recursal/Fanatic-Fandom huggingface dataset:
Dame Celia Calitri

## **House Calitri**

**House Calitri of Erasti**

**Leader:** Dame Celia Calitri, First born of Knight Moreno Calitri. Pledged to House Urso.

House Calitri was once a wealthy house of merchants, owning several prominent business ventures varying from trade to craftsmanship. However the house began to decline in wealth post civil war due to being unable to compete with the imported goods brought in from Sopara. Having to sell several of their businesses to stay afloat. They eventually had one of their daughters married off to Gabriel Facilier, a rising merchant in Cappalina who was finding success where others could not. Currently the family is led by Dame Celia Calitri after her father Knight Moreno Calitri passed away, and her siblings still not being of age. She owns and operates the Calitri Vineyard and Winery, having been taught by her grandmother in the art of winemaking.

**House crest:** The crest of House Calitri is a flying sparrow with a grape vine in it's beak.
Duncan Arathel

Duncan Arathel, also known as Duncan the Peaceful was the founder of Vardenwall. He was a human adventurer and good friend to Ulrok the Bold, having adventured by his side. He was a pragmatic man who wished to protect his people from outside threats.

He, alongside Wyrik Three Strings, journeyed west after the passing of Ulrok and his wife, and neither of them have been seen again since then.
Lanthorn's Report on the Red Sails

A young villager, having survived a brutal attack on his village by a group merciless orcs, sought out Lanthorn Virdan, widely known to be the bravest warrior in the land.  The boy told stories of a dangerous magic user, powerful warriors and dozens of footsoldiers attacking the village. Lanthorn recruited Guardian VIII and Wilven Windlekriks to assist him and led the group to the village.  Along the way, they met with a local villager in the woods that witnessed, but failed to stop, the attack.  Lanthorn, overmatched by a contingent of orcs left behind, recaptured the village.

Lanthorn and his group of adventurers moved up the coast to the next village.  They had fortunately been spared. Lanthorn, with the help of his allies, evacuated the women and children from the village and trained the remaining villagers to fight off any attack.  Knowing that an attack was likely imminent, Lanthorn led his allies down the coast to intercept the orcs.  As they approached, the group wisely chose not to engage the powerful force and instead opted to head down the coast to capture the orc ship.

After killing the remaining guards, Lanthorn captured the ship. After a search of the ship, Lanthorn discovered that the group of orcs belonged to the Red Sails, a group of savage pirates whose symbol is a skull with blood oozing from the eyes.

A map of an island was found with the orcish word for ‘Home’ written above.  Due in no small part to Lanthorn’s intelligence and ability, he led Wilven, Guardian VIII and the village girl back to civilization with the stolen ship and providing it, at a very reduced cost, to the Citizens of New Ulrok, to be used for the further conquest of this land.
Saint Alia of the Knife ~ Assassins and Vengeance

## Saint Alia of the Knife, Patron Saint of Assassins and Vengeance

Alia was once a mortal halfing, tall for her kind and slender. She was reputed to be beautiful, even by elvish standards, and was once depicted with dark tressels that cascaded down her back. With slightly almond eyes the color of the bluest sky and a pair of matched dimples, the only blemish to be found, was a small dark birthmark above the left curl of her lip. Once a florist by trade, Alia would grow the most exotic flowers in the region, vibrant and beautiful. It was said that her skill was such, even the Fae would come to marvel at her handiwork. So great did Alia's reputation grow that the Archfey Valdis, Lady of Mirrors of the Court of Dawn travelled to see the wonderment with her own eyes.

The Archfey, had her servants set up a festival tent and prepare a banquet. Mirrors and fountains were set up in seconds. A luniencessance display that only a fairy could create. The mirrors were arraigned in patterns that captivated the beauty of the garden around them. It was a trap and Alia overwhelmed with the beauty, unknowingly crossed a Fearing that surrounded the tent and sat at the Lady's table for feast, all at Valdis's request. Alia did not know the Fae's rituals or customs and found herself in a duplicitous game involving mirrors, desires and passions.

Saint Alia carefully guards the secrets of what happened next but it is said that in the game, she lost her garden and the knowledge of how to grow things. In her vanity she failed to realize that the second part would first take her beautiful hair, the love of her fiance as her love could not grow for him and then her unborn child. In her grief she uttered a prayer to the darkness and Rizian answered with a plot of revenge. Alia fell into the darkness and when she was next seen, the Lady of Mirrors and her entourage were butchered in a ritual sacrifice to Rizian and her Court was put to flame. It is said that Rizian was so impressed by her thirst for vengeance that she walked as his Championed for centuries before being elevated into Sainthood. Saint Alia leaves a black rose with her victims and always uses a knife whose blade made with a shard of the very crystal mirror used to trick her. She has an unnatural hatred for all fae and is more likely to kill them than allow them to speak in her presence.

**Books and Symbols:** Saint Alia's Symbol is the Black Rose. Her Holy Book is called, The Way of the Hidden Blade.

* Study and plan for your revenge so it may be complete.
* Do not rest until vengeance is yours.
* Hone your skills with ritual and practice, only then may you earn your kill.
* Be merciless, patient, and unforgiving.

