recursal/Fanatic-Fandom huggingface dataset:
Giada Delakin

(Name Changed to Giana)

## Giana Delakin

Human Female - Priest of Kellos

Personality - Civilised, Dutiful, Pious

### Background

Born to a noble family in Cailn, Giana is actually a niece (twice removed) to Baron Gilliam Xarles of Cailn. Since she was a child, she has always put her own faith ahead of her noble duties and family. She renounced her family when tried to marry her off, and joined the Church of Kellos.

Six months ago, she started receiving visions. She had to translate The Prophet's book and follow the course it set her on. She had little support from the church, but eventually managed to find a skilled translator set him to the task. Now she has the translated book, and believes it will lead her to Kellos himself.

## Gallery

Giana - HeroforgeGiana in Oathborn Armour
Character Art

## Player Characters

Gar - SketchGar - Rough PortraitGoldieDandyDandy - PainterlyTivramLeschracSollySolly & Boggin
## Heroforge Gallery

Dandy - Original LookDandy - Updated Adventure GearDandy - Sweet Steampunk Pirate Fairy Princess DressGarShoeless GarGar, with sweet new hat actionGar AccursedTivramSollySolly & BogginNyahdukeLeSchracArik - Original DesignArik - RedesignArik - Bartender
Otrin Baony

## Otrin, the Vigilant Land

### Notable Locations:

Mountains of Despair, Blackwing Swamp, Kurnan Lake, Moonglow Marsh, Gardens of Tarn

### Known For:

Vigilance against incursion from the monsters of the Mountains of Despair

The Barony of Otrin begins just northwest of Riverwatch and extends to the Blackwing Swamp in the north, and as far east as Riverwatch. The people of Otrin cultivate rich farmland on the Velvet Plains and respectfully gather rare herbs from the Gardens of Tarn—under law of the barony, to fell a tree in that sacred forest is punishable by death.

Otrin's lands abut the Mountains of Despair, which cast a long shadow over the barony. Officially, Baron Trevalyan could lay claim to parts of that gloomy range and the mineral deposits that doubtless lie within, though his ancestors learned long ago that no good comes from those stormwracked peaks. By tradition, the baron protects the people of Otrin and surrounding lands from the dangers of the mountains. Skydown, the ancestral home of Otrin’s baron, is not situated at the foot of the mountains as a defensive position against other baronies, as one might suspect of such a fortified castle, but as a bulwark against the creatures of the foothills and heights. Trevalyan lives in constant vigilance for threats descending from the mountain, and hosts aspiring Knights of the Citadel, who hunt manticores or other monsters in the mountains to prove their worth.

In recent times, foul creatures and fierce beasts have descended from the mountain even more brazenly and regularly. To the chagrin of some Knights of the Citadel, Baron Trevalyan has begun to enlist the aid of traveling adventurers for expeditions to track down specific beasts or launch preemptive strikes against the mountain denizens more generally. Some believe the monsters may in fact be fleeing the near-constant storms of the mountains, which have grown in severity and even frequency in recent years. Despite this, knowledgeable folk continue to dismiss tales of an ancient and powerful sorcerer who dwells in the mountains and commands the elements as just that—mere stories.

Across the plains is the unusual range known as Mennara’s Teeth. Though the mountains cover a relatively small area, they pierce high into the sky, sharp and narrow, like the fangs of a great beast. It is said that dragons come to these mountains when they feel their life’s end drawing close, and most people avoid the foothills for fear of encountering such a monster. Still, stories persist of the Cave of Wonders, said to lie somewhere amid the dagger-like slopes. Few who seek the cave ever return, and those who do come back changed—strangely serene, yet distant from their old lives, and unwilling to speak of their experience.
The Highborn

Terrinoth is populated with many nobility, from squires and knights, to Barons and Dukes. And while most Highborn are Nobles, not all nobles are Highborn. To be highborn you must be able to fit in with the other highborn. You need the grace, diction and respectability. The Highborn keep their own council on who is worthy of the distinction, and who is not.

Highborn spend a lot of their time hosting or attending parties and galas and when they arn't socialising they are planning their next big event. To many of the common-folk it seems both dull and fruitless- but it is far from it. Highborn conversations have layers, and while they may seem to just talk about who's getting married next or what the latest scandal is the subtext reveals so much more.

The truth is the highborn are constantly wheeling and dealing, and vying for control in an ever-changing power-play. The people who manage to get to the top can gain the ear of the Barons, and influence policy across Terrinoth.

Sometimes Highborn welcome individuals or families from outside the nobility. They sometimes value some special talent or commodity not readily possessed by the nobility (as is often the case with magic), and sometimes they just want to prop up a wealthy merchant or rebellious upstart for their own agendas.

**Member Expectations**:  Members have to be seen or at least their exploits do. Adventuring Highborn can become quite the favourites too - so long as their stores remain inspiring and not to ....icky. Once you loose favour with the courts, it's very hard to get it back.

**Favour:**Members in good standing may be able to gain access to resources, Allies or Information. Some examples are provided below, with a typical roll difficulty. This is usually a social roll (typically Negociation).

* Throw a Party for the Highborn [dif 3 or higher, expect to spend a lot of silver]
* Find out the latest Gossip [Dif 1]
* Start your own rumor [Dif 2]
* Arrange a meeting with a VIP [dif 4 or higher]
Dondras

## Dondras Stormborn

Dwarven Male - Warrior and former Caravan Guard

Personality - Impulsive, steadfast and ferociously loyal to those he considers friends.

