recursal/Fanatic-Fandom huggingface dataset:
Red Peak

The Red Peak Keep is the castle of House Boarhart, where the ruling family sits and reigns over their Hillborn and Frostborn subjects.

### Throne of the Many Kings

Rupert Boarhart XXXIX is the thirty-ninth of his name, and each king before him bore this name. The Throneroom is decorated with the statues of every other king lining the walls above the throne, with Rupert I's stone figure sitting largest and directly above the actual throne.
Brotulos

> "*Cronothos may have conquered the gods, but Brotulos won the war."*
>
>

Brotulos, god of war, strength, vengeance, warrior of the gods.

### Rituals

In the cult of Brotulos, to determine the will of their god the followers travel to a temple dedicated to the god of war (such as the temple of Brotulos in Rova), and seek out a priest of the temple for council. The follower will ask the priest a question, usually if something is or is not Brotulos's will. The priest will then assign an acolyte to the follower, one who will enter into the fighting pits with.

A Dungeon Master may run this by taking the PC who is trying to determine their god's will, and making a "clone" of their stats for the acolyte and have them do a quick unarmed combat bout. If one of them brings the other to half hit points, they are subdued. If the player subdues the acolyte, it means Brotulos will is in favor of the player. If the acolyte wins, it means the player character is not in Brotulos's favor, and may need to do a task such as making a sacrifice or taking on a quest to regain their honor.
Gaius Corbulo

## Personality

### Personality Traits

I can find common ground between the fiercest enemies, empathizing with them and always working towards peace

### Ideal

I trust that my deity will guide my actions. I have faith that if I work hard, things will go well

### Bonds

I owe my life to the priest Athelstan who took me in when my parents died

## Combat

### CHA

13
18
14
1
16
1

## Backstory

Gaius is the son of a Marius and Priscilla, Tailors in the City of Rova, and he wears a ~~thong~~ waistband type thing. When Gaius was about 5 years old their shop fell on hard times and Marius was forced to take out a loan with The Callidan Syndicate. The loan did not help keep the shop afloat and soon the Syndicate came looking for their payment.

Gaius remembers the day well when they found the Syndicate's symbol for the Bladed Devil posted on their front door. That night they tried to flee. They got three days out towards the Monastery looking for refuge. The third day the Assassin was sent after them, he caught up and killed both Marius and Priscilla. Marius was a retired captain within the Rovanian military and he put up a good fight. Had he been in his prime the devil may not have been so lucky, but Marius was not in his prime. He was at the beginning of his twilight years at this point. While his blade was sharp as ever, his reflexes were not and he fell to the devil's blades his wife Priscilla falling soon thereafter. As the assassin came towards Gaius a dart appeared in the Assassin's neck.

From the shade of a tree came a blur of fists and feet as a monk dressed in golden robes came out to defend the small, whimpering Gaius. The monk quickly drove the assassin off and introduced himself as Athelstan. Athelstan took Gaius to the Monastery as an apprentice.

Over the years of study, he has spent that time secluded in the Monastery of Hiralta. When he turned 24 the monks were conscripted to aid in the Third Valencian Crusade. Now that he has been pulled from his seclusion He is eager to help in the crusade, by delivering a message across the Fathering Sea, and should the opportunity arise, he will not hesitate to take revenge against the ones who took away his family.
House Cordanta

Family, Honor, Trust

House Cordanta is one of the minor houses loyal to House Rovan. They are fiercely loyal to King Martulius Rovani-Aricarte. The eldest son of this house is Varus Cordanta, who leads the 7th Cohort against the Dawn's Inquisition on Valencion. They rule from Gold Claw in the hill country south east of Rova.
The Tankard Company

## ***Drink or drown?***

Very little is know about this mysterious organization. Their actions are chaotic and unpredictable. They get in to contact with people they deem as being exceptionally greedy, hedonistic or treacherous. They will do so by leaving a golden coin with an emblem on both sides of a drowning skull and a ribbon with instructions. Many incredibly wealthy lords and ladies across all the kingdoms are members of this prestigious organization. Doing what they want will reward you handsomely one way or another.

A bartender at any given tavern might have a connection to the Tankard Company. You are free to roleplay them however you like based on this roll. Roll a d12.

1. 1-6 - N/A
2. 7-8 -Indirection connection probably knows someone in their bar who is on the inside
3. 9-10 - Burned by the tankard company
4. 11-12 - A member

### Tiers of Membership

1. Initiate, Golden Coin: Receives recurring simple golden coins at bars and taverns. Has no way to contact the Tankard Company on their own.
2. Operative, Silver Coin with Gold and Black bands imprinted with the phrase *Drink or Drown?*: Can seek out assignments if they find others that are also members of the Tankard Company.
3. Agent, A Black Coin with a golden band and a marble outer band with the phrase *Drink or Drown?* in many languages across the coin: Gives out assignments, report directly to a lord.
Suula

Suula are a tall, powerfully built predatory people that are built for hunting underwater and in the air, combining a mix of aquatic and avian traits on a humanoid frame, the suula are considered by many to have both a threatening and intriguing physiology. Most members of the species are colorfully skinned, with broad, feathery wings and powerful shark like tails capable of delivering hammer-like force, suula digits are clawed, they also possess angular faces bearing a double row of rending teeth, their ears are tall and finned, and their forelimbs are coated from the wrist to near the shoulders with brightly colored feathers.

