recursal/Fanatic-Fandom huggingface dataset:
Kane Eldberth

## Biographical Information

### Relatives

King Rupert Boarhart XXXIX (father), Marric Boarhart (brother), Ser Cedric Boarhart (uncle), Murien Eldberth (wife)

## 2019 Jousting Scorecard

### Won

3

*"I fight for the justice of those who cannot fight for themselves, and I will continue to do so until I mistakenly fight for a guilty man." - Ser Kane Eldberth, Sword of Justice.*Once named Rupert Boarhart XL after his father and thirty nine ancestors, Kane lost the right to his name after a disgraceful duel with his brother Marric on the night of his wedding. Taking the name "Eldberth" as the firstborn son, he now lives in exile, traveling the world and serving the Valenzi as a paladin and champion for justice. If one would ever need a champion for a trial by combat, they should send word out to Ser Eldberth and plead their case, if he deems your cause worthy he will fight for your honor.

## Children of Rupert XXXIX

Although the Boarhart kings have a long lineage of Ruperts sitting on the throne, in recent years the family of Rupert XXXIX has threatened to break that tradition. On the wedding night of his firstborn, Rupert XL, the groom and his brother got into a drunken fight at the feast, which escalated to the groom's brother and second son of the King, Marric Boarhart, challenging each other to a duel to the death. Rupert the elder allowed this duel to carry out, as long as Rupert the younger and Marric waited until dawn's first light so they'd first be sober.

In the duel Rupert the younger bested and killed his brother, winning the challenge for his honor. Marric was hurried away to the Valenzi temple where the priests revived him, but he had lost his sword arm in the duel. Since both brothers broke the law of the land by drawing a weapon against kin and members of the Royal Family, they were both forced to abdicate their right to the Boarhart Throne. Marric lost all claims to the throne, and Rupert the younger was stricken of his name and rank, and given the name "Kane Eldberth" by his father. Kane fled his father's kingdom and joined the priesthood of the Valenzi Court, there becoming a paladin and traveling the land as a champion for justice.

King Rupert XXXIX now without a male heir to his throne looks to replace his disgraceful sons, and to keep the legacy of the Boarhart kings living.
Croohorn

Croohorn is the Frostborn god of time, the firstborn of Grimöha.

### The Birth of the Gods:

Grimöha with her newfound knowledge saw this world needed stewards to govern. From her womb and by herself, she birthed her many children, each child holding a piece on her blue flame, for they were all a reflection of her.

#### Croohorn

Firstborn was Croohorn, god of time, aging, history, prophecy, and regret. Croohorn is often depicted as a blindfolded older man in tattered robes with tomes chained to his being. He is normally shown to be holding a time candle and staff. It is said once Croohorn was given all he knew about time, he pestered his mother to remove his gift to see all that would happen. She suggested he blindfold himself if what he saw became too great, so he invented paper scrolls to wrap around his eyes.
Heath Dawson

Susan Dawson (Little Sister)

Timothy Dawson (Little Brother)

## Personality

### Personality Traits

My friends know they can rely on me, no matter what.I enjoy sailing into new ports and making new friends over a flagon of ale.

### Ideal

Freedom. The sea is freedom-the freedom to go anywhere and do anything

### Flaws

Once someone questions my courage, I never back down no matter how dangerous the situation.

## Combat

### CHA

12
18
14
12
12
12

## Attacks and Spellcasting

### 3 Damage/Type

1d6+4

==Backstory==As a young boy Heath looked  up to his father, and his crew as heroes as they fought crime on the sea posing as a small shipping company.  When his father's crew was gone he had time to see the crime plaguing the capital. He hated the terror it brought to the citizens around him it pushed him to leave his family behind, and join his father's crew when he was old enough. In the beginning he was nothing more than a cabin boy doing chores on the ship. In the spare time he had between chores he was taught how to fight by his father so he could defend himself when evil pirates tried to raid the ship. When he finally reached the age of maturity he left his fathers crew so that he could make a name for himself. He worked on different ships as protection from pirates so he could make a living, but during the time he was on land he would fight crime. He fought the crime the guards couldn't keep up with as the country was dealing with a civil war on one side, and an actual war on the other.
Overa Fiola

==Backstory==Overa until recently, never cared much for factions, houses or war and was only interested in one thing: Getting what's hers. She would cheat, rob and kill whatever was necessary to get ahead. Despite not really being one for politics, Overa wasn't fond of the way many Rovanians treated her and her people, she couldn't stand it and didn't know how to deal with it. She was equally disappointed in her own tribe because many members seemed to just accept the abuse of the Rovanians. She left the Moja Tribe as soon as she could and her travels took her to Aebros for a while where she became a member of the Green Mary crew.

### Appearance

Overa has light brown skin and black braids that comes down to her shoulders. She wears earrings with the symbol of the Moja Tribe on them. Her armor is dark blue and black with a weighted hood. She is rather built and is slightly taller than average.

### King of Swords

During the Call of Champions Overa made quite the spectacle in the sacred content of gladiators. She won the audiences heart through her wit and banter at her opponents. After besting her opponent Escanor she decided to fight alongside the other contenders against a more dangerous opponent who the crowd hates. As Overa was the one who dealt the final strike herself she was cheered on by the crowd and declared "King of Swords." In a controversial decision afterwards she chose to dedicate her victory not to House Rovan nor to Aebros where she currently lives but to her clan. Its the first time Overa has ever been proud to be a member of the Moja Tribe.

