recursal/Fanatic-Fandom huggingface dataset:
The Ring of Panic

"You'll know if I require your assistance, and I trust you will come to my aid, my Knight." -Alder Serpin to Sir Ulric.

The Ring of Panic is one of the three rings worn by Alder Serpin, and is currently in the possession of Fenrir Wolfsbane. It is bound to Ulric of The Canyons and was Alder's means of summoning him.

## **Appearance**

The Ring is banded in gold and contains a black gemstone. When the Ring is active, the gemstone becomes bright red and flashes.

## **Use**

When the words, "Come to my aid", are spoken by the wearer, The Ring is considered activated. Ulric of The Canyons will experience a mental alarm, and will know where the Ring was activated. Ulric is aware of the purpose of the Ring.

## **Trivia**

* The Ring of Panic is a part of a set of three, the other two being The Ring of Paranoia and The Ring of Sacrifice.
The Western Canyons

"I gazed down, bearing witness to the grand cities and towers before me. I knew then, this would be my place to master my craft." -An excerpt from the diary of Wingard Brighthand.

The Western Canyons are a massive series of cliffs, canyons and mountains to the North West. They contain both Hamarr and Vaengr, the cities of the Elves and Skrida respectively.
Elfondo

"The seas are a beautiful thing, just don't look underneath." -Evelyn Breeze-Heart, Captain of *The Broken Wave*.

Elfondo is the Spirit of the Depths, created by Abrevar as her servant. His sacred grounds is the sea floor, and he commands the depths and any who dare to brave the deep. His appearance is as an impossibly large monster beyond description, covered in tentacles and teeth. He is also the creator of The Book of Forbidden Truths.
The Truesilver Bow

"A flash, then once more the moonless night was shrouded in darkness, only the silhouette of the slain beast and my rescuer standing above me." -Polla Sorano.

The Truesilver Bow is an Artifact created by Avem, the Spirit of the Skies, taking the form of a holy symbol of Argent , worn around the wrist. The user can, with the symbol as the point of origin, conjure a silver spectral bow. The bow acts with the stats of a longbow, though any who use it are considered Proficient. Damage dealt with the Bow overcome all resistances. The user can choose an amount of damage types equal to their Intelligence Modifier (Minimum 1), with the exception of Bludgeoning, Piercing or Slashing Damage. Any creature with resistance to the chosen types is vulnerable to all attacks from the Bow. The types must be chosen before this effect can be used. The Bow can be conjured and dismissed both as free actions. The Bow fires spectral arrows which never run out. In addition, the Bow deals extra damage equal to your Intelligence Modifier.
Stadfesta

"I've heard you can train me - make me stronger." -Rinn, to Luth.

Stadfesta is a town far East of Akr, not far from Toreal Canyon. It is large for its reputation, being obscure among travelers. It is also the hometown of the Paladin Luth.

## **Appearance**

Stadfesta is a large, well to do town, pleasant and comfortable. There are soft street lights lining the streets, and warm buildings offsetting the snow of Wintervale.
Faradigm Woodcroft

"A prodigy and genius, and pleasant company if your the patient sort. Though certainly not completely there." -Rorrin Quellisar.

Faradigm Woodcroft, or as known on friendly terms, Fara, is a Halfling weapon maker in Atall Varda . She is known as an eccentric genius, designing and building weapons that bend the laws of weapon construction, the weird and wonderful.

**Early Life**

Faradigm was orphaned as an infant, and was raised until the age of 4 in Ever-Smile Orphanage, at which time she was adopted by a blacksmith named Sly Woodcroft. She was immediately fascinated by the blacksmith's profession and skills, and took to weapon making almost immediately. After Sly passed away, she inherited his shop, as well as her beloved friend, Smithy, an animated anvil.

**Personality**

Faradigm is quirky and eccentric, not skilled at casual conversation, almost always digressing about intricate designs and theoretically construction. She is otherwise very friendly and cheerful, eager to help and quick to make friends. She otherwise has a habit of talking and acting fast, skipping words and sentences in her excitement.

**Weapons**

Faradigm is a master craftswoman, having created many different weapons in the past and always moving on to new projects. Examples of such weapons are:

* A one handed short halberd.
* An battleaxe balanced to act as a longsword.
* A banded, wooden sword designed to concentrate impact, acting as a longsword with slashing replaced by bludgeoning.
* A greatsword capable of becoming a large scythe.
* A bo staff capable of forming a hook at one end and a blade at the other.
* An extendable cane.
* A rapier with a revolving hilt guard, each chamber acting as a fountain pen to quickly lace the blade with poisons.
* A flexible frame filled with lead weights acting as a sword length blackjack.
* A cape filled with slim blades designed for sweeping attacks.
* A crossbow that shoots throwing stars.
* Gauntlets with non species specific traps.
The Fire-Born

"An in the shade of Winter's Night, The Fire-Born was birthed in the flames of Summer's Prophesy." -Excerpt from The Book of The Fire-Born.

Gregory Fire-Born was a Human Charlatan who, according to legend, was the son of Grom, and was the herald of the coming of Summer. In reality, Gregory was a deceiver intent on gaining power through raising an order in his name. He is worshiped by The Children of Summer.
Dire Rabbit

"A fine mount for a ranger of The Western Canyons." -Urreek Wind-Howl, Guardian of The Lower Mountains of Boka.

