recursal/Fanatic-Fandom huggingface dataset:
Weather

It's all around us everyday. It never stays still, it's constantly in motion around the world. It effects our mood, our survival and it comes it different forms. From a light breeze to towering clouds to raining cats and dogs. How do know about the atmosphere's conditions and how can track the weather's movements, the science of meteorology- the study of weather and the atmosphere. Meterologists can use differnt types of equipment to measure and monitor the atmosphere's movements.

Here's the topics that you can learn about the weather.

The AtmosphereAir MassesHigh and Low Pressure SystemsAir Flow Patterns (Jet stream)Temperature, Atmospheric Pressure, and HumidityWindCloudsRain, Hail, SnowEl Nino, La NinaClimate Crisis
Hag Eye

"*A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet.*"
— Monster Manual
This one was crafted by the coven of the Hag, Merilin. It is still around, wrapped in a cloth to blind it, and being carried by the party. The other Hags in the coven may be still be able to use it.
Adventure 46

**Real World Date: 9/15/2019**

**In Game Dates: June 6th, 5001 M.E. - June 7th, 5001 M.E.**

**XP: 9,900 (Total: 132,401)**

## NPCs Met This Adventure

* Pan Devereaux - Human wizard, paranoid and isolated, live on Astral Plane for centuries alone
* Iris Valnarian - former mercenary fighter, she has been turned into a Death Knight
* Hungar Mandrake - former mercenary, was corrupted by an evil artifact and became an undead lord
* Koryndalia Dawnleaf - wealthy Elven noble, was given a spot at the table because of her interest in the area

## Summary

The party meet a mysterious wizard who warns them that Ulmare Varysin will have a second and third who will continue the job and they should be wary. He also warns them of the five factions: Undead, Giants, Dragon, Astral Beings, and the Fiends. He tells them of the leader of the undead is named Hungar Mandrake and he has a powerful orb that allows him control of the undead. If he is slain and the orb destroyed, the power will shift within the fort. The party heads up to the third floor to fight him and encounter the Boneclaw and the Vampire from previous encounters along with Hungar Mandrake and his lieutenant Iris Valnarian. They defeat them and destroy the orb in a large explosion as they teleport outside to report their findings.
Gorstag Hornwood

Once a former adventurer, Gorstag returned to his family farm after his adventuring group broke up. He took over the farm after his brother died and has been pretty successful taking care of it.

He was part of the Seven Conquerors, a group of adventurers that traveled together several years back. They fought villains and monsters all over, but their main enemies were a group of bandits that were one of the last bastions of the slave trade in the civilized world. The group disbanded after their final confrontation with the bandits where their leader, Sir Horace Luthor, a Paladin of Khanos, died so they could escape with their lives.

A lot of blame went around, most of it directed towards Aseir Greycastle. He kept in contact with Kelvona Hexulmar, Aratha Stormbrand, and occasionally Randal Buckman because of his proximity to Sanye.

Sometime during the years he was adventuring, his younger brother, **Porval**, got wrapped up in a cult by the name of the Cult of the First. When he returned after his time adventuring, not only had **Porval** gone a little mad and was mistreating his wife and children, but he has captured a Drow Elf and was repeateadly raping and beating her. Gorstag had no choice but to free the Elf, but when **Porval** attempted to stop him, he was forced to kill **Porval**.

Feeling guilty for leaving his family, for allowing this darkness to grow in his brother, he vowed to never adventure again and to try and live a simple life. Years later, though, a half Drow elf by the name of Aust Nailo appeared, claiming to be **Porval’s** son and that his mother was dead and he had nowhere else to go. Gorstag took him in and put him to work on the farm.

When Randal Buckman wrote to him asking for help with the issue I the Veryd Forest, Gorstag sent Aust, hoping that Aust could find a purpose outside this farming life. Turns out his nephew had a knack for it and eventually became a Lord out on the western coast of Armel.
Delvin Potter

The head jailor for the prisoners being held at the **High Castle**. He had all the keys to all the cells that were above ground, but he was known to be a drinker. The party took advantage of this and got him drunk and stole his keys, binding and gagging him in his room at the inn. His binds were left a little loose so eventually he would escape but not before the party made a prison break.
Divine Collapse

No one remembers the name of the city in the great nation of Eres. Some say the Gods erased the name from the memories of the world. However, all remember that those who lived and ruled there were the most powerful divine mortals ever known. They also had greater ambitions, some of them planning on becoming Gods themselves. When the Gods saw this, they knew that the mortals needed to be stopped.

The exact nature of what happened is unclear. However, the city, its residences, the surrounding area, were all enveloped in a combined divine strike from the heavens above. The damage was so severe that the area turned into a desert wasteland, now known as the Eres Wasteland.
Esar Stormheart

A former soldier of **The Bright Star Vigil**, a small religious sect of the Church of Ancillia, revering the saint **Cael Aibe**. He was a bitter rival of Lyripel Hardfrost and challenged her to a duel in order to further his rank in the organization. The battle went south for him, and he was ultimately disgraced and left the organization in shame.
Garmoth Mountains

## Location

The peaks are in the northwest part of the Thargorum continent. Beginning in the western edge of Anduin, heading south through Valneska, running along the western edge of Daeryn, and ending in Drukat.

