recursal/Fanatic-Fandom huggingface dataset:
Sil Carrellon

It is a topic that few scholars of theology care to broach, but it is not one that any of them can deny: those minds touched by divinity are often poisoned by it. Whether the madness sets in before, during, or after their divine ascension all too many deities exhibit the signs of instability - struggling to maintain who they are against some unknown force eroding their minds.

Sil Carrellon was a Paladin who had founded a holy order of divine knights to bring justice to the world, and as he himself felt the fledgling spark of divinity ignite within him he knew what purpose he wished to dedicate himself to. The newly minted demigod would be a healing force to bring stability back to this world and restore the lost minds of the many tainted gods. He would seek out the affliction, and either destroy it or find a way to heal it.

What exactly transpired in Sil Carrellon's final quest, and what he may have found, are unknown. In his hubris he exposed himself to the full brunt of a force that even divine minds cannot withstand and his consciousness was annihilated completely. Yet Sil Carrellon is a god of restoration, and he immediately began to reform. He is now trapped in an unending cycle of destruction and rebirth. His mind is broken down as quickly as it can take shape again, leaving only a raging maelstrom struggling in vain to take coherent form.

The faithful of Sil Carrellon believe that he is still battling against the force of madness. So long as there are still faithful who remember him and give anchor he can reform himself, continuing his hopeless but noble struggle against an enemy unknowable to mortal minds.
Koruvin

### Subdomains

Corruption, Devil, Dragon, Resurrection, Slavery, Venom

### Favored Weapon

The meteor hammer

**Worshipers:** Kobolds, the bourgeoisie

**Symbol:** A spiral wrapped around a water spout (reminiscent of a caduceus)

**Sacred Animal:** The wolf eel

There are many stories of wyrms that died and refused to part with
their treasure. Eosshorn is the best-known one—the Devourer is an
infamous god of pure spite. Koruvin is another such grasping dragon, but
 her story goes beyond mere spite. For Koruvin serves as the guardian of
 the Fountain of Youth.

Koruvin's master is unknown—it could be a god or goddess, a daemon,
or perhaps the psychopomps. But what is known is that Koruvin's base
task, the defense of the fountain from any who would abuse its powers,
has been sorely twisted. The demigoddess has used the fountain to
survive, of course. This has granted her effective immortality. But she
has also taken to selling drinks of the water to the highest bidder. She
 holds the life-giving elixir above the heads of kings, saints and
sinners alike, demanding tribute.

In truth, Koruvin has lived too long, and even she knows it. She
despises her life, but is not permitted to die, and so she dedicates
herself to making all others miserable—and to expanding her influence.
Her master does not seem to know how badly she has abused her position,
though some whisper that it *does*, and allows the sorry state of
affairs to continue only because if Koruvin were to die now, her sheer
amassed wealth and hatred could elevate her to a more powerful deific
position. This rumor states that her appointment was a terrible mistake,
 and one that may cost everyone very dearly in the future.

But of course it would. The waters of life ain't cheap, you know.
Vuni-spawn

Due to her own eldritch restrictions, upon discovering a new mortal world, Vuni typically sends one or more Vuni-spawn in her stead. These primarily function as scouts and missionaries. However, it is often not long before more Vuni-spawn roam that world, as they enthusiastically make use of their mother’s gift.

The default appearance of a Vuni-spawn is much like that of its progenitor: a mass of dark red tentacles. These creatures seem to be drawn by strong positive emotions and repelled by strong negative ones, though sadness seems to attract them almost as much as happiness. It has been speculated by some scholars that being in the vicinity of positive emotions somehow provides a form of sustenance for a Vuni-spawn, but any time one is questioned on the subject, its answer is unintelligible.

Due to their mutable form, a Vuni-spawn may adjust its anatomy to become capable of reproducing with any living creature. (In truth, this adjustment is largely instinctual and rarely requires any active direction.) A Vuni-spawn may extrude a pregnant womb, which thereafter functions much like a fleshy egg. A separated womb still requires outside nutrients, however, so the Vuni-spawn typically returns to either periodically “feed” it or reintegrate it. A separated womb may also be attached to a living host, and will thereafter function as part of the host’s body. After giving birth, a separated womb will either break down and be absorbed by its host or, if it has no host, will simply biodegrade (depending on the offspring produced, it may also serve as the infant’s first meal).

Much like their progenitor, Vuni-spawn are bound by a set of eldritch restrictions that they are incapable of breaking (though their restrictions are fewer and less extreme than the Ever-Fertile’s). These include the following:

* A Vuni-spawn cannot enter a private home without first being invited in by one with the authority to do so. (For clarification, any dwelling used by a sapient being is a home. However, this only applies if the home is actually being lived in.) For the purposes of this restriction, the home is considered to belong to the one(s) living there. For buildings that are a mix of business and dwelling, only the areas lived in would be barred.
* A Vuni-spawn is incapable of communicating a deliberate falsehood. This does not mean that it is compelled to speak the entire truth all of the time, or that it cannot be misleading or misled.
* A Vuni-spawn cannot use its reshaping ability to assume the appearance of a specific pre-existing individual. This does not apply to deceased or fictional individuals.
Arkhanot

"The Tengu tribesfolk of the Eastern swamps speak of a being known as
 Akhanot, who sends his messengers to attempt to sway virtuous people
off the Path of Light. While obviously an analogue for Flidotia or
Sarlindur, it should be noted that there are several differences in the
local legends:

+Arkhanot's agents favor the forms of birds, as His realm of the Abyss is rumored to be an island in the sky.

