recursal/Fanatic-Fandom huggingface dataset:
Wikbakvochi

Wikbakvochi is the Quartomoto language. Characters such as Hiro Yamaha use it often.

## Games

### Sai-chan Super Smash 2 featuring Sai-chan Sam and Dragon Jack (Scratch)

Hiro Yamaha, Hyro Yamaha, and Slitherer all have Wikbakvochi involved.

## Trivia

-Sai-chan is a word in Wikbakvochi, translating to "specialty combat". This could be due to the inclusion of weapons.

-Wikbakvochi is self-explanitory, as the translation of the word wikbakvochi means "Quartomoto language".
Orenston (Parnak)

**Orenston**

***Motto.*** *"Light the Way"*

***Crest.*** Golden 10-pointed star on a royal blue field

House Orenston is the duchy that has lead the way in embracing modernity. They hold alliances with the Tinkers of the Shattered Isles, the Masons of Cormeum, the Yanagisawa Crafters, and many other organizations that make new ways for people to live in comfort rather than fighting and scraping for existence. Many people find that the towns and cities of this duchy are filled with people of all different shapes, sizes, and backgrounds.

***Seat of Power.*** Starport. Just southeast of Rastegar capital on the coast, this city has hundreds of high towers and massive buildings filled with people striving ever-onward to making a difference in the world.

***Current Duchess.*** Natlia Orenston. Not many know Natlia directly as she hides behind politicians and ambassadors with most people. It is said she is an intimidatingly intellectual individual who has had first hand training with great minds like Lamdric Semaldric (creator of the undaunted) and Gerenzo Blastwhistle (creator of the skyrail).
Mavus Zarkanan

**Mavus Zarkanan** is a knight and Lieutenant of the town guard and militia of Gateneath. She has been granted the duty of maintaining the town's prison.

## History

### Early Life

Mavus was born as to a mother that was a prostitute at Lilin's House, a brothel in the town of Gateneath. Her mother used her leverage over the father, an important member of Gateneath's society, to ensure Mavus was given a better life than she was afforded. Mavus was taken on as a squire to become a knight at a very young age. Her mentor, Tomas Kuodis, was a knight of the Order of the Drake's Maw. He was long in years when he took the young girl as his student and raised her under the oaths and tenets of the order. She rose to replace her mentor at his passing due to old age, but her post was later replaced by Sir Davolio Masgoth as she was called by the Patriarch Consort of Gateneath to serve as his personal guard.

### Adventuring with Romund

Romund Boivin took a small company to serve as his personal guard and set to adventuring the lands around Gateneath. His guard consisted of himself, Mavus, Vulug Urbul, Cromwell Cross, and Kurud Bronzebelly. They were known as the Wolves of Gateneath and engaged in a number of campaigns out into the wilds, exploring the rich Sverkic ruins in the region. These adventures ended when Romund's wife, the Matriarch Matilda Boivin, became pregnant with Evangeline.

### Single Mother

Mavus gave birth to Valor, her only child. She would never name the father of her child. She raised him in the tradition that Mavus had been brought up in, studying the Order of the Drake's Maw's oaths and tenets. Very early in his life, Valor was made the squire of Sir Davolio Masgoth. During this time, Mavus took up a position as a member of the town guard and militia. She had risen to the position of Lieutenant quickly and has been in that position for a long while. When the position of Captain became vacant, she was offered the position first but turned it down without an answer as to why.

### Current

Mavus has been given the duty to act as warden of the prison now that it is occupied by prisoners, members of the Knives Below thieves' guild.

## Trivia

Mavus was created by Caitlin M "Magpie" as an NPC to be used in the *Resistance at the Threshold* story arc.
Harold Wobbet

**Harold Wobbet** of Wobbeton, second son of Harvy Wobbet III, Lord of Wobbeton and Master of the Cloaked Woods of Howler's Hills. Harold is on his way to Stormloft, apparently traveling by himself. He has a heraldic mark on his dirty gray cape. He appears to favor a simple lumberjack's axe at his hip where most knightly folk might carry a sword.
Kahshema

**Kahshema**, most commonly known as The Deceiver, is an arcanaloth that serves Vyz'des Teshnan, the Demon Prince of Deception.

## History

### Current

Kahshema was most recently seen performing their duties as wayfarer of captured souls of the dead to the the Edge of Creation at Hiro Rockscale's behest. They explained that these souls would serve as Hiro's army against the other dread lords of Ayareath.
Laviatun

**Laviatun**

*Armor (plate), unique (requires attunement)*

A greenish-blue suit of plate armor is completely indestructible and is made from auricalchum. Any person wearing this armor is treated as having a Strength score of 10 higher for the purposes of carrying capacity, lifting, pushing, and dragging. The armor is said to have been made from inspiration from an ancient sea creature that terrorized the Shattered Coast millennia ago.
Gideon Corso

**Gideon Corso** comes from a distant future that never came to pass and is one lingering remnant of the chronomancer Kardiff breaking the Arch of Time. The landscape and dangers in his world fluctuated on a tide of changing, shifting time and warping magic. His people called themselves Parnans, though they had long ago lost the context of the word. All he knew was they spoke the ‘old tongue’ and raised him to be strong.

