recursal/Fanatic-Fandom huggingface dataset:
Zeus

## Description

Zeus led his siblings in rebellion against their father Cronus, and thus secured the Olympians as the supreme gods of the Olympian faith. His leadership in this war is what cemented him as the King of the Olympian gods, though his rule is not absolute, and his decrees are often challenged by the other gods. He is famous for his mighty lightning bolt and his lust of women. While he can take any form that he wishes, he is often associated with that of a muscular bearded man with noble bearing.

## Personality

Though stories often portray him as a strong and capable leader, he can be a despot at times. Like the lightning and thunder he embodies, he is quickly moved to anger and often makes his decisions based on politics or his own whims rather than true justice (though he tries to at least maintain an image of being a fair and just leader). He is a terrible lecher and often cheats on his jealous wife, Hera. Being wooed by a god may seem flattering, but Hera often goes to great lengths to punish those who have romantic affairs with her husband, even women who were not aware or willing participants in the affair.

## Avatar

Zeus's avatar appears much like Zeus himself, as a muscular bearded man. He has also been known to take a great number of other forms from animals to clouds,

## Duties of the Priesthood

Priests devoted to Zeus are expected to maintain elaborate temples worthy of the king of the gods. In addition, they are expected to organize Olympic games every 4 years in honor of Zeus. Such events are often held between neighboring kingdoms with results sometimes being used to resolve conflicts between them.

## New Spells

The following spells may only be cast by Zeus' priests:

Lightning Rod (1st level)

Lightning Volley (2nd Level)

Lightning Barrage (9th level)
Henry Richmond

Henry was once the head of the powerful Richmond family. As a wealthy landowner, he had much free time on his hands and devoted much of it to studying undead. This study would eventually prove to be the downfall of both him as well as the rest of his family.

Once his research threatened to reveal the presence of Seilus Godfrey and the rest of his undead minions, Henry and the entire Richmond Family was slaughtered.
Hera

## Description

Wife (and sister) of Zeus, as well as queen of the Olympian gods. This gives her domain over marriage, women, weather and fertility. However, as she is well aware of her husband's lecherous nature, she has learned to keep an eye out for any beautiful women that might capture her husband's wandering eye. She is thus able to spy on anyone at any time at will. Even magical protections that would normally block such scrying are useless against her sight.

Though she can take any form she wishes, her true form is that of a tall, noble and beautiful woman with long curly black hair.

## Personality

Due to her husband's constant pursuit of women, Hera is an extremely jealous goddess. She spies on her husband constantly and makes a point of looking in on any particularly beautiful women, especially if they have had contact with her husband. If she finds her husband paying a little too much attention to a woman, she is quick to lash out, sending her avatar or followers to deal with the woman and any offsprings she may have had with Zeus. What the punishment entails depends greatly on her mood and imagination at the time but is always severe. She has been known to brutally kill or disfigure such women, though when the mood strikes her, she has also come up with more creative punishments such as prolonging childbirth indefinitely.

Hera can also be extremely vain. She becomes extremely offended at any slight upon her beauty and once destroyed an entire country's people because one of its members dared say that Aphrodite was more beautiful than she.

## Avatar

Like Hera, her avatar appears as a tall woman of stunning beauty.

## Duties of Priesthood

Priests of Hera are normally responsible for wedding ceremonies, healing and other community events. They are far from pacifists, however as they are also expected to kill anyone who dares insult their goddess. When they respond through direct action, the slaughter is brutal and merciless. They may also use trickery or deception to arrange for the offender's untimely demise. They are also occasionally called upon by wives to see if their husbands are being faithful and provide suitable punishment to those who are not.

## New Spells

Detect Faithfulness (1st level)

Spying Sight (4th level)

Vengeance (5th level)
Ibtihal

### Population

90,000 (Human 50%, Half-elf 13%, Elf 8%, Dwarf 5%, Halfling 5%, Gnome 5%, Other 14%)

### Local Language

Enlightened Common

The coastal city of Ibtihal is ruled by the Caliph and Most Revered Mother Sajah al-Munsif. She is the only woman to guide the faith of any city in Amsha in this generation. She is known as the Quiet Caliph, for she rarely acts or speaks directly. Instead, she leads by example and talks in parables that may at first seem to wander from the point, but, in the end, reveal a basic truth that allows the listener to attain enlightenment.

Sajah has proven herself to be a wise and capable ruler. Her people are well fed and, on average, better off than many of their cousins across Amsha. The caliph will frequently don her chador and go out to mix with the people, hearing their needs and interests and using them to guide city policy.

Ibtihal has the greatest university in all of Amsha. Many leaders, viziers and notable thinkers throughout the land have studied here as children. The university is for the most part moralist in nature. It is quite open, however, and will tolerate members of other faiths as well as pragmatists, ethoists, and even free priests. The sciences, particularly optics and alchemy, are the university’s strong points, followed by the subjects of magic and poetry. In fact, some excellent poets and rawuns have studied at Ibtihal’s university.