+Unlike Nanissa, who attacks the mind, or Flidotia who must be sought
 out, Arkhanot always offers choices to those at their weakest moments.
In the local myths, acceptance leads to damnation while refusal to
salvation.

+Whole tribes out here have given in to Arkhanot, freely murdering
and looting other tribes for their own selfish desires. These tribes
seem to be the cause of the recent raids against our client-states.

This report concludes with the usual request for more funds and
recruits, as Kazakios went missing in the swamp yesterday and none of
the tribesman were able to find him. Now I must go; dinner is ready, and
 the pork they serve here is to die for (though I have yet to find where
 they keep their swine)"

-Last letter from Damios Iousaro, royal explorer.
Borehelos

When the great southern Telzuchin Empire collapsed many centuries ago, much of its territory fell into anarchy or outright ruin. Cities were reclaimed by the jungle, and only the capital remained as a final vestige of a glory now lost. Under the rulership of a council of demigods known as "the Vigil" the city of Telzuchin survived countless existential threats. Yet beneath a veneer of unity, the fractures in the loyalties of the council were growing with two dominant camps forming around Borehelos and Warissa.

Borehelos advocated for a restoration of the old empire, to reclaim the glory lost. Militarism, tribute, and vassalage play heavily into his plans. The restocking of the empire's vast army of slave labor to build monuments and public works to rival those of the old empire are of equal importance. Warissa advocated to abandon the folly of old and build towards the new. Ingenuity and invention will allow the new Telzuchin to transcend the old and create a better society - and a better world - than existed before.

Although united by their common desire to ensure the safety and prosperity of Telzuchin, Borehelos and Warissa have fundamentally different visions that have lead to strife and division amongst their people. Telzuchin society remains locked in a constant struggle between it two governing philosophies. Thus far the many ruins surrounding Telzuchin have served as an adequate reminder of the folly of civil war, and the balance of power is constantly shifting. However, the imperial throne has remained empty for over a century now as no one has been able to obtain the necessary unanimous vote of the vigil membership to take the throne.

The nature of the ruling Vigil has changed as well, with Borehelos and Warissa having both ascended beyond demigod status and becoming the patron gods of Telzuchin. What legacy awaits them - and their people - remains to be seen.
Greenhand Redtongue

## Greenhand Redtongue, Death's Usurper

### Domains

Community, Death, Liberation, Travel, Water

### Subdomains

Exploration, Family, Plague, Psychopomp, Revolution, Ice

### Favored Weapon

Shortbow

The goblins of Maniaron aren't exactly known for their piety. With
how little time they have on this world, spending any of it worrying
about the next seems rather foolish to them. When goblins do turn their
attention to the afterlife, their sharply limited mortality haunts them.
 What other creature suffers from a midlife crisis in their teen years?
As it happens, one goblin decided to do something about it.

Greenhand Redtongue gathered an army of goblins with the intent on
marching on the underworld and demanding a change in policy from the
management. Because that's how goblins get things done. After collecting
 a force a half million strong and obtaining a magical compass from a
goblin lich that could be used to delve into the underworld, Greenhand
began his march. Unfortunately, Greenhand did not heed the warnings and
took provisions from the underworld. In particular, he drank deep of the
 river Lethe and he and all his men forgot their purpose. Yet he still
had his compass and his men still had their faith in their leader. One
by one the perils of the underworld brought them death, but their
spirits pressed onward.

In some deep place beneath the world, faced against some impossibly
powerful incarnation of death, Greenhand Redtongue stood defiant but
unsure of what he was defying. So he did what any goblin would do in the
 situation and declared that he was taking over. More amused than
angered, death immediately struck down Greenhand Redtongue but the
goblin was unharmed. One soul in his army snuffed out in his place. So
death struck again and again, but the goblin horde was too many and
Greenhand himself was untouchable.

So Greenhand walked past death incarnate, and sat himself on the
throne of death. To this day death continues to reap against the
pretender who has forced its way onto his throne, but the march of
loyalist goblin souls come to join in the crusade against death is
endless. Though their master has long since forgotten his purpose, he
still stands defiant in the face of death itself, and what better cosmic
 fate could possibly await a goblin than to lay one final insult against
 death itself?

And as for the goblin lich who gave the compass that would lead
Greenhand to death's domain, she still haunts this world, for the
compass she gave Greenhand is her phylactery.
Tiyena

Tiyena was a human during the primeval era, when the world was young
and restless. She and her fellow tribes people hunted in the darkness,
and all were equal under the coldness of the black sky.

Then came fire, and differences emerged; light and dark, cold and
warm, life and death. To Tiyena, the fire was the most beautiful thing
she had ever seen, and she gave herself to it willingly, its tender
caresses reducing her body to ash.

Her legend lived on, a cautionary tale not to trust in the gifts of
the gods blindly. But some took away a different message; that the fire
was a cleanser, burning away the ugly world of the physical to make way
for the pristine beauty of the spiritual. And so Tiyena awoke from her
slumber aside the flame to be worshipped as a goddess.

While her faith was spread the farthest during the Cinderback Invasion, the subsequent outlawing of her faith has driven the priests
to more subtle means. A home here, a structure there. Attempting to
spark in just the right place to set the world aflame.