But he was more than strong, he was smart, with a mind full of blades and hands that could forge wonders. He left his home when he was young, scouring the world for scraps of knowledge, and encountering great danger and great adventure along the way. He uncovered the secrets of old ruins and forgotten libraries and fought terrible creatures that had come to pick the bones of this broken world. He was a slave, a soldier, and a saint, a hero to some, and a scourge to others.

He acquired great wealth and power, and mastered many forgotten arts of magic and technology, but his thirst for knowledge could scarcely be sated by the dusty bones of this ancient world. Eventually word reached him of a buried ruin that housed a thinking machine, a sleeping wonder of old technology. If he could find it and rouse it from its slumber, who knows what it could teach him. So he packed his belongings and set out to find this place.

It was on this journey that he saw the flash of light in the sky, the energy that split the heavens and reached out to him. Before he knew what was happening he was plucked from his broken world and hurled into the distant past, finding himself in the company of powerful strangers.

As a relic of an undefined place in the history, Corso joined the Grey Order, a Patron of Magic and Master of Invention and Creation.

Corso was hand-picked by Drison at Shaed's request to join the sortie to deal with the Abomination known as Igaion.

Corso is a problem-solver. He likes to find solutions to the issues that are set on his path and typically tries to bring forth an invention or device he has created or uncovered to use to best fit a situation. He can be regarded by others as gruff and a bit short when it comes to discussions, but he is usually either thinking of a solution to the problems at hand or a cool ass one liner to say immediately after solving the problem he figured out a minute ago.
Harkhan

**Harkhan** is a power in the Godheart. As one of the nine, she represents the chaotic evil aspect of the collective and has power over Illusion magic.

## Description

Harkhan instructs her followers thusly:

* **Hide under the cloak of night, that your deeds might be kept in secret.**
* **Kill in Harkhan's name and offer each murder to Harkhan as a gift.**
* **Place your trust in the Harkhan, for she will lead you through the darkness.**
Grand Tournament

### **Round 1**

* ***Shambles v. Bagger***
* ***Vrakk v. Judas***
* ***Helsmoth v. Opal***
* ***Engelieth v. Hitori***

### Round 2

* **Cameron v. Shambles**
* **Quothas v. Dargor**
* **Ha'keek v. Vrakk**
* **Mirenya v. Rivian**
* **Helsmoth v. Rhonda**
* **Crowe v. HIV3**
* **Hitori v. Borguk**
* **Arnis v. Tholzald**

### **Round 3**

* **Shambles v. Quothas**
* **Ha'keek v. Rivian**
* **Helsmoth v. Crowe**
* **Hitori v. Arnis**

### **Round 1**

* **Dargor v. Mirenya**
* **HIV3 v. Tholzald**
* **Cameron v. Vrakk**
* **Rhonda v. Borguk**

Dargor v. Bagger

HIV3 v. Judas

Vrakk v. Opal

Rhonda v. Engelieth

Round 3

Rivian v. Dargor

Quothas v. Judas

Vrakk v. Arnis

Crowe v. Engelieth

### **Round 4**

**Shambles v. Ha'keek**

**Helsmoth v. Hitori**

Rivian v. Judas

Vrakk v. Crowe

### **Round 5**

**Shambles v. Hitori**

Judas v. Ha'keek

Vrakk v. Helsmoth

??? v. ???

Hitori v. ???
Kaze Kichirou

Kichirou is a kenku rogue who is an honorary member of the Mardigan Family. He acts as reconnaissance and as a messenger for the Family. Recently, he saw some strange things in the woods outside of Hilton and has been instructed by Patrick Mardigan to help the heroes find out what is happening with the disappearances.
House Andulais

**House Andulais** is one of the ruling houses of the city-state of Penford in the nation of Gernaris. It has acted as the leaders of the armies of Lavidia since 847 CE and works in concert with House Divilbiss and House Waldere to ensure the Duchy of Lavidia remains a peaceful and defended place despite its proximity to the war-torn lands of Ulimar to the south and to the west.
Melik Daefir

**Melik Daefir** was born during the Common Era and lived as a member of a trackless merfolk tribe until scandal led him to the shore to begin a career in adventuring. This career led him to through time and space to eventually right all the wrongs caused by the entity known as the Valeyard. His friends moved on to their own goals, and so Melik returned to the sea to unite the tribes of his people.

With the Chalice of Light in his hand and the gift of the Wayfinder, Melik led all the tribes of Merfolk in the Dragon's Bay to unite and create the first Parliament of Waves. A golden age for the merfolk began, but Melik was long in years. His goddess, Ner'mod, watched on from outside the Material Plane with tears of pride in her eyes. She requested that the Gray Order take Melik into their number as she nor any of her sisters had ever requested one of their champions to take on this honor.

When he ascended into the Order, Melik was hundreds of years old and hardly as spry or combat-worthy as he was in life. Outside of the world of Urz, Melik met his goddess who bestowed upon him her personal boon which gave him the youthful strength to serve as her champion and as an arbiter in the Order. He served in this way for decades before one day he learned his ally Xelbor also made it to this high honor. He was asked to serve in a task of great import to be headed up by Xelbor himself.
Kernobosk

## Kernobosk(*Power*)

**Kernobosk** is a power in the Godheart. As one of the nine, he represents the chaotic neutral aspect of the collective and has power over Evocation magic.