Given their dark, predatory eyes and the markings across their scaled skin, it's no wonder many confuse suula for a monstrous race, while this couldn't be farther from the truth, many suula warriors are quite happy to take advantage of their fearsome appearance, others however prefer to sedate such impressions, using silk garments, flashy jewels, etc.

### characteristics

Height: 6 to 8 feet tall

Age: Suula age at about the same rate as humans.

Hair: suula hair is composed of extremely slender, soft feathers. in terms of style and texture, they closely mirror human hair, while remaining aerodynamic and water-resistant.

Skin: A suula's skin is composed of a layer of extremely smooth, soft scales. Similar to that of a shark, a suula's epidermis is highly advantageous for swimming. Common colors range from blue, red and green, to purple, gold and silver. The skin is often marked with stripes, and most Suula have a paler coating on their bellies and chests. Their digits are slightly webbed, and their forearms bear a thin coating of vestigial feathers.

Eyes: A suula's eyes are black, with vertically slit pupils. Irises come in a variety of colors, predominantly green, gold, blue, or red.

Wings: Each suula is born with a pair of sprawling feathered wings from his or her upper back, these wings are strong enough to enable short bursts of flight.

Feet and legs: Suula legs are clawed, with four digits and a dew claw on the heel.

> *"sometimes mistaken as sirens for their singing voices"*
>
>

### Racial traits:

Gain +2 to strength or dexterity, players choice and +1 to charisma. Your total ability score cannot exceed 20.

Suula base walk speed is 30 feet.

Aquatic mastery: Breath underwater indefinitely, and a speed of 40 feet in the water.

Bite: you get a bite weapon for an unarmed strike, dealing 2d4 + strength modifier.

You get proficiency in one of the following: Intimidation, performance, athletics, or acrobatics.

Short flight: Fly for 2 minutes before having to land, with a flying speed of 40 feet, once you use this ability, you cannot use it again until after a long rest.

Languages: Avian, Common, Draconic, and one additional language of your choice.
Guard, Aebros

## Guard, Harpooner

*Medium, human (Saltborn), any alignment*

**Armor Class**  14 (ringmail)

**Hit Points** 11 (2d8+2)

**Speed** 30 ft.

**Skills** Perception +2, Stealth (disadvantage)

**Languages** any one language (usually Common)

**Challenge** 1/8 (25 XP)

### Actions

***Net.** Ranged Weapon Attack:* +5 to hit, range 5/15 ft., one target. A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 12 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 12) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

***Spear.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d6+2) piercing damage.

 Guard, Windcaller

## Aebros Guard, Windcaller

### Type

 *Medium, human (Rovanian), any alignment*

### CHA

10 (0)
15 (+2)
12 (+1)
10 (0)
11 (0)
10 (0)

### Challenge

1/8 (25 XP)

*Medium, human (Saltborn), any alignment*

**Armor Class**  18 (scale mail, shield)

**Hit Points** 11 (2d8+2)

**Speed** 30 ft.

**Skills** Perception +2, Stealth (disadvantage)

**Languages** any one language (usually Common)

**Challenge** 1/8 (25 XP)

***Spellet, Gust.*** Each Windcaller has 1 Spell Pellet with the spell Gust prepared on it.

### Actions

***Sling.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

## Aebros Guard, Knives

### Type

 *Medium, human (Saltborn), any alignment*

### CHA

10 (0)
17 (+3)
10 (0)
10 (0)
11 (0)
10 (0)

### Challenge

1/8 (25 XP)

*Medium, human (Saltborn), any alignment*

**Armor Class**  16 (chain shirt)

**Hit Points** 9 (2d8)

**Speed** 30 ft.

**Skills** Perception +2

**Languages** any one language (usually Common)

**Challenge** 1/8 (25 XP)

### Actions

***Dual Weilding.*** After using their action to make a Dagger attack in their main hand, the guard can use a bonus action to make a Dagger attack in their offhand. They do not add their ability modifier to the damage of the bonus attack.

