recursal/Fanatic-Fandom huggingface dataset:
Science of the Stormhome

A bundled mess of notes written by the hands of Otto d'Lyrandar and prior members of his family, when neatly arranged back into its portfolio, it reveals the elemntal magic that had been used to infuse into Eberron science, magic and technology.

## Lore #1

Looking through the notes, design and schematics found thrown across the warforged factory, and compiling them into reasonable order, you are able to ascertain that the origin seems to be land called Eberron, though the writings are in an Elysian script. It speaks of House Lyrandar in some detail, explaining their design and creation of sea vessels that harnessed the power of elementals to fly through the clouds. Whilst the information does not include schematics, it is the first piece of the puzzle to harnessing the power of the Khyber Crystal for something more than magic items.

## Lore #2

Whilst the schematics for an airship are not included, the basic designs of an Elemental Galleon are, with draft sketchings made by Otto Lyarandar, noting the power of the elemental would be able to break through the storms and harness its own energy and recharge with enough power to return to Eberron to bring a greater abundance of crystals back to Elysia. Though, if able to leave, he would not intend to return.

## Lore #3

Whilst again, there are no schematics, there is imagery and explanations as to the aesthetic and construct of both warforged soldiers and a mode of transportation described as a 'Lightning Rail'
Rhe’blaeyd’kii’lleek

Rhe’blaeyd’kii’lleek was an aarakocran blood hunter that was among the first to explore the frontiers of Eskarya.

## Background

Dark clouds thundered with a great storm on the day the egg that would become Rhe’blaeyd’kii’lleek was laided by his mother, near as dark as the shell that splintered and fractured as the gale made a sudden second appearance a few months later. Rhe’blaeyd’kii’lleek, named for his grandfather, a famed soldier slain in battle against a Frost Giant, was unlike other chicks. Where they found joy in the wonders of a life above the clouds, he instead lamented them, preferring instead to skulk around the forbidden cliff-faces in the heart of the night. Few have experienced such a dour existence as he.

On one such night, he overheard a plot to overthrow the tribe leader and seize control of the nest and finding himself curious slipped down to investigate. Though hushed, there was no mistaking the calls and whistles of his older brother Gifuhk’Oohk’Ud (who was instead named for their maternal grandfather, another mighty warrior) at their head. Rhe’blaeyd’kii’lleek took flight but was heard by his treacherous sibling as he tried to flee. In sudden searing pain as an arrowbolt shattered his right wing, he felt himself tumble to the cliff-face with a sickening crunch.

He awoke in his family home, Gifuhk’Oohk’Ud’s curved sword at their parents’ throats. Bound by claw and wing, covered in his own blood, he felt a jagged dagger of obsidian pressed into his hand by his brother's henchman and found himself subsequently forced to sink the blade into the hearts of first his father, then his mother. Both wept as he did so, whilst Gifuhk’Oohk’Ud and Qual'illi'zeela (who had just a week prior claimed she had chosen Rhe’blaeyd’kii’lleek as a mate for life) simply laughed. Although Rhe’blaeyd’kii’lleek now found himself an orphan, he did not share in his parents' tears. Through guile he slipped away in the night, familiar and comfortable as he was in the gloom, vowing one day to return to enact his revenge against his brother - but not before paying all those that had helped such foul and twisted machinations in kind, granting them a fate worse than death.

His primal anger would guide his next two steps. Surviving the torturous process known as the Hunter’s Bane, he found himself bound to the darkness, empowering him with the ability to manipulate and curse the blood of the denizens of the realms that would dare stand in his way. In time, he would find common cause with the organisation known as Midnight’s Edge and finds himself driven to investigate their newest venture for himself - seeking new strength with his scimitar Mourning Song so he may finally do what needs to be done.

*Also, Rhe’blaeyd’kii’lleek is a bit of a mouthful so he just goes by Blade.*
When The Saints Go Marching In

Season Three, Episode 7 (36)

**When The Saints Go Marching In** is the seventh episode of the third season of *The Primordials*. It is the thirty-sixth episode of the series overall.

## Cast

### Main Cast

* Chris Wood as Christopher Chamberlayne / Thomas Chamberlayne
* Chadwick Boseman as Vincent Marshall
* Phoebe Tonkin as Charlotte Anderson-Chamberlayne
* Michael B. Jordan as Rashawn Samedi
* Katherine McNamara as Lillian Chamberlayne
* Chance Perdomo as Ambrose Spellman
* Danielle Rose Russell as Brynne Spellman
Huldar

Name: Huldar Race: Hill Dwarf Age: 63 Alignment: Lawful Good Class: Cleric Sub-Class/Archetype/Path: Life Domain Background: Huldar was born and raised in a small orc tribe in Cloak Wood, south of Candlekeep. When he was young, he always wanted to join the older orcs on their raids on visitors to the library. Eventually, he got his wish. he was still young, even by orc standards, when the tribe came across hard times. The chieftain ordered that they should attack the Temple itself. The day Huldar got his axe and helmet, he thought it would be the proudest day of his life. It didn't last. The attack was a disaster. Only a few escaped, while the rest were wiped out by the temple. After the battle, one of the clerics found Huldar under a tipped over cart, scared and hurt. The clerics debated what to do with the boy, and eventually decided to take him in. The first few months were... rough,he wouldn't let anyone get close, hiding in the corner every time someone entered his room, and attacking anyone who tried. Eventually, a firbolg cleric managed to reach out to him. He brought him a book about the orcish pantheon, one of the few books written in orcish, and sat down to read it aloud. Over time, they grew closer. He taught him common, how to read, and how to write. When he came of appropriate age, he was welcomed into the order as one of their own.