## Description

Among many a Gernaran sailor there are whispered prayers to Kernobosk and offerings are made to keep his relentless storms at bay. On good days, the sun shines and the seas are calm, but the Black Tempest darkens the distant horizon, brooding and ominous. Legends speak of a great city filled with all the wondrous treasures lost at sea, rising high in the heart of the storm. This is the Stormheart Citdael, the domain of Kernobosk himself. They say his courts are filled with the ghosts of great conquerors, notorious scoundrels, and those who would trade anything in their pursuit of power. Every being feels the call to rise and rule in their heart of hearts, and the temptation of his blessing calls all to test themselves against the tides of fate, and even tempt death itself. Kernobosk commands his followers thus:

* **Power is the right of those with the ambition to claim it. You have no responsibility to those who cannot serve themselves.**
* **Personal success and glory is all that matters. You must be willing to sacrifice anything to achieve the greatest glory.**
* **Survival of the fittest.**
Quicksilver Gauntlets

**Quicksilver Gauntlets**

*Wondrous item, legendary (requires attunement by a monk)*

These gauntlets made of a pattern-welded platinum, silver, and stainless steel seem to flow like water when worn by a creature who has attuned to them. They grant the wearer supernatural speed and precision with unarmed strikes. You gain the following benefits while you are wearing the item:

⯁ You gain a bonus to attack rolls made with unarmed attacks equal to half your proficiency bonus (rounded up).

⯁ You gain a bonus to damage rolls made with unarmed strikes equal to your proficiency bonus.

⯁ Your base speed increases by 30 feet. Your Step of the Wind ki feature costs 0 ki points for you.

⯁ When you take acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to reduce the damage taken by half (rounded up). You then gain a ki point for each 10 points of damage taken from the triggering source. You can use this feature three times. You regain all expended uses when you finish a Long Rest.
Gray Ones

The **Gray Ones** are a group of mercenaries who fancy themselves the bringers of balance but are hardly as even-handed as the members of the Grey Order they aspire to be like. The Grey Order was a group of heroes that assembled during the Grey War and fought back against the threats that assailed Urz during that trouble-filled time. The Gray Ones try to see both sides of any measure and try to enact balance in the jobs that they take. Some feel this means that if you do something horrible to citizenry or peasantry that you'll take jobs to help that type of folk in the future.
Splug

Splug is an enigmatic goblin that was found along with Renka's wartribe. He was not a combatant, but held the scrolls and histories of Vexis's tribe from the High Wood. He also revealed he was quite the skilled linguist, demonstrating at least three secondary languages in his first meeting with the group. He was taken on by Titus to serve as his attendant.
Humble Pie

*Humble pie is a simple dish that is found in taverns and simple restaurants across E'yané. It has a very simple look and style to it and keeps for a long time, making it a favorite among adventurers.*

### Humble Pie

*Food, common*

If consumed during the course of a short rest, you regain 1d6 hit points at the end of the rest. If consumed during the course of a long rest, you regain all spent hit dice (instead of the normal recovery of an amount equal to half your level rounded down).

**Price:** 10gp

**Recipe:** *Tools Requirements: Cook's Utensils.* Humble pie can be made with any food ingredients, so long as the total value of ingredients costs 1gp (see Food Ingredients ). Making a single serving of humble pie takes 10 minutes.

**Decay Time:** Humble pie goes off 6 days after it is made.
In the Shadow of Flame

**In the Shadow of Fire** is a story arc.

## Cast

Alvin Aelfward. The master of ships and the port of Casari Yanwe.

Elcantra Abikhya Relestrium Ghael'shae. Lady of Casari Yanwe and servant of the people, defender of the Rended Isle.

Isindaer Nodelvae. The spiritual guide of Casari Yanwe, regarded as the Servant of the Bright Light.

Leaf Staciatelu. A local performer who spent many of his days traveling the world as a wandering bard.

Quothas Nodelvae. The magnate of the town, head of the monster hunter's guild.

Syril Ishtani. Lorekeeper of Casari Yanwe and advisor in matters arcane to Lady Elcantra.
Hierophant's Stone

The beginning of the world of Urz is a heavily disputed subject among different faiths, cultures, and traditions. In truth as evidenced at the end of the third age and the signing of the Covenant of the Ascended, the world was created by the Warring Triumvirate. When they came together to create man, they were eventually tricked into giving him parts of their godhood captured in a magical stone known as the Blaghmendghu. The Hierophant's Stone is a shard of the original god stone of Alu'nsu-Ro that was broken off the whole stone and lost. It was placed in an ornate case, which itself is covered in priceless jewels and is crafted of the most valuable materials. The stone itself appears to be a piece of white jade until it is attuned to. Then it moves like air moving across water or through fire, but with the rigidity of stone.

**Hierophant's Stone**

*Wondrous item, artifact (requires attunement)*

***Increased Constitution.*** While you have the stone on your person, your Constitution score increases by 2, to a maximum of 24.

***Magic Resistance.*** While attuned to the stone, you have advantage on all saving throws made against spells or features that recharge.

***Priest's Tongue.*** You understand any spoken language you hear. When you speak, any creature that knows at least one language and can hear you understands what you say.

***Regeneration.*** You regain 1d10 hit points at the start of your turn. If damage from a spell or magical weapon, this trait doesn't function at the start of your next turn. You die only if you start your turn with 0 hit points and are unable to regenerate. Additionally, this feature can be used to reattach lost limbs. If you have a severed part and hold it to the stump as an action, you instantaneously causes the limb to knit to the stump.