### Background

Dondras' was raised as a younger sibling in a prosperous merchant family. As a result of being so far down the line of succession, he took it upon himself to train himself as a warrior, with an aim to join the guards protecting his family's various merchant caravans. For a number of years, he performed his duty with resolve and dedication, but protecting trade goods and chests of money wasn't fulfilling to him. He'd rather be protecting people... especially if they were performing duties to help civilization and society as a whole.

He became a member of the Guild of Bodyguards, one of the lesser Dwarven Guilds, and spent many more years guardian diplomats, relief missions and scholarly expeditions. During one such mission with a scholarly group who were exploring an ancient ruined city, he met Amnir and the scholar's passion and dedication impressed him profoundly.

On the surface, Dondras is calm, steadfast and stoic. He has true friends, and it can sometimes take him awhile to warm to people. But beneath this exterior, he is a dwarf of rare passions. He is absolutely dedicated to protecting those he values, and has a powerful desire to do what he can to make the world better place. This can lead him to behave recklessly at times and he's frequently shown a willingness to sacrifice himself for the good of others.

While he is not stylistically flashy, Dondras is a highly skilled warrior. In battle, he's known for planting his feet and relying on his impenetrable defense until he can spot an opening in his opponent's defense, at which point, he'll strike decisively.
The Academy of Nerekhall

The legacy of The Academy is a dark one, filled with Ynfernal pacts and corruption. After the corruption was purged with fire at the hands of the Kellios priests and templars the remaining sorcerers rebuilt it as a bastion of magical learning free from corruption. Students are encouraged to learn and specialise in any kind of magic they wish with a great deal of freedom, so long as they don’t align themselves to the dark forces that once brought the academies destruction.

Positions of authority in the Academy are only allowed to be held for 2 years, often resulting in empty offices being ‘unofficially’ performed. The Chancellor makes sure the various roles are being performed well, while all are subject to the scrutiny of the leaderless ‘White Cloaks’ who make sure Infernal practices are not being followed. And any who are found to be meddling in dark forces will likely encounter the Ironbound: living suits of armor, Made from black iron. They are Beyond the corruption of mortal beings, immune to magic both malign and beneficial.

The Academy rarely sends people out on quests or errands, however it is common for Sorcerers to trade favours with one another and send their peers (or their apprentices) out to complete tasks when they do not have the time.

living suits of armor beyond the corruption of mortal beings, immune to magic both malign and beneficial. Made from black iron, these constructs exceeded the expectations of the artificers involved in their creation and soon replaced most of Nerekhall’s militia. Today, they are a common sight on the streets and safeguard the citizenry against flagrant acts of evil magic. Those who dare speak of witnessing malfunction or failure in the metal automatons are harshly punished for spreading malicious rumors.

**Notable Members:** Eleka Deltrix is currently Chancellor for the 7th time in 29 years. She is well liked within the Academy for her decisiveness and for slowly stripping away rules that regulate what and how Magi can operate (excluding the anti-Ynfernal rules, which even she has no power to change). She doesn't like being bothered, and most magi don't dare approach her for petty disputes. Her caustic demeanour however make her unpopular outside the academy, but she usually sends other in her place to such meetings.

**Member Expectations**: While other schools might allow 'small' pacts, blood magic or Ynfernal summons - Nerekhall is completely intolerant to dark magic. Members breaking this 'one great law', will likely find themselves being hunted down by the black armoured Ironbound Golems.

**Favour:**Members in good standing may be able to gain access to resources, Allies or Information. Some examples are provided below, with a typical roll difficulty. This is usually a social roll (typically Negociation).

* Get nominated for a vacant position [Dif 4]
* Use a peer’s resources, time, skills or knowledge [opposed, with threat indicating Favor owed]
* Have someone investigated for corruption [Dif 1, dif 3 against members of other organisations]
Solly - Notes

## Solasta 'Solly' McMonadhie

(Dwarf - Spirit-Talker - she/her)

**Personality:** Earnest, Courageous...

 **Weight:** | TBE
 **Distinctive Features:** White streaks in
hair, long, curling white sideburns.

### Background

Born in the far North of Terrinoth, Solly came South to Greyhaven, driven by a vision. For a time, she adventured with the heroes, but following an incident in the sewers of Archaut, left the group to hunt a newly-released vampire.

Since then, she has come to believe that her original interpretation of her vision was incorrect, and that its real source lies elsewhere.

### Talents

Solly is a talented arcanist, especially in the realms of spirit magic.

## Gallery

Solly - original conceptSolly - HeroforgeSolly and Boggin - HeroforgeSolly and Boggin - Sketch
Baroness Pryor

## Baroness Viola Pryor

Baroness Pryor is the most aged of the Daqan Lords, and among both her fellow barons and subjects are those who fear she may no longer possess the strength to deal with the rising threat in the east.

After Kell, Pelgate lies closest of the baronies to the Ru Steppes, and its position between two mountain chains provides a natural bottleneck and defensible position. Still, a greater number of subjects and peers fail to even recognize the looming danger, and so Pelgate takes few steps to prepare its defenses.

Dame Corinne Varr, a captain of Pelgate’s army, fears that her barony will soon be tested, and takes preparations she can to prepare her soldiers. In frustration, Varr has begun to enlist aid from sellswords and mercenary mages traveling through Pelgate’s lands.
Runebound Shards

**Shapechange Rune**

A small purple shard, in set into an elegant white-gold amulet. This Shard has thought to be missing for 300 year, and has been sought after by numerous scholars and adventurers. tT has been in the possession of Zorsha, the Leader of the Great Travelling show, for much of this time.

