recursal/Fanatic-Fandom huggingface dataset:
Ash

**Ash** - full name Harit Ashvath - was a Psypol  agent who worked with Eye  and the Night Guard following Interlude: Glimtide. He was recruited after incidentally helping Psypol to defeat a rogue Mind Flayer in the Commons.

## **History**

### **As a Sevaka**

Ash was a Satyavarshan Sevaka in his home city.

### **Lotus**

After refusing to carry out his duty, his vajra, Lotus, manifested from his conviction.

### **Joining Psypol**

He left Satyavarsha for Cleocadia, and was recruited into Psypol after his involvement in a confidential mission involving a Mind Flayer.
He was paired up with his partner, Agent Eye, somewhat early on in his career.

## **Appearance**

In his true form, Ash is a 6'3male Kin with a toned, almost sculpted figure. His hair is black, long and thin, slicked back with a central parting, and hangs straight with length a little below the shoulders. His face is long and straight with pronounced cheekbones and a pointed chin. His skin is pale, tinged with yellow-green, with patches of scales scattered across its surface. His eyes are light blue with slitted pupils, and his ears are like a human's*.*

Ash wears a brigandine - a type of armour consisting of cloth padding with plates laid on top, including elements like shoulder guards and greave-like clothing. This brigandine extends below the kneecaps, and is fastened by vertical buttons down its chest area. going below the kneecaps. At the waist, it is held together by a blue sash. The cloth elements of the armour are red, with lotus patterns around the edges, while its metal elements are brass.

While in the Commons, Ash is typically disguised as a Cadian.

## **Dreamscape**

Ash's dreamscape takes the form of a small, circular temple constructed out of what seems to be black glass. Red-orange rivulets within the glass pulse and glow, giving the room a fire-like light. A circular altar made of gold and clear glass is placed in the centre, and is where Lotus was placed when he first entered. Eight alcoves in the walls contain ruined statues made of the temple's black glass, which Ash is confident to be statues of humans. By putting these statues back together, he recovers the legacy of the ancients - and discovers new magics.

## **Abilities**

Ash wielded **Lotus**, a maul-like weapon with a vajra-like head. Its head and pommel were golden-coloured - though its exact composition was unknown - while the handle was made of what appeared to be red marble.

## **Meta**

Statistically, Ash is a Naga Paladin with the Oath of the Ancients subclass. He is currently level 8.
As a player character, Ash is played by Jeffrey.
Psypol

**Psypol** is the Coalition's covert intelligence agency, operating in Cleocadia  and further abroad. They act as a secret police force, and deal with mind-rending entites out of sight of the normal world - in particular, Dream Eaters.

## **Hierarchy**

From lowest to highest, the hierarchy is the following:

1. Agent
2. Confidante, Forecaster
3. Clandestine
4. Psychomancer

## **Known Members**

**Agent Bräuheim**. An young Air Djinn agent who interfaced with the Night Guard during Interlude: Glimtide.

**Agent Ash**.

**Agent Eye**.

**Forecaster Loom**. A Hollow who assisted the Night Guard and **Psypol** following Make Merry.

**The Psychomancer**. The head of Psypol, who none of the organisation have ever seen.
Dream Eater

**Dream Eaters** are powerful psychic entities who exert considerable control over reality through their Dreaming. They commonly have powers of telekinesis, telepathy, clairvoyance, mind control and dream manipulation, though each Dream Eater also manifests a unique magical power. These powers range widely: from control over age, to appearing as an omen of disaster, to manifesting multiple versions of oneself. These powers are determined by a Hamartia - an idea each Dream Eater clings to which keeps their mind constant and stable.

The descriptor of entities 'Dream Eaters' is fairly recent, having been coined some time during the Age of Piracy. Use of the term of higher beings like Archfey is debated, and research is ongoing.
South

**The South** is the name for the currently accesible parts of the world: the southern hemisphere of an earth-sized planet. What lies beyond the northern Miasma is inaccessible, long-forgotten.

In essence, the South is the current setting.

## **List of Areas in the South**

### Key

[C] indicates a capital city.
[M] indicates a mountain range.
[P] indicates a province (or equivalent).

### Cleocadia (Central)

The Great Dark Sea

* Alstice
	+ Allevia / Waterside [P]
		- Allevia [C]
		- Levian Mountains [M]
	+ Brigganny / Landside
		- Brigganny Meadows
		- Brigharth
		- Rinecaster
	+ Cloudside
		- Ardenward
		- Saliswall [M]
* Camanaida
	+ Marimaremolin [C]
* The Commons
	+ Banecastle
	+ The Fray
	+ Isle of Hallory
	+ Lasque City
	+ Ostoja
	+ Shire
	+ The Three Sisters
		- Agatha
		- Dorothy
		- Marjorie
* High Celsus
	+ Lucia
* Imara
	+ Armata
	+ Allport  [C]
		- Coroner's Court
		- Dommel House
		- The Hand
		- Nave Resevoir
	+ Alstician Arakan [P]
		- Three Streams
	+ Dwimor [P]
		- Ash Lake
		- Blacklynn
		- Greensward Gate
		- The Iron Highway
		- Ravensmead
		- Spokeforth
	+ Halholm
	+ Nova Lucia [P]
	+ Silkey Islands
	+ Skora [P]
	+ The Spokes
		- East Spoke
		- North Spoke
		- South Spoke
		- West Spoke
	+ Turtle Rock
* The Nakesvar
* Rijk
	+ Zilverstad [C]
* The Shale
* Sylvestris
	+ Bastione [C]
	+ Caldera
	+ L'Empieta
	+ Lacedano
* Titanbath
	+ Drozmere
* The Underdeep
	+ Deorsa
		- Deorsa Major [C]
		- Deorsa Minor
	+ Fathom
		- Sundown
			* Abraham's Pond
* Vorsthalland
	+ Draugsvik
	+ The Reykstolpar [M]
	+ Stalborg [C]
* The Waterlands
* Victoria
	+ Belliferi [C]