***Resonating Power.*** You and all of your allies gain a +1 bonus to attack rolls, ability checks, and saving throws and deal an additional 1d8 force damage any time you or your ally would deal damage.
Mercer Vondrayons

The Master of the Guard is an old Parnan military man named **Mercer Vondrayons**. Besides being the Master of the Guard, Mercer is also the second son of the noble house of Vondrayons, a Captain in the Parnan Military, and a member of the adventurer’s company known as the Silver Fangs. Mercer can be found in the barracks or sometimes at town hall in his office there.
Kelgar of Jether

CW Rape

Kelgar was born to a common woman who was one of only a handful of survives from an orc raid on her small village. She was defiled in that raid and Kelgar was the spawn of that horrible union. She wanted nothing to do with the child and wished it dead, as did many of the citizens of Jether, her new home. The priest of that city, Dovan Stahl, intervened and took the child as his own, stating that this child would be raised to become a noble and honorable servant of Karlaz.

In Kelgar's youth, he was an energetic and demanding child. He would get into fights with others and get angry at any situation he perceived as unfair. He also wasn't the smartest among his peers and had to study twice as hard to get even the most simple prayers and rites committed to memory. Dovan worked with him and always instructed him that he was born into this world because of suffering and it was his debt to it to help those that would need it.

Dovan passed away when Kelgar came of age at 15 years old. Many members of the temple of his town saw that his strength and natural-born talent for combat were being squandered and quickly made arrangements for him to squire under a knight-errant named Jeremiah Ronall. The old knight showed him the way of the axe and the shield. Kelgar took to them like a fish to water. The two went out into the world and helped defend the lands around Jether.

A night not so long ago, a frost giant and a band of orcs, goblins, hill giants, and the like descended upon the city of Jether. In that horrible battle, the dark of night was illuminated by the burning of houses. The screams of the common folk rang out as the bell rang out a call to arms. Jeremiah and Kelgar fought and rounded up many refugees, but knew theirs was a losing battle. Jeremiah commanded Kelgar to leave Jether and take these people to Hilton where they would find safety and to report what had happened in Jether to that town's lord.

As Kelgar left Jether, he knew Jeremiah was most likely meeting his end helping others. Kelgar made it to Hilton with everyone he had saved and they have taken up in the refugee camps on the south side of Hilton. Kelgar helps around the mines and has put in a request to speak to Lord Anton Haverhill, but after two or three sixday have passed, he is uncertain if he will ever get the honor.

*Roleplaying Notes:* Kelgar is stern and just, but a little bit dense. He is aware of his intellectual short comings and will try to sound smarter than he is. The greatest thing he learned from Dovan was how to defer. Kelgar will often ask what others think and then use the ideas brought forth instead of trying to come up with something on his own. He can be quite savage in a fight, but he has a good heart and will only come to blows if it is absolutely unavoidable and necessary.

Refugee Camp - Edward, leather worker, tanner, refugee, acquaintance. Needs tools. Old guy. Not spry. Wife is called Beth.

Visit the local lord Anton Haverhill.

Visit the temple of Church of Iveriu.
Solera

## Solera(*Power*)

**Solera** is a power in the Godheart. As one of the nine, she represents the true good aspect of the collective and has power over Universal magic.

## Description

After the Godheart was splintered after the conflict with the Dragon God, the gods fought among themselves for dominion over various aspects of the natural world. Solera sided with Lux and Phatis and they gained control of the the Sidereal Sea. The sun, the moon, and the stars above are their realm. Solera rules the moon which is seen as the main source of light from the Feywild. The moonsworn act as guides through the world for those who wish to fight for freedom and liberty in the world and seek out the grace of the Feywild and the Moon Goddess. Solera commands her followers thus:

* **Follow your goals and seek your own destiny. Take your fate into your own hands.**
* **Strike back against those who would rob you of your freedom and urge others to fight for their own liberty.**
* **Seek new horizons and new experiences, and let nothing tie you down.**
Jerd Edthow

**Jerd Edthow** was found on the steps of a poor tinkerer and locksmith's home in **Waterdeep**. The man, Daron Edthow, raised the boy and named him after his father. All Jerd had with him besides his basket and clothing was a ring of keys with five keys on it, so Daron thought it was fate that he came to his door. Daron taught Jerd all the ins and outs of locks and explained that the best locks are made to guard some of the greatest treasures. Some of Daron's best locks and tools were bought by a group known as the **Zhentarim** and when Daron passed away due to failing health, all that was his was taken by the criminal faction. Jerd was left to the dark alleyways and bustling city streets to take what he could like so many other youths. And the Zhentarim tried to recruit him, but he managed to stay untangled.

After gaining a bit of wealth on the streets cutting purses and stealing from the homes of the nobility, Jerd decided to buy enough gear to get him out of the city. His journey led him north to **Neverwinter**. It was there he met **Qhorin Swain** and **Runt**, who he started out with as drinking buddies with. Eventually, they learned a bit about one another and decided to go on some adventures together, protecting caravans and delving into nearby caves filled with goblins and kobolds. A few of these jobs were for a patron named **Gundren Rockseeker**.

