recursal/Fanatic-Fandom huggingface dataset:
Resurgents

The Resurgents are a ragtag group of some ten survivors of the demonic sack of Goodbay. Survivalists, they foraged what they could from the ruins until Seth invited them to join fledgling Adastra.

Some of the Resurgents are "stavebows." These men and women carry a stringed quarterstaff made of an unknown wood, sturdy enough to be used as a melee weapon, yet flexible enough to function at short range as a bow. Stavebows take advantage of their weapons' versatility to punish their enemies with blinding speed, while wielding their length defensively to prevent foes from harrying their allies.

The other Resurgents are "treehoppers." These survivalists learned to use the crumbling ruins and woods in and near Goodbay to their advantage by hiding atop tall objects and leaping down to surprise and lay upon their enemies. The parkour-using treehoppers can take advantage of the slightest gaps in a beleaguered foe's defenses, and treehopper ambushes can turn quickly into routs.

While the Resurgents are individualists, they appear to function with a certain amount of unit cohesion and respond well to incentives, such as aid and shelter.
Seth's Ansalon

The Postulate of the Holosphere suggests that there are many multiverses, each with its own physics and metaphysics, separated by impenetrable boundaries. The holosphere, the theory goes, is even more full of wonders than scholars can currently imagine. Unfortunately, the theory’s imputation of impassable boundaries means it can never be tested, and thus the Postulate of the Holosphere has been in philosophical disrepute.

Until two weeks ago, when the universe imploded.

During The Puncture, two adjacent multiverses merged into one for reasons that are not yet entirely clear. In the process, the history and people of Multiverse A were overlaid with the planar structure and metaphysical laws of Multiverse B. The newly-fledged Astral Sea is in a state of turmoil, allowing ready passage to all sorts of beings ready to prey on the Material Planes — from demons to eladrin, from shadar-kai to the angels of power-hungry gods, and even to the deformed and lunatic foulspawn. The state of civilization on Krynn, a central Material Plane of Multiverse A, is unknown.

Among the residents of Ansalon is Seth Mase, a promising young mage of Zaradene who, perhaps alone among his multiverse’s residents, did not lose his powers with the onset of the Puncture. The goddess Zivilyn may be involved somehow. Now Seth and his friends must ascertain what has happened to Krynn and how to reclaim their plane and its hapless population from the invaders — undoubtedly at great personal risk.

It’s going to be a rough trip.

Dramatis personae

Calendar
Elvenblossom

Elvenblossom is a flower called *insil-hrava* in the language of the Qualinesti elves. It grows in high treetops, and as it matures it resembles a thick, fleshy pod. Inside the pod is a sticky red nectar that the flower ferments. When the flower blossoms, the nectar abruptly spatters out. The Qualinesti harvest the nectar, and sometimes further ferment it, to make *limpe-hrava*, elvenblossom wine. Peak harvest season is in Sirrimont. According to Seth, the raw nectar is sickly sweet and tastes of ginger, cloves, cinnamon, and -- of all things -- cumin.

Some major elvenblossom vineyards are located around the port city of Porliost.
Mephistopheles

Mephistopheles, called the Lord of Ice or the Dead Reckoner, is ruler of Cania, the Eighth Circle of Hell. He is noted for his ambition and his enmity towards Hell's overlord Asmodeus. Mephistopheles is known to particularly prize the souls of wizards and arcane researchers.  The best of these he brings to his glacier fortress Nargus at the center of Cania, in whose libraries and workshops they do his work -- perhaps for a term, perhaps for eternity.  Working at the Nargus Colloquium, amongst some of the most illustrious mages from throughout the aeons, is the ambition of more than one fevered Black Robe -- and the fate of more than one fallen White Robe tempted beyond temptation.
Seth's Ansalon Wiki

## Seth's Ansalon

The Postulate of the Holosphere suggests that there are many multiverses, each with its own physics and metaphysics, separated by impenetrable boundaries. The holosphere, the theory goes, is even more full of wonders than scholars can currently imagine. Unfortunately, the theory’s imputation of impassable boundaries means it can never be tested, and thus the Postulate of the Holosphere has been in philosophical disrepute.

Until two weeks ago, when the universe imploded.

During The Puncture, two adjacent multiverses merged into one for reasons that are not yet entirely clear. In the process, the history and people of Multiverse A were overlaid with the planar structure and metaphysical laws of Multiverse B. The newly-fledged Astral Sea is in a state of turmoil, allowing ready passage to all sorts of beings ready to prey on the Material Planes — from demons to eladrin, from shadar-kai to the angels of power-hungry gods, and even to the deformed and lunatic foulspawn. The state of civilization on Krynn, a central Material Plane of Multiverse A, is unknown.

Among the residents of Ansalon is Seth Mase, a promising young mage of Zaradene who, perhaps alone among his multiverse’s residents, did not lose his powers with the onset of the Puncture. The goddess Zivilyn may be involved somehow. Now Seth and his friends must ascertain what has happened to Krynn and how to reclaim their plane and its hapless population from the invaders — undoubtedly at great personal risk.

It’s going to be a rough trip.

Dramatis personae • Adastra • Calendar

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Akuma

Akuma is an eye in a tome that speaks with a voice like sand or dust falling to the ground. He is Seth Mase's familiar and describes himself as "a creature of law" - though Seth rather suspects that his true nature is not quite so kindly. Akuma has promised to grant his knowledge to Seth, but in exchange Seth must allow Akuma to accompany him on his adventures and speak freely. Seth consults Akuma for information about the planes, their denizens, and, occasionally, advice.

