recursal/Fanatic-Fandom huggingface dataset:
Liev

*(Ervian)*

God of Nature

**Domains: Nature,** Arcana, Grave

*I am Nature: the aspect that represents growth. I am a deep forest full of green, I am a wide field of blooming wheat, I am the delicate flower blooming in the deep jungles.*

*I am Arcana: the aspect that represents the deep power of nature. I am the mysteries hidden in the secret corners of the jungle, the spark of life that gave birth to the beasts of the universe, the desperate, violent instinct to survive*

*I am the Grave: the aspect that represents the brutality of nature. I am the bloody teeth of the bear around the throat of its prey, or the moss growing on the ong-dead corpse in a forest.*

**Visages:** A boar with flowering tusks, a large muscular man with bloody hands and tusks, a will-o-wisp, a female dryad as tall as a tree.

Liev is the god of nature, of the forest, of the deep parts of the world where humanoids have yet to tread. Liev is typically referred to as genderless, though often referred to as “her”. It is the god of growth and green, and of death and decomposition. It’s worshipers believe, much like Kor-Anu, that death is as important as life, and even more so, that death promotes life.

Its will is as alien and inscrutable as the language of trees and dryads. Its worshipers are druids, and rangers, and folk of the forest. Liev is absent, even as gods go, but when she is roused her wrath is a terror to behold. In the end, nature always wins.

Liev is the patron deity of some druids.

Liev, in combination with Xeboym and Fuera, is part of the pantheon of nature.

**Names in other cultures:**

Zah-tet (Valucian)

Shito (Adji)

Illion (Elven)

Magleenor (Dwarvish)

**Alternative Pantheons**

Set??
Paw Patrol Oc's Golden Retrievers Siblings

They's pups are owned bye Angelinatheballerinapup aka Skippy. They are 1st gen yet.These pup were real made in memory of my uncle and Auntie dog's.

## Personality

Jessie: She kinda acts like a mother figure to the other pups. She is friendly tho is anyone hurts her family she will go to mother mod to potect her family.

Rumor: She is friendly, she likes to play tho prefers just to get tons of love and cuddles.

Zandig: She is friendly tho she can be adventurous. She loves to swim. She is super gentle with small pups also knows how gentle or rough to be.

Jackson: He is friendly he loves to cuddle. He likes adventures tho. He loves to play and hangout with his friends. cause he is the youngest he kinda sometimes...plays to rough.

Valora: "coming soon"

(more to go come)

## Appearance

Jessie: A medium golden color all over.

Rumor: Dark golden color all over

Zandig: Medium to dark golden coat.

Jackson: Dark golden color

Valora: "Coming soon"

## Jobs

Jessie: none

Rummor" none

Zandig: Therapy dog.

Jackson Trainee Therapy dog

Valora: None

## Fears

Jessie:  Vacum

Rumor: Loud noise

Zandig: Loud noises

Jackson: Thunder

Valora: "coming soon"

## Trivia

### Catchphrases Edit

Zandig- I'll get to the bottom of what's troubling you! (thanks to PitbullLover )

Jackson- you're mind is troubled? I'll fix it on the double! (thanks to PitbullLover )

There all have dont have crushes and won't have crushes...sorry guys tho these pups are to special for me..

Zandig is actually sandy but there were to many sandy's and its dutch for sand.

Jessie is the oldest of the bunch. I also really don't know her personality I was a baby when i met her so her personality is what i thought she would be.

All these pups are based on what my untie and uncle dogs in the past until...they all passed cause of cancer.

Info tho Jackson and Zandig have jobs they do not have a puppack or are in the paw patrol. They just where a vest that says thepary dogs

.Valora real name is Riley but name was already taken and she's the only dog that's still alive today. tho also she isn't a related to them.
Yuan-Ti

*"The only light is cast by the two braziers, flickering, on either side of a woman who sits across from you. She is dressed humbly, her only distinguishing feature is her head, which takes the form of a snake. Her forked tongue darts in and out, tasting the air.*

*A voice echoes through the silence. Though her lips do not move, you know her to be talking.*

*'When brother fights brother in the oasis, the blood taints the water for all. Your world is a desert, and your enemy is death. Fight for life. Fight for water.'"*

- Vision of a Yuan-Ti experienced by Ducane's Adventuring Guild.
Pharoah Moha-Agra

*"You continue running up the hill, fleeing from the ships sailing down the river. You've dropped your reedbranch, you know not where. Ahead of you is your village, at the crest of the hill. Wooden palisade walls and desert-clay huts stand serenely in the sun.*

*‘Father! Father!’ you cry, spotting your father working the fields.*

*‘Moha, my son,’ he says, jogging to meet you. He is topless, with a white skirt, and a gold-and-turquoise necklace. ‘What troubles you?’*

*'The elves come! I have seen them in the river,' you say.*

*A darkness passes across his face. 'Moha, go find your mother, and hide in the cellar. Do not come out until I come find you, understand?'"*

- A vision of a young Moha-Agra experienced by Ducane's Adventuring Guild
Krea-Ko

*(Dwarvish)*

God of Plots, Plans, and Secrets

Domains: **Trickery,** City, Grave

*I am Trickery: the aspect that represents secrecy, plots, and darkness. I am the secret plan to topple a government, the rogue slicing open a coin purse, dark deeds done in dark places*

*I am the City: the aspect that represents the filth and treachery that grows in dark alleyways or brightly lit mansions. I am the crime of the slums, the plague that kills entire cities, the brothels and sewers and alleyways*

*I am the Grave: the aspect that represents the murder, and posion, and sickness. I am the assassins knife thrusting over and over, the bloated corpse of a destitute child, the greedy merchant who’s prices cause famine.*

The patron deity of thieves, cut throats, assassins and rogues, Krea-Ko is the god of mischief and chaos, of plots and schemes. She is the god whose prayers are quick and whispered, but she is known grant great luck to her most fervent worshipers.

