recursal/Fanatic-Fandom huggingface dataset:
March 1967

Linking page for schedule listings from **March 1967**.

March 1, 1967

March 2, 1967

March 3, 1967

March 4, 1967

March 5, 1967

March 6, 1967

March 7, 1967

March 8, 1967

March 9, 1967

March 10, 1967

March 11, 1967

March 12, 1967

March 13, 1967

March 14, 1967

March 15, 1967

March 16, 1967

March 17, 1967

March 18, 1967

March 19, 1967

March 20, 1967

March 21, 1967

March 22, 1967

March 23, 1967

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March 28, 1967

March 29, 1967

March 30, 1967

March 31, 1967
Carne Aaberg

A foul-mouthed and uncouth northerner who owns and operates the Cold Furnace in the Artisan Quarter of Birthright. Carne is about 6 feet tall, with curly, unkempt, shoulder length hair and blue eyes. His arms and upper torso are massive, despite a large gut hanging over his belt. He is a slovenly man, often wearing the same greasy and dingy clothing for days, if not weeks at a time, although he keeps an impeccable shop and the quality of his wares is amongst the best in the city. He is a skilled smith who prefers to craft weapons but is just as skilled at crafting armor. The Cold Furnace is name is a reference to a special smithing technique utilized by Carne.
Bluestone Ferry

Originating during the Long Century that predated (and perhaps caused) the Goethean Age of the Second Era, the Bluestone Ferry is a system of boats and ferries that run regularly between Azurnautis, Deep Hallow, East Leville, Nautlantis, and West Leville along the western coast of the Bluestone Province.
Austenus Journal- Return to the Cairn

Part 5- Return to the Cairn

(early draft)

Might condense this into part 4 unless expand out enough details.

We returned to the Cairn. Thankfully Arran kept his word and opened the door before moving on to his eternal rest. The rest of the party dodged giant metal balls, whilst I used walked like a spider to avoid them. Aerendyl cursed the gods but eventually made it.

In the next area there was another overly bright room with darkness below the risen platforms. There we saw more of the strange moving frescas. These detailed a history.

The Primordials seemed at peace, with a pleasant gathering.

This was disturbed by an attack of a Demonic force.

Primordials in suits of armor assembled to push back the invaders.

One in particular seemed to be the leader, with a mighty spear.

The Demonic force had a leader of their own, with black horns tipped blood red.

The latter possessed a circle of pure darkness and destruction.

The Primordials won, but seemingly at the cost of their leader.

Along with mummified remains we found a sealed box. After some deliberation we opened it and found what we surmised from the frescos was a control wand for what could only be the legendary Sphere of Annihilation. A circlet was also depicted that seemed important, but was not present. Nor was the mighty spear.

We returned to Allustan with our findings and my various notes. He took the sphere control wand to research, much to the consternation of both Smax and Aerendyl, but implied he would return it to our care once it had been properly studied.

We then turned our attentions back to Sapphire Lake...
Birthright

City in Central Goethean Province

Population. 250,000 (60% northlander, 15% southlander, 10% eastlander, 6% granite dwarf, 4% iron dwarf, 2% silverhand, 3% other)

Birthright is sometimes referred to as Gateway due to its location on the River of Consequence, as well as the only point in the northlands in which access to the eastlands is readily available. Its location has made it into a major trade player between the three lands in the Third Era.

The city is divided into main quarters:

Artisan Quarter: This section of  Birthright is dominated by guilds, craftsmen, and shops. It contains The Great Library, Seekers’ Lodge, University of Magical Arts, and Wizards’ Guild of Birthright.

Foreign Quarter is the most diverse quarter in the city. Due to the docks district and the dwarven ward, the Foreign Quarter is one of the most heavily visited parts of the city. With so many differing cultures living in close proximity, the northlanders of Birthright love exploring what the Quarter has to offer. It contains The Five-Towns Coaching Company, the Docks District, the Dwarven Ward, and the Warehouse District.

Residential Quarter contains most of the cities neighborhoods of varying economic status as well as City Center which contains most of the government and civic buildings in Birthright. It contains the Birthright Arena, the City Center, the Low Market, the Midnight’s Muddle.

River Quarter: This small quarter above the Residential Quarter lies along the River of Consequence. It is home to those with wealth, power, or both. It contains the Garden District, the High Market, the affluent North End.
Jackaform

**Jackaform** (Japanese: **ジャッカフォーム** *Jakkafōmu*) is a Normal-type Mythical Pokémon.

While it is not known to evolve into or from any other Pokémon, Jackaform has the ability to change forms depending on the current weather.

* During regular weather, it is in **Regular** form and is a Normal-type Pokémon.
* During harsh sunlight, it is in **Sunny** form and is a Fire-type Pokémon.
* During rain, it is in **Rainy** form and is a Water-type Pokémon.
* During a sandstorm, it is in **Sandy** form and is a Rock-type Pokémon.
* During a thunderstorm, it is in **Bolty** form and is an Electric-type Pokémon.
* During a snowstorm, it is in **Snowy** form and is an Ice-type Pokémon.

In Pokémon City, it has a **Domestic Form**, and becomes a dual-typed Steel-Electric Pokémon.

In Pokémon Nature, it has a **Wild Form**, and becomes a dual-typed Grass-Water Pokémon.

