recursal/Fanatic-Fandom huggingface dataset:
Ilneval

Ilneval (ill-nev-all) is the daring war leader, ever leading the charge into battle with only victory and destruction on his mind. Before a battle begins, however, he carefully plans his strategy to maximize his chances of winning and inflicting terrible damage. Ilneval is more cunning than Bahgtru and nearly as strong. His bravery inspires great loyalty to his own superior. He brooks no challenge to his position, always destroying any potential rival. Ilneval is seen as the patron of powerful orc crossbreeds, particularly orogs and tanarukks.

The church of Ilneval occupies a powerful position in orc tribal life, second only to the church of Gruumsh, and they work together to oppress other faiths to ensure that position remains unchallenged. Many members of the clergy are officers in tribal armies, answerable only to their chieftain. Though the church of Gruumsh is responsible for issuing the call to summon a horde, it is the duty of the temple of Ilneval to marshal the scattered tribes into a horde united against a common foe.

Clerics and adepts of Ilneval pray for their spells at dusk in preparation for the night's battles. His church observes few holy days, other than obeisance to those honoring Gruumsh in a token display of loyalty to the One-Eyed God, for Ilneval is not interested in dwelling on past victories, but plotting new ones to come. The most sacred celebration of the year is held annually during Urtkharankhui, when Ilneval's clerics assemble hordes of orc warriors to swoop down on civilized lands, spreading destruction and violence. Many clerics multiclass as fighters. Only adepts of the most primitive tribes multiclass as barbarians.

## Dogma

Strength is as much a function of the mind as one's body. Train hard and think craftily in preparation for war, for all life is an endless battle. Unite your tribe into a raging storm, for there is great strength in numbers if all can work in concert. Once the time for combat is nigh, however, charge into the fray undaunted and let the blood fly where it may. Only through personal courage do you prove yourself fit for the mantle of leadership.
Settlement Template

The City of Examplehood

## Settlement Name

Paragraph or two synopses here. Origin of the city's name can also go here.

## Geography

Paragraph or two describing the climate, geographical features (like a city being build into a mountain or whatever), things like that.

## History

Paragraph or two synopses here. Origin of the city's name can also go here.

## Reputation & Relationships

Paragraph or two synopses here. Describe the way other settlements view this settlement and the relationship with other settlements.

## Notable Locations

* List of Locations within the city that **are not** businesses.

## Inhabitants

Paragraph or two synopses here describing the races and unity of the settlement.
Blackstone Mire Mines

## Description

Blackstone Mire is a mine near the settlements of Durnekesh and Kohzik, owned and operated by the Ordin Empire Mining Company. Apparently as of late there's been dissent by the workers with complaints of unfair treatment and **strange noises being heard deep in the mine.** As such there is an open contract for mercenaries to investigate the noises.

## Quest

The real issue with the noises in the mines is that a necromantic alchemist snuck into the mine one night and began to make house. Over the course of the history of the mine being open, plenty of accidents have happened which of course led to plenty of bodies for the necromancer to reanimate. After building up a sufficient force he has began to move upwards in the mine, capturing living subjects to do horrific experiments on.

## Notable Items

* Example
* Example
* Example
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The World

In the world of Malero there are ten major continents, two sub continents, and four Great Seas. It is thought that these continents haven't actually existed since the creation of the material plane and instead they were created when the racial deities of the world had their falling out and became enemies to one another.

## The Big Ten

The ten major continents are typically ruled by one or two major races, and are all in an almost constant state of war.

* Myralwin
* Pruinoa
* North Auros
* South Auros
* Ordomov
* Jiwemazingira Isles
* Pencheno
* Gristley
* The Hollyhaal Islands (Formerly one continent)
* Everfrost

## The Little Two

The two sub-continents of Malero are populated largely by one group of people, the Scholars. A world wide order of the most talented magic users and smartest minds across multiple planes.

* Insulam de Scientia (The Isle of Scholars)
* Feriae

## The Four Great Seas

* The Great South Sea
* The Gelid Sea
* The Breathing Waters
* The Deep Divide
Orburkhan

## Orburkhan, Father of Oaths

Creator of Curses, Master of Curses, Keeper of Oaths. Orburkhan is the Pravia whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse. Sometimes called Malak, Orkey, or Mauloch, Orburkhan is considered one of the most evil Pravia by the High Elves due to his membership in the House of Troubles. He is the patron Pravia of the Orcs. Orburkhan's teachings put a large emphasis on conflict, and he seems to enjoy watching mortals fighting one another. While not technically a "good" Pravia, Orburkhan does have, to a certain degree, a sense of honor and an almost paternal concern for his followers, especially the Orcs. Orburkhan was not allowed in most Pravia meetings, most likely because of his divine origins. He is the god of orcs, curses, the betrayed, and the ostracized.

