recursal/Fanatic-Fandom huggingface dataset:
Harbek

**Harbek of clan Grunderthew** is a Dwarf Forge Cleric of Moradin the All-hammer. He is originally from the world of Exandria.

## Childhood

Harbek was born in Uthodurn, within continent of Wildemount, in Exandria. His day of birth fell on the holy day of Deep Solace, as such his birth was seen by his devout parents as an auspicious sign. Harbek's father, Dorvin was a foreman in one of the many forges that blazed deep beneath the earth and his mother was a soldier in the guard. Harbek's birth did not go un-noticed by the priests of Moradin and as he grew towards adulthood working in the forge beside his father, he was offered the rare opportunity to apprentice to one of the forge priests. His natural aptitude for smithing and his upbringing as a member of the church made him jump at the chance. He never looked back.

## Forged

Years later, Harbek graduated to full forge-priesthood, with much crafting and religious experience under his belt. Unfortunately - he learned of some terrible news.

## Ravenscore

Roth, one of Harbek's oldest and dearest friends, had gone missing out on patrol, while investigating some disappearances in the local area, his patrol group had been ambushed by undead, lead by a single vampire that went by the name of Malicius Ravenscore, leaving many of the patrol dead, for reasons unknown, Ravenscore was fascinated by Roth and after charming him was able to abduct him. Upon learning this Harbek was incensed, he vowed to rescue Roth. But knowing little of Vampires, he took it upon himself to speak with a wizard of the cobalt soul known as Kalor, who worked closely together to find out as much as possible about this Ravenscore, and vampires in general.

After a few months, **Harbek** finally found some clues that may lead to Malicius Ravenscore's whereabouts, and so he set out to find Kalor, who had already gone ahead to Palebank Village a day earlier on the Cobalt Soul's request to solve a different mystery. As the two fates intertwined, Harbek journeyed to **Palebank** himself in search of both Kalor and the vampire.

## Frozen Sick

It was here that **Harbek** met the other members of the now formed adventuring party Umbra Venatores, while searching for clues of Ravenscore's whereabouts, he found himself helping Kalor and his new friends solve the mystery of Frigid Woe, a mysterious sickness that was slowly freezing people to death.

His new friends were:

* Caiman, The Ravenite Dragonborn Blood Hunter.
* Helvellyn Ravensglass the Human Rogue.
* Ku-Sith Penumbra the Half-Drow Paladin of Bahamut.
* Vekrin the Druid of the Savalirwood.

They encountered one of Ravenscore's lackeys, Juliana Lightsbane, who threatened the party and took a dark grimoire from them.

After heading to Salsvault in Eiselcross, the party solved the mystery and found the cure. Eventually returning back to Wildemount proper, to Icehaven.

## Barovia

After learning of Ravenscore's presence in **Icehaven**, the party began to dig for information and ultimately ended up following him into Barovia, where today, they struggle against Strahd von Zarovich and his terrifying valley of horrors.
The Sandman

Typically a character in children's fables, **The Sandman** is said to put people to sleep and bring good dreams by sprinkling magic sand into people's eyes at night. The grit in people's eyes when they wake from sleep is supposedly the Sandman's doing.

**The Sandman** helps bring good dreams and is responsible for the realm of dreams, which exists in a similar way to the ethereal plane, alongside the real world and echoing it, but its *reality* shifts in strange and mysterious ways.
Ranger

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favoured foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a horde of void entities attacks, a ranger might be the first—and possibly the last—line of defence.

Many rangers take up the role of monster slayer within the Sanguine Syndicate, game hunters for the Iron Herd or wilderness trackers for the Verdant Sphere.

    ☠️Atal'ai, 🐺Canis, 🦌Canadaur, 🤖Creationforged, ⛏️Dwarf,🧝‍♂️Dwelf,🧝Elf, 🧒Halfling, 👨Human, 👴Gnome, 💰Goblin, 💪Goliath, 🧒Halfling, 🦁Leonin, 👹Orc, 🐀 Ratfolk, 🦅 Rilae, 🐱Tabaxi, 🐄 Tauren and 🕷️Zahn-tahet make the best trackers of the wildlands or archers.
Loxodon

The humanoid elephants called **Loxodons** are often oases of calm in the busy streets of Vari. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors- bellowing with rage, trumpeting and crushing their foes beneath their mighty feet. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds.

They are known as formidable warriors - they're tough as tanks, surprisingly quick on their feet, and tireless in battle. Loxodons' beliefs are straightforward, earnest and, above all, unswerving.

The world is a simple place to most loxodon. They speak in casual absolutes - right and wrong, virtue and depravity - leading some to wonder whether the loxodon mind can even perceive subtle shades of grey. Debate with a loxodon therefore borders on uselessness: their minds are made up quickly, and no amount of discussion will alter their path; and they will bring their full bulk and prowess in combat to uphold even a newly formed opinion.

