recursal/Fanatic-Fandom huggingface dataset:
Ratfolk

One of the most ancient races of Fynn, Ratfolk have seen the rise and fall of their civilizations on the Gloommarsh Isles. Few Ratfolk migrated to the mainland until the dwarves of Goldcliff began to explore and settle the isles, making first contact with the old but primitive species. From there, Ratfolk slaves were used by the dwarves to exploit the isle's natural resources, forcing many Ratfolk off of their ancient land claims. The result is that most Ratfolk roam the mainland and the isles contain only a very small portion of their race, despite it being their ancient homeland. Today, Ratfolk can be found in every corner of the mainland, having become the second most common race in all of Fynn.

## Creating a Ratfolk

* **Abilit'*y Score Racial Traits'***: Ratfolk are agile and clever, yet physically weak. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
* **Type**: Ratfolk are humanoids with the ratfolk subtype.
* **Size**: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
* **Speed (Slow)**: Ratfolk have a base speed of 20 ft.
* **Languages**: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

* **Tinker**: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
* **Rodent Empathy**: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Offense Racial Traits

* **Swarming**: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Senses Racial Traits

* **Darkvision**: Ratfolk can see perfectly in the dark up to 60 feet.
Dwarf

A proud warrior tradition steeped in history, the dwaves are a proud mountain and cave dwelling race. They emerged around the time that the elves did, only a couple thousand years ago. The East Crag Mountains and the vast mining city of Goldcliff are considered the home of nearly half the dwarf population on Fynn. Other dwarves can be found in the Gloommarsh Isles, The Steppes and the Lunar Reaches. There, their ancestors used to fight against the orcs that made their home in the nearby mountain peaks but now fight the goblins who have taken residence in the vast mining caverns the dwarves created over the years. The dwarves of Goldcliff are a part of the Federation of Free Cities.

## Creating a Dwarf

* **Ability Score Racial Traits**: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
* **Size**: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Type**: Dwarves are humanoids with the dwarf subtype.
* **Base Speed**: (*Slow and Steady*) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
* **Languages**: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

#### Defense Racial Traits

* **Defensive Training**: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
* **Hardy**: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* **Stability**: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

#### Feat and Skill Racial Traits

* **Greed**: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
* **Stonecunning**: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

#### Senses Racial Traits

* **Darkvision**: Dwarves can see perfectly in the dark up to 60 feet.

#### Offense Racial Traits

* **Hatred**: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
* **Weapon Familiarity**: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Nagaji

As their name would suggest, Nagaji are the reptilian servants of naga. Most Nagaji swear loyalty to a particular naga as a rite of passage within their culture. Fore-Etum is the perceived homeland of the Nagaji race and many swear loyalty to a member of the naga council, essentially signing themselves into slavery. Often at odds with Gorgons and Lizardfolk of the Isnali Dunes, nagaji are fierce and loyal combatants, dedicated to their chosen naga even upon threat of death.

## Creating a Nagaji

* **Abilit'*y Score Racial Traits'***: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits. They gain +2 Strength, +2 Charisma, and –2 Intelligence.
* **Size**: Nagaji are Medium creatures and thus have no bonuses or penalties due to their size.
* **Type**: Nagaji are humanoids with the reptilian subtype.
* '***Base '*Speed**: Nagaji have a base speed of 30 feet.
* **Languages**: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

* **Armored Scales**: Nagaji have a +1 natural armor bonus from their scaly flesh.
* **Resistant (Ex)** Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Feat and Skill Racial Traits

* **Serpent's Sense (Ex)** Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Senses Racial Traits

* **Low-Light Vision**: Nagaji have low-light vision allowing them to see twice as far as humans in conditions of dim light.
Goblin

Found in almost any region of the mainland, goblins are a young race relative to the major races of Fynn. They are known for their brutality and lack of remorse, most races view goblins as a plague in any region that they are found in, especially dwarves who have historically engaged goblins in constant war until they are purged. Despite their assumed primitive mindset, several goblin tribes came together and founded the vast goblinoid city of Greystone in the long abandoned mines near Goldcliff. There, government, culture and society (even some art) became commonplace in a large population of goblinoids. While most goblins still exist outside of the great goblin city, the city has given something the nearby dwarves and elves thought (and hoped) was never possible: an organized coalition of goblins.

## Creating a Goblin

* **Ability Score Racial Traits**: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
* **Type**: Goblins are humanoids with the goblinoid subtype.
* **Size**: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
* **Base Speed**: Goblins are fast for their size, and have a base speed of 30 feet.
* **Languages**: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

* **Skilled**: Goblins gain a +4 racial bonus on Ride and Stealth checks.

