recursal/Fanatic-Fandom huggingface dataset:
Maria Cassorta

## Description

### Physical Description

Maria Cassorta is a tall dark skinned tiefling woman. She is dressed in luxurious silk and golden jewellery and is known to wear sweet smelling perfume.

### Character Description

Maria Cassorta wants the best for the town she rules. Partly due to a genuine feeling of responsibility and partly due to wanting to rub her success into the noses of the other Imperial princes in Confederation of Haystan.

She views politics and diplomacy as a zero sum game and is not above using underhanded and ruthless tactics to gain the upper hand in the political landscape around her.

## History and Lore

### Circumstances of Birth

Maria Cassorta was born to two tiefling parents. Her mother a skilled gold-smith and jeweller and her father a renowned book-keeper. Despite her parents being skilled labourers Maria and her parents lived in relative poverty. Partly due to their hometown Ufensee's relative poverty and partly due to laws putting limits on how much non-imperials can earn.

### Early Life

*The following is "Available Knowledge". See Availability of Information for details.*

As Maria grew up, while being educated by her parents, she got involved with petty thieves and criminals, mostly as an act of rebellion against the society that sees her and her parents as little more than beasts.

Though she didn't earn a lot of money as a criminal, it did give her many valuable contacts and more importantly: Information. Information she can use to blackmail a lot of important people.

*End of "Available Knowledge".*

### Political Career

*The following is "Restricted Knowledge". See Availability of Information for details.*

In the year 1546, when Maria reached 22 years of age, an opportunity opened up: The only son and heir of the then Baron died, leaving the matter of succession up in the air. With the barons advanced age and ongoing illness, this soon turned into a crisis and the neighbouring princes vied to put their candidate in charge of Ufensee.

Leveraging a wave of fear over Ufensee's independence and blackmail, she got herself appointed as temporary regent until a better replacement could be found. Soon after she mixed poison into the barons medicine, killing him. She then forged his will to announce his regent to become the next Baron. Allowing Maria to clutch the ropes of power.

*End of "Restricted Knowledge".*

In the winter of 1546 Maria was proclaimed the new baron of Ufensee, much to the displeasure of the citizens and the surrounding lords. Despite many protests and the machinations of the princes and princesses around her Maria has managed to hold onto power and actually managed to marginally improve the lives of her citizens. Her rule, though stabilized, is an eternal uphill battle and there are many factions just waiting for her to make a mistake or overplay her hand to remove her.
Monxus Marius Julianus

Sir Maximus Dantua Esperum is a male imperial and owner of the Restaurant de la Sot.

Quite sure of himself, he is very high nosed and looks down upon any and all none nobles despite only being a honorary noble himself.

He is a fanatical supporter of House Aurelia where he is appreciated but overlooked.
Stoneforge

The Stoneforge is an impressive feat of dwarven engineering and craftsmanship. The forge itself is a large, cavernous room with high ceilings and walls made of rough-hewn stone. A network of iron pipes and vents run throughout the room, carrying the intense heat and smoke from the forge's many fires up and out of the building.

In the center of the room is a massive forge, with bellows on either side to feed the flames. The forge is surrounded by a series of workbenches and anvils, where the dwarven smiths work tirelessly to craft their wares. The air is thick with the scent of smoke, burning metal, and hot coal, and the sound of hammering and clanging fills the air.

The walls of the forge are lined with racks of tools and weapons, and shelves filled with various metals, alloys, and other raw materials. The dwarves who work at the forge move about with purpose, their faces and hands blackened with soot and sweat glistening on their brows.

Despite the intense heat and noise of the forge, there is a sense of camaraderie and pride among the workers. They share a deep respect for their craft and for one another, and there is a sense of mutual admiration and appreciation among them.

