recursal/Fanatic-Fandom huggingface dataset:
The Creeping Rot

## Campaign

The Creeping Rot was a creature that is what became of Harriet Lee some time after her attack and subsequent infestation by Jane Prentiss. Discovered in her home during the Party's second investigation stemming from the supposed arson at Timothy Hodge's home. While the main "mass" of the creature was discovered in Harriet Lee's bedroom, smaller "portions" of it are seemingly able to move autonomously and it was one of these smaller offshoots that seemingly attempted to infest Felix after The Creeping Rot was destroyed.

The Party was able to study residue left behind from the creature's movements. Working together with Loz, Rayen and Halston were able to collect samples of Rayen's poisonous blood to use against The Creeping Rot, seemingly one of the few things that can seriously hurt the creature.

## Character Information

Regenerate: Any HP damage caused by The Creeping Rot through acid is subsequently gained by The Creeping Rot as HP as it burns and absorbs the creatures that it feeds on.

Crawling and Many-Legged: While The Creeping Rot shares the Black Pudding’s Split ability, making it impervious to slashing and piercing damage, it may also split and subdivide on its own as a swift action. Although splitting in this way halves The Creeping Rot’s HP between the two entities, both can exceed their divided HP (up to a full 100 HP) using Regenerate.

**VILLAIN ACTIONS** *(1 per round)*

Spores: A burst of rot and decay is sent into the air in a 10-ft. radius around either all or part of The Creeping Rot. All creatures in the radius (including constructs and undead) take 4d4 points of damage and are Staggered for 1 round. A successful Reflex (DC 15) save halves the damage and avoids the Staggered condition.

Infestation: Whenever The Crawling Rot is grabbing and constricting a creature it may attempt to affect their mind (as per Dominate Person), guiding them to stand still and let themselves be consumed. A Will (DC 20) save negates. Even if the creature is pulled free from the embrace of The Crawling Rot there are still tendrils of mold attached. These can be killed with spells like Remove Disease (DC 15) or a direct Strength (DC 15) check, although either method will cause 2d4 points of damage to the host as the mold’s tendrils dissolve or are torn free.
Wintermauer

Die Wintermauer ist die stark bewachte und fast 65 Meter hohe Mauer aus echtem Eis, die komplett Xeado umringt. Der einzige Ein- und Ausgang nach Xeado ist das Wintertor, das direkt in der Mitte der Mauer steht und als einer der bewachtesten Orte der Welt gilt. Noch nichts hat es geschafft, die Wintermauer zu zerstören. In Kilometer weiten abständen sind Türme in der Mauer, in der die Weißen Wölfe nach Kreaturen ausschau halten.

Es gibt einen unbekannten Weg aus Xeado heraus. Dieser liegt direkt in der Schneise zwischen den westlichen Bergen, indem die Wintermauer einen großen Riss hat. Dieser entstand als der Drache Horus unerkannt die Kristallinsel zu seinem Hort machte. Niemand außer Horus hat den Riss bisher entdeckt, da der Weg aus Xeado heraus als unglaublich gefährlich und riskant gilt.
Ender Creeper Mod

In the world of Minecraft PE there is a poorly studied world – the End of the End. There appear strange creatures – the Endermen. Players love this concept, so fans decided to add a couple more mobs in this format.

We present the Ender Creeper mod, which will add a new mob to Minecraft – Ender Creeper. It will allow players to experience new emotions from survival in a cube world. This mob can teleport. Plus, it explodes faster than a standard creeper! And the look is really cool!
Herobrine Addon

In this Halloween season, it makes sense to play Minecraft PE with an addon that allows players to finally come face to face with Minecraft’s own horror story - Herobrine.

Herobrine is a creepy urban legend that has been mentioned in community forums and discussion panels for years. But with this Minecraft PE addon, players will indeed be haunted by Herobrine. You can spawn Herobrine using the crafting recipe. He can teleport, call in Wither Skeletons to fight for him, and even spawn TNT! Killing him will be difficult but is surely worth the experience.
Extra Golems Mod

The extra Golems Mod is a mod that adds many golems to Minecraft.

## Golems

Here are all golems in this mod.

Diamond Golem

Emerald Golem

Bedrock Golem

Obsidian Golem

TNT Golem

Wooden Golem

End Stone Golem

Nether Brick Golem

Magma Golem

Redstone Golem

Packed Ice Giolem

And a lot of other golems too.

## Spawning

To spawn a golem place 4 of the following blocks in a uppercase T shape and then a Golem Head on top.

Diamond block

Emerald block

Bedrock

Obsidian

Or any block whose name appears in a golem's name.
Animal Kingdom

Animal Kingdom s a upcoming mod that adds more than 114 new mobs to Minecraft Pocket Edition.It has not been created yet but will be in the future.

## Mobs

Here are all mobs planned to be added to Animal Kingdom.

* Grizzly Bear
* Black bear
* Moon Bear
* Sun Bear
* Pizzly Bear (Hybrid)
* Lion
* Tiger
* Deer
* Moose
* Great White Shark
* Hammerhead Shark
* Cheetah
* Leopard
* Snow Leopard
* Black Panther
* Crocodile
* Alligator
* Caiman
* Gharial
* Black Mamba
* King Cobra
* Spitting Cobra
* Komodo Dragon
* Coral Snake
* Rattlesnake
* Cougar
* Liger (Hybrid)
* Tion (Hybrid)
* Killer Bear (Unused) (Boss) (Fictional)
* Sea Serpent (Boss) (Fictional)
* Hirschgeist (Boss) (Fictional)
* Bass
* Pooh Bear (Fictional)
* Monkey
* Gorilla
* Warthog
* Elephant
* Butterfly
* Crocoduck (Hybrid) (Fictional)
* Frog
* Jaguar
* Killer Whale
* Easter Bunny (Fictional)
* Easter Chicken (Fictional)
* Santa Claus (Fictional)
* Duck
* Hunter (Hard only)
* Firefighter
* Docter
* Village Guard
* Hamster
* Hippo
* Peacock
* Swan
* Eagle
* Scarred Lion (Fictional) (Boss)
* Hyena
* Giraffe
* Seal
* Rhino
* Chimp
* Anaconda
* Boa Constrictor
* Burmese Python
* Mouse
* Kangeroo
* Hummingbrid
* Opposum
* Squirrel
* Tansmanian Devil
* Red Panda
* Chameleon
* Lizard
* Octopus
* Giant Squid
* Blue Whale
* Narwhal
* Sperm Whale
* Butterfly Fish
* Lynx
* Mole
* Fly
* Butterfly

There are also a lot more mobs in Animal Kingdom!

