recursal/Fanatic-Fandom huggingface dataset:
The Old Way

Return to theology.

**The Old Way** or **The Old Ways** are terms for human religions who worship the Godhead in his aspect as the Skyfather, or Perkunnos, as opposed to Theos. The old way also acknowledges two other gods, Kosma, the Earth Mother and Apollon, the incandescent sun and aspect of the youthful beauty of men. The old way is still practiced by the Eleum Loyce Vanir, and aspects of it still remain in the rites of the Cambrians and the Stromgarde Aesir.

Modern practice of the old way is tolerated in Drangleic, although the divine inquisition holds it in great suspicion. Nonetheless, Inquisitioners are able to see past this, including to respect Cambrian slayers.

There are rumors that druids, hermits, and hedge-witches continue to practice ancient rites of the old way.
Bullette

A **bullette** is a large shelled creature that tends to dwell in sandy environments, leaping from beneath the loose earth to slam into prey which it relentlessly pursues by burrowing.. It has a large maw and small beady eyes, which retract inside its head when tunneling. Presumably it has vibration sense. It is bloodthirsty and persistent in its pursuit of its prey.

The party defeated one while traveling from New Stromgarde to a fishing camp on Albion.
Oswald Aran

Return to house aran.

Return to characters.

**Oswald Aran** of House Aran is the prince-governor of Albion. He is the son of Vendrick and the brother of Harald.

He is tall, blonde, and overweight, with a scraggly beard and somewhat unkempt appearance, at least when the party arrived on Albion, where he was living a life of luxury among the deteriorating conditions of the isolated city.

He is potentially under the effects of the mist.
Cambrian Oracle

Return to characters.

**The Cambrian oracle** is a position in te semi-nomadic Cambrian tribe responsible for maintaining ritual communion with mystic forces that allow her to deliver usually cryptic prophecies to tribal authorities, slayers, and other prominent members of the tribe. Oracles tend to live an extraordinarily long time. The current Oracle, Pythia Delphi was old even when Ignatz Hellstrom was a child. The oracle presides over a mostly-female coven of druids, witches, and sorceresses. The druids perform Cambrian religious services but the other members of the coven focus on arcane study and prophecy.
Necromancy

Return to arcana.

**Necromancy** is the school of magic that focuses on control of life and death. This school of magic covers a wide range of spell-weaving; from the miracles of clerics such as *raise dead* and *true resurrection* to druidic spells of infectious life like *contagion*, but necromancy is best known through the practices of master necromancers who wield the forces of life and death just as all wizards wield the weave.

A necromancer strengthens himself and his allies with castings of *false life*, brings death to his enemies in the form of *ray of sickness* and *blight* and extends his own life through spells like *clone*. Of all the ways a necromancer wields his magic however, the most famous and notorious way is in the creation of the undead through spells such as *animate dead* and *create undead*. Whether this act is in true defiance against death or is one which only creates a foul simulacra of life, this is the necromancers calling and purpose.

The practice of necromancy is largely considered Heretical by Church of the One dogma and persecuted throughout Drangleic. The Inquisition roots out necromancers and others using illegal magic as well as mundane heresy and evil creatures. Actually summoning the dead is among the most serious or crimes and is punished by death. Most other countries consider necromancy taboo at a minimum

**People**

* Mordred Edain
* Elenwen Dinuviel

**Spell list**

* Abi-Dalzim's Horrid Wilting
* Animate Dead
* Astral Projection
* Bestow Curse
* Blight
* Blindness/Deafness
* Cause Fear
* Chill Touch
* Circle of Death
* Clone
* Contagion
* Create Undead
* Danse Macabre
* Enervation
* Eyebite
* False Life
* Feign Death
* Finger of Death
* Gentle Repose
* Harm
* Inflict Wounds
* Life Transference
* Magic Jar
* Negative Energy Flood
* Raise Dead
* Ray of Enfeeblement
* Resurrection
* Revivify
* Shadow of Moil
* Soul Cage
* Spare the Dying
* Speak with Dead
* Toll the Dead
* True Resurrection
* Vampiric Touch
Mordred Edain

Return to the party,

### Features

Clean shaven, with a pointed nose and a jawline and face composed of straight edges.

## Basic Information

### Homeland

Armindale
Albur
Drangleic

## Equipment

### Primary weapon

A silver ring with a scintillating gemstone (arcane focus).

### Armor

A mirage-like coat of energy best visible in direct sunlight as a shimmer over normal clotes. (*mage armor*

**Mordred Edain** is a 25-year-old human wizard (necromancer), surgeon, and party member.

He was born in the town of Armindale in the province of Albur., at the shore of the Nader river and the base of the Grey Mountains.

From the age of 14, he apprenticed both as a surgeon and a wizard under the tutelage of the renowned Asmodean Blackrose. This apprenticeship ended when Blackrose perished in a fire that also consumed his home and laboratory. Mordred abruptly ended hs training and became a wandering hedge wizard.

Mordred is a strong adherent to the surgeon's moral code to "do no harm." His other moral code continues to evolve as he grows and lives. He worships Corellon, is an associate member of the mages guild, and is in a romantic relationship with vampire and fellow necromancer Elenwen Dinuviel. His religious, moral, personal, and interpersonal conflicts play a central role in the campaign.

**Relationships**

* **Cedric Edain**: Mordred's Father, Herbalist and Apothecary in the town of Armindale.
* **Genevieve Edain**: Mordred's Mother, assists Cedric in their Apothecary Store and attends to their herb garden.
* **Asmodean Blackrose (deceased)** Mordred's former master, a reclusive Human wizard with whom he apprenticed as a surgeon and a wizard (Necromancer) for 10 years. He, his home and practice were consumed in a fire started by Mordred, unbeknownst to the law, when Mordred confronted him on the discovery that he was purposefully killing his patients to acquire materials for his Necromantic experiments.
Quests

The following quests have been given to the party.