   Loxodons resolve most problems with physical might, but when the need for spellcraft arises, their magic is direct, unambiguous, and crushingly forceful. Their wizards and clerics dispense justice unapologetically and with overwhelming power, scouring the plane of any who are deemed evil, summoning enormous avatars of law and retribution, resurrecting many fallen from the dead. What loxodons lack in trickery, they make up for in raw strength.

For countless generations the Loxodon have struggled with a strange feeling, something they call **The Yearning**. It is unclear what causes this to happen, but the yearning happens around the ninth decade of the Loxodon's life. This feeling causes many of their kin to leave civilisation and wander into the wilds on a pilgrimage to an unknown destination. Those that do not go on this pilgrimage are filled with unrest. Unfortunately, the wilds of Vari are so dangerous that most if not all Loxodon pilgrimage end in the sad death of the individual. It is thought that Loxodon should be able to live into their fourth century, without The Yearning's call.

Despite their enormous size, the Loxodon are generally peaceful and honorable people who nonetheless are fierce fighters when roused. Hunting and is held in high regard in their culture, as is their worship of the Life Mother and respect for the land and nature.

> "Tusks to splinter skulls. Steel to shatter scale. Get out of their way, while you can!" - Domigo Thundergong
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Endu Kha

Little is known about **Endu Kha**, except that he was a wizard before The Severance. Domigo Thundergong claims to have found his journal, which details his searches for a repository of endless knowledge known as The Percipience Leyline. Endu Kha's race has not been mentioned in Domigo's publications, but many have made the assumption that Endu is in a human, as humanity were far more prevalent than any other race before the severance.
She Who Makes The Path

**She Who Makes the Path** is the goddess of freedom, trade, travel, bravery, adventure, luck, coins, precious metals, and metallic dragons. She is known by other names such as **Lady Luck**, **The Changebringer, Aurelia,** **The Gilded One**, **The Mother of Dragons**, She encourages her followers to venture into the unknown. Her nature leads to few temples dedicated to her in the centres of cities, but they can be found near the exits or outskirts of a city. The single greatest structure built in her honour is the **Changebringer's Cathedral** in Yoln, built in the image of The Changebringer's Citadel in Sonas. People who are not her disciples nevertheless pray to her to fare well on a journey, particularly so in Yoln.

Some speculate that **She Who Makes the Path** was responsible for the creation of the Dragons. The common symbol of **Aurelia** is a golden coin with a dragon facing in portrait. The worshipers often carve this symbol to protect themselves during their holy missions or lengthy travefls. She is accompanied by two colours — Black and Gold, which are also the usual clothing palette of her followers.

She is known to be the long-time arch nemesis of The Lord of the Nine. Legend says that **Aurelia** was among the deities who fought against **Mephistopheles**, the **Lord of the Nine** before the forgotten age. Many mortals died during the war in which the devilish entity corrupted her dragon clutches, creating the first chromatic dragons. She defeated him by tricking his armies (including these new dragons) into attacking one another. Despite being a dragon, it is said that she significantly wounded him using a sword forged by The Arbiter. It is thought by some of her followers that a mortal champion may have ridden her into battle and wielded the sword on her behalf. **Aurelia** angrily attacked him with her own draconic fury for harming and corrupting her children, biting further at his already open wound, before burning him with her radiant dragon fire and banishing him deep into the nine hells.

Following this, **The Changebringer** shed a single tear for the sacrifices her devoted followers had made in the war. From that tear was born a crystal, the Star of Incandescence, which is said to have been preserved for millennia. Today it is held in Summerwilde, within the **Sphere of Absolution**, a half buried spherical golden temple at the centre of the city. It is guarded by The Aurelian Absolution, a fanatic guild of the Changebringer's followers that are devoted to the protection of the **Star of Incandescence** at all costs. While they are not aggressive and do not seek out conflict, this guild are known to be incredibly territorial, preventing anyone from accessing the temple but the most devout of her followers, and using severe physical and magical force to repel intruders if required.

In order to protect **Aurelia,** *who stands as a symbol of everything opposite to The Lord of the Nine,* the Arbiter fashioned the **Changebringer's Citadel** within Sonas, the second layer of Celestia.

**Suggested Class:** Cleric, Paladin, Rogue, Sorcerer
Lord Antonius Canterbrooke

Paragon and Western is ran by the only publicly known **Vampire** in Vari, **Lord Antonius Canterbrooke**, who resides in the Canterbrooke Estate in Whitestar. When **Lord Canterbrooke** first signed the Faction's Accord as leader of Paragon and Western, he was at that time a living High Elf. He has since seen many of his family members grow older than him and die. Having since become a Vampire, he is still protected yet bound by the accord, therefore he is legally protected from harm regardless of his blood-drinking affliction, unless all the faction leaders vote unanimously to change its laws (which, Lord Canterbrooke is unlikely to do if it means he will be killed) or Lord Canterbrook otherwise voids the accord, he will remain protected from wrath of those that seek to purge all evil undead from this land. For now, however, provided it is not within direct sunlight, **Lord Canterbrooke** almost mockingly walks openly amongst the noble populace of Whitestar.
The Medicus Church

**The Medicus Church** was a religious organisation founded in The Tenth City, by **Kulmaac Elderwing**, a Blood Cleric and member of the Sanguine Syndicate. who discovered a special means of infusing blood with divine magic, used in a healing process known as Blood Mollification. The syndicate did not trust this *new* divine healing. Accompanied by other like-minded clerics and blood mages, Kulmaac left the Syndicate and founded the Medicus Church in Dragonspire, distributing the divine infused blood across the city.