Dire Rabbits are a breed of large mammals living in The Western Canyons, a series of mountains and cliffs that often breach the clouds. They are rare, only bred in this area. They are, when used, used by Rangers of the cliffs for their profound ability to leap great distances. They often are scoffed at by those who are unfamiliar with them, however, their appearance is misleading. While Dire Rabbits are not vicious by nature, they can be trained to meet any requirements for disposition, much in the same way as dogs. Dire Rabbits are otherwise as physically capable as their wolven counterparts.
The Gauntlet of the Three Virtues

"A warrior of great power, wisdom and courage. Worthy of the Gauntlet, to be sure." -Dodrik Edge-Guide.

The Gauntlet of the Three Virtues is an Artifact created by Nayaka, the Spirit of the Hero, taking the form of a left handed iron and gold gauntlet. It bestows upon the user the power of The Three Virtues; Power, Wisdom, and Courage. When wearing the Gauntlet, the user can choose one Evocation spell, one Divination spell, and one Transmutation spell. These spells can be changed by performing a Ritual. You can cast these spells as though they were Cantrips. The maximum level of the spells is half your total character level. The Ability Modifier for these spells is half you collective total Modifiers for Intelligence, Wisdom, and Charisma.
The Eye of Madness

"'Are you mad", 'No, though the same cannot be said for the bastard in my dreams who gave this to me.'" -A conversation between Gorrik Donario and Wenron Red-Eye.

The Eye of Madness is an Artifact created by Tywyll, the Spirit of the Descent, taking the form of a purple jewel cased in a runed Redsteel frame. It acts as a lens, and bestows the user with the ability to see everything, regardless of light, including magic, the truth behind illusions, life, thoughts, true forms, etc, the primary limitation being walls thicker than 1 ft. The Eye, when looked through, will also show illusions to the user, existing as the same things that could be seen as truths as listed above. It is impossible to distinguish illusion from reality when looking through the Eye.
The Book of Forbidden Truths

"I might think twice before placing something like that on my bookshelf." -Tooken Buckleberry.

The Book of Forbidden Truths is an Artifact created by Elfondo, the Spirit of the Depths, resembling a Book of Shadows, though slightly larger and with slightly moving and glowing text. It contains all knowledge, and reading it can uncover the answer to any question the owner might have. Every time the Book is used, the player using it rolls an Intelligence check, with the difficulty determined by the amount of existing lore on the desired answer. After this, the player rolls a d4. If the die lands on a 1, the reader rerolls the die. If the die lands on a 2, the reader suffers short term madness. If the die lands on a 3, the reader suffers long term madness. If the die lands on a 4, the reader suffers indefinite madness. The nature of the reader's madness is determined by a d100 roll, as described in The Dungeon Master's Guide.
Ilia Lisburn

"A pleasure to meet you. I am Ilia of Heygja." Ilia Lisburn to The Children of Frost.

Ilia Lisburn is a Polani Warlock travelling with Innslowe Dawn-Shield. She is also, unbeknownst to him, a Cleric of The Fireborn.

**Appearance**

Ilia is an extremely beautiful Polani woman, tall and slender, exuding grace even as one born with demonic attributes. She has long raven black hair and softly glowing red eyes, radiating her ashen skin covered in black markings. She wears incredibly fine and elegant gowns, rivalling even Princess Aleya in the aura of regality she radiates.

**Personality**

Ilia is a deceitful woman, who uses her beauty to create a facade of purity, being soft spoken and eloquent. Beneath her mask of kindness, she is an evil woman who desires power and harbours hatred for Innslowe and The Children of Frost.

**Skills and Abilities**
The Mountain of Romance

"Many of the best warriors hail from there. Each a force their own." -Liu Zetian.

The Mountain of Romance is the Northern-most Mountain among The Mountains of Magic. It is home to, primarily Salaman of Brass, Gold and Red scales. It is associated with Fire.

## **House of Three**

The civilisation of the Mountain was once under a single ruler, passed from father to son, of the ruling house, House Tongyi. One say, during The Age of Innovation, the Lord of House Tongyi passed away without naming an heir, as his three children were all born at the same time, and had equal claim to his throne. Each of the three refused to give up their claim, and each had equal sway over the Mountain and its forces. From this, House Tongyi fell, and from its ashes rose three houses, led by each of the sons; House Gaang, created by Quantou, with command and respect among the Mountain's military forces, House Jin, created by Yingbi, with control over the Mountain's economy, and House Laotie, created by Canyin, with mastery over food, labor, and resource throughout the Mountain. Each of the Houses continue to rule, with forced collaboration yet constant cold war between them, each seeking its perceived birthright as the ruing house of The Mountain of Romance.

## **House Gaang**

House Gaang, the house of force and steel, resides in The Tower in the Wall, built into the wall around The Mountain. During the final years of The Age of Winter, House Gaang is ruled by Shunuchen Gaang, The Lady of the Dust. Shunuchen is the commander over the military of The Mountain of Romance, and a fearsome warrior. The followers of Gaang throughout the Mountain live outside the Mountain's natural borders, instead in its massive walls, and are marked by their decoration of steel, and warrior culture.

## **House Jin**

House Jin, the house of commerce and gold, resides in The Palace of, deep in the heart of the Mountain itself. During the final years of The Age of Winter, House Jin is ruled by Qian Jin, Master of Coin throughout the Mountain. The followers of Jin throughout the Mountain live outside the Mountain, and are marked by their decoration of gold and mercantile ways.

