recursal/Fanatic-Fandom huggingface dataset:
Toblen Stonehill

*"Why hello newcomers! Friends of Sildar I see" he says sliding Sildar a large mug of reddish looking Cider "The name is Toblen Stonehill \*bows\* what brings you all to my Inn hunger, thirst, sleeping arrangements, or you just come to boast about the glory of being a tasker?" - Toblen to the Wings of Pain upon first entering the Old Rampart Inn*

Toblen Stonehill is the owner, proprietor, and main innkeper of The Old Rampart Inn in Phandalin, he hails from the nearby trade settlement of Shilin but came to Phandalin to chase his fortune as a prospector. He quickly learned that he was a much better at being an innkeeper than he was at searching for buried treasure. Now he lives in Phandalin and runs his business with his wife Trilena Stonehill and their son, Pip.

## Description

Toblen is a short looking Angrezian man with dark features, sun-tanned skin, and long black hair which is usually not visible tied into red and yellow patterned headwrap. He wears basic workers clothes, and has a bronze and silver ring with a symbol of a dragon etched into it on his left ring finger. He is usually seen with a friendly smile and conversing happily with patrons; his voice his rather high pitched and polite and he has a tendency to bow slightly when he begins or stops speaking with someone.

## The Redbrand Problem

Toblen hates the fact that the Redbrand Ruffians are able to a operate unchecked in Phandalin, but is rather careful of voicing his disdain for fear that they may retaliate against his family. Toblen believes much of this problem stems from Phandalin's mayor Harbin Wester who he believes is too weak of a leader to push them back.
Family

## History

Family is a nomadic tribe whose origins trace back to the silver era. During the time when the gods championed humans, the early people of Family were outcasts, unwelcomed by society. These people were "weird" and "crazy" and could find no home in any region of the world. The people traveled the world to see beautiful sights and wonders. They did not have many possessions and lived on game from the surrounding area- whatever region it may be. The ages of Silver and Bronze passed, and the era of Pyrite came too. Eventually, the withdrawal from the world became beneficial. Family stayed out of the trifles of man and god, and as the world fell apart, these people were safe. Mankind fought the gods in the age of Pyrite, but no one from Family was dragged into the war. To this day, they travel the world as one people. They have no boundaries and no property living as one.

## Organization

Each member of Family is born with a specific purpose. To serve the commmunity, each newborn is given this role shortly after birth based on what skill is most needed by the tribe

### Elders

The elders are the oldest of each section. These men and women are the most learned and wisest of Family. No decision is made without the approval of the elders. Each member of each section receives his/her orders directly from their respective elder.

### Arcanists

The arcanists dedicate their lives to knowledge for the sake of Family. They spend most of their time reading books and may even be amateur magic users. These people are useful to better understand whatever ruins or historic things may appear in their path.

### Fighters

The fighters are taught how to use a specific weapon. The fighters keep watch at night in shifts while the people of Family sleep at night. Should a beast or demon appear, these men and women are the first to attack and defend the others.

### Hunters

The hunters are educated in the art of stealth and nature. These men and women can easily identify poisonous berries and can easily hunt small game. They can also track larger animals such as owlbears but cannot fight them without the help of the fighters.

### Navigators

The navigators are entrusted with leading the group. They study maps and the migration of animals. A navigator also knows how to sail and manage a ship and its crew. The navigator elder decides where Family will journey to next.

### Mages

The mages are versed in magic and healing. They serve as the medics, able to heal most wounds and scrapes and care for all newborns. Those who are better casters aid the fighters in battle and are able to heal the fighters in the midst of combat.
Casmus

## Early Life

Casmus was born and abandoned in the slums of the New Grira Kingdom located in the southeastern part of Kranox. It earns its name from the Grira Gulf on which it is located. Having been born a tiefling, he never got any respect in his early life. New Grira was built on the ruins of the Old Grira Kingdom

Casmus became a thief at the ripe age of 6. In order to survive, this was the only way to live. As he got older, he learned how to swindle travelling merchants, ambush convoys, and murder for pay. His greatest feat was the murder of the King’s youngest son, Aimar. Casmus (18) left a single knife in the chest of Aimar on the stump of a Blackwood tree located just outside the Kingdom walls. His body was found days later, and although those who lurked in the dark parts of the slums knew it was Casmus. The murder- and eventually the murderer- was nicknamed “Blackwood.”

Lord Folman eventually died of health problems that could be attributed to his plump figure. His eldest son Faelyn Kelkas took the throne when he was 22 years old. Casmus (24) became more known for his murders than for any other crimes in the slums. The Royal Family started to seek Casmus’s help with arresting other criminals and assassinating neighboring tribal leaders who brought their land too close to Grira. Many of Faelyn’s advisors warned against using a tiefling to do dirty work for the royal family, but Faelyn was a compassionate man unlike his father. Within a few years, Casmus and Faelyn’s relationship steadily shifted from business to friendship. Casmus was put in charge of a team of assassins who performed actions and committed crimes too heinous for the royal family to publicly endorse.
Goldrin (Gnomes)

