recursal/Fanatic-Fandom huggingface dataset:
Detrius Akenskjil

Son of Aken Arduuskjil, key member of House Arduskjil.

Though Endasoi had won the Liratein war, she lost her people’s lands. Without sufficient quantities of capable leaders, she went against the advice of her remaining advisors and invited the Arduuskjil nobles to rule their old lands under her reign. They readily agreed but Detrius had remained in disguise as a lesser noble in the meeting that would settle the terms. Endasoi invited them to Androisti, her Ruling House. Unwittingly outnumbered and surrounded, **Detrius** assassinated Endasoi and officially ended the Liratein war.

Detrius was crucified upside down by the peasants of Endasoi and left to die by the elements of Mütvia.

It is said Detrius’ body disappeared and he now exists as master vampire somewhere deep in the forests of his old homeland.
D'mitry

**Ancestry -** Human

**Country of Origin -**

**God -**

**Class -** Ranger

A Player Character from the Original 1991 Mutvia Adventure and the 2012 Mutvia Adventure.

In the 2012 Mutvia Adventure, D'mitri was the character who shot the arrow that killed the soon-to-be-inhabited corporeal form of Fayan.  This caused the death of a god, the only one aside from Ævyn, and ushered in The Interregnum.

D'mitri is also a key member of House Dracovich.
Blind Service

Alignment - NE

Small Cult

Originally a small research group that studied occult matters, The Blind Service gained it's name for it's zealous devotion to the advancement of *The Unspoken*.

## Goals

Install the Unspoken as the true deities of all planes of existence.

## Values

Know your value lies in service to the Unspoken

## Anathema

Accept any other class of gods into your life, deny possession by Lesser Eyes of the Unspoken
Episode 7: Stay

## Synopsis

A new ally makes an appearance, the forest shows its true nature, Hallion's past revealed... and so is Ja'Fi.

## The Party

* Geminara Locke - Lvl 2 Half-Elf Ranger
* Hallion Rhys - Lvl 2 Slindar'il (Ash Elf) Magus
* Ja'Fi Mayu - Lvl 2 Adri'il (Wood Elf) Monk
* Karrack Ragebringer - Lvl 2 Spinewarden Dwarf Skald
* Zeli Schade - Lvl 2 Human Slayer
Episode 11: A Bizarre Hunt

## Synopsis

The party is given an odd request from a new ally, treasures gained, and the Cult of the Black Wraith weakened.

## The Party

* Geminara Locke - Lvl 8 Half-Elf Ranger
* Hallion Rhys - Lvl 8 Slindar'il (Ash Elf) Wizard
* Ja'Fi Mayu - Lvl 8 Adri'il (Woodland Elf) Monk
* Karrack Ragebringer - Lvl 8 Spinewarden Dwarf Champion
Crossroads Episode 6: Talons of the Eagle

## Synopsis

14 Highsun 1258 IC

The are party now back on the road and travelling with Dracovich escort as they continue to talk on past events and what to expect when they reach their destination.

The roads in are silent, normally this would be a good thing but at night in Mütvia, very real monsters lurk in the darkness.

A tree branch scrapes along the top of the wagon, Stünislav tells the party to spit in their hands and explains about the Mütvian tree spirits.

The party occasionally notice bodies along the roadside, Armanesti soldiers with arrows piercing the throat or chest. Knowing they are closing in on the border between Armanesti and Dracovich territory, Stünislav and Tasya tell the party it is not an unusual sight here.

Some of the party unnerved by this retrieve one of the bodies to examine, Wyrm finds some coin, a note from the dead soldiers wife and a wedding ring. Not being able to tell if the soldier was killed recently, Stünislav performs a consecration and throws the body back to the roadside.

Suddenly the party hear a commotion from the Dracovich carriage ahead and can see barrier in the road. The party only see the flash of a blade as the guards fall dead before the carriage overturns as the sound of one of the horse fades in the distance.

The party stop their wagon quickly and ready themselves, Beatrix notices foam coming from one of the dead guards mouth and strangely the Dracovich envoy they originally met in the tavern is nowhere to be seen. Concluding the envoy was responsible and poisoned the other guards, Stünislav pushes the overturned carriage off the road as the party return to the wagon to give chase.

As they do, the sound of twigs cracking and footsteps can be heard all around them as Maristevian soldiers appear from the woods. Surrounded, the party look on down the road and see the sillouette of a female figure and a taller male carrying two sheathed blades standing in the distance.

The sillouetted pair watch on as their soldiers charge the party and combat ensues.

As the party fight, Tasya takes an arrow to the shoulder, attached to the arrow is a note.

The party finish off the guards and Tasya removes the arrow and reads the note.

"You have three days to turn yourself in or Beatrix, Wyrm, Xaby, Stünislav, Azra, Kreel and Ruby die."

*Synopsis written by Caffinated Viking*

## The Party

* Azra - Lvl 7 Eldrich Archer
* Beatrix Qiroris - Lvl 7 Half-Elf Wizard
* Kreel - Lvl 7 Tengu Witch
* Stünislav Marekoi - Lvl 7 Tiefling Redeemer
* Tasya Marinov - Lvl 7 Human Fighter
* Wyrm - Lvl 7 Goblin Rogue
* Xaby - Lvl 7 Half-Elf Druid
Devon Siroth

Member of The Serilean Cabal holing the position of "Minister of Defense".

A quiet and studious master of abjuration, Master Siroth oversees the wards and protective auras of Amsträd.

## Adventures

### The Five & The Black Wraith

When a creature known only as The Black Wraith left several villages devoid of life, it caught the attention of the Cabal. Neseris and Siroth were dispatched by the Cabal to investigate.  Neseris was found to be powerless against the life-draining abilities of the Wraith, however, and returned to Amsträd.

Siroth joined forces with four powerful individuals to banish the Wraith from the material plane for a time being.