**What Saint Alia Wants:** Walk in the shadows and strike from the unknown. Take contracts to fulfillment, help those with need for vengeance. Do not judge the contractor nor their target. Show no weakness and grant no mercy. Never take contract from fey, burn their forked tongue in prayer.
The Moonlit Mask

The **Moonlit Mask** is one of the most renowned feasthalls in Erasti and all across Clayth. The Mask is known for it's discretion as well as its rarified delights.
The Moonlit Mast is operated by Leset LaDonna and the staff is composed of only females wearing glowing, painted porcelain-trimmed masks and sheer black gowns. They were known as friendly and wise, as well as renowned players of many games. They never revealed their true identities and always ware their mask while working. This sense of anonymity made them renowned confidants across Clayth and beyond. All staff members are protected from metal magics and mind control via several angelic style seals that are worked into the white marble floor.

The Moonlit Mask is a five-stored building. The first floor was the dining room, lit by a huge heart and by lanterns hanging from the sides of the grand staircase. The next three floors had the particularity of being soundproof, thanks to magic cast during the construction of the feast hall. Those floors were dedicated to rent their luxurious rooms to travelers and regular patrons. The fifth floor served as the festhall. The roof has a landing platform for winged steeds and once a flying ship docked there.

The Mask servs many kinds of meat dishes done to order, including singular hot pies made of boar and veal, bacon and kidney, seafood, or chicken liver. Its *Daintyfish* skewers dish was made using twenty little fishes called copperflashes.The *Daintyfish* was dipped in herbed butter and sizzled over a flame until they are crunchy. Likewise, the Mask offered and assorted menu of mussel-and-basil soup, chowders, turtle soup, octopus broth, mushrooms doused in an herb-and-garlic sauce, and scallions and fennel soaked in a parsley-and-mint chicken broth. For sweets, the Mask offered blackberry-and-apple pies, topped with cream and sliced almonds; palm-sized gooseberries, almond tarts, and when chocolate is available, strawberries in a chilled chocolate coating.

A room for a night has a price of 20 gp, including stabling services and as much food and drink as desired, while a single dinner had a price of 10 gp. If a client desired the company of one of the ladies from the staff, additional 45 gp were added to the bill.

Wine of good quality cost 6 gp, Frostwine 9 gp, and Rivenwood Fey Wine 20 gp. A mug of Norsklund Meade or Ulrokian Cider has a cost of 4 cp. Strong dwarf liquor has recently been added to the menu and a glass has a cost 10 gp, while a bottle cost 50 gp.
Harper's Cross (Minor City)

Harper's Cross spent the first two hundred years of it's exsistance as nothing more than a collective of provincial farmsteads. Named after an unknown court bard that would travel between Erasti and Vardenwall, He would stop to play for room and board at the local farms while he ,'crossed' on his travels. The locals who did not have a tradition of music, enjoyed his stays and would attempt to lure him to stay with them on his next cross. Merchants started using the 'Cross' to more their goods to the West Coast of Clayth to the Mirrored Sea. Thus, the name stuck and a town grew up around the farms.

Today, Harper's Cross is a boom town of shipping. With the fall of the Stormwall and the rise of Erasti Trade, Harper's Cross is flush with goods moving from Port to Port. The city itself is built around the Copper Road, that reaches all the way to Cappalina and is the heart of the small city.
Harper's Cross is an enigma among the Mirrored Sea City States, it boasts no military tradition nor a noble class. Instead it is ruled by an elected City Council. Once every five years the landowners come together and each family gets a single vote for council members. The five highest vote getters sit on a ruling board and make decisions for the City. Because of this system, Harper's Cross lacks true city planning. As of today, the Northern half of the City still clings to the traditional farm steads, ranches and orchards while the Southern half of the city has become a sprawl of homes, churches and shops. Dominating the Cityscape are large multi-storied warehouses that are rented out by the city. These warehouses often have loft's fr ships crews and guards to live in as they store their goods. This allows Harper's Cross to fill it's coffers shipping and cargo moving has become the city's biggest industry.
Courts of the Feywild

Three Courts of the Faerie are known to exist. Each inhabits it's own lands where the Archfey rule in the Feywild.

The Feywild is a land of contradictions, bright and yet dark, beautiful yet deadly, and full of endless wonder. It is a wild and raw reflection of the Prime Material Plane. Those who wander its enchanted roads discover miracles and wonders undreamed of in the mortal world. In the Feywild, the laws of science, logic, and reason defer to the arts of magic, story, and rhyme. Ordinary animals and objects converse as eloquently as any worldly mortal.

Yet for all its dreamlike splendor, the plane can be as perilous as the Elemental Chaos with its random explosions of stone and fire, and as deadly as the life-sapping Shadowfell.

The Faerie themselves delight in favors and making deals. There is a mysterious magic when one makes a deal or takes an oath with a faerie, a woe be to those that break it! The concept of a debt and obligation is a huge factor in how they behave. Their abilities with words often allows them to snare an unsuspecting mortal to their advantage  A promise thrice made is as close to absolute truth as a faerie can give; asking a question three times binds the third answer as the truth.

Oaths put mutual obligation on both parties, such as an oath of fealty to a Faerie Queen puts an obligation on the Queen to carry out the obligations of the one who is sworn to her if he is not able to for whatever reason, even death.