Movement Racial Traits

* **Fast Movement**: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)

Senses Racial Traits

* **Darkvision**: Goblins see perfectly in the dark up to 60 feet.
List of Topics

This page is meant to outline certain concepts in the world of Fynn that don't fit neatly into other categories but are important enough to have their own pages. This could be anything from military formations or types of currency or a history lesson.

**Settlement of the Tanglevine** - The first 'civilized' towns were founded by humans from the north and elves from the south. Eventually, reptilian species took a liking to the region and immigrated in mass to the Tanglevine.

**Slavery in Fynn** - A brief history and outline of slavery throughout Fynn.
Chronostaff of the Endless Legend

\*\****This page is UNDER CONTRUCTION***

A gnarled, polished ashwood staff that has unlimited power over time itself, or so the legends say. Most are incapable of touching the staff, let alone wielding its god-like power. The chronostaff is very picky about who can and cannot wield it and the new owner must pass a test in order for them to be considered "worthy".

If the staff is touched by a new owner (ie one that has never touched the staff before) they must make a series of 6 saving throws (DC 20 Will save) as they experience everything that ever happened at the location that the new owner is standing. If the new owner fails a save, they take 2d4 wisdom damage. Upon reaching 2 or less wisdom, the new owner passes out for an hour per 2 wisdom points missing (max 12 hours). While asleep, the new owner cannot be woken. Anyone who passes out in this way has been rejected by the staff and can never wield its power no matter what. No spell (such as wish) or change of state (such as reincarnation) can reverse this.

The staff is said to grant the user the ability to travel through time as if using the spell *Gate* with its *Planar Travel* effect.
East Crag Mountains

Birthplace of the dwarves and goblinoids, East Crag Mountains is most known for its rich gold deposits. The dwarves have mined out the majority of the tunnels, leaving wide and long abandoned caves throughout the mountains. A goblin city was eventually established within the old mines named Greystone and the two cities have been at constant conflict ever since.

## Notable Locations

Goldcliff - Birthplace of the dwarven race. Sustained itself economically by mining the valuable gold under the mountains.

Greystone - Goblinoid city built in the abandoned mines of the dwarves of Goldcliff.
Greystone

Located within the East Crag Mountains, only a few miles from Goldcliff, the vast city of Greystone is home to the goblinoid races. Built in the abandoned caverns of the dwarven mining efforts, more goblins, hobgoblins and bugbears live in this city than live in the rest of the continent combined. The city is often in conflict with the local dwarves over territory and resources.

The goblinoids of Greystone are oddly organized and hold a unique mindset compared to their savanna or jungle counter-parts: they respect intellect and only allow the most competent goblinoids to run the city-state. Unless a qualified heir is found or named, the changes of power in the city are usually bloody and rely on factions who back their candidate to seize the opportunity and fill the power vacuum before the competitors can. Those who win can look forward to maintaining power  for a generation or two and those who lose are often executed or exiled. Most goblinoids accept this and once the power vacuum is filled, the violence is quick to settle down and everyone moves on from there. The city is currently being lead by a young, new goblin king named Warchief Morflaac.

## History

Much of the history of Greystone is shrouded in lost knowledge and misinformation.
Lizardfolk

The stubborn dragon-like lizardfolk make their home in and around Isna and Fore-Etum within the Isnali Dunes. Well adapted to the heat, the lizardfolk thrive in the dry climate as the most common of the reptilian humanoid races with a wide array of body types, facial features and scale coloring. Though they are sometime subjected to the same treatment as the enslaved nagaji, most lizardfolk proudly hold a status as a free-scale, moving through cities in southern Fynn relatively unhindered, even becoming Koban merchants or students of the great Garanth universities. Many lizardfolk have followed their Gorgon kin into the Tanglevine which now boasts a large lizardfolk population, though rarely travel any farther north into the colder regions. Lizardfolk can be found performing any number of professions but their powerful build lends itself to mercenaries, rangers, hunters and warriors.

## Creating a Lizardfolk

* **Ability Score Racial Traits**: Flexible (+2 Str, +2 Con) (2 RP)
* **Type**: Humanoid (reptilian) (0 RP)
* **Size**: Medium (0 RP)
* **Base Speed**: Normal (0 RP)
* **Languages**: Xenophobic (0 RP) Lizardfolk start knowing their racial language only.

#### Defense Racial Traits

* **Natural Armor**: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.

#### Movement Racial Traits

* **Swim**: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks (1 RP)

#### Offense Racial Traits

* **Natural Attacks**: Bite 1 (RP) Lizardfolk gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
* **Natural Attacks**: Claws 2 (RP) Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)
Divination Sink

## DESCRIPTION

A large circular piece of blue glass measuring about 5 feet in diameter, and standing about two feet tall. It’s slightly see-through, though the deep coloring prevents it from being usable as a kind of lens.