Activation: When activated the user takes on the appearance last set by the shards implementation ability. This change is illusionary, but it changes for all senses and is not disrupted by touch. The illusionary effect can be detected or penetrated normally by magical means. The illusion lasts until the shard leaves the users possession or they chose to deactivate it.

Implementation: The user may change or rewrite any and all details of the illusion. Small cosmetic changes (adjusting hairstyle or adding makeup) do not require a roll. To change the appearance generally another person requires a Runes roll difficulty 1. Changing gender, size or race increases the difficulty 1 step, as does mimicking a specific person. Once changed the new illusion becomes the default illusion the appears upon activation.
Benifold the 5th

## Justicar Benifold the 5th

Human Male - Priest of Kellos

**Personality** - Stern, Officious, Strong Sense of Responsibility

### Background:

Justicar Benifold the 5th is an extremely high-ranking Church official of the church of Kellos. Based mostly out of the Cathedral in Vynelvale, he can be dispatched across Terrinoth as needed. He takes his duties extremely seriously, and tends to project a stern and humourless demeanour, however, he is not an unreasonable person, and, if presented with adequate justification and evidence, is fully capable of changing his mind.
Frest Barony

## Frest, Barony of the Usurped Throne

### Notable Locations:

Applewood Forest, Bloodwood, Ruins of Sandaya, Mountains of Morshan, Morshan River

### Known For:

The current Baroness being the head of a peasant uprising which overthrew the previous Ruler.

Frest is unique among the baronies, in that it is ruled not by a hereditary noble, but by a first-generation baroness. Some decades ago, Baroness Harriet the Willful was a simple carpenter. When the baroness of that time abruptly abdicated, though, Frest was thrown into chaos that affected the peasantry most of all. Harriet ended this by uniting her fellow peasants against the bickering nobles and assuming leadership.

Since her appointment as baroness by the will of the people, Harriet has ruled magnanimously from Aerendor Keep. The farmers keep what they like and profit from the rest, and Frest has the lowest taxes in all Terrinoth. The people till the fields and hunt and gather from the serene Applewood Forest. All know to avoid the Bloodwood on the eastern edge of the barony, and very few people have fallen victim to the vengeful Elves of that forest in recent years.

Adventurers and treasure hunters sometimes stop in the barony on their way to the ancient ruins of Sudanya, the forgotten city in the east. Dreams of fortune and glory, untamed lands, and old mysteries bring them to this sinister place, but none have yet returned alive. Some say that the terrible magic that is rumored to have caused the downfall of ancient Sudanya endures, and that it is the killer of these would-be heroes.

The other barons did not take Harriet's rise to power well, and went to war with Frest. The war raged for years until she was finally accepted as a member of the Council of Thirteen— mostly due to the fact the war wasn't going well for the other barons. Even today, the barons fear that their own people might follow in the footsteps of Frest. As Harriet ages and there is talk of succession, the other barons discuss the matter once more. Some fear that should Harriet’s daughter succeed her and establishes a line, legitimizing her rule and nobility, other commoners may follow this precedent and seek to ennoble themselves, or even remove the barons from power. Still, the barons know that to move openly against Harriet risks another war, or worse—inciting revolt among the peasants of other baronies. Instead, they seek other ways to remove the “interloper” and her family from power. Baroness Magrit of Dhernas and Baron Gillian of Cailn have begun to quietly seek out any information that might turn the people of Frest against their ruler.
Pelgate

## Pelgate, the Faded Barony

### Known For:

Rich Mining in the Broken Crags and Ashen Hills, being the second line of defense, after Kell.It is also known for its history of military prowess and heroism.

The Barony of Pelgate lies along the southern range of the Broken Crags, in Terrinoth’s eastern reaches. Pelgate derives most of its wealth from iron mines throughout the feet of the Broken Crags, and its southern lands extend into the bountiful Velvet Plains. Pelgate was the site of important battles during the Dragon Wars, and its lands still bear the scars to prove it. In the centuries of peace, however, Pelgate’s travails have been largely forgotten, and other baronies’ accomplishments eclipse its reputation.

Within the bounds of the barony, the Ashen Hills extend from the base of the Broken Crags. These jagged and rocky foothills are so named for their condition in the aftermath of the Dragon Wars. Useless for farming, the hills are notable for the strange, rune-marked obelisks that break forth from certain grassy mounds. Aside from these mysterious stones, the Ashen Hills are home to Fort Rodric, constructed following the Dragon Wars to honor the hero who is its namesake. Fort Rodric has never been taken by force, nor even attacked. After long years of peace, the garrison at Fort Rodric is severely undermanned. Yet, this fortress is of vital importance to guard the route past the Broken Crags against invasion from the east.