## Items

* Bear Hide
* Scale
* Eggs (depends on what type of egg it is)
* Smashed Bugs
* Claws
* Fur
* Easter Egg
* Easter Cake
* Bear Hide Helmet
* Bear Hide Chestplate
* Bear Hide Leggings
* Bear Hide Boots
* Fur Helmet
* Fur Chestplate
* Fur Leggings
* Fur Boots
* Scale Helmet
* Scale Chestplate
* Scale Leggings
* Scale Boots
* Horn
* Tooth
* Muscle
* Spear
* Shark Tooth Sword
* Skinned Bear Hide

And more items too!

## Other Content

However,Animal Kingdom does not only add mobs and items!When the mod is finished,you can download it and try it out!
Case 1: Angler Fish

**Briefing By**: Jonathan Sims (w/ Loz and Martin Blackwood)

**Statement**: Over the past six or seven years there have been a dozen or more unsolved disappearances along the southernmost area of The Coins and throughout The Docks and The Puddles. The Starwatch has not looked too deeply into these disappearances because these things happen too frequently for one or two disappearances a year to stand out. However, a recent statement brought to the Institute by Nathaniel Watts sheds further light on potentially linking these cases.

Nathaniel is a student at the Arcanamirium, one of the most prestigious magical schools in the Inner Sea region. After a night out with friends at The Winking Cyclops – a tavern in The Coins – he was making his way back to his dormatory on campus when he stumbled on the road along the fish market. Admittedly a bit drunk, Nathaniel paused for a moment to roll himself a cigarette when a voice nearby spoke up, asking: “Can I have a cigarette?”

Nathaniel reports seeing the figure sway and, assuming they were intoxicated too, he offered a cigarette without coming close only to hear the question again – “Can I have a cigarette?” It was at this point that Nathaniel reports noticing that the figure’s mouth hadn’t moved, and that their feet weren’t touching the ground. Using a simple light cantrip to try and see down the alleyway, he was only able to see what appeared to be the figure folding in half and disappearing down the alleyway.

After running home, Nathaniel returned to the scene during the day and found an unsmoked cigarette on the ground. A few days later, Nathaniel discovered that fellow student John Fellows had been reported missing. The cigarette that Nathaniel found was John’s brand.
Jorah

Jorah ist eine der flachsten Regionen von Estragon. Der Staat wird von einem Fluss der sich in drei kleinere Flüsse aufteilt von Phanor getrennt. Dieser wird lokal auch die drei Brüder genannt. Zusätzlich ist Jorah einer der kleineren Stääte von Estragon.

## Städte

#### Sturmtal

***Hauptartikel**: Sturmtal*

Sturmtal ist die Hauptstadt von Jorah. Mit einer Bevölkerung von knapp 80.000 Einwohnern, ist sie die kleinste Hauptstadt in Estragon. Sie liegt im Süden der Region, nahe des großen Waalsees.

#### Baumheim

Baumheim ist eine kleine Stadt im Westen von Jorah. Die Stadt wurde mitten im größten Wald von Jorah gebaut und liegt sehr nah an der "Grenze" zu Phanor.

#### Richtenburg

Richtenburg ist die zweitgrößte Stadt und liegt im Nordosten von Jorah. Richtenburg ist eine Handelsstadt.

#### Lenheim

Lenheim ist die kleinste Stadt von Jorah und liegt zwischen Richtenburg und Baumheim, in der Mitte der drei Brüder.

## Dörfer

### Eibenstein

***Hauptartikel:*** *Eibenstein*

Kleines Bauerndorf oberhalb von Sturmtal. Das Dorf wurde im 4. Monat des 637. Jahres n. P. in eine Zeitschleife versetzt.

### Neukirch

Religiöses Dorf unter Richtenburg. Wurde zum Schutz in einem Wald gebaut.

### Waaldris

***Hauptartikel:*** *Waaldris*

Waaldris ist die Touristenidylle von Jorah. Das kleine Dorf wurde inmitten des Waalsees gebaut und liegt auf einer kleinen Insel. Da es genau zwischen Phanor und Jorah liegt, wurde sich darauf geeinigt dem Baustil keiner der beiden Regionen zu folgen und architektonisch etwas komplett neues zu erschaffen.

### Alslein

Größeres Dorf unterhalb von Sturmtal. Das Dorf wurde aufgebaut als ein Schiff während einer extremen Hochwasserplage aufs Land gespült wurde und die Crew einen Unterschlupf finden musste. Beliebter Ort für rentierte Seeleute und Fischer.

### Freibrunn

Kleines Fischerdorf oberhalb von Lenheim.

### Altenhofen

Kleines Fischerdorf oberhalb von Baumheim.
The Fallen Kingdom Project

Hello. This addom is made by @MrMagikarp2, @HugoYogurt,  @JurassicZilla13 @Monster48662788. @evil\_virgil @geckoboy17 and @dinosaursTime

This addon is based on the Jurassic World Fallen Kingdom (owned by Universal Studios). The add-on adds beautiful looking Indoraptor (renamed) Rexy and also Blue and many more and we hope you guys will enjoy this add-on.

