recursal/Fanatic-Fandom huggingface dataset:
Familial Imperial Church

## Origin

There was not one incident that caused the split from New Imperial Church. Rather it was a symptom of the settlement of the Hylthian plains during the era of decline. As the settler pushed further and further north, they began to leave the influence and effective range of the Imperial Colonies. Each settlement became a small island of civilisation and often times had no designated priests or outside armies to help them.

The Familial Imperial Church developed from this environment. Empathizing community and family above the structural and hierarchical makeup of the New Imperial Church.
Yora Neuer

## Description

### Physical Description

Yora Neuer is a woman in her early thirties, with a lean and toned build that speaks to her disciplined and rigorous training as a soldier. Her skin is olive-toned, and her features are sharp and angular, with high cheekbones and a strong jawline. Her black hair is thick and straight, falling in loose waves to her shoulders.

### Character Description

Yora is a consummate professional, with a no-nonsense attitude and a keen eye for detail. She demands the same level of discipline and professionalism from those under her command, and she does not suffer fools gladly. However, she is fair and just in her dealings, and she values loyalty and courage above all else.

Despite her rigorous adherence to discipline, Yora is not without compassion. She understands the difficulties and hardships that come with a life of service, and she will often go out of her way to provide support and aid to her subordinates. However, she is also fiercely competitive and ambitious, always seeking to improve her skills and advance her career.

### Goals and Motivation

Yora's ultimate goal is to improve her social standing and gain recognition and status as a noble. As a lowborn, she has always felt the weight of societal expectations and limitations, and she has worked tirelessly to overcome these barriers. In the short term, she hopes to climb the ranks within the Duchy of Avenwolf and gain recognition for her skills and accomplishments. In the long term, she dreams of attaining a noble title, even if it is a low-ranking one. Despite the challenges she faces, Yora remains steadfast in her determination and drive, and she will stop at nothing to achieve her goals..

## History and Lore

Yora Neuer was born into a poor farmer's family in in the countryside of the Duchy of Avenwolf. Growing up, Yora quickly learned the value of hard work and discipline, as her parents struggled to provide for their family. Despite the challenges of her upbringing, Yora was determined to make something of herself and worked tirelessly to achieve her goals.

At a young age, Yora discovered her passion for combat and joined a local militia group, where she quickly rose through the ranks thanks to her natural talent and determination. Her success in the militia caught the attention of the ruling powers in Kreuzdorf, a nearby town, who recognized her potential and offered her a position as a guardsman in the town.

Yora's skills as a fighter and her discipline soon caught the eye of the captain of the guard, who recognized her potential and took her under her wing. Under the captain's tutelage, Yora honed her skills and learned the art of leadership. She quickly rose through the ranks, eventually earning the position of captain of the guard for herself.

Despite her success, Yora has never forgotten her humble beginnings and remains driven to achieve even greater success.
The Great Mechanism

## General Description

The great mechanism is a large tower at the centre of The Ring, located in the north west of Ferra. It reaches high into the clouds and is surrounded by a large trench, now filled with water.

### The Tower

The tower itself and surrounding structures are build from a brow-greenish rock not native to Ferra. Very few people ever made it into the tower itself and returned and of the ones that returned, stories of cold, wet and silent halls originate and yet, while the mechanism seems to lie dormant, there are still flickers of life amongst the stillness. Small gears still turning, valves still controlling the flow of some unseen pipe, doors still opening when people draw close. While some estimate that the tower itself must be 60 floors high, based on the height of the first floor and an estimate of the entire structure, none have ever reached another floor, either turning back or never returning.

### The Trench

There are twelve evenly spaced bridges over the trench, all of which are still usable though in various stages of deterioration. Each of the bridges is guarded by a great golem, silently and unmovingly watching outwards until someone approaches, when it suddenly springs to live, unsheathing a great flaming sword. While some people have made it past the golems, none have ever dealt significant damage to these guardians let alone destroy one. It is noted that once someone reaches and enters the tower, the guardian seizes its pursuit, returning to its post.

Though the trench as been filled with sediment from the Silent Flows, its artificial origins are still discernible. Smoot solid rock walls and enormous gears still linger in those cold still depths. The four rivers running between the trench and The Ring seem to have once been part of the trench too, similarly walled off by smooth stone walls and filled with gears but most of that is lost now below thick blankets of sediment.

### The Ring

From the rivers flowing from the trench to The Ring, it is assumed that The Ring to is part of or at least related to the great mechanism. What is known is that the Ring is much much deeper than any lake of its size should be and it is said that none have truly ever seen the bottom of the lake.

## History

Not much is known about the great mechanism or its history. It was here when the Old Empire arrived on Ferra and judging from its style, manner of construction and age it was not built by any of the Lizardfolk Kingdoms either. They do have myths and legends about it. Some say, the great mechanism is a great sword, stabbed into the planet by a god to destroy the planet for some unknown reason, while others believe it to be a test and path to the realm of the gods, all those who manage to pass through being blessed to be minor gods or immortal agents of the gods.