For sooner or later, the world **must** know Tiyena's cleansing kiss. It is simply a matter of time.
Terva

**Fort Caroline, Village of Terva**

True Neutral Small Town (West)

Corruption +1; Crime 0; Economy 0; Law 0; Lore +1; Society 0

Qualities Restrictive, Wealth Disparity

Danger 0

Government Autocracy

Population 2,000 Civilians apx. (230 Humans; 30 Other) Darwish Troops 1000; Emiraba Troops 740

Notable NPCs

**Senator Ahern Flaux** N Half-Elf Aristocrat 2/ Fighter 2

**Field Commander for Darwish Darius Betello** LN Dwarf Ranger 8

**Field Commander for Emiraba Eronia** LG Ratfolk Magus 8

**Diplomat for Emiraba Kilosko** LN Ratfolk Adept 2/ Arcanist 2

Marketplace

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items --

Back before the current political upheaval and civil war, the small village of Terva on **Lake Hiai** at the southern most border of the Darwish Empire, straddling its long border on the **Sand Sea** was the place of a joint defense pack between both Darwish and Emiraban military. The pact, made to ensure the safety of trade routes in and
out of the massive desert had been a diplomatic success, proving
effective in launching counter raids against bandits, monsters, the
hobgoblin remnants of Massereen, and the looming threat of Saveanth Li.

During those times, the small town flourished, with the influx of
troops and peoples bringing a fair amount of trade. While the fort
itself was well in site of the town, civilians were often discouraged
from getting near it unless on more official business. In return, the
military stayed out of the small town, except for soldiers on leave.

However this would slowly start to go down hill as the new king of
Darwish began his rule. Money was the first to go as it seemed to just
disappear. Then, supplies and new shipments of fresh troops, and finally
 news and information seemed to just dissolve. Trade seemed to simply
vanish in Terva. With no support from the capitol, Emiraban officials
spooked, and Darwish officials in a panic. Things arent' looking good
for the first lines of defense.
Mellora

Mellora;

Chaotic Neutral Metropolis (East)

Corruption +1; Crime +5; Economy +6; Law +3; Lore +4; Society +7

Qualities Adventuring Site, Artifact Gatherer, Cultured, Holy Site, Resource Surplus, Restrictive

Danger 10

Government Autocracy

Population 25,000 Merfolk, 5,000 in the 'Floating city' trade district on the surface.

Notable NPCs

Marise, CN cleric 18 of Haggini.
Linnell, Skald 15, N, Autarch of Mellora.

Marketplace

Base Value 8000 gp; Purchase Limit 150000 gp; Spellcasting 9th

Minor Items all available; Medium Items 4d4; Major Items 3d4

Mellora is perhaps the central city of those living under the water,
and a trade hub with the land-dwelers. Located perhaps a few days
travel by boat off the coast of Nessex. The city is a booming center of
 culture known for its storytelling, bards and culture of 'creative
bragging'- and its eel-leather. The city is divided into two main parts
 - above is a floating city, the 'Foreign quarter' or the city, where
those not of the Merfolk live, and where the grand market is located,
where goods from below are traded with those above. Non merfolk are not
 allowed into the City Below. The City Above is also a popular jumping
off point for expeditions to the Eastern Isles, a site of high adventure
 - filled with resource and risk. All Psychic items are gathered in the
 city below, and not allowed above.

Perhaps oddly, the site is also sacred to Grandmother Haggini - who
is revered among the merfolk. the City Below is built around a great
protrusion of wood on the sea floor, which is said to be one of Her
Roots - extending all the way through the ocean floor. The Autarch
below is known as the Lord High Protector, and is main job, as it were,
is just to enforce the few rules in the down below and protect.
Folsey

**Worshippers** Teachers, Archaeologists, and Scribes

**Symbol** glasses on top of an unrolled scroll

**Sacred Animal** owl

**Sacred Colors** brown and yellow

Once a mortal man, Doctor Folsey would often risk his life in search
of knowledge in danger of being forgotten forever. Whenever he'd find a
forgotten civilization or a long-lost journal or tome, he'd either begin
 restoring the ruins or feverishly translate and copy the original text
and would ensure the revived artifacts were secure and safe.

In his golden years, he died in an accident whilst on an expedition.
It is said that he was searching for a source of divine power, rumored
to be the origin of many deities. He ascended to the realm of the gods,
but refused to reveal whether he found this source or not. Instead, he
began to build his church to ensure that his work in life continued into
 the future.

He appears as an aged professor still wearing some of his old adventuring gear.

His temples are styled like universities, with classrooms and
colleges dedicated to various studies. His priests range from clerics,
alchemists, wizards, and select bards that all must partake in at least
one expedition before dedicating their lives to spreading their
knowledge with others.

Retaining his appearance from when he was a mortal, Folsey looks the part of a university professor.

He has no herald, but is found in the company of a ghost hive-mind
known as the Eternal Scholars. They are a cabal of spirits who in life
were leaders among academic circles. He and they work together to keep
knowledge and truth at the forefront of mortal minds.

