recursal/Fanatic-Fandom huggingface dataset:
A Cazagoza Call to Arms

Following the death of Viola Cazagoza, a verse began to spread throughout the various taverns of Alvera.

"*Do gather ‘round the lute, my friends*

*To mourn the maiden fair*

*Her smiles stretched from end to end*

*And brightened up the air*

*Viola was the sweetest soul*

*To grace this mortal plane*

*She made this fiery world feel whole*

*Akin to gentle rain*

*Alas as quickly as she bloomed*

*From us she has been taken*

*An unjust death before her loomed*

*From which she won’t awaken*

*For ‘twas a night of song and dance*

*Her hand was to be given*

*The guests around the circle pranced*

*And then, the crowd was riven*

*A ball of black, of fear, of hate*

*Erupt upon the ground*

*The guests have ceased their metered gait*

*And scattered all around*

*Our wizened wizard oracle*

*Then leaped into the fray*

*He rent the dark deplorable*

*And cast the black away.*

*But standing there against a blade*

*Our lady fair was still*

*The aetherassassin glared, dismayed,*

*With eyes with winter’s chill.*

*Yet brave Viola never gave*

*She stood there strong and tall*

*And even when the vile knave*

*Doth demonstrate his gall*

*The wicked blade then pierced her skin*

*A drop of ink on white*

*She fell with grace amidst the din*

*The villain then took flight*

*No potion worked, no cleric healed,*

*The damage had been done*

*By magics black her soul’s been sealed*

*The aetherassassin won.*

*But let her death not be in vain*

*Avenge her life we must*

*The aetherassassin we shall chain*

*Until the shackles rust."*
Moonhoods

## Overview

The Moonhoods are a continental order of Way of Shadow and Way of the Long Death monks based originally out of Sopara. The Moonhoods are payed assassins, and its said that when you see a white hood shining you are already dead. Moonhoods are often Lygrans, due to their association with Sopara. Not much is known about them except their reputation for being unable to be found, their reputation for a perfect record, and the story that in every city contains at least one Moonhood, biding his or her time until someone seeks them out and hires them.

The price to hire a Moonhood is 5,000gp. Half to begin with, and half upon confirmed death.

Not much else is known about the hierarchy, spirituality, or goings on of the Moonhoods due to their extremely secretive nature.

## Contacting a Moonhood

As an order of assassins, their practice is inherently outlawed by near every ruling faction within the civilised world. The fact that they are still able to not only continue their practice, but to do so with such a high reputation and with so little information about themselves available that it stands to reason there is a way for a determined client to contact them.

Information regarding a city's resident Moonhood member(s) is rare and expensive to come by, but with the correct contacts within the underworld one may well be able to make contact.

### Alvera

Alvera's Moonhood(s) do not meet their clients directly, and instead collect the details of their contract and payment through 'dropzones' that change location every moon. Should any kind of detectable magic be used, or the area monitored without the utmost stealth, the contract is never collected and the dropzones change immediately. The currently known ones are:

* Behind three loose bricks in the south side of Ovid's wall, covered in a thick bush of ivy.
* In the pocket of the 'Stonemason's' statue on the fountain of Salvi Vita. One must take extra care not to be seen using this particular spot, due to the high traffick of the area.
* Inside of the sign for the Lion's Way Inn. The wooden sign has been replaced overnight with a near identical one, fitted with hinges to coneal a hidden compartment.

### Cappalina

An associate of Cappalina's Moonhoods meets their clients directly, working within the Flamedance Inn as a barmaid; either as better cover from a previous assignment, or having been recruited by them after taking the barmaid job. Grendel changes the story changes every time someone asks, between lazy smiles and a naturally elegant laugh.

Ordering a silver-casked dwarvern stout, and then demanding it be darker once served is the password to initiate business. This information is far more readily available than compared to getting into contact with Alvera's order, but that is likely because it is a Moonhood that is directly in danger should the information fall into the wrong hands.
Saint Vettra Inisfree of the Depths ~ Sea and Voyagers

#### **Saint Inisfree of the Depths**

It is said that Inisfree, when mortal, was a devout worshipper of Pug. True to the faith, like no other mortal that came before her. A captain of a fine sailing vessel, Inisfree would sail the world and is thought to be the first mortal to step upon the shore of all seven continents. Never one to shy away from a challenge. Her moods are as mercurial as the weather, but she is always incredibly loyal to his crew.She is usually jolly, always lucky, emphasizes his points by shaking her fist in the air, and has a great belly laugh. Inisfree never holds a grudge, but when angered, her voice cracks like rolling thunder. Inisfree epitomizes the daring sea captain who can sail her ship through anything the Deities of Fury can unleash. One fateful day, her vessel was caught between a storm and a kraken. The vessel snapped like a twig and all hands went overboard. Inisfree's last thoughts were to Pug and to her crew. Pug, answered her prayers and transformed her crew into sea elves and helped them escape. Inisfree, thanks his god and won Sainthood through creating maps of sailing lanes and sharing them, and her knowledge with all.

**Symbols and Books:**

 Inisfree's symbol is the eight pointed compass.