It is however generally accepted that the great mechanism was built by someone else, perhaps even before the Lizardfolk as a race evolved. Who they might be and why they built it is a mystery to all, but what is known is that no other such construction has been found yet and no culture or races has comparable styles of construction.
Susannah Wentworth

### Description

She is an average looking tan female in her early mid-life. She is dressed in an above average manner, with a nice white button up shirt and dark blue pants beneath her leather apron. Her golden hair is kept up in a ponytail and a small golden hairclip is attached to the right side of her head. She has a small hammer tattooed on her cheekbone.

### Personality

Susannah is depressed about a lot of things but tries to keep it to herself. She tends to be a nihilist and often yearns to explore the world, despite enjoying her work and the people around her. This causes great conflict within herself. She is very flexible and able to fit into much smaller and tighter spaces than normally expected.

### History

She got into the Blacksmith business at a young age, being an apprentice under her father. From her teen years she was always admired as beautiful and strong, so people have always doted on her.

She now owns her fathers business after he passed away.

### Extra Info:

##### Motivation

She wants to figure out what she wants in life.

##### Ideals

Susannah is a natural talent and enjoys her craft. She wants to forge a masterpiece in honour of her late father.

##### Flaws

She is quite depressed and keeping it to her self. She struggles to get up in the morning and usually keeps to herself despite having friends who care about her.

##### Bonds

She enjoys her job and the few customers-turned friends she has met in her time as a blacksmith.
Celestial Alehouse

The Celestial Alehouse in Sternfallster is a place that offers a slice of warmth and cheer amidst the ever present danger of the North Burn and the Sterngesteinen Dungeon. The interior is dimly lit, with soft, ambient magical lighting that casts an ethereal glow. The walls are adorned with old nautical charts, faded seafaring paintings, and peculiar crystal formations that give the place an otherworldly atmosphere.

The atmosphere in the Celestial Alehouse is one of camaraderie and resilience. Sternfallster's adventurers and citizens gather here to share tales of their daring adventures in the dungeon, to drown their sorrows, and to celebrate their triumphs. The owner, Helga Stonewall, is a stern yet kind-hearted woman who has been a long-time resident of Sternfallster.

## Menu

### Food

* Sterngesteinen Stew (2gp)
	+ A hearty and flavourful stew made with local ingredients, including magical fungi found in the dungeon.
* Alehouse Platter (1 gp)
	+ A selection of cured meats, cheeses, and pickled vegetables, perfect for sharing.
* Crystalized Fish (2.5gp)
	+ Freshly caught fish, glazed with crystalized sugar for a sweet and savoury flavour.

### Drink

* Mushroom Wine (5 sp)
	+ A earthy wine brewed with fungi found in the dungeon.

* Moonlit Brew (5 sp)
	+ A light and refreshing ale brewed with herbs found in the dungeon.
* Ethereal Elixir (3gp)
	+ A mysterious, magical potion that grants temporary resistance to wild magic.

## Rooms

* Cosmic Chamber (5 gp per night)
	+ The most luxurious room in the Celestial Alehouse, this chamber offers a comfortable bed, a crystal-charged lamp, and a private bathing area with warm, mineral-rich water.
* Abyssal Quarters (3 gp per night)
	+ These modest rooms feature simple yet cosy accommodations, including a sturdy bed and a small window that overlooks the magical glow of the Sterngesteinen Dungeon.
* Stardust Bunk (1 gp per night)
	+ The most budget-friendly option, these bunk-style rooms provide a warm and safe place to rest, ideal for adventurers looking to save coin.
John

### Description

John is a Magister of the Shimmerhand Association and currently works as a teacher and combat mage in the Arcanum in Badenbach.

### Personality

John is a mute and very disorganised. Many claim he doesn't really know how magic works but his combat abilities can not be disputed.

### History

John's origins are not really known. He showed up in Badenbach to join the Shimmerhand Association one day and has been working himself up through their ranks since then.

### Extra Info:

##### Motivation

John's motivations are known to none, not even himself.

##### Ideals

John has few ideals but he admires people working hard to overcome a lack of skill or talent.

##### Flaws

John is mute, non-communitive both verbally as well as emotionally or any other way. He rarely shows any sign of emotion or intent.

##### Bonds

Past his position as teacher and Magister in the Arcanum in Badenbach, John seems to have no bonds.
Maximus Dantua Esperum

Sir Maximus Dantua Esperum is a male imperial and owner of the the Grand Flarian Dramatic Theatre.

Though a noble and a supporter of nobility, Sir Maximus things the art of theatre should be shared with all, despite their class. As such he doesn't shy away from showing more vulgar or low-class plays in his theater.
Kai

The Ceaseless Flame

## Description

### Physical Description

To one unfamiliar with the world of dragons, one might imagine Kai a black one. The reason behind Kai's dark scales remains a tantalizing mystery, leading many to ponder whether they have been stained black by the ashes of countless villages he left smoldering in his wake, leaving them naught but shadows of their former selves.

His eyes mirror the scorching desert sun, radiating an intensity that leaves those who meet his gaze both intrigued and apprehensive. Crown-shaped horns atop his head shimmer like ancient Laurian gold, bestowing upon him an air of regal elegance from ages long past.