Many accounts paint Orburkhan as a Father who is very protective of his followers and who becomes vindictive when they are wronged. Orburkhan has been known to send agents to free enslaved ogres, orcs, and trolls, since they should not be servants to anyone except Orburkhan.

## Realm

The Ashpit is Orburkhan's plane. While not one of the original planes, it was created when Orburkhan was spawned in the Era of the Olds. It was designed according to Orburkhan's spheres—emptiness, betrayal, broken promises, and anguish—and his personality. Such is the opinion of mainstream scholars. However, the Orcs and those loyal to the Code of Orburkhan believe they are rewarded in this realm with immortality, drink, food, and constant battle, all with their father Orburkhan. The realm mostly consists only of dust, palaces of smoke, and vaporous creatures; anguish, betrayal, and broken promises like ash fill the bitter air. Few mortals manage to reach the realm, where levitation and magical breathing are necessary to survive. The Scholars have been known to bottle this thick, roiling vapor.
Beverages of Ordomov

There are a variety of recreational alcoholic beverages that are found across Ordomov. Many inns and taverns allow people to relax and drink while listening to a bard perform. There is a common rule among wild orcs though, if you make eye contact with one you either owe them a drink or a fight.

### Cultural Impact and Effects

Alcohol is an important social medium in the lives of Ordomov's inhabitants, though there is something of a love-hate relationship with it, which can be seen in the many people who enjoy it, and the people who abuse it. There are many such alcohol and drug mixtures that have been rising in popularity and these new drinks are often highly addictive and dangerous. One such drink is **F̄ạn-Dein,** which translates directly into "Dream Walk". It has historical use in many shamanistic rituals but as of the late 2nd Era has been increasingly popular among the general population. Within the cities of many Ordomovian empires, the use of F̄ạn-Dein is banned.
Gruumsh

Gruumsh (Groomsh) is the aggressive and driven leader of the orc pantheon, only subservient to Orburkhan. Constantly battling other deities for what he feels was stolen from him at the dawn of creation, he pushes the orcs of the world to follow his example and conquer and slay their enemies. His great spear is covered in the blood of elves, and his ever-burning torch is reflected in his one remaining eye.

Gruumsh's church relates the legends of the orcs from generation to generation and spreads the worship of the deity through fear, inspiration, and an iron hand. The church takes an active role in the clan leadership, undermining a secular leader that opposes its goals. They are responsible for the elimination of the sick, weak, lame, or unfit members of the tribe, regardless of age or status.

Clerics and adepts of Gruumsh prepare their spells in the dark of night. Their holy days are the times of the new moon and anniversaries of great battles against elves, dwarves, or other orc tribes. Those in wild areas sometimes multiclass as barbarians, while those living near or in civilization commonly multiclass as fighters. Particularly zealous clerics gouge out their left eye as a sign of devotion.

## Dogma

Seek unceasing war against your enemies, and kill or enslave those that oppose you. Acquire territory and living space. Destroy elves, their homes, and their lands. Crush the dwarves and take their deep caves for your own. Be strong, and be prepared to show your strength at any moment. Showing weakness is the key to an early death. Those that are too weak to fight for your tribe should be put to the spear. The greatest gift that He Who Watches gave to the orcs was the ability to survive where the weaker races would die. Build your strength in these lands and use them to overrun your enemies.
Tenner Taxon

## Lord Tenner Taxon

A portly, noble looking man.

 Lord Tenner Taxon

By all accounts, a rich and privileged man, Tenner has presumably never worked a hard day in his life, at least, according to the public anyways. Realistically, however, he spends very little of his monetary funds and saves it up, using most of his free-time on performing alchemical experiments and creating mixtures that are both drug-like and beneficial.

## Biography

### Personality

While he likes to be considered as a bit of a nice man, truthfully he just doesn't care much. He isn't really interested in anything beyond inventing the next hit drink or underground drug concoction. He's a man of little words and the few words he expends are often self-praise or disdain.

### Family

The Taxon family has been rich pretty much as long as history is willing to show, but they've always been disjointed. No members of the Taxon family typically live together into adulthood, often striving to pursue their own businesses and goals.

### Personal Goals

He simply wants to live out the rest of his days working on his craft, undisturbed by the general public.

### Day-to-day Activities

Tenner spends most of his days wandering his home, babbling to himself and working on alchemical concoctions.

## Possessions

A list of essentially what is the character's inventory.