## Biology

Jackaform is a small, bipedal, jackalope-like Pokémon with two types of fur covering its body: a smooth sky blue pelt that covers much of its body, head, and ears; and puffy, white colored wool on its chest, feet, arms, lower face, and tail. It has a small, triangular nose; white deer antlers on the top of its head; and little red spots on its cheeks. It’s eyes are white, with red-orange irises, and black pupils.

When exposed to a Domestic Jewel during battle, it will transform into Domesticated Jackaform. In this form its smooth sky blue pelt, turns into a yellow-gold pelt which sticks out around its face. It’s left arm, right foot, lower face, and left ear are covered in smooth black fur (except for the left ear, which has spiky black fur). However, it’s right arm, left foot, top left face, chest, and tail, are made out of a silver metal with electric blue energy flowing through it in little lines all over the metal, It’s tail is shaped like a prism, and it’s metal chest is shaped as a diamond. It’s antlers have turned a golden color, and it’s left eye is white, with electric blue irises, and a black pupil; It’s right eye is white, with yellow irises, and a black pupil.

## Moves

 * A level of "Start" indicates a move that will be known by a Missingno. obtained at level 1
* **Bold** indicates a move that gets STAB when used by Missingno.
* *Italic* indicates a move that gets STAB only when used by an evolution of Missingno.
* Moves in yellow cannot be learned by any previous evolutions of Missingno.

## Trivia

### Design Origin

Jackaform is based on a Jackalope, a rabbit with deer antlers from Native American folklore, and the diverse and changing climate of the Southwest United States.

### Name Origin

Jackaform comes from Jackalope and Form, because of its many many forms.
Blue Dragon Inn

A large and popular Inn, located near the city center of Goethe.

It is where Goetheans go to relax, drink, be merry, and gamble (the only legal place to do so). The inn is an impressive sight, occupying an entire city block. The inn is nearly 100 feet tall and is visible for miles in all directions. Three upper floors contain hundreds of furnished, comfortable rooms, which are often filled close to capacity.

The attraction though, is the main chamber. Occupying the bulk of the first floor it is more of an indoor coliseum than an inn. Tables and chairs fill the multi-tiered floors surrounding the arena and provide a good view for the nearly 3,000 spectators that can be accommodated. There are a dozen different bars behind the seating areas to serve patrons and to take bets. At any given time there are at least 100 people on staff.

The main attraction is the tournament. Fights or other entertainment are scheduled nightly, with heavily costumed and storied fighters and gladiators. Everyone has their favorite fighters. On weekends there is usually a special attraction or two scheduled. Some state prisoners get a chance to fight one of the gladiators for their freedom at these events. Although these fights almost never go against the gladiators, a few have actually won their freedom.

Spectators may gamble on these fights and odds are always clearly posted. The Blue Dragon is the only place in the city where gambling is legal.

Staff:

Garmond- Male northlander in his mid-50s. He is the owner and proprietor of the Blue Dragon Inn.
004

# **DIVINITY**

The gods of the Nine-Lands are divided into many different pantheons. The dwarves of the Nine-Lands have a different set of gods they revere than do elves. Humans of the northlands worship different gods than those in the southlands or the eastlands. Any particular group or race may keep their own pantheon. Those gods may be known by a different name to different groups as well. For example, raising a mug to the Drinking Man’s health is a popular toast in any drinking establishment found in the Nine-Lands, however by the halflings he is revered as Sotto and is their patron.

Scholars on the other hand group deities by their order. The order a deity belongs to is a relative measure of the age and power of a given god.

Divinity of the first order are the few remaining primordial powers from the time before eras when order opposed chaos. Deities of the first order typically have portfolios encompassing aspects such as the elements, the life cycle, or animals. Many call gods of the first order the, “old ways” or the “old path.” These powers reside on the inner planes.

Deities of the second order are the gods who moved in to fill the void left by the collapse of the primordials. They are roughly equal to gods of the first order, however their portfolios encompass a different set of values such as law or free will. Most gods of the second order reside in the outer planes.

Deities of the third order are intermediary powers. This type of divinity has a more focused portfolio than those of the second order, focusing on portfolios that cover the mortal experience. The creator of many of the sentient races found in the world are divinity of the third order. Most third order divinity reside on the outer planes.

Divinity of the fourth order are lesser powers. Deities of these orders are often created by the divinity of the second and third order to reinforce parts of their portfolios. Other times these deities were created as a perversion of an opposing deities’ ideals. The creation of new lesser powers was prohibited by deities of the second order early on and as such there have been no new powers of the fourth order since the early First Era.

Divinity of the fifth order are known as demigods. Demigods were most often mortals that had dedicated themselves to their ideals to such an extreme that they were able to ascend into deification through the sheer will of their followers.

### Deities of the Light

* Bugul Noz
* Chull Rhee
* Conundrum

### Deities of the Gray

* Achromatis
* All-Father
* Behemoth
* Crystallis
* Demonstrative
HOUSE STARMAYNE (Birthright)

*Noble House in Birthright, Goethean Province*

House Starmayne is a minor noble house in the city of Birthright, Goethean Province. Although a minor house, it is notable for two reasons; it is one of the few elven houses of nobility within the city and is also one of the oldest.

House Starmayne fled the southlands in the wake of the First Triathinorean Empire’s collapse (beginning in 2E-3768), eventually resettling in the city of Birthright a year later. As an already established noble house they were able to petition (and bribe) their way into retaining their status, which was formally reestablished during the summer of 2E-3772.