Visions from Minister Iterus state the Black Wraith has returned, something that has caught the attention of Siroth once more.

### Amsträd & The Interregnum

At the end of the Fourth Age as the Inner North Sea began to swell at the beginning of the Interregnum, Siroth conjured a protective shell around all of Amsträd as it sank to the floor of the sea.
Episode 21: The Black Arrow

## Synopsis

Diplomacy may be the only way out of the Red Hand's grasp. An ally is shown their history. Another makes their true colors known.

## The Party

* Geminara Locke - Lvl 10 Half-Elf Ranger
* Hallion Rhys - Lvl 10 Slindar'il (Ash Elf) Wizard
* Ja'Fi Mayu - Lvl 10 Adri'il (Woodland Elf) Monk
* Karrack Ragebringer - Lvl 10 Spinewarden Dwarf Champion
* Sarrajuska Tuá - Lvl 10 Igyrlin (Common Halfling) Sorcerer
Gordex Lithari

A.K.A - The Books of Light

These books were created by Domanaris the Weak, an Itati of the second age and are said to be an extention of Domanaris' mind.

No-one knows how many of these books are in exsistence but what is known, these books were created to gain knowledge. The purpose of this is believed to be an attempt to gain access to the plain of Sythlia's mind, Lithari.

The more people that come into contact with the books, the more knowledge Domanaris receives.
Episode 5: The Uninvited

## Synopsis

Unsure of the latest developments and wary of distractions, the party encounters a horror unplanned. An old ally reappears. Questions are answered.

## The Party

* Geminara Locke - Lvl 6 Half-Elf Ranger
* Hallion Rhys - Lvl 6 Slindar'il (Ash Elf) Wizard
* Ja'Fi Mayu - Lvl 6 Adri'il (Woodland Elf) Monk
* Karrack Ragebringer - Lvl 6 Spinewarden Dwarf Champion
Cultrek City Guild Hall

Located in the Southern Quarter of Cultrek City is the guild hall of the Order of Mountain's Faith.

The sign aside the wooden structure has some live foliage growing from it. The knots and natural grain within the wood formed the symbol of the hall and made it rather three dimensional, as if the sign was made to grow that way. On it, a crossed quill and gnarled staff against a mountain.

Within the wooden hall, the smell of fresh water floods the air. The entrance is one of four hallways that meet in the middle of the building where a live spring bubbles from a hole atop a large solid stone sphere at the intersection. In that entrance hall on the walls are living wooden plaques whose grain--like the sign outside--warps and twists silently to animate a host of faces, one on each plaque. People of all sorts adorn the plaques. Cosma is animated on one such plaque.
Episode 6: All Together Now.....

## Synopsis

The enemy's might is brought to bear against the party. Zeli finds faith. Reality hits Geminara. Hallion risks all and consequences are paid.

## The Party

* Geminara Locke - Lvl 1 Half-Elf Ranger
* Hallion Rhys - Lvl 1 Slindar'il (Ash Elf) Magus
* Ja'Fi Mayu - Lvl 1 Adri'il (Wood Elf) Monk
* Karrack Ragebringer - Lvl 1 Spinewarden Dwarf Skald
* Zeli Schade - Lvl 1 Human Slayer
Blood Elemental

### Health Points

72; **Immunities** - Death Effects; **Resistances** - Bludgeoning 8; **Weaknesses** - Cold Iron 5

## Skills

Acrobatics +12

Stealth +13

Creature 5

Uncommon | CN | Medium | Elemental

## Description

Coalesced from the lifeforce of those who died in fear, the Blod Elemental appears as a writhing mass of reddish brown fluid. Hailing from the Fayan's Deep, the home of the Deity of Murderous Death, the skiddish Blood Elemental is weakened by those of noble disposition.

## Traits

**Recall Knowledge** (elemental) Religion, Occult DC 20

**Swiftness** - The Blood Elemental's movement doesn't trigger reactions.

**Sunlight Powerlessness** - A Blood Elemental caught in sunlight is Stunned 2 and Clumsy 2.

## Actions

**Melee** {A} Tentacle +13 (bludgeoning), **Damage** - 2d8+7

**Drench** {A} (abjuration, primal, water) The elemental puts out all fires ina 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifiier)

**Constrict** {A} 1d12+6 bludgeoning, DC 25
MegaMisfits

Played 6 May 2011 - 13 Feb 2013. This campaign took place in the Fourth Age of Evindale and was played in the Pathfinder 1e game system.

The MegaMisfits campaign centered around world exploration.  By the end, the party would be embroiled in the same story as many others that culminated in The Interregnum.

## The Party

Alagos ibn Naseem - Half-Elf Lvl 12 Sorcerer

Baellas Gysse’ghymn - Sadrath’il Lvl 11 Ninja

Farid - Human Lvl 12 Alchemist

D’hen Atasodael - Human Lvl 7 Samurai (dead)

Kalor’an - Half-Orc Lvl 12 Monk (of the Four Winds)

Rosemary Knotwise - Halfling (Igyrlin) Lvl 8 Rogue / Lvl 4 Shadowdancer

Vardis Rittenburg - Half-Elf Lvl 12 Fighter

Roxshinda Irani - Human Lvl 11 Oracle
Daehice Farshadow

**Ancestry -** Slindar'il

**Country of Origin -** Slindari

**God -** The Urchin

**Class -** Rogue

**Alignment** - CN

## Bio

A thief who loves to steal from those who truely deserve it. Although Daehice does not go around with the intention of hurting people he has no problem doing it if that is what the situation calls for.

Daehice was killed along with his party in the legendary Fallan Hall by the Lajdeth Fog.

Daehice is played by Dave Skeates.
Chadwick "The Green Avenger" Scaleman

**Ancestry -** Kobold

**Country of Origin -**

**God -**

**Class -** Monk

**Alignment** -

## Bio

A small green older kobold (formerly retired ) by day he wears typical old people adventuring clothes but by night he transforms into the crime fighting monk. His color scheme is mostly black robes with purple trim and purple eyeband.