She kept the head of the beast as a trophy and walked away with a golden wreath and a golden sash embroidered with the symbol of Alkhamaru.

### Green Mary

After the tournament, Overa joined her fellow champion Thrakk aboard the Green Mary. There she meant up with several pirates. She had come to know of the ship through her cousin Omi. While aboard the ship Overa had several adventures.

#### The Hunt for Orc Ganjaka

While stopping at Rakultfreth after escaping Aebros territory the some members of the crew ended up going after orc ganjaka that they had heard about while in a tavern at the rest stop.
Spell Pellet

A Lanterneer Guard of the Dawn's Inquisition slinging a Light spellet.

### Effects

As a bonus action, you can load a spell onto the pellet until the start of your next turn, which the stone then bursts and acts as the center point of the spell's effect.

### Cost to sell

1/4 of market price

A Spell Pellet (or "spellet") is a small runed stone magically primed to carry a spell and then be thrown by hand or by sling, causing the point where the stone lands to be the center of the spell's effect. On an un-imbued spellet you can cast a spell onto the spellet, then use your action to hurl it away from you throwing by hand (range 10/40) or by sling (30/120), when the spellet lands or on the start of your next turn (if you hadn't thrown it) the spellet pops and the spell is cast. Using a spellet causes it to be destroyed after the spell is cast.

### Pre-loaded Spell Pellets

Some spellets come pre-loaded with low level spells (of spell levels between 0-3). These are more expensive, as they require extra calibrations to properly hold the spell for more than a few seconds. The spellet acts like a spell scroll, and activating it requires the user to utter the command word. Spellets might be specially designed to only respond on a certain command word.

### Failed Experimentations

Some magicians have attempted to create stones larger for ballistae or trebuchet to launch, but they have all be unsuccessful as the magic loaded onto the stones becomes unstable and causing the larger stone to explode soon after casting. Others have attempted to craft these onto other projectiles such as arrows or bolts, but the spell runes tends to dissolve whatever materials that aren't stone, causing arrows to disintegrate and fly off course in mid flight.

Most attempts to replicate the creation of this item, or to modify the item, have caused the priming runes disrupt and create an automatic arcane burst in a 15x15 ft. radius and dealing 3d12 psychic damage to everything in the area.
Indamma

Indamma is the elven god of the Sun, belonging to the faith that worships elven gods known as The Graces. His most notable servants are the knights of the Dawn's Inquisition, led by Leonius Harthfel.

Probably the most well-known deity to non-elves due to the activity of the Dawn's Inquisition, Indamma is one of the two main deities of the Graces and god of the sun. He is the husband of Ellura, and generally has a very brazen nature. He is often invoked by elven judiciaries, military commanders, and clerics of the light due to his association with law, order, and the light of the sun. The Dawn's Inquisition have taken the worship of Indamma to a fanatical extreme, becoming incredibly devoted zealots, disregarding the worship of all of the other deities that they deem "lesser" than their one true lord.

The festival of the Light's Triumph (*Illithûrias*) is observed around the summer solstice. In the week leading up to the solstice, the priesthood of Indamma makes a daily walk around the city at dusk. The final night before the solstice, they make this walk, and afterwards, the city falls silent. This silent vigil is kept all night long, but at the break of dawn, a large brazier is lit in the center of town. Cities erupt into celebration, with feasting, singing, dancing, and drinking all dousing the land with merriment for another week, day and night, with the brazier, representing the light of Indamma himself, being kept lit for the entirety of the festival.
Mercutio Enolion

## Captain Mercutio Enolion

### Current Status

Aboard the Green Mary, making port in Rakultfreth and staying at the Grinning Banshee tavern.

## Physical Description

### Gender

Male

Captain Mecutio Enolion is fabled among many sailors and ports for his claims to be able to sail the seas over the Full Moon and evade the Black League.

Originally under contract by the Queen of Aebros as a privateer, after fleeing the Ivory Bay while it was under port-lock due to the mission Plusio child the captain and crew of the Green Mary became fugitives of the Saltborn Navy.
Guard, Rovania

## Guard, Javelin and Shield

*Medium, human (Rovanian), any alignment*

**Armor Class**  16 (ringmail, shield)

**Hit Points** 11 (2d8+2)

**Speed** 30 ft.

**Skills** Perception +2, Stealth (disadvantage)

**Languages** any one language (usually Common)

**Challenge** 1/8 (25 XP)

***Formation Fighting.\**** this warrior is trained in fighting as a unit with their allies, and has proficiencies with a shield if they did not already have it. When this creature is within 5ft of at least two allied creatures that also have this feature and are wielding shields, they can use a bonus action to get into formation and gain the following benefits:

1. They receive half cover (+2 to AC).
2. They have advantage on Strength and Constitution Saving Throws.
3. If an attack or spell would cause them to be pushed and they are not prone, the distance is halved.
4. They cannot use the Dodge Action.

A creature loses these benefits if they become incapacitated or they move more than 5ft. Away from their allies. Creatures in formation can all move at once up to half their speed, as long as none of them have moved this round.

Alternatively, the DM can have all creatures in formation act on the same Initiative.

