recursal/Fanatic-Fandom huggingface dataset:
Resting Overhaul

**Breather (Deprecated)** A creature can perform a breather by exhibiting no activity for at least 5 minutes. After performing a breather, you may attempt to recover from level 1 exhaustion by succeeding a Con save DC 16. You cannot perform a breather except once every short rest.

**Short Rest** Same as PHB where you spend hit dice to regain hit points.

**Long Rest** Same as PHB where you regain all hit points and half of your maximum hit dice. You may instead benefit from a quality rest by consuming a meal or drink worth at least 5g to gain all of your hit dice back instead of only half.

## Notes

You cannot gain the benefits of a long rest while donning armor.
Ring of the Ram

**Stat Bonuses:** +1 STR

On command, the wielder may use their action to deliver a powerful force to creatures in a line within 15 feet of them. The force forms a ghoulish illusion of a ram charging through the creatures and deals 3d6 Force damage to all affected. Additionally, creatures affected must succeed on an Athletics 14 check or be pushed back 10 feet and become prone. This force may also be used to break open doors of material no stronger than wood.

## Adventures

During an encounter with nefarious bandits along the north road of *Calnlian*, *Ser Ravyn* looted one of the members of the *Assassins Guild* that made an appearance and found the ring on their possession. The reason the assassin had the ring on their person is unknown.
Thunder Horn

### Description

Curved white piece of an Ox’s horn that always emits static discharge until blown to unleash a devastating lightning blast.

### Type

Trinket

When blown, the horn emits a lightning bolt that deals 6d6 Lightning Damage to all creatures in a 30 ft line.

## Adventures

The Thunder Horn has always been in the possession of *Rhothomir*. It is most known for when the party encountered the *Undead Giant* running for *Calnlian*. Rhothomir climbed the giant and blew the horn next to the giant’s head which shattered it and defeated the giant. The party saw the horn used again when Rhothomir accompanied them on their journey to *Durgrax* and he blew the horn against a small band of *Vithari* which dispatched them quickly.
Thamtaruhm Rebels

A band of warriors whose loyalty belonged to *Lodmin Ironheart* and *Torevreck Ironheart*. After *Khulot Ironheart* framed his brother’s by murdering their father, Lodmin and Torevreck were exiled from their home, *Thamtaruhm*, and Khulot gained the throne. Political stature was decimated in Thamtaruhm after the murder which those who believed that Khulot was the true culprit were exiled with the Ironheart brothers. A large number of dwarves were exiled in this manner over time and eventually Lodmin and Torevreck became leaders of a resistance movement against Khulot’s throne. Lodmin began harboring the dwarves in a sanctioned area near *The Scar* which they mined for resources to amass an army to dethrone Khulot by force. Unfortunately, Lodmin met his death during a battle with *Hobgoblins* in the Scar which Torevreck took his place as leader of the exiled dwarves. The dwarves that were exiled with the Ironheart brothers became known as Thamtaruhm Rebels and aided Torevreck in reclaiming Thamtaruhm during the *Calnlian Assault on Thamtaruhm*. After the assault, all of the rebels were granted citizenship back into the city which they all happily accepted.
Ravyn's Family Trinket

### Description

A small blue sapphire gem encased in metal rings that emits a silver light when commanding its magical abilities.

### Type

Trinket

The effects of the item are unknown.

## Adventures

During his commune in *Calnlian*, *Ser Ravyn* stumbled upon *Ser Grumphet* as he was in Calnlian searching for trade assistance in addition to helping out *Zavidur Ugadesh* find some information on the whereabouts of *Zeezack*. When Ser Grumphet spoke with Ser Ravyn, he bestowed him a trinket and claimed it was from his adopted father, Ciro, who in turn said it belonged to Ravyn’s birth mother. Ravyn kept this trinket as a safekeeping henceforth until he met *Norox*. Norox informed Ravyn that the trinket had the properties of a celestial guardians essence and had the power to purge lesser evil. Norox also explained that in time, the trinket could mature and become more powerful, typically through attunement.
Uraekai Manxcon

A pompous tiefling who is one of the first members of *The Black Hand* and became the organization’s head proxy. *Arizu Valbis* and *Ghrolok Stonecrusher* met with Uraekai when seeking out possession of the *Razer Onyx*. Uraekai struck a bargain with the two that in lieu of material, they would acquire the *Tome of Ten Thousand Deaths* rumored to be held in *The Scarlet Crypt*. He originally appraised the Razer Onyx at 1,000g.  Arizu and Ghrolok were required to ingest amnesiac powder that made them forget transpired events, but Uraekai arranged for a note with instructions of their transaction nailed to a tree when they awoke in *Bervaque’s* outskirts.
Shar

Deemed the goddess of darkness and the creator of the *Shadowfell*. It is not known by any other than deities, but Shar created the Shadowfell itself by harvesting negative energy from the cosmos. Shar is believed to primarily oversee *Evernight* and is hailed as an inhabitant of the city. She is rumored to make random appearances but is absent most of the time. Her presence alone prevents the society of Evernight in becoming complete chaos. Many lowly inhabitants of Evernight worship Shar like an ordinary deity, however the more intelligent and powerful simply recognize her power but do not worship her.