## Characteristics

Though they aren't the tallest or most treacherous of mountains ranges, they do have tunnels and underground cities that run deep within the mountain. Dwarves fill many of these cities and tunnels, especially within Drukat. Though not too difficult to traverse, it does effectively cut off Valneska and the city of **Galea** from the rest of the continent, leaving the sea as the city's only way out.

## Notable Locations

* Mystic Directorate - was founded and maintains their HQ within the mountains.
* **Karaz** - a trade outpost for those who dwell in the mountains.
* Almonte Valley - the mountains start in the Valley.
Ithquandryic Society HQ

An underground complex that is all that remained of the Ithquandryic Society. It was designed to be an underground shelter/bunker for the organization, as well as the vaults to store the more delicate or powerful items. It somehow survived the Divine Collapse at the end of the Era of the Gods mostly intact, but various creatures and beings have wandered inside and taken over the place.
Knicknacks

**Knicknacks** is Sunky's frenemy.

He cool dude who strong.

uwu

knickle sandwatch

Nobody Cares who wrote that, right person who wrote “Nobody cares who wrote this”?

poopy clouds

“WHAT?!? A GHOST?!?”

-Knickknacks

## **Appearance**

Knicky (non-canon name) looks like Knuckles if he was drawn by a 1 year old.

## **POWERS!!!**

* **Ground dig** - Knicky can burrow underground like a gopher.
* **Climb** - Up walls like a tree frog.
* **Super Jump** - Jump really high like a kangaroo.
* **Glide** - He can also fly.

## **Trivia**

* Knicknacks is bad-looking Knuckles

* We can see knicknacks jump really good in the level "You Might Not Be Able To Run, But I May Need To Double Check That".

Knicknacks Is funny.

He first appeared in Sunky 3 and Knicknacks

No one cares who wrote this.
Fenton

Former assistant to Rylee Sunbrook, he worked for him at the **Lionheart Theater**.

He was discovered by the party to be stealing samples of Rylee's blood. He was fired immediately after Rylee found out. The party used him to make a drop of fake blood to lure out the men that hired him, but it didn't work as the men had a underground path to retrieve anything Feton dropped off.

Fenton returned home after the failed attempt to lure out the wizards. He was alone when he was susprised by said wizards, who killed him to keep him silent. The party arrive afterwards and captured one of his killers and turned them over to the authorities.
Adventure 32

**Real World Date: 10/14/2018**

**In Game Dates: April 6th, 5001 M.E. - April 10th, 5001 M.E.**

**XP: 9200 (Total: 50751)**

## Giant Detour

The party travels south towards the coast through Ulnar. As they are on the road, the landscape gets rocky and numerous hills fill the horizon. A rock slide, seemingly random, as blocked the road up ahead and guards are redirecting traffic on the road around the rock slide. The party agrees to move around and follows the detour. As they get just out of sight of the guards at the detour, a large figure in the distance charges towards them.

A Fire Giant attacks, launching boulders at the party. The warlocks manage to keep the giant from getting too close by barraging him with Eldritch Blasts and pushing him back. Nevertheless, the party takes some damage from the flying boulders before they take out the giant. Assuming this detour wasn't just merely a coincidence, the party heads back to the guards to confront them, but find that the guards themselves have been attacked by undead.

## The Dead Rise

Several figures climbed out of the rock, emerging from the mines that had collapsed below. The guards had assumed they were survivors until they helped them up and were bitten by their undead forms. They managed to slay the undead, but they lost a guard. Another was sent off to the nearest town to summon more guards just in case more emerge from the collapsed mines.

The party discover that there was a tunnel that the undead had crawled out of. It is a little claustrophobic, but the party decide to head down into the mines to discover what happened down below. They find a large chamber on the other end but find most of the mine empty. The party move further underground.

## Living and Undead

The party move through the mines, clearing out undead as they go. Ren even turns into a Tyrannosaurus Rex and moves around the tunnels biting and eating anything he sees. The party actually find a couple survivors hiding in one of the chambers. They are two gnomes with a mute Dwarf who stands in front of them to defend them. Ren changes back so they aren't scared, and the party informed them that the way is clear back to the tunnel.

After the survivors leave, the party heads further down into the mines, finding that all tunnels eventually lead down into the most recently excavated tunnel, complete with rails and mine carts and various rubble. As they reach the large chamber at the back of the mine, they discover the source of all the undead.

## They Delved Too Deep

They see where the explosion originated. In the center of the room is a crater that exploded, probably causing the rock slides above. On the other side of the crater is an undead Min Flayer, who commands some of the corpses in the crater to rise and they launch an attack on the players.