Caliph Sajah has made the city of Ibtihal a safe haven for travelers of all walks of life (not a difficult task for such an enlightened populace). Ibtihal still has its perils, often around the docks or in the university, where differing ideas may clash with violent results.

## People

The people of Ibtihal are very pragmatic and accepting to new ideas. This might require a bit of argument before it happens, but they generally will at least listen to them. Most who are taking up the adventuring life do so after attending the university or in order to save up some funds to go to it.
Francis Fashion

A trans-male gnome and proprietor of Fashion First. Francis moved to Walton from the gnomish nation of Automata, where he learned how to use machinery to mass produce high quality fashion. He brought his machines and knowhow to Walton where he has made an absolute fortune in high fashion. He also employs a small army of locals to run his machinery day and night to meet the endless demand for new costumes for Aria Ravens' nightly balls.
Apollo

## Description

God of light and music, Apollo is best known for his golden chariot that he rides across the sky every day, bringing the sun with him. He and his twin sister Artemis, were born as the result of one of Zeus' many cases of infidelity. Like his sister, he is a master archer. He is also a master lyre player. Physically he is a beardless young man who often wears little to no clothing.

## Personality

Apollo is both strict when it comes to lawfulness and tolerant when it comes to his followers. He disdains lawlessness and encourages his followers to come up with harsh laws to prevent criminality. Compared to other Olympian gods, he is most likely to interfere with mortal affairs by helping the righteous or using he arrows to rain plaque upon the wicket.

## Avatar

The avatar of Apollo. like the god he represents, is a lean, muscular and handsome young man who wields both bow and magic to deadly effect.

## Duties of the Priesthood

The priests of Apollo have a wide range of duties. They are expected to be healers, leaders, and promoters of music. Most play the lyre or some other portable instrument. In particular, they are expected to help promote lawfulness within their cities and towns. They often serve as local law enforcement, and many become deeply involved in politics.

## New Spells

Brand of Law (1st level)

Bestow Talent (2nd level)

Radiant Glory (3rd level)
Nopaltzin

## Description

Nopaltzin is a short way inland but many of its people have large ships that they take to sea. Each ship is sure to have at least one priest or priestess of both Tlaloc and Chalchihuitlicue. The people are sort of part fisherman and part pirate. They sail off the coast and fish, trolling the ocean with nets and spears. This occupies the majority of their time. However, once they spot a ship, they bring in their nets and attack, looting anything they can get. Only children are spared during their attacks (though any adults who surrender are taken prisoner to later be tortured to death as a sacrifice to Tlaloc) and such children are taken care of by the priests of Chalchihuitlicue.

The government is ruled by the priests of Tlaloc and Chalchihuitlicue. The top priest of Tlaloc and the high priestess of Chalchihuitlicue are always married together (symbolizing the relationship between their gods) and rule over the people as king and queen. They share the power equally with the queen controlling the internal matters and welfare of their people while the king controls foreign matters including their raiding parties.

The people of Nopaltzin are the most diverse of any in the Spirit Continent. This is mostly due to the fact that so many foreign ships are ransacked, and their children grow up among the Nopaltzin. While they have a local language and most know Eastern common as well, a large portion of the population speaks some other assorted language. Foreigners that can manage to get a guide on the Spirit Continent that speaks their language will likely find it in Nopaltzin. Of course, foreigners almost never live to find that guide in Nopaltzin. Those who have, find them elsewhere, amidst more peaceful people, rare as they may be.

## People

A citizen of Nopaltzin is very likely an orphan. Those who take up the adventuring life, usually do it because they do not wish to be around the people who killed their parents. Perhaps they may seek to find some way back to their homelands so they can learn of their people or if there are any surviving family members. Since there are almost no ships in the Spirit Continent that are willing to travel to other continents, very few of these people ever get far in their quest. Still, if anyone from the Spirit Continent is likely to be found in another one, it will be someone from Nopaltzin.
Laziz

### Population

300,000 (Human 40%, Half-elf 14%, Elf 10%, Dwarf 10%, Halfling 10%, Gnome 10%, Other 6%)

### Local Pantheons

Enlightened, Nephythys, Bast, Mitra, Yama, Rudra, Vayu

### Local Language

Enlightened Common

The coastal city of Laziz is a thriving city of merchants and pearl divers. The ruler, Sultan Kara al-Zalim, is cunning, ruthless, and highly praised by the moneyed classes. In his younger days, he roamed the seas as a corsair, raiding the fleets of other Amshan cities. He has no love for any other city but his own. Kara is only the nephew of the previous sultan, yet he was chosen as heir over the sultan’s many children. This has proven a wise choice as he has brought much prosperity to the moneyed classes of Laziz.