**Eleum Loyce**

* King Vendrick wants you to investigate the mysterious city
	+ Find a way to protect the flames
		- Deal with the flame cult
		- Deal with the fallen Ivory King
	+ Clear yetis out the magic gardens
	+ Clear derro out of the alabaster mine
	+ Stop the gnoll assault

   **Morthwell**

* Deal with the werewolves
	+ Find the missing rogue slayer

**Stromgarde**

* Crown-Prince Harald wants you to investigate a ring of smugglers in the city.
	+ Find the smugglers
	+ Uncover their secret
	+ Deal with the Asmodean cult
	+ King Harald demands you find the smugglers or be branded traitors and cultists
* Inquisitor Coteaz wants you to investigate the disappearance of transients
	+ Find the culprit
	+ Help Coteaz find the vampire (optional)

**Albion**

* King Vendrick wants you to investigate the shrouded isle. It was his dying wish. His agent is court wizard Niall Hawkwood who is staying in Port Astur.
	+ Find the source of the mist
		- Remove the mist
	+ Deal with the black dragon
* Lucan the Wizard wants you to find and recover Megathiro's artifact, which he says is hidden on Albion
* Slay the giant crab monster
High-chief of the Cambri

Return to characters.

**The High-chief of the Cambri**, or 'Chief of the Cambrians' is an elected position in the semi-nomadic Cambrian tribe. He is elected by majority vote among Cambrian bannermen, who are heads of prominent households or elected military officers (including slayer and former slayers) and serves for life but can by removed by 2/3 vote of the same group. Sigismund the Wise is the current high-chief and he is widely expected to be succeeded by Ormund Garrow.

**High Chiefs**

* Sigismund the Wise
Dragon

A **dragon** is a highly intelligent mostly solitary creature. There are many species of dragon that fall into two general categories, each represented by one of their two gods (Tiamat and Bahamut). Their nieces and nephews are Dragonborn.

Dragons all love treasures. They're all collectors. Finding unique treasure to give to a dragon will get them in your good graces, although evil dragons will often just kill you and take the tribute.

\

**Species**

* Metallic Dragon
* Chromatic Dragon
	+ Black Dragon
		- Ancalagon the Black
Sea Spawn

**Sea Spawn** are semi-intelligent aquatic humanoid creatures with vastly divergent, monstrous features such as tentacles, claws, fins, and so on. They inhabit the misty sea around Albion and are extremely aggressive.

They attacked just as the party was about to leave the mist, killing Killian the sailor.
The House of Gwyndolin

Return to Stromgarde.

**The House of Gwyndolin** is the oldest structure in Stromgarde beside the palace. Gwyndolin was the shield companion of Anarion and built his mead hall just outside the keep as a place for the Aesir to drink away the sorrows of their defeats and celebrate their triumphs. Although there is a war room in the Palace of Kings for the discussion of major conflicts and threats to the Kingdom, in practice however much of the discussion and planning undertaken by the nobles of Stromgarde takes place in the House of Gwyndolin.

The House of Gwyndolin does not charge money, as the providing of the food is one of the responsibilities of the crown, and a perk the nobles receive in return for their loyalty to the House of Aran. The walls are lined with the heads of great beasts slain in battle.
Theos

Return to religion.

**Theos** is regarded by all races to be the god of humanity. The Church of the One elevates Theos to the status of unmoved mover and ultimate, original creator god. They refer to him as **The Godhead** or **The Divine Order**. Practitioners of the Cambrian Rite often refer to Theos as **Sky Father.**
Slayer

**A Slayer** is a Cambrian warrior trained from a young age to fight monsters. In addition to intense physical and mental training, most slayers regularly eat a mutagenic mushroom called witchroot that over time transforms their bodies, granting superhuman abilities. Slayers often carry two weapons with one always being silver or magical for dealing with supernatural threats. They possess a limited supernatural ability and often develop their own mutagenic potions attuned to their witchroot-infused body.

**The Order of Slayers**, usually numbering only a few dozen, is the fraternity responsible for choosing and training future slayers. The Order of Slayers, high-chief, and Oracle must all agree on candidates and again to initiate them into the Order of Slayers. Being chosen as a candidate for slayer is considered an honor and only a small number of those chosen will ever pass the trials or react positively to witchroot. Cambrians who perform the job of Slayer without membership in the Order are called rogue slayers.
Ormund Garrow

**Ormund Garrow** is a wealthy, powerful Cambrian head of husehold . He earned his money through profitable trade ventures and is widely expected to become the next chief due to his wealth and influence. He styles himself in the clothes and manners of the southern nations instead of the more simple dress and manners of the Cambrians. He married to a southern woman, born outside the tribe.
Elenwen Dinuviel

**Elenwen Dinuviel** is a young high elven necromancer, vampire, and member of the Mages Guild in Stromgarde.

Her status as a vampire and school of magic are kept secret by Mordred and master wizard Oloris, the leader of the Mages Guild. She is in a romantic relationship with Mordred and is a companion of the party.
Arcana

Return to the index.