Originally created by now defunct Black Circle, a cult dedicated to a powerful divinatory entity of the same name, the Divination Sink is a magical artifact created as the ultimate counter to divination magic.

Within a ¼ mile radius of the object, no Divination spell can be cast. If such a spell is attempted within the radius, it seems to go normally, but as soon as it is released, it dissipates without providing anything. Additionally, anything (living or not) within the radius cannot be the target of any Divination spell regardless of where the spell was cast. If something attempts to scry anything within this radius, the spell fails the same as if the caster were near the Divination Sink.

The only exception to the Divinatory nullifying effect of the Divination Sink is a Divination spell powered by the Black Circle or a related entity, though the Black Circle has not existed in many years...

## DESTRUCTION

The Divination Sink works on the concept of using Law aligned magic to institute anti-divinatory rules in the affected area. As such, the only way to destroy it is to bring the Divination Sink to the Plane of Infinite Chaos and cast both Dispel Magic and Break Enchantment on it. Doing so invariably causes everyone within 100 yards to fail their concentration checks and completely destabilizes the area as everyone stops stabilizing the area at the same time.
Loch Morin (Lake)

Loch Morin is a lake located near the western coast of the northern Lunar Reaches, south of the Icecrown Mountains. The land around the loch is marked by volcanic activity, making the region unusually warm and fertile for the cold northwestern region of the Lunar Reaches. A port town was settled nearby that was named after the lake, Loch Morin (city).

## History

Loch Morin was discovered by a group of humans that would eventually be known as the Stormlord Clan. There, they discovered a fertile land that the local orc tribes had been using as a reliable foraging spot. The land was settled by many poor and simple farmers as a more consistent way to feed the growing town of Yogmar. Eventually, a group of Yogmar settlers founded the town of Loch Morin a few miles west of the lake.

As the last of the fertile land was began to be farmed, the aristocratics of Yogmar began to take an interest in the loch as a vacation destination. A resort was established called the Boilcloak Retreat where the wealthy all throughout the Lunar Reaches can go to bath in the warm pools, hike through the nearby forests and shop for exotic produce and goods that are produced by this strange region.

## Geography and Environment

The lake and surrounding areas are unusually warm due to volcanic activity underneath the water sources. This makes the lake itself toxic to drink, but bathing and swimming in the loch or various nearby pools is both safe and relaxing. Farms are scattered throughout the miles of fertile land, taking advantage of the nutrients that the volcanic activity and warm soil provide.

The area is also home to many exotic or unique species of animal that can not be found anywhere else in the Lunar Reaches. Most notably, snakes, lizards and other large reptiles, who normally would not be able to survive the harsh winters of the northern Lunar Reaches, are able to survive by standing near the warm pools and the lake itself. Travelling through the region is generally safe if one stays away from pools that you can not see the bottom of, lest you become a meal for an opportunistic dire crocodile or giant frilled lizard. Shambling mounds are also unusually common in this region and can be a constant danger to travelers to and from the lake.

## Notable Locations

Loch Morin - Port city founded by Yogmar settlers located a few miles west of the lake.

Boilcloak Retreat - A small community of lodges and stores that make up a vacationing spot for the wealthy and aristocratic in the Lunar Reaches.
Solaran Isles

The warm, tropical Solaran Isles are known for their luxurious beaches and deep silver mines. Solaran isles is home to two elf-founded towns as well as dozens of small lizardfolk villages. The silver mines of the island are the deepest mines ever dug and the main route of entry for residents of the Darklands to immigrate to the surface.

## History

The Solaran Isles were first inhabited by scattered tribes of lizardfolk who abandoned the slave-hungry mainland to live out their lives on the tropical islands in peace. Though the islands lack important resources and fertile farmland, wealthy elves were eventually attracted to the islands as a vacation destination and would found a settlement called Rapture.

From here, the isles became less of a mystery to the people of the Steppes, and many began to spend time exploring the islands. It was in this time of exploration that an important resource was discovered: silver. It wasn't long before poor miners from the mainland began to flood the islands, digging out the hills for every ounce of silver that it had stored away. In this silver rush period, the town of Silverheart was founded and began to formalize to acquisition of silver. This high mining production was one of the early leading factors to the power and wealth gained by Koban and Fore-Etum.

Soon, it was discovered that the silver mines were vast, but required miners to dig deep in order to recover more metal when the surface deposits dried up. Despite the increasing dangers of digging that deep, silver acquisition did not slow and the Solaran Isles soon had a cave network that could even rival Goldcliff's. The mines eventually spilled out into the most upper parts of the Darklands. It is from these mines that most surface dwelling drow and duergar originate. A refugee crisis was going on in this upper part of the Darklands, causing many of the underground tribes to take their chances travelling through the mines to the surface. Some of the duergar joined the mining industry as guides or workers. Most drow sought to make for the mainland, as they did not enjoy the warm, sunny Solaran lands.

