recursal/Fanatic-Fandom huggingface dataset:
Caravan Road

The Caravan Road is the main road that runs through the East Ridings, providing a safe and reliable route for the transportation of goods between the various settlements in the region. The road is a vital part of the region's infrastructure, and plays a critical role in supporting the local economy.

## The Caravan Road

Webbing across the region, much of the land's survival rests on the road.

## History

The Caravan Road has a long and storied history, dating back to the early days of the East Ridings. It was originally created as a trade route between the various settlements in the region, and was designed to provide a safe and efficient way for merchants to transport their goods between markets. Over time, the road became increasingly important, and played a key role in the region's economic and social development.

## Importance

The Caravan Road is a critical part of the East Ridings' economy, providing a vital link between the various settlements and markets in the region. It allows merchants to transport their goods quickly and safely, and is responsible for the flow of a wide variety of goods, including food, textiles, and precious metals.

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Scaly Nisance: A Pain in the Wagon • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
Juniper

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

[Every character has a tragic backstory, use this space to fill it out! Explain where they're from in the world, what motivated them to seek out The Guild.]

### **Joining The Adventurer's Guild**

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

[It is advised to keep you player diaries on a blog rather than you character pages, as there is a limit of about 2MB, which is roughly 2 million letters (including spaces and punctuation marks) when writing in english. Also note that the limit is also after expansion of templates, meaning that if you are using tons of templates that makes your page too long, the templates at the end would not be expanded and would turn into red links. Putting technical limits aside, pages that are too long are not friendly. If a page becomes that long you should consider splitting it up.]

### **[Retirement / Death]**

[Once the PC moves on from the rest, either through retirement or death, add some information surrounding it. Describe their life post-guild, or their funeral and circumstances in which they found themselves full of arrows, and empty of blood.]

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]

## Trivia

* [Place any interesting information related to your character here]

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •

[Make sure you've added the 'Player Character' category!]
Format: Settlement - Small

[Introductory paragraph, provide a very brief history of the settlement, and an overview of it's demographics. As always, make sure you link any proper nouns - any Red Links give us prompts for which pages are still needed! Check out Newsham for inspiration.]

## [Settlement Name]

### Affiliation

[To which major city does the settlement owe allegiemnce, if any?]

## History

### **Founding**

[Explain how the settlement came to be, think about it's location and what might have drawn the initial settlers to this place. Abundance of materials? Strategic advantage in battle? Sat atop a well of pure energy, used to power siege engines that can topple regimes?] Go mad!

### **[Notable Events]**

[Add a notable event or two, perhaps the town was razed by goblins and rebuilt?]

### **[More Notable Events]**

[Maybe the town holds an annual convention, and attendees come from all around to play card games and dress up as their favourite fictional maids, UwU]

### **Present Day**

[What's the town like now, what races live here, and what work do they do?]

## Notable Locations

* [Add links to anywhere in the town that you consider to be particularly important, be it a tavern, guildhouse, abandoned mansion, or place of worship], [Add a short description of the place, only a line or two is needed.]
* [Add links to anywhere in the town that you consider to be particularly important, be it a tavern, guildhouse, abandoned mansion, or place of worship], [Add a short description of the place, only a line or two is needed.]
* [Add links to anywhere in the town that you consider to be particularly important, be it a tavern, guildhouse, abandoned mansion, or place of worship], [Add a short description of the place, only a line or two is needed.]

## Notable Inhabitants

* [Add links to anybody in the town that you consider to be worthy of their own page, If they've been given a name then they're probably worthy of reusing at a later date.], [Add a short description of them, only a line or two is needed.]
* [Add links to anybody in the town that you consider to be worthy of their own page, If they've been given a name then they're probably worthy of reusing at a later date.], [Add a short description of them, only a line or two is needed.]
* [Add links to anybody in the town that you consider to be worthy of their own page, If they've been given a name then they're probably worthy of reusing at a later date.], [Add a short description of them, only a line or two is needed.]

**Make sure you add the 'Settlements' category, as well as which country the settlement is in!**
Bakari

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

[Every character has a tragic backstory, use this space to fill it out! Explain where they're from in the world, what motivated them to seek out The Guild.]

### **Joining The Adventurer's Guild**

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

[It is advised to keep you player diaries on a blog rather than you character pages, as there is a limit of about 2MB, which is roughly 2 million letters (including spaces and punctuation marks) when writing in english. Also note that the limit is also after expansion of templates, meaning that if you are using tons of templates that makes your page too long, the templates at the end would not be expanded and would turn into red links. Putting technical limits aside, pages that are too long are not friendly. If a page becomes that long you should consider splitting it up.]

