lhi'os, Tuugaam Lu'thaal, Sorrowful Dhen, Saaven, Toor the Ender
* Urkh'than Tai'ghan: Gruum'ash Dreadsight, Temmu Bloodknuckle
* Ghaab'than Tai'ghan
* Uhgaur'than Tai'ghan

### Alignment

Chaotic Neutral

- Duunmor'keth of the Two Laws

**The Words of Wisdom** is polytheistic religion based around the veneration of Greenskin ancestors. Through priests and rituals, Greenskins can commune with ancestors or heroic figures for advice, protection, or power. Calamity, defeat, and misfortune among the Greenskins is often attributed to failure to properly honor the ancestors. Furthermore, the Greenskins believe that by performing acts of valor, discipline, and bravery, they can overcome the oblivion of death, and instead join their ancestors in the eternal safeguarding of future generations.

### Practices

The most important principles of the Words of Wisdom are based around two vague but absolute edicts which serve as the foundation of all Greenskin culture. The first is **Honor Above All**, which is held as a dangerous personal and social code of conduct. The second is **Honor Demands Blood**, which is often cited as the source of the uncompromising brutality of Greenskin culture.

Each Greenskin clan pays homage to their various individual and shared ancestors, recognizing the most valiant as well as the most vile as helpful councilors in time of crisis. The most iconic and widely revered of these ancestors are known as the **Muuh** **Tai'than Daal**, or the Nine Creators of All.

Beings of mythic import, the Muuh Tai'than Daal hold special dominion of specific aspects of life and nature. Elaborate rituals exist to curry with these spirits, and their carved effigies are often treated with greater respect than living chieftain.

These nine heroic figures are believed by many to be the basis of the eight gods of the Empire, however adherents of the Eightfold Faith dispute this claim, arguing that the Nine are forgery of their Gods. As Terrans and Orcs share a common ancestor, it is likely both arguments are true.
Time on Sigil Prima

Unlike Earth, which was formed naturally by gravitational effects during the galaxy's formations, Sigil Prima was forged by the powerful and enigmatic Titanic Shapers. Thus, Sigil Prima's rotation around the star Sigidie is much more precise than Earth's. Honoring the eight alignments and their dominant planes, the Titans based Sigil Prima's rotation around the value eight. This illustrated a balance between the conflicting alignments which neutrality, the alignment of the Titanic Shapers, represented.

## Units of Time

One Year: Sixteen Months

One Month: Eight Weeks

One Week: Eight Days

One Day: Thirty-two Hours

One Hour: Eighty Minutes

One Minutes: Eighty Seconds

## Days of the Week

Alterdie, the Day of Others

Iusdie, the Day of The Just

Iurisdie, the Day of The Law

Rexdie, the Day of The King

Suidie, the Day of Self

Exitiumdie, the Day of Ruin

Ferusdie, the Day of The Wild

Liberdie, the Day of The Free

## Seasons and Months of the Year

### **Vernus, the Spring Months**

* Auroras, the Dawning Month
* Vitas, the Thriving Month
* Salus, the Good Month
* Floreos, the Blooming Month

### **Aestas, the Summer Months**

* Amanis, the Loving Month
* Festus, the Celebrating Month
* Ignis, the Burning Month
* Solutus, the Roaring Month

### **Autumnus, the Autumn Months**

* Demetos, the Reaping Month
* Catenas, the Binding Month
* Malus, the Wicked Month
* Algidus, the Bleak Month

### **Hiemus, the Winter Months**

* Tenebris, the Dark Month
* Labos, the Toiling Month
* Frigus, the Freezing Month
* Bravius, the Rewarding Month
Sigil Prima

## Sigil Prima, the Terra Solum

"You forget this is just one of many insignificant specs of dirt drifting in the Astral Sea."

### Races

Aboleth, Asterius, Boarfolk, Cambion, Canis, Centaur, Djinn, Doppelganger, Dryad, Dwarf, Elf, Formican, Gatorfolk, Giant, Gnome, Goblin, Ironborn, Kinder, Hag, Mycelan, Ogre, Oozefolk, Orc, Rakshasa, Ratfolk, Revenant, Satyr, Sharkfolk, Snakefolk, Spiderfolk, Sprite, Taurean, Terran, Troll, Turtlefolk, Ursus, Vampire, Witness, Wraith, Wyvern, Yith

### Major settlements

Arthesia, Doria, Orcia, Teillyen, Divisus Ocean

### Minor settlements

Aeliusa, Apa-dhan al'Pezhman, Bluut'gar, The Burning Sea, Dowafutsu, Droallyen, Esson, Faellyen, Foellyen, Fryllyen, Gearhaven, Gnomuregnum, Goridoria, Haellyen, Hisen, Hunidoria, Insula Mysticum de Arcanorum, Jotenheimr, Kar'mak, Kemet Isas, Khaansor'gar, Koridoria, Kraul'gar, Lhelidoria, Lhellyen, Maullyen, Mithidoria, Mushin, Prothidoria, Qirat al'Sabkha, Residoria, The River Kingdoms, Ruktha'gar, Saikutsu, Shaad'gar, Shaellyen, Sulinoria, Suuel'gar, The Goblin Markets, Theraphosidae, Trol'yaan, Vaecelle Teillyen

### Faith

The Creed, The Eightfold Faith, The Harmonious Way, The Primal Laws, The Words of Wisdom

### Location

Sigidie

- The Beginner's Guide to Planeswalking

The ninth sphere of the solar ring, Theta Sigilios, near the planar core of Sigillum Magna, **Sigil Iota** is one of the many worlds within the Astralis.
Thymoménos

- Thymoménos

**Thymoménos** (pronounced *Thi-mo-men-ohs*) is a Thunderborn warrior of the River Kingdoms Centaur Clans, a former member of the Shaad'Ept, wielder of the Axe of the Horse Lord, slayer of Aelius, champion of Torden, and self-proclaimed heir to both fallen gods.

