recursal/Fanatic-Fandom huggingface dataset:
Luggage

A magical trunk with legs, it is very loyal to its master.

6' (Armoire)

Luggage was a magical construct made to look like a trunk. It could sprout hundreds of legs to travel with. It also had the ability to transform into both an armoire and a jewelry box (seen below). Its owner could rifle through a seemingly endless pile of clothes that Luggage held within it. However when someone jumped inside Luggage, or Luggage swallowed something, they would fall into what appeared to be a dark pocket dimension that traveled with Luggage.

## History

Luggage was owned by Myst and Maz. Before that it was owned by the mysterious trader Lesion. Based on the contents of the Luggage, Maz believes it to be much older, and not created by Lesion.

She eventually came to learn it's previous owner was a crime lord in Belloskaya, Yekatr named Calib Tomikova. A painting of him as well as several of his books and his desk can be found inside luggage. This is where his personal journal was kept which ended mysteriously as the crime lord entered a remote cave.

Inside Luggage’s pocket dimension were many strange things from a box containing a painting imp, to an Inn sign, to a small river. It eventually ate six bombs made by Maz, a few members of a monk terrorist group, and a flaming skull.

For a brief period of time, Myst considered hiding away Adam Demos inside and smuggling him with their party, but ultimately decided against it after conferring with the rest of the Keystone Seekers.

## Luggage's Rooms

Myst eventually took the time to map out the inside of luggage and built out this chart also containing the probabilities for her to enter each individual room:
Barbdrass

Barbdrass, Swordstone representative for the dark queen, Vuthisst.

Barbdrass was a political representative in the Swordstone government for the dark queen of Misty Isle, Vuthisst.

## History

Barbdrass was one of the members of the dark queen's inner circle, and was one of the highest ranking lizardfolk present in non-lizardfolk society. He worked directly with the Heroes of Savera as well as the other representatives of the Five Kingdoms of Savera.

He oversaw the transaction between the Keystone Seekers and Vuthisst for the artifact known as the Obsidian Egg, which Vuthisst loaned to the adventuring party to help stop Shandri of Crys from interfering with her plans.

## Personality

His primary concern is that his queen remains happy, and he'll see it stays that way no matter the cost.
Kuurg

Kuurg the Oni who had changed his ways after years of solitude.

Kuurg was an Oni from Gael who was trapped by the hag Mad Mable Fleshwhittle in her demiplane for 40 years alongside his brother. His time there, and the death of his brother, allowed him to change his natural chaotic and evil ways, and vowed that if he escaped he would never eat a living person ever again. However upon his escape he was immediately magically charmed and captured by Richard Fugger.
Tales From Nibiru Wiki

## Welcome to the Tales From Nibiru Wiki

This is the world of Nibiru, a homebrew setting for Dungeons & Dragons 5th edition. The current campaign story follows a party known as The Keystone Seekers in a campaign called "The Closed Crucible".

## The World of Nibiru

Nibiru is a planet on the plane of Terminus. The planet contains four continents: Rhine to the west, Yekatr to the north, Savera to the east, and Gael to the south. Each continent is decorated with a massive obsidian obelisk the size of cities that pierces the clouds. It takes nearly a day to walk from one end of an obelisk to the other. Inside each obelisk is a massive super-dungeon, upon completing an obelisk, one brave hero is rewarded with a boon from the gods, or so the legends say. On each continent great civilizations sit, each with their own cultures, politics, and mysteries.

### Notable Pages

* Deities
* Soul Rot
* Factions

## Campaigns

Nibiru has a collection of campaigns that take place in its world. Each of them under the moniker "Tales from Nibiru". Here are some of the campaigns of this setting from the past, present, and future with their associated locations/time periods.

* Tomb of Annihilation (Kalt Vali, Vanika; 1211 3C)
* The Grand Inquisition (Savera; 1402-1404 3C)
* Shards of Fate (Savera; 1434-1435 3C)
* Beneath the Deepest Snow (Yekatr; 1435 3C)
* The Closed Crucible (Nibiru, 1437 3C)
* Kingdom of Sands (The Domeworld; ???)
* Wrath of the Rotted King (Rhine; ???)
* The Watchers of Rorshar (Rorshar, Rhine; ???)
* Colonies of the Wildlands (Gale, ???)
* The Coming Dawn (Nibiru, ???)

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Fengu

## Fengu, God of Wind and Righteous War

Traditional symbol of Fengu

The Watcher

**Fengu** (also known as **Fenn**) was a Lunar Deity of the Nibirian Pantheon. Known as the Peace Bringer, the Righteous Spear, and The Watcher, their portfolio included self defense, just warfare (against oppression, in defense, against unnatural creatures such as undead), and the protection of the natural order. Worshippers of Fengu are known as Peacekeepers or Eagleborn.

## Description

Fengu's depictions were relatively consistent across lands. He was regularly depicted as an eagle carrying a radiant spear. Some cultures depicted him as a humanoid warrior, complete with leather and padded armor, still holding his radiant spear. Some depictions showed him with wings, others did not. But in most depictions of his humanoid form an eagle could usually be seen nearby.

