recursal/Fanatic-Fandom huggingface dataset:
Doppeltrog

A reptilian race said to be descended from the troglodyte and doppelganger inhabits the Deepmountain realm in the worldcaverns.

## History

Little is known about the history of the doppeltrogs, other than their apparent heritage. doppeltrogs are one of the few races with a presence in both the surface and the worldcavern. The largest population of doppeltrogs mainly live in the ruined city of Magh Kuldohr the city of the roaring mad.

## Religion

doppeltrogs worship the same deity as most reptilian beings. Anmarru the dustlung and Cuelebre the great serpent or Jillin, the founder of flesh.

## Appearance and Personality

doppeltrogs are reptilian shapeshifter, taller, slimmer and more upright than the traditional troglodyte. Their head and limbs are smooth and rounded. They lack the pronounced frill on the top of their head, and a long tail of a troglodyte. Its eyes are dark and reflective. Their ability to shape shift into the appearance of any humanoid allows them to infiltrate various societies.

doppeltrogs's exude a thick grease when agitated, similar to their troglodyte kin. This musky substance can be smelled from quite a distance and will linger long after the doppeltrogs departure.

Their ability to shape shift isn't as reliable as their doppelganger or changeling kin. The transformation takes constant concentration and can be interrupted if the doppeltrog takes damage.
Celebmeleth

The bow of Austuril Liadon, Celebmeleth is an ancient Silver Elf relic crafted during the second age.

The bow exchanged hands between elves and drow dozens of times over the centuries before being taken up by Liadon. The bow has been the bane of so many elves that it now seems to unerringly seek elven blood.

This legendary long bow acts as an elven oath bow and all arrows fired are treated as an arrow of elf slaying.
Carcerum of the Heir of Eos

A Carcerum is a temple dedicated solely to Azogun. The Carcerem of the Heir of Eos is a massive dark stone brick building, primarily active after midnight and before dawn. The sharp edges and unusual shape contrast with the elegant and curved wooden structures of Mungu around it. A great set of iron doors set with red stained glass windows wash the streets below with an eerie ruby glow.

For centuries, the priests of this carcerum have been stoking anti-western sentiment in Mungu. This began to boil over in the fourth age when Arundel Shay banished the priesthood of Azogun. In the early fifth age Findle was reformed as a Theocracy of the Empyrean Church and the Azogun priests demanded representation. When they were denied as a heretical cult, the priesthood rallied the Danasian people into war with Findle.

The strong walls of the Carcerem of the Heir of Eos managed to survive several battles within the city and is well respected by the communities of Mungu.

Like all carcerems, the Carcerem of the Heir of Eos is commonly used as a prison for the most deviant criminals.
Agan Aregawi

Agan was a venerable ranger who accompanied a group of adventurers through the Sunsir desert. He came out of 5 years of retirement to guide caravans and train juvenile rangers. He is a very public worshiper of Frey, and wears a sun motif on his red cloak, believing that an emblem of the sun will bring its favor to him while travelling through the desert.

Agan's closest companion is a 433 pound giant wolf spider named Buibui. Agan takes advantage of every opportunity to brag about Buibui's pedigree as a pure blood "chestnut skitterer."
Copper Elves (Aira'Ældon)

## Copper Elves

The Aira'Ældon (Our family who follow the tree's light), also known as Copper elves are the most populous of the elven races, preferring to live in the southern end of the Eastern Reach. They place more emphasis on experience than study. Copper elves are considered by other elven subraces (particularly the austere grey elves) to be boisterous and hedonistic. They have a zest for life and pleasure.

The Copper Elves practiced head-hunting as the head was believed to house a person's soul. Heads of honoured enemies and ancestors were stored in tree hollows, and over time some trees in the Silver Reach would be nearly all skull hollows. Such trees are known as chorus trees and serve as places of worship. Copper Elf shamans regularly speak with the heads in order to gain knowledge and predictions of the future.

Copper elves are very lithe and stand at 5'10" to 6'5". They have tanned skin and brown to reddish hair. Copper Elves regularly apply a body paint made from copper oxide, leading to their common name.

Some copper elf lineages will occasionally have slightly bestial features, as a result of prolonged exposure to druidic ritual magic.

## 3.5e Stats

In addition to the base stats for Elves.

* +2 Strength, -2 Intelligence
* Weapon Proficiency: Copper elves are automatically proficient with the longsword, scimitar, longbow, composite longbow, shortbow, and composite shortbow.
* Favored Class: Ranger

## 5e Stats

In addition to the base stats for Elves.

* +1 Wisdom.
* Aira'Ældon Weapon Training. You are proficient with the longsword, shortsword, shortbow and Longbow.
* Fleet of Foot. Your base walking speed increases to 35 feet.
* Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist or other natural phenomena.
Dokkaebi

Mischievous ruddy goblin-like creatures native to Western Danasia. Dokkaebi are curious creatures well known for playing pranks on humans or punishing them because of their evil deeds. These goblin's are rarely malicious, though often impose themselves on humans, expecting hospitality and reacting poorly when asked to leave.

