recursal/Fanatic-Fandom huggingface dataset:
Ifrit (Fire)

## Ability Boosts

Dexterity

Charisma

Free

## Languages

Regional

Additional languages equal to your intelligence modifier (if it is positive)

## Traits

Planar Scion

Humanoid

## Additional

Darkvision

Medium

Descended from mortals and efreet from the Plane of Fire.

***Copyright Notice – The above is heavily influenced by the following copyright***

*Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.*
St'Kelik

A known Italti.

St'Kelik is the child of Al'haroud, created from Al'haroud's soul and wrapped in silver for it's body.

St'Kelik was also affected by the Surge, but with the gift of eternal life and endless regeneration. St'Kelik is unable to die but its body can be utterly destroyed. If one atom that once comprised St'Kelik's body exists, St'Kelik can (and will) reform.

St'Kelik is often seen as one of the original, if not the original metallic dragon. It's also possible the other children of Al'haroud became the other chromatic and metallic dragons.
Otal Verik

**Ancestry -** Human

**Country of Origin -**

**God -** Fayer (Path of Anshaysa)

**Class -** Cleric (Lvl 8)

## Bio

A Cleric of Fayer working as an Investigator for the Intelligerium out of Cultrek.

First appearing in the Crossroads campaign.

## Description

Age: 32

Height: 5'8" / 172.5 cm

Weight: 135 lbs / 8 stone 10lb / 61.2 kg

Hair: Bald

Eyes: Grey

Skin: Pale tan, some red under eyes
Human

Sythlia’s experimentation with living beings, whether purposeful or “Her Plan” of evolution, seems to have been endless combinations of binding souls to the elements.  The elves were certainly the first truly sentient and autonomous humanoids of Sythlia’s gift of forced evolution from the elemental fae, but it was from the raw elements themselves and her own life force that the group of beings known as “humans” came to be.

Klane (Common Human)
Gors Hlyt

An Italti Human.

According to legend, in the high mountains of what is now northwestern Sta’abri, Gors encountered Starix of Kant an Italti bird of prey. The two are rumored to have fallen in love and produced the family-driven strix of today.

Gors founded the Black Feather tribe of Sta'abri.

According to the published journal "Essences of the Elements" by Volkhard of Presia, during an encounter with Urozio of the Jade Fox tribe, Urozio described a vision of the "Paths of the Snaking Elements". In this vision Gors was said to be walking the back of a white snake, this represents Gors's tie to the element of spirit and their attempted control of it.

Gors was found by the found by the Crossroads party under a pile of rubble in a collapsed church in Armanesti, he identified himself as Sevastyan claiming to have little to no memory of his past.
Kreel

Fan Art of Kreel and Ruby by Caffinated Viking

**Ancestry -** Tengu

**Country of Origin -** Lakt Thel

**God -**

**Class -** Witch

**Alignment** - N

## Bio

Kreel is a 4’ 10” Tengu. All black feathers. Hands and feet are also black. Beak and claws are a glossy dark grey. Normal attire is a Black shirt, a red vest, a black half cloak and baggy brown pants. No footwear. Kreel has a full sized pair of wings that although don’t allow for true flight…yet. They do allow Kreel to glide down.

Ruby is a tiny scarlet spider that resides in Kreel's left eye socket.. All red except for one leg which Kreel has recently noticed is now all black.

Kreel is played by Luis Rafael Martinez
Herrscher of Sentience (Dorm)

## Herrscher of Sentience

As the School of Taixuan’s founder, CEO, and proprietor, the Herrscher of Sentience has made remarkable contributions to the world. She has freed humanity from the evil clutches of the Honkai and restored safety and peace. Let’s give her a round of applause for her extraordinary achievements!

The Herrscher of Sentience is known to be the most beautiful and strongest person in the universe. She has fully committed herself to the crusade of fighting the Honkai and protecting the world. However, from time to time, she actually causes more damage than the Honkai does while fighting it.

Come on, that last sentence for the last paragraph was totally unnecessary! Was I not clear enough about “nothing but good words”? Never mind, I’ll write it myself. Hey, world, I’m the strongest and the best! No one can match me! Period.

**Irrelevant Files**:
**Chapter 1 -** Mission Report Kv10297 • St. Fountain Tour Guide • Golden Fountain • Fountain of Blood • From Sint Fontein to St. Fountain • Unsent Letter • A Flyer • A Resident's Diary • A Scrap of Paper • Duino Elegies
Iviria (LN)

## Demi-Deity of Humans, Planar Psions and Civilization

**Edicts:** Encourage settlements and expansion of civilization for the natural world is your to command study world histories and rediscovery of ancient ruins, seek betterment of society for the great need

**Anathema:** Allow progress to go stagnant, pass up opportunities to further society and human progress

**Follower Alignments:**  LG, LN, LE
Keris Mawl

Human Wizard

Born: 1211 IC, Cultrek City, Cultrek

## Bio

Born to a merchant and cleric, Keris was known as a studious and curious child in the faiths of Evindale. This led him to seek out lesser known cults wherein he developed a blase attitude toward life, finding greater joy in researching what lay beyond the body's death.

In 1228, Mawl began study of wizardry at Arcandius Cultrekari, one of Cultrek's well-known arcane academies.  Under Thadiu Koros, an Amsträdi universalist, Mawl excelled in arcane theory.  In his second year, Koros introduced him to Teari Garsprey who shared Mawl's outlook on life and death.  Under Garsprey, Mawl became proficient in necromancy.

Mawl left the academy in 1231 "to seek continuing practical education in the world outside these damnable walls." In reality, Mawl continued study in private under Garsprey who introduced him to The Society of the Black Cloth.