As a consequence of human perception of elven grace (real or imagined), House Starmayne has been used in diplomatic roles since their reestablishment in Birthright. The House has a reputation for being fair to all parties involved, and as such they are highly sought after as mediators.
Prehistoric Jungle

**Prehistoric Jungle** (Japanese: 先史時代のジャングル *Senshijidaino janguru*) is a dual-type Grass/Dragon typed Wild Pokémon introduced in Generation Ω.

It is not known to evolve into or from any other Pokémon, but it appears to be an ancient relative of Venusaur.

## Biology

Prehistoric Jungle is a large quadrupedal amphibian Pokémon with rough green skin. Its back is covered by a hot pink flower. A similar pink flower is on its forehead in between its red eyes. It also has leopard like spots on its legs. Its face has a huge mouth that separates the turquoise top half of its face from the rest of its face and body. It also has two large black teeth that point up, as well as two smaller black teeth that point down. Its turquoise pointy ears are short and triangular, with red on the inside and a yellow “eyebrow” that goes from the eyes to the top of the ears. This “eyebrow” also has yellow zigzags, that are also featured on the underbelly. It has 3 big black nails on each foot and big leaves coming out from under the flower.

Prehistoric Jungle has a wild nature. The Golden Book, which named the creature, describes how the Golden Expedition Team snuck by it calmly and it ignored them, but when a researcher tried to come closer it attack with its ferocious jaws. It has lived since ancient times, living alongside Badovolt.

## Moves

 * A level of "Start" indicates a move that will be known by a Missingno. obtained at level 1
* **Bold** indicates a move that gets STAB when used by Missingno.
* *Italic* indicates a move that gets STAB only when used by an evolution of Missingno.
* Moves in yellow cannot be learned by any previous evolutions of Missingno.

## Trivia

### Design Origin

Prehistoric Jungle is based on Venusaur. Its design may also be based on dinosaurs and extinct leopard frogs. Its flower and leaves are reminiscent of generic prehistoric plant life.

### Name Origin

Prehistoric Jungle is literally **prehistoric** **jungle**
Sunless Citadel

Mostly sunken spire that seems to be the remnants of an ancient group of dragon worshippers. Currently the home to kobolds and goblins that were in a long territorial dispute but now have forged a truce. Formerly home to an evil druid who was obsessed with a tree that grew from a stake in a vampire. The druid had servants in the form of skeletons, blights, and bugbears. A group of adventurers from the Southwind Adventurers Guild arrived there seeking a pair of missing Lordlings and their retinue, who were thought to have headed there. Said adventurers helped forge the truce after slaying the druid and many of his servants as well as burning the vampire tree.
003

# **The World of the Nine-Lands**

### Provinces

* Blackthorne
* Bluestone Province
* Farisan
* Goethe Province
* Isidro Province
* Myrimor Province
* Northern Goethe Province
* Southwind Province
* Triathinor Province

### Cities and Towns

* Amber Willow
* Argentdiluvinaige
* Azurnautis
	+ Bazaar of the Bizarre
	+ Grand Library
* Bahlacloaka
* Bear Claw
* Beltane
* Birthright
	+ Artisan Quarter of Birthright
		- Cold Furnace
	+ Foreign Quarter of Birthright
	+ Residential Quarter of Birthright
		- Midnight’s Muddle
			* The Bent Inn
			* Mox's Alchemical
			* SHRINE OF THE LAMENTING LADY (Birthright)
	+ River Quarter of Birthright
* Blackthorne City
* Broken Bridge
* Brush Hollow
* Caste
	+ Academy of Magical Arts
	+ Double D Fine Publishing
	+ The Golden Goose
	+ Monastery of Demonstrative
	+ Phalean Manor
	+ Red Dragon Inn
	+ The Robeway
* Castle Drakkhen
* Cazintine
* Cranaige
* Decrio
	+ Mangesath’s Keep
* Deep Hallow
* Drakos
* Draxosholme
	+ The University of Magical Arts
* East Leville
* Ebonstone
* Ebonwall Keep
* Evernaige
* Farisan
* Fellowhome
* Fisher’s Wharf
* Fort Strong
	+ Garthe’s General Shoppe
	+ Mailed Glove Inn
* Frostholde
* Glenwood Springs
* Gnowhere
* Goethe (City)
	+ Annals at the Hall of Justice
	+ Blue Dragon Inn
	+ Castle at Goethe
	+ Kire's Leatherworks
	+ Namtil's Jewelery
	+ Orob’s General Store
	+ Rasmon Stables
	+ Temple of Justice
	+ Thensil’s Armor and Blacksmithing
* Half-Tall Hills (Town)
* Hippograth
* Hookcreek
* Hyacinth
* Isithrand Keep
* Lamordia
	+ Crystal Goblet Inn
* Lichen
* Locke
* Magehand
* Mithral
* Morgdane
* Myrimor
* Myrimor Keep
	+ Mage Tower
* Nautlantis
* New Draconis
* Oakhurst
* Orkenholde
* Port Amargast
* Port Dunworth
* Port Goethe
* Port Goethe
	+ CANAL DISTRICT (Port Goethe)
* Rawlith
* Rockhome
* Sapphire Lake
	+ Fallenwood Glade
	+ Granite Assembly
	+ Morlaneth’s House
* Shadowholde
* Southwind Keep
	+ Green Dragon Inn
	+ Tinkerville
* Thenjade
* Threshome
* Thuggar
* Twinlake
* Verdenaige
* Willowbend
	+ Gallery of Figurines

