recursal/Fanatic-Fandom huggingface dataset:
The Voice of Ishira

## About

'The Voice of Ishira' was established in very recent history by Maya Oatmaw. When Queen Alora was assassinated, Maya felt as though she failed her queen and the people of Ishira. Maya founded the organization a few days after Alora's death. Using her wealth from working as the head of The Royal Guard, Maya recruited many soldiers and commoners in Petorris to join her cause. When Maya found out Alora was dead, she rushed to Borek's room in the palace and whisked him out. Maya ran to Borek's brother, Oliver, in hopes of saving him as well, but he was missing from his room when she arrived.

Using spies, Maya learned that Ayn Rand was behind the assassination of Alora. An assassin had been lined up to kill Borek, but something happened, and the assassin went missing just minutes before he was supposed to enter Borek's room.

The Voice of Ishira's goal is to remove Ayn Rand from power and restore the throne of Ishira to Borek, the rightful heir. In order to restore the throne, Ayn Rand must be killed or removed, and when Borek is placed, he will have to be protected until Oliver is found. Maya is suspicious Oliver might have been working with Ayn Rand so he could take the throne instead of his brother.

The Voice of Ishira employs multiple spies and soldiers who are placed throughout Petorris. Many of the members of the organization carry on with their regular lives, but report to Maya when they find or hear something significant involving the throne. A few choice people are working their way into Ayn Rand's services to get close enough to kill her, but none are close enough yet.

The Voice of Ishira was disband shortly after Maya met her goal of killing Ayn Rand and getting Borek into the position of King of Ishira.

## Ranks, Members, and Influence

### Ranks and Members

Leader (1) - Maya Oatmaw

Member (Many) - Multiple members below Maya. As the organization is fairly new, Maya has not made a hierarchical structure and she does not intend to need to.

### Influence

Many of the people of Petorris have heard of 'The Voice of Ishira'. Petorris' whispers grow louder involving the throne and Ayn Rand. Support for returning Borek to the throne is well-known, and distrust toward Ayn Rand and The Royal Guard is growing.
Oliver

### Description

A tanned human standing at 5' 8", and weighing 130 pounds. He has dark green eyes and dark brown hair. Oliver is Alora's second son, 4 years junior to his older brother Borek. Oliver is thin, but gets his classic handsome looks from his royal lineage.

## About

Oliver spends much of his time alone and inside. Oliver loves to read, and is very soft spoken. Oliver, like his brother, was raised to be prepared to be a king some day. Knowing his brother would be taking the throne, Oliver decided he would learn as much as he could to be an advisor on Borek's council.

While Oliver has a good relationship with his older brother, he shows jealousy toward Borek. Oliver dislikes that Borek gets all the women he wants, and has such good relationships with his subjects.

Oliver was briefly made King of Ishira, but relinquished the title to Borek when he learned he was still alive. Oliver told Borek he planned on serving on Borek's council for as long as he could.

## History

Oliver was born in Petorris in 6116 D.C. to Alora, Queen of Ishira. As a child, he was very ill. Alora, fearing he would not survive asked for all the magic users in Ishira to save him. An elderly male who claimed to be a wizard offered a spell of healing which brought Oliver back into good health.

Alora, realizing the mortality of her children, decided to have both Borek and Oliver prepared to be king in case either one of them ever perished.
Hokum's Store

## About

The store looks very old. The building appears very old, and does not appear to have ever been repaired. The stacked stones and wood pillars making up the structure of the building are cracked and crumbling. The shutters on the window are closed, but a piece of paper on the outside of the door says 'OPEN' in crude handwriting.

Inside, the store looks slightly nicer. Wood beams that look like they have recently been installed hold up the sagging upper floor. Many corners are home to cobwebs and dust.

Like the store, the owner, Hokum, looks very old and frail. His white hair and wrinkles show his long life is likely going to soon end. Hokum is distrusting of outsiders, and is upset that his son, Higen, is never around to help out around the family-run store.

Established in the year of 6087 D.C. Hokum's Store has been a long-standing central building of Sanlow, Ishira.

## Goods and Services

Hokum does not have many items in his store. He has many items an adventurer might need, but does not carry anything that is specialized. Hokum will not offer a good price for anything that he does not think will sell, and has no care for trinkets or treasures.
Woolhope (Episode)

Previous Episode: As Chance Would Have It

Next Episode: Raid the Raiders

## Overview

The adventurers wake up at dawn and notice large plumes of smoke seeming to be coming from Avis. They decide to head for Woolhope, a small town to the north-east of Avis. On the way to Woolhope, the adventurers see a small path leading toward the Sea to their north.

The adventurers decide to explore the path, and find an old cave system that looked like it was used by smugglers. The adventurers loot the cave and find a few useful items and some gold to take with them.

The adventurers arrive at Woolhope around nighttime. The decide to go to the tavern, Sheep's Foot, where they meet the barkeeper, Eryn Deepwater. Timmy immediately starts flirting with Eryn and the group interacts with a small group of mercenaries who are bragging about their recent escapades killing guards and soldiers. Timmy finds out that they recently killed the guards of Woolhope, one of which was Eryn's husband.