Throughout his life, Thymoménos has earned himself a fierce and notorious reputation by never backing down from a challenge. In 2163 ID he challenged the sun god Aelius himself and won, becoming blind in the process.

## Biography

### Youth

Thymoménos was born in Kentavros (one of the River Kingdoms) in 2101 ID. He was born with the marking of a thunderborn. In centaur culture, a thunderborn is marked by Torden for greatness and must be trained as such.

Thymo, Enkatelepises (a riverborn), and Alogoyios (a cinderborn and son of the Storm-King Hippolytas) grew up together under the tutelage of village elder Archios. Of the three, Thymo was the natural brawler.

### The Proving Hunt

When they came of age, the three friends competed in a hunt to impress Hippolytas. During the hunt, Alogoyios accused Thymo of cheating. The two fought. In the end, Enkate alone presented Hippolytas with the tribute, thereby winning favor with the centaur leader.

### River Guardianship and Self-Imposed Exile

Thymo quickly earned a reputation for his prowess in combat, and Hippolytas appointed him as the clan's River Guardian, the highest appointed honor in centaur culture. However, the position bored Thymo, and he would frequently leave his post to go on unsanctioned hunts.

Alogoyios was bitter that Enkate was being groomed as successor to the throne, and that Thymo received the honor of River Guardian. Alogoyios caught Thymo away from his post, and the two engaged in a brutal fight.

Many in the clan encouraged Hippolytas to exile Thymo for his behavior, but before any action could be taken, Thymo resigned as River Guardian and left Kentavros to fight in The Long War. Enkate, much to Hippolytas's dismay, exiled himself with Thymo.
Zangolm Ommar

### Relative(s)

Viper Shadowsabre (Wife), Zangold Broken Arrow (Son), Zangora Broken Arrow (Daughter), Ilana Wildsea (Sister), Ghor'suukh Bloodblade (Brother-in-law), Vradash Spellstorm (Nephew), Muurhym Splinterspear (Niece), Muuraur Mountainspear (Brother-in-law), Viger Darkmother (Mother-in-law), Arturiana ir'Nuevaine (Ancestor), Ragnu ir'Lothbrok (Ancestor), Korrin d'Orian (Ancestor), Sulynna d'Sulin-Orian (Ancestor), Korvan d'Dorian I (Ancestor)

- Zangolm Ommar
The Masar

## The Masar al'Eanasir

"There is no God but the Sawet al'Aela and the Rasul is the Messenger of the Sawet al'Aela."

### Deity/Deities

* Sawet al'Aela
	+ Khadam Muluk: Rabb al'Lahib, Rabb al'Mujat, Rabb al'Riah, Rabb al'Hijara

### Alignment

True Neutral

- Kitab al'Aswaet

**The Masar al' Eanasir**, or the Path of the Essences, is a monotheistic religion based on the teaching of Sawet al'Aela, the Voice Most High, as told by the first Rasul, Sai'ana alawal al'Allah, in the book of prophecies known as Kitab al'Aswaet. Unlike other faiths, the followers of the Masar believe in a single deity, served upon by a host of lesser divine entities, known as the Khadam, of which the Khadam Muluk serve as the most favored. Followers of the Masar believe the Rasul, or Messenger, is the ordained representative of their one god, the undisputed leader of their faith, and the most important living figure in their culture.
The Goblin Markets

"We must not look at goblin men. We must not buy their fruits. Who knows upon what soil they fed their hungry thirsty roots?"

### Ruler

Grand Father Wambut the Goblin King of Long Noses, Grand Father Silhelm the Goblin King of Sick Skins, Grand Father Pench the Goblin King of No Noses

### Major settlements

Long Nose City, No Nose City, Sick Skin City
Zangold Broken Arrow

### Relative(s)

Zangolm Ommar (Father), Viper Shadowsabre (Mother), Zangora Broken Arrow (Sister), Vradash Spellstorm (Cousin), Ghor'suukh Bloodblade (Uncle), Ilana Wildsea (Aunt), Muurhym Splinterspear (Cousin), Muuraur Mountainspear (Uncle), Viger Darkmother (Grandmother), Arturiana ir'Nuevaine (Ancestor), Ragnu ir'Lothbrok (Ancestor), Korrin d'Orian (Ancestor), Sulynna d'Sulin-Orian (Ancestor), Korvan d'Dorian I (Ancestor)

- Zangold Broken Arrow
The Long War

"War is hell. The longer it goes, the more obvious that becomes."