When Akuma appeared in the Material Plane, he brought his tome with him and became magically bound to it in a way he himself is hard-pressed to explain. Akuma knows when anything is written in this book. While on journeys away from home, Seth has chosen to use this book as a one-way messenger to allow the citizens of Adastra to communicate with him. Akuma relays these letters from Adastra to Seth as they are received.

Akuma is a book imp grandfathered from Fourth Edition days. He is mechanically a Fifth Edition familiar, but can switch forms between a bespectacled imp and an incorporeal spirit who is one with an impressively thick tome.
Morden Mase

Morden Mase, a human paladin, is Seth Mase's younger brother. He is a devout champion of Mishakal, and his greatest aspiration is to live to see a world where the good gods need no champions.

In his early years, Morden was a cleric who cut his adventuring teeth tanking for his older brother. It was the Puncture that transformed him into the paladin that in a way he always was. Morden accepted and welcomed the transformation almost immediately, seeing it as evidence that his deity has not forsaken him in this time of trouble.

Morden's attitude towards Seth is one of implicit trust. Most of the duo's greatest adventures have been shared, and Morden is keenly aware that without Seth's battery of arcane energy he would be dead many times over. At the same time, Morden's first duty is to Mishakal; this higher purpose sets him apart from his frequent comrades Rilla Tordeñas and Lutesinger fen Branchala, whose ideals are less concrete. Morden is profoundly thankful that his duty to Mishakal so rarely conflicts with his loyalty to his brother.

Morden's character sheet can be found on his D&D Beyond page.
Wayreth Tower

The Tower of High Sorcery at Wayreth, or Wayreth Tower, is the oldest Tower of High Sorcery and the center of magic in southwest Ansalon. Pilgrims from Abanasinia, Qualinesti, the Plains of Dust, and New Coast commonly come to this tower to attend wizard college or take the Test of High Sorcery -- or, in the case of a lucky few, to live the life of the mind full-time as a researcher. Among those who work here are the heads of the Orders of the White Robes, Red Robes, and Black Robes.

The location of the tower is famously inconsistent. Typically it is located in southern Qualinesti or Kharolis, but it has been known to stray northward towards Darken Wood and Abanasinia. Few know the secrets governing how the tower moves or where it will go next. When the heads of the Orders raised its barriers after the Puncture, the tower emplaced itself in a deep part of northwest Qualinesti and remained stationary for a long period in a wood haunted by grell and other aberrations.

The tower itself is really two towers, black in color and over twenty stories tall. Diagrams and commentary on the tower's structure can be found here and here.

When last seen, Wayreth Tower was dealing with the aftermath of a refugee crisis. Many wizards had come to the tower hoping to regain their magic. Now that they have been admitted, some have chosen to remain until they can relearn their craft -- possibly months -- while others are teleporting home, possibly to become warlocks under the loving care of Mephistopheles or his ilk.
Alchemists of the Golden Dawn

A loosely affiliated order of wizards who seek to broaden their magical horizons by studying the magic practiced by other classes. Alchemists of the Golden Dawn are magical gourmands alert to any opportunity to understand and even practice spontaneous magic like that of sorcerers and bards, or for that matter any other kind of magic normally not available to wizards. Seth was introduced to the order by his Lupine Wars compatriot Mira Choral; she says any wizard can enter the order who can produce a magical item and does not currently belong to the Alchemists of the Eye.

## History

The Golden Dawn was founded as a splinter order from the Alchemists of the Eye thirty years ago when the Eye expelled three of its members for reckless magical experimentation. The three expelled members, called the Asterine Trinity, co-founded the Golden Dawn to sponsor the creative and unconstrained study of magic. All three original members of the Trinity are still alive and serving as elders to the Golden Dawn, but they do not govern the order, because unlike the Alchemists of the Eye, the Golden Dawn does not enforce rules of conduct.

The freeform philosophy of the Golden Dawn draws chaotic, artistic wizards to the order; the number of ways Golden Dawn alchemists understand magic is as great as the number of Golden Dawn alchemists. This has led the order to repeated philosophical clashes with the Alchemists of the Eye. The Eye considers the Golden Dawn irresponsible, undisciplined, and cultish; the Golden Dawn considers the Eye narrow-minded and obstructionist. Many magical supply outlets, especially in large cities, are affiliated with one order and will not serve the other.

## Mechanics

The Alchemists of the Golden Dawn were designed as a 3.5e prestige class parallelling the Eye. At tenth level, a member of this order could craft alchemical items for half the usual GP cost, use bardic knowledge, and apply metamagic (and even cast some spells) spontaneously. Unfortunately, the Puncture rendered this mechanical model obsolete. It is unknown how the order has adapted to the new reality.
Porliost

Porliost is a port city in Qualinesti famous for its elvenblossom vineyards. The only city in Qualinesti's interior with a significant human presence, Porliost contains a mixture of architectural styles reflecting the needs and aesthetics of its multicultural population. Among elves, it has the reputation of being a rather rough-and-tumble city.

After the Puncture, Porliost was invaded by the Ivory eladrin demesne. The invasion went awry when the eladrin discovered a weakness for elvenblossom wine, and the Ivory seem on their way to becoming the latest race of foreigners to integrate into Porliost.
Clement's tomb

The interior of Clement's tomb, depicted after the Tournament of Skill leg that led to it.

