recursal/Fanatic-Fandom huggingface dataset:
Loras Tustach

"A pleasure to meet ya. How'd a fella such as yourself wind up in Stadfesta." -Loras Tustach to The Children of Frost.

Loras Tustach is a Gnome Innkeep living in Stadfesta. He is the patron of the inn, 'The Leaning Lemur', and the father of Loras Jr.

**Appearance**

Loras is a small Gnome, standing 3'1 ft tall, and wide of girth, weighing 180 lbs. He has a rough ponytail tied in braids and most distinctively, two moustaches, one above the other. He is dark blond, and has deep blue eyes.

**Personality**

Loras is a friendly and amiable man, easygoing and accommodating even to bar fights, when they occur. He is always ready to help a customer, provided they can pay for the service.
Half Elves

"Not a natural creation, though not many races have been in the Ages past. An interesting, if awkward people." -Wingard Bright-Hand, Court Wizard of Atall Varda.

Half Elves are the result of the joining of a member of the Elven race, and a member of another race. The middle ground between races, Half Elves tend to be awkward, never truly accepted by anyone, but one meeting, often greeted by all.

**Physical Appearance**

Half Elves are in between races, fairer than many of those around them, though more rugged than any Elf. They tend to be graceful and slender, and slight.
Mahila

"Mahila bless your marriage, and happy future to you both." Matron Ayda, wedding a couple.

Mahila is the Goddess of Luck and Fortune, both good and bad, and is patron to many adventurers and gamblers. She is also the creator of The Polani . Worship to her his less obvious than with other Gods, but often those who hold her as their patron will carry a key ring with symbols of the other Gods for luck.
Summer Sanctuary

"I saw a vision of a land bathed in the golden warmth of Summer's sunlight. I knew then, this was what I would fight for, a World without the tyranny of Winter." -Innslowe Dawn-Shield.

Summer Sanctuary is the city of The Children of Summer , located to the North, East of The Painted Forests of Litr.

**History**

After The First Snows, there was a desperation for salvation from the never ceasing Winter. To answer the prayers of the people, Gregory Fire-Born, a Human Charlatan, convinced a group of priests that he was the child of Grom himself. In reverence to him, the priests built for him a manse that would become the center of a great city. The manse was filled with images of a Summer that no one remembered, a Summer that may yet be to come, enchanted to draw in and immerse those who saw it. The manse became a holy site, and soon, as more people were enthralled by Gregory's promise, the city of Summer Sanctuary was born.

**Winters Heart**

Summer Sanctuary is a grand city. The sky is enchanted to hide the white of snow, with an ever-present blinding light resembling the sun, above the city regardless of time. The construction of the city is impressive, and to enter its gates for the first time would lead those to believe its splendor to be the truth of its nature. The city in truth, however, is filled with brigands and those who believe the promise of Gregory, who are so enthralled as to act according to The Clerics of The Fire-Born and their will.
Patty

"You wish to challenge me in fighting? Very well, small hairy man, I accept your challenge." -Patty, to Fenrir Wolfsbane.

Patty is a Giant Brawler living in the town of Stadfesta. He is a frequent customer at the tavern, 'The Leaning Lemur'.

## **Appearance**

Patty, as a Giant, is a large man, standing just over 9 ft tall, and incredibly muscular, weighing over 400 lbs, He has many tattoos across his arms and chest, of fluffy animals and calming images. He is completely bald, and has large brows that cast a shadow over his beady eyes.

## **Personality**

Patty is a man of few words, more eager to exchange blows than words. Despite this, he is not an inherently violent man, simply one who appreciates a good fight, and is happy to brawl anyone who agrees, and is honourable in defeat, often befriending whoever he fights, victorious or not. He carries an intimidating air, but is outside of fighting, a very gentle soul, caring for others.
Argent

"By my blade, your unholy blood will boil on the ground beneath you." -Runrin Silver-Eye, Cleric of the Hills.

Argent is the Goddess of Silver and the Dawn, often the patron of monster hunters for her hatred of creatures of the night, such as Vampires, Werewolves and Leprechauns. Worship to her is often shown by the wearing of silver items. She is also the creator of The Skrida.
Gregory Armando

"You will bring an end to the Winter, young warrior. It is your destiny, and yours alone, to undertake this sacred task. I have faith in you, Innslowe of Atall Varda." -Gregory Armando, appearing to Innslowe Dawn-Shield in a vision.

Gregory Armando is the current leader of The Children of Summer. He is the fourteenth to have worn the title of Gregory, in honor of Gregory Fire-Born.
Dhark Ungor

"The Dwarves disappeared around nine hundred years ago. Some say there are caverns beneath the snow where some may yet live." -Wingard Bright-Hand, Court Wizard of Atall Varda.

Dhark Ungor is the Dwarven capital, and their last remaining city. Since the First Snows, the city has been trapped under a thick layer of ice and snow, sealing its inhabitants inside. Thereafter, outside the city, Dwarves as a whole are considered a rarity, that even to see one is considered good luck.

**Before The First Snows**

Dhark Ungor was the Dwarven capitol, the jewel in the eyes of King Hjulmer. It was a metropolis of mines and markets, inns and stone houses, with a sky of magical starlight. It was a metropolis of mines and shops, inns and stone houses.

