recursal/Fanatic-Fandom huggingface dataset:
Port Roc Reef

**Port Roc Reef** is a settlement of pirates, most notably those from The Freehold, who have staked their claim to a land that sits on the bordering river between Elderfall and Ravencourt.

## Description

On your approach, you spot a large tavern and small settlement surrounding that has been built into the cliffs. A single pirate ship lays 300ft off shore and a small cove of fishing boats are spotted within, with some upon the beaches themselves. A small port exists, barely big enough for a keelboat of your size.

Seagulls fly overhead on your arrival, busy bodies work upon the docks to bring barrels and chests to the side of the tavern, the Scurvy Sea Hag. On the notice board outside, there are notices upon a board filled with bounty hunting advertisements sent by the Freehold.

Inside, crooked round table are scattered across the tavern, attended to be a motley crew of pirates. An ogre sits at the bar, crafted from the beak of a gargantuan bird.

One the arrival of the adventurers led by Auxley St. Crow, the pirates were seemingly led by a Tabaxi pirate Captain by name of Bounty of the Seas. Following a tarot reading by Diego Martinez for Anastasia Ekatarina, Diego implored Captain Bounty to change their fortunes in exchange for their help. It would be revealed that their settlement had been enslaved and dominated with charms by a Marid named Avonlea Marilla.

It was here that Vanora would be fought for a third and final time, as a radiant attack appeared to slay the Genasi for good, with seemingly no hope of him escaping and reforming once more.
Aleida Darkdraft

**Aleida Darkdraft** is a member of the Conclave of Arcanum and student of the School of Dissidence magic.

## Description

Met at a meeting place that had been revealed by Cormac, Aleida Darkdraft was found at a small campsite with crates of goods alongside two spellbreakers of the Eskaryan Empire. Whilst initially polite, Aleida showed herself to be tricky, blunt and pointed in conversation, turning from a formal discussion to ordering the capture of adventurers within just a few moments.

It was revealed during combat that she and Killian Kir’we were acquaintances and well aware of one another, leading to a ceasefire before hushed words were shared between the two, revealing to the adventurers of Killina's shady past, causing a great deal of distrust between them. When they left, Aleida appeared particularly cold towards Killian, seemingly unimpressed with his escapades in Tosima and fervently refusing his attempts to hug her with a look of utter disgust.
Ojiro Farm

A farmstead in the Elderfall Kingdom, run by an Oni named Ojiro and his guardian dog, Hoji.

## Description

A straw thatched roof stands atop a quaint farmhouse on the edge of the lake. Finely crafted wooden beams erect the home, somewhat isolated from the Kingdom of Elderfall. A small dirt path runs to a rickety watermill, catching the stream that flows from the Ravenguard Heights into the lake.

A small barn runs parallel, the cluckings of chickens and hens sound from within. A simple wooden posted fence lines the edge of the land before the drop into the water where rice crops blossom in a layered water farm upon the lake.

Three cows graze upon the grasslands, whilst one happily wades through the waters of the farm. A man made path rises up through the lake to give simpler access to the further afield rice farms deeper into the lake.

A shrine dedicated to Mannán is found at the end of a path inside the treeline, to whom Ojiro prays for give life to his crops.

Up until recently, Ojiro has been bullied by a Water Genasi known as Vanora, a Warlock of Tsuraine, whom took issue with his prayers and demanded he stop on threat of destroying his farmstead and shrine. Upon arrival of adventurers, the threat of Vanora was ended.
Bazaar

**Bazaar** is the leader of a travelling carnival troupe in the King of Elderfall.

## Description

A confident tiefling with a flashy and flamboyant nature, Bazaar was keen to invite adventurers to sit by their fire at the encampment in the plains south of Elderfall. Regailing the adventurers with tricks and stories, being woo'd by riddles by Dazomar and storytelling by Kreev B. Earbender, Bazaar was keen to have them and their companions seek out and watch their show in Elderfall in the new moon.

Amongst the troupe of enigmatic and extrovert performers were storytellers, illusionists, sword dancers, acrobats, bards and 'strong-men'. Within an iron cage, was an owlbear cub found in the plains in the previous moon following its family's death at the hands of Freehearth adventurers in an unfortunate conflict started by trigger fingers. Whilst some in the party were keen to pay for the owlbear's freedom, Bazaar saw great value in having a trained owlbear in their carnival and would not be freed of the monster for less than 500gp.
Azar Toraven

Azar is an adventurer from the refugee settlement of those fleeing the Empire of Eskarya.

## Backstory

Azar was born to a notable family in Zakhara. From a young age, the boy had a great deal of interest in warfare and the elements, combined with a lust for adventure.

After a disagreement with his parents when he was 17, he decided to set off on his own, going on a pilgrimage to the Elemental Plane of Earth in the hopes of forging his own connection to the elements.

Drawn, as if by some strange force, he found his way to the remnants of a battlefield, shattered and sundered. Buried in what might once have been a living being, now naught but dust, was a strange axe, or perhaps the mere image of one. Looking over the item, more and more curious, he grasped the weapon.

Visions and whispers, echoes and memories. The next his eyes could see, he was met with a blade at the hands of a Spellbreaker. Swift blow, parry, newfound psionic energies flowing to defend him, all for naught, for the Spellbreaker was impervious to such feeble attacks. Quickly disarmed, he was forced to flee. Whilst trying to evade the Mage Killers he was guided by something, like a whisper in his mind.