> \*This is playtest material and is subject to change, please use the most updated version of the trait as feedback is gathered and edits are made.
>
>

### Actions

***Javelin.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120, one target. Hit: 5 (1d6+2) piercing damage.

## Rovanian Guard, Pike

### Type

 *Medium, human (Rovanian), any alignment*

### CHA

15 (+2)
10 (0)
12 (+1)
10 (0)
11 (0)
10 (0)

### Challenge

1/8 (25 XP)

*Medium, human (Rovanian), any alignment*

**Armor Class**  15 (scale mail)

**Hit Points** 9 (2d8)

**Speed** 30 ft.

**Skills** Perception +2, Stealth (disadvantage)

**Languages** any one language (usually Common)

**Challenge** 1/8 (25 XP)

### Actions

***Pike.** Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) piercing damage.

 Guard, Artillery

## Rovanian Guard, Artillery

### Type

 *Medium, human (Rovanian), any alignment*

### CHA

12 (+1)
15 (+2)
10 (0)
10 (0)
11 (0)
10 (0)

### Challenge

1/8 (25 XP)

*Medium, human (Rovanian), any alignment*

**Armor Class**  15 (chain shirt)

**Hit Points** 9 (2d8)

**Speed** 30 ft.

**Skills** Perception +2

**Languages** any one language (usually Common)

**Challenge** 1/8 (25 XP)

### Actions

***Light Crossbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.

***Spear.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage.

 File:Rovania Banner Square.png
House Parvol

> *We speak many languages in this House, but money is my native tongue.*
>
>

> *~Asage Parvol*
>
>

House Parvol is a bannerman to House Boarhart. Asage Parvol is the leader of House Parvol and a good friend of King Boarhart. House Parvol controls the Red Spring Mines. They are filled with gold and other precious metals. House Parvol has a strong position in King Boarhart's as they are the House the helps fund the war effort. Their precious metals and resources supply the Boarhart Lands with plenty of weapons and armor for their soldiers.

### Parvol's history

House Parvol has been of service to House Boarhart for many generations. They have always helped to finance the crown and give them equipment and materials to build weapons, armor, and assistance with infrastructure. Once every few generations House Parvol has had several more intimate connections with the crown, offering daughters to be princesses for kings to be.

### Red Spring Mines

The Mines are filled with precious minerals and House Parvol has plenty of workers under his control who mine away for him. The castle of Golden Peak is built above the mines so that Asage Parvol can look down upon his mines.
Bynnys Tubae

==Backstory==Bynnys was born on Briny Gate Isle to a barmaid (Nornys Tubae). She remembers very little of her childhood, opting to fill her days with whimsical fun and all the merriment her young imagination could render.

Her mother, still a barmaid throughout Bynnys' childhood, impressed upon her the importance of following the law of the land and disciplined her harshly when she did not comply. Bynnys was not by any means a strong-willed child, but she certainly made a habit of always doing the exact opposite of what her mother felt was considered "decent."

This culminated in a brief visit to the church of Indamma, where as Nornys bent down to pray, heard gasps and cries from all around her. She turned around to see her daughter Bynnys, drinking the sacred water blessed by the high priest. Nornys pled with the church, who insisted that her child would bear the full weight of her heresy.

As a final appeal, Nornys reached out to her dear sister, who despite her low birth was set to marry Lord Harthfel. They could promise very little, only a lifetime of servitude within the church instead of death or mutilation. With a heavy heart, Nornys abandoned her daughter to the Church of Indamma, with hopes she would flourish in a more structured environment.

Alas, Bynnys was more often than not confined to the kitchen, as she stubbornly stayed optimistic and pleasantly aloof to the troubles around her. Though she picked up the spells taught for healing as quickly as any young acolyte, she was widely disliked by the revered mothers as her tendency to do the wrong thing at the wrong time continued.

Bynnys became quite skilled in the culinary arts, while still studying her spells in secret. Still, she longed for the opportunity to escape the confines of the church walls and wander free once again.
Varus Cordanta

Captain Varus Cordanta, of House Cordanta, leads the 7th Cohort of Rovania against the encroaching forces of the Dawn's Inquisition. The events of the crusade escalated quicker than expected and the 7th Cohort was caught on their heels. The managed to hold off the Dawn inquisition's, but only barely. They have had several skirmishes since, but no push has been made in earnest. Fearing that a true push from the Dawn's Inquisition may break the Cohort's defensive line. Varus has called on a team of adventurers to infiltrate the Inquisition's supply camp and destroy their caches of weapons and food. By destroying these supplies, it will buy the Cohort enough time to reinforce their line and push the Inquisition back.
Alavara Naero

*"With cunning grace, and mighty brawn, bring forth the glorious light of dawn" - Alavara's Battle Prayer*

Alavara Naero is a High Elf follower of Indamma. Formerly a High Priestess, she was conscripted into the Dawn's Inquisition as a squire. She quickly rose through the ranks, becoming the leader of a small war-band.

## Alavara Naero

### Aliases

High Priestess Naero
The Symbol of Peace, Young Alavara (Awin Might)

## Personality

### Flaws

Nervous, inexperienced, nervous about being inexperienced.

## Combat

### CHA

11
17
14
12
7
18

## Backstory

Alavara Naero was born to High Priest Elwin Naero. As the eldest child, Alavara spent much of her childhood and early adult life absorbing religious practices, ceremonies, and knowledge. Following her father's passing, Alavara assumed his position in the Priesthood of Indamma. Years of service have allowed Alavara to develop a close bond to the Sun God.