**Current Day**

The city is left beneath the snow,only the families of whoever lived there originally now populating the area. The city can only be entered by magical means, and even
then only by those who know exactly how to perform the necessary spells. The city has since fallen from its former glory, ruled over by a weak minded and uncaring King, the stars gone dark, monsters emerging from below.

**Below the City**

Dhark Ungor contains a dark secret. Below the Dwarven city is a large mine leading to an ancient cavern. The cavern is not a natural formation, but is clearly not a Dwarven creation. Deep below even that lies the Heart of Winter, and its guardian, the great white dragon Mhornar.
Wintervale

"Some say there are lands beyond the blizzards. I don't believe it though." -Lotro Plotill.

Wintervale is the land to the North. Since The First Snows, it has been cut off, the people living there largely under the belief that Wintervale is the World in its entirety.

## **Communities**

Wintervale is made up of many Communities, all of them separated by the Winter, and unique as a result. The list of Cities are listed here:

* Atall Varda
* Dhark Ungor
* Hamarr
* Helmingr
* Heygja
* Isabrot
* Myrkyr
* Ofarliga
* Summer Sactuary
* The Painted Forests of Litr
* The Mountain of Romance
* The Mountain of The Journey
* The Mountain of Justice
* The Mountain of Water
* The Mountain of Flowers
* The Mountian of War
* Toreal Canyon
* Vaengr

The list of towns is listed here:

* Akr
* Boka
* Dyr
* Smar
* Stadfesta
The Favor

"It exists that you may question your reason for living, and for fighting." -Wingard Brighthand to Fenrir Wolfsbane.

The Favor is a magical item gifted to Fenrir Wolfsbane by The Woodchild. It was grown from the Seed of a Flower of Passing.

## **Appearance**

The Favor appears as a kerchief made from moss, though despite its material, is almost unbreakable.

## **Use**

While wearing The Favor, you gain the following benefits:

* When you hit with a melee attack, you can also cast an offensive spell in the same action. The spell is guaranteed to hit, unless the requirement is a saving throw. No matter the spells effect, the circumstances of the spell obey those of the melee attack (e.g. a casting of Eldritch Blast in this manner following a sword strike, the Eldritch Blast will maintain the damage and type, but land with the sword strike, rather than attacking from a range). No matter the components of the spell, the components become Verbal, and the Verbal component is the name of a loved one.
* In the event that you use this effect to cast a spell that requires a Dexterity Saving Throw to halve damage, the Saving Throw automatically fails.

## **Trivia**

* The Favor, along with The Inheritance and The Promise, are driven by the theme of loved ones and loss. The Favor specifically represents the theme of fighting for those you love.
Boka

"I find it to be filled with too many people. If I am to forge my own destiny, I cannot remain here." -Urreek Wind-Howl.

Boka is a large town at the base of The Southern Mountains, and is often the center of trade for the Giants, though many Skrida live there as well, with Humans being the highest population there. It is the first city encountered by travelers to The Southern Mountains, with Ofarliga being the next, and finally Efst.
The Silent Monks of Wusheng Gu

"Expect to be unnerved in meeting them. They can read you like an open book, always knowing what your are thinking." -Ocolon Feather-Point.

The Silent Monks of Wusheng Gu are a group of Monks situated in Wusheng Gu, a valley South of The Mountain of The Journey, among The Mountains of Magic. They are largely made up of Salamandr, and a Martial Arts focused group of Monks who have taken a vow of silence, in order to expand their insight. Following this, they have developed a method of silent communication based on micro-expressions, reading a person and communicating in kind.
New Redemption

"A bright, shining example that a pretty face can just be a mask." -Belle Valkyrie.

New Redemption is a City in the Northernmost area of Horizon. It is one of the more advanced cities, with society being more influenced by law and innovation. The city is just as lawless as the rest of Horizon, however, containing an underbelly of crime and corruption.

## **Trivia**

* New Redemption is the home of both versions of Mark Garmin.
Lost Stones of le Marquis

Michel d'un Doigt was a famed Bretonnian artisan who crafted magical items of unique beauty for the family of Duke Merovech of Mousillon. Despite possessing an aptitude for magic from a young age, the laws of Bretonnia would not allow him to practice sorcery, and with his poor family not possessing the means to send him to the Imperial Colleges of magic Michel found other ways to harness his magical potential.

Harnessing the powers of the Winds of Magic and using powdered finger bone taken from his own hands, Michel created nine magical stones: one for each of the Winds, and one stone carved into the shape of an egg which he presented to the daughter of the Duke. Despite being asked many times, he never spoke of this stone again.

Eventually realising the depths of corruption the accursed Duke had fallen into, d'un Doigt left the land of his birth behind and took upon himself the quest for the fabled Holy Grail, taking with him the stones with which he had been able to create his magical wonders.

His quest spanned the known World until finally he returned, his quest complete. He became a hermit for the rest of his life, tending a small chapel on the borders of Mousillon, but never again venturing into that accursed land. When asked what became of his stones he spoke only in riddles, never fully giving the whole truth to anyone. That he no longer possessed them was clear, but until recently no-one had encountered a single specimen.

