recursal/Fanatic-Fandom huggingface dataset:
Lagamsee

Taking advantage of the tropical climate to produce tubers, beans, and gourds, this sprawling farming village is a must-stop for travelers headed to the outer continents. Not only is it close to a Measure between Allitsia and Virrum, the freshwater lake at the village's edge provides ample clean water to fill waterskins and kegs. A legend speaks of some sort of secret hidden on the lake's island, but the easygoing villagers dismiss such vague things as hearsay - especially when there's much more relaxing and entertaining tales to be told.

## Stats

**Size** small town (201-2000)

**Corruption** +2, **Crime** +0, **Economy** +2, **Law** +1, **Lore** +0, **Society** +4, **Loyalty** +2, **Stability** +1, **Danger** +0

**Qualities** supportive, abundant

**Base Value** 500gp (20% cheaper local produce), **Purchase Limit** 2,500gp

**Signatures** [barrels], [waterskins]

**Population** 1,400 (20% parman, 10% elf, 10% gnome, 8% halfling, 5% undine, 5% dwarf, 5% goblin, 5% orc, 5% skinwalker, 5% half-elf, 5% half-orc, 5% aphorite, 3% ghoran, 3% kitsune, 3% lizardfolk, 3% other)

## Culture

**Government** duke, a noble belonging to Genae Terrau

**Economy** feudal/market socialism

**Religion** Basang Ba, Kétar Mozog, Dowager Empress Kyouko

**Military** citizen militia

**Culture** laid-back, relaxed, fantastic fiction is more important than potentially real rumors

**Trade Goods** cassava, sweet potato, yam, taro, squash, zucchini, pumpkin, winged bean, kidney bean, mung bean, lentils, chickpeas

**Magic** architectural/focal/bardic cantrips

**Cuisine** chilis, curries, and dips, very savory and protein-rich. a lot of mashed/ground meals
Reverzel

The most dangerous of the western continents, Reverzel is spanned by a northern mountain range and cut by a southern desert. With the only kingdoms here too focused on their own survival to ensure the safety of travelers, one is truly exposed to the full spectrum of nature's wrath here. With the temperate winds of the Crescent Sea mixing with the frozen outer winds, weather is harsh and unpredictable, and the landscape itself is scarred, with the majority of land unable to bear crops reliably, if at all. Those few creatures that do survive well enough to wander Reverzel are powerful to the point of being a threat - regardless of whether they are friendly or not.

## Settlements

* Vaziar
* Perochi
* Houyia
* Ohn Frouri
* Douloros
* Iasinos
* Tentomeno Cheri
* Otrochos
* Nitodrus
* Pano Dijo
* Sorropia
* Veulasso
* Rosforés
Aanvaring

Difficult to reach by Measure, land, and sea, Aanvaring is a lonely settlement that hardly feels alone at all. Subsisting mostly off of catches of harpooned sharks and whales who wash ashore on the isle, the wood and baked clay buildings of the village are filled with a mundane people - at first glance. Thanks to glass imported from Entrana, the small, lightless village is able to view the heavens with unprecedented accuracy. Over the years, during times of plenty, they have constructed maps of the heavens, and calculated many things that would make a scholar salivate - for there's nothing that a sailor can't figure out given the proper subject.

## Stats

Size small town (201-2000)

**Corruption** -2, **Crime** -5, **Economy** +0, **Law** +4, **Lore** +3, **Society** +6, **Loyalty** +8, **Stability** +9, **Danger** +0

**Qualities** superstitious, supportive

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Signatures** [harpoons], [shark leather equipment], [whale oil], [candles], [telescopes], [composite bows]

**Population** 560 (40% sylph, 15% elf, 15% tengu, 10% drelman, 10% aasimar, 5% half-elf, 5% other)

## Culture

**Government** town hall meetings

**Economy subsistence**

**Religion** Basang Ba, Fa'qamuu Twice-Heavenbound, Zhihao Jin

**Military** fisherfolk fleet

**Culture** the sky is a neighbor/friend, nature can be threatening but its ultimately helpful. take care of yourself, take care of your loved ones, things are ok

**Trade Goods** shark, whale, fins, baleen, sharkskin, whaleskin, blubber, teeth, ivory, astronomy charts, navigational charts

**Magic** architectural cantrips

**Cuisine** mostly shark meat and whale blubber, often frozen/raw or baked. edible algae, moss, and foraged berries + wild carrots make up the rest.
Houyia

An unassuming tundra town that blends in with the gray and white of the landscape due to its stone construction, Houyia has little plenty but what plenty it does have lies in its tanneries and tailors, who survive the harsh climate by turning furs, skins, and bone into clothing, containers, and tents. Though they have little worth to those in warmer climes, they're practically necessary to survive on Reverzel, and there's no better option than the work of Houyia. In exchange for the preservation techniques and storage (and occasionally protection) of Onh Frouri, the townsfolk transform their goods into reliable, reinforced clothing and goods - though both settlements have a close relationship, they value their independence and have spurned ideas of kingdomhood many times before.

## Stats

**Size** small town (201-2000)

**Corruption** +0, **Crime** -5, **Economy** +2, **Law** +1, **Lore** -2, **Society** +6, **Loyalty** +6, **Stability** +6, **Danger** +0

**Qualities** insular, superstitious

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Signatures** [light armor], [medium armor], [containers], [clothing], [tents], [nets], [harpoons], [tanning tools], [tailoring tools]

**Population** 1,600 (20% orc, 20% duergar, 15% fetchling, 15% skinwalker, 10% vanara, 5% aasimar, 5% tiefling, 5% drelman, 5% other)

## Culture

**Government** council of hunters/tanners/tailors/bog diggers

**Economy** subsistence

**Religion** Alessandra Juntoso, Agathon, Petya Naumov

**Military** hunter militia

**Culture** use every part of the prey, the most valuable thing is each other. problems, responsibilities, and solutions are communal.