### Participants

* Major: Goridoria, Hunidoria, Isla Ferrus, Kemet Isas, Koridoria, Lhelidoria, Mithidoria, Prothidoria, Sulinoria, Thanidoria
* Lesser: Dowafutsu, Foellyen, Kar'mak, Jotenheimr, The River Kingdoms, Saikutsu

### Date

The Twenty-Eighth of Festus, 1873 ID to the Eleventh of Algidus, 2160 ID

### Religion

The Creed, The Eightfold Faith

- He Laughs At Your Pain
Seidric ser'Dach

## Seidric ser'Dach, Lord Bastard of the Empire

### Title

The Lord General of the Imperial Army of the Nine Kingdoms of the Empire of Doria

### Aliases

The Lord Bastard, The Bastard of Everspring Mountain

### Affiliation

Empire of the Nine Kingdoms of Doria, Orian Exiles Clan

### Relative(s)

Veles Dach (Mother), Khebenhotep (Father), Doyle Sirdach (Descendant), Lowell Sirdach (Descendant), Lussani Sirdach (Descendant)

### Mentor(s)

Sahir fi'Munfaa, Korrin d'Orian (Brother-in-Arms)

### Student(s)

Korvan d'Dorian I

- Seidric ser'Dach
Tokugi Konpe

## Tokugi Konpe, the Dwarven Olympics

"Compete for the honor of your clans. Compete for the glory of your holds. Compete for the chance to live forever."

### Date

* The Aestas Games: From the First of Amans until the Forty-Eighth of Solutus every four years.
* The Heimus Games: From the First of Tenebris until the Forty-Eighth of Bravius every four years.

### Result

Winning Participants are awarded Gold, Silver, or Bronze Medallions depending on their score in an particular event.

### Religion

The Harmonious Way

- Morgran Burningaxe

**Tokugi Konpe** ("Feats of Glory" in Dwarven), commonly known as the **Dwarven Olympics,** is the leading international sporting event featuring both summer and winter sporting competitions in which thousands of athletes from around Sigil Prima participate in a variety of competitions. The Tokugi Konpe is considered to be the foremost sporting competition with nearly every nation of Sigil Prima participating. The Tokugi Konpe is held every four years, with the **Aestas** and **Heimus Games** alternating by occurring every four years but two years apart.
Mighty Jurgens Pond, Lake of Lost Fingers, and Ces’ Puddle

These three bodies of water possess a heavy sulfur content which renders them undrinkable – to most.  Fire Elementals and their kin call these areas home and frequently assault The Severed Clans members who are foolish enough to venture too close.  Large amounts of Formal Magic Components exist in this area.
Arthesia

### Major settlements

Atsui Iwa, Isla Ferrus, Kemet Anebes, Kemet Arthes, Kemet Isas, Kemet Osares, Maullyen, Residoria, Theraphosidae, Uurtild'gar

### Minor settlements

Aeliusa, Amerras, Anbaundi, Artifice City, Ashur, Donenes, Gearhaven, Latrodectus, Lauthes, Maulluriem, Nenshoyama, Neter Khertet, Neter Mutta, Sabe, Sarude, Sekhem, Tordene, Tuugaam'vhaal, Volstrad

### Notable landmarks

The Anbaund Savanna, The Digis Jungle, The Burning Sea, Isla Nethes, Isla Horia, The Ring of Fire

### Faith

The Creed, The Eightfold Faith, The Primal Laws
The Old Ways

"I swear it by the dead gods and the daemons who replaced them. I shall keep the old ways."

### Deity/Deities

* The Dead Gods: Sicht, the Blind, Horen, the Deaf, and Rede, the Mute

### Alignment

Chaotic Neutral

- The Old Book

**The Old Ways** are an austere collection of myths, edicts, and rituals built around three legendary figures known as The Dead Gods. The Old Ways argue that the true gods have long since died, and thus mortals must confront the harsh realities of life on their own. Only by accepting this truth can one move beyond the mere struggle to survive and begin to thrive.

## Overview

### Practices

Followers of the Old Ways are hard people, practicing a callous self-reliance and a bleak pragmatism.
The Harmonious Way

## The Harmonious Way of Existence

"The wise are those who know what they do know, know what they do not know, and know the distinction between the two."

### Deity/Deities

* Onmyo Kamigami: Inari Okami, Tsumetai Tetsu no Bokun
* Kenmeina Kami: Byakko, Genbu, Seiryu, Suzaku
* Shugo Kami: Tora, Ushi, Gaishu, Buta, Inu, Karasu, Hebi, Wani, Kumo, Konchu, Same, Zo, Kuma, Sai, Kaeru, Kame
* Seishin Kami: The Two Hundred and Fifty Six Guides

### Alignment

True Neutral

- The Hymns of the Virtues of the Way

**The Harmonious Way of Existence** is a complex nontheistic religion built around the karmic reincarnation of a being's soul and antediluvian poetry of various monolithic figures known as the **Kami**. Followers of Harmonious Way are taught that every soul is in a constant state of reincarnation. Only by achieving total spiritual enlightenment in a single lifetime can a soul escape this cycle. This understanding is gained through rigorous meditation and discipline.

## Overview

### Practices

According to the Harmonious Way, each of the Kami have achieved spiritual transcendence. They now serve as role models or mentors of personal understanding of the different aspects of nature, society, and morality that one must balance to achieve enlightenment. By following the example of the Kami, adherents of the Harmonious Way believe they will eventually enter a higher plane of existence beyond the confines of mortal imagination, known as **Nirvanya.**
Vandal

King and Jarl of Riocht Mac Tire

## First Mention In-Game:

Mentioned in a Rumor (23 January 615) Concerning the Frost Giant War of 615:

> Rumors abound that the Barbarian Host is under the direct command of Jarl Vandal himself, and that an attack on the Frost Giants of the Shrouded Mountain is eminent. Raids by the Frost Giants and their Elemental allies have increased on the northern border of the Barbarian Kingdom over the last few months. Many onlookers have spied the Biata clans of the Rockshield Mountains marching with the armies of Riocht Mac Tire acting as scouts and rangers for the large force.
>
>
The Brotherhood of the Glove

## The Brotherhood of the Glove

"The glove protects. The glove conceals. The glove endures."