## Jandyr's quest

Whilst adventuring, the Elf known as Jandyr happened upon one of the lost stones. To any other adventurer they may have mistaken this for a simple rock, but as a keen petrologist Jandyr discerned this was in fact the Battle stone of le Marquis.
Salaman

"The dragon kin? Of the burning mountains? I've many stories of you." -Taka Boshi of Toreal Canyon.

One of the races not born of The Gods, the Salaman were sired by the first Wizard and first Dragon to ever exist, The Dragon King.

## **Physical Appearance**

Salaman resemble scaled humanoids around seven feet tall. They are covered in scales of different colors, with the space between them glowing the same color when angered. Depending on the type, they have a different perceivable aura. Fire Salaman are warm to the touch and have breath smelling of smoke, Lightning Salaman smell of ozone and make hairs stand on end, Frost Salaman are cold and there is a small pleasant breeze about them.
Myrkr

"Even I dread going there. Home to Vampires and Werewolves and Leprechauns." -Wynnifer Bloodseer.

Myrkr is a community East of Atall Varda, of a size between that of a large town and a small city. It is a dark place, filled with horrific monsters and people mad enough to live in an area close enough by them.

## **Visual Description**

Myrkr is described as almost never seeing the light of day, always with the light of the full moon above, or at least a facsimile of it due to the strange clouds looming over the community, refracting the light of the moon even after it has left. There is always a soft wind in in the area, blowing through petrified plants at a low frequency, causing the illusion of eerie silence at all times, rendering it almost impossible to walk the streets without feeling a sense of unease. The construction material of all buildings is dependent on the wealth of the residents, with those with more Gold often living in cold stone homes, with those poorer living in houses made of driftwood or deadwood, due to the lack of living trees in the surrounding area. The lakes surrounding the community reverberate sound, leaving a distant echo in the silence of the night, the cold leaving an almost constant fog.
Ofarliga

"You have made a perilous journey. You may enjoy our hospitality as reward for that alone, though I expect you have more urgent matters that bring you here." Ilikan Dark-Seer, Wise Man of Ofarliga.

Ofarliga is a large town in the heart of The Southern Mountains. It is populated by Giants, and is the largest community to do so. it is higher and further east of Boka, and is the final town before Efst.
Berries

"Quite the magical accident yes, but one that has furthered this world in many ways, and I, and I'm sure many wizards and druids, are very thankful." -Wingard Bright-Hand, to Tooken Buckleberry, on Berries.

Berries are a fruit grown throughout the world, though primarily Helmingr. As a result of The First Snows, most crops had died out, with very few remaining, either though magical means or special conditions. The Berries of Helmingr were blessed by Wingard Bright-Hand and Errich the Mystic in a magical experiment, and in the years since, has a presence around the world. All Berries are magical in nature, though many only carry the enchantment that allow them to grow in the harsh Winter. Others, however carry other magical properties, which can be used by eating them, or more commonly, used in potions.
Artorian Deepwater

"I come seeking my mother's leaf. My soul cannot rest until I have solace for her." -Artorian Deepwater, to his future wife, Dawn Snowflower.

Artorian Deepwater was a Sea Xinling who wandered the world searching for peace for others and within himself. He is also the father of Innslowe Dawnshield and Angela Darkwail.

## **Early Life**

Born Artorian Millkeep of Isabrot, Artorian spent the first eight years of his life in a simple icer-farm, though spending little time there, spending more time with the sailors and pirates than with his abusive father, with no knowledge of his mother. He left at the age of eight, joining a group of caravaneers, receiving the name Deepwater from the local wise woman. He left seeking to find a leaf from the Forest of Memories, the leaf containing his mother's voice, to find peace of mind. He spent ten years on this journey, as he did not know immediately what he was searching for, becoming a warrior and explorer, searching far and wide until eventually finding himself in The Forest of Memories, where he met Dawn Snowflower.

## **Dawn Snowflower**

Artorian met Dawn Snowflower in The Forest of Memories, as she served as its guardian. The two quickly became friends, and when the times called for them, they went on many adventures together, eventually falling in love and getting married. The two of them then went to Atall Varda , to spend the rest of their lives in happiness with their two children, Innslowe and Angela.

## **Final Journey**

His and his new family's happiness was not to last, as he had one last journey to make, with the intention of returning in a short time, three months at most. He returned to his birthplace of Isabrot, to confront his father about the disappearance of his mother. The journey ended in a final battle, resulting in the deaths of both his father and himself. His wife, thereafter, lived in grief to raise their children alone.

## **After Death**

Artorian was taken by Shendu, the Spirit of the Depths, upon death, and continues to exist in a form of life in service to it, and is thereafter a mysterious ghostly warrior wandering the frozen waves. He is bound in service to Shendu, though retains his sanity and yearns to see his wife and children again, though this is impossible for him, as he cannot leave his service. He can be reasoned with, though only through knowledge of his wife or children.
The Promise

"A marvelous show of ancient magic, of the kind I've not seen in many a year." -Wingard Brighthand to Job Silkman.

The Promise is a magical artifact gifted to Job Silkman by The Woodchild. It was grown from the Seed of a Flower of Passing. It is a commemoration of the love between Job and his wife, Rose Silkman.

## **Appearance**

The appearance of The Promise is a variable one, though a more consistent description would be that of mystical flower, the existence of which would seem impossible.