Currently, Alavara resides in the Grand Temple, along with the rest of the Priesthood. Most recently, she has been called by Indamma to lend her hand on the battlefield. She has stepped down from Priesthood, passing her position to her brother, Cystenn Naero. While she lacks formal combat training and experience, Alavara relies on Indamma to provide for her. She is able to conjure weaponry, as well as manifest Indamma's Radiance both offensively and defensively.

Mechanically, Alavara is a Pact of the Blade Warlock following a 'Celestial'. Due to her connection to Indamma, all of her spells deal Radiant damage instead of their other types.

## Third Valencion Crusade

Since joining the Dawn's Inquisition, Alavara has been assigned to train under Kaelios as his squire. The pair, along with Bynnys Tubae and Alaura Mae Amastacia, formed a party to search for the legendary Ser Faolyn Rethan. After tracking him down in the Blightlands, they convinced him to join their band in preparation for war against the other houses.

Alavara was since appointed leader of a small war-band. With assistance from Smithy, she defeated the militia of South Pork, claiming the settlement for the Dawn's Inquisition.

Her war-band, now including the elite Order of the Falconeers was able to capture a garrison from Alexander MacTíre. While her army had an advantage over the defending Boarhearts, both sides had sustained heavy casualties, thus the commanders decided to instead send one champion to duel. Ultimately, Awin Might was able to secure victory for the Dawn's Inquisition, renaming the settlement Mightport in his honor.
290e5 Jousting Standings

The 290e5 (2019) Jousting Standings. All in-canon jousts will be recorded here to determine standings and the season's top jouster.

## Season Rankings

### The Claw Initiation Tournament, Kodiak Mountain, Thundering Moon 290e5

After arriving at the Kodiak Mountain on a diplomatic mission to the Bear Clan, Gaius Corbulo introduced the tribe to the noble sport of Jousts of Honor, thus sparking a popularity among the clan. Using their bear mounts in lieu of horses, the first night of jousts ended with great charges and many concussions.

 **2.Tangraf Dascuz** |      | 3
 **3. Grizzlock Blackclaw** |      | 2
 **4. Mikael Scorn** |      | 0
Brightsteel

### Effects

Sheds dim light for 10ft. Deals a bonus of 1d4 Radiant Damage on a hit, and 2d4 against undead and fiends.

Passed down through millennia, the art of forging brightsteel has been perfected by the elven smiths of Tareth. This forging process requires the use of specially-crafted lenses and mirrors to focus the radiant energy of the sun into steel to make an empowered weapon. Because of the high-intensity light involved in the process, it isn’t uncommon for the eyesight to get damaged over years of practice, and thus damaged vision is a badge of experience for elven smiths.

The central area for practicing the art of brightsteel forging is the Brightforge in Tareth, a large complex that serves as a training area for apprentice smiths, a workshop for accomplished artisans, and as a temple to Indamma, the elven god of the sun. Priests of Indamma regularly come down from the shrine to bless the artisans and their tools, and a portion of the profits from the sale of brightsteel items are given as alms to the priests and monks of Indamma.

Brightsteel blades are used quite commonly as weapons for higher-ranking members of the Tarethi military. Of late, the Dawn's Inquisition has taken control of most of the brightsteel production to arm the knights in their force (although their definition of “knight” is a bit inconsistent). While this has definitely been financially beneficial for the brightsteel smiths and the Tarethi economy as a whole, some of the more devout smiths have reservations about arming religious zealots. The priests of Indamma have similar reservations, although for political reasons (and to keep funding for the workshops coming in), they don't openly oppose the Dawn's Inquisition.

### Legendary Crafts

While regular crafting of brightsteel can damage the eyesight over many years of practice, it doesn't usually lead to outright blindness. However, there are tales among Tarethi craftsmen of great radiant blades made by legendary craftsmen who went entirely blind in the process. These legendary figures are known as the “Blindsmiths,” and it's said that the great weapons that they forged are still out in the world somewhere. It is said in the fables that these smiths “chose a life of darkness so that the world may know light.”

### Brightsteel Sword

This bright blade shimmers with holy radiant energy. Whenever you hit on an attack with this weapon, you deal an additional 1d4 radiant damage to the target, or 2d4 radiant damage if the target is a fiend or undead. The blade also sheds dim light in a 10ft radius when drawn.
Schrued Farms

Schrued Farms is a farmland famous for the beats they grow and supply the Boarhart Lands for food, especially during the winter's freeze. Currently run by Dweid Schrued of House Schrued. The farm has a rich history and has long been a staple of the Boarhart kingdom, though not highly celebrated. While other halfings in the Boarhart Lands tend to seclude and hide their settlements among the Frostborn territories, the Schrueds and their serving families are a welcome member of the Hillborn society.
Red Wing Cult

> *Our souls are tempered through fire and pain, we will serve the ancient red one with our entire being. ~Uttus Broken-Iron*
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The Red Wings are members of an ancient frostborn cult created in the absence of Alkhamaru 150 years ago. Dressing in all red and only working in the night, they see the sphinx as an evil God who tried to teach the world good but left us in our evil to fend for ourselves. The cultist are lead by Uttus Broken-Iron now seek to rid the world of evil, purging all those who are not deemed pure and goodn. They capture "sinful souls" in the night only to bring them back to their hideout, in the sewers, caverns, and dens away from the seeing light of the stars. . The cult grows everyday, all in hopes to purge the world of evil.