### Salsaia  (West)

The Scaled Sea

* Mandragoras
	+ Dracopolis [C]
* Satyavarsha
	+ Sarpapur [C]
* Yan Guo

### Hyn-Rest (East)

The Aureatic Ocean

* Hayama
	+ Kumokyo [C]
* Hyn-Rest
The Glory Days

**The Glory Days** is the name given to the period of time from 256 - 313 AC, following the Bloody Years and preceding the Age of Piracy. It is remembered fondly as a time of relative peace between two chaotic eras, since much of the Commons was held together by the Families. However, the mass decomissioning of trained navy following the fights with the Aladar Dynasty lead to a massive influx of raiders and marauders on the Great Dark Sea, which eventually overwhelmed the peace-keeping efforts of the Families. This lead to the Age of Piracy beginning in earnest.

Scholars call this time **The Reclamation**, since it came about due to Orcs reasserting their ancient titles to land in the Commons.
The Dropouts

**The Dropouts** are Rubrik's group of friends, all drinking buddies. They were once kicked out of the Rinespire following a drunken incident, but are still all good friends.

## **Known Dropouts**

* **Guy**. Presto's husband. One half of Presto and Guy, a magic shop in Allport.
* **Presto**. Guy's husband. The other half of Presto and Guy.
* **Burton**. A weapons developer, who wielded a sunlight-slinging pistol. The Night Guard first saw their arm alone.
Drozmere

**Drozmere** is a prominent Duergar city found below Titanbath. The city is built around a lake stemming from an underground spring, also called Drozmere. Drozmere enjoys cordial relations with Titanbath, and a culture of tolerance between Dwarves  and Duergar has developed in the years of their alliance.

## Origins

'Drozmere' means 'dross lake' (referring to scum on molten metal), or, more directly, 'scum lake'. The city was origianlly a penal colony for exiles from Duergar society, found far deeper in the earth, and the lake it was based around was corrupted with salt water and garbage from above. Hence the name 'Drozmere' referred to both the lake and the people who lived there.

It was Titanbath's garbage thrown down which blighted the lake. So when civic surveyors from Titanbath inevitably came down, they found the city. Seeing it as an emblem of Duergar injustice, they armed the prisoners held there and fought alongisde them, freeing Drozmere from its Underdeep  influence. Over the following years, the lake was cleaned, Titanbath found somewhere else to throw its waste, and the two cities have lived closely with one another.

## Drozmere and Titanbath

Duergar are a frequent sight in Titanbath, and House Steedmaster - a Duergar house responsible for Steeder mounts - is one of the most powerful Houses  in the city.

There are still some who feel like Duergar are unwelcome, however. Drozmere is sometimes called 'the Dregs' by those who would disparage them.
List of Non-Player Characters

In order of appearence where applicable.

Non-Player Characters are played by Smur  unless stated otherwise.

* Calico

* The Black Gate Bartender

* Lem

* The Butler

* Magrathim

* Bee Whitlock

* Codarda the Drifter

* Ignatius Faw

* Wormeater

* Flower

* Conjurer Rubrik (Rinespire)

* Enezra Floriani

* The Shore

* Nevara Mendoza (mentioned).

* Vlal Zio

* Rhys Laleuer

* Giorno

* Arcade

* Mancin

* Mayor Hugo Gwynn

* Sebastian Alabaster.

* Jack 'Beck' Belfry (Seven Pirate Warlords)

* Commissioner Haster Dommel (Coalition, Coalition Guard)

* Morden Hallory

* Lasco (Seven Pirate Warlords)

* Mage Philamere Tasmata Phi (Rinespire)

* The Psychomancer

* Fleet Admiral Griselda Raleigh (Coalition, Marines)

* Finn the Whale-Eater (Seven Pirate Warlords)

* Yhatuum (Seven Pirate Warlords)

* Lord Zaeth (Seven Pirate Warlords)

### **Historical NPCs**

NPCs that are best-known for the history that surrounds them. More than often deceased, if not vanished.

* Erhan

* Red Keg Roscoe (Seven Pirate Warlords)

* Ulthir  (Seven Pirate Warlords)

### **Miscellaneous**

* Petrick Livingstone

* 'Blondie' Gilligan
Factions

There are various organisations that further their goals in the South.

## **List of Known Factions**

### **The Coalition of Cleocadia**

The current ruling government in Cleocadia, which brought the Great Dark Sea out of the Age of Piracy. It consists of five powerful island nations, aided by the Rinespire and the Coroners.

### **The Rinespire Institute of Arcane Study**

The most powerful and ubiquitous magical institution in the world, studying and teaching the Chirellian Circuit. It works closely with the Coalition, and is based along the Rine River in Alstice.

### **The Queen's Coroners**

A religious organisation dedicated to the Queen of Life, known for its faithful surgeons, doctors, and other medical practitioners. It has a place in the Coalition's government, assisting it with medical research and resources.