*Armament*, *Talon*, *Thalnik Ulmrus* and *Zikore Raug* witnessed the coming of Shar once more in the Evernight during their adventures in the city. The party was fending off an ambush from *Raven Queen* fanatics when Shar suddenly made an appearance and quickly quelled the agitators with ease. Her appearance and voice alone compelled the entire party to suffer despair. After speaking to her clergyman, she announced to all of Evernight that a meeting of the Tribunal was to commence immediately. Before leaving the temple, she vowed to purge Evernight of chaos.

*Reference: D&D Forgotten Realms Shar*
Cursed Barrens

A large desert that has the alias of the Cursed Barrens due to many travelers becoming lost while trekking it. The desert is abundant with sandstorms and is difficult to navigate for most. The desert is most known for being the entity from preventing the undead scourge from entering *Pilfanx* and *Bervaque* territory.

*Arizu Valbis*, *Darius Leopold* and *Ghrolok Stonecrusher* trekked the Cursed Barrens after being assigned a task from *Elder Dragon Rider Kaiden Armov*. They were instructed to find a roaming satyr society where they encountered *Cragorshx* who helped them on their origin mysteries behind the *Phoenixborn*.

## Trekking Cursed Barrens

Once the party reaches the cursed barrens, they will arrive at the north-west point of the map. Each day will be split into two halves where rolls will occur for each half day. The rolls manipulate the weather for that part of the day and a unique encounter. The cursed barrens would take roughly 6 days to trek from its most western point to its most eastern point, assuming a straight uninterrupted path. Wandering the desert is a dangerous feat and should not be done so without preparation. You should remain conscious of your resources and prepare for a true test of your survival skills.

Players can move up to 2 spaces per half day at normal speed without suffering repercussions or hastily move up to 2 additional spaces at the risk of exhaustion. Mountain spaces (black) and water spaces (blue) are impassable. Hill spaces (green) cost 2 spaces to enter and will usually contain shelter from the elements.

At the beginning of every half day:

* Perform a weather check. The new weather takes effect after 1 space of travel or 1 hour
* Perform an encounter roll and randomly encounter it along the current half day
* Party must consume standard rations and water to prevent malnourishment

At the end of every half day (before party rests):

* Party must consume standard rations and water to prevent malnourishment

* Party performs Survival 18 check. If both fail, the party can only travel up to 1 space instead on the next half day and their next space is advanced in a random direction before performing the check again

 1-5
 6-10
 11-17
 18-20
Strahdul's Robes

### Description

Thick accents of blackened fabric while the majority of the robes are a dirtied, but lavish mixture of gray and green gradients

### Type

Robes

Enables the casting of the spell, Gentle Repose up to three times every short rest. Additionally, undead do not become immediately hostile to you and treat you indifferently upon first approach.

## Adventures

The robes were discovered by *Zirilante* after he and his companions defeated a Skull Lord named Strahdul while traversing southern *Pilfanx* lands. Upon defeating Strahdul, he dropped his robes which Zirilante looted. They were later inspected by *Elder Dragon Rider Kaiden Armov* who explained it's function and gave it to the party as a gift.
Wand of Control Giant

Wielder inflicts the effects of the spell, Command, to a heightened degree against Giants that cannot save against it.

## Adventures

*Khulot Ironheart* obtained the magical wand from a traveling merchant in *Thamtaruhm* before he gained the throne. He was fascinated by the item, but never had the opportunity to use it until a fire giant named *Yug* teleported to the material plane from the *Elemental Dominion*. Khulot always kept the wand on his person and when he encountered Yug in the foothills of Thamtaruhm, he used it to control Yug. Khulot would threaten nobles and any who crossed him saying he would unleash Yug on them. During the *Calnlian Assault on Thamtaruhm*, Khulot used Yug as a last resort once the *Calnlian* army had taken the nobles district. Yug engaged with the Calnlian soldiers along with *Chokoff*, *Gormastyl*, and *Ser Ravyn*. Khulot was captured during the encounter while in his throne room and the wand was stripped from him by Calnlian rogues. Yug was set free and fled the area. The wand was given to *Torevreck Ironheart* who soon after gifted it to Chokoff. However, the wand was ultimately destroyed when Chokoff was absorbed by *Flametongue*.
The New World

Once the dust settled with the *Divine Power Struggle*, a period of prosperity referred to as the New World came to be. The remnants that remained of the cataclysm *Tiamat* created caused the surviving races to build a life of their own without the adjudication of a deity. Some denizen’s faith remained in the former deities while others sought to believe in new gods.

The *Elder Dragons* that Tiamat had spawned reached adolescence and began communing with the inhabitants of the *Material Plane*. Additionally, the planes of the multiverse began to become closer to one another through the leylines that flow into the Elder Dragons. This caused other planes to inherit the schools of magic. With the help of the Elder Dragons and their creation of magic, the inhabitants of the material plane began building cities, kingdoms, and societies. Tensions eventually rose with the Elder Dragons as the populace of the material plane feared their power in respect to the events of the divine struggle. The fear caused the creation of an order named the *Elder Dragon Riders* that would act a balance of power between the Elder Dragons and the inhabitants of the plane. Prosperity continued until the days of the divine war became legend and only the gods remembered the events of the past.
Tome of Metal Materialization

*A book engraved with a metallic shimmer along its binding and pages. Words of objects are permanently etched in the book’s pages. Upon reading the book, one can see that most of the hand writing seems to be from one person with the exception of the last couple of words “Hammer” and “Shuriken”. Upon throughout investigation of the book, the wielder will find a functionality note in the rear describing how to properly use the book*.