The Stoneforge is a testament to the skill and ingenuity of the people of Zwer'Kul. It is a place of industry, creativity, and hard work, where the finest weapons and armor in Avenwolf are crafted with care and precision.
Enigmatic Essences

Enigmatic Essences is a mystical apothecary with shelves lined with rows of enchanted vials and mystical ingredients. The shop has an otherworldly ambiance, with glowing orbs suspended from the ceiling, emitting a soft, soothing light. Mystaria Shadowfire, the enigmatic masked proprietor, is known for her violet robes and her quiet, almost hypnotic demeanor.

## *Products and Services*

* Potions
	+ Potion of Healing (50 gp)
	+ Potion of Invisibility (300 gp)
	+ Potion of Giant Strength (500 gp)
* Magical Ingredients
	+ Dragon's Blood Resin (20 gp)
	+ Phoenix Feather (50 gp)
	+ Elemental Crystal (500 gp)
* Enchanted Vials
	+ Vial of Starlight (30 gp)
	+ Vial of Dreamwater (100 gp)
	+ Vial of Eternal Ice (150 gp)
* Potion Brewing Workshops (75 gp per session)
* Potion Crafting Services (150 gp per potion)
The Hearthstone Tavern

The Hearthstone Tavern is an intimate, dimly lit establishment within the Dwelling Halls of Ku'boran, mainly frequented by the local citizens. It's proportions are oriented around dwarves so larger individuals may have to duck or might not be able to enter at all.

The walls and celling are carved but still somewhat rough rock. Dwarven folklore and the histories of Ku'boran and the Borin Clan are engraved in the stone.

The tavern is filled with the comforting scent of burning hearthstone logs, preferring to burn imported timber rather than the more common coal. The rhythmic sound of dwarven folk songs fills the air.

## Menu

### Foods

* Dwarf's Delight Platter (9 sp)
* Hearthstone Roast Lamb (1 gp)
* Roasted Mushrooms (5 sp)

### Drinks

* Hearthstone Ale (4 sp)
* Brewer's Best Mead (2 gp)
Orange Night's Hall

## The Guildhall

### General Layout

The Guildhall is a large building located in the trading district 'Nebiker' of Badenbach. Its main floor acts as the public forum of the Orange Night adventurer guild. Here, one can find the reception where adventurers can interact with the guild, the many boards, filled with bounties or party requests and a public forum where adventurers can socialize, trade and exchange information.

The second floor is off limits for the public, reserved to high ranking members of the guild and staff. Here the vaults and offices of the guild are located.

The third and fourth floors are reserved as hotel rooms, to be rented out to members of the guild or other freelancing adventurers.

### Atmosphere

The guildhall overall is clean and well organized. A great variety of people frequent its halls. From the staffers, dressed in dark blue pants or skirts with white shirts to the adventurers coming in all shapes and sizes.

## Services

### Sleeping Options

* A decent room with one bed (6 sp per night)
Uzza's

## The Store

### General Layout

The general store is located in a old brick tower with several small windows. The general store is spread out over multiple floors. Most are filled with piles of scrolls and books and along the walls there are several different looking shelves filled with goods.

### Atmosphere

The air is a bit stuffy, to rooms are somewhat dark and dust can be seen calmly floating in the sunshine that falls in through the windows.
The Golden Goose Inn

The Golden Goose Inn is a charming, family-run establishment located on the outskirts of Wolfstadt in Avenwolf. The building is made of sturdy stone and has a peaked roof with bright yellow shutters adorning the windows. The front door is welcoming with a brass knocker shaped like a goose.

Inside, the inn is warm and inviting, with a cozy common room and a crackling fireplace. The furniture is well-crafted, with sturdy wooden tables and chairs, and plush armchairs in the corners for guests to relax in. The walls are adorned with paintings of scenic landscapes and local landmarks.

The guest rooms at the Golden Goose Inn are clean, comfortable, and decorated in a rustic style with wooden furniture, colorful quilts, and charming accents such as old maps and framed bird prints. The beds are soft and inviting, with warm blankets and fluffy pillows.

The inn serves a hearty breakfast to guests, including fresh bread, butter, jam, eggs, bacon, and coffee or tea. The dinner menu is also quite impressive, with dishes such as roasted chicken with rosemary potatoes, or beef stew with crusty bread. The kitchen uses local ingredients whenever possible, and the chefs take pride in creating delicious meals that will satisfy even the hungriest traveller.