*"Gazing upon the intricacies of the circuitry*
paired with the lifelike hissing of the steam engine as the bronze machination
stirs to life, its clockwork joints whirring and spinning as a blast of blue flame lifts this gigantic metallic beast into the air like a dragon. Witnessing
the take-off of such a masterful work of engineering, really makes you think.
What's truly the greater work of art, the masterfully crafted airship? Or the
Gnomes that created it? - An excerpt from the work "On the Gnomish Airships" written by famed traveler, explorer, and adventurer Bishr al-Bina
Tyran Arklight

Tyran is a slaver and archer who assisted The Seekers of the Forgotten in finding the Khaggoth Zha stronghold after they saved his life. Looking for a way out of the city, Tyran left the Seekers with no true direction. Cleo Malachi offered him a place in Camp Barber, however it is unknown if he went there or not.
Mycellian Stronghold

The exterior of The Mycellian Stronghold

The interior of The Mycellian Mountain

The Mycellian Stronghold was a stronghold constructed before the Mallus in central Congeria. People from all over Congeria flocked to The Stronghold to seek protection from the destruction they knew was inevitable. The Stronghold was mainly inhabited by Great Vassoan citizens who had to flee their great city after the celestial war bordered on the walls of their city. All those who remained died in Ogladag's scourge.

Constructed by Frost-Beard Brothers Construction, the stronghold was well-crafted. The dwarves of Frost-Beard Brothers were known for their using of geological features to reinforce strongholds. The Mycellian Stronghold was carved into a small mountain in Congeria, and the majority of it was carved in the actual mountain itself.

The stronghold, however, did not fare well in the destruction of the Mallus. Though the Stronghold had sustained a lot of damage, the people were afraid to leave the stronghold. They were afraid and unaware of what they would find upon leaving the hold. There were rumors that horrible, blighted beasts had taken control of the world, that it was wholly inhabited by evil beasts. So they remained in their dilapidated and decrepit stronghold which only grew more and more unstable.

Nearly a century and a half after the Mallus, The Stronghold began to fall apart. The Stronghold Chief, a man named Hartux Conicore, was left with no choice. Though he had tried to avoid leaving the stronghold for as long as possible, a drastic collapse in the stronghold killed several citizens, including Ezekiel Malachi's parents. They had to leave.

After leaving, the people of The Mycellian Stronghold became a very tribal and nomadic group known as The Wanderers. They wandered around Central Congeria for Nineteen years until they came across the ruined city, Vassos. Rediscovering their ancestral homeland, many of The Wanderers took this as a prophetic sign that the gods still existed out there in some form and dedicated themselves to the old religions they found within.
Bloodied Donkey

*"Two Bloodied Donkeys coming right up" - Toblen Stonehill to his patrons at the Old Rampart Inn*

Bloodied Donkey is a cider locally brewed in the Ederleaf Orchard in Phandalin, known for its sweet apple flavor with walnutty undertones and high alcohol content. It is a favorite of the knight Sildar Hallwinter who ordered them for his friends in the Wings of Pain after they rescued him from Cragmore Cave and returned to the Old Rampart.
The Malachite Isles Wiki

Welcome, travelers, to The Grand Arcanum of Vassos. Here is contained all the books of lore and legend from across the isles! A long time ago the mortal armies of the realm banded together to declare war on the piteous and traitorous gods. Those who abandoned us, who left us suffering and pain. The gods, who sent beasts and terrible monstrosities to completely annihilate us! But, I digress, lest I work myself into a temper! Take a break from the troubles of the world, and peruse our vast library. Lose yourself in these old pages. And relax.

The Malachite Isles is a homebrew setting for Wizard of the Coasts' tabletop rpg game *Dungeons and Dragons*.

## The Big Picture

Use this gallery to explore different category pages

## Travel the Lands

Take a trip across the isles and visit some of the most beautiful and deadly places your mortal eyes will ever gaze upon.

Old Vassos, Human City of EnlightenmentThe College of Cavabel, Arcane Elven CollegeKilead, the Fallen CityKrastis, the Elven Great Vassos of the WestThe Mycellian Stronghold, Shelter from the StormOcelach, Firbolg StrongholdDenevyr, Wood-Elf VillageGoldport, Refuge for Rascals
## The People of the Isles

### The Heirs of Malachite

Most civilization was destroyed after the blast of The God's Malice, which shattered the reality separating the planes and trapped the gods in the material plane so that hunters could exterminate them. A few surviving species have begun to attempt to reform civilization to the best of their ability... these are the heirs of Malachite.

Humans, City-RaisersElves, Preservers of the Old WorldGnomes, Fey-Touched InventorsDragonborn, Volcano Forgelings
### The Endangered Species of Malachite

Although some species live on and continue to try and reform some type of society, there are those races who are near the end of their peoples' time. Some species were affected more than others by the war, and so these are those poor creatures who are near to extinction

Aasimars, Prophesiers of the PastFirbolgs, Guardians of Uvonor's Remains
## Adventurer Groups

* Seekers of the Forgotten
* Squadron Omada
* The Green Tide
* The Wings of Pain
* Urgon's Angelzz
* The Salty Six
* Merry Crew
Termina