The Society was ostensibly a professional guild of morticians and resurrectionists within the capital city. At the suggestion of Garsprey, Mawl found within those who "provided services" to the poorer population outside the City walls, namely experimentation on the unwilling. The "service" provided was a "release from the burdens of this life," something not often told to the victim in advance.

Still, Garpsrey's view was limited to Mawl who found the walls of discipline too restrictive and left the City in 1235 to seek victims elsewhere.

### Conviction

In 1244, Mawl was arrested in Cultrek City wherein he was tried for the murder of seventeen followers of Medres upon whom he had experimented. According to one victim who escaped, the followers were mere curiosity seekers and in Mawl they believed they found a leader. He was convicted for their murders with a sentence of death by beheading the following morning. Due to a botched casting of Dimensional Lock by the magistrate minutes before the time of execution, Mawl was teleported by persons unknown right before the executioner's sword was swung.

Mawl was seen once more in Cultrek 10 years later in 1254. The Intelligerium traced his whereabouts to a warehouse within the Waterfront District wherein symbols of Medres and ritual equipment were found in a secluded corner. Mawl was last seen fleeing the City later that day.

### Death

In Crossroads S1•E11, "Bad Seed", Mawl's body was identified in 1258 by Otal Verik of the Intelligerium, having been killed by the Player Characters. He was engaged in necromantic practices over the body of a miner, surrounded by three ghoul assistants.
Guilds & Organisations

Here you will find information on the various Guilds and Organisations populating the world of Evindale.

## Major Organisations

Whether through the major influence they hold over a region, a great deed performed, or a reputation that extends beyond their jurisdiction these organisations have gained some fame... or infamy.

* Anshaysa
* Black March
* Black Rose
* Blind Service
* Blue Horizon Industries
* Creed of Star
* Crossroads Trayd'ng Company
* Guild of Malach
* House Dracovich
* House Durmaz
* House Theian
* Order of Mountain's Faith
* Silent Hand
* The Syndicate

## Other Organisations

Some of the other organisations within Evindale are listed here.

* Aisling's Folly
* Cult of the Wing
* Evairdon League
* Ghalej of Malech
* Guild of the Branch
* Guild of Ipparya
* Hammer & Thorn
* House Arduskjil (Disbanded)
* House Armenesti
* House Endasoi (Disbanded)
* House Laratosa
* House Jageris
* House Korvigera
* House Maristev
* House Ranov
* House Svae
* House Todorov
* House Varzjnya
* House Vordenesti
* House Zherane
* The Intelligerium
* Malan East-West Company
* Onamar's Bane
* Serilean Cabal
* Shades of Serithid
* The Society of the Black Cloth
* Stone Masons
* The Argentati
* The Badgers
* The Twist of Tyrla's Might
* The Veiled
* Wisate Council of Wyth Tyr'il

## The Tribes of Sta'abri

Of all the cultures within Evindale, none were more affected by the world-shaping catastrophe known as The Interregnum as those of the land of Sta’abri, a once proud land of warring tribal nations. Below are listed the survivors, each proving determination prevails.

### Major Tribes

* Black Feather
* Blood Hawk
* Bronze Talon
* Dead Claw
* Iron Boar
* Plaguewyrms
* Red Hand
* River Elk
* Scarred Hand
* Sky Horse
* Snow Leopard
* Voidcrawlers
* Whisper Wing
* White Bison
* Winterwolves
* Wyvern Claw

### Minor Tribes

* Black Fang
* Blood Eye
* Centaur
* Cinder Foot
* Eagle Horse
* Fire Bird
* Ice Bear
* Jade Fox
* Panther
* Stag
* White Feather
* Wolverine

## Famous and Infamous Drósti Families

* Tzyganesti
* Vodankaya
* Lajdeth (Deceased)
* Lupescoi
* Domaresti

### Sub Families

* Tarascoi
* Vladescoi
* Marekoi
* Kasso
* Hunoi
* Randaq
* Fusani
SpineWarden (Mountain Dwarf)

## Ability Boosts

Constitution

Wisdom

Free

## Languages

Dwarven

Additional Language equal to you Intelligence modifier (if it is positive)

## Traits

Dwarf

Humanoid

## Additional

Darkvision

Dwelling deep within the realm of the undermountain, properly known as Krak Therik and colloquially as The Spine, are the proud Spinewarden dwarves.

Culturally and traditionally, inhabitants of The Spine can be said to be fiercely nationalistic.  Yet their contributions to metallurgy, medicine, and mining technology are made freely available to any who would seek it.

Only during the early days of their tenure within the undermountain have the dwarves had any sense of enemy, natural predators aside.  Only the most stubborn of these people reference the dwarves’ war with the Slin of the Second Age.  The Slin claim to have been the original inhabitants of the undermountain and it was they who discovered smelting, a process the dwarves have since mastered.

Whatever the case, the Spinewardens are seen as a generous and honorable people, albeit stubborn, and freely teach others their craft. This, in turn, has caused the dwarves to push ever more toward advancement of new technologies to remain competitive.  Indeed, the advent of firearms in the Fourth Age and airships in the Fifth Age can be attributed to none other than the Spinewardens and their cousins, the Hillsliders.
Gred'ghul the Dreaded

Known Italti.

