recursal/Fanatic-Fandom huggingface dataset:
Raleighna Forge

The Keeper of Northshire is an aged female drow mage who fled from Viveni in disgrace over two hundred years ago. She has a long, wild mess of white hair and weathered dark violet skin. Her body is well-kept, and she wears tight leather clothes to accentuate her frame.

Raleighna was exiled from Viveni after carrying on a flagrant and callous affair with a member of a noble family, cheating on her husband with whom she had already raised three children. She wandered the wastes for decades, using her charisma to wriggle her way into a position of power in small settlements across Myrias. She would always flee these places as their people turned against her, but she has repeated her grift for nearly two hundred years before settling in Northshire twenty years ago. Her cunning, charm, and magic allowed her to ingratiate herself to the town's ailing former Keeper and claim his position.

The Keeper of Northshire has kept watch over the Izvah'Tehragarb since the dawn of the Third Age, for the first Keeper was appointed by the head of the Temple of Baatei. The first Keeper was beloved by Northshire's people for her service as mystical protector of the town, and the five Keepers that have succeeded the first have enjoyed that love as well. Even Raleighna was beloved for a time—but she squandered any goodwill she was afforded as Keeper when she shut her doors and refused to house even a single one of her people when the undead descended upon the town.

She says that the ritual of the Izvah'Tehragarb was esoteric nonsense from an ancient age that constantly drained her time and resources. She dismissed her acolytes as a way to save money that could be better spent on the town (even though she just embezzled the money for her own purposes).
Burk

*A kobold lazily raises its head from behind the counter. It slowly blinks its eyes as if it has just woken up.*

## Burk's Poshuns

What are Burk's Poshuns? Only the most **high quality** and **authentic** goods in all of Myrias!

Off to a dangerous quest? Stock up on healing\* poshuns! Get amazingly protective\*\* gear! All sold from Burk's Poshuns.

Satisfaction is absolutely 100% guaranteed; you'll come back for more.

**Burk's Poshuns, No Refunds!™**

\* No approved therapeutic claims. \*\* Results may vary.

### Special Offers

*A small kobold pushes a box into the room and stands atop it. The crate smells of oranges.*

**Burk**: Hear ye, hear ye! I have the best news for all our heroes! You all now have the privilege of buying premium membership for Burk's Poshun and Poshun Accessories! Gold members get 5 gold off of every purchase! Platinum members get 8 gold off, and a free healing poshun or bubble wrap every mission!

Gold Membership

* 5 gp discount on all future purchases!
* Lifetime membership!

Platinum Membership

* 8 gp discount on all future purchases!
* Free poshun or bubble wrap each mission!!!
* Exclusive club!
* 120 GP cost

Burk Tuesdays

* Enter promo code  B U R K  on every Tuesday to get 1% off on all purchases!
* What a steal!

## BurkCoin

Welcome! BurkCoin is the latest and undisputed greatest in money currency technology in all of Myrias! This emerging and innovative idea is free from the petty politics of kings and empires. With BurkCoin, the only thing affecting your wallet is the market itself! See #💰burk-coin for more info! BurkCoin roll chart

**Mechanics**

* Post a message on the #💰burk-coin channel for how much BurkCoin you wish to buy or sell.
* Every Monday, the gold value of BurkCoin will change. Exciting! We will be rolling 1d100 - 50 to determine the change in value.
* BurkCoin's value cannot go below 10 gp. It's too big to fail!
* All BurkCoin transactions will be frozen starting every Monday, 12:00 AM until the roll is made.

**Did you know?**

* Rumor has it that Burk will be selling an item for 10 BurkCoin the next time its value exceeds 300 gp! Wow!
* If players never undertook the #down-with-burk-coin and #burk-coin-2 missions, BurkCoin would be valued at 348 gp. That's only 6 gp short of the all-time high!
* ~~The busiest day for BurkCoin was March 21, 2021. Fifty-six BurkCoins were purchased by smart investors!~~
* May 3rd, 2021 marks the record highest number of Burk Coin sold, at **136** coins! That's more than twice the second highest. Wow!
* When asked by an artificer if Burk produces eggs, Burk puked one in front of the mercenary and replied "No"
A-potent-brew (Mission Note)

The owner of the Arcane Tower Brewing Co., Belril Kinderjoy, has requested the assistance of the guild in exterminating a huge rat infestation in their cellars.

In the process of expanding the brewery's cellars, huge rats the size of dogs were released into the cellar from what seems to be the basement of a different building. The group stumbled upon a mosaic tile along the corridor that triggered a blade trap if you step on the wrong place. but were able to figure out how to solve it.

The group of mercenaries encountered giant rats, giant centipedes, and giant inferno spiders and were successful in disposing of them. Upon further investigation, the structure seemed to be the basement of an old wizard's tower where Potions of Enlarge and Potions of Fire Elemental were being brewed. The pests were ingesting these potions causing them to mutate.

Belril confirms that the brewery was built right next to an old wizard's tower but they didn't know the existence of the basement until they accidentally stumbled upon it. He nevertheless is grateful to the mercenaries and the guild and rewarded them with cases of their finest Butterbeer on top of the standard gold reward.