* Signet ring of the Taxon Family - 5 Piece of 10
* Silver coated dirk - 6 Piece of 10
* Fine clothes and robes - 2 Piece of 10

## Reputation

Tenner Taxon's reputation is truly mixed. Among the criminal underworld, he's known as a popular ***spice*** merchant, and among those who live a more polished lifestyle, they often consider him a strange hermit of sorts, one who hasn't left his property in nearly 10 years.
Doctrinus

God of Wisdom and Logic, governing the realms of literature, law, history, and contradiction. Doctrinius is often worshiped by wizards, mages, and scholars alike. The Isle of Scholars has an order called “The Order of Doctrinius”, and their job is to upkeep and protect the most important documents, scrolls, and books of the planet. Because Doctrinius is the god of wisdom, his temples are organized like academies. The Schools of Doctrinius are among the most knowledgeable research institutions in the world, and are incredibly widespread. It is said the Isle of Scholars is comprised of the best of the best of these schools.

### Commandment

*“Doctrinus says: Know the truth. Observe the law. When in doubt, seek wisdom from the wise.”*

### Prayer

*"Come to me, Doctrinius, for without you, my wit is weak to sort the wheat from the chaff, and my eyes should neither know the true from the false, nor sense from folly, nor justice from prejudice and interest."*
Dracoterrae

The God of Man and War, and is considered one of the greatest heroes of Mankind. Much of his life as the mortal Tiber of Auros is shrouded in legend and hearsay, but one feat is undisputed: he became the first person to successfully unite all of the nations of North Auros under a single Empire. Upon his apotheosis as the god Dracoterrae, the Eight Divines are said to have rewarded him for his accomplishment with a place by their side as the Ninth deity within their pantheon. Dracoterrae is worshiped as the protector and patron of just rulership and civil society, as well as the patron god of warriors and heroes.

### Commandment

*“Be strong for war. Be bold against enemies and evil, and defend the people of ~~North Auros~~ Malero.”*
Cycluminus

## Details

### Titles

The God of the Cycle of Birth and Death, Lord of the Wheel of Life, The Mortal's God

### Domains

Life Domain, his followers however are not granted Raise Dead or Revivify, and are instead granted Life Transference where Revivify would be, and Greater Restoration where Raise Dead would be granted.

## Worshipper Details

### Favored Weapons

The Mace of Disruption

Regarded as the spirit who brings mortals both into and out of the world through both life and death, in a cycle that should not be disturbed. He is the god of burials and funeral rites, and is generally associated with cyclical occasions, such as the seasons and life and death. His priests are staunch opponents of necromancy and all forms of the undead, and are empowered to bestow Cycluminus' blessings which prevent the forceful misuse of a mortal soul. Thus, any body properly buried by a priest observing the proper rituals is protected by Cycluminus' Law from being raised as undead. Because of this, necromancers often view Cycluminus as their ultimate enemy. Because of this association with, and protection of, mortality, he is sometimes called the Mortals' God. Many clerics and paladins set on pilgrimages to rid the world of such foul creations and are thought to be immune to the effects of raising the dead.

### Commandment

*“Cycluminus says: Honor the earth, its creatures, and the spirits, living and dead. Guard and tend the bounties of the mortal world, and do not profane the spirits of the dead.”*

### Prayer

*"Come to me, Cycluminus, for without you, there is neither breath nor beginning, nor can any man live, love, or learn without the spark of your spirit."*
The Garden of Twilight

The Garden of Twilight is the prime example of the aristocracies influence on the construction of the A.B. Titanesque. Pompous, overly decorated, and serving nothing cheaper than five silver pieces, this restaurant is filled with expensive to upkeep plants from exotic areas and serves exotic fruits. There's even a strict attire policy at the restaurant.

### House Rules

* One must wear the proper attire while in attendance.
* One must speak at an appropriate volume while in attendance.
* One must watch their language while in attendance.

### Decoration

Extravagantly decorated with exotic plants and flowing fountains with a professional band playing in the house every night at Eighteen o'clock, this fancy restaurant is all that a rich man could hope for.

## Menu

#### Drinks

* Gnomish Nobtoes Mead *[5sp; violet, translucent, smells like smoke]*
* Dancer Cider *[1gp; amber brown, opaque, smells like roses]*
* Halfling Took Stout *[10sp; ivory, glowing, smells like flowers]*
* Dwarven Goldheart Wine *[7sp; red, translucent, smells like dew soaked grass]*
* Halfling Lavishburrow Rum *[5gp; purple, cloudy, smells like lavender]*

#### Food

* Blackberry and Jellyfish Pie (10gp)
* Orange Melon Tart (1gp)
* Special Spiced Grilled Stag (1gp)
* Luscious platter of fungus, fish, and tomatoes (12sp)
* Spicy lobster and Garlic Grilled Shark Chops (20gp)
* Wyvern Tail in Ginger & Cinnamon (18gp)

## Owner

The restaurant is an overweight male dwarf named Klaus von Elchhöhle. He holds a grudge against trolls.
Shargaas

Shargass (*shar*-gas) is a dark and brooding deity of terrifying cruelty and evil. More cunning than Ilneval, his scheming and efforts are cold and calculated. His hatred of non-orcs is rooted in a basic hatred of life itself, and he even views orcs as little more than killing tools to be discarded when their usefulness has run out. He is thought to stalk in the depths of the earth, deep beneath the caves of most orcs, and is seen as the patron of orc tribes that live in the Darkgrotto.