The group attempts to kidnap the seeming leader of the mercenaries, Tusk, who leaves the bar alone. Tusk, an extremely confident half-orc scares the party off. The group decides to look for Tusk's other mercenaries instead and find them in the inn, Counting Sheep run by James and Liza Gerard. The group kills many of the mercenaries and leaves one alive to interrogate him.

The last remaining mercenary tells the group that Tusk is devil-spawn and is an absolute savage. The mercenary tells them that Tusk hired him, and he was unsure who had given Tusk money to ravage the smaller towns and outposts in the Kingdom of Ishira. The adventurers find out when the mercenaries were supposed to meet the next morning, and decide to ambush Tusk.

The group ambushes Tusk and manage to kill him. Timmy takes Tusk's Blade of Fire as his own.

## Events

* The adventurers travel north-east to Woolhope.
* They find a small, empty smugglers cave and loot it.
* Upon arrival at Woolhope, the adventurers find out the town's guards were killed by Tusk and his Mercenaries.
* The group kills Tusk's mercenaries first, interrogates one of them, then kills Tusk.
* Timmy acquires Tusk's Blade of Fire.

## New Characters Introduced

* Eryn Deepwater (NPC)
* Tusk (NPC)
* James Gerard (NPC)
* Liza Gerard (NPC)

## Memorable Quotes

* "Roll perception."
* "3!"
* "You do not see the Half-Orc charging directly at you."

## Trivia

* The group finds their first uncommon loot item, Blade of Fire.
* Timmy will flirt with any pretty female seemingly with no preference of race.
House Varis

The house of the Scholar Solomon Varis. These vampires often keep records of knowledge and are studious of all things magical like their High Lord did while he was active. There are tales of a large coven of this house have secretly created a library hidden somewhere in the realm where they safekeep knowledge of all things previous to the shattering and after for thousands of years yet no one truly knows if this is true. Tomes of great magical power that could rival the virtues and sins, knowledge of technology lost in the passage of time, records of battles or what happened previously. The Varis treasure all knowledge and hoard it for themselves.

**The Varis are so keen on knowledge and keeping their minds sharp that they believe in doing so will increase their telekinetic powers. Through the study of magic and the aether, they hope to become powerful and knowledgeable in equal measures. And their quest to do so is endless to the point they work in universities or libraries wherever they go. Treasuring and learning from all the knowledge available.**

### Abilities:

* Telekinesis: User can influence/manipulate/move objects/matter with their mind.
* Psionic Healing: The user can heal themselves or others by using psychic energy.

* Telekinetic Animation: The user can give a life to inanimate objects/substances, animating them to act/move on their own accord out of the user’s control; however, they do seem to work in tandem to their animator.

### Weaknesses:

Telekinesis for the Varis is not unlimited, and the more they use it in a strenuous way like combat their minds becomes exhausted and need to rely more on their own innate abilities or their own capacity to fight and aptitude for magic. While they can animate inanimate objects this is not often used in combat but merely to give life to constructs and items that carry out menial tasks for these vampires to act as familiars.

### Living Members of the Varis:

* Solomon Varis: High Lord: Alive - Unknown
* Emanuel Varis: First Lord: Unknown
Lee'Kel Clan

A tribe of mask wearing nomads that use the great tunnel network under the sands of jadeblade to move around their camp in the dark of night. Though small they use their life style to unearth the forgotten secrets of the sands, just as they have done since their inception at the time of the first Overlord. They are loyal to the Overlord, and were in fact the ones that handed over the location of the Titan that now serves under the current Overlord.

The Warrior Leth'roi: Guardian of the tribe and a very protective one at that. She is always at the side of the elders when new visitors are at the tribe.

Lamp Seller Kel'ra: Traveling the wastes of the desert at night, the lamp seller brings those that are lost a lamp to guide their way. He asks for only one thing in return, be it a story, facts or a scrap of food they can offer.

The Knifes of the twilight Soi and Koi: Protectors of the tribe, and followers of the warrior Leth'roi. Named together they are said to share a twin soul.

The Hunter Bel'col: The leader of the hunters of the tribe, the ones that bring home food and water. They are also among the few apart from the shepard that are able to use the trained beasts.

Lorekeeper: Keeper of the tribes collective knowledge, and that of recovered ruins under the sands. They are said to keep records of the lands that resided within the shattered realms before they were cast off.

The Elder: The oldest of the tribe and most wise of their number to guide and speak of the past given to him by the lore keeper. To speak with one such as the elder it is a great honor, and only the Priestess has constant access.

The Priestess: Following the way of the gazing eye, commonly represented by the candles, it is their task to shine light on all things and knowledge within this world and being the Shaman of the tribe. However, there are some secrets that the light should never touch and forever cloud in darkness. Such as the secret of the imprisoned one.

The Merchant: Trades of secrets that the nomads uncover fall to the merchant of their kind. This is how they trade many of their more hard to obtain items and in return they gain what they cannot produce.