### Geographical Locations

* Barrier
* Bay of Consequence
* Cairn Hills
* Cranaige Forest
* Drakkhen Isle
* Dunworth Island
* Dunworth Strait
* Edge of the World
* Evernaige Forest
* Fallen Bog
* Farisian Sea
* Five-Towns Region
* Goethean Sea
* Great Chasm
* Half-Tall Hills
	+ Sunless Citadel
* Hazenbog
* Isla Draconis
* Isle of the Sword
* The Maw
* Mithral Isle
	+ Priory of Solsphere
* Mordyn Mountains
* Nautlantean Archipelago
* Nautlantis Island
* River of Consequence
* Sea of Peace
* The Sliver
* Southwind Pass
* Thenjade Mountains
* Twin Lakes
* Verdant Forest
* Verin Island

### Other Things of Note

* Bluestone Ferry
* The Broken Way
* Dwarven Way
* FIDGETFURROW CONVOY (Gnowhere)
* KAAGARD UNDERPASS (Northern Goethe)
* Sighing Cairn
* ROAD OF THE RIGHTEOUS (Northern Goethe)
Fort Strong

Fortification in the North Goethean Province

Population: 7450 (75% northlander, 10% iron dwarf, 10% granite dwarf, 5% other)

Approximately 100 worshippers of Lord Justice or the All-Father reside here at all times, all either acolytes or low ranking clerics.

RANKING PEOPLE OF NOTE

Lord Adrien Blackmoor- Lord General of Fort Strong. Father of Lucien Blackmoor

Lucien Blackmoor- Quartermaster for Fort Strong in charge of the captains of the 1st, 2nd, and 3rd brigades.

Captain Airk Morgan- Captain of the 1st brigade.

Captain Avin Packart- Captain of the 3nd brigade.

Captain Marlo Quickshank- Captain of the 2nd brigade.

Clerist Brosius Madrigal- Leader of the clerics and paladins of Fort Strong.

Erald Kalstek- Officially the leader of the supplementary company at Fort Strong. Unofficially he is the head assassin at the Fort.

Warmage Lystra Risa-Leader of the arcane forces stationed at Fort Strong.

PLACES OF NOTE

Garthe’s General Shoppe

Mailed Glove Inn
BLOODSTONE PENDANT

*Wondrous item, rare (required attunement)*

If you take damage that would reduce you to 0 hit points while wearing this pendant, you instead drop to 1 hit point with the pendant absorbing the remainder of that damage. If the pendant absorbs damage that reduces it to 0 hit points, it is destroyed and the wearer takes the remaining damage.

The bloodstone pendant has 30 hit points which are restored each dawn, provided it has at least 1 hit point remaining. Using a bonus action the wearer can sever their link to the bloodstone pendant so that it no longer absorbs damage dealt. To reestablish their link to the pendant the wearer must attune to the item again.

Found by a group of adventurers in a warehouse that was a doppelganger hideout. Currently worn by Smax.
Elves of the Nine-Lands

“Cranaige, you said? No castles or fortifications. No soldiers or armed patrols. No need, I’d wager. Even followers of the dark pantheon must consider It sacrilege to attack a place of such...serenity. Such wonder.”

* Dameon Nightblade, northlander cleric of Sentinel.

Elves are perceived as aloof and haughty, though some of their arrogance is well-earned. Elves are famous for their love of the arts, both mundane and magical. They revel in the artistry inherent to song and poetry. They delight in dance and music. They favor natural and simple beauty, however when danger threatens their wooded homelands, they reveal why elves are feared for martial strategies and their skill with swords, bows, and magic.

Curiosity and wanderlust are common amongst elven young, and some will mingle in human lands, yet they never feel quite at home amongst them.

With such a long lifespan, even compared to dwarves and gnomes, elves keep a broad perspective and outlook on life, remaining aloof and generally unfazed by pettiness. In pursuit of a goal, however, learning new skills, adventuring, studying magic, they can be single-minded, focused, and relentless. They are slow to make friends or enemies, moreso with those who are not elves, and are even slower to forget them.

ELF TRAITS

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase. Your Dexterity score increases by 2.

Alignment. Elves love freedom , variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common (Southland).

Subrace. Three subraces of elves are found residing in the Nine-Lands:

Flight Elves

Forest Elves

Noble Elves
Smax

Human Northlander Paladin of Sentinel, considerably less uptight than similar types

Appearance: A large and handsome man.

History: Hailing from the city of , where he acted as

Personality: Tip of the spear!

Relationship:

.: Wooing

.: Trusty steed.

Austenus: Pretty sure he is a deer person & totally not descended from a devil, no matter how many times he says otherwise.

Aerendyl: A

Erky: P

Trocar: E
Northlander

A subrace of Humans in the Nine-Lands.

From the frigid and frozen north, northlanders are a tough breed. They are found in Blueport, Farisan, Goethe, and Northern Goethe, boundaried by the River of Consequence to their south and east.

Northlanders' loyalties vary wildly depending on where in the northlands they are born and raised. Northlanders of Goethe and Northern Goethe are raised in a lawful upbringing, often loyal to deity, crown, family in that order. They tend to have good relations with those nearby, and are fast friends with granite and iron dwarves. They maintain warm relations with forest dwarves from Lichen and the silverhand halflings in the Styx Woods. They have cooler relations with the elves and tolerate rock dwarves.