### **The Eternal Antiquarium**

An independent organisation dedicated to cataloguing as much knowledge and history as possible, in hopes that another Cascade-like event would not erase it. They are known for their collection of historical artefacts, some of which are prized antiques and Relics.
The Eternal Antiquarium Wiki

*The **Antiquarium**: the greatest collection of knowledge ever assembled post-**Cascade**. Besides the **Rinespire** and the scholars of **Halholm**, they alone hold the greatest secrets that the **Waking World** has to offer.*

***May the world be known.***

## **Author's Note**

The Eternal Antiquarium Wiki is authored by Smur. It is distinct from the Eternal Antiquarium, which actually exists in Cleocadia.

PM me if there's anything missing, mistaken or unclear.

Art on the wiki is done by Storm, Helena and Mel, who are all lovely.

## **Introductory Pages**

If you don't know anything yet, please visit the following pages for an introduction:

* Across a Great Dark Sea
* Introduction - All the basic setting info.
* Meta Information - How campaigns will be run.

There are also some miscellaneous pages that need categorising.

* Currency
* Time
* Sea Shanties

### Resources

AdventuresCharactersPlacesFactionsDreamingFolkHigher BeingsReligionRelicsHistoryEventsImages
Godhorrors

In the depths of the Deepest Dreaming, there lie **Godhorrors**: leviathans that lurk beneath seas of thoughts and dreams. Godhorrors embody the greatest fears of the world, influencing minds to increase their spread across reality.

## **No Physical Existence**

Unlike most Higher Beings, Godhorrors are entirely conceptual - they exist only in the mind, and cannot manifest in physical reality. Instead they take hold in the minds of their emissaries: often beings of aberrant nature, occasionally ones associated with Deep Dreaming, like Dream Eaters and psychics. Because of this they are incredibly difficult to study, and much of the nature of Godhorrors is the subject of speculation.

## **Namesake**

While most hypothesised Godhorrors reflect culture-wide fears, a small subset of them reflect those of the god, as the name implies. It is thought that, contrary to the usual nature of Godhorrors, these entities possessed greater degrees of personality and autonomy due to their connection to a specific, powerful mind. These Godhorrors are believed to have left the world along with their respective gods. Little trace of them remains.

No evidence of Godhorrors for 'folk gods', such as the Leviathan, the Four Winds, and the Evil Eye, has yet been found.

## **Godhorrors and Shadowmire**

Since the Black Bog is a realm where nightmares can manifest, it is also a place where Godhorrors hold more power. Having said this, they still only manifest through emissaries.

Mind Flayers are associated with a Godhorror from which they are believed to have originated: 'You Know Not I', associated most strongly with fear of the unknown.

The Shadowmire, as a realm where nightmares can manifest, is a place where Godhorrors hold more power, though this manifests entirely through third parties.

## **List of Known Godhorrors**

### **You Know Not I**

Associated most strongly with fear of the unknown, this Godhorror is associated with Mind Flayers, from which they are believed to have in some way originated.
Relics

**Relics** are magic items that belong to a set, often being made by the same artificer or organisation. Sometimes objects are labelled as relics posthumously, their true associations unknown. A collection of magic items organised in this way is known as a **relic series**.

As notable or powerful magical items, Relics are highly sought after.

## **Known Relic Series**

### The Doors of Erhan

Items made by Erhan, a legendary conjurer of yore whose work allowed the first Bags of Holding to be made. Their expertise was in creating pocket dimensions, demonstrated by these relics. Few resemble actual doors.

### The Miracles

A loose collection of remarkable artefacts from different eras, united only by their irreplacability and the strange stories surrounding their creations.
Alstice

**Alstice** is the largest island on the Great Dark Sea, and has been largely untouched by the Cascade. It is historically the homeland of Halflings, which makes some believe that Alstice was spared by their favour with the Four Winds - essentially, their luck.

Alstice's climate is temperate, and inclement weather is rare - again, credited to the Four Winds.

Alstice is divided into three provinces - Allevia (Waterside), Brigganny (Landside), and Saliswall (Cloudside). Allevia is known as a site for new technology, and it was where the Great Alstician Railway was first built. Brigganny is famous for its lavender meadows. Saliswall is a set of mountains that holds back the Miasma, along with a magical barrier beyond it called the Ardenward.

Alstice is one of the five constituent nations of the Coalition.
The University of Halholm

**The University of Halholm** is the most well-established university in Cleocadia, found on the island of Halholm  just south of Imara. While it does not possess the magical resources Rinespire, or anything close to the Antiquarium's collection of artefacts, it has become the greatest bastion of education on the Great Dark Sea, having educated some of the greatest minds of the modern era.

It was established after the Cascade as a home for new scholarship, since so much was lost in the flood. When the Coalition  turned Imara  into their own nation, the University of Halholm became part of their territory, and has served them ever since.
Celestial Bodies

**Celestial bodies**, not to be confused with celestials, are the contents of the night sky - more accurately, whatever lies in the space above and around the world.

## **Celestial Bodies**

Besides our world, there are six planets that have been observed in the night sky.

The first four are named after the Elemental Wilds due to the mistaken ancient belief that these planets were the Wilds themselves. They are now not believed to be Insulae.

### **Ignis**

The first planet from the sun. A bright reddish-orange speck in the night sky. Perceived as being engulfed in heat, it is associated with the Wild of Fire.

### **Lapis**

The second planet from the sun. A larger brown stone in the darkness, only visible through telescopes or farsight. Perceived as a barren rock, it is associated with the Wild of Earth.

### **Aqua**

The third planet from the sun, in a similar orbit to our world. A dark blue marble that shines with clouds. Covered with water, it is associated with the Wild of Water.