Carnotaurus-

* Attack:18
* Health:70

spawns every 1 minute so they are kinda rare and also tameable with cooked mutton as babies

Raptors-

* Attack:25
* Health:11

tameable with cooked mutton as babies and spawns rarely

Raptors-

* Attack:25
* Health:11

tameable with cooked mutton as babies and spawns rarely

Indoraptor-

* Attack:20
* Health:90

does not spawn and not tameable

T-Rex-

* Attack:30
* Health:150

Not tameable and spawns every 30 seconds Roars when finds a target Can 1 Shot You Unless Your Wearing Tough Armour

Brachiosaurus –

* attack:400
* health:3000

not tameable spawns every 20 seconds

Apatosaurus –

* attack:300
* health:1000

not tameable spawns every 40 seconds

Mosasaurus-

* Attack:200
* health:680

spawns rarely in the ocean and not tameable

Allosaurus –

-Attack:20

-Health:70

Tameable with cooked mutton Only As A Baby

Sinoceratops-

-Health:100

-Attack:40￼

Not Tameable and Very Common

Baryonyx

-Health:80

-Attack:25￼

Tameable with cod and mutton as. a baby

Compies

-Health:10

-attack:3￼

tameable with cooked mutton as a baby

Gallimimus

-Health:20

Does not Attack￼

Not Tameable

The dinosaurs are attracted to Cows (carnivores) more dinosaurs will come to the Addon Such as stegosaurus,triceratops etc.
Viter Bandywax

**Name:** Viter Bandywax

**Age:** 27

**Ideals:** To live heroically. To help those in despair. To save the world!

**Flaws:** Has a *vast* gap in real life knowledge. Street dumb. Aloof.

**Connections:** Family connections to many tradesman and merchants. Some nobility.

## **Background**

**Viter Bandywax** grew up... comfortable, to say the least.

The proud Bandywax clan made a pretty dime off of the trades, finding their initial luck fencing Halfling paraphernalia at a ridiculously marked-up price. But given the xenophobic nature of many of their Halfling friends and acquaintances, the Bandywax's found themselves remarkably *odd* in their natural curiosity and tendency to leave the peace and comfort of home, and instead found themselves peddling these wares until they could flip their pennies into dollars, making shrewd investments and aligning themselves with the "right sort of folk," as Viter's father was prone to say.

Viter Bandywax grew up rather spoiled in this regard. His family had settled down roots in Caspia, living fat and happy off their wealth and continued to watch it grow. Viter took this for granted, you see, and instead of learning the trade and skill inherently needed to be successful, he convinced himself it was "in his genes" and he would find success as easily as his hard-working forebears, should he choose this path.

But he didn't.

Instead, Viter found himself *fascinated* by the tales he would read in his books. Heroes who faced the heavens and hells, only to return upon glorious victory, changed forever. Stronger. Smarter. Wiser. Viter *loved* these stories, and somehow felt it in his heart that he too would one day follow a great path. He simply had to wait for destiny to find him.
Case Files

Case 1: Angler Fish

Case 2: Squirm

Case 3: First Aid

Case 4: Literary Heights

Case 5: xxxxxxxxxxxxxx

Case 6: xxxxxxxxxxxxxx

Case 7: xxxxxxxxx

Case 8: xxxxxxxxxxx

Case 9: xxxxxxxxx

Case 10: xxxxxxx

Case 11: xxxxxxxxxxxxxxx

Case 12: xxxxxxxxxxxxx

Case 13: xxxxxxxx

Case 14: xxxxxxxxxxxxxxx

Case 15: xxxxxxxxxxxx

Case 16: xxxxxxxxxxxxx

Case 17: xxxxxxxxxxx

Case 18: xxxxxxxxxxxx
Case 2: Squirm

**Briefing By**: Jonathan Sims (w/ Loz and Martin Blackwood)

**Statement**: Loz has a contact in the Starwatch that has tipped her off to an incident that occurred the night before and seems to be tied into a previous statement received by the Argus Institute.

Last night, a man named Timothy Hodge was having a night out to unwind, having a few drinks at The Pewter Mug, a run-down bar in The Puddles. There, he met a young woman identified as Harriet Lee. After some drinks and some dancing, they decided to head back to Timothy’s flat, and Timothy noted that Harriet looked nervous as they walked, scratching at her arms, but seemed to relax once they got inside. Harriet confessed to Timothy that she had been mugged recently while walking home from a rehearsal with the Greater Absalom Performing Arts Guild. She had seen a woman laying on the ground, wearing sackcloth clothes with matted hair. Upon approaching the woman jumped on her, taking her to the ground. Harriet felt a pain in her stomach, thinking that she’d been stabbed, and passed out. When she awoke nothing had been stolen, her attacker was nowhere to be seen, and a local clinic told her that nothing appeared to be wrong with her. Still, she’d been staying to crowds to feel safe ever since.

Suddenly Harriet kissed Timothy and they had sex. Afterwards, as they lay together, she began to double over and complain of stomach pains. Timothy rushed to his bathroom to get a tonic and some water before hearing a wet cracking thump, like an egg being dropped on a stone floor. The moaning stopped. When Timothy returned to the bedroom he saw what remained of Harriet: a pitted and warped mass of flesh on the bed, which was covered in a thick black fluid. The walls and bed were covered in a sickening, creeping mold. In a panic, Timothy set fire to the flat and ran out into the night where the Starwatch found him. Sasha’s contact tells her that the Starwatch found no evidence of arson, no human remains, and subsequently released Timothy, though they’re still investigating.

Of note is that the attack matches the description of a woman named Jane Prentiss, who previously left a concerning statement with the Institute preceding a violent incident with the Starwatch. Jane was found in the attic of her building after neighbors reported terrified screaming, with her arm up to her elbow in “a mound of something” thought to have been mold, although her neighbors did not report seeing any previously. Unfortunately, further investigation was impossible as the building burned down that evening and killed the landlord, one Arthur Nolan.