Today, the mines are still quite active, though the silver production has slowed substantially. Darkland immigrants still use these mines as a method of reaching the surface and are usually welcomed by their surface elf brethren.

## Geography and Environment

The islands are known for their warm tropical climate. The islands were formed by volcanic rock and some of them still have active volcano. A unique array of animals and plants exist on the islands, adding to their majestic and exotic nature.

## Notable Locations

**Rapture** - Vacation destination for wealthy families and individuals of the Federation.

**Silverheart** - The center for all silver mining and the largest city within the islands. Home to the Order of the Righteous Hammer headquarters.
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The Vault of the Gods

It is said that there was once a master wizard on Fynn who spent all his days crafting great magical wonders. From the average and usual to the absurd and fantastic, he crafted it all. For all his great works however, he was intensely protective of his creations. As his paranoia grew, he eventually fled the cities and towns on Fynn to the Underdark, where he is thought to have built a maze that leads to his creations.

Over the years, the story has been twisted until nobody knows who the wizard was anymore. But through the most powerful of divination spells, one can peer into the depths of the vault and see what magical wonders await whoever finds it first.
Koban

A large, elvish city located along the coast, on the border between the Isnali Dunes and The Steppes.

## History

Old elvish city established as a fishing and farming settlement with a royal family that govern the town. Koban grew slowly over the years until the town began to import goods from Goldcliff. Gold became a common accessory and a symbol of wealth. The imports began making some merchants rich, so the people began to take advantage of the trade opportunities in other parts of The Steppes. Magical items began to be imported from Garanth and Fore-Etum, which lead to grand technological innovations. Over the years, trade expanded out toward the north, leading to the establishment of the town of Valleygate by the Randion Family.

During this time of economic prosperity, the three wealthiest merchant families rose to power within the city: The Randion Family, The Malar Family and The Sidpawn Family. The leader of each family became a member of The Three Merchant Families, a council within the government that shares power with the royal family. Members of the council are referred to as Trade Princes.

A great divide in class emerged because of these merchant families and the majority of Koban citizens fell into a depression. Violence began to erupt in the city. Violence that grew into a gang filled slum within the heart of the city.

The Koban Chariot Derby started as an illegal blood sport where gangs in Koban would race each other using animals ranging from horses to lions to reach a predesignated finish line. The government quickly cracked down on this blood sport and it was forced out of the city and into the dunes. Without the threat of pedestrian fatalities, the public quickly took an interest in the races. Many would stand on the edge of town to watch, even place bets on who would win. As the popularity of the races grew, the Sidpawn Family took an interest in the event. They began to host bets, and sponsor racers, often disconnecting them from their former gang. Eventually, the Trade Princes began hosting the event annually. People from all across Flynn come to watch.

## Notable Events

* The Koban Chariot Derby is an annual event held every year.

## Notable Locations

The Lost Shoemaker - A regular elvish tavern founded by a former shoemaker.

Dire Lion Spirits- An upscale bar

Grongar’s Tavern & Inn - A regular all inclusive bar, primarily used by dwarves and gnomes.

Sour Fish Flagon - A dirtbag tavern.

Bubbling Cauldron - Alchemists shop run by an elf.

Brother’s in Arms - Blacksmith’s shop that specializes in weapons. Owned by two dwarves who are not actually related but will sometimes tell people they are. Orsoph Cortie and Aragon Denis

Rullia’s Outfitter - Blacksmith shop that specializes in armor. Owned by a tough look woman who is somewhat sexist towards men.

The Silk & Hide Tailor - A clothier whos child went missing one day ago. When visited, she is putting up a poster in her window with a picture of her child on it.

The Grove of Desna - A large “Central Park” at the heart of Koban.
Monocleus

## History

Monocleus was founded when the Maw Gazers first settled beneath the mountain on Isle Nordred. They first moved there due to the vast Underdark city located beneath them filled with vile and wrathful beings, and quickly took up hunting them to sate their need for food.

What followed was a brutal war that lasted about a year before those of the Underdark had their offensive broken and since then they have been on the defensive. These initial hostilities destroyed most of the Maw Gazer's historical records from before founding Monocleus.

Shortly thereafter, Drow and Duergar dissenters began defecting when it became clear to them that the Maw Gazer hunting parties were far too intelligent to be non-sentient. After learning of their new allies dietary requirements, the Drow and Duergar defectors agreed to set up a sort of "underground railroad" to retrieve like-minded individuals, as the Maw Gazers never had any intention of finishing off the city below given that it is their primary source of food.