It is observable for varying lengths of time each year, since it is usually on the other side of the sun to us. Some believe that it was Aqua's proximity to our world centuries ago that somehow brought about the Cascade.

### **Aura**

The fifth planet from the sun, much further than our world. Varies from light blue to green with bands of 'cloud' barely visible across its surface. With its somewhat airy appearence, and some contending that it is 'made of air', it is assocaited with the Wild of Air.

### **Aether**

The sixth planet from the sun, barely visible. A tiny white dot, like another star.

### **Cavus**

The seventh planet from the sun, unperceived or perhaps ignored by Empire  astronomers for not fitting in with their Elemental theory. It is too distant for easy observation.
Great Dark Sea

**The Great Dark Sea**, also known as the *Cleothalassa* or the *Southern Ocean*, is the largest and deepest ocean in all of the South. It extends from the Scaled Sea in the west to the Aureatic Ocean in the east, bounded by the northern Miasma and southern Sulterland.

The ocean formed at the advent of the Cascade, when much of the pre-existing land sank into smaller, rising seas, which burst their boundaries. By the end of it, a single great ocean remained.

The territories on the Great Dark Sea are collectively known as Cleocadia.

## **The Eleven Seas**

Though the Great Dark Sea is technically a single, huge ocean, it is described, and perceived, as being split into a number of smaller territories called the Eleven Seas.

### **List of Eleven Seas**

1. The Aureatic Ocean
2. Camanaiada
3. The Narrow Gap
4. The Palace Road
5. The Scaled Sea
6. The Sulter Sea
7. The Trenches
8. The Wallows
9. The Whale Road
10. Withersea
11. Zilverzee
Cosmology

**Cosmology** describes the many worlds found across the Dreaming.

## **Dreaming**

Everything that there is - every world, every thought, every event - is in **Dreaming**. The word might as well be a substitute for 'universe', or more accurately 'multiverse', since there are different distinct spaces found within it.
Within Dreaming, the two spaces we care about the most are **The Waking World** and **Deep Dreaming**.

## **Deep Dreaming, the Waking World**

The Deep Dreaming is the space through which magic is possible. By cordoning off a section of it in a Dreamscape, you can manifest dreams into reality. However, it is unique among worlds, since it is only accesible mentally. In the most simple terms, it is a 'plane of thought': pure mind. Nothing physical can truly take shape there, which is why a Dreamscape is necessary to bridge the gap. It is not a place that one can physically visit.

Conversely, at its most fundamental level, the Waking World is physical. It is stable, it exists, and nothing purely mental can take shape there. It is also our world, so we call it 'reality'.

On a straight line with 'reality' on the left and 'dream' on the right, the Waking World is positioned on the far left, and the Deep Dreaming on the far right. Such is the distance between body and mind.

## **Insulae and the In-Between**

There is distance between body and mind, which the Rinespire deigns to call **The In-Between**. Here, the lines between reality and dream are blurred.
Within this space are found what scholars call **Insulae -** parallel worlds sustained by incredibly powerful thoughts, dreams, and minds.

The Waking World is significant for being the only 'undreamed' world.
Across a Great Dark Sea

**Nothing is forgotten.**

Books rot. Carvings fade. Words diffuse into empty air. No one may remember, but nothing is forgotten.

Cleocadia  is a place with scars from forgotten wounds. Six hundred years ago its land became a great dark sea, and the holy empire  that ruled it was swallowed by the deep. Gods left the world, mourning one of their greatest. Humanity  all but died out.

The handful of remaining islands survived in chaos for five long centuries as different authorities took turns ruling them. Vampires took people as cattle, and gathered the relics of the Empire to live in decadence. Orcish  nobles governed with feudal tradition. Pirates plundered the world for all the treasure it was worth.

Ulthir  came the closest to ruling it all. The most powerful necromancer who ever lived, and a pirate Warlord, his undead Armada grew with every victory. It took four Warlords and five nations to take him down.

Those nations compose Cleocadia's latest authority - the Coalition. They've survived, expanded, and innovated for seventy-five years. Discovered the power of steam. Brought newspapers, pictographs and trains across the sea. Taught people how to dream again.

But as it's grown, its problems have grown with it. Corporations keep expanding on a glut of cheap labour. Victoria, powerful with its old world tech, resents the taxes and tariffs put upon from it from afar. There are only so many Dream Eaters that Psypol  can contain. Beaurocracy bloats.

And, secretly, people are waiting for the thing that'll end it all. Some vestige from the Empire. The bottomless Abyss. An old god. The sea itself. Because Cleocadia is a place with scars from forgotten wounds. Its future is as alien as its past.
Morden Hallory

**Morden Hallory** is a famous business-owner and philanthropist, often called 'the richest person on the Great Dark Sea'. He is a patron of the arts, magical research, the University of Halholm, civic development and engineering, having contributed to four of the nine modern Wonders of the World. His wealth originates from the Hallory Shipping Company, which was the largest corporation in Cleocadia before the rise of Bronwyn and Blueskull Co.

## Morden Hallory

### Occupation

Owner of the Hallory Shipping Company, Philanthropist

## **History**

Hallory was one of the figures chosen to be depicted on the Coalition's Derring  note.

## **Appearance**

Hallory is an old, but not frail, Halfling male. He has very light brown skin and slightly curly grey (once-blonde) hair parted in the middle. His well-groomed but drooping mustache is a highly recognisable feature, along with his slight beard. He has brown eyes.
On the Derring, Hallory is dressed in black tailcoat with frilled cravat.
Erhan

**Erhan** was a legendary conjurer best known for creating the Doors of Erhan, a series of Relics  are, or relate to, pocket dimensions, as was their expertise. Records of their existence are rare (due to the Cascade), but have been dated to a time before the old empire. Most of these records are historical artefacts currently in the possession of the Antiquarium.