The church of Shargaas is secretive in nature, its members usually hiding their affiliation from the rest of their tribe. The temple is a powerful, but hidden force with most tribes, methodically culling the weak to strengthen the tribe as a whole. Shargaas's clergy can strike fear into even the most powerful orc chieftain, for they often eliminate leaders they see as cowardly or ineffectual with a sharp blade in the back under cover of darkness. The church of Shargaas often works on the edges of enemy battle groups, silently eradicating those who might raise an alarm or put together an effective defense against a burgeoning horde.

Clerics of Shargaas pray for their spells at midnight, when the world is shrouded in darkness. His clergy gather under the darkness of each new moon to honor the Stalker Below in a dark ceremony known as the Chant in the Abiding Darkness. The faithful are required to bring an item of great value to its previous owner to sacrifice to Shargaas, preferably the heart of some enemy. The assembled then begin chanting a series of ritualistic prayers to the Blade in the Darkness, pledging to serve as his silent and deadly weapons. Many clerics multiclass as rogues.

## Dogma

The darkness is cold and everlasting, but provides a dark mantle for the blade in the night. With silent stride and hidden hand, cull the weak from the tribe and eliminate all other races. Go down into the deep tunnels and wage war with those who dare abide in the demesne of Shargaas. Be alert for weakness in the eyes of the chieftain, for his mistakes may spell your own doom.
The Ptarian Code

A draconic code of honor created by the gold dragon Ptaris in the ancient past. Originally intended as a code of conduct for the lords who attended the King of Justice, the Ptarian Code eventually was adopted by many gold and silver dragons. The Ptarian Code is similar to the codes of chivalry adopted by knightly orders of humanity. It includes paying homage to Bahamut, as well to the good deities Kelemvor and Ilmater.

* *Justice and Good above all.*
* *Honor and Fealty to the King.*
* *Honor and Respect to Righteous Innocence.*
* *Honor and Duty to the Balancer (Kelemvor), to His Mercy (Ilmater), and to the Justicemaker (Bahamut).*
* *Honor and Protection to the Lesser Races.*
* *Honor and Correction to the Enemies of Justice and Good.*
* *Honor and Forbearance for oneself.*
The Inn of Ill Omen

## Description

The Inn of Ill Omen, named so due to the mathematically improbable number of deaths that have occurred inside the inn, is a surprisingly nice Inn with a comfortable setting.

### House Rules

1. No Weapons Allowed Past Entrance
2. No Spellcasting
3. Keep Guest Activities Private
4. No Garlic or Other Harsh Smelling Foods Allowed

### Decoration

The inn is sparsely decorated, with little more than a few animal heads and hides mounted on the walls.

## Menu/Room Listing

**Room Listing**

* A Double Bed - 5 sp/night
* Two Solo Beds - 5 sp/night
* Empire Suite Bed - 3 gp/night

**Drink Menu**

* Sweetroot Wine Bottle - 10 gp
* Shot of Khar Suvd - 5 sp
* Flagon of Ordinian Ale - 4 cp
* Cup of Traditional Airag - 3 sp

**Food Menu**

* Well-Lizard Chunks with Steamed Blackroot Sticks - 5 sp
* Grilled Cockatrice Breasts with Rockdough and butter - 3 sp
* Piercer Stew - 1 sp
* Fire Beetle Bisque with Slurpstring Noodles - 1 gp

## History

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## Owner

The owner of the Inn of Ill Omen is an unusually pale Ordomovian Orc with an almost disconcertingly calm demeanor. He's a man of few words and is quite slender. Though he's Ordomovian, he has unusually large tusks. The owner, Yamu-Yama the Pale One is kind and hospitable to most.

## Rumors

* Apparently if you get into the lake with an open wound you'll get infected with a parasite. A nasty one.
* I've heard its becoming increasingly dangerous to wander this town at night.
* Nobody knows the age of Yamu-Yama.
The Ancestor

## Description

“The Great Maker”, “The Fleshcarver”, the chief god of creation. The Ancestor is said to have been the one to carve and create life itself, as well as is said to have created the Fiendfathers and the Nine Makers.

### Appearance

It is said that when the Ancestor appears in physical form, it appears as a large moth with beautiful brown and white wing patterns.
Le Grand Farceur

## Le Grand Farceur, Father of Bargains

Le Grand Farceur, the Father of Bargains, whose sphere is the granting of power and wishes through ritual invocations and pacts. He is the Pravia of Power, Trickery, Wishes, Serenity and Bargains. Also known as the Father of Plots, he is best known for granting wishes and entering into pacts with mortals. Le Grand Farceur' dealings with Malero are usually with individuals who wish to have something and, by summoning him, Le Grand Farceur gives it to them. However, he is known to take back his deals at inopportune times (for the summoner, not Farceur). He loves toying with mortals, generally for his own entertainment rather than for any particular purpose, and has been said to be fond of tricking mortals into giving up their souls.