According to the published journal "Essences of the Elements" by Volkhard of Presia, during an encounter with Urozio of the Jade Fox tribe, Urozio described a vision of the "Paths of the Snaking Elements". In this vision Gred'ghul was said to be walking the back of a snake made of shadow mist, this represents Gred'ghul's tie to the element of Moon and their attempted control of it.
Ja'Fi Mayu

**Ancestry:** Adri’il (Forest Elf)

**Country of origin:** Wyth Tyr'il (The Forest of Ani Q'ry)

**God -**

**Class -** Monk

Ja'fi Mayu is the mildly alcoholic, minimalist monk with a crazy speed and humble appearance. He is well known for his close connection with nature, and morning meditations.

**Quotes by Ja'fi:**

"I'm robes deep in shit."

His friends Geminara Locke, Hallion Rhys, Karrack Talesinger and Sarrajuska Tuà are the other members of the Five.

Ja'fi is played by Luis Rafael Martinez
Ivari

Grand Kingdom of Ivari, The First Nation

**Pronunciation**: ee-VAH-ree, colloquially as Iviria (EH-veer-ee-ah)

**Capital**: Avar

**Ruler**:  The Eternal Kyrian Court, the Council of Revenants

**Languages Spoken**:  Ivirial, Kyrth, Nudvrium, Halfling, Goblin

**Primary Races**: Human, Elf, Halfling, Half-orc, Gnome

**Notable Locations**: The Gordex Distenel, The Fortune's End (Not fixed to Ivari) , County of Kyria, The port city of Averham

**Notable Treasures**: Grandastium
Malech

## Malech

Imperial Kingdom of Malech

**Pronunciation**: mah-LEKKH, colloquially as Mala (MAH-lah)

**Capital**: Mala’mahachmadad

**Ruler**:  Emperor Shar Relan

**Languages Spoken**:  Malan

**Primary Races**: Human, Myrad’il (elf), Dwarf, Half-orc

**Notable Locations**: Pundesh, Pundeshi Bardic College, Khadra'khal Bazaar
Klane (Common Human)

## Ability Boosts

Free

Free

## Languages

Regional

Additional languages equal to your Intelligence modifier (if it’s positive)

## Traits

Human

Humanoid

## Additional

Normal Vision

It is said klane were created from all the elements by Sythlia as her final act before sequestering herself to the Isle of Evin.  They are the last of Sythlia’s direct creations and owing to their origins of all elements, they are also the most adaptable to the varied climes of the world.

Klane have the widest variety of appearances of all of Sythlia’s created, with a wondrous variety of heights and weights and an equally wide variety of skin, hair, and eye colors; hair types and other phenotypical variances that differ quite a bit from region to region.

*Pathfinder 2E players should use Human Heritages.*
Rej's Willow

A landmark in the north of the Isle of Evin.

Rej was one mortal who dared to get as close as he could and had flown straight up into the air to get an overview of the Isle. From his vantage point in the sky he saw a massive willow tree in marshland and was able to see fae dancing around it.

This is one of the very few accounts, from what is considered in Evindale as a credible source, that claim to have seen beings on the Isle beyond simple motes of light.

The willow's canopy is around twenty miles across and according to legend the tree itself is one of the first homes of the elementals themselves.

Some also believe the fae were born from this tree when Sythlia caused their evolution while others claim Rezxim Island is the birthplace of the fae with the assistance of Benos.
Haloperidol

Former Bat Familiar of Sarrajuska Tua.

Haloperidol, formerly a Sorceror reborn into the form Bat and bonded to Tua, had proven to be a useful and obediant ally albiet with somewhat evil tendencies.

## The Death of Haloperidol

During an altercation with Yaro the Dollmaker of Cultrek, a key member and recuiter for the Blind Service, Haloperidol was sent by Tua to retrieve Karrack to aid in the fight.

As Haloperidol took flight, the Doll Maker transformed his hand into a long tendril and snatched Haloperidol out of the sky, bit off his head and tossed the twitching body on the ground in front of Tua.

## Haloperidont

In the following days while investigating the Doll Shop in Cultrek, Haloperidol's body came into contact with a strange artifact used by the Blind Service that began to re-animate his headless body. Upon seeing this Ja'fi, fearing the unnatural events and in an attempt to protect the Five, crushed what remained of Haloperidol's body.

Somehow this triggered a series of events, while the Five entered a conflict between each other over what just happened, Haloperidol returned in Humanoid form wielding a Staff and Vorpal Scythe this iteration was dubbed Haloperidont by the Evindweller community.
Pundesh

The Library of Contemporary History and Research - the second largest library in Evindale.

Pundeshi Bardic College

## Stats

LN Large City

**Corruption** +2; **Crime** +2; **Economy** +4; **Law** +2; **Lore** +3; **Society** 0

**Qualities**  Academic, Holy Site, Majestic, Strategic Location, Tourist Attraction

**Danger** +10

## Demographics

**Government** Overlord

**Population** 23,000 (12,880 humans; 5,750 Myrad’il; 100 dwarves; 4270 other)

**Notable NPCs**

**Magistrate Talbot** (N male human ex-paladin 3, cleric 7)

## Marketplace

**Base value** 10,400 gp; **Purchase Limit** 50,000 gp; **Spellcasting** 9th level

**Minor Items** 4d4; **Medium Items** 3d4; **Major Items** 2d4+1d8
Nor'gil

Around the Isle of Evin can be found eight smaller islands, as a collective these (along with the Isle itself) are sometimes referred to as "The Nine Dead Lands of Sythlia"

These islands are named after the elemental plains and are said to be a gateway to each.

Nor'gil is one of these, named after the element of earth.

Small fields of white can be seen on the eastern and southern coasts of Nor'gil, these are believed to swathes of the Oritel flower.
Snow Leopard

A major tribe in the lands of Sta'abri.