## **Appearance**

Erhan was depicted as a tall, thin human with brown skin with long, swept-back golden hair that reached their back. Their eyes were gold-coloured.

Though these same depictions are usually crude, they consistently portrayed Erhan as wearing a very long dark brown cloak that covered almost all their features, with silver lining. They wore black gloves and brown boots of some description.
Ignata

**Ignata**, also called **the Light Sanctified**, is a powerful sun god. They were one of the three machine gods of Circadia's central pantheon along with Astra  and Vadstus, with domains including the sun, fire, light, alchemy, the seasons and elvenkind. Worship of Ignata is kept alive by the Cella Solaris, Lucia's order of holy elven alchemists.

Like the other gods of Circadia, Ignata left the Waking World after the Cascade.

Ignata is symbolised by a sun formed out of spiralling  rays.
Cleocadia Spotter

The Cleocadia Spotter is the most well-known, well-received and widespread newspaper in the whole of Cleocadia. It is the longest-standing journalistic effort following the Cascade, and is largely responsible for informing people of the Commons about current affairs.

One of its reporters, Penelope Wrist, is known for remembering every story she finds, never needing written notes or reminders.

The Spotter's offices can be found in Allport.
Vadstus

**Vadstus**, also called **the Unyielding**, was the most powerful of the Circadian gods. They were the strongest of the three machine gods of Circadia's central pantheon along with Astra  and Ignata, with domains including the sky, thunder and lightning, war and Cadians. Despite Circadia having an emperor, Vadstus is universally regarded as having been the empire's leader during its 2000-year span.

Records of Vadstus stop near the end of the empire's reign. It is unknown whether Vadstus left the Waking World during this time, or after the Cascade.

Vadstus was symbolised by a crossed sword and axe.
Human

**Humans** are a humanoid ancestry found sparsely throughout the South, and characterised by their diversity. They have been rendered almost extinct following the Cascade, after their patron deity, Astra, was killed.

The unknowns of humanity's past and downfall have resulted in many assorted superstitions concerned humans throughout the world. Particularly, humans have a reputation as being spellcasters - this being despite their comparatively short lifespans and small numbers. It is not uncommon that the mundane actions of a human are labelled magical by fearful folk.

## **Human Traits**

Human traits are identical to those found in the Player's Handbook.
Four Winds

**The Four Winds** are the subject of folk belief, particularly among Halflings  and people from Alstice. They are revered as a force of nature, rather than as seperate entities, and possess no formal church. The Four Winds are believed to bring good fortune to those who respect them, particularly for people who rely on wind like millers and sailors.

In particular, Alsticians believe that the Four Winds were responsible for the survival of Alstice during the Cascade, as well as for the Miasma  not being able to pass the mountains of Saliswall.

In Alstice, the Four Winds are symbolised by four windmill blades.
The Book of Salt

**The Book of Salt** is the central religious text of the Church Serpentine. While a lot of sea worship is disparate, uncentralised folk belief, this text has somewhat united these beliefs through the Church since the Bloody Years.

## **History**

The Book of Salt was compiled sometime during the 3rd and 4th centuries AC prior to the founding of the Church. It consists of various accounts of Leviathan  Priests from across the Great Dark Sea which have been compiled into a single text.

## **Chapters**

The Book of Salt is divided into 49 chapters. Many of these were written by specific Leviathan Priests, while others were assembled by editors.

### **Testimony**

'The Testimony of a Witness to the Flood' (shortened to 'the Testimony'). This is the first of the texts, and it is written as an eyewitness account of how the Empire  ended, and, therefore how the Leviathan came to be.

It descibes how the rulers of the Empire lived with great riches, in houses of gold and glass, while its subjects lived in dirt. In desparation, and in anger against the gods for allowing this to happen, its citizens turned to the Abyss to strike against the Empire. This was done in a bargain with the Hells.

There was a great war in Circadia between the forces of the Overworld and the Underworld. At its end, the Abyss struck out against Astra, shattering her into a thousand pieces. The Abyss, however, looked to consume those who summoned it, and tried to flood the world. In a confluence between these two great powers - the godhood of Astra and the void of the Abyss - the Leviathan was born, taking hold of the sea. It locked the Abyss in the bottom of the ocean. It has done so ever since.

### **Priests**

A history of sea worship and the succession of Leviathan Priests. Describes a number of 'proper practices' including marriages, funerals, and Dreaming.

### **Phlebas**

This is the account of a seafarer, Phlebas, who washed up on an island with his skin pale, his mouth and eyes spilling saltwater, and his heart unbeating. After giving his words to the Leviathan Priests there, he died.

Phlebas describes how, when his ship was destroyed in a violent storm, he fell to the bottom of the ocean. In its darkest depths, the Leviathan spoke directly into his mind. They related to him how they held the memories of those who died in the Cascade, and Phlebas often refers to them as 'The One Who Speaks For The Drowned'.

The Leviathan tells Phlebas that their followers must prepare, since once day there will be a time when people will call upon the Abyss once more. When this is done, the Leviathan's time will end, the oceans will dry up, and darkness will fall upon the world again. They urge Phlebas to prepare, and to search for a way to hold back the Abyss themselves.