**Magic** is practiced in a variety of ways throughout the world. Many wizards organize through the independent Mages Guild

* **Wizard Schools**
	+ Abjuration
	+ Conjuration
	+ Divination
	+ Enchantment
	+ Evocation
	+ Illusion
	+ Necromancy
	+ Transmutation
* **Divine Magic**
	+ Religion
* **Wild Magic (Sorcery)**
* **Warlock Patrons**
	+ Archfey
	+ King Elric
	+ Profane Flame
* **Druid Magic**
* **Psionics**
The Moon-Child

Little is known of the mysterious minor deity known as the Moon-Child. She has no grand temples or houses of worship, and no sacred texts detailing her nature. What is known is that under her shaded moonlight, the innocent and helpless find shelter from those who would seek to slay them, and that her benevolence, while not widely known or understood, is considerable
Elaine d'Ascolat

Return to the party.

**Elaine d'Ascolat** is a 27-year-old half-human bard who joined the party in Morthwell and journeyed with them to Stromgardethen Albion and beyond.

She was initially driven to the party by a tarot prediction but continues with them for companionship. She has psychic asf well as limited magical abilities and is a natural empath. She has pale but lightly tanned skin and white hair with blue, almost-white eyes. She wears only cloth, with no leather, and a long cloak whose color matches the season. She has a pet red fox named **Krasni** and a white horse named **Lightfoot.**

She plays the harp and sings. She carries no weapons and is a vegan. She speaks Common, Elvish, and Sylvan.
Palace of Kings (Stromgarde)

The Palace of Kings is an ancient and imposing edifice built by Anarion the first when he founded Drangleic. The city of Stromgarde was built around it, on the slopes of the hill on which it was built. Much of the interior is dominated by a grand hall lined with the statues of kings past, ending in an enormous throne called the 'Old-Carved Throne". The palace is enormous and not always perfectly kept warm by the enormous fires meant for the purpose.

The palace is less sumptuous than might be expected as the aristocracy of Stromgarde is always on guard against the debilitating effects of luxury and wealth upon noble souls.The Palace was built as an impregnable fortress for the protection of the noble bloodlines who founded it, but not so comforting as to be a permanent abode, instead the young men of the aristocracy are encouraged to join the Lion Knights and wage war on far off realms, for the protection and glory of the Kingdom.
Vaniir

**The Vaniir** are a hyperborian race of humanity. They are cousins of the Aesir, who in eons past migrated south from the polar ice caps. Most Vaniir are said to live in the northern polar ice cap although a small tribe of Vanir have moved southward under the command of King Elric and built the frozen city of Eleum Loyce in the hazy northern border of Hearthelm in Drangleic.

All Vanir are tall and strong, with pale skin, red hair, and bright blue eyes. They also possess a unique ability to manipulate ice and the powerful material known as alabaster steel.

**People**

**Eleum Loyce**

* **King Elric**
* **Lady Alsanna**
* **Ava** (sabertooth tiger)
* **Sir Arcturus** (knight-captain)
* **Sir Velstadt** (blacksmith)
* **Sir Orris** (mine guard)
* **Sir Alaric** (armory guard)
Finn Hellstrom

Return to characters.

**Finnn Hellstrom** is a 16-year-old Cambrian werewolf operating as a rogue slayer. He is the younger brother of Ignatz Hellstrom. He completed the early stages of training to become a slayer but was weeded out of the process on recommendation of the oracle, a common occurrence.

He became infected with lycanthropy while hunting a wood elf cult of lycanthropes outside Morthwell. The party rescued him from the cult but he later refused treatment and chose to continue as a werewolf.
Hyperborean

**Hyperboreans** are the mysterious race of humans who survived on the northern polar ice cap for an unknown period of time. The two principle tribes are the Vaniir and the Aesir. The Aesir are said to have descended from the north eons ago to live among the middle humans of the kingdom now called Drangleic. The Vaniir are more reclusive and are said to still live mostly on the ice cap, although with a recent expedition south in the form of King Elric's Eleum Loyce.

**Hyperborean Ethnicities**

* Vaniir
* Aesir
Current Party Loot

The party's current loot.

**Treasure** (stored in "Weapons chest")

* Bag of Holding
* 16.5 gp 35 sp
* 1 diamond (100 gp each)
* 1 sapphire (50 gp)
* 100gp of diamond dust
* 3 Skull masks

**Food & Cooking**

* 900 lbs of food
	+ 900 lbs of salted fish (being distributed among the people)
* 1.5 barrels of Elvish wine
* 2 iron pots

**Alchemy** (stored in "Academic chest")

* 10 portions of mushrooms (5gp each)
* 10 portions of muskleaf (10gp each)
* 2 Vials of Chuul Spray

**Potions & Alchemicals** (stored in "Academic chest")

* Minor Healing Potion
* Potion of Freedom of Movement
* Potion of Fire Resistance
* Potion of Healing
* Acid

**Transport**

* 3 draft horses
* Riding horse (Elaine's)
* Cart
* Gypsy wagon

**Companions**

Three Derro **(deceased)**

Elaine D'Ascolat (157.5 gp)

* Contract to provide for Lightfoot in Port Astur for 90 days with an agreement that he will keep the horse another 3 months after the end before seling. Regardless of when she returns, she will pay the difference.

* Padded armor, quarterstaff, sling, net, ring of animal friendship
* bedroll, blanket, tent (2), mess kit, waterskin, harp, tarot cards, region map, fine clothes, 2 sets of travelers clotes, healer's kit, steel mirror, 3 soap, 3 perfume

**Clothes**

two sets of fine clothes, a set of traveling clothes, a set of common clothes, disguise kit, signet ring of a foreign duke, a wintry flower garland vial of perfume, bar of soap

**Tools and instruments**

a lute, a hooded lantern, one flask of oil, Shovel, Forgery Kit, Thieves Tools, hammer, pick,, 2 tinderboxes, 20 candles, 26 torches, 50 ft hempen rope,

**Academic Chest**

chest, ink pen, bottle of ink, sheet of paper, eight sheets of parchment, stick of sealing wax, two cases for maps and scroll, a basket, a blanket, a steel mirror

**Weapons Chest**

2 studded leather armor, splint armor, mace, 2 light crossbows,3 short swords, chest, lock, shield, Nikolai's dagger, Longbow, quiver, 20 arrows, guard bracer two caltrops, two bags of ballbearings, 13 pieces of paper, 22 fake incident reports, 25 fake caravan documents,

In evidence locker?