Gundren came to the three fellows again, wanting them to escort a wagon to the town of **Phandalin**. Gundren has gone ahead with a warrior, **Sildar Hallwinter**, to attend to business in the town while the follow follow with the supplies. The group is told that they will be paid 10 gp each by the owner of Barthen’s Provisions in Phandalin when the wagon is safely delivered to the trading post.
Great Old One

A **Great Old One** is a powerful entity that is alien to the Unending Spiral and Urz that has a great amount of power on par with Powers and Divinities, but with a source different to those entities.

## Known Great Old Ones

***Dark Mind of the Moon.*** The first Elder Brain that came to be tethered to the world of Urz. It was lured to and bound to a dark moon called Umbra that has a wide orbit around Urz and is only seen once every 1,232 years.

***Debaser and Defiler.*** A naked, corpulent, and headless slaad with skin like oil glistening on the surface of water. The palms of his hands each have a face within, that appear to have separate personalities from one another.

***Dweller in the Night.*** The primordial star that star spawns come from, it is a wanderer locked within the Spiralspace crystal sphere. Shards of this old one have historically found their way Urz, creating areas called chaos scars.

***Eye in the Forest.*** A being that is shrouded in mystery with many folk tales regarding it. Most arcane researchers and historians believe this to be an ancient nothic that has lived since the Lost Age.

***Flesh Thief.*** An ancient collective of tsochar that are all bound together at the tail and move from people as one would change their attire.

***King in Yellow.*** The progenitor of grell, this entity is often seen as a waxy yellow brain with beak and tentacles that shifts its size like a waning and waxing candle flame.

***Lady of the Deep.*** A unique amalgam of two mortal beings and an ancient primordial worm-like being that seeks to consume.

***Renegade Against Prying Eyes.*** A servant of the Watcher from Beyond that took qualities from his master and was able to duplicate them with the powers of the Sword of Ultimate Sorcery.

***Revenant from the Stars.*** The corpse of an insanely old and powerful divine being that left the cystal sphere and returned after being tainted by the wild forces of the Edge of Reality.

***Sleeper in Dreams.*** A cosmically old wanderer that entered into Urz from Ayareath and then up through the veins of the earth in still waterways until emerging in Dighgrum. It was then forced back into the depths.

***Spider from the Mists.*** Known to some as the Greatest Grandfather, this ancient neogi has made a powerful deathspider spelljammer of its massive bulk and lingers in the Astral Sea, seeking a means of exiting the Unending Spiral's complicated Wildspace.

***Treader of the Sands.*** A creature of horrific malice and spite that is believed to be within the deserts of Vetalis. Its alien form and mind are the stuff of nightmares.

***Watcher from Beyond.*** A beholder that died and its spirit sailed through the space between universes to be called to Urz by a beacon call from a strangely familiar spellcaster.
Godheart

The Godheart is a pantheon of powers that represent the aspects of alignment and magic present in the lands of Gernaris. According to this tradition, the people of the Ausir worshiped one god during the Lost Age. The god's true name was lost to the sands of time, but their fate is known to all who have ever sat in a church in the region and listened to a sermon, sat around a fire to listened to tales of the divine, or researched the matter in a monastery. The Godheart was sundered by Saland, the Dragon Force, and the peoples of Ausir were sent out into the winds. Most folks fled east past the Crooked Coast and onto the Broken Sea. The Black Tempest had only just started to form, so the lands to the north, south, and east were within reach of those people's sails. The Godheart's broken pieces began to take shape, Nine divine powers formed independently and began to find worshipers wherever civilizations would spring up. The Nine became collectively known as the Godheart and Saland was seen as a divinity in opposition but not in open conflict with them. The truth of Saland's war against the Godheart is that the Dragon Divinity wished to sunder The Nothingness that resided within that ancient deity but in severing them instead freed that Nothingness. That time was long ago. The Fall of Ausir is an ancient memory recorded in history books. Many have began sailing past the Black Tempest in hopes of reaching the Luxian Straight to sail down to the town to the town of Ausir.

## The Nine

* ***Lux.*** The Lawful Good aspect of the Godheart connected to Divination magic.
* ***Phatis.*** The Chaotic Good aspect of the Godheart connected to Conjuration magic.
* ***Solera.*** The Chaotic Good aspect of the Godheart connected to the Universal nature of magic.
* ***Hoagi.*** The Lawful Neutral aspect of the Godheart connected to Abjuration magic. Dwarves in the
* ***Oroo.*** The True Neutral aspect of the Godheart connected to Transmutation magic.
* ***Kernobosk.*** The Chaotic Neutral aspect of the Godheart connected to Evocation magic.
* ***Jortuul.*** The Lawful Evil aspect of the Godheart connected to Necromancy magic.
* ***Rhakdall.*** The Neutral Evil aspect of the Godheart connected to Enchantment magic.
* ***Harkhan.*** The Chaotic Evil aspect of the Godheart connected to Illusion magic.

## Other Powers

* ***Saland.***
* ***The Nothingness.***
* The Lost.
Ignos Kigh

**Chaotic Neutral Goddess**

***Gender.*** Female

***Sphere.*** Fire, conquest

***Dominion.*** The Flames Within

***Priests.*** Flame-bearers

***Adjective.*** Ignosian

***Domains.*** Light

In the Agamidaenid, the mistress of flames whose blood runs within the earth. She and Regolas were as one when Karlaz came upon them and she was the first to walk with him. In Karlaz, she saw the spirit of one who wished to walk over Urz and take all he could for himself, so she would light his way and guide him when she could. Some feel the torch she took up to guide Karlaz was the sun itself. Unlike her other sisters, Ignos Kigh is not eternal and will fade away only to return when she is called up. Her essence is that of discovery and understanding, but also a sense of ownership and control over all that her light and flames touches. On a cold day, one might pray to Ignos Kigh for a warm hearth, but mercy will be pleaded for during a blaze or eruption of her blood from within the earth.