Baroness Pryor is the most aged of the Daqan Lords, and among both her fellow barons and subjects are those who fear she may no longer possess the strength to deal with the rising threat in the east. After Kell, Pelgate lies closest of the baronies to the Ru Steppes, and its position between two mountain chains provides a natural bottleneck and defensible position. Still, a greater number of subjects and peers fail to even recognize the looming danger, and so Pelgate takes few steps to prepare its defenses. Dame Corinne Varr, a captain of Pelgate’s army, fears that her barony will soon be tested, and takes preparations she can to prepare her soldiers. In frustration, Varr has begun to enlist aid from sellswords and mercenary mages traveling through Pelgate’s lands.
Dandy's Sheet

**Name**: Dandybell 'Dandy' Wonderway

**Race**: Gnome, Wandering

**Career**: Scoundrel

**Organisation**: None

**Player**: Pol

## Characteristics

**Brawn** 1

**Agility** 3

**Intellect** 2

**Cunning** 3

**Willpower** 2

**Presence** 3

## Derived Stats

**Soak 1**

**Wound Threshold** 11

**Strain Threshold** 13

**Defence** 0/0

## Skills

### General

Alchemy 0

Athletics\* 0

Cool\* 0

Coordination\* 1

Discipline 0

Mechanics 0

Medicine 0

Perception 0

Resilience 0

Riding 0

Skullduggery\* 1

Stealth\* 1

Streetwise\* 1

Survival\* 1

Vigilance 0

### Magic

Arcana 0

Divine 0

Primal 0

Runes 0

Verse 0

### Combat

Brawl 0

Melee -Heavy 0

Melee - Light 1

Ranged 0

### Social

Charm\* 2

Coercion 0

Deception\* 1

Leadership 0

Negotiation 0

### Knowledge

Adventuring\* 0

Forbidden 0

Lore 0

Geography\* 0

### Custom Skills

[skill name]

\*Indciates Career Skill

## Heroic Ability

Ability Name: All the Facts

Power: Basic

Upgrades: None

Ability Points: 0

## Talents

Outdoorsman -r1

Dungeoneer -r1

Finesse -r1

Traveller -r2

Adventurer -T2

## Racial Traits

Small (Sil 0)

Tricksy (1 per encounter produce small item)

## Equipment

Whip

[Notable equipment]
Calin

## Cailn, the Scarred Crossroads

### Notable Locations:

Thelvan Plains, Plains of the Ruby Gate, The Shadow Peaks and the small kingdom of Sardyn.

### Known For:

Bearing considerable scars - physical and magical - from the most recent darkness. The realm is still struggling to recover.

The Barony of Cailn is among Terrinoth’s poorest lands, plagued by lingering troubles since the Third Darkness. Baron Gilliam Xarles resides at Castle Tagis, overlooking the verdant, yet abandoned Thelsvan Plains. The charred ruins of farmhouses dot the green and verdant plains, uninhabited since the Dragon Wars. The soil is rich and fertile—said to be fertilized by the blood and ash of those who once lived there—the plains are haunted by the dragons’ victims and the soldiers who made their final stand. All who have attempted to resettle the Thelsvan Plains in the intervening centuries have met with disaster.

West of the plains is the beautiful and dangerous Starfall Forest. Named for the haunting blue-and-black stones that litter its grounds, said to have fallen from the heavens, the forest is the subject of many strange tales and legends. Many who enter the forest in search of the valuable and, some say, mystical stones never return. The ancient castle of Caer Loc stands just beyond the forest. Constructed of the same mysterious stones found in the forest, the keep’s name dates to before the age of the Elder Kings. It is said that Caer Loc’s marbled walls are proof against dark magic and the undead—though this claim has not been tested in living memory.

The city of Nornholt is perhaps Cailn’s only lifeblood in this age. Owing to its location along multiple trade routes—being centrally located between the Free Cities of Nerekhall, Greyhaven, and Tamalir—the city brings in much of the barony’s wealth, such that it is. This trade and travel has also led to a high Gnome population in the city. It has recently become evident that something is greatly frightening the Gnomes of Nornholt, who have largely ceased their customary (and frequent) celebrations, locking themselves away in the evenings. Even stranger, the normally loquacious Gnomes have been unwilling to talk to others about the problem.
The Butcher Boys

### Overview.

In the absence of any official law in Strangehaven, the closest the citizens can get are armed gangs. The largest of these gangs is The Butcher Boys. Up until recently, they were merely one of many, but a series of sudden and extremely bloody attacks on their competitors has left them the dominant gang in the city.

Operating out of the massive Abbatoir to the North-West of the Old Town District, the Butcher Boys affect the look of slaughterhouse workers, wearing leather aprons and chainmail armour, and carrying cleavers, hooks, skinning knives and heavy mallets. Some members wear ornaments made of teeth and bones, and others wear masks or clothing made of stitched-together skins or bad taxidermy.

### Members.

Membership and organizational structure of the Butcher Boys is largely kept secret, but rumours persist of bizarre and terrible rituals. There is known to be a Temple of Nordros within their territory, but many say that the Boys have their own deity that they follow and revere.
Goldie's Sheet

**Name**: Kores 'Goldie' Goldensunder

**Race**: Half Catfolk

**Career**: Mage

**Organisation**: Heirs of Timmoran

**Player**: Ronnie

## Characteristics

**Brawn** 2

**Agility** 2

**Intellect** 2

**Cunning** 2

**Willpower** 2

**Presence** 2

## Derived Stats

**Soak** 2

**Wound Threshold** 2

**Strain Threshold** 2

**Defence** 0/0

Cool\* 2

Discipline\* 0

Perception\* 0

Vigilance\* 0

Runes\* 1

Forbidden\* 1

Lore\* 1

Geography\* 0

\*Indciates Career Skill

## Talents

Disorienting Spell -r1

Friend of the night -r1

Shapeshifter (tabby cat) -r1

Silent Spell -r1

Flames of Kellos -r2

Light step -r2

Secrets of stormfire -r2

Well Travelled -r2

Runic Lore -r2

## Equipment

Dagger

Magic Staff (Implement) - +4 damage to attack spells cast, increase range of spells 1 step at no cost.
Bitching.