Stores of Dokkaebi tricksters are much more commonplace than the goblins themselves. One such story is about an old man who lived alone in a mountain when a Dokkaebi visited his house. With surprise, the kind old man gave the Dokkaebi an alcoholic beverage and they become friends. The Dokkaebi visited the old man often and they had long conversations together, but one day, the man took a walk by himself in the woods near the river and discovered that his reflection looked like the Dokkaebi. With fear, he realized that he was gradually becoming that creature. The man made a plan to prevent himself from becoming a Dokkaebi and invited the creature to his house. He asked, "What are you most afraid of?" and the Dokkaebi answered, "I'm afraid of blood. What are you afraid of?" The man pretended to be frightened and said, "I'm afraid of money. That's why I live in the mountains by myself." The next day, the old man killed a cow and poured its blood all over his house. The Dokkaebi, with shock and great anger, ran away and said, "I'll be back with your greatest fear!" The next day, the Dokkaebi brought bags of money and threw it to the old man. After that, Dokkaebi never came back and the old man became the richest person in the town.

## 3.5e Stats

In addition to the base stats for Goblins.

* Low-Light Vision
* +2 racial bonus on Gather information checks: Dokkaebi soak up gossip like sponges when they visit towns or settlements.
* Spell-Like Abilities: 1/day—Guidence, Bane, Goodberry. Caster level equals the dokkaebi's class levels. The save DC is Charisma-based.

## 5e Stats

In addition to the base stats for Goblins.

* +1 Charisma
* Trick or Treat. You know the Friends and Guidance cantrips. Charisma is your spell casting ability.
Akyri

Akyri, also known in the Aeldoni pantheon as the goddess Yebalakyr, is the personified spirit of the red moon. She is the smaller of the two moons and is most frequently hidden behind her sister Lunili. As her cult spread throughout Ord in ancient times, so to did the lycanthropic curse. Akyri is a powerful figure in lycanthropic lore and is said to be responsible for the curse as well as other strange occurrences. For three nights every 2 years, the red moon of Akyri is full and causes lycanthropes to run wild.

Many Empyrenans colloquially believe that Lyttan is imprisoned on the red moon, resulting in the madness that seems to overtake some when Akyri is in full view.

Akyri is a spirit of savagery and bloodthirstiness, and patron of dangerous wild beasts and violence. Her influence has been attributed to heinous acts. Among criminals it is often said that they were "under the eye of Akyri."

Her faith is primarily located in Narrock as it has a sizable population of lycanthropes.

She is still widely worshiped by the elves of the Silver Reach, the Vuldoni people of Narrock, and the people of Hara Dhuna.

Her totem animal is the red owl
Artificial Life

There are many types of beings in Ord. Native races exist alongside alien beings, creatures from other spheres and planes, and peoples crafted by the hands of gods, but none are as strange to the living as those created by ambitious mortals. Artificial lifeforms are exceedingly rare in Ord, with the secrets of their creation not being widely known, and being unable to reproduce like classical life, it may be the case that they never grow to significant numbers. Artificial life can be created through various means, but is often broken down into two main categories, constructs and undead. Barring some freak accident that bestows true life on a flesh golem, or a simulacrum that slowly awakens centuries after its caster died, there are few ways for mortals to create living beings.

## Constructs

Automatons created by skilled mages and artificers can often appear living. While a effigy or homonculus can mimic life, they lack true sentience. The true spark of life lay in the soul. It provides both sentience and free will, something constructs don't usually have. Warforged are unique in this. Either through some masterful engineering, divine guidence, or a fluke of magic, warforged seem to be genuinely alive.

## Undead

Creating an undead servant is simple, and calling a spirit into the material plane is a bit more complicated, but creating a new creature with a true mind of its own is completely different. Undead can be sentient, but they only appear to have free will. Their will is always leashed by the forces that created them. Liches are bound by their greed and pride, and vampires by their vanity and gluttony, they can not grow, change or truly live outside their programmed behaviors. Creating a truly untethered undead person with a soul is a feat in itself, and requires a great deal more effort than a simple animate dead spell.
Apostles of St. Reluse

## Knights Reluse

The world is divided into men who have fear and no faith and men who have faith and no fear.

### Full name

The Pious order of the Apostles of St. Reluse of Tus

### Duties

Lead through example. Defend justice, promote faith where'er you set foot.

### Headquarters

Tus

The Knights Reluse are an order dedicated to eradicating evil and spreading the Empyrean faith across Ord, although they operate independently from the Empyrean Church's heirarchy. The order as founded by ex-Shining Blades and based on the personal journals of St. Reluse the Tenacious. Knights of the Pious Order work tirelessly to promote Empyrean ideals and protect the citizens of Findle. This organization works very closely with the new Shining blades and the Church's Templar, however, the Pious order serves to promote good directly as opposed to directly serving the king or the church.