Termina is strange even for the Malachite Isles, no old maps of Uvonor seem to show where Termina would have come from. Due to writings and journals of the god hunters as well as residents of Termina, it seems that these islands were transported to this hell from the heavens themselves. Entire populations of angelic and celestial creatures cut off from their homelands and bound to this worldly prison. Due to this much of Termina's landscape and geographical features are not necessarily as scarred by the Mallus, leaving it surprisingly beautiful to see. But that does not mean dark unrefined Mus hasn't leaked into every inch of the archipelago. Mus mixing and mutating with the inherit divine magic of Termina, has created a vile bastardization of something beautiful. Once again showing the destruction of the legacy of the gods by mortals.
Sildar Hallwinter

*"My Friends, lets secure lodgings at the Old Rampart for the night. It's quite quaint." - Sildar to The Wings of Pain on their arrival at Phandalin*

Sildar is a knight of the Order of the Sunshields, that operate mainly in the Phandelver Region outside of Congerian Control. As well this he was hired as a personal bodyguard to the enterprising dwarf, Gundren Rockseeker, in his travels to Phandalin. Sildar and Gundren were attacked and kidnapped by goblins representing the Snapjaw Tribe. while riding down the Triboar Trail to Phandalin. The Wings of Pain rescued Sildar from Cragmore Cave, by parleying with the goblin boss Zoooool. Sildar has since been a good help to the party offering to pay for their lodgings and giving them needed advice.

## Personality

Sildar has the noble and loyal exterior of a knight, paired with the wisdom and compassion of a mentor. Giving him and almost fatherly presence, he is a relatively quiet figure who only imparts his wisdom when he deems necessary. Sildar seems to care greatly about the struggle of others, and wants to achieve a greater sense of law and order in Phandalin and the surrounding area.

## Physical Description

Sildar looks like a model warrior, with a tall and sturdy frame and handsome features. He has the dusty tan skin of a Congerian human, and his face is collected and friendly looking. He can be seen wearing a padded black gambeson, that usually covers the large tattoo of the Sunshields on his chest. As well as this he has a visible scar across his neck, from the goblin boss Zoooool's crooked knife.
Liza Styne

Liza after becoming corrupt by mus-poisoning

Dominic Styne - Husband

Lester Styne - Son

Liza Styne, born Liza Juares, was a member of the Cult of Purifying Beauty. She was born to the cult's leader and founder - Emiliano Jaures. Liza was quite popular around cult grounds. She was a pretty and charming young woman who's hand was desired by every young man in the cult.

Eventually Liza found companionship in the man named Dominic Styne, and the two soon had a child named Lester. Liza loved her child and was as great a mother as any. However, at age 9, Lester began to become disobedient. He went against the beliefs of the cult, and Liza was ashamed.

After that Liza more or less stopped all interaction with Lester leaving him to his own devices. When Dominic would yell at or hit Lester, Liza made no attempt to intervene. As a result, Lester came to hate his mother.

When Lester was escaping the cult and ran into his parents he wanted desperatley to kill the mureified remains of his mother. However something inside him stopped him; he felt as if there was some invisible force holding him back from delivering that lethal blow. Now Liza wanders as a mure around cult grounds as the evolved being she had desired to be her whole life.
Mosley Bertram

Mosley in his hybrid form, on all fours, ready to attack

Mosley and the Bertram Brothers are a group of werewolves who moved into an abandoned Vasilian temple run by a man named Nihil Rhuoff. They locked up Nihil and attempted to slaughter passersby through trickery. They would claim to be enslaved by a hag living in the basement. When adventurers and good Samaritans would attempt to investigate, they would find only a werewolf in front of them. If they tried to run, they would be met with two more werewolves and their pets blocking the only escape.

One day Squadron Omada fell into this very trap - unfortunately for Mosley and his brothers they had bitten off more than they could chew with Omada. Soon thereafter, The Bertram Brothers died - killed by The Vassoan Guardsmen.
Proponis

Proponis a few years before he retired

Proponis is an older Vassoan Guardsman who oversees the training and initiation of all Guard-members. He is responsible for taking all guards' finger-prints, code-names, and helmet designs. Though Proponis has not gone out to fight on the battlefield in many, many years, tales of his old military exploits during his time serving under Enasiris and The First Sage Council still circulate amongst younger guardsmen. Due to the fact that he no longer carries out missions for the guard, Proponis rarely wears his helmet - having retired it once he retired himself.

## Personality

Proponis is a calm, and reliable trainer. He has patience and an understanding attitude towards under-preforming guards. However, he does not tolerate disobedience or insolence in his classes. As long as his students try, he will sympathize with them. He is strong-willed and determined, and these traits come out in the way he teaches, sometimes making students stay and redo the same routine over and over until they succeed.

## Physical Description

Proponis is an older and more aged looking man. Wrinkles have settled into his worn face, and his dull gray eyes tell the story of a man who has been through a lot. His brown hair and goatee are graying, but however, despite all this, Proponis is still somewhat physically strong and apt. For this reason, though he does not fight in the guard anymore, he is still a reliable trainer.
Nihil Rhuoff

Nihil in his late 20's, moving into the The Abandoned Vasilian Temple

Nihil is a priest of Old Vassos, notable for not having been born in Vassos itself; Nihil was brought to Vassos by Squadron Omada after their travels to Ocelach, a firbolgian stronghold. They found Nihil in an abandoned Vasilian Temple that he had found after the death of his companions. Before that, Nihil had said that he hailed from Southern Congeria, far away. His people had apparently inhabited some old-world temple that had fallen and had been traveling long since.