Prentiss was taken to Whittington House, a clinic in The Puddles, where she is reported to have killed three staff members and two Starwatch guards before disappearing into the night. The Starwatch conducted an investigation, believing that she may have fled into The Siphons – a series of underground tunnels in The Puddles that connect to Absalom’s sewer system, but the risk of drowning and collapse in The Puddles keeps most people at bay.
The Dread Powers Campaign Wiki

*The year is 4923, in an era known to scholars as the Age of Lost Omens. Some two-hundred years ago the world stood on the verge of being unmade as a collection of villains and fanatics sought to awaken a goddess but instead found a long-buried darkness. Though their plans wore foiled by a disparate group of heroes whose names have fallen into history and myth, the knowledge of the world’s precarious position and having been so close to absolute destruction at the whims of hidden forces has left an indelible mark on the psyche of the world of Golarion.*
*A mark of fear.*

*Old alliances have been shaken and broken, trust and openness have been replaced by suspicion and whispered  plots, and much of Golarion’s Western Hemisphere is ablaze in the fires of war as the forces of the Imperial Ascendancy and the Coalition of Nations battle across continents. However our story is not one of conquest and bloodshed, and begins in a place of neutrality: Absalom, the so called City at the Center of the World, where a handful of wandering destinies are about to intersect...*

## Important articles

The Party

Case Files

The Argus Institute

The War

Creatures

Locations
Kazuo

Kazuo Tokage is an Ifrit Magus stationed at the Argus Institute of the Pathfinder’s Society in Absolom.

Standing at 5’4” and 165 lbs, he is not what you would call an imposing figure, even given his heritage. He is lean, but built, sporting well defined muscles from his head to his toes. His hair is a shining onyx black, with cinder and ash creeping up the ends. His eyes burn crimson red, and seem to dance like flames when he is agitated or angry. His skin is a rich olive shade, tanned from years living under hot, direct sunlight on the rolling grassy plains. He can often be seen sporting ivory hued silk harem pants with an ornate golden belt, gold sandals, and a mithral chain shirt—that is, when he is wearing a shirt at all. One thing he never takes off, however, is the bronze and garnet amulet around his neck given to him by his mother.

Growing up outside Katheer in Qadira, Kazuo was expected to learn both magic and swordplay, which he now blends together when he fights as a magus. He wields his masterwork Dao left handed while also casting spells from his spell book in his right hand.

During his tenure with the Pathfinder’s Society, he has travelled the globe and served at many posts. His most recent assignment had him at the Lantern’s Lodge in Tien, until an unfortunate clash of personalities led to his transfer to the Argus Institute, where he is still posted.

He currently resides in Room 20 of sub-basement 2 in the Sky Reach Tower in Absolom. The room next door has also been claimed by him as a private training space—for concentration purposes.

Though shy, Kazuo has shown to be quite the dancer, even without the help of alcohol (which he doesn’t drink).
The War

**CRISIS**: Abrogail Thrune II, Infernal Majestrix and Queen of Cheliax has made diplomatic inroads toward an economic and military relationship with Thuvia, via negotiations with Queen Zamere of Lamasara. These negotiations could lead to an alliance between Thuvia and Cheliax, and would make Cheliax the premiere force in the Inner Sea.

During the final days of their negotiations, an assassination attempt is made on both Abrogail and Zamere. Abrogail is wounded, but Zamere is slain, with the assassins seemingly being members of the Red Mantis. It is known that the Red Mantis assassins do not target the rightful rulers of nations, and so the assassins must have been in disguise, but that leaves their true identities in doubt.

As Cheliax and Thuvia accuse neighboring Rahadoum of orchestrating the assassination, Rahadoum in turn calls its allies – Andoran and Taldor – to honor past treaties and come to their aid if war begins. Representatives from Cheliax, Thuvia, and their allies meet representatives from Andoran, Taldor, and Rahadoum in Absalom in order to try and get to the bottom of the assassination, work out peace, and avert a war across two continents.

As the peace talks fail, Taldor secures its southern border with Qadira and Cheliax makes attempts to broker a military alliance. However, Qadira and other nations on the Obari Ocean declare their neutrality, forming The Obari Pact and vowing to defend any of their nations that is attacked. This confines the war to the Inner Sea.

With Cheliax and its allies forming The Imperial Ascendency, and Andoran and its allies forming the Coalition of Nations, the battle lines are quickly drawn when the Imperial Ascendency begins its invasion of Rahadoum. However, the main conflicts occur on the waters of the Inner Sea, and along Andoran’s border with Cheliax and Isger. Like the Western Front of World War One, this area quickly devolves into a deadly stalemate of bloody magical trench warfare.

Other fronts of the war are in Nirmathas and the River Kingdoms. Cheliax, Nidal, and Molthune have long sought to re-absorb Nirmathas and this is their chance. Unfortunately, the fledgling nation is so isolated from its allies that it faces a losing battle. To the east, the River Kingdoms have long been the site of proxy wars between vying city-states, backed by the likes of Cheliax and Andoran. However, with open war declared, those proxy wars have lead to full and direct combat for ultimate control over the River Kingdoms. Using Molthune’s navy – the largest in the region, on Lake Encharthan – the Imperial Ascendancy sails forces along the Glass River between Razmiran and Kyonin, into the western River Kingdoms.
Kodex von Eis und Schnee

Der Kodex von Eis und Schnee ist eine lange Pergamentrolle die vom Eiskaiser selbst geschrieben wurde. Sie ist seit Xeados Entstehung die Verfassung und Gesetzgebung nach der Xeado handelt. Die Gesetze in Xeado sind die strengsten der Welt und beinahe alles wird mit Aussetzung in Freier Wildbahn oder dem Tod bestraft. Gesetze greifen in Xeado, sobald jemand das 8 Lebensalter vollendet.