The Shepard: Guide and tender to their beasts and animals. They may flock feeding creatures, or help move beasts of burden through the harshest of weather. Animals seem naturally drawn to these beings and they have great command over them in return.

The beast of burden: The main beast that pulls their camps and people from place to place. Where they tend to step there is said to be underground tunnels to keep cool or water near by to keep refreshed.
Alora, Queen of Ishira

### Description

Alora, first born in her lineage to be blonde. As Alora aged, she grew to be a beautiful human female. Her beauty was often compared to elves. Alora often wore queenly clothing, reds and lavenders. A harsh contrast to her brilliant green-gray eyes. Alora was slender but muscular. Alora wore no armor, but always had an ornate dagger at her side as a last line of defense if her soldiers failed her.

## About

Alora was the first born child of Fenlar the Second, King of Ishira. From a young age, she was raised to be queen one day of Ishira. She grew up in a time of peace and always had advisors and aids to assist in any decision making. When Fenlar passed away, the throne of Ishira went to Alora.

Alora was a kind ruler who was loved by the majority of her subjects. Only the wealthiest of merchants did not care for her, as she changed the tax rules to favor those who could not afford much. Alora's queendom was very successful against monsters, it is one of the few places in the world that has almost eradicated all evil monsters. She and her army helped push orcs, goblins, kobolds, and other nasties out of the smaller villages and towns.

Alora reached the age of 38 before she was assassinated by an unknown party. Besides being assassinated, there is much concern and uncertainty revolving around her death. Suspicion fell on her most trusted aid, Ayn Rand. Alora's eldest son disappeared after her death, and her younger son Oliver also went missing shortly after. With no blood of Alora's to take the throne, Ayn Rand has been sitting in it as a placeholder. Civil unrest quickly spread across Ishira, and mercenaries, pirates, and monsters are coming back once more.

## History

Alora was born in Petorris in the year 6095 D.C. She was born to Fenlar the Second, and Trisna. Growing up, she was separated from her brothers and sisters at an early age to be brought up as a ruler. When she and her siblings became adults, she was kept as a princess in Petorris and her siblings were sent out to other cities to rule or to live.

When Alora was 17, Fenlar died in a hunting accident. Trisna, being not of noble blood was unable to take the throne, so it went to Alora. Alora never married, but carried two children from the same man, Kalgas Ahrir, an Enarian. Alora's children, Borek and Oliver, were both raised to be kings at Alora's request.

Alora signed a treaty with Enaria in the year 6128 D.C. The treaty extended the peace and trade between the two countries for another 10 years - the sixth time the treaty had been signed by both kingdoms.

Alora was assassinated in the year 6133 D.C. After her death, both her sons disappeared soon after.

## Trivia

* Alora's character was first mentioned in the first episode of Trouble in Ishira.
Aesim

### Description

Aesim is a tall, thin, old man. His body shows that his mind has been through a lot. Aesim's years of casting and practicing magic have taken a toll on him. Aseim wears red and gold robes, a tradition of the headmaster of Valeth, Institute of Magics.

Aesim has long, untamed silver hair with a matching beard and mustache. Aesim's eyes are a dull blue color. Like the color fading from his eyes, his vision has begun to leave him as well. Aesim is rarely seen without a book, or multiple books in his hands.

## About

Aesim is kind and wishes only the best for the world. Aesim constantly strives to pass as much as his knowledge onto younger, more capable minds than his own, in hopes that some day they can make the world a better place. Aesim teaches that being well-intentioned for others is the most important thing a wizard can do.

Aesim is the headmaster of Valeth, Institute of Magics in Petorris. Aesim has been the headmaster for nearly 20 years. Aesim has influenced nearly 100 young wizards and a nearly uncountable number of people. When Aesim is done teaching at the institute, he dedicates his time to the people of Petorris and using his magic to help and heal as many people as he can.

When Aesim comes across any amount of wealth, he keeps enough to support a poor lifestyle for himself and spends the rest on purchasing magical items for his students or to help commoners.

## History

Aesim was born in 6061 D.C. to his parents Pulmia and Alobeth in the town of Yarin. When Aesim was young, he worked on his parents' farm with his many brothers and sisters. As Aesim grew older and found free time, he poured his life into as many books as he could find. One day, he came across a magical scroll and read it. Aesim was immediately able to understand it and cast the magic contained upon it.

Aesim's parents saved for many years so he could move to Petorris and go to the magical institute there to learn more magics in hopes that he would some day move back and help them live more comfortably. Tragically, after Aesim had been in Petorris for a year, his family was slaughtered by a band of roaming orcs. Aesim dedicated his life to the school to give back everything they had given to him.
Rules

**Rules are subject to change with or without warning.**

1. Act civilly and respectfully toward your fellow community members. We're all adults here (or should be) so please act like it. This includes not venting your personal drama out in the open.
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4. Do not godmod. **Godmodding** is taking control of another player's character during role play. You only control your character and no one else's. For example, you do not determine if an attack from your character connected and caused damage to another writer's character. It's up to the other writer to decide whether or not your character's attack succeeded.
5. Practice proper grammar, spelling, and punctuation. It's assumed that everyone here is 18+ and thus everyone should have a minimal of high school level of education. Not making an effort to write well lowers the overall quality of the role play found in the community and quality is what TSR strives for. Mistakes are allowed and improvement is encouraged but blatant negligence is not welcomed nor tolerated.
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	* Toilet-related kinks such as scat and watersport.
	* Any other kinks that may fall under these categories.
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The Cat and the Fiddle