**Names in other Cultures**

Chi-tet (Valucian)

Kvina (Ervian)

Janin (Adji)

Lotha (Elvish)

**Alternative Pantheons**

Loki
The Guild Imperial of the Magic Populace

## Overview

**The Guild Imperial of the Magic Populace** is the center of all magical activity and study in Erfgurd. Built ontop of- and partially into- the Stonehoof cliffs in upper Erfgurd, it's campus looks out over the city, situated on the eastern end of the cliffs, near the Steeple Chase gate entrance.

GIMP serves a number of purposes- it's wizards monitor magical activity across the world, it provides a number of magical services for the denizens of Erfgurd, and of course, it trains young wizards who are sent out into the world to serve as advisors, magic-workers, and other services across the hegemony.

## Branches

While studies across all the schools of magic occur at GIMP, there are five branches that are specialized in at GIMP, which are: Alchemy, Divination, Enchantment, Evocation, and Necromancy.

## Characters

### Elent Stuart

Elent is the head of the School of Alchemy. He is a Male Human, with expensive taste in clothing and jewelry. Despite this, Elent is mild manner and generally helpful.

Str 7, Dex 8, Con 6, Int 18, Wis 9, Cha 11.

### Fele Sarte

Fele is the head of the School of Divination. She is a Female Human, and is generally unassuming, and relatively pious for a wizard, but calm and helpful.

Str 8, Dex 11, Con 7, Int 17, Wis 8, Cha 7.

### Monde Darche

Monde is the head of the School of Evocation. She is a Female Human, pleasant in appearance, with cropped copper hair and hazel eyes. She was an adventurer in her youth, and still wears a shortsword at her hip. She is generally aloof and derisive.

Str 12, Dex 14, Con 13, Int 17, Wis 13, Cha 10.

### Quintus Virius

Quintus is the head of the School of Evocation. He is Male Dragonborn, born in Erfgurd to two bronze dragonborn from the Sylax Archipeligo. Quintus seeks the meaning of a strange prophecy, a poorly kept secret, despite most of his research being centered in the world of blowing stuff up.

N. Str 12, Dex 10, Con 9, Int 17, Wis 12, Cha 12.

### Gili von Izart

Gili is the head of the School of Necromancy. He is a Male Tiefling. Gili has dark red skin, wears modest garments and wields a quarterstaff. Fonzia is depraved and bloodthirsty, but keeps of an appearance of practicing necromancy only for the purpose of reviving the unjustly killed.

Str 14, Dex 10, Con 7, Int 20, Wis 12, Cha 10.
Quartex

### Seawell

Seawell is a small port town on the south-western coast of Quartex. It is currently part of the Greenscale Territory. Seawell's only real significance is it was the hometown of Kwoth and Tintin.

### The Front

The Front is a length of trenches created in the aftermath of the Greenscale Invasion, and still exists as an ongoing warzone.

It stretches across Quartex like an ugly scar. It is the strip of land that separated Greenscale territory from the land the Quartesian Military had been able to defend. This brutal strip of makeshift trenches and defenses had been contested for years now.

There are massive craters caused by magical artillery, a constant depressive fog that obscured vision, and brutal fights in the trenches. Hobgoblin legionnaires are a given, but other, stranger creatures roam the defensive line; magical beasts, displaced from the forest that once existed there, or even more sinister creatures of the occult, drawn by the arcane powers and bloodshed. There is but one rule of the front- expect anything to emerge from the mist. Some miles from the fighting, even in the darkness, the horizon can be illuminated by arcane blasts and fires far in the distance.
Faedarn

Faedarn is a large village located in Southern Quartex. Faedarn is uniquely located, in a geographical sense. The village is on the western side of the Faewater river, a large and treacherous river that has spent millenia carving out a deep and dangerous gorge. To Faedarn’s west lies a great, flat, and dry plain, which are separated from the Spundge Desert by a mountain range. Across the Faedarn bridge is the great southern forest. As a result, Faedarn is all but isolated from invading forces, as it is easily defensible and of little defense worth.

As a result, it was a surprise to everyone when the Hobgoblin legion began its assault on Quartexian lands (an event which would eventually trigger the ‘30 year war,’ as it is currently called by those of the central kingdoms) starting with Faedarn. To this day, it is unknown how the Legion managed to seemingly teleport a sizeable invasion force into Faedarn.

Faedarn was lost, and immediate series of events that followed its fall are detailed in *The Quartex Chronicles* Journal, where a small group of mercenaries journeying south from New Erfgurd managed to halt the invading force long enough for Quartex to respond to the Legion invasion, and stop their vicious advance some sixty miles from New Erfgurd.

Nowadays the only news of Faedarn is provided by spies and the rare trader allowed to travel through Legion controlled territory. It has been converted into a capital of sorts for the legion. Most Hobgoblin troops that travel to the front lines start in Faedarn, and it would seem that whatever foul magic enabled the invasion of Faedarn in the first place is still allowing for fresh Goblin troops to swell the legions ranks, and continue to seize land and territory across South Eastern Quartex.
The Meadmaker Party

But never mind all of that.