## Gesetze

* **Diebstahl im Wert von <500 Gold :** 5 Jahre Inhaftierung
* **Diebstahl im Wert von >500 Gold:** Aussetzung
* **Schaden an Besitztümern Xeados:** 2 Jahre Inhaftierung
* **Beleidigung der Weißen Wölfe:** Aussetzung
* **Angriff mit der Intention zu verletzen ohne Kampf:** Exekution
* **Angriff mit der Intention zu töten ohne Kampf:** Exekution
* **Verlust in einem Duell:** Aussetzung oder Verbannung
* **Mord:** Exekution
* **Verrat:** Exekution
Felix

Felix Falcus almost always keeps his head covered in a blue and white hood. His hair is white and he has a beard despite his young age. His eyes are so light blue that they almost seem to glow.

## Stats Reference

### Level

6

Felix Falcus is Human Male Monk/Luckbringer age 19.

Felix up until recently served aboard the Grinning Pixie, the ship of the Pathfinder Society Faction of the Arcadian Mariner’s Lodge. He recently received his "Walking Papers" and reported to The Argus Institute in Absalom. Upon arriving in the city he, as luck would have it, met his future party member Ellery. Ellery and Felix are not best friends yet, but Felix is confident that they will be eventually.

An example of Felix's trust in destiny, when picking a room in the sunless 2nd floor sub-basement of the Argus Institute, Felix elected to spin in a circle on one foot then pick whichever room he was facing when he stopped. Felix doesn't know how much time he'll be spending in room 14, but surprisingly it's actually nicer than his former accommodations.

Felix seems to be new to a lot of aspects of modern and metropolitan living, but he's excited by all the new things to explore and discover around him. He has a strong faith that things will work out okay in the end and is almost overbearingly positive. He is generally pleasant to everyone he meets but he doesn't seem to care for men who are rude to women, regardless he often leaves people with words like, "Have a great day. See you later."

Beyond that not much is known about Felix's past except for 2 things. First, some of his party members overheard him tell someone that, "Some people call me Al." Which seems a very strange nick name for someone named Felix. Second, gone unheard from his fellow party members Felix expressed to an unhoused people that, "I lost almost everything I ever had... but then I found some new stuff."
Session 17: Viter

Dastardly dashing, I plummeted the depths of the lustrous Lenore’s sweet garden. Side-by-side with my dear Acolytes we went, deeper into the ground as we stepped towards dear Ember’s past.

Yet upon our search—as I should have anticipated what with the grand merchant blood flowing through my veins—we came upon beautiful, wondrous, and perhaps most importantly *valuable* luminescent slugs. The shells are a sight to behold, and you wouldn’t *believe* what some fools would part with for a chip of one.

I went to approach one with my dagger in hand, ready to slice and scale, but Ivasar decided he had feelings. As did Ember… BAH!

I left the creature alone …for now.

As we made our way through another set of stairs, my companions started to act funny. Well, *more* funny. In the middle of the open room, amidst a pool of water, sat a single plant. Suddenly and without warning, the damned druid transformed into an otter and Ember dashed across the water, all to declare their love and protection of a *flower.*

Leave it to the damn druid to hug a weed, yet offer a widower their partner’s remains in a jar.

Yet here is where my heroics truly shined bright! Sensing something was amiss, I grabbed the otter. It tried to whip about and jump off me, but I didn’t let go!

Well, not until Ember cast a *spell on ME.* Yes, you read that right, dear student. This spellcasting daughter of sass infected my brain and made me feel to not harm that lily in the pond.

So I did the next best thing. I *threw* the otter-man at Ember! Ha *ha!* You should have seen it, soring through the air like a silky smooth and feathered arrow, gliding towards its destination.  It. Was. Beautiful.

Of course it wouldn’t work. What *does* with that one? But soon we had to switch gears and fight these water beasts that arose from the pond. I did my wizardry spells, creating images of myself to fool one, slicing with my sharp wands to the other.

The details are neither here nor there, but just know that we ***bested them! Ha HA! I am truly amazing!***

Just then, we heard footsteps and decided to retreat. And as we hid, a damned dryad appeared grasping a tiny shard of delirium. I took it upon myself to explain we were there to help, and she guided me to another room. There were small, glowing flowers identical to the one she held in her hand, each of them shining with the distinct soft glow of delirium.

Curious. We were here to seek out a piece of Ember’s past. Lenore’s garden was seemingly protected from the infection that delirium brings. Yet these creatures possessed plenty of it… and where was Lenore?

As I awaited in the room, Ivasar decided to be human again (at least in physical form) and joined me as we waited. As I planted my feet, thinking of the next heroic deed, a group of dryads rushed past us.

I looked over at Ivasar with a confounding look upon my face. Where was Ember?

*And what was that sound?*
Konari Klan

Der Konari Klan sind die Abkömmlinge des Amethystdrachen Klival. Als das Portal sich öffnete, war er einer der Drachen die aus Alunis in die Welt Arcland gekommen ist und sich im Süden von Morbash niederließ. Nach einiger Zeit setzte er sich zur Ruhe und ließ seine Gefolgschaft, die Konaris, in seinem Wille handeln. Durch die starke Magie seines Hordes und seiner Präsenz veränderte sich ihre Form nach kurzer zeit. So wurden die Amethystdrachengeborenen erschaffen.

Das Ziel des Konari Klans und Klival selbst, ist die Wiederbelebung der Drachengöttin Tiamat durch das Zusammenführen des Schuppenprismas. Der Konari Klan ist in einigen dunklen Ecken von Arcland bekannt.

## Mitglieder und Rangfolge

### Klival, Atem des Kristalls

Klival ist der Kopf des Konari Klans. Der beinahe 900 Jahre alte Amethystdrache lebt in einer Höhle unter den Bergen im Süden von Morbash. Auf ihnen wurde die Konari Festung gebaut.

### Sucher

Sucher werden diejenigen genannt die auf die lange und schwere Suche nach den fünf teilen des Schuppenprismas suchen. Sie werden mit einer Kopie des Tagebuchs ausgestattet, das Klival bei sich trägt. Aktueller Sucher des Konari Klans ist Larrias Lindonon Klival, 41. Abkömmling der Hauptfamilie.
The Relic

The Relic is a speakeasy located in Absalom's Foreign Quarter that caters to a distinct clientele and is completely owned and operated by ghosts.