## About

The Cat and the Fiddle was built in the central area of Petorris. The Cat and the Fiddle caters to adventurers and travelers, having a wide variety of drinks and foods to server from around the world. The tavern is a single story stone wall building with a large cellar in the back to hold the wide variety of food and drink. Simple chandeliers hang from the ceiling to light the large open room. The bar is made of maple with a shiny finish.

The owner of The Cat and the Fiddle, Ruby, is a woman with big bright red hair, and equally impressive big bright breasts. Ruby opened the tavern with her husband in 6121 D.C. Ruby's husband passed away from a severe case of The Black Heart, a disease that ravaged the east coast of Feyos. Ruby lives alone, and is very flirtatious in nature. Ruby loves to hear of adventure outside of Petorris but would never be willing to leave herself.

## Goods and Services

* Orange Salmon Steak Dinner - 7 Silver
* Creqox Boar Rib Dinner - 2 Gold
* Nagini Stew - 1 Gold
* Thanuk Ale (Heavy Stout) - 6 Copper
* Finnel Ale (Pale Ale) - 4 Copper
* Elsinor Beer (Raspberry Beer) - 9 Copper
Valeth, Institute of Magics

## About

Valeth, Institute of Magics, was founded over 200 years ago. The main building for the institute was built on the south side of Petorris and stands nearly 5 stories tall. There is no particular school of magic that the institute teaches, but rather, it instills plain magical knowledge in its students. The headmaster, Aesim, an old Wizard, wishes to pass on as much of his knowledge to younger students as he can before he dies.

Many of the students who leave Valeth, head off to seek adventure or find work with their new skills. Recently, it has been requested of the institute, that they provide the Ishiran armies with wizards to be used as specialty soldiers. Aesim believes magic should be used only for the betterment of all, and not to kill or destroy.

In the recent history of the institute, no one of great importance has graduated. The amount of magical ability has dwindled tremendously in recent years in Petorris. Aesim finds it harder each year to find students capable of wielding even the simplest spells.

## Ranks, Members, and Influence

### Ranks and Members

Headmaster (1) - Aesim

Professors (8) - Aeditha, Bertrand, Oswyn, Thelxion, Jocea, Kapys Drywin, Arnott Berks, and Peter Blanche. Each of the professors specializes in a particular school of magic. Some of them are capable with multiple schools, however. In order, they are professors of Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.

Students (20) - Students come and go as they please. There are no true classes or classrooms in the institute. Professors work collaboratively with students and vice versa to learn and teach new magics. Aesim believes as much magical knowledge as possible should be shared with students capable of wielding the magic.

### Influence

The school is tolerated by the people of Petorris. While many humans are hesitant around magics, the know that the teachings in the school are for the students to only use their powers for good. For the most part, this has been the case for many years. The last student who used their powers for destruction has been long forgot by the community at large.
Two's a Treat

## About

Two's a Treat was originally built in a nicer neighborhood in the capitol city of Petorris, but over time the neighborhood turned into a slum, and the quality of the tavern slipped with the neighborhood. The owner, Ralnor, does not mind this, however, because he enjoys the craziness of serving poor people.

There is never a dull night in Two's a Treat. Gambling, stealing, fights, and prostitution are all common occurrences that happen in the bar. Ralnor keeps his prices low so his patrons get drunk and end up leaving more money behind than they would have paid elsewhere.

Ralnor is a savvy business man, and lives a wealthy life outside the bar. Ralnor dresses down when serving in his bar, but enjoys fine silks when at home or out on the town.

## Goods and Services

* Flatheart Ale (Pale Ale) - 2 Copper
* Dark Ale (Dark Ale) - 2 Copper
* Bread Loaf - 1 Copper
* Cheese Hunk - 5 Copper
* Meat Chunk - 8 Copper
The Queen's Tears

## About

The Queen's Tears was built very near the Adwick Palace in Petorris. The tavern was built as a memorial for Queen Sady, The Drunk, who was known for her drunken stupors, but also her immense love of the people of Petorris and her country of Ishira. She often got drunk and cried over the loss of her husband, King Caupek, The Valiant.

The Queen's Tears is known for the one of a kind drink it sells, The Queen's Tear. The drink is clear, and believed to be the most delicious drink in the realm of humans. The drink costs a gold piece an ounce. Many poorer residents save up for months to try and see what wealth tastes like.

The building is three stories, and very ornate in appearance. The outside vegetation is well landscaped, and complimented with wood, gold, and white trim. The tavern is one of the few buildings in Petorris that has glass windows clear enough to see the activities occurring inside.