Northlanders from Blueport or Farisan are a bit more fluid with their loyalties as faith is less rigid there and city-states are more common. Many northlanders from Farisan still reserve old intolerances towards other races, southlanders and eastlanders included. Northlanders from Blueport have similar prejudices, though they are becoming more open-minded and tolerant of others due to the many shipping ports they have along their coastline.

Followers of all faiths can be found amongst northlanders. Lord Justice and All-Father worship are the most prolific in the north, though followers of Anodyne, Crystallis, Kismet, Sentinel, Solicitous, and Valor are popular as well. Worship of Hydros is common along the coastlines of the north, as well.

Especially in the extreme north, the garb is often necessitated by the harsh weather they deal with most of the year. Much of their clothing is thick and heavily layered. They prefer thick furs and strong leather to protect themselves from the elements. Northland hair colors are pale blonde or red, and occasionally light brown. Their beards run the gamut, from unkempt and wild to neat and plaited in dwarven fashion. Their beards are of similar shades, though rarely the same color as their hair. Northlanders' eye colors are blue, green, and gray.

Age. Northlanders reach adulthood in their late teens and live about a century.

Alignment. Northlanders tend toward lawful alignments. The best and the worst are found among them.

Size. Northlanders are tall and hearty, averaging 6 to 6 ½ feet tall. Regardless of your position in that range, your size is Medium.

Ability Score Increase. Your Strength and Wisdom scores increase by 1.

Skills. You gain proficiency with one skill of your choice from the following: Animal Handling, Nature, Survival.

Languages. You can speak, read, and write the Northland dialect of Common and one extra language of your choice.

NORTHLANDER ADVENTURERS

Adventurers from the northlands are commonplace and their motivations are numerous. Typical greed and religious zeal motivates some, whereas the lust for power or knowledge drives others. Some just use it as a reason to escape the cold. Northland adventures can be found everywhere in the Nine-Lands. Of good, hearty stock, northlanders tend towards martial professions, and count some of the most powerful barbarians, fighters, monks, and rangers amongst them.

NORTHLANDER RELATIONS

.
Frost Orks

A subrace of Orks in the Nine-Lands.

Long prejudiced against due to their shared lineage with orcs, frost orks are beginning to forge a path in the Nine-Lands of the Third Era.

Residents of Frostholde Island, frost orks have made a name for themselves as seafarers and traders along the northern coasts, maintaining lucrative docks in both Port Goethe and Port Amargast and now down the River of Consequence as a backdoor to Birthright and other settlements along the river.

Frost orks typically venerate their patron, Chull Rhee. Valuing strength, the open sea, and life, some frost orks also worship Lord Justice, Hydros, and Viridis.

As a seafaring culture, they prefer garb which protects them against the icy winds of the Goethean Sea. Most frost orks have exceptionally pale skin with a gray cast to it and light colored hair running the gamut from whites and grays, to pale blondes and reds. Their eye colors tend to be shades of blue, gray, and black.

Ability Score Increase. Your Charisma score increases by 1.

Speed. Your speed is not reduced by wearing heavy armor.

Martial Training. You are proficient with two martial weapons of your choice, and with light armor.

Mark of the Wild. You gain proficiency in the Survival skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write the Frost dialect of Orkommen. It has no script of its own but is written in the Dwarvish script.

FROST ORK ADVENTURERS

Like their sierran kin, frost orks are beginning to gain acceptance in a wider world. As a society they look upon adventurers and their strength with pride. Frost ork adventurers are commonly clerics, druids, fighters, and rangers. Frost orks tempest clerics of Chull Rhee are respected and feared for their skill.
Isidro Province

Province in the northeastern Nine-Lands of Goethe

Decrio- Large town near Mangesath’s Keep, below.

Frostholde- Small Frost Ork city on an island off the northeastern coast of Isidro.

Isithrand Keep- A well-fortified keep close to the Great Chasm.

Mangesath’s Keep- The tower and study of powerful archmagi, Mangesath and his apprentices. Near Decrio, above.

Orkenholde- A large sierran ork town along the eastern slopes of the northern ranges of the Thenjade Mountains.

Rawlith- A small town on the River of Consequence.
Amber Willow

Town located in the Goethean Province

Population: 12,000 (85% northlander, 10% southlander, 4% iron dwarf, 1% other)

Amber Willow is a small town located in the province of Goethe, close to the southern border of that province. It is located north of the Sea of Peace and west of the Middle Cranaige Forest and Thenjade Mountains.
Island of the Sword

Island in the Goethean Province in the Sea of Peace along the River of Consequence that marks the border between the North and Southlands. It is named for its vague resemblance to a scimitar. Due to the swift currents around the island it is a common midway stopping point for those traveling across the river, and fresh supplies and entertainment can be found in the nearby town of Drakos.
Gold Gryphon

- also known as a gold fang, gryphon, or simply "griff."

Coins struck from copper, silver, or gold have long been amongst the most common forms of wealth available in the Nine-Lands. Gold coins struck in the late Second and early Third Eras can still be found in circulation, though the inscriptions on many older such coins have long since faded or completely worn off.

