recursal/Fanatic-Fandom huggingface dataset:
Red Legion

The Red Legion is a small group of assassins that operate within Terragard in secret. No one knows exactly when they started or how, but the Legion assassins are very elite killers, employing methods of murder made to look like accidents. If anyone with more than just a couple enemies ever dies in an accident - people always say it was the Red Legion.

They also employ more traditional means of assassination - poison, throat slitting, strangling, thrown and fired weapons such as daggers and arrows or bolts. They rarely use magic to kill, but there are some suspected Legion activities that resulted in death by magical means, including exploding runes and magical traps of the like.

The Red Leigon has a wide network of spies in their employ, and if you ever spot a symbol depicting three raised red fists, you should first leave quickly, if the legion will allow you to keep your life, you should forget you ever saw anything. The legion is not above killing to keep its secrets, even killing their own members.

Joining the legion is no small task, getting the legion's attention is easy enough if you know the right people, the right palms to grease, or being owed the right favors. Then you must prove your worth as an assassin, and assassinate a target without anyone knowing of your involvement, only then will you even be considered.

The legion has safehouses in every major city, including in elven and dwarven cities. They know where to hole up if the heat is on, and they know when the local powers that be are distracted, and often take full advantage.
Giant Bear

The Giant Bears of the reaching forest live in deep, remote parts of the woods, also called 'The Woodsman's Death' as they tend to be very territorial and aggressive. Standing over 20 feet tall when down on all fours, this bear is often as large as a house, or larger, and can run faster than charging horses. Very little escapes from this predator if they pursue it.
Lucas Night

Lucas Night is a member of the Roofrunners a small guild of thieves and rogues in the Settlements around Lake Garrison. He approves and personally welcomes all new initiates, and assigns them tasks to prove themselves useful to the guild before granting full membership.

The roofrunners are a loose guild of sorts, which Lucas pretty much runs by himself, he does have a leader in each town, but he usually provides direct orders when needed to each town leader. He is careful with guild activity so as not to attract attention from the authorities, and keep their activities a secret.

Lucas is a member of other organizations as well, though that's not commonly known and he will not speak of it to anyone.
Worldstone

The worldstone is a massive coalescence of magical energy that serves as a source for much, if not all, of the natural and wild magics unique to Terragard.

Unique magics include dwarven Rune magic, Elven song magic, soul magic and blood magic. These magics do work outside of Terragard but to a significantly lesser effect, and not without the direct support from a power magical entity. Even then, knowledge of these magic forms are sparse and rarely put to great use.

### History

Little is known about the worldstone. One particular text claims that it was found deep under the WInterspines by the stonefist clan. They withdrew from dwarven society entirely and obsessed over its immense power. Stonefist Hold is a massive fortress that was built to protect the stone, a monumental feat of dwarven engineering only made possible by the signficant advances in magitech granted by the worldstone itself. Staffed with impenetrable stone guardians and Stonefist dwarves, the worldstone was held in one of the most secure and secret magical vaults ever conceived.

Somehow, years later - the worldstone was stolen by the forces of Ner'hor. It remains a mystery as to how they accomplished this, but the power they wielded was used to build an army of undead and starting the War of the Great Purge. The worldstone's power was brought to bear with such force that it was broken in the process and eventually the forces of good led a team of high-powered adventurers behind enemy lines to destroy it, marking the end of the war and the eventual ceasefire of Nerhor.

Normally holding the power of the worldstone would have made anyone godlike, able to even control the natural deities directly and bend them to your will. When the leaders of Nerhor found this not to be the case for them, they were enraged and decided instead to raise an army and to corrupt any powers that touched the worldstone - of which there were many. While the destruction of that army and the resulting war was vast and devastating, it did not grant them godlike powers - though few know exactly why.

### Today

Pieces of the worldstone were scattered about the realm over time as the worldstone broke down under the strain of intense use. Some of these pieces are known as sunstones or nightstones, depending on their level of corruption. Smaller versions known as 'shards' are also commonly found and hold a small amount of latent magical power which can be used to enact small amgical miracles or to form together and become sunstones (or nightstones).
Springpointe

Springpointe is a town nestled between two branching paths on the River flowing from Lake Garrison on the western regions of the Reaching Forest.

The town is quiet and well-kept, a mix of farmland and suburban housing. There are lots of nobles who live here due to it's proximity to the capital Burningbor but idyllic setting in the forest. There is bustling trade here as a stop on the trade route between Everbranch and the capital, where markets and merchants have made good money setting up shops and stalls, or selling from their carts.

The guards are well-trained and in ample supply, and there is a guild hall for many guilds. There are not many wizards who practice openly here, or offer services, but a few Halfling inventors do trade within the town walls.