**Trade Goods** fur, hide, bone, bog iron, peat

**Magic** none

**Cuisine** grilled/salted wild game (grouse, hare, marten, caribou, elk, beaver, bear, vole, ermine, bison), plus amphibians from bogs, winter berries, and fish
Remulta

Remulta has a thriving hunting community supplemented with wild vegetables and gourds gathered from within the nearby southern hills. Although it has no need for agriculture, it is slowly beginning to grow more accepting of the previously foreign methodology - but only because they've found how well cash crops, including cotton, sell in the mostly-barren continent of Reverzel. As their population grows, they might see fit to expand this to actual food, but for the moment, their quality of life is skyrocketing and previously unavailable luxuries are becoming commonplace.

## Stats

**Size** small town (201-2000)

**Corruption** +2, **Crime** +0, **Economy** +5, **Law** +1, **Lore** +0, **Society** +0, **Loyalty** -2, **Stability** +1, **Danger** +0

**Qualities** prosperous, strategic location

**Base Value** 700gp, **Purchase Limit** 3,750gp

**Signatures** [bows], [spears]

**Population** 1,800 (20% elf, 15% drelman, 15% lizardfolk, 10% half-elf, 10% halfling, 10% kitsune, 5% undine, 5% ifrit, 5% tengu, 5% other)

## Culture

**Government** appointed aristocracy from Anekoya

**Economy** feudal/mercantilism

**Religion** Basang Ba, Alessandra Juntoso, Másik

**Military** citizen militia (hunters, skirmishers)

**Culture** good fortune, rapid expansion, corruption, addiction. stable, staple life becoming overloaded with luxury.

**Trade Goods** watermelon, squash, pumpkin, hide, meat, hoof, antler, cotton, tobacco, jute, coconut, latex, poppy, cannabis

**Magic** moderate druidic, bardic cantrips

**Cuisine** wild game (hare, gazelle, rhinocerous, horse, deer, grouse, quail, snake), boiled in gourds or their own organs. uses too many imported spices.
Intonael

Intonael is a land of lush, rolling valleys, beautiful fields, and sunlit forests. Most of the land is used for agriculture or herding, with the remainder an inexhaustible hunting ground. Ponds and creeks are in plentiful supply, and almost all of the settlements here are constructed of its hardy, reliable wood. There are no monsters here, only herd animals or game, as it was bestowed on the world as a gift from the Voice.

## Settlements

* Tsagin
* Velov
* Hojun
* Tsoren
* Angist
Sorropia

Nestled among the wide savannah trees, Sorropia has fields of heat-resistant corn and citrus fruits, along with savory sweet peppers of every color and taste imaginable, but aside from the corn, most of these are naturally-occurring, with little influence from the villagers. Instead, most of their focus is on dealing with the insane wildlife and climate - their days are intensely warm and nights frigid, and the only creatures that survive alongside them are terrifying in scale and nature. Whether dealing with giant worms among the dunes or frost giants along the western shores, the townsfolk of Sorropia have developed a strange sense of communion and communication with the inhuman, immense, and otherwise otherworldly.

## Stats

**Size** small town (201-2000)

**Corruption** -2, **Crime** -4, **Economy** -3, **Law** +4, **Lore** +3 (added to Heal checks), **Society** -2, **Loyalty** +0, **Stability** +8, **Danger** +10

**Qualities** magically attuned, therapeutic, **Disadvantages** martial law

**Base Value** 600gp, **Purchase Limit** 3,000gp

**Signatures** [riding equipment], [taming equipment], [harvesting equipment]

**Population** 950 (10% ifrit, 10% aasimar, 10% ganzi, 10% elf, 10% vishkanya, 10% drelman, 10% hobgoblin, 10% orc, 10% tengu, 5% changeling, 5% other)

## Culture

**Government** conquered, led by Arx Tyrrim's stablemaster

**Economy** mercantilism/military-industrial, previously subsistence

**Religion** Nothing Left of Quibatus, previously Basang Ba, Agathon, Alessandra Juntoso, Fa'qamuu Twice-Heavenbound

**Military** infantry/cavalry occupying force (Arx Tyrrim), supporting bards, alchemists, druids

**Culture** disconnected and reverent. reality is a veil and truth is behind it, sees connections everywhere. at peace in danger, stressed at random.

**Trade Goods** corn, bell peppers, sweet peppers, lemon, lime, citron, orange, blood orange, clementine, grapefruit, kumquat, pomelo, tangerine

**Magic** moderate druidic/bardic, low alchemical/architectural

**Cuisine** salsas and guacamoles for dipping baked goods from corn flour in. domesticated monster meat tenderized through citrus.
Erkhone

The majority of the continent's lumber comes from Erkhone, doubling as Genae Terrau's capital and tripling as a fortress to keep an eye on the creatures native to the local mountains. The creatures there that are any kind of threat to the surrounding areas are ones with flight, and so the guards and militia there are specially trained to take down flying creatures of any sort. The wide range of the kingdom, spanning hundreds of miles, contributes to its investment in the rare but powerful use of aerial cavalry raised from the stolen young and eggs of the creatures they fight. Using this as a strike force and a hardy, reliable workforce of lumberjacks and carpenters as scouts and eyes, the kingdom ensures that the threat from the mountains is kept to a minimum and its citizens have fulfilling, productive lives.