* a seditious document (18)
* a ledger with gilder (23) critical
Robert Forsythe

A tall man with dark hair and eyes, Lord Robert Forsythe is the grandson of the Lord Forsythe who led the initial Drangleic invasion of Albion along with Lord Ketrick. He was thrown into the New Stromgarde prison due to the fact that he attacked Wilhelm Ketrick, accusing him of having tainted blood. The party released Robert Forsythe after a dragon attack threw New Stromgarde into chaos.
Shemite

**Shemites** are a race of men who live in the Waste of Tiamat on the material plane.

There are two groups of Shemites. Dunewalkers eke out a nomadic existence among the deserts, badlands, and wastes of the south while urbanite Shemites are a majority population in Dawn City. They are materialistic and cunning, and have taken part in many wars against the Middle Men.

They worship Asmodeus, and as such count Chromatic Dragonborn, Orcs, Goblins, and Teiflings among their allies. The current ruling dynasty of the Dawn City are Shemites.

Shemites tend to have brown skin, large hooked noses, and black hair.
Giant

**Giant** refers to numerous semi-intelligent and intelligent creatures of various sizes from large to gargantuan. They are important in the theological history of the world according to the dogma of the Church of the One. Giants are said to still exist in the northern parts of Albion, where the people tell stories of giants in the old days demanding human sacrifices.
High Elf

**High Elves** are a humanoid race. Their Kingdom is Aliedon although they can be found in small numbers throughout Drangleic where they are treated suspiciously due to their connections with troublesome Wood Elves and their affinity for magic that connects to other planes. They are urban and mostly affluent, with an inclination towards magic.

**Characters**

* Master Glynbalor Oloris, leader of the mages guild in Stromgarde.
* Elenwen Dinuviel, a young vampire and apprentice necromancer
The Cambrian Rite

Return to theology.

**The Cambrian Rite** also known as **The Old Way** is a religion practiced mostly by Cambrian humans. Over hundreds of years it has been steadily brought into compliance with Church of the One orthodoxy sufficient to be tolerated by Drangleic and the Inquisition. The Cambrian Rite refers to Theos as Sky Father and often pray to him by offering prayer down to Earth Mother.

The Cambrian Rite is overseen by the Cambrian Oracle. Their rituals include prophecy and the regular blessings of slayers and warriors. Slayers who operate without the Oracle's blessing are considered rogue.
The Mages Guild

Return to arcana.

**The Mages Guild** is an international independent organization of wizards on the material plane. It accepts worthy magical candidates from any race but the origin leadership, and operation of the guild is largely high elvish and it is headquartered in Aliedon. Because of this, the mages guild faces scrutiny in Drangleic as a potential source of foreign espionage.

The Church of the One and the Holy Inquisition are both suspicious towards the mages guild. Peasants and city-folk are negative towards the nature of magic itself and some dislike the racially diverse foreign crowd of magic-users that always surround mages guilds.

Despite all this, the presence of guild halls and operation of guild mages is usually tolerated in exchange for the benefits provided by the guild. Notably, the guild facilitates a flow of arcane knowledge from magically adept Aliedon to magically underdeveloped Drangleic. Most court wizards in Drangleic are also members of the mages guild.

The guild earns money by selling spells and magical components to members and by taking contracts for magical goods and services. The guild maintains a network of teleportation circles, magic schools, libraries, and other facilities. throughout the world.

**Characters**

* **Stromgarde Mages Guild**
	+ **Master Glynbalor Oloris** (high-elvish wizard)
	+ **Elenwen Dinuviel** (high-elvish vampire necromancer)
	+ **Milana Maxwell** (secretary)
Middle Men

**Middle Men** or **Middle Humanity** are an ancient and numerous race of humans. Drangleic is a country of middle men.

Middle Men have inhabited the center of the world since before recorded history. They and the Shemites were the only races of men to play a role in the Dawn War according to the teachings of the Church of the One.

Middle Men have a diverse appearance, and do not have a distinctive phenotype. Their skin color ranges from pale to light brown, and their hair and eye color are usually brown, although some of them have light eyes and blonde, or even rarer, red hair.

**Ethnic groups**

* Cambrian
* Nordlander
* Südländer
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## 含まれるコンテンツ

* Campaigns of Death (Includes Miniatures, Strain System, etc.)
* Abyssal Woods Expansion
* Black Knight Expansion
* Campaigns of Death
* Death Armor Expansions
* First Hero Expansion
* Frogdog Expansion
* Gryphon Expansion
* Honeycomb Weaver Expansion
* Inverted Mountain Expansion
* Ivory Dragon Expansion
* Nightmare Ram Expansion
* Oblivion Mosquito Expansion
* Pariah Expansion
* Red Witches Expansion
* Screaming God Expansion
* Silver City Expansion
The Champaign Liberation Forces (CLF)

## Overview

The **Champaign Liberation Forces (CLF)** are an insurgency based in the Japanese Garden region of the country of Gardenia. They follow a radical left wing ideology and are currently led by the popular revolutionary Jae Duevara.

They see their cause as one to free all Gardenians from the oppressive grip of the central government and view their revolutionary ambitions as a noble undertaking, similar to the Great Revolution of 1875.