The night was plagued with haunting dreams of the vision he saw and as he woke, the axe was resting by his side.

Ever since that night, he has insisted that a Genie saved his life, but deep in his mind, he’s been doubting himself, knowing that is likely not the truth of the matter.

## Personality

Azar is a rather reserved individual, keeping his distance both emotionally and physically from the other adventurers, only true exception being Cecilia, whom he has seemingly known for a while.

Generally seeming cautious and thoughtful, and unwilling to reveal his magical powers before the circumstances turned dire.

## Appearance

Sharp facial features, striking icy blue eyes, elegant clothes, Azar moves with an air of dignity and grace...when his spells don't explode in his face.

## Disappearance

In a combined attempt to find out whether Killian is trustworthy and what information exists within the tome he found, Azar offered his blood to the book, despite the clear dangers posed. The resulting event shattered Killian's mind, opened a tear in the house of Azar and Cecilia and caused Azar himself to disappear without a trace.

Current whereabouts unknown.
Belenus

* Depiction
* Symbol

Belenus is a Lesser Deity who claims dominion over the Elemental Plane of Fire. He serves in allegiance to the Father, Dagda, in the Pagan pantheon, acting as a conduit of power between the Plane of Fire and Dagda's divinity and strength.

## Description

The Bright Fire, believed to have once been a great seer, healer, poet and holder of festivities in the age of the fomorians. Said to ride the sun across the sky in a horse-drawn chariot. A purveyor of festivities, parties, healing magics, poetry and music, some claim that Belenus truly is a good aligned god of trickery for his favour of games and splendour.

## Worship

Believed to have brought new light to a dark land, Belenus pulls the sun across the skies to the lands of Elysia that had previously been shrouded in darkness, tasked with ridding the land of evil and shadowkind. Once a year, festivities are held across Tosima, with great pyre being lit in honour of life and the Shining God.

Whilst not a god that summons fire from elemental power, but instead draws upon the power of the sun to ignite enemies of land in flames and protect the people from the fires of evil.

It is said that on the hottest day of the year, that would once bring death to the crops and even the people of the lands, as a raging sun burns down upon its people, gasping for water, Belenus would take his Shield of the Eclipse and protect the lands from the sun and source of his power. This great eclipse is a time of year where farmers lay down their tools and give thansk to Belenus and rest for a week until the eclipse is over, drinking and celebrating in the name of Belenus and the Shield of the Eclipse.

## Earning & Losing Piety

You increase your piety score to Belenus when you expand the god’s influence in the world in a concrete way through acts such as these:

* Sharing songs and stories to brighten days.
* Shining light in the darkness of ill-times.
* Bringing festivities to those in need.
* Diminishing the influence of the Autarch Inferno.
* Diminishing the influence of the Fomorians.

Your piety score to Belenus decreases if you diminish his influence in the world, contradict his ideals, or threaten the integrity of destiny through acts such as these:

* Casting shadows over people with gloom and sadness.
* Filling people with a sense of dread or fear.
* Stifling one's creativity and joy.

### Belenus' Devotee

***Piety 3+ Belenus trait***

Sending forth shimmering lights that crackle like fireworks in the night sky, you can cast Faerie Fire with this trait as an action or bonus action, requiring no material components, a number of times equal to your Charisma modifier. Once you used the spell in this way a number of times equal to your Charisma modifier, you cannot do so again until you finish a long rest.
Arcadia

A council of powerful spellcasters whose sole purpose is to protect the world from evil by any means, even if such actions require great sacrifice. Each was tasked with hiding each of The Lachla Shards from the mind-flayers that had invaded Elysia in search of them.

The known members of Arcadia are as follows;

Varal - A powerful Drow Mage and exile of the Underdark, the former High Elder of the Elysian Institute of Arcana. Known to reside within the Tower of Varal.

Karezen - A Vedalken Mage who had travelled to Elysia from a land called Eberron. Unseen since Arcadia began their mission, it is implied he travelled to another plane. His fate is unknown.

Ferzar- A Githzerai Mage who had followed the Mindflayers from another multiverse as part of a Gith hunting party, being the only surviving member. He was tricked by Shale and lost both his Lachla Shard and his form, but was rescued by Eskaryan adventurers and returned by Varal.

Estelar - A High Elf Wizard and former Elder of Divination at the Institute. His location is unknown, but he is confirmed to still be active and in possession of his Lachla Shard.

Zesoldi (formerly) - A Kalashtar Paladin who had travelled to Elysia from a land called Eberron. He was dismissed for failing in his duty to protect the Lachla Shard and falling to insanity.

Astelaryn - A gun-slinging Drow Fighter and Chronurgist Wizard who travelled to Elysia from the Forgotten Realms, recruited by Varal and Ferzar after the dismissal of Zesoldi.
Rasaad

**Rasaad** is a Samerian merchant who had travelled to Freehearth once per moon to buy trinkets and wares to be sold in neighbouring settlements for profit. Since the construction of a general store in the outpost, Rasaad has offered his services in managing the store and helping to cultivate trade within the Kingdom.