## **House Laotie**

House Laotie, the house of labor and iron, reside outside the Mountain, in The Cavern of the Old Ore. During the final years of The Age of Winter, House Laotie is ruled by Gongzuo Laotie, the Master of Ore th

## **Trivia**

* Each of The Mountains of Magic are based on a work of classical Chinese literature. The Mountain of Romance is based on Romance of the Three Kingdoms, attributed to Luo Guanzhong. To differentiate the style of the culture, the design of The Mountain of Romance is made to incorporate elements of the Romance of the Three Kingdoms video game series, by Koei, and even more so its spin off series, Dynasty Warriors.
The Amulet of The Empath

"A precious item that represents a value more could stand to have. Especially you, I might add." -Adrik Firetouch to Alder Serpin.

The Amulet of The Empath is a magical item in the possession of Princess Aleya of Elendor. It grants the wearer the ability to read the emotions of others.

**Appearance**

The Amulet appears as a stylised head made from steel touched by the moon. It has a face that often changes to reflect the emotions of the wearer.

**History**

The Amulet of The Empath was created during The Age of Magic by Metis Skygaze. After her death, the Amulet found its way throughout history in the hands of many owners and collectors, eventually ending up in the possession of Alder Serpin, who hired a mercenary guild to steal it from the previous owners, The Moontouched Museum. Having no use for it beyond a trophy, Alder kept the Amulet in his treasure room, where it was was found after his death by The Princess Aleya, who claimed it thereafter.

**Use**

While wearing the Amulet, you can passively detect the emotion of a Creature you can observe. If the Creature is aware that you may try to read their emotions, be it by the Amulet or otherwise, they are able to roll a Wisdom Saving Throw to resist the effect, with the difficulty determined as 8 + Your Proficiency bonus + Your Charisma Modifier.
Shady Nikolai

"Ah, it is good to see you, my friend. Would you like to buy a watch?" -Shady Nikolai.

Shady Nikolai is known to few, but those who have the privilege of knowing him know him as a mysteriously resourceful salesman of the strange and wonderful. Shady Nikolai is a stranger who knows seemingly all. He makes his home in the Alley-Shade Market.

**Physical Appearance**

Shady Nikolai is a man of many faces, who can theoretically appear as anyone, though his most frequent appearance is that of a man wearing a black coat, a turban and strange black lenses over his eyes. His penchant for disguises is difficult to suppress, and he is known for changing voices and outfits.

**Personality**

Shady Nikolai is known to be friendly and amiable, always appearing when the Heroes are in need. He is known for offering particularly strange items to the Heroes for cheap prices, though will sell ordinary items for ordinary prices and custom ordered items for expensive prices.
Dawn Snowflower

"I guard this forest. To harm it is to bring down my judgement upon you." -Dawn Snowflower, to her future husband, Artorian Deepwater.

Dawn Snow-Flower is a Polani who once guarded the Forest of Memories. She is also the mother of Innslowe Dawnshield and his twin sister, Angela Darkwail. She currently resides as a potter in Atall Varda.

**Early Life**

Born to nomads near Toreal Canyon, Dawn was raised as a druid, learning the peaceful ways of the forest, from her family and the Hverfr, having befriended them as a child. She learned how to fight from a Hverfr hunter, but always remained peaceful in her disposition towards living things. She left her family at the age of ten, with the new name of Snowflower, to journey to the Forest of Memories, where she chose to live.

**Guardian of the Forest**

Dawn found herself enamored with The Forest of Memories, choosing to live there as its guardian for six years. In this time, she grew as a warrior and druid, always believing in the sanctity of life and swearing to guard the Forest with that philosophy in mind. Her life changed when an adventurer named Artorian Deepwater entered the Forest, searching for solace. The two went on many adventures, their fates having been joined. The two eventually fell in love, and she married him at the age of seventeen.

**Coming to Atall Varda**

After marrying Artorian, Dawn came to Atall Varda with him, prepared to start a new life. The two of them soon had pair of twins, Innslowe Dawnshield and Angela Darkwail. Artorian left soon after the children's birth for what should have been a short journey, though tragically, he never made it back, having been killed at the climax of his journey.

**Later Life**

Stricken with grief for her deceased husband, Dawn continued to live in Atall Varda, though abandoned the name Snowflower, taking the name Potter in reference to her new profession. She raised her children, Innslowe and Angela as a single mother, until they both left, Angela at the age of fifteen, and Innslowe at the age of seventeen, for their own journeys. She continued to live as a potter, barely noticeable in the bustle of Atall Varda.
Ashley Pine

"Without the artistic approach, it should hake maybe an hour. With it, about eight. Though you might prefer the wait." -Ashley Pine, to Benjamin Frost.

Ashley Pine is a Halfling Woodcarver living in Stadfesta. He is also the owner of The Waves of Camphor, a Carpentry store in the west side of town, and the creator of Frostmourn, the wooden mallet wielded by Benjamin Frost.
Forest Xinling

"And the beings of the Forest roamed free, of care and want. The Xinling of the woods reveled in the peace and joy of nature. -Excerpt from The Testament of Lorerah.

Forest Xinling are a variety of Xinling native to forests.

**Mechanics**

Unlike other Xinling, Forest Xinling are treated mechanically as Firbolgs from Volo's Guide to Monsters.
Ordon

"Well my lady, she's all fired up and ready to go. Do ya need anything else then?" -Ordon, to Aleya.

Ordon is a Half Elven Ranch Hand who serves the Princess Aleya. He is a slightly less than eloquent man, and is the least proper of her retainers, working alongside the Butler Buffkin and the Maid Laura.