The current owner of the tavern, Ityla, runs a tight ship. Ityla tries to have live music as often as possible, and keeps only the most beautiful bartenders and servers to ensure her male patrons tip well. Ityla is a tall and thin woman with dark brown hair and green eyes. Ityla wears minimal makeup, as her natural beauty stands well enough on its own.

## Goods and Services

* The Queen's Tear - 1 Gold/Ounce
* Bear with Fresh Vegetables - 2 Gold
* Pale Shark Garnished with Blood Oranges - 2 Gold
* Pire Soup - 1 Gold
* Direwood Falls Water - 1 Silver
* Assorted Ales and Stouts - 5 Silver
* Assorted Wine Bottles - 2+ Gold
Borek

### Description

Borek, Alora's eldest son, continued his family's lineage of having brown hair. Borek, however, kept his mother's eyes which were a brilliant green-gray color. Borek enjoys practicing swordplay and constantly trains with the soldiers of his army. He is very physically fit, and uses his charming good looks to flirt with all the noble women of Petorris. Borek stands at an average height of about 6 feet, and has a muscular build, weighing 180 pounds.

## About

Borek is the next royalty in line to legally take the throne of Ishira. Borek enjoys practicing his swordplay with soldiers and royalty from Enarian families.

Prior to disappearing before his mother, Alora, was assassinated, Borek often flirted with noble women, and wealthy merchant's daughters in hopes of finding a woman to one day be his queen. He is often regarded as a womanizer, and used his status to do anything he wanted.

Borek was made King of Ishira on the 30th day of The Time of Flowers 6133 D.C. Borek's first title given to him was Borek the Merciful, because he forgave his brother immediately after learning Oliver had taken the throne before him. Borek likely owes his life and throne to the adventuring party who helped overthrow Ayn Rand's grasp on the country of Ishira.

## History

Borek was born in Petorris in the year 6112 D.C. to his mother, the queen, Alora. As a child he enjoyed play-fighting with the soldiers of his army and as he grew older he trained with them for real.

When Alora was assassinated in 6133 D.C. Borek was whisked away from the city by Maya Oatmaw, the first Royal Guard to ever break the blood oath of The Royal Guard contract. Maya kept Borek safe while trying to figure out how to safely restore him to the throne.

## Trivia

* Borek first appeared in Episode 9.
* Borek announced the adventuring party to all be Knights of Ishira.
* Borek gave the adventuring party the title to the island of Ulase.
The Hund Syndicate

## About

The Hund Syndicate, which now has agents in every corner of Feyos, came from humble beginnings in the city of Albion. What began as a loose alliance of thieves and beggars grew into a self-governing, lucrative ring of crime bosses and assassins for hire. The undisputed leader of the syndicate, Mottuns Xeope, demands all members obey a strict code, which, if ignored, guarantees being ostracized or even murdered. They are the first source for shady dealings, illegal sales, and high-ranking assassinations.

## Ranks, Members, and Influence

### Ranks and Members

Leader (1) - Mottuns Xeope

Members (Many) - The Hund Syndicate has many members across the continent of Feyos. The exact number is unknown, and how they organize themselves is not widely known.

## Triva

* Members Daim and Fleur were both killed in Episode 11.
Player Characters

## Bearl Ironfist

   Played by Reece W

Male Hill Dwarf

Level 5 Cleric

Born in Thalgrom, 6058 D.C.

## Hector

   Played by Alex M

Male Human

Level 5 Monk

Born in Albion, 6087 D.C.

## Kaalin

   Played by Austin J

Female Wood Elf

Level 5 Ranger

Born in Lynx Woods, 6013 D.C.

## Nomi G'nome

    Played by Sierra L

Male Forest Gnome

Level 8 Wizard

Born in Andolasia, 6010 D.C.

## Timmy

    Played by Mike M

Male Dragonborn

Level 5 Dragonborn

Born in Brokli, 6098 D.C.

## Urist McJeremejevite

    Played by Jeremy N

Male Hill Dwarf

Level 5 Bard

Born in Thalgrom, 5820 D.C.
RCS Tournament 27

[2] *Experiment L.G.R.L.R.E^*

[3] **Dancing Box\***

[4] *RCS Jumping Spider^*

[5] *Shin-Tackle Machine^*

[6] Warped Wall

[7] Crooked Wall

[8] *Airborne Chute^*

[9] Reverse Lumberjack Decent

[10] Air Bumps + Lumberjack Climb

**(Time Limit : 2:35)\***

**Bold: New Obstacle**

*Italic: Changed.*

Note: All Runners In this Tournament are Veterans due to me doing a point system.....and just wanting the Veterans.