The enormous marble tomb of Clement I was erected some miles east of ancient Azartane to commemorate that king's eight years of calm leadership. An inscription on the tomb reads: "Here lyeth King Clement I, called the Wise; whose Peace, beyond these walls, shall remain eternally as the Peace that dwelleth within them." Peace didn't dwell in those walls for long, though, because the three concubines buried with Clement returned to life as hungry spirits - pit rusalkas bent on entombing the living as they themselves were entombed.

The tomb's sole entrance is through a portcullis - now long rusted away - which leads into a symbolic throne room. A corridor behind the throne room leads to a dining area to be used by the concubines, adjacent to which is a skeleton-lined hidden room in the wall to which the pit rusalkas must have dragged their victims. Further back in the tomb is a gaping room of pits and balance beams leading to a magical portal which, when armed, teleports its victim *sans* equipment to a locked dungeon cell below the throne room. This portal was employed by the pit rusalkas as a means of ensnaring tomb robbers and other visitors. Behind the portal is the tomb's inner sanctum: a bedroom for the concubines, a study for the dead king, and a fake treasure room that really serves as antechamber for the underground vault holding Clement's remains.

At length the tomb was buried by the Cataclysm and rediscovered centuries later by Seth Mase and fellow participants in that month's Tournament of Skill. Mase and his cohorts penetrated the tomb's ancient magical defenses, added to the sum of knowledge about Zaradene's history, got some loot, and put the pit rusalkas' souls to rest by removing their remains from the tomb, in that order.

Weeks later, the Puncture warped reality and brought a nefarious angelic host to nearby Zaradene. Seth Mase and a group of some 120 refugees found solace at Clement's tomb; they named their underground village Adastra and made it their home. It is unknown whether Clement I would be offended at this desecration of his tomb or delighted that he could be of service to Zaradene's people once more.
Hollow Temple

The Hollow Temple is a now-ruined amphitheater on a plateau across the mountains west of Solace. In ages past, the Hollow Temple was a pyramid; legend tells of a hero who attuned himself to the power of dragons during his visit to the temple, and speculation holds that the temple was a site of draconic energies. During Seth Mase's visit to the temple, however, the temple was worn down, not even recognizable as a pyramid.

When Seth made camp at the temple site, he had a dream in which he visited the Shadowfell, where the pyramid stood intact and full of secrets. A Draconic inscription upon the atrium read "The price of eternal vigilance is freedom" -- or, more precisely, accounting for Draconic's noun declensions, "The price of gaining eternal vigilance is gaining freedom." An account of what happened next can be read in the  adventure log.

No dragons showed themselves during the party's journey through the pyramid on the Shadowfell. Morden Mase speculates that the Hollow Temple is not a site of draconic power after all, but a site of personal power that attunes worthy heroes to their destinies. As a consequence of the temple's own destruction at the hands of time and fleeting human memory, though, the truth may be forever unknown.
Tears

"Tears" is a song by English electronic group Clean Bandit, featuring English singer Louisa Johnson. It was released on 27 May 2016. It is the last single to feature Neil Amin-Smith as violinist after his departure. Clean Bandit and Johnson performed the song with 5 After Midnight during the finals of The X Factor on 10 December 2016. It was included on the deluxe edition of the band's second studio album, What Is Love?.

## Lyrics

I tried hard to make you want me
But we're not supposed to be
And the truth will always haunt me
Even though it set me free
And my tears flow like the ocean
As they floated in the breeze
They were falling in slow motion
And they brought me to my knees

Oh, you're haunting me, taunting me all in my brain
Turn off the light and now all that remains
Fills me with doubt
And I'm shouting your name out loud
Why do you wanna put me through the pain?
I get the feeling I'll never escape
I can't hide away from the shame of you

Tears on the ground, tears on my pillow
You won't bring me down
And I'll get over you
These tears will get me through
And I'll get over you

I'll, I'll, I'll get over you
I'll, I'll, oh yeah
I'll, I'll, I'll get over you
I'll, I'll, I'll get over you

When did you lose your emotion?
When did you become so cruel?
And if you want to cut me open
Says a thousands words 'bout you
And in time I know you'll leave me
Like a distant memory
I know love can be so easy
If I start by loving me, oh

You're haunting me, taunting me all in my brain
Turn off the light and now all that remains
Fills me with doubt
And I'm shouting your name out loud
Why do you wanna put me through the pain?
I get the feeling I'll never escape
I can't hide away from the shame of you

Oh, tears on the ground, tears on my pillow
You won't bring me down
And I'll get over you
Oh yeah, woah, I'll get over you
Woah, tears on the ground, rain at my window
The pain washes out
And I'll get over you
These tears will get me through
And I'll get over you

I'll get over you
I'll, I'll, I'll get over you
I'll, I'll get over you
I don't need you to call me tonight
(I'll get over you)
I don't need you to see me if I'm alright
(I'll get over you)
You left me, so leave me, I'm fine
I'll be here getting on with my life

Tears on the ground, tears on my pillow
You won't bring me down, I'll get over you
Rain at my window
The pain washes out
I'll get over you
Woah, tears on the ground, rain at my window
The pain washes out
And I'll get over you
Oh yeah, I'll get over you

I'll get over
I'll get over you
Clement I

Clement I was a king of Azartane, the city-state that would become Zaradene, at some point before the Cataclysm. He was the son of Clement the Mage, who evidently was not a king; Clement I's predecessor in office and the means of his ascension to power are unknown, much of Azartane's history being lost to time.