### Leader(s)

* The Tenebris Gloves: Cassius Emerson and Cladius Emerson
* The Noctis Gloves: Emmanuel Smile Dog, Griznil Fenir
* The Opacare Gloves: Tymn
* The Vesperum Gloves
* The Meridies Gloves
* The Matutinus Gloves
* The Umbris Glove: Phaereon Canniet

### Affiliation

Gloved Hand Tavern, Gloved Palm Inn, Gloved Fist Dungeon

### Alignment

Neutral Evil

- The Charter of the Brotherhood of the Glove
Shrouded Mountain

A mountain in the Avandrian region. Frezzik, Lord of the Frost Giants, calls this mountain his home.  He and his troops patrol the area and raid the lowlands for supplies.  He seeks the destruction of the Barbarian Tower of Rathu.  It is believed that a Roc tends a nest within the high area of the crags.
Stasis

## Stasis, the Methodical Court

"There is no crueler tyranny than that which is perpetuated under the shield of law and in the name of justice."

### Ruler

Lexum Infinitus, the Supreme Judicator of the Triumvirate of Stasis, Malum Infinitus, the Supreme Prosecutor of the Triumvirate of Stasis, Bonum Infinitus, the Supreme Advocator of the Triumvirate of Stasis
Guild of Scholarly Thought

An organization operating in the Avandrian Region.

## First Mention

29 March 615

> Residents of Clamps Camp and the surrounding Area - I am Master Airen Moonwing, Founder and Master of the recently founded Guild of Scholarly Thought. With the recent completion of the core structure of the guild house (The Nest), I am now ready to begin to call for members to join me.
>
>

> While many details of the guild and its operation are still being settled, I want input as to what people want to see in a guild. However, Here are the purposes i see for this guild:
>
>

> To nurture and guide the development of young Casters
>
>
>
> To research and expand our knowledge of magic and magical beasts.
>
>
>
>
> Police the destructive and detrimental uses of magic.
>
>

> I have only one requirement currently, that the applicant have the knowledge of reading and writing. There are no guild fees yet, as there are no benefits, aside from the scroll production workshop. And i will handle access to that separately for now. I do ask for donations toward the development and upkeep of the Guildhouse.
>
>

> All guildmembers are required to adhere to the laws of clamps camp.
>
>

> I will invest in the guild earth circle anyone who can perform healing arts. I will offer discount components of any in my stores for this purpose. Unfortunately, we do not yet have a guild Investiture scroll. for those who wish to be invested, i hear you can purchase cheap single use formal scrolls from shops in the area (OOG: the goblin point exchange sells formal scrolls for 50+20/level, meaning 70 goblin point for investiture).
>
>

> Those who wish to become members please contact me.
>
>

> Master Airen Moonwing
>
>
>
> Guildmaster of the Scholars Guild
>
> Master Earth Formalist.
>
>
>
>
> Celestial Caster of the Seventh Circle
>
>
High Hills

Local Barbarian Tribes have called this area home for a long time. They are debating whether they should join the Kingdom of Riocht Mac Tire or stay independent.  They trade items with the Hoblings of Wikleperry Falls and are generally a peaceful group.  The bandits that are organizing to the south have worried the elders.
Denton

Former Mayor of Clamps Neutral Zone, back when it was still called Clamps Camp. A merchant extraordinaire who leased the once-successful mining area from the Avandrian Trade Authority.

Creator of Denton's Laws.

## History

As told in post by Thomak, Biata Scholar, Historian, and Gossipmonger of The Freemen Alliance of Clamps Camp on 12 February 615:

> Mayor Denton Margoze was elected to his post by an overwhelming landslide during the elections of 609. He has served two terms and has just begun his third. The Freemen Alliance of Clamps Camps (as we like to be called) elect a Mayor every three years to act as our voice, our conscious, and, if needed, our arm to serve us all. The Mayor may appoint a Sheriff, and the Sheriff may appoint a Deputy. Mayor Denton Margoze is also the largest landowner in the area, shrewdly purchasing the lands from both Dwarven and Avandrian clerks. We are in the unique position of honoring both Kingdoms, but holding allegiance to neither. They (generally) leave us alone and we return the favor. The Red Legs have acted as a de facto constables in our area, as our previous four sheriffs have met untimely demises and Avandria wishes the "peace to be kept" here.
>
>

As told by Simon 12 February 615:

> See I was lead to believe, by Margoze himself, that all he did was set up shop and claimed to own the area. He was even slightly appalled by everyone referring to him as mayor.
>
>

## First Mention In-Game:

An Advertisement posted on 18 Jan 615:

> Many of the prospectors who struck it rich with the silver find have gone missing. The locals are saying that they are hearing strange noises at night, and that there are many trolls starting to venture down into the Silverpelt from the mountains. I am willing to spend my money on mercenaries and guardsmen to protect my stock and find those who are missing.
>
>

> Denton Margoze
>
>

> Mayor of Clamps Camp, Merchant Extraordinaire
>
>
Arena

An Arena in Clamps.