## Points of Interest

**Omalo's Shoppe of Wonders**- owned by a portly tiefling warlock with shrewd business sense and a strong defiant streak. Omalo is an arcanist and atrificer and can create magic items and scrolls, as well as deals with resale of magic items and dabbles in alchemy.

**The Elated Raven** - a tavern in town that caters to all folk, with exotic drinks for upper-class customers, it's a well-to-do establishment run by a female dwarf. There are eight small rooms for rent.

**The Laughing Axe** - the inn with a seedier element.
Aether Wastes

The Aether Wastes is the southernmost region of eastern Terragard, filled with sandy dunes, rocky flatlands and towering cliffs. There is evidence that this region was once a verdant and lush oasis-like region filled with jungles and mossy valleys, and based on its current state it appears a cataclysmic event that desolated the entire region. The plants are gone due to the bad soil and stagnant water sources, the atmosphere is harsh and arid, and the whole region is filled with magical anomalies.

That's not to say nothing grows here, there are several types of cacti and thorny brush that can still survive on little to no water, and some plants seem to thrive on the latent magical energy in certain areas. There are no towns in this region, though there have been a couple outposts set up for research purposes, but supplies are spares and travel is harsh for anyone not suited to desert life and terrain.

## History

The history of this realm is largely unknown.

There have been many suspicions as to what exactly happened here ages ago that caused the land to ruin, but the truth is that no one knows for sure. The region had large fertile areas ripe for farming and lush with plant diversity, a veritable garden of eden of its time, so some believe that the race that once inhabited the Flooded Plains had expanded here, and their technological and magical prowess collapsed in on itself or was let loose on the realm after a massive accident. If you look hard enough, stone foundations can be found beneath the sand, but not a single brick or wall remains.

Other theories include a war with Dragons, as there is certainly some compelling evidence in teh magical scarring prevalent across the region. Dragonglass has been found in the sand, and some fires still burn both above and below the dunes, some say possibly Dragonfire.

Patterns in the bottom of the Shimmering Expanse showing rapid freezing and thawing are everywhere, it is assumed that the entire Shimmering Expanse was at one point frozen, though some claim no dragon could accomplish this, so other theories are suggested, such as a magical war between armies of mages, or divine intervention by the Gods themselves in order to halt civilization's rapid ascent into the ranks of powerful beings such as the Gods themselves.

Whatever the reason, there are arcane rifts, portals, and various magical anomalies that can be found across the region, where magic has worn thin the veil separating the mortal plane from the other planes in existence.
Nerhor

The Realm of Nerhor is the northernmost region in the Dreadlands, a peninsula surrounded by the frigid sea and defended on its southern border by a massive gated wall erected after the pact of three kings. The king of Neros withdrew his forces behind this wall and the nation went absent from politics and trade.

Hundreds of years later, the nation had grown insular and spiteful and their capital city horrows grew to be a haven for evil men and magicks. Outsiders were executed on sight and the workings of the city and its people were largely unknown until their emergence at the start of the War of the Great Purge.
Star-towers

The Star-towers were once towers of great power built and occupied by the seven guardian wizards of the west. After the war the land was desolate and its population eradicated - the guardian wizards that did not perish in the great war had nothing left to protect and scattered.

The star towers were located in strategic places across the region and each had a very powerful lens placed atop each one. The guardian Wizards claimed these devices were meant for the protection and preservation of the land, but were never used during the war, claiming it was much too dangerous to use and would cause even more damage than an army of undead.

Each tower was sealed by their owners during the war, and their keys hidden away to be protected.

## Towers

* Jakkari Tower:  Occupied once by Magus Xevria who was buried in a temple deep in the dead hills.
* Shadowlands Tower:  Occupied once by Devin Richtus who was buried in his family's great mausoleum in the expansive gravemounds region.
* Osgari Tower: Occupied once by Master Belsalvo who was buried in his crypt beneath the family manor in Osgar's capital.
* Mire Tower: Occupied once by Sekhis the White who was eaten by a black dragon and is considered 'buried' in the dragon's former lair, who was reported to have left after the war to join the Black Council.
* Iza'Laeri Tower: Occupied once by Viziera the Sorceress' tower is unlocked - but leads to only one empty room. Some people who venture within report strange items or clues that have never been deciphered.
* Kor'ai Tower: Occupied once by Lightheart the Soulmage who was buried in the grand palace of the Kor'ai Kingdom.
Master's Way

This faction is an order of Monks that has been lost to time and conflict. The order started in ancient times outside of terragard, and was once the purest and only form of practicing monastic traditions.

The 'master' was considered to be the creator of all, some say this is Ao, but most considered it to be an unnamed and long-dead deity that had passed out of knowledge after the Gods warred among each other for rule over the planes. Their tenants practiced strict discipline and harsh punishments for failure, but produced some of the greatest monks ever known.