### **[Retirement / Death]**

[Once the PC moves on from the rest, either through retirement or death, add some information surrounding it. Describe their life post-guild, or their funeral and circumstances in which they found themselves full of arrows, and empty of blood.]

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]

## Trivia

* [Place any interesting information related to your character here]

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
Jaded

30th May 2023

Seymour wants to learn about his jade frogs. He invites guild members to come along as he does.

## Adventurers Attending

* Io Aerkeryrm
* Circe
* Lessbelle Elmtree
* Aloissius
* Creed
* Seymour Cleavage

## Session Summary

The party was assembled and instructed to take some paperwork to the Beefington estate. Hamer took them nearly there.

After Lord Beefington wasn't home the party found Seymour at an appraiser where he wanted his jade frogs looked at. They were led into a back room and locked in. Saymour got a message here from someone familiar to him to pull the purple book. He did this and a trapdoor opened.

After trying various other methods of escape (and being attacked through the door) the party went down the trapdoor. Seymour survived an attack by a Scrapper here.

The party then found a group of mercenaries taking and smoking drugs in a room they needed to go through. Without asking first the party attacked these. This was a very hard and confusing battle mostly as most of it was in magical darkness. Some of the mercenaries barely took any damage before Lessbelle persuaded them to stop fighting.

The tunnels emerged into an old church. Tabaxi symbols dominated the walls. Inside a room there was the Scrapper and four brainwashed Tabaxi fighters. These weren't able or willing to talk so a fight ensued. After a battle that the guild eventually won the party found an office with an old Tabaxi priest. Who uncursed Saymour's coin of thievery and was also attacked but revived.

The priest was from Saymour's village before the dragon attack and survived under the rubble of an old church. The priest directed Circe to some documents about "G" and said that the druid had been the reason the Tabaxi here were turned evil.

The documents when translated by Io showed a kidnap plot where the name Gladys was scribbled out and replaced by Mya. The plan was to kidnap Mrs Beefington and hold her under Otha's Rest jailhouse. Tunnels were to be dug to the cells and a creature of ice placed to keep the prisoner there. There was also a reference to a Mr Jeffrey as a contact.

The Guild returned home victorious but bloodied.

## Rumours

* Who is "G"?
* Why was there a drug den beneath Glimmergate?
Creed

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

Creed's earliest memories are of being punished in the monastery to Tiamat he called home. The monks, tired of 'teaching the devil out if him'
saught to bend and break the it into something new, instead.

For reasons kept secret from him, he was taught to pretend to be a Drow instead if a Teifling, punishing him harshly when his demonic heritage began to show it's face.

Creed has mentioned he has an adoptive sister, and a father he claims to have killed. His sister, Adaea, has a grave just outside the monastery. It appears to have been dug up, there is no body there.

Creed has a silver coin, one side has thick burn marks on it.

The monastery no longer exists, burned to the ground.

The monks are gone. Only Creed remains. He appeared in Otha's Rest, southeast of the monastery. claiming to seek a place where he is needed, to help and harm in equal measure; he deeply believes that making no choice is the worst choice to make.

Creed has ab old name he claims to have abandoned, but will use from time-to-time. Radaghén - the Child of the Beast.

### **Joining The Adventurer's Guild**

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]
* Operation 'Session Name' - 00/00/23

He has no horns. Where horns should be there is a mass of old scar tissue.
Raze

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

Raze was an Arena Gladiator from Grey Hills, and Champion of the Hellmight Ludus. After a particularly brutal defeat resulting in pieces of his shell being repaired with both magic, and armour plating, he has lost his confidence in battle and has gone on a journey of self discovery to find his killer instinct

### **Joining The Adventurer's Guild**

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

### **Becoming Head of The Hellmight Ludus**

Stuff from DDBeyond

ENEMIES
(Deceased - Taken by Patron the Fiend) Ser Matteus Cabbotton placed an 8000gp price on the head of Raze

OTHER
Loves his Maul Of Warning

Has made a deal with something named The Baron via a Spirit Board obtained from a now deceased Hag. This cured Raze of his fear... but at what cost?

Rumour - Grey Hills Ludus The former Fearless Forrest Ludus is no more, and the building has been gifted to the Adventurers Guild. Raze is looking at this as his retirement plan.