Masters of deception and hidden secrets, the Snow Leopards are one of the few Nations that managed to hold their own, though not without drastic cost of land. Now safely ensconced in the mountains of their homeland, they have used the terrain, trickery, and information of their enemy garnered through their secretive rituals to not only survive, but thrive amidst their adversaries.
Ipparya (LG)

*“Keeper of Her Plan”*

## Deity of Restoration of Natural State and Balance

**Edicts:** Promote balance between forces of natur, vanquish enemies of natural law, stop overuse of magic in the alteration of the physical world.

**Anathema:** Allow practitioners of the arcane to manipulate reality permanently; prevent the consquence of natural action

**Follower Alignments:**  LG, LN, N
Igyrlin (common Halfling)

## Ability Boosts

Dexterity

Wisdom

Free

## Languages

Halfling or Regional

Additional languages equal to your Intelligence modifier (if it’s positive)

## Traits

Halfling

Humanoid

## Additional

Low-Light Vision

Called halfling only by humans and their Tirfolk cousins, the folk of the Igyrlin have lived in the eastern hills of Ivari since the Second Age.

Affable, tenacious, and wonderful storytellers, the Igyrlin are a stark contrast to the orcs that live just on the other side of the mountains to the east in the lands of Sta’abri.
Hope

West of Tunbria and south of Wyth Tyr'il lies a small island where the settlement of Hope can be found in Evindale's Seventh Age.

The settlement is home to around 50 surviors of the conflict with the Simulants, suffering with the diseases that now plague the land and with supplies being scarce the most healthy and capable were formed into scouting parties. The most notable of which was Scout 7.
Ronny " Squeaks" Bibbins

**Ancestry -** Ratfolk

**Class -** Druid

Based out of "Hope", a settlement of survivors from the conflict with the Simulants during Evindale's Seventh Age. Squeaks was appointed to Scout 7, a team tasked with going out into the wastes and retrieving much needed supplies for the settlement.

Ronnie "Squeaks" Bibbins is played by Dan McKiernan
Sa’jai Iterus

Member of The Serilean Cabal holding the position of "Minister of Information".

The nation of Sta’abri is a breeding ground for proven masters of magic. Each of the sixteen major tribes has within it a sa’jai, or a leader, one who has mastered a facet of the closely guarded secrets of the primordial elemental magics. Sa’jai Iterus is one such master, though this sa’jai of the White Bison would not say they have mastered anything.

Iterus was born of the White Bison tribe in southeast Sta’abri. Throughout life, they were always quiet and took it for granted their visions of the future were something normal. To Iterus’ tribe, however, the young shaman student was already a master of divination. To the Sta’abrians, Iterus was an avatar of the Sun (the element that oversees divination). Able to see the truth in all things, Iterus was sought after by many for their advice.

As one of the shaman leaders of their local clan, Iterus provided information about nearby Scarred Hand movements that many denied as impossibilties. Yet it was this information that saved the tribe. Those who had known Iterus since childhood brought the divinations to the White Bison tribal warlord who sent out scouts to verify it. When it came back that the Scarred Hand was indeed weilding magics from dark sources and rapidly approaching, the information of how to defeat their enemy was used. Many Scarred Hand were captured and no White Bison died.

## As Sa’jai

Iterus was a natural successor to the position of Sa’jai of White Bison, and they remained in that position for 43 years. In the latter half of their tenure, visions of the apocalyptic Interregnum plagued Iterus’ mind. While many refused to believe the world would come to an end within the next generation at the hands of the death goddess Fayan, the prophecies got the attention of the Cabal. Iterus was immediately provided a safe forum for their divination powers, though Iterus maintains the information is for the world, not just Amsträd.

## The Interregnum

When Iterus was initially received by the Cabal, it was Neseris who met with them. Neseris recorded the sa’jai’s visions and many years later would use them for his own purposes. Though the Interregnum was caused by his actions, Iterus’ visions did prevent “the greatest hunt of all mortality” wherein all mortals would have been slain at the hands of Fayan and the god of magic and manipulation, Ysara. Using the information destroyed many of the centers of knowledge, something Neseris despised, but spared the life of countless billions.

## Life as a Minister

While Iterus is still the sa’jai leader of the White Bison tribe, their words are often sought after by the Cabal who have conferred the title of Minister of Information upon the reluctant prophet.

Through the Cabal, Iterus’ visions have been delivered to various cities, nations, and countries with great effect.
Myrad’il (Desert Elf)

## Ability Boosts

Constitution

Wisdom

Free

## Languages

Elven

Additional languages equal to your Intelligence modifier (if it’s positive)

## Traits

Elf

Humanoid

## Additional

Low-Light Vision

It is said these desert elves were created by Sythlia by combining the essence of metallic dragons (who had since evolved from the ancient primordial dreg’n) with the essence of the elf.

Even if this is not true, the Myrad have a distinct sheen to their skin that resembles that of silver, gold, brass, bronze, or copper while their hair is of much darker hue of the same, though variations are known to exist. Their eyes are often equally bright, though of a different metallic color, and speak of the zeal of life many Myrad’il are known to have.

For this reason, the Desert Elves of Evindale are also known as the *Bright Elves.*

No Myrad may ever be of evil alignment.

*Pathfinder 2E players should use the Desert Elf  heritage for Myrad’il.*
Kauni'ir

Around the Isle of Evin can be found eight smaller islands, as a collective these (along with the Isle itself) are sometimes referred to as "The Nine Dead Lands of Sythlia"

These islands are named after the elemental plains and are said to be a gateway to each.