His unfurled wings, span the expanse of the darkened realm, eclipsing any light that may try to penetrate the eternal twilight. His scales, evoke the essence of a bygone era when dragons held dominion over realms now lost to history's pages.
Gilded Forge

Gilded Forge is a grand blacksmith's shop with soaring ceilings and walls adorned with masterfully crafted weapons and armor. The gleaming displays of finely detailed blades and armor sets draw the attention of every visitor. The proprietor, Master Roderic Ironhand, is a towering figure with a grizzled beard, but his eyes hold a warmth that belies his stern exterior. He takes immense pride in his work and is always willing to discuss the art of forging.

## *Products and Services*

* Masterwork Weapons
	+ Longsword (315 gp)
	+ Warhammer (310 gp)
	+ Composite Longbow (550 gp)
* Exceptional Armor
	+ Plate Mail (1500 gp)
	+ Elven Chain Shirt (600 gp)
	+ Mithral Shield (400 gp)
* Custom Engravings
	+ Personalized Weapon Engraving (20 gp)
	+ Family Crest Armor Design (50 gp)
	+ Elemental Infusion (100 gp per enchantment)
* Weapon and Armor Repairs (5 gp and up)
* Blacksmithing Workshops (50 gp per hour)
Thelma Hearthstone

## Description

Thelma Hearthstone, the innkeeper of The Silver Tankard Inn, is a matronly figure with a warm smile and a heart as vast as the hearth that warms her establishment. Her stout frame and kind eyes exude an air of welcoming familiarity, making guests and regulars alike feel instantly at ease in her presence. Thelma's salt-and-pepper hair is often pulled back into a practical bun, allowing her to effortlessly navigate the bustling inn while tending to the needs of her patrons.

Her attire, a simple yet tasteful ensemble of earth-toned dresses and aprons, reflects her practical nature and the unpretentious charm of The Silver Tankard Inn. Her hands, while often busy attending to the myriad tasks of innkeeping, are adorned with a few well-worn rings that hint at a history and story of their own.

## History

Thelma Hearthstone was born and raised in Kaester, a town that had always held a special place in her heart. Her parents were innkeepers themselves, and from a young age, Thelma found herself drawn to the art of hospitality and the magic of turning a simple space into a haven of comfort. She spent her childhood learning the ropes of running an inn, from cooking hearty meals to maintaining a welcoming atmosphere.

As a young woman, Thelma's destiny took her beyond the borders of Kaester. She wandered through distant lands, absorbing the customs, cuisines, and stories of various cultures. Her experiences broadened her perspective and deepened her appreciation for the role an innkeeper could play in the lives of travelers.

Years later, Thelma returned to Kaester with a wealth of knowledge and an unwavering determination to rekindle the spirit of her family's inn. With her innate kindness and motherly care, Thelma transformed The Silver Tankard Inn into more than just a place to rest. It became a sanctuary where townspeople and adventurers alike could gather, share their stories, and find solace amidst the darkness of the night. Her meals warmed not only bellies but also hearts, and her words of encouragement carried weight in a time when despair seemed overwhelming.

Thelma's role as innkeeper has evolved into that of a community leader. She coordinates relief efforts, distributes rations, and provides a listening ear to those in need. The inn's cellar, rumored to hold ancient maps and artifacts, is a testament to her thirst for knowledge and her belief that even in dire times, there are secrets waiting to be unearthed.

Thelma Hearthstone stands as a symbol of resilience in the face of adversity, a testament to the power of compassion and the strength found within the bonds of community. Her story, much like her inn, serves as a source of comfort and inspiration to all who cross her path.
Berghabund

Berghabund is an old Deamon, who's ascension dates to before the Stormrift. He often deals with mortals granting them talents, from martial prowess to musical gift, in exchange for gold, servitude, or something dear to them. The only way he communicates with others, is via text carved in lead sheets, for they are immune to scrying of the more inquisite people. The mortal needs to drip a droplet of blood onto the carved text to seal the deal.

### Followers

Those who dealt with Berghabund are called Imposters, for their talent does not belong to them. In the few cases that a famous artist was ousted as an Imposter, their careers died overnight. People become his followers, Berghabundi, in order to speed up the natural process of gaining new skills and talents, without the necessity of dealing with him, and without the risk of being branded an Imposter. Sometimes, an especially powerful and obedient Berghabundi are granted a once in a lifetime deal, carved in a golden tablet, where they become a Master of All Trades and a Champion of Berghabund. Champions possess vast repertoire of skills, which seem to change depending on the situation.

### Ascension

It is said that when the God of Craft of the Old Imperial Church, Kunnest, died, his skill in various fields such as art, smithing, dance, and such was grand enough to persist even after his death. This spark of divinity gained consciousness on its own, and began granting talents to mortals, only to take them away on their deathbed, once they were more polished than when they received them. This way Berghabund grew more and more powerful over the years, achieving mastery in everything there is to master.
Kreuzdorf abbey

Southeast of Kreuzdorf's centre, on the Sonnenhügel lies the Kreuzdorf abbey. It is the largest single building in town, the Kreuzdorf abbey serves as a focal point for both religious and civic events. With its towering spire and intricate stonework, the abbey is a marvel of architecture and craftsmanship.
Thorian Eisenherz

## Description

Mayor Thorian Ironheart is a stalwart and respected figure in the town of Kaester. Standing tall and broad-shouldered, his presence alone commands respect and confidence. With a weathered face marked by scars earned in countless battles, Thorian embodies the qualities of a seasoned soldier who has seen his fair share of adversity. His graying beard and piercing blue eyes reveal a wisdom that comes from both experience on the battlefield and leadership in challenging times.