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]

## Trivia

* Place any interesting information related to your character here

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Firing Squad Till Death: Siege on the Guild •

### Mentions

Adventures
Insert session name here • Insert session name here •
Format: Session Summary

[Brief summary of session, this can even be the brief information given on the FB page before the game happens. For editing you may be better off clicking the visual editor in the top right and swapping to source editor]

## Format: Session Summary

Insert session date in this format here 00th Month 20XX

## Adventurers Attending

* Player character name goes here
* Player character name goes here
* Player character name goes here
* Player character name goes here
* Player character name goes here

## Mission Notes

[Details from the mission can go here so any member of the community can look them up and enjoy them. Preferably in as much detail as possible just incase it needs to be referenced again in the future]

[Any additional information of resources can go here such as handouts or images if any exist for the session]

## Loot

* Standard Session Xp & Gold
* [Any loot that might have been found or given in the adventure goes here]

## Rumours

* [Any Rumours the players might have picked up go here]

## Player Journals

#### **[Player Diary 1]**

> [Contents of the Diary Here copied from discord or placed by Player]
>
>

#### **[Player Diary 2]**

> [Contents of the Diary Here]
>
>
A Matter of Pride

7th April 2021

Leo grabs a hand-picked team and heads into the desert, seeking news of his father, while Sharian hunts for the floating citadels from his trances.

## Adventurers Attending

* Sharian Naetris
* Leonidas of the Goldmane
* Rain
* Venwyn
* Cassidy

## Mission Notes

The team are called to the Leodis border forts, along side other Guild members assigned to other forts. Here they repulse an attack from a large group of orcs, including purple worms and apparently corralled by an adult red dragon. In the aftermath a gnome that nobody else can see gives Leo a map that nobody else can see leading to a canyon in the desert.

Over the course of a few days they make their way into the desert. Waylaid by definitely human merchants, and dragon attacks, they make their way to the canyon. Entering they discover in the canyon walls a prison that sealed two individuals for the crime of "disturbing time". The animated remains of these two were destroyed.

Finding a plateau in the canyon they discovered in the centre a plinth and, solving the puzzle, it revealed a buried structure similar to the ones from Sharian's trances. Working up the structure they discovered it to be a temple to the Lady of the Moon, a god of the Elder Elves. At the peak of the structure they found Grexes and a familiar gnome. They were trapped in a magical stasis field, though Gnomes McGinty was slightly out of the field and had been able to use magic to communicate with Leo over the ten years they had been trapped. Disrupting the field they reunited and discovered that teleporting away was impossible. A showdown with the goddess they had apparently angered was inevitable.

Heading onto the roof they battled the Lady of the Moon, now a deranged demonic entity. Slaying her the team chose to spit up and head home or to Val Doren with Leo and his father.

## Loot

* 8800 EXP
* 2700 Gold

* 6600 EXP for Rain instead
* 2025 Gold for Rain instead

## Rumours

* The Elder Elves - Several clues to the civilisation of Sharian's birth have been discovered, perhaps more can be found in the desert...
* The Red Dragon - There is an adult red dragon amassing followers in the desert. She considers a large part of the western Belkilka Desert to be her territory and clearly has conquest on her mind.
Daylight Robbery: Stealing the Evidence

??nd ??? 2022

## Adventurers Attending

Ross - Yax level 9 Rogue / monk
Austin - Peace level 7 Druid

## Mission Notes

The guild master had received news that the vendor for his meat deliveries and old friend Lesley Wumpington Smythe was having goods stolen from him and needed the guilds help in stopping the thefts.

Beefington recruited his most trusted Agent Yax who then found help in the form of Peace a druid who was having a perfectly normal chat with a tree. They grabbed a cart and headed up the road to Glimmergate, along the way they found a small farming town that was being harassed by Robots but they told the guard they couldn't help because meat.

The next town they visited they found a small girl has gone missing, they reluctantly agreed to help but soon found the girl had already been rescued by the Gith Jiff, Yax pretended to kill a bear and Peace helped heal the girl up before heading on their way.

Once they reached Glimmergate they headed to Smythes Superior Supply Store " if we haven't got it you can't buy it here".

They headed in and met the store owner and his fairly inept Buliwug security force. After some talk and an attempt by some customers to buy the druid the pair agreed to watch during the night for the thief.

Whilst waiting Yax broke into the back office (disturbing a very loud lock) and found evidence that Smythe was a criminal committing various thefts and murders and did some looting.

After some time They noticed a strange blue arm appearing through walls and grabbing stock, Yax shot it and a scream was heard from the alleyway, Peace changed into an animal form to chase the creature down the alley whilst Yax just stood inside the shop. Eventually peace cornered the creature which turned out to be a Boggle but on hearing that it was just taking food to feed his starving family he let it go.