They have adopted an extremely decentralized model of organization so that the cause may live on even in the death of its leadership. A lesson learned after the death of several of its key leaders during the GSB Crackdown of 2002. Although this method allows for greater organizational surviveability, it also reduces the effectiveness of any one cell. In general, CLF attacks tend to be more sporadic and less organized, but more frequent than their right wing counterparts .

### Tactics

The CLF relies mostly on weapons, body armor, surface-to-air missles, and camouflage uniforms captured from ambushed SRG patrols and outposts. Because of this, CLF forces are generally less trained and equipped than their right wing counterparts. While this can prove to be a disadvantage in direct combat, it also allows CLF fighters to quickly disappear into the civilian populace after an attack.

CLF forces have been known to commonly employ such tactics as: IEDs, car bombs, targeted shootings and harassment ambushes. Coordinated strikes against major military or government installations are far less common.
Elf

Return to civilized species.

**Elves** are a long-lived race of fair-skinned, pointy-eared humanoids. There are several races and numerous cultures of elves. Elves face ethnic conflict with humans of Drangleic, some of which is connected to their worship of Corellon, which is tolerated but disliked, and for their participation in Archfey cults.

**Races**

* High Elf
* Wood Elf
Pict

The term **Pict** is used by citizens of Drangleic to refer to all of the native human inhabitants of Albion. Although in fact the Picts are only the most numerous tribe on the island, not the only one. Picts have a reputation for being violent, superstitious and backward. Little is known or understood about their culture or way of life.

Picts tend to be of average height, with dark hair and grey eyes.

The Picts are engaged in a war against orcs.
Ignatz Hellstrom

Return to characters.

Return to the party.

### Features

Thick mustache, rough-shaven beard, whitening skin and hair as well as yellowing fingernails and eyes due to witchroot consumption.

## Equipment

### Armor

Alabaster Breastplate

**Hellstrom Ignatz Lukazpoika** (Ignatz Hellstrom, son of Lukaz) is a 32-year-old Cambrian slayer and party member. As a slayer, he is a wandering mercenary who takes out contracts to slay beasts. His brother is Finn Hellstrom, a rogue slayer and werewolf. Ignatz was for a short while infected by the same werewolves, but sought treatment.

Hellstrom has a general mistrust and animosity to anything extraplanar, particularly aberrations, celestials, elementals, fey, fiends, and undead but has also shown compassion, such as for the vampire Elenwen, whom Hellstrom allowed Mordred to free and even agreed to travel with her, though suspiciously.

He is gruff and unmannered but rustic ways only obscure intelligence and wisdom. He often makes a bad impression or fumbles with his words but attempts diplomacy and negotiation as the first resort when settling disputes, except forces of chaos.

* Father: **Lukas**, 62. Retired slayer, standard barrier. Advisor to the chief. Taught Hellstrom most of what he knows
* Mother: **Mila**, 53. Chief Sigismund's sister.
* Brother: **Lukas II**, deceased. Former slayer.
* Brother: **Yuri**, 28. hunter, warrior.
* Sister: **Gwyndolyn**, 22. Wife, musician.
* Brother: **Finn**, 16. A rogue slayer

Other:

* **Kircee Ebonhardt**, 27. An old flame. Sorceress. Might still have a thing for Hellstrom.
* **Gildor Deschain**, 58. A half-elf druid. The only other surviving member of an adventuring party Hellstrom once worked with. Appears younger than Hellstrom despite being older. A foil.
* **Yorick Kronburg**, 35. A well-known slayer from a rival tribe. Another foil.
* **Lord Gregori Harkin**, 55. A northern lord who mistrusts tribals and dislikes slayers. Hellstrom charged him to guarantee that a monster would not trouble his farmers any more after Hellstrom privately determined that the monster had already died or vacated the area.
* **High-chief Sigismund the Wise**. 71. The current chief of the Cambrian tribe. Widely regarded as a good chieftain. A friend to Hellstrom's father, Lukas.
* **Ormund Garrow**, 46. A wealthy, powerful member of the Cambrian tribe. Widely expected to become the next chief due to his wealth and influence. Styles himself in the clothes and manners of the southern nations instead of the more simple dress and manners of the Cambrians. Married to a southern woman, born outside the tribe. Widely regarded as a dick.
* **Vesemir the Old**, 92. Formerly known as Vesamir the Great. The oldest human former slayer of all the northern tribes. Former mentor to the high-chief.
* **Pythia Delphi**, ???, An extremely old witch/oracle in the Cambrian tribe. Old even when Hellstrom was young. She privately advised him against becoming a slayer, warning him of great terrible omens. Publicly, she endorsed his adoption into the order of slayers
Species

Return to the index.

The following intelligent **species** have appeared in-game. They range from savage to extremely civilized. The most savage intelligent species are also listed as creatures.

Humans can interbreed with any of the species on this list. However, human genes are dominant against all species, leading to only slight differences from human form and abilities. Half-dwarves look like short, stocky humans. Half-gnomes look like humans with dwarfism. Half-goliaths look like humans with gigantism, and so on.

Inter-species breeding is widely considered to be extremely taboo and is illegal in almost all territories. Orcs kill half-orcs on sight. Humans of Drangleic tolerate half-bloods but strongly disapprove of them, so families often hide that part of their heritage.

**Elf**

* Drow
* Half-Elf
* High Elf
* Wood Elf

**Dragonborn**

* Chromatic Dragonborn
* Metallic Dragonborn

**Dwarf**

* Derro

**Gnome**

**Goliath**

**Goblin**

* Bugbear
* Hobgoblin

**Halfling**

**Human**

* Hyperborean
	+ Aesir
	+ Vaniir
* Middle Men
	+ Cambrian
	+ Nordlander
	+ Südländer
* Pict
* Shemite
* Turanian

**Kuo Toa**

**Orc**

* Half-Orc

**Tiefling**
Coteaz Torquemada

Return to characters.