## Stats

**Size** small city (5001-10000)

**Corruption** +2, **Crime** +1, **Economy** +4, **Law** +4, **Lore** +1, **Society** +1, **Loyalty** -1, **Stability** +3, **Danger** +5

**Qualities** defensible, royal accommodations, peacebonding, supportive

**Base Value** 2,000gp (+10% cost of luxuries/entertainment/weapons/magic), **Purchase Limit** 12,500gp

**Signatures** [axes], [thrown weapons], [riding equipment], [training equipment], [wooden farming equipment]

**Population** 7,800 (15% elf, 15% parman, 10% tengu, 10% orc, 10% sylph, 8% skinwalker, 8% ifrit, 5% halfling, 5% nagaji, 4% orc, 4% half-elf, 3% goblin, 3% other)

## Culture

**Government** parliamentary monarchy (parliament drawn from guilds/military)

**Economy** feudal/mercantilism

**Religion** Kétar Mozog, Pahala Kadam, Dowager Empress Kyouko

**Military** regular infantry (rangers), elite cavalry (flying)

**Culture** cooperative, tight-knit. high level of national pride and identity

**Trade Goods** elm, rowan, cherry wood, sycamore, ash, poplar, sassafras, oak, beech, chestnut wood, birch, holly, maple, feathers, talons, beaks, resin

**Magic** moderate architectural/bardic, low focal/druidic

**Cuisine** exotic egg dishes, heavy use of starchy dough and herbs to make baked dishes, vegetable pies. lots of heavy desserts
Etipha

A supplier of exotic woods and tropical fruits, Etipha is also a small trading hub between Allitsia and Reverzel. Its fruits have wide appeal, and are often dried, jellied, or otherwise preserved for long travels, but can be also sold across Virrum for high profits when they're in season. Alternatively, its woods span the gamut from simple teaks and mahoganies to very specific specialties like living steel, produced as nuggets within trunk hollows, or spirit ash, which has antithetical properties when brought into contact with spirits. Those living in town are a simple and open-minded folk, but are often so open-minded that otherwise outlandish or comedically evil ideas are accepted without examination.

## Stats

**Size** large town (2001-5000)

**Corruption** +3, **Crime** +0, **Economy** -1, **Law** +2, **Lore** -4, **Society** +6, **Loyalty** +3, **Stability** +1, **Danger** +5

**Qualities** small-folk settlement, morally permissive, broad minded **Disadvantages** ignorant

**Base Value** 1,000gp, **Purchase Limit** 5,000gp

**Signatures** [shears], [axes]

**Population** 2,300 (15% ganzi, 15% goblin, 10% drelman, 10% gnome, 10% halfling, 10% kitsune, 5% tengu, 5% vanara, 5% kobold, 5% changeling, 5% ghoran, 5% other)

## Culture

**Government** appointed aristocracy from Anekoya

**Economy** feudal/state capitalism

**Religion** Basang Ba, Jolein Composed of Desire, Zhihao Jin

**Military** citizen militia

**Culture** accepting, gullible, nothing is taboo. all ideas have equal importance, nothing is too dumb or ridiculous. very difficult to make jokes.

**Trade Goods** teak, mahogany, balsa, kapok fiber, kapok oil, walnut wood, satinwood, rosewood, bloodwood, ebony, osage, redwood, sycamore, yew, resin, special material woods, starfruit, orangelo, raspberry, grapefruit, guava, soursop, key lime, mango, orange, papaya, pineapple, passionfruit, pomegranate, tamarind, tomato

**Magic** architectural/focal/bardic cantrips, low alchemical

**Cuisine** wild game (hare, gazelle, rhinocerous, horse, deer, grouse, quail, snake), roasted or cooked with fruit. sweet, savory, juicy
Griezumi

The capital of Parak Pirkutz, Griezumi relies on the weaponry and supplies from Celies in order to fight off the raiders of Vorsal and make daring marine strikes against Saullejs. By staging attacks from the sea instead of through the Measure or over land, they're able to keep their enemies distracted and on the defensive, ever-wary of a coastal assault. However, with their own production turned towards the manufacture of cannons and ballistae, granting them advantage in naval and siege warfare, they've been forced to begin raiding themselves, and have already begun attacks on merchant ships, Threshemy, Mogin, and even Mount Chorum. As the battle drags on and their navy requires more and more to support themselves, let alone their fortress-bound population, that may even increase.

## Stats

**Size** large town (2001-5000)

**Corruption** -1, **Crime** -1, **Economy** +0, **Law** +3, **Lore** +0, **Society** -2, **Loyalty** +1, **Stability** +4, **Danger** +5

**Qualities** restrictive, racial enclave, insular

**Base Value** 1,000gp, **Purchase Limit** 5,000gp

**Signatures** [siege weapons], [ships], [engineering equipment], [shipbuilding equipment], [fishing equipment]

**Population** 4,100 (40% undine, 20% orc, 15% drow, 15% dwarf, 5% half-orc, 5% other)

## Culture

**Government** constitutional monarchy

**Economy** state capitalism/raiding

**Religion** Pahala Kadam, Dowager Empress Kyouko, Basang Ba, Petya Naumov

**Military** fleet of raiding ships, supported by siege battalions

**Culture** life's hard, support your neighbor. give what you can to friends, take what you can from enemies. very clear insider/outsider divide.

**Trade Goods** none

**Magic** low bardic/architectural, focal cantrips

**Cuisine** cod, haddock, flounder, eel, seal, and whale. usually eaten raw or frozen, although eating foods inside crisped eelskins is common, as is whale marrow
Perochi

With trade not much of an option to the north (due to difficulty traveling) or the east (due to the strange villagers of Sabujara), Perochi has no choice but to be self-sustaining. Built on the ruins of a previous settlement, they have a thin strip of arable land that can support the most durable crops during a short growth season, as well as herds of goats that can roam the mountainside. The rest of the necessities are gained from hunting, which is easy thanks to the expert blacksmiths located here. With access to the ores of Vaziar, this settlement is a powerhouse of manufacturing, and excels at creating equipment for hunting and defense against the monstrous hordes that would take their herds from them, especially polearms.