Not all of Farceur's machinations are necessarily insidious; he often rewards followers who, at his direction, eliminate threats to the general public. Contrary to this however, it is said that Farceur granted vampires the ability to blend in with the general public and walk during the daylight, assuming they stay well fed.

## Appearance

Farceur himself is depicted as a small jovial fellow with horns protruding from his forehead. He is aptly described as a Pravia who likes souls for the sake of having them. Farceur has a companion named Barbas who, while capable of selective shapeshifting, the form it assumes most of the time is that of a dog. Barbas acts as a repository for half of Farceur's power. According to Farceur, he likes being a dog—as well as many other things—on sunny days. "When he's like this, I think he's somewhere else. It's all quite significant, of course... But who knows what it means." Although Farceur is always depicted along with Barbas, the Father often grows tired of him and abandons him. While Barbas seems to be subservient to Le Grand Farceur, he also often warns people against Farceur's plots, suggesting he has some discretion and free will. He sometimes takes the form of a musically talented tiefling merchant named Creepon.

## Realm

Farceur’s realm is The Fields of Regret. The realm appears as a tranquil countryside, dotted with majestic cities of glass and ornate buildings and populated by tieflings with yellow skin.
The Luminary Isles

The Luminary Isles, the southernmost kingdom of the Jiwemazingiran Isles. Originally a small chain of islands inhabited by Lizardfolk, the region was attacked and taken over by South Aurosian Dwarves, which was then attacked and taken over by **The Luminaries of Magnillum**, a massive militaristic organization dedicated to **Magnillum, the supposed God of Light.**

### Geography

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### Traditions

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### Daily Life

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### Society

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### Politics

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### Trade

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### Religion

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## Laws

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## History

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## Trivia

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Emporopus

The God of Work and Commerce, the Provider of our Ease, the Trader God. The spirit and pride of honest work and the reward that follow it, are what Emporopus prides. Miners, wood cutters, and blacksmiths alike, are a few of what Emporopus considers a crucial way of living your life as almost all of his worship and followers come from these crafts. In the North Auros Empire, however, he is a far more cultivated god of merchants and middle nobility, appearing to give him a more diverse group of followers. A common phrase spoken by his worshipers, despite his mysterious origins, Emporopus is the god 'that will always win'. His priests teach that the path to peace and prosperity is through earnest work and honest profit, not through war, bloodshed, or theft. Emporopus is seen as a warrior god, but one who is restrained and reserved in times of peace.

### Commandment

*“Emporopus says: Work hard, and you will be rewarded. Spend wisely, and you will be comfortable. Never steal, or you will be punished.”*

### Prayer

*"Come to me, Emporopus, for without you, like a child, I might fiddle and fret when only through struggle and labor may I craft a work worthy of your name and the name of my patron."*
Houndshark Brews

==

Houndshark Brews ==
Houndshark Brews started as a simple grog brewing company, but their house brew gained quick popularity and they decided to open up as not only a tavern, but an inn as well.

### House Rules

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### Decoration

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## Menu/Room Listing

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## History

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## Owner

The owner of the Houndshark Brews is an orc by the name of A'guck Groghand. He's known as a bit of an extremist when it comes to orc superiority but he also has a bit of a soft side for humans as though he had a three year long relationship with a woman named Altviria Noshala.

## Trivia/Secrets

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Lycia Cannethrope

Lycia Cannethrope

Lycia (*liss-ee-uh*) Cannethrope (*can-thrope*), a legendarily polarizing figure in the rumor mill that is the Beckwall underworld. Encounters with Lycia range from devastatingly violent to shockingly caring and kind, all the while being presented as a figure that should **never** be tangled with.

A clever fighter, a calculated assassin, a ghostly thief.

### **Personality**

Generous to those in need of aid who can offer something in return, kind-hearted to the crying child lost in the streets, and merciless to her enemies, Lycia operates the underworld like a politician without all the lies and covers. She's been described by enemies as a "*caustic individual who cares little for the consequences of her short-term plans*", often making allies and friends for some hidden purpose. The rumors about her kind-heart to children are as true as it gets though, with the evidence being in the **orphanage she runs on *Orchard Street* in North Wetbottom.**

### **Physical Appearance**

Petit, dark-haired, with black eyes and a cold, mocking expression. While neither her height nor build will strike one as imposing, her muscles are as toned as one could be. With every movement, Lycia's muscular structure is shown as though on an anatomical display, striking one with how truly powerful this small individual must be.