**Inquisitor Coteaz** is an agent of the Inquisition. He is a clean-shaven middle-aged man with long hair and male-pattern baldness. He wears a long cloak, wide-brimmed hat, and wields a hand-crossbow. He has an outspoken hatred for undead and other supernatural or planar threats. He considers his divine mission to put him above the law.
Morlock the Orc

Morlock was an Orcish rogue wizard who was enticed by the rumors of the power of the profane flame. He hired the goliath mercenary Gromm to aid him in his quest. He encountered the party at the Cunning Hearth Inn and warned them not to leave early the next morning for Eleum Loyce, so they wouldn't arrive at the city before him.

The party heeded his warning and followed later the next morning, discovering a band of cultists slaughtered by him and Gromm on the way to the city. Continuing on the party discovered a battle going on just inside the walls of Eleum Loyce between Gromm, Morlock, and a band of cultists.

The party joined the battle on the side of Gromm and Morlock, but after the cultists were defeated, Morlock seized the power of the profane flame for himself and tried to flee. He was shot in the back by Hellstrom and killed.
Asmodeus

**Asmodeus** is the god of Tieflings. Church of the One dogma teaches that Asmodeus is a great betrayer that rebelled against the original and most powerful god, Theos and started the Dawn War. They regard Asmodeus as a Satanic figure. The cult of Asmodeus teaches that he is a noble hero who rebelled against an unjust plot by Theos to ban humanity from Mount Celestia.
Bahamut

Return to religion.

**Bahamut** is a world-wyrm, or dragon god and the twin of Tiamat. Bahamut is the god of metallic dragons and dragonborn. Church of the One dogma considers Bahamut to be a faithful god who fought for Theos against Asmodeus during the Dawn War. Because of this, worship of Bahamut is tolerated in Drangleic.
Gnome

Return to civilized species.

**Gnomes** are a small humanoid race of natural inventors and pranksters with a thirst for adventure and knowledge and a lively sense of fun. Their god is Garl Glittergold. Most Gnomes on the continent live in Aliedon or Faelthas with the Elven people, and the Gnomes of Aliedon are masters of Golems and other magical constructs. Gnomes are also prominent in various trade occupations and in commercial banking.

Gnomes are usually three feet tall, and have blonde hair and blue or green eyes.
Drangleic

Return to geography.

**Drangleic** is a human kingdom of 6 large fiefs ruled by hereditary dynasties appointed by the king who resides in city of Stromgarde.The reigning king is Harald of house Aran.

They tolerate the semi-nomadic independent tribe of Cambrians throughout the kingdom. In the west, they share borders with the High Elvish kingdom of Aliedon and the tribal badlands of Faelthas. They also border Ithe Wastes of Orocal in the south. The Vaniir city-state of Eleum Loyce lies in the frozen north.

**Fiefs**

* Stromgarde
	+ Stromgarde (City)
	+ Port Astur

	Stromgardian Lion Knights are the elite troops of the royal army

* Hearthelm
	+ Morthwell
* Willow
* Albur
* Thornby
* Archland
* Albion
Derro

**Derro** are a race of intelligent subterranean humanoids native to the underdark. They are a cousin of Dwarves with a tendency towards insanity. They respect strength and non-alpha members will follow leaders who offer them food and money. Their pretense on the surface is rare in Drangleic and many territories will execute them on sight. They have darkvision and a sensitivity to sunlight that puts them at disadvantage.
Keep (Stromgarde)

The **Keep** of Stromgarde is located at the center of the old district, on a hill. It is an ancient, grim, horseshoe-shaped stone structure with a narrow road leading through the opening of the 'horseshoe. The road leads through the palace gardens, a place of white trees with blue, white, and gold flowers. The Lion Knights train and meditate and the sons and daughters of the noble families court each other here.

On either side of the horseshoe wings are the manor houses, where the ancient noble families reside. In the middle of the keep structure is the Palace of Kings, where the house of Aran has ruled for more than a thousand years.
Archfey

**Archfey** are extremely powerful entities residing in the Feywild. They are worshiped as gods among some on the material plane, particularly wood elves.

* Nimrodel, goddess of the hunt
* Caine, lord of artful murder
* Mecorag, singer of the laughing tale
* Morai-hell, hag queen of prophecy
* Ilmarinen, black-hearted smith, maimed and false
Mistrider

**Mistrider** is a ship commissioned by King Vendrick and Niall Hawkwood with the mission of being a transport vessel to get the party to Albion for exploration purposes.

The ship is a small cog about 75 feet long and 45 feet wide in the middle. It is equipped with Mistbreaker, a techno-magical device that allows it to pass through the cursed fog.

**People**

* Captain Tyrone McLaggen
	+ Cullen
	+ Drem
	+ Killian (deceased)
Markus Morin

**Markus Morin** is the captain of the city watch in New Stromgarde. He was the first person to greet the party when they first arrived on Albion.

He is pessimistic and morose, constantly predicting the city's imminent fall to a Pictish horde. He appears to experiencing the effects of a psychological condition thought to be associated with the mist.

He is usually unemotional, but got very angry when Mordred Edain attempted to cast the *cold seal of many* on him to dispel any negative effects on his mind. The spell seemed to have no effect and Markus is now very suspicious of Mordred.
Tiefling

Return to civilized species.