The process of Blood Mollification was discovered by the **Claret Commune**, the highest ranking members of authority in the Church. **The Medicus Church**, using its **Claret Commune** and founder **Kulmaac Elderwing** the Copper Dragonborn cured many afflictions over the course of many years within Dragonspire.

As the Blood Plague broke out, quickly, **The Medicus Church** in Dragonspire became renowned across the continent, attracting the sick and afflicted who were seeking refuge from their ailments, including many that were infected by the plague. However, the city soon became overwhelmed. The plague spread faster than any sickness in known history, killing hundreds of people daily. The church struggled to keep up with demand. Many of the sick went insane, attacking other sick people like wild beasts, while others simply died, many were left to rot in the streets as the plague spread rapidly. before long, there was little hope of stopping the plague. The Claret Commune killed Kumaac, who refused to take any divisive action, and then took control of The Medicus Church directly. With this control they continued to attract more and more sick to Dragonspire, before in 592AS, four years after the Blood Plague first struck, they closed the gates of the city and sealed everyone inside with them. The gates have not opened since that day over 300 years ago.

It is presumed that the secrets to Blood Mollification, a healing that could significantly improve life for anyone in Vari, is hidden within the sealed Tenth City, waiting to be found.
The Weave

**The Weave** is considered many things, including The Weaver's body, the source of magic, all the studies of casters, arcane and divine alike, and the many energies and forces that exists around the planes.

Many see it as a "fabric" on which magic was "drawn", and damaging the fabric causes magic to go awry. The term Weave also has become synonym of the use of magic. Casting a spell was equivalent to telling the Weave to rearrange itself to create an effect. The Weave is also linked to fate, and a rare few individuals can manipulate such connection to alter the future to their advantage. However, usually the Weave punished those who used "him" in such a way.

While imbued magic could not function without the Weave, spellcasters who used imbued magic had no ability to manipulate the Weave directly. Clerics, druids, rangers, and paladins predominantly used this type of magic. Although in actuality, most druids received their power directly from nature, also known as Vari.

**Incarnum** is the form of raw magic, originating as a radiant glow from the stars of Dochas the first plane of Celestia, that bathes the world of Vari. It appears as a misty and radiant blue or silver energy. It is the basic essence of magic and from it **The Weave** is woven. All kinds of energy and all kinds of matter everywhere in Vari—every stone, river, creature, and the very air—are suffused or infused with incarnum and its potential energy. It is a form of energy that permeates all levels of the world. The Elves of Vari can see the weave, as they are born with a natural and special bond to it, this grants them enhancements to their perceptions, such as darkvision.

**Incarnum** flows through Vari beneath the surface and through its core, carried by the Percipience Leyline. The Leyline collects the passing magical arcane energies and knowledge of the multi-verse, moving them together alongside the Incarnum. The Weaver manipulates, or, 'Weaves' together the **Incarnum** with the boundless energies of the multi-verse to create '**The Weave**', the very fabric from which magic is drawn.
Factions

The ten official Factions are each bound to the magically infused Faction's Accord. Most adventurers align with a faction to gain the added benefits they provide. Each faction has specific areas they are responsible for, and because of this division of duties, a certain balance in intended to be struck across Vari. Unfortunately, each faction has its own agenda, so there is often political intrigue, disagreements and even direct conflict between factions.

Each faction has a progression system, which will have **5 reward ranks** to progress through. The ranks contain contain magical items, features, abilities, proficiencies, mounts, weapons, armour and homesteads. You will also start with an additional set of equipment and gold based on your faction choice.

Below is the list of factions, you must choose **one** when you create your character. This choice *can* be undone but there would be consequences for leaving a faction. This works in place of a background, as explained here. You can also choose to be Factionless but you will not gain the benefits that others gain.

## Unofficial Factions

* The Aurelian Absolution
* The Bloodbath Conclave
* The Guild for Indigent Adventurers
* The Red Tide
Tabaxi

**Tabaxi** are a race of cat-like humanoids in Vari. They have feline heads, resembling big cats such as panthers and jaguars. It is thought that they share the same origin as the Leonin, during The Forgotten Age. Their bodies are covered in fur and posses cat-like hands and feet with retractable claws, as well as tails. Tabaxi from cold environments typically have thicker fur. **Tabaxi** are typically taller than humans, standing between 5 and 6 ½ feet tall. Most are relatively slender for their size, averaging around 145 pounds.

They are generally well thought of by other species, except for *some* Leonin, that view them with distain. Many live an entrepreneurial existence, thanks to their skill in hunting, crafts, and social guile. Others live adventurous lives, their curiosity driving their movements across the lands.