## Realm

Fengu resides within the lunar realm of Arcas. There he watches over the Verdant Weald, and rules from the Gaokerena, the tree of life of Arcas where all who value peace, serenity, and nature rest for all eternity. His followers help him defend the tree of life from those who would abuse of it's powers, and stops the forces of chaos from intruding on the peaceful eternal weald of Arcas.
Gero

The mute sea-faring warrior, Gero.

Gero was a sailor who was mute and could only communicate through Tekan, a form of sign language native to Gi'teka and those who live on the Great Lake Gi. Gero joined the Seas the Day crew after sneaking onboard after they stopped in port at Gator Bay.

## History

Gero was a fisherman in Gator Bay. He became mute shortly after he was born and learned Tekan from his parents, one of which was also mute.

Those born from Gi'teka, Gi'hobar, and Gi'repto are often born mute, or loose the ability to speak around the age of 2 or 3. As a result, any who live there learn the Tekan language of sign language. Gero was no exception. Even though he was born in Gator Bay, both of his parents were born near Lake Gi.

Born a mute, Gero was used to working either alone or with the few others who could understand Tekan. Gero would make his living as a small-time fisher, selling to merchants and adventurers who would pass through. Eventually Gero found a wife and was soon to have children.

Sadly, Gero's pregnant wife fell to the Goldandian Plague of 1434. Gero mourned her death for months. He began to loose interest in everything. He couldn't bring himself to fish or hunt, or anything that once brought him joy in life. He was lost, until one fateful day.

Gero watched as the ship, Seas the Day pulled into port. While they were in port, Gero snuck onto the ship, hoping to stow away and awaken in a new life somewhere. Gero was looking for change more than anything else.

It took a few days, but eventually he was caught wrestling with Baask over some meat that Baask had stored away some time ago. After much discourse, and the realization that Gero could in fact not speak, Gero took the time to teach Plum basik Tekan and explain how he wished to get away form it all.

After a long talk, and seeing how well he got along with the rest of the crew, Captian Purple Plum offered to let him join the crew officially.

## Personality

Gero is very to himself, though this is arguably more due to the fact that most people cannot communicate with him. In reality, Gero is very thoughtful and likes to talk with others. He is active, full of energy, though often that energy is redirected onto others who may not be so appreciative of it. He enjoys adrenaline and the rush the sea breeze gives him. But most of all, he enjoys the feeling of freedom that sailing gives him, and the opportunities that he believes the future has in store for him along the Gate of Kah.
Arz

## Arz, the Beast

Traditional Symbol of Arz

The Master of Slaves

Arz was a Lunar Deity of the Nibirian Pantheon. Known as the Beast, the Fettered Foe, and the Master of Slaves, his portfolio included domination, greed, and the practice of slavery. Arz's domains were Tempest and Death. Worshipers of Arz wre known as Chains or Wardens.

## Description

Arz was a deity of chaos with many different interpretations, though with very common themes. Those who worship Arz believe that each of them are chains in Arz's great link, and it is their duty to add more chains to that link whether in the case of followers, or slaves. Fittingly, most depictions of Arz features a beast of some kind (a bear, a canine, or some other animal depicted with a rabbid expression), with six chains wildly flowing from his collar.

## Realm

Arz rules over the inverted forest of Armageddon where his chains reach down from the trees and strangles any who enter, damning their souls to eternal servitude to him. If a soul displeases him in any way, or if he's just feels like it, he will devour the soul and exile it into nothingness. His most devout followers become demons that wield chains to enslave other demons or creatures that wander through the plane. Any who are not up to snuff, or simply displease Arz, will be devoured.
The Magician

A card depicting the god of fate, The Magician

**The Magician** was a god of Fate of the Pantheon of Fate. Known as The First and The Mage. His portfolio included creativity, deceit, manipulation, lies, power/will power, and the development of skills. Worshipers of The Magician are known as Magi.

## Description

The Magician was often depicted as a man wearing a long brown or red cloak. Often by his side, but always depicted beneath his hands, is a long snake that is devouring its tail. In all depictions, The Magician always has one hand pointing up, and one pointing down. As well, The Magician is often associated with the number 1.
Dolmor Winterale

The mage protector of Viscount Sirca Undum, Dolmor Winterale

Dolmor WInterale was an official of the Belloskayan government who served directly under the High Judge, Viscount Sirca Undum. He served as a mage protector and often would deal with unusual arcane matters that the Arcane Advisor of the Sapphire Cabinet deemed unworthy of his time. This included minor magical infractions that fell under "keeping the peace" laws.

## History

Dolmor Winterale was a practiced arcane spellcaster who cast his spells through his magically enhanced tattoos. He was a student of the Archmage, Voric the Brumal until he left his tutorage to work directly under the High Judge of Silvercloud.

He was hired by the Sapphire Palace to act as High Judge Viscount Sirca Undum's arcane body guard. This included the task of dealing with minor magical infractions that occurred throughout the city that the Arcane Advisor saw unfit of his attention.