Clement's eight-year reign is viewed favorably by modern historians as a spell of calm in a cloak-and-dagger era of court intrigues. Clement was similarly well thought of by his subjects at the time, who inscribed as his epitaph: "Here lyeth King Clement I, called the Wise; whose Peace, beyond these walls, shall remain eternally as the Peace that dwelleth within them." They did not know how ironic this epitaph was to become. Clement was entombed with three concubines, all quite alive; all were shut away behind the portcullis that was the tomb's only exit. Eventually the concubines starved to death and became pit rusalkas -- trapped spirits that try to condemn the living to the same grisly fate they themselves suffered.

Of Clement's character little is known. A copy of his father's heartfelt eulogy at the tomb's dedication has survived; in it, Clement is credited with bringing a period of calm to Azartane.
Halcyon Corridor

The Halcyon Corridor is the road that connects Zaradene to Goodbay. Prior to the Puncture, it was considered the safest unfortified trade route in Abanasinia. Bandits, goblins, and other marauders had been thoroughly excised from its environs; Seth Mase and his group cut their adventuring teeth on these rabble, and others followed in their footsteps. The thriving corridor was a major contributing factor to the renaissance of Zaradene in the years leading up to the Puncture.

Since the Puncture, however, only a few brave mortals have traveled the Halcyon Corridor - and these seeking asylum, not trade. Immortals are a different story. A strange watch tower, populated by eladrin who wear red and gold, is an occasional visitant to the Corridor, appearing and disappearing according to eldritch rules that are not yet understood. No news of skirmishes with these eladrin has yet reached Seth's ears, however. Perhaps the Halcyon Corridor is still safe after all.
Aka

Aka is a shadar-kai who makes her residence in Azartane, the Shadowfell equivalent of Zaradene. In appearance she is a jolly old crone, but behind her agreeable exterior is a poorly hidden slyness; she knows more than she tells, and her true agenda is uncertain.

Aka's path has twice intersected with that of Seth Mase. The first time came shortly after Zaradene was occupied by the angelic forces of Sargonnas. Aka agreed to put the Metatron to sleep for long enough for Seth to rescue Mayor Chance and lead a band of refugees away from the city. In exchange, Seth gave her a favor to be called in later. This turned out to be fortuitous, as the existence of the favor later proved instrumental in allowing Seth to save the entire forest of Qualinesti during the affair of the planar gem. In that process, Seth was able through Nalani to exchange his favor for one of Taelthas the Twilit, freeing himself of obligation to Aka or the shadar-kai.

Seth's second encounter with Aka came when she summoned him to meet the eidolon Oryx. Again the two entered into a bargain: a large favor from Seth, in exchange for Aka putting the elf Aluthalas to sleep, and Aka's best answers to three questions. Aka seemed particularly pleased with this deal.
Squadron 3

The defense-oriented squadron of a Solamnic army. Seth never served in Silver Division's third squadron during the Lupine Wars, but Lutesinger fen Branchala did. Among her compatriots was Edmund Malthus, an Alchemist of the Eye who introduced Seth to the philosophy of his order.

Gold Division's Third Squadron also contained an alchemist, namely Mira Choral. Mira is a devotee of the Alchemists of the Golden Dawn and explained the illuminated ideas of this order to Seth.
The Whitewood

The Whitewood is the Shadowfell analogue of the city called Qualinost on the Material Plane. Largely subterranean, the Whitewood is built into the hollowed-out roots of ancient birch trees. Its lightless and silent tunnels are lined with the trees' papery bark. The city's resident shadar-kai navigate the tunnels with magical light sources that produce no flame, and pass without trace through the dead birches' innards.

Seth Mase has twice visited the Whitewood in his dreams, in distinct iterations of the defense of Qualinost, and each time he has spoken with a young shadar-kai named Nalani who dwells there. It is unclear who governs the Whitewood, or indeed whether anyone but Nalani lives there at all.
Mathieu Hidalf et la Foudre fantôme

C'est le second tome de la saga Mathieu Hidalf.

## Résumé

Mathieu a 11 ans, enfin! C'est décidé, cette année, il va réaliser son rêve : intégrer l'école de l'Élite et rencontrer son héros de toujours, le capitaine Serra. Pour être admis, pas question de réviser, tricher est tellement plus drôle ! Mais l'inflexible directrice ne l'entend pas de cette oreille et lui réserve une épreuve de son cru : capturer la Foudre fantôme. À l'impossible, il est tenu... Attention au retour de Mathieu Hidalf !
Nadire

Nadire is an eladrin wizard of the Amethyst Demesne. It was with Nadire's help that Seth Mase was able to enter Hod and foil Taelthas the Twilit's attempted conquest of Qualinost.

After the battle, Nadire was apprehended by Qualinesti soldiers and imprisoned in Qualinost. She told Seth and his friends that she escaped from Hod before Taelthas could execute her for failing in her mission. After discussing the matter with Joaquim fen Habbakuk, whose political station made it difficult to offer Nadire asylum, Seth offered her a place in Adastra. She was last seen bound there in the company of two Qualinesti druids.
Elf

According to mythology, elves were among the original races of Ansalon. That primordial race of elves has since splintered into the Silvanesti and Qualinesti forest clans, the Dargonesti and Dimernesti sea tribes, and the Kagonesti wild elves.