## Description

Enigmatic and flamboyant, despite his later years in life, Rasaad is a friendly face in the settlement of Freehearth. Hailing from the Kingdom of Sameria, though giving little away of his homeland, Rasaad presents traditions and imagery of his culture within Rasaad's Relics, with flowing, bright, colourful silk sheets that hang from the timbers of the store. It is known that Rasaad has ambitions of expanding his reach across the Kingdoms to build an effective trade network for the settlement of Freehearth.
Cormac's Tower

A tower in the forests east of Killeith, recently vacated by Cormac and his gang of mercenaries following an accord reached with settlers of Freehearth.

## Description

Deep in the woods east of Killeith, a worn path of broken flora and bushes leads to a tower overgrown with moss and ivy. Three stories tall, though no taller than 25ft high. Smoke rises from a chimney on the eastern wall, and recently cut logs lay upon the dirt ground outside, axe still embedded within its block.

Upon entry, the ground floor is a kitchen and dining area for those residing within, with stairs leading up into the first floor where a barracks for its occupants now lays empty. Upon the top floor, Cormac's quarters stood with an empty library, desk and pot that was once filled with scrolls.

In the dungeon beneath, debris and rubble littered the grounds. A shrine to Shasseir stood on the southern end of the den, with recently used humanoid sized cages standing either side. Chained to the wall were two skeletons whom had their flesh withered away by poisonous and toxic means. Amongst the wreckage, the broken eggshell of a Green Dragon Wyrmling were found.
Luchtaine's Tomb

**Luchtaine's Tomb** is hallowed ground and the burial site of Luchtaine of the Aes'ahn, to whom he served as a shipwright and crafter of weapons.

## Description

Hidden away behind bushes, branches of leaves and other organic matter, intentionally conceals the entrance way to a tomb. Two near identical statues flank the entryway to the tomb, both in hooded robes that conceal the face, which is all but worn away by the elements and time. On the left, a statue holds a shield and javelin. On the right, a statue holds tools of a carpenter.

The inner chamber is littered with rubbled stone and rock, fallen pillars and cobwebs that hang across the corner of the room. In the centre, the stone statue of a warrior stands 12 feet in height. Four pillars upon each corner of the stone platform, a wooden bowl resting upon each. An inscription upon the platform read;

***We four are drawn. We four are life. We four are the light. We four are the darkness. We four are the beginning. We four are the end.***

Adventurers of Freehearth were able to solve the puzzle by placing each of the elements imbued with magic upon the bowls to open a secret tunnel that was protected by magical spike growths. Deeper into the tomb, are six sarcophagi run parallel with the walls, three flanking the middle walkway that leads to a central tomb with the marked stone outline of a humanoid. To the left of the tomb was a padlocked chest which is now under the protection of the Sons of Dagda and Elderfall.

Upon the tomb of Luchtaine it reads.

**Here lays Luchtaine. Shipwright of the Aes’ahn.**

*Upon the seas of yore,*

*We sail to the land anew.*

*Rejoice before the Aes’ahn,*

*We are powerful but few.*

*We bring only life and hearth,*

*To bring light to the lands of shadow,*

*From the ships we sail through storms,*

*Earth and roots shall grow.*

*We are the Aes’ahn.*

*We are the light.*
Bloody Bones

**Bloody Bones** is a an undead monstrosity that dwelled beneath the town of Elderfall in the sewage system.

## Description

Its body free from flesh, eternally dripping with blood all over, the creature leaves bloodied footprints wherever it goes. A malign creature that has plagued the town of Elderfall over several moons by stealing away children in the night to undergo nefarious rituals that include carving up corpses of the young and stitching them back together to create a lesser flesh golem. Only one was born from this creative process, which Bloody Bones had dubbed 'Rawhead'.

Capable of disappearing into the waters in the sewers, Bloody Bones proved himself to be a difficult enemy and tricky in combat, due to his ability to disengage, hide and flee with great acumen, his dexterity in climbing up walls and across ceilings and the supernatural power to transport via the reflections he could see, and so his lair was filled with mirrors to aid transportation, used with devastating effect during his final battle with adventurers of Freehearth.

It is believed that the secrets to Bloody Bones' origin lies within the Epitaph of Carrion.
Churga

An ancient green dragon believed to founded its lair North of Tornka Forest. It is believed he has an adult green dragon mate. Sume, The Jealous One.

Upon finding the recorded lair of Churga, they found instead the lair of a Young Green Dragon named Kedyr. It is not known whether Churga still lives and whether he has migrated to a different location to call his lair.
Alara

The Speaker of Words

Alara is depicted as a scholarly woman in a hood, surrounded by flowing pages in a whirlpool of knowledge and truths. What is known of Alara the Lesser Deity, has been researched within Alara’s Truth.

A holy book filled with Elysian scripture, including the doctrine and dogma of a faith of truth within the Elysian pantheon.

Written in celestial, using a vibrant maya blue ink, the holy text outlines the doctrine in expressive form with intricate illustrations and notations on every page.