A guard came to investigate the commotion and Yax handed him the eveideneof Smythes crimes. In the morning a guard captain came with some men to arrest Smythe, who's men fought back but with the assistance of the party the guards overpowered them and arrested Smythe. Returning to there cart the group found the family of Boggles and agreed to take them back to the guild.

Along the way they returned to the town being harassed by robots to find a robot waiting for them with a message for Sharian Naetris, the robot delivered the message and then attacked but was defeatef with the help of Jiff the Gith and Boggert the Boggle. They returned to the gud where Boggert got a job delivering messages for the guild. Beefington didn't seem massively shocked his friend was committing crimes and is now buying the supply shop and cutting out the middleman in the supply of his meat.

## Loot

* Standard Level Xp & Gold
* One diamond worth 300 gold - peace
* 50 golds worth of jewellery - yax
* +1 dagger - yax
* 50 gold for robot scrap - shared
Adventurer's Guild

## The Adventurer's Guildhouse

Located on the outskirts, north of Otha's Rest, the Adventurer's Guildhouse is the recently built home of **The Adventurer's Guild** as of **AOR 552**. Here, the guild members have their own private quarters on the upper floors, as well as a fully equipped training area and armoury.

## The Hall of the Dead

Adventurer's that are lost during their time in The Guild are immortalised in the pages of the Otha's Rest Book of the Dead, stored in the Hall of the Dead at the Adventurer's Guildhouse. Adventurers will often visit this hallowed space to reflect on their comrades, and pay their respects.

## The Adventurer's Guild Archives

In an effort to avoid messing up their tax contributions, the Adventurers Guild keeps records of all missions undertaken. These are stored in a large purpose-built vault, in the Discord wing of the Adventurer's Guildhouse. Here you can find information on current and former members of the guild, and the work they do for the people of the East Ridings.

Creak, the current keeper-of-records, maintains these archives as often as her schedule allows - however any help provided by their fellow adventurers is always appreciated.
Arr'dain

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

[Every character has a tragic backstory, use this space to fill it out! Explain where they're from in the world, what motivated them to seek out The Guild.]

### **Joining The Adventurer's Guild**

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

[It is advised to keep you player diaries on a blog rather than you character pages, as there is a limit of about 2MB, which is roughly 2 million letters (including spaces and punctuation marks) when writing in english. Also note that the limit is also after expansion of templates, meaning that if you are using tons of templates that makes your page too long, the templates at the end would not be expanded and would turn into red links. Putting technical limits aside, pages that are too long are not friendly. If a page becomes that long you should consider splitting it up.]

### **[Retirement / Death]**

[Once the PC moves on from the rest, either through retirement or death, add some information surrounding it. Describe their life post-guild, or their funeral and circumstances in which they found themselves full of arrows, and empty of blood.]

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]

## Trivia

* [Place any interesting information related to your character here]

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
More About Books...

6th September 2022

## Adventurers Attending

* Bok
* Takeshi Castel
* Drake Young
* John Young

## Mission Notes

The party attended the apparent death of Miles Harrington, proprietor of Sprited Antiques & Antiquarian Books, a local retailer specialising foolishly in cursed and haunted items. Harrington's assistant Verbert raised the alarm on finding his master lying wreathed in black mist beside a large open tome.

Our adventurers quickly realised that the mist was the problem and despite getting a big tangled managed to prevent it possessing them. The did find themselves seemingly inside the tome approaching a strange, hard to look at, gate. Fighting off some blood sucking , poisonous bat-like creatures, our party opened the gates to find Miles Harrington and the tome lying on a dais in a large room. Their arrival triggered the manifestation of some shadows and the animation of two warriors from within the stained glass windows. After a long, strength-sapping battle these manifestations were destroyed and the adventurers found themselves awakening back in the shop. Hartington is grateful for the group's help, it seems he was attempting to exorcise the tome so as to return it to Earl Grey free from curse (the book is a family history it seems).

## Loot

* Standard Level Xp & Gold
* a strange bone and wire ring... - Each Player

The strange bone and wire rings allow you to move a curse once (at which point they are destroyed). To operate you need the cursed person/object and something/someone else into which the curse will be moved. If the something/somebody is not willing they get a DC12+WIS save. If the save is passed the transfer of the curse doesn't happen. The something/somebody has to fit the curse e.g. if the curse is a big red nose you cant move it to something without a nose.