The user can inscribe the word of any object inside the book. Once a user inscribes the word of an object in the book, the object materializes in metal form in front of them. If the word written already belongs in the book, then nothing happens. The scope of the material is limited to one dimensional purposes, meaning you can create a key - but you can’t create a key to a specific lock. Additionally, the dimension limit of the object is 5x5 ft and a mass of 100 lbs.

**Existing Words:** Shuriken, hammer, longsword, key, box, quill, dog, bed, gold, silver, copper, platinum, electrum, coins, money

**Curse:** This item is cursed to any who use its function. Shortly after inscribing a word into the book, the user will be succumbed to a mysterious voice that booms in their head. Additionally, their eyes turn into blackish beads. The voice will present a multiple choice scenario based on the user’s surroundings. The user has the choice of performing one of the choices or will suffer heavy damage until death. The choices’ intensity is influenced by the object materialized which most options are undesirable.

## Adventures

The tome was looted from a temple of a tiefling artificer named Ekmoros who is believed to be the creator is the book. *Akir Duskwalker*, *Arthus*, *Ser Ravyn*, and *Zavidur Ugadesh* accompanied *Algareth and Wuulgar* with the *Delver’s Guild* into the tomb of Ekmoros to retrieve any lost artifacts of their tiefling clan. After overcoming the tomb’s traps, the group was lead to a room where Wuulgar looted a metallic crown and the tome. Wuulgar discovered the functionality of the book and wrote “Hammer” within it, but was unaware of the curse which resulted in his demise by a metallic *Umber Hulk*. Algareth quickly looted the book while Wuulgar was being devoured and the party escaped the tomb. Ravyn scolded Algareth for attempting to open the book which he then relinquished it from him. Arthus later inquired upon Ravyn to attempt to identify the book’s function and discovered the note in the back of the book which he gestured Akir to test the book out. Akir wrote “Shuriken” which caused a shuriken to appear and the curse set in for Akir. He was presented with the options: A) Makeout with Ravyn for 10 seconds or B) Eat 72 gold pieces. Akir was resistant to both demands which resulted in taking extreme damage until he finally began eating his gold pieces. The party now has general fear of using the tome.
The Scar

A massive crater that forms a shape like a large gash wound on the material plane. Many fear this location due to the wailing noises that are rumored to come from wraiths that reside inside of the Scar. The Scar consists of three large catacombs: Mardhur, Tahir, Dhughaldur. Dwarves were once known to mine the Scar’s depths because of the rich ore that resides above the *Underworld*. After the *Dark Age* began, the dwarf miners ceased all activities within. The Scar can sometimes be considered a means of entering the Underworld, because secret passageways may be accessed with ancient magic that lead directly into the Underworld.
After being exiled, *Torevreck Ironheart* and *Lodmin Ironheart* lead their rebel band of dwarves into the Scar to mine for gold to supply their rebellion to uproot *Khulot Ironheart* from the throne after being framed for their father’s death. *Chokoff*, *Ealrith*, *Henath* and *Sir Poppins* encountered Torevreck in a dire situation and saved him along with his other dwarves. They learned about Lodmin, but discovered he had died prior to their encounters with the dwarves by a large band of Hobgoblins. Torevreck and the party made a deal that ultimately granted the party access to the Underworld through the Scar as they continued their quest.
Torgan

**Class** Shaman, Totem Barbarian

**Origin** Howling Fang Tribe that is current authority in Agmul Vardis.

**Behavior** Constantly trying to prove himself to others through strength, slightly cunning, struggles with topics of high intelligence and dislikes studying matters other than combat. Devout follower of Hextor due to war pantheon. Spends most of his free time performing worship activities to Hextor and training his combat prowess.

Has a gashing three streak scar across his face as he was mauled by an aberration a couple years ago
Wild Magic Surge

With the revision of the critical fumble chart, player's desired a more chaotic result whenever a critical failure happened but still wanted to leave things to chance. The party really enjoyed the effects of the wild magic surge they experienced Ealrith and sought to implement it as a permanent system. The table below depicts mostly homebrew effects while some are derived from the player’s handbook.
Zurrath's Amulet of Calling

Upon physically breaking the amulet, a cyan gas substance would float into the air above the wielder. This substance alerted *Elder Dragon Zurrath* that the wielder has called for him. However, it does not immediately summon Zurrath by the wielder’s side.