The staff at the Golden Goose Inn are friendly and helpful, always willing to offer advice on the best sights to see in the city or the surrounding countryside. They take pride in providing a warm, welcoming atmosphere for all guests and are dedicated to making each visitor's stay as comfortable and enjoyable as possible.

## Menu and Services

### Menu

#### Foods

* Ale-battered fish and chips (1 gp)
* Grilled chicken breast with roasted vegetables (1.2 gp)
* Vegetable stir-fry with chicken (8 sp)
* Beef and vegetable stew (1.5 gp)
* Sausage and mashed potatoes (6 sp)
* Cheese and bread platter (5 sp)

#### Drinks

* A mug of Ale or mead (2 sp)
* A glass of Wine: (5 sp)
* A glass of Whiskey or rum (6 sp)
* A mug of Hot tea or coffee (2 sp)

#### Desserts

* Apple pie with ice cream (2 gp)
* Chocolate cake (5 gp)
* Fresh fruit platter (1 gp)

#### Rooms

* Single room (2 sp)
	+ A small room with a single bed, a chair, and a dresser or wardrobe. Usually rented by solo travellers or those on a tight budget.
* Double room (4 sp)
	+ A larger room with a double or queen-sized bed, two chairs or a small table, and a dresser or wardrobe. Suitable for couples or small groups.
* Twin room (4 sp)
	+ A room with two single beds, two chairs or a small table, and a dresser or wardrobe. Good for friends or family members who want separate beds.
* Suite (1 gp)
	+ A larger, more luxurious room with a comfortable bed, a sitting area, a private bathroom, and possibly a balcony or terrace. Often rented by wealthy travelers or those looking for a special occasion.
* The Dormitory (free if you bought food or drink, otherwise 1 sp)
	+ A large room with multiple bunk beds or cots, often used by budget-conscious travellers or adventurers on a mission.
Anu

Anu is a relatively mundane world in the Rifted Universes.

The World is split into multiple continents separated by vast oceans with small island chains dotting the empty expanse, offering points of respite and resupply on long journeys.

Before the Stormrift fell, Anu was dominated by the Old Empire. A vast and technologically advanced empire that spanned the globe. Though there were many nominally independent kingdoms and states, no single political entity could come close to match the Old Empire's influence or power.

The homeland of the Old Empire lies on the western tip of the continent of Excaria. From here they spread their influence across the nearby continents of Barrova and Fulgium. These three continents are sometimes referred to as the Old World.

In the year 164 BtS the Old Empire discovered a new continent, Ferra. This became known as the New World. At the time of the Stormfall, the Old Empire had established a few colonies on Ferra. These colonies fell into political instability and infighting soon after they were cut off from the Old Empire. All Imperial descendant cultures and peoples on Ferra originated form these colonies.

The grand history of Anu are documented in the Chronicles of Anu.

### Geography

Anu is a temperate world with a wide range of climates. Most of its landmass is concentrated around the three continents of Excaria, Barrova and Fulgium located near the equator. These continents are largely warm, dominated my Mediterranean climate, warm forests, plains and primarily in Fulgium; deserts.

Across Anu the Old Empire and its descendants have found a number of world wonders, collectively called "The Seven Natural Wonders of Anu"
Explorer's League

The Explorer's League is an organization based in Avenwolf's Dwarven District of Zwer'Kul, dedicated to the exploration and mapping of Ferra and its mysteries. The League is made up primarily of Dwarves, Gnomes, and other adventurous individuals who seek to uncover the secrets and treasures of the past.

The League's headquarters is the Hall of the Explorers, a massive underground complex that serves as both a meeting place and a repository of knowledge. The complex includes a library, a laboratory, a training ground, and numerous chambers for the storage of artifacts and treasures.