## History

Thorian's past is intertwined with the region's history, particularly his service in the armies of the dukes of Avenwolf. As a young man, he joined the ranks as a soldier, swiftly rising through the ranks due to his exceptional combat skills, tactical brilliance, and unwavering dedication to his comrades. He fought in numerous campaigns, from quelling beasfolk raids to defending against marauding bands of bandits and at times even monsters.

His most defining moment came when he led a small army to the Battle of Stonehelm Pass, a decisive conflict against the powerful necromancer Malgrim Voidshadow who sought to unleash an undead horde upon the Confederation of Haystan. Though he and his men were only intended to buy time, Thorian's brilliant leadership and heroism on the battlefield secured the outmatched army a crushing victory and prevented Malgrim's dark plans from coming to fruition. It was Thorian himself that slew Malgrim during the battle.

Upon retiring from active duty, Thorian returned to Kaester, his hometown, where his family had lived for generations. For his honest nature and reputation and a war hero, he was elected to the role of mayor, bringing the same determination and strategic thinking to the task of governing and protecting the town. Thorian's connection to the duke's court allows him to muster resources and support in times of crisis.

As Emberot's undead horde descended upon Kaester, Thorian stepped up once again, using his military expertise and familiarity with the undead to organize the town's defenses. He coordinates patrols, fortifications, and supply routes, all while providing a steady hand to reassure the frightened townsfolk. Thorian is not only a brave warrior but also a compassionate leader who understands the weight of his decisions and the toll the crisis has taken on his people.

Under Mayor Thorian Ironheart's guidance, Kaester stands as a beacon of resistance against the encroaching darkness. His determination, strategic mind, and unwavering commitment to his town and its people make him an inspiring figure to the adventurers who seek to aid in the battle against the undead horde.
Ye old booty inn

## The Inn

### General Layout

Large round entrance hall with multiple smaller side halls and many private rooms in the back. It is dingy, filled with purple and pink colour, some sensual music is playing in the background. Food and drink are served by some sparsely dressed girls of all races.

## Menu and Services

### Menu

#### Foods

* Banana with cream (1.5 sp)
* Boiled Eggs with Dried Eggplants (2 sp)
* Roasted Pork Sausages (3.5 sp)

### Services

* Massage (1.5 gp)
* Massage with a happy ending (5 gp)
Crystalhaven

Crystalhaven gleams like a jewel amidst the frozen expanse. The town is renowned for its intricate crystal craftsmanship, using lumenite to create stunning works of art, intricate jewelry, and magical artifacts. Crystalhaven is a place of wonder, where the translucent crystals come to life, capturing and reflecting light in mesmerizing patterns, captivating visitors and enriching the lives of its inhabitants.
Friegisch

Friegisch bears the scars of its unrelenting environment. The city is surrounded by a series of imposing stone walls and watchtowers, built to keep the dangers of the wilderness at bay but themselves covered in snow and ice. The buildings within the city are primarily constructed from timber and stone, with narrow streets winding between them. The city's atmosphere is one of grim determination, with the population wearing but rags to keep the cold off. The houses are old and in disrepair and the city, apart from the walls feels more like one giant slum. Bodies sit or lie next to the road, covered in ripped blankets and snow. It is not clear how many of them are simply sleeping and how many may have succumbed to the cold.

Friegisch is ruled by Duke Roderic von Falkenheim, who holds absolute power over the city and its people. The local nobility, including the Duke, are primarily concerned with the city's defences and the maintenance of the northern military outposts, which has led to a strict and authoritarian rule.

Friegisch is heavily fortified. Its defences include sturdy stone walls, watchtowers, and gates. To the north the military outposts, Friegwall, Rosenwall, Dunklenwall, and Alterwall stand as formidable fortresses in their own right and serve as early warning systems to protect the city from whatever lurks beyond the wilderness of the Ke'elinawi Peninsula.

*Some points of Interest:*

* "Falkenheim Citadel" - Military and Government Building
* "The Iron Gauntlet Tavern" - Tavern

## History

Friegisch, the capital of the Duchy of Friegisch, has a storied history that dates back several centuries. Founded as a remote trading post by Imperial explorers, it grew into a bustling hub for trade and commerce due to its strategic location on the Ke'elinawi Peninsula. However, the city's history is marred by the harshness of its surroundings and increasingly the military that has come to dominate it and its politics.
Ea Grace

### Description

Ea is wearing colourful clothing, dressed as a Barkeep. She is muscular with a powerful set of arms. Her hair is greying and her face has many wrinkles. Her ears are large.

### Personality

Ea is business-like. She takes instructions and follows them to the letter, but has a good heart and strongly believes in doing good to those she meets.

### History

Ea was born a particularly ugly child, much to the horror of her parents, who raised her but often hid her away from the eye of the public. She always admired arcane-users and wanted to develop the talent, but never had the affinity for it.