It is claimed by **Tabaxi** that along with the **Dragonborn**, their people inhabited Vari long before the elves, humans and dwarves arrived. Eventually, the humans drove the Tabaxi, along with many other species, into the southern extremes of Vari, into the forests, jungles and marshes that humans considered uninhabitable.

Many **Tabaxi** set aside weapons in favour of their natural claws. They make excellent rogues due to their natural agility and unmatched acrobatic abilities. Many are also warriors. They also have the ability to unleash short bursts of extreme speed. In addition to their native dexterity, Tabaxi have developed a natural proficiency in stealth, and have the added benefit of dark vision. These skills, combined with the unkindness shown to them by some of their lion-like cousins, lead many Tabaxi to become bandits, professional thieves or even assassins. Because of this, the Ivory Chalice's most prominent race is in fact the Tabaxi.
The Writhing Agony

**The Writhing Agony**, also known as **Yocthup'ithurc the Mutant**, **The Twitching Flesh**, **The Quivering Mass**, **The Moist One**, **The Noxious Scab** and **The Screaming Horror** is the god of **Mutations, Blood, Corruption, Chaos** and **Pain.**

Birthed from the near fatal wound of Mazrek the Devourer, **The Twitching Flesh** is one of the great demons of the abyss and is the first of the monstrosities spawned by Mazrek's wound. It in turn is responsible for the creation of chaotic spawn such as the **Writhingspawn**, which is a mindless mutant creature who once belonged to one of the intelligent races of the world and who has become so mutated through their servitude **The Writhing Agony**, that they devolved into a twisted and insane abomination. The Writhing Agony has the power to strengthen many creatures through dark blessings, especially mortals, with mutations that empower them in various ways. Those seeking immortality and power through the ultimate attainment of true connection to **The Moist One** can eventually transform into a Writhingspawn, either by accumulating too many mutations or being cast aside by their patron as unworthy of further advancement because of their consistent failure to serve its will.

It is known to grant individuals the power to achieve world changing power through the use of blood magic, though in time this often comes at a great cost to the user. This is known as **Ithurcin Blood Magic** and is most commonly associated with The Red Tide.

The Sanguine Syndicate may have a strange relationship with **The Quivering Mass**, as many of their members rely on either blood magic, mutations or lycanthropy. **Yocthup'ithurc** is often thought by outsiders to be the source of this terrible divine power. However, the syndicate claim to have no connection to whatsoever to this entity and actively hunt monsters and creatures associated with it much like they would any other.
The Creators

**The Creators** are believed by many to have made the race of constructs known as the Creationforged. A sentient race of living constructs made from metal, wood and stone. No evidence of The Creators existence has ever been found, but every Creationforged that has awoken from stasis in the world of Vari holds the knowledge that The Creators are responsible for their existence, having created their race using something called The Forge of Creation.

A single ancient stone road runs between Courtwald and Emberwind, known as **The Creator's** path, along which various archaeological sites have been uncovered beneath the sand and rock, most of which have contained varying numbers of Creationforged in stasis. Because of this, Courtwald has become a renowned home for Creationforged.
Species

Vari is home to a variety of humanoid species, of which some are more common than others. Humans are relatively uncommon in comparison to some others. The Species are listed here in two categories, the Prevalent Societal Species are much more common than the Uncommon Societal Species group. Here is a list of the species, you can click each one to learn more about them.

Each Species that does not already exist will be created in **D&DBeyond** for you to use

## Prevalent Societal Species

These races, or species of people make up the majority of the known population of Vari. In almost every street, bustling market, busy tavern or any large crowd, you can expect to find at least one of every kind of the people below. The table below gives a snapshot of these people and their stat bonuses. *SR = Sub race provides different stat choices.*

## Uncommon Societal Species

These races, or species of people make up the less well known population of Vari. You can certainly find them in every city, but they are not as common as the species in the table above. A snapshot of these people and their stat bonuses is in the table below. *SR = Sub race provides different stat choices.*

## Rare Societal Species

These races do exist within Vari but are very rare. There are not many communities of these people and those that do exist rarely find many others of their kind. There is very little lore in Vari regarding these people and their history.

* Firbolg
* Genasi
* Githyanki
* Githzerai
* Hobgoblin
* Kenku
* Kobold
* Satyr
* Shifter
* Tortle
* Triton
Mario Strikers: Battle League

Mario Strikers: Battle League is game 2022 in Nintendo Switch

## Characters

* Mario - Charles Martinet
* Luigi - Charles Martinet
* Bowser - Kenneth W. James
* Peach - Samantha Kelly
* Rosalina - Laura Faye Smith
* Toad - Samantha Kelly
* Yoshi - Saeko Shimazu
* Donkey Kong - Takashi Nagasako
* Wario - Charles Martinet
* Waluigi - Charles Martinet
* Daisy - Deanna Mustard
* Shy Guy - Kazumi Totaka
* Pauline - Kate Higgins
* Diddy Kong - Katsumi Suzuki
* Bowser Jr. - Caety Sagoian
* Birdo - Kazumi Totaka
* Boom Boom

## Narrator Cast

* Male Narrator/Fútbot - Kenta Miyake
* Female Narrator - Sanae Kobayashi
She Who Remembers

The Goddess **She Who Remembers** is seen as the epitome of memory. In the world of Vari, where so many have lost their links to the past, many pray to her for guidance. Her domains are **Dreams**, **Knowledge**, **Memory**, **Mind**, **Order,** **Peace** and **Redemption**.