To the Church Serpentine, this event is known as **The Great Dessication**.
Age of Piracy

**The Age of Piracy** is the name given to the period of time between 313 - 499 AC. It was characterised by drastic social upheaval, where an influx of marauders and pirates took to the new seas and dominated them. Historically, it followed the Glory Days and preceded the modern day.

The Age of Piracy is widely regarded to have ended with the Battle of Banecastle in 499 AC, where Ulthir - the most powerful of the seven Pirate Warlords - was killed. Shortly following this was the execution of Red Keg Roscoe and the 'forced retirement' of Lasco, Finn the Whale-Eater and Lord Zaeth, removing the central figures of piracy from the Great Dark Sea in favour of the Coalition's rule.
Circadia

**Circadia**, often called 'the old empire' or just 'the empire', was the land that Cleocadia  once was.
It was a vast country, covering almost all of the central South, ruled by human- and elven-kind. Its pantheon was headed by machinal gods: Astra, Ignata  and Vadstus.

Much of the empire's history was destroyed by the Cascade.
Tasmata Phi

**Tasmata Phi** is the current Mage Philamere - head mage - of the Rinespire. They are, as far as anyone is aware, the most powerful illusionist that has ever lived, to the extent that their true appearance and nature is unknown.

## **Appearance**

Tasmata Phi takes on no fixed appearance, gender, voice or personality for very long.
Dreamscape

A **dreamscape** is a unique mental space that is used to perform magic - half a mind palace, half a mental pocket dimension. By exploring, expressing and advancing this space in their sleep (or in whatever state of consciousness that allows them access the Deep Dreaming) a caster can impose their dreams upon the world while awake.

## **No Two Alike**

A Dreamscape can be anything, so long as it is related to the individual's magic. A druid might dream of floating islands covered with plants and animals, which they explore to uncover new spaces, representing new spells. A bard might wander an entire town inside their mind, where puzzles can be solved to unlock new areas and magics. Even if two dreamers study the same methodology from the same school, their individual minds will always make differences. Each Dreamscape is unique to the caster.

## **Dreamscapes and Deep Dreaming**

Casters create their Dreamscape by entering the Deep Dreaming, which might be best imagined as a plane of thought accessed while one dreams. It is typically depicted as nebulae or neurons arcing over clouds of pink and purple, representing the purest essences of the mind. Supposedly, all knowledge can be found here – all that is, has been, and will ever be. Naturally, it is a tantalising prospect for would-be loremasters.

While attempting to take in the entirety of the Deep Dreaming - *all*knowledge - would be a fool's errand, spellcasters succeed in grasping at tiny portions. Through their Dreamscape, a spellcaster accesses a pocket of the Deep Dreaming and calls it their own, fixing ideas into their head. Once these ideas, expressed in the form of ​​​​​**spells**, are brought into reality, they lose their clarity, disappearing into foggy memory. Hence why a spellcaster must sleep to recover their magic: to fix their spells in their mind once again.

In most circumstances, a mind will return to the Deep Dreaming after death.
Freelancers

A **freelancer** is a person - usually unemployed and without a fixed home - who does dangerous work for hire. 'Freelancing' is considered a last-resort option for those with skills but without money.

While the stereotype of the wandering adventurer exists in common folklore, most freelancers are more pitied than heralded. There is little glory or respect to be won - they fight monsters and explore dangerous ruins because no one else will. An enthusiastic freelancer is a rare thing.

Freelancers are not endorsed or supported by the Coalition. Most nations regard them with indifference.

In Satyavarsha, people called Sahasikah serve a similar role, though they are regarded with considerable respect. The word itself tends to describe a warrior who is adventurous, enduring, desperate, dangerous, or all those things. In absence of protection by Sevaka, people often turn to local Sahasikah for help.
Currency

Various **currencies** are used by different cultures in the South.

## **List of Known Currencies**

### **The Golden Bird**

The Golden Bird is a gold coin used by the Coalition, worth its own weight (1 oz). It is accepted across the Great Dark Sea due to its material value.

The majority of these coins were reminted from treasure seized from the Seven Pirate Warlords. Some of these coins may have once been used in the old empire.

The name 'Golden Bird' is a colloquial one, and the materials used for the Coalition's coins have a wider range - copper, silver, gold and platinum. Gold coins are used for the greatest number of transactions, however. The 'bird' element is owed to the designs on these coins, since each are embossed with an image of a different sea bird as recognisable national symbols.

The other coins in the set are sometimes called 'birds' for their design.

In the Commons, these gold coins are sometimes called 'albies'.

#### **Design of the Golden Bird**

Overside: Curved writing at top: COALITION OF CLEOCADIA. Image of an albatross with outstretched wings beneath, with the phrase 'As One' written straight slightly below. Curved writing at bottom: 1OZ FINE GOLD.

Underside: A circle with five embossed dots inside, arranged like the points of a pentagon (the Coalition's symbol). The date of minting beneath.

#### **List of Coins with Associated Symbols**

* **Copper Ozzie**. An osprey in flight.
* **Silver Gull**. A left-facing great gull.
* **Gold Albie**. An albatross with outstretched wings - hence 'albies'.
* **Platinum Drake**. A 'drake' - a dragon with feathered wings. Rarely used.

### **The Derring**

The Derring is a note on a gold standard. It is bronze and pink in colour, with a metallic sheen that is difficult to replicate. It is used internationally but was created by the Coalition.

One Derring can be exchanged for 1 ounce of silver, effectively setting the minimum value for a Derring as one Silver Gull. In essence, 1 Derring is equal to 1 silver piece.