Seelie and Unseelie are not Courts, but a mindset from all fey on how to treat humanity and the races of the Prime Material Plane. Seelie Fey are likely to be more open to outsiders, while Unseelie tend to shun them and their ways. Seelie and Unseelie Fey can be found in all three Courts.

Each Court is comprised of Lesser Courts from lesser Fey Nobles. The Lands of the Courts are always found in the same locations when crossing over from the Prime Material Plane. Archfey's power wanes when it is outside their lands or the Wild Fey. This included power shared by Archfey to servants, such as warlocks. It is rare an Archfey will have a Warlock, even in the Prime Material Plane Inside another Courts Demise. (or it's mortal reflection.)

Fey are capricious, mischievous, and often dangerous beings, but despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty Fey nobility. Befitting any courtly structure, the Fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.

***Heads of State***. The Fae lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a Fey noble’s rule, in his or eyes, a Fey ruler’s word is law, and so shall the rest of the world see it! Outsiders may not understand the edicts and interdicts of a Fey nobles, but that’s no protection against the harsh penalties that await any who break them, knowingly or otherwise.

* ***Courts of Shadow***

* ***Courts of the Dawn***
* ***Court of One Million Stars***
Saint Nereus of the Fathoms ~ Currents and Sorrow

#### **Saint Nereus of the Fathoms, Patron Saint of Current and Sorrow**

Nereus is the Patron Saint of sea travel. She is also a civilizing influence on the sea lanes. Legend says the Nereus was a human villager who fell in love with the Triton and after many trials succeeded in winning his heart. Because they came from two different worlds and could not be together, she threw herself overboard into the deepest part of the ocean, over come with depression. She drown and as her body lay on the sea bed, Daerith Ri took pity on her and reincarnated her as a mermaid. She is know to have emerald green scales and a long shock of flowing red hair. She appears to be youthful.

Nereus is a generally benign Saint, revered by sailors as the protector of those who travel on the water. She is compassionate, yet she is not averse to punishing those who offend her or disobey her laws. She wears no armor but is protected by a ring carved from a whale's tooth, given to her by the grandfather of all whales.

**Symbols and Books:** Nereus's symbol is the dolphin and her holy book is called, The Divers Joy. It is a fully illustrated volume of undersea life and there potential bounties.

* Swim the great currents and dive into the deepest seas.
* Exult in the dynamic beauty and life of the bounteous Undersea.
* Seek not to hold that which is ever changing, but instead love the change itself.
* Seek out fellow swimmers who honor the ways of the Lords of the Undersea, and ally with them against those who see only the darkness of the deeps.
* Promote knowledge and use of the sea by reasonable folk, and fight those that would taint or deplete its beauty and bounty.
* Let the treasure of the deeps rest for they are claimed by the gods of the seas.

**What Nerus Wants:**

*The seas provide a bounty of food and a means of travel; protect the sea as you would your own home, or face Nereus's wrath. Protects those who sail and their vessels as long as they respect her and abide by her laws. Be a good steward of the oceans deep places.*
Crokeheim

King Haakon Drakechoker, a frost giant famed among his kind, rules the nearby mountains from Crokeheim’s halls of ice. The fearsome reputation of Crokeheim’s giants, known for feasting on the remains of other giants of any kind they encounter, keeps their home range free of competition. They spurn diplomatic contact of any kind except the most servile, and then as well unless accompanied by extravagant and regular tribute. The giants of Crokeheim enjoy nothing more than devouring living opponents, and they will travel great distances just to descend on a small fishing village, delighting in striking fear in the hearts of survivors far from home and then slipping back into the mountains.
Of late, the Frost Giants have taken to assassulting the Danevirke and killing as many Gjallarhorn Clansmen as possible.
Apostles of Ash and the Nai-Vakti

“It has taken many centuries for our order to learn of this information. No one could have possibly fathom the depths and depravity that our bravest would find. I shall start with the apostolic lords and their champions, for they are the lesser of the evils."

"The Apostles of Ash, five or possibly more, loosely semi-aligned dark princes that seek the release of primogenial forces or beings of great power. Raksasha, Dark Fae and a disgraced Night Hag are the Apostles we have discovered. These beings of immense power are immortal and often operate outside of conventional thinking. Their machinations are intricate and they are capable of manipulating events to their benefit."

"Brother Ishtovaar was the person to discover a pocket plane in the Wandering Wastes that housed an ancient worship site. His findings are still being studied to this day, but we have concluded that the plane of the abyss was originally created as a prison for forces and beings. It was this concept Ivicaar Avrii and the Estelar used when they split the Aether of the Feywild to make the Plane of Shadow."

"As it is written in the Codices of Arenaltis, the third hero of the ages, Vikari the Soul Fire was the smith that forged the Labyrinth of the Splintered Essence, (what we call the Abyssal Plane today,) he used the souls of the Giving and the Damned. Vikari, upon the conclusion of his ritual, spent his own life essence (soul) to seal the prison away from the world as he knew it. This lessened the power of the Apostles of Ash and their ability to reach forth from the beyond. However, the Apostles are immortal and over the course of antiquity they have found a way to empower a single mortal agent each, that they call the Nai-Vakti.