Kauni'ir is one of these, named after the element of fire. This island is divided by a river of lava from north to south, the lava itself reaches the edges of the island but does not make contact with the sea.
Guild of the Branch

### Guild Charter

“Eradicators of Nor’dagha’s enemies; hunters of users of dark magicks; wardens of the far reaches of Her realm; protectors of the sanji; enforcers of Nature’s Might.”

The Guild of the Branch are known Witch Hunters, seeking and eradicating any who practice such crafts. They are ruthless in their hunt and often will kill any who stand in their way.

One of the few divine guilds, the Guild of the Branch has more than a few vyers within its ranks, though zealous weapon-wielding commoners make up the core of the organization.

They are also known to ignore political boundaries and local laws, citing theirs is a divine mission and not subject to “the paltry and ever-changing doctrines of mere humans,” according to Grand Inquisitor Domovich, the Guild’s current nationwide leader.
Sadrath’il (Mutated)

## Ability Boosts

Dexterity

Intelligence

Free

## Languages

Elven

Additional languages equal to your Intelligence modifier (if it’s positive)

## Traits

Elf

Humanoid

## Additional

Low-Light Vision

One of Sythlia’s greatest creations was that of her consort, Ævyn, whom she sent as an emissary to the Meeting of the Blade where he was the victim of The First Murder.  As his blood spilled into the ground, a wave of Sythlia’s own murder-tainted divine spirit washed across the universe. Countless creatures, from insects to dragons to elves, were mutated with this “arcane” magic and became known as the Italti.

By the end of the Second Age, the vast majority of the Italti had died or whose descendants had become something else. Those descended from the Italti known as Sidrahele became known as the Sadrath.

Today, the Sadrath are known as the officers in the Dranir army under the tyrannical watch of Thri Dri’il.  As such, there is a great distrust of these tall and oddly thin to the point of being seemingly extruded elves.

Masters of the mind and the arcane, the Sadrath are feared and sought for their intelligence.

*Pathfinder 2E players should use the Seer Elf  heritage for Sadrath*.
Maps

Here you can find a collection of maps from the history of Evindale, from the original hand drawn world map to maps from the seventh age.

Original hand drawn map of EvindaleLabeled map of Evindale2020 World MapThe Isles of EvinKrak Therik - Kingdom of the SpineAmsträdBurgeis Nations Tunbria, Aigle, & Courfe2020 map of Dra'ananMap for 2020 Charity game "Dawn of Hope"Labeled game map for 2020 Charity game "Dawn of Hope"Fifth age Evindale mapPolitical Map of MoldevTribal map of Sta'abriThe town of WheldrakeThe town of Wheldrake during the Festival of Spice
Grandastium

Legends state lying within the unnamed central chamber of the Distenel is the most highly guarded secret in all of Evindale.  So secretive, in fact, that only two individuals are permitted within: the Grand Archivist and one Gordex Revenant whose identity is known only to the Gordex Archivist.

What exactly lies within is something of a mystery.  The most popular rumor is the Grandastium is a massive magical tome whose pages occupy an extradimensional space.  A single quill reportedly records all deeds of note as they happen and only in objective fashion.  Needless to say, many world rulers would kill (and have attempted) to gain access to this priceless treasure.  None have been successful to date.

### Bardic Colleges

This rumor is so widely accepted that it’s now taken as fact and other rumors are quickly put to rest.  Nearly every bardic college teaches that the occult magic wielded by their students hails from the Grandastium itself.  Furthermore, it is said each song of grand deeds sung by the bards of Evindale makes it in to the book.  For that reason, many bardic colleges have instructed their bards to venture into the world, collect tales of adventure and those of significant historical importance so it may be “sung into the book”.

### The Small Book Rumor

The source of the Grandastium-as-a-book rumor may come from yet another mystery within Evindale.  On occasion, a small book appears on a pedastal within small libraries and archives around the world.  If one writes their names and deeds in to this book, it will appear for review and possible entry in to the Grandastium.

While there is no proof this actually occurs, those deeds written in to these small books seem to self-edit incorrect entries.  Some even rewrite the entries to make them correct.  How this objective knowledge is gained to make these edits is equally unknown, or the identity of the unseen spirit that weilds the quill making such corrections.
Knife Debt

Most drósti carry their first dagger gained on them.

If a non-drósti saved their lives, they would give that person their first dagger.  The symbolism is to say thanks in a backhanded but meaningful way because, obviously, their first dagger failed to protect them in the first place.

The next dagger they have then becomes their "first" dagger.
Sylph (Air)

## Ability Boosts

Dexterity

Intelligence

Free

## Languages

Regional

Humanoid

## Traits

Planar Scion

Additional languages equal to you intelligence modifier (if it is positive)

## Additional

Darkvision

Medium

Descended from humans and djinn from the Plane of Air.

***Copyright Notice – The above is heavily influenced by the following copyright***

*Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.*
T'nao

### Distinctions

Tribalistic, deeply spiritual, physically powerful; downwardly curved ram-like front-facing horns from side of head or a smaller set protruding from rear of lower jaw.

### Skin color

Hues of gray, green, and pale blue. Some individuals may show subtle striping or mottling.

### Introduction

Large, hulking humanoids descended from the dragonkin of eons ago, the t'nao are a physically powerful and stalwart species whose presence is marked across the globe.

### Origins

Many t'nao have ram-like horns that slope down from the head to curve alongside the face, protruding forward. Others have smaller horns that protrude from the side of the lower jaw, while others bear no horns or some variation thereof.

T'nao are believed to be of the "evolved" category of Sythlia's species; they evolved naturally from ancient dragonkin and are cousins to the diminutive kobolds.