## Personality

Dolmor, unlike most dwarves, can be a bit of a pushover. He often lets minor magical infractions off scott free. He tries his best to not overthink things as it makes his life more complicated than he enjoys. He prefers mental focus to be dedicated to his study of the arcane, and follows the laws to a T, without questioning them much.
Awino Coldseeker

Awino in a new look to match her new life on the high seas during the events of the "Shards of Fate" campaign (1434 3C)

### Affiliation

The Thieves Guild of Swordstone (Formerly)The Keystone Seekers

## Physical description

### Eye color

Black

Awino was an orphan who was raised on the streets. She aspired to join the Shadow Sanctum and work under Spymaster G. Living in a city built by heroes, and ever the optimist, Awino aspired to be as great as them, despite her coming from a run down part of the same city. She always identified most with G, for being a fish-out-of-water and being very sly on his feet. She would eventually join the crew of the Seas the Day to broaden her horizons.

## History

> "One day I'll join the Shadow Sanctum. Until then consider me you're super-spy in training."
>
>

Awino was born to unknown parents in Swordstone. She was abandoned at a young age and was forced to find a way to survive in the Shadow Step district of the otherwise amazing city. She should have been taken to an orphanage, but no orphanage exsisted in that part of the city, and no one ever bothered to take her there.

Because of this, Awino only managed to survive thanks to her wits and the kindness, and ignorance, of strangers. Though, none were kind enough to take her to a good home.

During her time growing up, she never thought of her position as "bad" only "different". She often looked up to the heroes who built the city and most identified with the halfling hero, Spymaster G. A fish-out-of-water, in a land that didn't want him. He rose through the ranks and became the greatest spy in Saveran history. Awino wanted to do anything to be half as good as he was.

She aspired to join the Shadow Sanctum and work under Spymaster G, however she constantly fell short at the written exam. It was very late in life when she realized that reading was an essential skill that she did not posses. This stopped her from being able to join the Shadow Sanctum.

The thieves guild on the other hand took her in almost immediately. She was sly, cunning, and a master pick-pocket. However, during a job gone-wrong, she lost most of her cut and decidedly quit the guild. Instead looking to hone her skills elsewhere.

This lead her to answer an ad for a crew of a ship known as Seas the Day. She applied and readily joined the crew, ran by a group of adventurers who called themselves The Keystone Seekers.

## Personality

She's witty, she's pretty, but strangely, no one tends to remember her. Awino always changes her appearance to match the occasion, never getting too much attention, unless that's the idea. She's an expert at blending in and she's proud of it. Otherwise, she's easy going, optimistic, and can make friends with practically anyone. Though she has a tendency to avoid intellectual discussion, this partially stems from her inability to read or write.
Kalim Abbad

A traveler from another plane, seeking to stop a great disaster and hopefully return home.

## Physical Description

### Notable Features

Glowing yellow tattoos

Kalim was a nomadic Air Genasi and a very powerful sorcerer. He stood 5’6" and used tattoos on his hands and forehead to channel his magical energy. He wore many layers of white and black clothing and decorated himself in golden arcane enhancers to better focus his magical energies.

## History

Kalim was the brother to Myst and originated from the Domain of Air. He traveled to Terminus to hone his abilities. His journeys had brought him to spend much time in the continent of Savera. While on Terminus, he became a very powerful sorcerer.

During his time in Swordstone, Kalim learned from several teachers there including Shandri of Crys, who encouraged his natural curiosity about Nibiru. He would go on to explore an ancient Elven library that held the secrets of a ritual known as the "Ritual of the Tower".

He would return and share his findings with his closest acquaintances and would eventually publish a small paper on his journey that now sits within Bloodfeather University.

At some point, several tragedies started occuring across Savera and Kalim believed that someone discovered how to use the Ritual of the Tower on a massive scale. This lead him to find a way to counteract this, what he believed to be, cataclysmic scale of what was meant to be a small, but powerful, ritual to a long dormant god of fate.

Kalim discovered the perfect sacrifices to pull the counter ritual off, the last few remaining artifacts of fate that he could pull up any information about. He chose the five that he believed were the easiest, and most likely, to obtain: the Crown of Carrion, the Heartstone, the Jewel of Sol, Judgement's Eye, and the Obsidian Egg. If each of these items were sacrificed in a counter-ritual, Kalim believed the outcome of the larger one can be stopped, even if the initial sacrifices could not be.

He spent months preparing himself to be able to cast the ritual when the time came. He eventually split up with the two traveling companions he made while on Nibiru, a Brass Dragonborn named Jitters and a dwarf named Bukit Grimrockm, in order to spread and find out more information about the artifacts of fate they were seeking. They were planning on meeting up in Sapphire City.

At some point he was captured and imprisoned in Mal Karash beneath the city of Shor-Thro Gar. He was put there for “his own good” according to Kan Mondrega.

He was eventually rescued by his sister, Myst (Aaliyah Abbad), and the rest of the Keystone Seekers. From there he would go on to steal the Crown of Carrion from Queen Margara Redfeather, obtain the Jewel of Sol from the Plague Shaman in the Goldlands and simultaneously snuff out the Goldlandian Plague's source.
Doctor Kaegro

An intimidating yet charismatic mystic who claims to serve the will of the Misty Isle itself.