Adventure Hook: After the temple heard about the new lands, Huldar was sent there to try to start a new temple for his god.
Seònaid Mcguinness

**Seònaid Mcguinness** was the elder of Banard, a wise druid who oversaw the governance of Banard as Elder and served as the protector of the village.

## Description

Dressed in leather armour with leaf green cloth wrapped around her shoulders and waist. Vines, roots and moss seem to grow up the leatherwork of her armour. In Similar earthy tones, markings appear on face and arms, some painted and others seemingly more permanent.

Blunt, but well-intentioned, Seònaid has shown herself to be one not to hesitate. In the face of danger against the horde of demon-like goat monstrosities, she quickly roused the local villagers who could fight, whilst sending those who could not out of the village to Elderfall. When battle looked to not be in their favour, she did not hesitate to sound the retreat and leave the village to the monsters.

Often trailing not far behind is Emyr, a large brown bear with glowing blue eyes with pointed and thorny horns protruding from its skull. The bear serves Seònaid in protecting the town against enemies and believes to be in part a spirit as it dissipated upon its death with no look of grief or concern upon the druid's face as it fought to the death.
Legion of Wrath

**The Legion of Wrath** is a faction that is made up primarily of minotaur, that are strictly worshippers of Mogis and the old doctrine of worship, having previous been under a less evil dogma followed by Mirinus Thunderhorn who once led their faction.

Known mainly as a faction that cause destruction and death in the Valour Mountains and surrounding territories, it is known that the Legion of Wrath can be hired for a steep price, due to the minimal wealth that the minotaur of Asperity Castle have.
Laergyton

**Laergyton** is a ruined settlement with no settlers following the extermination of its populace by an unknown entity.

## Description

A dirt trail path leads off the man made road heading north towards Mulgar, a sign overgrown with ivy and moss faintly reads ‘Laergyton’. The path itself not well travelled and overgrown by the the thickets that have enveloped it.

Following the way through the thickets, an old village in a sorry state of health is ahead of you. A rural farming community hidden away from the rest of Elderfall. On your approach, there is a feeling of unease that sets through as though this village is plagued by lost souls.

Adventurers found the location when following one of two lost bracelets that could find the other, leading them to Helda's Home for the Blessed Younglings, where a possessed or dominated woman cared for vampiric children on behalf of an unknown entity.

The settlers themselves asked the adventurers to save their children, though it became clear later that they were sent to their demise in order to see their children fed and nourished.

There are no surviving settlers within Laergyton.
Kiara

* Depiction
* Symbol

## Technical Information

### Depiction

An elven woman, with butterfly wings. Dark hair, silvery eyes and sometimes accompanied by swarms of butterflies.

### Symbol

Purple Butterfly with astrological symbols upon wings.

### Portfolio

Dreams
Stars
Travelers
Luck

### Domains

Trickery
Dreams
Twilight

### Worshippers

Astronomers
Dreamers
Explorers
Gamblers
Travelers

**Kiara** is an Elysian goddess of freedom and luck, and is credited with the creation of the heavens. Often described as a beautiful elven woman, with butterfly wings containing all the beauty of a clear night sky. She is oft depicted as having dark hair, silvery eyes, and a coy but distant smile, wearing diaphanous gowns and sometimes accompanied by swarms of butterflies.

Kiara is the goddess of travel and journeys, and there are few who traverse the roads who wouldn't spare her a prayer or a simple-worded plea for benediction. Scouts, sailors, and those who travel for travel's sake make up a large amount of her following, though her domain of luck also makes her a favorite deity among gamblers and thieves. The informal clergy of Kiara is primarily composed of clerics, though on occasion bards are called by some song or whisper in the night to follow her path. The individuals that comprise the clergy usually garb themselves in white robes and silk caps, emphasized by varied decorative elements,

## Piety

#### Earning and Losing Piety

You increase your piety score to Kiara when you expand the god’s influence in the world in a concrete way through acts such as these:

* Aid fellow travelers
* Explore new places
* Express yourself through art and song
* Find what life has to offer

Your piety score to Kiara decreases if you diminish their influence in the world, contradict their ideals, or threaten the integrity of destiny through acts such as these:

* Cause fear or despair.
* Engage in bigoted behavior.
* Bring nightmares to any or corrupt dream.
Manyn Runda

Manya Runda was an aasimar sorcerer that was among the first to explore the frontiers of Eskarya.

## Background

Born to two magical parents with a taste for the anomalous, it was no wonder that Manyn ended up...bizarre. Unlike the bronze tone of his parents’ skin - Manyn’s was like ash. Unlike their eyes of gold, his were crimson.

If there were others in that village, they would also wonder why the famous ‘Runda phoenix’ disappeared with Manyn’s birth, but there were no others for miles, and Manyn was raised largely secluded from the outside world. He grew and grew, and his near-divine mystical powers developed, eventually to the point where he couldn’t go without his golden mask without releasing some power into the world (though he has since learned to remove his mask for a time without releasing power).