Gold pieces minted in the northlands are officially designated, "gold fang," however the name has fallen into disuse and is now typically only heard amongst used amongst the longer-lived races. Currently, most call gold coins, "gryphons," or simply "griffs." The association is unknown as northern coinage has never featured those regal creatures, although it is believed to be the name given similar coins minted by the original settlers of the peninsula in the First Era.

A gold fang's edge is heavily ridged to discourage coin shaving. The front of the coin is pressed with an image of the Scales of Justice with a judge’s gavel; handle up, in front of them. The rear of the coin features an image of the Halls of Justice on it and is engraved with “Gold Fang” along its bottom edge. “Truth, Law, Justice” is inscribed across its top.
Lamenting Lady

One of Sentinel’s lesser servitors and a matron of martyrs.

There is a small shrine to her tucked under an ancient yew tree in Midnight’s Muddle, Birthright. The little building houses a statue of a female angel that purportedly cried real tears six years prior. A number of priests examined the statue after the event but found it to be nonmagical, eventually cataloging the event as a hoax. The shrine is currently owned by Farwell Hoege,
Silverhand Halfling

A subrace of Halfling in the Nine-Lands.

Silverhand halflings are most often found in the northlands, especially the Styx Woods of Northern Goethe, where they have several communities. They are made of sterner stuff, needing to survive the frigid winters the north is known for. The town of Threshome in the Styx Woods is primarily silverhand halflings.

Good-hearted and affable, they mingle freely with all nearby races including northlanders, forest dwarves, and granite dwarves.

Like all halflings, the silverhand revere their patron, Sotto, the god of drinking, though they also worship Kismet, Kolkannon, Narcantha, and Solsphere.

Silverhand halflings prefer to keep their clothing simple and practical, mostly mirroring the sturdy fashions of the northlanders they live near. Their hair color ranges from blondes to reds and is typically curly occasionally accompanied by short, clipped beards. Silverhands often have blue or green colored eyes. They are fair skinned and burn easily in the short northern summers.

Age. Silverhand halflings reach adulthood at the age of 20 and generally live to be 160-170 years old.

Ability Score Increase. Your Constitution score increases by 1.

Silverhand Resilience. You have advantage on saving throws against cold, and you have resistance against cold damage.

Languages. You can speak, read, and write the Northland dialect of Common and the Silverhand dialect of the Halfling language. Almost all silverhand halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling, reserving use of their dialect when amongst themselves.

SILVERHAND HALFLING ADVENTURERS

Silverhand halflings are more homebodied than their copperfinger cousins to the south and east. They delight in simple pleasures, such as a good meal or fine ingredients to fill their pipes. Loathe to leave hearth and community, silverhand adventurers are uncommon. With their natural hardiness, they make fine clerics and fighters.
Southwind Adventurers Guild

Adventurer's Guild of the city of Southwind Keep.

The guild was originally started by a group of retiring adventurers in 3E-335. It started with the purchase of a small tavern in Southwind Keep; a place to relax with friends, both old and new. Older adventurers would come to reminisce over a pint (or six) and perhaps try to persuade them out of retirement for just one more job. Young adventurers began coming to the tavern to ask advice om from the experienced group over a pint (or six) or look for leads concerning jobs in the area.

It didn't take long for then to put two and two together. Why not connect those looking for jobs with those offering them? For a modest fee, of course.

The rest is history.

Known Members:

Isolyn Delorra- Handler for the party

Austenus Belloq

Smax

Aerendyl

Duart Swordsbane

Balak Orebiter

Missions:

Seeking Siblings in the Sunken Spire

Sapphire Sump Spelunking and Slumming
Giacomo

CG Male southlander bard, 2.

This friendly and talkative southlander is the owner and proprietor of the Green Dragon Inn located in Southwind Keep.

Giacomo is cool and collected. He likes to make quips and puns whenever he does anything. Although he rarely indulges anymore, Giacomo is quite the deft hand at the lute.
Southwind Keep

Fortification and capital city of Southwind Province

A large, walled keep and city that guards the western entrance to Southwind Pass.

Usually referred to as Southwind. The capital of Southwind.

It is the location of the Southwind Adventurer's Guild.

It is also the home of House Belloq and by extension where Austenus Belloq was born and raised.
Jorif Alighieri

NG Male Northland Noble

Jorif is a bartender at Morlaneth’s House in Sapphire Lake and can be found there most days and evenings.

A young northlander in his late 20s, Jorif is a slender and a bit under 6-feet tall. He often wears his long, blonde hair in a leather wrap. He tends to wear a white shirt with a dark vest over it and a fine drawstring breeches and knee high leather boots.

Jorif is a friendly man and somewhat out of place in the muddy scar that is Sapphire Lake. He tends to be a bit naive, however is very helpful when he can be, as well as informative. Jorif is extremely loyal to Morlaneth and his regular customers.
The Broken Way

Destroyed road in the Farisian Province

Until the end of the Second Era, what is now known as Broken Way was the final westernmost stretch of a major thoroughfare, known as the Dwarven Way, along the northern coast that ran from what is Lamordia to the city of Thenjade. Built by iron dwarf artisans in the mid-Second Era, it was once a marvel of engineering. Large portions of Broken Way still remain intact, a testament to the quality of iron dwarf craftsmanship.

When Lamordia was destroyed during the Fracturing, the survivors moved further inland towards Hyacinth. The road between the cities of Farisan, Port Amargast, Port Goethe, and Thenjade, known as Dwarven Way, is still well maintained and an excellent example of what Broken Way looked like once upon a time.