## Physical description

### Eye color

Yellow

Doctor Kaegro was a Lizardfolk and a mystic. He stood 6’2" and had dark red skin, with white paint on his face in the style of a skull. He wore very little in the ways of clothing, he had remnants of armor on his shoulders and bits and pieces on his arms made from animal hide and vines. He also wore a collar of fur that he had claimed made him look more approachable.

## History

> “Please, don’t think of me as a stranger… Think of me as… An unmet friend…”
>
>

Doctor Kaegro was said to have been born from the swamps of Misty Isle itself. Misty Isle was his mother, and the Astral Sea was his father. He saw many Kenku, foreigners, and currious Lizardfolk in order to aid them in life. His services are vague but his powers were extraordinary. He seemed to regret some actions of his past, and is working to help correct his past.

He drew many of his powers from the old religion, the Gods of Fate. They spoke to him through various means, one of them being through a deck of cards.
Artok Arringham

A noble ratfolk warrior who rides with his trusty panther Shiela

The Five Kingdoms of Savera

Artok was a brown haired ratfolk. He stood at a whopping 4’2" and wore half-plate armor. He was missing one eye and fought with a shortsword at his side. He was never seen without his steed, a panther named Sheila.

## History

Sir Artok Arringham was a knight of Swordstone and a member of Vith Veskar’s Chief Generals who were able to command any army across Savera. Being a Ratfolk, Artok is not native to Savera and comes from a country to the south in Gael. He has been friends with a large panther named Sheila for many a decade. He also claims to be “good friends” with the High King himself.
Captain Bakari

An undead pirate captain looking to free his men and himself from their curse.

The Fog of Death

Captain Bakari stood roughly 6’1" tall. In his undead state, he appeared to be made of a loose connection of skeleton and muscle. Upon closer inspection to his skull, it has been decorated with gems, engraved upon, and modified several times to become a nearly non-human form. Bakari also wore very tattered clothing, though it had echoes of something that used to be more regal. He also wore a long, old and sea-worn cape with a large collar. Bakari also wielded a bright golden blade seemingly untouched by the wear and tear of life at sea.

## History

Once a revered Privateer, Captain Bakari pillaged the high seas for the kingdoms of the Goldlands long before the five kingdoms of Savera were formed. He would eventually turn against his benefactors and became a full-fledged pirate/adventurer on his own with his crew. His ship became known as Death’s Trident, due to their figurehead which sported a large trident that would ram and pierce through enemy ships, guaranteeing them to sink.

In his travels, Captain Bakari discovered a treasure that would grant him one boon from a Black Djinn. He wished for immortality for both him and his men. The Djinn granted this immortality, but at a cost. Their bodies continued to age, but their spirits would remain young, and can never leave their bodies. As a result, him and his entire crew cannot die, and their skeletons remain entirely animated.

It’s been decades since this occured. To this day Captain Bakari roams the high seas, with him carries a thick fog and a promise in form of a song. A promise of continued pirating and endless torment until one day when Captain Bakari finds a way to end the suffering of his men and his crew.
Vishap

## Vishap, God of Magic

Traditional Symbol of Vishap

The Master of the Weave

Vishap was a Astral Deity of the Nibirian Pantheon. Known as the Purple Dragon, the Father of Spells, and the Master of the Weave, his portfolio included magic/spells, the weave, and kindness/gift giving. Vishap's domain was Arcana. Worshipers of Vishap are known as Gifted Ones or Weavers.

## Description

Vishap had a fairly universal depiction across nations of Nibiru. Some consider this is because he is one of the younger Nibirian gods, though still thousands of years old. Vishap has two primary depictions, one more common in Rhine, Ykater, and parts of Gael. Another more common in Gael, Savera, and dragonborn tribes of Rhine.

In the former, he's often depicted as a jolly rotund man with a full black beard and wavy, messy hair. He is portrayed as wearing a purple robe and holding a goblet full of wine in one hand, and carrying a small pouch in the other. The pouch is presumably filled with magic and gifts. Some depictions has him holding a yellow sphere reminiscent of an eye with an eight pointed pupil. This depiction hints to his other form.

In the latter areas, he is depicted as a great purple dragon with deep yellow eyes. He is often portrayed as laying down, covering the top of a goblet with one claw.

Vishap's symbol is that of his eight-pointed eye. It is said that there is one point for every school of magic.

## History

Vishap is said to be the greatest of the sons of Imogyo. When he was alive on the planet, it is said he taught the first fledgling humans magic. How to cast arcane spells and how to manipulate the weave to their wills without need for reverence of nature or gods. Many clerics and druids hated Vishap for this reason and attempted to kill him. But every time they were met with little other than peace and understanding, and most who went to kill him often left with little to no blood having been spilled.

Vishap also made it a habit to visit nearby villages during the harshest of winters and deliver unto them gifts of food and warmth to keep them sustained through the nights. Eventually this practiced was mimicked until it became a full-fledged festival in honor of him.

His teachings became widespread, though it is unclear now as to where he lived. Many believed he worked primarily within Ykater, though some argue that's merely where he ascended and he actually dwelled within Rhine. The truth is likely somewhere in between.