* There is nothing more invigorating than challenging the elements.
* The feel of wind and spray on one’s face and the deck pitching beneath one’s feet is the greatest feeling in the world. If mortals are to expand there reach, daring men and women must defy the odds and dare the impossible.
* The thrill of exploration is sweeter than wine or rum.
* There is always risk, but without risk life is empty.
* Life is to be lived and damn the consequences.
* One’s loyalties are first to one’s mates, then to one’s ship, and then to Pug, who protects all sailors.
* Rely not on Pug’s hand to always extract you from difficulties, for such is coddling and leads to a lack of challenge and the room to grow. Rather, Pug helps those actively solving their own problems by helping their plans work.

**What Inisfree Wants:**

 Learn thy craft. Unfurl the sails, work the rigging and be one with your mates. Sail to ports and gift the portmaster with support. Christen ships and mind the storm. In times of war, serve on you ship and batten down the hatches.
Rizian Thelanaius

**Worshipers:**Assassins, Blackguards, Brigands, Criminals,
 **Holy Color:** Golden

Thought to be the creator of all reptilian like creatures and humanoids.

## Description

A man possessing the head of a jackal and finely scaled skin. He wore white, gray, or black robes, collar, and bracers

## Personality

He was a jealous and loathsome being that did all he can to meddle in the plans of his fellow deities. He is a god who demands constant sacrifice from his subjects, and his priests are only too willing to comply as they bring naked virgins screaming to his altar to appease his blood-lust.

## Worshipers

These individuals spend much of their time overseeing the actions of criminals and grave robbers, as well as planning the overthrow of the governments. Clerics and other clergy in service to Rizian wore linen skirts, sandals, and collar. These individuals don headdresses over shaved heads. When preparing for battle they dressed appropriately for the situation, but preferred equipment that featured a prominent snake motif. Clerics of Rizian prayed for spells at night.
Erasti Nobles

*The fourth man, dressed in black dismounts without a word. Richly tailored, he bears a gentleman's long coat dyed black as the pit of the abyss, it's mantle offers the only color of his ensemble. The left shoulder bears the heraldry of Erasti, the right, the white lily on a black field.*

*Thud...scrape...thud...scrape.*

*The man is tall but hunched. His right arm cradled in a silken sling, held close to his body, gloved fingers limp. He drags his right leg and his highly polished boots are capped in a cold steel, his toe drags across the fettered cobblestone.*

*Scrape, the sound of metal dragging on stone rings out.*

*Despite his malformations the man is thickly built with rolling shoulders. His face piercing and stern. His receding hairline is slicked back and streaked with silver. His nose is large and hawkish giving his face the raptor-like look of nobility. His gloved left hand holds a walking cane. Made of dark metal, worked in silver. Atop the cane is a large amber orb, a series of white gems set inside in the pattern of his house.*

-An excerpt from The Return of the Ruined Princeps

* Dame Rowena Mornwynd of House Frostrose (Singulares)
* Velayn Soulsorrow of House Fettershade (Council)
* Constance Maradun (Body Guard)
* The Chronicler (Historian)

**Tiberius Urso of House Urso, Princeps of Cappalina**

* Duca Landris Galentino, pledged to House Urso **(JS)**
* Ducesse Silvia Berardi, pledged to House Urso
* Duca Alessandro Ludovisi, pledged to House Urso
* Marchesa Cecia Terrasi, pledged to House Urso
* Marques Donato Lupia, pledged to House Urso
* Dame Vala Cozza, pledged to House Urso
* Knight Claudio Peroni, pledged to House Urso
* Knight Amadeo Maffucci, pledged to House Urso
* Dame Diletta Palla, pledged to House Urso
* Dame Celia Calitri, pledged to House Urso

**Marcus Volante of House Volante, Princeps of Alvera**

* Ducesse Leucettia di Vanis, pledged to House Volante **(JS)**
* Duca Oliviero Ventre, pledged to House Volante
* Duca Mathia Bianchi, pledged to House Volante
* Marchesa Giuliana di Angelo, pledged to House Volante
* Marchesa Seletta Cazagoza, pledged to House Volante **(JS)**
* Marchesa Miah Parisi, pledged to House Volante **(JS)**
* Knight Ambrogio Calabria, pledged to House Volante
* Knight Caronte Sigro, pledged to House Volante
* Dame Alessa La Faci, pledged to House Volante

**Grand Duke Felix Orsino, of House Orsino, The Proconsul of Erasti**

* Duca Zaccaria Caspari, pledged to House Orsino
* Dame Lidia Milone, pledged to House Orsino

**Unpledged**

* Knight Grato Vacciarino
* Dame Camilla Lio
* Dame Fiora Veno
Doghouse Wiki

## ***Welcome!***

This is the wikia page for a D&D 5th Edition play-by-post homebrewed Vir'Exalon campaign(s) based around our Doghouse D&D 5E community. You can find us here on Discord: **[1]**. Drop by and say hi!