**♦ Carry your flame so that all might see.**

**♦ Take what you will from the world, destroy that which stands in your way.**

**♦ Help those worth helping who make the flame burn brightest in you.**
Knights of the Bloody Rose

The Knights of the Bloody Rose, founded in Age of Rebirth, is one of the highest orders of chivalry and the third most prestigious honor in Stormloft Kingdom. It is dedicated to the image and arms of Zadik (“Saint”) Rian. Acceptance as a Knight of the Bloody Rose is at the Council’s pleasure as a personal gift on recipients from within the Kingdom and other realms in the Empire. It can also be bestowed upon anyone who has proven themselves to a living member. Membership in this knighthood is limited to the members of the Council, and no more than 77 members, known as Companions. The order also includes supernumerary knights and ladies.
Montulais (Ocyria)

Blue Flower in Yellow Circle on Blue Field

House Montulais is the house of business, Nearly every business in Nock and the surrounding region ties back to the Montulais in some way or another. While they bear the facade of a religious group and may have been a true faith in earlier days, they now worship only profit and power. They are built on the belief that wealth is power, that structure breeds wealth, and that demeaning self-worth creates structure. The house is a combination of a religion, credit-lending agency, crime syndicate, and merchant's guild.

House Montulais is seated on the southern half of the Golden District.
Liquid Courage

*Drug (alcohol), uncommon*

Liquid Courage is an extremely potent variation of alcohol. The nature of the drink is that it is avoided by casual alcohol drinkers and sought after by the most taken by the addiction. Upon consumption, you are immune to the frightened condition for 1 hour.

**Addiction:** After the effects of the drug wear off, you must make a Constitution saving throw DC 12 or become poisoned for 1d3 days or until you take another dose of alcohol or firewater. If you are immune to the poisoned condition but you willingly took this drug, this drug ignores your condition immunity. Additionally, you have disadvantage on saving throws to resist the addiction and overdose effects of this drug and alcohol in the future. You can remove this addiction by going three (3) months without consuming the drug. Halflings have advantage on this saving throw.

**Overdose:** If a suitable amount determined by the DM and the player is consumed in one sitting, you must make a Constitution saving throw (base DC 13, adjusted for amount consumed and if other alcohol is consumed) or become hungover. After completing a long rest, you gain one level of exhaustion and are considered hungover. Halflings have advantage on this saving throw.

**Recipe.** *Tools: Brewer's Supplies (proficiency required).* The creation of liquid courage requires three (3) halfling root and ten (10) ounces of residuum. Making liquid courage takes 5 days, but only requires one (1) day of downtime activity to start any volume of the drug you'd like to make.

**Price.** 50gp per bottle
Rastegar (Parnak)

**House Rastegar**

*Motto.***"Endure."**

One of six Kingdoms of the Parnak Empire. Of the kingdoms, Rastegar is the youngest, having only been in power for just over one hundred years. The story of how Arthran Rastegar I usurped the kingdom from House Mareschal is a well-known story in Rastegar kingdom.

***Seat of power.*** Rastegar (city). On the southernmost coast of the city is a great mot-and-baily castle surrounded by high and thick curtain wall. This castle is known as Arthranhall.

***Kingdom.*** Rastegar.

***Current King.*** Aldurac Rastegar II.
Jangen Serpenttoes

Jangen Serpenttoes was born in the city of Stormloft and raised in the streets. His parents left their tribe because they were not well liked. As far as Jangen understood, his father stole his mother from his brother. From a very early age, Jangen was a free spirit. He made his way by stealing loaves of bread and hunks of cheese from market. Determined to become something more, he began stealing things he could fence so that he could save up money and purchase a home or a boat. The law became aware of his thefts, but far too late. He had saved up quite a lot of money and purchased a boat. He began learning the finer graces of life as a riverfolk halfling. He reunited with his lost family, who welcomed him back into the tribe and taught him much about what he had been kept from by his parents.

He banded together with a number of other members of the tribe in their floating town. They had a goal to bring their cartography skills to the guild hall in Stormloft and seek to join their ranks. The guild welcomed the tribemates with open arms. Naturally, halflings who travel about by boat and see the world would be most welcome. Jangen was also a natural musician and he learned several instruments with his tribe. He knew that he wanted to live with his brethren forever and draw the world and sing all the great songs folks had ever made and maybe even write a few himself.

Then, the tribe elder told Jangen that he, like every other halfling, must go on a quest of self-discovery. Others in the tribe asked to go with Jangen, but none were permitted. Jangen has traveled around the Stormloft region for nearly two years now and is fairly well-known in the local bars of all the nearby towns and villages. His maps of the area are highly detailed and he is determined to find every secret the area has to offer. He has found himself once again entering Hilton, a town south of Stormloft under the shadow of Mount Illuminus.