*.....Gotta learn to talk like that Big green kitty...he Sounds like a hero..and can keep a straight face...*

Heaving a hugely disgruntled sigh, making it clear to everyone around, that this whole 'adventure' is a boring weight of stupid "have to's", Gar follows the party in their search for the gecko familiar. Seriously....its got to be done..but..cant they catch a break and just step on it accidentally, and all be able to go get clean and find a comfortable place to sleep...without walking much further. "Fucking terrible day" he grumbles to himself

*Bloody put on my 2nd best shirt to see the university..and now its full of holes!! And Bloo..ah..Fluffy 'cleaned it'..well..thats...so.me..th..ing..*

"..shite..." '*Looked like a completeidiotinfrontofthe Head of the Place..smashing tiny furniture..aghhhhhhh!! I'm an idiot!'*

*We just got Faculty rights!! All the lectures I can get too..free..and what do I do? Loose my shit and attack a super powerful evil thing, with No Plan! Badly!* He kicks at some chandelier rubble in passing "Stupid thing to have anyway..." Muttering he stomps on a bit that's not broken enough "FUCK! Owe!" He limps long enough to kick the shard out *fucking forgot I lost another pair of fucking boots.*

Determinedly Not limping after he gets it out, he continues to trail and grumble after the others "What Is Wrong with me!? Got myself drunk and into stupid fight last night.. this morning-head Like a Moose shat in it..and.. '..*oh..' '............................not a totally terrible start to the day.....but..fuck!..nearly got my friends Killed at the end!*

"Garggh" Punching a wall in frustration, Gar shakes his hand angrily *'And this ....this..This..Hero comes in and kicks arse! Right after I've fully fucked us all up!. Rescues our sorry butts, and THEN runs of to Go the evil dead bitch all Alone!'*

"Fucker."

Biting the orange Dandy gave him earlier, he muses. *Good Orange.*
Tivram Notes

## Tivram

(Elf - Envoy-zi/zir)

**Personality:** No patience for two-faced artifice/formality. Impish sense of humour leavened with well-earned maturity.

 **Weight:** | TBE
 **Distinctive Features:** Aging, wrinkled but kind
features, shaggy rough-cut hair, shabby but well-
made clothing.

### Background

Once a member of a prominent and highly-placed Elven family, Tivram became sick of what zi saw as the inherent rottenness and duplicity beneath the thin veneer of beauty, artifice and formality.

### Talents

Accomplished duellist, Excellent singer, performer and storyteller, personable and sociable.

## Gallery

Tivram - Original SketchTivram - HeroforgeTivram at the Castigan Party
Valcum Sephone

Lord Valcum Sephone, Heir apparent to the Barony of Allerfeldt.

After the death of his mother Katrin Sephone, Valcum was the legitimate heir of the Sephone Family, and will likely take the title of Baron once the Council of Barons next meet. He has since been acused, and is awaiting trial for, the murder of his mother, and has been removed from contention for the position of Baron.
Red Edith

Red Edith is a minor deity associated with bloodshed and righteous vengeance.

In ancient times, she was the primordial cat goddess, Evlidh, and great temples were raised to her. Plentiful sacrifices were offered up in the hopes that the supplicants would avoid her gaze.

In later years, her religion was suppressed as civilizations rose. Justice, the lords and kings and bailiffs said, was the province of the wealthy, the noble, and of human authority. Terrible tales were spread of shadowy assassinations and blood-drinking rites, and many worshippers were but to the sword or the flame. Still, the cult endured, even if only a pale shadow of its former self. Her followers were frequently branded as witches, and her name was corrupted to Ethvid, Velidh, and eventually, Edith.

Then, The First Darkness happened, and the god Belaros, who had long been worshipped by the orcs of the Broken Lands, was introduced to Terrinoth. After a time, his cult grew as butchers, leatherworkers and merchants dealing in livestock took to his worship, driving the cult of Red Edith even further underground.

### Recent Developments

In recent times, a small group of adventurers stumbles across the living incarnation of the spirit which had become known as Red Edith. They attacked her spiritual anchor and severed her from her sacred essence, which enabled the god, Belaros to absorb her power, becoming the sole God of Blood across Terrinoth.

There have been rumours since then that, Edith has, in some way, lived on as a spirit. Scattered tales have arisen of people conjuring her to inflict penalties on those who have wronged them, though in some cases, the tales say, the cost of such services runs very high indeed.
The Athenaeum of Dilnea

Dilnea was a woman in her 30's when she gained fame as a travelling teacher. According to legend she travelled from town to town, bring nothing with her other than her piles of books. She would educate anyone who would attender her classes. When education was inaccessible to anyone but the nobility she taught reading, writing, maths and history to any who wanted to learn. She taught children and adults alike, and asked for no payment. She lived off the charity of her students.

As her fame grew many would accompany her on the travels and attend impromptu lessons on the open road. People from opposite ends of Terrinoth would claim to have followed her at exactly the same time, often for weeks and there are numerous claims that in one night of instruction she taught entire subjects to her audience. Her last public appearance was at Nerekhall, where instead of a lesson, she gave a speech where she called for education as a basic right for all.

She is now worshipped as Dilnea the Educator, Patron of safe passage.