## Rumours

* Returning the now curse free book to Earl Grey
Monastery of Ullum

## Monastery of Ullm

A place for peace and magical melee combat

The Monastery of Ullum is an ancient complex of buildings located in a remote valley nestled in the heart of the Ullum mountain range. The monastery was established by a group of monks long ago, who sought a place of solitude and contemplation amidst the rugged beauty of the mountains. The buildings of the Monastery of Ullum are constructed of stone and timber, and are arranged around a central courtyard. The structures include a large temple, dormitory buildings, a kitchen, a library, and a training hall.

## History

Despite its beauty and tranquility, the Monastery of Ullum was presumed to be empty. The monks who once lived there are long gone, and the buildings have fallen into disrepair. The only sounds that can be heard are the rustling of the leaves and the babbling of the stream. Until AOR 554 when Sharian & Tas went up there to investigate and found the Monastery under the effect of a broken Time Stop spell.

Holder over update later

A school for sword and other melee combat. They teach the guard and nobles and other paying customers how to use a weapon. They also take in foundlings occasionally and raise them, some stay on as teachers at the school, as Fuller did. They eschew all ranged weapons and actively hate and mistrust magic, both were banned at the school, though recently things have begun to change.

Recent communications between Sharian and Laeg Magol have seen the school open up to training with those of a magic persuasion, though the school still remains highly disdainful of the weak mental attitudes connected with magic practitioners. The foundlings and students at the school also seem strange somehow, lacking in outward emotion, there appears to be more than meets the eye here.
'Arry

A cheery dwarven miner

Harry, often known by his fellow miners for his hearty laugh and ever-present smile, is a dwarven miner with a heart of gold in the East Ridings. He works diligently under the employment of Lady Felicity, a prominent figure in the mining industry of the region. While not necessarily known for his intellect, Arry's unwavering optimism and strong work ethic make him an invaluable member of the mining community.

## Harry's Personality

Despite his somewhat limited understanding of complex matters, Arry's cheerful demeanor and friendly nature have made him a well-liked presence among his colleagues. His ability to effortlessly brighten up the mood in even the darkest and dustiest corners of the mines is well-regarded by his fellow miners. Arry's hearty laughter is often heard echoing through the tunnels, a comforting sound for those toiling away underground.

Arry's work primarily involves extracting valuable minerals and resources from the depths of the earth, contributing significantly to the economic prosperity of the region. His loyalty to Lady Felicity is evident in his dedication to his duties and his unwavering commitment to his fellow miners' safety and well-being.

While not one to engage in intellectual debates or discussions, Arry's simple yet genuine interactions have endeared him to the mining community. Whether it's sharing a mug of ale after a hard day's work or lending a helping hand to a fellow miner in need, Arry embodies the spirit of camaraderie and unity that is essential in the challenging world of mining.
Hidden Valley

Around five days walk from Otha's Rest, Hidden Valley is a picturesque and secluded area, located in the heart of the East Ridings. It is a peaceful and tranquil place, with rolling hills, sparkling streams, and fields of wildflowers. The valley is home to a single inhabitant, Arlym Fidem, who lives in a tower on the edge of the valley.

## Notable Locations

### Temple of Seluné

Carved into the valley, and invisible to most passing travelers, is a long-forgotten Temple of Seluné. While the entrance is small and difficult to locate, it quickly opens up to reveal an intricately carved dome, with blue light pulsing from Celestial etchings in every wall. In the center of the dome stands an altar, however it's purpose has long-since been lost to time.

## Notable NPCs

### Arlym Fidem

An elderly wizard who has lived in his tower on the outskirts of Hidden Valley for many years. He is a reclusive figure, rarely seen except when he comes to the general store to restock on supplies.

Despite his solitary nature, Arlym is well-known throughout the region for his ability to create Sending Stones - small, magical gems that allow for long-distance communication. Many wealthy merchants and nobles pay a high price for these stones, and Arlym has become quite wealthy as a result.

There are also rumours that Arlym has links to the Illithids, a race of terrifying, mind-controlling creatures. Some say that he has made a pact with them, trading his magical expertise for their otherworldly knowledge. Others claim that he has even been seen in the company of Illithids, although no one knows for sure. Whether or not these rumours are true, one thing is certain: Arlym Fidem is a mysterious and powerful figure, whose true motives and allegiances are known to very few.