## ***Maps***

**Clayth: [2]**

**Kavaari: [3]**

**Tsarothiel: [4]**

**Erasti Closeup: [5]**

## ***Practical Information***

* Getting Started
* General Rules
* 10 Things about our 5e Game
* Downtime

## ***Current Campaign Information***

* **Erasti Prologue, Season Two**
* **Erasti**
* **Ten Things Everyone in Erasti Knows**
* **Aethermarks**
* **The Keep**

## ***World of Vir'Exalon***

### **Central Lands o**f **Clayth** *(The Central Continent)*

* The Great Northern Empire
* The Ash Lands
* Free Cities of the Mirrored Sea
* Lands of the Merchants and Mercenaries
* The Savage South
* Lands of the Loch
* Primordial Jungles of Ubitao
* Outer Sea / Salted Sea and their Island Territories

### **West Lands of Kavaari** *(West of Clayth)*

* League of Fyrsturr i Riddari
* Confederacy Ponn Jariss
* Khanate of Ghaal Zhon
* Dominion of the Fire Lords
* Magocracy of Allaine
* Grand Duchy of Dornig
* Barsella, The City at the End of the World
* Independent City States and Remote Locations

### **East Lands of Tsarothiel** *(East of Clayth)*

* Xak'Kirgonne
* Kiri-Vissa
* Asterei
* Quet'Pavia
* Ionoctix Kharast

### **North Lands of Nimetre** *(North of Clayth)*

* Ansaroth
* Crokeheim
* The Fallen Kingdom
* The Fractured Nations
* Skaldholm
* Stannasgard
* Svyelunarri
* Tanserhall
* Tuskgard
* The Vargrike

### **South Lands of Yztac'Nahautl** *(South of Clayth)*

* Kingdom of Vlakith
* Kingdom of Zearth
* Territory of the Grunggni

## ***Lore of Vir'Exalon***

* Artifacts
* Courts of the Feywild
* World Factions
* Notable NPCs
* Plants
* Songs, Poems and Stories from Clayth
* Spells

## ***Lore of the Cosmos***

* A Brief History of the Races
* Chronology of Creation
* Creation Mythos
* Ecology of the Higher Powers
* Teleportation Circles
* World Trees

## ***Gods & Patrons***

* Gods
* Saints
* Patrons

## ***Retired Materials***

This is a list of retired material and lore, mostly from Season One, that is not relevant to the current Campaign. It has been left on the Wiki for reference and personal use.

* Factions (New Ulrok)
* Opening Campaign Story Season One

**Aul'Thessilax** *(The Old World)*

* Empire of the Infinite Sky Locations

**New Ulrok: [6];** **Aul'Thessilax: [7]; Clayth (Old): [8]**
Saint Qysis Ungarrat, Master of Dust ~ Corruption and Undead

## **Saint Qysis Ungarrat the Master of Dust, Patron Saint of Corruption and Undead**

Qysis is known as the Saint of the Dead. He is a extremely feared Saint whose faithful are thankfully small in number. He takes the appearance of a loosely wrapped Mummy clad in a billowing black cowled robe. He has scaly, wrinkled skin covered with knobby lesions and black, cracked lips. His eyes gleamed with a cold, evil light and were so sunken that his face looked like a skull. His chest and torso were bare bones (now wrapped), and he had four bony arms, not the usual two and leathery wings with exposed bones. His race is long dead and lost to time. Below the waist his bones were covered by withered sinews and wasted flesh (also wrapped). He could fly about so that his rotting, gangrenous feet did not need to touch the ground.

Qysis had a cold, malignant intelligence, and speaks in a high whisper. He is always alert, never sleeps, and is never surprised. He is never known to lose his temper or be anything other than coldly amused when a mortal succeeded in avoiding his directives or chosen fates. His influence in Vir'Exalon is imposed through fear, and he is a master of making mortals terrified of him through his words and deeds. At times, just to remain unpredictable, he seemed almost kind and caring. Qysis takes care that all mortals thought of him often - he was even known to materialize beside open graves, just to gaze around at gathering mourners for a few silent seconds before fading away, in order to remind everyone that he was waiting for them all. His agents are often the undead and he now has a large following in the Ashlands.

**Symbols and Books:**

Symbol: A mummified Hand. Holy Book: The Returned Dust. Made with humanoid flesh as pages.

* Know me and fear me. My embrace is for all and is patient but sure.
* The dead can always find you.
* My hand is everywhere - there is no door I cannot pass, nor guardian who can withstand me.

**What Qysis wants:**

 "Know me and fear me. My embrace is for all and is patient but sure. The dead can always find you. My hand is everywhere - there is no door I cannot pass, nor guardian who can withstand me." ~ The Words of Saint Qysis Ungarrat
Sarastra Aestruum, Queen of Night and Magic

## ***Queen of Night and Magic***

A fey lady of stunning beauty with hair the color of midnight stands before a shining field of stars. A gown seemingly woven from the night sky drapes her flawless ivory skin. Bright lights glitter like diamonds in her crown and raiment, and some drift about her body and dance near her hand. Her Celestial and Royal Majesty, Sarastra Aestruum, Queen of Night and Magic, is also Duchess of the Heavens, Countess of Thorn, Mistress of Air and Darkness, Lady of the Summer Palace, and Bride of Shadows. The Queen rules the Court of the shadow fey with grace and majesty—most of the time. Queen Sarastra is the head of the Shadow court, which rules the shadow fey in its season. On the rare occasion when the courtly season turns, Sarastra steps aside in favor of her husband and rival, the Moonlit King.

***Shadow Sorceress.***

The Queen of Night and Magic does not bear her moniker lightly. She is a devastatingly potent sorceress, augmented with command over the stuff of shadows. Though her nature is undeniably dark, Queen Sarastra is hardly unreasonable. She is quick to recognize the value in any supplicant, mortal or fey, who manages to catch her royal eye. She is never one to ignore an opportunity to further her agenda or to gain further power over the Moonlit King.