Their monasteries were giant constructs in the shape of men or women dressed in ancient attire, that could rise from the ground and become walking temples to relocate the order or offer assistance in times of great need. It is said that the serenity and enlightenment of each monk within birthed such a consciousness capable of performing such magical feats.

It not known exactly when or how, but at some point in the order's history, there was a schism among its followers, some of them pushed for harsher rules and less tolerance for failure as the true path to enlightenment and perfection, while other preached for forgiveness and leniency when deemed appropriate instead. The leaders of the order all decided to further tighten the rules, to almost fanatical levels - and many monks left the order, some orders even trying to kill any monks wanting to leave.

What was left was a sect of monks so powerful and unforgiving that they became feared among all. Not seen as monks seeking peace and enlightenment, but as enforcers for their own brand of law. Many struggles and conflicts arose, and there was talk that the order now looked to other Gods for enlightenment, and had found a new master. They become reclusive and secretive, until one day they had all vanished along with their walking temples. No one knows what happened to them.
Field of Battle

An encounter randomly found in narrows dungeons, forest clearings, and ravines in which there are dozens of hundreds of discarded weapons.

The weapons animate with the spirits of the dead, and attack the party if they attempt to cross. The number of weapons and damage die depends on the CR intended, ghosts or banshees could also be spawned when triggered as well.
Emberdust

Emberdust is an ash-like substance that generates heat when moving, sometimes burning itself away to nothing.  Usually byproducts of magical fire and dragonfire, it is incredibly light and thin, like regular ash, but it burns and glows slightly as it falls/floats.  It frequently settles on the ground and begins burning again as it's kicked up by wind or by passing people/animals.  When settled, it is not warm, but if picked up quickly, or moved quickly in any way, it can become very hot and burn itself away to nothing.

Used as a catalyst in alchemy, it tastes bitter, but warm and is apt for enhancing evocation magics.
Bonerunners

The Bonerunners are a gang of wasteland bandits that plague the dreadlands, capturing easy prey and refugees to be sold as slave or used for labor. Anyone capable of fighting are often pressed into servitude in their army of bonerunners. They are named for their armor which is often decorated in pieces of bone, human and otherwise.

The bonerunners own several Screamers which they use in raids and hit-and-run tactics against caravans and enemies.

The bonesrunners have several lietenants and only two leaders, the Lady of Bones and the her right-hand man the Lord of Bones who leads her army and keeps them in line.
Turret Master

**Turret Master** is a medal.

It is unlocked after scoring 150 kills with turret killstreaks as Engineer. Turret killstreaks are Shotgun Turret and Rocket Sentry. You can't do this with Wesley because since version 20.8, his killstreak is Aim Bot and that makes him the only Engineer without turret killstreak.
The Blight

The Blight was a long span of time in Terragardian History where magical sickness ravaged the population, animals and the lands and land itself, during a dark time when Terragard was not very well explored or understood.

The cause remains unknown. It is theorized that a mage or necromancer may have caused it, developing virulent poisons and diseases, and some of it got into the water supply, or went airborne. Some say that nature released a variety of illnesses as a self-defense mechanism due to the massive deforestation and strip mining operations that began when Terragard was first discovered to have such a surplus of rich natural resources.

The reports and accounts always varied wildly, thus the suspicion that there were several diseases instead of just one, or it was one disease that rapidly mutated to overcome obstacles in its propagation. Some of hte most vivid reports were of the dead rising up and mindlessly walking to heavily populated areas, seemingly in order to spread their sickness.
The Unknown Civilization

Little is known about the lost civilization except that no one seems to remember it, nor are there any records. The civilization clearly existed, as evidenced by the large number of buildings and foundations found in the region now known as the Mire. Most have sunk into the swamp and little has yet to be found there since the start of the great war.
Blood Iron

Blood Iron is a form of armor that is made by combining Iron with Bloodstone, a red mineral that grows in bulbous clusters, looking like a metallic form of diseased flesh. Though not nefarious in any way when mined or smelted to make arms or armor, there is a superstition among most people that blood iron is made from actual blood, some say its virgins blood, other say its the blood of demons, though really the truth is just that this metal just looks ominous and striking.

If forged into weapons or armor, blood iron gets more resilient the more pressure is applied, this means weapons become harder to break the more it seems combat, and armor is hardened as it absorbs blows. Its striking red color is purely aesthetic, and it can be purified to not be a deep red hue if the color is found to be undesirable, though the metal always reddens when it begins to display its unique properties in battle, but not too brightly.
Chelyabinsk Oblast

**Chelyabinsk Oblast** (Russian: Челя́бинская о́бласть, *Chelyabinskaya oblast*) is a province (an oblast) in Russia. It is around the Ural Mountains. Its administrative center is the city of Chelyabinsk. As of 2023, the population is 3,603,339.[[1]. Chelyabinsk oblast is located in the European part of Russia.[2]residence.
The Inevitable

The Inevitable are a group of very powerful mechanical constructs, formed in the shape of humanoid figures, that come to the mortal plane to correct anomalies in space and time. They are devoid of emotion and compassion, and fulfill their goals with singular purpose.