After the death of his traveling party, he moved into the temple where he studied Vassoan tenants of Vasilianism, much different than his Darman teaching. Nihil believes this is of little consequence however, as his people believe not in Vasilias but a deity named Vas, the thousand-headed being. According to Darman Vasilianism, every other deity is simply a different face of Vas. So, reconciling his differences with the Vassoan faith, he began the long process of studying the wealth of information in the basement library.

After studying for some time, his temple was attacked by werewolves who ransacked his home and made him into a werewolf. The Bertram Brothers, as they were called, attempted to get Nihil to join in their fiendish plots to fool passers-by. Nihil, overpowering the evil in his blood, refused. Thus, they locked him in a cage and only let him out on full moons so he could wreak havoc on the fey of the Vasilian Woods.

When Squadron Omada encountered The Bertram Brothers, they fell into the trap, believing that two of the brothers were being kept their against their will. They went to the basement to kill the hag supposedly causing the suffering of the two brothers when they were attacked. They had shifted to werewolves and surrounded them, and called to their wolf pets to come join the attack.

Ultimately, Omada defeated the Bertrams and freed Nihil. Shortly thereafter, Klar learned of his condition (as well as his own) and sought healing for the both of them from Shalheira, the shaman of the firbolgs. Then, Omada escorted Nihil back to Old Vassos so he may find someplace safe to live and study.

Afterwards, Nihil became quite friendly with Thaulos Isior, High Priest of the Vasilian Temple. During an outing to The Ceremony for the Fallen, where Nihil went to see Thaulos bless the memorial for those dead due to The Great Gnoll Attack, he was fatally wounded by a criminal disguised as a guard.

After recovering, he risked his life at The Battle at Li Farms, attempting to repay those who took him in by clearing the desecration creeping onto their farm lands. During the battle, Nihil avoided combat, running around the desecration and attempting to sanctify it before the gnolls overtook the Vassoan Forces. He also used a revivify artifact he had found in his old home to heal Benedis after he was killed by a troll.

Now, Nihil resides at the temple living as peaceful a life as you can in the isles. When Thaulos is sick or indisposed, Nihil has earned the responsibility of taking care of the temple; a matter that Nihil takes awfully seriously.
Kilead

Kilead was a city-state/stronghold situated on the Southern coast of the Western-most isle of Grazoth. It was founded and ruled by a strict military faction known as The Iron Legion. For years after The Mallus, Kilead was regarded as the safest city in the isles. Protected by large stone walls stretching the entirety of the city, sheltering it somewhat from the dangers of the island. As a result, people near and far flocked to Kilead - including the founding members of The Seekers of the Forgotten, seeking refuge from the madness in the great city.

This eventually led to overpopulation, and caused Kilead to set in place a rigorous entry examination; known as 'The Listing Process' in which only those most healthy and useful to Kilead would be let in. After the Fall of Kilead, wherein Gnolls, Fishmen, and Righteous Fist terrorists attacked the city all on the same night - leading to it's collapse - many of Kilead's citizens who lived ran off to try and find safety in the forests. They formed refugee camps trying to decide what to do next.
Zephyros Klothis

Zephyros in battle

Zephyros is a guardsman for The Vassoan Guard following the gnoll attack that left it's forces devastated. Zephyros seems to be a man of Vasilias as well an experienced fighter. Zephyros also has apparently lost much in the gnoll attack.

## Physical Description

Zephyros is a tall and handsome Vassoan Human. He has blue eyes, long black hair, and stubble on his lower face. His skin is tan, and his arms when visible are covered in dark hair. His face, thogh not particularly youthful, seems to be no older than in his 30s.

He wears armor supplied by the guard, and thus it is the ancient armor of Great Vassos - silver chain with blue pieces of fabric covering the torso. He has a large battle axe and greatsword, as well as a shield strapped to his arm.
Vorn

Vorn leading his forces into battle

*"You are immovable. You are a mountain."*

Vorn is the Dwarven God of Creation. He was a king and protector of his people, and for that he was lovingly titled "Protector of the People."

He was depicted as a grizzled dwarf male with a long flowing beard. He wore extremely well crafted dwarven plate armor, created from the most legendary materials.  The armor seems to glow with a faint silver light in most depictions. His face and facial features are extremely strong and are made out of stone.  On his head is a large extravagant crown that doubles as the helmet for his armor. He wields a giant war-hammer as well as a blueish gold shield which has his holy symbol engraved on the front.
Broc Li

Brocc in his home wear

Broc Li is a gnomish man who lives in Old Vassos. Broc is also a trader who sells vegetables from his family farm, Li Family Farms. He lives in The Old Mansion District, selling the food grown on his family farms and using the money to reinvest into his family farm and his family themselves as well.