You are an eclectic group of adventurers met under different circumstances. Please, introduce yourselves.

In your pursuit of the dragonborn necromancer, you have found you way deep into the Sylax Archipeligo. This archipelago is to the far north, with a brutal, intense landscape. Deep waterways carve their ways amongst islands that used to be part of a mountain chain. The islands themselves are volcanic, cold, and barren. The Dragonborn themselves live in small, huddled villages amongst the crags and crevices, near the coasts, or anywhere where volcanic ash and magical beasts don’t threaten their existence. Once upon a time their empire spanned continents. Now, they are a cold bitter people, who fight desperately amongst themselves, divided by their scale color and ideological differences.

Having lost the track of the necromancer some weeks ago, you five are now making your way to Tetun, a nearby bronze dragonborn village, though apparently it boasts a sizeable population of gold dragonborn. You’re walking through the sparse redwood forest- a strange breed of trees that have leaves all year, but are also red all year, and the only trees that seem to grow in these islands, when you hear a moan that seems to shake the trees, followed by a sudden impact that shakes the ground. Something has just fallen from the skies, and it has landed near you, just over the hill.
The Gods

## Overview

The primary pantheon of Eko is composed of 13 gods, with minor gods, or un-worshiped gods, or culture-specific gods composing specific or hidden pantheons. Most cultures have some variation on the Creation Myth.

Each primary deity typically has a primary domain and two secondary domains. The notable exceptions to the domain rule are the domains of *Life* and *Death*. Clerics of the Life Domain can be associated with any deity, except the Unspoken God, and Clerics of the Death Domain can be associated only with the Unspoken God.

There is no hard rule that a Deity can only be associated with three domains, or that each domain is divided amongst three Deities, though the Domain List should be consulted for the general association of all official Eko domains with the Major and Minor Gods.

*Unless otherwise specified, all Gods are called by their Valucian names in this article.*

## Primary Pantheon by Language Groups

### Primary Domains

The table below shows on the left hand side the column of the associated domain types, and the associated god of that primary domain, in Ervian, Valucian, Adji, Elven, and Dwarven languages.

For example, the primary god of the *Order* domain is Dion. However, amongst the primary pantheon, three gods are associated with the Order domain: Dion, Odil, and Pelar. For the gods associated with each domain, see subsection **Domain Distributions.**

## Domain Distributions

The following table denotes the primary pantheon on the left-hand side, and the associated domains across the top. *P* denotes that this is the primary domain of the associated Deity, and *S* denotes that this is secondary domain of the associated Deity.

### Other Domains

As domains are added by official sourcebooks, the associated deities will be added below.

#### Twilight Domain

Primary: Mor-I

Secondary: Kor-Anu, Hemsit, Akil-Ohm

## Other Minor or Claimed Deities

The Ancient Obsidian One

Ko, the Only

Mor-I
The Rock

## Overview

The Rock is Bal-Agra’s most impressive and impenetrable prison. Within the Royan Delta, there was a location where the river flowed fast and deep, and in the middle sat a rocky island. The Rock, so named for its foundation, was built to be bigger than the rock upon which it stood. Stone and sand were used to make the island bigger. The end result is that the walls of the rock have a sheer drop straight into the alligator-infested river.

The alligators have been magically enhanced with time, and are now giant.

As Bal-Agra grew, the city would eventually extend into the Delta, and now the Rock is functionally within the city limits itself, on the Northern border, where the Royan grows too deep and treacherous to build on. This has presented challenges, but to date, the Rock’s escapee count has been surprisingly low.

The Rock is reserved for those who have committed the most heinous crimes, treason, murder, or arson.

## Layout

The Rock is rectangular- twice as wide as it is long. It is 40x80 grid squares.

## Defenses

The Outer walls of the Rock, and then again the inner prisoner area and the prisoner yard, have all had *forbiddance* cast on them, preventing magical teleportation in or out.

Every cell has had *Mordenkainen’s Private Sanctum* cast permanently cast on it.

The prison block has had the *Symbol* spell with the sleep effect cast such that, in the event of someone leaving their cell without a guard present, the entire cell block will fall prey to the effects of the ward.

The western block of the prison holds 5 cells- dug into the ground. These cells have all the previously described magical effects cast on them. These cells are designed to hold the worst of the worst, and especially powerful magic casters. The magic casters have their hands clamped in iron gloves that prevent movement of the fingers and gags through which liquid gruel can be poured, so they cannot cast any verbal or somatic spells. As a final precaution, there is always a high level mage on site, with *Dispel Magic* and *Anti-Magic Field* prepared.

The Archmage will be sitting with two guards attending him at all times, in a little veranda. The guards are there to make sure he is comfortable and bring him anything he needs. He is, after all, on a 12 hour shift schedule.
Bracers of Amun-Re

## Overview

This ancient, bronze bracer has a simple *Ankh* symbol inscribed on the front, and is secured by simple, well-kept leather straps. Neither time nor climate seem to weather the straps, nor tarnish the metal.

The wearer of the Bracer of Amun-Re always knows their relative direction to the pillars of the Madjay, but are unaware of the distance.

As an action, the user can cast “Minor Illusion” by willing it mentally. The Minor Illusion always takes the form of the image of a holographic map of the Hidden Desert demonstrating the path from the pillars of the Madji to the tomb of Amun-Re.