### **Staff**

Virine Perchance, Owner. Lived: 4702 - 4763.

Ellis, Bartender & Bouncer. Lived: 4823 - 4901.

Thania Van Cleave: House Musician, Vocalist. Lived: 4749 - 4829.
Case 4: Literary Heights

*Recap: Regrouping after a disgusting battle against what become of Harriet Lee, the Party found themselves in the midst of an unexpected battle and an incident between patients at Absalom’s temple of Sarenrae. On one side, a chanting figure radiating heat and a body made of wax; on the other, the mysterious Gerard Keay who seemed to know more than he should about the Party, and perhaps more that he didn’t share.*

*Left to their own devices, with a collection of disparate threads pointing to larger things around them, some of the Party members looked to relax, others looked for answers, and still others undertook or found themselves in the middle of self-discovery. In the morning, Felix awakens alone, seemingly emerging from a cocoon that sprouted around him overnight. Meanwhile, down in the corridors of the Institute, Aja has arrived with a detachment of the Starwatch to take Ellery into custody under suspicion of murder…*

**Briefing By**: Jonathan Sims (w/ Loz and Martin Blackwood)

**Statement**: Over the last several months there has been a string of deaths among dealers in antiquities and oddities, especially those who deal in rare books. It’s hard to say exactly when these deaths started happening, as some of them might be entirely natural and unrelated, but the most recent incidents occurred in Nex, Alkenstar, Taldor, Druma, Kyonin, and now Absalom.

Last night, witnesses overheard shouting coming from The Myth Smith, in the Merchant Quarter. Though passersby couldn’t make out specifically what the shouting was about, some of them reported hearing words like “Where is it?!” and “I know you have one!” before sounds of a fight and breaking glass. Shortly afterward, a suspect – a slender figure with a “lightning shaped scar on his face” – was seen fleeing the scene. Though some reports differ – the perils of eyewitness testimony – the majority have him heading north, toward the Ascendant Court.

**Previous Deaths**

 Alkenstar
 Merciful Bay, in Taldor
 Greengold, in Kyonin
 Kerse, in Druma
 Absalom
Delerium

Delerium is an octarine mineral most know as originating from the City of Sacena following the Meteor event. Octarine known as the colour of magic is an ineffable colour that changes and shifts its appearance and is sometimes dependent on the viewer as well. Some describe it as being similar to the air distortion over a slab of hot stone on a sunny day. Or as the colour of what remains in your mind's eye after staring into the sun.

Delerium itself is known to have a wide range of magical abilities to those in the know, but in the field, delerium is mostly known as being a reactive dangerous material, long exposure to which may cause grievous injury or worse to its subjects.

### The Amethyst Academy

The Amethyst Academy began studying delerium in earnest shortly after the chaos of the Tassimari Civil War. While previously collected samples suggested much promise with the material, it was both too dangerous and rare for the Amethyst Academy to secure during the conflict. Now with the war over, the Academy has started to push its agents towards the city to secure delerium for its voracious membership base.
Fey Wild

The Fey Wild is one of the 3 Inner Planes. While the landscape of the Fey Wild closely matches that of the other three Inner Places, how those lands are utilized and what is there can be drastically different. For example what may be a city in the Fey Wild can be nothing but a rock face in Estuary, and may be underwater in the Shadowfell.

The Fey Wild is a place of change and energy, characterized by continent encompassing forests and jungles.
Session 35 - Emberil

## Hollow

>
>
>
> "The usefulness of the cup is its emptiness."
>
>
>
>

*Anna.* Whispers in my head. Hollow.

The book shows the way.

*Anna. All along.*

I hand Viter the book.

Viter uses the book for revenge. *Anna’s page is lost. Just a drop of blood. Mine cost a finger.*

*One more drop, I can give that much more.*

Directions out of the caverns, big climb up to place called palace of the 3. Says 8 days on the bottom.

The book shows the way. It’s important to Gimurt’s family, I walk away as he explains the significance of some monument, where we are headed. I have no more capacity. I cannot listen.

I climb. Into the darkness. I slip, fall. The hand I sliced off my own finger catches me, pain. I continue upward and join the others.

A basin. A simple white stone bench. It’s engraved. Elven runes. It’s a prayer to Ishtar. It reads...something about the cursed, three mountain. Those who follow the lord shall seek demise through all their lives.

*I care not. Demise. I call demise home. I’ve embraced the fall.*

I continue on, my friends follow. I’m too sorrowful to utter it. I hope they know. *I hope Viter and the Druid know how much I love and care for them.* My childhood friend. A pun-loving yet respectful Druid. Oh yeah, Gimurt. I'm glad Viter has someone else.

This is so much bigger than I could have possibly imagined. I expected a challenge. I did not expect *planes-jumping.*

We make our way to a ruin. There is a spider. I fight the urge to continue on without my friends. The spiders become an annoying barrier to forward momentum. Let's see how the big one does without having any blood.

Onwards.
Civil War

The Tassimari Civil War (667 FT - 676 FT) (Find more about the Tassimari Calendar here) was a multi-front, multi side conflict that happened in the Kingdom of Tassimar following the disappearance of the Royal Family following the fall of the Meteor in year 666 FT. Powerful noble houses vying for power fought against each other first in the streets and lands of Sacena itself, but soon spilled into the wider lands of the kingdom once the delerium haze forced the conflict out of the city.

And although the war spanned close to 10 years of intermittent conflict, in the end there was no emergent winner. All sides of the war had been ground down to the point where none have the ability to reclaim the actual throne of Tassimar in the Capital Sacena, which to this day stands inundated with delerium haze.
Kir's Monastery

Kir's Monastery. The abode of the once ubiquitous and distained Kir Monks. Kir is the God of Death and Inevitability. Followers of Kir celebrate the cycle of life by the worship of the end of it. That all others see the order has distasteful, mysterious, and more than a bit unsavoury is part of the repentance and solemn oath of the monks.