Laziz is a large, rather unattractive city that depends on pearls for trade. A small minority of wealthy nobles, merchants, and townsmen live comfortably off the wealth of the pearl trade. The majority of Laziz is reduced to poverty and indebted heavily to the merchants that control the trade. When the pearl season has ended, Laziz has the greatest number of beggars of any city in Amsha.

Pearl harvesting comes five months of the year. By decree of the sultan, harvest season begins as soon as the monsoons subside. During the next five months, pearl divers work daily to bring the pears to the surface, often in dangerous conditions. While the risks are great and the rewards for the divers few, it is through their lungpower and blood that the Laziz survives.

## People

The few adventurers that come out of Laziz are typically pearl harvesters who seek a better life for themselves and their family. Very few nobles have reason to leave their comfortable lifestyle to risk their lives on an uncertain path of adventuring. Those pearl divers who do make their way in the world are often desperate for anything better and highly willing to take any job that promises them riches.
Phasing Blades

These daggers are always made in pairs and if separated function as simple +1 daggers that give a faint blue glow when attuned individually. Alternately they may be attuned to as a set, requiring only a single attunement slot to do so. When wielded as a pair, their power is truly unlocked.

Each dagger then functions as a +2 dagger with the thrown (60/120) property in addition to the normal properties of a dagger and scores a critical hit on a 19 or higher that triples all damage instead of normal critical damage, if the attack hits. Either dagger may be thrown, either as part of a normal attack or as a bonus action, and the daggers teleport to the user's hands at the beginning of their next turn. On a successful hit, the wielder may choose to teleport next to the target. This sudden movement is confusing enough to grant advantage on the wielder's next attack against that target if taken on the same turn.
Slippery Maiden

Located in the slums of Walton, the Slippery Maiden is about the cheapest brothel you can find. The majority of the staff consist of animated zombies controlled by the necromancer proprietor, Xander Ghoulish. If one wants to splurge, there are even a couple of living companions one can spend their time with. While many locals view the establishment as distasteful, Xander simply claims that his undead staff are paying off their life's debts through physical labor like any other poor person in the country of Maut.

Local complaints certainly don't seem to deter his patrons who consists not only of zombie fetishists and those who can't afford better, but also those who enjoy being with a companion who will neither complain nor judge them. In fact, they seem to prefer the idea as they believe that anything that happens between the two will strictly stay in that room. Little do they know, the rooms are all enchanted with a variety of divination enchantments. From a secret viewing chamber, Xander is able to coerce, listen in on and even record all kinds of secrets that he can either later use for blackmail or sell to other interested parties such as the Outcasts.
Kaliska

## Description

The Kaliska tribe roam all along Ahanu, though most of them tend to stick around central Ahanu unless game is scarce. The Kaliska are largely considered to be scoundrels and rarely meet in large numbers (a typical group of them consists of about five to fifteen at most), unless something very important is happening. Many roam the lands alone, only occasionally meeting with someone else in their travels. They are something like the gypsies of other lands and most other people who know of them do not trust them.

They are adept scavengers and thieves, taking what they will of other tribes. It is a very uncommon practice among most tribes of Ahanu, who prefer to either hunt things down on their own or take what they will with strength in battle instead of stealth and trickery.

All Kaliska follow the ways of Coyote. Large portions of the Kaliska are priests of Coyote. The trickster god is very much in line with their way of thinking and the people tend to think of themselves as Coyote’s children. It is not uncommon to see one or two of these creatures following along behind the Kaliska.

## People

The Kaliska are very aloof and chaotic in nature. People can rarely count on one of them to keep a promise unless it is in their very best interest to do so as they will always take the easiest way out of any situation. The one exception is their relationship with coyotes. They will always do everything in their power to aid a coyote if they find one in trouble or injured. Even if it means they have to risk their lives. Anyone who does this as well will find a trusted ally in the Kaliska.
Lightning Rod

A specialty of clerics of Zeus, this spell causes a target creature to attract nearby lightning spells for the duration. The creature receives a Wisdom saving throw. If it succeeds, the spell fails and ends. On a failed save, any time a spell that deals lightning damage has its effect within 60 ft of the target, part of it arcs off at the target, affecting them as though they were targeted by it. Any such spells that include the creature as a target instead always directly hit the creature. Any saving throw the creature would get against the lightning spell fails and any attack roll made by the lightning spell counts as an automatic hit.

***At Higher Levels.*** Using higher level slots increases the duration of the spell. A 2nd level slot lasts for 10 minutes. A third level slot lasts for 30 minutes. A 4th level slot removes the concentration requirement. A 5th or higher level slot increase the duration to "Until dispelled".
Hammond Carson

A young paladin from Kingsport, Hammond was the leader of a small group of undead hunters consisting of himself, a sorceress named Kiara Blaze, a cleric named Linda Divine, and a rogue named Carrey Smith. He had been trained from a young age by his uncle to loathe and hunt the countless undead that can be found on the island of Maut. He lived near the docks where his father and mother worked as zombie slaves. Every day he saw their undead bodies defiled by dark magic and forced to work even beyond their lives, and he hated it.