Unlike the Golden Bird, the Derring is used outside of Cleocadia as a reserve currency and in international transactions. It is even accepted in ordinary transactions in Salsaia, whose national currency is the Drachma.

Each value note depicts Griselda Raleigh on one side and a famous figure from each of the Coalition nations on the other. This decision was intended to be symbolic of every nation contributing to the new government's wealth. The fact that each of these national figures had a numerical 'value' set to them was thought to be offset by the lower-value notes being used more often, and thus that nation's figure being seen more frequently.

#### **List of Notes with Associated National Figures**

* **5** Derring Note. Morden Hallory (Alstice).
* **10** Derring Note. Mathilda (Titanbath).
* **20** Derring Note. Sistah Celeste (Sylvestris).
* **50** Derring Note. Lucifer Callipho (High Celsus).
* **100** Derring Note. Earth-Render Edda (Vorsthalland).
The Night Guard

**The Night Guard** were a group of four, later three, senior Coalition Guard who served the small Imaran town of Greensward Gate. They became local heroes in 575 AC when they solved a string of remarkable cases, going above and beyond the call of duty in doing so. Due to stories of their exploits appearing in the Cleocadia Spotter, they are known of, if only vaguely, by hundreds of people across the Great Dark Sea. They are most famous for their cavalcade of roughly thirty cats, which they rescued from an abandoned barn during the Night of Terror case.

Following Interlude: Glimtide, the Night Guard was joined by two Psypol  agents: Agent Ash and Agent Eye.

## **Members**

* Detective Aires Exeter.
* Chronicler Wervell Winn.
* Sergeant Claudette 'Debt' Darewether.
* Enforcer Dain Breakhelm.

The Night Guard were under the command of Chief Constable Maya Firebrand. Their contemporaries included Officer Carmen Chira and Officer Rhys Laleuer. Frequently they were assisted by Conjurer Rubrik and the Warden Flower.

## **Cases**

1-2. Bursting Bubbles / The Night of Terror (16th First-Spring)

3. The Welcome Committee (22nd First-Spring, Remedy Day)

4. Murder at the Footrest Tavern (22nd First-Summer)

5. Interlude: Glimtide (3rd Second-Summer, Glimtide)

6. No Brakes (16th Second-Summer)

7. Downpour (28th Second-Summer)

8. Interlude: Lucia (15th Third-Summer)

9. Make Merry (1st Mirth, Festa)

10. Interlude: Confirm or Deny (2nd-5th Mirth)

11. The Silver City (5th-11th Mirth)

12. Interlude: Keeping an Eye Out (5th-11th Mirth)

13. The Tea Party (11th Mirth)

14. The Drop-Outs Drop In (12th Mirth)

15. Interlude: Bittersweet (13th-19th Mirth)

16. Don't Ask About the Fire (20th-28th Mirth)

17. Well, Well, Well (28th Mirth)
Banecastle

**Banecastle** is an island in the Commons. It is most famous for housing the maximum-security Banecastle Gaol, a prison built from an old Orcish castle, as well as being the site of the Battle of Banecastle, which ended the Age of Piracy.

## History

Banecastle was once Castle Bane, as the name implies. It was home to the Family Bane, an Orcish noble family who had their castle built near the summit of a mountain. This decision saved them from the Cascade, since the waters did not swallow their stronghold. However, Castle Bane was repeated sacked by marauders, and the Family Bane dispersed from their family home out across Cleocadia.

The castle was occupied by marauders until it was discoverd by Ulthir. They laid waste to the marauders and transformed the castle into their own stronghold, from which they based their operations. As the fortress of a powerful wizard, the castle was protected with many powerful wards and traps.

The Coalition's military campaign against Ulthir ended at Castle Bane - now called Banecastle. In a huge military assault, the Coaliton's flagship, the CS Fathom, pushed past the Armada, beginning an assault on the castle. Griselda Raleigh, Haster Dommel, Null Phi and Vlinderman went after Ulthir, and succeeded in killing him.

## Status as a Prison

Following the Battle of Banecastle, Banecastle was taken by the Coalition and repurposed into a prison. The wards once used to protect Ulthir are now used to keep prisoners inside, making it particularly suitable for magically-inclined criminals. In its 75-year history, no one has escaped Banecastle Gaol.
Nakesvar

**The Nakesvar** is a roaming nation of ships which are constantly sailing. It travels throughout the South, visiting various places along its route, which it repeats each year. The Nakesvar's culture-wide respect of travellers helped many disenfranchised people during the Age of Piracy, and there are few places that will refuse them in the modern day.

## History

The Nakesvar is known to be older than the Cascade due to the age of its oldset ships, though it was likely much smaller.

During the Age of Piracy, the Nakesvar set up Castisarays ('ship-palaces'), places of respite for tired sailors on regular trade routes. Some travellers have left the Nakesvar to set up floating Bazaars across the Great Dark Sea - welcome surprises for those who might feel lost.

## Route of the Nakesvar

In Cleocadia:

* Camanaiada  (Marimaremolin)
* The Waterlands
* Lasque City
* Imara  (North Spoke, Allport, South Spoke)
* The Fray
Damsel Downe

'*Damsel'***Downe**, also known as *Damsel Downe and the Knights of the Night Sky*, is a successful fantasy book and series in the starsailor subgenre, written by A.J. Yorgos.

The *Damel Downe* series has seen so much success that the term ‘Mind Flayer’ originates from it - it’s not something Mind Flayers call themselves, and scholars referred to them as with varying terms. But ‘Mind Flayer’ stuck.