With squinting eyes as solid as stone to match that unsettling, cocky grin, Lycia presents the visage of a stone cold killer. Her skin from at a glance seems flawless, but once close enough one can see the many small scars and injuries that pock her visage. Her pointed nose stands as the tip to a face full of precise features, her sharp jawline and square chin upstaged by high, wolfish cheekbones. Her olive complexion a mottled across nearly half her face, skin marked with lashes from a fire that licked across the left side of her face. Yet beneath those scars, there's evidence of an older injury, what appears to be the slashes from a mighty clawed beast.

Her hair a short mane of a brunette so dark it could almost be considered black. While it looks clean and soft to the touch, its clear no effort has been given to fix its appearance outside of simply untangling it. That, and her calloused hands show that she cares far more about results than appearance.

### **Family**

The character's family and familial history.

### **Personal Goals**

For Her HoardLycia's one true goal is to rule the underworld of Beckwall, the criminal capital of the Union. She hopes to unite the thieves and brigands of the city under one banner and build a treasury that's never been witnessed in all of history, even among mighty dragons.

Those Maternal Instincts  If there's one thing Lycia hates seeing, its young ones or 'pups' in need. She runs an orphanage on the north side of Wetbottom, and it's her hope to eventually solve the issue of so many orphans on the streets.

### **Day-to-day Activities**

What does this character do from day to day?

## Possessions

A list of essentially what is the character's inventory.

* Item 1
* Item 2

## Reputation

What is the reputation of this character?
Deity Template

## Name

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## Personality

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## Relationships

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## Avatar

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## Followers & Organizations

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### **Organization**

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### **Day-to-Day Activities of the Clergy**

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### **Temples**

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### **Dress**

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## Dogma

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## Ceremonies/Holy Days/Prayers

* Example
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## Affiliated Orders

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* Example
Meretrissia

The Goddess of Beauty, Love, and Affection. She is also acclaimed as the Lady of Art and Music, and the Goddess of Erotic Passion. Meretrissia, as Goddess of Beauty, is the embodiment of beauty and teaches mortals to seek truth through beauty and worship. Those who follow the teachings of Meretrissia, and propagate beauty and promote harmony, are granted charm and grace. The Goddess teaches that mortals should give themselves to love, and commands them to open their hearts to it. Meretrissia holds no limit on the number of lovers one may have, but demands focus on the quality of the essence of love, not the quantity. She teaches that, "No matter the seed, if the shoot is nurtured with love, will not the flower be beautiful?", and blesses the love of those which is pure and untainted. Meretrissia discourages relations with undead, such as vampires, and concurs with the teachings of Cycluminus that vampires have impure spirits.

She is one of the most controversial of The Nine Makers, as unlike Amaria, who is dedicated to the perfection of the warmth of love, Meretrissia is devoted to the passion of and fire of love. She is also the goddess of erotic passion. In just the North Auros Empire, there are dozens of cults dedicated in her name to things as varied as the arts, beautification, and erotic instruction. Meretrissia's sphere of love is distinct from that of Amaria. Amaria is described as the goddess of marital love and affection, or love derived from happiness. Meretrissia is described as the goddess of erotic pleasure and passionate love.

The Goddess makes her will known to mortals through her sybil, who is revealed to her priesthood via the ceremony known as the “Exalted Protocol of the Meretrissian Sybil”. The ceremony is known only to the priesthood of Meretrissia, and is kept secret from the general population, including acolytes of other Divines. Meretrissia is also known as the Divine who "pays Men in Moans". Followers of Meretrissia are known to practice the “Meretrissian Arts”, and bestow a Mark of Meretrissia upon others. Meretrissia is rumored to have personally authored the controversial book “Meretrissian Arts”, which depict any number of sexual acts. **Critics of Meretrissia have condemned her as the "goddess of whores and lepers"** and criticized the alleged practice among her worshippers of mocking the scarred and misshapen. Others consider her a lustful and passionate goddess.

She is sometimes thought to be the Mother of Sharess and it is often mistaken that the two are actually the same entity.

### Commandment

*"Meretrissia says: Open your heart to the noble secrets of art and love. Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love."*

### Prayer

*"Come to me, Meretrissia, for without you, my words must lie dull and leaden without the gilding of grace and sagacity to enchant the reader's ear and eye."*
The Beachburg Trading Company

During the 2nd Era the Beachburg Trading Company, also known as the BTC and the Beachburg Trading Empire, was one of the most powerful and influential organizations in the world. They possessed a large amount of control over the western coast of Hollyhaal and the eastern coast of South Auros, holding firmly over the land they owned with an enormous military presence and strong resource control.

While the BTC was in power it was (for the most part) a time of relative peace and calm in the regions, but around the year 500 2E the Gnomish Merchants of the Coast took a strong hold over the eastern coast of Hollyhaal and the two merchant companies began a several centuries long conflict. While never escalating to a full on war, there were several skirmishes between forces of the two companies, with the GMC often coming out on top thanks to their superior technological and magical prowess.