**Teiflings** are the spawn of Asmodeus. They live mostly in Dawn City, with a few also living in Flotsam. They believe in the power of will and action over all other virtues. Their social structure is divided into five great houses who all vie for control. In Drangleic, they are associated with heresy and Asmodian cults

Tieflings have Devilish horns upon their heads and fiendish tails. Their skin color ranges between black, red, and purple.
Turanian

**Turanians** live south of the Waste of Tiamat, in a vast land called the Sea of Grass. They are a nomadic people divided into numerous tribes. There is only one area which is permanently inhabited, the sprawling city of Samarkand which is neutral ground for the various tribes to meet. The Turanians claim to have come from an enormous lost continent to the East, crossing over a land bridge near the south pole which has since sunk beneath the waves.

The Turanians worship a being they call the Great Spirit, and who they claim manifests himself on the world in the form of the four holy elements of Earth, Water, Fire, and Air. They wage war on horseback with all of their warriors also being skilled archers.

Turanians are short of stature for men, and have slanted eyes and yellowish skin.
Four-Faced Tree

Return to creatures.

The **Four-faced Tree** is a plantlike aberration located in the southern oak forest region of Albion. The Tella venerate the tree with child sacrifice that the tree itself regards as food. It's four faces have dark bark, thick trunks, blood-red leaves, menacing faces deeply carved into their trunks, and eyes like a human or animal. It's exact nature remains unknown to the party.

The party defeated the north-west face of the tree with magical fire.
Geography

Return to the index.

This is a list of countries and territories in the material plane.

* Hyperborea
* Eleum Loyce
* Drangleic
	+ Stromgarde
		- Stromgarde (City)
		- Port Astur
	+ Hearthelm
		- Morthwell
	+ Willow
	+ Albur
		- Armindale
	+ Thornby
	+ Archland
	+ Albion
		- New Stromgarde
* Aliedon
* Faelthas
* Iron Kingdom
* The Orocal Plains
* The Wastes of Tiamat

* Dawn City
* Karaz Ankor
Half-Orc

**Half-orcs** are the result of a union between an orc and a member of another humanoid species. Inter-species unions with orcs are legally banned and culturally discouraged almost everywhere but acts of sexual violence or secret relationships occasionally create half-orcs.

Half-orcs are rare and represent an abomination to Orcs due to their greatly diminished size and strength when mixed with another race. Orcs kill half-orcs on sight in order to maintain purity of blood. Half-orcs also tend to be mistrusted and disliked by other races. Half-orc lives are nasty, brutish, and short, marred by self-hatred, bitterness, and a lack of belonging. For the rare few who are able to find some form of peace, life can be very rewarding. Their status as outcasts make them more likely to appear as adventurers than other, more settled, races.

Most Half Orcs are of average height with light green or grey skin.
Archland

Return to geography.

Return to drangleic.

**Archland** is a southern fief in the human kingdom of Drangleic. It is ruled by the warlike Lord Agmar. It's symbol is a horse. Archland is the enthusiastic tip of the spear in the human war against the orcs of the Orocal plains.

The knights of Archland are called The Knights Panther, and they wear the skins of exotic beasts draped over their armor. Aside from knights, the regular forces of Archland include large numbers of non-noble cavalry, who sweep all before them in a wave of horsemen.
Caine

**Caine** is the bloody-handed spirit of vengeance and murder. He represents the savage but sorrowful embrace of death by the wood eves In times of great peril the wood elves call upon one of their number to become the young king and sacrifice themselves to bring about the manifestation of an Avatar of Caine, a terrible fey spirit with the power to challenge Balor and pit fiends.
Stromgarde Smugglers

Return to characters.

The **smugglers** in Strongarde were an Asmodeun cult that generated income through smuggling contraband and other criminal activities. They're rumored to be connected to human sacrifice.

The Stromgarde smugglers were ambushed by the party. Motive Doomside was killed by his human ally, but the others were killed the party.

People

* **Motive Doomside** (tiefling leader) **(deceased)**
* **Picklewink** (gnome shopkeep) **(in prison)**
* **Gorg** (Picklewink's goliath bodyguard) **(in prison)**
* Arab-looking human **(deceased)**
* Black-haired dwarf (**deceased)**
Cambrian

Return to middle men.

   **Cambrians** are a semi-nomadic tribe and ethnic group of middle humanity with numerous small villages scattered throughout the forests of the north. They farm, forage, and hunt game in their native lands during the warm months but in the fall, they plant tubers capable of surviving the winter and abandon their villages to follow migrating herds as they trek south. During the winter, they are also trappers who sell prized pelts. The tribe often splits into various hosts to do this. The Cambri are led by a high-chief who is elected by the heads of all households. Along with their clothing and particular style of braids which distinguish all the tribes, Cambrians are recognizable by their preference for shortswords and crossbows. Cambrian slayers are particularly famous and the tribe makes more of them than any other.

**Cambrians:**

* Sigismund the Wise (high-chief)
* Pythia Delphi (oracle)
* Ignatz Hellstrom (slayer)
* Finn Hellstrom (rogue slayer)
Drow

**Drow** are an intelligent civilized species who are the descendants of the few elves who sided with Asmodeus during the Dawn War. They worship Lolth, the wife of Corellon. They live in the Underdark after having been driven there by the other elves.

Drow have dark purple or black skin and white or grey hair.
Guarders

The guarders are very needed to make sure land people do not come to the moon pool. Land people cause lots of destruction to the sea and don't even know it. This clear stuff and bags and garbage. They want to make the world a "better place" but yet throw there trash in our homes. The guards aren't cleaners but if they see trash they put it in the trash bags we also find in our homes. Guarders also have to be very sneaky .They swim at the top of the water t pounce any creature or what not .