## **Use**

The Promise's appearance changes to reflect the condition of Rose Silkman, in the following ways:

* **Happy.** The flower more closely resembles a sunflower, the petals lengthening and turning yellow.
* **Asleep.** The pedals turn periwinkle and bloom.
* **Sad.** The flower more closely resembles a monkshood, with purple, drooping pedals.
* **Angry.** The petals grow bright red and ragged, the stem developing thorns.
* **Scared.** The pedals turn orange and greatly increase in number, blowing in an absent wind.
* **Pain.** The pedals begin to fall, though the stem retains its life.
* **Dead.** The flower withers and dies.

The Promise also carries the secondary effect of saving Job from death, described here:

* Any criteria fulfilled that would cause death, such as damage taken, death saving throws failed, or magical effects causing death will fail to kill you.
* Every time this effect is activated, a charge of The Promise is expended. You have 3 charges, which cannot be replenished.
* You can spend a short rest determining whether this effect is active or not.

## **Trivia**

* The Promise, like The Inheritance and The Favor, are driven by the theme of loved ones and loss. The Promise specifically represents the theme of holding on to your loved ones.
Efst

"That is, beyond simply magical. It's almost impossible." Rosaria Fair-Garden, as a child seeing Efst in a dream.

Efst is the highest area in The Southern Mountains, and is the sacred grounds of Nayaka, the Spirit of the Hero. It is rarely visited as it is held sacred, especially to the Zilfin, though some travelers will venture there regardless, to find an area where the snow is light and blends with the white flowers of the fields, a series of floating hills and waterfalls, with a floating castle at the center of it. It is only accessible through a path from Ofarliga .
The Abyssal Lords

"The antithesis of The Deities themselves. Opposition to all that is good." -Gynnerson Manytale.

The Abyssal Lords are The Gods of The Abyss. They are direct counterparts to The Three Deities, and are the bringers of evil to Lorerah.

The Lords of The Abyss are:

* Brjota
* Hluti
* Fjorlag

They also are the predecessors of The Abyssal Spirits, created of the same means as The Lords.
Polani

"Truly, the aura of you're people is a divine one." -Terro Novaris to Dawn Snow-Flower.

Polani are angelic or demonic humanoids.

## **Physical Appearance**

Polani resemble Humans, with differences being primarily an unnatural skin tone with a hint of a glow, with markings resembling tattoos around their bodies. Given the right stimuli, other features will appear, such as glowing eyes, a large halo behind them, and even wings. Typically their eyes will glow when feeling a powerful emotion, such as joy, anger, and sadness. Their halos tend to appear when pushing themselves beyond the norm of what they can do, such as moments of desperation or extreme determination. Some Polani can be born with the ability to summon wings. The nature of their appearance however, is left to chance, and in fact, they actually have a 50% chance of being born with angelic features, and a 50% chance of being born with demonic features.

## **Relations with Other Races**

Polani are a rarity, with many being born among Humans. They often become champions of their people, or their greatest enemies.

## **Notable Polani**

* Innslowe Dawn-Shield
* Dawn Flower-Wind
* Angela Dark-Wail
* Allochval Songblade
Dynastes

"Even the painting of King Hjulmer seems pale when I look upon the splendor of Dynastes." -Rosaria Fair-Garden.

Dynastes is the Spirit of the Crown, created by Basilum to be his servant. He takes the appearance of a tall man with regal bearing. His sacred grounds are places of power, though he can also be found in the Ruins of The Marble Palace. He is often encountered by those with influence, using them as a network of subtle power. He is also the creator of The Crown of Dominion.
Derrellianashia

"Filled with monsters and people insane enough to live with such a problem, Derrellianashia is a place of discord and interest to the archaic and strange." -Allochval Songblade.

Derrellianashia is a series of islands making up the size of a nation, South of Honeremorte, known for its high concentration of monsters and patchwork geography, wildly differing climates within small areas.
Isabrot

"If the Winter ever ends, I'll be glad to not have lived there." -Tooken Buckleberry.

Isabrot is the city on the sea. The city is divided into several districts, some of which are underneath others, under the ice. The city is also a massive port for ships. The city is rather innocuous on the surface, but is far more sinister the lower one travels.
Runoth

"A figure of legend. A champion of The Three Deities themselves. You're first obstacle in your quest for dominion." -Barrash, to Morgorath.

Runoth is an ancient warrior, known as The Guardian of Honeremorte. He was once Human, though now is a mighty silver Dragon.

**History**

As a young man, Runoth was a Paladin who swore to protect the land from the Demons beneath the Earth. Having defeated them all and saving Honeremorte at an incredibly young age of 23, Runoth became so great, his will so fierce that he was born as a Dragon, becoming the Guardian of Honeremorte. During this time, he married and had children, beginning the Silver-Scale Family, from whom, one day, a Warrior would be born, one who would challenge his Ancestor...

**Entrapped in a Grave of Ice**

During The War of the Risen Orcs, Runoth was visited by the Half-Dragon Warlock, Barrash. Barrash had learned of a technique that could bind Runoth to a particular site, tricking Runoth into activating the enchantment himself. Runoth was buried under the ice of Warg Territory for the next 30 years...