## Realm

Vishap's domain is largely unknown. It is accepted that he travels often within the astral sea, though he is said to have palaces in both Avalon and the Nether. His presence can even be felt in parts of the Far Reaches, though in a much more limited capacity. His presence in the Astral Sea allows for arcane spellcasters to cast their magic in wildspace with relative ease, though proximity to the phlogistan may still cause occasional hiccups.
The Story Thus Far

The Aramore Colosseum

The Journey to Koden Kal

The Pyramid

Draconia

Daggerdare Village

Fallen Dwarven Kingdom

Quest for Excalibur

Kruul are Unleashed

To Hell

* Scoping Tartarus
* The Staff of Law
* The Herald of Asmodeus

The Champions

* Humans
* Dragonborn
* Dwarves
* Underdeimos (Halflings, Tieflings)

The Elven Champion

* Humans
* Elves
* Centaurs
* Orcs

The Death and Raising of Maka and Galahad

Excalibur is Restored

Freeing the servants

Purifying the Eye of Imix

To do:

Subjugating the Orcs

Freeing the slaves

Create new town
Alexaeus Taurrin

## Templar Alexaeus Taurrin

Alexaeus Taurrin, Templar of the Apothietic Knights and Foreign Advisor to High Father Neol Starcry

## Physical Description

### Notable Features

scar across left eye

Alexaeus Taurrin was a Templar, a leader, of the Apothietic Knights and the Foreign Advisor to High Father Neol Starcry. Part of his duty was to travel to foreign nations and bring the worship of the Apothietic gods with him.

## History

#### Visit to Savera

During the events of the Shard of Fate campaign, Alexaeus went on a diplomatic mission to Savera during the ceremony of Penance. While there, he set up a small chapel to the four.
Zakkar of Pangola

A clumsy but powerful Tabaxi sorcerer, he acted as the public face of and the arcane advisor to High King Thurr Bloodfeather.

### Affiliation

Aries' RebellionHeroes of Savera

The Five Kingdoms of Savera

## Physical Description

### Eyes

Green

Zakkar was a Tabaxi with grey fur and black stripes. He stood at 5’11" and wore multi-layered robes of a magical silk. He often carried many scrolls with him and wielded a black and brown staff with a bright glowing blue gem floating above it.

## History

> "Don't worry, I've got this!"
>
>

> *-Zakkar, before absolutely not getting it*
>
>

Zakkar was a sorcerer from the city of Pangola in Amalia. He was known for causing magical accidents that would harm anybody around him. However during the his journeys with the Heroes of Savera, Zakkar learned of the horrifying source of his wild magic and how to control it. He would become one of the most powerful sorcerers in Savera. After the end of the Grand Inquisition he became the Mystic and Occult adviser to High King Thurr Bloodfeather.
Granny Gertrude Bitterbite

The most powerful hag of the Coven of the Wilds, she freezes her victims before devouring them whole.

## Physical Description

### Eyes

Dark Blue

Gertrude was a horrifying visage of a humanoid. She was a blue skinned skeleton of a woman with a permanent smile marred on her face, giving her a cold, dead-like appearance to match her personality. She wielded a grey, ice cold staff that held great magical power, but would harm anyone else who dared tried to use it.

## History

> "Nobody dare harms Granny and gets away with it!"
>
>

Granny Gertrude Bitterbite was a hag from the Far Reaches who was a member of a coven of hags known as the Coven of the Wilds. She worked closely with Shandri of Crys and her coven sisters Lenna Moonbiter and Mad Mable Fleshwhittle to bring about the Ritual of the Tower and sacrifice hundreds of thousands of souls for the deed.

She helped Shandri confront the Keystone Seekers during a battle at Gloomstalker's Hollow after killing all the bandits who hid there, and eating one. She would go on to kill several of the Keystone Seeker's friends before bieing entrapped in a wall of ice and killed via lightning bolt from Adelaide Quadrille.
Imogyo

## Imogyo, God of Fire and War

Traditional symbol of Imogyo

Purifying Fire

Flame Father

**Imogyo** (also known as **Imogo** or **Inog** and **Imaug** in his dragon form) was a Solar Deity of the Nibirian Pantheon. Known as the Father of Dragons, the God of War, and the Purifying Fire, his portfolio included everything related to war, purification, and rebirth, as well as many of the mystical qualities surrounding Dragons. It was said that Imogyo was the father of the first dragons on Nibiru. Worshipers of Imogyo were known as Emberlings. Dragonborn, who saw themselves as the direct children of Imogyo, would refer to him as their Flame Father.

## Description

Imogyo was consistently portrayed in three different forms. His primary form was depicted as human-like with patches of orange scales covering his skin. His eyes were deep red and he had slit pupils. It was said that staring into his eyes would purify you of all your sins, and if your sins were too much it would burn your soul to nothing. He was depicted with short red hair and a full red beard. In this form Imogyo wore red and orange plate armor and wielded a sword of fire. Some depictions have him wielding a greataxe, also made of fire.

His second most common form was the form of a great dragon. His draconic form was red and orange with great horns made of fire said to shoot from his soul. He was depicted with four legs and four great wings, instead of two that most dragons had.