Butterbeer is now available as a beverage in the guildhalls.
Caveat Emptor (Mission Notes)

**Executor: Aerivandor Rhydane**

The island of Tigris has finally reopened its borders to the rest of Myrias, following a tentative truce with its neighbour, Qilin. House Taif sent Haberci Fatima Taif to the Viveni Guild Hall for a possible opportunity to establish our presence in the kingdom of Sammu-marat before other rival groups.

The primary task was simple: to collect three rare materials during the Eshnunna Trade exposition so identification tablets, known in the Tigris tongue as *kimliks* could be created for our mercenaries come future missions. It seemed a good prospect until I realized who were the only ones available:

* K’lingee Asphook, a Grung artificer who has more than just his poisonous skin to thank for his possible lack of company. While I commiserate with his need for physical touch, the toxin in his skin is only the politest reason why others may not wish to reciprocate his attentions.
* Togoro the Unyeilding, who I still refuse to misspell his name for his vanity. Understandably my doubts on his presence for a diplomatic mission need not be spelled out in order to be obvious
* Wan, Owlfolk cleric. While wise, his gear and mannerisms are more than off-putting. I can only hope he will remember to take it off during greetings and negotiations.
* And ~~thankfully~~ finally, Kaladin of Quill. His steady personality and detail-oriented mind should fit well with the purposes fo introducing Verifoss to the Tigris populace.

They arrived a sennight after they left and, before even reaching my office, Lady Fatima used arcane means to communicate her pleasure at their success:

*“The Verifoss mercenaries have truly outshined even our greatest expectations. Not only were they able to acquire all the materials but they also dispatched a group of **hain** who sought to waylay them as they were coming to give me the components for the **kimlik**. I had them healed and took the lone survivor for questioning. Unfortunately, it seems the interlopers are more than a petty group of thieves. Upon awakening, the dwarf’s tongue was psychically cut and he expired before any of our healers could get to him. Rest assured, House Taif does not look kindly on those who hurt our guests or question our authority. We will investigate more on who pulls these strings. Still, we hope Verifoss will continue to answer our requests in the future and that this is the beginning of a great future for both parties.”*

There is more going on in Tigris than we expected but until we have our own base of operations, we will need to depend on the reports of our chosen mercenaries. I will keep an eye on this situation as it develops. Hopefully, we will not be releasing more danger to the world once more.
Weaponsmith specialization

When increasing your mastery level in smithing, every *additional* mastery point you invest in smithing will involve choosing **one** of the four affinity metals, or iron, as well as a gear type between weapons and armors. This will provide you with a specialization*.* Doing so will unlock the upgrades that you can bestow upon gear that meets the requirements. Furthering your specialization to higher tiers means investing the point in the same combination of metals and gear.

\*\*There is no benefit to specializing in iron-weapon or arcanite-weapon twice as there are no Tier 3 weapon upgrades for those metals currently

### Weapon Upgrades

Tier 1 upgrades do not require specialization. For the benefit of having all possible weapon upgrades together, they are included in the below table.

#### Save DC's

When a weapon or armor calls for a saving throw, the DC is calculated as:

**8** + **Proficiency Bonus** + **Strength or Dexterity Modifier**
Voiceless Frontier

The Voiceless Frontier is a raging wall of sand, bordering between the eastern desert and mountainous areas of the Ivory Hold. Harsh winds blow through the frontier, and walking through it removes a creature's ability to produce sound using their vocal chords. The only known way the Mercenaries have found out to get rid of this ailment is by seeking help from the nearby druid circle residing past the frontier, or by casting Remove Curse on the affected creature.
Wizard Spellbook

## Copying Spells into your Spellbook

*The following mechanic replaces any interaction or overlap with "Copying a Spell into the Book" Wizard feature. This also supercedes any time-based feature modifications but gp discounts still apply.*

At the end of a session, a PC can do the following:

* Copy spells into their Spellbook from the "Spell Archive"
* Copy spells from their Spellbook into the "Spell Archive"

A PC can copy a number of spells whose levels equal to half of their wizard level (A level 10 PC can copy a level 2 and level 3 spell, or 5 level 1 spells).

### Cost

* Copying a spell into the Spell Archive costs 20gp per spell level.

* Copying a spell into your spellbook costs 50gp per spell level.

You can circumvent this by copying a spell from the spellbook of another wizard, but this can only be done if both wizards are participating in the same session.

**Only Chevalier and up can avail of the Spell Archive, due to Ritter fluidity.**

### Warlocks

Warlocks can use the spell archive if they have the **Pact of the Tome**.

## Verifoss Mercenary Wizard Spellbooks

*These are the contents of the Verifoss Wizard Spellbooks from Tier 2 Chevalier to Tier 3 Baronnet.*
Armorsmith specialization

When increasing your mastery level in smithing, every *additional* mastery point you invest in smithing will involve choosing **one** of the four affinity metals, or iron, as well as a gear type between weapons and armors. This will provide you with a specialization*.* Doing so will unlock the upgrades that you can bestow upon gear that meets the requirements. Furthering your specialization to higher tiers means investing the point in the same combination of metals and gear.