Played by Dan McKiernan
Episode 23: Heart of the Dead

### Synopsis

Still unsure of "when" they are, the Five encounters problems the likes of which they've never seen. The past comes to the present in a horrifying way.

## The Party

* Geminara Locke - Lvl 10 Half-Elf Ranger
* Hallion Rhys - Lvl 10 Slindar'il (Ash Elf) Wizard
* Ja'Fi Mayu - Lvl 10 Adri'il (Woodland Elf) Monk
* Karrack Ragebringer - Lvl 10 Spinewarden Dwarf Champion
* Sarrajuska Tuá - Lvl 10 Igyrlin (Common Halfling) Sorcerer
Azra (Crossroads)

**Ancestry -** Ifrit

**Country of Origin -**

**God -**

**Class -** Eldrich Archer

**Alignment -**

## Bio

First seen in the Rebels of Raesik campaign alongside Stünislav. (See Azra)

After the events on Raesik, Azra along with her fellow rebels continued the fight. Upon returning to the maze where the head of the Creed of Star hid his base of operations, Azra encountered the entity known as Svae.

Svae said he could send Azra anywhere she wanted to go and she said she wanted to find Stünislav. Svae obliged and sent Azra back in time to where Stünislav had also found himself after the events of Raesik.

Now in the middle of a lupescoi camp with the Crossroads party.

Azra is played by Yamaira Rivera.
Khadra'khal Bazaar

Nestled in the mountain pass that bridges Tunbria with Southern Cultrek and the kingdom of Malech, nowhere in all of Erinnal is the traveller more accosted than the Khadra’khal Bazaar.

However, it is this same bustling environment that lures these travellers for fortunes fantastic and untold glory. Many also come to gain wealth through adventure or to challenge others in the Pit.

The citizens have reached out to any who will listen to somehow end the curse inflicted on the Bazaar since the departure of the Sa'Jai or to find the Sa'Jai in the hopes she will lift the curse.

## Notable Locations

* House Hamad
* Kh'dian Alleys
* Nine Fools
Lithari

Lithari, represented by the element of Sun, is perhaps the most dangerous of all planes. All of Sythlia’s knowledge is contained within and all constructs are the codes to Her Plan itself.  To visit it—though Sidrahele is the only known being to have done so—is to step within Sythlia’s portion of the Tirsar’rg, perhaps even in the mind of the First Mother.
Sidrahele

Known Italti.

Sidrahele was born in the second age prior to the death of Ævyn, they were a myrad'il female with bronze colored skin hailing from the region now known as Tala.

When they transcended to Italti they also left the notion of gender behind them, while still presenting as a female they sired future generations, which were the Sadrath'il, without the need for a partner.

Sidrahele was able to gain access to Lithari, the plane of Sythlia's mind, it was because of this Sidrahele was hated by Domanaris.

According to the published journal "Essences of the Elements" by Volkhard of Presia, during an encounter with Urozio of the Jade Fox tribe, Urozio described a vision of the "Paths of the Snaking Elements". In this vision Sidrahele was said to be walking the back of a light blue snake, this represents Sidrahele's tie to the element of Air and their attempted control of it.
Episode 12: Respite & Resolute

## Synopsis

The battle of Kirkwall still as fresh as the wounds it caused, the party reflects and learns more than they anticipated.

## The Party

* Geminara Locke - Lvl 2 Half-Elf Ranger
* Hallion Rhys - Lvl 2 Slindar'il (Ash Elf) Magus
* Ja'Fi Mayu - Lvl 2 Adri'il (Wood Elf) Monk
* Karrack Ragebringer - Lvl 2 Spinewarden Dwarf Skald
* Zeli Schade - Lvl 2 Human Slayer
Hammer & Thorn

While the Guild of the Branch hunts users of dark magic, members of the “Hammer & Thorn Expeditionary Company and Mercenary Fellowship” hunts the things that go bump in the night.

These commoners are well-known hunters of vampires, strigoi, werewolves, dark sanji, plagued spirits, and all manner of other creatures that haunt Mütvia’s landscape.

Membership in the H&T comes only as an invitation once a prospect has proven themselves independently in a region.  Once their name leaks out of their region as a hunter, the H&T will send in observers.
Episode 14: Head of the Snake Pt1

## Synopsis

The Party heads east to take out the leader of the Cult of the Black Wraith and learns the true nature of the swamp in which he dwells.

## The Party

* Geminara Locke - Lvl 8 Half-Elf Ranger
* Hallion Rhys - Lvl 8 Slindar'il (Ash Elf) Wizard
* Ja'Fi Mayu - Lvl 8 Adri'il (Woodland Elf) Monk
* Karrack Ragebringer - Lvl 8 Spinewarden Dwarf Champion
* Sarrajuska Tuá - Lvl 8 Igyrlin (Common Halfling) Sorcerer
Mines of Evindir

A landmark in the centre of the Isle of Evin.

This hole at the top of one of the central snow capped mountains appears to be a mineshaft, named in legend as the Mines of Evindir.

Some of those resurrected spoke of seeing and being part of Fayer's Plains, others descibe waking in a cold stone room with a single exit, a long shaft leading to the outside with biting cold winds howling down it into the room.

It is thought that exit is what can be seen at the top of the mountain.
Landestoodt Castle A.K.A The Black Keep

Landestoodt Castle in Tunbria (Tunsheimlande Landestoodt), also known as The Black Keep is thought to be the world's largest prison.

The Keep is operated by the Black March, a Fayerite order of vyers who take in Tunbrian prisoners doomed to die. The order allows them to live out their lives but under the punishment of hard labor in recompense to society.
Mighty Snorwhackle (The)

Initially believed to be nothing more than an imaginary friend of a child, The Five and Sarrajuska Tuà were tasked with finding this creature by a boy named Toman, via a wanted poster carrying an official seal of the Archduke of Gerdul in Tunbria for a tidy sum of 100 gold.