### Armoring one's hide

The Red Wings then take the sinner, shoving them into a brass sphinx-shaped cage in which they light a fire underneath, stewing and burning the person inside. They then take that stew and consume it. Red Wings also hope that in these actions they commit may ”transform” like Uttus has, who threw experimental magics morphed himself into having Sphinx-like characteristics. The transformation process is known to them as "armoring ones hide". Most die in this process.

### Joining the Red Wing

In order to join the Red Wing Cult you must attempt to purify someone on your own. Calling out to them in earnest and attempting to join their cause will draw their attention. They will seek you out once the ritual has been attempted success or fail, and train you in their ways.
Brotherhood of Purity

> *The Blight are the gods' way of testing our resolve. We shall purge them from the world. ~Damius Stronghold*
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The Brotherhood of Purity seeks to rid the world of the Blight in its entirety. They see it as a curse upon the land that the Valenzi Gods are using to test the people. They blame the arrogance of the Mad Mage for this plight on the world and see anyone that still follows him or his teachings as an enemy. They are the main adversaries of The Knights of Abandon, and they do not like the Kingdom of Rutor.

### Exalted Calling

The Brotherhood have their own members that have been exposed to what they understand as a different kind of wild magic effect that was a necessary counter to the Blight. They are called the Drotan. The Drotan have innate magic powers believed to be given to them by the gods to wipe out the Blight.
Beritia

## Relationships

### Family

Cronothos (husband), **Beritia** (Wife), Hiralta (daughter), Tariessa (daughter), Estilma (daughter)

### Notable Servants

Kane Eldberth

Beritia is the Queen of the Valenzi Court, and the goddess of harvest, marriage, and motherhood. She is revered by many women, she is honored at every Valenzi wedding, and she is praised when she blesses the faithful with a child.

### Knights of Beritia

Some mortals swear oaths to Beritia to protect the sacred bond of marriage. Often they show up to weddings if tensions between families are high, to ensure the piece. Some seek out those who prey on the weak such as women and children, and hunt down the slavers and destroy them.

### Trouble in Paradise

Although Queen of the Gods, her husband Cronothos is anything but faithful, often betraying his marriage and producing demigod heirs among the mortals. This outrages Beritia, and she often meets his bastard children with distaste and hatred.
Ethelas Windcaller

## Backstory

### Early life

Ethelas was born to a wood elf father and a human mother in the lands surrounding the Woodkeep in the southern region of Tareth. From a very young age, he showed interest in the realm of magic, and as such was sent to study under the tutelage of Master Arcanist Denethil at the Mage's Guild at Brightmoor. He excelled in his studies, and it wasn't long before the Master Arcanist recognized the familiar twinkle of the fey in Ethelas's eye. Once Ethelas had become recognized as a fully-fledged mage, Denethil advised him to return to the woods around the Woodkeep and seek out a pool of water within a ring of willow trees, as there he might sate his curiosity and unlock yet more secrets.

### New Pacts Sprout from Old Soil

As he approached the clearing, the water seemed to glow and the long, draping willow branches danced in the breeze. A whispered voice, calm yet compelling, filled Ethelas's mind. "Come closer," it said. "Step into the waters." Always the one to explore new experiences, Ethelas obliged the voice. As soon as his foot made contact with the water, the image of a powerfully mysterious, dangerously beautiful creature rose from the ripples in the pool. The creature introduced herself as the archfey Titania of the Summer Court, and offered Ethelas a deal: she would grant him new powers, if he worked to uncover the truth about the Valenzi deities. Ethelas agreed, and suddenly in his hands appeared an item that most elves (high elves, at least) deem taboo: a book, covered in supple leather and with Sylvan writing littering the pages. As a signification of the sealed pact, Ethelas was also marked with a vestigial fawn's tail.

### Bringing the Dawn

As he now had a unique connection to the Feywild, the origin place of the elven races, when the Dawn's Inquisition began forming, Ethelas was quick to join up. Ethelas was never very religious outside of simply upholding elven tradition. However, if he could be part of the force taking back Valencion, he would have a unique opportunity to uncover secrets about the Valenzi Court to report back to his patron. The fact that he carried a book made him stand out among the other mages of the Dawn's Inquisition, but being a half-elf, many of them simply chalked it up to his human side coming through.
Hillborn

"Hillborn" is a name for the human culture often found in the *Boarhart Lands*. Some say the hillborn share blood with dwarves, giving them their rough faces, strong limbs, and broad shoulders, but few other humans stand taller than a hillborn.

The ruling family of the *Boarhart Lands* (and many of their subjects) are of the Hillborn race of humans. They are a proud people with villages and keeps high in the hill country of their nation. Their skin tones range from pale, freckled, and tan, and their hair ranges from yellow, reds, oranges, and browns. Hillborn are usually tall, vast, and mighty compared to most other humans. Some are followers of the Valenzi, but many hillborn follow the gods of their Frostborn cousins. Their clothes are often thick and insulated, made from whool and leather from the sheep and goats herded in their country.