Three times a day, the user can focus the power of the bracer to ask for guidance in combat; as a bonus action, the user can cast “True Strike” by willing it mentally. The Bracer regains all charges at sunrise.

## Background

> “That reminds me! Mo, before you go…”
>
>

> She steps into the backroom and quickly returns, carrying a plain wooden box, just large enough that she carries it in both hands. She presents it to Mohamed with a degree of deference.
>
>

> “You father...he...you know I don’t like talking about him, but… before he left, he entrusted me with this. Said it was for you, when you were ready. I never...well to be honest, I had forgotten about it, but I was recently cleaning the attic, and found it in the back corner.
>
>

> Inside the box is a bracer to be worn on the left arm. It is a simple forged-iron plate, which is curved to protect the forearm. The leather straps look oiled and in good condition, despite the bracer being at least as old as Mohamed is.
>
>

> The surface of the iron is carved with a number of hieroglyphics, which form concentric circles around a central, larger symbol, one all of you recognize: The Eye of Kor-Anu.
>
>

- Anika Tsfarti, giving her son, Mohamed, the bracer for the first time
New Katyra

Not much is remembered about the Old Katyra. Aside from the fact that it fell, many years ago, and it’s refugees, a seaworthy human culture, settled in what is now known as Landing Bay,which is nestled in the crook of the Synvar Mountains and Gnometree.

These refugees were originally seen as a plague on the land, as their seafaring prowess allowed them to raid and Gnometree provided solid wood to build good ships. However, over time the raids gave way to more-profitable trade, as the Synvarian Dwarves saw little threat from water-based humanoids, and Dwarves have a taste for fish and salt, which everyone knows. Dwarven ore and artifacts flowing through New Katyra made the city rich, and with passing of time, raiding and war gave way to ruling and trade. New Katyra had cemented itself as the center of human authority throughout the range, and along the coast; ships bearing the Katyran standard were found as far north as the Barbarian tribes of Atlo, and as far west as the Valucian Pennisula.

New Katyra was eventually pledged its allegiance to the Ervian Hegemony, and the Katyran kings became Katyran lords. Today, New Katyra still serves as the center of trade between the Synvarian Dwarves, the Northern Tribes, and Erfgürd, and technically an autocratic state in it’s own right, though there are many who mumble that the true rulers of New Katyra sit on the Throne of Stone, in Erfgürd.
Ethoria The Paladin

> “My power is not what it was”
>
>

Ethoria was an ancient paladin of Yor-Eten, who's remains were uncovered and transformed into a flameskull by the necromancer Flam Trinkwit. Due to her power in ages past, and potentially her devotion to the deity of fire, as a flameskull Ethoria was able to break free of the necromancer's control, and flee through the sewers of Bal-Agra, eventually encountering Ravi, Lork, Mohamed, and Ege, who were able to track down Flam in the sewers and slay the budding necromancer, and perform the ritual required to bring Ethoria back to life.

DAG later dropped Ethoria off at the Temple of Yor-Eten, and never visited her again. While her memory was hazy, Ethoria may or may not have been part of the party that was sent out by Pharoah Moha-Agra to find the secret of death. For the sake of future narratives she will never recover large portions of her memory, specifically she will never remember if she knew Moha-Agra

## Backstory

Ethoria was born in the year -19BSC. She was born in the North Ervian Plains. She was sold by her poor farmer parents to be a temple priestess when she young. Her village was terrorized by a vampire cult that kept the village in a state of terror as they used it as a food source. One day, several strange warrior women arrived in her village, with dark skin and strange warm-weather clothes. They sheltered at her temple, and there Ethoria learned they were powerful fighters on a quest to discover a magic to save their homeland. Ethoria begs their help destroying the cult, and in exchange promises to guide them through the northern wilderness.. They go on an epic journey (details left purposefully vague- snow capped mountains, ancient elementals, techno-magic temples filled with strange artifacts). She grows into a strong-willed and skilled cleric of Fuera/Yor-Eten (fire-themed light Domain). They return to Bal-Agra via ship. There Ethoria is graciously rewarded and accepted into the clerical order of the new Valucian Empire. She adopts their customs and their armor. She remembers Old Bal-Agra well. She remembers fighting in the first Elven War. She remembers dying holding the gates of a city to the south. The Elves had brought minotaur barbarians to seize the gate. She fights until she is the last Valucian Warrior standing, then summons a firestorm. Wave after wave fall before her, until at last she is spent, fighting to the very end, her last memory is a minotaur axe descending on her.
Sextant of True Sight

The Sextant of True Sight is a finely-crafted Sextant who's lens has been carved using a gem of seeing. The Sextant has no charges, and can be used indefinitely.

As an action, you can look through the Sextant and you have truesight indefinitely out past 120 ft when you peer through the sight. Your movement speed for that round is zero. Using the Sextant grants advantage of Survival checks to navigate the wilderness.
Harak

*(Return to the Gods)*

(Valucian)

God of Order

Domains: Order, light, tempest

I am Order: The aspect that represents the eternal and natural cycle of life and death. I walk side by side with the deities of life and death, not as enemies, but as friends and equals.

I am Light: The aspect that represents the duality. I am a single star shining in an endless void, the sun that simultaneously allows life-giving crops to grow in the hinterlands and scorches the desert of all life.