The third form he was depicted in was very similar to his primary form, however this form depicts Imogyo during the Celestial War between Arcanus and Co-coa. Imogyo is depicted here wearing armor similiar to his in his normal form, except it is plagued with sharp red shards and fire shooting out of it chaotically. He was also shown wearing a large helmet that was equally menacing.

## Realm

Imogyo resides within the solar realm of Valhalla. There he sits in the halls of The Citadel of Will, a structure that guards the gates to Valhalla and defends it from invaders. His loyal followers eventually join him in protecting Valhalla and become members of his great army, sworn to protect the good realms for all eternity.
Calib Tomikova

## Calib "Golden Boy" Tomikova

Golden Boy, leader of the Blue Cloaks during the events of the Beneath the Deepest Snows campaign (1435 3C).

## Physical Description

### Notable Features

Golden eyeshadow and nails

Calib "Golden Boy" Tomikova was a Belloskayan gangster and businessman who attained notoriety during the Prohibition era as the second, and most influential, boss of the Blue Cloaks. His reign as crime boss began when his mentor, Jahn "Iron Leg" Sengic died in 1427.

## History

> "I've gotten much farther with kind words and gun than I have on kindness alone."
>
>

Calib was born and raised in Silvercloud. He joined up with the blue cloaks when they first formed and was the right-hand man of its original leader, Iron Leg Sengic.

At some point in his life, he was the owner of Luggage (then known as Tabak), and lost him in an unknown circumstance after traveling to the "One Eyed Gambler."

During his time in the blue cloaks, he met his would-be wife, Anastasiya Petska. When Iron Leg died, and Calib became the de facto leader, his relationship with Anastasiya became official and the two were wed.

In his time as leader, Calib has eradicated all other competition in the city for gang territory. The last remaining fighters within the Bleeding Hearts faction dwindle under his boot. He also has increased the Blue Cloak's charity activity. Donating large portions of his profit he gains from bootlegging liquor and alcohol, and from his escapades robbing and scheming the wealthy of Silvercloud.

As a result, Calib has received much renown across the city. He has gained a bounty of 5,000 gp that seemingly will continue to go up the longer he avoids capture. He has gained the disdain of the nobles and ruling class, and has captured the hearts of the peasantry and workers, thus making him even harder to catch as the common folk of Belloskaya will go out of their way to cover up the tracks of the Blue Cloaks.

## Personality

Only two things matter to Calib, his success and the success of the people of Silvercloud. He's greedy, and he's not afraid to let other know, but his care for the people of Silvercloud is genuine.

Calib is an honest man, at least he believes so. He rarely catches himself in a lie, though he will withhold information if he sees fit. He uses his charm to get his way, and more often than not it tends to work out that way.
Sizzle

Sizzle the adventurer/master chef

Named after the sound he makes of a pan filled with searing oil, Sizzle was once a great sous chef. Now a master of his own meals, Sizzle was an experienced adventurer and a learned chef who ventured deep into an obelisk and received his boon, the ability to think creatively. During his travels he came across the likes of Richard Fugger and joined his cause, with the promise of slaying all those who have wronged him in his life.

## History

> "Swift death to you who have wronged me."
>
>

Sizzle was a sous chef to a famous Belloskayan cook. His goal, to perfect the illusive Meat Du Jour passed down through his family for generations. Having no children of his own, he decided to pass down the tradition to Sizzle, in hopes the Kenku would one day be able to complete his family's legacy, or at the very least pass it on to someone who could.

Sizzle spent most of his life recreating the recipes that his old master made and feeding it to the peasantry. What little time he did spend cooking for nobility was frustrating for Sizzle, as he was fired once he ran out of recipes. Being a kenku, he lacked the ability to think creatively, and could only reproduce what he had been shown before. Sizzle made a lot of enemies, a lot of nobility that made sure his name would be associated with dirt and awful cooking.

It was after one of these nobles had fired Sizzle that he joined with an adventuring party and traveled with them for many years. Eventually, they had managed to overcome the trials of an obelisk, wherein Sizzle asked for a boon of creativity. It was after receiving this boon that Sizzle had completed his master's legacy, the Meat Du Jour.

During the latter part of his career, he made a voyage from Silvercloud to Huan Cheng to spread the Meat Du Jour to the Ver Republic. It was during this voyage that he was stranded on an Island Turtle with several other notable chefs. During these events, Sizzle made contact with one Richard Fugger and grew to despise a dragon living on the Island Turtle. It was on this island that he made a pact with the Lich to kill all those who have wronged him, including the dragon and several nobles, and in return Sizzle would be his personal chef.
Hill of Coal

A young Tabaxi who has dreams of great adventures.

Hill of Coal, or Coal for short, was a teenage Tabaxi with pitch black fur and a distinct grey right paw. Coal stood at 6 feet tall and had two large golden earrings in his left ear. Coal wielded a scimitar and preferred a flourishing swashbuckling attitude to combat.

## History

Born and raised in Ra-Garah, Hill of Coal grew up helping his father run the Greypaw tavern. Ra-garah saw many adventurers pass through on nearly a weekly basis, and the Greypaw tavern was the tavern to be at for travelers. Because of this, Coal grew up hearing about their travels, and was in awe at the tales traveling adventures would weave. Coal was been determined to become an adventurer himself and see the beautiful world he was told about ever since he was a kitten.