They are not above conversing with humanoids to get information and to provide information if requested, but typically they travel directly to the source of an anomaly by flight, but sometimes chasing a particular individual is necessary to prevent them from continuing to create anomalies, and investigation is needed.

There are multiple 'classes' of Inevitables, who all come from the plane of Mechanus, a plane of clockwork machines and gods where artificial life is created and thrives.

**Arbiter** - small modron-looking sphere with one eye and small wings, with two short arms, usually is called in to negotiate or observe, its flight giving it a distinct and often stealthy advantage. Will defend itself with small weapons it can produce from compartments on its spherical body. CR 2

**Kolyarut** - made of dark steel, wears a cloak and wields a sword. Enforces important oaths and bargains that would disrupt the natural course of history and time. CR 12

**Zelekhut** - a metallic clockwork centaur with human-looking head, and golden wings. Fights with spiked chains from its arms and electrifies them for additional damage. They seek fugitives that need brought to justice. CR 9

**Marut** - appears as a large clockwork solider, pursues those who seek to prolong their life unnaturally. Fights with their enormous electrified fists, which can smash through almost anything. CR 15

**Lhaksharut** - a behemoth with a humanoid torso and six arms, but the lower half is a globe used to shift through planes and through time, with large wings and wielding multiple weapons and spells.
Sig-seals

Sig-seals (shortened from signal seals) allow fo rthe quick and magical communication between parties or individuals in Terragard. Anyone with a sig-seal that links to a specific party can communicate with that party by simply placing that seal in wax on a paper and writing on the paper, and both parties can communicate back and forth using this method.

Each faction has a sig-seal, as well as certain important individuals like politicians, ranking guild members and ship captains, etc. There are sig-scroll houses where one can purchase a seal to communicate with their desired recipient for a small fee of a few gold.

Creating sig seals is pretty easy, but its most useful function is the sig-houses monitoring and alerting the recipients of their messages, like a courier or messenger would, but instantly over great distances. without that service, a sig-scroll can be useless and unnoticed.
Guardian wizards of the west

The seven guardian wizards of the west were once a council of powerful wizards who formed after realizing that their nations had spoiled the land and it would lead to their downfall. Their nations and kings would never come to peace without intervention from powerful neutral parties, so they stepped up with great success before the start of the Great war and formed the pact of three kings.

## Members

* Magus Xevria, a powerful summoner. She helped facilitate effective trade, labor, and communication between kingdoms.
* Devin Richtus, a famous enchantment mage, coming from a long line of great orators, politicians and kings. He helped with disputes and served as an advisor to the three kings.
* Master Belsalvo, a secretive but unmatched artificer who created magic items and machinations beyond anything thought possible.
* Sekhis the White was an unmatched evocationist, and was obsessed with learning the forgotten secrets of the magicks of history, even those forbidden to others. He
* Viziera the Sorceress, a famed planeswalker - one who travels the planar multiverse.
* Lightheart the Soulmage worked tirelessly developing new experimental magics and learning about the various sources of magical, including the ones specific to Terragard which brought him here long ago.
Za'kir

The Za'kir are an ancient race of humans that rose to power and were destoryed in the wars of Terragardian history. Residing in the south, it is claimed that their lust for magical power overtook them and they were destroyed from within, or were wiped out by higher powers, it is not known for certain.

They were known to be ruthlessly warlike, and isolated from other nations of their time, dominating the oceans around their coastal regions and constructing massive monuments within their borders.
Solomir

Solomir was once a famous and infinitely powerful wizard who attempted to ascend into godhood after becoming bored with his quick and effortless mastery of the arcane.

Little is known about solomir except that he had a multitude of laboratories and libraries. He had access to power sources as powerful as they are incomprehensible. He was rumored to have altered and bent all the laws of the planes, and unlocked the secrets to life and undeath, and bent time to his will. He seemed to know everything even things so far beyond the comprehension of mortals that his ascension had to be directly stopped by the ruling divinity of the planes.

Since he was struck down by the gods, he had never since been seen or heard from. His magical lairs and labs are much sought-after by scholars and researchers, but none have ever been found.