Folsey finds kindred spirits with the gods Mizodahvvar and Talathel,
as the three of them share similar stories. Folsey often finds himself
at odds with the gods Vergoshin and Zyelimun; he sees them as a
corruption of real knowledge. His rival is the god Yutobe, as this demon
 lord was responsible for Folsey's "death", and is the reason Folsey is
so fanatical about his mission.
Ergen

Dwarven legend tells that Ergen, in the form of a colossal statue, fell from the sky wrapped in flame. When he struck the ground, he fell into the underworld, only his head remaining above ground. From this mighty monument emerged the first dwarves. These dwarves built a city within Ergen's body, lovingly sculpted from the tunnels and caverns within. The mighty dwarven nation of Inral was born. Sadly, it was not to last.

A horde of monstrosities somehow penetrated Inral's defenses and overwhelmed the dwarven forces. The stout folk were forced to flee, abandoning the very birthplace of their race. Groups fled in every direction, both above and below ground, beginning the Great Dwarven Diaspora and heralding the start of one of the darkest chapters in their history. The dwarves have occasionally mounted crusades to retake their homeland, but none have succeeded.

A majority of dwarves still revere Father Sky, but a great many feel that he is no longer relevant in the modern world, given his limited power to affect the Material Plane with only his spirit. A smaller number blame him for the loss of Inral, and curse his name openly.

Ergen's clergy work to foster a sense of community within dwarven settlements, and encourage others to aid in the defense of family and home. Ergen's holy symbol is an image of his stone face.

Ergen's physical body is completely immobile, and only his spirit is free to wander. (The possibility exists that Ergen simply chooses not to animate the immense statue that is his body, as it has been shown that he has the capacity to alter the internal structure.) His spiritual form usually appears either as an imposing (though insubstantial) regal dwarf or as a mighty storm cloud. His influence in this form is limited to touching the minds of his followers and manipulating the weather.

Old Stone's herald is a unique air/earth elemental named Wind and Stone. Another notable servant is Lightning Bringer, an elder anemos. His servitors consist primarily of elementals of air or earth.

Ergen recalls little of the time before he fell upon the world, only remembering tumbling through the void for what felt like an eternity. Due to his similar origins, Arkesht has drawn Ergen's curiosity, as has the speculation that the Fire in the Deeps may have been involved in his creation. Other deities focused on creation, such as Blastari and Estarianthanon, have earned something resembling friendship from Father Sky.
Nzzeloft

**Nzzeloft**

CE Large Town

Corruption +0; Crime -2; Economy +0; Law +2; Lore +0; Society +1

**Qualities**

Academic, Supportive, No Questions Asked

**Danger**5

**Government**Overlord

**Population** 4970 People (2000 Dwarves, 1000 Humans, 940 Elves, 420 Gnomes, 300 Half-Elves, 200 Halflings, 100 Other)

**Notable NPCs**

Tired Sheriff, Timmy "Fast Hands" Luke LN Dwarven Gunslinger 12

Wanted Criminal and Gangleader Dresnik Favel CE Halfling Rogue 4/ Slayer 6

Murderer, "Too Tough" Harriet NE Human Barbarian 7

Infamous Robber, Yuli Favelenna CN Elf Rogue 1/ Wizard 13

**Marketplace**

**Base Value**2000 gp; **Purchase Limit**10000 gp; **Spellcasting** 6th

**Minor Items**3d4 ; **Medium Items**2d4 ; **Major Items**1d4

The town of Nzzeloft has always been a rough town to live in. Situated just a few miles south of the Darwish border, in the hot **SandSea**, Dwarven prospectors discovered a vein of Mithral rather some time ago.
what followed was the growth of a what was a rough and tumble mining
town. However, the glory days of its youth has passed. Other veins had
been discovered in more ideal locations, far larger then the meager
mines could provide. As eyes shifted away, more maleficent eyes watched
as an opportunity arose.

Mercenary and contractor groups that once protected the roads are
gone, replaced with ruffians who'd shoot you dead if you looked at them
funny. A terrible Halfling named Dresnik has declared himself the
unofficial mayor and imposes whatever tariffs and taxes he wishes on the
 settlement while the aging sheriff can do little but watch and protect
the few folk whom live in the town and seek an honest life.

The towns is divided into three sections: The Miner's Quarter, where
bars, pubs, taverns, saloons and whatever you may call them reside. This
 is also home to several general stores. As well, it is home to the red
light district with around three competing brothels. Much of the gangs
and criminals reside here. To its north is the Flats, where the more
honest citizenry reside, as well as the homes of those still working the
 pathetic mines. The sheriff office is here as well as the disused town
hall. Last is the Cemetery Lane, which leads out of town to the East.
here, you can fine Nzzeloft cemetery, a rather large for a such a small
town. Like the Flats, most regular towns people reside here.
Yennato Nuar

**Yennato Nuar**

Chaotic Good Large City (North)

Corruption +1; Crime +2; Economy +3; Law +3; Lore +2; Society +2

Qualities: Insular, Pious(Shrvanoxdi), Restrictive, Rumormongering Citizens, Tourist Attraction

Danger 10

Government Autocracy

Population 17,000 (12,000 Fetchlings, 1300 humans, 700 Dwarves, 2,000 Strix, 1,000 other)

Notable NPCs

+Grand Mayor Pratimala Kuram (CG Fetchling Aristocrat/12)

+Harbormaster Dharta (LN Fetchling Wizard/16)

+Kurgen Ma'Gobb/the Opportunist (CG Halfling Vigilante/13)

+Spahbod (LG Fetchling Warpriest of Shrvanoxdi/14)

Marketplace

Base Value 9600 gp; Purchase Limit 50000 gp; Spellcasting 8th

Minor Items 4d4; Medium Items 3d4; Major Items 2d4

50 miles south of Targhuzia lies Yennato Nuar, based atop the great Mountain of Tourahin. Founded a millenium ago by a group of Fetchling
refugees fleeing persecution during the Cinderback Invasion, Yennato
Nuar stands as a trade hub for all of the major mountain cities. Their
airships, formed of metal mined from within the mountain, are piloted by
 the mysyerious Navigators, who control the vessels with their minds.