I am the Tempest: the aspect that represents the duality. I am the city-destroying storm that brings life-giving rain, I am the volcano that spits toxic ash and provides mineral rich volcanic soil.

Visages: A tall thin androgynous humanoid carrying a rod and whip with hands crossed on chest, a two headed dragon with a body of red-and-gold multicolored and a red dragon head and a gold dragon head, a smiling jester with a motley of black and white

Symbol

Harak is often viewed as the head of the Eko pantheon, though many religious scholars would argue with that description. Harak is meant to be, above all else, impartial to the quibbles of the mortal races. He is said to be the caretaker of order above all else- but view Chaos as a natural part of order, destruction and creation. His followers often denounce arcane magic, believing it to be the source of all unnatural chaos.

Harak, in combination with Hemsit and Kor-Anu, is part of the pantheon of order.

Names in other cultures:

Dion (Ervian)

Yangyi (Adji)

Ayon (Elven)

Korachmon (Dwarven)

Alternative Pantheons

Odin

Ra
Hemsit

*(Valucian)*

God of Valor/God of Life

**Domains: Protection**, Order, War

*I am Protection: The aspect that represents camaraderie, loyalty, and love. I am the victorious army’s cheer, I am a barred teeth of a she-wolf protecting her pups, I am the deep embrace of reunited brothers.*

*I am Order: The aspect that represents the eternal, natural, cycle of life and death. I walk side by side with the deities of death and light, not as enemies, but as friends and equals.*

*I am War: The aspect that represents the destructive force of change. I am the great battles of legend, a final stand against all odds, and the bright flame of a just cause.*

**Visages**: A dark skinned warrior carrying spear and shield, a great winged serpent (Coatl)

**Symbols:**

Hemsit is the patron god of the Valucian Empire. It is said that when he was but a child, the great Moha-Agra’s village was raided by Elven Slavers. As a reaver stood above him, poised to kill or capture the young child, a Desert Viper bit the Elf on the ankle, felling him instantly. The viper, it is said, was a conduit of the God Hemsit, who saw in the child the potential to unite the Peninsula and bring strength and prosperity to the region.

Hemsit is not a god of peace, but neither is he a god of war. He is in the spark in the warrior’s eye, in the songs of camaraderie sung by veterans, in the barred teeth of a pup defending his boy against wolves, in the forging of great empires and the unification of weaker peoples, through blood and conquest, or trade and religion.

Hemsit’s clerics can be peaceful healers who practice in city, or brutal warlords who strike down all in their path. Hemsit is shield and sword, the pack and the lone wolf. Hemsit is the clang of hammers in the forge, or the clash of weapon on armor. Hemsit is Vitality Personified.

Hemsit, in combination with Kor-Anu and Harak, is part of the pantheon of order.

**Names in other cultures**

Pelar (Ervian)

Shirada (Adji)

Varin (Elvish)

Shielda (Dwarvish)

**Alternate Pantheons**

Helm
Wee Ozo

*(Dwarvish)*

God of War

Domains: **War**, Tempest, Forge

*I am War: the aspect that represents conflict, battle, and violence. I am frenzied fighting, fields burning, a killing rain of arrows*

*I am Tempest: The aspect that represents the chaos of conflict. I am deafening clash of joined battle, the burning of a conquered city, the teeth ratting collision of two ships*

*I am the Forge: the aspect that represents the fuel and fire inspired by conflict. I am the forges hammering day and night, I am a new weapon designed to kill, I am a war-driven industry*

Visages: A stout dwarf wielding a magical hammer, a naked half-orc dual wielding axes, a powerful centaur with a massive bow, an empty suit of armor, a dead soldier pincushioned with arrows.

**Names in other cultures**

Hemon (Valucian)

Mard (Ervian)

Saiji (Adji)

Ohalion (Elvish)
Nine-Fingered Abdul

## Overview

   Nine-Fingered "9F" Abdul is a high-ranking member of the Bal-Agra Thieves' Guild. He is a long-time associate of the Ducane's Adventuring Guild, and played a small role in the Liberation of Bal-Agra.

## Early Life and Personality

Nine-Fingered Abdul was born simply "Abdul. Not much is known about his past, given his secretive and coy nature, but at some point in his early life he lost the pointed finger on his left hand, thus earning him his moniker.

His role in the Thieves' guild was as an information broker. 9F prefers to let others fight for him, using the promise of information to barter and make deals.

## Interactions with DAG

### The Silver Hippo

Nine-Fingered Abdul first came to Ducane's Adventuring Guild in the year 1843, when he received information that Lord Stanthon Swillshire would be traveling from Erfgurd to Bal-Agra from the Rain Festival. This information had been sent from the Ervian Thieves' Guild (specifically by Petey Gosslin), and was intended for Kevin Jr. Abdul arranged a meeting in the Crooked Staff with DAG. He told them that Swillshire would soon be in the city, but withheld where and when until DAG promised to do something for him. Ege attempted to charm Abdul, but she failed, and so Abdul ordered his four tiefling goons to attack Ege, Kevin, and the rest, and left.

Eventually, DAG sought out Abdul again, and apologized, and agreed to his terms. He asked them to recover a strange artifact- a tiger's eye set in obsidian- from Magnor, with whom he knew Kevin had a relationship. They agreed, and eventually did obtain the gem (legitimately) for Abdul, who informed them that Swillshire was staying in the Silver Hippo for a few weeks more, in the southern slums.