*"They who crave knowledge, must be patient. For greatness comes with serenity. The truth cannot be broken, nor can the truth be forced into submission and to the will the bearer of arms. They who are patient, shall see what they seek fall unto them with grace and glory".*

**"***Silence before words, words before action, action before violence. To learn, we must listen to our friends, mentors, allies and most importantly, our enemies. Peace cannot be made without the making of peace. Tranquillity can not be forged if our eyes are shut and ears of stifled with the hate of our enemies. First we listen, then we speak, then we act and finally dispense justice or mercy in name of truth".*

*"Every creature has the protection of Alara, no matter their creed, race or history. Every living thing must be awarded the truth and the chance tell their truth. If a creature believes their truth is not heard in silence, then in the name of Alara she will guide them in their trial and demand their truth be heard. Refuse the truth further, and there is right to combat in which mercy or justice shall be dispensed. The duel of truth is unwavering but not without fault. Only when one is not heard, and a judgement refuses silences, is the crossing of blades in the name of truth necessary".*

1. *Literature and scripture must be protected, no matter the content or author.*
2. *Words are wisdom, silence is elder.*
3. *Knowledge comes to the patient.*
4. *Silence before speaking, parley before war, mercy before damnation.*
5. *Mercy granted is wisdom exercised.*
6. *Lies and falsehood serve only the damned.*
Gael Eserrah

**Gael Eserrah** was a Protector Aasimar Warlock, Bard, and perhaps Cleric that was among the first to explore the frontiers of Eskarya.

## Background

It is said that all Aasimar are born to serve as champions of the gods, but this was not the case for young Gael. None could doubt his angelic heritage, for his eyes burned bright white and his hair shone a majestic shade of copper, but there was always something off about the child. He was crippled by illness and disease, left to waste away in his chambers as his parents slowly came to accept that his demise was as fated as his birth, and many wondered if this was the price of the gifts of Mount Celestia.

Finally, when his parents could bare his suffering no more, Gael was cast into the streets and forgotten about. He himself had all but given up when the angelic voice first whispered to him, the first voice in all his life that seemed truly glad that he was alive. When the divine entity offered to give him the strength to survive his maledictions in exchange for his services, the Aasimar gave himself willingly and wholeheartedly. His faith was rewarded when he suddenly found himself imbued with vigour beyond his previous limits, strength enough to match, and all the while the whispering continued.

Gael set out with the best of intentions, to help the downtrodden as he had once been and to protect the innocent from the foulness of the world, but there was only so much that he could achieve. Even with his celestial blood, he lacked the fortitude of even mundane humans, and he pleaded with his angelic patron to provide him with the means to seize his noble goal. In turn, the angelic being lamented that there was only so much of its power that could be shared with such a frail mortal. He would have to prove himself worthy by travelling to distant lands and surviving where even the mightiest had fallen.

This brought Gael Eserrah to Eskarya, where he would make good on his promise and prove himself. Then, and only then, would the Lord of the Hand and the Eye share with him another sip of the immortality he so craved.

## Adventures in Eskarya

### Into the Underdark

As part of a second wave of adventurers sent to aid a party that had been lost to the Underdark, Gael boldly took action against the foul Drow and saved the lives of Lost Flame and Carnifex - the two survivors of the previous adventuring group.
Ballyargus

**Ballyargus** is a village settlement in the Kingdom of Elderfall, found at the base of the Ravenguard Heights.

## Description

This quaint village of yore, now broken, crumbled and cast into ruin. Broken pillars, windows shattered and doors pulled from hinges. No semblance of life exists within this village, bar the growing fungi that envelops the settlement in its entirety with few places to step without being in proximity to fungal growths.

Upon arrival by the adventurers of Freehearth, the village was found overgrown with fungi, mushrooms and infested with spore servants and wandering sacs of spores that imparted deadly disease to those unfortunate to inhale their residue. Beneath the village, by way of the central well, was an entrance to the underdark where a Fomorian Spore Druid by the name of Goll was found practicing their craft of creating spore zombies. Amongst his collected treasures was a Feyling by the name of Maeve.
Nuada

## Nuada Airgetlám

* Depiction
* Symbol

Nuada is a Lesser Deity who claims dominion over the Elemental Plane of Air. He serves in allegiance to the Father, Dagda, in the Pagan pantheon, acting as a conduit of power between the Plane of Air and Dagda's divinity and strength.

## Description

The Cloud Maker, believed to have once been a great warrior and mighty King in the age of the fomorians. Said to be the great protector of the skies and wielder of the mythic Sword of Light. Depicted as as a great warrior with a silver bracer/hand.

Known to be the last King of Elysia, before the age of the God Emperors, Nuada is said to have lost his hand and life in the last Fomorian wars, to a dark warrior known as Sreng, a great warrior whom held the blood of both the Fomorians and the Firbolg. In doing so, the Sword of Light was lost with it.

## Gifts of the Silver Hand

Like the other entities whom have bestowed their greatest treasures upon Elysia, in order to restore life to the world, Mannán has released the following magical items to the land.

##### The Hand of Nuada

The lost hand of the Silver King, upon the battlefield in the Last War of the Fomorians. Said to possess great magic and the ability to control the skies and weather, bringing storms upon the lands to smite the enemies of Dagda.

##### The Sword of Light

Gifted to the Silver Hand by Dagda, the ancient weapon of light and hope, used to carve through the Fomorian armies, has been lost to the lands of Elysia but acts as a beacon of hope and believed that the sentient weapon has aided the birth of life and stifled the darkness within it. Believed not only to possess the power take lives, but also restore it and heal the wounded.