For example, when Detri reaches 5th level, he decides to specialize in Arcanite Weapons. Tier 2 Arcanite Weapon upgrades are thus made available to him. When he reaches 9th level, he decides to specialize in Orichalcum Armors, which would unlock Tier 2 Orichalcum Armor upgrades for him. When he reaches 13th level, he decides to further specialize in Arcanite Weapons, and doing so unlocks Tier 3 Arcanite Weapon Upgrades for him. If Detri chooses to invest the fourth mastery point into Arcanite Armors instead, however, he would not gain the Tier 3 Arcanite Weapon Upgrades, but instead yield him the ability to have Tier 2 Arcanite Armor Upgrades.

\*\*There is no benefit to specializing in iron-weapon or arcanite-weapon twice as there are no Tier 3 weapon upgrades for those metals currently

### Armor Upgrades

Tier 1 upgrades do not require specialization. For the benefit of having all possible armor upgrades together, they are included in the below table.

#### **Save DC's:**

When a weapon or armor calls for a saving throw, the DC is calculated as:

**8** + **Proficiency Bonus** + **Strength or Dexterity Modifier**
Ferrus Carat: The Tattoo Artisans Guild

Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous effects and abilities. Magic tattoos are initially bound to magic needles, which transfer their magic to a creature. The designs of magic tattoos vary greatly in appearance depending on who created it, but they share general characteristics that hint at the effect of the tattoo.

Once inscribed on a creature’s skin, damage or injury doesn’t impair the tattoo’s function, even if the tattoo is defaced.

The rarer a magic tattoo is, the more space it occupies on a creature’s skin. The Magic Tattoo Coverage table offers guidelines for how large a given tattoo is.

GMBinder: https://www.gmbinder.com/share/-MZNjURGl3Y3UQQzcU0p

## Availing of a Tattoo

When a mission starts, your character can tell the DM that they plan to get a tattoo. During this time, your character will venture to Ferrus Carat and get a up to a maximum of two tattoos. This can also be done once more at the end of a session.

### Magic Tattoo Coverage

**Tattoo Attunement.** A tattoo is applied and attuned to you through the artisan of Ferrus Carat. During this process, you will consciously attune to it if you need to. A visit to the artisan to remove the tattoo for 50gp will also remove attunement.

Upon removal, you will receive a coupon to reapply the tattoo for 50gp. This can be freely traded with other members of the guild.

### List of Tattoos

All tatoos are wondrous items and require attunement except Spellwrought tattoos and Armament tattoos.

#### Spellwrought Tattoo Table

The following spells are removed from availability for Spellwrought Tattoos

* Revivify Tattoo
* Gentle Repose Tattoo
* Raise Dead Tattoo
* Reincarnate Tattoo
Chillstall Grove

The Chilstall Grove is a dense forest found at the foot of the Causaline Ridges in the Ivory Hold. The forest is most known for being home to unique magical flora with varying medicinal and arcane uses, such as the Desert Dragon Lily. The grove is under the loose care of the Circle of the Ancients, a druid circle residing in a monastery just outside the forest.
Unscratched-itch (Mission Note)

The guild has received a mission from Professor Winry Landor from the Shayra Geological Association (SGA) to escort a valuable artifact that they have dug up from an archaeological dig site back to Crystalbrook where SGA is located. They believe it might have something to do with the lich that we have had a run-in with during a previous mission.

The party met with Professor Winry at the Springshoot inn in Crystalbrook. Their excavation team is investigating an ancient ruin that they believe was home to an ancient death cult that worshiped a lich. They made their way to Pavel's Cross where they were supposed to rendezvous with Krymlyn and the rest of the researchers only to find a gruesome scene. All the people inside Pavel's Cross were killed and eaten by undead monsters. After dealing with the undead, Winry led the party to the dig site an hour away from Pavel's Cross.

Upon arriving at the dig site, the party entered the ancient temple and solved a cryptic puzzle involving putting different bowls and ingredients that opened a secret passage going to a lower chamber where they discovered Krymlyn, the team's leader, huddled in the darkness carrying what seems to be a femur bone. When the party tried to take the bone away from him, he started attacking the party along with a few more undead monsters by his side. After some close calls, the party emerges victorious as they were able to destroy the ancient artifact which they confirmed to be another phylactery. The lich is livid.

Winry, visibly distraught by the news that her team has been slaughtered and turned into undead monsters, vows to help the guild to put a stop to this ancient evil and has put a high alert to the other geological associations to be very careful in dealing with potential artifacts that are suspected to be a lich's phylactery. By destroying the phylactery, the guild has slowed down the return of the still unidentified lich.
You-can't-sit-with-us (Mission Note)

The town of Northshire sent an S.O.S. to the guild as it was besieged by an ever-growing horde of undead every night for the past week, they estimate that they will not be able to survive the attacks for much longer. A rag-tag group of available mercenaries were gathered to heed their summons and immediately set off towards the beleaguered town.

Upon arrival, the group met with Rallier Chairon Knorbury who informed them about the relic that was kept in the town called the Izvah'Tehragarb which they believe to have kept their town safe for all these years. The Keeper, Raleighna Forge (who was tasked with keeping the relic safe), has stopped responding to the townsfolk and hasn't helped the town in their defense from the undead. The party paid the Keeper a visit and beat her into submission to reveal her motives.