The Pious Order was created by ex-members of the Stalwart Order of the Shining Blades when the later order was dissolved following the failed Tus rebellion. When the Shining Blades were re-created at the start of the fifth age, much of the Pious Order in Findle joined the Reborn order of the Shining Blades in service of King Holt. Those remaining were less militant, working more to spread the faith than to serve as soldiers.

The Pious Order is headquartered in Tus and works in opposition of the Empyrean laws regarding heretics. They believe in leading by example instead of punishing the unfaithful.
Cerledriel

Home
 Former home(s)
 Gender
 Race
 Class
 Primary Cleric Domain

Cerledriel, also known as Ameretat the Unending Life is a seraphim archangel associated with time. It is the highest authority in the celestial plane and is commonly venerated by mortals. Some of its most famous servants were Vroolixar, a copper dragon and Chimi Chagna the gnome sorcerer. Cerledriel is commonly believed to be the only creature who will never feel the hand of Mortus, and by its guidance, you can live forever in the celestial plane.
Death Domain

(Dungeon Master's Guide)

### Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

### Channel Divinity: Touch of Death

Starting at 2nd level, when you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

### Inescapable Destruction

Starting at 6th level, necrotic damage dealt by your cleric spells and Channel Divinity options ignore resistance to necrotic damage.

### Divine Strike

At 8th level, once on each of your turns when you hits a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Improved Reaper

Starting at 17th level, when you casts a necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Dagger of Many Daggers

These daggers are extremely rare, or maybe there is only one... In any case, they work with experimental temporal magics. When thrown, the chronomantic magic within the blade activates and essentially pulls a copy of itself from a number of "temporal possibilities" where it was thrown. The temporal loop is not picky however, nor can it be, and can pull copies that were destined to miss.

The Dagger of Many Daggers is a +2 magical dagger. The Temporal Loop activates when the dagger is thrown. The item has one charge, and when it is used to attack, you may expend one of the charges. If you do, the dagger functions as normal, but it begins to multiply mid-attack. Roll 2d4, you gain that many extra attacks with the dagger, against the chosen target. This item regains its charge after one hour of use.
Arkenbeld, the Hellslayer

Arkenbeld was a skilled warrior and politician serving the Kingdom of Norlund. He was the progenitor of the noble House Hellslay. He was one of the Nephalim, or half-giants. In his case, he was half fire giant and half human.

## Early Life

Arkenbeld was born on the edge of the Wort Wood in eastern Norlund. He grew quickly and became somewhat of a folk hero to the humans of Veldtwiese. At a fairly early age, he took command of a party of fire giants and at the behest of Kossuth and the king and traveled east to the village of Sternwace to rescue the populace fom the floods caused by the Runestones of Kossuth being activated. His party's fire resilience allowed them to successfully stem the flood of boiling water and save all of the villagers from harm. Arkenbeld chose then to stay and build the town of Redguard on the edge of the newly created lake, becoming their leader and bringing them into the fold of the kingdom of Norlund.

## The Hellslayer

During his rule he was tempted nine times by the devil Éberdonne, each time meeting him with a blade, and single handedly dispatching dozens of hellhounds. His unshakable dedication and resilience to corruption earned him the name "Hellslayer" from his companions and followers.

## Vassal of The King

Arkenbeld was fiercely loyal to House Halyron and the kings of Norlund. He ruled as duke for nearly twenty years, but was eventualy replaced by his sons. Either age very quickly overtook him, or some fiendish curse deteriorated his sanity. He was only 46 years old when he was removed from his roles as Duke and Warlord, being constantly tormented by invisible foes and and launching into hours long incoherent rants.
Clan Go

A Yonguren clan whose primary colour is dark blue.

Clan Go is one of the five great merchant houses and tends to defend that title with aggressive actions. Many of their members are merchants in name only, serving as a sort of mafia of aggressive loan lenders and military bank rollers.

The Vashar Fushoku Shinjun lived in the guise of a member of clan Go.
Blackwell's Invitiation

This is an invitation that arrived at the Posthouse in Wingar. It is addressed to Illiaph Fellspark and company and sealed with a jet-black wax lion signet.

*To The Honourable Illiaph Fellspark*

*To address current affairs in the great city of Wingar, we invite you to a meeting of interested parties to discuss a lucrative business arrangement.*

*RSVP is not necessary. We expect you by sundown on the fifth day of this week at Blackwell manor. Please bring no more than two retainers as a sample of the quality of your manpower.*

*We look forward to our partnership.*

*-Lord Terron Tindal of House Blackwell*
Darkness Domain

### **Darkvision**

You gain Darkvision out to 60 feet. If you already have darkvision, increase its range by 60 feet, to a maximum of 120 ft. You can also see through magical darkness.