"The Nai-Vakti or Chosen of the Void are Warlocks of immense power. Each is a conduit to one of the Apostles and serve their aims, three that we have had contact with sought out to unleash a Primogen. Ash agents might wait an entire human lifetime before making a move to further their schemes. They are deliberate, purposeful and patient. We do know that both the Apostles of Ash and their Nai-Vakti don’t seem to share resources, at best they exchange favors and at worst to try to keep from interfering with one another’s plans accidentally. No evidence of full cooperation has been found to date. I and many others believe this to be an area that can be exploited to defeat them."

'*~From the Lost Scrolls of '*Anatholquek
Fortezza Falcone

The Fortezza Falcone is the Largest Keep within Erasti and currently serves as the Headquarters to the**'***L'Ordine del Valore Grifone'*or known in common as the **Order of the Valorous Griffon.**

The 'Griffon Knights' (as many call them) are a Secular Order and employ themselves to the current Steward of the Empty Throne.
In exchange for the temporary rights to the Fortezza Falcone and a regular stipend, the Order serves as the defacto standing military force of Erasti, whose own army was shattered decades ago and lost with their King upon the Field of the Broken Crown.
The Order is beholden to the Steward and it's own Commanders only, much to the chagrin of the Princeps as they serve to keep their power plays for the Empty Throne in check.

The **Valore Grifone**are arguably the most drilled and militaristic Knightly Order on Clayth.Their daily rituals mostly consist of strict martial training. A veteran Knight is the epitome of discipline and soldiery on the field of battle. He is able and willing to hold his ground, attack or retreat in good order (should the situation require it). The ranks of the Order have swelled in the past few decades and they now boast the largest fighting force in the Lands of Merchants and Mercenaries. It is said, that with their Auxiliaries from the Litany of Light, they could field a force to rival Vardenwalls in both size and discipline.

The knighthood is broken down into two distinct sub-orders, an equestrian order of heavy cavalry and a legion of elite footman.

* Officers: Justicarii
* Knight’s: Cavalieri D’agento (The Silver Knights)
* Footmen: Templarii Valore (Templars of Valor)

**Oath of the Order:
Principi: L'Ordine del Valore Grifone  (Tenets)**

**Courtesy.** Treat others with respect despite how they treat you. Give honor to those above your station. Earn the respect of those below your station.

**Lawfulness**. Laws exist to bring prosperity to those under them. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

**Bravery**. Defend any charge unto death.You must be willing to do what needs to be done. Even if it leads to your death.

**Loyalty.** Without loyalty, oaths and laws are meaningless.

**Responsibility.** You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Saint Varlufur of the Fang ~ Curses and Savagery

***St. Varulfur of the Fang, Patron Saint of Curses and Savagery***

Varúlfur is a primordial, savage entity who revels in the hunt and the blood of the kill. Appearing as a sleek and supple canine like beast with blood-spattered ebony fur, Varúlfur delights in instilling fear in his victims, for he can literally smell and taste the essence of their terror. In civilized lands, the worship of Varulfur is widely loathed for its members--often evil lycanthropes--are some of the most dangerous threats to the safety of the local populace. Along the frontier and in wilderness settings, however, those who must hunt for food reluctantly pay homage to the St. of Savagery at times for even they fear his cruelty.

***Symbols and Books:*** There are two main symbols for Varulfur, a clawed petrified hand often attached to a club or staff to serve as a weapon or a bloodied carcass. Varulfur is said to have no books but the Crux of the Kill is often said to be written on the skins of animals or mortals.

* View every important task as a hunt.
* Remain ever alert and alive.
* Walk the wilderness without trepidation, and show no fear in the hunt.
* Savagery and strong emotions defeat reason and careful thought in all things.
* Taste the flesh of those you slay, and never kill from a distance.
* Work against those who cut back the forest and who kill beasts solely because they are dangerous.
* Slay not the young, pregnant, or deepspawn so that prey will remain plentiful.

***What St. Varulfur of the Fang Demands:*** Live your life following the Crux of the Kill.  Instill fear to those weaker than you. Spread the curse of the hunt to other so they may delight in savagery. Thin the pack if one becomes weak or infirm.
A Memo about the Red Sails, Miccah Dritzini and PT-ONE

*Miccah Dritzini discussed the events about the Red Sails to this unit. The information is as follows.*

They got fighters like I ain't never seen before- skills as good as any one of yer average adventurerin' folk in Ulrok, n' then some. Not only so, but they got these elite guys, special skills n' all, a handful o' clerics, and at least one powerful magic type like me.

Figured ya'd be interested in that.

Seems he can split in concentration inta two. Saw him cast explosive fire from like there was no tomorra. Saw him cause the earth t' explode, n' drain th' life from a man.

N' the elite guys? One o' em called out the name o' somethin', then fuckin' exploded inta black goo. A blast so strong it put those fireballs t' shame. Ain't no magic I eva seen before, ain't no magic I eva want t' see again."

*She takes a moment, remembering what Lanthorn translated for them.*

"Krogahr may we hunt in th' next., he said.

I don't know no Krogahr, I ain't no learned type that has any interest in researchin' it, and I ain't dumb enough to be goin' around askin' questions about the Red Sails. So's that name, n' this symbol, that's yer infermation now."