***Dagger (mainhand).** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

***Dagger (offhand).** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

 File:Aebros Banner Square.png
The Callidan Syndicate

Behind every great nation lies a shadowy organization that pulls the strings behind the scenes. The Callidan Syndicate is one such organization. Seeing themselves as noble thieves and assassins in service to their Lord Callidus, they are led by their enigmatic leader known only as the Shadow of Callidus, They control and manipulate the politics of Rovania, Aebros, and the Boarhart Lands. Though the organization is infamous amongst the inhabitants of these kingdoms, most will act as if they do not exist. It is widely known that to cross the Syndicate is to sign your own death warrant, often this is heralded by a bloody, golden hand on a black field. Though they frame themselves as noble thieves, they extort and intimidate everyone, from the lowest beggar to the Priests of Valencion. Though there is no proof of this, save for the rumor of a banner with golden hand in the red outline of a devil's face being placed in his room, it is thought that when King Orothus Burugatza III died fighting the Boarharts, it is suggested that a Callidan assassin known as the Bladed Devil may have killed him in the chaos of the battle. Should the Golden hand of Callidus appears before you, know that the syndicate is watching.

## The Callidan Syndicate

### Status

Controlling Rovania, Boarhart lands, and Aebros, through intimidation and blackmail.

### Race

Humans, Elves, half-elves, Gnomes Dwarves

## Notable Members

### Leaders

The Shadow of Callidus, The hand of Callidus
Rapier of the Fox

### Effects

You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon.The rapier has 1d4+1 charges per day. You can use a bonus action to use a charge and cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 17 Constitution saving throw or take 3d10 poison damage and become Poisoned for 1 minute. The rapier regains all charges at the next dawn.

## Material Rights

### Usage Permissions

You may use with permission from the owner or other Admins

### Editing Permissions

You may edit while in the balancing/playtesting phase

The Rapier of the Fox is one of the Seven Blades, and whoever wields it would be drawn into the eternal Grand Contest between the other wielders. The Fox is cunning and cruel. It prides itself as the most tactful of the seven, but rather than ally with any of them for long it would rather sew seeds of discord between the others, and cause them to fight amongst themselves.

 Magic Item

*Weapon (rapier), legendary (requires attunement)*

You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon.

The rapier has 1d4+1 charges per day. You can use a bonus action to use a charge and cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 17 Constitution saving throw or take 3d10 poison damage and become Poisoned for 1 minute. The rapier regains all charges at the next dawn.

If the rapier hasn't been used to wound a creature for more than three days, the fox forces the wielder to use it on themselves dealing the 3d10 poison damage and becoming poisoned for 1 minute.

The wielder of this weapon is drawn into the Grand Contest, and they cannot escape this fate.

### Weapon Stats: rapier

*Melee weapon (martial, rapier)*

* Damage: 1d8
* Damage Type: Piercing
* Properties: Finesse
* Weight: 2
Hiralta

Hiralta is the Goddess of the Sun, and the judge of the gods. All disputes between the gods or mortals is measures and decided by her.

## Adjudicator of the Gods

Hiralta cares more about lawfulness than her dominion over the sun. The sun is a means for her to gleam the truth of reality and to be a just goddess. She is very strict with her followers and expects them to be as lawful as she is.

### Hiralta's Blessings

While she is perceivable harsh in her judgement, she often allows those who worship her to a second chance and gives them blessings to aid them in spreading her will.

#### Eyes of Truth

Once per day, and only during the day, you can choose to open your eyes to a greater understanding of existence. When you do you can see the alignment of every creature within 30 ft of you and discern if a single creature has just told you the truth.

#### Sun's Guidance

Hiralta will take her follower's most prized weapon and alter it so that they may better serve her.

Weapon +1

This sword will heal a good (any alignment) target for any damage it would have dealt. During the day does it's normal weapon damage + 2d4 radiant damage to anyone with a evil alignment. At night it deals it's normal weapon damage + 2 radiant damage.
Nevil Snapdragon

## Personality

### Personality Traits

Neville will do almost anything to expand his (or his clan's) magical knowledge or power.

## Backstory

Nevil is a wandering explorer and scholar, fascinated with magical discovery and opportunities to make a financial gain. At age of fourteen he left his family (members of Clan Snapdragon that were living in the Boarhart Lands) to begin his life of travels and studies. He is the elder brother of Flynt Snapdragon, and the pair of them are somewhat renown as the "Snapdragon Brothers never get caught on a job", a fact that Nevil both prides in and exaggerates on whenever he has the chance to brag.

Nevil first studied magical arts when he wanted to discover secret of the Glacial Dwarves, and first left his family and home to join them in their last siege campaign to learn from the fortress engineers. There he discovered the utility of Spell Pellets, originally invented by the Dwarves, and now will only use Spellets crafted by his favorite runery in the Waldenlock Mountains.

His personal field of interest is Arachnology, and his pet Gertrude is both his companion and familiar. Gertrude lives in a small terrarium formed inside a glass bulb bound in leather and brass bindings and often hung on Nevil's belt. Just like a spider, in combat Nevil prefers to set a trap and wait than to charge in and be caught in a web.