### **Sunlight Sensitivity.**

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

### **Warding Shade**

Also at 1st level, you can interpose divine darkness between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing a shadow to envelope its mark before it hits or misses. An attacker that can’t be blinded is immune to this feature, as are those with a Darkvision of at least 120 feet. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### **Channel Divinity: Umbral Might**

Starting at 2nd level, you can use your Channel Divinity to harness darkness, banishing light and dealing psychic damage to your foes. As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Wisdom saving throw. A creature takes psychic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

### **Improved Shade**

Starting at 6th level, you can also use your Warding Shade feature when a creature that you can see within 30 feet of you attacks a creature other than you.

### **Divine Strike**

At level 8, you gain the ability to infuse your weapon strikes with energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th levei, the extra damage increases to 2d8.

### **Improved Umbral Might**

At 17th level, your Shadow of the Nightmare has a range of 60 feet, and deals 3d10 + twice your Cleric Level Psychic Damage. Creatures without darkvision have disadvantage on their Wisdom saving throw against it.
City Domain

This domain is an altered version of the City Domain from Unearthed Arcana.

### Bonus Cantrip

At 1st level, you gain the Open/Close cantrip in addition to your chosen cantrips.

### Bonus Proficiencies

Also starting at 1st level, you gain proficiency with firearms.

### Heart of the City

From 1st level, while you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

### Channel Divinity: Spirits of the City

Starting at 2nd level, as an action, you present your holy symbol, and any city feature such as lamps, fountains, or sewer drains, within 30 feet of you either works perfectly or stops functioning entirely for 1 minute (your choice).

Alternatively, you can also use this ability to immediately identify all city government officials within 30 feet of you, learning their name and occupation within the city.

Alternatively, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling ropes, high-pressure water erupting from sewers and fountains, cobblestones collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. This effect is entirely local and affects only creatures within 30 feet of you. Determination of what effects are available within range and how the physical effects of those utilities manifest are left to the DM.

### Block Watch

Starting at 6th level, while in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.

### Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.

### Express Transit

At 17th level, starting from any doorway within the city boundaries, you can teleport to any other doorway within the same city that you have previously walked through, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.
A Gift for a Dreamer part 1

Session 37

The party emerge from Alistyre's fey portal about a kilometer North of Illden. Saargon and Thozmolim, now in new unrecognized bodies, travel to the city to scout it out. What they report back is disheartening. The cities gate are bared with iron, inquisitors patrol the streets and governor Drakeson's estate bears the banner of house Felspark . To allay suspicion on himself, Arundel and the crown prince are likely still captive in the ongoing negotiations, but it would seem that Thessan dignitaries have elected to stay as well.

Illiaph knows that he must kill Grand Inquisitor Var'izan and the party begin plans to lure the erinyes to the abondoned hunting cabin, lovingly nicknamed Rat-Trap Mannor. The snow around the cabin is rapidly melting, revealing more of the stone wall than ever before. Moss and mud mix with the bloody snow around the cabins entrance. The overturned wagon which once held Aravyr Icewind has slid a way's down the hill and wedged itself against the cobblestone wall. The smell of death and half frozen corpses take considerable constitution to remove.

The party ready their trap and send word to Illiaph's father that Marcelyina is at the cabin, hoping to lure Var'izan away from the city. In Illiaph's nervousness, he let's slip that Marcelyina is not alone, and Thorben vows to send soldiers to aid the erinyes in her crusade against the fey priest.

Alistyre takes on an own form to scout towards the city and witnesses a great black arch well up from the earth. Immense iron chains burst forth from it, splintering trees and stones alike as a battalion of slate-clad knights and winged devils march from the portal. Alistyre gets back to the party and informs them that they definitely need help. Dael and Saargon suggest that Halafas may have the the strength of will to successfully wield the Spark of Terror without submitting to Bolgs spirit, and a demi-god on their side could turn the tide. With less than an hour before the inquisitors march reaches the hilltop. A brief message to the Grey Elf is followed by a flash of blue cinders and the arrival of Halafas and the Drunk Wizard.

The party offer the spark to Halafas who gladly accpets it. The moment his skin touches the mote of energy there is a sudden shift in his demeanor. His mouth and eyes disappear into pits of pure blackness as shadows seem to bend and warp towards him. He shakes violently for a moment before calming and thanking the party in a cold tone. Bolg's voice is heard like a whisper behind his own, but he is no longer Halafas Raeranthur, but now, Halafas the Shade. The Drunk Wizard noisily slides a chair over to himself and takes a drink from his Fairport Pale Ale.

Drunken Wizard

"Well... how 'bout that."

Charging horses and the screeches of airborne devils alerts the party that the inquisitors are close.

EXP and Journal.
Campaign VIII Summaries

### VIII Chapter 1, Desperate Men

Ot picks up his bag and takes it to a dingy, ready to board the Saffron Skies docked in the port of Haiiar'ai.