## Stat

**Size** small town (201-2000)

**Corruption** -2, **Crime** -2, **Economy** +1, **Law** +1, **Lore** +2, **Society** +4, **Loyalty** +6, **Stability** +3, **Danger** +0

**Qualities** resettled ruins, insular

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Signatures** [light armor], [heavy armor], [tower shields], [polearms], [traps]

**Population** 1,400 (15% undine, 15% dwarf, 10% elf, 10% drelman, 10% orc, 10% aasimar, 10% suli, 10% aphorite, 5% half-orc, 5% other)

## Culture

**Government** clan elders

**Economy** subsistence

**Religion** Basang Ba, Kétar Mozog, Alessandra Juntoso, Fa'qamuu Twice-Heavenbound

**Military** hunter militia (equipped for either skirmishes or heavy defense)

**Culture** barely surviving but thankful just to be alive. festivals and merriment are an important part of fighting off gloom. self-sufficient and proud

**Trade Goods** meat, leeks, rhubarb, rutabaga, broccoli, kale, chicory, arugula, fava beans, radish, mustard, hide, horn, goat milk, goat cheese

**Magic** low bardic

**Cuisine** elk/bear meat grilled or boiled. goat cheese and fava bean salads. mustard on everything. flavors are bitter or savory, nowhere in between.
Pitroyad

Diehard is a good word to describe the capital of Bhankari, which prides itself on keeping the Spiral Sea and Virrum safe by containing the corruption spilling from the swamp that makes up the southern edge of its territory. Supported by its northern settlements as well as a tight alliance with Anekoya, the unrepentant aberrations and abominations that would otherwise make the continent far more dangerous than its current state are culled by Pitroyad's soldiers and guards daily. Taught since birth that it is better to die than fail to hold the line, tales of their steadfast bravery spread throughout Gleam, and there are few places among the continents where merit is more highly rewarded. Despite having few opportunities to produce anything, the strange plants and materials gathered from slain enemies is a valuable export.

## Stats

**Size** small city (5001-10000)

**Corruption** +2, **Crime** +0, **Economy** +4, **Law** +4, **Lore** +1, **Society** +0, **Loyalty** -2, **Stability** +4, **Danger** +5

**Qualities** deep traditions, defensible, royal accommodations, defiant

**Base Value** 2,000gp (+10% cost of luxuries/entertainment/weapons/magic), **Purchase Limit** 12,500gp

**Signatures** [piercing weapons], [heavy armor], [wetland equipment], [monster harvesting equipment]

**Population** 6,100 (12% dwarf, 12% undine, 12% oread, 10% orc, 10% drelman, 10% elf, 8% lizardfolk, 8% nagaji, 8% hobgoblin, 5% grippli, 5% other)

## Culture

**Government** constitutional monarchy

**Economy** feudal/military-industrial

**Religion** Kétar Mozog, Pahala Kadam, Másik

**Military** guerilla skirmishers, knight infantry

**Culture** war-glorifying, combat prowess decides social status/mobility, many knightly orders. duty/greater good always come first.

**Trade Goods** papyrus, gum wood, gum oil, gum resin, willow, cypress, manticore spines, fey puffball, catoblepas antlers, catoblepas poison, will-o-wisp flare, chitin, chuul tentacle, frog legs, frog tongue, flytrap mucus, crocodile teeth, insect wings, leeches, shocker lizard horn, proboscis, hydra fangs, hydra scales, turtle shell, medusa eye, hide, monster meat

**Magic** moderate alchemical/bardic/architectural/focal

**Cuisine** a surprising variety of monster meats, prepared in such a way as to disguise their origin.
Zweithund

The only true mining town on Allitsia and the closest to the nearby Measure to Virrum, it relies on the military might of Erkhone in order to mount excursions into the caverns beneath the mountains. Protected from above, they delve deep into the earth, ever-expanding the range of their mines and even creating numerous halfway points, bunkers, and emergency stores in the case of disaster. In humid, scorching summers, often the inhabitants of the town will move entirely within their constructed underground homes and leave the town proper to be rented out by needy travelers. During those times, both aboveground and belowground are the location of great festivals, to the delight of Erkhone.

## Stats

**Size** small town (201-2000)

**Corruption** +2, **Crime** +0, **Economy** +2, **Law** +2, **Lore** -1, **Society** +2, **Loyalty** +2, **Stability** +0, **Danger** -5

**Qualities** subterranean, abundant

**Base Value** 500gp (20% cheaper for local ore), **Purchase Limit** 2,500gp

**Signatures** [mining equipment]

**Population** 1,800 (10% duergar, 10% dwarf, 10% drow, 8% dhampir, 8% parman, 8% oread, 5% elf, 5% orc, 5% kobold, 5% ratfolk, 5% undine, 5% ifrit, 5% aasimar, 3% tiefling, 3% gnome, 3% suli, 2% other)

## Culture

**Government** duke, a noble belonging to Genae Terrau

**Economy** feudal/command

**Religion** Vicenta Salcedo, Dowager Empress Kyouko, Zhihao Jin

**Military** citizen militia

**Culture** grateful for small things, at home belowground, wary of light and flashiness.

**Trade Goods** iron, lead, copper, zinc, aluminum, manganese, nickel, tin, silver, coal, lime, antimony, sulfur, mercury, phosphate, naphtha, gypsum, kalinite, bismuth, magnetite, moonstone, pyrite, salt

**Magic** architectural/focal/druidic cantrips

**Cuisine** lots of fried saltwater fish, starchy porridges, bitter/sour fruit pastries for contrast.
Otrochos

What was once merely a border fortress to guard against the icy dangers of the far west has become a font of tyranny and war. Otrochos has spent the past few decades consolidating power, arranging and empowering its forces, and then striking in a far-ranging campaign that has so far been successful over the majority of the Reverzel continent. Despite the severe individuality of the settlements of the west, Otrochos now claims the lands from Douloros to Sorropia as the kingdom of Arx Tyrrim, and pushes further every month. The source of their military might is their alchemical expertise and the rich sources of reagents within the tunnels of the mountains that they call home, and their terrifying war machinery is the pinnacle of innovation across Reverzel - and, if the fears of the other continents are true, across the entire world.