## Adventures

The amulet was seen only two times as whenever party members would complete a major quest with Zurrath, he would bestow someone an amulet of calling should they ever wish to rejoin Zurrath. An amulet was given to *Ealrith* which eventually was transferred to *Gormastyl*. Gormastyl had accidentally broken the amulet during a battle which coincidentally Zurrath appeared in *Calnlian* with *Chokoff*, *Gormastyl*, and *Ser Ravyn* where he asked them to join his quest to restore *Elder Dragon Venia*. A second amulet was bestowed to Ser Ravyn after they successfully restored Venia where Zurrath gave him the same instructions to break it should Ravyn or his companions wish to rejoin Zurrath.
Zeezack’s stronghold

*Akir Duskwalker*, *Arthus*, *Ser Ravyn*, and *Zavidur Ugadesh* infiltrated *Zeezack’s* stronghold in order to assassinate Zeezack himself and complete Zavidur’s personal vengeance. The group was initially stumped at a way inside the stronghold due to its seemingly impenetrable walls. Akir scouted the grounds within after polymorphing himself as an orc and tried to find Zeezack’s whereabouts, but failed. The group later hijacked a food caravan along the road and went inside with Zavidur pretending to be a slaver while Akir, Arthus, and Ravyn hid inside the food cart. Zavidur waited until night time to signal the group once inside to come out which they utilized the distraction of giants breaking free from the slave pen to breach the central abbey where they believed Zeezack to be. Upon entering, the group encountered a small dwarf child slave which Akir had poisoned in order to keep their presence a secret. The group stealthily explored the abbey which lead them to a large fire golem who acted as *Zeezack’s Bodyguard*. The party performed combat with the golem and managed to defeat him which also freed the warrior spirit, *Nukirah*, who assisted the party in entering Zeezack’s chambers. After breaking the door open, the group encountered Zeezack who Zavidur immediately engaged in a duel that eventually became a contest of hand-to-hand combat while the rest of the group barred the door from reinforcements. Zavidur managed to kill Zeezack while coming close to death himself and the party escaped the stronghold with the help of Nukirah.

Zeezack's stronghold was later overtaken by *Gulrag's* forces after Zeezack was slain.
The Druids 3

A small circle of three druids who are pupils to the prime elemental, *Primos*. Each druid in the circle has affinity to a specific element being air, earth, and water. They appear humanoid with skin colored as their element when not transformed into their elemental form. Their humanoid form are referred to as Genasi. These druids have become very powerful under the teachings of Primos and combined they have successfully given birth to a portal from the *Elemental Dominion* to the *Material Plane* known as the events of the *Elemental Incursion*. However unknown to them at the time, conjuring the portal caused devastating damage to the material plane. The portal was created by the Druids 3 in an attempt to save the people of their homeland from the destruction of the fabled creature, the Tarrasque. The druids upheld their duty of their circle to protect their people and provided a way to escape the creature.

After creating the portal, the circle guarded it with their elemental power and allowed any other Genasi to enter the Material Plane. Many of their people traveled to the plane in fear of the coming of the Tarrasque. While guarding the portal, *Barl*, *Chokoff*, *Gormastyl*, and *Ser Ravyn* approached them. The Druids 3 were quick to perform combat with the party as they were foreign to them and believed they presented a threat to the portal. The druids overcame the party and forced them to flee. Shortly after, The Druids 3 left the portal on its own and began exploring the Material Plane. The druids do not know that Primos has also left the Elemental Dominion to track them down and return them home.
Ring of Thunder

### Description

A light blue ring that contains three lightning bolt etchings all around its surface which glow when charged.

### Type

Trinket

This ring holds charges of electricity and may hold up to three charges. The wielder may charge the ring with magical means or spend at least 1 hour focusing on empowering to ring to gain 1 charge. On command, the wielder may expend a charge to cast an enhanced Thunder Clap at maximum potency to deal 4d6 Lightning Damage to creatures within 10 feet. Each creature must perform a Con 17 save and take half damage on a successful save. Additionally, creatures that fail the save are deafened for 1 minute.

## Adventures

*Gormastyl* looted the ring after overcoming one of the goblin workshops owned by *Zeezack*. He discovered a magically sealed door and successfully unlocked it by speaking a keyphrase. *Ser Ravyn* came into possession of the ring after Gormastyl’s death. Ravyn later gifted the ring to *Arthus*.
Recast

**Recast** Whenever you cast a spell and it fails to deliver any effect to a target, such as a missed spell attack or you inflict no effects due to all targets succeeding their saving throws, then you can regain the spell slot you spent to cast the spell. You can only benefit from this effect up to a number of times equal to your proficiency bonus every long rest.
Enwelneth Calnlian

Founder of *Calnlian*, Enwelneth is written into legend among the citizens of Calnlian and is famous to the woodland elves. In his early life, he wrote scriptures into the legendary *Tome of Nanim*. Many years after settling a new home for elves, Enwelneth betrothed to a lover from his childhood and they had a son, *Cailu Calnlian*. Enwelneth soon became considered king of the all the lands for his great wisdom and influence among the nobility. He secured peace across the great cities *Durgrax*, *Nyrendell*, and *Thamtaruhm* with Calnlian. Enwelneth also looked to the commoners and created what would be considered an international trade route for small villages to reach trade cities. His achievements enabled Calnlian to be crowned capitol of the *Pangea*. He was revered and loved by most, but envied by the nobility for his enormous influence. Eventually, Enwelneth crowned his son, Cailu, the new king of Calnlian and entered retirement from politics and trade.