### The Reformed Guild and the Secret Palace Entrance

After Peggy took over the Bal-Agra Thieves' Guild, Abdul continued to be a high-ranking member of the organization. DAG, in their role as the resistance against the Mind-Flayer controlled Shah, didn't interact with him until after the Mind-Flayers attacked their sewer hideout and took several key allies hostage. They sought him out in the Black Bazaar, and informed him of their plan to assault the palace with the Guardians of Kor-Anu as a distraction to sneak in. Despite working for the same boss, Abdul was hesitant to assist them, until the Illithid attacked the Bazaar and DAG. After this, Abdul agreed to assist them. DAG raised the guardians, and met Abdul near the southern wall of the palace, where he showed them a secret passage into the palace dungeons.

Currently, he is still in his roll of an information broker, though he has the trust of both Peggy and Pharaoh Tsfarti, and as such is doing very well for himself.

## Stat Block

Abdul's in-game statblock is curently undefined, though he could be represented either as a commoner with very high intelligence and skills, or as a low-level rogue with likewise level-inappropriate investigation, insight, and perception abilities.
Theo Dune

### Backstory

Theo Dune belongs to one of the noble families of Bal-Agra: the Har-Khebus. One of the oldest, proudest and most traditional of the families residing in Bal-Agra, the Har-Khebus have always displayed the highly valuable skill of remaining relevant and favoured to the current rulers of the city, whatever faction or family that might be.

This trait can be observed in the patriarch of the family, Atu Har-Khebu, who has been trying to curry favour with the new Pharoah, Moha-Agra, as soon as it looked likely that the previous regime would fall. Atu would stop at nothing to maintain his family's relevance and position in the Bal-Agra hierarchy. This value has been instilled into Atu's eldest, Nechtu, who shares this ruthless streak.

Theo, the younger Har-Khebu brother, has been on the receiving end of this vicious ruthless streak many a time during his childhood and adolescence, has been left with a cynical and suspicious outlook on life

Affiliations

The Revenge Party

The Har-Khebu Family
Minor or Claimed Deities

## The Ancient Obsidian One

**Description:** A cult dedicated to this unnamed ‘god’ was briefly encountered by the August Mercenaries (Haggis, Medari, Taco, Dongo, and Finfen) in an ancient temple buried under Mount Synvar. The Dwarven Cleric Sage attempted to use the party as a sentient blood sacrifice in order to revive this mysterious entity, referred to only as the Ancient Obsidian One. While the cult was destroyed, and therefore this being was never observed, the existence of strange cursed obsidian shards found scattered around the Mount Synvar adds at least some weight to the existence of the AOO.

Prominent Worshippers: Sage Thighsplitter.

## Ko, the Only

**Description:** 250 years ago, a group of priests of Hemsit wandered into the desert, in an attempt to commune with their god.

Six months later, they emerged from the scorching sands, with visions of “Ko, the Only.” They preached that the old gods, while real, were simply fractions of Ko, aspects of his immortal radiance, for to witness him in his perfection would leave the strongest mortal mind a shell of madness, such was his brilliance.
The Palace of Bal-Agra

The Palace of Bal-Agra was/is an impressive campus of overlapping buildings built across several thousands of years and two dynasties. It was partially destroyed in 1845 when the Mind Flayers controlling the Shah were outed by Ducane's Adventuring Guild. It is currently under reconstruction by Pharaoh Tsfarti. Before then, it had several impressive facilities.

## Locations

### The Grand Mage's Tower

The Grand Mage's tower was the living quarters and laboratory of the Grand Mage, the official title of the Shah's or Pharaoh's personal wizard, entrusted with matters such as advising the current ruler and protecting the realm from potential magical threats. The most recent Grand Mage was Magnor the Wise, who was a sometimes ally of Ducane's Adventuring Guild, and often hired Kevin Jr. to perform underhanded tasks for him. The Mind Flayers were unable to convert Magnor, and so he was imprisoned in the palace dungeon in a magical cell, where tragically he was slain when the Palace collapsed on him from above in the year 1845.

## The Main Hall

The Main hall is a fortified collection of rooms leading towards the Throne Room. Guest were often housed in chambers off of the Main Hall, in addition to having banquet halls, kitchens, servant's quarters, and guard's quarters. In an emergency, the entire hall could be closed off, leaving the throne room, Palace tower, and Palace gardens all isolated from Greater Bal-Agra by the Palace walls. Storerooms, and a fresh-water well, would have kept the denizens safe and fed during long sieges.

The Illithid-controlled Guards attempted to use this feature during when the Mummy Guardians assaulted the palace, however, it was ultimately futile as the actions of DAG caused a Nautiloid to burst from underneath the palace, destroying most of it in the process.

Rumor had it that a horrific beast lurked in the well. Perhaps some sort of Giant Crocodile?

### The Palace Tower

The Palace Tower was the oldest building on the palace grounds, and the potential refuge of the ruler in times of trouble. Whenever the Shah or Pharaoh feared an attack or assassination, they would live for a time in the fortified tower, which included magical protection and traps, in addition to several hidden treasure vaults and secret exits. It housed several ancient artifacts of some significance to the Valucian Empire, such as the Scorpion Crown, which is why it was the location of the Scorpion Crown Heist in the year 1387. Additionally, as was discovered in the year 1845 by Ducane's Adventuring Guild, the Tower contained a sealed entrance to a series of caverns beneath the palace, which themselves housed a Mind Flayer Nautiloid which had been buried for an unknown number of years.