Li is an excellent trader and sees the most business in 'The Sleeping Bear's Den,' an outdoor pavilion for Vassoan Citizens (mostly human) to gather, drink, and sing. Broc has a cart in the rear of the pavilion, where he usually dances and prances around his festively decorated vegetable cart. Although it is hard for non-humans to find opportunities in The Old Mansion District, Broc is beloved by many of the humans in Old Vassos - his distinct personality and humorous method of advertisement has made him not only a staple but a sort of mascot of The Sleeping Bear's Den.
Mallus

The Mallus is the extinction event that plunged the land of Uvonor into Chaos.  Coming into existence through a war between the 'Enlightened Ones', of the Pyrite Era, and the Gods of Old.  These mortals are known for their pride, tenacity, and brilliance; but these traits also led to their downfall.

The war between mortals and gods had raged on for 1000s of years.  The gods used their immense powers to turn the world itself against its inhabitants.  They sent their legions of angels and demons to force the 'Enlightened' into submission, and when that didn't work creatures that were never seen before crawled out of The Pits.  Monsters unlike any other came to be, beasts created from brimstone to decimate the traitorous mortals.

Untold horrors were unleashed on the mortals, but the gods suffered from one fatal flaw.  They weren't as ruthless as their children, the gods couldn't eliminate what they had created.  So the pushed mortals to the brink of extinction, in order to push them to surrender.  All of a sudden the mortals stopped fighting back and seemed to be hiding.  The gods stopped their onslaught, figuring their children had enough; and for the first time since the Silver Era came down from The Heavens. At this moment the 'Enlightened' showed true mortal nature, and attacked the gods with a weapon like no other.  A device they called 'The Gods' Malice'.

This weapon was crafted by the greatest minds of the Pyrite Era, created from Uvonor's most volatile materials and imbued with so much magic it was completely unstable.  This fusion of technology and magic, and the complete disregard for what damage it would cause to the world made it extremely terrifying.  After trying for so many eras, mortals finally created something with power to rival the gods.

Using powerful arcana 'The Gods' Malice' caused an amazing explosion that ripped the very fabric of the material plane apart.  It was so immense that the continent of Uvonor was completely destroyed and only a series of Isles remain.  The magical energy leftover from the blast still lingers throughout the world and powerful magic from other planes leaks into the broken material plane.  This event is what has now been known to be called the Mallus.  The explosion that shook the world and destroyed the gods, plunging the world into the cursed era of Malachite.

*The Mallus was estimated to have wiped out 75% of the mortal populations on Uvonor, including the prime deities of the pantheon.*
Alekto Damazan

Alekto working away in the corner of the Vassoan Guard training room with his favorite hammer

## Physical description

### Eye color

Brown

Alekto Damazan is a master smith operating in Old Vassos for The Vassoan Guard. He is incredibly prideful in his work, happily sharing details of his craft with anyone who'll listen - whether they asked or not. Having worked for the guard for a long time, Damazan has made many friends. Most interesting is perhaps the friendship he made with the late Quarter Master of the guard,Thessalys Psaros, father of Benedis Psaros Oneiro. According to Alekto, he owes Thessalys for something that had happened in the past - however Alekto apparently does not like to discuss it. There's no doubt that Alekto is an extremely useful person to the Vassoan Guard, and anyone wishing to go far must have some sort of relationship with him.
Faidon "The Owl" Stamiadis

Faidon was born in Old Vassos to Yorgis and Antonina Samiadis. His mother Antonina died during child birth, so he was raised by his father until the age of 15. At this time, Yorgis sent Faidon to work for a gnomish man Professor Wrekas as an apprentice. Faidon knew not the reason, nor did he care very much. He has always been in his own little world, finding amusement in the inner workings of objects and what makes each of them unique. It was merely a coincidence that he would be servicing by one of the greatest artisans that inhabited Congeria. Faidon said farewell To his father, never to see him again yet not caring in the slightest.

At the home of Professor Wrekas, Faidon learned not only how things worked, but how to combine different materials to create wonders. He was not blessed with the ability to perform magical wonders, yet his creations often gave off a spark that hinted towards having magical properties. Throughout his years of training to utilize the different tools of Wrekas’s workshop, he began to feel a sense of comfort when it came to his feelings towards his Master. His relationship with Wrekas overtime evolved from apprentice and master into how a son views his father.

There must have been a reason that Faidon was sent to work for Wrekas, but Faidon was never the one to ask those sorts of questions. Unbeknownst to Faidon, Wrekas was in the process of creating a Warforged. These creatures were neither robot nor man, yet they exhibit properties of both. It was none other than the gnomes who knew the secrets of these mechanical wonders, but none had been created since before the Malus. Faidon took part in creating certain parts of the machine with the aid of his master.
The Trees of Creation

## Trees of Creation

First Tree Sythcas, the Tree credited by Vasoans as the creator of elves, sprites, pixies, and faeries

According to Druid circles of Old Vassos, the so-called Gods of Creation labored for many eternity, trying to unravel the secrets of creating life. After thousands of lifetimes of experimenotation, their labors paid off when they created the mystical First Trees, or Trees of Creation.

The trees, according to Vasoan Legend, went on to flower into existence the rest of Creation, thanks to the nurture of the Gods of Creation. Each God created their own tree, and each tree ushered a form of life into Existence.