The Qualinesti are the only group that has so far been relevant to Seth's campaign, owing to the nearness of their homeland to Abanasinia.
Suleima Istar

Suleima Istar is a Black Robe living and working at the Tower of High Sorcery at Wayreth.  During the fallout of the breaking of the Pact, she distinguished herself to Seth and Justarius by her willingness to contemplate the point of view of the Red Robes, who held that to erect the barriers around the tower was their duty. After Seth, Justarius, and Raptorr defeated and imprisoned Ladonna, Justarius appointed Suleima interim head of the Order of the Black Robes. Suleima is currently contending to make that position permanent, a goal in which she is opposed by Ladonna's former lieutenant Aluthalas.
Long Ridge

Long Ridge is a mining town found in the northwest mountains of Abanasinia. The ore in its region is so abundant that the town has continued to prosper in spite of its advancing age. Jorro Barms hails from Long Ridge.

After the Puncture, Long Ridge was beset by demons, which their military fended off. Rhody, Amos Greenvelt, and Biltz defeated a basilisk that had taken up residence in the mines, earning the gratitude of Lord Samuels -- expressed in the form of a trade route with Adastra and military assistance in the Battle of Adastra.
Mestari

When last spotted over a year before the Puncture, Mestari was a villainous human wizard of bizarre and inscrutable motives.  He appears to be a collector of magical rings, from lofty polymorphing rings to lowly rings of the ram, ready to steal and murder for the sake of their acquisition.  This obsession could be called a monomania if not for Mestari's evidenced fascination with Seth Mase, for whom Mestari has more than once gone out of his way to make trouble.  In the past Mestari has orchestrated the theft of a ring belonging to Seth, abducted Seth and placed him in a fortress of magical traps, and lured Seth back to the same fortress for no discernible reason without so much as making an appearance.  He is also believed to have attacked Seth through an invisible stalker while Seth was afield in the Plains of Dust, though the lone stalker could hardly have dispatched Seth's entire party.

After the Puncture, Mestari showed up at the Tower of Wayreth babbling like a madman. Seth and his friends interrogated him, but his rhyming nonsense was difficult to penetrate. Morden Mase has attempted to heal him, and he is now in convalescence.
Raven Queen

The Raven Queen is the name the shadar-kai give to some deific representation of Death. The shadar-kai, who consider themselves the people of the Raven Queen, speak of her as mortals might speak of a god, and describe her as receiving the souls of deceased mortals by way of the Shadowfell in which they reside. No such figure was known prior to the Puncture which brought the Shadowfell into existence in Multiverse A. It is unclear whether the Raven Queen is a new god, a new name for an old god, something else, or simply shadar-kai superstition. The shadar-kai, however, take her very seriously, even to the extent of staging deadly arena matches to determine which side of a conflict has the support of the Raven Queen.
Knossos Cambrian

Knossos Cambrian is a sage, hailing from Zaradene but now living in Adastra. He is instantly recognizable by his enormous red mustache and rather portly figure. Seth Mase has consulted with him on various matters in the past, and he is currently lending his expertise to such matters as growing sustainable crops underground.
Sargonnas

Takhisis' consort and one of the highest ranking gods of the evil pantheon. His portfolio consists of wrath and revenge, but like most evil gods he is an opportunist and discards his portfolio when he finds it too restrictive. Sargonnas's favored race is the minotaur.

Angels claiming to serve Sargonnas attacked Zaradene on the night of the Puncture but were expelled by Seth and his friends.
Karima Fulani

Karima Fulani is a White Robe and talented magical theorist working at the Tower of High Sorcery at Wayreth. Her specialty is magical metaphysics, with the nature of the planes being an area of particular expertise. Deaf and mostly mute, Karima communicates by lip-reading and with a pair of quills that she can will to write her thoughts. She is the sister of the rogue Maryam Fulani, who Seth met at the Zaradene Tournament of Skill. She has evinced concern for her wayward sibling.

Currently, Karima serves as the interim head of the Order of the White Robes until Par-Salian can be found to resume his duties.
Nalani

Nalani is a strange young shadar-kai who Seth Mase met in the papery corridors of the Whitewood. Seth bartered a favor from Taelthas the Twilit to Nalani in exchange for the return of his own favor, promised to Aka in Azartane. Nalani has hungry onyx eyes, a soft voice easily swallowed in the Whitewood's silence, and a large bolt in his cheek from which hang many strings of tiny beads that create the appearance of blood or tears against his face. Seth knows nothing else about Nalani.
Foulspawn

The foulspawn are mutated abominations that appear to be native to the Astral Sea. Seth fought some on the Zephyr, and Zephyrus Raptorr said that other have been attacking settlements after the Puncture. Foulspawn revel in destruction and carnage, much like demons. Unlike demons, however, they occasionally turn their hateful cunning to the service of others, working as mercenaries or forming small bands with distinct power structures.