Seen in every city and provincially across the continent, the Kir monks take care of the dead when no one else would. While many beloved are sorrowfully buried by their kin, the Kir turn none away. From the dregs of society, the foulest corpse, and even the victims of plague and disease, the Kir monk uphold their sacred trust, to prepare the bodies of the dead so that their spirit may continue on.

The rites and rituals of the monks are of great secrecy, and no Oathless has ever seen what truly happens in their stone halls.
Queensmen

The Queensmen is a relatively new name for an contingent of the city that has always been around. Ruffians and bandits have thrived in Sacena since its inception, but while previously the city guard has kept their activities in check, now those resources are no longer there.

As far back as 2 or 3 years ago, the name of the Queen of Thieves began to circulate throughout the underbelly of Sacena, where people continue to live within the walls, surviving by raiding and looting old businesses and residents, as well as engaging in the trade of delerium. Although the true identity of this Queen of Thieves is unknown, in the last year, there has been an evident gross expansion in her ranks. Virtually all illicit activities in Sacena now occur under the Banner of the Queen, and these people now openly declare that they are the Queen's men.

Running everything from fighting pits and casinos to smuggling rings and bars, the Queen seemingly has her fingers in every pot in the city. If it involves money the Queen wants a piece of the pie.

### Sub-Factions

The large gang of ruffians identifying as the Queensmen are organized into a number of sub-factions which describe their area of expertise and activity as well as status within the organization. While the full extent of the factions are not yet known a few factions have been found.

#### The Jackals

This seems to be largest and most indiscriminate faction within the Queens Men. Their token is a stone token with a J carved into it. The faction is widely known as many members tend to loudly boast of their status as Queensmen and as Jackals, although one must assume they're the targets of some derision just by how obnoxious they tend to me.

#### Gold Aces

The only faction of the Queensmen that openly welcomes the wider public into their spaces. The Golden Aces runs many of the Gambling operations in the city. They are seemingly a wealthy faction as many of their members can be seen flaunting wealth. Token is a golden coin with a 4 pointed star. Richer members have solid gold tokens, while lower down/poorer members may have Gilded tokens, or simply gold painted tokens.

#### Known but Unnamed Factions

The Queensmen are rumoured to have a faction dedicated to infiltration, spycraft and assassination.

The Queen herself is rumoured to run an elite faction of magic users, sages, and elite soldiers.

#### Unidentified Tokens

Several Tokens have been found throughout the city that have yet been unattributed to specific factions.

A Iron Coin with a J on it similar to the Jackals token, but has the addition of a skull on the other side.

2 wooden tokens with Concentric circles carved into it have been found.

A number of tokens have been found that seem like other tokens but with the centre punched out. Uncertain of if this is an indicator of a separate faction, or that the person has been ousted, rank within the faction, or something else entirely
Onyxmor

Onyxmor ist eine Stadt die in den Bergen von Freiland liegt. Die Kreaturen die sich hier niedergelassen haben, haben ihre Häuser größtenteils am steilen Berghang gebaut.

## Stadtbeschreibung

Die Stadt ist größtenteils in eine U Formation von Bergen gebaut. Der Großteil der Häuser hängt an einzelnen kleinen Klippen die in den Berg gehauen wurden. Die Straßen führen bis an die Spitze des Hangs und winden sich über und unter Häusern entlang. Onyxmor wird als eine der schönsten Städte in Freiland beschrieben. Um die Stadt liegt eine niedrige Holzmauer, die von freiwilligen Wachen bewacht wird. Onyxmor ist eine der wenigen Städte die sich für eine Regierung entschieden hat. Der Großteil von Onyxmor arbeitet in den Minen in den Bergen, die auch den Großteil der Einnahmen der Stadt übernehmen.

### Distrikte

##### Die Onyxminen

Die Onyxminen liegen direkt am Fuß des Berges. Hier sind insgesamt 9 kleine Mineneingänge, sowie 4 große Mineneingänge. Direkt bei den Minen liegen die Schmieden, die Eisenöfen und die Steinmetze, die jeweils durch Straßen verbunden sind. Viele der Minenarbeiter haben hier auf dem Boden ihr Haus erbaut und wohnen direkt neben den Eingängen oder den Öfen.

##### Der Markthang

Der Markt ist der erste Halbring in den Bergen. Die meisten liegen hier direkt an der Straße am Hang, Hängen an Ketten an der offenen Seite der Straße, oder liegen in kleinen Tunneln die durch den Berg führen. Es gibt hier viele Generelle Läden, die Ausrüstung für Bergarbeiter verkaufen, so wie Essen das aus den Schwarzwiesenfeldern geliefert werden. Zusätzlich gibt es hier einen Bäcker, sowie einen Mann der Sprengstoffe verkauft.

##### Der Wohnhang

Der Wohnhang ist der zweite, sowie der dritte Halbring in den Bergen. Hier liegen die meisten Häuser direkt neben, sowie übereinander. Im Wohnhang gibt es zusätzlich eine Taverne und ein Gasthaus.

##### Die Regierung

Die Regierung liegt im vierten und letzten Halbring in den Bergen. Die Häuser unterscheiden sich nicht wirklich von den Häusern im Wohnhang, sie sind nur höher gelegen um ihre hohe politische Position zu repräsentieren.

##### Die Bergwache

Die Bergwache wohnt direkt an der Mauer die Onyxmor umkreist. Hier stehen ebenso die beiden Kasernen, sowie eine Taverne und ein Bordell. Ebenso steht hier ein Pfeilmacher, ein Lederer und ein Fleischer.