*She pushes the map forward.*

"N' this is their home."
Downtime

(Needs Editing)

Once per KingdomTurn, you will select downtime activities. These activities will be set in stone for the week and a Doghouse "designer" will reach out to resolve the downtime and tell you if you had any complications.

Downtime activities are tasks that usually take a workweek (5 days) or longer to perform. These tasks can include buying or creating magic items, pulling off crimes, and working at a job. A character selects a downtime activity from among those available and pays the cost of that activity in time and money

The state of unrest in the kingdom will increase your complications risk per activity.
Saint Surrell Tharkun of the Forge ~ Artifice and Smithing

## **Saint Surrell Tharkun of the Forge, Patron Saint of Artifice and Smithing**

Saint Surrell is a burly smith with a mighty hammer, forge, and anvil that allows him to craft the stuff of stars. Venerated by all who forge, Surrell transforms ideas into concrete form and inspires mortals to make new things. He cares only for the act of creation, playing little heed to the consequences of letting loose his inventions into the world. Some oppose the followers of the Forge Master for holding artifice and smith craft over the consequences of how their creation may be used, but in truth Surrell views the creation as more important that the ethics behind it. Surrell sees magic as simply another tool by which he can create new devices and see smithing and magical artifice as the same craft.

Surrell was a dwarf of the Dhal'Khaduruth Empire and granted Sainthood by Jazzeak Anvilheart. He was one of the dwarves selected to work on the Soul Forge and helped Xengarath create the first Warforged. Surrell also had a hand in the crafting of many of the First Empires Artifacts including the teleportation circles, but he denies having a hand in creating the Dragon Orbs. Many powerful items dating back to the First Empire can be attributed to Surrell and Clan Tharkun.

**Symbols and Holy Books:**

* Intentions and thought are one thing, but it is the result that is most important.
* Make new things that work.
* Become skilled at forging or some craft, and practice making things and various means of joining and fastening until you can create devices that function.
* Practice experimentation and innovation in the making of tools and the implementation of processes, and encourage these virtues in others through direct aid, sponsorship, and diplomatic support.
* Keep records of your striving, ideas, and sample devices so other may expand upon them.

**What Surrell Wants:**

 Hone your craft and work at it with diligence. Create and forge your ideas and bring them shape. Do not fret the ethics of your creations, it is the beings who use them that must consider the ethics of the craft. Never destroy your work or the work of others, it is better to secure and store for a later use or understanding.
Saint Favian Everfinder of Hartsholme ~ Wisdom and Hearth

## **Saint Favian Everfinder of the Hartsholme**

Saint Favian is a favored matriarch of the dwarves. She sees it as her duty to act as an authority figure for the dwarven people, and using her keen negotiation skills and calm demeanor, as a balm to keep the sometimes fractious people unified. According to dwarven traditionalists, if not for the quality, the Dhal'Kuduruth might never have survived the stresses of its violent, then gradual decline. Favian Everfinder, the Revered Mother of Dwarves, now aids Jazzeak as Xengarath's ambassador, in charting the destiny of the dwarven people by giving wise council.

Saint Favian and he followers are the guardians and protectors of dwarven clans. They maintain records of lore, traditions, and family histories. They strive to further the good health and good character of all dwarves by acting as teachers and healers. As the moral compass of the dwarves, they can be very conservative, not tolerating foolhardiness among young dwarves or controversial or radical ideas. She is a strict, but loving mother to the Dwarvish people and her stern hand could guide them back into a leadership role throughout the world, like the time of the First Empire.

**Books and Symbols:**

 Symbol: A fireplace. Holy book is titled, The Wisdom of all Mothers.

* The children of Jazzeak were shaped on the Soul Forge and ever warmed by the embrace of the Revered Mother and her hearth fires.
* Tend the hearth and home, drawing strength and safety from truth, tradition, and the rule of law.
* Join with friends, kin, and clan in common purpose.
* Do not succumb to the misery of greed or the evils of strife, but always bring hope, health, and cheer to those in need.
* Once an oath is made, Favian watches over its keeping--to break it is to grieve her sorely.
* Children must be cherished and guarded well from harm, for they are the future of all dwarvenkind.

**What Favian Wants:**

 Work to better the Dwarven Race. Share your fires and wisdom with those in need, and guide them down the path of right. Rear the young in the traditions of your people, and work for their future by teaching them of their heritage.
Plants

***Zephyr Bloom*:**

*(Flower)*

- Found in the foothills of mountains.

- Light blue petals that grow in shapes of tornados

- Sometimes made in beverages

- If burned/boiled emits a Blue fume

**Terazul:**

*(Flower)*

- Jungles South of Delzimmer

- Can turn into a drug

- If burned/boiled emits a White fume

**Moonlight Tears:**

*(Flower)*

- Those immune to the poison love to eat them

- Rare

- Beautiful

**Bloodrose:**

*(Flower)*

- Prices range from cheap to expensive depending on area they are sold and how common or rare they are

- Elven women wear them… especially when they are “mean” (More data needs to be collected on this.)