It is unconfirmed, but strongly suspected, that the Mind Flayers had been kept in a suspended animation for some millennia, and had been released by Amun-Re when his descendant, Mohamed Tsfarti, was resurrected by Ege of Geoff who unknowingly had Amun-Re as her patron. This would imply, at least, that Amun-Re was responsible for the sealing of the caverns before his death.
Chaotic Regalia

## UNDER CONSTRUCTION

Heliconia, Entropy's Embrace

Typha, The Ninth Life

Amaranth, The Paramour's Favor

Trillium, Light of the Triumvir

Aster, The Red Stars

Rose and Thorn, The Twins' Take

Campanula, Syha'h Ftaghu

Hyacinth, Amor Sole

Daffodil, The First Blade

Nymphaea and Amaryllis, The Pure and Sparkling

Blackthorn, Respite of the Gale
Kevin Jr.

Ducane's Adventuring Guild, and the Revenge Party

## Backstory

During your time with the Luxuria in Erfgurd, there was one noble who you hated the most. He was the young Stanathon Swillshire the III, the only heir of Sir Lord Swillshire the II, a rich powerful lord who’s agricultural estate supplied a large percentage of all the food in Erfgurd.

Your “sessions” with him were...brutal. His harbinger was his personal bodyguard, a large, pale, bald man by the name of Balthar Illin. You still remember the icy-cold fear that gripped your thirteen-year old self when you saw Balthar walking towards you in that horror house of an orphanage.

The young Lord Swillshire’s tastes tended towards pain, more so than anything else, and you still bear the faint scars of some of his worst beatings. Sometimes you cried too early, and he beat you harder, perhaps for lack of “sport.” When you grew numb inside, and refused to break, he beat you even harder, out of frustration. You soon learnt to play the part, giving in at just the right moment to lessen the lash of his belt. His belt, which he called “respect.”

“If you will not give respect to me, then I shall give respect to you!” he use to scream as he struck your with the hard leather and metal buckle, emblazoned with a pig, the sigil of his house.

Stanathon was in his young 20’s when your first encountered him, and back then, his role in the operation of this group of monsters was minimal.

Perhaps that was why Stanathon had been your second target, your first being Lord Tathis Wenworth, an aged lord who’s heart you had relished slowly driving a dagger through.

You had not seen Stanathon for 7 years, at least, that fateful night almost a year ago.

You may have been successful, too, had Balthar not caught you in the act of sneaking into the Swillshire manor. It was that night, rain and thunder pouring from the sky, you fled Erfgurd, only stopping briefly to part in brotherly fashion with your old friend Petey Gosslin.

You told Petey that you would travel far, to Bal-Agra, and hone your skills, and when the time was right, you would return, and purge Erfgurd of these monsters. You made him swear to contact you should he learn of any opportunities in the future.

You jumped into a rowing boat, and in the cover of darkness, sailed down Erfgurd’s canals, and into the night.
Paw Patrol Oc's Unique Grey Hounds Siblings

These pups are 1 gen pups Please don't use them with out me knowing and yes i asked Jason if i could use Shira in my bio.

## Personality

Antonio: Even tho he is humongous dog. He would never hurt anyone. He is super gently. He loves to meet new friends tho its hard cause everyone is scared of him. He is super friendly to everyone especially with his customers.

Strek: He used to be a bully he was mean and would do anything just to get a pup going. Tho he only did that so he could get food due to he lived on the streets. Like his sister he is not mean and he is gentle and friendly she loves to help others as much as he can. He would never hurt anyone. He really doesn't like talking about being a gay.

Drapper: Like his brother he used to be a bully. Like his sister and brother he is not mean and he is gentle and friendly she loves to help others as much as he can. He would never hurt anyone.

## Appearance

Antonio: He is a light gray Great Hound and has dark gray spots on his mussel and back.

Antonia: She is a light gray Great Hound and has dark gray spots on his mussel and back.

Strek: Is a blue strek greyhound with dark brown eye's.

Dapper: A white grey hound and with splotches of black on his back. He has light blue eye's

## Bio

Antonio He is from Italy tho him and his owner traveled all over the world trying different pasta's. They liked pasta so much that they decide to go to Adventure Bay and make a pasta restaurant. They both love running the pasta restaurant together. His owner is the chief and Antonio delivers the food

Antonia: She got sperated from her brothers due to there old owners just wanted to keep her to have pups just for money and when Antonia found out that she was just adopted to be make pups and sell her pups her away she ran away..

Strek and Drapper were street bullies tho there never really liked it there were that way just so there could survive on the streets and help there poor owner Marcello. As soon as there found Ben who took them all in. There were never ever bullies again and helps whenever there can with Ben's restaurant

## Fears

Antonio: Mice, Water, Fireworks

Antonia: (coming soon)

Strek: (coming soon)

Drapper: (coming soon)

## Jobs

Antonio: He owns and runs a pasta restaurant with is owner Ben

Antonia: None

Strek: None

Drapper: None

## Catchphrases

Antonio:"Lets slurp up some good times!" Credit to PitbullLover

Antonia: None

Strek: None

Drapper: None

## Trivia

### Drapper Crush

has a crush on Coppa (jason's oc)

Antonio was a pup i adopted from Vixedog

Strek has major stage fight and doesn't like acting
Ege of Geoff

## Backstory

Once a generation, Geoff arrives on the mortal plane to renew dedication to his order and father the new High Priest. Ege was born to a human priest with the eldritch blood of Geoff flowing through her veins. She grew up in New Katyra as the heir to the High Priest of the Order of Geoff.