The Paladins of the Order of Vindication are regarded as her closest worshippers, following tenants they claim were laid out by **She Who Remembers** herself, as part of the Holy Oath to redeem themselves for a great atrocity in years past. Though they no longer remember the specifics of what they did, **she** does.

She is said to remember everything that happens, although she will forgive you for your sins, she will not forget. If you continue to stray, you will face punishment. You must learn from your mistakes, remember the things you have done wrong.

Her direct opposition is He Who Whispers, a dark entity that tricks people into forgetting their true purpose and nature, slowly eroding at the memory and knowledge of the population via his diabolical methods. She is the **Order** to oppose the **Chaos** sowed by her dark counterpart.

Her Religious Icon is a candle with memory related runes inscribed, and a halo around the candle's flame.

**Suggested Class:** Cleric, Paladin, Wizard
The Lavished Schemer

**The Lavished Schemer**, also known as, **Aeonivyss**, **The Twilight Dragon**, **The Dragon of Eons**, **The Keeper of Wealth** or **The Pureblood** is the Goddess of **Accumulation**, **Greed**, **Intolerance**, **Nobles**, **Profit**, **Scheming**, **Selfishness**, **Theft** and **Wealth**.
**Aeonivyss, The Lavished Schemer** is known for her accumulation of great wealth through a series of long standing ventures that usually always lead to her adding to her hoard. The Schemer promotes this attitude in others, many successful entrepreneurs follow and worship this deity, hoping they too will become rich and wealthy.

   **The Twilight Dragon** decreed long go that outside invaders and travellers to Vari through "unnatural means" such as portals, magic spells or void magic, were unwelcome and considered abominations. Some believe this was because she has not been able to profit from their existence within her world, others believe she has significant prejudice against creatures she does not understand or like. Many of her worshippers view Humans within this category, after their unnatural disappearance and then return.

She is also known for despising any "impure dragonkin" creatures, such Dragonborn, Mortals with Dragon blood, **Half-Dragons** and **Kobolds** etc.

**Suggested Class:** Cleric, Rogue, Warlock
Karg Bloodaxe

United under a goliath single leader, **Karg Bloodaxe,** The Iron Herd became an incredibly formidable force, that banded together to drive back the massive hordes of Void entities back to the rifts from which they came. The Iron Herd was formed initially as an union of the greatest Goliath, Orcish, Canis, Loxodon, Karkadann, Rilae, Tabaxi, Ursin and Tauren clans, in the face of the Void's invasion upon Vari.

Today, the Iron Herd is mostly about surviving in a land that is constantly trying to kill them. They make no compromises when it comes to excellence, and the power and ferocity of their warriors is legendary. They look to their history and their first Warlord, **Karg Bloodaxe**, as a symbol of the unity they strive to achieve.
He Who Whispers

**He Who Whispers** is considered by scholars and archaeologists to be an **Old God**, A malefic being that once ruled over Vari during its primordial ages, since banished and removed from power during the forgotten age. He Who Whispers remains notoriously elusive and is largely a mystery. His domains are **Chaos**, **Conflict**, **Illusion**, **Mind**, **Nightmares** and **Trickery.**

It is thought that He Who Whispers has a name, but beings on Vari do not know what that name is. Instead they refer to him by his notorious reputation for whispering into the ears and minds of the truly mad, or those that find themselves at the edge of lunacy. Scraps of obscure lore claim that the Old God has been imprisoned beneath the darkest depths of the world for millennia beyond counting, in the deepest reaches of the Underdark, but none of this has ever proven certain. Reading the mad writings of those under his influence are enough to drive someone to the edge of insanity, ready to be brought into the fold.

Only She Who Remembers, his direct opposition, truly knows the threats he poses, the things he has done, where he is and what his name is. They Who Know, claim to know everything but that which **He Who Whispers** hides, as even they cannot pierce the shadowy veil of his deceit.

It is claimed that He Who Whispers enjoys twisting those once noble and pure to preform deeds of hatred and evil, and is responsible for The Order of Vindication's dark past. He is also said to trick people into forgetting their true purpose and nature, slowly eroding at the memory and knowledge of the population via his diabolical methods. He sows **Chaos** wherever he can.

Unfortunately, most of what is known about this most insidious of beings consists largely of speculation.

**Suggested Class:** Sorcerer, Warlock
Kalthori

**Amalie Kalthori** was a famous, Dwelf Wizard and *Sphere Shifter*.

As a powerful Wizard with the ability to move across planes, Amalie spent much of her life moving around. During her travels, she discovered the secrets of Crystal Spheres and how to traverse them, within. With great effort, she began to craft spells that could move herself from one sphere to another, without having to require the need for moving between planes. As such, she remained on the material plane, but moved between different crystal spheres, studying the multiverse as she went.