In Denton's Words (24 March 615):

> I am most pleased to announce the grand opening of "Clamps Camp Arena".
>
>
>
> I will be actively looking to buy incapacitated violent creatures for this new business.
>
> Battles in the arena will include:
>
> Adventurer Vs Monster
>
> Adventurers Vs Adventurers
>
> Group battles Vs Monsters
>
> There will be varying degrees of difficulty in the arena to be decided from a list:
>
> **Green Forest Cage**: newer adventurers
>
> **Yellow Field Door:** reasonably skilled adventurers
>
> **Red Mountain Door:** seasoned adventurers only
>
>
>
>
> **Mystery Door:** at your own risk
>
>

> Monsters brought in for the arena will be appraised and priced depending on the strength, overall power and rarity of the creature.
>
>
>
> Prizes will vary depending on the chosen arena door.
>
> Betting will be permitted.
>
>
>
>
> Arena fraud will be treated as robbery, try and cheat and you may find yourself with a much closer view of the arena.
>
>

> The arena as punishment will depend case by case.
>
> As for the type of creatures, Only monsters that can be contained by normal means. So rust monsters, and Elementals will not be excepted. Creatures of all strengths are needed, but nothing specific as of yet. Rare monsters will fetch a better price as spectators like new and uncommon fights.
>
>

## First Mention

23 March 615

> I'm in the works with a local "beast master" for setting up a Arena. I'll be buying incapacitated creatures in the near future. More details to come.
>
>

> Mayor Denton Margoze
>
>

> Clamps Camp
>
>
Sheriff

A judicial position in Clamps Neutral Zone created by Mayor Denton in February 615

## Holders of the Title

Gil (Appointed by Magistrate Faustinus) 10 October 615 -

Brak'Thol (created) 6 February 615 -

## First Mention In-Game

In a post by Denton 6 February 615

> Peoples of Clamps Camp-
>
>

> I Denton Margoze, Mayor of Clamps Camp, here by announce that the adventurer known as "Brak'Thol has been given the position of Camp Sheriff. His new authority is a direct extension of mine in matters pertaining to the enforcement of law within the local area.
>
>

> Please show him the respect a person deserves in such a position. Welcome and thank you Sheriff Brak'Thol.
>
>

> Mayor Denton Margoze
>
> Owner and Proprietor of Clamps Camp and the Crystal Melon
>
>
RavensClaw Mercenary Guild

An organization in the Avandrian Region, headquartered at the RavensClaw Mercenary Guildhall in the Clamps Neutral Zone. Created and run by Brak'Thol.

## First Mention In-Game

Not by name, but immediately prior to the construction of the Guildhall (5 February 615):

> If you love GOLD, if you love ADVENTURE, if you love FIGHTING, we're the ones for you. Join my guild, join our family, and you'll have more gold and fun than you know what to do with.
>
>

> I've got great plans to make this the central home of a far reaching Mercenary Guild, providing various services. We'll provide services as varied as protection, search and rescue, security, law enforcement, and many others. In fact, short of nefarious purposes, we'll provide just about anything for the right amount of gold. The saying goes that every man has a price; not only is that true, but here we post that price for everyone to see and bid on.
>
>

> The guildhall will provide free room and board for new members, while the local tavern has food and drink actually worth paying for. There are plans for a moderate smithy, usable by members to sharpen their weapons, strengthen their armour, or even forge out new items. The armoury is full of weapons and armour free for use, while donations are constantly changing what's available.
>
>

> We stick together, we fight together, we adventure together, and together we grow strong, rich, and drink our way into the evenings.
>
>

> Contact me for your entrance exam.
>
>

> ~Brak'Thol Ravensclaw
>
>
Silaris

## First Mention In-Game

Introducing himself 11 February 615:

> People of the land of Avandria-
>
>

> Need that extra bit of coin for seed? How about a bag of gold for that magic bobble you've been eyeing? Trying to pay your local taxes, but coming up short?
>
>
>
> Then look no further!
>
> I will be starting a money lending service to people in want or need.
>
>
>
>
> Interested? Send me a message by currier, or on this fine tree and I'm sure it will reach me.
>
>

> Lord Silaris Compre
>
> Master Enchanter
>
>
Ironholme

Dwarven Underground fortress and mining colony in the North Central portion of the Avandrian Region

## Ruler:

King Dragain Ironthighs of the Clan Ironthighs

## Background:

Dragain Ironthighs lead a group of his clansmen into the recesses of the Hammerfall and Anvilstrike mountains. Here they discovered large deposits of iron, mithril, and gold a dwarven paradise.  They quickly built defenses and constructed a extended fortress entrance (The Rock) to defend their new hoard.  Many campaigns were launched by The Severed Clans against the Dwarves with varying degrees of success.  A constant state of war exists between these two entities with no obvious hope for peace apparent.

## Military/Spell Use:

Earth 80/Celestial 20; Troops are well equipped with heavy armor and are highly disciplined.  Morale is high.

## Trade:

Weapons; Armor; Metal goods; Coinage; They will not trade with anyone who allows their gear to fall into the hands of any member of The Severed Clans;  Ironholme imports roughly 80% of their food with the new Barbarian Kingdom of Riocht Mac Tire providing a growing supply of these items instead of the merchants of Gregorsborough.

## Laws:

Dwarven Law is followed here, and a strong sense of community and law is prominent among the populace.  The needs of the Clan outweigh the needs of the individual.
Wayfinder's Guild

One of the Organizations in the Kingdom of Avandria.