**Season 2 Update:**

 At the height of her ambition and with the last Dragon Orb within her grasp, Sarastra's hubris allowed her to be blinded into a trap led by Ellesandra Nera and Ulrok the Bold. This led to her death at the hands of mortal allies of Ellesandra and the final death blow was dealt by Kormak, the Last Immortal Sun. Ivicaar Avrii laid the judgement of the Queen of Night and Magic herself and returned the Queen's Aether to Feywild before giving the last scion of Imbrium the Fey Throne of the Shadow Courts.

**Sarastra Aestruum is not available to be a Patron in Season 2.**
Saint Estyn Renalee the Jubilant ~ Joy and Liberty

#### **Saint Estyn Renalee the Jubilant, Patron Saint of Joy and Liberty**

Saint Estyn is a perpetually moving maiden of countless ballads, the archetypal dancing ingenue that has inspired poets, songwriters, and any who revel in the experience and wonderment of a life lived gaily and free. Somewhat detached from the everyday events of the mundane world, Saint Estyn speaks to her most devoted adherents in dreams, showing by example that most slights are not worth worrying about, and that few troubles are important enough to draw one away from the joys of life, a philosophy that places joyful movement above all other concerns.

Saint Estyn Renalee is often depicted as a flaxen haired elf maiden with flowers in her braids. Always wearing a peasant style festival dress, she is often seen dancing and at festivals and a prayer is invoked at the beginning of most communities faires and festivals in hope she will bring joy to all.

**Symbols and Books:**

Staint Estyn's holy symbol is a woven crown of flowers, normally daises. Her Holy Book is called Eternal Jubilation and often explains the wold fairs and festivals, customs, song and dances for that region.

**What Estyn would Like:**

 Make art, and celebrate life to the fullest. Leave no stone upturned and unpainted. Sing, dance, love, and make your mark on all things.Come together is happiness and experience the joys of life.
Ulrok the Bold

A human barbarian born of the Weald to Vanda and Radovan. He was a soft voiced child whose village was destroyed. When the event occurred, he fled but later fell captive to the Black Boar barbarians that destroyed his village for their own reasons.

Later in life, he became a member of the Black Boar barbarians. When he met his to be wife Ellesandra, he was deemed not good enough by her and to earn her hand, he accomplished many deeds, including founding the kingdom that was where New Ulrok now stands.

His body rested in the catacombs of Ulrok for many years, until the arrival of adventurers disturbed his slumber and he rose once more, seeking out his dead wife to rest by his side once more. He has had many citizens swear a pact to him to aid him in this quest, a pact that after death grants one unlife as a revenant.

After his death, Ulrok and Ellesandra's descendants continued to rule his kingdom until it fell due to currently unknown circumstances.

He holds the titles Ulrok the Bold, Ulrok the Boar, the South Wind.
Ulrok the Boar becomes Bold

A tavern drinking song.

Ulrok the Boar becomes Bold

There once was a man named Ulrok the Boar

On the Shadow Lands he did ride,

There he meet Ellesandra the Pure

His once and future bride.

He asked for her hand, and worthy not he

The elf maiden could not marry free,

The King of the Moon said, ‘Slay the Stars and Sky’

The Boar grew bold and looked him in the eye.

A hero brave, cunning and bold

His great deeds here are still untold

Where darkness, fate and twilight loom

No other could his heart could bloom.

So Ulrok tamed the dragon too

He only wished that he could slew,

He showed the Moon and did subdue

A City found with salty hue.

Now you stand upon his rock

Drinking brew and in shock,

For may you be ever so bold

As Ulrok, once Boar made the Bold.
Sanctuary

Alone city on the Northern coast of Clayth, it lays on the land of trees and mountains.

The city of Sanctuary is situated North of Ashshore, East of Reavers of Gruumsh War Camps, West of the Jade Empire, and South of the Fractured Nations. It is perhaps the only light of hope in the area for thousands of refugees seeking protection and promises of better lives, and others in search of success and better opportunities.

Founded by half-orcs, now it is inhabited by several different races seeking a better life, making it a melting pot of different races and cultures. It’s not rare to see a half-orc walking side by side with an elf or a dwarf haggling with a halfling.

The different races have managed to reach an understanding and even thrive in unity, a truly astounding feat as many history aficionados of Clayth will tell you. Many scholars wish to know what unites these various groups in the city for not many mixtures of this kind tend to give such a result. The answer is far simpler than expected.

With the rapid growth of population, the city itself has grown in size and diversity. Dwarven apartments, elvish houses, human taverns, halfling shops, and many others, with occasional buildings made with salvaged materials of what was left of burnt buildings. A reminder that this burgeoning city is still surrounded by orc marauders, Northmen raiders and relentless undead hordes. None of them are truly safe, not even in Sanctuary.

Despite the dangers, people other than refugees come to the city voluntarily from far away seeking new opportunities. There are no aristocrats or nobles, and anything resembling a caste system has been removed, this creates a unique opportunity for people looking to improve their stations, start anew and make something out of their lives.
Saint Iefyr Iandithas, the Daydreamer ~ Inspiration and Illusion

## Saint Iefyr Iandithas the Day Dreamer, Patron Saint of Invention and Illusion

Saint Iefyr is a forest gnome dedicated to scholarship, discovery, and invention. Iefyr used to wander the Outer planes but now takes a home with Viethiel in his Realm of Avandor. Iefyr appears as a middle aged gnome with sparkling blue eyes. He is slightly hunched over and he wears the bright blue cloak that is patchwork. He irritates Viethiel by wandering away from his projects before he completes them or before he finds a use for the knowledge he has collected. Often leaving around incomplete work or inventions for any to find. He is often worshiped by gnomes, dwarves and inventors, engineers, or tinkers. Absent minded and easily distracted by the next idea, Iefyr is often incredibly enthusiastic and rushes headlong into the next big idea. Iefyr is a master illusionist and often plays tricks on the Court of Avandor for some good fun. Many times, he uses his illusion magic to hide his inventions and ideas ans often gives mortals inspiration through the use of his abilities.