Nevil wears a monocle as age has tired his eyes, and sports a white mustache that matches his wispy hair sprouting out from the sides of his balding head. His clothes range from a full brown overcloak to the bright rose, greens, and golds of his clan's color on his jerkin, and striped slops. He favors his weapon for the fling, and will often carry a shield especially when he might be caught opposed and alone.
Morningstar of the Stag

## Morningstart of the Stag

### current status

Unknown: last known to be in the possession of the mad mage, assumed lost within the Spellscarred Lands

### Type

Legendary Item, Weapon (morningstar), legendary (requires attunement)

### Effects

Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 2d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 17 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 17 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

## Material Rights

### Usage Permissions

You may use with permission from the owner or other Admins

### Editing Permissions

You may edit while in the balancing/playtesting phase

The Morningstar of the Stag is one of the Seven Blades, and whoever wields it would be drawn into the eternal Grand Contest between the other wielders. The Stag is proud and mighty, boasting both fleet-footedness and piercing strength as its prongs stab into its opponents.

 Magic Item

*Weapon (morningstar), legendary (requires attunement)*

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 2d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 17 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 17 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

If the wielder has not used the weapon for more than three days, they must use it against themselves and become wounded.

The wielder of this weapon is drawn into the Grand Contest, and they cannot escape this fate.

### Weapon Stats: Morningstar

*Melee weapon (martial, morningstar)*

* Damage: 1d8
* Damage Type: Piercing
* Weight: 4
House MacTíre

House MacTíre is one of the more wealthy and influential houses in service the House Boarhart. It is currently lead by Lord Alexander MacTíre, who came to power after deposing his father. They rule from Greyback Hall, the former seat of power for House Grauwulf.

Prior to Alexander's rule, House MacTíre was arguably the least respected house in the Boarhart Lands. After the eldest son of Lord Wilhelm Grauwulf ruined the harvest by salting the fields, Alexander gathered all remaining forces and called them to arms against House Grauwulf in the "Battle of the Wolves". Following the battle, Alexander ordered the execution of the entire Grauwulf bloodline - save for Lord Grauwulf himself, who was thrown into the dungeon to live out the rest of his days.

Their House motto, after Alexander came to power, is "A debt to a wolf will be paid in blood." A grim reminder to the other lords of what happened to last house that thought they could disrespect them and get away with it.
Rakultfreth

A large island to the south of the Fathering Sea, mainly home to the orcs. House Rovan has a small settlement on the edge of the island and have a treaty with the clans of the island. House Bluecrest oversees their partnership. The orcs of the island are known to be very superstitious and regularly cross the sea to the Silwood forest as a coming of age ceremony. It is also said that a large are terrifying undead sea monster lives beneath of oceans off the East coast of the island.

## Clans of Rakultfreth

The island is shared by 3 orc clans. They work in harmony (for the most part) and defend the island from outsiders. Despite appearing uncivilized to many outsiders, the orcs have a rigorous society built around respect through strength and demand payment of gold or blood when their laws are broken.

### Baskilrog

The strongest of the orc clans. These orcs owe their strength to their alliance with dragons. Who guided and worked with them to help defend the island from intruders in the past.

### Donkarth

This orc clan does a lot for the naval defense of Rakultfreth.
South Pork

### Inhabitants

Various Dawn's Inquisition Troops, including Aarik Cartman the Veteran and Sir Butters the Knight.Kenny Cometh, Razorback Rider (Former, slain)

South Pork is a small Province just north of the Grand Temple on Valencion. It is known for its temple to Lekaimos, the god of song and festivities, alcohol and feasting, hospitality and merriment.

The settlement has fallen to a Dawn's Inquisition war band led by Alavara Naero. It was given its current name to mock the Boarhearts who once defended it.

### Dawn's Inquisition Drinking Song

I'm going down to South Pork, gonna have myself a time

*Friendly soldiers everywhere! Make sure you pray to Indamma!*

I'm going down to South Pork, gonna leave my woes behind

*AMPLE STABLES DAY AND NIGHT, PEASANTS SHOUTING 'well met, m'lord'*

I'm going down to South Pork, gonna see if I can't unwind

\**Muffled screaming, representing a dying Boarheart\**

*Oh my Gods, they killed Kenny!*

Come on down to South Pork and meet some friends of mine
Port Myrian

A large port in Rovania, ruled by House Baldor under the administration of Count Lucius Baldorich. It is located in the Myrian Coast, a coastal region located southeast of the western peninsula of Rovania.

The port is flourishing with trade as merchants and traders from all over visit this settlement.
Death & Revival Effects

In the Horizon Kingdoms, death is harder to return from. When adventurers die there is not many known powers that can revive the dead, and the few that are may often come at a high price. Many kingdoms have a ban on any such practices of necromancy. Priesthoods like that of the Iron Law who serve Ferrovictus often track down records of revival rituals, or destroy relics said to raise the dead. Those that are able to successfully raise the dead will find that the revived are forever scarred by the experience, for none are left untouched by Death, or forget her cold embrace.

## Death & Revival Effects

The table below is an optional table rule for Horizon Kingdom games. Although not every DM will allow PCs to be revived, those that will may still use this table to further penalty this act.