## Stats

**Size** large city (10000-25000)

**Corruption** +1, **Crime** -3, **Economy** +4, **Law** +8, **Lore** +9, **Society** -6, **Loyalty** -7, **Stability** +11, **Danger** +25

**Qualities** academic, alchemical gatherer, cruel watch, eldritch, pious (non-worshipers of Quibatus are illegal), **Disadvantages** fascistic

**Base Value** 2,000gp (alchemical items available only from government stores), **Purchase Limit** 25,000gp

**Signatures** [alchemical items], [alchemical weapons], [siege weapons], [firearms], [engines]

**Population** 16,400 (15% duergar, 15% orc, 15% tiefling, 10% drelman, 10% fetchling, 10% oread, 10% ratfolk, 5% goblin, 5% vishkanya, 5% other)

## Culture

**Government** conspiracy of alchemists

**Economy** state capitalism

**Religion** Nothing Left of Quibatus

**Military** regular army (augmented infantry/cavalry/archers/paladins), supporting alchemists, battlemages, bards

**Culture** all life exists to experiment and be experimented on, morality is secondary to progress, which is the only option for resources and effort

**Trade Goods** aqua fortis, aqua ragia, aqua regia, aqua tofani, aqua vitae, zinc, petroleum, sulfur, oil of antimony, cadmia, calamine, quicksilver, caustic potash, caustic soda, caustic alkali, chalk, chrome, cinnabar, fulminates, corrosive sublimate, glass of antimony, green vitriol, orpiment, lime, baryite, lead, lunar caustic, lye, massicot, powder of algaroth, soda ash, oil of tartar, oil of vitriol, plumbago, realgar, regulus of antimony, sal ammoniac, sal petrae, acidum salis, sugar of lead, sweet vitriol, verdigris, zaffre, white vitriol, white lead, white arsenic

**Magic** high alchemical/architectural, moderate bardic/focal

**Cuisine** alchemically-treated foods, fried meats and veggies, baked goods, pickled foods, lots of alcoholic drinks and mineral additives.
Hemelskri

The capital of a loose collection of city-states, the Republic of Fleyunite States (or simply 'the Republic'), Hemelskri is closely allied with the Inquisition, if only due to its proximity to Surkri, and leans often on its power - either as a threat to cajole unity from the kingdom present on Fleyun, or to call upon a cause to bring them together. Regardless, this influence has leaked far into the continent's settlements, giving them all a rather religious tilt. Hemelskri itself is a roaring center for debate, religious, political, or otherwise, and due to its merchant marines, has inadvertently spread the idea of democracy to many lands. Bards trained here tend to treat all performance as a competition or argument, and their offensive nature makes it easy to harvest marble and other stone from the nearby mountain without disruption.

## Stats

**Size** large town (2001-5000)

**Corruption** -2, **Crime** +0, **Economy** +0, **Law** +0, **Lore** +2, **Society** +5, **Loyalty** +7, **Stability** +0, **Danger** +10

**Qualities** broad minded, free city, peacebonding

**Base Value** 1,000gp, **Purchase Limit** 5,000gp

**Signatures** [marble statue], [marble column]

**Population** 4,800 (10% ganzi, 10% goblin, 10% gnome, 10% vishkanya, 10% aasimar, 10% fetchling, 5% drelman, 5% elf, 5% dwarf, 5% orc, 5% ifrit, 5% undine, 5% drow, 5% other)

## Culture

**Government** participatory democracy

**Economy** regulated open market

**Religion** Jolein Composed of Desire, Zhihao Jin, Kétar Mozog

**Military** merchant marine fleet, with privateers and a volunteer militia

**Culture** every voice is worth hearing, every debate is worth having. truth is knowable and it can be distilled through reasoning. freedom to speak is necessary

**Trade Goods** marble, granite, stone, lime, salt

**Magic** high bardic, moderate architectural, low focal/architectural

**Cuisine** port fusion from various cultures, but much of it involves either taste or temperature juxtaposition within a single bite.
Douloros

Surrounded by villages that are more prosperous than it, Douloros is the latest to fall to Arx Tyrrim's empire-building, although they have gone willingly. Rather than a meager life of scratching out meals from turnip harvests and grainy oat gruel, or 'enjoying' the spoils of bitter monster meat, the townsfolk have chosen to become shock troops as the kingdom of central Reverzel expands. Given new weapons, functional armor, and actual meals, the town is revitalized - its dirges of starvation replaced with lusty war ballads, its empty-eyed populace now ready to unleash their spite on their neighbors and take revenge for being denied the life that they had always wanted.

## Stats

**Size** small town (201-2000)

**Corruption** +1, **Crime** -5, **Economy** -7, **Law** +14, **Lore** -12, **Society** -21, **Loyalty** +22, **Stability** +19, **Danger** +10

**Qualities** deep traditions, militarized, **Disadvantages** fascistic, martial law, ignorant, impoverished, oppressive

**Base Value** 125gp, **Purchase Limit** 675gp

**Signatures** [hay dolls]

**Population** 1,100 (30% duergar, 30% drelman, 15% fetchling, 15% dhampir, 5% changeling, 5% other)

## Culture

**Government** abdicated, led by Arx Tyrrim's general

**Economy** subsistence

**Religion** Nothing Left of Quibatus, previously Másik, Agathon

**Military** conscripted civilians trained as shock troops, vengeful skalds

**Culture** jealous and hateful. existence through spite. pessimistic, but gleefully willing to inflict their suffering on others.

**Trade Goods** none

**Magic** moderate alchemical/bardic

**Cuisine** turnips, gruel, unseasoned meat. it's bad
Velov

The northern farming center of Intonael, this settlement takes advantage of the ocean currents that bring the waters of the Spiral Sea to the central continent's shores in order to grow a number of fruits and spices that would otherwise be lacking. Their orchards and fields are packed with sweet scents, making the place a favorite retirement location of those from Allitsia who want to live out the rest of their days in peace. The population of elderly earn their keep by teaching skills to new generations, who are easily inspired by tales of the land that is the origin of their crops.