## **The Ending War**

Ordon was born during The Age of Bloodshed, in the Dawnpierce Royal Ranch. Born to serve nobility, Ordon took quickly to the life of a servant, in particular, that of a rancher, developing his skills as a hunter and tracker, and master animal trainer. At the age of 14, he met the newly arrived maid, Laura, who he quickly befriended. He was soon after, taken from the ranch proper and made Princess Aleya's personal Ranch Hand, becoming close to her, as well as Laura and the butler, Buffkin. He accompanied them to Wintervale as a part of Aleya's mission of peace, and shared the fate of his friends, placed in a magical slumber, awoken over a thousand years later during The Age of Winter.

## **Winter's Heart**

Ordon continued in his service to Aleya, joining her in her many adventures with The Children of Frost.

## **Appearance**

Ordon is a man of slightly below average height and weight, standing around 5'7 ft, and weighing around 140 lbs. He wears a short sleeved white tunic with a green single shoulder cover, attached by a thick leather belt, with thick heavy canvas pants, connected to brown boots. His hair is slightly long, unkempt, and his slightly pointed ears have two jade earrings on the left ear.

## **Personality**

While not the most proper or reserved of people, Ordon is very friendly and kind, a good friend to the very meek Laura, and constant source of annoyance to Buffkin, who is like a father to him. He is always prepared to give his all to help Aleya, and is often dirty from his work, but even then, his smile shines through. It is difficult for anyone to covers with him, and be displeased upon leaving.
Preston Masonscale

"I see you've met my envoy. I assure, you he is completely harmless while I'm here. Excuse me, I must go and make coffee." -Preston Masonscale, to The Conference of Community Envoys.

Preston Masonscale is a Black Salaman politician and the Patrician of Atall Varda. He is also the employer of Job Silkman.

## **The Hands of Glory**

Preston is, secretly, a member of a secret order called The Hands of Glory. He is responsible for keeping Atall Varda oblivious to their doings, while managing movements in the name of the order. His relationship with them is a selfish one, him believing them to be doing the right thing, though not especially caring, being more focused on the development of the city and its standards, as well thinking himself justified in all that he does.
The Divine Spirits

"I'm glade The God's created such beings to watch over us. Amidst The Abyss, their light still shines." -Urreek Wind-Howl.

The Three Deities created the world, but could not directly interfere to great lengths, for fear of The Abyss. For this reason, they created The Divine Spirits, to act as stewards who would guide and protect Lorerah. The Spirits as they exist are:

* Kalokairi
* Fthinoporo
* Cheimonas
* Anoixi
* Haiyang
* Senlin
* Hiruma
* Hakumei
* Yoru
* Tiankong

Each of the Spirits have throughout history created Artifacts wielded by mortals and used for great deeds, both good and evil.
The Abyss

"And following the creation of the world, The Three Deities realised their mistake, as the slumbering seas reared their head." -Excerpt from The Testament of Lorerah.

The Abyss is the infinite expanse beyond Lorerah, and the antithesis of all that is. It is a dark and chaotic inversion of all creation.
Toreal Canyon

"'I come seeking aid for my friend.' 'Then seek elsewhere. Those of his kind are not welcome here.'" -A conversation between Luth and Maro, the Wolf Queen.

Toreal Canyon is a massive canyon to the West of Atall Varda, and is the home of the Hverfr.

**Visual Description**

 The top of Toreal Canyon is covered in trees and shrubbery, obscuring it from both snowfall and light, the interior of the city sized community lit by brightly glowing fungi. The majority of the land is dense forest with some swamp and clearings.

**History**

Toreal Canyon was first created following The First Snows, alongside the creation of the Hverfr, as a land for them to call home, a shelter from the never ending Winter.
Yoru

"Beautiful she may be, don't trust her. She loves you as long as you're useful, not longer than that." -Rosaria Fair-Garden to Allochval Songblade.

Xin Yue is the Spirit of the Dark, created by Qipian to be his servant. She takes the form of a beautiful woman with dark skin and hair, and her sacred grounds are shadows and darkness, anywhere there is darkness. She can exist anywhere, but will only choose the darkest places to manifest. She is also the creator of The Shadow Hood. She is also notable for having corrupted a party of adventurers millennia ago, leading to the creation of The Dark Races.

**Winters Heart**

In the quest to end the never ending Winter, The Children of Frost braved many dangers. Taking advantage of this, following the death of Fenrir Wolfsbane, the first member of the party, Xin Yue approached him, offering him freedom from death's grasp. Accepting her proposal, Fenrir was brought back from the dead, at the cost of becoming cursed. Xin Yue benefits with the death and revival of fallen party members, using the side effects of the curses inflicted to enact her plans throughout the world.
The Mountain of The Journey

"Home to many adventurers and interesting people of different varieties and sorts." -Xuanzang Ever-Stride.

The Mountain of The Journey is the Western-most Mountain among The Mountains of Magic. It is primarily home to Blue and Bronze Salaman. It is associated with Lightning.

**Trivia**

* Each of The Mountains of Magic are based on a work of classical Chinese literature. The Mountain of The Journey is based on Journey to the West, attributed to Wu Cheng'en.
Giants

"I'd beware of travelling those mountains my boy. I've heard the big folk, no, not men like us, I mean really big folk live around those parts." -Jekkle the Courier to Allochval Songblade.