### Radna, Aasimar Wizard

In stark contrast to her mentor, Radna is a young, adventurous Aasimar. She was recently kidnapped by a group of shadowy figures on an expedition to the Temple of Seluné, before being rescued by a group of Adventurers. The reason for her kidnap is currently unknown, however she believes that she was targeted because of her Aasimar heritage.
Gith Unto Others

8th August 2021

## Adventurers Attending

* Sharian Naetris
* Leonidas of the Goldmane
* Rain

## Mission Notes

What began as a quiet day in the Junction Inn, soon turned into a fight for their lives, when the Adventurers were approached by a messenger from Fort Aadar, the dragonborn settlement in the swamp. The lone warrior, by name of Gorogar, claimed that a pair of Gith had arrived in the swamp fortress and begun to bewitch the Dragonborn Rangers and turn them into their own army, which they intended to march on Otha's Rest. After a brief rest to gather their equipment, the trio folllowed Gorogar back to the fort. They managed to spot one of the Gith marching through the swamp with large number of dragonborn champions, who were already marching onto the Adventurer's hometown of Otha's Rest. Sharian formed a plan of laying in wait and separating the Gith from the Dragonborn by means of a Wall of Stone to free them from their magical mind control. Rushing out from the edge of the swamp hidden behind fallen trees they make short work of the Gith.

Once getting to the fort the group scout out the guards and managed to sneak in on the back side of the fort using Sharian's Flying Broom to scale the walls. After sneaking past the rest of the guards, and sneaking into the fort's main building, they confronted the leader of the Gith, who offered them a safe return home, in exchange for surrendering Cassidy to them, not before mistaking Sharian for him being a white haired, elven wizard. They refused, and battle commenced against the Gith general, and the Dragonborn Champions whom she had ensnared with her magic.

After a tough fight, the Astral Assailant was defeated, and the Dragonborn were freed from her clutches. The Chief of the Fort offered the party some gold and information as a thank you. The leader of the Fort offered Leo his position as Tribe chief, but it was ultimately refused. Leo tried to become Tribe Chief but the current feigned not realising this.

## Loot

* 2200 EXP
* 650
* 1 x ceremonial spear (just a pointy rock tied to a stick)

## Rumours

* A Moment in Hell!?: the Jolly Rancher man was last seen making a delivery in the nine hells, when his Infernal War Machine broke down. Can Leo descend into Avernus to rescue him?
* Cassed Aside: The Gith has requested to speak to the fugitive wizard who killed their Dragon God-King. Perhaps this can be used to lure them into a trap?
Otha's Rest Outskirts

The outskirts of Otha's Rest. Located on the fringes of the city, beyond the more densely populated neighbourhoods and business districts, It is more rural in character, with fewer buildings and more open space when compared to the rest of the City.

The outskirts feature rolling hills, forests, farmlands, and other natural features. Home to people who prefer a more secluded or rural lifestyle, or who cannot afford to live closer to the city center, the Outskirts is a place where people live in smaller houses or on larger estates, and where there is more of a sense of privacy and independence. The outskirts are also home to light industry, warehouses, and other businesses that need more space to operate, including the Adventurer's Guild.

## Notable Locations

### The Adventurer's Guildhouse

Just outside of town on its own section of land there stands a great building. The Goblin King’s gold has been put to good use and the new Guild House is a thing of beauty.

### The Hill

A partly ruined keep. It is a place of peace and order dedicated to The Soldier’s God.

### Fuller's Tannery

A large industrial facility located on the outskirts of Otha's Rest. It could be a place where animal hides are processed and turned into leather, which is then used to make a wide variety of products. The Tannery has a very strong, repulsive smell, caused by the process used to turn hides into leather.

### Honeyberry Meadery

A popular destination for tourists and local residents, Honeyberry Mead is renowned across the country for it's taste. Here, The meadery is housed in a large complex, with a variety of equipment and facilities used to make the mead. It is home to the Honeyberry Taproom, where visitors can sample different types of mead and learn about the brewing process, as well as a giftshop filled with alcoholic beverages and branded merchandise.

### Otha's Rest Stables

A small livery yard located on the outskirts of the city, Otha's Rest Stables is a place where travelers can rent horses or other animals for transportation or for other purposes, such as riding or farming. The stables have a number of stalls or pens where the animals are kept, as well as a barn for shelter and storage.
Barrowforth

Part of the East Ridings, Barrowforth is a small fishing and farming town on the South Fork river that once had a werewolf problem, now it has an underpopulation problem, but no more werewolves.

## Notable Locations

### Mission of Bahamut, Church

A small church outside of town, the crypts below held lesser undead that had been brought to life to release more mighty undead warriors. The undead were linked to a dragon god rivalling Bahamut. Their excavation work poisoned the well and thus the clerics in the church.