She through hard work and her caring nature, she has achieved small success as a Barkeep, despite her Tiefling nature and the preconceptions of those around her.

### Extra Info:

##### Motivation

Ea is alone, with no husband or children. She want to enjoy her last few years in peace, serving good food to her patrons and doing good where she can.

##### Ideals

Ea is understanding and caring and she strives for peace and harmony in her community.

##### Flaws

Ea remained somewhat ugly her whole live and is known to be somewhat impulsive when she thinks people need help.

##### Bonds

Ea is proud of her job and the relationship she has built with the community.
Razor

Razor is one of the main playable characters in Final 5.

## Basic Info

Once a legend in both football and basketball, Razor basked in the glamor and prestige of adoring fans at sold-out events.

That was all in the past now. When doomsday came, Razor was fatally injured. He was cybernetically-enhanced against his will, becoming a super-soldier cyborg. Razor's only wish now is to end the crisis so that he may be reunited with his family once again.

With his enhancements, Razor is able to revive after taking fatal damage.

## Unique Special Ability

Razor doesn't immediately die when his health reaches zero. Instead, Razor will enter into his healing stage. During this stage, Razor is compromised, and he will immediately die if attacked in this state. His speed slows and he is unable to attack. It is advisable to be on the defensive until after the healing stage passes.

## Availability

Razor is available from completing the in-game timed Razor's Gift quest.

If the event is missed, Razor can be unlocked afterwards for 99 Gems.
Athi ab'm Tal

## Description

### Physical Description

Athi is a young child with bright blonde hair. She is quite frail looking and is easily hurt and often falls ill. She suffers from a rare decease that causes her bones to be brittle and her body to heal slow.

### Character Description

Athi always carries a smile on her face and a brightness in her eyes. She often wanders the streets of Wasserschloss or overlooks the rivers and lake. She often imagines herself as a brave adventurer rescuing a damsel in distress.

### Goals and Motivation

Athi seeks adventure and excitement but she doesn't want to make her father worry much either. She generally tries to help people in need, particularly if she can imagine herself as a brave adventurer.
Knochenfeld

Knochenfeld is an ancient giant burial mound that looms over the countryside north-west of Kreuzdorf, its jagged peaks visible from miles around. As the name suggests, it is a vast field of bones, littered with the remains of giant warriors who died centuries ago. However, recently, with the Birth of Emberot, the skeletons of the giants have come back to life, and they now roam the countryside, threatening the safety of the surrounding settlements.

Adventurers who dare to venture into Knochenfeld will find themselves in a dangerous and treacherous place, filled with all sorts of hazards and traps. The giant skeletons that roam the area are powerful and fearsome opponents, armed with ancient weapons and armor. They are relentless in their pursuit of intruders, and will stop at nothing to protect their sacred burial grounds.

Aside from the undead giants, Knochenfeld is also home to other dangerous creatures that have taken up residence in the ancient tombs. Giant rats and spiders, as well as other vermin, infest the area, making it even more hazardous to navigate.

However, for the brave and resourceful, Knochenfeld offers the promise of great treasure. The giants who were buried here were renowned for their wealth and power, and many of them were interred with priceless artefacts and magical items. Adventurers who can outwit the guardians of the tombs can expect to find weapons, armour, and other valuable treasures that could make them wealthy beyond their wildest dreams.

But caution is advised, as the traps and dangers of Knochenfeld are many, and one wrong step could mean the end of even the most skilled adventurer. It is a place where the brave and the foolish alike can meet their doom.
"16th Symphony"

"16th Symphony" is a piece of music originally written by a talented musician and composer. He tried to interweave magic in his music in an effort to create the most beautiful, "most enchanting" music.

"16th Symphony" however turned out to be a sentient malevolent being. It acts like a hivemind of viruses. It infects people who get exposed to the melody of the 16th Symphony for too long and implants itself in their psyche. "16th Symphony" may choose to not take over the mind of the victim immediately but whenever it does and is able to overpower the victim's psyche, the victim is turned into a "masked musician". They are then under the control of "16th Symphony" and generally do not remember what they do under its control.  "16th Symphony" usually tries to take over musicians in an effort to spread itself further.
The Umbral Lords

The Umbral Lords are four dark deities which appeared in Excaria roughly 9'000 BtS. The reason for their appearance is unknown however many believe that the sheer brutality and suffering caused by War of the Five had spontaneously spawned them into existence. Regardless of their origin, the appearance of the Umbral Lords immediately ended the War of the Five and started The Endtimes.

The four Umbral Lords are:

* Imum - Umbral Lord of Death, Shadow and Fear
* Ignan - Umbral Lord of War, Fire and Destruction
* Morobar - Umbral Lord of Pestilence, Disease and Life
* Erava - Umbral Lord of Knowledge, Magic and Change

Despite their sometimes contradictory domains, the Umbral Lords showed a impressive degree of collaboration and their shared effort toppled many of the more divided pantheons worshipped my the mortal races at the time. Furthermore, unlike the gods they had just slaughtered, the Umbral Lords often appeared on the battlefield themselves, striking down mortals and gods both directly and through the many calamities they summoned.