Danasian soldiers approach the dingy and crew, brandishing weapons and ordering them to turn their vessel over to them, by the will of Bylongdan, the Thundering Emperor.

The party dispatches the Danasian soldiers before noticing smoke rising from the harbor. A Findle frigate is firing on a small group of Danasian junk. The party leaves quickly.

The Findle ship catches up to them. The party flies the flag of the White Lotus Company. The Findle Ship fires upon them.

The Saffron Skies attempts to hide in a thick fog around the isle of Narrock. They drop anchor somewhere near the shore, but are uncertain how close they are.

Sea swollen zombies claw at the ship and climb aboard, lead by a Narrite vampire. The party manages to fight them off, throwing the vampire overboard. They cut the anchor and flee, leaving the shore of Narrock teeming with undead.

Safely escaping from the Findle Navy, the Saffron Skies heads toward Port City Wingar, hoping to sort some business out.

### VIII Chapter 2,

The party reach Wingar and meet Chief Antiquarian and former master of the White Lotus, Martino Manocotiva.

Manocotiva hires them to retrieve a stolen ship and threatens them if they fail.

They spend some time in the tavern with Voldoran and Doc Marius, Harry refuses to leave the ship.

They sail East following the last heading of Manocotiva's ship, the Vencer Nera.
Beautiful Girls Reply

**Beautiful Girls Reply** is JoJo's cover response version of Sean Kingston's 2007 hit song "Beautiful Girls" that was leaked online on July 20, 2007.

## Chart Performance

"Beautiful Girls Reply" managed to peak at #39 on Billboard's Rhythmic Top 40 chart, a month after the song was released.

## Lyrics

<poem>
I'm way too cool for ya, boy
That's why it'll never work
I'll have you suicidal, suicidal
When I say it's over

Damn all these beautiful girls
We're only gonna do your dirt
We'll have you suicidal, suicidal
When I say it's over

Yeah yeah

I remember when
I was hanging with my friends
That's when I caught your eye
You thought that I was fly
Right then you wished that
I would be your baby (be your baby)

You try to spit some game
Asking me girl what's your name
All that ice upon ya chain
So I asked you the same
Something tells me that we have fun together (fun together)

I ain't easy to find
I'm one of a kind
Oh, when I dutty wine
I know your only mine
Tonight is yours
Tomorrow is for another guy (another guy)

I'm way too cool for ya, boy
That's why it'll never work
I'll have you suicidal, suicidal
When I say it's over

Damn all these beautiful girls
We're only gonna do your dirt
We'll have you suicidal, suicidal
When I say it's over

You've been calling me
Leaving messages all week
Was your curiosity
Got ya knees weak
I'm not looking for a man
So I don't want no confusion (no confusion)

I took ya to the floor
Got ya begging me for more
But that was my queue to go
So I hit the door
I let you hot
With your mind used to running wild (running wild)

I ain't easy to find
I'm one of a kind
Oh when I dutty wine
I know your only mine
If you stick around
Be careful not to fall in love (fall in love)

I'm way too cool for ya boy
That's why it'll never work
I'll have you suicidal, suicidal
When I say it's over

Damn all these beautiful girls
We're only gonna do your dirt
We'll have you suicidal, suicidal
When I say it's over

Now a couple months have passed
Never thought that this would last
Oh, everybody asked
How ya got a girl like that
But you should've known
That nothing lasts forever (lasts forever)

I mashed up ya mind
When I tell you lies
But boy don't be surprised
That I'm seeing other guys
I'm too young to settle
And you should've known better (known better)

Damn all these beautiful girls
(You should have known)
We're only gonna do your dirt (cos I'll have)
I'll have you suicidal, suicidal
When I say it's over
<poem>
Alchemical Silver (Material)

## Alchemical Silver

Creating a weapon from Alchemical silver is a complex process involving metallurgy and alchemy, bonding silver to a weapon made of steel so that it bypasses the damage reduction of creatures with the shapechanging subtype as lycanthropes and doppeltrogs.

## Weapons

Mundane silver does not hold an edge as well as steel or other materials. Alchemical or magical processes are the only method for creating alchemical weapons.

The alchemical silvering process can’t be applied to any metal other than iron and steel. It does not alchemicaly bond to materials such as adamantine, cold iron, and mithral.

 Light weapon
 One-handed weapon
 Two-handed weapon
Vittorio Ciciretti

**Vittorio Ciciretti** (Litora Aura, 1 July 1994) is a Granovian footballer who currently plays for CA Fortaleza as a midfielder.

## Career

Ciciretti began his footballing career in 2012 at the youth academy of AC Virtus LitorAura. He was promoted to their main squad in 2013, but he did not get many chances to play in the 2013-14 Lega 1 and Virtus were relegated. In 2014, however, he became a member of the club's starting eleven, and he performed very well, helping the club to win the 2014-15 Lega 2. He became known for his leadership and creativity and also his ability at free kicks and corners. In the summer of 2015, he was bought for an impressive Ł8.5 million (€7 million) by CA Fortaleza.