One day, Ege slipped out of morning prayers to visit the market with her weekly allowance. She plans to buy her mother a bowl of cherries -- her favorite. Upon her return, she found the temple in smoldering ruins, with the worshipers (including her mother) victims of a massacre. Ege fled New Katyra, scared of what this meant for Geoff's followers on the mortal plane. She found herself onboard a ship, taken in by a kindly captain -- he taught her how to survive in the world outside her temple. One day, as Ege was repairing rope, she heard a booming voice -- it was so loud she tried to cover her ears before realizing it was coming from inside her head. "Go forth, my child, spread the word of Geoff." As these words echoed, purple energy flowed through her veins, and her mind filled with eldritch knowledge. The next thing she knew, she'd disembarked in Bal-Agra, leaving everything she once knew behind and looking towards her future as the High Priest of the Order of Geoff.

Ege is 5'7" -- average height for a tiefling or human, but her delicately decorated horns add another 3 inches (they can be quite intimidating for people who did not initially notice them, hidden in her hood). Her eyes are a dark red, too dark to notice their odd appearance in the dim light of an inn, but they almost appear to glow when she channels the crackling eldritch energy through her body.

Ege is a headstrong woman, much of her social niceties were taught to her by the rather small and insular Order of Geoff. She firmly believes that many of the woes in the world would be solves simply by placing ones' faith in the hands of her father -- a powerful patron who has ignored her much of her life. She often attempts to commune with him through meditation and is unsure of what being the "High Priestess" truly means to him.

After saving the city of Bal-Agra with other members of Ducane's Adventuring Guild -- Ege and Kevin hired a rag-tag group of adventures to help them in their quests of self-discovery in Erfgurd. It was on this journey to Erfgurd that Ege discovered her fate is tied up with the mysterious cult of Orcus, a demon lord of undeath and entropy. Geoff gives her answers only in prophecy and images, as he seems to be desperately trying to keep her hidden from the cult that would do her harm. She does not yet know how the two powerful demon lords are connected, but it certainly seems as though she is destined to be used as a pawn...

## Character Quick Facts

* Race: Tiefling
* Class: Warlock
* Alignment: Chaotic Neutral
* Favored Attack: Eldritch Blast
* Pact of the Chain
	+ Familiar: Yann (Quasit form)
* Spell Focus: Necromancy
The Cinder Knights

> “The Ember burns bright against the Tyranny of Night”
>
>

## Overview

The Cinder Knights are an international organization dedicated to order, law, and the protection of all life.They believe that no one life is more sacred than another. The goals of the Ember Knights can be summarized as to simply protect the realms of sapient creatures from tyranny, war, and evil magic

## History

In the aftermath of the Dragon Wars, a group of merchants and other souls gathered. These people, who made their wealth from peace and trade, and who had lost their children to the conflict, created the organization of the *Cinder Enclave*, in hopes that from the ‘ashes of conflict could arise the fires of peace.’  They pooled their resources to create a secret organization of elite warriors dedicated to peace, order, and life.

Much later, in the aftermath of the Arcane Wars, the Cinder Enclave emerged from the shadow as a group willing to organize and oversee the peace talks between the many parties of the conflict. In order to achieve this, an accord was made, to set up the "the Cinder Knights," a rebirthing of sorts, of the Cinder Enclave. The Cinder Knights would serve the same purpose, but operate openly, as a group of elite warriors sourced from all over, dedicated to maintaining peace on the continent and neighboring islands.

Often, when two kingdoms meet, the negotiations are organized and overseen by the Cinder Knights. The Cinder Knights are not a governmental organization- completely autonomous, they are often financially supported by powerful proponents of peace in each government. Universally trusted, but separate of any alliance.

The Knights actively recruit the best and brightest from the kingdoms. It's a voluntary but incredibly exclusive organization- a respected organization that young soldiers aspire to be part of.
Xeboym

*(Ervian)*

God of Storms/God of the Ocean

Domains: **Tempest**, Nature, Trickery

*I am the Tempest: the aspect that represents the raging storm. I am a hurricane in the ocean, the tsunami that lays cities lows, the anger and power of the violent sea.*

*I am Nature: the aspect that represents destruction, the brutal overwhelming power of the natural world. I am the underwater earthquake, the boom of thunder, the great shark.*

*I am Trickery: the aspect that represents the treachery of nature. I am a calm sea that suddenly rages, I am the avalanche started by the crack of a branch underfoot, I am a salt-corroded rope that snaps and sinks the ship.*

**Visages**: A beautiful woman with deep purple skin covered in strange tattoos, a drowned sailor dripping with sea water, a whirling pillar of dark clouds and ice-cold water.

**Symbols:**

Xeboym is the god of storms, the sea, and thunder. She is typically personified as treacherous, violent, tricky, and incredibly beautiful. Sailors believe she can be appeased, and pray to her fervently. She and Krea-Ko are known to appear in avatar form and communicate directly much more frequently than other gods.

Xeboym, in combination with Liev and Fuera, is part of the Pantheon of Nature.

**Names in other cultures**

Sultekh (Valucian)

Kamika (Adji)

Aladil (Elven)

Strommboch (Dwarvish)

**Alternative Pantheons**

Eris

Nieth