Having visited many worlds, including Faerun and Exandria, she eventually she returned to her home of Vari, a world within a sphere known as Verdant. She spent most of her waking hours, daily, documenting as much information on its people, its history, gods, factions, cities, everything she could. She collected her knowledge of Vari into a single tome called **Kalthori's Guide to Verdant**, but it was not well received by the people of Vari.

During her time here, **Kalthori** found an Icosahedron of Prophecy and rolled it. She was not certain of the result, but something told her she would one day give a powerful *Holy Symbol* to someone named Umbra Venatores. None of this made sense to her, yet she catalogued much of the information that entered her mind. What first seemed like fiction eventually flowed into that which looked to her like prophecy, of Ravenscore, Harbek,

The Tomb Keepers eventually confronted her about her tome, as they felt it contained far too much information on topics she had no business meddling with, and set out to remove Kathlori's guide from existence. **Amalie Kalthori** was attacked by members of both The Tomb Keepers and The Felstriders, for reason she surmised as simple misunderstandings, but she was nonetheless captured and taken to be judged. Before she could be presented to the court that was expected to decide her fate, however, Amalie left Vari by using magic she had stored within her *[Sphere Shifter Robes]* and attempted to return to her secondary home of Exandria.

It is unclear when and how, but sometime after this **Kalthori** found herself trapped in the dreadrealm of Barovia, her magic no longer allowed her to move between spheres. She likened it to a fly being caught in a spider's web, only the spider was a Vampire named Strahd von Zarovich, that simply would not stop hounding her.
Tiefling

**Tieflings** are humanoids with devilish ancestry. They are distinguished by the large horns on their head, and are known for extravagant appearance and their often carefree attitude. They are a common species found across Vari, known for their cunning and personal allure, which makes them excellent deceivers as well as inspiring leaders.

A tiefling's diabolic origins results in the presence of an array of fiendish features being present in any given tiefling. Horns, tails, tusks, hooves, fangs. They have a wide array of skin tones, most commonly deep crimson, but also purple, blue, green, and even gold, yellow and pink. Tiefling parents of similar skin colors can have varying-colored children. In many other ways, tieflings were similar to humans physically, they were, on average, just as tall as humans, from 5′6″‒6′2″ and weighed just a little bit heavier at 140‒220 lb. Most Tiefling matured at the same rate as humans and live slightly longer, signs of aging reach them at the same rate as humans too, but some tieflng reach as old as 150. One notable exception to this is Empress Veragost, who is over 200 years old and does not look a day over 30. Some suspect magic to be behind her usually long life, however, no one knows how old she is,

Tieflings are thought to have been created by power greedy Humans during the the Forgotten Age by a cabal of Human warlocks seeking to gain more otherworldly power. As a result of this bargain, their children were marked with the fiendish influence of their masters. An alternative theory suggests that the first Tieflings were created in the city of Whitestar in Vari, as a result of the city's inhabitants tying their bloodlines to The Lord of the Nine in exchange for magical knowledge. It is thought by some that this marked the origins of The Consortium and explains their reputation for stealing new born babies.

Many tieflings are very charismatic and are also quite intelligent. Due to their devilish ancestry, tieflings are resistant to fire and can see in dim light and darkness. Their infernal legacy grants them a small number of magical abilities, including amplifying their voice, changing their eye color, and minor manipulation of fire. More powerful tieflings can wreath their enemies in fire if they are attacked and can create pockets of magical darkness. Tiefling genealogy is incredibly adaptable, as they are able to breed with various other races. Magical abilities are sometimes slightly altered if the tiefling family mixes with another magical lineage.

Sometimes Tauren interbreed with elves or orcs, producing horned half-elves or half-orcs which are both commonly mistaken as **Tiefling** (known by some as a 'Taurlings')
Guild for Indigent Adventurers

**Domigo Thundergong** is an Orc Bard that travels the world of Vari, telling tales of his adventures and the adventures of others. He is famous, or infamous, across all nine cities of the mainland.

**The** **Guild for Indigent Adventurers** provides equipment, weapons and armour to those less fortunate and so that they might become adventurers themselves. In return the guild requests 75% of the profits made by the adventurer for the first three months and they are expected to use and wear the branded bright teal backpack to advertise the guilds services. While this seems steep, sadly, many adventurers in the world of Vari die, and as such the guild must charge these rates to be able to turn a profit.

Some consider this quite despicable, they claim Domigo Thundergong uses his fame to prey on would-be adventurers and send them off to earn money on his behalf. The guild maintains that its position is to help those that need a chance to become the adventurers they truly wish to be and not to make money, despite some members turning over thousands of gold.

**The** **Guild for Indigent Adventurers** is not recognised by the nine cities, or the official factions, as an official faction. Instead it is seen as a business operating for profit.