#### **Death & Revival Effects**

 **6** | **A Greater Cost:** Reroll and roll and make an extra roll on this table. You take both effects.
Idayomi

> *May the moon be your guide. Let the ocean soothe your soul.*
>
>

## The Water Goddess of the Night

She is the Goddess of the Moja Tribe, an Elven civilization that once occupied the east coast and the river lands of Rovania. Their home was centered around what is now The Glimmering Water Gardens. She has several forms from a mermaid to a female woman to a dolphin. She is often associated with the moon and will appear to the descendants of the Moja on a full moon. The Moja people are largely nomadic which is why there aren't as many here anymore, but the spring stayed behind and Glimmering Garden formed around it. Any member of the tribe can go there for wisdom. There are many Glimmering Garden locations, some hidden from the world that an adventurer could travel to and hope to receive her blessing. The one in Rovania is the only one public to the world.

### Appearance

She is a goddess of peace, but she does not shy away from conflict. She wields a Khopesh made of hardened coral, gold and orichalcum, and a shield made of a large seashell in combat. She appears to have dark violet skin and locs that stretch all the way down her back and turn into water as they go down her back. Her eyes contain the night sky.
Goldtooth Tribe

A small clan of kobolds although weak they are gold hungry and will seek it with little thought for the cost, the same can be said for magical items although the reasons for this strange hoarding is unknown

Even though the clan is weak and barely established they have great ambition and have even been known to produce an adventurer or two to satisfy the endless craving for wealth

As of late this tribe has been noted to be absorbing other, smaller tribes of Kobolds, Goblinoids and even larger creatures.

They have also been consolidating power in certain regions, sending diplomats to attempt to open trade with nearby cities and although most requests were refused enough were tentatively accepted to allow the trade of ore, food, jewels, crafts and forage to begin as well as the hiring of Goldtooth mercenaries, spy's and assassins
Uriel, The Golden Sage

Uriel is the god of the Aasimar and the Divine League. He rules the domains of Life and Light. Upon seeing the state of the world he has sent his servants from the his divine seat. They have been tasked with making the world better and to defend the weak and downtrodden. Most of Aasimar follow their directive and seek to make things better. The Fallen Aasimar however turned from their task. It is suggested that in their time on on Skoteino a dark power seduced them and gave them darker powers and have led them to pillage and raid their once allies and the surrounding nations. Uriel seeks to bring his fallen servants back into the fold.
Hollow Bell

Rich in history as well as might, House WoeHänder has been in the same exact spot in Hollow Bell longer than almost anyone can remember, never once losing the stronghold to any invading force. Due to this source of pride and the difficulty entering Hollow Bell thanks to the surrounding rough terrain (The Pine Barrens), the fortress has gained an ancient culture with many customs that outsiders might find odd. Despite them being a minor hermit kingdom, that isn’t to say they aren’t a major player in the game of war. While their power and influence has diminished over the centuries, they still are infamous for being rivals with ever other Rovanian House, including House Rovan.

The Castle of Hollow Bell has never been conquered in any siege. The Twisted Tower stands high above the walls where bloodied and tattered banners of the fallen houses defeated by the WoeHänders cling to the walls.
Asage Parvol

> *Coin that is covered in blood is still coin. It can be cleaned after I claim it. ~Asage Parvol*
>
>

## The Merchant on the Mountain

Asage Parvol is the leader of House Parvol and a close ally to King Boarhart. He is a businessman who controls the Red Spring Mines of the Boarhart Lands among many other businesses, some of which have rather malicious dealings. He is a greedy man, who's first and usually his only priority is to make him the most money. He is often seen strolling around his mansion on the Golden Peak, furious writing things down or on his balcony overlooking his mine.

### Appearance

Asage wears elevator shoes and dress is extravagant robes to hide them so he appears significantly taller than he actually is. His hands are decorated with many rings and he has a short well trimmed beard with his mustache cut in a way to make it look like he has tusks.

### Golden Finger

Asage Parvol is a very successful business man but many wonder how we was able to get ahead. Parvol has always been a house of wealth but it wasn't until recently that they became such a dominant player in the Boarhart Lands. His family wasn't involved in mining so it makes little sense that he would be able to have taken such an effective control of the Red Spring Mines. Many have seen suspicious people leave and enter his mansion at all hours of the day. There are many rumors about what goes on in the Golden Peak at night. Every time the crown wins a battle he gets paid. Every time the crown losses a battle, they are more indebted to him.
The Great Spellblast

In **1246e4** a great blast sparked across the day sky, a cracking thunder rolled across the heavens, and the earth shook as the world broke as it had never been broken before. All the peoples who witnessed that day, no matter how far, across the lands and sea remembered that day. Some believed the gods had grown wrathful, and their anger was turned toward all mortals. Others thought it was an omen of the apocalypse, that the end of the world had come. But deep in where the Spellscarred Lands now lie, the blast broke forth from the center of Revalan, the capital city of the kingdom of Terallia. The countless arcane-driven constructs and focusing cores that bolstered Terallia's infrastructure only served to intensify and accelerate the explosion, setting off a chain reaction of arcane cores catastrophically failing almost simultaneously. Expanding for miles upon miles, spreading raw arcane energy over a large area, from which came bright lights, stripping winds, and haunting wails and gibbering voices from beyond the veil of darkness.