The Giants are a race of mountain dwellers, great and massive before men. They were created by Garmi, the God of Defiance and Summer, to be heroes among men. However, in a cosmic twist, they defied their own nature and their creator, becoming a monastic, spiritual people. They were the ninth race created by The Gods. While they have several places in which they live, these are usually the homes of other races, and they themselves belong to the city of Ofarliga, in The Southern Mountains.
Frank Bufferson

"You want to pay me? Well alright then." -Frank Bufferson, lowering his greataxe.

Frank Bufferson is a Human Barbarian played by Jacob Ballantine, a former street fighter turned mercenary for hire, travelling with The Children of Frost.

**Winters Heart**

Sent by Chester to find and intimidate Hector into keeping his end of the bargain, Frank promptly forgot his mission and joined Hector in his quest to track down The Children of Summer, who had just attacked the Atall Varda Courthouse. His journey led him to do battle with the Black Knight, Sir Ulric, who promptly defeated him, leaving him to be awakened by the Wizard Rince, who gave him his last gold to be teleported to Stadfesta, where the rest of the party awaited.
The Children of Summer

"That fool thinks he's fighting for the cause of Summer. He's just fighting for a madman's lust for power." -Angela Dark-Wail, The Witch of Screaming Mountain, of her brother, Innslowe Dawn-Shield.

The Children of Summer are an order of warriors and priests. The majority fight in the name of the return of Summer, though those who lead them lead with the ulterior motive of power. They are based in the City of Summer Sanctuary.

**History**

The order was originally founded by a man named Gregory Fire-Born. The legends surrounding Gregory are that he was the child of Garmi, born in the bonfire of a group of priests praying for the end of Winter. He was then said to have shown them visions of Summer, having them paint the walls of his lodge with such depictions. The truth of the matter is that Gregory was in fact, a charlatan and deceiver, his lodging filled with illusions, the City built around it built on the delusions of Summer. With Gregory's death, he was said to be ascended and worshiped as The Fire-Born, paid homage to through sacrifice and other rituals.

**Winters Heart**

The Children of Summer see themselves as the bringers of Summer, though in truth they act as bandits, kidnappers and raiders, taking people and forcing them to undergo The Fiery Rebirth, a battle to the death to appease The Fire Born. The leader of the order at any given time is referred to as Gregory, in homage to their founder. They ritualistically ingest a potion that gives them the sensation of warmth, continuing the delusion of Summer. The potion however does not actually warm them, leaving many of them dead on the streets of their city. There is a group of warriors who fight in the name of the order, all of them magically influenced by Gregory. The most noteworthy of these is Innslowe Dawn-Shield.
Glyphs

"Those markings... You are more than just a random mercenary, aren't you?" Wingard Brighthand to Mhurren Freeblade.

Glyphs are special markings that carry magical properties. They are carried by individuals who can wield their power. They are considered to be of the same nature as enchantments, conferring particular qualities upon whom they are bestowed. A Glyph can only be applied through branding, so those who seek them must be willing to make that sacrifice. In addition, very few people actually know how to create Glyphs, making them a rarity.
Phann Amakiir

"My Sister and I have always been different from each other. Now I understand, that we were only ever half blood." -Phann Amakiir.

Phann Amakiir is a High Elf, the eldest son of Galinndan Amakiir and the Sheikh of Hamarr. He is also the elder half brother of Rinn Amakiir.

**Early Life**

Born to Galinndan and Ishann Amakiir, Phann grew up never knowing his mother, her having died when he was only a single year old. Three years after this, his younger sister, Rinn, was born, and he was no longer alone, though his relationship with his sister was always stilted, as the two were nothing alike, with Rinn being more selfless and naive, and Phann being more withdrawn and cold. The two lived their lives as apart as could be lived living in the same building, and always a wall of ice was between them.

**Succession**

With the death of his grandfather, when Phann was but 11 years old, Ganlyn, Phann's father Galinndan became the new Arch-Sheikh, with Phann himself becoming a Sheikh as his father was. With this, Phann chose to walk the path of a warrior, learning both the ways of combat and magic, to become the ideal ruler to succeed his father. Three years later, Rinn left Hamarr, leaving no trail to follow, and with no apparent reason. Phann was not told of why she left their home, and from then on felt conflicted. He felt the smallest amount of suspicion towards his father, who remained silent, and though he never felt close to Rinn before, he still felt a dull ache at the loss of his sister, and dedicated himself further in his training, eager to face his sister once again, however she may grow. To this end, he grew obsessed, not knowing the truth, and determined to be ready to face it, honing his skills far above that of the finest warriors of Hamarr.
Orffwyll

"Orffwyll, you said? I'm leaving now, before its too late. By the way, are you using those entrails my floating green friend?" -Balimund Moon-Face, having discovered a shrine to Orffwyll.

Orffwyll is the God of Madness, patron only to those who have let go of the shackles of sanity and embraced their inner psychosis. He is considered one of the most dangerous of The Gods due to his unpredictable nature. His followers all display their worship in various unique ways. He is also the creator of The Gnomes.
Mestiere

"The most beautiful thing in this room, with the exception of you of course." -Allochval Songblade, to Rosaria Fair-Garden.

Mestiere is the God of Artwork and Craftsmanship, patron to artists, poets, bards, writers and craftsmen. He is also the creator of The Elves. He is represented with the signs of either a quill, a knife, a harp, a scroll or any other piece used in artistic pursuits, worn as a pendant made by the wearer.
The Mountain of Water

"The land of redemption and salvation, of generosity and kindness mixed with ferocity." -Liang Black-Scars.