## Storylines

Solomir is the main antagonist in the story plot Return of the mad Wizard
Grave Woods

The Grave Woods, (previously known as the Grave Barrows, before the entire region was known as the Barrow downs) is a lush mossy region of the Barrow Downs region that used to be one of the oldest forests in Terragard. The forests were used as a place of rest by many armies in the turbulent first three ages of Terragardian history, many wars were fought and many soldiers rested under the branches of the thousand year old trees. After every war, there were always battlefields full of dead, and most of them had lost their homes and families, and so church would bury the lost in the forest, the one place known where they last found peace and solace.

After many wars and many fallen, the forest began to fill with graves, every tree having a dozen or more headstones at it's feet.

After The Great Purge, the land in the barrow downs region was worn and became sick, and the forest's trees stopped bearing leaves, and grew brittle and bare. The smaller trees died first, followed by most other vegetation except for mosses and vines, and all that remains today are the massive roots and trunks of what once were the tallest and grandest trees in Terragard. Now they serve as towering monoliths to the many fallen, and a warning for many, as the forest may not be as dense as it used to be, but the roots and the paths between them are still dangerous as ever.
Thirteen Months

Most inhabitants of Terragard follow a calendar introduced by the Elves during the first winter everseason. Each month is 28 days in length, 13 months in total per year, starting with the Elven holiday marking the beginning of the Month of Earth.

1. *The Month of Earth - Named for the Elven holiday celebrating the earth and nature in late summer*
2. *The Month of Harvest - Named for the harvests of crops by the elven farmers.*
3. *The Month of Nets - Named for the bountiful crop fished from the rivers in fall as the fish spawn in rivers.*
4. *The Month of Rain - Named for the falling of the last leaves, as well as the high precipitation.*
5. *The Month of Winds - Named for the windy weather and lower temperatures.*
6. *The Month of Darkness - Named for the early setting sun and longer nights.*
7. *The Month of High Cold - Named for the coldest of temperature usually occurring during this time.*
8. *The Month of Ice - Named for the melting snow and fluctuating temperatures.*
9. *The Month of Hearths - Named for the warming weather and a month of renewal in nature and in families.*
10. *The Month of Seeds - Named for the planting season, crops and trees alike.*
11. *The Month of Timber - A month of labor and work, named for the lumber harvests.*
12. *The Month of Clans - An early summer month named for the strengthening of bonds between family and friends.*
13. *The Month of Songs - The summer month of relaxation and leisure.*
Great Purge

The War of the Great Purge happened within one of the most recent ages of Terragard, when the Black Council stole the Worldstone to gain a horrific amount of power and conquer the land. With such power, they raised an undead army and easily conquered entire civilizations around them at an alarming rate. The Guardian wizards of the Secret Fire banded the remaining nations of elves and men together to form the Inquisition of the Elder Fire. A conjoined army of clerics and paladins and other folk to defend the world against the undead threat.

After a hundred years of war - through terrible losses, magical and technological horrors, and the inclusion of many inner and outerplanar reinforcements for both side of the conflict, they finally claimed victory against the undead.

There is some debate around the degree of their success, as there never was a siege against the city of Horrows and the region of Ner'horrows still remains a dangerous - though sequestered, region in Terragard. The undead armies were purged but the city remains and many of the black council still live. A new undead threat could arise again one day should they ever amass the power again to do so.

When victory was declared, the High Inquisitor declared the Inquisition was over and order her generals to disband their troops.
Trieste

**Trieste** is a city and seaport in northern Italy and, according to the storyboard of the Plane Scene, the last known location of Pavel's family during Operation 98H1 and the Gotham Incident. Trieste is also notable for having been the home of the acclaimed author James Joyce during much of the period between 1905 and 1920.
Critical success

A citical Success is when a die is rolled and the result is within the crit range (normally just a 20) This makes success automatic regardless of the actual resulting number after modifiers, sometimes it even adds a bonus to the success of the test, such as extra damage, additional information, or a descriptive flourish to the players action.

Results of critical success are always at the DM's discretion, but feel free to suggest possible rewards for a critical success, the cooler the better!
Modrons

The Modrons are the mechanical servants and soldiers of Mechanus, the realm of clockwork and machines.

## March of the Modrons

There was a time, ages ago, where once an age the Modrons would descend upon the mortal realm and record and evaluate every single object of worth on the mortal plane. For most, this was an inconvenience, a modron would come into your house, look around, maybe open a few boxes or chests, and leave. For others however, it was more turbulent.

During the first few marches, banks would have their vaults smashed open, shops would have their doors broken down, and some caves would even be partially excavated, exposing secret places full of danger and ancient evils. Anyone who resisted was killed, whole bandit gangs dead by the modrons after they thought they could just fend them off; some towns lost most of their guard after a modron would kill an innocent who refused the modron entry, and the guards who try to protect the people not fully understanding.