**Symbols and Books:**

 Iefyr's symbol is an open book, sometime with a hastily scribbled list of new ideas or inventions. His Holy Book is called; Experiment's of the Mind's Eye.

* The secrets of the world are waiting to be revealed.
* Travel widely, broaden your mind at every opportunity, and pursue the life of a innovation.
* Cultivate the spirit of inquiry among the young and be a teacher to all.
* Seek to recover lost and arcane knowledge of ages past and apply it in the world today.
* Try new methods of doing things just for the joy of experimenting.
* Learn a little of everything, for you never know what might be of use down the road.

**What Iefyr wants:**

```
 Embrace your curiosity and foster new ideas. Encourage curiosity in other and explore new ideas.

```
The Catacombs

The catacombs are a dark, winding maze of passages and tombs that serves as the final resting place for those that have moved to the next life. Despite their expert craft, the great stone doors that seal the underground have been scarred and eroded by the passage of time: and what was once polished and carved has bled down to mere rough-hewn granite with only faded, unrecognizable legends etched onto its face. The magic woven into the rock still wards as strongly as it did the day it was cast; the runes that line the walls and doors weathered over dozens of years, and yet still unbroken. Rather than guard against intruders, these wards serve instead to keep the denizens of the catacombs inside: countering any spell that might wake the dead from their slumber. There are several entrances to the Catacombs throughout the City, while several connect many do not.
Zytir Runeus

**Worshipers:**sahuagin, although members of the aquatic,
 **Holy Color:**White

It That Eats and It That Is Eaten.

## Description

Zytir resembles nothing so much as a 35-foot-long (11 m) great white shark. He can normally be found hunting giant squid and other prey that he finds suitably challenging.

## Personality

A uncaring force and brutality. He is also a fertility god

## Worshipers

**Clergy:**Zytir's priests, who are all female, wear gray-white colors. Their favored weapon is the trident. They lead raiding parties and take their choice of the spoils after the nobles have had their share. The shark-god is worshipped in natural caverns at the highest and lowest tides. Sahuagin sacrifice both defeated enemies and valuable jewelry to Zytir whenever possible, the priests officiating at these rituals. Zytir's church follows a rigid, tyrannical hierarchy in which status is determined through ritual combat. The sahuagin make regular, living sacrifices to Sekolah by feeding the sacrificed being to the sharks that follow every sahuagin priest.

**The Jaws of Zytir:** This order of sahuagin blackguards spreads terror throughout the seas in the name of their patron Zytir. The Jaws of Zytir were once led by the legendary cleric known only as the Red One.

**Temples:** Temples to Zytir are built of stone or coral. The most humble temples, built by sahuagin in exile, are little more than rude caves. The greatest are decorated with mosaics of sharks and sahuagin dancing joyfully, decorated with seashells, mother-of-pearl, and actual pearls and featuring windows made from crystal. A large bowl, ideally built beneath a statue of Zytir, is used for offerings and divination. There are chambers for the priestesses to dwell in, barracks for the guards, eating halls, and libraries filled with shells and tablets inscribed with sacred texts and eel hide scrolls bearing the history of the settlement.
DM Notes for Noxi:

**DM Notes:**

1. ***Permanent Obscurement:*** During the daylight, the City of Noxi is under a permanent Light Obscurement effect. At evening to night time this effect becomes Heavily Obscured. Buildings, Catacombs, Sewers and underground caverns all suffer from the Heavy Obscurement.
2. **Light Sources & Vision:** In addition to the Persistent Obscurement found in Noxi, Light sources (Both magical and natural) and all vision (low light, dark, echo, etc) effects suffer Half Distance. Truesight is the only known work around.
3. **Wild Surge Zones:** There are moving pockets of arcane energy that cause the fluctuation of spells in the form of Wild Surges. Most of the time the surge pockets can be seen or felt, but not always.
4. **Random Encounters:** While considered a ‘dead and lifeless city’ nothing can be further from the truth. With walking dead, whispering mists, mutated monsters and living spells the likelihood of a random encounter inside the city is doubled.
5. **Madness:** Mortals that visit Noxi risk having their minds shattered at the sight of the chaos. Whether it’s due to tainted locations, a haunting presence, magical poxes or the sheer horror of the slaughter of thousands, a taint seems to infect people who visit the city.Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. Inside of Noxi, all madness saves are made at **Disadvantage.**

*When rolling on the Madness Effect chart add in the following;* **Short Term Madness:**  Double the amount of minutes the affliction lasts. **Long Term Madness:** Add +15 to the roll. **Indefinite Madness:** Roll an additional effect, keep both.
Télévision IP

La télévision IP, ou télévision sur IP, ou l'IPTV (de l'anglais Internet Protocol Television) est une forme de télévision diffusée sur un réseau utilisant le protocole IP (Internet Protocol).