**Roleplaying Notes:** Jangen is very independent, but he’s also very conversational. He desires to know as much as he can about the people around him, noting any weaknesses he can exploit or strengths he can turn to his advantage. He doesn’t like being manipulated, but he respects anyone cunning enough to trick him into doing something he doesn’t want to do.
Mordu Stormgut

A red-bearded dwarf with a calm and casual look to him. He seems perceptive and keen on everything around him. One might think he appears suspicious. He wears leathers and carries all of his gear on and in his pack. If he's traveling on the road, he'll often pull out his drum and play it, singing dwarvish songs of heroes and battles.

Raised in the tradition of poet historian that is favored by the dweogar people, you traveled from your home in Coalbeard Mountain to the city of Bruce in the Stormloft region as part of a merchant company that serves to help the flow of trade between the dwarves and men. You've grown disillusioned with the mundane nature of trade, but understand the boon of being so closely tied to the distribution of goods, services, and wealth. Everything came to a head recently, when you disagreed with a known merchant who was trying to get the better of the common people. You were suspended from active duty as a member of the acting council of merchants, though you have not been relieved of your rank, titles, and importance within the guild. Since then, you have devoted yourself to making a great story. You seek out heroes who would make for an historic tale or who would accompany you as you serve as protagonist in one.

Personal Goal: Teach the Felhoods a Lesson. You’ve seen that the bandit gang known as the Felhoods have bullied the people of the Stormloft region into submission. You are always looking for people of courage and principle to teach some bullies a lesson. These thugs have been throwing their weight around in the region and were involved in the disagreement you had with guildmates in Bruce. Putting a stop to their villainy is a worthy goal.

Alignment: Lawful Neutral. It’s essential to establish law and order, even if it takes an iron fist to do it. The nobility are bound by honor and tradition to protect their people from both external and internal threats to stability. An organized society leaves no room for evil and chaos to take root.
Grok

**Grok** is a druid and Sentinel of the Serpent Woods in the Mutus Region of Munio Kingdom in Ocyria.

## History

### To the Capital

The Retinue of the Hand entered the capital city via teleportation magic. They moved through the Ludosian District of the city, noticing markings indicating Mardigan superiority in the streets, but a handful of other minor gangs that Raia indicated to be entreated to the Family. The group made its way to the Great Church and met with Heirophant Hallus, the person who has taken the mantle of Heirophant since Kalareth's demise.
Mizzium

*Ingredient (metal), very rare*

A potent magical metal, mizzium also serves to empower spells when consumed as an additional spell component. If you use one pound of mizzium in this way while casting a spell that deals acid, cold, fire, lightning, poison, or thunder damage, the spell is treated as having been cast as five levels higher. This consumes the metal, turning it into one pound of iron.

**Price:** 2000gp per pound
Leoroth (Parnak)

**House Leoroth**

***Motto.* "Two Swords Are Greater Than One"**

House Leoroth is one of three counties in Feherbairn earldom.

***Seat of power.*** Bruce, a city east of Stormloft. Bruce is a prime source of trade between Parnak and Varhuine provinces. It is also a well-known Felhood-friendly city.

**Current Count.** Alcarin Leoroth

**Baronetcies.** Pell, Wobbet
Postulant Blood

*Ingredient, common*

You regain 5 hit points when you drink this ingredient.

**Price:** 20gp per ounce

*The deep red fluid appears darker and more vibrantly red than normal blood. It is collected from Church of Aluein Postulants, a sect of female priestesses who have sworn their bodies to the blessing of life. The blood is given willingly by the priestesses via menstruation and then blessed in holy ritual.*
Jortuul

## Jortuul(*Power*)

**Jortuul** is a power in the Godheart. As one of the nine, he represents the chaotic neutral aspect of the collective and has power over Necromancy magic.

## Description

In the Frozen Mountains of the North the frost giants know one God and that is Jortuul. As the God of this domain Jortuul is said to rule from the peak of Mount Kors for which his glacial throne resides. It is said that the thunder like rumblings that can be heard are the sound of his hammer striking a gavel as he brings Order and Law to living and bringing death to those who have reached there end. Small accepted groups of death guides who worship Jortuul are allowed sanctuary in most cities and towns as they act as guides to those who have found death by Jortuuls judgment. His worshipers follow these tenets:

* **Seek to maintain order and law in all its forms.**
* **Punish that which seeks to upset order.**
* **The world will one day freeze bringing true order to the land. Death and cold come for all.**
Gravesend (Ocyria)

**House Gravesend**

House Gravesend is a house built around a druidic sect that called the Broken Blade Coast home and has found
sanctuary in the city of Nock from the ravages of the Ocyrian Civil War and the denizens of the lands to the west breaching towards the coast. They have focused on the protection and continued life of a dryad and moved her oak into one of their high gardens, a garden that has been built high atop one of the large natural buildings grown by House Calyx.

The portion of the city held by House Gravesend are open and sunny, full of green spaces and gardens, with white stone buildings which are often open to the air.

House Gravesend is seated on the northern half of the Green
District.
Liberus (Triumvir)

The Citrine Throne of Liberus was forged after the migration of Zeno Ryiomand, also known as Ryiomand the First and Ryiomand the Gracious. Ryiomand the First was followed by many an Ayaten soldier seeking freedom from their former elven masters. Those that did not follow him remained in Tulamera and formed the great city states known today as Parnaak. When Ryiomand entered the northern region known today as the province of Ocyria, he was met by a number of different dilemmas.