Guarders also get food. There are 4 guards in each tribe. Two of them take North & South and East & West . While the others take food but are also on the look out.
The Old District (Stromgarde)

The **old district** of Stromgarde dominated by the Keep, and the Palace of Kings at its center, and the architecture here is built entirely of stone, unlike the marble and wood sometimes employed in the Outer District. It is here that the greatest concentration of pure Aesir blood in Drangleic is found, although some Middle Men have earned a home and grudging respect here through deeds of valor and the earning of the kings favor. Lion Knights are drawn entirely from the denizens of the Inner City.
The Orocal Plains

Return to geography.

'**The Orocal Plains** are a lawless, hostile series of regions south of Drangleic. The Church of the One teaches that this region was damned in the Dawn War and is where Asmodeus rallied his corrupted followers after their exile from Dawn City. The region is inhabited by teiflings, orcs, and many others including humans outside the kingdom of Drangleic.
Stromgarde (City)

**Stromgarde** is a city in the Stromgarde fief of Drangleic, and the capital city of the whole kingdom. The reigning monarch is Vendrick of House Aran.

The city has architecture reminiscent of the Vaniir city of Eleum Loyce and it is extremely orderly. The regent of the kingdom is Crown Prince Harald Aran who rules with grandiosity and an iron fist. The city itself is walled and houses an impressive stone keep.

The party returned here from the frozen city of Eleum Loyce after a brief stop-off to deal with werewolves in Morthwell to find that King Vendrick was on his deathbead and Harald Aran had returned from military campaign and was running the kingdom as regent and crowned prince. After losing some of his adventuring earnings gambling, Nikolai von Baer attempted to rob and assault the person who won Nikolai's money, a gemstone-dealer named Guider [to be continued].

Places

* The Old District
	+ Keep
	+ Palace of Kings
	+ Cathedral
	+ The House of Gwyndolin
* Inner wall
* City
	+ Inn
	+ Market
		- Picklewink's Emporium
	+ Sewer
* Farms
* Stables
* Outer wall
* Outskirts

People

* House Aran
	+ King Vendrick
	+ King Harald
* City folk
	+ **Lord Ornstein**. A nobleman with interest in Vanir culture and history.
	+ **Ulesses.** Captain of the guard
	+ **Master Guilder** (jeweller)
	+ **Morgaden Blackbeard** (Dwarvish blacksmith
* Mages Guild
	+ Master Glynbalor Oloris (high-elvish wizard
	+ Elenwen Dinuviel (high-elvish vampire necromancer)
	+ Melanna Maxwell (secretary)
* Smugglers
	+ **Motive Doomside** (Tiefling leader)
	+ **Picklewink** (gnome shopkeep)
	+ **Gorg** (Picklewink's Goliath bodyguard)
	+ **Quasim Ali** (Shemite)
	+ **Dorgin Widebeam** (Black-haired dwarf)
Willow

Return to geography.

Return to drangleic.

**Willow** s a small and backwater fief in the human kingdom of Drangleic. Its symbol is a boar on a yellow and blue checkerboard. It borders Stromgarde to the east, Hearthhelm to the north, and Albur to the south. Lord Albert Willow can trace his lineage back to the ancient Aesir. Like Albur, Willow engages in trade with the dwarves of the Grey Mountains.

Instead of equipping and training knights on horseback, the noble families of Willow train in archery, and form groups of highly efficient longbowmen in battle.
Vendrick Aran

Return to characters.

**Vendrick Aran** is the former king of Drangleic and former head of House Aran. He is widely revered. Vendrick trusted Nikolai von Baer and gave the party several quests. He fell ill and died of natural causes just a week after crown-price Harald Aran executed Nikolai von Baer. As was tradition for Drangleic kings of that era, he resided in the city of Stromgarde.
Aesir

**The Aesir** are a hyperborean race of humanity who descended from the frozen north eons ago to settle among middle humans in the land now known as Drangleic. Their cousins are the mysterious Vaniir who inhabit territory from the polar ice cap to as far south Eleum Loyce.

They tend to have golden hair and green eyes, and be taller and stronger than average humans
The Profane Flame

**The Profane Flame** is a powerful malevolent entity that resides in a crater beneath Eleum Loyce, which was built by the Vaniir to surround the flame. It is all that remains of the soul of a powerful Demon Lord slain centuries ago. The flame operates through temptation. The flame grants magical power in exchange for allowing it to occupy your mind and body. It is worshiped by the cult of the flame.
The Mordinsamman

Return to theology.

**Mordinsamman** is the name of the dwarven pantheon of ancestor gods.

* Moradin is the head of the dwarven pantheon and creator of the dwarf species. His domains are *the forge* and *the grave*. His body is laid to rest in a grand tomb in Karaz Karak. The Dwarves believe he shall return at the end of the world to save their people from the end times.
* Valaya is the wife of Moradin and the bearer of divine children. Her domain is *life*.
* Grungni is the first-born of Moradin, and beloved of all dwarves. He rebuilt many dwarf-holds shattered by orcs and goblins during the Dawn War. His domain is *the forge.*
* Grimnir is the second-born of Moradin, and is a fierce warrior who died avenging a terrible wrong done against the dwarvish race. He is the patron of Dwarf barbarians and bringer of vengeance. His domain is War.
* Thingrim is the first-born son of Grungni. He is a mighty and glad-hearted warrior who's exploits and adventures are told and retold by Dwarves in song and saga. His domain is the Tempest.
* Laduguer is the second-born son of Grungni. He is rumored to be a cunning and cheerful trickster, but the Dwarves do not speak of him to outsiders. His domain is Trickery.
* Abbathor's parentage is unknown. He tempts the Dwarves to fall into greed and lust for precious things and wealth instead of love for clan. He is both respected and feared by the Dwarves. His domain is Light and the Forge.