Eventually his uncle bestowed upon him the title of paladin and gifted him with a magical ring of protection as a gift, along with some armor and a sword. Hammond used his uncle's gifts and training to slay the abominations and fled before the law could catch up to him for destruction of property. For that is all his parents' bodies were in the eyes of the law: property. Just like a house, table, or beast of burden, they were treated as objects rather than people.

The paladin continued his crusade against the undead for a few years and slowly gathered his collection of like-minded friends. This ended on the 10th of Karshe, 2030, when the group came across a small group of travelers whose horse appeared to be a skeleton. Hammond got close to the group and used his abilities to sense if there were any other undead among them. To his dismay, he found that the entire group consisted of undead abominations. By the time the dust settled, the undead had slain all but Carrey Smith, who managed to escape with the help of an invisibility potion.
Death Charge

A beam of necromantic energy drains life from a creature in range to charge your necromantic spells. Make a ranged spell attack against the creature to form a vile link between you and the creature. On a hit, the target takes 1d8 necrotic damage and an intangible tentacle of undeath forms between you and the target until the end of your next turn. As long as this connection is maintained, the next necromantic spell you cast is cast as though it were using one spell slot level higher than the one being used.

 If you hit an undead target, the spell slot of the subsequent necromantic spell is instead considered 2 levels higher.

 This spell's damage increases by 1d8 when you reach 5th level (2d8). 11th leveI (3d8), and 17th level (4d8).
Staff of Dionysus

A weapon prized by Dionysus and his followers, the Staff of Dionysus looks like a tall staff with a pinecone at the top and vines entwining the length.

Despite its relatively harmless appearance, it functions as a rather deadly +3 pike. Once attuned, it provides proficiency to the wielder, who may use their Wisdom or Charisma score instead of Strength for the purposes of attack and damage bonuses. On a successful strike against a target within 5 ft of the wielder, the staff pierces straight through the target allowing the wielder to make a free attack against another creature if it is behind the first target and within reach of the weapon. On a critical hit, the target bleeds profusely, taking 1d0 points of damage at the start of each of their turns until they receive healing magic, or someone spends an action and successfully passes a DC 15 Wisdom (Medicine) check to stop the bleeding.

Additionally, the wielder may use the tip of the staff to tap a small, empty container such as a mug, glass or bottle and fill it with chilled wine, milk or water. This may be done any number of times per day.
Ring of Necromantic Control

This ring looks like a coiled, golden serpent with an emerald clenched in its mouth. When worn by a skilled necromancer, it allows the spellcaster to maintain control of undead they have created through spells such as Animate Dead without the need to recast the spell.

To use the ring, the spellcaster must be wearing it while casting a spell such as Animate Dead specifically for the purpose of maintaining control over undead they have created previously. Once the spell is cast, the ring maintains control over that batch of undead indefinitely. Whoever wears the ring can spend an action to control the actions of the undead under the ring's control either verbally or mentally up to 300 ft away. When giving a command, the wearer can choose for any or all members of the bound group to follow the same command at once. For example, the wearer could tell one zombie to sweep the room or tell all the skeletons bound to the ring to attack an intruder.

Undead follow the last order they were given until it is completed (if possible) or they are given a new command by the ring's wearer. If the ring is removed or the wearer dies, all undead controlled by the ring immediately stop whatever they are doing and stand at attention, awaiting orders from someone else to wear the ring.
Our Cane Magickery

Named after the first magic item the owner ever created (a cane of walking), the magic shop is run by an elf named Elle Elwyn. While she does offer spell scrolls and the occasional low-key magical item, most of her business consists of assorted potions. She's also known to offer warding services for the right price as well.
Mina Pactmade

This young maiden's mortal life was cut short when she was turned into a vampire by her mistress, CiCi. At the time, she was but 14 years old and betrothed to marry a man 20 years her senior that she had no feelings for. The marriage would bring prosperity to her family, she was told. She barely shed a tear when her family was slaughtered by CiCi and when the vampire offered her both immortality and power, she took it.

Thus she became CiCi's first spawn of two, and though it like all such relationships was one of master and slave, Mina felt truly grateful for what she was given and viewed CiCi as her savior with a kind of reverence usually reserved for gods. When CiCi was ultimately slain by Seilus Godfrey's minions, she found new strength granted her by the destruction of her sire's bond and became a full vampire. She swore that she would gain even more power and use it to slay her sire's murderers.
Dionysus

## Description

Dionysus is a chaotic, dual natured god. On the one hand, he is the god of wine, mirth and revelry. He loves nothing more than to indulge himself in parties and alcohol. On the other hand, such indulgences can lead to his darker side of madness, trickery, brutality and idiocy. His duality is represented by the alcohol that he so loves where taken in moderation it can be a fun diversion, but when overindulged, leads only to misery.