The current rulers of the Shattered Coast were a people known as the Sverks, whose cities and culture once dotted all across the continent of Eyané. They were conquerors, but their soldiers were no match for the Ayaten host. Indigenous tribes known as the Malberga were defeated and pushed north by the Sverks long ago, but a number of their tribes still wandered the less settled lands. Ryiomand the First met every city, clan, and even individual with courtesy and respect and offered them a place in his new society. If they refused, he would engage them until they fled, surrendered, or fell. After many Sverk cities fell to Ryiomand, many more began to bend the knee and swear fealty to this new nation.

The greatest of these cities was that of the old city of Vazra, known as the City of Chains. It was an ancient Malberga city that had been taken by a Malberga king at the begin of the Sverkic invasion. The city kept all the surviving Malberga people of that great city as slaves and they served in harsh conditions for generations. When word of Ryiomand reached the ears of the Malberga slaves, a great leader named Dekan gathered the support of the slaves and when the foolish king of Vazra attempted to hold against the Ayaten host, Dekan and his rebels sacked the city from within. Dekan met with Ryiomand and knelt.

Because of his bravery and pride in his people, Ryiomand named him as an equal, a triumvir, and had for him crafted a throne of gold, brass, and citrine. The city of Vazra was renamed to Liberus, meaning "Liberty" in the new Ocyrian language. Dekan was given the cognomen Gaius which meant "great". From that point forward, the first born son of Dekan's line would be named Dekan Gaius in honor of he who won his throne and the freedom of his people.

The city is built up on a number of different islands, some joined together with Malberga architecture that allowed stone to be built up from the sea itself and with Sverkic engineering which boasts large floating islands of wood and steel.
Great Alteria

To the west is the remnants of the Alterian Empire which once ruled the isles and maintained order and balance therein. The lands further west on the island known today as Great Alteria and formlerly as Erchaewaland are blocked from travel by mountains and covered with a consuming mist. This region is called the West March and sometimes folks come from those lands known as Bitterhearts. They appear to be little more than wanderers and traders. The northern coast is a cold, harsh land that hosts the Talorian College of Magic.

To the south is the great city of Lothan, the capital of the Western Alterian Empire. It is rivaled only by Darkhelm as the greatest city of the Dragon Sea and is referred to as the Pearl of the West. Its buildings are high-towered with sweeping architectural flourishes that embody the greatness that once was. The north and south are connected by a forested valley called The Vein where many tribes have found great hunting grounds and tranquil groves to call home.

### Alterian Empire (Faction)

The Alterian Empire controls all of the western isle of Great Alteria, and in times gone by controlled even more territory in the Dragon Isles.

The Alterian upper classes include members of the clergy of the Church of Atavius, powerful wizards from Taloria, and the ubiquitous knights. Alteria is a society where the strong rule, and the weak exist only to serve the needs of the strong. A well-equipped Alterian knight with an assisting mage and a company of troops can put down most revolts. Commoners are beneath the notice of the ruling class, unless they make the fatal mistake of disrespect. The average Alterian aspires to personal power, whether through strength of arms, subtle spellcraft, or even serving as a well known member of the Church. Though some bards make their way into court, barbarians, rogues, and other normally chaotic classes are rarely found in the Empire as law is of paramount importance.

The people of Alteria are soldiers, warriors with a dark sense of honor and the iron fists of tyrants. They live within a rigid military society where the nobility rules, and the serfs farm the land and care for the day-to-day business. This sometimes leads to cruelty, butchering those who do not agree with their rule. It also leads to inaction, as if a matter is not seen as important to the Empire, it is left to fester or go on unattended to. Many years ago, the Empire fell from within, leaving only the core of what once was to continue on.

Alterian politics are ancient and subtle; they know the secrets of all the lands they conquered, and they remember the means to manipulate their enemies. Their ambassadors often hide an iron hand within their velvet glove and all too often carry a touch of poison behind honeyed words.

***Ruler.*** Empress Ygraine Albrecht the Red

***Seat of Power.*** Lothan

***Demographics.*** The population of Great Alteria is mostly comprised of humans (70%), dwarves (10%), halflings (10%), and elves (5%), with other races making up the remaining 5%.
Warnock (Parnak)

**House Warnock**

***Motto.* "Together We Serve"**

House Warnock is one of eight baronetcies in Feherbairn earldom and one of three in Ankenbrandt county.

***Seat of power.*** Rivenhelm, village southeast of Stormloft, located amidst the Riven Marshes northeast of the Illuminus Mountains. There is only one known way to cross the Riven Marshes into Rivenhelm, but it is believed many secret ways through exist as well.

***Current Baronet.*** Johan Warnock V
Waggoner Kendall

As a small boy he was an orphan, part of a not too great orphanage. He often played out in the nearby woods, one day he got lost. For days he went without food or water until one day as if by magic his hopes and wishes had provided him berries, fire and guidance towards civilization. He had some how gained the ability to conjure flame, find his way with ease and produce food for his belly, after 3 more days he stumbled upon the outskirts of a small town. Collapsing to his feet in exhaustion and joy, he woke to find himself tended to within a small convent. They treated him nicely and with no place to call home he soon integrated.

Having become one of the most devote followers of the Lord of Light (Also known as Atavius), Father Kendall now travels the world to spread the light and banish the darkness.