## Stage Two

### Obstacles (2)

[1] *Downhill Rush^*

[2] *Double Salmon Ladder^*

[3] *Cannon Valley^*

[4] *Unstable Hang^*

[5] **Tank Roller\***

[6] *Wall Lift^*

[7] **Net Alley\***

**(Time Limit : 2:00)\***

**Bold: New Obstacle**

*Italic: Changed.*

## Stage Three

Obstacles (3)

[1] Sidewinder KAI +

[2] Floating Boards +

[3] **Universal Grasper\* +**

[4] **Devil Ascension\* -**

[5] **Ultra Insane Cliffhanger\* (9 Ledges)**

[6] *QUAD Limiter^*

[7] *BAR Jumper^*

## Final Stage

Obstacles (4)

[1] **Full Climber\* (5m)**

[2] Lumberjack Climb **(7m)**

[3] *Lumberjack Climb^* **(7m)**

[4] Rope Climb **(19m)**

(Time Limit: 0:35)
The Quiet Beaver

## About

The outside of The Quiet Beaver appears grandiose. Standing adjacent to the palace, The Quiet Beaver raises three stories into the sky. It was built with gray stones and dark oak wood. Red and brown brick decorate much of the outside. Small clear windows are symmetrically and evenly placed down the length of the building. Beautiful plants and decorations adorn the outside of the building. At the entrance of the Inn is a large sign that reads 'The Quiet Beaver' and has a golden colored, shining beaver on it.

The Quiet Beaver has ornate rooms and many accommodations for all visitors. The owner, Akkar Gilmenor, a middle-aged man with a soft demeanor will do almost anything to keep his guests comfortable and happy. Akkar decorates himself in beautiful golds and reds to show his wealth.

Akkar does not like having non-humans in his inn, but will take them as long as he knows he can pay.

## Goods and Services

* A single day stay with an aristocratic meal and warm bath - 10 Gold
Rheali

### Description

Rheali is rather thin, but athletic. Standing at 5' 7", she is small for a physical fighter. Rheali loves to be in the thick of battle, and ties all of her dark gray hair up into her shawl which covers part of her horns as well as the top portion of her all pink eyes. Rheali's skin is flesh colored, but slightly yellowed. She covers up most of her skin with expensive breastplate armor as well as many chains, the symbol of her god.

Rheali has a long barbed tail that is 3/4 the length of her body. She has control over it, but not as much as she would like. It can sometimes get in her way. Rheali carries little gear as she does not want to be slowed down by worldly possessions in her quest to meet Asmodei, the Chained God.

## About

### Personality

Rheali is driven by the need for power. She craves to have enough magic coursing through her to find a way to meet the god who granted her the warlock powers she possesses.

### Ideals

Rheali believes that strength and power trump everything else. She believes the gods are solely responsible for her dark past. Anyone who proves themselves in battle is worthy in Rheali's eyes.

### Bonds

Rheali has no plans on going back to the Underdark unless her draw to power brings her there again. Rheali's only bond is to new magics she senses.

### Flaws

Rheali is not much of a speaker, and believes actions are superior to words... especially when those actions are violence.

### Likes

Violence, testing out new magics, a skilled opponent

### Relationships

Rheali has no special relationships. She will use groups to obtain her next prize, and move on.

### Proficiency

Scythes, most armors, most simple weapons, herbalism, the flute, poisons, thieving

## Quests

Stand face to face with Asmodei, the Chained God and ask him why she was made to be a warlock.

 Familars / Pets

Rheali does not have any familiars or pets. Rheali will sometimes speak to her scythe when hypothesizing new ways to come face to face with her god.

## Allies

Rheali does not have anyone she considers to be an ally.

## Enemies

Rheali considers all monstrous creatures as her enemies, and works relentlessly to destroy them all.

## Trivia

* While Rheali hates her curse of being a warlock, she still thanks the god that gifted her the ability as she revels in being able to easily dispatch monstrous enemies.
House Sokol

Zygfryda Sokol and her monstrous kin. Unlike the other vampire houses the Sokol wear their vampiric gift physically as their bodies twists and snaps to reform into their final shapes. Due to this, they always tend to keep to themselves unless their kind is accepted into the regions they decide to move and live in. Others create covens where they keep to themselves as they feel ashamed or disgusted by their figure. The Sokol however are one of the deadliest clans and often are sought out to be hired as information brokers due to their innate ability for stealth and even the ability to turn invisible.

The Zokol are more reliant on the blood they drink than the others, and often due to their dependency on it they turn to feed on animals rather than humans to avoid causing any trouble to their neighbors or detection if they are the sort to live in exile and far from society.

### Abilities:

* Obfuscation: As long as no one can see them, and they remain motionless the Sokol can turn invisible to the naked eye. However, any magical items that can pierce through the veil of their obfuscation or beings capable of seeing through the ability will ruin their facade and their precious cover. (Moving will break the ability, and they must be unseen at the time they use it. They can also be detected by scent.)
* Dread: Due to their appearance the Nosferatu can impose a presence that will give those around him a deep sense of fear that may paralyze them.
* Blood Price: The Sokol are capable of enhancing their vampiric abilities to move and strike far more than their kin, however using this ability causes them to grow hungry faster and seek a means to replenish their strength.

### Weaknesses:

Sokol are incredibly weak against sunlight or any light based magic like the Tietjen, and their dependency on blood to increase the potency of their abilities can often turn the tides to grasp a quick victory or put them into precarious situations where they may face their final moments. Both powerful yet vulnerable, the Sokol walk a thin line where every action must be approached with balance and self awareness.