Enwelneth eventually passed away and many mourned his passing. However, his influence had spread further than the *Material Plane* and *Ehlonna* came before Enwelneth while lingering in the *Fade* and offered him eternal life with her blessing. Enwelneth accepted the forest god’s blessing and materialized as an angel in the material plane. Ehlonna respected Enwelneth enormously and called upon him to do righteous acts in the name of justice against those who cause trouble within her forests. However after years of acting as Ehlonna’s right hand, Hector became jealous of her newfound asset. Hector began performing raids to destroy Ehlonna’s most beloved forests. When Enwelneth was summoned to respond, Hector ambushed Enwelneth after he destroyed the war god’s forces and banished him. Hector banished Enwelneth to be ensnared within a mace which turned pale white upon his essence entering it. Hector kept the mace on him at all times and mocked Ehlonna with his prize. Eventually, Hector’s jealousy subsided and he became bored with the Enwelneth-bound mace. He passed the mace down to one of his worshippers and named it *Enwelneth’s Boon*. The mace has since then been passed down through the ages across many warriors.

Enwelneth’s banishment lasted until the point when his courier at the time, *Ser Ravyn*, was banished to *Celestia*. The exact reason of why the banishment was lifted is unknown, but Enwelneth believes it to be the Lawful-Good aura of the plane that countered Hector’s jealous enchantment. During their travel across Celestia, Enwelneth encountered a celestial named *Arthus* who he labeled as a recidivist. Enwelneth assisted Ravyn and his companions planar travel back to the Material Plane which afterwards, his first motives were to return by Ehlonna’s side once more.
Zinnath

## Pre-Dark Age

Also known as "Zinnath the Fading". Zinnath was the first dragon to disappear from the world for the *Dragonscales* managed to steal his heart thus granting themselves the highest power of divination. Facing death, Zinnath faded. Destined to remain in the *Fade* for the rest of his days, forced to watch the world destroy itself and was helpless.

## Dark Age

Zinnath was presumed deceased until the assault on *Burrova*. When *Elder Dragon Rider Kaiden Armov* had trapped a band of suspicious adventurers in the city, Zinnath came forth from the Fade and rescued the party. The party consisted of *Chokoff*, *Ealrith*, and *Grimmock*. Afterwards, Zinnath flew the party to a mysterious temple residing on a mountain top and seeked their council immediately. They were quick to comply as Zinnath saved their life. Through the counsel of the party of adventurers, Zinnath knew that they possessed his heart which was stolen from him thus causing the events that descended the world into the *Dark Age*. The party restored Zinnath to full strength by bestowing his heart to him once more. Zinnath quickly discovered that *Elder Dragon Zurrath* was the one who retrieved his heart and was hiding it from the Dragonscales. After learning about Zurrath’s capture, Zinnath dispatched the adventurers to a Dragonscale Outpost where Zurrath was being held. Before all the adventurers could step through his portal, he cut it early before the orc, Grimmock could step through.

Later after the events of Zinnath’s revival, few people learned the true nature of why Zinnath was slain. Zinnath was compiling massive amounts of magic which ensared the souls of many in the Fade in hopes to fuse the Fade and the *Material Plane*. Kaiden performed a dangerous mission and took the life of Zinnath before he could complete his fade rituals. Now with Zinnath reborn into the Material Plane, he continues his expedition for the ritual to fuse the two planes.

Zinnath made strides to continue his ritual, but caught the inevitable attention of Kaiden in the process. Kaiden rallied his Dragonscales along with some newfound allies and committed the assault on *Mount Spire* while Zinnath was within the mountain. *Elder Dragon Venia* and *Elder Dragon Rider Lilith Marrow* came to Kaiden’s aid which ultimately caused Zinnath to become overwhelmed. *Arizu Valbis*, *Darius Leopold*, *Ghrolok Stonecrusher*, *Lucian* and *Shelaighleh* destroyed Zinnath’s well of power while Kaiden dueled Zinnath in the Fade and Venia detained Zinnath in the immediate vicinity. When the well of power was decimated, Zinnath fled to the northern skies.
Wevug Runeskin

Only descendant of the Runeskin family, Wevug Runeskin established his family name into nobility after defeating an orc warlord in battle that threatened open war against *Thamtaruhm*. Wevug lived a commoner's life until he entered the military upon adulthood. Eventually he became a general in Thamtaruhm’s army and commanded its troops with pride. Wevug is considered to be a noble dwarf after voluntarily giving up the throne to *Sibrouc Ironheart* after the deeds he did to aid Thamtaruhm while it was suffering through the *Dark Age*. Wevug lived with his family and had a few sons and daughters after his kingship in the nobles district of Thamtaruhm.

After *Khulot Ironheart* murdered Sibrouc Ironheart to gain the throne, Wevug became suspicious of malicious actions from Khulot. He believed his suspicions confirmed once *Torevreck Ironheart* spoke against Khulot in an attempt to reveal the truth of Sibrouc’s death. Over the next year, Wevug became extremely cautious around Khulot until eventually challenging him to the 4th contest of *DhuKhan* when *Chokoff* and *Ealrith* came to him and told him Torevreck’s whereabouts and about the *Thamtaruhm Rebels*. Wevug wished to uproot Khulot and believed that invoking DhuKhan would be the best way without going to war, but his champions failed him in the contest and Khulot executed him. With no heirs of age to succeed his noble status, the Runeskin family no longer resides in the nobles district of Thamtaruhm. Torevreck later learned of Wevug’s sacrifice after uprooting Khulot from the throne and honored him by asking the remaining nobles to create a steel bust in Wevug’s honor within the Thamtaruhm Museum, which they obliged.
Ring of Command Goblin

### Description

A brass ring with ears as a signet which upon closer inspection can be distinguished as goblin ears.