Broken Way still leads into the remnants of what is now called Olde Lamordia, though it tends to be avoided by all but the most stalwart, as parts of the road are frequented and stalked by the angry spirits of those who lost their lives fleeing Lamordia that night.
Goethe Province

Province in the central Nine-Lands of Goethe

Amber Willow- a small town located close to the southern border of the province.

Birthright- SKIPPING FOR NOW TO AVOID SPOILERS

Cranaige- The largest elven city in the Nine-Lands

Drakos- Small town on the Island of the Sword

Draxosholme- A large walled city wrecked by conflict

Fisher’s Wharf- small fishing hamlet of about 1,100 people located on the River of Consequence.

Five-Towns Region:

- Ebonstone- A village known for its copper mines and stone quarries. known for its copper mines and stone quarries.

- Fallenwood Glade- A small enclave of druids and other woodsy-folks

- Glenwood Springs- A small town in the Cairn Hills known for its hot springs and therapeutic waters
KAAGARD UNDERPASS (Northern Goethe)

Kaagard Underpass is a large cut through the Thenjade Mountains between the Thenjade Foothills, Thenjade Mountains, and the Styx Woods that is the main underland route to the Dwarven city of Mica. It is wide and expertly crafted by the artisans from both Mica and Thenjade and follows the exact route as the overpass above. Use of the underpass allows travel from Lichen, to Mica, to Thenjade, without ever needing to see the sun. The underpass is usable by all. The dwarves of Thenjade and Mica are particularly vigilant within the underpass, as it has multiple access points to the Bowels, and of course from the Bowels to the surface.
Foreign Quarter of Birthright

The most diverse quarter in the city of Birthright. Due to the docks district and the dwarven ward, the Foreign Quarter is one of the most heavily visited parts of the city. With so many differing cultures living in close proximity, the northlanders of Birthright love exploring what the Quarter has to offer.

The Five-Towns Coaching Company keeps its headquarters in the Foreign Quarter, connecting to the Cairn Hills and Five-Towns region via a fleet of horse-drawn coaches and inns positioned along every leg of the journey.

Docks District. Down river from the River Quarter, this district (and adjacent Warehouse District) is responsible for the import and export of more than half of the trade that moves through Birthright. Sometimes known as the back entrance to the city, everything can be found in the docks district. Trade of all kinds flows through this district on its way to its ultimate destination. Shady deals and those above board happen constantly, sometimes side by side.

Dwarven Ward. Though the dwarves of Birthright live and work in proximity to the northlanders of the city, visiting dwarves tend to gather in the Dwarven Ward. The Dwarven Ward’s location in the Foreign Quarter has its own distinct architecture and shops.

Warehouse District. Adjacent to the Docks District, the Warehouse District is responsible for the storage of goods being imported through or exported from Birthright.
Austenus Belloq

Noble Tiefling Pact of the Tome Infernal Warlock

Austenus Character Sheet

Appearance: A (literally) white Tiefling with prominent horns, long hair and a goatee. He is of roughly average height and slightly leaner than average build. He is of above average charm and looks by his own estimation.

History: Born to the Noble House of Belloq, a lineage in good standing in Southwind for many generations, the literal house being in Southwind Keep. Founded by his Greatest Grandfather who tasked the family with doing good in the world. This is due to being a devil exiled from the Hells because of his benevolent ways, not a long-con public relations scheme as some rivals have inferred. He spent his youth being tutored and his young adult-hood slumming it in the seedier parts of the city. When he was fully of age he took up the family cause and signed the pact with his ancestor. After spending some time with noble tasks he found it bored him, with one exception... a noblewoman that exactly didn't thrill his family. This led him to joining the Southwind Adventurer's Guild, when his tale truly began.

Personality: Prefers to be clean and well dressed. Tries to avoid exertion, discomfort, and injury as much as possible. Though would rather try diplomacy in most situations he is certainly not above more aggressive negotiations and permanent solutions to hostilities.

Family: The Belloq family is very prolific, both in standing and number. Many of his kin have tails, though Austenus does not. Examples of the appearance of many of his family.

Relationships:

Smax: Austenus views him as a noble and brave individual which is luckily not nearly as much a stick in the mud as his knightly demeanor would likely convey. Likely not as oblivious as he seems either, at least Austenus chooses to believe so. Most importantly he prefers (masochistically) to be at the center of battle, which Austenus appreciates as it means most enemies will be otherwise engaged.

Aerendyl: Austenus believes the ranger is a thrill-seeker in both dangerous situations and foul smelling "food". This leads to many conversations trying to keep the half-elf from getting himself killed. Flip side is the party always has someone to pull a lever or taste a potential poison.

Erky: Praise the Gnome and his deity Conundrum, for the many healings and blessings he has conferred. We rescued him once, but he has repaid that debt many times over. Bonus points for having a great sense of humor.

Trocar: Enemy turned unlikely ally. Trocar is somewhat useful source of magic, but has proven even more helpful with knowledge, connections, and such. Plus his snarky wit is generally entertaining, especially when debating Smax.

First Mission- the Sunless Citadel

Middle of WD3HQ

Return to the Cairn

Missives & Misc:

Missive To Isolyn from Austenus - After the Cairn
Ebonwall Keep

Military fortification in Hazenbog

A keep built in the mountains on the northern edge of Hazenbog between Birthright and the Five-Towns due to increased lizardfolk.