In the years since the first defections, the people of Monocleus have kept the Underdark at bay through constant raids to retrieve meat for the Maw Gazers. Of course, they can only raid from the top down so none have ever seen the full extent of the city below.
Goldcliff

Governed by a wealthy oligarchy of dwarf kings. Every 2 years, these kings elect three members of the council to represent the city for the Federation of Free Cities.

## History

Goldcliff was established as a gold mining town. After a small amount of growth for a couple centuries, the largest gold deposit in Goldcliff history is struck. Many wealthy families emerge from this goldrush as political elites and the government shifted toward an elitist system of government. The rich got richer, the poor got poorer. But many people benefited from the gold mining and Goldcliff became the financial power of the mainland. The largest deposit in Goldcliff history dried up 150 years after its discovery. Dispite this, wealthy families are able to fund continued mining deeper into the tunnel system and it expanded farther into the mountains.
Isnali Dunes

Harsh, hot desert climate, the Isnali Dunes is home to the various reptilian races in Fynn, including Nagaji, Gorgon and Lizardfolk, as well as the Naga race. The dunes house large reptiles, insects and the most venomous creatures in all of Fynn. The common culture of eastern Isnali is one of Naga worship and cult-like rituals boarding superstition while the western half of the desert is dominated by a fiercely independent culture that has a history of aggressively (sometimes violently) resisting outside influence and control.

## History

It is believed that all the reptile races originate from the region around the town of Isna. No records were written at the time of the founding of Isna, but it is safe to assume that it is by far the oldest settlement in the entire desert. At first, naga were accepted into the city, but as the naga began to covet power and wealth at the cost of the city's residence, many lizardfolk and gorgons rose up in defiance and forced many naga and their nagaji servants out of the ancient city. Some founded small villages elsewhere in the Isnali Dunes, and eventually lead to the naga controlled city of Fore-Etum. There, the naga began diplomatic and trade relations with the elves of Koban. As the cultures of the Isnali Desert and The Steppes began to blend, elves and dwarves began to develop a taste for the kind of unpaid laborer that slaves offered them.

As slavery became all the rage in the Free Cities culture, unsavory groups began to look at the other reptilians races as potential slaves. Nagaji were submissive but as lizardfolk and gorgon tribes began to be captured and enslaved across the Isnali Dunes, it sparked a revolt that lead to a full blown war between Isna and Fore-Etum (along with its allies). The fighting was long and fierce, but in the end, the naga sought parley, and an agreement was signed preventing most gorgons and lizardfolk not born into slavery from becoming slaves.

Ever since, the east and west cultures of the Isnali Dunes have been divided, with one side opposed to slavery and the other promoting it.

## Geography and Environment

The Isnali Dunes has a pretty straight forward environment. Most of the region is extremely hot with rolling hills of sand. The exception is the few oasis and fresh water rivers that carve through the otherwise featureless landscape. These water heavy areas often resemble the jungles of the Tanglevine. In particular, Fore-Etum is located next to one of these scarce bodies of water, making the area around the city resemble a jungle.

## Notable Locations

Isna - The oldest town in The desert. Birthplace of the Lizardfolk, Gorgon and Nagaji races.

Fore-Etum - A naga governed town that has been heavily influenced by the slave-loving elves of Koban.
Voidbourne

A proto-God being that is called many named depending on who is referring to it. Ratfolk, drow and drueger refer to the creature as **The Ancient One**, while most other modern races call it **The Old God** or sometimes **Old Gods** as it is not always clear how many entities made up this being's form. Of the being that actually interacted with it, it is known as the **Dark Titan** by the gods and referred to by the dragons (who actually fought against it) as the **Voidbourne**.

Said to be older than any god or plane in existence, Voidbourne once wandered the planes aimlessly and without purpose. No one knows when or how it came into being. It is not a god, not a sentient being, not an animal, but a creature that could be more akin to a force of nature. Despite the immense power is possesses, for most of its history it was a docile being that simply ventured through and in-between planes, absorbing arcane energy as it went to feed itself and maintain balance within.

It eventually found itself on the Plane of Negative Energy, where it stayed for a millennium, absorbing the powerful negative energies given off by this young but powerful plane to keep itself sustained. Overtime, the negative energies not only twisted its form, but also its very nature. Suddenly the Voidbourne found itself desiring balance. Leaving the negative plane behind, it began to travel from plane to plane, absorbing any positive energy and life-force into its form, sometimes engulfing entire planes, but never being sated.