The League is led by a council of senior members, who oversee the organization's operations and make decisions about which expeditions to undertake. The League is known for its strict code of ethics, which emphasizes respect for other cultures, the protection of ancient artefacts, and the responsible use of magic.

The League is also known for its unique gear and equipment, having specialised equipment for most challenges, such as Underdark exploration. These items are often made by the Stoneforge, a renowned Dwarven manufactory who specializes in creating mundane, magical and enchanted items for the League's members.

The Explorer's League is a respected and prestigious organization within the Ducal Palace of Avenwolf and beyond, known for its expertise in exploration, investigation and its commitment to preserving the knowledge and treasures of the past.
Nefaria

* Calm
* Empowered

The demon of the fear domain that haunts Bessardie is known as Nefaria, the Princess of Dread. She has a lithe yet muscular build. Her skin is a sickly grey, and her eyes are always covered with a black band. Her hair is a wild mass of writhing black tentacle like hair that seem to move of their own accord.

Nefaria's tattered cloth wax and wane like shadows that seems to absorb all light around it. The shadowy cloth is adorned with bone jewellery with intricate engravings that seem to twist and writhe with a life of their own. Her long, slender fingers end in razor-sharp claws that glint menacingly in the dim light. Her face is twisted in a constant sneer of malice, revealing rows of sharp, jagged teeth.

Nefaria's presence is suffused with an aura of terror and unease, causing the very air around her to grow thick with fear. She feeds on the terror of her victims, drawing power from their fear and despair. Her power is at its strongest when she has a captive audience to terrorize, and she revels in their suffering. She prefers to capture and terrorize mortals rather than killing them.
Imperial Colonies

### Succeeded by

Confederation of Haystan, Flarian Diarchy, United Provinces of Conthia, Kingdom of Setumia

### Overview

The Imperial Colonies was established by the Old Empire to manage their settlements and expansion on Ferra.

Once the Stormrift descended and the colonies lost their connection to the Old Empire, they slowly declined until their eventual violent breakup into multiple nation states.
Emberforge Citadel

## Overview

Emberforge Citadel, the dark heart of Glacier's Embrace, lies shrouded in an eternal twilight, deep within the most desolate and frigid part of the frozen wasteland. The once-prosperous dwarven stronghold now exists as a sinister lair, conquered and dominated by the fearsome red dragon, Kai, The Ceaseless Flame. For centuries, the harsh weather and the impregnable walls have defied the mightiest of armies, ensuring the citadel's continued existence. The dwarves who call this place home have pledged their allegiance to the fearsome red dragon, embracing his fiery gift and the dark powers it bestows upon them. Their bodies bear dragon-scaled markings, a testament to their connection to Kai and their status as his devoted followers.

### The Fortress

*The following is "Restricted Knowledge". See Availability of Information for details*.

The entrance to Emberforge Citadel is a colossal gateway carved from the living rock, adorned with intricate dwarven runes that ward off intruders. Towering walls of solid granite rise from the frozen ground, encircling the citadel like an impenetrable barrier, a testament to the dwarves' mastery in stonework. The entrance to the citadel is guarded not by statues, but by living dragonkin sentinels, fiercely loyal to Kai and ready to defend their lair from any intruders.

Deep within the heart of Emberforge Citadel, an eerie ambiance permeates the air, as if the citadel itself is a living entity, brooding and watchful. The dwarves, bearing the dragon-scaled markings, move with a sense of purpose and reverence, their bodies adorned with a physical manifestation of their bond with Kai, The Ceaseless Flame.

Inside the grand halls, the flickering flames cast dancing shadows on the darkened walls, creating an otherworldly display that seems to reflect the very essence of the ancient dragon. The dwarves use their dragonic gift of fire to forge powerful weapons and artifacts, their craftsmanship reflecting a sinister brilliance.

Emberforge Citadel stands as an impenetrable fortress, fortified over the centuries to withstand any force that dares challenge Kai's dominion. The once-icy sea surrounding the citadel, now frozen, serves as a natural barrier against intruders, a testament to the isolation and security the dwarves have established under the watchful eye of Kai.