The party fly, climb, and jump into the fray, killing the undead minions and also getting across to the evil mind flayer. They corner the creature and eventually slay him, cleansing the mines of the undead menace. They loot the bodies and move back up to the surface to give the guards the all clear...
Embassy District

## Atmosphere

Various exotic and foreign foods fill the air, a plethora of dialects and accents are heard as well as strange animal noises, strange fashion and colors are worn by the inhabitants

## Typically Found There

Various office buildings filled with small embassy offices, large office buildings that contain embassies for more powerful nations, various foreign people, animals, food, and clothing

## Locations of Note

1. **Embassy Market**: open air marketplace for tradesman and craftsman selling items only found in other nations
2. **Various Embassies**: various office buildings filled with dignitaries/ambassadors/visiting nobles of nearby and powerful nations around the world
3. **Diplomatic Circles**: various public zones throughout the district centered around a distinct looking pole which transmits a permanent “comprehend languages” spells in the are so foreigners can meet and discuss matters without a language barrier

## People of Note

1. **Zelvil Starbloom** - ambassador from Daeryn, usually reports directly to Irvel Moonwolf
2. **Javrin Hilltower** - ambassador from Orma, high ranking priest of Casdonna
3. **Khalil Sumeric** - wealthy merchant, trades in Embassy Market, rumored to have ties to Dark Exchange
Felneroth

## Summary

A Felnerese monarchy, the nation is filled with mostly plains. Wild dinosaurs and nomads wander the plains with a few large cities in the mix.

## Inhabitants

The nation is filled mostly with nomadic tribes, with a few high population centers. The plains are wild and untamed, mostly, so seeing nomadic tribes while you travel is often the best encounter to have.

## Government

The government is a monarchy ruled by an emperor. The government rules strictly but fairly, at least the current administration does.

## Notable People

* **Zhang Lei** – CEO of the Xianjing Industries, a business and hunts, captures, and tames dinosaurs for profit, not liked by most people, but extremely wealthy and influential in government
* **Liu Yong** – member of the nomadic tribes known as the Jiating, closest thing they have to a politician, he often speaks for the nomads in political meetings and advocates for them

## Notable Locations

* **Quaina** - also called "The Wailing City" because the winds of Felneroth make the city's walls wail, large zoo/market for dinosaurs
* **Oarisaer** - coastal city of Felneroth, many stories that the city attracts strange aquatic creatures, even once being attacked by a Kraken
History of the World

The history of this world is divided into Eras, each of them named and defined by the group that came into prominence during that time period. And all the eras are grouped into Epochs, which are defined by what the eras all had in common.

## Epoch of Power (*The beginning-30,000 P.C.*)

Era of the Aboleths
The beginning - 45,000 P.C. [Pre-Cataclysm]Era of the Dragons
45,000 P.C. - 37,000 P.C.Era of the Giants
37,000 P.C. - 30,000 P.C.
## Epoch of The Planes (*30,000 P.C. - 11,500 P.C.*)

Era of the Illithid
30,000 P.C. - 23,000 P.C.Era of Blight
23,000 P.C. - 22,000 P.C.Era of the Efreet
22,000 P.C. - 18,000 P.C.Era of Elves
18,000 P.C. - 13,000 P.C.Era of the Fiends
13,000 P.C. - 11,500 P.C.
## Epoch of Mortals (*11,500 P.C. - present*)

Era of Man
11,500 P.C. - 5,000 P.C.Era of the Gods
5,000 P.C. - 0 P.C.Era of Magic
0 P.C. - 4,500 M.E. [Modern Era]Current Era
4,500 M.E. - present
Almonte Valley

## Location

The northwest corner of the continent of Thargorum, it takes up the majority of the nation of Anduin.

## Characteristics

Made up of mostly farmland that surrounds the city of Almonte, the valley is farms or grassland for miles and miles. Notably pretty far north, the climate is pretty temperate thanks to the Weather League. Although several large swaths of the Valley are cold and frigid like the surrounding areas, not under the protection of the Weather League's spells.

## Notable Locations

* Almonte - city in the center of the valley
* Garmoth Mountains - western edge of the Valley
* Cliffs of Vane - northern edge of the Valley
* Celedin River - eastern edge of the Valley
* Daeryn Forest - southern edge of the Valley
Era of the Aboleths

## Summary

An era before time, this is the era before any recorded history. All knowledge of this era is second hand from the studies of the the wizard sage Zasheir Rein, who studied and even read the minds of some Aboleths.

## Timeline

### Before Time

The Aboleths are all psychically linked and they all share memories. Because of this, their entire history is known by all of them at all times. Zasheir Rein psychically bonded with an Aboleth and learned all of their secrets from the dawn of their species, which was apparently even before the deities existed.

The Aboleths existed on many planes on numerous worlds and ruled them all. When they Gods came, everything changed. A war started between the Gods and the Aboleths.

### War With The Gods

The Aboleths were not as powerful as the Gods, but they had every minion at their disposal. However, the Gods were nigh invincible and destroyed their minions or even turned them against the Aboleths.

Slowly but surely, their rule of the multiverse was crushed. They survived as a species, but they all remember that they used rule the multiverse.

### Waiting...

The Aboleths still control various creatures and are still plotting. Their schemes to take back all the worlds are forming and slowly but surely building to their conclusion.