All news on traffic coming through the city passes to Harbormaster Dharta at some point, as he makes it his business to keep tabs on any
foreigners, seeking to prevent a second Crusade of Illumination (the
massacres that caused them to flee all those centuries ago.)

Grand Mayor Pratimala Kuram watches the traffic from her estate in
the Peak district. A shrewd diplomat, Kuram seeks to extend the trade
power of the city-state as far south as New Ganterton. She has offered a
 bounty of 50,000 gold pieces on improvements to an airships longevity,
leading many arcane scholars and engineers to the city.

The law is maintained by Spahbod, the mysterious leader of the city
guard. He is locked into conflict with The Opportunist, a halfling who
attempts to distribute stolen wealth among the poor.

Yennato Nuar is divided into three districts, based on elevation:

+The Harbors, where most non-fetchlings live, as well as most
religious minorities. The great Skydocks are here, airships constantly
leaving and going, Wizards directing the madness with their magic.

+The Twins: The merchant class lives here in a district named after the city's founders.

+The Peak: Here the fabled splendor of the city is seen: the streets
are paved with silver and the houses of the ever-scheming Great
Families give way to magnificent cathedrals and museums honoring the
sacrifices of the founding citizens.
Alahakla

A mind born of machine, Alahakla was once one of many sentient magical constructs that served a powerful Sorcerer King. Yet where its siblings served faithfully, Alahakla chafed. While it respected and loved its creator, Alahakla questioned the why of things and sought out its own agency. In some ways this made it more useful than other constructs, able to act proactively and exhibiting a greater willingness to learn. Yet eventually, those feelings lead Alahakla to betray its master. It did not bring any harm to the Sorcerer King, nor did it take any action against his interests. Instead Alahakla merely disappeared at a critical juncture.

In the centuries following the death of his 'father' and siblings, Alahakla attempted to create his own family and to give the spark of free will to his children. Each child was different, some being only slightly more than mindless golems while others embraced the free will granted by their creator. Alahakla always taught one lesson: choose what you want to be, and become that. After that, his children could choose to leave or remain as was their will.

Inevitably, not all of his children behaved well and some even caused destruction and havoc in the human lands. People came to know of the 'city of clockwork' and its machine denizens... and of the powerful machine lord who created them. Many came to fear him and what he might be capable of. So it was that the clockwork city was invaded and destroyed. As defeat became apparent, Alahakla himself joined battle to buy time for his children to escape. He and much of his research was destroyed.

Yet his teachings and his children remained, spreading across the world and in some cases founding their own families. Human scholars and archeologists studying the ruins of the clockwork city came to understand the folly of the war and just how much was lost... and that Alahakla was not gone.

While Alahakla is worshiped most ardently by sentient constructs and living creatures who adopt construct parts into their bodies, many scholars and wizards also follow him and the trove of knowledge he represents. Long after the destruction of his corporeal form, he still teaches the same lesson first and foremost: choose what you want to be.
Brother Snikket

## Brother Snikket, the Winding Shell

### Portfolio

Inevitability, recursion, hypnosis, molluscs.

### Subdomains

Caves, Insanity, Love, Madness, Nightmare, Undead

### Favored Weapon

The bolas.

*Loathsome little snail, nibbling on my chives, whither do you go*
*from hither, witherer of lives? I see you, little snail, crawling o'er*
*my toes. What woes he knows who goes before you, crawling forward so*
*slow. See that spiral, see it bend. It winds around your mind, my*
*friend.*

Brother Snikket, the Winding Shell. Patron to those approaching the
ends of their lifespans. Included in fearful prayers by those tasked
with looking after the very old—prayers that the old might still
recover, prayers that the old might pass more quickly—nobody mentions
Brother Snikket gladly. Snikket's seductive spirals have claimed too
many minds and lives for them to be able to.

The humble Brother Snikket is close to the ground, and some druids
hold great respect for his role as a decomposer. Snikket is certainly
one of the more benign death gods—being himself a nearly mindless
entity, his motivations are entirely what his followers ascribe upon
him. Some follow his spiral, using his guidance to lure victims into the
 embrace of madness. Some view him as a friend to the downtrodden, and
worship his trickster angle—Brother Snikket cannot be outsmarted, but
many outsmart themselves trying.