This is where Athenaeum built the first library/temple in her honour. Her priests travel alone in plain robes, with few possessions aside from there books. They visit every corner of the kingdom educating children and adults, asking only for donations at the nearest temple. As well as believing education is a right, they also believe it is the pathway to enlightenment, so priest not actively educating are usually learning about any subject they can.

Dilneas temples are simple. They have a small area for worship and a larger area for books and education. While you may find the occasional rare or specialised book, they are mostly stocked up with books on common subjects. Anyone is free to sit and read any of the tomes.

The Athenaeum used to have ties to the University of Nerekhall, but after the Ynfernal scandal they distanced themselves and have forbidden dark lore to be studied or taught by it's members.
Session3 Recap

* Joanna (Mage and former business partner of Bogga. Went missing mysteriously three years ago)
* Giana Delakin (Priestess of Kellos)

**Previously...**

## And Now...

The party continued their escape through the tunnels, continuing past the lake path onward towards the Eastern hills. They start seeing more rats, as well as a lot of melted rat corpses.

Goldie changes shape back into her normal self in front of other PC’s (most witness it).

The path ends in a large, open cave with a flat wall at the far end. A single path diverts off, with a faint glow at the end. The only other visible exit is a cave mouth about 10’ off the ground level.

The group investigates the glow, and find a metal hand sticking out from a cave-in. Using magic they clear the rocks enough to recover a whole arm and discover it’s from an ‘Ironbound’ (automated guard). The barkeep recognises the arm as belonging to his secret stash, which is meant to be hidden safely nearby, and becomes anxious.

Dandy uses Grappling Hook to to climb the cliff and immediately encounters a 4’ long monstrous wurm creature. Alarmed she screams and drops back to the lower level.

The group stacks boxes in the cart to get up and then set the cart on flame (with blessed holy fire) and sends it back the way they came towards the undead (they can hear them following). While they do this Dandy goes off alone and finds the secret stash, figuring out how to break in. Another group of wurms finds Dandy, but is scared off.

When they get inside the hidden room, they find mostly empty shelves and chests and Bogga (the innkeeper) is despondent about the loss of one item in particular. He blames Joanne, his wizard friend who went missing.

Arik wanders off and spies an approaching group of wurms, including a much larger ‘mother. He attacks from stealth and Tivram, Goldie and Gar join in. They slay most of them, including the mother (who is set on fire with magic and then slain as a mercy-kill).

The Team splits up - Dandy, Tiv and Gar go to look at the creatures' nest for loot and the rest of the group continue to exist the cave. They find the way out, but settle inside the mouth of the cave to wait and get some rest. The nest group finds some wurm babies guarding some eggs. The group distracts the babies (leaving babies alive and eggs unharmed) and loots the bodies they find there. Among other discoveries they find a medium secure chest, locked.

While they wait for the sun to rise Gar reads over the priests shoulder while she checks out the prophecies detailed inside (That entry will be added to the wiki soon, detailing the prophecies the PC’s have learned about).

Giana pays the group as promised and offers to arrange for a better augury at Vynelvale if Dandy and the group want to come with her. They make plans to travel by boat, from a nearby fishing village (where Arik owes someone money).

### Continued in Session 4...

*20xp*

*(50xp Total)*
Vynelvale

**Region**: South-EastTerrinoth, Boardering Frest Barony

**Close to:** The Morshan River, The Bloodwood, Riverwatch.

**Status**: Free City

**Population**: Aprox 60 000 (72% Human, 14% Elf, 7%Gnome, 3% orc, 3% catfolk, 1% Dwarf)

**Produce**: Cheeses, Armors, Weapons and Metalworked items.

**Known for**: The Cathedral of Kellos, the seat of Kellos faith

**Government**: A council of city representatives with an even split between merchants, nobility and faith. In practice, Kellos wields enough sway to overrule most policies that don't conform with the church's values.

Vynelvale is a large walled city. The Morshan River flows through it's south-west, where the cities docks are located. The city is largely circular with 3 large roads (lined with trees) running from it's thee great gates to the Cathedral at its centre.

Map of Vynelvale

 **Features**:

* 2nd Largest Library in Terrinoth

**Locations**

* The Pink Dragon Inn
* The Leather Bottle Inn
* Castigan Estate
* Cathedral of Kellos
* The Three Daggers Tavern

**People**

* Justicar Benifold the 5th
* Justinius the Seer
* Earl Castigan
* Duke Reginald Bermington
* Larth Rotbridge
* Lord Sorth
* Reven Nightbuck
* Tyawin the Tailor
Darem

Male Human - Commoner, former stablehand.

Darem is a former employee working for Earl Castigan in the stables of his estate in Vynelvale. He was recently dismissed by the Earl.

Darem is deeply in love with the Earl's Daughter, the Lady Taffney Castigan (this is almost certainly the reason for his dismissal). In desperation, he purchased a magical Conch Shell which can record and repeat a short message and has asked the heroes to gift it to Taffney. His message has been revealed to be a request for her to run away with him.

Darem was an excellent stablehand. He enjoys working with animals and has a special rapport, and skill at dealing, with horses.
Justinius

Justinius is the most respected seer in the church, well known for his clear and accurate third sight. He served as a Justicar in his 30’s but was injured and lost his sight. He found a second life by serving as a link to the sight of Kellos.

He is one of the most respected priests in Vylnvale and has his own small church, despite only opening its doors to the public during major ceremonies and festivals. He still holds the rank of Justicar but is not expected to uphold most of the oaths of that office (since most would either be difficult as a blind man, or would distract him from his calling as a seer). He is supported by a small charge of acolytes and 2 priests.