**Monster Hunters**

30 years after his entrapment, Runoth was freed when The Monster Hunters unwittingly destroyed the Rune keeping him trapped. Now free, Runoth had worked with Saeren, the King of Elendor, to defeat his descendant, Morgorath...
Ginnung

"The first to be created was space, an intricate expanse to become the foundation of the world." -Excerpt from The Testament of Lorerah.

Ginnung is the Deity of Space, and one of The Three Deities who created Lorerah.

## **Appearance**

Ginnung is typically represented visually as an old man, though as a Deity, has no physical appearance in truth. His mouth is often depicted as being filled with stars.
Laura

"Of course, my lady. It shall be done." -Laura, to Aleya.

Laura is a High Elven Maid, serving under the Princess Aleya. She is a most humble and caring servant, alongside her fellow retainers Buffkin and Ordon.

## **The Ending War**

Laura was born during the Age of Bloodshed, in Honeremorte, to an Elven noble named Ormello. At the young age of 13, she was given to the House of Layor, the House to which the Princess Aleya was the daughter. She soon developed an attachment to the princess, who served as a friend and guide to her. She grew up within House Layor, to the extent of accompanying Aleya and her fellow retainers to Wintervale, where she, along with her friends, was forced into a magical slumber, only to wake over a thousand years later in Atall Varda.

## **Winter's Heart**

Laura, along with her friends, embarked on a quest with The Children of Frost to save Wintervale from its eternal winter, following their reawakening, and hoped to find answers as to the source of their magical sleep.

## **Appearance**

Laura is a tall, thin woman, standing over 7 ft tall and weighing around 135 lbs. Laura is dressed in a modest maid uniform, black and white, with a bonnet of sorts over her red hair, framing her emerald eyes.

## **Personality**

Laura is a meek woman, humble and eager to serve her mistress in any way she can, very soft spoken and kind, offering words of advice if asked. She has a small crush on the ranch hand Ordon, and while normally shy, tends to be more open around him. She also sees Buffkin as a father of sorts, and is willing to accept his advice, and grows more confident with their help.
Victor Frost

"May you find happiness in all your endeavours, my son. Your loving Father, Victor Frost." -The final line from Victor Frost's last will and testament.

Victor Frost was a Human Jeweller living in the town of Smar, and was, until his death, the Guardian of The Frozen Mirror.

**Early Life**

Victor Frost was born in Smar, south of Heygja, trained in the ways of a warrior by his stoic father, though it was not clear why to him at the time. At the age of 10, he was told of The Frozen Mirror, and of his duty to guard it from those who would seek to take it at all costs. Following the death of his father, Victor kept the Mirror safe, hiding on a Mountain north of Smar for a week, nearly dying of frost. He was saved by the Armonia, the Spirit of the Song, who gifted him with the knowledge of his lineage and the reason why he was given the task he now bore, and the blessing of Divine Lineage, for his children to be imbued with talent born from their ancestors. Returning to Smar, he became a jeweller, and years later, was married and had a son named Hector , though his wife tragically died during childbirth.

**Father to a Reluctant Hero**

Raising Hector on his own, Victor was a quite father, teaching Hector the ways of a jeweller, and, when Hector was 10 years old, the duty Hector was to fulfil. Eventually, Victor was killed on a routine journey to Heygja, mauled by snow tigers, leaving his son all alone, to eventually forget about the Mirror, leaving it hidden away underneath the floorboards of their home, which was razed with the rest of the town years later.
Vandr Karl Nightberry

"A pleasure to see you again Luth. I trust you're in good health?" Vandr Karl to Luth.

Vandr Karl Nightberry is a demonic Polani shaman, and is the current patron of The Nightberry Family, from the town of Stadfesta. He is an extremely old shaman, who is known as a combination of healer, diviner, and alchemist. Beyond the knowledge of the people of Stadfesta, He is, like the rest of his family throughout history, a practitioner of black magic.

## **Patron of The Nightberry Family**

Vandr Karl is extremely old, having lived over 300 years, sustaining himself with magic. He is as old as the matron of the family, Kochanka Nightberry, though she has been dead for 250 years. He lived in the shadow of his matron, who held the power within the family, and seeks to revive her and use her powers to himself ascend. He has withheld this from even the other members of the family, who otherwise seek to revive her so that she can lead them back to their former power.

## **Appearance**

Vandr Karl is an extremely old, wizened man, wearing a hooded poncho weaved with arcane symbols, underneath which is a robe. His eyes are amber and constantly diluted. He has ragged white hair that comes down over his eyes on occasion. He has dark markings along his skin.

## **Personality**

Vandr Karl is a cruel man. He is willing and eager to torture those who get in his way and has no qualms performing his dark arts when the cost is to others. He otherwise maintains the facade of the kind but mysterious shaman, talking in riddles and metaphors.

## **Trivia**

* Vandr Karl's name is the Norse translation of the words "Bad Man".
The Emberguard

"The greatest warriors journey there, to begin their service, and one day, return into glory." -Zhizhe Fortunespeaker.

The Emberguard are unique warriors from all over The Mountains of Magic. They are the protectors of The Ember of Kalokairi, deep in the heart of The Mountain of War.