The blast and the monstrosities it bore quickly slaughtered all that were within its grasp, and the kingdom of the Terallia was lost in a blast of arcane power. All who remained or returned were afflicted with the Blight's Touch, save for the elves, who seemed to have a strange immunity to the magical corruption.
Dire Razorback

The Dire Razorback Boars are native to the Boarhart Lands and are the symbol of the kingdom. There are not many Dire Razorbacks, as they are near impossible to tame and most live in the wilds, though there is enough for local sport and trophy hunters. Some Hillborn have tamed the beasts and trained them for war, creating the Razorback Riders.

The Dire Razorbacks are descendants of the Mammoth Boars, and children of the great Brilaculous, the mountainous black boar that shaped the hills with every step of his hooves.

## Dire Razorback

### CHA

18 (+4)
10 (0)
16 (+3)
2 (-4)
7 (-2)
5 (-3)

### Challenge

3 (700 XP)

*Large beast, unaligned*

* Armor Class 14 (natural armor)
* Hit Points 42 (5d10+5)
* Speed 40ft.

* Senses passive Perception 8
* Languages None
* Challenge 3 (700 XP)

*Razored Charge.* If the boar moves at least 20 ft. straight toward a target and the hits is with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the boar passes within 5ft. of another creature during it's charge, it does not provoke an attack of opportunity and the create must make a DC 13 Dex save, taking 7 (2d6) slashing damage on a failed save.

*Relentless (Recharges after a Short or Long Rest.* If the boar takes 10 damage or less that would reduce to 0 hit points, it is reduced to 1 hit point instead.

### Actions

*Tusk.* *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) slashing damage.
Everyln

The seventh child of Grimöha, is **Everyln**, goddess of pleasure, sex, orgies, courtship, happiness, love, hope, virgins and goodwill. Everyln is normally depicted as a naked beautiful woman with bright red hair and deep blue eyes. Normally in these depictions, she is dancing, drinking, having sex or merrymaking. In Frostborn culture, Everyln represents a physical love more than a romantic love. Droogal, god of drunkenness is normally seen with Everyln in many depictions of the gods in holy sites and he is her husband.

## Everlyn's gifts to humans

Everyln has an *odd* relationship with Grimöha, to say the least, and it is a highly enjoyed by Frostborn bards (this song is banned in many lands outside Frostborn rule for its devious nature). It is said in legend that Everyln brought pleasurable sex into being against Grimöhas wishes. Everyln saw how hard the humans worked the lands, and once done had little to bring joy into their homes. Everyln asked Croohorn (god of time) if Crum (the hero war god and youngest of Grimöha's children) had ever considered giving humans godly pleasures as they had. Croohorn told Everyln that pleasurable sex like the gods had would only distract from Grimöha's will, which is why Crum never granted it to them. Saddened by this answer, Everyln set out to help humanity. Everyln with her husband Droogal hosted a party for all the gods. Droogal served them his finest ales, while she sang for them until they were lulled into a stupor. Once all the gods fell asleep, she then asked her friends, Dove and Crow, to help her pick all the fruit from all the trees in Valhights, the holy kingdom of the gods. After all were collected, she asked that the two birds to pick the fruit basket up, fly it high above the clouds so no one could see, then to rain these fruits down across the world of men. The birds did so, and when the men took part in this fruit, they were filled with lust and pleasure. Hall-Ever Yule is a sex holiday in honor of Everyln for this gift, taking place on the Full Sap Moon of each year.

Everyln has many stories that vary from tribe to tribe. In some myths, she convinces the stars to "bare themselves" so that their light can guide ships. In others, she guides the dying through Grimöha's paradise dream. Everyln is always depicted in every Frostborn story however as an advocate for humanity, for they are her beloved. Meanwhile, most of the other gods seem to not care for humanity, often too indulged by their own domains.

She bore a child with her Husband Droogal, a Spirit that emerged from Everyln's forehead at his birth: the Spirit Bekt, the spirit of ”angry drunkeness”. It is common for ”bad drunks” in frostborn society to be called "sons of Bekt" or in extreme cases, "Bekt-possessed", often requiring a priest to drive out the drunken spirit.
House Boarhart

House Boarhart, ruling house of the kingdom in the north known as the Boarhart Lands.

The Boarharts are a proud but rugged people. They pride themselves in steadfast and mighty warriors. They are hillborn in heritage, though because of their strong might, many suspect a mix of dwarven blood in their line despite their tall stature. It is common knowledge that mocking any member of House Boarhart by referring or comparing them to swine is punishable by ripping out the mocker's tongue. If you must mock a Boarhart or compare them to a pig, it's best to be sure that none are within earshot or no loyalists are nearby. Some Boarharts, such as Ser Cedric Boarhart, have been known to even hunt down mockers based on a trail of rumors just to uphold his family's honor.