She revealed that the relic was actually a phylactery of a lich that was imprisoned by the Temple of Baatei years ago. The phylactery acted as a beacon, drawing in the undead from miles away and it was the Keeper's job to keep the relic safe and do a ritual that suppresses it. Raleighna, the selfish and greedy person that she is, stopped doing the ritual and sent her acolytes away, pocketing the money that the Temple has been sending her.

The party found the phylactery and destroyed it hearing a ghastly threat coming from its destruction. With the destruction of the phylactery, the evil magic emanating throughout the town has been lifted and no undead horde attack that evening. The party deemed the Keeper irredeemable so they captured her and delivered her to the Temple of Baatei in Viveni for her punishment.

The lich now has a target set on the guild.
Amor et melle et felle est fecundissimus (Mission Notes)

**Executor: Aerivandor Rhydane**

This mission is an odd one. The mercenaries were hired to guard Lady Feray Taif while the House of Lagash prepared for the betrothal ball with Prince Rivahn of Gerodin. One would assume such a clan with their assets and personnel would not need to outsource such a duty. Still, their wealth is undeniable and the more tasks we do, the more exposure we have to the inner workings of Sammu-marat.

The mercenaries were able to meet Lady Mariam Taif again and confirmed her powerful divine powers. They also found out more about the infrastructure of the city of Eshnunna. It seems a suitable place to build our new guild hall is in the Guilds’ Spires. Ironically, locals call that area of the city the Thieves’ Spires. It makes one wonder what their perception of our profession truly is.
Oh, the hubris (Mission Notes)

**Executor: Aerivandor Rhydane**

An old acquaintance sent me word of that he needed Verifoss’ help. Hendrick Plainmourn is a gifted conjurist I med during my own adventuring days and I remember him well. His power and depth with his magic was only matched by his enthusiasm and curiosity to push the boundaries. This time, the balance tipped over to the latter and outstripped his preparations and discipline. By trying to create a permanent summoning circle, his lost control of the ritual and instead ripped a tear into the Weave that governed the divide between planes. This allowed various interlunar beings to cross into our plane and wreak havoc. After failing to contain it, he sought our help to clean up his mess.

A team was sent out to his home in the district of Lakeshear to deal with the entities and dismantle the circle. They faced various enemies from the Hells, Heavens, and Elemental Planes. They had several close call but they persevered. Open reaching Hendrick’s home, exhausted and drawn-out, they were confronted by a pair of young coautls who had been ripped away from their home by the malfunctioning circle. The group were gentle and the coautls helped them reseal the tear. Each member contributed their own gifts and specialties and in an effort fo cooperation and skills, were successful. Let this be a lesson on those who try too much on their own. We are better together than apart.
Jorvunheim

Located at the northwest corner of Myrias, Jorvunheim is a frigid country, marred by extremely cold northern winds and near-inhospitable blizzards.

The country of Jorvunheim has seen its fair share of recent troubles, including the disappearance of the God-King, the invasion of Myconids, and the recent attack on Irondirge by Perdition's Hand, among others.

## Culture

Jorvunheim is predominantly a Tiefling country, with dwarves also living in the country.

The primary language of Jorvunheim is their native language, Jorvunska, although most people are fluent in Common.

Jorvunheim is famous for its brews, which include the Hightower Stout, Liquid Courage, Thessaly Tripel, and Raivaskr Stark.

## Recent Events

In 1272 SE, the God-King, Septiel went missing. Because of this, Jorvunheim had functioned leaderless until the Empress Dowager Cerrine, the revered mother of the God-King, requested Verifoss to retrieve her eldest daughter (and sister of the God-King), Princess Samael from the Isle of Gransey in 1274 SE. Following her retrieval, Princess Samael ascended to become Princess Regent of Jorvunheim in the absence of the God-King.

Jorvunheim has also been locked in a power struggle with the emergence of the myconids from the undergrowth since 1272 SE. Many places have fallen to the recent myconid invasions, including the city of Tyveskr and the Turrin Arcaneum. Jorvunheim has been receiving assistance from Thaevundalr, a place in the Underdark composed of duergar and drow, to help combat the myconids which has been threatening both places.

In 1272 SE, the city of Irondirge, where Verifoss's branch office is located, was attacked by the group of Perdition's Hand. The city was able to be defended but it is currently undergoing reconstruction due to the vast damage done to it during the attack.

## Cities and Points of Interest

### Hightower

The capital city of Jorvunheim. It is situated next to a lake, where the palace of the God-King is located.

### Turrin Arcaneum

Led by its Dean, Mercy Azmael, the Turrin Arcaneum is.......

Student Ardor.

### Jargvǫllr

Town near the forest which contains the Iudex ruins with Myconids

### Norðhöfn

A small hamlet near the Isle of Gransey, where Samael was imprisoned in a large crystal. Notably, the Gorge and Forge 5 spice chicken recipe was created here. It has been destroyed by storms.
Wailing Throughout the Land (Mission Notes)

**Unsanctioned**

A group of adventurers were called to answer a debt to a powerful witch named Qatara. Solaria, a fire genasi sorcerer, Cadmus, a silver Dragonborn fighter, Mortimer, a peculiar human rogue, and Rizael,a. Fair monk. Only given the locations of their targets, they asked Sycamore, a Tabaxi bard and rogue, to aid them in the quest.