The investigation led to the revelation of a Green Dragon and his son using a potion on the residents of Gerdul in order to alter their perception. This made the Green Dragon appear as a human and his son appear as the Snorwackle.

The Green Dragon's wife was killed by the residents of the neighbouring town and as a result the town was burned to ash by the Dragon. With a desire to live in peace with his son the potion ensured history would not repeat and as his son had found a friend in the boy , Toman, this desire was even greater.

With the job complete, the party left promising the Green Dragon that they would keep their secret, not telling a soul of what they found for the rest of their lives.
Rezxim Island

Located off the west coast of Tunbria.

According those who saw it in Gerdulburg, the capital city of Tunbria, there was something akin to a meteorite had stuck Rezxim Island but it didn't necessarily come from space.

Certain accounts claim that a disc opened up in the sky, the clouds were pushed aside. Not an overlay of a different reality but a tear in the fabric of reality itself and beyond it, impossible colors had begun to shine through. That is when something massive came through and slammed down into the island, the impact of which could be heard by the residents of Gerdulburg. The object remains there to this day.

Given how large the object is it should have obliterated the entire island but bizarrely it didn't. Upon impact the island immediately began to transform.

Odd things, plants and animals all began to change in some way or another. A purple miazma started to come across the green vegitation and began to change it, different colors started to occur within nature the like of which had never been seen.

The creatures that found themselves in the water began to land on shore, they had also been altered in different ways. Some were tentacled, some plant like, some with eyes to large for their bodies, others had a whismical laugh before devouring whatever living creature was in front of them.

Along with these creatures also came the gnomes. The gnomes found refuge in a series of caves to the north of the island but over the course of the next 25 years gnomes could be found all over Evindale.

It is said this was the work of Benos along with the residual energy from death of Ævyn that caused this rapid creation of the fae and other life on Rezxim while others still argue the fae were creations of Sythlia and born from Rej's Willow on the Isle of Evin.

No-one except from the gnomes know what is on Rezxim island, some say it is a gateway to another realm.

Rezxim is also where the Sylvan language originated in Evindale.
Igniara

Patron Deities of Shoreline Communities , One of the "Three Sisters" known as The Eddei

## Devotee Benefits

### Domains

Earth, Family, Protection, Water

**Edicts:** Safeguard natural sea life habitations, do not overfish an area; allow for the repopulation of sealife

**Anathema:** Overfish an area, destroy natural habitats of sea life. destroy coastline with man made constructions

**Follower Alignments:** N, NG
Sarrajuska Tuà

**Ancestry -** Igyrlin (common Halfling)

**Country of Origin -** Nudvríu

**God -** Hjoldur (LN)

**Class -** Barabarian / Sorcerer

## Bio

Tuà is the slightly psychotic and chaotic Sorcerer. She insisted on joining the Five to follow Geminara and learn to be an adventurer like her. Favourite colour is pink.

Her friends Geminara Locke, Hallion Rhys, Ja'Fi Mayu and Karrack Talesinger are the other members of Cot5.

Sarrajuska Tuà is played by Mira Arntzen Swanstrøm.

## **Quotes**

"I'll summon a Tick of Swarms!"

"Calm your magics dude, We need Breakfast"
Episode 2: Mark of the Flesh

## Synopsis

Back together, the party encounters a new foe, old allies, and a dangerous road ahead.

## The Party

* Geminara Locke - Lvl 15 Half-Elf Ranger
* Hallion Rhys - Lvl 15 Slindar'il (Ash Elf) Wizard
* Ja'Fi Mayu - Lvl 15 Adri'il (Woodland Elf) Monk
* Karrack Talesinger - Lvl 15 Spinewarden Dwarf Champion
* Sarrajuska Tuá - Lvl 15 Igyrlin (Common Halfling) Barbarian/Sorcerer
Kreel Enneth

Kreel Enneth is a wizard hailing from the Venom Bog in Mütvia first appearing in the Crossroads campaign.

Known to be the adoptive father of Wyrm, Enneth took him in and taught him to wield magic from a young age.

During the Crossroads campaign Wyrm came into contact with the Gordex Lithari, the books showed Wyrm memories of his childhood depicting Enneth as an impatient and abusive father figure. Though the accuracy of this memory is unknown it prompted Wyrm's name change but also confirmed that Enneth had also come into contact with the Gordex Lithari whose consciousness now inhabits page 115.

The name Kreel was also etched on the egg of the Crossroads party member of the same name. It is believed that Enneth was the intended buyer of the egg.
Luis Rafael Martinez

## Bio

Lu is a regular player in the Crossroads game and outside of Evindale he can usually be found pointing his camera at live bands (as LunaticPics) or dressed in period garb at LARPS or renaissance faires. Where he also points his camera at the local "wildlife" while enjoying mead out of his drinking horn.

## Portrayed Characters

* Aloxis
* Ja'fi Mayu
* Kreel & Ruby
* Alhar Gesar
* Za'Rel

## Socials

https://www.facebook.com/lunaticpics

https://www.instagram.com/lunatic\_pics

https://www.instagram.com/mezcaluis\_martinez

https://twitter.com/LooMartinez
Hillslider (Hill Dwarf)

## Ability Boosts

Constitution

Charisma

Free

## Languages

Dwarven (including Guelti, The Hillslider dialect)

Additional Language equal to you Intelligence modifier (if it is positive)

## Traits

Dwarf

Humanoid

## Additional

Darkvision

Dwelling on the surface of mountainous regions, from the foothills to the peaks, reside the affable Hillslider dwarves.  Slightly taller and thinner than their undermountain cousins, the Hillsliders are ostensibly known to be the liasons to those that dwell below.