## Earning & Losing Piety

You increase your piety score to Nuada when you expand the god’s influence in the world in a concrete way through acts such as these:

* Building a temple to Nuada.
* Protecting the innocent and defenceless.
* Acting with honour in combat.
* Showing mercy to worthy enemies in combat.
* Performing acts of bravery and military prowess.

Your piety score to Nuada decreases if you diminish his influence in the world, contradict his ideals, or threaten the integrity of destiny through acts such as these:

* Using dishonesty or trickery in combat.
* Performing acts of dishonour.
* Harming innocents or noncombatants.
* Disturbing druidic or pagan sites.
New Elysian Empire

**The New Elysian Empire** is a restoration faction seeking to bring about the second coming of the Elysian Empire of God-Emperor rule within the continent of Elysia.

## Description

Encountered to this day only once, in the village of Stonevale, as a retinue of hoplites ventured into the settlement to exterminate the religious settlers from the southern Empire of Eskarya. A zealous faction believing the dogma practiced within the south to be heretical and sinful to the Church of Zitus, the New Elysian Empire and its followers show little to no mercy for those claim to practice their faith in ways that are outside of their own doctrine.

It is understood that the New Elysian Empire hold claim to the capital, hoping to one day restore the might of fallen God-Emperors and their rule of the land prior to the great revolution that saw the Tosima family overthrown the celestial dynasty and rule as Kings.
Elder Hills

**The Elder Hills** are an arid terrain of low mountains and hills found not far west of the capital of the Elderfall Kingdom.

## Description

The arid terrain of hills have proven to be rather difficult to navigate in the past, due to the mist that seemed to swell around the rocky climate, with its highest peaks reaching the heights of a small mountain. Upon the defeat of the Bocánach, the mist that shrouded the valleys and vale appear to have dissipated. Whilst goats still find a natural home there, the spotting of Bocá in and around the hills have completely disappeared.

Whilst now unhabituated by human life, there were later sightings of giants within the hills, taking advantage of the vacated landscape to call their own.
Estelar

A member of Arcadia and The Elysian Institute of Arcana. Believed to be in possession of the Red Lachla Shard. Is known to have approached Otto d'Lyrandar in the Eskaryan Peaks to hire his services in building an army of warforged soldiers, using a fragment of the red Lachla Shard as an arcane focus for the production.

An item that belongs to Estelar, an Obsidian Cube, was found by Alton Elenaur and accidentally used to scry on Estelar. The master of divination was able to look back through the scrying sensor and communicate with Alton for a single moment as he said "That doesn’t belong to you…”, before dispelling the scrying magic.

When Alton Elenaur faced certain detah at the hands of Valentius Neidir in 3EF, Estelar wished Alton away and into the Temporal Tower on the Temporal Plane. It was here that Estelar mused his true origin and destiny, with the aid of the last Temporal Greatwyrm. Over the many years, he had been watching over the continuum of time and awaiting the right moment to reveal him to the Adventurer's Guild. Upon Alton's transformation into a powerful wizard of Chronogy, Estelar awaited the fate of the Temporal War before switching places with Alton and returning to the material plane.

On his arrival, he revealed certain facets of the past and present, before declaring he would hope to rebuild what was lost and hoped he might see Varal again soon. Since his leave, he has not been seen nor heard from.
Molly Mollusk

**Molly Mollusk** is a nature orientated mage, currently trapped within the Staff of Snails carried by Alzara Yewdorei.

## Description

A gentle soul, whose mind and sentiency is trapped within her own staff, which she had sent to the Witch of Gortbaun, Wealda, in the hopes she might be able to aid her in her curse. A devoted worshipper of Danu, Molly dedicated herself to protecting the First Son of Danu, whom she named Fursson, before adopting the family name of *Mollusk* in reverence to her new friend.

In the her inanimate form as a staff, she is only able to communicate with Alzara with cries and emotions of grief and sadness, though when in close proximity to her body, can be communicated with through the casting of Detect Thoughts.
Banard

**Banard** is a small village in the western region of the Elderfall Kingdom.

## Description

A quaint and multicultural village, 20 or so wooden homes with thatched roofs, small plots of farmland are dotted around this community that surround a central point where the settlement’s well stands. The modest village was home to sixty or so humanoids and beastfolk, led and protected by a half-elf by the name of Seònaid Mcguinness. Primarily a farming village of cultivation alongside the other villages to the west, the Kingdom of Elderfall relies on communities such as these to feed the people of the Kingdom.

Following the vain but valiant efforts of the adventurers of Freehearth against the goat monstrosities led by Gobhar, they village has been abandoned along with the other villages to the west, with much of the Elderfall Kingdom past the river now uninhabited by its people.
Mogis

* Depiction
* Symbol

**Mogis** is the God of Slaughter on Theros. He is associated with black and red mana.

Mogis, the dark twin of the god Iroas, is the horned god of wrath and pain. He is associated with slaughter, violence, bloodlust, war, and cannibalism. He is worshipped by minotaurs and is known to take the form of a minotaur, as well. His "red eye" is used as a profanity in Meletis relating to violent death, while Akroan warriors are warned of the threat of giving in to his whims.

Mogis is the god of slaughter, violence, and war. He is hatred unrestrained, empathy denied, and mercy forgotten, an entity whose very presence incites mortals to violence. Soldiers fear succumbing to his blood lust lest they dishonor themselves, but the vengeful and forsaken call to him for the gift of his rage. He is the brother of Iroas, god of victory, and his antithesis in matters of warfare.