He would go on to help save Myst from a raging gorilla alongside Mazago Thunderhammer. He would be captured by a mad Alchemist known as The Rat King who would perform experiments on him until he went blind. Coal then traveled to Pangola where he hoped to get his blindness cured.
Lenna Moonbiter

A cruel hag that invades her victims dreams to give her power.

Lenna was a purple-skinned humanoid woman who through dark magic transformed herself into what was colloquially known as a “hag”. While her original race was unknown, she stood at 5’8" and had a rather prominent hunchback. Her dress was adorned with skulls and she had two ram-like horns that grew out of the sides of her head.

## History

> "You will suffer and endless sleep for the death of my sister!"
>
>

Lenna Moonbiter was a humanoid woman who, at some point in her life, became so infused with dark magic she went from being a common-place witch to a full-blown hag. She had a daughter who was killed by Zhakir and Kan Mondrega.

She was a member of a coven of hags known as the Coven of the Wilds. While in the coven, she operated inside Cal Valley in Moss Stone.

She had some connection with both Kan Mondrega and the Shards of Freedom.

She confronted Kan about his betrayal, and attempted to assassinate the Grand Chief of Moss Stone, Bror Anraxal. She was killed in the process, being pinned to a wall in the throne room of Fort Durg in Shor-Thro gar.

Her, along with her coven sisters Mad Mable Fleshwhittle and Granny Gertrude Bitterbite worked with Shandri of Crys to attempt to bring about the Ritual of the Tower.
The Truce

The remains of Envyre Vaeria shall be returned in full to the Vaeria estate by Aldia Sorandoril (hereafter called “Aldia”) within 48 hours.

A truce will be enacted, effective now until the time the Godking Roygaris Ursuul’s kruul army (hereafter called “kruul”) is destroyed, sealed, or otherwise rendered inert, with the following conditions:

1. The Vaeria family and close associates (hereafter called “Vaeria”) agree to bring no harm to the Sorandoril, Hiems, du Lac, nor Foster families and associated persons immediately involved in their business (hereafter called “Sorandorils”).
2. The Sorandorils agree to bring no harm to the Vaerias.
3. The aforementioned parties shall not cause harm to the other by direct action, nor by direct consequence of inaction. They shall not obstruct each others’ efforts in engaging the kruul. They shall provide reasonable assistance to the other party when circumstances demand it for the survival of the Elven race against the kruul.

When the truce is ended, the Vaerias will not harm the Sorandorils, or any personal property belonging to them, except Aldia, in retaliation for the death of Envyre. Any punishment deemed appropriate for the death of Envyre shall be leveled at Aldia.

This contract can be terminated by the mutual agreement between Aldia and Elysven. Should either party violate or conspire to violate the conditions of this contract, they shall be slain and their soul forfeit to the other party.

[notes: Aldia did not give sanction for the party after the truce, though it might have just slipped her mind. She also specifically called out the members of the party and the Dulacs’ actions cannot be accounted for (after the truce, or the second clause? I sorta forget when I said that. Elysven’s clause should cover the party not attacking the Vaerias during this time though)].
The Grand Inquisition (Campaign)

A powerful group known as The Grand Inquisition has taken over the Goldlandian city of Renneral. With their might they had cast a shadow over Savera and begun to slaughter anyone caught practicing Arcane Magic. Few fighters against The Grand Inquisition remain. Fight alongside one of these factions, Aries' Rebellion, and take on the Grand Inquisition. Fight to end the oppression, and seek freedom for the land of Savera.

## Campaign Concept

Magic is a core belief of the people of Nibiru. Magic exsists in many facets of the lives of the people who live there. While not everyone practices it, many do. There are four branches of magic: Holy, given to the people out of divine providence and intervention, Primal, given to the people from the elements that are the building blocks for the multiverse, Psionic, given to the people from their own connections to the multiverse, and Arcane, given to the people from the cosmic weave that holds everything together from the god of practical magic, Vishap. Some view this fourth section of magic as an abomination and a mistake. These people came together and formed, The Grand Inquisition.

### Boons of Aries

After the failed assault of Aries' Rebellion on Renneral, Aries used the last of his strength to grant six survivors of the onslaught great boons in the form of holy tattoos on their arms. While these boons were great, they also prevented the six who were granted boons from fighting each other. If people possessing the boons did choose to fight each other, the party in the minority would be punished for every attack.

#### Boon of the Knight

To Thurr Bloodfeather, Aries granted toughened skin allowing him to better protect his allies. Mechanically this granted Thurr +1 AC bonus in the form of natural armor.

#### Boon of the Shadow

To G, Aries granted increased stealth and comfort in the shadows. G received a +2 bonus to all future stealth checks and a +1 bonus to hit enemies while undetected.

#### Boon of the Mage

To Zakkar, Aries granted increased spell prowess. Zakkar was able to cast an additional spell per day beyond his normal limitations, so long as the spell was of 5th level or less.

#### Boon of the Stallwart

To Vith, Aries granted an increased vitality and an ability to aid others more effectively. Mechanically Vith gained +2 HP per level and whenever he healed others he was able to add another 1d4 to the roll.