Therefore, according to popular Vasoan belief, every living creature is descended from these trees, and connected through them. As a result Vasoans are very respectful of life in all forms, and only fight to kill when necessary. In a way, Vasoans venerate life, believing it a sacred gift. When the first trees flowered forth their creations, they left in us a part of themselves - a part that has been handed down through the centuries and lies in every living person.

However, just as there were people to believe this idea, there were those who opposed it. Opposers of the First Tree Theory were mostly lesser sages with educated backgrounds. However, the two leading factions of Old Vassos, the Druid Circles and High Sages were both publicly supportive of the First Tree Theory. At times sages would publicly refute popular anti-First Tree arguments, giving the lesser sages who argued them no chance to respond in most cases.

However, there were a small number of high sages who believed the First Tree Theory to be incorrect and argued about it in the Sages Tower quite often. Most famously, Periander Myus staunchly opposed the First Tree movement. He argued the Old Scripts were incorrectly translated, and that though trees may have been the earliest living creatures, they did not create any other life. According to Periander, the trees were nothing more than experiments that became the first prototype to creating higher life.

Periander preached this argument many years but only really had the sway to have people listen when he became a high sage, late into his life. Though he weak and elderly, he released many pamphlets and essays arguing the most famous supporters of the First Tree Theory such as Cleo Malachi, Chilon Attrapus, and Gijileas Fomle.

In the end, Periander convinced many to come to his side, causing a great divide to form between Vasoans. There were those who sided with Periander, known simply as 'Divine Doubters.' The Divine Doubters called for a re-translation and studying of The Old Script, pointing out various inconsistencies in the existing translation.

Siding with Cleo and most of the Council, were the people known as Arbrean Justians. These people felt that the new belief arising among the Doubters was treacherous, as it abandoned the Vasoan ideal of all life being equal. According to Doubter thought, mortal creatures were the most perfect creatures created, with all lesser animals and plants simply being experiments along the way.
The Carpfish

## History

The Carpfish is an organization that has existed for hundreds of years. Founded by the elf, Hanzaman Brakka at an an unknown time. The books of this guild's history tell of a time when the noble Hanzaman sought to relinquish his titles and become a common man in order to better understand ordinary folk and try and bring peace to the land. He was known far and wide and used his name and influence in order to gain followers. Hanzaman's ideals were accepted by many and he frequently spoke of love and acceptance to one another. People related to Hanzaman's words, and tales of his wisdom spread across different lands.

Hanzaman saw that a great struggle people had in many different villages that he traveled to was that they struggled to have any reliable source of income for themselves and families. The elf used what remained of his fortune to purchase equipment and materials necessary to start the Carpfish. Hanzaman saw the Carpfish as an opportunity to form a group which could give the tools necessary to maintain a living income to those who had nowhere to go. He wanted the Carpfish to be an organization that was accepting to all, no matter race, and thought that the organization could work little by little to rebuild the land which had been heavily destroyed by war.

As Hanzaman's guild grew to great size over hundreds of years, he became satisfied with his work and leadership would pass on and on to the most skilled carpenters while Hanzaman faded into the background. The founder's whereabouts are unknown today, but his teachings and what he built are held strong by the members of the Carpfish today.
Bree Zellis

Bree Zellis.

Yambul

Saah Sooké

Monkey D. Garp

**Bree Zellis** is an air genasi rogue who is currently travelling as a founding member of the Merry Crew.

Born and raised in a village where all elemental genasi lived in harmony, Bree's life was upended when a sect of earth genasi, known as the Shadow Genasi, assassinated her father and caused a four-way civil war between each genasi tribe. Bree and her family escaped to Cardis, the "Heart City" of the Congerian Empire.

In Cardis, Bree met Yumto, an eladrin sorcerer who lived in destitution in the Docks District. The two instantly became good friends and their families stuck together. However, one day, Bree and Yumto witnessed the gruesome murder of a Congerian noble and were framed for it. Bree and Yumto evaded authorities but their families did not and were put on trial, resulting in their executions. The pair fled the city where they eventually came under the employment of the Alchemist, beginning Bree's career as an adventurer.
Sons of Rezyl

Rezyl Thorn (center) and some of his companions.

Petyr Willow

**The Sons of Rezyl** were a mercenary group that operated out of Tolmor, hired to fight against supernatural and high magic phenomena promulgated by those involved in the Great War and later, the Mallus.

The batallion was founded by Rezyl Thorn, a half-Orc warlock who fought against Udir-Daz during the Great War. Thorn was one of many Orcs and half-Orcs that became disillusioned with Udir-Daz and after making a blood pact that cost the lives of his three sons, Thorn was granted high magic powers that he sought to use for protection. During an expedition, Thorn encountered numerous post-traumatic stricken soldiers, including half-Elf Petyr Willow. Thorn eventually incorporated the soldiers into his own personal army that would fight against the tyranny of high-level omnipotent magic.

However, Thorn and his companions lacked funds to conduct training exercises and to buy supplies and weapons. As a result, Thorn began to enlist his "sons" as mercenaries and were bought to fight in petty squabbles that would evolve into catastrophic high-level magic battles. For a few years, the group gained significant traction and enlisted more powerful individuals as time went on. However, when the Mallus struck, all but Thorn, Willow, and two others were decimated.