Shortly after his parents died in combat, battling some monster he didn’t bother to learn the name of, Manyn set out into the world to make a name for himself and grow his power - ever wishing to expand that divine spark inside of him.

Runda hopes to slay monsters and purge the land of evil, hopefully grabbing some divine sparks in the process and stealing some God’s domain (or forging a new domain for himself). He isn't open about this goal to commoners, and was merely hired for being a brave fool with arcane knowledge.

## Death

During the month of Kythorn, an exploration revisiting the Chapel of Kaarin found the entrance-way to be inhabited by twig blights which Manyn set ablaze, garnering the ire of a number of needle blights. Once they were destroyed, primarily by the burning hands of Manyn, Halvar discovered a dryad warning them in Elvish of disrupting the Tree of Life, the Tree of Kaarin. Alton, after explaining the party's intention attempts to deceive the dryad, only to turn to threats when this fails. Alton, Halvar and Jamaal are restrained by magical vines that bind their feet, prompting Maryn to set the tree in the central courtyard ablaze with a firebolt. The tree animated, revealing itself to be a Treant that promptly flattens Maryn with a single strike.

His body was offered up in the courtyard in the Chapel by Alton, after which a vine blight with golden tendrils grows in his place. It did not respond to Alton's attempts to communicate, instead journeying further into the ruined church.
Scoria

**Scoria** is a magma Genasi monk who was a member of the Children of Terra and servant of the Fossil King, Markus Tosima.

## Description

It is difficult to define or describe Scoria, due to him never speaking with the adventurers of Freehearth. His rich and colourful backstory shall remain an enigma for all of eternity, for he never spoke a word before crushed by Kobar's great club during the battle for Elderfall.
Idirghuí

**Idirghuí** is a cavernous fortress found within the Feydark beyond the material plane. It was the home of the Mallacht Coven and resting ground for Kirou, Forbanna and an ancient, fallen titan.

## Description

A cold wind strikes you find yourself in Idirghuí , a thick mist enwraps around feet as hands are seen grasping from within the dark fog. Onwards, through a broken cavernous opening, shrieks and calls and wails of spirits seems to call forth. Mutterings of prayers can be heard if focused upon. The sound of pickaxe against stone reverberates through this place.

A place of immense darkness and evil, a titan that is immeasurable in its scale lays across the entirety of the discovered location, as though the site itself is a form of archaeology as the skeletal form of the titan is slowly uncovered bone by bone.
Karmog

**Karmog** is the leader of Guc Mòr and oversees the settlement of Giant-Kin who vary in their species.

## Description

Calm and composed, Karmog shows wisdom and reasonability in conversation and matters of debate. Unlike typical Hill Giants, himself and those of Guc Mòr appear less bulbous and primitive and more close to human or titans, which is mirrored in their sensibilities.

Despite this, Karmog and his followers still have a penchant for bloodshed, war and tests of physical combat. Beneath their settlement, Karmog has seen an arena constructed for visitors to fight against gorgons and a Greater Thessalgorgon. It appeared that even a dragon had struggled in the arena and its stone cursed corpse remained a statue of Karmog's arena turned museum.

It is understood that Maldwyn the Wise of the Disputed Lands sought out the aid of Karmog and the giants of Guc Mòr to help them united the people of Aestýris under a single banner against the Celestials that rule over Valenguard, the capital of the continent.
Bloodstone

Dragonshards are translucent stones with pulsating veins of color within them. They can be found in various parts of Eberron, and come in three distinct varieties, varying in color, location, and uses. Dragonshards are used to enhance the powers of a Dragonmark, or in the creation of magic items, artifacts, or constructs. Dragonshards are important to many of the magic technologies used throughout the Five Nations of Eberron.

## Eberron dragonshards

Eberron dragonshards, also known as bloodstones, are typically pink in color and can be found within egg-shaped stones buried beneath top-soil, or the watery muck in swampy regions. Eberron dragonshards are the most common of the three varieties, especially on the continent of Khorvaire. Like other dragonshards, they are used in the creation of magic items, but have a broader spectrum of uses than the other types of dragonshards.

## Research

### Completed by Vyodros

Carefully dissecting the bloodstone, what was find inside were red shards, similar in nature to the Greater Khyber Crystal, though smaller in nature. Within, two large shards are harvested to the value of 1000gp each, and 24 smaller shards to the value of 100gp each. Upon further research, it is established that these shards could be used both as components for crafting enchanted items and as material components for spells. The shards cannot be broken down and retain their arcane structure. With a skilled artificer, these could also be harnessed for the creation of infusions.
Helm of the Dark One

Once protecting the skull and cerebreal core of The Dark One, the Ancient Black Dragon known as Gruveir, the enchanted helm fell from the dragon's skull from a pointed shot from Alton's firearms, falling to the floors of the Elysian Institute of Arcana in the midst of battle.