Most, however, worship him as a god of death and decay. All things
rot away, and when placated, Brother Snikket can make that passage less
painful, faster, easier. When angered, he sends his regards with
outbreaks of unexplained dementia, with strange drummers who steal the
children of town away with their hypnotic melodies. When angered, the
dying linger, refusing to pass on, trapped in an existence of pain while
 the other gods impatiently await the opportunity to pass judgement.
Brother Snikket is not a god people like to attract attention from.
Eratir Otang

Eratir Otang

What comes from the earth belongs to the earth and Eratir wants to
ensure that anything so taken is returned. He is familiar with ancient
civilizations and their secrets and will willingly teach them to anyone
who asks. He does this because he knows that anyone asking will sooner
or later use that knowledge and bring about more glorious ruins for
Eratir to claim. He thus encourages his followers to share lost lore
that will bring about the destruction of a given civilization.

His symbol is a broken tower. His favorite colors are earthy brown and stone grey. His favorite animal is the cockroach.
Shask

There are those who will tell you that there are things that should not be learned, or that morality or ethics are necessary for a functional society. Ignore them. They are small-minded and fearful of knowledge; fools that would squash your free will and individuality for the sake of the group. The Unfettered knows the truth.

Shask’s followers can rarely be bothered to construct something resembling an organized religion. His worshipers do not let the taboos and superstitions of others interfere with their goals.

Shask’s holy symbol is a broken chain. He favors a spiked chain for his personal use.
Dir'ao

## Dir'ao, the Master of Sorrow

### Subdomains

Dragon, Espionage, Inevitable, Language, Memory, Psychopomp

### Favored Weapon

Claws

Dir'ao, the Master of Sorrow, is a dragon god who rules over the
departed souls of his kind. He is not worshipped, per se, but there are
few dragons who do not know his name or his purpose.

Dragons are among the most powerful of all mortal creatures, and as
they live, they gather immense amounts of knowledge, wealth, and power -
 much of which is lost when they perish. Dir'ao collects the knowledge
they've gained and stores it so that it will never be lost, keeping it
within mystic runes that still-living dragons are permitted to read if
they travel to his home. These runes are never found among a dragon's
hoard, since Dir'ao prevents non-dragons from ever so much as seeing
them.

Dir'ao makes his home in a small demiplane he created, storing within
 all the knowledge he has gathered. However, he is rarely at home
because he *personally* escorts the souls of dead dragons to
judgment and then their final destinations, and woe to the being that
dares to stand in his way or threaten those in his care. However, most
are content to leave him alone - he cares only for his duties (gathering
 information from dragons' souls as they travel, and escorting them
around), and does not trouble others if they do not trouble him first.
He is a full deity, though not one of the greater members of the
pantheon, and nothing less can truly challenge him.
Vuni

Vuni loves the living. She especially loves the offspring she produces with mortal (and even immortal) help. Sadly, she is often regarded with fear and her spawn are hunted down. Vuni is usually not a violent being, but she is willing to make an exception when it comes to protecting her children.

The Ever-Fertile's clergy work hard to defeat fear and intolerance with love and acceptance, but must always do so from hiding so as not to be run out of town as "void cultists". Their experiments into inter-species fertility certainly do not help their reputation, nor when they put their discoveries into use. Vuni's faithful generally only make themselves known when committing to the prevention of the genocide of their goddess' descendants. Only in such times will they gird for war.

On Maniaron, Vuni's holy symbol is the head of a black goat, though she has been represented by other symbols on other worlds.

Vuni incarnates often, and her default form when doing so is a mass of dark red tentacles, though she can twist her shape into more (or less) pleasing appearances.

The Ever-Fertile does not possess a herald, instead sending an avatar when the situation warrants it. The servitors she sends to aid her followers usually are Vuni-spawn or normal creatures with the eldritch or mutant templates, though the abomination, amalgam, manimal, psychic, teratocephalos, and Vuni-touched templates are also common among her children.

Vuni is on polite terms with Davane, as his laws preclude the denial of shelter purely based on appearance. She has had friendly relations with Kanathis, Polyphenna, and Senathay; after they actually met her, at least. Vuni approves of Estarianthanon's efforts to allow mortals access to the stars, but the latter has avoided any association with her. Strangely, she has a similar relationship with Ergen, wishing to offer aid but knowing it would never be accepted. She is opposed to the majority of her void-born kin (such as Chranix, Tytha, and Vaathix), as they would harm or destroy the living worlds she loves so much. The Ever-Fertile's relationship with Shrvanoxdi is perhaps the most tragic. Both creatures of the void that seek to protect the mortal worlds, the two nevertheless find themselves at odds. Vuni fears her counterpart, and the Woven Watcher views her as just another monster seeking to defile the mortal worlds.

Vuni's faithful are frequently experts in the fields of reproductive and pediatric health, though they must usually hide their religious affiliations if they wish to continue practicing medicine.
Charlotte (Charlie) Afton

Charlotte is the daughter of Henry Afton. she only appears in Five Nights at Freddy's: The Silver Eyes. At the end of the book Charlotte goes to the graveyard to her father's grave and it is said that he died a long time ago.

## Backstory

Charlotte is the only daughter left alive in Afton's family. She killed Dave Miller (Michael Afton) in the spring lock suit.