The Mountain of Water is the South-Western-most Mountain among The Mountains of Magic. It is home to primarily Black and Copper Salaman. It is associated with Acid.

## **Trivia**

* Each of The Mountains of Magic are based on a work of classical Chinese literature. The Mountain of Water is based on Water Margin, attributed to Shi Nai'an.
The Mountain of Flowers

"A home to beautiful creatures and colorful themes." -Wu Golden-Brow.

The Mountain of Flowers is the North-Eastern-most Mountain among The Mountains of Magic. It is home to, primarily, Green Salaman. It is associated with Poison.

**Theme**

* Each of The Mountains of Magic are based on a work of classical Chinese literature. The Mountain of Flowers is based on Flowers in the Mirror by Li Ruzhen.
Mhornar

"The halls reverberated with an unholy echo, a chill entering the air. I saw the glow of blue eyes in the darkness of the stone hall. I awoke in a cold sweat. I knew from then this would be my final day." An excerpt from the diary of Errich the Mystic.

The great white dragon Mhornar is a pale dragon dwelling beneath the city of Dhark Ungor. He is the guardian of the Heart of Winter.
Shifters

"Considered by many to be savages. That has been our fate. But to use the power we have to help others, that has been our choice, and our blessing." -Geno Five-Scars.

Since the abuse of The Pelt of the Inner Beast eons ago, a new race was born from the father of Lycanthropy. Usually mistrusted among others in society, Shifters are considered outcasts among villages, though among those outside society, they are considered to be ideal hunters for their affiliation with beasts.
The Mountain of Justice

"The spirit of justice in each and every soul living here. It is part of the culture, of the blood." -Bao Fatebringer.

The Mountain of Justice is the Eastern-most Mountain among The Mountains of Magic. It is home primarily to Silver and White Salaman. It is associated with Cold. It is the birthplace of many of Wintervale's best Watchmen, Attorneys, Prosecutors, and Judges, and many such professionals come from all over the country to study there, including the legendary prosecutor Lawrence Ashwing.

## **City Structure**

The Mountain of Justice is structured around the three courthouses, and the districts surrounding them. The first is the Civil Court, the second is the Criminal Court, and the third is the Supreme Court. The three are separated by the mountain itself, inside which is the Prison of Justice. All are connected by large tunnels inside the mountain.

## **The Civil Court**

The Civil Court governs the cases of civilian matters, such as lawsuits and property protection, intellectual or otherwise.

## **The Criminal Court**

The Criminal Court manages the cases regarding crime, most often murders.

## **The Supreme Court**

The Supreme Court oversees cases of high law, managing political matters, and deciding on laws.

## **The Prison of Justice**

The Prison of Justice is the largest prison in all of Wintervale, comprising most of the interior of the mountain.

## **Trivia**

* Each of The Mountains of Magic are based on a work of classical Chinese literature. The Mountain of Justice is based on works centering on Bao Zheng. To further differentiate the style, and because the DM, James Fisher is a fan of the material, it also takes inspiration from the Ace Attorney franchise.
Louis

"If nature can't solve your problems, you're not using enough of it." -Louis.

Louis is a Human Druid played by Solomon Ashton, a politician from the island of Derrellianashia. He is one of The Monster Hunters, fighting against Morgorath.

## **Monster Hunters**

Louis joined The Monster Hunters during their time in Derrellianashia, his first quest being the hunting of a Yeti in The Mountains of the Bard. Following them to Honeremorte, he found himself embroiled in a plot to overthrow a tyrant.
The Three Deities

"Oh, mighty ones, please, lend me your power" -Runrin Silver-Eye, Cleric of the Hills.

The world is a creation of three powerful beings, who are responsible for the races of mortals that exist in Lorerah.

The Deities of this world are:

* Ginnung
* Aevi
* Saellifor

They also created other beings, known as The Divine Spirits, to act as stewards of Lorerah.
The Cravat of The Worthy

"A most useful tool for those who walk the path of magic. Decades of study can be completed in mere seconds with a tool such as this. I wonder how you ended up with this in your possession." -Wingard Bright-Hand to Alder Serpin.

The Cravat of The Worthy is a magical item currently in the possession of Dax. It grants magical prowess to the wearer.

**Appearance**

The Cravat appears as a white, silken, three-frilled cravat. It is exceptionally stylish and has little compare in the way of fashion.

**History**

The Cravat was first created by Manfred Karuma during The Age of Winter. It was given to Alder Serpin as a gift during a political visit. Alder kept it as one of his magical treasures in his hidden treasure room, where it remained until his death, after which point it was taken by Fenrir Wolfsbane and then promptly stolen by Dax.

**Use**

While wearing the Cravat, you can learn a spell simply by seeing it being cast. As long as you can perceive the Verbal and/or Somatic components of a spell being performed, where such components would be used, you now know the spell. You continue to know the spell even if you do not wear the Cravat. It does not count against your amount of spells known. You can cast using the Cravat, 1 spell for each level you know spells for, e.g. if you know 3 cantrips, first level spells and second level spells, you can prepare 1 cantrip, 1 first level spell and 1 second level spell. You have one spell slot with which you can cast the spell, with the exception of cantrips. Excepting cantrips, whatever spell you cast with the Cravat's spell slot is cast at its lowest level.
Tywyll

"I don't fear the others. Most are good enough, and the bad ones don't come far enough, but that one? I don't think I can describe the terror I feel." -Tooken Buckleberry.