## Researched by Tarron

*Harrowed in dark energy and demonic power, the helm exudes a never ending green smoke from its shell. Focusing upon the helm and its power, flashes of images, words and symbols appear before the researchers eyes.*

*Robes adorned, embedded with draconic tokens, dress the individuals that surround you, each chanting words of the abyss, calling about some great entity.*

*Oscillating around you, crackles of purple lightning, the growing of green mist, the sound of ripping flesh as a rip within planes grows wider and the soul of another is released.*

*The sounds of chains then ebb and flow through the mind, making the guttural words that follow near incomprehensible.*

***Child. Awaken. Grow. Conquer. Serve. Unite. Return.***

*You awaken, runes upon the floor that were once not, etched and emblazoned with necrotic energy, the symbol of a spiralled chain upon the floor beneath your feet.*

***Devour**.*

#### ***Helm of the Dark One. Wondrous Item, Very Rare***

The helm of this creature is of suitable size to be melded to handle to and worn as a shield. You gain a +1 magic bonus to your AC and your perception score increases by 5. You do not require proficiency in shields to use this item and can be used as a spellcasting focus.

*Spells. Helm of the Dark One has 6 charges to cast spells. As long as the shield is attuned to you and you are holding it in your hand, you can cast Shield (1 charge), Crown of Madness (2 charges), Fear (3 charges), Shadow of Moil (4 charges), or Circle of Death (6 charges). Each night at midnight, the Helm of the Dark One regains 1d6 expended charges.*
Cryptex

Found amongst treasures in Alekas Keep, the cryptex was discovered and researched by Sip.

After days of experimentation with the cryptex, turning the letters into different combinations. The first two day were pointless, as no ground way made, no clicks or progress and no semblance of how to to solve the puzzle.

Through trial and effort, the letters spelt out *'ZALMOXON',* releasing what appeared to be a straw filled doll that resembled a vibrant but monstrous humanoid wearing a bone/bark type tribal mask.
Curtain Call

**Curtain Call** is a unique firearm designed by Alton Elenaur. It is a larger, more elongated version of his Stormsong pistol - comparable to or even greater than a musket in size. It is a specialised tool, designed with the sole purpose of dealing crippling damage from extreme range, and sacrifices much of the versatility of Alton's previous weapons to achieve this.

## Appearance

Curtain Call is a breech-loading wheel lock precision rifle with optics. Drawing upon his experiences in creating Stormsong and Phoenician Fury, the weapon is elegant but practical. It has a long, wooden stock embellished with golden trimmings and a barrel of polished steel. The loading chamber has also been modified to hold only one customised piece of ammunition, ejecting the casing upon pulling the trigger to expedite the cooling process between shots.

Mounted atop the barrel is a modified spyglass with an Ersatz lens, serving as optics for the weapon at distances greater than any mundane eye might see.

## Meta

### Properties

Curtain Call is a custom longarm that requires two hands to wield, and can hold only chamber one bullet before needing to be reloaded, with a 15% chance of misfiring. Each shot deals 2d12 piercing damage, and has a standard range of 200 feet and a long range of 800 feet.

### Crafting

The requirements and costs of crafting a Curtain Call rifle are 2000gp in components and 40DT, with a successful DC15 Tinkerer's Tools INT check. Upon initial crafting, the crafter can refine and repeat the process using 800gp in components and 10DT, with a successful DC12 Tinkerer's Tools INT check.

Bullets for a Curtain Call rifle will require the crafting of refined Black Powder and the ammunition itself.

Each bullet and black powder refinement will require 10gp and 5DT, with a successful DC14 Tinkerer's Tools INT check.

Upon initial crafting, the crafter can refine and repeat the process using 10gp and 5DT, without the need for a skill check.
Ojiro

**Ojiro** is an Oni rice farmer of the Ojiro farmstead in the Kingdom of Elderfall. A reclusive being, but friendly and welcoming to travellers, he is known for offering hearth and home to those who pass.

## Description

Ojiro is an Oni, 9ft in height, with red calloused flesh. Specklings of black marble upon his arms, back and neck. A wispy white beard grow from his chin and chops, with further hair escaping from his open robes. His eyes burn with a lava like intensity, no pupils to be seen.

A friendly and jovial creature, taking a near paternal like role to those who visit, much in the image of the pagan over god Dagda. A devout worshippers of Mannán and the pagan gods, the Oni worships the Son of the Sea to give life and energy to his crops of rice, from which he crafts his family's secret recipe rice balls and fermented rice wine, both holding potent healing properties.
Elysian Institute of Arcana

To date, all that is known of the Elysian Institute of Arcana is that which has been found and research from the institute's registrar, which was discovered by the adventurer's guild of Eskarya.

An organisation dedicated to the training of wizards, warlocks and sorcerers, along with a vast library of knowledge, lore and arcane. The institute was governed as a magocracy, the governing body is composed of spellcasters who rule directly as oligarchs or feudal lords, or participate in a democracy or bureaucracy. The council of elders were made of arcane users who led their favoured school of magic.

Each elder was the head of the their respective schools of magic, and were united in the teachings of the gifted peoples of Elysia, be them divine, learned or innate. The Institute harnessed the powers of Elysians and their knowledge was second to none within the continent. Under the guidance of Dystava, the god of knowledge and the arcane, they practised their craft with license from their deity whom crafted the weave that held the arcane as one in the continent of Elysia and beyond.

Upon the completion of studies, expected to be finalised upon their twenty-fifth day of of birth, mages were sent to act as diplomats and counsellors to the Earls of the Coalition State. Mages were taught to abide by the following doctrine.