In its quest, it reached the Material Plane where it was resisted by the inheritance, with the favor of the Gods. Dragons, Sphinx and long dead creatures fought against the being until they were able to vanquish its physical form. To this day, however, dragons pass down a legend that the Voidbourne will return one day the consume the entire plane, threatening all of existence itself.
Nordred Island

Nordred Island is the most northern land mass in Fynn. It is a frigid and inhospitable region where only the heartiest of people and best adapted animals live. Despite the extreme environment, it is considered the origin of the human race before they moved to the mainland. Today, most humans live in the Lunar Reaches to the south of the island. Many human clans integrate the island into their rite of passage and every year, hundreds of human youths make a pilgrimage to the island to honor those traditions.

## History

Nordred Island have long been regarded as the birthplace of the human race. In fact, Port Nordred is seen as the first human settlement. Since then, however, humans have mostly moved off of the island, with most humans in the world living in the Lunar Reaches, just south of Nordred Island. Humans undergo a pilgrimage to Nordred Island as a Rite of Passage when a human turns 16 years old. Nordred Island is home to a seemingly immortal human named Serph the Elder. Speaking with Serph is the final stage of the human Rite of Passage.

Another race, the Maw Gazers, also makes its home within Nordred Island, and have become something of a mythical creature to the humans who inhabit the island. The Maw Gazers have established a small civilization within the heart of the mountain and island, living in colonies between the surface and the boundry to the Underdark. Maw Gazers are also responsible for killing (and consuming) some of the less savory creatures that crawl out of the Underdark, such as darkfolk and smaller worm species.

## Geography and Environment

Nordred Island has one of the harshest climates in all of Fynn. Any body of fresh water is frozen over for most the year. Each summer day only experience about 8 hours of sunlight and as low as 4 hour in the bitter winter. Storms frequent the island, bringing strong, cold winds and ice rain or hail. Snow is suprisingly uncommon except on the island's mountainous center. The mountain is home to a handful of tribes of Ogres but is mostly dominated by Ice and Mountain giants. Elk is a common food source for man and beast alike, one of the few herbivores able to survive the extreme conditions.

The center of the island is made up of several very tall mountains. These mountains are covered in snow year round and experience heavy precipitation and high winds. Only the most hardy creatures live atop the mountains and their populations are scarce (ogres and giants mostly). Within the mountains, however, houses a complex and enormous tunnel system that eventually leads into the Underdark. The interior of the island maintains a more controlled temperature and is home to a colorful collection of different species of cave dwelling creatures.

## Notable Locations

**Port Nordred** - Largest town on the island mostly populated by hearty humans and a few half-giants.
Aramil Dreamwalker

Aramil Dreamwalker doesn't talk much about his past. He was born somewhere around Koban to middle class parents. Aramil went to primary school in Koban but went to Garanth later in life to study economics and magics. He graduated with high honors and moved back to Koban.

Aramil began his business ventures as a door-to-door textile salesman. He purchased silk from a local manufacturer and would sell it as a high quality product to wealth families in Koban. When he made enough money, he opened up a textile store in the middle of Koban, selling individual rolls of linen, wool and silk. As his business expanded further, he hired tailors and other craftsman to produce high fashion clothing the he could mark up and sell to wealthy people as unique designer outfits, mostly specializing in robes.

The business grew and grew and soon Aramil found himself the ire of other cloth companies in Koban. They began to undercut his silk prices, trying to force Aramil out of the clothing market. Aramil was not deterred, he traveled to Fore-Etum with the intent to capitalize on the market there, but was instead met with the same opposition that had targeted him in Koban. With the Fore-Etum company branches locking him out of their market, Aramil returned to Koban bought a cart and two horses. He loaded the cart up with his wares, appointed a trusted employee to manage the Koban store, and traveled north.

Aramil went through the (at the time) young city of Valleygate where he found less influence from the companies of Koban. He was able to sell a few things but moved on after spending the night there. He traveled through the jungle region of Tanglevine, emerging from the other side to the tower of Edgeboro. There, Aramil was able to sell the remainder of the wares, usually for gold but also managed to gain a large supply of animal pelts that the locals often collect. With his stock depleted he made his way back south and arrived back at Koban. His company was straining under the aggression that the other textile companies was putting on Aramil's business, and the money Aramil brought back kept it from going under. Furthermore, Aramil was able to convince buyers of the rarity and exotic nature of the furs he returned with and sold out of them within a week, despite inflating the price. Almost overnight, the company went from the verge of bankruptcy to financial success.

After that, Aramil began to schedule regular caravan journies north, taking advantage of a niche in the already profitable city of Edgeboro.
Misty Islands

The Misty Islands are a series of mostly unexplored islands off the west coast of mainland Fynn. A thick veil of grey fog constantly hovers over the islands, giving these isles their iconic name. Reports from those who explore the islands claim that it is a place stuck out of time, with islands filled with once thought to be long dead dinosaurs, making it an enticing travel destination for hunters, trappers and taxidermist. Despite the exotic and rare traits of the islands, the fog that surrounds the islands make traveling to and from them extremely hazardous and most ships that enter the thick fog do not return.