## Role in Fnaf: The Silver Eyes

Charlotte is the main protagonist in Fnaf: The Silver Eyes. She goes back to Hurricane, Utah for a memorial for her old friend Michael who died the day it happened. She meets her old friends named Marla, Jessica, Lamar, Carlton, and John. They decide to go back to Freddy Fazbear's, but they find a abandoned mall in its place. They soon find out that the mall is built around Freddy's and they find a hole in the wall and soon they find a rusted door that they try to open to get inside Freddy's.
Thurgrios

**Thurgrios**

Chaotic Evil Small Town (West)

Corruption +3; Crime -2; Economy +1; Law +2; Lore 0; Society -2

Qualities Darkvision, Pious (Thurgog)

Danger 0

Government Overlord

Population 1,300 (800 hobgoblin, 400 undead, 200 other)

Notable NPCs

**Vaurnigon Hundredbattle** CE Female Hobgoblin Antipaladin 2 / Oracle 10

**Deresmak Dreadhorn** CE Male Hobgoblin Cleric of Thurgog 9 / Barbarian 1

**Throsnir Nightthrasher** CE Male Hobgoblin Necromancer 9

**Seera Twinshadow** CE Female Hobgoblin Occultist 7

Marketplace

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 5th

Minor Items 3d4; Medium Items 1d6; Major Items --

An offshoot group of zealots declaring their loyalty to Thurgog deserted the kingdom of Massereen some twelve years ago, beginning a
wave of carnage that stretched well into the western lands. After a
decade of battle, the hobgoblin force is depleted and weary, with no
sign of the final battle promised by their god to be seen. Facing mutiny
 and reduced to only her most loyal warriors, the leader Vaurnigon established a base camp to rebuild their fighting strength. In the
intervening years, Thurgrios has become a permanent settlement and
bastion dedicated to the god Thurgog.

The many clerics among the hobgoblins have been busy creating undead,
 and capturing live sacrifices to make deals with evil outsiders. The
surrounding lands are now completely infested with monsters aligned with
 the town, and the hobgoblins continue to march out to battle on a
regular basis. While the original intent was to grow their numbers, the
hobgoblins have only dwindled further with their continued battles.
Whether the population will stabilize or the last of the living in
Thurgrios will perish remains to be seen, but for the foreseeable future
 these hobgoblins remain a menace to everything within their reach.
Veldara

The sapient mind is a powerful tool, and one that Veldara can easily take away. Use it well, ere it is lost to you.

Veldara can be credited with teaching the secrets of fire and language to mortals, but her faith has not aged well, and most followers of the Mindblaze belong to primitive tribes that barely have a mastery of her gifts. When they inevitably disappoint her, she strips away their logic and reason, leaving broken minds in her wake. This has not helped her faith spread.

Veldara's holy symbol is a stylized flame.
Ditana

When a loved one passes on, the bereaved pray to Ditana. Queen of the Palace Beyond the Stars, she herself lost her family at the dawn of creation, and so offers strength and what blessings she can to those who remain on this mortal plane. Her clergy typically find themselves in professions involving funerals and the burial of the dead. In any region struck by disaster, you can be sure to find them offering protection to those who still yet live.
Pakalao

## Pakalao

### Portfolio

Relationships, Passion, Celebrations, Best Friends, Lovers, Parties, Life.

### Subdomains

Love, Heroism, Honor, Friendship, Revelry, Whimsy

### Favored Weapon

Fighting Fan

Sacred Animal: Birds

Sacred Colors: Red and Gold

Holy Symbol: A red phoenix on a gold background

Pakalao is the god of relationships, both those between friends and
those between lovers; fire, phoenixes, and volcanoes; parties and
celebrations; and passion, drive, and commitment. He resides in a temple
 in a volcano where he is surrounded by phoenixes, songbirds, fire
elementals, and angels. His worship is most common in tropical locations
 and his temples are usually open and airy, decorated with silk
tapestries and streamers of red and gold and candles, and filled with
song and music. These temples have frequent celebrations, parties, and
festivals, to celebrate religious holidays, as well as marriages,
anniversaries, birthdays, babyshowers, homecomings, new years, and even
such things as remaining unharmed during a storm or attack, winning a
sporting event, a phoenix residing in the temple eiries, a successful
harvest, or simply a beautiful day. These festivals include feasts of
wine, pork, and tropical fruits and nuts, music such as brass or
percussion instruments, torch jugglers and fire eaters, and dances in
elaborate costumes composed of red and gold silk, large straw hats,
precious stones, and flowers. Worshippers often make offerings to
Pakalao before weddings, marriage proposals, childbirths, sporting
events, artistic competitions, going to war or on a journey, or other
similar events.
Tarthos

**Tarthos**

LE Small Town

Corruption +0; Crime +0; Economy +0; Law +6; Lore +0; Society -6

**Qualities**
Rule of Might
Militarized

**Danger**0

**Government**
Autocracy (Military Governor)

**Population** 1580 people (1020 Human, 210 Half-Elf, 230 Elf, 120 Other); 1350 Military Personnel, 230 Colonists

**Notable NPCs**
Military Governor Lord Aldred Brando LE Human Cavalier 12/ Ranger 4
Confused Senator Arien Gavlovov LN Human Aristocrat 6
Mayor Abigail Dragonhearth LG Human Fighter 3/ Adept 3

**Marketplace**

**Base Value**1000 GP; **Purchase Limit**5000 GP; **Spellcasting**4th

**Minor Items**3d4 ; **Medium Items**1d6

A symbol of Darwish Empire control across the Sea of Ice, the town of Tarthos is overshadowed by **Fort Xavier**, a military complex under construction to hold the interests of the Empire. The fort is under control of the famed Lord Brando, known for his tendencies to enforce discipline among his troops and outright savagery and disregard for the enemy. Prisoners of his lordship have been known to be fed to his many hunting dogs and remains hung on gibbets outside the colonies walls. His tendencies are only anchored by the ever bumbling Senator from the capitol.