Following the pulse of magic in their heads, they found themselves at an oasis and realized their query was to take the child of another witch, Cordelia. After some talk, they realized that Cordelia and her sisters were coven members of Qatara who had left because they feared her growing darkness. Unwilling to tear apart the children from their mothers, the party persuaded Cordelia to help them fight against the powerful coven leader.

Cordelia explained they were forbidden by coven bonds to take direct action against Qatara and would be liabilities to in a fight as Qatara could suborn their will. But after taking them to sere her fellow sisters, Ophelia and Desdemona, the sisters gave the party various gifts to aid them in their fight. Potions, brews, and a scroll of Revivify with the needed diamonds. Finally, summing all their powers, the three sisters gave them two Gems of Power which gave them a moment to recover their health and abilities in the midst of battle.

Fully armed, the party went to face Qatara. The battle was fierce and key moves were made, The enchantment of the abishai demons and the stunning of the dreagloth among them. However, the power of Qatara was undeniable and four of the party’s lives were taken. Cadmus, the only survivor, finished off the last of the enemies but struggled with how to save her friends.

Getting the aid of the now-free witches, they brought back the bodies to Myrlos and Executor Ashenscale contacted her fellow executor, Aerivandor Rhydane. He teleported himself there and the group back to Viveni where the bodies of Solaria, Rizael, and Sycamore lie preserved in the chapel of Selune. After many discussions, it was found that Mortimer would have preferred to move on.

While the ultimate goal was achieved, the price paid to free them of their debt was high indeed.
Circle of the Ancients

They are a druid circle focusing on spiritual and archaic magic, harnessing the connection of the material plane to the ancestral spirits. They hold high standards in the ability of their druids to be spiritually enlightened, as this allows them to use their powers to create, control, alter, and destroy things on a spiritual level. This discipline is followed strictly, and members of the circle who are too attached to the material plane are excommunicated; a prime example of this is Bandor, a previous member of the circle.

Their monastery is characterized by a large circular wall encompassing their structures. It is broken by a large stone archway, with a raised walkway leading up to it. Multiple structures can be found within the compound, most notably their spirit tower, where the Archdruid and his Council resides, their smiths and shops, and their stone huts, where the druids live.

The druids in this circle are of various races, mainly firbolgs, goliaths, and half-orcs, but the sheer number of the circle also allow for them to have humans, lizardfolk, and centaurs and cervitaurs in lesser volumes. They follow a self-sustaining lifestyle, raising their own crops and livestock, making their own gear, as an effort to be fully independent of the outside world. In their monastery, they also house large creatures, such as frogs and snails the size of houses, beetles the size of cars, and the occasional giant turtle. The druids use these large beings to aid them in tilling the soils of their farmlands, hauling around equipment and supplies, and as transportation. Aside from the occasional visitor, the circle rarely interacts with the outside world, exempt for when they go out on crusades to recruit more druids.

**Heirarchy:**

Archdruid – Head of the monastery, deals with all decision-making within the circle. Current archdruid: Xilmys

Hierophants – Advisers to the archdruid, heads of the major ministries such as Engineering and Farming. Known heirophants: Birog, Ba’yog

Supplicants – Acolytes, assigned to be in charge of specific areas.

Auspices (singular: Auspex) – Special team of druids constantly channeling the spiritual connection in a rift in the spirit tower.

Druids – The general population, occupants of the circle.

The Verifoss Mercenary Guild’s primary interaction with the circle was when the guild was searching for a method to remove a curse that was indirectly placed on one of their mercenaries by Bandor. Mejjir Ashenscale has advised the mercs about the circle, and they then went on to travel towards the Ivory Hold to seek their assistance. The circle then explained that Bandor was a member of the circle, but was shunted due to his unorthodox methods, and that they have the means to remove the curse, save for one component, the nectar of the Desert Dragon Lily, which they ask the mercs to retrieve from the grove. The druids successfully dispelled the curse on Sequoia, after her companions ascertained the nectar.
Chairon Knorbury

A musclebound female goliath veteran with a mangled leg. She uses her glaive as a crutch and stands only when necessary. She was chosen to lead the panicked townsfolk of Northshire because of her skill with a spear and shield. She earned her leg wound after defending a group of townsfolk from the undead husks attacks. Rallier Chairon burns with dull fury at her inability to help her people.

Rallier Chairon shared the following information to the guild's party:

* She had a strange vision the night the attacks began; a star in the night sky turning jet black and glowing with an evil light.
* She believes that the Izvah'Tehragarb, which is said to have kept them safe for so long, has somehow been corrupted by evil and is the cause of the attacks.
* She doesn’t know how the relic was corrupted, but she knows that the Keeper dismissed the acolytes that helped her tend to the Izvah'Tehragarb's protection several months ago. They came to her with their concerns then and some of them departed for Viveni to seek an audience with the Temple of Baatei (Seraph of Life after death). Chairon sighs and says that none have heard from them; she suspects that they were caught in a skirmish and perished before reaching the city.
* Some townspeople have tried to escape but they were killed by the undead when they reach the outside of town
* There are too many weak and injured people to evacuate the town
* She grimly states that she can hardly fight in her current condition, the militia is not trained enough, and that the entire village will be overrun by tonight. She believes that their only hope is to destroy the Izvah'Tehragarb, it's the only choice she sees to save the town.