He made his debut for the Granovia national football team in 2014.
Cadence Stoutale

1/2 Frost Dwarf

Cadence was a half Dwarf ranger living in Valskar in the 5th age. She and her giant badger companion, Meatpie, traversed the caverns, protecting traders and exploring un-mapped passages. She was eventually granted the title of "Deepwarden" after successfully recovering artifacts from the ruins of Urglat Byer.
Craxx Kogaine

Craxx was a half orc ranger from Gin'oth and one of the Unsung Heroes. He was rather light hearted and did not fit in well with his orc brothers. He left his family to explore the world, working to tame wild lands and defeat monstrous opponents. Craxx's great strength assisted in defeating the cult of Lyttan and won him the respect of friend and foe alike.

Craxx retired after his journey with the Unsung Heros, returning the the Axe of the Dwarven Lords back to its rightful people in the process. The dwarven owners of the Golden Troll gifted to him the tavern in gratitude. It has since been passed down to his great-grandson Grikson Kogaine.
Bracer of Lifting Shanties

Bracers of Lifting Shanties are rare magic items usually used by experienced dockworkers or other manual labourers. First created by scholars at the college of the Sublime Chord, the bracers became very popular with hill dwarves for use in mines. These bracers allow a person to move heavy objects with little more effort than singing a song. The bracer produces an effect similar to the Telekinesis spell, but is not capable of the fine motor control the spell allows.

To activate the bracer, the wielder must sing at full volume and maintain concentration on their task. If they stop singing the effect ends. The range of the bracer's effect is 60 ft. Any effect that silences the singer or muffles the song, such as coughing from poisonous gas, will disrupt the telekinetic effect.

Creature: You can try to move a Huge or smaller creature. Make an ability check using your Charisma score contested by the creature's Strength check. If you win the contest, you move the creature up to 20 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object: You can try to move an object that weighs up to 500 pounds. If the object isn't being worn or carried, you automatically move it up to 20 feet in any direction, but not beyond the range of this spell.
Campaign IV Summaries

This campaign began in the year 868 IV and followed the time-traveling, dragon-smooching, elf-foiling, universe-disintegrating adventures of the Unsung Heroes, or "Heroes of Circumstance" as they liked to call themselves.

Unfortunately, all records were lost when the Material Plane was remade. All that remains are legends.
Breas Norgaard

Breas Norgaard is a tall blonde woman and is well known in less reputable circles within the city of Ulferveil. She occasionally acts as an agent of Lord Wulfgral Vollund, tasked with jobs that are "off the books" or jobs that the Lord doesn't want the city's coinmaster or other lords hearing about.

Her association with the Lord Vollund is known, but the breadth of her loyalty to him is not.
Caelescaedis

Caelescaedis also known as Angel Slayer is a +2 two-handed runeblade of unknown origin. The sword itself is quasi-intelligent and will drive its wielder to slay all creatures of divine or fiendish origin. Although it seems to neither be good nor evil, the sword reels at the touch of any neutral creature. The power within the sword seems to depend on the soul of the wielder.

* Lawful - The sword emits a protective aura adding a +2 shield bonus to armor class.
* Good - The sword is treated as good aligned for the purpose of bypassing resistances and allows the user to cast Healing Word as a bonus action once per short rest.
* Evil - The sword is treated as evil aligned for the purpose of bypassing resistances and allows the user to cast Faerie Fire as a bonus action once per short rest.
* Chaotic - The sword swells with chaotic energy, dealing a randomly determined elemental damage. Roll 1d4.

1. 1d4 fire damage
2. 1d4 cold damage
3. 1d4 electric damage
4. 1d4 acid damage
Campaign I Summaries

Session 1

Plagued by an unseen enemy, an elven village in the Silver Reach has closed themselves off to all outsiders. Only with the appearance of a pair of half elves from the city of Fairport bringing news of an impending Drow raid, do they open their gates. The half elves Nawen and Riddil meet up with a priest of Solonar named Aust Silverfrond who is attempting to root out the unseen evil.

Session 2

The constant disappearances within the village finally have a name. "Elfslayer" The party chased the beast for hours before cornering it in an ancient orc fortress outside of town, but were unable to slay the creature before it escaped.

Session 3

Distracted by the doppleganger, the drow raid has come and the village burns. The party do what they can to defend the town but are only able to save a handful. Aust Silverfrond refuses to return to Fairport with his half elven companions, instead arming himself with the villages holiest relics and heading deeper into the forest obsessed with revenge against the drow who slew his people.
Campaign VII Session 2 Summary

**Ord VII Session 2**

As the party takes a rest after battling ice fey creatures
Oris, the Korred shows some interest in how they happened upon this area.  They explain that they’re on their way to the
ruined kingdom and Oris gives them some advice on what to expect.  They are only a few days away but depending
on the path they take they would either run into a hive or large insectoid
creatures or a monstrous worm-like creature.
The party chooses the worm-like creature in the hopes that they might
just be able to sneak their way around it and avoid a fight.