### Living Member of the Sokol:

* Zygfryda Sokol: High Queen: Alive - Unknown

* Ansgar Sokol: First Lord: Unknown
Hector

### Ideals

Never hurt the innocent. Protect family at all costs. Simple living and a close relationship with nature.

### Bonds

Connections from his more honorable days of thieving and murder.

Committed to serving the Temple of Brashta and the honor of the Way of Shadows in any time of need.

### Relationships

(Any special relationships with people, organizations, etc.)

### Proficiency

(Items, concepts, and skills Hector is proficient in.)

## Quests

Hector's Quests

 Familars / Pets

These are any pets, mounts, or familiars Hector has.

## Trivia

This is trivia about Hector.
The Sly Harpy

## About

From the outside, The Sly Harpy looks clean, delightful and cheerful. Stacked stones and carved pillars make up most of the building's outer structure. It's tough to see through the darkened windows, but conversation can be heard from quite far away outside.

The entrance to The Sly Harpy is a large hardwood door. Inside, wooden beams support the upper floor and have sconces attached to them. Conversation is plentiful, and the bartender, Renon, moves quickly around cleaning, serving, and joining in pleasantries with patrons.

Renon, the owner, is a slightly overweight male in his late 30s. Renon's hair is starting to show signs of balding, but his thick beard draws attention away from that fact. Renon enjoys conversation with others, but gets uncomfortable when things turn political.

The Sly Harpy was established in Sanlow, Ishira, in the year of 6112 D.C. by Renon's father, Savore. The Sly Harpy serves a variety of ales and wines, and Renon's wife, Ril, tends to the kitchen to cook meat and potato meals for hungry patrons. Renon's mother, who he refers to only as 'nan', lives upstairs and is not afraid to yell down at patrons when it gets too loud.

## Goods and Services

* Ale / Beer Mug - 3 Copper
* Ale / Beer Gallon - 2 Silver
* Wine Bottle (Common) - 2 Silver
* Wine Bottle (Uncommon) - 5 Silver
* Meat and Potato Meal - 2 Silver
* Bread Loaf - 3 Copper
Sanlow

## Description

Sanlow is a small town on the east coast of Ishira. With a population of just over one thousand, it is a quiet town. Sanlow sees a lot of foot traffic from travelers headed north from Petorris.

No building in Sanlow is more than two stories tall. A town square stands at the center of Sanlow, and many buildings spread out in a starburst from the center. Sanlow is very spread out, and is relatively self-sufficient. Many of the citizens of Sanlow have never left its boarders, and live their lives as farmers and other uneducated workers.

## Leaders

Sanlow's primary leader is Zaze Shei, a cousin of the late Queen Alora. Due to Alora's death, Zaze has remained quiet in her leadership style in fear she may be targeted next.

While Zaze does potentially have a claim to the throne of Ishira, she is unwilling to take it due to fear for her life.

## Imports and Exports

Sanlow has a small port, but does not see a lot of boat traffic due to Petorris being nearby. Sanlow does not have a lot of wealth to offer the country, so the town relies on itself to thrive. A small river cutting through the town offers fresh water and acts as a fertilizer for the town's many farms.

When Sanlow has excess food, they sell it to Petorris or Vasas and Coalfell and spend the extra wealth on upgrading the town.

## History

Sanlow was established shortly after Ishira. It was one of the first villages to become a town in Ishira. Due to the plentiful farming land, and close proximity to the capitol city, Sanlow sits in a perfect spot in Ishira.

When the royal family had problems with one of their own, they would often send that person to Sanlow to rule so they could keep a close eye on them, but also get them out of the city of Petorris.

During the Dry Years, Sanlow was briefly abandoned because the river flowing through it had dried up. When the Dry Years ended, many of the citizens moved back, and their extended families have never left again since.
The Darkest Night

## About

The Darkest Night is a large building on the outskirts of the city run by Folas. Folas continued on his family's tradition of running Inns after his father's Inn burned down 2 years prior. The Darkest Night was named as such because Folas had began building it on the longest night of the year.

The Darkest Night is two stories tall and has 40 rooms available to adventurers. It is not as fancy as other buildings in Petorris, but looks sturdy, and well built with a few flares of decoration on the outside and the inside.

Visitors here enjoy rooms with locks, and comfortable beds to sleep on.

## Goods and Services

* A single day stay with a wealthy meal - 2 Gold
Qian Ain

### Description

There is very little to see when gazing on Qian Ain. Qian leaves his body covered in long flowing white robes. Qian's confidence has made him step beyond the normal dark colors worn by The Hund Syndicate. Qian carries an ornate glaive with him everywhere he goes, and has a long sword and a dagger strapped at his belt. Brilliant green eyes gleam from beneath Qian's cowl. At 6'1", Qian is tall for an assassin, but he is built like a brick wall beneath his robes.

## About

Not much is known about Qian Ain. Qian has a love for battle and for gold. Qian works for The Hund Syndicate, but more recently he has been hired as a personal body guard by Ayn Rand. Qian does not leave Ayn Rand's side except for very brief periods. When Qian does leave Ayn Rand's side, he is replaced by 3 other Hund Syndicate assassins who follow closely behind, and the number of Royal Guards with Ayn Rand triples.