As the last remnants of dragons in this world, the dwarves cherish their connection to Kai, viewing him as the embodiment of primal power and wisdom. His continued presence instills both reverence and fear in their hearts, making them fiercely loyal to the ancient dragon's will.

For generations, Emberforge Citadel has stood as a bastion of power, its unyielding walls and devoted inhabitants remaining untouched by the world beyond. The dwarves of the citadel take pride in their impenetrable stronghold, fiercely guarding the secrets and treasures hidden within, all under the watchful gaze of Kai, The Ceaseless Flame, who stands as the living embodiment of their ancient and powerful ally.
Duchy of Three-Water

The Duchy of Three-Water is a duchy in the Confederation of Haystan in the Taler-Region south of the Taler-See.

It's capital is Wasserschloss and it controls the rivers of Zwili-River, Nebbr-River and Erstr-River.

The Duchy is not subject to any other state and awnsers only directly to the Grand Prince or Grand Princess of Haystan. As such its Duke or Duchess is a Prince or Princess of Haystan and holds a seat in the House of Princes.

## Territory

### Cities and Towns

* Wasserschloss
* Nebbrdorf
* Spinnenhof
* Zwilistadt
* Hohentel

### Castles and Forts

* Nebbrburg
* Erstburg
Pearl Bubble Plant

### Overview

The Pearl Bubble plant is a small flower, growing roughly 20 cm in height. The stem is thin and blueish white and the flower itself is a thin, translucent ball, reminiscent of a soapy bubble. The bubble is made of a wet membrane. During Autumn, the flower grows small seeds on this membrane.

During winter, when the air becomes dryer and colder, the bubble dries out and eventually, breaks. The paper thin shards of membranes and the seeds on them are then carried by the wind over large distances.

### Usage

##### Flower

The flower is usually harvested during Autumn when the bubble is still intact. The stem is cut at the base and the whole flower is is then blended into a oily paste.

The Pearl Bubble plant paste is known to somewhat stabilize potions, acting as an emulsifier, allowing watery substances to mix better with fatty and oily substances and gasses to better dissolve into solutions. Furthermore, when brought into contact with a base, the paste reacts, releasing lighter than air gasses.
Church of Blood

### Nature of Worship

Destroying Undeath, Watching over the dead, Healing the living, Rites of Passage

## History

### Number of Worshippers

Tens of Thousands dedicated worshippers, Millions of non-dedicated worshippers through the New Imperial Church and the Familial Imperial Church

## Origin

The Church of Blood, though it calls itself a church, is more of a sect or sub-church of the New Imperial Church and the Familial Imperial Church. It is dedicated to Stranghan and his saints.

The Church of Blood has strict hierarchy, being divided into tens of ranks, with three Hands of the Lord at the top, being the leaders of each Order. Stranghan grants tomes of knowledge upon his devout followers, containing information on how to detect and combat undead, anatomy of common creatures, or rituals and prayers. The tomes are written in blood, and their content change as their rank in church changes.

Stranghan promotes three Orders:

* Inquisitors that hunt the undead and ensure that the Cycle of Life and Death remains sacred. Their symbol is a horizontal open eye that is crying blood, and they carry weapons that cause their enemies' blood to get drained into Stranghan's blood dimension.
* Weavers that study anatomy of all living creatures, and heal wounds of those in need. Their symbol is a Chalice of Blood. Their usual equipment include a needle which weaves blood, and a chalice that has healing properties.
* Blood Priests that perform prayers and rituals, catalogue and process information collected by Inquisitors and Weavers, and serve as a bridge between the mortals, and Stranghan Himself. Their symbol is a triangle, that symbolises the hierarchy of the church.
New Imperial Church

## Organisation

### Mortal Leadership

In theory: The Emperor or Empress of the Old Empire.In actuality: The political leader of the local nation.