### The Dragon Temple

An ancient temple buried in the mountains to the west of the town. The temple is in ruins, having been disused for thousands of years. The temple was devoted to a dragon god, but it is unknown which one. A Shadow Dragon was using the temple as its lair, but was slain.

### Bahamut's Wing

A nice pub, commonly favoured by dwarves. The full true name of the pub is carved above the bar inside, "Bahamut's Mighty Wing, Under Which We Seek Shelter And Are Protected." A small stage stands to one side of the bar. They serve beer made of Ocean Breeze hops, sourced from a farm just north of Port Sarim.

## Notable NPCs

### Adamant, Town Sheriff

Adamant feels responsible for the werewolf attacks, as he trusted the Silver Hand at face value.

### The Silver Hand

A group of werewolves using the guise of werewolf hunters as a cover. The Silver had were slain by a group of Adventurers from Otha's Rest.

### Jonas, Cleric

One of the lesser clerics, Jonas was found to be resistant to the disease. It is believed he may have been chosen by Bahamut for greater things.

### Pelton, Abbot

Pelton 5 years ago. He kept extensive notes on the goings on of his life, Barrowforth, and the Mission. These revealed some strange and dangerous things about the town that Ambrose has decided to look into.

### Wake Late Morning, Tabaxi Bard

Wake Late Morning is known to play the accordion in the pub most nights. They hold it so the keys are horizontal.
Peace

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

[Every character has a tragic backstory, use this space to fill it out! Explain where they're from in the world, what motivated them to seek out The Guild.]

### **Joining The Adventurer's Guild**

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

[It is advised to keep you player diaries on a blog rather than you character pages, as there is a limit of about 2MB, which is roughly 2 million letters (including spaces and punctuation marks) when writing in english. Also note that the limit is also after expansion of templates, meaning that if you are using tons of templates that makes your page too long, the templates at the end would not be expanded and would turn into red links. Putting technical limits aside, pages that are too long are not friendly. If a page becomes that long you should consider splitting it up.]

### **[Retirement / Death]**

[Once the PC moves on from the rest, either through retirement or death, add some information surrounding it. Describe their life post-guild, or their funeral and circumstances in which they found themselves full of arrows, and empty of blood.]

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]

## Trivia

* [Place any interesting information related to your character here]

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
Bosu, The Stranded

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

[Every character has a tragic backstory, use this space to fill it out! Explain where they're from in the world, what motivated them to seek out The Guild.]

### **Joining The Adventurer's Guild**

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

[It is advised to keep you player diaries on a blog rather than you character pages, as there is a limit of about 2MB, which is roughly 2 million letters (including spaces and punctuation marks) when writing in english. Also note that the limit is also after expansion of templates, meaning that if you are using tons of templates that makes your page too long, the templates at the end would not be expanded and would turn into red links. Putting technical limits aside, pages that are too long are not friendly. If a page becomes that long you should consider splitting it up.]

### **[Retirement / Death]**

[Once the PC moves on from the rest, either through retirement or death, add some information surrounding it. Describe their life post-guild, or their funeral and circumstances in which they found themselves full of arrows, and empty of blood.]

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]

## Trivia

* [Place any interesting information related to your character here]

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
A Walk in the Forest

19th April 2023

## Adventurers Attending

* Bosu
* Io Aerkeryrm
* Ravien
* Seymour Shanchi
* Liz

## Mission Notes

The guild members were met at the guildhouse by Grrder. They wanted someone to help take the autognomes for a walk. This might have been partially just a way to get some guild members to investigate a forest.

After Grrder stopped to inspect some wooden posts in Otha's Rest the party walked to an unusually quiet forest. A cabin was inspected which contained a confusing journal. A hunter met the party but didn't give much information except he saw ghosts and a cave. An elderly looking man found the party claiming to be only 26 and that he accompanied a woman in a green dress into the forest.

Here they found a clearing with some ghosts circling it. A battle happened as the guild shot first. The ghosts were dispatched to somewhere and a now non-magical metal disk was found. The cave was approached and a carrion crawler was observed around some body parts at the entrance.

The interior of the cave contained a brain in a jar. This was almost successfully placed in a bag of holding but from behind a magical screen a necromancer killed it first. The party had to fight some more spirits and a demon. They were successful but the necromancer behind the screen teleported away unseen at the end of the battle. In his remarkably tidy office some papers signed by Lord Beefington were found. These ended up with Grrder. Exactly enough gold to cover the party happened to be in the office too.