### Type

Trinket

The wielder may forcefully command a single goblin to perform a task to their best ability. The goblin must succeed on a Cha 20 save or be charmed by the wielder for 1 minute. The charm requires concentration. The wielder may command the goblin to perform any acts even ones that would be against the goblin’s alignment or perform self destructive acts.

## Adventures

*Gormastyl* looted the ring after overcoming one of the goblin workshops owned by *Zeezack*. He discovered a magically sealed door and successfully unlocked it by speaking a keyphrase. *Ser Ravyn* came into possession of the ring after Gormastyl’s death. Ravyn later gifted the ring to *Zavidur Ugadesh**,* but it never saw use.
Silvestris

Silvestris is mostly abundant in forests and mountains which mostly attracted humans, elves, and dwarves. However, all manners of race can still be found within its boundaries. Silvestris is commonly referred to those who are cognizant of both continents as the eastern continent of the *Material Plane*.
Valibor

A plane where the meaning of battle and war are literal. The plane consists of seemingly infinite space. It is a chaotic plane where several orb-like planets collide with one another with various armies atop of them. The armies of the plane are constantly battling for solstice while the defeated are sent to the void. The plane was created by a few wargods to gather worthy warriors to their clergy. The plane is populated with defeated warriors in another life who are transported here for another chance at glory.

The gods that have a notable presence in Velibor are Hextor (human), Ilneval (orc), Nomog-Geaya (hobgoblin), Clanggedin Silverbeard (dwarf) and Erythnul (human). The gods are not known for residing within the plane, but still field warriors to their clergy.

The culture within the plane is centered around an event the inhabitants refer to as the "eclipse" when two of the planets collide. This event causes many of the planet's warriors to clash together on each planet which they fight until the planets separate. Battling outside of the eclipse is frowned upon and even fruitless for a mysterious force within the plane magically heals all wounds inflicted on warriors the survive the battle. The warriors of the plane hate this for it means they'll miss out on the battles to come for the healing process takes a very long time. Those who do meet a worthy end during the eclipse are seen wisped away by a northern-light like effect where the inhabitants believe they're taken to their gods haven.

Those that fall in battle are redeemed by cadaver collectors who reap the battlefield for the corpses to fill in the crater damage caused by the eclipse. It is feared as an unworthy end for those that die and aren't taken to their god's haven and their corpse is used in such a way.

*Alkil*, *Lanu Tengo* and *Zirilante* traveled to Valibor through the *Paragon's March* where they were immediately met by battle between dragonborn and orcs. The group fought valiantly until a seeming earthquake interrupted the battlefield. Afterwards, everyone suddenly stopped fighting and began traveling in packs towards separate directions. Cadaver collectors began reaping the battlefield of the dead. The group learned of the plane's lore and that all who inhabit it are warriors who died outside of battle in life. They believe Valibor to be a place where one has a second chance for a glorious death.
Ser Grumphet

A kind gnome who resides within *Canthrall*. Ser Grumphet was considered a gnome of influence within his village, however he was not a leader figure. Instead, Grumphet enjoyed helping his village thrive and being the primary communicator between outlanders and his kin. After the *Elemental Incursion*, Grumphet lead a band of gnomes to fend off groups of hill trolls who plagued the village for their artifacts and livestock. On their trek into the hills, the gnomes encountered *Barl*, *Chokoff*, *Gormastyl*, and *Ser Ravyn* who had already dispatched the trolls they were going to hunt. Grumphet gracefully lead the party to their village and asked them to celebrate with them, but the party left soon after.

A few days later, *Zavidur Ugadesh* traveled into the village looking for supplies and information. Zavidur sought help in tracking down a band of goblins, but the gnomes of the village knew nothing on the whereabouts of any goblins. Seeking to help, Ser Grumphet used a teleportation scroll to travel to *Calnlian* with Zavidur where he bumped into Gormastyl and asked for his help. After a comical moment of Gormastyl not remembering who Grumphet was, Grumphet assigned Zavidur to Gormastyl to help him and returned to Canthrall.
Sonya Yothyr

A little 10 year old girl who is the adopted daughter of *Elder Dragon Rider Eras Yothyr*. She stays with Eras when she can at the *Yothyr Estate*, otherwise is kept in the care of relatives.

*Armament*, *Talon, Thalnik Ulmrus* and *Zikore Raug* briefly met Sonya during breakfast with her and Eras. She expressed a disciplined greeting before being escorted away by Eras so she could talk rider business with the group.
Tharod

Much of Tharod remains a mystery, but it's evident that he is a planar traveler; a pilgrim of sorts in a search for knowledge regarding the cosmos and the planes within it. Aside from being a competent wizard, Tharod exhibits an expertise in scrying.

Tharod's adventures took him to *Animar*where he shortly after stumbled into *Alora* and staked a residence within it. He quickly submitted himself to the Portal Bureau for a mutual interest which lead him to be introduced to the *Alora Operations Personnel**.* Their plan was to arrange to meet again to discuss how they can aid one another, but Alora went into a security lockdown some time later. Tharod's immense curiosity lead him to the AOP's residence where he found them absent which he scryed for them afterwards. He found the AOP in an unusual place; a secret safehouse in the northern outskirts of Alora. He was then informed that they were on the run from Lord *Derthag*who was staged *Derthag's Coup* to take Khanship from *Cabium Silvercoat*. Tharod pledged his aid to the loyalist group after learning of these events.