Many foulspawn can be dealt with only through intimidation or battle. Some, however, may accept bribes for peace and are willing to fight alongside the highest bidder. They feel no loyalty towards those they deal with, however, and are vigilant for opportunities to stab their employers in the back if it means more profit (and carnage) for them.
Oryx

Oryx is an eidolon, what remains of the spirit of King Clement I, called the Wise. His shape is that of an antelope, and his bearing is that of a king. At a coffee "Klatsch" organized by the shadar-kai Aka, Oryx revealed that he has been protecting Adastra -- which he sees as an extension of old Azartane -- and asked whether Seth Mase was prepared to lead Adastra forward. He was satisfied by Seth's answer and pledged his support.
Ansalon

Ansalon is the largest continent on Krynn, located in the planet's southern hemisphere. Reshaped by the Cataclysm some 350 years ago, the continent is in some ways still recovering, with its level of civilization reduced since the time of Istar. Much more recently, the Puncture again upended the continent's cities and nations in ways that are largely still unknown.

A selection of the nations and regions of Ansalon -- terms that are not always distinguishable in the continent's geopolitics -- includes:

* Abanasinia
* Blode
* Ergoth (Northern and Southern)
* Estwilde
* Icewall
* Kendermore
* New Coast
* Plains of Dust
* Qualinesti
* Sancrist
* Silvanesti
* Solamnia
* Thorbardin
Zodiac

The twelve constellations in the Krynn zodiac are defined by the plane of the ecliptic -- the path of the sun through the sky of Krynn, recurring every year. By convention, the zodiac starts with the sun's position on the first day of spring -- Mishamont 1 -- with the constellation Vast, associated with the god Mishakal. After that, the constellations in order are the other two spring constellations Beast (Chislev) and Harp (Branchala); the summer constellations Bison's Head (Kiri-Jolith), Condor (Sargonnas), and Torch (Sirrion); the autumn constellations Hammer (Reorx), Broken Scale (Hiddukel), and Dark Hood (Morgion); and the winter constellations Phoenix (Habbakuk), Goat's Skull (Chemosh), and Dragon Turtle (Zeboim).

Importantly, the season names above refer to the seasons when the Sun is in each constellation -- which is the opposite of the seasons when the constellations are most visible in the sky. At midnight in the middle of Mishamont, the Sun is in Vast on the opposite side of the planet, so the constellation directly overhead is Hammer.

Astrologers on Krynn find some of these names cumbersome, and therefore for the purposes of astrology these constellations are frequently referred to by the names Vast, Beast, Harp, Bison, Condor, Torch, Hammer, Scale, Hood, Phoenix, Goat, and Turtle.

Note deviations from Dragonlance canon: given that the months are named after these twelve gods, it does not make sense that some of them are constellations and some are planets or stars. In the canon of this campaign, therefore, Chislev is not a planet but the constellation Beast; Sirrion is not a planet but the constellation Torch; and Reorx is not a red star but the constellation Hammer (though in that constellation is a red star of the same name). Instead, the planets correspond to the days of the week: Gilean, Solinari, Nuitari, Lunitari, Majere, Shinare, and Zivilyn. These seven planets plus the Sun and the ascendant point are traditionally used in astrology.
Conclave of the Planes

The Conclave of the Planes is a group of archmages from across the multiverse who gather to discuss matters of importance to the magical community. According to Zephyrus Raptorr, Krynn's current Conclave representative, membership in the Conclave is managed on a rotating basis, but he did not elaborate on how members are chosen, their term, or even whether the Conclave's existence is a secret. As of the Puncture, the Conclave of the Planes had five members, four of whom were Raptorr, Elminster Aumar of Toril, Mordenkainen of Oerth, and Kojiro of Eberron. The last of the five inner seats was empty on the day Seth Mase was allowed to sit in on a meeting, held in Elminster's tower. There was also a circle of outer seats for the benefit of witnesses and disciples of the Conclave members.

The Conclave has taken a leading role in ending the magical drought that has beset wizards throughout the multiverse, as well as reconciling the races of the Material Plane with the strange new extraplanar races that beset them.
Poucet Bergamote

## Le mage Bergamote

Le mage Poucet Bergamote est le premier mage de la cour du roi. Il est détesté par la plupart de la noblesse et est considéré comme un incapable. Chaque années, il rédige un classement de ses préférés prétendants Élitiens. Comme il ne mit pas Mathieu Hidalf en tête du classement, Mathieu lui fit un petit chantage et le lendemain, Mathieu fut premier.

Dans "Le premier défi de Mathieu Hidalf", Rigor Hidalf, le père de Mathieu affirme que le seul "tour de magie" que le mage Bergamote ait réussit est de transformer un radis en carotte.

## Apparence

Poucet Bergamote est décrit comme ayant "un nez de l'envergure d'un bigorneau", il porte des costumes haute couture selon Mathieu, ainsi qu'une perruque violette.
Taelthas the Twilit

> "He listens to everything."
>
>

> --Nadire
>
>

Taelthas the Twilit is an eladrin assassin who commands the armies of Hod. Taelthas made his debut in the Material Plane by slaying the Speaker of the Sun in Qualinost, hence throwing the elven leadership into confusion and defining the long siege of the city.

Taelthas is tall and slender, with shining silver hair and sharply pointed ears. Unusually for an eladrin, his eyes have the hint of deep purple pupils, and his rounded facial features contrast with those of his more aquiline subordinates. His body is athletic and agile, and he is known to wield a longsword and a dagger.