## Stats

**Size** large town (2001-5000)

**Corruption** +0, **Crime** +0, **Economy** +2, **Law** -2, **Lore** +2, **Society** +5, **Loyalty** +5, **Stability** -2, **Danger** +5

**Qualities** abundant, broad-minded, therapeutic

**Base Value** 1,000gp (20% cheaper for local food), **Purchase Limit** 5,000gp

**Population** 2900 (12% parman, 12% elf, 12% dwarf, 12% goblin, 12% gnome, 10% kobold, 8% vanara, 5% aasimar, 3% tiefling, 3% undine, 3% sylph, 3% oread, 3% ifrit, 1% suli, 1% other)

## Culture

**Government** council of elders

**Economy** subsistence

**Religion** Basang Ba, Másik

**Military** none

**Culture** casual and open, closing generational gaps, youth learn skills from old, old tell tales and share memories

**Trade Goods** allspice, cardamom, cinnamon, cloves, cumin, nutmeg, vanilla, avocado, banana, breadfruit, starfruit, raspberries, grapefruit, guava, lychee, mango, papaya, passionfruit, coconut

**Magic** low bardic

**Cuisine** sweet, fruity, light, raw, baked, or fried. most foods made to cool one off
Nirbacita

Tall fields of sugarcane surround this town, guarded by the tamed wildlife native to the palm forest to the south. Profiting off their exports, those in this town don't tame the wildlife themselves, merely offer great sums to the gods, who take care of such things for them. The weather, the land, society, and even fate seem to bend when the people of Nirbachita make their offerings. Indeed, there are few in the town who would dare blaspheme against any god, which are so integral into the town's functioning that to even leave out their mention would be unthinkable. Likewise, the laws and habits of the town are based in theology, as best they can be while attempting to appease conflicting entities.

## Stats

**Size** small town (201-2000)

**Corruption** +0, **Crime** +0, **Economy** +0, **Law** +1, **Lore** +1, **Society** -1, **Loyalty** -1, **Stability** +1, **Danger** +0

**Qualities** holy site, religious tolerance, abstinent (blasphemy, going against any divine code)

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Signatures** [traps], [altars]

**Population** 1,500 (10% aasimar, 10% tiefling, 10% ganzi, 10% aphorite, 10% suli, 10% oread, 10% dwarf, 8% elf, 8% drelman, 8% goblin, 6% other)

## Culture

**Government** theocratic council, belongs to Bhankari

**Economy** laissez-faire capitalism

**Religion** all

**Military** none

**Culture** blind optimism, trusting in the gods above all reason. questioning is illegal.

**Trade Goods** sugarcane, sugar, molasses, cane flowers, palm oil, palm resin, palm wood

**Magic** high architectural magic

**Cuisine** divinely-provided meals. otherwise, desserts of spun sugar, flavored syrups, and molasses chews
J.K. Simmons

**Jonathan Kimble "J. K." Simmons** portrayed portrayed J. Jonah Jameson in *Spider-Man*, *Spider-Man 2*, and *Spider-Man 3*.

## Trivia

* J.K. Simmons reprises the role of J. Jonah Jameson in the Marvel Cinematic Universe productions *Spider-Man: Far From Home*, *TheDailyugle.net* and *Spider-Man: No Way Home*. Additionally, J. K. Simmons portrays the Marvel Cinematic Universe variant of the character in *Venom: Let There Be Carnage'*s post credit scene.
* J.K. Simmons has voiced J. Jonah Jameson in other media, including *The Avengers: Earth's Mightiest Heroes*, *Ultimate Spider-Man*, *Lego Marvel Super Heroes: Maximum Overload*, *Avengers Assemble*, *Hulk and the Agents of S.M.A.S.H.* and *Spider-Man: Across the Spider-Verse*.
* J.K. Simmons previously worked with Tobey Maguire in *The Cider House Rules* and worked again with him in *Labor Day* and *Spider-Man: No Way Home*.
* J.K. Simmons previously worked with Kirsten Dunst in *Anastasia*.
* J.K. Simmons previously worked with Rosemary Harris in *The Gift*.
* J.K. Simmons previously worked with Bill Nunn in *Extreme Measures*.
* J.K. Simmons previously worked with Gerry Becker in *Extreme Measures* and *Celebrity*.
* J.K. Simmons previously worked with Michael Papajohn in *For the Love of the Game*.
* J.K. Simmons previously worked with Sam Raimi in *For the Love of the Game* and worked again with him in *3 Geezers!*, *Murder of a Cat* and *The Black Ghiandola*.
* J.K. Simmons previously worked with Dylan Baker and Peter McRobbie in *Celebrity*.
* J.K. Simmons previously worked with Gregg Edelman in *The First Wives Club* and *Anastasia*.
* J.K. Simmons previously worked with Daniel Dae Kim in *The Jackal* and *For the Love of the Game*.
* J.K. Simmons previously worked with Becky Ann Baker in *Celebrity* and *Oz*.
* J.K. Simmons worked again with Willem Dafoe in *Zack Snyder's Justice League* and *Spider-Man: No Way Home*.
* J.K. Simmons worked again with Joe Manganiello in *Zack Snyder's Justice League*.
* J.K. Simmons worked again with Ted Raimi in *Murder of a Cat*.
* J.K. Simmons worked again with Ron Perkins in *Being the Ricardos*.
* J.K. Simmons worked again with Bruce Campbell in *The Ladykillers*.
* J.K. Simmons worked again with Octavia Spencer in *Zootopia*.
* J.K. Simmons worked again with Alfred Molina in *Gravity Falls*, *The Front Runner* and *Spider-Man: No Way Home*.
* J.K. Simmons worked again with Hal Sparks and Brent Briscoe in *Extract*.
* J.K. Simmons worked again with Phil LaMarr in *Justice League Unlimited*, *Ultimate Spider-Man*, *Avengers Assemble* and *Men, Women & Children*.
* J.K. Simmons worked again with Thomas Haden Church in *Aliens in the Attic* and *Spider-Man: No Way Home*.
* J.K. Simmons worked again with James Cromwell in *Counterpart*.
* J.K. Simmons worked again with Kevin Feige in *Spider-Man: Far From Home* and *Spider-Man: No Way Home*.
* J.K. Simmons is one of the actors who has starred in movies related to both Marvel and DC Comics. He portrayed Jim Gordon in *Justice League* and *Zack Snyder's Justice League*.