 War Encounters/Sessions

The Boarhart Lands Kingdom is made up of three factions based on species: **Hillborn** (Valenzi-Worshipping Humans), **Frostborn** (Grimöha-Worshipping Humans), and **Littlefolk** (Dwarves and Halfings).
Ferrovictus

The Iron Judge Above All

A minor god of the Valenzi Court, son of Gemortus the god of death, master of the Iron Law - that to Death, all men must pay the price.

Ferrovictus has incredible scrutiny as a judge of all things (you can RP this as foresight, divination, devilsight, etc.). Thematically, he always has one arm bound in an endless chain that leads back to his home fortress in a subplane. That chains stretches across rifts of time and space and is how he concludes "chains of events." He will often interfere with fate and seek to exterminate injustices before they appear. This preliminary justice can often take the form of him seeking to destroy mortals (player characters) before they know their part in a calamity or before they start down that path (since he can "see what will come"). If he can't destroy these troublemakers, he or his servants will settle with branding them so they can be identified as enemies of Iron Law. He presides over the prison known as "The Chained Bastion." For those who commit the worst sins, their souls are sent to the bastion to await their final judgment.

He is the patron of the cult that follows "Iron Law," of which the major themes are: death is owed by all mortal creatures (anti-undead like the Raven Queen), everything has its borders and boundaries, and that Iron Justice is unwavering and absolute. His servants are famous for being slayers of undead and fey creatures.

## The Final Trial

*"How many evil deeds have gone unpunished because they have ripped out the tongues of guilty men? In the great trial, all dead will answer to the Grand Court, every crime accounted for, every grievance marked, and every rightful punishment decreed." - Iron Judge Goraldi Maxinio,*

The followers of Ferrovictus believe that one day, all crimes will be paid for and justice will be absolute. A day beyond days, where all dead men and women are brought before the Grand Court of Iron Law, and each mortal's accounts are brought up, reviewed, and tried. The final verdicts will be dealt and justice will finally be done.
Blight's Touch

## The Blight's Touch

Being inflicted by the Blight means two things: the wild magic will transform your physical appearance, and one day you will succumb to it and no longer retain your humanity, becoming a monstrous servant of the Blight. The Blight is neither a curse nor disease; rather, it is a condition of raw arcane energy being trapped within a mortal body, transforming it and causing it to slowly deteriorate, pushing the mind into insanity. Even the gods cannot remove the Blight, but some have made pacts with mortals in exchange for using their divine powers to delay the Blight's onset.

If you are affected by the Blight, roll the tables below to see how dire your mutation becomes.

### Blight Exposure

Being exposed to a spellstorm makes a creature prone to the Blight's touch, becoming a blightborn and being cursed. When first coming into contact with the spellstorm, make a DC 12 Constitution Saving Throw, (those with fey Ancestry make a DC 6 throw with advantage). On a failed save the creature becomes cursed with the Blight Touch.

### **Blight Touched**

 51-80
 81-100

#### **Moderate Touch Effects**

 21-30
 31-50
 51-60
 61-70
 71-80
 81-90
 91-100

#### **Major Touch Effects**

 21-25
 26-30
 31-60
 61-70
 71-79
 80
 81-90
 91-100
Kingdom of Rutor

The sun shines on the new Kingdom of Rutor as the followers of the late mad mage have finished the reconstruction of his once great kingdom. They have gathered on the east side of the Spellscarred Lands and began their rebuild by bringing together the five Allies of Rutor: The great minds of the Gnomish Parliament and Vedalken Syndicate, and the strong-bodies of the Minotaur Tribe, Loxodon Conclave, and Goliath Legion. The series of alliances and treatises which unified these great races is referred to 'The Mending of Rutor', and has made great wonders of engineering possible that will stun the world.
Glaive of the Raven

### Effects

You gain a +2 bonus to attack and damage rolls made with this magic weapon.The glaive has 1d4 + 1 charges per day. If you score a critical hit against a creature that has fewer than 100 hit points, you use a charge and it must succeed on a DC 17 Constitution saving throw or be slain instantly as the raven tears its life force from its body (a construct or an undead is immune). The wielder of this weapon must use it to slay one creature every three days or the raven's spirit possesses the wielder and causes them to take their own life.

## Material Rights

### Usage Permissions

You may use with permission from the owner or other Admins

### Editing Permissions

You may edit while in the balancing/playtesting phase

The Glaive of the Raven is one of the Seven Blades, and whoever wields it would be drawn into the eternal Grand Contest between the other wielders. The Raven's precise strikes and far reach carry its victims to cold graves on its wing.

## Magic Item

*Weapon (glaive), legendary (requires attunement)*

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The glaive has 1d4 + 1 charges per day. If you score a critical hit against a creature that has fewer than 100 hit points, you use a charge and it must succeed on a DC 17 Constitution saving throw or be slain instantly as the raven tears its life force from its body (a construct or an undead is immune). The wielder of this weapon must use it to slay one creature every three days or the raven's spirit possesses the wielder and causes them to take their own life.