## Signs of the Era

Aboleths are still in the oceans, manipulating things from below. Chuul were creatures made by the Aboleths to venture forth on land and do their bidding, and some of their kind remain.
Arcane Dwarves

## Description

Gruff around the edges and stubborn like most Dwarves, the Arcane Dwarves are a little more curious and are obviously more comfortable around magic and don't shun away from incorporating it into their lives or craft if it will improve things.

## Location

Arcane Dwarves can found in many places, but their origins really stem back to Drukat and their proximity to Almonte.

## Game Statistics

* **Ability Score Increase**: Your Intelligence score increase by 2.
* **Cantrip**: You know one cantrip from the Wizard spell list. Your Intelligence score is your spellcasting ability to cast.
College of Almonte

The Bards from the College of Almonte focus on the wizardry aspect of their class. Their intellect is a source of pride, their spellcasting ability their focus. They are surrounded by and taught by wizards in Almonte if they actually learned at the college there. They may have also picked up some things from a wizard friend or mentor which made their skillset lean towards spellcasting and intellect.

## Magical Proficiency

At 3rd level, you gain proficiency with three musical instruments. You can choose three new instruments, the three you are already proficient with, or any combination of those. If you choose a new instrument, you are proficient with these instruments in addition to the ones you picked at level 1. If you choose an instrument you're already proficient with, you double the proficiency bonus when using it.

## Penetrating Spell

At 3rd level, you can use one Bardic Inspiration to lower the result of a saving throw against your spell effectively making you spell more likely to succeed against a target. The saving throw result of the target is lowered by what you roll on one Bardic Inspiration die. The target is immune if they cannot hear the bard or be harmed by the spell.

## Smart Magic

At 6th level, you are now proficient with Intelligent saving throws. You gain proficiency with one more skill, as long as it uses Intelligence as the ability modifier (History, Arcana, Nature, Religion, or Investigation).

## Magical Memory

At 14th level, you can choose any spell known, 5th level or lower, and you can now cast that spell once per day. It does not count against your spell slots.
Culdor Forest

## Location

Located on the southern coast of Lemba, it runs into the bordering nations on either side: Vernien and Antaril.

## Characteristics

Home to the Green Elves, is the primary location of the majority of them in the world and their history and culture. They mostly keep to themselves and don't share the forest with anyone. They are war-like and often the nations on the borders of the forest need to keep guard and make sure none of their citizens wander into the forest and get attacked.

## Notable Locations

* The Channel - runs along the edge of the forest, it is often a common method of travel for the natives of the forest.
Jharym

Older brother of Olaris Autumngrove, he is a Firbolg man who lived with him in the **Erynshee Forest**. He was the middle child of the family and often helped his mother deal with

He died recently when the **Ash Plague** began to corrupt the forest and he became infected, causing him to go berserk. Jharym murdered all of the family before he himself was taken by fatal wounds sustained in battle. Fortunately, or rather unfortunately, Olaris was away when it happened trying to get help for the forest.
Tlels the Fix

Micheal Tlels Powder or Tlels is Sunky's side-kick/buddy!

## **Appearance**

Tlels is a orange anthropomorphic two-tailed fix with brown (poop) gloves and red and wHEX is childish and gentle-hearted. He is a slacker at times when it comes to working with Sunky. (Sunky the Comic issue 31) Tlels and Sunky often dance and play pattycake, and read books. (Sunky the Comic issue 31)

## **Abilities**

* **Flying** - Just like regular Tails, he has the ability to fly.

## **Trivia**

* Tlels is a parody of Tails from the Sonic series. (duh)
* He is most likely a child younger than Sunky
* Michael Tlels Powder made by @liffeles\_budy#2924 and Sunky, and approve by Bimbus Bobus in Sunky Fan Club (I can't change the upper name)

## Sunky The Comic

Tlels appeared in Sunky the Comic's 26th issue in a First Person view, as he goes to Oh No! It's a JAIL! to talk to Robotnik.
Frost Dwarves

## Personality

Tough, hardy, and stubborn, Frost Dwarves are usually similar to what most people expect from Dwarves. They live mostly underground and care only for their clan's honor, their trade, and fighting various creatures of the Dark Catacombs. They drink heavily, fight honorably, and their friendships last decades, even centuries.

Most outsiders view Frost Dwarves as abrasive, but many Gnomes and Halflings have no problem making friends with them. The occasional Human and other races can become really close with Dwarves, but almost never do Elves find companions in a Frost Dwarf.

## Location

They are mostly underground in the Jindure Mountains and sometimes above ground in the nation of Issag.

## Game Statistics

*Like the Mountain Dwarves in the Player's Handbook*

* **Ability Score Increase**: Your Strength score increase by 2.
* **Dwarven Armor Training**: You have proficiency with light and medium armor.
Adventure 37

**Real World Date: 2/17/2018**

**In Game Dates: April 26th, 5001 M.E. - April 29th, 5001 M.E.**

**XP: 5750 (Total: 79301)**

## Summary

After barely surviving and being abandoned by Ren, Aust seemingly collapses as he has a vision, of times passed and futures possible. He is brought back into his body by Arkais. They approach the nearby village, which seems abandoned, but actually has been slaughtered by the Drow they had just defeated. They find a friendly bugbear named Zuke locked in a cage, who decides to travel with them. They then discover that the survivors of this village, including some children and an old man are keeping non-humans underground and torturing them. They free the prisoners and send the children away.