The next day they set out on the lookout for when they will
happen upon the lair of the monstrosity.
Upon entering the cavern they peer in to see two large scorpions picking
at the remains of a dead creature, and a sleeping cave dragon across the
way.  As the party brainstorms for a
while they come up with the idea to try and get the creatures to fight each other
while they sneak around.  Cork, relying
on Paruns favor uses his wand of wonder to try and make this happen, and
eventually ends up spraying the dragon with valuable gems.  As it gets up to attack, Cork, in an attempt
to make the deception work uses a spell to enhance his voice and tells the
dragon “Your scorpions are mine now, they’ll serve me well!”  The dragon in a moment of sheer confusion
decides to attack his scorpion neighbors before they dare attack him and
crashes through a large section of rock and bites into them.  The party uses this time to sneak around
thanks to Kaiden’s magically enhanced stealth and make it unscathed.

The next day the group arrives at the gates of Urlagt Byer,
noticing there are recent tracks along the same paths they are following.  Eventually they are able to find a small hole
made into the gate room on the other side of the wall, and with a massive
rumbling the doors open and close while the party rushes in.  The city is eerily silent and the first few hundred
meters are a boxed in causeway meant for clashing armies.  At the end of it they come up to the ruins of
the marketplace and start hearing light thuds from above.  Right then, the party is ambushed by three
Duregar Kavalrachni upon their mounts, large female steeders, cave dwelling
arachnids used as pack animals and cavalry for the Duregar race.  The party is eventually able to fight them
off and capture the last one before he could escape.

Campaign VII Session 2 Journal
Celestia

Celestia was the epitome of law and good. All aspects of Celestia were beautiful and perfect; it was where souls deemed worthy and collected from limbo are taken. Celestia was home to numerous celestial creatures including various types of archons, and the Seraphim.

Celestia was spatially finite and consisted of glittering mountains and cities filled with angelic beings, built along the edge of a single mountain peak. Travelling down the mountain leads to the fruitful planes, forests and seas of Avalon. Travelling up the mountain leads to the Seat of Eos. The sky of Celestia is brilliant daylight but sparkles with the radiance similar to the night sky of the Material plane.
Character Creation

## Backgrounds

Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Below are some additional options to consider outside of what has been presented in the Players Handbook and other source material.

## Ideals

Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system. Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for? You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each background includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has more to do with the particular background than with moral or ethical perspectives.

## Bonds

These are the ideals that your character holds most dear. Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and goals. Bonds might answer any of these questions:

* Whom do you care most about?
* To what place do you feel a special connection?
* What is your most treasured possession?

Your bonds might be tied to your class, your background, your race, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your adventures.

## Flaws

Every hero has a flaw that could one day undermine him or her. Your character’s flaw represents some vice, compulsion, fear, or weakness—in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests. More significant than negative personality traits, a flaw might answer any of these questions:

* What enrages you?
* What’s the one person, concept, or event that you are terrified of?
* What are your vices?

Traits

Feats
Age of the King

Age of the King

158 years ago to present (0-158 V)

Preceded by the Age of Ingenuity

Pahlin Holt is crowned king of Findle, the first king of the region in nearly 400 years. At his coronation he announces the restoration of the old laws and allow some of the Empyrean clergy to venerate Azogun once again. Arudel had previously made a bargain with the Azogun clergy in Danasia to have them support the rule of Jodando's decendants in exchange for financial support. When Pahlin Holt rejects the deal and brands the foreign Azogunite cults as heretical, the priests rally the Danasian army and stage an invasion of Eastern Findle. The skirmishes with Danasia takes its toll on both countries and Thessen steps in to demand a cease fire. Pahlin Holt reorgonizes the kingdom into a theocratic monarchy with himself as head of the church and outlaws worship of other deities. This angers many goblin-kin who favor the Daern over the Empyrean Church.

An army of goblin-kin claiming to be the remnant of the Ibyth Empire marches southward gaining steam and attacking settlements. Findle withdraws its forces from nearby contested territories and throws its full force into defending its own realm. A fleet of flying ships appear and apparently take sides in the battle, fighting each other before leaving without notice. Obvious parallels are drawn to the ancient War of Wings. Thessan remains neutral, while Findle, Olgun Quisir and Herat hold off an opportunistic invasion by the now United Danasian Empire. This event nearly bankrupts the already damaged Findle.

Events of the Dark Frontier Campaign.