Tywyll is the Spirit of the Descent, created by Zaki as the hand of his madness. He takes the form of a jovial man with an unnerving perpetual smile that never reaches his eyes, dressed in bright colors that don't match. His sacred grounds are dreams, both asleep and awake. He is also the creator of The Eye of Madness.
Eboshi

"Each and every one of the beasts here is a life. One to be cherished and nurtured." Eboshi, to Rinn Amakiir.

Eboshi is a Hverfr woman living in Stadfesta. She is the elderly matron of 'The Forest Eyes Pet Shop'.

**Appearance**

Eboshi has the appearance of an old crone, being over 93 years old. She has shaggy white hair, with a large braid swinging like a pendulum in front of her face. Like all Hverfr, she is slightly hairy, has ivory claws for nails, and the eyes of a cat, which in her case are purple. She wears a patched brown robe with shamanic designs on them. As with the rest of her ilk, she can take the form of an animal, in her case, a Wolf.

**Personality**

As a Hverfr who has willingly left Toreal Canyon, Eboshi is far more tolerant towards Humans than most of her kin. She is kind, though somewhat sharp-tongued, and is especially caring towards animals. She is patient to her situation, but not towards tomfoolery.
Emily Frost

a cameo of Emily

Benjamin Frost (Brother)

"My Father will come for me. You'll see." -Emily Frost, to Dench.

Emily Frost is a Human girl currently in the clutches of The Children of Summer. She is also the daughter of Hector Frost and Abigale Frost, and the sister of Benjamin Frost.

## **Early Life**

Born in the town of Smar, South of Heygja, Emily, being the daughter of a Jeweler and a Healer, lived a humble but safe live in the rural town with them and her older brother Benjamin. This life was put at risk when Smar was attacked by a group of The Children of Summer, led by an Orc named Dench. Her Father took up the mantle of protector and saved his his family and the town, unaware of the price he was to pay. Five years later, when Emily was but twelve years of age, Dench returned, eager for revenge against her Father, a larger force behind him. Her Mother slain, her town and its inhabitants razed to the ground, and her Father forced to watch, Emily was then taken by Dench to serve The Children of Summer.

## **High Priestess**

Her old life stripped from her, Emily was taken to Summer Sanctuary and forced to serve as High Priestess to The Clerics of The Fire-Born, her Soul's Essence used in their rituals. The results of The Clerics actions left her in a constant state of fear and confusion, her soul rent, and while there was no physical pain, she suffers in every other sense. The reason she specifically was chosen for this was unknown to her at the time, but she came to learn of her innate power, her Soul's nature and connection to other souls and ability to manifest magic without altering the fabric of magic itself. Her gift was rare, and The Clerics made sure to make full use of it.

## **Winter's Heart**

Emily has lived her life as High Priestess for two years, and at the age of fourteen, is kept sane only by the optimistic belief that her Father will save her. While she lives this way, her Father Hector desperately roamed the land, hunting the people responsible, hoping to find his daughter, and rescue her from her fate. Alas, he did not succeed, and met his end at the hands of The Woodchild, her brother, having appeared for the first time in years, taking up the mantle to save her.

## **Trivia**

* Emily has a song on the Winters Heart Soundtrack. It is Emily Frost Theme, and the original song is Dishonored 2 OST - Emily Kaldwin's Theme (extended).
Innslowe Dawnshield

Angela Darkwail (Twin Sister)

"A pleasure to meet you, noble adventurers. I am Innslowe of Atall Varda." -Innslowe Dawnshield, to The Children of Frost.

Innslowe Dawnshield is a Polani fighting in the name of The Children of Summer, a warrior pure of heart, unaware of the darker nature of his order. Despite fighting in their name, he has never seen any members of The Children of Summer, with the exception of his mentor, the leader of the order, Gregory Armando. He is also the son of Dawn Snowflower and Artorian Deepwater, and the twin brother of Angela Darkwail.

## **Physical Appearance**

Innslowe is the very image of a warrior of summer, in bright and shining armor, with a red surcoat emblazoned with the insignia of his order, over dazzling chain and plate. His sword is a gold gilded hand and a half sword, and his shield is inherited from his mother, covered in flowers, and capable of natural magic. His helmet covers his entire face. He stands around 7'3 ft tall, and is broad of shoulder.

## **Personality**

Innslowe is a warrior of pure heart, believing the moral option to always be the best one. He holds all of The Three Deities in esteem, but holds [[1]] as his patron. He is completely and totally selfless, liable to put his life on the line for innocents and friends at a moments notice. He is more heroic than strategic however and a poor negotiator, and will forgo tactics in favor of gallantry. His pure heart is not free from corruption, and he is under the influence of the leader of The Children of Summer.

## **Trivia**

* Innslowe has 2 songs on the Winters Heart Soundtrack. These are Innslowe Dawnshield Theme and Innslowe Dawnshield Tragedy. The original song names are  Fairy Tail: Main Theme - Upbeat, and Fairy Tail Sad Theme Song.
* The voice acting cues for Innslowe are a deep, but not baritone voice, thrown, with exaggerated grandeur. Obviously, there is possibility for deviation as he changes and grows as a character.
Sarabizazawadi

"I don't trust you. I just woke up here, found two dead guys, a giant Orc Man, a Polar Bear, and a Demon Man. Yeah I'm keeping this to myself for now." -Sarabizazawadi, to The Monster Hunters, having found Barrash's journal, and withholding it.