## Fournisseurs

Au Québec il existe encore peu de fournisseurs reconnus par le CRTC pour la télévision IP. À notre connaissance ces fournisseurs sont reconnus:

* VMedia
* Bravo Telecom
* EBox.ca (à venir)
* Fibe Alt Télé (Bell)
* Zazeen Télé (Distributel)

D'autres fournisseurs essaient de combler le vide actuel dont:

* OK2
* IPGUYS
* Diablo
* Nitro
* Voodoo
* WowTV

Cliquez ici pour consulter la liste des chaînes disponible chez les fournisseurs d'IPTV

## Sites web

Certains sites web offrent également de l'IPTV intégré à leurs pages.

* Opus.re (plusieurs postes francophones)
* Radio-Canada en direct
* Télé-Québec en direct
* TVA en direct
* V télé en direct

## Logiciels

Pour visionner du IPTV il faut installer certains logiciels ou addiciels à Kodi pour visionner. Voici une brève liste des possibilités

* VideoLAN VLC sur PC, Mac, Linux, Android, iOS
* STB Emulator sur Android
* IPTV Simple Client sur Kodi
* … sur Roku
* … sur AppleTV
The Aegis Wall

The Aegis Wall:

* The Aegis Wall is a series of fortifications made of stone, brick and other materials, built around the Holy City of Solaris. The Chapters of the Libram of the Chosen reside within the Wall itself. Barracks, stables, and armories were built in or near the wall's inner surface. Battlements line the uppermost portion of the vast majority of the wall, with defensive gaps a little over a foot wide. From the parapets, The Chosen could survey the surrounding land. Communication between the Paladin Orders run along the length of the Aegis Wall, including the ability to call reinforcements and warn garrisons of enemy movements, was of high importance. Signal towers were built upon hill tops or other high points along the wall for their visibility. Wooden gates could be used as a trap against those going through. The walls protected the City, it's people and the Sepulcher of the Sun.
Isrenthelian

**Holy Color:**Brown

## Description

Beautiful scarlet women with multiple whips wrapped around, covering, her body

## Personality

Elusive, exotic, manipulative and cunning

"*Act alluring, and give pain and torment to those who enjoy it as well as to those who deserve it most or would be most hurt by it. The lash, fire, and cold are the three pains that never fail the devout."*

## Worshiper

Bringing pain and suffering was the aim of all followers, either through physical torture or sometimes more subtly and psychologically. Beauty, intelligence and acting were useful attributes of a follower, but the ability to fully understand someone was the best skill a follower could acquire, as knowing someone fully could help a cleric inflict maximum pain, one way or another. Isrenthelian's followers were encouraged to wipe Ivicaar Avri's followers from the face of the Realms.

Priest's often engaged in self-flagellation, often in the morning when praying for spells. They celebrated each season with the *Rite of Pain and Purity,* a ritual that involved followers dancing on glass, thorns or barbed-wire while being whipped by higher-level clergy. A smaller ritual occurring every twelve days involved followers passing their bodies through the flames of candles. During warfare, priestesses of Isrenthelian scourged their naked shoulders or tore their cheeks with their nails to evoke magic. "Pain" is the simple name given to a high level Isrenthelian cleric

She directly appose Pug while still supporting his action....it's strange.
Banshee's Wail

***The Banshee's Wail is located in The Cobbles.***

The two-story building was large and elegantly built, albeit somewhat disheveled. The ground floor was the taproom featuring the bar and a large number of tables and dark, anonymous booths. One of the more notable decorations was a stuffed baby griffon mounted over the bar. The only lighting was provided by many yellow hanging lantern, which hang about near the ceiling. The furniture was stout wood marked by any number of nicks and slashes from swords and knives. Individual tables were cordoned off with hanging tapestries that provided visual (but not vocal) privacy. The upper floor was filled with private meeting rooms, which could be rented either by the candle—the time it took a short taper to burn down—or by the evening.

The name is derived from an unusual haunting: a ghostly female Elven voice heard periodically throughout the establishment. When she sings,the singing is quiet, but can be heard quite clearly. It was most often described as both beautiful and mournful. The identity of the singer is unknown, but it is clear that her song was a lament for a lover lost during the fall of Noxi. No other music was permitted inside the Banshee's Wail.

The establishment serves virtually every kind of alcohol from the region. It is also known for its melted cheese sandwiches (spicing optional), pickles, and fist-sized twists of pretzels. All food is heavily salted to make patrons drink more. The tavern is also famed for a thick mutton stew beloved by many sick or merchants. This stew consisted of all leavings from the rest of the cooking, soured ale, wine dregs, etc. It was thrown into a huge cauldron that was constantly kept at a simmer. A number of folk in Alverna are quite fond of the stew, and some very reputable folk would come to the Banshee's Wail for the sole purpose of eating it.

The Banshee's Wail catered to persons on the wrong side of the law, but it was more popular with adventerers and independent operators than with the established organizations of the underworld, who tended to frequent the Bronze Bugel. The city watch has an arrangement with the management and could be expected to maintain a comfortable distance unless a full-scale brawl erupted inside.

People came to the Banshee's Wail to do business of all sorts, most of it illicit. Fences, smugglers, assassins-for-hire, and many adventurers with hard-earned coin and tall tales to tell would drink at the establishment. Hired muscle and miscellaneous person's of ill repute from up and down the Clayth were often found within as well. Patrons were expected to go armed and were completely responsible for their own safety. Murders were not unheard of, especially upon the dim and winding staircases.