1. ***Guide, never lead.***
2. ***Ambition is sin.***
3. ***Greed is absence of patience.***
4. ***Though counsel, there can be peace.***
5. ***Unity of man, through unity of the arcane.***

It is noted within the registrar, that five years before the formation of the Coalition State, that Markus Tosima had outlawed the counsel of mages in the courts of Earls and that the right of arcane guidance was solely for the King of Tosima. It is recorded that at this time, the Institute refused to send their mages to any Earldom until the law had been lifted and their counsel was accepted to every Earldom and Barony in the province. As opposed to accepting their terms, the King of Tosima pushed further and outlawed the use of magic in his Kingdom, though eventually accepted that the Institute would not be closed following several attempts to siege the citadel, only for the entire building to disappear upon their arrival for months at a time.

Also recorded within the registrar, is those who had been expelled from the institute by the elders and the reasons for their explusion.
Arcana Aegis

*The Arcana Aegis Law was introduced into the Empire of Eskarya in 10EF, the legiislation enforace by law that the practice of the arcane is strictly forbidden without license from the Conclave of Arcanum. Whilst Cleric/Paladin magic of approved faiths and deities can be cast without license, but must be registered with the Empire of Eskarya and place of worship.*

**Section 1**

> For the protection and safety of the people of Eskarya, the act of spellcasting is strictly forbidden in lands of the empire.
>
>

> This applies to all schools of Wizadry, Sorcery and Pact Magic.
>
>

**Section 2**

> In extension of section 1, spellcasting may only be permitted by licensed practitioners of the arcane. Such exceptions shall be granted to practioners of the Conclave.
>
>

**Section 3**

> The Eskaryan Conclave of Arcanum shall act as a pillar of the empire, providing guidance and counsel to the crown.
>
>

**Section 4**

> Unauthourized practice of arcane shall be deemed an act of civil disobedience, provocation of and a threat against the Empire. The punishment of breaking this law shall be decided by a council of nobles, paragons of Zitus and Elders of the Conclave.
>
>

**Section 5**

> The right to own and possess enchanted items can only be authorized by the Conclave of Arcanum. Residents of Eskarya with enchanted items/heirlooms/keepsakes, must register their belongings with the Conclave by the end of the year.
>
>

**Section 6**

> All unregistered enchantments shall be seized by the Empire of Eskarya following the turn of the year. Penalty for the crime of possession of an illegal enchantment shall be decided by a council of nobles, paragons of Zitus and Elders of the Conclave.
>
>

**Section 7**

> Membership and accreditation of the Conclave must be approved and authorized by a Count, King or the Emperor of Eskarya.
>
>
Jinjam

Jinjam was met by adveturers in a once abandoned home south of Vester Keep. A pleasant enough Dragonborn who invited the group to stay and rest at their leisure. He noted he was part of Guild of Eskarya, but left once he was sent to Fort Kroideyn and met Vallirk Thorne, a man he found unpalatable due to his clear prejudice towards less humanoid races.
Prince Jackson

**Prince Jackson** is a main character of *The Survivors*. He is a newly turned vampire and a member of the LA Vampire Clan. He also has possible feelings for Lillian Chamberlayne.

## Powers & Abilities

Prince possesses the standard powers & abilities of a vampire.

## Weaknesses

Prince possesses the typical weaknesses of a vampire.

## Relationships

* Prince & Lily (Classmates/Friends/Allies)
* Thomas & Prince (Fellow Clan Members/Allies)
* Christopher & Prince (Enemies)
* Prince & Brynne (Classmates/Friends/Crush on Brynne's Sides/Allies)
* Prince & Catherine (Classmate/Former Friends/Former Allies/Enemies)

## Appearances

**Season One**

* *Pilot*
* *What Kind of Day Has It Been?*

## Name

* The name **Prince** is an English Baby Names baby name. In English, the meaning of the name Prince is **Principal one; first**.
* The surname **Jackson** is English meaning **"son of Jack"**.

## References

1. ↑ https://www.sheknows.com/baby-names/name/prince/
Dystava's Benedicite of the Demain

This large libram is bound in steel plates set with chrysoberyl.

*As far back as research into the arcane has gone, all have led to the same discovery and understanding of magic and the essence of spellcasting and crafting. Those who walk a path of divinity call upon oaths and tenets of their favoured entity, being gifted the essence of their power to craft magic in their name to see their machinations progressed in their own name or that of their deity. And not unlike the divine casters of Elysia, so too must we tap into the pool of Dystava's essence. Though, the patron deity of the Arcane is not so arrogant to profess to be the curator and creator of magic, but merely its protector and guardian, to ensure the pool does not shatter, break and fall prey to those who would see it drained.*

*The Demain, to our understanding and through the confirmations of divination with Dystava, is the pool of raw magic known as Incarnum from which we as practitioners of the arcane are able to draw our power through Dystava who acts as the artisan of the Demain to meld the unstable source of incarnum into energy that can be used as the spells that we know and understand upon the material plane. What is certain, is that Dystava does not discriminate between evil and good, and their essence will always converge one force into another. It is unknown the effects of drawing upon Incarnum as raw magic, but if Dystava insists upon acting as a conduit for both good and evil, it can naturally be theorized to have a potentially devastating effect.*