### Wichtige Orte

Generalladen 1

Generalladen 2

Generalladen 3

Bäcker

Fleischer

Lederer

Pfeilmacher

## Gesellschaft

### Interessante Personen

**Bergmarshall**:

**Minenleitung**: Garmor

### Politik

Onyxmor wird von einer höher gestellten Person geleitet. Diese wird der Bergmarshall genannt. Gesetze die in Onyxmor verabschiedet werden, werden durch eine Demokratie über Wahlen bestimmt.
Nur, die Gierige

Nur, die Gierige war ein Uralter Topazdrache. Sie war bekannt für ihre Vorliebe für alles glänzendes. In einer gemeinsamen Attacke von Comak und Eizael starb sie im zerstörten Aska. Ihr Skelett fiel in einen der Vulkane und nur überreste wurden gefunden. Sie war die geliebte von Othim, der nach ihrem Tod flüchtete und seitdem nie wieder gesehen wurde.

## Aussehen

Nur war eine elegante Kreatur. Sie hatte einen schlanken Körper mit einer Körperlänge von fast 29 Metern. Ihre Schuppen sollen immer geglänzt haben und einen orangen bis braunen Farbton gehabt haben.

## Persönlichkeit

Nur war gierig, freundlich und sehr liebend. Sie verstand krieg nicht und meinte immer das man alles mit Worten klären könnte.
Rat's Nest Tavern

The once hospitable Rat's Nest Tavern now lays a ruined husk, with only a couple half crumbled walls, and load bearing posts still standing. The name now strikes a sense of foreboding amongst those who frequent these parts as too many stories of attacks and misfortune visit travellers who wander too close, many never to be heard from again.
Session 26: Viter

**Get over yourself, *Galin.***

Who under the might of these stars does *Galin* think he is? Coming in here to our party with his flowing locks, piercing eyes, smelling of lavendar and what I assume to be a rugged yet gentle touch. Un-be-LIEVABLE.

I took my cue from my truest acolyte Ivasar, who was being uncharacteristically stand-off-ish with this “Galin”. Trading barbs and quips. Some of which actually seemed quite cutting and, were I not such a hero, would have acted upon.

But these things are below me.

Long-story short, *Galin* seemed eager to become one of Viter’s Acolytes after hearing about a crack in reality formed by the lechen, haunting nightmares, and some other world-shattering hazards that would stifle the hearts of non-heroes.

But come on. We *know the deal with Viter by now! I definitely didn’t have a nightmare where I spoke with a young girl that Ember knew as her niece! Ha-ha! That would be terrifying and disturbing! And heroes do not get terrified and disturbed!*

So we headed into a den of evil ferocious kobolds in search of answers. This kind of place reeked of mildew emanating from its thick dungeon walls. In this dank, musty den, we ventured. Using my arcane abilities and my *phenomenal* wit, I disguised myself magically as a kobold! Ba-ha! What fools to think that I was one of their own!

I think we were searching for handmaidens. Or something like that. *Galin* brought them up, so I stopped paying attention and instead just stared into his inviting and illusory eyes. Getting lost in those as I dreamt of better times.

What a *gross* man.

As we snuck in, I managed to cut away their most obvious traps. And then would you believe it? Galin—not Ivasar—tripped them anyway! Unbelievable!

He then later went and had a terrible fight with a kobold resulting in his running away and their sounding the alarm. Galin’s tomfoolery knows no bounds, just like his muscles.

But then… the *theatre* of the moment occurred! We rounded a corner, my Acolytes and I, and found ourselves staring at a barbaric battle, beset by beasts of brutality!

I circled round to get a better look, and that’s when I saw him—GIMHURT! MY OLD FRIEND! But what was he doing here? I tried to set him free, so I came up with a plan of distraction that everyone executed perfectly, save for Ember who stumbled into a kobold *while she was invisible.* Unbelievable, that woman. But damned if she can’t pull off a good blasting when you need her to.

Alas! A battle ensued, we freed the ogres, organized the chaos, and escaped to a workshop of sorts. I rooted through some of the writings and… *what was this hand?* I know this work! My goodness, my master, the great and powerful Ishem Jandersnook was here!

Gimhurt claimed to know him by the name of “Kade”. Surely a ploy to keep fools off his trail.

Now, dear reader, I must close this book and head back into the fray.

Avast!
The Eternal Flame

The Eternal Flame is the dominant religion on the continent of Ancalinor.

At it's core, the Eternal Flame believes in a timeless struggle against the darkness. The followers of the Flame see themselves of stewards and guardians of reality itself against an unrelenting and undefeatable darkness. The toils of intelligent beings is all in the name of forestalling the inevitable Consumption of light by the endless night.

The name of the Eternal Flame itself is a bit of a contradiction, for its teachings say that eventually darkness will win out, but that day may be delayed as long as those who hold the Flame stay vigilant and through their blood and sweat delay the inevitable. In this way the eternal flame is a confirmation of the conviction of the followers of the flame to endless toil and sacrifice to continue to push back the night.
Tassimari Calendar

The year was reset at the founding of the kingdom/and city of Sacena, and it is currently the year 681 FT (Founding of Tassimar).
The year is comprised of 16 months, also known as Ithilnand (Moon Age) named after each of the outer planes. Each Ithilnand contains 4 “weeks’ with a total of 28 days. This means that a Tassimari year is 448 days long.

The months are as follows.

The kingdom of Tassimar follows the Elvish Calendar’s system of seven days a week, named after the inner and mid planes, these being the Feywild, the Shadowfell, Estuary (the name of our plane), and also the elemental planes of Fire, Water, Air, and Earth.
In order then the names are as follows.

The seasons are named for the elements as well

Coeanand - Earth Time (spring) (Elithil, Raditil, Gladithil, Ysgithil)

Naurand - Fire Time (summer) (Limithil, Pandithil, Abythil, Carithil)

Gwilnand - Air Time (Fall) (Gurthil, Gehithil, Nedithil, Achithil)

Nenand - Water Time (Winter) (Mekithil, Arcithil, Celithil, Lorithil)