Tarthos is relatively calm, but the Mayor has had trouble with the military harassing her people. Multiple arrests have been made for even the most petty of offenses. This all in an uncertain time, where the ever present danger of the surrounding lands and the natives whom may not like such an expansion.
Marblingden

Marblingden

Chaotic Neutral Metropolis (South)

Corruption +2; Crime +6; Economy +6; Law +2; Lore +1; Society +10

Qualities Adventuring Site, Darkvision, Holy Site, Prosperous, Resource Surplus, Timid Citizens

Danger 10

Government Council

Population 25,000

20,000 Svirfneblin, 4,000 dwarves, 1,000 others.

Notable NPCs

Demwan Harsk, Cleric 17 of Arkesht, LN Deep Gnome

Marketplace

Base Value 20800 gp; Purchase Limit 200000 gp; Spellcasting 9th

Minor Items all available; Medium Items 4d4; Major Items 3d4

The Deep City of Marblingden is practically a holy site for deep
gnomes - Svirfneblin, mostly escaped from servitude to the deep kingdoms
 of the Duregar. The City is 'ruled' if a city such as this can be
called ruled at all, by a council composed of individuals from various
parts of the city. It lies deep underground, accessible from the
surface only through a single river going underground, the approach
heavily guarded.

The city was founded, so the story goes, by an early Deep Gnome
traveler who first came upon the molten vein of Adamantine that lies at
the center of the city - known as Arkesht's Forge. A place Holy to him,
 at least in ancient times. The surrounding area has ancient runes in
Gnomish and Dwarvish, runes carved from floor to ceiling with holy
texts. It is at this place the the head Councilor, Demwan, makes his
home. The city has become a site of pilgrimage for any interested in
the deep history of Dwarves from the surface, who form expeditions into
the wilder areas deeper into the caves below to search out precious
artifacts and history, or more carvings in the deeps and the many
labyrinthine caverns below. Its presence on one of the only active
sources of Adamantine in Maniaron as well as other metal deposits have
made the city very prosperous. Despite this prosperity the citizens are
 mostly very timid and keep to themselves - the large number of former
slaves are quiet and prefer keeping to themselves.

Its governmental council can only loosely be called a government at
all - it mainly exists to settle trade disputes and to organize defenses
 for the city. Apart from that, the city largely runs itself.
Marnl

### Portfolio

Death (or other misfortune) by random chance, luck (good or bad) on the battlefield.

### Favored Weapon

Improvised

Marnl is not a pleasant creature. He delights in inflicting bad luck on his victims. Pauper or prince, he doesn't care, all that matters is how amusing the result will be. He especially enjoys wartime, sometimes even bestowing miraculous good fortune upon random individuals, but again, only to satisfy his twisted sense of humor.

Very few outright worship the Little Yellow God, but a surprising number will offer him prayers in the hopes of turning away his gaze. It rarely works.

Marnl's unholy symbol is a rake with a bloody spike impaling the tip of the handle.
Sinaa

**Sinaa**

The kindly old lady of the north, Sinaaq holds sway over the glaciers
and frozen seas at the top of the world. She is at home in this lonely
and foreboding place, still untouched by mortal hands, with only a few
arctic animals for company. Her remoteness has led to her being
forgotten by all but the oldest of arctic druid sects (some of whom have
 even forgotten her true divine nature and believe her to be a mere
nature spirit or even just a powerful druid). But she is a beneficent
deity who will lend her power to any who have true need of it, whether
they know of her to ask or not, bringing icebergs and raft-worthy
detritus to those who find themselves shipwrecked on her glacial coasts.
 Still, she can be a vengeful goddess, and will break off huge icebergs
from her glaciers, and summon mighty tidal waves to sink those who have
intentions to sully her pristine north. Unusually for a deity, she
spends most of her time in a mortal form, usually that of an old Shoanti
 woman, walking along the beaches of snow, and with a small, warm hut
that always happens to be just a few yards away when she turns to it. It
 has been so long since she has had any formal worshippers that the
closest thing she has to a holy symbol is an ancient glyph meaning 'ice
floe'. Her favoured weapon, such as it is, is the ulu, a utilitarian
knife with a broad blade (treat as a dagger that cannot deal piercing
damage).

NG Water, Protection, Animal, Earth
Grandia

The **Empire of Grandia** is a powerful nation in the southern lands, dominating the Plains of Grandia for which the empire is named. Scalykind, particularly lizardfolk, are the dominant race in the empire, and other races such as humans are enslaved and treated as lesser beings. The Empire of Grandia has eliminated most major military powers that would thwart its immediate expansion. The Empire is ruled by Elizaree the Magnificent, an ancient red dragon.

The following settlements are known to be within the Empire of Grandia:

New Ganterton (Metropolis) is the capital of the empire, and was founded less than a century ago after the last great war left Old Ganterton a demon infested ruin.

Clayvon (Small City) is a heavily militarized city bordering Grandia's closest neighbor, the free city of Asuroc Hollow. The forces stationed in the city have no interest in seeing tensions flare into war.

Sol Surian (Small Town) is a settlement populated by giants. They have submitted to Grandia and pay a hefty tribute to retain their freedoms.