Justinius is now in his late 70’s and shows many signs of old age. He moves slowly and rarely leaves his church. Those wanting the guidance his divine visions must come to him. He is dressed neatly and appropriate to his office (by acolyte assistants) and has short white hair and a worn face. His eyes are covered by a thin decorated leather strap.
Nyahduke's Journal

## Extract from the journal of Nyahduke

*"Today, I met the mighty adventurers who faced off against Dragon’s Heart. They didn’t disappoint.* *Together, we fought an evil witch and her cunning mercenaries. Our union of blades and magic would have impressed any seasoned general.* *We struck the evil witch down, and though her soul remains alive we go undeterred to find this evil monster and release it from its mortal coils.* *Dandy shared her oranges."*- Nyahduke

This journal would appear to be describing the events in which a team of wandering adventures encountered the lich, Isabet Brideswell, at Greyhaven University. Brideswell had sworn fealty to Waiquir and had sought to infiltrate the university before being exposed by the adventurers.

While her attack was, thankfully, contained, it did result in debilitating wounds being sustained by the University's long-standing Grand Archmagus Ruffus Ostramus, who later had to step down due to the after-effects of his injuries. This would, however, be only the first of many astounding events in Greyhaven which this group would, inadvertently or otherwise, have a hand in.
Baron Gilliam Xarles

Baron Gilliam Xarles resides at Castle Tagis, overlooking the verdant, yet abandoned Thelsvan Plains. The charred ruins of farmhouses dot the green and verdant plains, uninhabited since the Dragon Wars. The soil is rich and fertile—said to be fertilized by the blood and ash of those who once lived there—the plains are haunted by the dragons’ victims and the soldiers who made their final stand. All who have attempted to resettle the Thelsvan Plains in the intervening centuries have met with disaster.

One of Baron Xarles' closest confidantes is his personal assistant, Aidde Bankart. A coarse-featured gnome of middle-age, he once served as a military engineer in Cailn's Army and was, for a time, the future Baron's bodyguard. He is a practical-minded man and a keen observer of people.
Nomon

A mysterious and legendary figure.

Their appearance, race and even gender are unknown.

They remains hidden from the world and rewards those who can find them with the sale of magical items. The most famous device they create materializes a creature from thin air. Nomon regards their craft as an act of faith. As far as they are concerned, only the worthy can reach them, and success is seen as a test of virtue. Anyone capable of reaching Nomon is, as far as Nomon is concerned, worthy of wielding their artefacts.
Session 68

### Prominent NPCs:

* Bentil, a local pickpocket based out of Tradecross, who may be looking to relocate.
* Tobin, a contact in Lempkin who may be looking to hire adventureres. Based out of a tavern called 'The Forge' *(mentioned only)*.
* Hitald Pryor, husband of Alisha Pryor (Baroness Pryor's youngest daughter), may have divided loyalties...
* Neno, Gnomish Bard. Joins the party for the journey from Tradecross to Lempkin.

## And Now...

As though one conspiracy to destabilize the Pryor Family wasn't enough, our heroes may have encountered a second. This, in the form of a once prominent Family brought low with their fortunes and properties repossessed and dispersed under extremely suspicious circumstances. Unfortunately, this discovery would only seem to have happened after the group spent the better part of a day in the company of a member of this family, who would seem to have come to some kind of conclusion about our heroes... but what?

### A Family Fallen.

In which Hugh informs the rest of the party about a recent scandal and of the identity of our erstwhile driver.

### The Taker, Took.

In which our heroes undo the plans of a pickpocket and attempt to make amends...

### Bean and Rice.

In which our heroes discover the joys of Orcish cuisine, make a new friend and make an investment...

### On the Road Again.

In which our heroes depart Tradecross for Lampkin, with a new friend in tow...

### Meetings and Manipulations.

Our heroes spy an attempted meeting between various conspirators gone awry and split up, with half the group staying to discover who the conspirator was meeting with, while the other half attempts a meeting with the conspirators of their own... it's a plan almost too daft to succeed, but fortune favours the brave?

### Continued in Session 69 (Nice)...

*10xp*

*(280xp Total)*
Session 74

* 'Lady Thessaly', head of an organized crime syndicate, agent of The Innominate *(mentioned only).*
* Lady Jayne Pryor, a former hostage turned assassin

## And Now...

Having gained an unlikely (and unpredictable) ally in Lady Jayne Pryor, a former Agent of the Innominate who has declared a fanatical one-woman war against the organization, the group reconvenes at the Country House to discuss their operations moving forward...

### Preparations for a Meal.

On the following morning, Bug prepares a large meal to celebrate this new alliance. While doing so, they prepare an alchemical truth concoction. Unfortunately, this latter process will take many hours to complete. While Bug is cooking, Hugh changes for dinner and Rast checks the perimeter. While doing this, he spots some mildly suspicious crows - presumably some of Bretta's people. Not wanting to complicate matters, Bug has warned them off the house while Jayne is a guest. Meanwhile, Leo checks on Jayne's wellbeing.

The meal itself is a sumptuous, exotic feast. Following some largely convivial small talk, there is a brief discussion of politics as the group tries to get a better grasp on Jayne and vice versa.