Chairon has not been able to convince the Keeper to surrender the Izvah'Tehragarb, but she thinks the party might be able to do so. “After all,” she says with a wink, “You were sent to us by the Temple of Baatei, were you not?" If the characters truthfully reveal that they were not, she smiles wide and narrows her cunning eyes. “Not that the Keeper knows that, eh?” The party need not use this lie, but it is one way to gain access to the Keeper’s abode.
Ex Undis (Mission Notes)

**Executor: Aerivandor Rhydane**

There is more going on in Tigris than we initially suspected. What was meant to be a simple escort for House Taif evolved into a high seas salvage mission under duress.

Haberci Fatima had initially hired our services for five mercenaries to ensure cargo from the Dragon Azure Empire reached their trading hub in Eshnunna city. This was meant as part of their reintroduction to Myrias so they wanted to ensure its safe delivery. The team seemed well-suited for the task:

* Rizael, quick on his feet and proven to be get himself ~~in and~~ out of tricky situations. His first few missions had me worried about his impetuousness but he has gained a cooler head as of late.
* Wolfram, studious and patient, I had no worries of his participation. He seemed easily distracted by the food during the initial meeting but was intuitive enough to realize when his welcome had run over.
* Cheldric Treewind, had me worried for his lack of social graces. He seemed stupefied by the envoy and his sheltered upbringing might cause some incidents down the line.
* K’lingee Asphook, Lady Fatima only had glowing reviews for the first members of the first expedition to Tigris. I hoped he would keep his tongue and hugs to the enemies that may try to attack them.
* And Kaladin. He seems to be coming into his own. I admit that from the group, I entrusted the leadership role to him once more. He already has experience with Tigris and expressed a genuine curiosity of its culture.

Unfortunately, everything went to ruin, quite literally. Another group had attacked the *Prevese*, the trading galleon from the Azure Dragon Empire and all its crew were murdered. While our mercenaries did their best, they were only able to recover two of the five essential chests Lady Fatima had described to them. The forces at play are more coordinated and formidable than we expected. I will forward the reports of the mercenaries involved once they are available. As I previously suspected, we will need to rely on them for now until we have established our own guild hall in Tigris.
Shozi Saison (Brew)

*Malty and hoppy. Often drunk by warriors in large quantities.*

This item is an alcoholic drink that must be consumed at the start of the session, after mission briefing, in order to gain its benefits until the session's end.

### From Crafting

**Tier 1 Brewing**

**Origin:** Azure Empire

**Craft Quantity:** 1d4/2

**Cost:** 50gp

**Skill check outcomes**

* **12:** Weapon Attack +1
* **15:** Weapon Attack +2
* **N.20:** Weapon Attack +4

### From Merchants

#### Tallym Haltop's Shozi Saison

Consuming this brew grants a +2 to weapon attacks. Malty and hoppy. Often drunk by warriors in large quantities.
Weaving (Mastery)

Official GMBinder: https://www.gmbinder.com/share/-MlhZ0Cdsh4pjq2rdUGw

## Playtest Material

### Name

This material is categorized under the homebrew mechanics for Masteries. Note that almost all of this information is subject to change. Effects, prices, difficulty classes can change in future revisions. Updates are generally not retroactive unless specifically stated otherwise.

## Becoming a Weaver

Upon taking this **Mastery** at level 1, you **gain proficiency in Weaver's tools,** if you don't already have it, and you are able to produce new gear that you can distribute and wear as you desire.

### Crafting Gear

At the end of a mission, you can explain to the DM that you mean to start crafting something. You may choose from the list of craftable gear/upgrades and spend the gold required to make it. You will then make **a Intelligence, Wisdom, or Charisma-based Weaver's Tools check** to see if the job was a success.

On a Mastery check, you can do one of the following:

* Craft equipment
* Upgrade equipment

### Tier Limitations

**Tier 2** and higher upgrades are initially closed off to **Tier 1** weavers. You can only forge armor and weapons, and confer **Tier 1** upgrades to them.

### Level Prerequisites

It takes some skill to wield specialized gear. This being the case, upgraded gear will require characters to reach a certain level threshold in order to be able to properly utilize these weapons to the fullest.

## Crafting Mechanics

### Crafting Roll

The crafter needs to make a Intelligence, Wisdom, or Charisma-based Weaver's Tools check.

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{\displaystyle Crafting Roll = 1d20+[AbilityScoreModifier]+[Tools Proficiency]}

Example: Character with only a single point invested in Weaving has a +3 Wisdom modifier (Wisdom ability score of 16/17). Below level 5, their proficiency bonus would be +2. Therefore, they roll:

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{\displaystyle Crafting Roll = 1d20 + 3 + 2}

Upon making a check to see whether a piece of gear is crafted successfully with a DC of 16.