Sarabizazawadi, or Zaza for short, is a Water Storm-Child Bard played by Laura Cornell, a watchmaker associated with The Merchants Guild in Honeremorte. She, having been rescued by The Monster Hunters from certain death, has joined them in their fight against Morgorath.

**Monster Hunters**

Having been kidnapped by Grinrall, The Mind Breaker, Zaza was held captive within his lair, rescued by The Monster Hunters as they came to find their missing friend, Garmin, slaying Grinrall in the process. Though initially terrified of them, having nowhere to go, Zaza decided to accompany them for the final battle against Morgorath's army, ready to fight against the tyrant himself. Having succeeded, she parted ways with her new friends, enjoying her new life in Saeren's Tower with her new friend, the Fairy Juniper.
The Charm of Ordained Fate

"Fortune favors you, traveler, if you seek a swift death." -Seeran Far-Seer.

The Charm of Ordained Fate is an Artifact created by Suhaanee, the Spirit of the Charm, taking the form of a good luck charm. The Charm is a plate inside a spinner, though while there should only be two sides, spinning it can result in any one of 20 outcomes. The result determines the fate of the user, bringing them luck, both good and bad. The ordained fate is not mechanical, and affects the characters by story critical means, and is noted by the DM and chosen accordingly. First, a d4 is rolled to determine the term the effect will happen in, a 1 being minutes, a 2 being hours, a 3 being days, and a 4 being weeks. Next, a d100 is rolled to determined the time inside of that. The possible results, determined by a d20 roll, are:

1. The Fool - Optimism, and trust in life, directed to the user.
2. The Magician - Action, directed at the user.
3. The High Priestess - Inaction, inner mind.
4. The Empress - Abundance, life in bloom.
5. The Emperor - Structure, stability.
6. The Hierophant - Society and tradition.
7. The Chariot - Movement, progress, events progress faster and more hurried.
8. Strength - Power and courage.
9. The Hermit - Solitude, meditation.
10. Justice - Fairness, equality.
11. The Hanged Man - Surrender, enlightenment.
12. Death - The end of something.
13. Temperance - Balance, moderation.
14. The Devil - Destructive patterns, addictions.
15. The Tower - Sudden insight, collapse of structure.
16. The Star - Hope, calm, good omen,
17. The Moon - Mystery, dreams.
18. The Sun - Success.
19. Judgement - Rebirth, new beginnings.
20. The World - Completion, wholeness.

The Charm also passively grants the user advantage on all Luck checks.
Meris Redflare

"I killed him yes. I had little choice. He was about to kill me. But to take his form, that was my choice. To continue living, not just scraping by." -Dax, referring to his impersonation of Meris Redflare.

Meris Redflare was a Dark Elf Rogue, and member of The Atall Varda City Watch. He was slain by the Changeling Dax, who took on his form.

## **History**

Born to Marvis and Betrina Redflare, Meris grew up as a talented Rogue within The College of Freemasonry, in Atall Varda , joining The Watch at the young age of 20 by virtue of his intelligence and skill. He was often conflicted with his emotion and compassion opposed to the orders he was given, which would often entail violence, with little care for casualties.

## **The Changeling**

Eventually, Meris was sent to hunt the Changeling Dax, who was seen in the forests outside the city. Reading into the situation, Meris suspected there to be foul play surrounding the Changeling's warrant of arrest, as no evidence had been presented or documented, yet the charges of murder and treason were not contested. Tracking down the Changeling, Meris sent his companion, Loras Mornsteel, to pursue a false lead, retrieving his copy of Dax's wanted poster, knowing him to be watching. Before he could explain himself, however, Dax struck, slaying the Dark Elf with a knife, hiding his body, and taking his place to avoid suspicion.

## **Appearance**

As a Dark Elf, Meris has dark skin and lightly colored hair, in his case, specifically dark purple skin and white hair. He wore the uniform of The Atall Varda City Watch, as appropriate to his station, though the lighter variant, given his light frame and more dexterous approach. His eyes were purple, matching his skin, and especially for an Elf, was incredibly young, only being 23 at the time of his death.
The Frozen Mirror

"Keep this hidden, my son. If this Mirror falls into the hands of the Enemy, then all is lost." -Victor Frost, to his son, Hector.

The Frozen Mirror is an ancient Artifact created in the Age of Bloodshed to contain The Knight of Frost.

**History**

During the Age of Bloodshed, in the final days of The War, The Knight of Frost was created to end the conflict. The result was more than anything anybody could have been prepared for, and soon, measures had to be taken to control this all-powerful warrior. This resulted in the creation of The Frozen Mirror, a containment vessel, or, more accurately, a doorway to a world known as The Endless Tundra, where The Knight of Frost is made to wander for all eternity. Following its creation, the Mirror was given to the Noble Knight, Jeffry Frost to safeguard from all who would claim the Mirror for their own. Jeffry left his home of Snowfall Castle to the town of Smar, where he became a jeweller, His descendants becoming the guardians of the Mirror for the next 1000 years...

**Appearance**

The Mirror appears as an ornate mirror, framed in silver, the body made of never melting ice, the size of a full length mirror, though designed more as a portrait mirror.

**Functionality**

The Mirror acts as the main doorway to The Endless Tundra, and the only gateway to enter or exit that realm. However, any mirror bound in silver made of ice can be used to view or make contact with The Knight of Frost. If one were to destroy the Mirror, The Knight of Frost would be free to walk Lorerah again, to do as he pleased.