### Playing a Hillborn

Hillborn characters can use either the Human or Human Variant race. In addition, they also gain the following trait:

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Megasoma

> *Dude what's that large shadow in the water... bruh its just a snake why are you so paranoid.*
>
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It's a very large horned frog with some spikes and plating on its back with a venomous snake for a tongue that helps it find food. It can swallow multiple targets at a time and the snake can act separately. The frog and the snake are of one mind and the frog can see everything the snake can see and vice versas.

## Megasoma

### CHA

16 (+3)
16 (+3)
10 (0)
4 (-3)
12 (+1)
4 (-3)

### Languages

none

AC: 14

HP: 150 , *Snake* 20

Speed 40 ft. swim 40 ft

Str 16 Dex 16 Con 10 Int 4 Wis 12 Cha 4

Challenge 6 (2,300 xp)

#### **Skills:**

Perception +3 Stealth + 5,

Senses: Darkvision 60ft

Amphibious: The megasoma can breath air and water

Standing Leap: The megasoma's long jump is 25 ft and its high jump is 15 ft with or without a running start

Resistance to bludgeoning damage

#### **Actions:**

The megasoma can attack twice, once with the snake and once for itself.

Bite. Melee + 6 reach 5ft one target 2d10 + 5 piercing damage, The target is grappled (escape dc 13) until the grapple ends, the target is restrained, the megasoma cannot bite another target, the megasoma's snake tongue can still attack

Venomous strike. Melee +6 reach 30ft one target 2d4 piercing damage plus 3d6+3 poison damage. The target must make a Con dc 15, on a failed save they are paralyzed for one minute and fall prone, or half as much damage on a successful one. A creature can repeat this dc at the end of each of its turns, if it passes it is immune to the paralyzing effect of the poison for 12 hours.

Venomous Grapple: As a bonus action the megasoma can pull a creature within 30 ft of it to a space 5ft from it that is paralyzed and grapple it.

Swallow. The megasoma makes one bite attack against a Medium or smaller target it is grappling or within 5ft of it. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the megasoma's turns. The megasoma can have up to 2 medium targets or 4 small targets swallowed at a time. If the megasoma dies, a swallowed creatures is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.

Tremorous Leap. Str/Dex Save, The Megasoma can choose a space 20 ft from its position and leap to that space. Every creature within 15 ft of that space takes 3d8 bludgeoning on a failed save and are knocked prone or half damage on a successful one. If you are in the space of the megasoma take an additional take an additional 2d6 bludgeoning damage on a failed save or half damage on a successful and you are knocked prone.
Aku-LothdreMiyu

### Creation Myth:

Before the universe was built, before time, space, the earth, the many realms, and life, there was but one: Aku-LothdreMiyu, The Destructive Spirit. A formless limitless beast with ten thousand claws, ten thousand eyes, ten thousand mouths and ten thousand flailing limbs, tails and tentacles. Aku-LothdreMiyu had many eyes yet was blind as well as dumb to its own existence. It could not read, love, understand nor care about anything, all it could do was thrash violently into a meaningless void, frightened by what could hear. Holy Grimöha, grandmother to all, came into being and witnessed Aku-LothdreMiyu and took pity. She being wise understood that this stupid flailing nonexistence was no way to live. Grimöha planned to slay Aku-LothdreMiyu to put the mad, old, blind idiot out of its terror. It was her duty to kill him and build the world. However she knew this would not be easy, this beast was far beyond her strength. Grimöha had to be careful, nimble, smart and strong enough to kill the destructive spirit. She sat down and began to hum a pleasant tune (this image of Grimöha sitting cross-legged, head tilted up humming is a popular symbol, worn by many believers around there neck) Aku-LothdreMiyu rushed the toward the tune, flailing rapidly however the closer the old spirit got to Grimöha, the more at peace it became.

For the first moment in Aku-LothdreMiyu long existence, it slept to Grimöha tune. Grimöha, now empowered by her enemies disadvantage, leapt into one of the spirits many mouths and fashioned a Sword from its frontmost tooth (this Sword is named Doomsayer). Grimöha spent 10 days and ten nights slicing the ancient spirit apart. With every cut from Doomsayer, blood splashed crossed the void becoming stars, planets and heavenly bodies. One large curled tail became the sun, another tangle of tentacles became the moon. Grimöha hacked till teeth and ribs were mountains, its breathe was the sky, its spit the sea, its skin and flesh recycled to become the land beneath our feet. Organs made up the realms and soon all was good. All was used except one thing: a single small bloody eye that found no place within creation. Grimöha, not one to waste, looked all across the new creation to see where this could be put, but could not find the proper place. Grimöha experienced anger, a warriors anger, and threw this eye deep within the earth, where are cruel aberrations and abomination would be sent to live. After these ten days were finished and she had experienced a warrior's rage, Grimöha discovered within her the immortal flame of knowing. All known wisdom's were her’s and she set out to continue to spread this knowledge with all others.
Frostborn

"Frostborn" are a race of humans that live among the Hillborn of the Boarhart Lands, although many of them can be found sailing across the northern seas of the world. The Frostborn originally hail from the land of Salandor on the Marsabian Peninsula, but some had settled in the Boarhart Lands in the south and live under the rule of House Boarhart.

Unlike their Hillborn neighbors, the Frostborn are more rugged, fierce, and barbaric. They live across the eastern coasts and mountains of the *Boarhart Lands*, often living as raiders and sailors across the *Fathering Sea*. They worship Grimöha, rather than the Valenzi, and take pride more in glorious combat and pleasures of sex than piety and prayer. Their skin tones range from pale to tan, and their hair ranges from yellows, oranges, and browns.