(If you're a big fan of the series, though, you'd see what *Damsel Downe* does that its imitators fail to: it re-imagines the past of post-Cascade Cleocadia, examining the troubles of the Age of Piracy, the Glory Days, even delving into semi-Bloody Years content through what the Mind Flayers do to their victims. It's deep, it's fucked up, and it's kind of great. Read it.)
The Miracles

**The Miracles** are a set of Relics  that meet certain criteria:

* They have incredible, exceptional, and unique power.
* They were made under highly specific circumstances, and so will never be made again.
* Because of the above, they each have a strange story surrounding their creation.

While known for their remarkable powers, no single quality cohesively unites these artefacts. The categorisation of certain objects as Miracles is a subject of debate.

## **List of Known Miracles**

* **The Infinite Weights**. Seven iron balls varying in size - the smallest being the size of a ball bearing and the largest about 5 feet across. Their weight can be manipulated to increase, with apparently no upper limit.
* **Worldbreaker**. The most fearsome sword ever made. Appears in various legends and historical accounts, taking on different forms throughout the ages. The circumstances of its creation are not known.
* **Longevity**. An artefact that lets its wielder live forever.
* **Time-Piece**. A pocket watch that can, supposedly, stop time.
* **Material Alliance**. A circlet with elemental powers.
* **Flocksway**. A crook that controls minds. Made by a druid who was trying to control beasts, who was killed by the same beasts. Their blood spilled on the crook and granted it power over *all* minds, not just those of beasts.
Christmas Spectacular with 5 Strikes

**Christmas Spectacular with 5 Strikes** was the second headlining concert tour by American teen pop group 5 Strikes, in support of their holiday album *5 Strikes at Christmas*. The tour began on November 23, 2014 in Saitama and concluded on December 20 in Los Angeles, comprising 15 concerts. Rupert's father served as the travelling assistant once again.

## Background and development

Announced in July 2014 just a before they started recording the album

## Cast

* Linus Hughes as Cedric Currall
* Sandra Maris as Jade Kocher
* Aretta Obi as Kaya Mofu
* Nelissa Kuang as Kaylee Bessho
* Rupert Gross as Steve Calvo

## Set list

The set list contained all the songs from the group's Christmas album as well as several songs from the first film in the franchise and covers of international hits from the likes of Elton John, Ella Fitzgerald, and Journey.

## Reaction

The tour received positive reviews from critics.

## Tour dates

Notes
* The December 3, 2014 show was originally set to take place at Music Hall Center, but was upgraded to a bigger venue due to high demand.
* The December 8 and 9, 2014 shows were originally set to take place at Best Buy Theater, but were upgraded to a bigger venue due to high demand.

Cancellations

 December 4, 2014
 December 16, 2014
Tracy Ringtail

Tracy is a raccoon who is BFFs with Ian and is another hero of Sanriotown. He's a very good cook and he has a powerful tail. His girlfriend is a raccoon known as Princess Diamond.

He lives with Ian in a mansion. Later on, Snuffy, Mingle, and Pimmy live with him too.

## Trivia

* Some of his abilities, like his iron tail, are inspired by Pokemon.
* His flight ability is a reference to Tails, as he can fly using his tail.
* Him being a chef is a reference to one of the creators being a culinary artist.
* His birthday is on February 11th, just like one of the creators' birthday.
Doors of Erhan

**The Doors of Erhan** are a set of Relics  made by the legendary, ancient Conjurer, Erhan.

The Doors are large number of objects that grant their users access to pocket dimensions, as was Erhan's expertise. No two are alike. The magic achieved in these items is said to have led to the first Bags of Holding being made.

The Doors are an area of particular interest to the Rinespire  Conjurer Rubrik. His research estimates that there are at least 100 Doors still in existence, though many have likely been lost in the many years after their creation.

## **List of Known Doors**

* No. 3: **A Door Into Dark**. A doorway into an infinite, dark space, which is suspected to link the other Doors.
* No. 26: **Portable Mansion**. A door in a frame that, when placed and opened, grants access to a mansion-like pocket dimension. Used by Magrathim  in the Night Guard's Night of Terror case.
* No. 58: **Deep Pockets**. A long brown coat covered with hundreds of patchwork pockets of varying sizes, which lead to each other and an extradimensional space. Worn by Rubrik.
Griselda Raleigh

**Griselda Raleigh** is officially the Fleet Admiral of the Coalition  Marines and unofficially the head of the Coalition as a whole. Once a warrior, Raleigh lead the military campaign that lead to Ulthir's downfall by bringing the five future Coalition nations into an alliance with one another. When the time came to found a new government, Raleigh took charge of the navy and went to great lengths to bring much of the Commons into the fold. As a war hero and competent leader, Raleigh remains a popular figure across most of the Great Dark Sea.

## **History**

Though she is severely weakened physically and is bound to a wheelchair, Raleigh lives to this day. The Coalition has stated the reason for this to be an unfortunate brush with Ulthir's necromancy. However, her survival is far more likely to be a deliberate effort for her to continue her position in command.

Raleigh was one of the figures chosen to be depicted on the Coalition's Derring  note.

## **Role in the Coalition**

While the Coalition has no formal head of state, such as a President, Raleigh is treated as its de facto leader. Due to her history of pragmatic decisions, and her popularity as a war hero, there are few in the Council who would oppose her judgement.

## **The Sabres**

Raleigh is under constant watch by the Sabres, an elite branch of the Coalition Guard whose purpose is to protect her and other high-status officials. The ceremonial swords which are their namesake are designed after Raleigh's own blade: Tusk. She is known to still carry the sword on her person, just in case.