The reality is while there is a permanent alliance between the Empire of Krak Therik and the Queendom of Fan Guel (“earthy people” in the Hillslider dwarven dialect), the Hillsliders are an independent people and nation quite different than the Spinewardens, sharing almost only their love for their home and constant thirst of innovation in technology.
Matt Crafton

## Bio

Matt is a comic / concept artist and game streamer under the moniker SpaceViking42. From Comic to Planet creation Matt is the man to see for awesome art with random Space and Viking facts.

SpaceViking42's Fan Art Gallery

## Socials

* https://www.twitch.tv/spaceviking42
* https://www.instagram.com/spaceviking42/?hl=en
* https://twitter.com/spaceviking42
* https://www.spacevikingproductions.com/
Inaralaal the Wise

An ancient elven magus from Wyth Tyr'il, one of the founding members of the Wisate Council of Wyth Tyr'il.

Formerly a friend to Al'raxis, they spent centuries teaching one another their kind’s magics until a series of events lead Inaralaal to use those magic to destroy the land of Lyr’Ani and the people on it soaking the land in their blood. Al'raxis retaliated against this act by scorching the land with a gout of sunfire killing Inaralaal and the wisate.
Gnome

## Ability Boosts

Constitution

Charisma

Free

## Languages

Gnomish, Sylvan or Regional

Additional languages equal to your Intelligence modifier (if it’s positive)

## Traits

Gnome

Humanoid

## Additional

Low-Light Vision

Gnomes represent an enigma to scholars as entire ages had come and gone without any gnome presence in Evindale.  Then over the

course of a single 25 year span in the Third Age, these small people matched elves in their population.

Wild rumors concern their existence, explaining they are the reincarnated souls from a fully populated Isle of Evin.  Others postulate gnomes hail from other worlds Sythlia created before the First Age.  Whatever the case, gnomes seem to be here to stay.
The Argentati

Mütvia is not without its monster hunters such as the Guild of the Branch and the Hammer & Thorn.  Yet other hunters are the monsters themselves.

Such is the case with the fearful Argentati, a zealous militia of human-led werewolf hunters well-funded by Mütvian princes willing to pay their price. To some, the Argentati are the very demons they claim to hunt. Princes have been known to contract them to eradicate any enemy, including the political. All that is required is the mere mention the target practices witchcraft, contracts with demons, or---and of particular interest to the Argentati---is a werewolf.

Once this monster is unleashed, however, the Argentati have been known to act mercilessly as judge, jury, and executioner to any number of people most of which are innocent.  Some princes have tried to recall the Argentati only to find the target on their heads and as a consequence, their power and lands transferred to the ever-growing threat of those that wield the silver knives in the shadows of Mütvia.

## Goals

Eradication of the supernatural from Mütvia

## Key Members

* Rath Wolvesbane - High Inquisitor
* Helri Tomesc - Inquisitor General

## Assets

Millions in gold within The Silver Hold, weapons, armor, and trained militia

## Membership Requirements

Undetermined, members seem to be recruited from the ranks of criminals and insane zealots who worship at Wolvesbane's feet.

## Values

A blind dedication to Wolvesbane's orders and those of Tomesc.

## Membership

Approximately ~650 armed militia throughout the country with ~50 inquisitors
Stunislav Marekoi

**Ancestry -** Tiefling

**Country of Origin -** Mütvia

**God -** Drenathis

**Class -** Redeemer

**Alignment -** NG

A.K.A - Stünislav Stroija; The Devil of Armanesti

## Bio

Part of the Crossroads campaign and previously seen in the Rebels of Raesik campaign which takes place almost 250 years before Crossroads.

During the Rebels campaign in a bid to save the rest of the party Stünislav cut off the pinky on his shield hand summoning a demon with which he made a deal for their souls.

Stünislav would owe 13 favours to the demon said to be Stünislav's father, or the Rebels party souls would be forfeit.

When Stünislav enters the Crossroads campaign we find he has completed 11 of these favours, around his neck he wears a string of charms from the Rebels party. A piece of Nathia's tail, a piece of Azra's hair and the flower she gave him, a stone with the symbol of Nor'dagha that Corvon broke free, the cup that Seamus made for their first drink and the Freedom Dirt collected by Stünislav on their escape from the fear prison.

In Crossroads Season 1 Episode 25, Stünislav uses these items and additionly cuts off the pinky on his sword hand to escape his imprisionment within the Demi-Plane of Domanaris the Weak.

Stünislav is a 6’8 orc Tiefling , a bit on the Brutish side and muscular. He has dark red skin and bone colored horns that come out of the top of his forehead in the typical devil fashion.he sports long black hair as well as a mutton chop beard which is also black . He wears a Mütvian harbinger full plate armor set (old gothic style for a real world equivalent) with no helmet as well as a massive tower shield (a dark wood reinforced with metal ) .

Stünislav is played by Dan McKiernan
House Dracovich

Banner of House Dracovich

Alignment - NG

Noble House

One of the eldest noble houses in , House Dracovich has been one of the few bastions of old Mütvian pride still remaining in the Maristevian south. Headed by Aleksandr Dracovich, the opinion of the "Dragons" differ from person to person: either House Dracovich is on the forward lines against the Maristevian advance or they are being enveloped by the latter and it's only a matter of time before they, too, are crushed underfoot.

Ruling from Dreg'nsoi at the foot of Mt. Verich, the only volcano in Mütvia (albeit, a dormant one), Aleksandr Dracovich claims any Drósti are welcome within the keep's walls.  As proof of his sincerity, the heads and skulls of Maristevian scouts line the battlements.

House Dracovich offers succor to oppressed people and vehemently hunts down slavers, and actively promotes the worship of Mütvia's patron deity, Nor'dagha.

## Headquarters

Dreg'nsoi, the keep of Dracovich of Central Mütvia

## Key Members

Aleksandr Dracovich

Lady Lenosti

D'mitri Vladescu

Piotr Dracovich

## Membership Requirements

Loyalty to the House and it's family; proof of action against slavers or House Maristev.