After overturning the coup, Tharod sought private council with the AOP and revealed his true name as *Barl*. He insisted that exploring Alora has turned out to be too hazardous for his liking and plans on returning to his home plane, the *Material Plane*. He explained that he might be able to gain the AOP an audience with *Halos Panascon*, a master of necromancy, in order to help them thwart *Ekbroc*.
Unveiling Vesper

While ringing the bell, it outlines passages, trap doors and hidden objects within 30 ft with dim light.

## Adventures

*Armament*'s master commissioned a tinkerer to craft the Unveiling Vesper for a specific *Mercenary Guild* mission which they accomplished without trouble due to having the bell. Armament later came into possession of the bell who in turn gifted it to *Faeynala* after their unique introduction during their delve of *Durgrax* after its ruination.

After Faeynala's death, *Elder Dragon Rider Kaiden Armov* found the bell on Faeynala's body and gave it back to Armament. Armament then gifted it to *Thalnik Ulmrus* as Faeynala's *Phoenixborn* successor in the name of fellowship.
Vronz Landing

A large port city that is the focal point for barge convoys to travel across the *Crilix Ocean* between *Silvestris* and *Therinox*. The port city contains a population of ~6,000 citizens, mostly human but a small mix of other races can be found due to the constant flow of travelers. The *Dragon Inquisition* commissioned a supply line directly to Vronz Landing from *Nyrendell* during their efforts to explore the anomalies that would invoke the summoning of *Tiamat*.
Deadbreak Fortress

Originally a safehaven to thwart the advancement of undead forces sprawling out of Mount Zaros. Deadbreak Fortress is built near the center of *Animar* and stood as a bastion and a symbol of hope that the undead could be defeated. It's unknown who its creators are as they've been completely decimated with no discovered history at this time. All that remains of it is the remnants of a slaughter for the once great fortress now resembles a ruin.

*Francis Crick*, *Haladavara Arel Umezana* and *S.C.A.R.E.C.R.O.W* discovered Deadbreak Fortress in its deteriorated state some time after its ruination. It was clear to them that a battle decimated the place, but it was uncertain as to who built the place or exactly what happened. They came into the company of the *Clods* during their investigation of the keep for they've been safeguarding themselves there until a new master would collect them. Shortly after, an undead patrol made its way into the fortress which the group had to deal with or be killed. The group tried to take on the horde, but their numbers were great and proved a challenge that required utilizing the fortress. A few traps were laid which dealt with about half of the horde which resulting in the remainder of the conflict being spent on guerrilla type tactics hiding throughout the fortress. One of the inner keep's towers notably fell to Francis' antics during the skirmish in order to fell the horde. The group found themselves in dire straights when the patrol's leader, a wraith, made an appearance but prevailed with the aid of the Clods. The group took some time to recover before pressing on their journey. On their way out, Haladavara notably discovered the *Banner of Valor* which further pressed the mysteries of the fortress.
Yurzkik Heartscale

Originally a lowly dragonborn guard captain that came into trouble with the law of *Bravekthrum* and was forced to flee the state. His adventures brought him to the company of the *Order of Ash* which he quickly rose through the ranks as a commendable soldier. Yurzkik proved himself an inspiring leader, particularly for the young newcomers who seek glory through combat.

Yurzkik was designated leader of an "alpha team" during a strike mission into Bravekthrum by *Lorovohal Riverspeaker*. He lead his team past border security and established a base camp for the rest of the order to begin their mission. After destroying the nearby lumber mill, Yurzkik guided the order to the assault on *Lyb*. Yurzkik and his team managed to find the mayor, Heqruin Lorfas, and assassinate him. Unfortunately, Yurzkik was defeated by the mayor's bodyguard; a paladin of Astilabor. His fate is unknown as he was left behind as a casualty.
Unduan

**Primary Race** Orcs and Lizardfolk

**Economic Power** Strong

The state presents much of Arthurian vibes where they seek ultimate wisdom from a “lady of the lake” type who appoints an “arthur” to lead them

Seekers of truth, but often are overly zealous in their efforts to bring peace throughout the land.

## Governance

Led by an dynastic female authority named "The Lady" who chooses a knight commander to rule over the state. The current knight commander is *Ikacotly* (Male Lizardfolk). The lady is safeguarded heavily and only on rare occasions meets with foreigners.

Unduan's capital is Pelleas, located near the southern area of the state surrounded by plains, crag and a river.

## Culture

**Chilvary** Has a history of holding combat games like fencing, dueling and jousting to resolve political disputes. Mostly internal conflict and rarely resolved with foreign states.

**Hearty** It is common to find denizens of Unduan in high spirits and many things that would gloom over most people don't affect them. It seems that they can find something positive in any situation.

**Prideful** Many knights and authorities within Unduan have an unnatural high amount of pride in their efforts to pursue truth and justice in their own perception of the world. This often leads to them ignoring the negative effects of their efforts and they overly promote the positive effects.