After the first few marches, word spread that the modrons would not harm anyone who complied, and so shops and banks would just open their doors and vaults in order to help the march along. After several ages of this, once day - they just stopped. Shortly after, the Transmutation Bankers were founded, thus the suspicion that the Teller actually replaced the need to the Modron Marches, and thankfully so.
Forests of Terragard

The Forests of Terragard are rife with magic, and always have been. Strange things seem to happen deep within the forest,

Elves across all the planes are naturally attuned to the magics of nature, and in Terragard the magic permeating the forests and earth are especially potent. The elves live in harmony with this power, using it to protect the forests and themselves as it keeper.
Great Jakar Barrier

The Great Jakar Barrier is a man-made wall of weapons and armor from fallen soldiers on the Dead Wastes of the Barrow Downs region of Terragard.  It is named for the great Jakarian army who were completely wiped out on the battlefield in one of Terragard's most bloody campaigns in its history.  No one knows how the wall was built, but its made of hundreds of thousands of breastplates and shields held up by pikes and spears, and swords.

The barrier is constructed of hundreds of thousands - possibly millions of weapons from fallen Jakarian soldiers, collected from the bloodiest battle in the Jakarian Empire's campaign to conquor their enemies. The top half of the barrier is a menacing solid mass of iron shields, breastplates and blood, the bottom half is comprised entirely of blades and shafts from swords. pikes spears, lances and other weapons.  Some say that it looks like there may have been soldiers in the armor when the pikes were run through, but the armor is positioned and affixed too neatly, it looks more like a memorial than a massacre.

These weapons and armor are ancient and not very effective, nor are the valuable by themselves, they can still be found in the plains of the Dead wastes laying in the ground. To remove a piece of the barrier is considered very bad luck, and disassembling the barrier to pass is considered taboo, its said a curse will befall anyone prideful enough to break the line that so many dead men made.

Whatever it's original intention was, it now serves as a superstition to ward away most visitors or curious travelers who venture too far west of the Lowwind Hills.
Order of the Silver Exiles

The order of the Silver Exiles is a group of lycanthrope hunters who are sworn to their cause for the rest of their life. Many of them are exiles or criminals who chose to fight against the spread of lycanthropy rather than face incarceration or death, but some volunteer. Regardless of commitment, they are exiles for life, branded with the order's mark, and are forced to drink a solution that adds silver to their blood so as to prevent them from ever turning, and make them dangerous to lycanthropes even in death. A vial of their blood is preserved before they imbibe this solution, acting as a phylactery.

Secretly, this solution also contains an herb that makes them pliable to command during the first few doses, and are conditioned during training to listen only to the seekers and the Hand. Should an exile attempt to abandon their duties after this initiation, their phylacteries can be used to locate them no matter where they are on the plane, and will be hunted and executed by the seekers. This keeps these incidents to a minimum.

## Goals

To eradicate the spread of lycanthropy anywhere is it found in the world, and protect innocents against them. They also have sworn to peacefully cure anyone who has become infected should they seek the order.

## Structure

The order as it exists in Terragard currently is led by the Master of Exiles.

He commands the silver seekers, a group of veteran hunters and trackers that pursue lycanthopes and attempt to root out their true nature if there is suspicion that one may be living among peaceful folk.

The seekers command the largest group of the Order, the silver exiles themselves, who are trained by the seekers and are used as reinforcements to catch and/or kill a lycanthrope. They are trained since they should be dead, their lives now belong to Malar, the God of the hunt, so if their death should help capture or kill the shape-shifter in any way, it is worth sacrificing themselves to redeem their Abandoned honor in the eyes of the Gods.

Seekers do most of the hunting and tracking to locate a lycanthrope, and bring in the exiles only when they are ready to strike. Since most major lycanthropes can overtake a group of silver exiles, and it can be difficult to tell it's full power until its revealed, the exiles often perish in any attempt to overtake one. Due to this, very few exiles ever become a seeker, as most of them are killed in the attempt.

## Limits

The Silver Exiles are not to allow any innocents to be harmed, are not to kill anyone that is not a lycanthrope, and no execution can be performed without concrete proof of the infection, usually a first-hand account by a seeker of exile.
Dragonglass

Dragonglass is a type of glass that is formed when a dragon's breath melts stone, sand, or freezes water into a petrified solid state. There are several types of this glass that have been collected:

* Embershard- formed when fire breath melts stone, is very strong and is the heaviest of all dragonglass, it can be chipped away at and formed into crude sharpened edges, and has the translucent color of a red so dark it appears black.
* Amberglass- formed when fire breath melts sand. This type of dragonglass is somewhat flexible, but and has the color of a dark orange or brown.
* Thunderglass - formed when lightning breath hits and disperses through deep compacted sand, the result is long string-like ropes of glass. These ropes are incredibly flexible and light, and can be woven into a lattice for armor, the highest sought-after type of glass as it is the rarest and is useful for a variety of magical purposes. This glass is completely clear except for a few flecks of blue in the reflection.
* Ashglass- Formed when lightning breath petrifies a tree. It is not as heavy as Embershard, but is similarly strong, however is much rarer than Emberglass or ambershard glass, it is a light brown color marbled with white petrified flecks and deposits of ash.
* Greyshard - formed when ice breath solidifies and petrifies water, and is very light and brittle, it is able to stay together when cracked or shattered, it unclear as to how or why. When cracked, it offers about the same level of protection with increased flexibility.