## External Links

* J.K. Simmons on Wikipedia
* J.K. Simmons on IMDb
Etterenalder

An ancient village even when the world was young, some believe that Etterenalder was a ruin that was brought to life by the Voice. Those who gather in its self-named kingdom have a healthy respect for the unexplainable, and frequently engage in clever paradoxes and wordplay, giving them the appearance of wise folk. However, their appreciation is mostly skin-deep, and many of their behaviors are simply whatever will most effectively allow them to survive in the harsh landscape - and remain victorious and alive against the fanaticism of Solbelyste. Their warriors train using simple, reliable weaponry such as maces and morningstars, and aim to crush those who oppose them. When times are tough, as they often are, they turn to raiding to supplement their meager diets, unwilling to part with the rare and potentially blessed metals provided by Vilmarch.

## Stats

**Size** large town (2001-5000)

**Corruption** +0, **Crime** +0, **Economy** +3, **Law** +0, **Lore** +2, **Society** -3, **Loyalty** -3, **Stability** +0, **Danger** +5

**Qualities** resettled ruins, poetics, artifact gatherer (skymetal)

**Base Value** 500gp, **Purchase Limit** 5,000gp

**Signatures** [blacksmithing equipment], [training equipment], [maces], [morningstars], [tapestries]

**Population** 4,400 (40% fetchling, 20% elf, 15% undine, 15% drelman, 10% other)

## Culture

**Government** chieftain/shaman pair

**Economy** subsistence/socially regulated capitalism

**Religion** Pahala Kadam, Zhihao Jin, Kétar Mozog

**Military** regular raiders, supported by a fleet of longships

**Culture** the more complex and confusing something is, the more worthwhile it is. survival and practicality are most important, but obscuring meaning is second

**Trade Goods** none

**Magic** high bardic, moderate architectural

**Cuisine** starch-heavy warm foods, especially super-thick porridges, breads, and pastas. clubbed seals provide meat and fat, and stolen goods make up the rest
Afiróa

When life gives you a frozen, resourceless island, you get extremely good at rationing and accounting. Though bereft of natural resources save for the most basic seafood, seal fats, and edible coldwater algae, Afiróa excels at making what they have last as long as possible, and satisfy as much as possible. When entered into a partnership with Perásei's travel expertise and Rosforés's resources, it's no surprise that the inhabitants quickly fit into their economical niche and assumed the role of managing money and investment. The settlement was the first to establish a bank open to other kingdoms, and still has the most reliable currency exchange in the world due to the necessity of cold practicality in Afiróa.

## Stats

**Size** large town (2001-5000)

**Corruption** +3, **Crime** +3, **Economy** +9, **Law** +1, **Lore** +0, **Society** -3, **Loyalty** -6, **Stability** -2, **Danger** +5

**Qualities** financial center, legendary marketplace, defensible

**Base Value** 2,800gp, Purchase Limit 14,000gp

**Signatures** [calculating equipment], [ledgers], [vaults], [scales]

**Population** 2,700 (20% aphorite, 15% ratfolk, 15% orc, 15% oread, 10% kobold, 10% drelman, 5% half-orc, 5% undine, 5% other)

## Culture

**Government** oligarchy of quartermasters

**Economy** laissez-faire capitalism/corporatism as an international conglomerate/investment bank

**Religion** Kétar Mozog, Petya Naumov, Zhihao Jin

**Military** highly trained mercenary guards

**Culture** nothing goes uncalculated, nothing goes to waste. the smallest amount of resources you don't have is worth more than all that you do. gain = safety.

**Trade Goods** none

**Magic** moderate focal, low architectural, bardic cantrips

**Cuisine** shrimp, tuna, pollock, crab, seal, and algae, combined with imported herbs and spiced by imported chefs. low-quality ingredients made high-quality.
Shikorner Archipelago

A number of small islands, mostly draped in snow, that were once part of Reverzel before an ancient rampage from a dragon broke them loose. The currents between the islands are dangerous and unpredictable, and all but the bravest or most foolhardy of sailors take other routes. The weather is consistently unpleasant, and whatever creatures live here are either amphibious, undead, or terrifyingly resilient.
Bataspur

Although not the most suited to it, alongside their tropical fruits, vegetables, and starches, Bataspur produces various tea leaves on the hillsides to the south of town. It's become a favorite of the diplomats passing from Ethaus to Allitsia, and so the town continues to devote more and more energy to it as the kingdom's political relationships become more and more important. The townsfolk, having enough to provide for themselves with their produce alone, have eagerly adopted the courtly mannerisms that they see displayed by those passing through, and it's easy to mistake a farmer of Bataspur for a noble-born socialite if one ignores the quality and condition of their clothing.

## Stats

**Size** large town (2001-5000)

**Corruption** +0, **Crime** -1, **Economy** +1, **Law** +1, **Lore** +1, **Society** +1, **Loyalty** +1, **Stability** +2, **Danger** +5

**Qualities** well-educated, planned community, cultured

**Base Value** 1,000gp, **Purchase Limit** 5,000gp

**Signatures** [spades], [buckets], [cups]

**Population** 2,200 (15% vishkanya, 15% halfling, 15% vanara, 10% kobold, 10% drelman, 10% undine, 10% tengu, 5% grippli, 5% aphorite, 5% other)

## Culture

**Government** elected grandmaster of guilds reporting to Garant

**Economy** guild-based open market capitalism

**Religion** Basang Ba, Jolein Composed of Desire, Zhihao Jin

**Military** citizen militia

**Culture** well-mannered and worldly. fairly rural but with lots of formality and social complexity. graceful ceremony is a valued part of daily life.