The guild provides a new member with the following:

* 1 Martial Weapon (Plus Quiver/Ammo case & 40 Ammo if Necessary)
* 1 Simple Weapon (Plus Quiver/Ammo case & 40 Ammo if Necessary)
* 1 Indigent Adventurer's Branded Backpack, with a loop of purple dyed hempen rope.
* 3 Vouchers for 'A Nights Accommodation' at a tavern. (terms and conditions apply, see participating taverns for details)
* a bedroll
* a mess kit
* a tinderbox
* 10 torches
* 10 days of rations
* an oil lamp
* a flask of oil
* a waterskin.
Summerwilde

Believed to have once been built and inhabited by a vast Vrael population before the Severance, **Summerwilde** is located in the Southern reaches of the Mainland, where the climate reaches its hottest. It is also known as the **Jewel of Vari's Sun.**

Built around a grand lush oasis known as The Spring, along which the great **Thaeryn River** runs, Summerwilde is a beautiful shining city in the middle of a hot desert climate. A number of canals begin in the Sapphire District. The spring, the perpetual oasis that fuels the city is located here. It is noted that many of the caravans entering and leaving Summerwilde travel to and from this district in particular.

The dangers of the desert sands near Summerwilde are not to be underestimated, guards regularly patrol the city's 100ft walls and the gates of the city close at nigh, to prevent the great beasts of the sands from entering the city.

The **Sphere of Absolution** sits at the heart of the city, a grand golden spherical structure that is home to the Aurelian Absolution, a zealous cult bent on protecting the sphere from any kind of intrusion, as it is said to contain an artefact known as the Star of Incandescence.

Rumours of an ancient Vrael city known as **Estorea**, far across the desert in the South Western reaches of the Mainland are at present unconfirmed. However, tales of a former glorious empire are regularly told by the Vrael citizens of Summerwilde, in taverns and in the streets, as a means to visitors and travellers. There are whispers that the former Vrael capital contains magical items, gold and other treasures beyond the wildest dreams of Vari's bravest adventurers. None that have ever found Estorea have returned to tell the tale, and people love to speculate why. For some, it is a city filled with cannibal Vrael known as Appophis that wish to consume their kin, to others (and the far more likely scenario) simply does not exist.

* Population: 550,000
* Imports: Grain, Food, Livestock, Ore, Metals Timber, Cloth, Ale, Wine, Perma-Ice
* Exports: Fruit, Water, Armour, Pottery, Furniture, Stone, Glass, Gems, Precious Metals, Relics, Incarnumite
* Ruler: The Summer Court
* Judicial System: The Summer Court
* Religion: She Who Makes the Path, The Marked Warrior, He Who Weaves Incarnum
* Taverns and Inns: The Miserable Snake, The Funny Kangaroo, The Red Tauren, Glistening Glass, Ice-a-Plenty, Godslayer's Gullet
* Landmarks: The Godslayer's Proving Grounds, The Gilded Pyramid, The Sapphire Iris, The Weaver's Market, The Glass Catacombs, The Sphere of Absolution
* Census: Leonin 12%, Orc 11%, Centaur 10%, Dragonborn 10% Gnome 10%, Canis 8%, Tabaxi 8%, Tauren 5%, Dwarf 5%, Elf 5%, Tiefling 5%, Rilae 2%, Loxodon 2%, Zahn-Tahet 2% Halfling 1%, Human 1%, | *Various Species: 3%*
Artificer

Artificers are a rare kind of arcane spellcaster who treat magic in the same manner as a mason might see a chisel as a tool for the creation of marvels. An artificer learns to wield their magic through the mastering of sigils, alchemical ingredients and diagrams that they etch into that which they enchant, as well as other magical ingredients. Artificers infuse objects of the world, be they inanimate or alive, with the power of incarnum, making them both powerful crafters and healers.

Many Artificers are Creationforged, Humans, Gnomes, Dwelves and Dwarves, as these species often have a natural ingenuity for crafting, enchanting, working with mechanisms and problem solving.

Artificers are not common in Vari, but can be found in cities where magic and technology blend in surprising ways. The most relevant example is Whitestar, where artificers occupied a place of power in the hierarchy, particularly amongst The Consortium.

> "Artificers invent cutting-edge problems, then try to solve them―loudly and often with collateral damage."
>
>

> — Domigo Thundergong.
>
>
Brielle

**Brielle** is known by many to be the **City of Pleasures**, It is a truly marvellous city of great culture that attracts the most talented artisans, artists, and scholars from across the Mainland. The city was founded in the year 421AS upon the ruins of a city lost who's memory has been lost to The Severance. Some claim that this knowledge was intenionally taken away by The Tomb Keepers working on behalf of Neferkare. **The Tomb Keepers** are currently excavating an ancient ruined Human city within the **Stonemeadow Valley**, known as Bleakshade City.

Brielle's **Grand Star District** is spoken of by many across Vari, as the peak of civilisation in terms of wealth. It is known to harbour many celebrities, wealthy retired adventurers, politicians, various royal family members and members of the noble elite. It is the site of The Grand Star Theatre owned and operated by The Shadowstars, which sits on the border of this district. One wall of the theatre is aligned with the bordering wall to the Stonemeadow district, through which commoners may enter and view performances in seated in less desirable sections of the theatre for considerably low prices. (It offers tickets that rang from 5 cp for bench seats, 1 gp for a balcony view, to 30 gp for the luxury of a private box.)