Like other gods, he can take whatever form he desires, but his true form is that of a handsome young man who is able to turn any amount of water into wine and inflict madness upon any sapient creature.

## Personality

Generally, Dionysus wants nothing more than to party. He can be unruly and spends much of his time drinking excessively and engaging in wild depravity. As long as he is allowed to act as he likes, he and his followers are nothing more than a nuisance at worst. When the party is disrupted, Dionysus first resorts to mockery, but is not against using his powers against those who insist on being a disruption to his fun.

## Avatar

Dionysus' avatar appears as a handsome young man like the god he represents. He typically carries with him wine, a lyre and staff with a pinecone atop it called a Thrysus.

## Duties of Priesthood

It is somewhat of a stretch to consider most of the 'duties' Dionysus requires of his clerics as such. The main duty being to treat life as one never ending party. Anyone who would choose to join the priesthood likely does so specifically because they want nothing more than to party all the time. Still, parties require funding, so it is not all fun and games. Clerics must grow grapes, which they harvest for wine. They are expected to gain proficiency with brewer's supplies so as to make the wine. The wine is both used at parties and sold to fund their temple and decadent lifestyle.

## New Spells

Inebriation (2nd level)

Group Madness (8th level)
Lightning Volley

A specialty of priests of Zeus, you create 3 bolts of lightning and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each bolt. On a hit, the target takes 2d6 lightning damage and must make a Dexterity save for each bolt that strikes them or be knocked back 10 feet per failed save.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you create one additional bolt for each slot level above 2nd.
Kaisa Awolowo

As a young girl, Kaisa set off on a warrior spiritual quest to find herself in the world. It is on this quest that she found her spiritual animal: the lion. Lion led her on a great many adventures where she met and helped people all over the world. The lion may be king of the jungle, but a king is nothing without subjects. She quickly learned that by helping others, she encouraged others to do the same and her reach could go far further through the people she helped than through her own acts of heroism alone. It was through this realization that she became a full-fledged paladin.

It is around this time that she joined a group of like-minded heroes. There was the wizard Rasha Zana, the warrior Garug Lightbringer, the rogue Eliza VonTrapp, and the bard and leader Saylin Borolie. The group travelled the world slaying dragons, stopping wars, and protecting the weak from those who would exploit them. Their one white whale was a demon named Daggos the Untamed. Daggos was a powerful demon who delighted in pitting kingdoms against one another then selling weapons to both sides. Among the weapons were special cursed weapons that would force the souls of any who was killed by one to go to the abyss and become one of the lowly demons there. Whenever the group would hear word of the demon, they would try to find and confront him, but each time he would slip through their fingers.

Finally, they managed to confront the demon and did battle with it. The group managed to banish it back to the abyss, but not without casualty. Their leader Saylin was slain in the conflict. Between the loss of their leader and finally slaying their most dangerous foe, the group decided it was time to settle down and make way for the next generation of heroes to step up. Thus Kaisa and the remaining 3 heroes formed the Academy of Heroism.
Call of the Sea

## Description

A spell unique to clerics of Aphrodite, this allows communication between two people over large distances. This spell has two uses. The first involves you casting on a pair of large seashells. This is a ritual that takes 10 minutes to perform. Once complete, the seashells are paired to one another.

The second use of the spell is to activate the paired seashells. You must possess one of the two seashells and the other may be anywhere on the same plane (the spell fails otherwise). For 1 hour, anyone holding either seashell up to their ear is able to hear as though they were in the same location as the other seashell in the pair. For the duration of this spell, the paired seashells give a faint but noticeable glow.
Stew Ward

This no-nonsense member of the Walton City Guard is a mage of some minor renown as well the warden of The Pit. While he is a strict warden, he is also known to be a kind one, favoring spells that can harmlessly incapacitate in times of trouble over those that can quickly eliminate a threat. Given that most prisoners he oversees are debtors, he sees no reason to harm them for occasionally attempting to escape.

He has a familiar named Bounty who is a young pseudodragon that takes his job as seriously as the warden. He is constantly on the lookout for trouble and quickly alerts Stew, should his eyes happen to miss something suspicious.
Heather Richmond

The late wife of Henry Richmond, Heather was born into a commoner family in Windshire. Her father Harold Smith had been a field hand among the zombies that worked the Richmond fields for many years when his daughter caught Henry's eye. After a brief courtship, she agreed to marry him on condition that her father need not work for the rest of his life. He was provided for and eventually became senile and bedridden. Still, he was made as comfortable as possible and Heather provided Henry with 3 young children, including male heir Hans.