The anger and malice radiating from Mogis is almost palpable. He exercises no control over his temper or his urges and lashes out at subordinates at the slightest provocation. Akroan soldiers are warned that to give in to his seductive battle rage is to risk becoming an *androphage*—a bloodthirsty killer wholly consumed by Mogis’s fury.

Mogis cuts a terrifying figure, appearing as a four-horned minotaur of incredible size clad in spiked bronze armor and wielding a massive ebon greataxe. He doesn’t debase himself by appearing in other guises to mortals—to behold him is to behold the cruelty of war personified. He hungers endlessly to defeat his brother Iroas in combat and thus become the sole avatar of war among mortals.

## Piety

#### Earning and Losing Piety

You increase your piety score to Mogis when you expand the god’s influence in the world in a concrete way through acts such as these:

* Defeating a champion of Iroas
* Taking vengeance against a powerful foe
* Burning a polis or a settlement to the ground
* Desecrating a temple to Iroas as an offering to Mogis

Your piety score to Mogis decreases if you diminish Mogis’s influence in the world, contradict his ideals, or make him look weak or ineffectual through acts such as these:

* Failing to carry out a sworn vendetta
* Publicly displaying weakness or compassion
* Rejecting a duel or a challenge out of fear
Bugul Noz

* Art
* Symbol

**Bugul Noz** is an Archfey of Elysia, known as the Night Shepherd.

## Description

**Bugul Noz** is a faerie spirit who lives in the woodlands of Tosima. He is the last of his kind and is said to be incredibly ugly, a fact which causes him distress. His appearance is so awful that even woodland animals avoid him, and he sometimes cries out to warn creatures of his approach, so that he won't frighten them. Though not malicious (indeed, rather kind and gentle), he is always alone because of his hideous visage. In some places he is called a Night Shepherd, a Boggle or Boglin and is known to crave human companionship.

## Behaviour

Bugul Noz dwells alone, isolating itself so that others are not put at risk of seeing it. As they wander, they sing eerie songs as a warning so that any who approach know to flee or avert their gaze. They prefer the depths of dark and mist-shrouded forests for their homes, as their innate magic allows them to move easily though such areas despite any obstacles that may bar the path of other creatures. They are not, however, sedentary, and wander the world in search of others of their kind.

Bugul Noz is innately kind and does not want to kill anyone. However, they are unpredictable and may lash out in panic or confusion, leading to unfortunate deaths. Should they find themselves a murderer, they will mourn their victims. In the case that Bugul Noz accumulates multiple victims, typically because they dwell in the same area long enough, they may carry the bodies deeper into the forest and place them in a single mass grave. This grave then becomes the nexus of their movements, as they will always return to it when not wandering to watch over the bodies and ensure their spirits are never lonely.

They dwell in eternal sorrow over their appearance, to the point that even magic cannot force them to experience any other emotion. The only thing that can lessen this is the company of others of their kind, for such a companion is the only creature who could tolerate their appearance and lessen their loneliness. Short of this, their greatest desire is to find friends who can permanently alter their form.
Killeith

**Killeith** is a small village in the northern region of the Elderfall Kingdom.

## Description

This quaint and modest village is home to sixty or so beastfolk, led and protected by a badgerfolk by the name of Brochroot. With much of their trade relying on harvest of grain and grapes for wine, ale and flour, the community was deeply hurt by the issues caused by the hired mercenaries of Cormac's Tower, whom stole and pillaged on bad days, and making themselves known within the village and taking ale and wine through bullying tactics on good days.

Since their vacation from the territory, Brochroot and the villagers of the hamlet have given thanks to the adventurers of Freehearth and joined them in song and drinks.
Keegan McCann

**Keegan McCann** is the Captain of the town guard and militia in Elderfall.

## Description

As the Captain of the town militia and watch, Keegan oversees security in the capital of the Elderfall Kingdom and leads investigations into criminal activity. Wearing a combination of slightly battered leather and mail armour, it is clear that Keegan is an experienced soldier, further evidenced by the scars that run from the left side of his nose, through his mouth diagonally to the right side of his chin.

A few rumours circulate Elderfall as to how he got these scars with some saying it was a displacer beast, others say it was an owlbear, whilst a choice, including bards, proclaim it was a in a fight against a dragon. Keegan is deliberately quiet on the truth of it, stating he does not "wish to revisit tales of dark times".

Blunt and to the point, though takes his position with pride with seriousness. Though over the years has grown colder and less detached from emotional investment in crimes and loss of life, believing it to be merely a part of life. If he can help it, he will. But if he cannot, then so be it, for it is their fate.
Ettin's Cave

### Inhabitants

Ettin (previously)Others beasts/aberrations (previously)Residents of Camp Thorne (ongoing)

The Ettin's Cave is a geological landmark in southern Eskarya, previously home to an eponymous Ettin before it was slain by a band of adventurers in Marpenoth 1495 DR.

It is now the site of Camp Thorne.

## Events

The cave was initially discovered by an ill-fated adventuring party during Flamerule 1495 DR in a journey that would eventually yield the demise of one of their number at the hands of the oni Rairaku, the cave was left undisturbed for some time until another party returned a month or two later.