Seth Mase met Taelthas personally three times during the final iteration of the defense of Qualinost. The first time, Taelthas held a knife to Seth's throat while the latter was prisoner at an eladrin ritual circle. The second time, Seth interrupted Taelthas's attempted assassination of elven commander Joaquim fen Habbakuk. The third and final time, Seth burst in on Taelthas at the top of the Hod scaffold containing the planar gem used to besiege Qualinost. The encounters played out as both a contest of wills and a battle of wits, with a mixed success for Seth as the outcome: though Taelthas retained the gem, Seth forced him to abandon the siege with no prisoners, and traded his favor to the shadar-kai in the bargain.
Old City

The nine Old Cities are fey landmarks of unknown but ancient provenance, of sophistication beyond what the modern eladrin can achieve. Seth has visited two such cities: Hod, controlled by the Amethyst, and Chesed, now overgrown but once controlled by the Autumn. Marshal Fenris Averian has alluded to a third city, Binah, and to a tenth city that he says is semi-mythological. Eladrin demesnes that control an Old City thereby become Great Sides.
Hod

Hod is the Feywild mirror of the elven city of Qualinost. Where Qualinost is resplendent with trees and in many cases carved out of them, Hod's architecture is of iron and brass, rising in skyscrapers in the city center. Buildings in Hod are so dense that the visitor can hop from rooftop to rooftop in the outer city - and might be well-advised to do so, for the alleyways of Hod are strange and twisting, like a ritual sigil. Hod is an Old City, and as such part of the eladrin Great Game.

Hod is controlled by an eladrin demesne called the Amethyst. Its military affairs are supervised by eladrin general Taelthas the Twilit, and when last seen the city appeared to be under martial law. Shortly after the Puncture, Taelthas led an attack from Hod on Qualinost. The Qualinesti responded with a campaign of reconnaissance that was notably effective until a dimensional anchoring ritual put an end to it; now that Seth Mase has ended the ritual, it is likely that Qualinesti spies will resume operations in Hod.

Seth visited Hod during the defense of Qualinost to stop his friends from destroying the planar gem kept there. In the process, he gained familiarity with the city's geography, and caught a glimpse of its unusual technologies and inhabitants.
Seth Mase

Seth Mase is a staff-wielding human wizard whose adventures are at the center of the campaign. For stats and bio of this PC, see his D&D Beyond page.

For Seth's friends and enemies, see Dramatis personae.

Seth's interests include alchemy and pottery. He maintains a considerable library with which to pursue his work, though its location in occupied Zaradene makes it impossible to use right now. Seth's familiar is the book imp Akuma, who supplanted his first familiar, the black cat Coridosia, at or near the time of the Puncture.

Seth's chosen implement, his staff, is a slender length of wood whose height is about the same as his own. In homage to Zivilyn, he has whittled the top of the staff to resemble a bird's nest, in which is couched a bright crystal.
Dramatis personae

## Heroes

* Seth Mase, human wizard. A PC and the star of the show, he grew up in Zaradene and has spent most of his adventuring career protecting it.
* Morden Mase, human cleric. Seth's brother and brother-in-arms. In spite of the Puncture, he still reveres Mishakal as much as ever.
* Lutesinger fen Branchala, elf ranger. She's a Qualinesti elf who lived as a cleric in Zaradene before the Puncture, but has more lately taken up arms to protect her forest.
* Rilla Tordeñas, human fighter. A former mercenary living in Zaradene, she's the latest arrival to Seth's core group of four heroes.

## Villains

* Mestari, human wizard. A collector of magical rings who prefers to expand his collection through arcane theft. For some reason he seems to have a particular interest against Seth, in spite of being his clear superior in spellslinging. After the Puncture, he resurfaced at the Tower of Wayreth, insane and delirious.
* Taelthas the Twilit, eladrin. The assassin of the Speaker of the Sun and the sworn enemy of Lutesinger fen Branchala. Taelthas seeks to bring down the city of Qualinost, though it is unclear whether he is lord or vassal of the eladrin demesne he emblemizes.

## Supporting Cast

* Akuma, a book imp. Akuma is Seth's familiar and describes himself as "a creature of law."

* Chance Aldym, human. He's the mayor-in-exile of Zaradene and a prominent citizen of nascent Adastra. A kind man whose one-time bumbling has developed into a decisiveness befitting a leader.

* Zephyrus Raptorr, human wizard. A high-epic-level archmage who chooses to make Krynn his home in spite of owning a spelljammer. Self-centered and a little eccentric but basically a good guy.

* Luther Crownguard, human fighter. Second-in-command of Seth's unit during the Lupine Wars in Solamnia. One of the cleverest strategists and ablest leaders Seth has run across, but it didn't save him from imprisonment for insubordination after a farce of a Solamnic trial.

## Minor Characters

* Nadire, eladrin wizard. A powerful and articulate member of the Amethyst demesne, now in exile and sent to Adastra by Seth as a condition of her parole. Sarcastic and of uncertain loyalty, yet she seems to have a rapport with Seth.

* Manimira Choral, human wizard. An attractive if somewhat eccentric member of the Alchemists of the Golden Dawn, Mira is Solamnic by birth and a nomad by choice. Seth met Mira during the Lupine Wars, when she served in Gold Division in Seth's squadron.

* Edmund Malthus, human wizard. An intelligent, didactic Alchemist of the Eye who becomes animated during any conversation about magic. Edmund, a Palanthan, was Seth's division-mate during the Lupine Wars, when he served as Silver-Rho.