## Tier 1: Creating Robes

You can craft robes. These robes require that you choose a type and a thread that the robe will be made of. Robes cost 400gp to make, require an ingot of the thread type you wish to use, and have a crafting DC of 16. Failing a check wastes the money and metal spent to make the robe. These robes require attunement to gain benefits from

### Type

* Mage's Robe: Your AC is equal to 12 + Spellcasting Modifier.
* Pugilist's Robe: You have advantage on your saving throw/ability check against the Grapple and Restrain Condition.
* Survivor's Robe: Your Maximum HP additionally increases by 1 per level.

#### Thread

* Adamantium: Your base AC increases by 1.
* Mithral: Your maximum HP further increases by 1 per level.
Silron Hound

The **Lupuscanis**, also known as **Silron Hound** or *Silron Bug Hound*, is a canine animal with an larger-than-average size amongst other canines known for basing its diet around insectoid meat. Their stomachs have evolved so they can eat poisonous insectoids like Megaspiders with no problem at all, even at huge quantities that would be considered fatal for humans. Lupuscanis' organize in packs for hunting, and humans have been known to feed and eventually tame these serene creatures for centuries in exchange for them helping kill invading insectoids. Silron Hounds have different subspecies, and they are a very common sight on any kinds of forests from tropical jungles to artic taigas.
Cauda in venenum (Mission Notes)

**Executor: Aerivandor Rhydane**

We received an urgent request form House Taif, written by Dowager Simin itself. The objective was to collect a powerful ingredients to create a potion for the ailing Lady Feray, betrothed of Prince Rivahn of Gerohdin. The party had to collect black lotuses, grown in the high altitude nests of rocs, and candypop blossoms from the orchards of Bihir Summerglade.

Climbing the mountain, the party faced two stampedes of goats and wolves respectively. Able to keep their kills to a minimum for the goats, the party decided violence was the ultimate solution for the pack. With careful combat and judicious manuevers, they were able to defeat the rabid wolves and Avariel harvested a pelt from the winter wolf.

Clever and stealthy, the party aided Avariel to pick the black lotuses with the roc none the wiser. Going to the orchard, they were able to solve 9 of the 10 riddles and were rewarded with as many candypop blossoms. Proceeding to Prince Rivahn’s territory, they met Lady Mariam Taif who created the potion to heal her cousin. There they saw how tortured she was. The family has used magical means to separate her from a sweetheart. Whether she will ever forgive her family or continue with the marriage to Solace remains to be seen but love is truly powerful to defy even the most powerful of magics available to us mere mortals
World editor

This page shows how to use the world editor in unity

Go to the project tab and double click world\_editor under scripts > utility

Under hierarchy, doubleclick on root

Under window, click on nearly dead and then on world\_editor to open the world editor tab

Under JSON editor, open your mod file (in the image below it's called mod\_test (core)) and select your terrain\_local item from the 'Select JSON element' list. In the image below, it's called mod\_test\_area (Terrain\_Local). If you do not have a terrain\_local element in your mod file, select Terrain\_Local under 'Add new element?' and click 'Add new element'. Select your local area item if it is not yet selected after you created it. At the bottom, it should say 'edit it in a different window'.

now select the scene tab and the world\_editor\_inspector tab at the same time. You can now edit your local area. This will only work if you have your Terrain\_Local selected in the json\_editor! In the example below, There is one field in the Terrain\_local called mod\_test\_terrain\_1x1\_n. To add other terrain, you can select from the list under natural terrain or artificial terrain and draw onto the scene using your cursor. In the image below, we see is\_town checked off so the game knows it's not a town (meaning it will spawn in rural area's, like a cabin) and that the minimum distance to a town is 0 and the maximum is 128. Spawn creature is checked off in the image. If you check it on you will be able to set some settings for mob spawning. Every area you draw onto the map afterwards will have this mob spawn setting applied.

After you finish editing, go back to the json\_editor and click 'Save this json file' to save your changes.
Ulturnia Wiki

Ulturnia is a worldbuilding project set around the planet of the same name. This wiki will document all of the worldbuilding of the planet.

For now, most of Ulturnia is related to or from Earth, meaning most of the things here are derivations of real life things. *(high emphasis on **for now**, til we can evolve to fully-fictional stuff, so most of the things you're going to see here are temporary or supposed to be expanded upon later)*

Religions

Reptilians

Mammals

Civilizations
Letters From Afar (Mission Notes)

**Unsanctioned**

Kaladin took some personal time to finish an old favour he had with a high elf book merchant called Faissal. He gathered a few of his friends and they took off to Eshnunna in the Kingdom of Sammu-marat. They all found something to bring back: Solaria a hellborne rose, Liang a blooming tea made of striped crocus, Rizael a peony wine, and Cadmus 5 table spoons of cumin.

Once done with the leisurely activities, they met Faissal and were sent to Lagash to deliver a sealed letter to his lost twin sister. After braving a random goblin attack and finding the “Three Leafed Path,” they made their way to “The Nocturne.” When they beat a group of three elves to gain entrance, they spoke to its owner Madam Marilyn. They had to convince her to let them speak to an Olivia, warned that real names were kept secret for safety.