In doing so, they swept through the cave to clear it out completely, scouring its prior residents clean and claiming it in the name of Fort Eskarya and Lord Aldwin Thorne. Subsequently labourers and masons have arrived at the cave and started to convert it into a new outpost called Camp Thorne.

## Known Residents

* Ettin (slain by Mogur)
* Roper (slain by Vyodros)
* Wargs (slain by Nira Thiloriasien and Alton Elenaur)
* Giant Spider (slain by Mogur)

## Known Treasure

* Wooden staff
* Silver mirror
* Pewter chime
* Pair of golden candlesticks
* Chest filled with ten Azurites and five Moss Agates and a lump of obsidian
* Four potions of healing
* Rusted plate armour
* One large diamond
* Cloak of Elvenkind
Saoirse Ó Caisidei

**Saoirse Ó Caisidei** is a druid and traveler from the town of Hammerhorn, who showed an affinity and care for elemental creatures.

## Description

Whilst young, Saoirse speaks with wise words and seems knowledgeable about the gods and notable in her awareness and understanding of philosophy. Upon meeting, she was cold and irked by the readings that Anastasia Ekatarina had performed for adventurers in the tavern in Killeith.

During the night, she was spotted by Ered and Anastasia Ekatarina singing a lullaby to a geonid elemental in the night, asking it to be calm and return to sleep. She revealed she was studying the disturbances to the elementals in the lands and seeking to calm them and aid them in the coercions they face from evil powers.
Deathbringer, Bane of the Violet Kings

**Deathbringer, Bane of the Violet Kings** is a magical greatsword wielded by the Drow gunslinger Alton Elenaur. It is unclear whether the name was given to the blade by Alton, or he was told it when he first received the weapon from the Eskaryan Expedition.

## Appearance

A long blade of the darkest steel, with blackened grip to match, Deathbringer is a clearly unique piece. A ball of obsidian is embedded in the hilt, whilst several amethysts decorate the crossguard at the centre of which is a skull whose eyes glow with violet hues.

## History

Despite appearing to be a perfectly normal magical weapon, Alton suspected the blade to be cursed to ensure it's wielder's untimely demise. On multiple occasions, Alton has been unable to use the weapon against his foes and ended up worse for trying.
Eitri

**Eitri** is a Duergar blacksmith who runs the smithy in Freehearth named 'Ore Else'.

## Description

A jovial fellow with a penchant for the forge, Eitri is a proven smithy and artisan within the craft. Whilst he was once a dweller of the underdark, he grew tired of the constant war machine that ran beneath the earth seeking to turn his craft into more of an art form. Since finding a new home upon the surface, Eitri has dedicated his life to the god of the forge, Fortubo.

Since arriving in Freehearth, is it notable that the smithy is decorated with twisted pieces of scrap metals to form the intricate shapes of animals, as metal birds hang from string on the ceiling and a metalwork hound sits upon the porch. The practice is forging weapons and armour appears to be a great skills that Duergar possesses, and yet the profits from war appear to only fund his hobby of forging metalwork art pieces.
Cloak of Spiders

Researching the cloak, a voice enters the mind of they who adorn it. Willing the wearer to return it to the Underdark to rightful owner.

*"Dolblunde... return me and you shall be rewarded for your service. No harm shall come to you... only glory and riches... you have my word".*

Whilst attuned, the wearer gains the following benefits.

- Able to summon a giant spider once per day for 8 hours or until dispelled or killed. Can be mounted by the attuned creature.

- Can cast spider climb at-will.

- Can cast web once per day.

- Superior darkvision granted up to 120ft.
Amenti

**Amenti** is an Arcanaloth that works in the Infernal Courts of Hell.

## Description

Amenti is a well-spoke Arcanaloth who presents as calm, patient and precise. First arriving before adventurers with contract in hand to deliver the exchange of soul for power with the Kobold warlock, Pickle. Even upon refusal, Amenti showed no emotion or dismissal, but merely made a note within his journal to report back. The second meeting was to serve a writ to Pickle, commanding his presence in the Infernal Courts at the behest of the fiendfsh entity, Caoránach**.**

Inviting both Pickle and Auxley to his offices, the two were plane shifted to the Place of Infernal Hell to sign their register and confirm their future court attendance, after which Amenti investigated whether they had any dietary requirements and clothing measurement for a future attire.
Arvir

The Golden Swan

An adult gold dragon, known for her benevolence and charity. Arvir spent much of her time in the capital of Tosima and working with the alliance forces to help protect their city from chromatic dragons. The deaths of her beloved humanoids drove her to despair and would spend weeks mourning for their souls in her lair beneath Tosima Lake.
Abyssal Orb

Found following the permanent dispelling of the abyssal portal in Tornka forest and quickly whisked away by Alton Elenaur to be taken to Varal the Mage. Nothing is known about the orb, other than its dark and sinister nature. Upon its finding, Vyodros seemed somewhat vulnerable to its power as it attempted to lure him into investigating it.

Despite not being researched, there is undeniable power that would come with its attunement and research, should someone be brave enough to do so.
ShadowSlink Tribe

Banner of the ShadowSlink Tribe

The ShadowSlink Tribe was a tribe of Kobolds established in Eskarya by Slink, later expanded by his successor Sip Their main base of operations is in Kobold Cave but they also control a small grotto in fort Eskarya,.