## **The Cinder Pilgrimage**

Once every ten years, each of The Mountains of Magic send a volunteer to The Mountain of War to begin The Cinder Pilgrimage, wherein they must meet with the other volunteers at the foot of The Mountain of War, and together journey to the heart, where the current Emberguard reside, with the intention of relieving them and becoming Emberguard themselves. They form a party known as The Cinder Pilgrims.

## **The Ember Chamber**

The Emberguard reside deep in the heart of The Mountain, in a large chamber known as The Ember Chamber. There they defend The Ember of Kalokairi from any danger that may present itself, usually in the form of monsters attracted to the power it has, though occasionally from greedy treasure hunters seeking a reward for their exploration.

## **Relief of an Emberguard**

When a group of Cinder Pilgrims arrive to relieve The Emberguard, The Emberguard return to their homes, and are awarded for their service with a title of their choosing, only limited by the power of The Mountains of Magic, and to titles not already claimed by previous Emberguards.

## **Choosing of a Pilgrim**

For the great rewards, many a warrior will volunteer for The Cinder Pilgrimage. However, the ultimate choice of an Emberguard goes to the current ruler of any given Mountain.

## **The Former Emberguard**

During the events of Winter's Heart, the Emberguard as first met in The Mountain of War were as listed below:

* Caifu
* Kongxu
* Dingzui
* Qudi
* Xiannu

## **The Current Emberguard**

During the events of Winter's Heart, the title of Emberguard is changed from the former to the following:

* Langman
* Zhengyi Bianjie
* Shui
* Hua

Though it is to be noted that the above are not officially Emberguard, and are only to be given the title at the conclusion of Hector's Boy's mission.
Lucijan

"Wait wait wait. Surely there has to be another way, We don't have to just kill them." Lucijan, to The Children of Frost, about The Emberguard.

Lucijan is a Half Elf Ranger played by Edward Clissold, a wandering warrior on a quest of redemption, and a member of The Children of Frost. He is also the apprentice of the late Ranger Groban.

## **A Shadowy Past**

Lucijan was born in the city of Heygja. He lived as a criminal under The Thieves Guild. One day, when he was 22 years old, he attempted to steal The Heart of Winter. Failing to do so, he fled the city in order to survive. During his life in the wilderness of western Wintervale, Lucijan found poor luck, until a chance encounter with an old Ranger.

## **The Path to Redemption**

Attempting to rob the ranger, Lucijan found himself at his mercy. Expecting death, he was surprised by the ranger's compassion, as he instead offered to teach Lucijan the ways of the Ranger, on the condition that Lucijan pay his debt to him. Learning his name to be Groban, Lucijan accepted the offer, secretly planning to leave as soon as he was able. Despite this, the two formed a bond over time, spending the years training and performing services as rangers. One day, members of The Thieve's Guild had tracked him down and attempted to kill him. Together, he and Groban fought them off, however, Groban succumbed to his wounds, and passed following the battle. Taking up his mentor's cloak and bow, Lucijan continued on as a ranger, in the hopes of earning redemption.

## **Winter's Heart**

Lucijan eventually found himself in the town of Stadfesta, having sensed the necromantic energies from the rituals of Mordvig Nightberry.

## **Trivia**

* The original concept story, written by Edward Clissold, is as follows:

Grew up in the city under a thieves guild of some sort, botched a big heist and fled the city. Once in the wilderness he tried to steal from a ranger after having a miserable time trying to survive alone. The ranger offered to teach him how to survive out in the wilderness while also paying off his debt for stealing from him. He planned to play along until he had learnt enough to make his getaway. However, he never did. He build a solid relationship with the ranger and they soon stuck together for a few years. Eventually he gets tracked down and ambushed by the guild that he left many years ago. they kill their attackers but his mentor is mortally wounded in the fight. He now works alone so that others don't get hurt from his mistakes.
Qipian

"Myself is my true king, but I recognize I'm still the hand of one even more devious." -Orik Deft-Hands, *The Tale of the Dwarven Thief* by Allochval Songblade.

Qipian is the God of Cunning and Trickery, often associated with the shadows and night, and patron to thieves and assassins. His sign is often worn as a good luck charm. He is also the creator of The Changelings.
Darrvi Silent-Oath

"..." -Darrvi Silent-Oath, to Fenrir Wolfsbane, regarding a fight within The Fiery Rebirth.

Darrvi Silent-Jaw is a Giant Cleric, one of the few Mortals raised in Efst. He was most recently involved in investigating and providing the solution to the problem of the fighting pits in Dyr. It was here that he was capture by The Children of Summer, and came to meet the Warlock Fenrir Wolfsbane, whom he swore to meet again.
Groban

"I will train you in the ways of the ranger. In return, you stay, and pay your debt to me." -Groban to Lucijan.

Groban was a Human Ranger, living in exile from The Western Canyons. He was also the mentor of Lucijan, and the previous host for The Curse of Benu, before Lucijan himself.

## **The Young Cliff Ranger**

As a young man, Groban was a member of The Cliff Rangers, an ancient order dedicated to the protection of Wintervale from threats both natural and supernatural. Groban himself was considered one of the finest of the Rangers, having great renown within the order. This life came to an end after he found himself led into The Shrine of Benu, and was cursed to be the host of the Spirit. After this, he was exiled from The Cliff Rangers, and became a lone ranger wandering Wintervale.