They make it to the capital and are able to gain entrance into the palace through duplicitous means, only to find several nobles feasting on flesh and are forced to fight them as they transform into demons.
Circle of Shamans

The druids known as Shamans are part of a long line of defense and sacrifice. The spirits of nature and fey allies they call on are often tied to the spirits of past Shamans. A Druid doesn’t just dedicate their life to defending nature when they join the circle of Shamans, they dedicate their soul. Their powers are augmented by a Spirit Champion that takes the form of a familiar and aids them in their quest. Tradition, rules, and maintaining oral history are important to this Druidic order as they take up the cause of defending nature from the encroaching industry and city sprawls.

## Spirit Champion

At 2nd level, upon joining the Druid Circle, they complete a ritual that creates a bond with a spirit or fey creature in the Feywild. This spirit or fey is their facilitator with other spirits or beings from the Feywild as well as calling on any future powers or aid from the Feywild.

This champion manifests itself on the Prime Material Plane alongside the Druid as a familiar. It follows all the rules and restrictions of familiars from the find familiar spell. They can also take on the form of sprite, in addition to the forms listed in the spell. No matter the form they take, they are considered a fey creature instead of a beast.

## Spirit Bond

At 2nd level, in addition to getting the familiar, your bond also allows you a new ability to cast any of your prepared spells through your familiar in certain circumstances. As long as your familiar is within 100', you can expend one of your Wild Shapes to cast any spell you have prepared through your familiar (regardless of range). For the spell cast in this way, you use the familiar's senses and position to determine targets and area of effects of the spell. Since familiars can already cast touch spells, this is to allow spells OTHER than touch range to be cast through the familiar.

## Fey Jump

At 6th level, the Shaman gains the ability to instantly switch places with their Spirit Champion, much like the fey step ability. The Spirit Champion must be within 30’ of the Shaman. Once this ability is used, it cannot be used again until the Shaman takes a short rest. At 11th level, you can do this ability twice before a short rest. At 17th level, you can do this ability three times before a short rest.

## Champion Ward

At 10th level, your Spirit Champion becomes more powerful than just a regular familiar. Anyone ally within 10' of your Spirit Champion is granted advantage on saves versus sleep and charm, including the Druid themselves. In addition they have a bonus to all their saves equal to your Wisdom modifier. At 15th level, this radias increase to 30'.

## Champion's Sacrifice

At 14th level, whenever you reach 0 hit points, you can choose to sacrifice the physical form of your Spirit Champion to keep you instead at 1 hit point. This destroys the Spirit Champion, but you can resummon the familiar with a ritual at any time.
Adventure 40

**Real World Date: 5/12/2018**

**In Game Dates: May 20th, 5001 M.E. - May 26th, 5001 M.E.**

**XP: 4375 (Total: 94,301)**

## NPCs Met This Adventure

* Jonas Tellweather - human man from another plane that is looking for Eccleston Bennet

## Summary

The party is picking the spoils from their battle with the Beholders when a strange man named Jonas approaches them, identifies himself as a man from another world, and asks them to keep an eye out for Eccleston Bennet, whom he is tracking down. The party continues on the road but on night they are stopped by a massive red dragon, who identifies herself as a member of the Sisterhood before unleashing a smaller Shadow Red Dragon on them then leaving with a warning to leave their Sisterhood alone.
Bragol

## Summary

A nation intrinsically tied to the events that have occurred in the Batu Mountains, specifically the portals and other ties to the Shadowfell. A nation of peaceful people mostly in the south, the northern population either support or are connected to the groups that use the Shadowfell for power.

## Inhabitants

Mostly farmers in the south, there is a large arcane spell-casting population in the northern border. The high population of magic users and ties to the Shadowfell drew unusually more than normal concentration of Elves to the area.

## Government

The government is a monarchy, and officially denounces all the practices of the magic-users and dark organization who use the ties to the Shadowfell for power. However, many believe elements inside and various advisers are corrupted by those groups or the Shadowfell itself, leaving the monarchies true allegiance uncertain.

## Notable People

* **King Theomen Umbril** - current monarch of the nation
* **Yeoffery Meryweather** - well known Shadow Mage, practitioner of magic related to the Shadowfell, often a public figure trying to put a pleasant face on the Shadowfell and the magic that comes from it
* **Colville Dembridge** - Monk and founder of the Eclipse Warriors, a school for Monks that follow the Way of Shadow

## Notable Locations

* **Halda** - capital of nation, known for it's unofficial ties to Shadow magic, official government trying distance itself from it
* Batu Mountains - source of most of the shadow magic and the northern border of the nation
* Red Storm River - river that runs down from the Batu Mountains, has often been red with blood at various points in history, hence the name
Dulin

Major city of the nation of Pilva, its a varied collection of Elves, Humans, Half-Elves, Centaurs, and even some random other races. It has a deal with the local Centaur population on the western edge of the Veryd Forest.