Unfortunately every member of the family was ultimately slain by undead assassins sent by Seilus Godfrey.
Automata

Map of the Automata

### People Of Note

Farfiz Littergnome (Chief engineer of Build-a-Butler)Vofi Greenthumb (Chief of pineapple research)Ylonoa Speech (Chief diplomat of Automata)Izzy Laffin (Miss Chief of mischief)

## Description

Somewhere in the Arawaki islands there exists what appears to be a giant smoking island. That smoke would be coming from one of the many factories of Automata, island home of the gnomish tinkerers. Here, invention and intelligence are prized over everything, which is why it is ruled by a 4-member kakistocracy. To the people of Automata, there is no greater waste of one's time and intelligence than ruling over people. Due to this belief, only the absolutely least qualified people to rule are selected as members of the House of Ruling. However, since doing anything for long enough causes one to be proficient at it, the members are often removed once they have proved themselves to be capable rulers. Diplomatic dealings with the House of Ruling are frustrating at best, partially due to the ineptitude of the people in office, as well as the fact that every decision must be put to a vote, which almost always ends up in a tie between the four members.

Since the government is such a purposefully designed disaster, the people are pretty much left to do as they will without regulations. This is great because it allows unfettered innovation. This is also horrible because it also leads to things that probably shouldn't be allowed such as rope bridges without handrails, warehouses full of explosive substances being stored next to schools, and pineapple pizza. (They particularly love pineapple pizza).

Though the vast majority of the population are gnomes, many of them have golem servants. Though these creatures are typically mindless drones, unregulated experimentation has led to the creation of subset of golem capable of sentient thought. Whether these creatures can be considered "living" or to have souls is still up to debate among scholars, but the state of sophistication in these creations has become advanced enough that some are indistinguishable from living creatures. All of the sentient constructs regardless of how lifelike they may be are called "fauxs" (pronounced "foes") and are generally treated as tools as opposed to people.

Due to the lack of a focused government, law enforcement is equally lax. A handful of gnomes do their best to keep the peace, but the peace is mostly kept by the fact that people who don't mind their own business, tend to die in accidents. And no, that is not a euphemism. The average home is so filled with various well-meaning deathtraps that one needs to always be on guard. You never know when some fabulous invention like a self-flushing toilet, happens to have a helpful "odor reducing" flamethrower lever.
Vengeance

A powerful spell bestowed upon clerics of Hera, this spell bestows a nigh unbreakable curse upon the target. You touch the creature, and the creature must succeed on a Wisdom saving throw or become permanently cursed. No spell can remove this curse short of a wish or direct divine intervention. The nature of the curse is up to you, but the effect should be no greater than a 4th level spell, cannot directly cause the target's death, and cannot cause damage.

Some examples of possible curses include:

* The target is transformed into a beast as per the polymorph spell (dropping to 0 hp or dying does not revert their form)
* The target must continually suffer the pains of childbirth but never bear a child. The pain causes the target to suffer disadvantage on all attack rolls, saving throws and ability checks.
* Before performing any action, the target must make a Wisdom saving throw. If it fails, it wastes the action doing nothing.
* All members of the opposite (or same) sex of the target immediately grow hostile to them whenever the target speaks. The hostility lasts for one hour. (Note that hostile does not necessarily mean the target will engage in direct combat, particularly if it could get them in trouble or they believe they have little to no chance of success.)
* The target's Charisma falls to 3 and any Charisma-based rolls are made at disadvantage. The target's appearance becomes so repulsive that NPCs refuse to interact with them.
* The target becomes unable to make use of wealth as anyone they deal with believes their money and valuables to be false and worthless.
* The target is incapable of lying and involuntarily over explains any false truths they attempt to say.

There are 2 major limitations to the curse. First, the target of the spell may only be someone that has deeply wronged either the caster or someone the caster names during the casting of the spell. Typically, clerics of Hera use this spell to punish the person a cheating spouse had relations with. Other potential reasons might be that the target defiled a holy site or relic (or otherwise said or did something that might be offensive to a deity), the target murdered a close friend or family member, or the target caused some deep form of loss or dishonor.

The second limitation is that the curse must have a loophole. There must be some circumstance in which the curse can be broken. The circumstance is usually obscure (or in the least difficult to achieve) and is often intended to teach a lesson to the target of the curse. However, it should be somehow possible to complete without dying. An example might be for a womanizing man to cause all women to be hostile to him whenever he speaks until he can go a year without angering a woman. Another example might be for someone who insulted Hera's beauty to have their own beauty stripped from them until they have granted a favor Hera in atonement.