## **Meeting Lucijan**

Many years later, when Groban was an old man, he met a young thief named Lucijan, who had tried to steal from him. The thief had fled from his home city of Heygja after failing to steal The Heart of Winter. Groban spared the thief, deciding to train him as a ranger. The two spent several years training and fighting together, until one day, a group from Lucijan's old Guild ambushed them, and while they were able to slay them, Groban bled out from his wounds and died.

## **Legacy**

After his death, Groban's cloak was taken by Lucijan, who decided to continue his mentor's legacy, and travelled the land as a ranger as Groban once did. Unfortunately, The Spirit of Benu, upon Groban's death, inhabited Lucijan's body, and Lucijan now remains afflicted by Groban's curse.

## **Appearance**

As a young man, Groban had a clean-shaven face, tousled brown hair, and bright, smiling eyes. As Lucijan knew him, Groban's hair had both darkened and developed grew streaks, and he had grown an unkempt beard. His eyes had lost their youthful shine, replaced with the steel of an experienced and hardened warrior. He had also, by this time, taken to wearing bandages to cover the parts of his body affected by his curse. Without his bandages, the curse would show blackened feather like growths across the affected parts of the body.
The Golden-Hooped Staff

"I found it in the hand of a petrified warrior. Judging by his garb, he was not from anywhere in Wintervale." -Kame Turtle-Fist."

The Golden-Hooped Staff is a mystical artifact created in Longjia. It made its way to Wintervale when Shi Hou Cloudwalker journeyed there, his journey ending in a battle that left him petrified. The Staff made its way through warriors until being found by The Heroes.

## **Use**

The Staff has many powers, but must be improved in the hands of its current owner to gain access to them. Its base power, always accessible, is its ability to grow and shrink to any length at will. Its power has levels attained when improved described here:

1. The Staff can be telekinetically controlled by its owner as long as the owner can see it.
2. The Staff can make copies of itself, up to your Level + Wisdom Modifier, that each last as long as the owner can maintain concentration. If the Staff has been copied, the owner must roll a Wisdom saving throw every turn to maintain concentration.
3. The Staff can be changed into the form of a Creature up to a Challenge Rating of up to half your Level. The Creature is obedient to your commands and can be commanded telepathically. The Creature exists for a number of rounds determined by a d4 roll, or until your concentration is broken. This ability cannot be used at the same time as another.
The Thieves Guild

"'My kind of group', thought Orik as he listened to the ugly description of the organisation of Rogues and ne'er do wells, intent then on getting himself in on the trade." -Excerpt from Allochval Songblade's *The Tale of The Dwarven Thief*.

The Thieves Guild is a faction made up of criminals that exist throughout the World. Though vast, because of the lack of communication between communities, it runs with autonomy in every community it exists in. Each Guild has its own way, though are governed by the same fundamental laws.

## **Secret Communication**

Most members of The Thieves Guild can speak in Thieve's Cant, a secret language made up of slang, jargon and hand signals to appear as normal conversation, with the true intent hidden to any unfamiliar with the language. As well as this, The Guild uses secret written signs used to express a simple message, often left all over the city, though only recognized by members of The Guild and those familiar with them. The messages are made of simple components, and can be combined to represent a great number of things, though there is a standard on the signs commonly used.

## **Ears to the Ground**

The Thieves Guild is built upon a foundation of information and trust, and as such, The Guild makes use of Beggars to gain information in exchange for Gold. The information is not usually very detailed, though it is inexpensive and makes up a wide drag net. More detailed information can be acquired from Spies within the Guild, who specialize in information gathering.

## **Cloak and Dagger**

Members of The Thieves Guild are bound to silence regarding The Guild, including members, locations, secrets in communication; anything other than the general existence of the Guild is a forbidden topic outside of secret communications with other Guild Members. To this end, Members of The Guild from other communities introduce themselves to members by initiating conversation, making a nonchalant hand signal that reveals the back of their hand. This utilizes the small, innocuous scar on the back the hand that all Members of The Guild receive upon initiation, proof of their Membership to the Guild, though a simple, barely perceivable blemish to others. Expulsion from The Guild results in the acquisition of a second scar, overlapping the first, more distinctive, to mark you as one to not be associated with.

## **Honor Amongst Thieves**

The Thieves Guild is made of of those outside the law, but is bound in a law of its own to maintain its structure. The law of The Guild is based on common sense, secrecy, and a lack of confrontation both outside and within The Guild.
Alder Serpin

"In the glory whose is The Fireborn's." -Alder Serpin.

Alder Serpin was a Lord within The Serpin House, living away from the rest of his family, in the city of Atall Varda. Unbeknownst to the people of the city, he was also a Cleric of The Fireborn.

## **Cleric of The Fireborn**

Alder was a Cleric of The Fireborn, high in station within The Children of Summer. This granted him knowledge of The Order's true intentions, and power over the city of Atall Varda. Alder also had knowledge of the other members, their power in other cities, and locations, though only the names of a few. As a Cleric, Alder had command over a small force of warriors, including Knights, Sir Kyle and Sir Ulric, the former of whom is now deceased, having fallen to Aleya's Firebolt, and the latter of which has left, following Alder's death at the hands of Hector Frost. He was a man of great power, though non of it being his, own, it being made up of magical artefacts he has collected, as we'll as Ulric, not to mention his family connections.