### History

T'nao teachings claim a migration occurred during the mid Second Age, originating from the Pakesh'do region of Drak Kamor. The stated cause of the migration varies greatly, but ruins recently discovered (1179 IC) on the northern shore of Lake Zhurlik indicate the presence of a large, destructive creature. This corroborates their most popular legend in which one of their own summoned a being of immense power that would only turn against them. Some believe this to be the dreaded terasque.
Mütvian tree spirits

In Mütvian lore if you pass under a tree that scrapes the roof of your transport a spirit will appear to take you and transform you into one of them, another tree along the road waiting to transform more unsuspecting or distracted travellers.

The legend says that when the tree scrapes the top of your transport you must spit into your hand. This represents you holding onto your own essence and protecting yourself.

No one knows if these tree spirits actually exist but given the amount of trees that line the roads in Mütvia, no one who has heard the legend dares to find out.
Mütvia

Principalities of Mütvia, “The Land of 1,000 Princes”

**Pronunciation**: MOOT-vee-ah

**Capital**: None, each principality is autonomous

**Ruler**: Dependent on local principality.  Larger principalities often dictate regional policies.

**Languages Spoken**:  Mütvian and dialects Redsoi, Hursti, Medvi and Amsträde

**Primary Races**: Human, Slindar’il (elf), Half-orc, Halfling

## Key Locations

* Armanesti
* Dreg'nsoi
* Eagle Rock
* Golovesti
* Liratein Valley
* Gergi River
* Mt. Arich
* Mt. Verich
* Svaesti
* Vöhjesti

## Noble Houses

* House Arduskjil (Disbanded)
* House Armenesti
* House Dracovich (Active)
* House Durmaz
* House Endasoi (Disbanded)
* House Jageris
* House Korvigera
* House Laratosa
* House Maristev (Active)
* House Ranov
* House Svae
* House Theian
* House Varzjnya
* House Vordenesti
* House Zherane
Pundeshi Bardic College

The Symbol of Pundeshi Bardic College

Established 13 IC

The symbol of the College displays eight leaf-shaped lobes, one for each of the eight elements and a nod to the national flower whose shape they bear, the enolus.

Within each are the bard's weapon, the dagger.  Between, the royal coronet of the Prince of Tala whose patronage funds the college, and under that the Talan national instrument, the tantiri.

At the tip of each lobe, a brass nib of a pen symbolizing the written works produced and study held within the College.

At the center, the radiant sun symbol of Tala.

This Bardic college is also known to be the home of the Chroniclers.

## Chroniclers

Like the skalds of Nudvríu, chroniclers fulfill a purpose that ensures the eternal life of those who've passed.

Not just any bard, chroniclers are those whose special performances ensure the noteworthy deeds of heroes and villains are entered into the Grandastium, a mighty book whose infinite pages supposedly convey the entire story of Evindale.
Ride of the Hunt

Across the world at the end of the Second Age, a war was waged against the italti god-kings that would later cause their demise. In northwestern Erinnal, this manifested as the Ride of the Hunt, a campaign of bloodshed led by an elven wizard of unknown identity.

Hobgoblins and their goblin kin were separated by force by the Italti god-kings. Recognizing the strength and military might of their kind, the Italti conscripted the hobgoblins to form their mighty armies.

The Ride saw the demise of 23 italti tyrants and ended with the death of Melirix of Agasxi whose remains are said to still be in the foundation of present-day Avar.
Scout 7

Based out of "Hope", an island settlement of survivors from the conflict with the Simulants during Evindale's Seventh Age. Scout 7 was a team tasked with going out into the wastes and retrieving much needed supplies for the settlement.

Meds, Vents, Power packs and Chargers were the objective of their mission. They headed south west toward the ruins of Prefect City but what they found there was way beyond what anyone could imagine!

### The Team

Eferah - Lvl 7 Sadrath’il Oracle

Doctor Samuel "Smiles" Miles - Lvl 7 - Gnome Alchemist

Celeste Viliana - Lvl 7 Tiefling Investigator

Ronny " Squeaks" Bibbins - Lvl 7 Ratfolk Druid

Gurukk - Lvl 7 Orc Fighter

Scout 7 appeared in the one shot "Dawn of Hope"
Kh'dian Alleys

## *(KEH-dee’-an)*

Formed by the convergence of the three main streets of Khadra’khal, this large triangular area with three entry points at the “corners” began as an open market before the Malan rogue adventurer Kh’dian Marach started the Bazaar’s first and only rogue’s guild with a tented tavern as the front to their meeting place.  Since then, the tents have been replaced by hard buildings with comparatively narrow alleys (10′-15′ wide) winding their way to any of the other businesses within the Alleys.

Kh’dian himself died about 175 years ago but the Alleys still bears his name.  His rogue’s guild, meanwhile, became a booming tavern (Nine Fools) and to this day remains a not-so secret meeting place for the thieves of Khadra’khal.

The Alleys caters to adventurers who pass through and know a little more about value than the commoner.  What is being sold is almost always used and rarely made by the person selling it; most of these goods are items brought back by other adventurers.  However only a few merchants will sell mundane items and most everything goes for actual value or less.  It’s not meant for those without gold, the Alleys is an adventurer’s haven and where many adventurers find their work.
Oread (Earth)

## Ability Boosts

Strength

Wisdom

Free

## Languages

Regional

Additional languages equal to your intelligence modifier (if it is positive)

## Traits

Planar Scions

Humanoid

## Additional

Darkvision

Medium

Descended from humans and shaitans from the Plane of Earth.