* Hedox Crivett, human fighter. Seth's incompetent commanding officer during the Lupine Wars. Better known for getting drunk than for leading his army - a task that fell to his lieutenant Luther Crownguard - Hedox was last seen cooling his butt in a Solamnic prison.
Justarius

Justarius is the venerable head of the Order of the Red Robes and the headmaster of the wizard college at the Tower of High Sorcery at Wayreth. In his classes -- and out of them -- he is known for teaching by asking questions and encouraging students to seek answers themselves, rather than imparting his view of the truth. He is an illusionist with a penchant for showmanship. Of late, he is the sole head of an Order who remains practically in power, since Par-Salian of the White Robes has vanished and Ladonna of the Black Robes is imprisoned for treason against her own Order. Seth Mase respects Justarius's power but does not quite trust him.

"Justarius" is actually a title imparted to the head of the Red Robes since the founding of the order. The original name of the current Justarius is not widely known.
Rilla Tordeñas

Rilla Tordeñas is a human fighter and former mercenary originally from Haven. A worshiper of Kiri-Jolith, Rilla hates injustice and lives her life by the sword - as a swordswoman and a swordsmith, a pillar of strength and perseverance - in hopes of pushing back the monstrous hordes one gleaming arc at a time.

When the black-haired, blue-eyed Rilla first joined Seth Mase's band, she was a talented fighter. Her metamorphosis into a warlord came about due to the Puncture, which reshaped her talents to match her charisma and ever-intense camaraderie. While Seth is the philosophical leader of the party, Rilla bears its battle standard.

A notable moment in Rilla's history came during the Lupine Wars, when she was bitten by a lupine during the siege of Kalaman. Her subsequent transformation into a wolf was mildly traumatic for her, and for some time she struggled physically and morally with the lycanthropy still dormant in her body. After her experience at the Hollow Temple, however, she seems to have mastered her conflicting impulses and taken on the aspect of den mother.

Rilla's character sheet can be found on D&D Beyond.
Abanasinia

Abanasinia is a subcontinent of Ansalon, located north of Qualinesti and of Thorbardin. A few centuries ago, Abanasinia and Ergoth were united in a single empire controlled mostly by the Ergothi. When Abanasinia surpassed its cousin in technology and civilization, however, it split from the Ergothi and became independent, with its own burgeoning nobility. The two cultures retain similarities, including their calendar, as well as flourishing trade routes.

The capital of Abanasinia is Haven, and the noble class centered there installs governors in other major cities of the continent. Its monarch is Prince Norman Harrow II. With the rise of the Seeker faith, Haven has recently taken a more active hand in the administration of Abanasinia's central cities.

Cities in Abanasinia include:

* Ankatavaka, an isolated city in Tavaka Province near the Qualinesti border
* Crossing, a trade port serving southern Solamnia
* Gateway, a crossroads settlement with routes to Qualinesti, Thorbardin, and Eastwall
* Goodbay, a growing farm settlement
* Haven, the region's capital
* Long Ridge, a mining town in the northwest mountains
* Solace, a trade city that once served Istar, on Crystalmir Lake
* Tantallon, a remote castle town in the Eastwall Mountains
* Zaradene, a port city serving Southern Ergoth and western Solamnia
Zaradene

Seth Mase's birthplace and erstwhile base of operations. Located in northwest Abanasinia just north of its sister city Goodbay, Zaradene currently labors under occupation by the evil angels of Sargonnas, led by the fearsome Metatron of Zaradene.

## Ancient history

Zaradene was founded many centuries ago, well before the time of the Kingpriest. It is one of the oldest cities in Abanasinia and has a storied history, much of which is unrecorded. In the olden days, the town, then called Azartane, was an influential city-state with a long line of rulers, including Clement I, whose tomb was recently rediscovered buried beneath a field near the city. Eventually Azartane was conquered by Haven during an expansionist phase of Abanasinia's history that saw the nation pushing its borders to the Straits of Schallsea.

## Recent history

The most recent lord of Zaradene was Mayor Chance Aldym, who nominally answered to Haven bureaucrats but in practice had full discretionary power over the town's governance. Chance acceded to Town Hall after the corrupt Lord Hristol was discovered to be trafficking with ogres and was summarily ejected by Seth. Under Chance's administration, Zaradene became known for its Tournament of Skill, a race between adventurers to reach the center of a small dungeon designed by Zaradene architects and illusionists. Thanks to the success of the Tournament of Skill, Chance's able leadership, and Seth's party's vigorous defense of the town's borders, Zaradene has become a thriving urban center in recent years. Income from the town's traditional economic mainstay, the Solamnia/Ergoth/Abanasinia trade triangle, is as strong as ever. Furthermore, strong immigration, especially from Long Ridge in the eastern mountains, has bred a thriving construction industry in Zaradene. Among the town's architects is the aptly named Biltz, who designed and oversaw the construction of Seth's library.

## Very recent history

On the night of the Puncture, Zaradene came under attack by demons and angels crossing the planar borders. While Seth fought off the first wave, in his subsequent absence Sargonnas's angels conquered the town, apparently slaying some of Zaradene's best men in the process. The angels' leader, the Metatron of Zaradene, imprisoned Chance and made plans to enslave the citizenry. Fortunately, Seth's timely return to the city enabled the evacuation of the remaining militiamen, hedge mages, builders, farmers, and others - about 120 useful folk in all. These were spirited away to the tomb of Clement I, redubbed Adastra by the refugees. Chance, who Seth sprang from prison, continues to govern his exiled people, with the help of the alderman Aspic and the midwife Bratha. The fate of the remainder of the town is unknown, and retaking it is high on Seth's list of things to do - just as soon as he finds a way to defeat the Metatron.