## Values

Loyalty and honesty, helping those in need.

## Anathema

To actively engage in slavery and forgo the feast or festival of Nor'dagha
Cerl Hamad

Former head of the Khadra’khal Bazaar

Rumors over the years have circulated about Hamad and his Deh’nari slave, the devastatingly beautiful Sa’Jai.

Hamad was found impaled atop the easten gate of the Bazaar and his compound, House Hamad now stands as a fortress filled with the undead captain of the guard, his family and all the guardsmen.

This is assumed to be the work of the Sa'Jai that suffered years of captivity and abuse at the hands of Cerl.
Ryal’il (Aquatic Elf)

## Ability Boosts

Strength

Dexterity

Free

## Languages

Aquan

Additional languages equal to your Intelligence modifier (if it’s positive)

## Traits

Elf

Humanoid

## Additional

Darkvision

Evolved directly from the ancient elemental water fae, Ryal histories suggest it was they who first graced Evindale’s seas and shores.  Their legends recall the appearance of the first Adri after Sythlia’s evolutionary push, a stark contrast to common belief.  It recalls how the Adri walked aimlessly the fiery landscapes of the young world and waited for The Elemental Mother to create more of their kind.

These histories of the First Age exist deep in Ryal archives well beneath the tumultuous waters of the west where many make their home far from the warring people of the landwalkers.  So adverse to the concept of mortal politics, the Ryal have existed almost entirely without notice preferring to command the seas in their own fashion.

At the beginning of the Third Age, however, they and the Thiraf of the Island Nations of Sra Wathra joined forces to battle the rise of an ancient beneath the waves.  The repercussions of that war caused massive tsunamis to erase shorelines and anything on them on the surrounding continents.

Since then, the Ryal and their allies, the Thiraf, have made themselves known to land-based humanoids and have increasingly taken active roles in land-based societies.

Ryal’il can breathe and move underwater with ease.
Pre-Twitch Player Characters

#### Original 1991 Mutvia Adventure

* Abu Ben Ishek Hareem ibn Saran Aghnak Hassan
* D'mitri Vladescu

#### Thursday Crew

* Athalaric Amali
* Jek’Lar
* John Smith
* Archfellow
* M’rsi
* Rosewyn Thornwood

#### MegaMisfits

* Alagos ibn Naseem
* Baellas Gysse’ghymn
* Farid
* D’hen Atasodael
* Kalor’an
* Rosemary Knotwise
* Vardis Rittenburg
* Roxshinda Irani

#### 2011 One Shot

* Daris Rinithil
* Rena Kethkaw
* Rek Houdin
* Syltae
* Dristyl
* Saralei

#### 2012 Mutvia Adventure

* D'mitri Vladescu
* Daathi Mor’heneb
* Jehanne ri Lac
* Ma’zuka Ruk
* Helin Fëa
Sythlia (N)

*“The Elemental Mother" , "First Mother”*

## **Deity of Physical Existence and Life**

**Edicts:** Further Life, stop wars, preventarcane magics from destroying reality

**Anathema:** Cause the halting of life and life's progress, allow other to suffer mortal wounds; study arcane magics

**Follower Alignments:** LN, N, CN, NG, NE

**Holy Time:** Sunrise or sunset

**Holy Days:**  Vernal and Autumnal Equinox, Summer and Winter Solstices (1 day each)

Erstwhile Deity of the Material Plane, Sythlia was of the Tirsar and from her sprung physical reality. With the application of the world-rewriting the Caldra’fa Helix which marked the beginning of The Interregnum, Sythlia was recast as a Deity of earth spirits, including the fey and elementals. It is said that druids, whether admitting it or not, derive their power from the Elemental Deity.
Melirix of Agasxi

Known Italti.

According to the published journal "Essences of the Elements" by Volkhard of Presia, during an encounter with Urozio of the Jade Fox tribe, Urozio described a vision of the "Paths of the Snaking Elements". In this vision Melirix was said to be walking the back of a red snake, this represents Melirix's tie to the element of Fire and their attempted control of it.

Melirix founded the city in Ivari which would later become the captial Avar.
Strix

The fiercely loyal strix, winged humanoids with powerful taloned feet more commonly found on predatory birds, made their first appearance during the Second Age soon after the First Murder.

## Origins

Their legends state they are the descendants of Starix of Kant, an italti bird of prey.  Starix fled the Ride of the Hunt and sought refuge in the high mountains of what is now northwestern Sta’abri.  There Starix encountered Gors Hlyt, an italti human. The two are rumored to have fallen in love and produced the family-driven strix of today.

Strix have a working relationship with the Korvad’an of the Black Feather tribe whose own legends speak of their founder, Gors Hlyt.

## Strix

Strix appear in Pathfinder Lost Omens: Ancestry Guide and online at the Archives of Nethys.
Othiri

Around the Isle of Evin can be found eight smaller islands, as a collective these (along with the Isle itself) are sometimes referred to as "The Nine Dead Lands of Sythlia"

These islands are named after the elemental plains and are said to be a gateway to each.

Othiri is one of these, named after the element of moon.

This is an island of perpetual shadow, the sun never touches this land.
Ryir

Around the Isle of Evin can be found eight smaller islands, as a collective these (along with the Isle itself) are sometimes referred to as "The Nine Dead Lands of Sythlia"

These islands are named after the elemental plains and are said to be a gateway to each.

Ryir is one of these, named after the element of water.
Nine Fools

Once solely a front for the Khadra’khal Thieves Guild, the Nine Fools Pub is the hot spot of information about the outside world.  There’s no bar at Nine Fools, they consider that a waste of valuable space.  Instead you enter, pay your 2gp (they admit the price is high but so is the cost of “protection and service”), and sit at a table or against the wall on a pillowed floor.  A slave will immediately deliver a pitcher of wine, a bowl of bread and some cheese, enough for everyone in the party.  You can bring in outside food but no alcohol, that’s their business.  You must supply your own goblet.