*And so, through the sacrifice that Dystava must endure in perpetuity, in light of the benedicite of the demain that they grant us upon Elysia, we the faithful shall heed the call of the Spellbinder and ensure that where they are forced to turn a blind eye to good and evil, that we can act as their sword and shield, to act in the light of righteous justice that we know that Dystava stand. We are the protectors of the arcane and the Demain of Elysia, we are charged with the protection of all magic, to tear down the hollow and devious machinations of those who see the Demain abused and manipulated for the evils that can be created from its power. We, the Chosen of Dystava shall dedicate our lives to to protection and security of Dystava's essence, life and their protection of the Demain.*

*We five are named and bound.*

*Alara Lightfall.*

*Kozevask Alexzander.*

*Forfin Azurewish.*

*Margaery Alekas.*

*Estelar Starseeker.*
Andra Day

SoundCloud

**Andra Day** is an American singer and songwriter from San Diego, California. Her debut album, Cheers to the Fall, was released in 2015 and peaked at number 48 on the US Billboard 200 chart.

## Early History

Andra Day is known for her role on The Fashion Fund, during which she went as Chromat's date to the awards show. Founded by the legendary Anna Wintour, The Fashion Fund is a documentary-style TV show featuring behind-the-scenes action from the Council of Fashion Designers of America and the Vogue Competition for young designers.
Asperity Castle

* Art
* Shield

A temple fortress created by worshippers of Mogis, surrounded by a stone maze on all sides.

## Description

Founded in 43EF by Mirinus Thunderhorn and a handful of Mogis worshippers, a Temple was constructed in a ravine within the Valour Mountains. A stone structure designed with the aesthetics and architecture from Theros, the temple's inner chamber would be installed with a great monument to Mogis where the Axe of Mogis, Wrathbringer, would be kept safe until times of war, conquest or pillage.

Upon the temple's completion, a maze was constructed around the temple grounds on all sides. The walls built 40ft high and unscalable. Over time, the worshippers of Mogis would find and lure half a dozen wild Gorgon to the maze of Asperity Castle. Without regular culling, it is now unknown how many Gorgon have been born within the maze. Decorating the walls and floors of the maze, contain the bones and armour of the Templars of Zitus, collected over time by Mirinus and his followers.

## Culture

Ruled in the image of Mogis, only the strong rule. Whilst Mirinus Thunderhorn helped shape the worship and how the doctrines would be fulfilled, with a less wrathful worship than those of Theros, all things must come to pass. It is believed that since the passing of the founding ruler of Asperity Castle, the Minotaurs of Asperity Castle have very much turned back to the old ways of Mogis, with many becoming *androphage.*

Adopting the name, *The Legion of Wrath,* they are now a menace and great threat within Tosima, the followers of Mogis frequently raid and pillage settlements surrounding the mountains in the name of the God of Slaughter. Despite their aggressive behaviours, they have been known to parley and offer their services for large amounts of coin.

In a trial of faith when joining the Temple of Mogis in Elysia, and those whom come of age, members must travel south to Eskarya and return with the helm of a Paladin of Zitus, or not at all.
Melusvi

A fiend who turned his back on his devil kind upon his exile, opting to exact his revenge by serving The Demon Lords of Elysia. Offering his services to Valmoth, he went about strengthening his rule and leading his armies of demons across the lands. After their fall and banishment into the Silver Void by Varal, he scoured the lands looking for the keys and tools to release Valmoth and the other Demon Lords.

Known for his jovial nature, Melusvi is charismatic, manipulative and deceiving to those he calls enemies. Never one to attack without provocation, he enjoys sharing a sense of camaraderie with his enemies before killing them. Being sent back to Abyss temporarily does little to hurt Melusvi, for his ways of returning to the material plane are well practised and efficient.
Cecilia Eldervein

During her youth Cecilia had a rather busy life with high expectations from her Demanding mother and father. From her Father the basics of sword play, leadership and the occasional story of adventure to set her heart a flutter. Her mother taught the niceties of “Polite Society” including but not limited to religion, history, magic and even once much to Cecilias delight a trip into town during the night spent learning to pickpockets and other social survival skills.

 It was at the age of 8 that fate evened to stir around Cecilia as that was the year she met Casmaran. A young boy just moved to the city from the south, who with his already dashing smile and fearless nature made fast friends. Her father took to the boy at once as sharing old story’s to new ears was a favorite pastime of his. Her mother on the other hand thought the boy trouble but over the years came to love him as a son.

In the year of Cecilias 14th birthday not long after her brother Bale was born their mother was taken by a strange illness not even magic could cure. This prompted her father to spiral in depression that lasted a few years before he returned to something like his old self. Her brother was never alone for she and Casmaran where right by his side teaching and showing him all the things her mother had shown them.  During the next few years Cecilia continued to train but not with the same dedication as before. Casmaran had a very big part in this as he would after years of dancing around one another ask her to marry him. It was going to be a wedding for the ages. All well planned and set, untill a fire in Cecilias family home revealed something strange.  Cecilia and Casmaran while cleaning one of the lower rooms that survived the fire stepped in a soft spot. Falling right through the floor landing hard as a cloud of dust filled the air. When the dust settled they shook off the pain and stood looking for anyway out of the hole. Cecilia spotted along one wall a long tapestry near grey in color covering something in the corner. It happend to be a large black marble basin, expertly carved with arcane runes crammed in every seem and curve. Then Casmaran touched the basin.