In the year 846 2E, the GMC launched a stealth operation guided by one Françoise Jean-Marie Paris and her personal group of saboteurs, dubbed "Le Bombardier Femmes". This operation had saboteurs infiltrate the BTC capital, Beachburg, and plant explosive devices powered by the highly explosive refined whale oil in the water purifiers for the city. It went off without a hitch and the city of Beachburg was plunged into chaos from the attack, with clean water suddenly being largely unavailable for the poorer citizens of the city and one of the main exports of the city, purified water, no longer being available. As a result, the BTC lost a large amount of confidence from the citizens under its banner, with many no longer thinking that the BTC could keep them safe. This is often thought to be the start of the fall for the BTC.

### Origins

The Beachburg Trading Company was initially established as Clan Wasserhändler on the eastern shores of South Auros. Being a proud and large seafaring clan, the South Auros Reich requested that Clan Wasserhändler send half of its members across Das Trennende Wasser (the South Aurosian Dwarven name for the Breathing Waters) to discover new trade opportunity and land for the Reich. Shortly after this request, Clan Wasserhändler began to prepare for the enormous journey.
Na-Etu Omu

## Na-Etu Omu, Father of Fate

Na-Etu Omu, the Father of Knowledge and Memory. His sphere is the scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. He is not known for being good or evil; he seems to be the keeper of both helpful and destructive knowledge, although he usually sees all seekers of any knowledge as his servants. He describes himself as "The riddle unsolvable. The door unopenable. The book unreadable. The question unanswerable." His servants include Aboleths, Arcanaloths, and Lichs. Many in fact believe Na-Etu Omu to be the Father of Aboleths.

## Realm

Apocrypha is Na-Etu Omu's plane, an endless library where all forbidden knowledge can be found, including the true origins of the Supreme Deities. The books all have black covers with no titles. Masses of ghosts move through the stacks, rifling through books, eternally searching for the knowledge they sought whilst living.

## Appearance

Unlike most Fathers, Na-Etu Omu does not take on a humanoid form at all, manifesting instead as grotesque assemblages of eyes, tentacles, and claws, or a featureless purple vortex known as the Wretched Abyss.
Power Rankings

## Rank 0

Creatures of this rank are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether.

## Rank 1-5

These entities, called demigods, are the weakest of the deities. A demigod can grant spells and perform a few deeds that are beyond mortal limits. A demigod has anywhere from a few hundred to a few thousand devoted mortal worshipers and may receive veneration or respect from many more. A demigod controls a small godly realm (usually on an Outer Plane) and has minor control over a portfolio that includes one or more aspects of mortal existence. A demigod might be very accomplished in a single skill or a group of related skills, gain combat advantages in special circumstances, or be able to bring about minor changes in reality itself related to the portfolio.

## Rank 6-10

Called lesser deities, these entities grant spells and can perform more powerful deeds than demigods can. Lesser deities have anywhere from a few thousand to tens of thousands of worshipers and control larger godly realms than demigods. They also have keener senses where their portfolios are concerned.

## Rank 11-15

These entities are called intermediate deities. They have hundreds of thousands of mortal worshipers and control larger godly realms than demigods or lesser deities.

## Rank 16-20

Called greater deities, these entities may have millions of mortal worshipers, and they command respect even among other deities. The most powerful of greater deities rule over other deities just as mortal sovereigns rule over commoners.

## Rank 21+

These entities are beyond the ken of mortals and care nothing for worshipers. They do not grant spells, do not answer prayers, and do not respond to queries. If they are known at all, it is to a handful of scholars on the Material Plane. They are called overdeities. In some pantheistic systems, the consent of an overdeity is required to become a god.
Akurnus

## Akurnus, Father of Plots

Akurnus, the Father of Plots, whose sphere is deceit and conspiracy, and the secret plots of murder, assassination, treason, and unlawful overthrow of authority. Also known as the Dark Warrior, Deceiver of Nations, Queen of Shadows, and Goddess of Destruction, Akurnus loves competition and battle, and is depicted as a great caped warrior, often in a stoic pose. While typically depicted as male, Akurnus is occasionally referred to as female. Despite the dark undertones of his sphere and influence on Malero, Akurnus is considered by some to be one of the "good" Pravia as he’s often attributed as overthrowing cruel dictatorships and evil rule.

## Realm

Akurnus’s realm is often called The Realm of Snakes, or simply The Realm of Akurnus, but it's true name is Serpentstorm. The realm consists of stormy skies, volcanic islands and lava seas, similar to the typical depictions of the hells. It has also been described as a country of labyrinthine policy and betrayals, with maze gardens and twisted towers.