**Rite of Passage** Knights deemed fit to serve the Lady must go through a rite of passage in order to be officially crowned for service. This rite is determined based on the capabilities of the upcoming knight, but is most commonly to provide some great benefit for their country or the Lady. Upon completing the rite, a highly decorated helmet is procurred for the knight which they must wear almost all the time. Each helmet is made sure to be unique as to identify the knight from others. It's known that they can reveal their faces as a token of friendship towards those they deem close to them.

## History

Unduan was founded in year 1132 by a deity who was described by historians as "The Lady". In year 1342, the deity left and erased their true name from the scrolls of history once Unduan reached prosperity. A lone family of lizardfolk was left as direct descendants of the deity and has since been hailed as a holy name and ruled over the state as a dynastic thearchy.

Unduan has intervened in every demonic invasion of Survizzat. Notably during the 3rd demonic invasion (1379-1384), Unduan is known to have seized several powerful demonic artifacts and have since destroyed them. These artifacts were suspected to have summoned the demonic invasion and Unduan laid blame upon Survizzat nobility for causing the invasion. This sparked war between the two states.

## War Status

* Agmul Vardis: Neutral (Indifferent)
* Oakenville: Allies
* Bellminster: Neutral (Friendly)
* Streindresh: At War
* Desetu Ereshnul: Neutral (Hostile)
* Bravekthrum: At War
* Survizzat: At War
* Rustburgh: Neutral (Indifferent)
* Barest Dimden: Neutral (Hostile)
* Hazelford: Neutral (Indifferent)
* Aekoth: Neutral (Friendly)
Spider's Lair

A cavern on the outskirt borders of *Calnlian’s* forest that contains an obscene amount of spider creatures. The nest is mothered by a large Spider Queen who broods malicious spiderlings to do her bidding. *Chokoff*, *Ealrith*, and *Thork* encountered this lair early on in their adventures and had trouble surviving it. Eventually, they used the concealed tunnels beneath the queen’s chamber to escape the cave and continue their adventure. However, some members of the party have vowed to return to this lair and slay the queen once and for all.
Robes of Fire Resistance

The wielder becomes resistant to Fire damage.

## Adventures

After being told he was going into the *Underworld*, *Ealrith* bought robes and had them enchanted by *Barl* in *Calnlian*. He requested the robes be resistant to fire as he anticipated to encounter many fire based enemies on the journey. These robes were Ealrith’s primary attire until he died which *Gormastyl* gained his possessions. The robes were later destroyed once Gormastyl’s disguise as Ealrith wore off by changing back into himself.
Underworld

A destination where men’s worst fears are reality. The Underworld is a place of death, dismay, and desolation. It is considered a magical plane owned and governed by *Elder Dragon Dulath*. The Underworld consists of many caverns and tunnels as well as hosting one side of *Dulath’s Gate*. Screams of the dead’s souls being tortured or burned are constant throughout the world. Many demons and infernal creatures live within the plane. Some of the more powerful creatures that live in the Underworld are considered commanders of Dulath’s armies.

There are multiple levels of the Underworld. All are nameless, but the deeper the depths, the more tragic horrors are left to discover. The Underworld was also the new home of *Elder Dragon Beledath* after being banished from the *Material Plane* until *Annastilla*, *Chokoff*, *Calirius*, and *Ealrith* rescued him and brought him back to the material plane.

Players traveled the top plane of the Underworld and had many treacherous encounters which ultimately led to the deaths of two player characters, *Henath* and *Sir Poppins*. The players also suffered madness for remaining in the plane for an extended period of time. Additionally, time flows much slower in comparison to the material plane and the party was in the Underworld much longer than they thought.

## Encounters

While traveling through the Underworld, the DM would use certain tables for various effects and encounters. The following information was used during the party’s trek across the plane.

### Resting

Anytime the party wishes to rest, roll 1d20 15 check. Fail, roll from the table again and resolve the event. If the party has someone watching guard, have the guarding players perform Survival checks 15: Succeed, the resting roll is made with advantage.

### Sound Level

There are many creatures and other living things that are cognisant to a mortal being in the Underworld. Anytime the party or the environment would make significant noise, increase the sound level by the corresponding amount (+2 from party member noises). For every 10 Sound produced, roll from the encounter table but only pick an encounter that spawns enemies to attack the party.

### Madness

Madness becomes more potent in the underworld. Every time a player’s Madness modifier would increase (every 2), inflict a Madness using the following the table:

 12 - 16
 18 - 24
 25++

**Encounter Table Effects:**

* **Ambush** This encounter will spawn enemies that have the drop on the party and will receive first initiate when entering combat.
Raven Queen

Holds her own domain in the mountains of Letherna within the *Shadowfell*. She resides within the Fortress of Memories where she plucks souls from other planes that are afflicted with negative baggage to force them to come to terms with their deeds before moving on to the afterlife.

Primarily worshiped by fanatic Shadar-Kai which are rarely seen in the *Evernight*. Her worshipers are considered too hostile to become denizens of the city. Some Shadowfell denizens observe Raven Queen as a deity while others perceive her as merely a powerful creature. It’s rumored that the Raven Queen vies for control of the Shadowfell over *Shar*.

*Talon* encountered the Raven Queen upon his death by *Dathroc*. The Raven Queen subjected Talon to five days of extreme mental torment by forcing him to come to terms with his evil deeds during his time as *Arizu Valbis* and Talon. During this time, Talon had a change of heart and dedicated his next life to become one of peace which created *Lanu Tengo*.