***Copyright Notice – The above is heavily influenced by the following copyright***

*Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.*
Mira Arntzen Swanstrøm

## Bio

Mira was Evindale's resident Monster Artist on Mondays and a regular player in the games. She can be found sculpting at Renaissance faires across the US.

## Portrayed Characters

* Sarrajuska Tua
* Tikki Thistletooth
* Eferah
* Beatrix Qiroris
* Smiles the Grim
* Izzaq "Izzi" af-Falhad

## Socials

https://twitch.tv/mirasmuleh

https://twitter.com/mirasmuleh

https://www.instagram.com/mirasmuleh

https://www.instagram.com/miras\_menagerie/

https://www.redbubble.com/people/MiraSmuleh/shop

https://www.etsy.com/shop/MiraSmulehShop
Lithar’il (Sun Elf)

## Ability Boosts

Wisdom

Charisma

Free

## Languages

Elven

Additional languages equal to your Intelligence modifier (if it’s positive)

## Traits

Elf

Humanoid

## Additional

Low-Light Vision

Small communities of Lithar’il remain in Wyth Tyr'il (notably *Lithir Hold* to the south), though the race had been slowly dying off for reasons unknown.

Some say it is because the fragile mortal frame cannot withstand the weight of the curse of the Lithar, to be born with all the knowledge of the world.

Lithar children are prodigies but as the child grows, only a minute fraction of that knowledge remains.  Certainly, by the time the Lithar child is able to speak, already much of the knowledge is lost.  As such, many of these precious children were once locked away by officials so their minds can be tapped.  This, certainly, has caused justifiable outrage by the majority of elven communities and the practice has since been forbidden most everywhere save Dra’anan.

Today, Lithar children are encouraged to develop at their own pace and without pressure.  Only recently have others began to take notice that Lithar are aging slower and their population’s number are not dwindling as they once did.

Lithar tend to have brighter hair the color of silver, gold, or a radiant auburn with warm skin colors such as dark olive, brown, tan, or a slight ochre though increasing variations have been noticed over the recent centuries.

Lithar start with two feats of *Additional Lore* at no additional cost.  The Lores granted by this must be picked at character creation.
Lesser Craven

## Skills

Acrobatics +7

Athletics +7

Stealth +7

Survival +7

Creature 1

## Description

Lesser Craven are hairless, gangly carnivorous nightmares found in the expansive subterranean caverns of Dra'anan where a horde can number in the hundreds. Talons terminate their webbed hands and feet and are used primarily to climb the steep rock walls to their nests high above.

Without eyes or a nose, the Lesser Craven hunt primarily by normal hearing before using echolocation to precisely locate their prey. If a Lesser Craven detects a humanoid invader, the craven will screech to alert the horde before they descend in waves upon the unlucky prey.

All Craven are rumored to be the product of early Dranir experimentation during the Second Age on captured aquatic elves. Since then the Craven have evolved to procreate on their own. A single brood mother nests in an isolated chamber high above the cavern floor where she lays scores of eggs once a year. To control population and strengthen the horde, Craven have been known to cannibalize their weaker members.

Craven communicate with a complex language of clicks, hisses, chattering of teeth, and tapping with their hand talons on the rock walls.

## Traits

### Pack Attack

The Craven's Strikes deal 1d6 extra damage to creatures within reach of at least two of the Craven's allies.

### Wavesense

The Craven can feel vibrations caused by movement through a liquid. It’s an imprecise sense with a range of 30'. Wavesense functions only if the Craven and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

### Pack Attack

The Craven's Strikes deal 1d6 extra damage to creatures within reach of at least two of the Craven's allies.

## Actions

### Aquatic Ambush {A}

The Craven moves up to its swim Speed +10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is flat-footed against this Strike.
Main Characters

## Current Campaign Player Characters

### Crossroads

* Azra
* Stünislav Marekoi
* Tasya Marinov
* Wyrm
* Xaby
* Za'Rel

#### Crossroads Former Player Characters

* Beatrix Qiroris
* Bojnay Bramblehoof
* Kreel & Ruby
* Nep'Rixa of Skor'Ritha
* Sophia Theodora Montgomery
* The Whispering Rath

### Rise Against

* Aloxis
* Daisy Nuke
* Herlan Doorsmarth
* Vandier

## Former Campaign Player Characters

#### Chronicles of the Five

* Geminara Locke
* Hallion Rhys
* Ja'Fi Mayu
* Karrack Talesinger
* Sarrajuska Tuà

#### Cot5 Former Player Characters

* Gavriil
* Tamber'il
* Zeli Schade

### Rebels of Raesik

* Azra
* Corvon
* Nathia
* Seamus Silvermine
* Stünislav Stroija

## Twitch One-Shot Player Characters

#### The Curse of Af-Haldrez

* Izzaq "Izzi" af-Falhad
* Oskar "Ox" Dusl
* Alhar Gesar
* Idris "Elbow" Dermir
* "Theran San" San iq-Reza
* Remzi "The Fly" Tansel

#### From the Same Cloth

* Rikas
* Roland Westlake
* The Thistletooth Sisters

#### Dawn of Hope (2020 Extra Life Charity Stream)

* Eferah
* Doctor Samuel "Smiles" Miles
* Celeste Viliana
* Ronny " Squeaks" Bibbins
* Gurukk

#### Revenge of the Snorwhackle

* Chadwick "The Green Avenger" Scaleman
* Periwinkle Zefferus
* Sir Wellington Teapot III
* Smiles the Grim

#### The Depths of Fallan Hall

* Daehice Farshadow
* Angelica Dawnlight
* Freesia
* Vemrical Karodryth
Hobgoblin

## Ability Boosts

Constitution

Intelligence

Free

## Languages

Goblin

Regional

## Traits

Goblin

Humanoid

## Additional

Darkvision

During the Second Age, hobgoblins and their goblin kin were separated by force by the Italti god-kings. Recognizing the strength and military might of their kind, the Italti conscripted the hobgoblins to form their mighty armies.