When the Mallus's effects became fully realized, a wealthy individual by the name of Raymond Ternersbrane hired Thorn and his surviving companions to investigate the effects of the Mallus in Krastis. Ternersbrane, who sought to influence Kranish politics under Erjeon Krane, was shocked to hear that the Sons of Rezyl had found the city in ruins, with each halves of the city on the isles of Kranox and Raylea. On Raylea, the Sons of Rezyl found a sole survivor of Krastis: Norzeiros Krane. Thorn, sensing the danger Ternersbrane would inflict on their newfound companion, took Krane under his wing and let him flourish in his experiments and studies.

Escaping the danger of Ternersbrane, the Sons of Rezyl became a company devoted to helping those affected by the Mallus and protecting them from the effects of it. Instead of using high magic for harm, the company began to use it for healing and placing those displaced by the blast into shelters and foster homes. This continued for a couple of years until Ternersbrane learned of Norzeiros Krane's existence within the group.

Over the course of a few months, the Sons of Rezyl were picked apart by other mercenaries hired by Ternersbrane to kidnap Norzeiros Krane. Eventually, Rezyl Thorn was captured by the mercenaries and never to be seen again while Petyr and Norzeiros fled to South Congeria. On the voyage to Congeria, Petyr committed suicide, leaving Norzeiros as the sole survivor of the group. After Petyr's death, the Sons of Rezyl were effectively disbanded.
Hooves of Fury

A thin red book with a green silken bookmark. Dated to be from the Pyrite Era, this book details the lore of Centaurs in the Fey-Wild.

## Content

*"Centaurs. The very name alone breeds wonder and awe. Portrayed in poetry as majestic and wonderful, the true history of these creatures is much darker than many think. centaurs hail from a magical land which is called the Fey-Wild. The Fey-Wild is those bits not good enough for the gods; those bits that they threw to the side along with the Shadowlands.*

*Inhabited by an elder race of elves, Eladrin, the Fey-Wild is a place scorned by the gods of creation. A place supposedly too bright and chaotic, and so they threw it to the edges of creation. The Eldarin living in the Fey-Wild were separated from the rest of their people when the gods closed off the material plane from the Fey-Wild and the Shadowlands. Now, the planes sit layered on top of eachother like a sandwich with the material plane in the middle, and the Eladrin were lost to The Material Plane.*

*The Eladrin loved their homes, but were greatly hurt at the loss of their kin on The Material Plane. The Fey-Wild, thus, has always been an affront to the gods and it's very existence offended them greatly. Thus, to try and either bring about it's downfall or else establish order over it, Centaurs were created and sent to the Fey-Wild to wage war on the Eladrin. Indeed, this was a heavy assault by the Gods. Along with Displacer Beasts, Centaurs were to be among the races that destroyed the Eladrin.*

*The Eladrin, since they had inhabited the Wild, broke up into different 'Courts' throughout the land. They would elect a powerful being, whether Fey or Eladrin, and worship them and follow their command. There were a number of courts, some Seelie, some Unseelie. However, each had a supremely powerful being, an Arch-Fey as they called them, ruling their court.*

*The Gods saw this as a threat and made their assault, attacking The Eladrin with a race of creatures called Fomorians. Thus, the war on the gods started many countless centuries in the Fey-Wild before it began in The Material Plane.*

*The Centaurs were one of the attacking forces created to weaken the Eladrin. With the Fomorians attacking from below in the Fey-Dark, and the Centaurs and Displacer Beasts attacking from around, the Eladrin had no place to go.*

*Centaurs tore through the Eladrin lands, pillaging towns, raping children, killing with reckless abandon. They are truly evil and despicable creatures. They are strong and capable, quick and agile. They are, as with all the weapons of the Gods, perfect killing machines. Woe to any man, woman, or child that faces the hooves of fury."*
Prince Phlegm Snaggletooth

Gork's Chosen

Mork's Chosen

Grease God

Runt

Deuce

Dookie

Load

Snuffles

*"Oh great creature I throw down my unworthy self in front of thou, please I beg of you spare my tiny meaningless life. I vow to honor and venerate you as your servant, I denounce the false gods of Gork, Mork, and Maglubiyet. I grovel before your true power and majesty … ah fuck it, I cast Grease"*

Prince Phlegm Snaggletooth fancies himself … a lot, and he believes everyone else should as well. Growing up as a runt in a goblin raiding camp is no easy task. Rank was based off of physical size and strength, two things in which Phlegm had none of. His survival relied solely on cunning, intellect, ability to hide, and of course his complete lack of loyalty or honor. Phlegm's goals are small and charming, to lead a raiding party, obtain a large amount of personal wealth, claim the throne of a sovereign kingdom, acquire unknow, lost, and occult magical knowledge, gain immortality as a lich or something similar, and ascend to godhood in order to rule forever. Easy Peasy.