## First Mention In-Game

Voncrief du Lace posted a travel advisory for the Clamps region on 16 January 615:

> The Wayfinder's Guild of Esteemed Gentlefolk of The Kingdom of Avandria has issued the following travel advisory for travelling about the area of Clamps Camp:
>
>

> Increasing instances of Undead activity, coupled with Goblin aggressiveness, has made travel and commerce in this area difficult. All associates are advised to avoid this region.
>
> Additional reports are coming in of large mineral and ore strikes which will undoubtedly make this warning fall upon deaf ears. Troops from the Avandrian garrison of Trengiton are not being dispensed, and the local population would be advised to seek assistance elsewhere.
>
>

> Voncrief du Lace
>
>
Charred Oak

An organized, radical sect of druids tied to the Bramblebeards, operating in the Avandrian Region

## Timeline of Events

4 March 615

> This vessel is far more resistant then the previous ones...Brother, we must increase our aggressiveness....Through Rot and Decay we achieve Life Everlasting...Praise to the Charred Oak...
>
>

28 February 615

> The Charred Oak is definitely a threat. What I'm wondering, specifically, is what happened to Lugg. The last we saw, he agreed to become the Dark Spirit's apprentice and learn Necromancy. I'm concerned that he may become an accomplice or conspire to perform Necromantic spells. He sacrificed himself to the Dark Spirit to save us all, now I think it's time to find and save him.
>
>

18 February 615

> Residents of Clamps Camp
>
>

> The Human Male known as Selmar Fraksbog is hereby charged with the crime of Necromancy and consorting with The Order of The Charred Oak...His official trial will commence on the final day of the second month of the year 615. Be it known that Necromancy - in any of it's forms - is not tolerated or given sustenance in the lands that I hold sway.
>
>

> My thanks go to Airen, Caster Extraordinaire, for his assistance in bringing this man to justice. You are a welcome addition to the growing camp.
> I encourage all of Clamps Camp to watch the trial, and listen carefully.
>
>

> Mayor Denton Margoze
> Clamps Camp
>
>

11 February 615

> From the Iron Quill of The Ironholme Clanholme:
>
>

> The recent exercise against the sect that calls itself The Order of The Charred Oak has met with limited success. Dwarven mining claims in the Western Hammerfall Region have been restated, but field commander Trevnar Ironthighs of the Clan Ironthighs has stated that the foes were "being risen and replenished as fast as we could smack them down".
>
> It came as a shock to no one that the forces of The Order of The Charred Oak were augmented by goblin and troll forces, probably from the cesspool of The Severed Clans.
>
>

> The campaign shall continue as we will support the lawful rights of Dwarven prospectors.
>
>

> Lord Warrkhar Ironthighs of the Clan Ironthighs
>
>
>
> Son of Sarkonnd Ironthighs of the Clan Ironthighs
>
> Cousin to the King
>
>
>
>
> First Defender of the Home and Forge
>
>
Sanguine Keep

## Background:

Ars is an Archlich of amazing power.  In his “youth” he had designs on destroying the Kingdom of Avandria, but he now sees them as misguided children that he must embrace.  He despises the Valindell Elves and the Drae of Orbb Tushar, and views the Severed Clans as uncouth beasts.  The local lizard men, swamp goblins, kobolds, and other denizens revere Ars as a superior being.  The Barbarians of Riocht Mac Tire are too new to have piqued his interest.

## Military/Spell Use:

Unknown; Ars has created /enhanced his lieutenants (The Huntsmen) with unique powers and abilities.  The huntsmen command large armies of undead and intelligent fiends.

## Law:

The word of Ars is law.  There are no other laws worth knowing.
Chronicle of the Chaos Cart Carnage

A published work by Zacatepec. First Published 30 March 615.

## Full Text

Chronicle of the Chaos Cart Carnage

by Master Zacatepec Atoyac (Headmaster of Atoyac Center for Bardic Learning from 612 to present)

North of the Avandria, in a kingdom so starving,

Poor farmers with their corn laden cart were a’traveling.

When the earth erupted, in a shower of stone,

and a creature devoured the family, flesh and bone.

The tillers sated the insectoid feeder,

but it was not the monster who was the leader.

Hailing from the plane so chaotic,

an elemental quite neurotic.

Summoned to punish and to harm and to harass

Those that to it’s master were ever so crass.

And so it waited.

Trap baited.

Hunger inflated.

Destiny fated.

For when the heroes came upon the deceptively serene scene

A lone elemental, dancing around them did preen.

A harmless spell at them it did first cast

For it’s purpose in the field they dare asked.

And when the heroes wandered near to the wagon

Creatures appeared, as fierce as a dragon.

Spewing forth acid and dragging those inert

into their burrows to consume their dessert.

The agent of chaos was soon defeated

But not before Lugg’s hat was deleted.

The monsters were cleared

Mayor disappeared

Faustinus’ smeared

Villagers cheered

The return of the food much needed.
Simon's Earth Circle

## First Mention In-Game

In an observation made 23 January 615:

> As I lie her in my Earth Circle looking towards the sky. Im going over the days events, I met some interesting people and some others that were your typical adventurer type. Many contacts were made and tomorrow I shall go retrieve my gypsy and caravan, so I can establish a new beginning here.
>
>

> ~∆ Simon The Potion Brewer
>
>
Atoyac Center for Bardic Learning

An organization in the Avandrian Region:

The Atoyac Center for Bardic Learning is the premier learning facility for all the things a budding bard will need to make their way through the world, and those who complete the full course will be bestowed with the title Bard Extraordinaire. For those who have chosen a different career path, the ACBL offers certificates in Reading & Writing, Storytelling, Music, Ethics, and First Aid.