The quality of these glass deposits vary, based on the quality and purity of the material that is melted and solidified, and there are some rare weapons that exist having been forged from dragonglass, but only a few smiths are said to be able to work with it, though none of them will confirm its true. Dragonglass is primarily sought after for its ultimate magical channeling abilities, a wand, staff or focus made from dragonglass is said to empower a spell to new heights and is sought after by not just kings, but by members of the heavens themselves.
The Sundering

The Sundering was a great cataclysm that occurred roughly 700 years before the current age of Terragard. It rent the continent almost in two, forming a large crevice in the land from the Burning Mountain all the way to the south seas, essentially separating the continent into two parts. This crevice is known as The Span

The northwestern range of mountains above newly formed The Span were ripped from their roots and turned upside down, falling into the sky. This region eventually stabilized and the mountains remain floating in the sky to this day, known as the Skylands.
The Maelstrom

The Maelstrom was a magical anomaly that occurred in the seas around Terragard and other island continents, cutting off all means of travel with the outside world. Supposed firsthand accounts of The Maelstrom revealed it to be one of the most violent storms you've ever seen, with ten times the lightning, plus magical energies raining from the sky in every form. Conjuring firestorms, raining acid, rays of frost, as well as teleportation anomalies tossing you about and teleporting huge amounts of water, ice, and earth. Some pockets without air, without sounds, or without anything, some ships sailing into pure nothingness and never returning."

Even teleportation magic and magical communication was cut off completely, and those who attempted to overcome this magical interference mostly met with disastrous failure.

There was one ship that was fitted to travel safely through the Maelstrom, made primarily of a magically resilient metal, including a shell that protects the crew and passengers from the dangers of the storm, but it never returned form one of its trips, though it was spotted many times, and supposedly change hands many times throughout the age of the Maelstrom.

The people of Terragard, now cut off from any aid or communication from their home countries and people, panicked and the political and social climate of the civilizations spoiled quickly, though much of this period of history was poorly recorded, and fewer records remain still after the Maelstrom cleared, but one thing is known: entire civilizations were wiped out, massive wars were fought and one civilization is suspected of destroying itself completely developing magical weapons to fight its enemies.

Researchers records from that time indicate that the suspect was a weakening between the planes causing the elemental chaos to leak into the mortal plane, but something like that would require a massive shift of power between the divines, enough to destroy or create several Gods.
Splinters

The Splinters are a faction of outcasts and bandits that operate in the reaching forest region. Known as the 'splinters' for being such a pain in the authorities sides and for some reason they cant seem to eradicate the source, the name came more from their detractors than their own choosing.

A lot of splinters operate for greed and violence, but there are signs of organized leadership and even have claimed tactical resources found in the forest and robbed caravans, and seem to be hoarding them for unknown purposes. Since they operate across a large region policed by several authorities, they haven't ever been pursued for long enough to locate their main base of operation, though some people have stumbled upon operations and temporary camps and reported them.

There has been some call for the eradication of the Splinters entirely, but no formal organization by any leaders has been formed in order to hunt and track them to their source. It is presumed they have a large number of members, so eradication may require large resources and manpower, suspected to be bordering on the scale of a small war.
Will-o-wisp

Will-o-Wisps are forest spirits that are sometimes spotted a floating lights. They can manifest in many different forms and colors. Most Will-o-Wisps are harmless, and are completely unable to affect anything physically, they simply exist and that is all.

There are more potent versions of these wisps however that appear to be hostile and can use magic to shock people or anything it deems hostile, as well as absorbing life forces from downed foes. Some have even been known to speak a variety of languages, though talking to one is mostly unpleasant as they are largely unfriendly.

Soldiers fear fighting battles in the deep forests, as a large number of wisps may appear during the battle to quietly execute any soldier who falls and is not quickly healed, but this is mostly stigma, as the wisps are not hard to repel with force, especially magic.
Orsarian Empire

The Orasrian Empire is an ancient empire named for it's home nation of Orasarus, a nation of great wealth and lavish lifestyles, but remained good-natured and benevolent even when it meant sacrificing the nation's strength for its people to not suffer, a weakness that was exploited many times over.