A heavy canvas wall separates the main room from an area designated as the stage.  If you’re lucky, the wall will drop and entertainment will start which is guaranteed to be bizarre in the very least if Harik the Mage is hosting the show.  In which case, some rare and usually dignified creature will be forced to entertain.  Very rarely does anyone get hurt.  The next day, the creature is tossed in to one of the pits outside of the Alleys and if they can fight their way out, they are free to leave the Bazaar uncontested.
Skellit

## Skills

Acrobatics +24; Athletics +24

Stealth +22

Survival +24

Thievery +24

Creature 13

N | Medium | Abberation

Languages: Aklo, Common

## Description

Known to live in and around the marshlands of Gheralst in Tunbria, the Skellit will prey on lost travelers and those in need. Since the development of nearby trade routes, the Skellit has developed a taste for sweet pastries.

The Skellit can be bribed by the promise of sweet foods and raw fish, granting a +2 circumstance bonus to Diplomacy or Intimidation for those weilding such gifts.

Skellit can grow to be nine feet in height, though smaller members of their kind have been known to be particularly fierce and coming in around 5'2".

## Traits

### **Sweet Tooth**

The skellit can sense the presence of sweet foods such as cakes, tarts, jams and jellies, and in particular sweet cream sandwiched between chocolate wafers. On a successful Perception DC 40, the skellit can detect the presence of sweet foods.

**Critical Success** - The skellit knows the location of the target food as per precise scent

**Success** - The Skellit only has imprecise scent

## Actions

**Melee** {A} Jaws +25 (Piercing), Damage 3d8+14

**Melee** {A} Claws +25 (Slashing), Damage 3d8+14
**Rend** {A}
Meiqir of Slasia

Known Italti

According to the published journal "Essences of the Elements" by Volkhard of Presia, during an encounter with Urozio of the Jade Fox tribe, Urozio described a vision of the "Paths of the Snaking Elements". In this vision Meiqir was said to be walking the back of a black snake, this represents Meiqir's tie to the element of void and their attempted control of it.

Slasia was a portion of Tunbria long ago. Meiqir is now a lich who lives in the void.
Lyria Valdesti

Member of The Serilean Cabal holding the position of "Minister of the Interior".

A universalist, this Mütvia-born wizard oversees all operations related to  Amsträd’s infrastructure.  Her efforts have increased Amsträd’s tourism trade where visitors to any of the three magical capital cities may gape and be awed by the self-cleaning streets thanks to animated brooms, self-lighting street lamps, and spiritual tour guides.

## The Wolf’s Smile

Behind the cheerful exterior, there exists a demon in the literal sense.

Lyria was first possessed by the demon Jaros as a child after a violent attack by her drunken father.  As Lyria lay there bleeding, the demon offered retribution. The girl agreed and the father was slain by the girl’s own demon-possessed hands.

Lyria has been possessed several times since, but her wit seems to overcome Jaros’ own to the point where she can be possessed and control the demon.

Today, the Cabal understands her “condition” but out of fear of another hearing their politics and secrets, Lyria is prevented from attending the Cabal’s more sensitive meetings.

Instead, Lyria may be encountered on the streets of any of the three major cities hunting for unwelcome outsiders guided by the now-controlled Jaros.
Nor’dahga (N)

*“Bordü Moma”* **Patron Saint of Mütvia**

## Nor'dagha (N)

**Edicts:** Destroy all undead, prevent the alternation of the natural through non-natural means; observe the many feasts and festivals of Nor’dagha

**Anathema:**  Ignore the Nor’daghan feasts and festivals, suffer the existence of the undead, attempt to rise above natural law

**Follower Alignments:** NG, N, NE

The destructive and life-giving forces of nature can be said to be embodied in Nor’dagha, the Wild Witch of Mütvia.

To some, she represents the Land itself although outside of this country, Nor’dagha goes largely unrecognized.

As a cult, Nor’dagha has her origins in northern Mütvia among the drósti who view her as the savage witch of the woods, demanding sacrifices. To some, these sacrifices are nothing more than drink and food. To others, her thirst for blood is never slaked.

The noble House Dracovich, known in that country for its furthering of Nor’dagha as the primary god Mütvians should revere, holds within its domain Mt. Verich, a dormant cone volcano on which rests the famous Dracovich keep, Dreg'nsoi.

The slumbering volcano is said to be a holy site containing the last of the mighty dreg’n. These gargantuan progenitive creatures allegedly assisted in the world’s formation under Sythlia. After their duties were done, they come under Nor’dagha’s domain though they are believed to be nothing more than myth. House Dracovich claims otherwise but offers no proof.

Mt. Verich is the resting place of no less than three archvyers of Nor’dagha.

This, combined with the rumor of what lies within, has turned Mt. Verich in to a place of pilgrimage.  House Dracovich fervently protects the roads leading to and from Mt. Verich.

Some worshippers of the Wild Witch claim she is the figure known as Bordü Moma, though others state this loathsome old crone is a separate entity. They say those who view the old woman of the woods are doomed to die within 24 hours and always of natural causes.

It is unsure if the sanji forest spirits directly worship Nor’dagha, recognize her as deity, or are an extension of her existence.  All can agree, however, where Nor’daghan shrines exist and active worship is had, the sanji are often seen in balance between light and dark.
May-Anita Ekren

## Bio

Known as Svartemaya to many and loved by all, Maya is the Evindale Social Media Godess and Queen of the Mods. Outside of Evindale Maya also mods for a few other channels and may even be streaming some gaming soon with our very own Mira.

## Portrayed Characters

* Angelica Dawnlight
* Nathia
* Sophia Theodora Montgomery
* Twig Thistletooth
Mt. Verich

A dormant cone volcano in the Dracovich Lands of Mutvia with Dreg'nsoi, the famous Dracovich Keep, home to House Dracovich sat atop it.