## **Personality**

Like many members of his family, Alder was arrogant and saw himself above others, though in his case, he was not capable in such a way that his arrogance could be justified. He was of the upper class of society, and holds all beneath him in that fact.

## **Appearance**

Alder was a short, portly man, with pale skin and shining black hair, with an oiled moustache. He was well groomed, and never without the essential hair, facial, or nail maintenance. He often wore an orange robe with the insignia of The Children of Summer as a symbol of his station as a Cleric of The Fireborn, and a green and black suit at all other times.
Mark Garmin

"Tell me everything you know. I might let you live if you indulge me." -Mark Garmin.

Mark Garmin was a Salaman Shadow Monk played by Anthony Simon, from New Redemption, in Horizon. He was one of The Monster Hunters fighting against Morgorath, meeting his end at the hands of Grinrall, the Mind Breaker.

## **Early Life**

Born Mark Vespertilio Garmin the Third, Garmin was born in the City of New Redemption, to Mark Garmin Jr and Marianna Garmin, a noble couple in charge of Garmin Industries, to which he was the heir. His life was forever changed when at the age of 12, he returned home to find his mansion ablaze, his Father burned to a crisp, his Mother not found within the wreckage. From that day, leaving his butler, Gaston Wasim to attend to the mansion and company, Garmin left Horizon, in the hopes of receiving training to become a warrior who would avenge his parents in a figurative sense, by fighting against criminals. To this end, he traveled to Tsukino, the land of eternal night, receiving training from the Shadow Monk, Masuta Kuroha. His training cut short by the disappearance of his master, Garmin journeyed West, hoping for first hand experience in lieu of a teacher. It was this journey, to the island of Derrellianashia, where he became a member of The Monster Hunters.

## **Monster Hunters**

After joining The Monster Hunters, Garmin received a letter from the Mother he thought dead, instructing him to come to the land of Honeremorte. Following the letter's instruction, he found himself, along with the other Monster Hunters, embroiled in a series of events orchestrated by the tyrant Morgorath. It was here that he met for the first time in 9 years, his parents, more specifically, those of The Golden World, as well as his Counterpart of the same name. The two Garmins forged a secret and uneasy alliance, to be ended with one final journey...

## **Death**

Garmin, through his Counterpart, found himself in the possession of a list, containing the names, faces and locations of Morgorath's Agents. Deciding to take matters into his own hands, Garmin journeyed to The End, an island surrounded by eternal storm, to hunt down Grinrall, the Mind Breaker. His quest ended here, with Grinrall quickly discovering and killing the up and coming Shadow Monk, devouring his brain and taking his corpse to be studied in his laboratory.
The College of Freemasonry

"A College of Rogues, thieves and assassins, though there is no proof as such, predictably." - Opal Iron-Knuckle of The Atall Varda City Watch.

The College of Freemasonry is a College in Atall Varda, on the surface dedicated to teaching Freemasonry as its name describes, though in reality, teaches what are colloquially known as The Dexterous Arts, giving its students the means to learn the ways of the thief, assassin, trickster, mastermind, and swashbuckler. It is home to Rogues who learn more formally, as opposed to learning on the streets.
The Moon Tiara

"With a flash of pale light, my dreams came true and my enemies lay before me at my mercy." -Solanna Serene-Sky.

The Moon Tiara is a magical artifact wielded by The Scout of Serenity in ancient times. It harnesses the power of moonlight. The powers it bestows is a free use of Moon Beam, achieved by casting it at a point with a area of effect of a 50 ft square, once per day.
Kochanka Nightberry

"I am sorry. I have failed you, Kochanka." -Vandr Karl Nightberry, on his death.

Kochanka Nightberry is the vengeful spirit of a Polani Sorceress and is the Matron of The Nightberry Family. Her soul is bound to the body of Tamminth, and threatens to take over eventually.

## **The Witch of Stadfesta**

Kochanka grew up studious of The Dark Arts, becoming a Witch, though remaining secretive so as to stay alive in her hometown of Stadfesta. Throughout the town, she was known as a simple Alchemist, gaining the cooperation of a local Shaman, Vandr Karl Nightberry. Eventually, the two of them were married, having in time, four children.

## **The Death of the Matron**

Eventually, Kochanka met her demise, at the hands of The Woodchild. Her remaining family spent almost 300 years planning her resurrection.

## **Reincarnation and Second Death**

The Family eventually came up with the plan to reincarnate Kochanka by binding her spirit to a newborn girl. To do so, they kidnapped the local Alchemist Paula, who was pregnant at the time. Performing the required ritual, they were able to bind Kochanka's soul to Paula's child, killing Paula herself in the process. They left the child behind, and she was adopted by the Paladin Luth. Kochanka's soul resided dormant in her, with eventually her proximity to him causing a curse, that he was only spared from by his apprentice, Rinn, who gave him the Warmroot that changed him into a Hverfr. Eventually, Tamminth herself succumbed to a curse of her own, as Kochanka's spirit began to awaken. The Children of Frost, who had sworn to protect the town, and left to seek a means to cure her, came back to find her missing. The next time they met her, Kochanka had fully awakened, and the Tamminth they knew was gone.