## Prices

* Ale sold for 4 cp per tankard
* Stout sold for 8 cp  per tankard
* Wine sold for 10 cp per tall glass
* Ghostrum (dark, licorice-laced drink from the Darkwell) sells for 2 sp per flagon
* Mutton Stew sells  for 2 sp per mug, and 1 sp extra for a large bowl
* All servings of other food were 1 sp (one serving made half a meal for most people)
Ulorian the River King

### River King

This powerfully-muscled elf lord wears a cloak of foam-trimmed dark blue and a vest of woven green reeds and willow branches. His crown shines like the sun on a lake, and his flowing hair curls and moves even when there is no wind. An orb of blue light that ripples like water circles his hand.

His Rippling Majesty, Ulorian the River King, also bears the titles Defender of the Pearl Tower and Master of the Arbonesse. A lean elf noble with whipcord muscles and flowing grace, the
River King rules over the Rippling Court and ultimately all the river elves of the Arbonesse Forest. His court resides just beyond the river’s reflection, in a realm of fey glamour and silty water.

### A Fickle Friend

The River King is a stern ruler with a great love for his people and a quick temper for those who threaten his
domain. As much a force of nature as he is a monarch, the River King is known to sometimes forget promises that were made in sincerity, so dealing with him can be perilous at the best of times. “The river may change its course when it wills” is the usual expression among his court when His Rippling Majesty has had a sudden change of heart.
House Caspari

**House Caspari of Erasti**

**Leader:** Duca Zaccaria Caspari, pledged to House Orsino

House Caspari has a lot of practical power amongst Erasti's political landscape. With the day to day need to maintain the cities left to Grand Duke Orsino, he has delegated a lot of power to his foremost supporter, House Caspari. Zaccaria and Felix are said to be good friends, though Zaccaria is known to be far less benevolent of a man than Felix Orsino is. Caspari bought mercenaries and sellswords have effectively become the policing force of both Alvera and Cappalina. Caspari guards are harsh but fair and just, though the comman man would know that the guards and the Caspari house seem to be far more corrupt than might seem at first glance. It is suspected by some that Caspari has deep ties to the underground and a number of illegal operations that go on in Erasti. Orsino, however, seems to take no notice or at least let it continue without oversight. In addition to the guard, Caspari deals with a number of other public safety matters, civics matters, and taxation.
A Brief History of the Races

A Brief History of the Races.

* Aasimar
* Aetherborn
* Alseid
* Avariel
* Avian Races (Aarakocra, Kenku, Ravenfolk, Striggen, Tengu)
* Bearfolk
* Bugbear
* Centaur
* Cottonborn
* Dragons
* Dragonborn
* Dwarf
* Elf
* Firbolg
* Gearforged
* Genasi
* Giff
* Gith
* Gnome
* Goblin
* Goliath
* Half-Elf
* Halfling
* Half Orc
* Hobgoblin
* Human
* Lizardfolk
* Loxodon
* Lygran
* Minotaur
* Tiefling
* Warforged
Saint Rouxe Rydna ~ Intrigue and DeceptionIvicaar Avrii

### **Saint Rouxe Rydna Patron Saint of Intrigue and Deception**

Saint Rouxe Rydna is self possessed, confident, and fond of intricate plots, though her schemes are always getting her in trouble. The Saint of Schemes is wary but cool, never loosing her temper, and he always seems to be holding back a mocking comment. Rouxe's's ever changing appearance serves her well: Her race is unknown as she is a master of disguise.

Saint Rouxe Rydna is a loner and her worshipers are feared, not so much for their supposed cruelty but for their thievery and penchant for stalking the shadows. Most outsiders view it as little more than an organized guild of rogues cloaked in the veneer of religion - a surprisingly accurate depiction. In political circles, the Saint of Schemes reputation for intrigue lingers on, and astute observers have noted that his followers often acts as a network of spies for hire as well.

**Symbols and Books:**  The Symbol of Saint Rouxe is a black silken sash sometimes with a stripe of red. Her Holy book is called, The Mask of Many Faces and is often disguised as mundane and unremarkable books.

* All that occurs within the shadows is the purview of Saint Rouxe Rydna.
* Ownership is nine-tenths of what is right, and ownership is defined as possession.
* The world belongs to the quick, the smooth tongued, and the light-fingered.
* Stealth and wariness are virtues, as are glibness and the skill to say one thing and mean another, twisting a situation to our advantage.
* Wealth rightfully belongs to those whom can acquire it. Strive to end each day with more wealth than you began it, but steal what is most vital, not everything at hand.
* Honesty is for fools, but apparent honesty is valuable. Make every truth seem plausible, and never lie when you can tell the truth but leave a mistaken impression.
* Subtlety is everything. Manipulation is better than force, especially when you can make people think they have done something on their own initiative.