In a blinding flash he was gone nothing remaining but dust and fire charred wood. In a panic Cecilia reached out and laid a hand on the basin. Seconds went by and nothing happened, then as a drop of her blood reached the marble. Something like electricity ran though her and she fell unconscious.  PRESENT DAY   It was hard to believe that she had know Azar for near a year now, after she very nearly crushed him when entering this plane. She quite literally fell from a portal in the sky and nearly killed him. She still had me idea where she was before that happened, or even really who she was before. She knows that she has a family, a father, a brother and a lover but she can’t remember their names or faces or even what they look like.
Abhartach

**The Abhartach** is a vampiric Dwarven Elder that ruled the village of Toorboney prior to its collapse and decimation of the populace, whose fate can only be assumed to be entwined by the dwarf's retribution upon them.

## Description

Based on the notes found within the elder's manor, and the visions seen by adventurers of Freehearth, it is concluded that the the dwarf was the bastard son of the prior elder, from whom had inherited the manor and title of elder from. With the villagers of the settlement seemingly being bigoted in their ways, they scorned the dwarf for his impure bloodline and sought to overthrow him at the earliest opportunity.

Seemingly, following the founding of a tome of dark magic, the dwarf had transformed into a vampiric entity with the ability to conjure dissident magic to wreak retribution upon his people. In doing so, he claimed the blacksmith's daughter as his vampire spawn bride. Together, they fought against the adventurers of Freehearth after they refused to leave at his command. In conversation, the Abhartach was volatile, bitter and quick to anger and shown no sense of regret or remorse for what he had done. His vampiric wife, once free from her charm, chose to walk into the sunlight one last time and end the curse placed upon her. It was noted that the Abhartach was attacked by the villagers with the aid of one known as Lachlainn.
Amdia Zotudi

Amdia Zotudi was a human monk that was among the first to explore the frontiers of Eskarya.

## Background

Amdia was the oldest child two, with a younger brother, Kumo, who never quite managed to do stay on the straight and narrow, moving from one grand scheme to the next. Unfortunately, her brother made a deal with the wrong person; owing too much gold he didn't have, he fled back home, only to be followed.

When the village refused to hand over Kumo to the tyrant Diero, Diero took the village's riches as partial payment for Kumo's debt, and decreed that the entire village should work to pay off the gold owed. The villagers wanted to revolt, but Diero's forces were stronger, outmatching the simple villagers. Weapons were banned, and curfews applied. Diero squeezed the village firmly.

Every day was torture. Amdia saw a once proud people suffer indignities, all because they would not give one of their own over to this tyrant. She could not watch her village plundered until there was nothing left. Under the cover of darkness, she bolstered the villagers' courage, and under the guise of farming, convinced them that their every day farming tools could, in fact, become weapons to wield.

Eventually, the villagers drove out Diero and his thugs.

Amdia's brother Kumo was still up to his old ways, and fell into debt once more. She agreed to help him, and set out on an expedition to a new world to seek out ways to pay off her brother's debts.
Dungarth Blackstone

**Name:** Dungarth Blackstone **Race:** Aasimar (Protector) **Age:** 25 **Alignment:** Neutral Good. **Class:** Cleric **Sub-Class:** Forge Domain **Background:** Guild Artisan - Dungarths parents knew that there was something different about him from the day he was born. His eyes were a luminescent yellow and his skin seemed to glow ever so slightly.

Dungarths father Emor, a master blacksmith who, given the time and materials, could craft magical armour and weapons. He’s also a devout worshipper to the Lord of All Smiths, Gond.

His mother Halla is a regular housewife.

Apart from the slight physical differences, the first few years of Dungarths life were very much the same as any other child. But, at the age of seven, Dungarth had his first vision. An Angelic being, Tadriel visited him in a dream. Tadriel explained that he’d been chosen to perfect his father's work, create armour and weapons of extraordinary power and use them to defend against evil.

In the years that followed Dungarth studied as an apprentice under his father. His visions continued, and with them came new inherent abilities as well an accelerated knowledge of smithing. Together, father and son produced his father's greatest creation, a sword so sharp and hard it could cut stone in two while remaining undamaged itself. Eventually evil called at Dungaths door. A stranger appeared at the house, he was in need of aid, wolves had attacked him and his leg was badly wounded. His mother invited him in. The strangers' form drastically changed. A vampire now stood before them. His father grabbed the sword that they’d created and charged the monster, Dungarth picked up a weapon and followed in.

They attacked it with all their might and between them they inflicted a number of damaging blows. But as Dungarth swung, his eyes met the vampires, in that moment all of the hatred he’d had disappeared, he put down his weapon and just watched as his father was knocked unconscious and abducted before him along with the weapon they’d created.

Adventure Hook: Dungarth seeks revenge, but after his failure in the first fight, taking on the vampire now would surely be a death sentence. Having heard of the new land he goes in hope of finding the materials needed to forge a weapon and armour strong enough to aid him. He also seeks to hone his skills in batte.
Battle of Verdun

The **Battle of Verdun** was the longest battle fought in World War I in Western Front between German Empire and Third French Republic. Verdun was an important fort to Paris, at the same time one of the important town in Gaul culture. It was the key to Paris, so two nations would then fight in hell to get or defend it.