## Prayer

"Look upon the face of Akurnus and wonder. Raise your arms that Akurnus may look on them and bestow a blessing. Know that battle is a blessing. Know that death is an eventuality. Know that you are dust in the eyes of Akurnus."
Arcanas

## Arcanas, the Creator of All Things Magic

Arcanas, also known as the god of magic, is said to be one of the oldest gods, perhaps even the third behind “The First One” and “The Ancestor”, Arcanas was said to have been the architect of the mortal realm, as he created the schematics and diagrams needed to construct it, giving The Ancestor a place for all of his creations to roam.

Once it became known that many of the Olds would be required to give up pieces of their own powers to create Malero and the mortal plane, Arcanas attempted to stop the project and retain their powers. By the time he attempted this however it was far too late and much of the collective’s power had already been drained to make the plane. When the failure occurred, it is said that Arcanas tried one desperate attempt to regain his power and in this attempt he was burst into millions of pieces, scattering across the many realms and creating the stars.
Zorquan

## Zorquan, The High One

**Zorquan** (pronounced: /ˈzɔːrkwɒn/ *ZORE-kwon*) is the dragon god of dragonkind, or "The Essence of that which it is to be a Dragon". Zorquan supposedly encompasses all alignments of dragonkind but is often regarded as neutral himself.

## Personality

Zorquan is prideful and arrogant, fatalistic and utterly humorless. He isn't easily angered but he holds grudges over offenses, whether real or imagined, and these offenses can develop into an undying hatred.

## Avatar

Myths hold that Zorquan possesses the ability to take the form of a perfect specimen of whatever species of dragonkind he wishes to. His eyes are said to crackle with sparks, sometimes even spitting out lightning bolts that flash and crack around his being.

## Followers & Organizations

Of all of the draconic deities, Zorquan is the most widely worshipped as he is worshipped by all species of dragonkind, from Elder dragons to Dragonborn to kobolds.

Among his worshipers, Zorquan only allows those of neutral alignments to become clerics and paladins,

### **Temples**

Temples dedicated to Zorquan are often grand structures that are secured and well protected. They usually host lavish furnishings and accouterments loaned to the temple by the congregation or gifted by worshipers. Though many of Zorquan's worshipers struggle to choose between giving to their god or keeping possessions to themselves.

A temple might have elaborate platinum candlesticks and wall scones provided by one dragon and cloth-of-gold wall hangings provided y another. The ownership of each item is always made clear.

## Dogma

Zorquan is completely and totally unconcerned with creatures of non-draconic origin unless their behavior directly affects dragonkind in any way. He's the implacable enemy of any who would harm dragonkind as a race, though he doesn't care about individual members of dragonkind and often ignores it when adventurers strike down a dragon. While Zorquan values wealth and power, he dislikes Tiamat's greed over it and naked display of such things. Though he does possess the draconic quality of obsessing and feeling a great need to protect his horde from losing even a single gold coin.
Khemjee's Khimini House

A short period after opening his alchemy store, Khemjee came to a grand realization in the small port city of Durnekesh, and that realization was that smugglers love illicit trade. As a former slave who was able to escape his master and find a new life, Khemjee was somewhat well versed in illicit activities, but he had no clue such an extreme economy was hidden beyond the eyes of the public. After a small request to create a small amount of drugs for a large profit, Khemjee quickly became the man to go to if you needed some product, and this reputation was a great thing to have in a society where your reputation is your worth. After making his impact on the local smuggling ring, he put his eyes on finally fulfilling his dream of becoming a grand alchemist with his own amazing creation under his belt. The pursuit of this dream caused him... difficulties.

Around 2 years after doing product creation for others, Khemjee invented his own product. Ethelcrys. Ethelcrys was an extremely potent and arcane drug which provided an intense and euphoric experience in the border ethereal, and if too much was consumed, one could even go under the effects of the spell Etherealness. Naturally this creation was a hit, both for its high and for the fact that if just the right amount was used it helped significantly with thievery. An unintended consequence however was that this "right amount" was incredibly close to the overdose amount, and an overdose on this drug caused near instant death, often thought to be causing the soul to disappear into the Ethereal Plane. Hatred for Khemjee quickly grew and not long after his invention, he had to close down shop. In a desperate attempt to create a cure for the highly addictive drug, he began to experiment with his remaining ingredients. Using a mixture of basilisk blood, ashes from the burned feathers of a cockatrice, a small amount of grey ooze, and a moderate amount of other ingredients, Khemjee tried the ultimate cure. This cure.. turned sour.

Once he added the grey ooze into the mixture, an explosion occurred from the pot and Khemjee's body quickly began to petrify. Within just a minute, his body was completely covered in solid stone, and his hands dripped with a strange liquid. Unfortunately for Khemjee, nobody cared quite enough to check on his well being, and that spelled the end of Khemjee's story.