**Felsul:**

*(Flower)*

- Yellow or purple petals growing on trees

- Rich people want them because they grow in harsh climates. (Examples include, but are not limited to: Snowstorms, tornados, desert heat, people dying and bleeding on them.)

- Can make nice perfume women wear for “reasons” (Insert Pine taking a sip of water)

- If burned/boiled emits a purple fume

**White Snake Root:**

*(Flower)*

- DO NOT TOUCH!

- DO NOT SNIFF!

- DO NOT GO NEAR!

- Results from doing any of the following can result in any of the following: DEATH, insanity, killing yourself, falling comatose)

- 2 ways to reverse comatose: First is a potion made up of Terazul, Zephyr Bloom, and Fesul. Second option is Greater Restoration.

- To cure from insanity you must make a potion with the ingredients listed above and drink a large amount coupled with uses of magic to aid.

- Viney white flowers that appear innocent

- If boiled/burned emits a white fume

**Galivia:**

*(Flower)*

- Weird one

- Some grow in the underdark

- Some grow on the highest of mountains

- It is said Fey tend to grow them and then let them sprout onto the world. (As a joke.)

- Can be made into a poison or a perfume

- Delicate to handle
Courts of Shadow

The Courts of Shadow reside in a part of the Feywild often reffered to as the Shadow Realm. The Shadow Realm reflect natures darker aspects and the lands of the Shadow Realm are often a twisted, crueler and harsher then the Summer Lands. Indeed, it is often rumored that the taint of darkness are effected the lands of the Showdow Courts, and the Weirdening Weald my be it's source.

The Shadow Fey are the most 'human' of all the Fey and their Courts reflect it. The Winter Courts are filled with Opulence and grand design. The Courts rest on a high plateau in the heart of a dark forest in the (approximate) center of the Shadow Realm.

The gray-twilight gloom of the Shadow Realm breaks in the sky above the Courts of the Shadow Fey, allowing the stars to occasionally show their glittering points of light to those that study illumination magic. Even the moon shines directly on the Moonlit King’s home-in-exile, the Tower of the Moon. Despite the opulence of the architecture, newcomers to the Courts of the Shadow Fey can’t help but wonder why the halls are entirely deserted. The only creatures present to greet first-time supplicants are strange constructed footmen—empty suits of graceful plate armor. Unless one has an invitation of course.
The Courts of the Shadow Fey consist of three main sections: the Royal Halls, the Winter Palace, and the Lower Court. The population of the Courts is always in flux, with only the most noble and lofty members of the court (and their servants, consorts, and courtesans) in permanent residence within the Royal Halls and Winter Palace.

The true rulers of the shadow fey reside in the upper portions of the Courts, in the Winter Palace and the Royal Halls. The Winter Palace functions as the traditional seat of the Moonlit King, though he only walks its halls when the strange seasons of fey rule turn and his Winter Court ascends.
Otherwise, the ultimate power over shadow fey society (and by extension much of the Shadow Realm) is her Transcendent Majesty, Sarastra Aestruum, the Queen of Night and Magic. She dwells in the Royal Halls, along with the upper crust of shadow fey society. Only the most respected supplicants receive invitations to enter the Royal Halls for audience, and of these most receive only a sliver of the queen’s attention. They make their obeisance, ask a favor, and quickly get handed off to Court functionaries.
She acts and rules in her husbands stead, but it is rumored she wished to take a more permanat place on the throne.

### **Archfey of the Shadow Courts**

* ***Ludomir Imbrium the XVI, The Moonlit King***
* ***Sarastra Aestruum, Queen of Night and Magic***
* ***Morrinn of Grokeheim, The Snow Queen***
* ***Ulorian the River King***
* ***Nicnevin, Queen of Witches***
* ***Mesikammen the Bear King***
* ***Lord of the Hunt***
Saint Krophion Krel, the Pestilence ~ Plague, Disease and Poison

## Saint Krophion Krel the Pestilence, Patron Saint of Plague, Disease and Poison

Krophion Krel is often depicted as a withered old crone with glowing green holy text scrolled across her face in the form of tattoos. Where she walks, misfortune and death follow. She has the personality of a petulant, greedy child trapped in the body of a once-beautiful female now scarred by horrific disease and ravaged by age. She alternately desires attention at any cost like a small child and becomes aloof like a wounded paramour who has been discarded by her love.

While those who wish to spread pestilence and corruption are certainly among her followers, there are also those who wish to endure, to become resilient enough to handle the difficulties and opportunities presented by an uncaring world Many of those affected by Krophion's poxes usually turn to her in order to escape the pain caused by sickness and disease. She takes advantage of the desperate often instructing them to pass along their plagues in exchange for a respite from the pain. In this, she as an opportunity to gain more followers and prayers.

**Symbols and Books:** Krophion's symbol is a birds foot, often a raven of chicken, tied with fetishes. Her Holy Books are called, The Unwanted Guest and a Plague for the Houses. Both describe the creation and spreading of poxes and disease.

* Let pain be as pleasure, for life and death are in balance, but death is the more powerful and should be paid proper homage and respect.
* Death is the true power, the great equalizer, and the lesson that waits for all. If it falls to you to drive home the point with the tip of a dagger, so be it.
* The Mother of All Plagues works upon you from within, and weakness and wasting is her strength.
* Krophion's breath is forever and always with you, whomever you or the rest of the world believes in or serves.
* If they do so, intercede for them so that Krophion will not claim them--this time.
* Go and work in Krophion’s name and let your doings be subtle spectacular, but make them known as the will of the Mistress of Disease.