The Umbral Lords had many lieutenants and generals. These ranged from particularly strong mortal to minor deities, either created or corrupted by the Umbral Lords. These were often called demon princes and demon princesses. It was this naming scheme that caused later Imperial priests to call any and all deities they considered evil, "Demon".
Alaric Schwarzwald

### Description

Alaric Schwarzwald is a tall and imposing figure, standing at over 1.9 meters tall with broad shoulders and a muscular build. He has dark brown hair that falls in waves to his shoulders, and his sharp facial features are framed by a well-groomed beard and mustache. His dark eyes are piercing and seem to take in every detail of his surroundings. Alaric's skin is tan and weathered from spending much of his time outdoors. He wears a long, black leather coat over a simple tunic and trousers, with a pair of sturdy boots on his feet. Despite his rugged appearance, Alaric's movements are smooth and controlled.

### Personality

Alaric is known to be a master of herbs and potions, and his knowledge of the arcane arts is said to be extensive. He is a solitary figure who keeps mostly to himself, preferring the quiet solitude of his apothecary shop to the hustle and bustle of the town.

Despite his aloofness, Alaric is well-respected in the community of Kreuzdorf, and many people come to him seeking his advice and guidance. He is known for his wisdom and insight, and he is always willing to lend an ear to those who need it.

Alaric is a esoteric and intriguing figure, with a deep knowledge of the arcane arts and a quiet wisdom that endears him to those who know him. He is a valuable member of the Kreuzdorf community, and his apothecary shop is a treasure trove of wondrous and mysterious ingredients.

### History

Alaric's backstory is shrouded in mystery, but it is said that he came to Kreuzdorf from a distant land many years ago. He is believed to have trained under a great herbalist and alchemist, and he has spent his life studying the arcane arts and perfecting his craft.

Despite his many years of study, Alaric remains humble and always eager to learn more. He is a patient and gentle teacher, and many young apprentices have come to him seeking to learn the secrets of the herbalist's trade.
Elara Iceheart

Elara is a young woman of twenty-five years, she embodies the warmth and kindness that defy the harsh surroundings around Iisengwehr. Her hair, a cascade of silver resembling moonlit frost, frames a face adorned with vibrant blueish-green eyes that sparkle like ice reflecting the sun. Elara's lithe figure moves gracefully, and she possesses a disarming charm that puts even the coldest hearts at ease.

Elara is a beacon of warmth in a town frozen by its surroundings. She is quick to share a smile, lend an ear, or serve a drink that seems tailor-made to thaw the chill in the air. Beneath her welcoming exterior lies a determined and ambitious spirit, striving to turn The Frostfall Tavern into a place where all are not just patrons but part of a larger, chosen family.

In her free time, Elara experiments with new concoctions, pushing the boundaries of traditional drinks. Her ambition extends beyond Iisengwehr, envisioning her tavern as a destination known throughout the region for its unique and delightful beverages.

## History

Born in Iisengwehr to a family of skilled potion-makers, Elara grew up amidst vials and herbs. Early on, her fascination with combining ingredients to create delightful elixirs became apparent. However, she felt a calling beyond potion-making – the desire to create a space where people could find warmth in both drink and camaraderie.

When she came of age, Elara used her family's resources to open The Frostfall Tavern. Her unique ability to craft drinks that mirrored the essence of Iisengwehr's icy beauty quickly gained her a loyal following. The tavern became a haven for locals and travellers alike, drawn not just by the warm fire but also by Elara's welcoming spirit.
Duchy of Nordtal

The Duchy of Nordtal is a duchy in the Confederation of Haystan in the Taler-Region north of the Taler-See.

It's capital is Maiengrub.

It controls the southern face of the Nordtaler-Bergen and their lucrative gold and silver mines.

The Duchy is not subject to any other state and answers only directly to the Grand Prince or Grand Princess of Haystan. As such its Duke or Duchess is a Prince or Princess of Haystan and holds a seat in the House of Princes.

## Territory

### Cities and Towns

* Maiengrub
* Neusellen
* Hugen
* Athhal
* Bergenspitz
The Starforge Smithy

The Starforge Smithy stands as a unique and crucial establishment in Sternfallster. Located near the entrance to the Sterngesteinen Dungeon, this place has an almost magical aura, thanks to the meteorite-infused metals and materials used in its crafting. The exterior of the smithy is adorned with mystical symbols, and the interior is lit by the shimmering light of enchantments.

As you step into the Starforge Smithy, you are greeted by the sound of clanging hammers and the intense heat radiating from the multiple forges. The owner, a stoic dwarf named Thrain Starforge, is renowned for his craftsmanship and ability to work with the unpredictable materials from the dungeon. Thrain's passion and dedication to his work are evident to anyone who enters his establishment.

## Products and Services

* Black Iron Blades (varies)
	+ Thrain's specialty is crafting weapons from Black Iron. Prices depend on the weapon type and enhancements.
* Enchanted Armor (varies)
	+ Starforge Smithy offers custom-fitted armour, often enchanted with protection spells and imbued with meteorite properties.
* Crystal-Infused Jewellery (2-10gp)
	+ Beautiful and mysterious jewellery pieces adorned with enchanted crystals.
* Repairs and Enhancements (varies)
	+ Thrain can repair, upgrade, or enchant existing weapons and armor for reasonable fees.
Aunia Aurelia

## Description

### Physical Description

Aunia is a young, white haired female imperial. She has a athletic build and is known to wear fully covering clothing and armour, with only her face being exposed to the world.