While the madam left to get this Olivia, the party was charmed by the most good-looking group of beings they have ever seen. The various reactions to their interactions seemed to amuse and delight the courtesans. After a while, Olivia came down and they confirmed it was indeed the twin sister of Faissal.

After delivering the letter, they found out some secrets which answered why Faissal even needed a Verifoss group to find her. Thankfully, the family was too be reunited and the elven male gave them gifts from his craft in thanks.
Zurszenian Alphabet

The **Zurszenian Alphabet** is an alphabet developed in aproximately -1000 TIW for the **Zurszenian** language, presumably in the pre-kingdom Upper Zurszen tribes. The Zurszenian Alphabet (and by extension, its language) was developed for the Upper Zurszen tribes to find a way to communicate and trade with each other inside the Confederation borders with no problems. The Zurszenian Alphabet quickly spread to other Zurszenic languages, eventually reaching the languages of most civilized nations through the  Zurszenian Empire, including  Nyrzat.

## Letters

ᚢ ᚣ - A a

P þ - B b

Ꮉ Ꭳ - C c

წ ᛈ- D d

𐐉 𐐈- E e

Ѣ b - F f

ᛞᛃ - G g

Ꮠ Ꭸ - H h

Ꮖ ᛚ - I i

Ꮁ Ꮀ - J j

ᚺ ͷ - K k

ᒫ ᒐ - L l

C Ꮈ - M m

Ꮸ Ꮔ - N n

ᓈ ᓇ - O o

η n - P p

ᓴ ᔅ - R r

𐓏 𐓷 - S s

𐒽 𐓥 - T t

𐓍 𐓵 - U u

ᖓ ᖕ - W w

𐒳 λ - Y y

⧍ ᑉ - Z z

## Marks

**Marks** are a special type of character in the **Zurszenian Alphabet**. However, they're only used by the **Zurszenian Language.** The letters that compromise these marks cannot be together within a word, but only after it ends. So for example, "achoo" is gramatically **incorrect** in the Zurszenian Language, while "beach" is **correct.** However, it must be written as *"þ𐐈ᚣᒃ"*, as *"þ𐐈ᚣᎣᎨ"* with the "ch" written in letters instead of using the ch-mark (ᒃ) is incorrect.

ᖅ - hn

ᒃ - ch
Hiagha

A planar guide who specializes in Pandemonium, where he was born & lives. Specifically he was born in the hidden city of Bedlam on the layer of Phlegethon. He works out of the City of Asylum on the layer Pandesmos. He hides his hair, which people of Bedlam grow in large dreadlocks.

He has a few magic items to aid him in his job, most notably his signature white jacket with long straps he has some control over. He also likely has an item which allows him to acclimate his mind to new planes.
Tall Tailed Monitor

The **Tall Tailed Monitor Lizard** is an omnivorous Varanid with a long tail covered in long quasi-feathers. They mainly live in equatorial-temperate regions on Ulturnia. Strangely their tail feathers are slightly toxic, and their meat tastes a bit like plastic. They compete for mates by showing of their tail feathers. They are bipedal eat omnivorous diet of bugs, rats and small animals other then just vegetation.
Meadhbh, the Guild Apothecary

**Anti-Asphyxiant**

*100gp*

This putrid and thick fluid smells of bile and rotting milk. When consumed, the concoction will cause extreme bouts of spasms and vomiting. For the next hour, you will be **Paralyzed** and **Incapacitated**, after which you will lose five levels of Asphyxiosporation. Consuming this once more in the same day will cause you to gain a level of exhaustion.

**Greenwood Blood**

*150gp*

This green extract is cool to the touch and slightly irritates the skin when applied, but soothes heavy wounds. If you spend one or more Hit Dice to regain hit points at the end of a short rest, you may use this bottle in its entirety and double the amount of hit dice regained.

**Nutrinium Salve**

*150gp*

This silvery liquid burns your skin as you touch it, though it's especially lethal against myconids. After applying this salve on a weapon over the course of 1 minute, Myconids from the Undergrowth are vulnerable to this weapon's next five hits.
Terrorbuzz

The **Infernapis Magna**, more known as **Terrorbuzz** or **Megabees** are anthophiliac hive-forming flying insectoids usually known for mass producing honey. Terrorbuzz' diet is plant-based, but unlike their small parents, the bees, they don't help pollenize and they usually destroy the vegetation they consume too. However, they produce insane amounts of Honey in comparison to bees, and their hives have become target of human raids with the sweet, nourishing food as rewards. Infernapis' have a stinger like their smaller parents, but unlike them, it doesn't detach from their bodies after stinging someone. However, this stinger isn't venomous, instead relying on piercing to kill their targets. However, their exoskeleton made out of highly-durable chitin are great to prevent penetration when added to armor and works well as a fire retardant.

Although really rare, some species of Infernapis produce Pink Honey, which as its name indicates, is a pink-colored variation of regular honey that is extremely more nourishing and considered a delicacy in lots of societies. It can only be eaten if after it is killed its poisonous organs are stripped and stinger removed and thoroughly washed, higher castes of the Terrorbuzz contain more meat and are less bony and more flesh and muscle, but eating this insect is considered Peasant Meal and just fed to the Silron Hounds.