The wielder of this weapon is drawn into the Grand Contest, and they cannot escape this fate.

### Weapon Stats: Glaive

*Melee weapon (martial, glaive)*

* Damage: 1d10
* Damage Type: Slashing
* Properties: Heavy, Reach, Two-Handed
* Weight: 6
Longsword of the Stallion

### Effects

You gain a +2 bonus to attack and damage rolls made with this magic weapon.If you move at least 10 feet straight toward a creature and then hit it with this sword attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, wielder can make another attack with this sword as a free action.

## Material Rights

### Usage Permissions

You may use with permission from the owner or other Admins

### Editing Permissions

You may edit while in the balancing/playtesting phase

The Longsword of the Stallion is one of the Seven Blades, and whoever wields it would be drawn into the eternal Grand Contest between the other wielders. The Stallion is steadfast and charges down upon its opponents with great speed and crushing strength.

 Magic Item

*Weapon (longsword), legendary (requires attunement)*

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

If you move at least 10 feet straight toward a creature and then hit it with this sword attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, wielder can make another attack with this sword as a free action.

If the wielder does not use this weapon to slay a creature for more than three days, they begin to suffer from nightmares of a white stallion with three heads, razor fangs, and one eye on the center head preying upon them in their dreams. The wielder suffers one point of exhaustion for every day they've gone without using the weapon. This effect ends when the wielder makes a kill.

The wielder of this weapon is drawn into the Grand Contest, and they cannot escape this fate.

### Weapon Stats: Longsword

*Melee weapon (martial, longsword)*

* Damage: 1d8
* Damage Type: Slashing
* Properties: Versatile (1d10)
* Weight: 3
The Ravens

## Unseen, Unheard

The Ravens are the primary reconnaissance and subterfuge force of House Rethan, responsible for gathering information, conducting covert operations, and even assassination, should it come to it. Currently led by Ser Faleon, eldest son of Lord Felenas Rethan, the Ravens are currently focused on monitoring the movements of The Blighted Horde, as well as gathering intelligence relating to rumors that there are vampires scattered among the nobility of Rovania.

### Training

Young Tarethi aspiring to become part of the Ravens are subjected to intense training to prepare them for any situation that could arise. They are grouped in squads of five, all led by a senior member. The woods of the lands controlled by House Rethan are perfect for training acrobatics and stealth, and provide an excellent environment for testing recruits' aptitude for survival. Through this training, they develop camaraderie in their squads, who will become their teams once the recruits become fully-fledged Ravens.

### Members

Given that they specialize in survival, reconnaissance, and infiltration, the Ravens are mostly composed of rogues, rangers, and bards. Given that they work with the nobility of Tareth, members of the Ravens have access to additional training in the magical arts from the Tarethi Mages' Guild, as well as martial training from the Tarethi military.

The Ravens, even the leader, all report to a former Raven called The Watcher, who in turn reports directly to House Rethan. Within the Ravens, ranks follow a fairly standard military rank system, with members' ranks being dictated by their conduct and seniority. Recruits are known as "Hatchlings," freshly-promoted recruits are known as "Fledglings," established Ravens are called "Feathers," and Ravens that train recruits are known as "Hens." Squads are referred to as "Wings," and entire cohorts of Ravens are known as "Flocks."
Dweid Schrued

### Relatives

Angelia Schrued (wife), Moose Schrued (cousin), Zeik Schrued (cousin), Fen Schrued (sister)

## Physical Description

### Gender

Male

"*I define Dweid as a superlative worker, leader, and friend, supreme." - Mikael Scarn*

Dweid Schrued III was an honorable and hardworking yet irritating bannerman of House Boarhart, head of House Schrued, owner of Schrued Farms, the Beat Knight, Aid to the Region's Parchment Merchant. His mentor was Mikael Scarn, the Regional Parchment Merchant, with whom he had been close friends for many years and moons.

Dweid became a squire and aid to Ser Mikael Scarn, the Region's Parchment Merchant, and was trained and dubbed a knight by Scarn in the year 282e5. After his knighting Dweid pledged his sword to House Boarhart and King  Rupert "the Brutish" Boarhart, bringing his halfling family and farm into prominence among the Hillborn kingdom.

### Bears. Eat. Beets.

During the events of Bears. Eat. Beets., several members of The Bear Clan invited themselves to dinner. In addition to tasting some of Dweid's specialty beet stew, they were interested in convincing Dweid to end his alliance with the Boarhearts. Unfortunately, Mikael Scarn convinced him that he should prove his loyalty to the Boarhearts by fighting the Bear Clan representatives. Refusing to negotiate or surrender, Dweid was shaken down and fed to Beary McBearington. The only surviving remnant of Dweid is his glasses, which were kept by Tangraf as a trophy.