Brielle is thought to have a connection to the fire plane somewhere beneath the surface of the city, as the waters around Brielle are considerably warmer than they should be this far north, yet the air is quite chilled. It is even known for its hot springs and baths within the city.

The High Road into Brielle is well paved and well patrolled.

* Population: 250,000
* Imports: Potions, Armour, Coal, Wine, Fruit, Metals
* Exports: Meat, Fish, Ale, Grain, Literature and Art.
* Ruler: Noble's Confederation
* Judicial System: Confederation Law
* Religion: Mixed
* Taverns and Inns: The Oldport Tavern, The Starboard Inn, The Sly Horse, Old Number 6, The Room, The Silver Lining
* Landmarks: The Grand Star District, The Grand Star Theatre, Castle Brielle, The Old Port Tavern
* Census: *Dragonborn 10%, Goliath 10%, Gnome 10%, Halfling 8%, Leonin 8%, Tabaxi 8%, Zahn-Tahet, 8%, Canis 7%, Dwarf 6%, Elves 5%, Rilae 5%, Tauren 5%, Human 4% | Various Other Species: 6%*
The Red Tide

**The Red Tide** is a cult of Blood Mages, Clerics, Mutants and other abominations, specifically tied to Ithurcin Blood Magic and are not in anyway recognised by The Faction's Accord. As an organisation they have no legal status within Vari.

Once considered a mere nuisance, **The Red Tide** have recently been brought to the direct attention of The Consortium and The Sanguine Syndicate, although specific reasons are kept in the dark, it is clear to the public that both of these factions have been making moves to counter **The Red Tide** in many parts of **Vari**.

Many of The Red Tide's activities have included mass mortal sacrifices to the The Writhing Agony in exchange for power. These sacrifices are often done by convincing individuals to do so voluntarily as part of a "greater purpose". Their subtle approach is often noticed far too late by those that would seek to stop them, causing mass hysteria when cities suddenly find entire streets filled with the blood of the dead, shambling mutants and demons rampaging.

Blood Magic and Mutation is viewed with significant suspicion because of **The Red Tide**, which causes The Sanguine Syndicate's relationship with the public to suffer at times.

## Mutations and The Possessed

Mutations often afflict members of **The Red Tide** since their patron, The Writhing Agony, will reward a corrupted member with the gift of change. Simply dedicating their black souls to Yocthup'ithurc is sometimes not enough for these blood crazed zealots. Some pledge themselves fully to the service of their dark, twisted master, allowing themselves to be possessed by his presence or that of his demons. They become willing hosts to creatures of the Abyss, The willing must adequately prepare for the possession through rituals of scarification and debasement, offering sacrifices and physically preparing their bodies to host the demonic beings.

These **Possessed** are easily distinguished by their grotesque features and mutated bodies; they display vicious fangs, massive claws, razor-sharp horns and whip-like tentacles that partially mutates their body into the form of the demons that posses them. Some bodies shatter collapse under the weight of the demon's soul that infuses within, while others tear open and reveal further horrendous mutations.

The **Possessed** often gain a variety of advantages including great speed, resilience and strength. Many can tear apart enemies with their bare hands and use their newly acquired senses to latch onto the soul presence of other creatures. This grants the Possessed the innate ability to unerringly locate enemy positions and ferret out potential victims without being seen.

The final stage of possession however, is to become a Writhing Spawn, when ones mind, body and soul have become completely corrupted by Yocthup'ithurc causing them to twist into a fleshy monstrosity of blood soaked flesh.
The Children of Revelation

**The Children of Revelation** are the latest incarnation of cults dedicated to the first and last god of old, that claim they will soon awaken The Sleeping Devourer. They see their patron as the all-powerful creator of all of existence, their theory is that the whole multiverse is in fact nothing more than the imagination of **They Who Know**, creating everything within it as a means of entertaining themselves while they sleep.
Mainland

Click Here for a full size map of Thrildor, The Mainland

**Thrildor**, (pronounced Thrill'Duur) known commonly throughout as **The Mainland**, hosts most of the known civilisation of the world Vari. While there are certainly other continents within the world, it is believed highly unlikely that civilised peoples inhabit them. Most consider them barren wastes filled with beasts of The Void.

The Severance caused **The Mainland** to be cut off from other parts of the world as the dangers lurking within Vari's oceans are ten times that of the monsters on land, in both number, size and level of danger. While Airships do exist and are known to fly over the Mainland, the science and arcane understanding of this technology is limited to ships that are able to fly over land. There are those pushing for the technology of cross continental Airships, but so far all experimental flying craft have failed.

* 🛏️ Brielle
* 🏰 Courtwald
* 🏡 Easthaven
* 🌋 Emberwind
* 🧝 Silver Song
* ☀️ Summerwilde
* 🛒 Yoln
* ⭐ Whitestar
* 🐟 Zhorora