The tribe became part of Midnight's Edge after the founder Slink was bribed by it's leader Alton into joining. At first being a temporary relationship for the kobold it soon became a long lasting one after Slink grew closer to it's members. When Slink died trying to defend them from certain doom at the non existent hands of a beholder, Sip was inspired to make the tribe into something that could cohexist with tall folk.

## Domain

* Kobold Cave - Headquarters
* Slink's grotto, Fort eskarya Embassy and outpost

## Members

* Sip - Tribe Chief and head inventor
* Skunk(Grotto aide)CR1 - cave tender
* Coins(Grotto aide)CR1 - administration
* Muck - commoner Poisonmaker
* Spots -commoner Mushroom farmer
* Eggs -commoner Nurserykeeper
* Gut -commoner Cook
* Twig -CR3 Archer
* Brave -CR3 Knight
* Bold -CR3 Knight
* Boom (sidekick) - Tribe sorcerer
* Armond (Zap) - Tribe cleric/sorcerer/Houndmaster

## Bestiary

* 2 draft horses
* 2 Hounds, (Dutch the mastiff, Ringo the Shepherd

## Codex of Brave Cowardice

All new tribe members have to follow a code of conduct created by Sip based on the exploits of Slink the Brave. This code is called the Codex of Brave Cowardice and it has 5 main tenants:

1. Always take shiny, not nailed down
2. Always Slink away from unfavorable situation
3. Always Stay where enemy no see you
4. Always use environment to advantage
5. For tribe Friend, ignore above rules

Other than these 5 tenants, the codex holds many subrules, clauses and a list of friends and enemies of the tribe.

## Relations

* Midnight's edge - Friendly, affiliated
* Sect of Vyodros - Friendly
* Fort Krodeyn - Cold
* Eskarya - Mixed
* Vester Bandits - Cordial
Auxley St. Crow

**Auxley St. Crow** is an enterprising rogue mastermind of the settlement of Freehearth.

## Background

Greetings, settlers of Tosima! The name is Auxley St. Crow and I am here to offer you a deal of a lifetime. As a self-made man from the Freehold, I have seen people go from rags to riches to rags yet again and more than often these falls from grace could be traced back to one singular source. Lack. Of. Connections! That is why I have arrived here in Freehearth. To establish the first branch of the St. Crow Foundation. Where our mission is to help establish trade relations from the rest of the world to this burgeoning settlement. Regardless of race, beliefs or social class, we at the St. Crow Foundation believe that through trade, we can build a bridge of understanding. Now you might say "This land is untamed and unknown. How is trade going to flourish when we don't know what's out there?" Well my dear sceptics, that is where the second mission of the St. Crow Foundation comes in. Adventure Sponsoring! These daring adventures that risk their lives to explore and help the common folk are truly the lifeblood of our world and I should know, I'm something of an adventurer myself. Therefor, we at the St. Crow Foundation are looking to you brave souls and are offering our services. Let us assist you in getting the respect, recognition and most of all, the rightful pay that you deserve! So what are you waiting for? Send in your interest application today and let the crow carry you to a brighter tomorrow! *first office opening soon in Freehearth.*

## Adventure Hook

After some old business ventures reached a premature and... unexpected conclusion. I have found myself with a new lease on life and ready to start again on a new project. Aspirations/Hopes: Short term: To get the St. Crow Foundation up and running Long term: Now now. Let's not get ahead of ourselves here.
Epitaph of Carrion

**The Epitaph of Carrion** is a journal written by the Tiefling Necromancer known as Carrion. This jet black leather journal is written in an archaic calligraphy upon dirtied pages and clasped with silverwork. On the front is engraved leatherwork depicting a demonic monstrosity. The book is heavily leafed through and in a deteriorated condition.

## Research

**Completed by Raisuboi**

*[...the work continues, though slowly. The methodology in creating servants of the grave with sentiency is a feat beyond, perhaps, my own power. But I shall not be dissuaded, too much relies upon success. My family would would surely reject me if I were unable to serve my purpose to the cause. Even if they they do not explicitly ask for this, I know that word of such creatures being created would only impress upon them...]*

*[...a suitable candidate is needed. Juvenile, but not a child. I would not wish such harm upon a babe, but a one young and still growing, their minds still likes sponges that grow with knowledge and capable of further learning upon their transformation, they would be perfect. But I must find one who is deserving, one who none shall miss...]*

*[...I think I have found him. My familiar frequents the local tavern, and through its eyes I have gazed upon one with such arrogance, such narcissism. He would have spotted me if his focus was not so enthralled by his own reflection. If his tongue is not whispering in the ears of maidens, it is tied in thought as he revels in admiration in the mirror. The locals speak of the young man with nothing but disdain, bedding their daughters and wives, tearing families apart...]*

*[...my family will be so proud. This boy had incarnum running through his veins, though dormant and unrealised. The most perfect coincidence of fate, to find such a being that served their purpose with such beauty. The only shame is he still remains obsessed with his reflection, though not with glee but sorrow...]*

*[...the bones grows bolder, as does his strength. I have caught him stealing away in the sewers with the manual, he seems to make some sense of it all. The very arrogance that aided his survival through the ritual has not diminished. Last night I awoke to him staring down at me. I fear he seeks revenge. I will have to dispose of him before it is too late, or I will never visit my family in Nel Kuldohr in the Summer...]*