## History

The Orsarians were excellent diplomats and formed their empire in peace time of the 4th age (?), forming alliances and finding mutually beneficial ways to create pacts and treaties and trades in exchange fro absorption into the Empire, many other nations were weakened from war and atrocity, and found the Orsarians capable leaders. In it's peak, the empire was considered to cover over 1/3rd of the known civilized world at the time.

War tore the Orsarian Empire to pieces, but Orsarus remained standing through war, though not unscathed. Orsarians were always well-financed and well-known for being stubborn. Their army was superbly trained and very capable, even small units of Orsarian troops could fend off a small army in the right conditions, trained to utilized the chokepoints and the secret passages in Orsarian cities. The Capital Il Dereaux, never once fell to an enemy, though many tried and many breached the walls, they only found a nest of angry hornets - the city itself seemed to strike at them with traps and well-designed defense points.

Though intelligently prepared for combat, their standing army was few in number, peace time weakened their preparation and they lacked the numbers to ever fully mount any assaults, only defensive measures. They ceded almost every piece of Orsarian territory at one point in history or another.

## Culture

Orsarian Culter was that of luxury, and decadence. Parties were extravagant and frequent, entertainment was extravagant, and intellectual games and political rivalries were a favorite pastime of the people. Orsarians loved free markets and trade, and not just of goods - information, wealth, positions, services. Everything of value could be traded or bought, Orsarians consider their debts very serious and it is unthinkable to renege on an established accord. Above all, Orsarians were taught that kindness and compassion were the most virtuous of traits, and though not everyone had these traits, to show one's discompassion was a social faux pas that could ruin a noble house quickly.

The empire was well-funded, Orasarus was lousy with gold mines, and they were able to trade their resources for anything they wanted from as far away as they could imagine. The working class in Orsarus did not always enjoy the rich lifestyle of the noble-born upper class, but the upper class were never cruel. Even the hardest laborers were paid fair wages and well-looked after in times of distress and need.
Lozrat

Lozrat is a black dragonborn warrior enlisted in the ranks of the Silver Exiles he pursues multiple lycanthopes through the Reaching Forest and surrounding regions in an attempt to purge them. He is a middle-ranking initiate that usually takes lower-ranking initiates out with him to train or hone them on hunts.

He is a relentless pursuer and ruthless fighter, having previously been a mercenary assassin for a dark clan in his recent past, when caught and tried he was to be executed, but was approached by the Exiles to join their ranks and has sworn his life to their cause.

He takes his station too seriously, as he believes all lycanthropes should be wiped out, instead of just the lycanthropes who cause trouble. He will pursue any lycanthrope regardless of the Exile's orders, but his efficiency cannot be denied and has received little punishment for straying off course.
Ewan Yafrenzaded

**Ewan Yafrenzaded** is the manager of a Gotham City bank owned by the Mob. He is featured in the Bank Scene.

Obviously, Yafrenzaded's bank had mob connections; a fact known to the Joker and his men but somehow not known by the Gotham District Attorney or Police Department.

Yafrenzaded was an unusual bank manager in that he knew how to handle a shotgun and was willing to use it. Unfortunately, every mobster in Gotham was a joke compared to the Man Who Laughs and his clueless henchmen.

## Also Known As

* **Out Riite**
* **Ewan Euphrenzaded**
* **Junior Franz R. Dedd**
* **Alex**
* **A. Mob Banque**

## Notes and Theories

* Depending on how one hears the line in which he introduces himself, the identity that the character gives for himself may actually be that of *Ewan Yafrenza's dad.* The significance of Ewan Yafrenza in this context (is he a crime fighter whom the bank robbers would know and fear? A celebrity whom the bank robbers would know and love?) is unknown, however.
Rykin Data

**Rykin Data Corporation** was a database corporation that collected digital information and patented D.I.R. programs.

On January 21, 2004, the company applied for a patent on a revolutionary new program that could purge all of a subject's data, hence its name, the Clean Slate. In light of this, Daggett Industries bought out the company in order to retrieve the program; only for Daggett to discover that the program was most likely not real.
Gotham Incident

The **Gotham Incident** was a five-month event taking place in Gotham City probably taking place between August and December 2013. During the incident, the city was held hostage by noted Huge Man Bane and the League of Shadows. It is characterized by the heavy damage caused to Gotham City Stadium, the collapse of the sewer systems, nearly all bridges connecting Gotham to the outside world, and countless crashed planes with no survivors.

## Recorded Deaths

* Mayor Anthony Garcia
* John Daggett
* Foley
* Bruce Wayne

## Theories

* Near the end of the Post-Credit Scenes, Bane's attempt to blow up Gotham is foiled when a plane on autopilot (i.e. a computer-controlled flight plan) flies the bomb away from the city. Some have interpreted this event as symbolizing the victory of the Flight Plan over the Master Plan.