Since the end of the Italti’s reign over the world, hobgoblins have sworn to never forget their oppressed past. Faith and magic have little place in hobgoblin society owning to the forced worship of their former arcane-mutated Italti masters.

Any who are raised outside of hobgoblin soceity are often viewed with suspicion, though many have been welcomed with open arms once trust was gained.

*Pathfinder 2E players should use Hobgoblin Heritages*.
Yaro the dollmaker

Key member of the Blind Service.

Working out of a Doll Shop in Cultrek, Yaro was a major recuiter for the Blind Service by making Dolls for children that contained Soul Stones, any who came in to physical contact with these Dolls were essentially infected, unknownly turned into a dormant, sleeper recruit of the Blind Service able to be activated and commanded at will.

One such Doll was Teresa.
Lajdeth fog

Legend says the Lajdeth drósti faced the stake for their evil.

As they burned alive each of them swore they would return to kill all Mütvians.

Once a year a deadly blood red fog rolls into a community and chokes all it's people to death while mysteriously, the food and livestock remain untouched but Mütvians must vacate their homes until the fog passes through.

It is believed this is the curse the lajdeth left behind.
Kartrum Tal

Member of The Serilean Cabal holding the position of "Minister of Education"

Kartrum Tal has been a leader of the Cabal longer than any. Aside from being a master enchanter, Tal is also known for his rather charismatic personality exhibited during a continent-wide “tour” of his writings and lectures on enchantment. This has been a topic of debate for the other Cabal members as the tour has removed him from Cabal duties for over a year.

## The Death of Sharrot Koral

Sharrot Koral was the wife of Kartrum Tal and former student of Neseris.

During a research project, she suffered grievous wounds at the hands of an unknown spiritual entity that left her incapacitated. Kartrum and Neseris attempted a wide variety of cures, notably the transference of her soul into a clone which was unsuccessful.

After Sharrot’s death, Kartrum discovered Neseris had fallen in love with his former student. During her illness, it was found that Neseris had purposefully prolonged her life only to better preserve her soul for transference into a blade he now wears at his side.

Neseris soon departed permanent residence in Amsträd. It is publicly unknown if his departure from Amsträd is related to Sharrot’s death.
Silent Hand

Alignment - NG

Medium Religious Order

Healers devoted to eradicating poisons, disease and magical death effects according to the lessons of the Fayerite Code.

## Goals

Promote healing and life through antidotes, cures and the dispelling of negative magical effects for free; earn income for the Hand by offering healing services.

## Assets

Training in legendary medicine, divine healing, job offerings

## Membershipship Requirements

Must be dedicated to the Fayerite Code, able to cast Heal or use Lay on Hands; able to Treat Disease and Treat Poison

## Values

Adhere to the Fayerite Code and bring no harm. No Weapon shall be wielded by the Silent Hand.

## Anathema

Willingly or knowingly cause damage to another except in extreme circumstances.

## Fayrite Code

Keep track of all damage healed to living creatures. Once/day against Evil-aligned creatures, you may release the same amount of damage in the form of a spell attack.
Scarred Hand

A major tribe in the lands of Sta'abri.

To the east in the wastes of Nor’abreth those of the Scarred Hand unviewed by others, yet their presence cannot be denied. Ritualistically disfigured to express their faith to some unknown and hidden power, these scavengers of the night survive in ways others dare not imagine.
Hadravyr (N)

A known Italti.

## Deity of Dragons

**Edicts:** Do not give into fear, conduct yourself with majesty, embrace your pride

**Anathema:**  Allow fear to control you, cower before inferior beings

**Follower Alignments:** LG, LN, LE, NG, N, NE, CG, CN, CE

## History

Hadravyr was created by Al'haroud from it's own form to provide assistance in moving physical objects such as land masses on a plantery scale.

Hadravyr would later become an italti at the same time Al'raxis did. The Surge gave Hadravyr the ability to create more of its own kind, but it also pummeled Hadravyr with each elemental. It's said this caused Hadravyr to give birth to sixteen young: two of each element and thus the birth of the elemental dragons.

Hadravyr later lost its physical form and ascended to live as a primal force of energy alongside its parent and is now seen as the deity of dragons.

The power of the Surge continues to live on in Hadravyr's bloodlines. These would divide in to two main branches, the six-legged and the four-legged.

The six-legged would eventually become tengu (though many lost their wings) and other creatures, while the four-legged would evolve in to dragonkin, t'nao, kobolds, goblins, and hobgoblins.
Yamaira Rivera

## Bio

Yamaira is better known as our very own Pipsqueak A.K.A Battle Pixie. A self professed Warhammer geek who loves to keep it weird and paint minis on Twitch.

Yamira is also a Fire performer, Contortionist, Circus Sideshow performer, Nerd, Avid Gamer and Professional Trouble Maker.

## Portrayed Characters

Azra

Celeste Viliana

The Whispering Rath

Twerp Thistletooth

## Socials

https://www.twitch.tv/battle\_pixie

https://twitter.com/PixieBattle

https://www.facebook.com/PipsqueakPeril/

https://www.instagram.com/battle\_pixie\_real/

https://www.youtube.com/channel/UCPdgTRiEX\_-ktJ8gsVct5IQ

https://merch.streamelements.com/Battle\_Pixie

https://teespring.com/stores/battle-pixie