Those who receive their Ethics certificate are eligible to enroll in our Advanced degree programs in Creative Entrances, Intruder Deterrence, Advanced Alarm Construction, and Active Economics. Other certificates and degrees are available upon request, and as need demands.

Fees are very reasonable, and scholarships are available to those in need or with exceptional ability. Depending on demand, I may hire some more instructors at a later point.

## First Mention

26 March 615

> To the Authorities of Clamps Camp:
>
>

> Due to your ideal position in regards to Ironholme, Avandria, Riocht Mac Tire, and the Severed Clans, I have deemed your location near perfect for an institute of unique learning I wish to open. There are a few other sites that I am investigating, but I wish to learn if there are any special fees, permits, taxes, restrictions, or laws on centers of education being built in or around Clamps Camp. While nothing I teach is illegal in any nation, we have been known to get a bad reputation when some of our former students use the skills they learned for illegal purposes. For this reason, I always check in with the authorities before starting construction of a new school.
>
>

> Master Zacatepec Atoyac
>
>
>
> Headmaster of Atoyac Center for Bardic Learning
>
>
>
>
> 612-present
>
>
Characters

## PCs:

### Nobles / Officials:

Lord Sirriam Haehoth, Reliance

Lord Silaris Compre, Tradail Mac Tire

Flicker, Magistrate of the Clamps Neutral Zone

Gil Tubnea, Sheriff of the Clamps Neutral Zone

Davos Davosson, Captain of the Guard of the Clamps Neutral Zone

### Other Characters:

Faustinus Allard

Simon

Madame Meabh Thomas

Brak'Thol

Lugg

Meep

Sentinga

Zacatepec

Airen

Othello Burkhart

## NPCs:

### Nobles / Officials:

King Gwalchmai Vandallarius, Riocht Mac Tire

 Countess Aine Damhain, Riocht Mac Tire

 Sir Francois Couissant, Illuminated Order of the Enameled Quill

Denton Margoze, Former Mayor of Clamps Camp

Uzzil-ak Dwarfsmasher, Most Potent Warlord of the Severed Clans
Gregorsborough

Farming community comprised of many honest freemen on the banks of the Underwinter River.  They have a slightly higher standard of living as they sell foodstuffs and lumber to the Avandrian Crown and Ironholme.  Town is governed by a council composed of the eldest families of the town.  Guilds are powerful in this town.  Organized militia and well paid mercenary Stone Elves from the Jagged Peaks keep the peace.
Uzzil-ak

The Grand and Most Potent Warlord Uzzil-ak Dwarfsmasher is an Ogre Mage and ruler of the Severed Clans.

## First Mention In-Game:

Eye Of the Clans v4 e5:

> The thieving dwarfs of Ironholme have once again spread their filth towards the Severed Clans. Troops from The Rock have been seen moving near Nuggetstrewn Lake in an obvious encroachment of Clans territory. Once again, they think they can take whatever they desire with no thought to the consequences. Rumors of them fighting other forces were received with joy by The Grand and Most Potent Warlord Uzzilak Dwarfsmasher, Ruler of all Severed Clans.
>
>
Riocht Mac Tire

## Population Composition:

Barbarian 60%, Human 9%, Dwarf 7%, Wild Elf 5%, Gypsy
5%, Scavenger 3%, Biata 2%, Other 9%

## Ruler:

Jarl Gwalchmai Vandallarius (Jarl Vandal)

## Government:

Sovereign Kingship with Council of Elders and Druid
Advisors

## Background:

New kingdom formed with the exodus of the Valindell Barbarians and Freemen from the turmoil of the sinking of Korendell Island. Expansionistic and militarily strong, Jarl Vandal prefers to use diplomacy whenever possible when expanding his kingdom and borders.

## Military/Spell Use:

Predominantly Earth Based, but Jarl Vandal has attempted to remove the stigma of Celestial Magic from the culture of his people. Military is well organized and military service is expected from the populace. Morale is high.

## Trade:

Furs; Foodstuffs; Large iron and silver deposits were found northwest of kingdom seat; Many weapons and armor are manufactured by the crown; Alchemy, Smithing, and Potionmaking are encouraged as tradeskills; Formal Magic Components are more common in this area as well

## Laws:

Accepts most Evendarrian laws with the exception being the acceptance of Chaos Battle Magic when used in personal defense; Extensive codex of laws in effect; Personal Combat is allowed

## Other Areas:

Rathu Tower

Caer Derwys

Achar Fochlama

Tradail Mac Tire

Reliance
RavensClaw Mercenary Guildhall

## Located:

Outskirts of Clamps Camp proper, about 3 miles from Flicker’s tavern

## Employees:

* Astea Azures (Gypsy)
* Rex Eqarjthb (Biata)

## Services Available:

* Mercenary contracts
* smithing needs
* beds
* protection
* arms and armour for rent and for sale.