## History

The Misty Islands had long been omitted from maps up until the last century. When reports came of exotic animals in the region, the islands experienced something of a gold rush for a decade in which only 1/5th of the ships that traveled to the isles ever returned. After that, the Misty Islands have been seen as a cursed location that only the bold and foolish would venture to.

## Geography and Environment

A cloud of gray fog covers the entire island chain, making navigation impossible on the poorly mapped islands. Ships often sink themselves into rocks or pin themselves on a beach trying to blindly traverse the isles, resulting in the most common reason for ships not returning. The largest island to the southeast is home to an active volcano and a thick jungle, with a savanna making up much of the southern portion of the island. This is the most traveled island, as it is closest to the mainland and also home to exotic animals, like many long-extinct dinosaurs.

## Notable Locations

**Gorgora Island** - The largest island in the Misty Island. Located in the southeast, it is a warm tropical island filled with dinosaurs and an active volcano located in the center of the island.
Rog'Kza

## Rog'Kza of the Midnight Jungle

### Subdomains

Dark Tapestry, Fear, Growth, Loss, Night, Nightmare

### Favored Weapon

Quarterstaff

Favored Archetypes:

Druid: Jungle Druid, Devolutionist, Leshy Druid, Life Channeler, TOxicologist

In the depths of the Jungles of the east is rumored to Dwell the Folk of
 Rog'Kza, Lord of the Midnight Jungle. Older than the stars themselves,
it is said - his form is that of a Treeant, a massive walking tree which
 infects those he passes, turning them into trees himself - and it is
said the eastern jungle is what was left of his last conquest, the trees
 overgrowing the ruins within where once their inhabitants. Rog'Kza is
beyond the thinking of normal mortals - his thoughts are deep and
distant and Malevolent - he hates much of those who have taken over His
World and polluted it with Stone and Metal, with barren planes and the
creations of man. He would bring it all down and those who venerate him
 would be dancing in the ruins.
List of NPCs

**Aramil Dreamwalker** - Old male elf founder of the Order of Edgeboro guild

**Arn Stonewide** - Large, dumb human barkeeper of the Rodent's Den.

**Captain Jude Baneling** - A female elf, broad in shoulder and all business. Captain and Valkyrie of the Righteous Hammer.

**Eugene Wilson** - Young human wizard orphan taken in by Aramil Dreamwalker, eventually becoming his trusted secretary. Co-founder of the Order of Edgeboro guild.

**Trade Prince Felbron Randion** - Middle-aged elf leader of the Randion Merchant Family of Koban.

**Finch Zargway** - Adult female gnome representative for the United Export's Guild.

**Trade Prince Gallywix Malar** - Middle-aged elf leader of the Malar Merchant Family of Koban.

**Gelbin Sparkplug** - Middle-aged elf inventor and scientist, co-founder of the Explorer's Guild.

**Joclam Hisser** - Young male gorgon mercenary, once partner to Sellabeen Roughshot.

**Karp Nostone** - Middle-aged male ratfolk bartender at the Rodent's Den in Portsmith.

**Kirk Tyorm** - Who? Never heard of him. Why don't you stop asking?

**Leo Bearington** - Human Paladin, one of the original members of the Order of Edgeboro

**Ratbag the Handsome** - Half-orc barbarian, one of the original members of the Order of Edgeboro

**Sanchez** - Mysterious muscleman for the Necropolis Guild.

**King Seldon Barthanil** - Elderly elf king of the Koban royal family.

**Sellabeen Roughshot** - Male lizardfolk mercenary who has worked for many different organizations. Current employed by the Order of Edgeboro.

**Stein Randion** - Elf noble from one of the powerful merchant clans of Koban. Uncle of Trade Prince Felbron Randion. Straight face nobleman who lacks a sense of humor and loves taxidermy.

**Trade Prince Syndic Sidpawn** - Young elf leader of the Sidspawn Merchant Family of Koban.

**Varna Gullgan** - Young female drow orphan, original member of the Order of Edgeboro

**Viktor Von Wire** - Middle-aged gnome adventurer and archaeologist, co-founder of the Exporer's Guild.
The Seeds of Madness

## DESCRIPTION

The Seeds of Madness are fragments of the minds of aberrations that have an association with Madness, the Void, Insanity, Nightmares, and other such concepts. When such a creature is slain, there is a 1% chance of its corpse warping and coalescing into the shape of a seed, which is about an inch across at its longest point and about half as wide.