#### Boon of the Hunter

To Rolenna, Aries granted an ability to pin-point her enemies weaknesses. This gave Rolenna +2 to hit any of her favored enemies or enemies who were marked by her Hunter's Mark

#### Boon of the Fierce

To Shandri, Aries granted more power in her words and fists. This allowed Shandri to once per long rest max out the damage of one of her attacks.
Murmux

## Murmux, The Fallen One

Traditional Symbol of Murmux

The Fallen God

**Murmux** (formerly known as **Murma**) was an Astral Deity of the Nibirian Pantheon. Known as the Light Taker, the Knight of Undeath, and The Fallen God, his portfolio included war for blood, desecration of holy ground, destruction of graves and the interference with the spiritual world and the spirits within them, and all forms of Necromancy. Murmux was formerly known as The Reaper, as he would take souls who had died and bring them to their respective afterlives. However, during the Celestial War, he defected and brought souls to the Demon Generals instead of their respective afterlives. Worshipers of Murmux were known as Grave Squires.

## Description

Murmux was originally depicted as Murma, a hooded farmer weilding a large scythe. However after his fall he was forever depcited as a black knight with a halo made of necrotic energy. He was also always depcited with a scythe as his weapon of choice, even after his fall.

## Realm

Murmux wanders the astral sea, attempting to reap souls from purgatory to devour and become a part of him. He is constantly at war with the four patron deities of mortals, who are constantly at work to foil his uncalled for reaping of souls from Purgatory. Followers of Murmux are purposefully released from Purgatory into the astral sea when they die, to forever become a part of Murmux’s power.
Player Characters

## Current

Fajar al-Ghazali - Ifrit Cleric of Sarenrae

Aldia Sorandoril - Elven Sorceress

Osvuld Heims - Human Investigator

Walton Foster - Human Paladin of Mitra

## Former

Maka - Human Oracle, retired.

Raelith Despar - Aasimar Skald Gunslinger, retired.

Gubs Ratsack - Goblin Archer Bard, eaten by T-Rex

Valtyr Phontaine - Right side elven. Left side human. All half-elven bloodrager. Killed by Fajar.

Walton Foster - Human cleric of Mitra. Retired, going about his own thing.

Argus "the Black Ram" Kern - Human fighter. Retired, died offscreen.
Osvuld Heims

"I can quit any time I want!"

Coat of Arms

## Personality

A man few can pin down and even fewer can fully understand; Osvuld Hiems is, if anything, an eccentric. Vastly intelligent but considered unwise by most who know and love him. His aloofness and propensity for hard drugs give off a sense of irresponsibility, but not much gets past his eye, especially during an investigation. His "lifestyle" can be considered hedonistic at best and a downward spiral at worst. This has been going on for some time, though it remains to be seen the reason for his habits and how they will affect his own well-being and the relationships of those around him.

Despite his path of the Investigator, Osvuld is at heart a poet. And it is his belief that best tools in both these trades happen to coincide: observation. Osvuld is always observant, and looks outward more than inward. He looks to life, the worlds and planes of this universe, and above all Knowledge. With these in hand however, Osvuld can't help but baffle at the often absurdist nature of this world, especially the political sphere.

## Backstory

Osvuld Hiems was born into nobility and for the most part had a comfortable childhood. Though not always considered nobility, the Hiems family were introduced into the noble caste through the deeds of Osvuld's grandfather, Archibald Hiems.

A rather late addition to the Kodan Kal political sphere, there was much pushback during their introduction. This was only further aggregated as Osvuld's father, Herbert Hiems, grew up into this political sphere and eventually joined it. Herbert was part of the Council of Kodan Kal (though not the "true" council as Osvuld would later discover) and involved atleast in part of Kodan Kal's more recent developments.

...
Bluebell Society

A secretive group dedicated to helping slaves escape and providing shelter to halflings and tieflings.

They are known to smuggle slaves to Draconia, the Kingdoms Under the Mountains, and other hidden settlements.

The Koden Kal area is led by the mysterious halfling called the Shadow.

## History

   The Bluebell Society is almost as old as the institution of slavery on Ragnoth, though over the years it has been destroyed and reformed many times with many different names and focuses.

About 60 years ago, the Cult of Mephistopheles infiltrated a meeting of Koden Kal Bluebell Society leadership and almost managed to wipe it out for good. It was reformed years later by a figure called the Shadow.

Though they often do business with the SaKage, they are entirely different organizations.

## The Shadow

A male halfling with brown hair and amber eyes. Considered a terrorist, murderer, and thief by the upper class and a folk hero to the under class.

Wanted for treason, mass murder, grand theft, arson, assault, slave theft, breaking and entering, destruction of property, resisting arrest, unauthorized magic on a highborn, smuggling, fraud, extortion, general trickery through illusion magic, general mayhem, graffiti, affiliation with illegal organization(s), zoning violations.

Suspect is armed and extremely dangerous.

10000 GOLD REWARD ALIVE, 5000 DEAD. 1000 gold reward for information leading to an arrest.

He is a skilled illusionist and a natural lycanthrope.