## First Mention In-Game

In a post made by Brak'Thol on 5 February 615:

> Once Mayor Denton grants me his blessing, I will be building a Guildhall here in Clamps Camp. I have found the perfect plot of land, and I am now looking for workers with strong backs.
>
>

> I will need those experienced with land work to clear the spot of boulders, trees, and brush of any sort. Once done with that, they will need to level the ground and then create an artificial creek bringing water to the area.
>
>

> Once the land is prepared, I'm looking for stone masons who can quarry out the stone blocks for the Guildhall walls. The guildhall will be a 2 story structure with an entrance leading to a grand hall. Experience with multiple stories is a must for those doing the construction. The roof must be slate, so experience producing different sized stone products is a must for those working the quarry.
>
>

> Finally, I'm looking for those experienced with lumber. The outer wall must be at least tree-trunk thick and will encompass a training area. Inside the wall, watchtowers will be placed at the corners.
>
>

> If you feel that you have the skills that I need, look for me in the local tavern. I'll be the orc enjoying the fine food and drink of the establishment. I'll provide a free meal to those with the requisite skills, while if you waste my time I'll make you pay for my meal.
>
>

> ~Brak'Thol Ravensclaw
>
>
The Valiant Court of Lhelidoria

## The Valiant Court of the Principality of Lhelidoria

### Leader(s)

* Roellyn ir'Jarreau II, Prince-Apparent of the Valiant Principality of Lhelidoria
* Anoedeline ir'Jarreau, Queen Regent
* Bertrand d'Guesclin the Knight Exemplar, Exalted Champion of the Principality
* Guille ir'Tristan the Knight Executor, Lord General of the Lhelidorian Calvary and Militia
* Jean ir'Maingre-Boucicaut the Knight Minister, Lord Speaker of the House of Knights
* Breunor ir'Moriaen the Knight Elector, Lord Speaker of the House of Squires
* Tommau ir'Colgrevance the Knight Solicitor, Lord Magistrate of the Principality
* Rodrigon Vivar the Knight Rector, Cardinal of the Diocese Gentemus ex Lhelidoria of The Eightfold Faith
* Godfrey ir'Bouillon the Knight Ambassador, Lord Emissary of the Principality
* Milos ir'Obelle, the Knight Commander, Lord-at-Arms of the Knights of the Swan and the Falcon

### Affiliation

The Valiant Principality of Lhelidoria, The Parliament of the Swan and the Falcon, Empire of the Nine Kingdoms of Doria

### Alignment

Lawful Neutral

- Sir Eternal
The Church of the Infernal

"The soul requires a sovereign of unrelenting resolve."

### Deity/Deities

* The Infernal Sovereign of the Diabolical Dominion of the Nine Rings of Hel: Asmodeus the Infernal
* The Archdukes of the Nine Rings of Hel: Mephistopheles the Vainglorious, Beelzebub the Envious, Baphomet the Wrathful, Mammon the Covetous, Azazel the Dour, Lilith the Wanton, Moloch the Ravenous, Belphegor the Indolent

### Alignment

Lawful Evil

- Canto Diabolis
Avandrian Region

The Avandrian Region is the principle location for action in NERO BANE.

## Kingdoms:

Riocht Mac Tire

Kingdom of Avandria

Orbb Tulshar

Ironholme

The Severed Clans

Valindell

Sanguine Keep

## Other Areas:

Camp of Dulwar

The Rift

Getarika al’Ka Forest

The Old Men

Potail du Reveu

Fangstooth Barrier

Fallen Marshes

The Old Kings

Underwinter River

The Dead Forest

Mountains of Hrul

Tuskclawbite Hills

The Great Bowl

Mighty Jurgens Pond, Lake of Lost Fingers, and Ces’ Puddle

Nuggetstrewn Lake

Anvilstrike and Hammerfall Mountains

Silverpelt Forest

The Shrouded Mountain

Rockshield Mountains

Jagged Peaks

Low Hills

High Hills

Worn Hills

Tall Forest
Main Page

<hero description="This wiki is for NERO BANE a Live Action Role-Playing (LARP) Game based in California.

Here you'll find in and out of game details concerning the Kingdom of Avandria and it's surrounding environment, the main setting of NERO BANE. " imagename="" cropposition="" />

1. REDIRECT NERO BANE Wikia
Carl Powers

**Carl Powers** était un élève, décédé dans une piscine londonienne.

## Personnalité

Carl était un athlète talentueux dont l'avenir était prometteur en natation. Il tenait énormément à ses chaussures. Le soin qu'il portait à ses chaussures était particulièrement obsédant, avec les lacets changés quatre fois en une seule année, il nettoyait parfaitement ses chaussures et les a blanchies de manière presque parfaite.

## Biographie

Âgé de 11 ans seulement, il a été retrouvé mort dans une piscine à Londres alors qu'il était en voyage scolaire. C'était initialement considéré comme étant un accident, que le jeune garçon s'était noyé. Cependant, le jeune Sherlock pensait que cette mort était suspicieuse car il n'y avait aucune trace de ses chaussures, alors qu'il les aimait tant. Il a tenté de prévenir la police mais sans succès.

Le mystère de la mort de Carl a été utilisé par Moriarty pour l'une des pièces de son diabolique jeu pour Sherlock, mystère que ce dernier doit résoudre pour sauver une vie innocente. Sherlock découvre alors que Carl Power a été empoisonné, par le biais du médicament qu'il prenait contre son eczéma.

## Anecdotes

* Cette affaire était la toute première de Sherlock, ce qui l'a influencé à continuer de travailler dans les énigmes et les résolutions de meurtres.