Recently it was under siege by a large tribe of lizardfolk. Many of the soldiers had been killed, some had been abducted, and was running low on resources. The party retrieved the surviving abducted people and facilitated a change of leadership in the lizardfolk tribe that made a temporary truce possible while seeking a permanent peace arrangement.

Notable People:

Miraya: assigned as a battle mage to the Keep.
Copperfinger Halfling

A subrace of Halfling in the Nine-Lands.

Copperfinger halflings are mostly found in the southlands and eastlands. Their small communities dot the forests and hillsides of Southwind, Blackthorne, and Myrimor. Copperfinger halflings are prone to curiosity and are afflicted with wanderlust at a young age.

Good-hearted and affable, they mingle freely with all nearby races including southlanders, eastlanders, gnomes, and orks. Their foodstuffs and tobacco are especially sought after by others.

Copperfinger halflings revere their patron, Sotto, the god of drinking, though they also worship the Behemoth, Demonstrative, the Journeyman, Kolkannon, Morrigan, and Solsphere.

Copperfinger halflings prefer practicality in the clothing they wear, usually having specific outfits for any activities they commonly engage in. They love bright colors and patterns, whether they match or not. Copperfinger hair color ranges from auburn and red to light and dark brown and is almost always wavy or curly. Copperginer often have green, hazel, or brown colored eyes. Similar to eastlanders, copperfinger halflings are well-bronzed, with ruddy or reddish undertones.

Age. Copperfinger halflings reach adulthood at the age of 20 and generally live to be about 150 years old.

Ability Score Increase. Your Charisma score increases by 1.

Unnoticed. You gain proficiency in Dexterity (Stealth). You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Languages. You can speak, read, and write Common and the Copperfinger dialect of the Halfling language. Almost all copperfinger halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling, reserving use of their dialect when amongst themselves.

COPPERFINGER HALFLING ADVENTURERS

Copperfinger halflings are afflicted with wanderlust from a young age. That curiosity fuels a steady stream of adventurers from copperfinger villages. Their chosen professions run the gamut, however. Copperfingers make excellent bards, fighters, and rogues, and their clerics of the Journeyman or Sotto are a boon to any adventuring group.
Caste

Town in the North Goethean Province

Population: 45,000 (83% northlander, 7% iron dwarf, 5% southlander, 3% granite dwarf, 2% other)

PLACES OF NOTE

Academy of Magical Arts- Two story schoolhouse teaches the basics of arcane magic to pre-apprentice age children, usually under 13 years of age.

Double D Fine Publishing- A small bookshop specializing in rare and hard to find books.

The Golden Goose- An upscale tavern, serving fine cuisine from all over the northlands.

The Golden Gorget- A small mercenary guild with an above average number of orks.

Monastery of Demonstrative- A monastery and temple dedicated to the god of free-will.

Phalean Manor- Guild House

Red Dragon Inn- Renowned Inn and Tavern known throughout the Nine-Lands

Robeway- The nickname for the road running near the west side of town, so named for the academy of magic and small cluster of worship houses on the town outskirts.
Humans of the Nine-Lands

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay. They build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

HUMAN TRAITS

It’s hard to generalize about humans, but human characters share these traits.

Ability Score Increase. Two different ability scores of your choice increase by 1.

Speed. Your base walking speed is 30 feet.

Feat. You gain one feat of your choice.

Subraces:

Eastlander

Northlander

Southlander
House of Belloq

Minor Noble House of the city of Southwind Keep. A lineage in good standing in Southwind for many generations. Founded by their Greatest Grandfather who tasked the family with doing good in the world. This is due to being a devil exiled from the Hells because of his benevolent ways, not a long-con public relations scheme as some rivals have inferred. As such most family members are Tieflings which, like their ancestor, have alabaster white skin. Some examples of them can be seen here. A notable member is Austenus Belloq who joined the Southwind Adventurers Guild to earn his own way in the world and remove himself from some entanglements in his home city. To keep from being inbred the family is always on the lookout for like minded Tieflings, preferably fellow Amber Tieflings, though they also intermingle with various other races.
Timeline of Events

First Mission- the Sunless Citadel/ Seeking Siblings in the Sunken Spire

- Alternatively, from the perspective of Austenus Belloq: First Mission- the Sunless Citadel

Journey to Sapphire Lake

Cairn of the Primordial/ Sapphire Lake

- Alternatively, from the perspective of Austenus Belloq: Middle of WD3HQ

- Alternatively, from the perspective of Austenus Belloq: Return to the Cairn

Hazenbog Slog

Birthright Business and Body Doubles
Valin

CG Male half-elf (northland/forest), hunter 3, rogue 2.

Valin is a half-elven hunter of northland and forest stock who is reasonably well-known in the Five-Towns and Kagemoore areas of Central Goethe for his skill as a tracker and survivalist, as well as his skill with a bow.

A young man of about 75 years, Valin is often seen in his woodsman garb, with an emerald green cloak thrown over his shoulders. Lithe and tall for a half-elf Valin is 5'10 and about 160 lbs. His shoulder length, centrally parted hair is a deep auburn in color and worn loose unless he is on the hunt. His eyes are as emerald as the cloak he wears.

Valin is a friendly and outgoing man and a loyal friend and companion.