## Description

Phlegm is a rather diminutive and unimpressive. He is a rather gaunt and underweight looking, even for a goblin. Phlegm is a bright green skinned creature draped in slightly ripped looking royal red robes, underneath he wears fine looking yellow and red silk noble's clothes (supposedly stolen from a halfling merchant) as well as a large amount of jewelry. Phlegm has particularly beady rodent like red eyes, and large pointed green ears with man gold and silver piercings. He wears his rather greasy long black hair in a pompadour, and sitting atop that is a beautiful golden crown that is a little to big for his head. Phlegm recently got a rather beautiful tattoo on his neck, jaw, and face of a snake coiling around him. He got this done in the back of a covered wagon, by a group of Gypsies that only spoke gnollish when he was ridiculously hammered. Hanging at his belt is a rope of 3 shrunken heads as well as a large leather-bound book. In combat Phlegm wears a human skull over his face as armor, but also as a way to conceal his face.
House Brakka

*"...Once a man or people sever themselves from this invisible hand which leads their intention, what is left then? Free will and self interest? It is these two which have bred greed. Greed is a parasite which cannot last without people. It makes its host dense and focused on money alone. After swimming in pools of gold, they will lose sight of that which is above the surface. They sink... They drown... All because of something they thought they wanted..." - Manifesto for the Callous, Hanzaman Brakka*

## About

The Brakka family is a highly regarded noble family. They have gained notable wealth over hundreds of years through political manipulation. Legend of their origin is Pre-Mallus, relating to the spymaster Brakkan. It is believed that Brakkan was able to claim wealth through a cruel process of blackmail, deception, persuasion, and murder. Brakkan would let nothing stand in his way to gain power and wealth. These were the lessons that were passed on through his family. House Brakka's name still holds in memory of him. The family still today uses any means necessary to hold their position at the top of society, having complete disregard for anybody not in the family. The family's influence acts as a sort of hidden oligarchy which can effectively influence the politics of select regions.
Eiselcross

Eiselcross Islands (clockwise, starting at the top): Oskil, Foren, Eshax, Brasia, Rospon, and Old Eiselcross (middle)

### Location

Four day voyage off the coast of Southern Congeria

### Inhabitants

Orcish and Dwarven vikings, retired godhunters, war refugees, races of all shapes and sizes

**Eiselcross** is an arctic archipelago off the coast of Southern Congeria. Consisting of six central islands and rivers solid as ice, Eiselcross was once a bustling trade city-state that survived the Mallus and housed refugees and retired god-hunters alike. However, over the years, strict isolationist policies prompted Eiselcross to enter a period of decline with internal strife and growing factions dividing the city-state by its individual islands, leading to the abandonment of the central city of Old Eiselcross.

To be updated...
Humans

A human warrior, ready to die as a soldier for his nation

### Skin Colors

Skin color among humans is widely varied, depending on what ethnic group he/she is from, humans can be anywhere from pale white, to dark brown, to grey as a hovering storm cloud.

### Eye Colors

Again, varies widely with ethnicity. The most common eye colors for humans, though, are blue, green, and brown.

## Behavior

### Inclination

To build kingdoms and lasting legacies, to construct cities in unorthodox locations, to adventuring across the lands, to dying for a "cause"

### Inhabits

Anywhere they can; humans tend to not give up when founding their giant lands - instead they are adept at problem solving and adaptation

### Attitude

Generally curious, adaptable, and inventive. Wary of other races but not always outright distrustful; depends on the ethnic group of humans.

## History

### Location of Origin

The Fields of Vasilias; modern-day Old Vassos, Congeria

### Notable Locations

Srilla, Old Vassos,

Humans are the children of Vasilias, adventurous and adaptable, humans before the mallus spread far and wide. They controlled mighty nations and the continent of Congeria was named for their strongest. They are generally a tall and diverse people; their species has two key racial groups. The Seven Kingdoms of Vasilias were the humans loyal to their creator God before the mallus and many who survive continue their religious structure even after the bomb. The Lost Crops are those humans who were abandoned by their God, and so from their birth bore a deep resentment for Vasilias. Indeed, these Lost Crops (including the Congerian Empire) were God Hunting powerhouses during The Mallus and sent their hunters far and wide to combat the celestials.

Inclined to make large majestic cities and kingdoms, far-reaching and wide countries, and going on long and perilous journeys, being a human is about leaving a mark on the world. They feel compelled to prove their mastery over machines and nature, and it often can be their downfall. Most of all, humans don't always act for self-interest, like longer lived races, but often plead allegiance to religion or country. These allegiances, and the belief that dying for them will preserve and propel their species are ultimately what motivates near every human on least at some level.

## Physiology

Humans are one of the taller and stockier races of the Malachite Isles. Not quite as big as Dragonborn or Goliaths, Humans stand at about 5-6 feet on average and stand taller than your average elf, dwarf, or halfling. Humans who grow up in certain settlements or regions may develop adaptations that help them to survive. For example, the Nanook people of southern Congeria live in arctic cold, and so their blood is more used to freezing temperatures.
Monkey D. Garp

Monkey D. Garp.

Bubby

Saah Sooké

Yambul

**Monkey D. Garp**, also known as "**The Monkey,"** is a half-orc monk who is currently travelling as a member of the Merry Crew.

Garp was born and raised inside Ndertasa, the central monastery of the Aerie. Growing up inside a monastery, Garp was instilled with the values of spreading chaos and defying the laws of nature. However, Garp was far immersed in spreading chaos to the point that it disrupted his ki training, resulting in him falling severely behind. Garp's lack of ethic and training earned him an excommunication from The Talon, the grandmaster of the Aerie.