**What Saint Krophion Krel wants:**

 Spread the hidden fear of disease and decay, the gnawing truth of mortality and the power of defiance that generates. Encourage the sick to turn to Krophion in there need. Spread your sickness so that the weak may be culled. Remove those that would stand against the teachings of Krophion, poison is a holy right and spreads fear among your foes.
Stonecrown

**Stonecrown** is a dwarven nation located in northwestern Clayth and is bordered by water. The nations of Iron Leaf to the north and Erasti to the east. The major geographical features of Stonecrown is the Cloudseeker Mountains which is most of the nation, the Plains of Dergoth filled with hop fields, the Urkhan Sea which is located inside of Stonecrown, and the Valley of Thanes located in Venndaburg.

The Dwarven realm of Stonecrown not only refers to the kingdom under Cloudseeker Mountain, but also much of the land surrounding the Cloudseeker Mountains. The mountains save them from dinosaurs and orcs to the North. Here is where Dolrim Amberbeard, Saint of Beer, watches over over his people and grants then the unique Divine domain power of Beer from Jazzaek Anvilheart.

## The Kingdom of Stonecrown

The dwarven kingdom of Stonecrown encompasses three hundred square miles beneath Cloudseeker Mountain. There are six distinct clans, and cities, of dwarves who live here. Although each city seems distinct from one another, all were laid out in an orderly fashion. A traveler could go into any city in any part and know where to find homes, shops and businesses on any level.

In the more populated areas, wagons that ride on rails permit quick transport of goods and people between the cities. Large vertical holes, also called transport shafts, have been carved through each level. These allow goods and people to travel up and down many levels via buckets attached to huge chains.

Time within this underground world is kept by Water-clocks that are set to the sun of the outside world. During the night, lights sparkle throughout the realm, these are usually from the Lanterns of Venndaburg.

Earthquakes are common around underground kingdom. Small ones are called “Rattlers” because all they do is rattle the dishes.
Pug

**Holy Color:** Green

## Description

Pug is said to appear in many forms his most common being a old man, aged but spry. He walks around with a hand full of good berries and a hookah. His other a middle aged man, black hair set with a green clasped cloak with a willow branch leading a flock of sheep.

## Personality

Most say his personality is lovely and full of humor.

## Worshipers

Most of his spellcasting followers are druids, but that a few others are normal clerics who commonly wander as pilgrims wearing russet garments and carry staves. The temples of Pug are wooden structures in rustic settings, and services are adorned by earth, fire, living flowers, and water. He is most revered by druids who live in very wild places, such as those of the barbarians and other underpopulated lands, he holds worshipers of many different races and backgrounds.

Clerics of Pug have no hierarchy, treating all those of their order as equals, and keep to their wilderness, rarely involving themselves in society. The book adds that while temples to Pug can be located nearly anywhere, they are usually amid groves of oak trees

When clerics of Pug receive their training Pug's adherents learn to become one with the Shalm in isolation, surrounded by wilderness. Only at the beginning and end of a new cleric's training does he receive guidance from a senior member of Pug's clergy. The rest of the time is spent living off the land and developing an instinctive connection to Pug's will. Not surprisingly, Pug counts more druids among his followers than clerics. Common quests for Pug's followers involve those perform services such as to protect a forest from woodcutters, cleans the corrupted heart of a swamp, or prevent a dwarven mine from unleashing a volcanic eruption. Prayers and psalms in honor of Pug often begin with references to birth and growth and end with references to death and dying. His temples, marked by groves of oak trees deep in the wilderness, are defended by dozens of guardian animals and other denizens of the wilderness, who are generally content to observe visitors from a distance. Rites in the name of Pug are seasonal, triggered by events such as the first songbird of spring or the first snowfall of winter.

"Serve as protectors of nature, acting as the agents of retribution when their protection is insufficient or too late. They teach hunting in the way that nature's creatures do".

"One should live in harmony with nature in all of its variety. Those who destroy or otherwise harm nature deserve swift vengeance in an appropriate manner. Those who are one with nature have little to fear, although the well-meaning but foolish are sometimes brought down by a danger they could not avoid or divert. The wilds can be ugly, dangerous, or terrible, but these things are a part of nature and should be respected as much as those that are beautiful, harmless, or wonderful."
Saint Khron Amendiel, Apostate of Light ~ Hatred and Tyranny

## Saint Khron Amendiel the Apostate of Light, Patron Saint Hatred and Tyranny

A former Captain of Logan Sunstrider, the Aasimar once known as Zarichronael, betrayed his brothers in battle on the Field of Eternal Glory and in his wake, left a devastating path of destruction. Considered the first Aasimar to fall, Zarichronael became worn out of the eternal struggle and wanted a swift and destructive end to it. This line of thinking lead him down a dark path and eventually, he saw that the Forces of Light would refuse to conduct such a campaign. Pressing to end this Eternal War once and for all, he was chastised and ignored. This lead him to contact Valin Locke, if Logan and his Great Captains would not listen, then there was always another side that would do whatever it takes to win, and then the war would be over. Measures could be taken so the conflict would never flare to life again. Zarichronael fell from grace and is now known as Khron the Apostate of Light.