The conditions of the curse are clearly spoken during the casting of the spell and the target becomes incapable of forgetting the exact wording of the curse until it is broken.
Bill Stonegrinder

Compared to your typical dwarf, Bill is a pretty relaxed guy. He isn't overly concerned about the typical things that dwarves tend to get riled up about. He is just absolutely content in making the best bread and cakes he can possibly make. Given the years of experience that both he and his family have, he manages quite well.
Aerin Bookmore

Though she is a member of the Order of the Golden Wing, Aerin is less of a fighter and more of a researcher. She knows every weakness of every undead creature that stalks the night and is constantly looking to improve her knowledge of them. She then uses her knowledge and magic to prepare her allies for any potential threat. But while wits are definitely her forte, she still is a trained cleric and not one to be underestimated.

She has a younger brother, Reydin Bookmore, who is her last family member, their parents and much of their extended family having been slain during Lord Ankev's invasion of Llayath. The pair both joined the Order of the Golden Wing together, and Aerin is quite protective of her little brother. She would do anything to keep him safe.
The Pit

The Pit is the nickname of the local prison of Walton. Located outside the city walls in the slums, it was constructed as a deterrent to crime in the area. While it is not an exceptionally large prison, it is known to be quite secure. What happens to people who are sent to the Pit depends on their social standing and what they can afford as much as the crime they committed. The poorest of prisoners are left shackled to the walls of barren rooms. Those with a little money to spend are provided a room with a pile of hay to sleep on and are left unshackled. The best rooms for the prisoners wealthy enough to afford it, but not wealthy enough to avoid going to prison in the first place, are provided rooms with actual beds.
Logger

This magical item is extremely common among sailors and others who navigate the seas. In fact, one would be hard pressed to find a ship that did not possess one as such ships would easily get lost at sea. The logger itself consists of a sphere of glass with a compass needle floating in the center. If dirt is sprinkled on the logger, it becomes attuned to the location the dirt came from. The logger may be attuned to any number of locations and whoever is holding the logger intuitively knows every location that the logger has been attuned to. They may then choose one such location and the compass needle will point in its direction. Note that the needle only points straight to the location and does not in any way navigate around hazards or other land masses that may get in the way. That is a navigator's job.

The logger is primarily used to navigate to other islands and many port cities have merchants who sell vials of dirt from a variety of locations. The costs depend on the distance to the destination, but going rates vary between about 50 to 300 gold pieces per vial. The logger itself can vary in price based on how many locations it is attuned to, but a brand-new logger with no locations in it is worth about 500 gold. One that has been attuned to distant locations (the current one doesn't add to the value) is the base cost plus about half the total value of the dirt used to attune it.
Galilahi

## Description

The Galilahi are the children of fortune. Or at least so they call themselves. They believe that those who live good lives can expect good fortune follow. As such they tend to be fairly adamant about hunting down evil when they find it.

The patron spirit of the Galilahi is Thunder and they worship him in everything they do. They also have a great affinity for eagles, which they see as representatives of Thunder. None of the Galilahi would ever harm an eagle and many of them keep such animals as pets and train them for hunting. Even those who do not often keep eagle feathers as good luck charms.

The community typically runs itself, with people working together to better the community. When disputes arise, they are typically resolved by the village elder. As such, there is no formal government in particular.

The city of Galilahi is built along the coast and spreads out from a single spot which is considered a holy spot to the Galilahi. It is said the first Galilahi were told to settle here when Thunder sent a bolt of lighting from the heavens to mark the spot where they would prosper. The bolt left a scar in the earth that is shaped like an eagle and has remained there to this day.

## People

The Galilahi are always sure to do what is right and believe not doing so will cause misfortune to follow. They are never of non-good alignment, though they do not necessarily follow laws. In fact, they do not always understand written laws of larger cities, instead thinking the laws of nature are far more important.
Windshire Graveyard

The Windshire graveyard is maintained by the local Church of Hades. It is known for its well-maintained flowers and shrubs, as well as its immaculate tombs and tombstones. Only the wealthiest of Windshire can afford eternal rest and, given the price tag, you are not going to find a dusty old forgotten tomb, grave robbers or body snatchers here. It also means that overpopulation is not an issue since so few get to enjoy these 'perks'.
Harold Smith

Harold lived a long life, constantly touched by the undead. As a child he played often with a young elven girl named Lia Wylen. Misfortune would strike when the young elf fell into a well and died during a game of hide and seek. This would lead her mother to commit suicide and eventually become the "Wailing Lady" of the Wailing Inn.

As he grew older, he would work the fields, surrounded by zombie labor. The cheap labor provided by zombies would always mean that Harold's wages would be minimal at best, but he got by and eventually married his wife, Lydia. Lydia would die within the year giving birth to their daughter Heather Richmond. Lydia's body was animated to serve as undead labor and Harold was forced to work side by side with the lifeless husk of his deceased wife.

Fortune would eventually turn around for Harold when his daughter caught the eye of his employer. Once the pair was married, he would never have to work again and was free to retire in his old age. Eventually senility would take hold and he became bedridden in his final years until he was ultimately slain in that bed by undead assassins sent by Seilus Godfrey.
Hermes

## Description

Hermes is the god of a great number of things including travel, merchants, thieves, gamblers, athletes, and speech. Among the gods, he serves as both a messenger and a neutral arbiter for their divine disputes. One of his duties as a patron of travel is to guide the souls of the dead from their bodies to the Underworld.