Currently a haven for plenty of refugees coming from the region surrounding the Veryd Forest and is overflowing with people. The party passed through the city on their way to the coast.
Arom Stonebreaker

Former High Priest of Tolujar in the city of Leshon. He most likely killed Kathra Ironkin to take over the temple from her. He recently discovered that Thorgrim Thunderhammer might be part of a prophecy and he already didn't like him. He made Thorgrim the enemy of the church and reached out to numerous other temples of Tolujar to help find and destroy him.

Arom eventually got involved with Theddeus Finbar and Yorvok in an elaborate plan to side with the forces of the Dark Catacombs to invade the city of Leshon. Their plan was to sneak a moderate amount of forces into the city, but also leave the East Gate open when the brunt of the forces charged the city.

With his betrayal of the Dwarven city and by creating enemies with Thorgrim, he became a wanted man and he eventually met his end at the hands of the party.
Adunaris

The larger continent in the Western Hemisphere. This continent is divided into two major sections. The east with the Imperium Solus and its satellite nations, representing the advanced technology and industry and mostly Human interests. The west is made up of many smaller nations that are more nature than cities and many are at war with the encroaching civilization and warmongering of the Imperium Solus.

## The Nations

* Imperium Solus and Satellites
	+ Imperium Solus - large mostly Human empire, takes up eastern half of continent and heavily influences even more nations
	+ Afrin - warrior society, constantly of two people: honor and chivalry of knights and the profit and adventures of mercenaries, their people are always fighting in distant lands
	+ Olvkaria - nation that is a loyal ally to the Imperium, but a resistance and revolution is brewing against their relationship with the Imperium
* Frigid North Nations
	+ Thrull Territories - northern tundra planes filled with nomadic tribes
	+ Djirnu - a monarchy nation divided in climate, but also it's divided population: people loyal to Trillben and indigenous peoples abstaining from the conflict, monarchy is loosely loyal to Trillben
	+ Kylnuck - sparsely populated nation composed mostly of indigenous tribes, it is a primary source of ore used to create black powder
* Forest Nations
	+ Trillben - Oligarchy ruled by leaders of various druid circles and tribes, constantly fighting against Imperium Solus
	+ Ursan - theocracy devoted to Luontu, they are loyal to Trillben's cause, but can also change their loyalty based on their matriarch
	+ Avoria - Magocracy run by Arcane Amirs, a large council of wizards that make decisions for their nation
* War Zone Nations
	+ Ledtwill - monarchy led by royal family, current monarch is 15th in line and a teenager, father died fighting in war
	+ Therynvale - battle-torn former monarchy, currently run by military party
	+ Froband - parliamentary republic, run by Unity Party and current leader initiating xenophobic policies
	+ Wilverben - neutral plutocracy nation and trade hub, their economy runs on war not crossing into their borders

## The Geographical Sites

* Yelzik Desert - majority of the southeastern half of the Imperium Solus, partially due to long ago wars and over-farming
* Grand Divide - mountain range separating the Yelzik Desert from the rest of the Imperium Solus
* The Unseen Mountains - norther mountain range filled with ice and brutal winds, only the natives have explored the region
* Trillben Forest - the majority of the Trillben nation, home to many Druid Circles and wild animals protected by the locals
* Solus Pass - carved out pathway through the mountains between the two major parts of the Imperium Solus
* Qualyx Wood - Large forest with large Elven population in the middle of Imperium Solus
* Illwood - forest on the border between Olvkaria and Imperium Solus, named so because of the haunted/cursed nature of the wood
* Blood Forest - makes up the entirety of the border between Therynvale and Olvkaria, named after the centuries of blood spilled in the ongoing conflict between the two halves of the continent
Byren Koen

*PC character art by Kelsey Dutton [1]*

## Early Failures

Byren doesn't remember much about his parents, except that they were cold and unloving. At a very young age, he was sent from his hometown of **Mainkaril** to be an apprentice in exchange for gold with a group of traveling merchants and entertainers. He was purchased with the expectation of him growing up strong and able-bodied, but he never quite developed in that way. He found that he was good with other things. He was a natural performer.

For many years Ren, as he prefers to be called, traveled with his new family, picking up trades and skills along the way. Once he was old enough, he left the traveling lifestyle behind in order to settle down and have a more conventional life, but a series of unfortunate events steered him away. He couldn't find work that wasn't laborious, he didn't fit in with the locals, and he couldn't seem to find a woman worthy of his courtship. His life continued like this for a while. Ups and downs. He would struggle to find and maintain a normal life like he had hoped. Finally, at the end of his rope, with no options or gold left - he decided to head into the city to do divination for cash.