### Playing a Frostborn

Frostborn characters can use either the Human or Human Variant races. In addition, they also gain the following trait:

***Stone's Endurance.*** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
House Burugatza

House Burugatza, ruling house of Aebros, lead by Queen Enara Burugatza. The Burugatza were made the rulers of Aebros in 98e5 after Orothus Burugatza I slew the dragon in the Second Valencion Crusade.

## Ruling Family

The **House Burugatza** became the ruling house of Aebros after Orothos Burugatza slew the dragon in the Second Valencion Crusade in 99e5. For his heroics, the saltborn of Aebros named Orothos king of their country and his children named heirs to the throne, and they have ruled for nearly two hundred years. Orothos fought beside Leonius Harthfel, who was a younger elven knight in those days.

Orothos's descendant, Enara, now sits on the throne and rules Aebros.

 War Encounters/Sessions

The Kingdom of Aebros has soldiers from both the armies from the country's bannermen, and the Temple Guard of the Valenzi Court.
Bloodseeker

### Effects

Deals Necrotic damage, special abilities when nearby creatures drop to low health

Bloodseeker is a magical dagger rumored to exist somewhere in the Blightlands. Rumors speak of a group of adventurers who fought a blight monstrosity with an insatiable thirst for blood. They knew they could not defeat it, so they bound the beast into a ritual dagger. While the party retreated, the scent of their wounds awoke Bloodseeker, driving the dagger into a rage that left only one survivor.

Bloodseeker can grant unfathomable power to those who feed its thirst, however be warned - even in dagger form Bloodseeker has a powerful will, and refuses to be tamed by mere mortals.
Goddstep

A raised land atop a large plateau in the north Boarhart Lands. The Goddstep is said to be surrounded by shear cliffs that rise for 400 feet all around. On top of the steppe is an untouched wilds, the high water lake, and home to the Mammoth Boars, said to have been created by the Might Brilaculous.
7th Cohort

The 7th Cohort is a Rovanian Battalion led by Varus Cordanta. They are defending their territory against the Invasion of Boarharts and Dawn's Inquisition. Recently they had a small group of adventurers destroys Dawn's supplies in the area. While the mission was a success the Party was not heard from again. Reports state that Kastor Antillion was captured by the Dawn's Inquisition and is being questioned for information. Varus has once again asked the local adventurers to rescue the head scout and prevent any information from getting into the elves hands.
Chained Bastion

The Chained Bastion is the prison for the restless souls of the Dead. Many restless souls reside there to be imprisoned for eternity for breaking Iron Law. This prison is home to also to those who prove to be too great a threat for the Iron Prophets. Manning the cold ramparts of this fortress stand an army of fallen angels. Any soul who manages to escape is hunted down and captured with extreme prejudice.

The Bastion is run by Ferrovictus. Here Iron Law is followed to the letter. All within the Bastion will face the final judgement and their fate shall be final.

## Chained from the Planes

While within the Chained Bastion, only Ferrovictus may use teleportation magic. As the god of borders, his hate for inter dimensional travel lead to him warding his domain so that no mortal or otherwise can travel in or out by magical means. Spells like Banishing Smite, Misty Step, Teleportation Circle, Contact other Plane, Plane Shift, etc. have no effect within the walls of the Bastion unless Lord Ferrovictus grants explicit permission to do so.
Calendar and Time Marking

The Horizon Kingdoms mark history and the passage of time differently than our world, so here is a quick guide to help you decipher dates.

## Years

Years are marked by the number of year and the era it took place in. For instance, the year marking 538e3 is "the year five hundred-thirty-eight in the third era".

The 4th era ended in **1246e4** when the ancient mad mage caused a catastrophic spell storm to destroy his homeland and turned the surrounding countryside into the Spellscarred Lands.

Currently, the year is **290e5** in the Horizon Kingdoms main shared campaign (When Leonius Harthfel invades Valencion).

## Months

The months in the Horizon Kingdoms follow the same 12-month cycle as our world, but it is tracked instead by the phases of the moon rather than a set calendar cycle. If someone were to say "It happened on the eighteenth day of the Thundering Moon of the year 278e5", it happened on July 18th, 278e5.

1. **January: Wolf Moon**
2. **February: Snow Moon**
3. **March: Sap Moon**
4. **April: Sprout Moon**
5. **May: Flowering Moon**
6. **June: Summer's Moon**
7. **July: Thundering Moon**
8. **August: Grain Moon**
9. **September: Harvest Moon**
10. **October: Haunting Moon**
11. **November: Withering Moon**
12. **December: Winter's Moon**

Some years there is a 13th moon that falls in the dead of Winter, often heralded by a false spring. This extra month in the year is known as a "**Traitor's Moon**", and many believe it to be a bad omen.
Onrei Buton

1. REDIRECT Template:Infobox non-player characterOnrei Buton is a Salt Mage of the Queen's Royal Salt Mages of *Aebros*.

### Aboard the *Green Mary*

Onrei was sent by the Royal Mages to the ship *Green Mary*with a mission to help the war efforts. Brining intel from the Queen's spies, Onrei told the crew of a fleet of Frostborn Troops coming from the north to assist the Boarharts in the 3rd Valencion Crusade. The fleet would set sail on the dawn after the full moon, and if the *Green Mary* could sail north over the full moon and set an ambush they could strike the fleet as soon as it embarked. But they *Mary* would have to sail against the Black League once more.