He is the illegitimate child of Zeus and one of the servants of Artemis named Maia, whom Zeus raped. On his first day of birth, he was but a mortal, but a very busy and tricky one. He made a lyre out of a turtle and composed a song with it, stole 50 cattle from his brother Apollo, and convinced Zeus to grant him full godhood. He later tricked Hera into accepting him as her foster son so as to avoid her infamous wrath against Zeus' bastard children.

His true form is that of a handsome young man wearing a helm that allows him to turn invisible and winged sandals that allow him to fly. He also carries a type of staff called a caduceus. Above all, he is known for his speed, which allows him to move from one place to another almost instantly.

## Personality

Hermes has a wide number of aspects, but his keen sense of fairness is why he is called upon as the arbiter of the gods and is trusted to deliver messages. Despite his occasional mischief, he is generally well liked by all.

## Avatar

Like the god, Hermes' avatar takes the form of a lean, athletic male carrying a caduceus.

## Duties of Priesthood

Clerics of Hermes are expected to be physically fit and good long-distance runners. They often serve as arbiters and are famously known for being unbribable. A cleric who knowingly accepts a bribe immediately loses their abilities and is removed from the priesthood. Depending on the circumstances, Hermes may even punish them directly.
Animate Beast

### Components

V, S, M a drop of blood, a piece of flesh, a pinch of bone dust and a gold ring, see spell description)

### Ritual?

Yes

Used in areas where necromancy is less taboo, this spell is a specialty of priests of Hades and is similar to the third level spell Animate Dead, however this allows the for the animation undead beasts. Such undead are mostly used as beasts of burden to ride or do field work. Choose a pile of bones or a corpse of a beast with a CR of 3 or less within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse. The beast's stats remain mostly unchanged except their type becomes undead, they gain darkvision 60 ft, and they gain immunity to both poison damage and the poisoned condition. Skeletons gain vulnerability to bludgeoning damage as well as immunity to exhaustion. Zombies lose 10 ft from all movement types and gain Undead Fortitude (see zombie entry in the MM for details). Both types of undead lose any ability to fly if they had it.

This spell requires a gold ring worth 50 gp per point of CR the animated beast had (round up fractions). The newly created undead obeys all of the commands given by the wearer of a gold ring and if the ring is given to others, they control the undead for as long as they wear the ring, which is considered a magic item requiring attunement.

On each of the wearer's turns, they can use a bonus action to mentally command any creature bound to the ring if the creature is within 120 feet of them (if the ring controls multiple creatures, they can command any or all of them at the same time, issuing the same command to each one). The wearer decides what action the creature will take and where it will move during its next turn, or they can issue a general command, such follow a path. If they issue no commands, the creature stands motionless and ignores all other creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature remains under control permanently and further castings of the spell can be made to bind further undead to the commands of the ring (though the value of the ring must equal or exceed 50 gp times the total CRs of the undead, with all fractions rounded up). However, if more than 2 undead are bound to the ring, there is a 10% chance per undead bound to the ring that the ring is destroyed by the spell, causing all undead currently bound by it to revert to corpses.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, each higher slot increases the maximum CR of the beast you can animate.
Pain's Freedom

## Description

A specialty of Artemis, this spell removes all sensation of pain from the target and is often used during childbirth, though it is effective in any situation where one might suffer pain or injury. You touch the target creature and for the duration of the spell the creature feels no pain. This provides 1d8 temporary hit points as a benefit. However, the DM keeps track of all damage the target takes in secret as the target literally has no sense of how much damage they are taking. The target also becomes immune to fear and attempts at intimidation, as well as any conditions that are the result of the target being in pain for the duration.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points granted increase by 1d8 for each slot level above 1st.
Ring of the Living

This simple copper ring is commonly used for burial rites. Once placed on the finger of a deceased person's remains, they appear as they did in life. Injuries and scars disappear, missing flesh appears restored, and any smell of decay is completely masked. Flesh even feels warm to the touch, or whatever the wearer's species normally would feel like when alive. Despite the appearance of the body, it is all an illusion and the ring does not prevent natural decay in any way.

Living wearers will find their scars also disappear while wearing the ring, though there is no other benefit. Still, many wear them to cover up embarrassing scars or disfigurements.

While this is most commonly used to make a recently deceased body appear more presentable for a funeral it will work with even skeletal remains, though if major bones are missing from the body, those body parts will also be missing. Such rings are prized by law enforcement to help with the identification of mutilated or skeletal remains. In addition, some more intelligent undead have been known to make use of these rings (usually pilfered from graves) to mask their undead features, allowing them to walk unnoticed among the living.