**Trade Goods** banana, pineapple, lime, blood orange, lychee, sapota, mango, papaya, guava, cherry tomatoes, tomatoes, choko, cabbage, sweet potato, luffa, spinach, sweetleaf, artichoke, sago, black tea, red tea, white tea, green tea, yellow tea, dark tea

**Magic** low bardic, architectural/focal cantrips

**Cuisine** heavy tomato and artichoke usage. lots of raw food, salads and fruit salads. tea with every meal, used to make dressings as well.
Genlosha

The most prominent feature of Terazme and the largest bardic college in the world, The Auroran Academy for the Bardic Arts, can be found here. Ostensibly under the protection of Deuravi, the bards and warriors of Genlosha have become one thanks to the influx of traded goods through Fleyun, which has resulted in the creation of weaponized instruments and wholly new fighting styles. Eschewing most of the heavy armors of Deuravi, they instead rely on bardic magic or silken vests to defend against the bullets of the northern kingdom. While the Academy attempts to remain politically neutral, most of the inhabitants of Genlosha are eager to show off the melding of performance and combat and achieve a decisive victory.

## Stats

**Size** large town (2001-5000)

**Corruption** +0, **Crime** +0, **Economy** +1, **Law** -2, **Lore** +4, **Society** +6, **Loyalty** +6, **Stability** -2, **Danger** +5

**Qualities** slumbering monster, academic, magical polyglot

**Base Value** 1,000gp, **Purchase Limit** 5,000gp

**Signatures** [instruments], [combat instruments], [bulletproof vests], [medium armor], [epic tales], [calligraphy]

**Population** 4,500 (15% goblin, 15% gnome, 15% ganzi, 15% suli, 10% drelman, 10% sylph, 10% halfling, 5% kitsune, 5% other)

## Culture

**Government** war council of skalds, part of the Siddghera Treaty

**Economy** regulated market socialism

**Religion** Vicenta Salcedo, Jolein Composed of Desire, Pahala Kadam

**Military** regular infantry, cavalry, supported by a volunteer army of skalds and bards

**Culture** epic deeds, legendary tales, rousing stories. all the world's a stage, and every stage needs a song and a story. provide it, no matter the cost.

**Trade Goods** paintings, music, tapestries, sculptures

**Magic** high bardic, moderate focal, low architectural/alchemical

**Cuisine** lots of raw or still-living foods, especially when prepared in front of you. buffalo burgers, chicken kebabs, beef wellington, and many dumplings
Tiefen

A half-repaired tower set above an infinitely deep labyrinth and dungeon, Tiefen was a popular spot for adventurers that slowly acquired more and more camps aboveground until it became a functioning settlement. Now, merchants offer goods to delvers along with travelers from Virrum and Threshemy passing through. It has no official leader nor allegiance, but the Order of the Eastern Star keeps things running smoothly and offers a modicum of safety to those who either live or stop by.

## Stats

**Size** small town (201-2000)

**Corruption** +4, **Crime** +4, **Economy** -2, **Law** -6, **Lore** +1, **Society** -2, **Loyalty** -6, **Stability** -10, **Danger** +40

**Qualities** adventure site, under-city

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Population** 1,600 (10% drelman, 10% fetchling, 10% drow, 10% kitsune, 5% ganzi, 5% duergar, 5% orc, 5% tengu, 5% ratfolk, 5% goblin, 5% oread, 5% undine, 5% ifrit, 3% dhampir, 3% hobgoblin, 3% half-orc, 3% kobold, 3% other)

## Culture

**Government** anarchy

**Economy** lassez-faire open market

**Religion** Pahala Kadam, Agathon, Petya Naumov, Jolein Composed of Desire

**Military** Order of Eastern Star

**Culture** greedy, ambitious, seeking fame and fortune. open and accepting but always competitive

**Trade Goods** relics, artifacts, art pieces

**Magic** moderate architectural/focal/bardic/alchemical

**Cuisine** rations, dried fruits, preserved meats, pickled vegetables.
Las Mokuras

This town is the only location in Gleam where one can easily harvest bamboo, due to the unique combination of climate and soil, and the villagers take to this work with steadfast joy. Though monsters often descend down the slopes of Mogin's only mountain, the bamboo charms of the townsfolk have great power in warding them away. Relying on this protection, the villagers are uniquely peaceful and welcoming, believing that there is little that can harm them. With the plenty of their lands and the great returns from trade, their hospitality abounds.

## Stats

**Size** small town (201-2000)

**Corruption** +0, **Crime** -2, **Economy** -4, **Law** -2, **Lore** +0, **Society** +9, **Loyalty** +9, **Stability** +0, **Danger** +0

**Qualities** broad-minded, living landscape

**Base Value** 500gp, **Purchase Limit** 2,500gp

**Signatures** [sickles], [wards], [charms], [machetes], [bamboo furniture], [bamboo clothing]

**Population** 1,500 (15% hobgoblin, 15% halfling, 10% gnome, 10% parman, 10% dwarf, 10% elf, 10% oread, 5% aphorite, 5% aasimar, 5% skinwalker, 5% other)

## Culture

**Government** council of wise folk

**Economy** subsistence/socially regulated capitalism

**Religion** Fa'qamuu Twice-Heavenbound, Zhihao Jin, Alessandra Juntoso

**Military** none, but there are hunters and druids to call on in times of need

**Culture** slow-paced, nearly meditative. great confidence in wards/charms/supernatural protections, gratitude towards the land. good intentions are the default

**Trade Goods** bamboo, lichen, magnolias

**Magic** high druidic, moderate focal, low bardic

**Cuisine** near-vegetarian, with the exception of rabbit, grouse. pheasant eggs, bamboo, mushrooms, wild parsnips, make up most meals. simple, shared meals
Virrum

Entirely tropical in climate, Virrum's swamps and mountains are uniformly dangerous, although usually suppressed or patrolled by the local kingdoms. Much of it is grassland marked with rushing rivers that overflow heavily during the monsoon season that covers the entirety of the Spiral Sea. Its weather patterns are highly dependent on the currents above its main mountain range, which determine most of the rainfall distribution across Virrum and even Allitsia. A high number of Measures allow for easy travel between continents, but there is often little traffic towards Reverzel.

## Settlements

* Nebosna
* Disini
* Nirbacita
* Sabujara
* Pitroyad
* Etipha
* Remulta
* Kasatra
* Lapetumque
* Phirasa
* Tova Sheian
* Karapaka
* Las Correias
* Ethaus
* Bataspur
* Mazoja