## Fated or Cursed?

With age came wisdom, and with wisdom even greater aptitude for the cards. He was making more money than he had in all of his years pursuing a simple life outside of the city. One day, as he was closing up his stand and packing his things, a cloaked figure approached him, asking for a reading. Byren began to refuse, but the stranger dropped a heavy sack of gold on the table. Byren shuffled and shuffled the deck, the hooded man cut, and Byren proceeded to draw the most ominous in the bunch. The tower, the ten of swords, the two, the nine. His hands were shaking. The final card, the devil. Byren looked up at the shrouded face of the stranger in fear, and was met with a thumb running down the side of his cheek. Without a word the stranger departed leaving Byren in deep thought.

That evening was full of nightmares and restlessness from Byren. It marked the beginning of a dark change in him. Over the series of a few weeks his eye began to darken, cloudy at first, descending into a deep jet black color. The visions began in turn.

## Future Unease

Byren Koen is a thin, older man now, with sun-dyed skin and a head full of black, grey hair, pulled back hastily into a bun. His left hand is two fingers shy of a full set, and his left eye resembles a black pearl. The eye, being the most distinct feature of the man, is surrounded by what appears to be either black make up or some sort of corrupted flesh, but is usually veiled by a hood.

Ren is now plagued with an uncanny feeling of malaise about future events; a sense of imminent doom that only he can identify. He aims to help anyone who will listen, in order to combat the evil that is certain to afflict the world.
Diana Riverwall

The youngest Riverwall child, a half-elf in her late teens, and the culprit behind the thefts. She wants to get out of her situation at all costs and has befriended a Xorn elemental creature she named Karat. She is taking jewelry to feed the creature, but her family often forgets about her existence.

She turned over some random items that Karat almost swallowed which gave the party the evidence they were looking for.
Era of the Efreet

## Summary

After years of devastation from the wake of the Illithid empire falling apart, the Efreet came from the elemental planes and quickly took over the world, enslaving this world to their whim. They ruled for four thousand years.

## Timeline

### 22,000 P.C. - 20,000 P.C.

Wanting to impose order on a world in chaos, the Efreet set upon organizing the world. Separating the races (Humans, Elves, Dwarves, etc.) into various regions and assign them work or jobs as their inherent abilities inclined them towards, they tried to force this world into the most efficient version of it they could make.

A lot of history from various races inhabiting certain regions began around this time. Philosphically, many debate whether or not Elves like forested areas and Dwarves like mountains because they were already inclined towards those regions, or if the Efreet forced them to like them. Many believe these races already had those inclinations and were only assigned those regions because those inclinations existed.

### 20,000 P.C. - 18,000 P.C.

One of the unforeseen consequences of uniting all the races together was that the races would form their own organizations. The makings of the first Elven civilization with traditions and culture began to sprout while under the rule of the Efreet. This went on slowly, but surely underneath their watch.

Towards the end of the era this first Elven civilization began to fight back. Spread across regions, covering a large majority of the world, the Elves began to fight back across the world. It started small, with guerrilla warfare, but eventually spread to a full out rebellion. The Efreet were not prepared for the Elves to take their destiny into their own hands...

## Signs of the Era

The Efreet brought many creatures from other planes to serve them and many remain to this day. They include Azers, Invisible Stalkers, Elementals, other Genies, Water Weirds, Slaadi, various Mephits, and Salamanders. Some of these creatures have lived and bread true here for centuries, they are almost natives now.

One of the highly debated facts of history is the Beholders. Many believe that the inherent wish abilities the various Genies have were the cause of their existence, from a wish that went wrong. Others believe they existed long before this period, but were brought here from a completely different Prime Material Plane. Either way, historians can agree that the first signs and documentation that they existed all came from this time period.

Also, after mass transition from one plane to this world, many portals that were setup for this are still around. Connections and ties to the other planes exists in numerous places in the Prime Material Plane, allowing various creatures to come to this world as well as allowing natives to planar travel.
Gladiator

Gladiatorial fighting is a custom in the world of Arcane Sanctum that dates back centuries. It started when the Falmarian Empire was widespread and slavery was commonplace. The world has since evolved from the practice of slavery. All nations (save for Falmar itself) have banned the practice, but the blood sport of gladiator combat is still alive and thriving. Almonte has an annual tournament of all the gladiators from around the world, and many major cities have arenas for such a sport. Some of people fighting in the arenas are professional athletes fighting in the arena for glory and riches. However, many are indentured servants who have no choice but to fight, which is effectively still slavery. Despite this, the practice continues. This background is for those who were once in this world, or are currently still in it.

* **Skill Proficiencies:** Athletics, Intimidation, Performance
* **Tool Proficiency:** Vehicles (land)
* **Equipment:** Stylized Weapon (simple or martial weapon you’re proficient with with stylized details, you’re known for fighting with this weapon), Costume (usually includes prop/fake armor), Common Clothes, pouch with 10 gp.

## Combat Style

Each Gladiator specialized in a style of combat and were known for this style. Roll below or pick which style your character was known for. This has no bearing on your actual combat styles. It merely informs how you think in combat and what you’re best at.

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## Feature: Fame

Gladiators are the celebrities of this world and are known often outside their geographical area. Their likeness is posted on walls, painted on advertisements for the event, so many people may recognize the gladiator outside the arena, and even more when they are inside the arena. This can draw the attention of someone who just simply wants an autograph, or it can draw an attack from someone randomly on the street by someone who wants to prove their combat prowess. This fame can also be leveraged to gain access to gladiatorial events and even allow them to participate if the conditions are right.