The seed emits an incomprehensible aura in its natural state, which grants +2 to all Intimidation attempts within 50 feet and a -2 to saves against fear. Only an aberration with a chance to drop a Seed of Madness is immune to this effect. If a detection spell is used on the Seeds, they return incomprehensible feedback, simultaneously detecting as good, evil, magic, non-magic, chaotic, and lawful. Divination spells focused on the seeds themselves return similar white noise to detection spells, but the seeds CAN be detected by divining the things and people around them, even if the seeds are mentioned in what is being searched so long as the seeds themselves are not the main focus of the divination.

But the true abilities of the Seeds are revealed once consumed by a mortal being. At that point, the seed evaporates in their mouth, disappearing without a physical trace and no longer emitting its aura. The mortal feels a lump of madness and tentacles settle in the back of their mind, allowing them access to various abilities in return for temporary Wisdom loss. The Wisdom spent this way returns only after a full night’s rest, no spells can return it ever. While the Wisdom loss is in effect, the mortal acts manic, somewhat random, and is more prone to rash decisions the more substantial the drain.

The lump of madness is very territorial and lashes out at anything that attempts to remove it, dealing 1d4 permanent Wisdom Drain (Will Save DC 18). Additionally, once per day the lump will reflect a mind-damaging effect back on the aggressor, regardless of whether the host is aware of the effect. The attacker receives the effect of the mind attack as though they were the original target and receives a -4 on any rolls to resist it.

 2
 4
 6

## DESTRUCTION

The Seeds of Madness dissolve into nothing if brought to a Chaos-Aligned plane, the Void, or taken from one plane to another with an opposite alignment (I.E. Good to Evil). Otherwise they can be destroyed simply with fire at the cost of half the destroyer’s Wisdom score (Will DC 20 to resist) per Seed destroyed.
The Hidden Temples

There are said to be four great temples on Fynn, built as giant Ziggurats. During the earliest days on Fynn before the Wasteland was transformed, the legend tells that a great empire spanned the globe, led by a dragon of great power. It is said that he had the people construct four Ziggurats which he hid through use of his most powerful magics and used as the bases for various rituals.

One in the desert, bound to its dangers to channel their power.

One in the forest, tied to the life of the creatures that call it home.

One on a mountain, utilizing the power of the magma below.

One in the ocean, to channel the unrelenting pressure of the depths and its denizens.

When the Emperor disappeared so too did the temples, leaving behind no sign of their existence. Where once stood truly massive Ziggurats, the area was suddenly pristine as though the temples had never been built.
Cup of Community

Cup of Community (Deactivated)

## Description

The Cup of Community is a silver colored chalice decorated with gems. When charged, the gems glow softly and the cup is filled with red liquid. The liquid cannot be removed except by drinking it, and will otherwise remain level with the rim of the cup regardless of how it is handled. Testing the liquid reveals that at any given time, it comes up as the combined blood of all sentient creatures within a 30 foot radius of the Cup. Despite this, none of the creatures are missing any blood or other fluids.

The Cup is activated when a sentient being drinks all of the liquid from the cup, which takes a full round action. When this occurs, the Cup of Community forms a tether to each sentient creature within a 15 foot radius of the cup. If one or more beings tethered to the cup need to make a saving throw, all beings tethered to the cup roll. Whoever needed to make the saving throw uses the highest result among all such rolls.

The tethers last either one hour or until the cup's effect has been triggered three times. If a tethered creature goes more than 15 feet away from the cup, they lose their tether for the rest of the current activation. The Cup deactivates once one of the following occurs:

1. There isn't more than one creature tethered to the cup
2. Its effect has been triggered three times since the last activation

Once the Cup deactivates, it begins refilling with the same red liquid. It takes 24 hours after deactivation to refill, and the gems are dim until it is fully charged.

In addition to the other effects, the Cup also allows each individual tethered to it to sense the location of the others they are connected to. The cup also allows each individual to sense feelings from others. Specifically, the cup finds what feelings each has that leads them to stick with the group and work together and then allows the others to sense that. When sensing such feelings from another, the Cup manipulates their intensity so everyone appears to be equally committed to the group.

## Destruction

If the Cup of Community is activated and the person that did so then kills at least three others while they are also connected to the cup, it destroys the murderer's capacity to use magic of any kind before reverting to a normal cup.
Arhu-Makht

It is said that he who commands the sea has command of everything. Those who seek to command everything on the sea seek the guidance of Arhu-Makht, former Emperor of the Gulf Coast, whose reign of terror resulted in the capture of over a million slaves from foreign lands. After his death, his more...erratic followers began worshiping his memory in their search for more captives.

Arhu-Makht's empire has since collapsed, but his memory lives on in the fleets of slavers hidden among the Crestfallen Isles, as his followers battle those of Harkon for supremacy of the seas and greater profit.