 **German Empire**
 Netherlands (Since 11 May)
  Erich von Falkenhayn
 Prince Wilhelm
 Adolf Hitler
 Cornelis Snijders
  1,250,000
 100,000
 ~650,000

## Battle

Unternehmen Gericht (Operation Judgement) was due to begin on 12 February but fog, heavy rain and high winds delayed the offensive until 7:15 a.m. on 21 February, when a 10-hour artillery bombardment by 808 guns began. The German artillery fired around 1,000,000 shells, the largest amount of shells fired at that time, along a front about 30 km long by 5 km wide. The German troops then used flamethrower to attack, and soon pushed forward.

Until 15th April, the return of offensives of German was a large causality. Joffre replaced Petain as a new general and tried to counter attack, but failed.

### Changes

It was a day in April, somewhere near the battlefield. French artillery kept bombarding for covering a new infantry push. An shell hit the hidden ammunition depot. However, it didn't explode. Discovering the danger, the German switched the depot to another place, and started another wave of bombarding.

### Netherlands joined war

On the 11 May, 100,000 Dutch troops arrived at North Verdun, trying to surround the French. However, With lack battling skills, they were trapped. Germany, finding a chance, immediately started poisonous artillery attack in South, then advanced successfully.

#### Hitler became a general

In German advance, a small group of German troops was trapped. Their leade was shot to death, and they were ready to surrender. However, a soldier came out and persuaded them to listen to his order. He successfully led this group of Germans out, and back to the main force. That soldier was called Hitler. He the replaced the dead general, and was awarded. In another advance, German troops suffer a huge loss but couldn't go farther. When they were ready to retreat, they found Hitler's troops successfully launched a surprise attack from their back. Seeing the German Army flag waving in French trench, the German soldiers immediately pushed forward with confidence.

#### Saving the trapped Dutch

25 May, the troops moved towards North Verdun after taking control of key points in South. Simple forts had build in North, while French had much advantage against the Dutch. German troops surrounded the French from the back, forcing them into a two-front battle. Hitler led a group of German troops to breaking through the French defence and met me Dutch troops. The French army was forced to retreat and many became prisoners of war.

## Result

8 June, the entire Verdun fell under Germany control.

Petain got his rank back, while German troops pushed to Paris.
Badengatt

**Badengatt** is a castle fortress, of which its walls span the entirety of the the valley of the Peaks of the Vale.

## Description

Once a ruined fortress, but restored and rebuilt by the Empire of Eskarya, Badengatt stands as the last line of defence between the Empire and the lands north in Tosima. Manned by over a hundred men, their sole task to ensure the protection the Empire and ensure none escape the empire's justice as Tosima becomes increasingly welcoming to those who seek to evade the law and order of the Empire.
Guc Mòr

**Guc Mòr** is a settlement of giant-kin within the Arden Kingdom, made known to advnturers by Sloog and Kobar.

## Description

The giants’ den is called, Guc Mòr which means “river mound” in Giant. Resembling a beaver dam, it straddles a river. The lower level of the den is lodged between two rocky outcroppings and made of piled timber packed with clay and mud, with hollow cavities that resemble caves. Above this piled timber foundation is a mud steading (a house made to giant scale) with a log roof. The structure is an impressive feat of engineering, well beyond the ability of hill giants to fabricate on their own. In fact, Guc Mòr's design is the work of hobgoblin and goblin engineers, assembled with the might of giant and ogre laborers. East of the steading is a yard enclosed by a 20-foot-high palisade wall made of logs lashed together with thick twine.

Guc Mòr is ruled by a Hill Giant by the name of Karmog, overseeing the settlement of ogres, hill giants and stone giants. Another race amongst his court were creatures called Kapre, though only Faoltosg made himself known to the group as he mischievously used illusions and enchantments to deceive them for his own pleasure, powers that came innately to the fey-giant.

Within their prisons, was a scholarly wizard of giant lore by the of **Ceòbuc**. With the use of suggestions, the party were able to gain insight and translations of the archaic script upon the sword of Faoimórach.
Scroll of the Shattered Souls

**The Scroll of the Shattered Souls** is a document of records that lists the known Fragments of the Fiend Lords within Elysia.

## Research

Completed by Anastasia Ekatarina

*[...these poor creatures, who have been consumed by evil and now harbour demonic entities, connected only to the denizens of the Silver Void and their benefactor, the Dark End. If Kethri's theories are to be true, these creatures are greatest threat to Elysia, for they serve not only the Demon Lords of the Abyss, the Chained God, Oblivion and Dark End. It is now our duty to find these vessels and destroy them by any means. With some level of connection, we can use Ekver's abilities to find the others before unleash their true forms...]*

* Ekver Hammel
* Gruveir
* Cayo Cadwalader
* Merwyn Lewison
* Rhona Blevins
* Gwenith Priddy
* Mànus MacCullach
* Ellén Trechend
* Tàmhas MacCormaig
* Seumas Caileanach
* Cormac Eòin MacCrain
* Bhaltair MacPhairce
* Proculus Fadus
* Vipstana Sollemnis
* Amatia Paulla
* Secundus Mactator
* Caius Canidius
* Octavianus Opilio
* Vephyr Veturius

*[...these are the names of those we know. But as rituals of cultists of the Dark End continue, no doubt more will spawn and harbour these demonic entities with these shattered souls as their vessels...]*