**What Saint Rouxe Rydna Wants:**

 Be silent and watchful, you never know when your next mark will present itself. Use your cunning to gain information over the powerful and wealthy. Accumulate wealth through information brokerage, larceny, extortion and deception.
House di Angelo

**House di Angelo of Erasti**

**Leader:** Marchesa Giuliana di Angelo, pledged to House Volante

House di Angelo is an old house that made an attempt for power during the civil war. The leader of the house at the time, Aleya di Angelo, was a formidable warrior known for her skill with the spear. She died in battle, but not before earning the title "Angelo Pallido", the Pale Angel. The rumor is that she was part angel herself, and passed that trait down through her bloodline. The di Angelo's have maintains a place of reserved respect out of the spotlight of ruthless Erasti politics. They have kept their support for House Volante constant through the years, and Giuliana is said to be a quiet yet important advisor to Marcus Volante himself. There are unsubstantiated rumors of a relationship between the two. House di Angelo makes its money from ownership of many of the fine jewelers, intricate metalwork craftsmen, and pearl diving operations around Erasti. If you buy a diamond ring, you can be fairly well assured that some of that coin makes its way back into the di Angelo coffers. Giuliana's husband, Julius di Angelo, was killed in a ship fire accident a decade ago, and she is yet to remarry. Their heir, twenty year old Rino di Angelo, has already made a name for himself as an excellent spear duelist, one of the few who choose to master that weapon. They say he takes after his grandmother. The di Angelo's maintain a modest household in The Noble's Enclosure and stay out of the public eye.
Saint Bodi and Saint Katla Vittirn the Wreathed Twins, Life and Growth (Bodi) and Seasons and Weather (Katla)

**Bodi and Katla Vittirn Patron Saints of Life and Growth (Bodi) and Seasons and Weather**

**(**Katla) Bodi and Katla are twins, the first children of the Primarie Faeries who now dwell among the Transient Lands. Technically hostages exchanged after the Gods War, they’re now considered part of the family and sit in the highest councils of Pug. They taught the humans farming and omen reading(a skill lost to most). Bodi and Katla are Saints of the oldest Elven religions that has adapted better than most to the new ways. Bodi bestows peace and bounty on mortals, a protector of farmers and a foe to blight and the flames that destroy farmsteads and fields. Katla is a skilled witch, so beautiful she cries golden tears. She wears a Necklace of Amber Fire, which she calls Breesinger, an unmatched piece of jewelry she purchased at great personal cost. Katla is also the patron of Druids. Both adventurous Saints have seen their share of battles. They will often gather fallen Druids to form a circle after death, with which the faithful will fight beside Pug, at the End of All Things.

* **Symbols and Books:** The sacred books of Bodi and Katla are all written in Elvish or the Fey Tongue. One is called the Coming of the Green Gods, the other is Wisdom of the Seasons.
* **What Bodi and Katla Demand:** The twin gods are worshipped together but both demand equal due from their followers. Worshippers must revere the old ways, respecting the power of nature and the fey and elementals bound to it—new things are distrusted or destroyed. Their chosen offerings include the bounty of nature as well as drunken debaucheries under the moon. Bodi and Katla demand their worshippers punish those who scorn the old ways (Fey and Druid) with curses.
Antennes

Une antenne de télévision est une antenne spécialement conçue pour la réception de signaux de télévision de radiodiffusion sur ondes.

Les antennes de télévision sont fabriquées en deux types différents: les antennes «intérieures», situées au-dessus ou à côté du téléviseur, et des antennes «extérieures», montées sur un mât au sommet de la maison du propriétaire. Ils peuvent également être montés dans un loft ou un grenier, où les conditions sèches et les élévations accrues sont avantageuses pour la réception et la longévité de l'antenne. Les antennes extérieures sont plus coûteuses et difficiles à installer, mais sont nécessaires pour une réception adéquate dans les zones marginales loin des stations de télévision.

Les types d'antennes intérieures les plus courantes sont le dipôle ("oreilles de lapin") et les antennes en boucle, et pour les antennes extérieures, yagi, "log periodic" et pour les canaux UHF, l'antenne multi-baie réfléchissante .

## Antenne fait maison (DIY)

    Il existe des antenne extérieures et intérieures (autrefois appelées «Oreille de lapin»). Vous pouvez même vous en fabriquer une à peu de frais. Vous trouvez de nombreuses vidéos sur Youtube pour la manière de construire une antenne dont celle-ci :

## Orientation de l'antenne

Il est très important d'orienter son antenne en direction des antenne émettrices de la (ou les) stations que vous désirez capter. Heureusement, la plupart du temps, les antennes émettrice sont regroupées à un même endroit géographique ce qui simplifie l'orientation.

Pour vous aider, vous pouvez consulter le site TVFool qui vous donnera la direction des signaux, ainsi que leurs puissances respectives.

Ce dernier site n'est pas toujours des plus simples à utiliser, mais ses données sont très fiables. Pour cette raison nous avons développés une version similaire de ce site simplifiée et allégée. TV411. Plus simple à consulter, il devrait aider les néophytes à mieux comprendre les signaux de télévision.
Shucneq

Once a powerful cleric of Ivicaar Avri, he was blessed with the gift of the Veil. Once a simple man, his wife had fallen under a incurable disease. He searched endlessly for new forms of magic, pleasing his goddess over and over. As he grew in might, so did his depravity and thirst for power. His passion grew so great that he beseeched his goddess for the secret of immortality. She rejected this request and in his search for ultimate power he sacrificed all he loved in his ignorance. His wife's spirit cursed his covetousness for immortality and his form was was twisted into that of a lich.

Cold is the gaze of Shucneq, it has all bow before his might. He seeks perfection of life, life stripped of needless emotions. A perfect existence for all, stripped of pains, worry and despair. Only in unlife is true life started. He sits within his spire as he sends his minions forever forward in missions that seek war with life.