Considered a holy site to Nor'dagha. Maintained by dedicated adherents of Nor'daghan cults including many Lupescoi drósti of Mütvia and under the care of the reigning Prince of Dreg'nsoi, Aleksandr Dracovich.  "The Vault", a large burial chamber within the mountain, contains the bodies of several archdruids and other notable figures of Mütvian history important to the worship of Nor'dagha.  Mt. Verich is also rumored to be the home of the last living soul of a dreg'n who is said to be the ultimate guard of Nor'dagha's secrets, and hence why the ancient volcano bears special importance.
Lajdeth

The Lajdeth are a former drósti family of Mütvia.

Said to be a family of witches that were wiped out by being burned alive at the stake, as they burned each of them swore they would return to kill all Mütvians.

This curse is thought to have manifested in a blood red fog the Mütvians have named the Lajdeth Fog.
Planar Scions

Due to the complete and balanced elemental nature of humans, beings of the other physical planes started to notice these mortals.  Born then were the planar scions, the children of those humans who mated with beings from other Sythlian dimensions.

* Aryosi (Sun)
* Fetchling (Moon)
* Ifrit (Fire)
* Korvad’an (Spirit)
* Oread (Earth)
* Duskwalker
* Sylph (Air)
* Tiefling
* Undine (Water)
Mirase (CN)

(Mee-ra'-say)

*"The Dance" , "The Muse"*

## Diety of Art, Creation and Freedom of Mind.

**Edicts:** Never pass up an opportunity to create or express surroundings in art, be it poetry, illustration, or other works.

**Anethema:** Destroy art or supress the creative.

**Follower Allignments:** Any

Said to be a relation to Vasja, Mirase made itself first known to the Feristi bards of the Pundesh Bardic College wherein a symphony of music, poetry and other forms of performing expression took over the college for one week. During this time, several bards found themselves dedicated to this seemingly new diety in the pantheon of Tirsarian dieties.
Lupescoi

**(loo-PESH-koi)**

*The wolf is fed by his feet.*

The Lupescoi Family is an ancient group hailing from the northern forests of Mütvia. While not as secretive as the Vodankaya, they are not as gregarious as the Tzyganesti either. They are, however, the most warlike of the drósti: men and women of the Lupescoi are taught weapons from a young age.

Lupescoi literally means “Children of Wolves” and indeed they have an odd relationship with their namesakes. This leads to many rumors among the commoners of them being fell creatures in human guise and certainly nothing prevents the rumors from spreading owing to their guarded nature. Their own legends say that their ancestor, Piotr, was half-human/half-wolf.

They are known as mercenaries as well as for weapon smithing and, for the right price, as guides through the forest. They are crafty hagglers, but once a deal has been struck and gold has been exchanged, they will follow it to the letter.

The family has three distinct subfamilies: the Tarascoi, the Vladescoi, and the Marekoi. These families are named after the sons of Piotr: Taras, Vlad, and Marek.

Currently the leader of the Lupescoi is of the Vladescoi line.

The Lupescoi believe themselves to be born of the land and that they are descended from the first adventurer Vaurain. Most wear the red bandana's and scarfs as a symbol of Vaurain's death to honor their heritage, some don't wear it at all.
House Maristev

Banner of House Maristev

Mütvia is a single country, but some rulers would see it divided until they and only they rule over the entirety of it. House Maristev is one such ruthless family.

Under the rule of Patriarch Gergor Maristev, rebel blood bathed the lands in the southern portion of the country until all princes aligned themselves with the House. Of particular note is their desire to eradicate all Drósti and so far they have been successful, driving many of the travellers to the north out of reach of the griffon's talons.

House Maristev, founded in southern Mütvia by the Avarian noble Askan Maristev in 924 IC.

To this day House Maristev carries the ideology of it's founder believing you must create your own destiny by carving it in to your enemy and the history texts. As such, its teachings and methods are whatever furthers the House's goals, no matter how spurious the claims.

House Maristev reviles all Mütvian culture and continues to spread lies about its people. Its citizenry is prevented by walled borders from leaving the lands and outside information was forbidden.

Maristev's isolation via location and policy from the rest of the world has resulted in a zealous citizenry.

Most of their rhetoric centers around the drósti and the "backwards ways of the so-called peasant princes of the north". As such, it declares its superiority, denounces Mütvian custom of land-grab principalities, and marks all drósti as "inferior brutes incapable of holding a civil conversation, let alone land."

## Key Members

Patriarch Gergor Maristev

Askan Maristev
Karrack Talesinger

**Ancestry -** SpineWarden (Mountain Dwarf)

**Country of Origin -** The Spine (Krak Therik)

**God -** Benos / Vallor (N)

**Class -** Champion / Bard

Karrack is the Five's trusty tank. After defeating the Black Wraith and parting ways with the Five, Karrack (Formerly known as Karrack Ragebringer) decided to open his own Tavern where his passion for music and storytelling of his adventures saw him naturally change his name to Karrack Talesinger.

His friends Geminara Locke, Hallion Rhys, Ja'Fi Mayu and Sarrajuska Tuà are the other members of Cot5.

Karrack is played by Kevin R. Maphis

### Songs of Karrack Talesinger

All cover songs performed by Kevin R. Maphis as a thank you to the Evindale community for reaching level 5 Hype Trains during live streamed episodes of Chronicles of the Five.
Skyrir

Around the Isle of Evin can be found eight smaller islands, as a collective these (along with the Isle itself) are sometimes referred to as "The Nine Dead Lands of Sythlia"

These islands are named after the elemental plains and are said to be a gateway to each.

Skyrir is one of these, named after the element of air.

Skyrir is a flat, mostly featureless land mass. The only feature here being a large chasm in the centre of the island that is said to eject gusts of air.