Saint Khron now prefers to keep to the shadows, allowing his servants to carry out his intricate plans. On the rare occasion in which he appears to his followers, he takes the form of a shadowy Aasimar figure -- often bare-chested, sometimes wearing dark armor and a stylish black cloak streaked with white. He has no tolerance for failure and seldom thinks twice about submitting even a loyal servant to rigorous tortures to ensure complete obedience to his demanding, regimented doctrine. Though possessed of an unforgiving wrath when aroused, Saint Khron is slow to anger, existing in a perpetual state of controlled burn.

**Symbols and Books:**

Symbol: A Solar Eclipse with a sword running through it. Holy Books: Khron's Holy Book is called The Discipline of Victory and outlines strategies of subtlety and violence to gain power.

* Serve none but Khron and Locke. Fear Them always and make others fear them even more than you do.
* The Apostate of Light always strikes down those who stand against it in the end.
* Defy Khron and die -- or in death find loyalty to him, for he shall compel it.
* Submit to the word of Khron, since true power can only be gained through service to him.
* Spread the hatred for the weak and unwillingly. It is the doom of those who do not follow him to let power slip through their hands.

**What Saint Khron Demands:**

Be unafraid to use immoral tactics and unthinkable violence to spread your influence and agenda. Hate those who would stand against you and conquer them. Bring them to heel and grind their will to stand against you. Only when their hatred for you is equal of yours to them, should you kill them. Torture, beatings, and calculated assassinations are acceptable means to and end. Most importantly, achieve positions of power within society, either through force or trickery, and to use that power to further the cause of hate, fear, destruction, and strife.
Knights of the Tome

The Knights of the Tome are a knightly order based in faith to Ivicaar Avri. They exist near the city of New Ulrok and help maintain and guard the roads leading out and near the city. New Ulrok is the order's patron, specifically Magus leader PT-ONE, who is supporting the Knights so they can deal with the congestion and crime that has cropped up in recent years outside the city walls. The Knights of the Tome are often magic wielding fighters, war wizards, or arcane domain clerics, focusing their training on aspects of Ivicaar's magic in whatever way possible. The Tome is a sacred book, a spellbook said to be connected to Ivicaar herself. They say that nearly every spell possible to learn through study is available inside the Great Tome, though the book is under extremely heavy guard at all times and none have verified the rumor. The forces the Knights have grown close to reaching one hundred and fifty in recent years.

**Tenets.**

1. **Weave.** *Strive to enhance your connection and ability to manipulate the great magical Weave to the best of your ability. Divine favor of Ivicaar can be accrued through study and mastery of magic.*
2. **Defend.** *Defend those you have sworn to until you die trying. Once an oath to protect is sworn, it must not be broken. It is the Knights sacred duty to defend the city of New Ulrok now.*
3. **Research.** *Delve into the magical unknown wherever possible. Make connections, establish hypotheses, and above all, expand your magical knowledge at all stages of life.*

**Hierarchy.**

1. **Squire.** *When a new member joins the Knights, he or she becomes a squire to a more senior Knight. A squireship lasts for three years or until the squire is able to demonstrate mastery over spells of the second circle.*
2. **Soldier.** *Those who have graduated to being a full military man or woman, but have not yet gained their sacred Knighthood from Ivicaar Avri or one of her Saints. Special exception is made for Eldritch Knights, as their magical powers are significantly weaker innately.*
3. **Knight.** *Those who have been either divinely blessed by Ivicaar to cast the third circle of spells, or those who have studied to be able to do so. These are considered one in the same, as both pertain to magic, Ivicaar's domain. Special exception is made for Eldritch Knights.*
4. **High Knight.** *The most senior member of the Knights who is an Eldritch Knight.*
5. **High Arcanist.** *The most senior wizard of the Knights.*
6. **High Cleric.** *The most senior divine cleric of Ivicaar Avri among the knights.*
Basilica of Light and the Square of Saints

The Basilica of Light is a rather impressive construction placed right in the heart of the religious center of the city. When one visits it their attention will be drawn to the massive square in front of it that is always filled with visitors, clergy and at times even peddlers trying to sell their goods. The Basilica itself resides on the Eastern side of the square. Its construction is much in the style of a gothic church, but it has been adapted to make practical use easier. The most obvious of the modifications is that the base is larger to allow for easier crafting inside of the building. The entire structure is made of stone and it is clear to see that it once was a grand structure worthy of every architect's admiration, but just like every other structure in existence, the wear and tear of time has left its marks. The stones, while still clean have lost their radiance slightly and stains caused by the rainfall can be spotted if one pays close attention. If one uses the Basilica of Light as a center point, then in each of the cardinal directions one can find a grand church. The Gods Logan Sunstrider, Iuna, Xengarath and Ivicaar Avrii are the four main religions of the city.These churches are somewhat smaller than the Basilica itself but are an impressive sight nonetheless. They were made around the same time as the Grand Cathedral, so the wear and tear they show are about the same as those that mark the guild building.