Pahlin Holt's son, Prince Artenius and grandson Prince Averardus are killed in the war. The aged king is forced to hold the throne until his great-grandchildren Roric and Lilliana are old enough. Coupled with heavy handed treaties which give Danasia land holdings to the Southeast of Findle, this period of recession is known as the "Year of Misfortune." War and corruption rage through the kingdom. Findle has never recovered from the losses it suffered and relations with Thessan have become tense in the wake of the war with Danasia. Several cities on the borders contemplate seceding from the kingdom and rumors of famine are spreading. King Pahlin Holt has passed away at the age of 172 and the debate rages as to which of the twin heirs will take the throne.

Events of the Voyage of Blackwell's Crew Campaign.

Events of the Weight of the 6 Demon Bag Campaign.
Chimi Chagna

### Sibling(s)

Yggritte Shay (former), Svana Holt (former), Iona Shay (former), Signy Shay (former)

### Child(ren)

Unknown

Chimi was a gem gnome sorcerer and reincarnation of Arundel Shay's sinister granddaughter Eilara. The god Parun performed the reincarnation at the request of Yggritte who could not bear to kill her own sister.

The Gnome was taken and left alone and unconscious in the Ibyth highlands two years in the past, where he would meet up with the Unsung Heroes as the mysterious Chimi Chagna.

Chimi has no memory of his former life but does share the sorcerers abilities. His focus was on prismatic spells until he met the copper dragon Vroolixar who took an immediate liking to the gnome and began to teach him aspects of chronomancy, gifting him a copper dragon egg to care for. Vroolixar was later killed by Eilara. The two incarnations had a fierce hatred for each other and dueled multiple times, each ending non-lethally or in a draw. The egg later hatched into a copper wyrmling that identified itself as Vroolixar and greeted Chimi as his master. The wyrmling served as Chimi's familiar for many years learning much about chronomancy.

Chimi retired from adventuring at the end of the fourth age and took his dragon master's place as a chronomancer at the Copper Tower in An Lema.
Arco Vonovich

Arco Vonovich was a rock gnome bard in the fourth age. He was a member of the Sublime Chord Circle along with Arundel Shay, and a close companion to Bishop Greenwood, Jodando Legault and St. Geshran. He was the founder of the Vonovich Bard College in Vestoras and lead dozens of archeological digs. He vanished after touching a mysterious necklace in a dungeon to the East and was not seen in Ord again for decades.

The necklace was one of ten and transported him to a desolate world. He was saved by the grace of Mab as his companions were terrorized and slaughtered. He lived among the native fey while exploring his new world but has not yet found a way back to Ord.
SS Rocci

**Società Sportiva Rocci**, commonly referred to as just **SS Rocci**, is a professional Granovian association football club based in Caprata, Castiglio. They currently play in Lega 1, the top level of professional Granovian football. Founded in 1898, the club have spent their full history in the top tier of Granovian football. The club's home ground is the 50,000-seat Stadio Caprata stadium, where they have played since 2011. The club is the third most successful association football club in Granovia, having won the top tier 13 times.
Baliar the Wingless

Home
 Former home(s)
 Race
 Class
 Age
 Favorite item

Baliar The Wingless was a great wyrm living in the Scara Mountains. She was a major player in Xorvintaal, although willingly quit the great game after being severely wounded in combat with Golorathis Glassweaver. The wounds she sustained from the blue dragon would permanently cripple her wings and prevent her from flying. Baliar withdrew from the world, living under a small river in the wilderness. Seeing her shed golden scales wash down stream, the local humans named the river after her, and in later ages, she was known as the Goldriver Serpent.

Natural disasters wracked the local village in the third age and Baliar took it upon herself to defend and provide for the small population of humans. Centuries later, no pure humans lived in the valley, but instead, a small population of dragon blooded. Her most notable decendant was St. Reluse the Tenacious.

Beliar allied herself with the Danasian settlers near the Southern Peninsula. She attempted to negotiate peace between the Danasians and Dwarves until she was slain during the sack of the city of Dan's Rest by Durtom Dankil and his Mountain Dwarves.
Campaign V Journals

Your characters journals contain your knowledge of the world, and a fair amount of EXP as well.

* Session 1 Journal
* Session 2 Journal
* Session 3 Journal
* Session 4 Journal
* Session 5 Journal
* Session 6 Journal
* Session 7/8 Journal
* Session 9 Journal
* Session 10 Journal
* Session 11 Journal
* Session 12 Journal
* Session 13 journal
* Session 14 Journal
* Session 15 Journal
* Session 16 Journal
* Session 17 Journal
* Session 18 Journal
* Session 19 Journal
* Session 20 Journal
* Session 21 Journal
* Session 22 Journal
* Session 23 Journal
* Session 24 Journal
* Session 25 Journal
* Session 26 Journal
* Session 27 Journal
* Session 28 Journal
* Session 29/30/31/32 Journal
* Session 33 Journal
* Session 34 Journal
* Session 35/36 Journal
* Session 37/38 Journal
* Session 39 Journal
* Session 40 Journal