### Character Description

Aunia strongly believes in tradition and seeks to preserve and restore the old traditions wherever possible, even if it puts herself at a disadvantage.

## History and Lore

### Early Life

Aunia Aurelia was born late in her mother's life together with her twin sister Laelia Aurelia. Being the firstborn and the heir of her mother's titles, Aunia received an exceptional education and fully focused on her studies. As such she neglected her own personal life. The only person she was really close with and loved was her twin sister Laelia.

### Life as Diarch

Aunia stepped up to become Diarch of the Flarian Diarchy when her mother broke with tradition and stepped down from the position and abdicated. A act that went against Aunia's conservative and traditional education and one she would never forgive her mother for.

*The following is "Available Knowledge". See Availability of Information for details.*

Due to Aunia's education focused upbringing and her neglect of childhood play with other children, she is known for being a extraordinarily shy person for someone of her position. While she is perfectly capable to operate within the static and well defined structures of nobility and formal discussion, she is helplessly clumsy and shy when it comes to personal relationships, particularly romantic ones.

*End of "Available Knowledge".*

*The following is "Restricted Knowledge". See Availability of Information for details.*

After the beginning of the Crisis in the Flarian Diarchy, Aunia fell under ever increasing amounts of stress. Being unable to confine in Laelia due to not wanting to put any stress on her and not having anyone else to share the burden with, she began to use and has become addicted to Tubes of Death and Shots of Sparkles.
She gets her drugs from Captn' Eugene Astley who she is paying handsomely for the drugs and Eugene's secrecy. Aunia usually sneaks to Eugene's house herself to pick up the drugs.

*End of "Restricted Knowledge".*
North's End Cross

The chivalric town of North's End Cross lies on the North's End Delta. Guarding the east North Burn from the horrors and dangers of the deep North Burn in the west. The town's architectural style is a testament to its martial traditions. Buildings are made from sturdy materials, with stone and timber being the primary construction components. Many structures bear defensive fortifications such as battlements, and the entire town is surrounded by a high wall equipped with watchtowers. The entirety of North's End Cross, from the mighty walls and towers to the inns and taverns has a functional and militaristic appearance.

The atmosphere in North's End Cross is one of constant vigilance. The people are disciplined, and a strong sense of duty prevails. The town is a mix of warriors, hunters, and traders, all united by their commitment to maintaining the town's security. Visitors may feel both a sense of security and tension in the air, knowing that danger is ever-present on the outskirts.

The town is governed by a council of seasoned hunters and warriors, led by Lord Aric Sommerschwert, a respected figure known for his martial and tactical prowess and dedication to protecting the town. The council makes key decisions about security, trade, and resource management.

*Some points of Interest:*

* "The Shield and Blade Inn" - Inn
* "Froststeel Armory" - Shop
* "The Grand Watchtower" - Monument

### Defences

North's End Cross is heavily fortified to protect against both the elements and the creatures of the North Burn. The town boasts an elite guard trained in the art of hunting and survival. Its walls are lined with ballistae and watchtowers for early warning of any approaching threats. The North Burn may be treacherous, but the town's defences are a bulwark against the dangers that lurk beyond the North's End Delta.

## History

North's End Cross has its roots in the distant past when it was merely a humble outpost in the harsh North Burn. Over time, it grew in importance as a hub for hunting and trading in the region.
Selene Frostbote

Lady Selene Frostbote is a Beastfolk with a distinctive appearance that commands attention. Standing at a relatively short stature, her snow-white hair cascades in waves down to her shoulders, resembling the soft, pristine snow that blankets Iisengwehr. The most captivating feature is her heterochromatic eyes – one a vibrant yellow, reminiscent of a sunlit meadow, and the other an icy blue, reflecting the glacial landscapes surrounding her town. Selene moves with a feline grace, her every step purposeful and deliberate.

Despite the nobility that accompanies her title, Selene is known for her approachability and genuine concern for her people. Her demeanour is a delicate balance of wisdom and kindness, and she often interacts with the townsfolk, making them feel heard and understood. Selene's leadership style is inclusive, fostering a sense of community and shared responsibility among the citizens of Iisengwehr. Beneath her amiable exterior, however, lies a shrewd strategist who prioritizes the well-being and prosperity of her town. It is these traits that gained Selene the trust of the towns folk and allowed her to rise to the position of lady, despite her beast folk origin.

Selene is deeply connected to the magical essence of Iisengwehr's surrounding, possessing an limited ability to communicate with the creatures of the North Burn. This connection, coupled with her diplomatic skills, has helped in maintaining a delicate harmony between the town and the surrounding wilderness.

## History

No one really knows where Selene Frostbote came from but one day she started wandering the frozen streets of Iisengwehr as an orphan. She was often turned away and harassed by the townsfolk and spent most nights starving and freezing. Despite her circumstances, Selene never hid her beast folk nature and never stopped pursuing her goals. She met both benefactors and detractors with respect but employed her shrewd mind to the best of her ability. She learned various trades by at first secretly observing the craftspeople of the town and then later joining them as an unpaid apprentice.