## Loot

* Standard Level Xp & Gold
* Ersatz Eye - Io
* Paper Bird x1 - Bous

## Rumours

* What connection does Beefington have with the necromancer?
* Who is the necromancer?
* What happened to the woman in the green dress in the forest?
Heasmouth

Separated into a section on land and a section built over the sea on wooden structures, Heasmouth was a Settlement located on the coast of the East Ridings.

## History

A group of Adventurers found the town to be deserted and derelict and it's people missing, dead, or transformed into eel-zombie creatures. An angry soul who had been the subject of a sacrifice destroyed The Piers with a tidal wave and caused damage to some of the rest of the town. The whole place remains deserted and full of bodies of people, horses, and fish. Without The Piers, some of the town closest to the sea is under a foot or so of water. Some of the eel-zombie creatures still wander the streets and buildings.

## Notable Locations

### The Piers

This area of town was built into the sea on huge wooden structures. Many trapdoors in the floor opened onto spaces for small boats to dock during low tide. This is now mostly destroyed and is now a submerged mess of wrecked buildings and wood.

### Town Hall

The largest building in town. Apart from some water damage on the lower floors, the Town Hall is still mostly intact.

## Appendix

### Appearances

Adventures
The Selfish and the Shellfish • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
Beefington

## His Worshipful Master, Lord Sir Reginald Beefington III

Our fearless leader, Beefington sits comfortably at the helm of the Adventurer's Guild

### Affiliations

The Adventurer's Guild

The Master, Owner, Ruler, Operator and all round Tax Dodger of the Adventurer's Guild. His Worshipful Master, Sir Lord Reginald Beefington III, is a bullish and regal looking goat horned satyr.

He is regularly seen in the finest of embroidered silks and dripping in fanciful gold jewelry. He can often be found inflating his own importance around the Guildhouse, when he's not busy counting all his gold coins. He is known for his blustering cadence, sparse details and general nonchalant regard for guild members' safety, though, he always makes good on guild pay, as well as keeping a staff of hard working, efficient clerks under his employ to manage the ongoing administration and day to day business of the guild. He is often found in the company of Yax, his handy right-hand person. Yax agreed to the contracts of the Guild, and as such takes Beefington extremely seriously, carrying out whatever tasks are required of them.

## Family

Beefington has a wife, Lady Gladys Von Beefington, to with whom he has a Daughter, Jacklyn Von Beefington - who serves as the guild's Supreme Grand Executive Chief Directing Commissioner.

His Son in Law, T-Bone, owns a successful pie shop in Otha's Rest

## Disclaimer

The image used for this page is based on the painting that Lord Sir Reginald Beefington III has hung up in his office and the Guild, which may or may not be an accurate representation of the actual person.

# Appendix

## Appearances

Adventures
Insert session name here • Insert session name here •

## Mentions

Adventures
Insert session name here •
Crane

Crane was a Peaceforged member of the guild that was often misunderstood in his struggles to integrate themselves into the community of Otha's Rest. He created many gadgets and devices to try and aid the people of Otha's Rest but most didn't have any practical use. Their creations were a lot better for use on aiding during quests the Guild often found themselves on.

## Background

### Early Life

Crane, or CR4N3, was a freed automaton from the land of Tookay far to the south.

He earned his freedom from years of toil in jewellery, smithing, and carpentry. Then he spent that freedom travelling the world only to find the Adventurers' Guild and become a member.

### Adventuring Life

He was instrumental in numerous missions for the guild including the second foray into the underwater city of Rhapsody and its destruction, as well as the exploration of multiple wizard towers to support the more arcane inclined members of the guild. He assisted in the dismantling of various killer robots, and defending the port cities from the sea wizards. His various contraptions, including SPYD3R-B07 and FL04713, would walk or hover beside him providing fire support and shielding to his team.

### Daily Life of Crane

He set up numerous businesses in Otha's Rest in an attempt to become part of the biological community. Including CR4N3'5 Discount Poultry, CR4N3'5 Petting Zoo, and CR4N3'5 Weapons for Kids (an Educational Establishment). He also took to attempting to build new and interesting things in a small workshop on the edge of town by the edge of the river.

### Demise of Crane

In the end, on a trip to the Pirate Isles, CR4N3 was devoured by the World Serpent. His body was recovered from the corpse of the beast and laid to rest in the Adventurers' Guild of Otha's Rest.

## Crane's Mission Log

* Operation 'An Old Friend' - 13/6/20
* Operation 'Hunter or Hunted' - 15/6/20

Needs to be worked out above is placeholders

## Crane's Diary

Citizen Crane’s Declaration of Principals