## Suggested Characteristics

Gladiators are singular type of people and view the world through the lens of combat. Though their combat styles, their motivations, and their demeanors may vary, they have honed their combat instincts to be a part of their very thinking.

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First of Aestas

A often localized holiday, this is a very religious holiday for followers of Casdonna but a secular holiday for any Halfling communities (especially in Torah where it's a national holiday).

## Decorations and Art

The decorations vary depending on who is doing the celebrating. Clergy of Casdonna decorate with various symbols of their deity as well as ornate decorations of red and white colors. In Halfling communities the decorations are more festive and colorful, though the major colors are still red and white. For both, the bulk of the decorations and various art that is hung up are in the home or building where the festivities take place, as the holiday celebrates the home.

## Rituals

* **Prayer of Home** - given at church or given during a feast if in a Halfling home, a blessing on the home and the people in it.
* **Messages of Hope** - both religious and secular celebration include writing hopeful messages and sticking them to the outside of the building (church/home) for everyone to read

## Food

* A beef stew is commonly the centerpiece of the feast
* Cherries and watermelons for treats and desserts (pies, cakes, etc.)
Era of Blight

## Summary

Left to rot in the wasteland the Illithid left behind, the people of this world suffered. Famine, disease, and death followed the Illithid leaving this world. Many of the Gith left the world and its inhabitants to pick up the mess, and they endured the chaos for almost a thousand years.

## Timeline

### 23,000 P.C. - 22,200 P.C.

Many people tried to pick up the pieces left behind after the Gith rebelled against the Illithid. Some of the previous leaders of this world (Dragons and Giants) even made a play to retake the world, but neither of them were strong enough and failed numerous times.

A few magical secrets and items were left behind by the Illithid, and various natives of this world tried to use them to escape and leave this dying world behind. Unfortunately, it didn't get them off this world, but ended up bringing someone here.

### 22,200 P.C. - 22,000 P.C.

The Efreet, coming from the elemental planes, came under the guise of granting the people wishes. However, once they were in the world, they summoned others, and others, and others, and eventually the Efreet decided to take this world for themselves...

## Signs of the Era

Many of the secrets, spells, or magical items that are used for travel between worlds were discovered around this time. Much of the knowledge used to form a comprehensive map of the planes was discovered during this time as well, obviously at great cost.
Kildrak Firebeard

A former Colonel in the army of Rondat, he retired after he worked with a group of adventurers (which included Randal Buckman) to foil an attack from the Dark Catacombs. After becoming a local hero, he retired to a life of luxury until he was called to become an Ambassador. Many believe he went soft when he took the cushy politician job.

He was being escorted by Thorgrim Thunderhammer and Rhagnar Frostbreaker to **Sanye** on his diplomatic mission. When he was done, he returned to the city of Leshon.
Guildhall District

## Atmosphere

Filled with various marketplaces with various sights, sounds, and smells drifting from the stalls and stores. Various shopkeepers screaming their current deals and wares on display. Wealthy merchants and policymakers rub shoulders at various locations.

## Typically Found There

Most of the guildhalls for the various craft and professional guilds are located here, as well as shops representing all the different crafts (blacksmithing, bookmaking, carpentry, etc.)
and professions (baker, fisherman, innkeeper, etc.)

## Locations of Note

* **Spice Guildhall** - a massive powerful merchant guild, their headquarters is one of the largest and elaborate buildings in the district
* **Yousef's Youth Palace** - a spa, brothel, and granter of your fantasy, this is a popular spot for the wealthy and influential out-of-towners

## People of Note

* **Yousef Carmichael** - owner/operator of Yousef's Youth Palace, very influential in the city
* **Rovan Hagrid** - Dwarven businessman/politician who is known for brokering deals and profiting from all of them
Kathra Ironkin

A former High Priestess of Tolujar, she ran the temple that Thorgrim Thunderhammer was abandoned at when he was a baby. She took him in and was kind to him despite her normally cruel behavior. She believed he was part of a prophecy and hoped to prophet off of it. She died before she could know for sure, but a letter delivered posthumously warned Thorgrim of the prophecy and that most likely her successor knows and will most likely target him down the line.
Kagan Nivara

A cleric of Gallant, he was in the **Wandering Jester** inn in the city of Nenda. He spoke to Wrax and claimed to be having visions of him and he believed his god was telling him to help Wrax. He offered to be a guide and help Wrax achieve his goal in the Eres Wasteland, whatever that goal may be.

He was last seen when the party discovered their destination in the Eres Wasteland, but a throng of undead had followed them. He took the Wagon and lead them away so the party can safely explore the underground complex.
Boots of Neverending Speed

Part of the armor set known as the **Armor of the First**, these boots grant the wearer incredible speed. However, they also accelerate the aging process as they do. It's subtle if you only use it's minor powers, but if you use the more amazing powers, those drain even more life from the wearer.

It is currently in the possession of followers of **Korbeth**.