Slowly over many years, Selene build up goodwill in the townspeople and became to be known as a reliable, helpful and friendly person. Eventually she found proper work and in due time, with the help of her new friends and found families, she constricted her very own house. From here she continued climbing the social ladder helping all those who need it until one day, when the previous lord fled the town for the warmer climate, in a heartfelt moment Selene will never forget, the townspeople asked Selene to become their lady, to lead them and represent them. The first non-imperial to do so.
Enchanted Cellar

## The Store

### General Layout

The shop is located in a basement under a family house. It is a little cramped but clean and filled with different reagents and scrolls.

### Atmosphere

The air is a bit stuffy but the basement is light well by glowing crystals hanging from the walls.

## Menu and Services

### Enchanting

* Minor Traits: 20 gp
* Uncommon Traits: 200 gp
* Rare Traits: 500 gp

### Spellscrolls

* Cantrip: 20 gp
* 1st Level: 35 gp
* 2nd Level: 100 gp
* 3rd Level: 200 gp
* 4th Level: 600 gp
The Sorcerer's Chalice

The Sorcerer's Chalice is a multi-level tavern with rich, crimson velvet drapes and walls adorned with arcane symbols that softly illuminate the room. A massive crystal chandelier hangs from the ceiling, casting intricate patterns of light. Patrons sit at intricately carved wooden tables, sipping from ornate goblets. The tavern is owned by the enigmatic skyfallen sorcerer, Elandra Moonshadow, who often performs mesmerizing displays of magic for the guests.

## Menu

* Mystic Elixir (10 gp)
* Enchanted Brew (8 gp)
* Spellbound Spirits (12 gp)
* Elemental Infusion (15 gp)
* Arcane Concoction (20 gp)
* Sorcerer's Signature (25 gp)
The World Spring

The World Spring is a massive volcano, towering over any other mountain. It is the first of the Seven Natural Wonders of Anu and is located at the northern tip of Excaria and the smoke rising from its maw visible from across the continent. While "The World Spring" is the name that was spread by the Old Empire and the name most commonly associated with it today, the first Dwarves who wandered down from the volcano called it "Aul-Kelda'Kuhl".

In the days before the Old Empire, the empire of these first dwarves, called Aul-Duroth'Tahr was one of the most prosperous societies in the old world of Anu. The dwarves of Aul-Duroth'Tahr tunnelled through the World Spring and the surrounding Blackrock Hights Mountains establishing many great mountain holds and a impressive network of tunnels to connect them. The greatest of them, jewel of Aul-Duroth'Tahr and its capital was Kuh'Karakzath.

The dwarves isolated themselves in their holds and tunnels and collected great hoards of gems, precious metals and artefacts of legendary craftdwarfship. Over time, other peoples created great societies and empires, some of which began to covet the great riches of Aul-Duroth'Tahr. This started the War of the Five, which saw the dwarves of Aul-Duroth'Tahr, the ancient pre-imperial Humans and High-Elves, the Feyed Eladrin and the Shortfolk in near constant conflict.

It was this war and The Endtimes following it that brought down the once mighty Aul-Duroth'Tahr, ultimatily being conquered by the newly established and rising Old Empire. The Imperials continued the mining operations and across the ages investigated the true nature of the World Spring. They determined that all land of Anu was created from the magma spewing forth from its maw.

Far more importantly; the magma carried up is brimming with raw magical energy, likely the source of most if not all magic on Anu. Where this magic is coming from not even they could definitively answer.

This special magic, dubbed Primordial Magic by the Imperial scholars, has many fantastic properties, exceeding even the imagination of the greatest mages. Most notably it powers the World Forge. Originally constructed by the dwarves of Aul-Duroth'Tahr, it was later repaired and improved by the Old Empire. It is the only known place in existence where Eternium can be forged.
The Allchanters

## The Store

### General Layout

The Allchanters is a large publicly accessible building. Built out of sturdy thick stone walls, with many high glass windows allowing for natural light to fall into the interior. The entrance leads into a large common hall where students and customers alike can socialise, display and brows for goods and haggle. The back of the building houses multiple workshop, equipped with almost anything needed for enchanting and artifice.

It is maintained by the student council of the Department of Magical Industries of the Shimmerhand Association. Their students have access to the many facilities, tools and reagents within the Allchanters and can use them for research or as a way to earn some money, paying a small fee whenever they do.

### Atmosphere

The Allchanters' public area is seems more like a public market and is brimming with activity. Be it wealthy customers strolling past the exhibited items or students discussing some new method of enchanting they want to try. The air is unnaturally dry and clean as it is constantly filtered and cleaned by various enchantments and magic contraptions.

## Menu and Services

### Enchanting

* Minor Traits: 10 gp
* Uncommon Traits: 160 gp
* Rare Traits: 450 gp

### Spellscrolls

* Cantrip: 15 gp
* 1st Level: 30 gp
* 2nd Level: 80 gp
* 3rd Level: 180 gp
* 4th Level: 500 gp
* 5th Level: 800 gp
* 6th Level: 1'200 gp