Carrying with him a special scroll to attack this fleet, Onrei explained that the scroll would open the sea's wrath to swallow the Frostborn's ships. The spell had been specially written and attuned to him by the Salt Mages, so if anyone else were to attempt to cast it it would cost them their life.

After sailing and outrunning the League once more, the *Mary* made their ambush against the Frostborn ships, and quickly crippled then barraged them until they were all but sunk. Onrei used his scroll against a ship full of other Frostborn mages, and saved the *Mary* from the priest of the Blue Flame's power.

After the attack, they returned to the *Ivory Bay**.* Onrei returned to the Royal Salt Mages with news that the scroll had worked and with new strategies on how to out maneuver the League.

The Salt Mages are sea sorcerers that serve the Kingdom of Aebros. They accompany naval ships on board casting spells to grant safe or swift passage, or to harm enemy ships in a battle.

## Onrei Buton

### Type

 *medium, human (Saltborn), any alignment*

### CHA

9 (-1)
14 (+2)
11 (0)
17 (+3)
12 (+1)
11 (0)

### Challenge

4 (1,100 XP)

*Medium humanoid (Saltborn), any alignment*

* **Armor Class** 12
* **Hit Point** 45 (10d8)
* **Speed** 30 ft., swim 30 ft.

* **Dexterity Saving Throw** +4
* **Intelligence Saving Throw** +5

* **Arcana** +4
* **Performance** +5

* **Senses** passive Perception 11
* **Languages** Common, Deep Speech, Elvish, Primordial
* **Challege** 4 (1,100 XP)

**Spellcasting.** The sea mage is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attack).

### Actions

***Rapier.** Melee Weapon Attack:* +4 to hit, reach 5ft., one target. Hit: 6 (1d8+2) piercing damage.

### Reactions

***Thunderous Rebuke.*** When a creature hits the sea mage with a melee weapon attack, the sea mage can ust its reaction to force the creature to make a DC 13 Dexterity saving throw, taking 9 (2d8) lightning or thunder damage on a failed save or half as much on a successful one.

### Spells

* **Cantrip (at-will):** Control Flames, Ray of Frost, Shape Water, Thunderclap
* **1st Level (4 slots):** Catapult, Find Familiar, Thunderwave, Witch Bolt
* **2nd Level (3 slots):** Darkness, Gust of Wind
* **3rd Level (3 slots):** Counterspell, Lightning Bolt, Sleet Storm, Wall of Water
Martulius Rovani-Aricarte

## Birth and Early Life

In the year 258e5, during the Grain Moon in the light of a summer afternoon Martulius Rovani-Aricarte was born to King Artulion Rovani IX and his bride Madame Eloisa Aricarte, their second son and fifth child by Eloisa. From a young age Martulius was given to the care of his tutors and mentors, carefully instructed and sculpted to become a mighty and wise leader.

### Aricarte Rebellion

In 297e5, when Martulius was nine years of age, House Aricarte and their bannerman rebelled against King Artulion Rovani IX, and the treaty between the two houses was broken. When the rebellion began, many common people of Rovania suspected that Madame Eloisa Aricarte would betray their king for her family, and several attempts on her life were made but thwarted by Artulion's kingsguard.

By order of the king to keep his wife and children safe, he sent Eloisa and her daughters and their youngest son to Valencion in the Rovania Embassy. There they took sanctuary until the rebellion ended and she would be welcomed home. In the four years after, Martulius was raised on Valencion and studied with many of the priests of the Valenzi Court. On the fifth year since Eloisa was sent away, King Artulion defeated and captured the last of the Aricarte army and their leaders. He had all traitors executed, and when Eloisa returned to her kingdom he placed her as ruler of House Aricarte, for all others in her family had been slain. Artulion's eldest, Artulion Rovani X, had been killed in battle, and thus Martulius was named heir to the Rovani Throne at age 14 in the year 272e5.

At age 19, his father Artulion Rovani IX died to the Bloodrot disease in 277e5, and Martulius was crowned king of Rovania.

 The 3rd Valencion Crusade

The Bannerman Houses of Rovania have been summoned to the call to war by **Martulius Rovani-Aricarte**, King of Rovania and head of House Rovan. Rovania marches into the Holy War to reclaim their territory which they've held by treaty with Aebros since the 1st Valencion Crusade. Rovania worships many of the same gods as the Aebrosian Saltborn from the Valenzi Court, first founded faith of Valencion.

Martulius was raised to rule and command his court, to study battle and strategy, and to honor and revere the gods of the Valenzi Court, all since he was a young boy. As an honorable and learned leader, his goal is to see the territory of Valencion reclaimed for his country, and the peace of the holy island restored. He has joined his elite military with the Aebrosian armies lead by the Maiden Queen Enara Burugatza.
Nikri

Nikri is the second island of the Divine League. Like the Protector Aasimar they were led to this island by Uriel, The Golden Sage. They mostly embrace the charge to help the protector aasimar make the world a better place and to defend the weak and downtrodden. A few have been known to abandon that charge and seek to use their power to attain their own selfish goals. Those who do fall away from their charge tend to ally themselves with the Fallen Aasimar of Skoteino.