### Another Run At The Bank.

Despite all they've discovered, the group is no closer to getting solid evidence together on any of the major power-brokers. Frustrated, Leo suggests another go at the bank. While most of the group cases the business, with Hugh/Evie as a young would-be depositor, Rast as bodyguard, Leo as eccentric elderly relative and Jayne as Jon, a sibling for Evie. Meanwhile, Bug could resume their old haunts and see what information can be discovered on the mysterious 'Lady Thessaly' *(See Session 71)*.

The plan is laid, and the participants make their preparations.

### Continued in Session 75...

*10xp*

*(340xp Total)*
LeSchrac - Notes

## Leshrac

(Human - Mage - he/him)

**Personality:** Calculating, considerate

 **Weight:** | 220lb
 **Distinctive Features:** One of his eyes has been replaced with a red gemstone, he has a long, luxurient beard.

### Background

A man from a far off land. Leshrac is older than his fellow adventurers. He is a planner, cunning, calculating, resourceful. Fingers in a lot of pies in the black market, a dealer of goods and intelligence. He is trying to find his childhood sweetheart, who also has a jeweled eye in their head apparently... oh, and seems set on stopping the bad guys from ruining the world further.

### Talents

Leshrac is something of a magical, martial adept. He usually can be seen fighting with feet and fists, but incorporates his magic in the form of raw arcane energy into his martial style - also seems to favour a kind of whirling black orb/disc of energy that tears matter apart on impact (messy with living things) - When pushed and under extreme circumstances, Leshrac has been seen to perform some kind of magical feat where he becomes a living anti-magic field, draining and consuming all magical energies around him.

## Gallery

Leshrac - Concept ImageLeshrac - Heroforge
The Stormlords

When the skies alight with black lightning, the world trembles. On the western horizon of the Great Sea, a dark storm churns. Those who would venture beyond those clouds and explore the great unknown are never heard from again. The Stormlords have claimed yet another prize.

Sailors who ply the seas between Al-Kalim and the Torue Albes, or along Lorimor, the Kingless Coast, and distant Zanaga, make sure to placate Syraskil, the chaos serpent who guards the edges of the world, with sufficient offerings lest they incur his wrath. They make signs to ward away the great nimbus giant, Marnn, who would smash their ships to smithereens with his great hammer. These and other Stormlords cast their greedy eyes on the wonders of Mennara and would see it destroyed if they had the chance. Legend has it that they were weakened by the legendary seven scions, but it is only a matter of time before the tempest returns to its full strength.

Some believe they can harness this power, calling forth the might of angry seas and violent winds to wreak havoc against their enemies. These dark clerics strengthen the Stormlords and bring the day of their return ever closer.
Heirs of Timmorran

The Heirs of Timmorran are a loose collective of Wizards and Scholars who share the same specific interest - Runebound Shards. They have no formal school but typically take apprentices to teach and share their collected knowledge with. Unfortunately, there are not as many members as there are available Runebound shards, which has lead to a borrowing library system of shards.

They have no Central leadership, instead cities or large areas come together to make important decisions by committee. These decisions are usually shared with the communities in other cities, especially regarding punishments or new Lore. While there are no leaders, the society does elect 4 special Treasurers who each keep a tight record of all the Shards in their domain.

Most of the time Members keep to themselves, leading their own lives and doing as they please. So long as no one is hoarding, hiding or destroying shards they have total freedom to research, adventure or explore as they like.

Condition: Members are expected to donate ALL Runebound shards they discover to the Organisation. Exceptions can be made for Rune Wizards travelling with a party who’s other members keep Runes for themselves, so long as they are not merely ‘Holding’ the rune to bypass this condition.

**Member Expectations**: Members are expected to share Runebound Shards they discover (with the exception of Lesser Shards) with other members and the organisation. They do allow individuals to possess a few at one time, so long as they are willing to occasional loan some out. Collecting personal hoards of Shards is definitely against the spirit of the Heirs. Likewise, important discoveries about the Shards or the Stars of Timmorran are expected to be shared.

**Favour:**Members in good standing may be able to gain access to resources, Allies or Information. Some examples are provided below, with a typical roll difficulty. This is usually a social roll (typically Negociation).

* Getting access to a specific Shard to Study (but not borrowing) [Dif 2, if type is availible]
* Borrowing Specific Runes [Dif 3 for short duration, Dif 4 or higher for longer]
* Attending, or arranging for others to attend, training in Runes [Dif 1]
* Calling a Local Meeting of the Heirs (with adequate notice) [Dif 3]
Dawnsmoor

**Region**: Central Southern Terrinoth, Bordering Otrin Barony.

**Close to**: Flametail River, Kurnan Lake, Mountains of Despair, The Tanglewood.

**Status**: Free City

**Population**: Aprox. 30 000, Notable Elven Population. (59% Human, 28% Elf, 6% Gnome, 5% catfolk 1% orc, 1% Dwarf)

An additional 15-25 thousand short-stay residents.

**Produce**: Fishing and River Trade. Mercenary services.

**Known for**: Unsavoury trades, including smuggling and black-market trade.

**Government**: A Council of district and trade leaders elect a Governor every 3 years. They pass few laws or ordinances and are typically slow to act on non-critical issues (such as the cities crime).

**Features**:

* Founded during the 2nd Darkness.

**Locations**

**People**

* Dafed and Danel (Two members of Dawnsmoor's Town Militia)
* 'The Old-Timer' (An elderly militia member, most recently assigned to guarding a long-disused armoury/storehouse)

**Recent Events**: Dawnsmoor was recently attacked by a Dragon, and saved by Dragons Heart.