Qian Ain is known as the best fighter who ever lived, and likely ever will live. Multiple brave soldiers, knights, and princes have challenged him, and all have failed.

## History

Qian Ain's history is an enigma. The few people who do know about him only know of his life starting at the age of 16 when he walked up to the doors of The Hund Syndicate, and requested entry. Qian quickly climbed the ranks of The Syndicate, and became one of the most demanded assassins for hire.

Qian's name is recognized through much of Feyos. When anyone is murdered or assassinated, and Qian is suspected as the killer, soldiers, guards, and investigators decide it is not worth their time to track him down or bother putting up a wanted poster for him.

As Qian is currently working for the queen regent, Ayn Rand, he is above reproach. Qian is untouchable, and making more money than he will ever be able to spend. Qian anxiously awaits the day Ayn Rand is attacked by a formidable assassin so he can prove his superiority.

## Trivia

* The adventurers of Natrryn are very hesitant about facing Qian Ain.
* Qian Ain was first seen by the adventurers in Episode 11.
* Qian Ain was killed by Hector in Episode 11.
	+ Timmy did 99% of the damage though
The Royal Guard

## About

The Royal Guard was founded in 5215 D.C. shortly after Petorris was established. King Adwick felt that his life could be endangered by commoners, assassins, and even family. Adwick named one of the captains of his small military his person bodyguard and requested the captain to be in charge of Adwick's security detail. Adwick gave the captain as much money as he needed to hire additional soldiers and to provide training for new ones.

To join The Royal Guard, new members have to sign a contract that binds them in blood to protect the royal family of Ishira, or who ever sits on the throne. The contract is written in special ink that makes it impossible for the signer to break.

When The Royal Guard was first founded, it initially had only a few members who rarely slept to protect their king. As time progressed, and Ishira grew in size and power, The Royal Guard grew multiple times in size. In present day Natrryn, The Royal Guard has nearly 100 members dedicated to protecting the lives of the royal family, and those who work for the crown. Members are carefully selected, and trained for years before they can walk next to the king or queen.

## Ranks, Members, and Influence

### Ranks and Members

Captain (1) - Maya Oatmaw

Sergeant (6) - Adim, Huselo, Rem, Sabem, Gerlis, and Grun. Sergeants of The Royal Guard all specialize in a single weapon that they can use with masterful proficiency. Sergeants wear splint armor, and have a blazing sun resting on a blade to signify their status as sergeant. Sergeants of The Royal Guard outrank all soldiers and leaders of the Ishiran army.

Royal Guard (90) - The soldiers of The Royal Guard wear chain mail armor, and are trained for months on end on how to use their long swords and halberds masterfully. Only 3 females are in The Royal Guard at present day.

### Influence

The people of Petorris, and many of the people of Ishira instantly recognize the insignia of The Royal Guard, a silver sword on a blazing sun. When The Royal Guard are near, a path is created in the direction they are walking, even in busy streets. The Royal Guard members are above the law, and above reproach. While they are able to do anything legally to protect the throne, they follow a strict set of guidelines. To step outside the bonds that guide the members of The Royal Guard usually ends with the death of that member.
Marun's Secret

Previous Episode: Marun's Tower

Next Episode: TBD

## Overview

The adventuring group was attacked by Evny. As the group fought with Evny, Kaalin realized that she was likely being dominated by Marun. Rheali managed to knock Evny out of the spell that was controlling her. Evny convinced the group that she knew Marun was hiding his phylactery in Majka Brdo, and they would have to retrieve it before trying to kill him.

Evny agreed to fly the group to Majka Brdo. The group takes a short rest on the outskirts of Majka Brdo before diving into the depths within. Evny and Norak use their collective knowledge of Majka Brdo to figure out how to get to its center where Evny believes the phylactery is at.

While heading to the depths of Majka Brdo, the party runs into multiple groups of orc spawn and spawn masters. After easily dispatching all of the orcs, the party finds themselves in the very center of Majka Brdo. A large purple gem is found floating above a chasm in the center of a bridge. The group works to collect the gem which they figure out is Marun's phylactery, and traps around the gem nearly cause them to plummet to the chasm below. Kaalin manages to get a hold of the gem, and the group escapes out of Majka Brdo back to the Orcan Forest.

## Events

* The group fights Evny, and releases her from a domination spell Marun has on her.
* Evny convinces the group that Marun's phylactery is in Majka Brdo, and gives them a ride there.
* After fighting multiple groups of orc spawn, the group finds the phylactery, and Kaalin takes it.
* The group leaves Majka Brdo and find themselves safely in the Orcan Forest.

## Trivia

* The members of the adventuring party level up to level 8.
Mud

### Description

A short scrawny street urchin, covered in mud. Carries a quarterstaff and a small gem knecklace.

## History

Family was living in a small village in the mountains north of the Prairie of Decay. One day the village was destroyed by an unknown force. Mud has since lived in the streets scavenging and stealing to survive.