### Nature of Worship

Preforming Food and Object Sacrifices, Holding Festivals and Performances for the glory of the gods

## History

### Founder

Governor Alanus Damian (Organized Council of Pomariames)

### Founded in

12 AtS

The New Imperial Church was reformed from the Old Imperial Church.
Pomariames

### Races

Imperial (Majority), Gnomes (Significant Minority), Dwarves (Small Minority), Tieflings (Small Minority)

## Economy

### Description

The City of Pomariames is a giant city and the first ever settlement build by the old empire. It is the seat of House Aurelia and though they value tradition highly, they have very little control over Pomariames, only being able to control Aurelia Town and the Walled Town directly.

#### Aurelia Town

Aurelia Town is the private town of House Aurelia. The members of House Aurelia with no titles or work usually stay here, as do friends and allies of the house. The buildings here are clean white marbles decorated with the red banners of House Aurelia. One speciality of the architect is the magnificent wells and water fountains, keeping the air cool and moist. This town has its own defensive walls, towers and force.

*Some points of Interest:*

* “Restaurant de la Sot” - Restaurant

#### Harbour Town

The Harbour Town is a free part of Pomariames, free from the jurisdiction of anything but the direct order of the head of the house Aurelia. This chaotic harbour and surrounding streets are loosely governed by wealthy traders, some might call pirates. It could be seen as an extension of the “seashell” pirate haven. In the harbour town two competing taverns “the black crabs pub” and “ye old booty inn” owned by the sisters Captn’ Eugene Astley and Captn’ Erax Astley

*Some points of Interest:*

* “The Black Crabs Pub” - Tavern / Drug Den
* “Ye old booty inn” - Tavern / Brothel
* “Swords, Spells n’ Loyalty for Food, Drink n’ Coin” - Mercenary Exchange

#### Borokus' Town

Borokus’ Town is built on an artificial island and was constructed by the grand mage Borokus Nurmianus from which he builds a large fleet to hunt down the enormous sea clam “Seay”. To this day most of the industry and workshops of Pomariames are located in Borokus’ town. While the surface of Borokus’ town is by many considered weird, having crooked, looming houses almost blocking out the sun, if you decent deeper however, the town becomes a true labyrinth and if one is careless, he might just find himself stuck in the depths of Borokus’ Town where the final resting place of Borokus Nurmianus is rumoured to be, though some say he never did lay down for his final rest.

*Some points of Interest:*

* “The Fast Tortoise” - Tavern

#### The Walled Town

The Walled Town is Pomariames' answer to a citadel as the citizens of Harbour Town and Borokus’ Town violently opposed the plan to build a citadel. It is entirely built within the large walls of Pomariames and is dominated by a single Street going around the entire wall, named as it’s direction and wall-street. The Walled Town is controlled by the military and only soldiers and employees of the military are allowed to live here. The Walled Town mainly has barracks, storage houses, training fields and some workshops.
Milly Zauberherz

## Description

### Physical Description

Milly is a somewhat short female. She usually wears full body covering and a mask and rumour has it that she was horribly burned during an accident while enchanting.

*The following is "Available Knowledge". See Availability of Information for details.*

Milliy never had an accident during enchanting but much rather, she is a genasi, the daughter to her imperial father and water elemental mother.

*End of "Available Knowledge".*

### Character Description

Milly is quite shy, particularly when it comes to any physical touch or revealing any of her skin as she was drilled hard by her father never to reveal her true identity.

None the less, she is very skill and friendly and enjoys her line of work.

### Goals and Motivation

Milly seeks to find happiness in her life and figure out what that even means to her.

## History and Lore

Milly was born to Rudolf Zauberherz and Ray'nera Zauberherz who met each other while Rudolf Zauberherz was exploring the Nordtaler-Bergen. They quickly fell in love and built a shared house, a little cabin in the mountains by a lake. After just one year they exchanged vows and considered themselves married with a child on the way. That child was Milly.

Her parents were loving but Milly always showed interest in exploring the world her father came from so he began to drill her in how to behave safely around imperials who would see her as just another beastfolk. He was harsh and Milly blames this for her difficulties interacting with others.

She left home once she turned 16 and travelled the Taler-Region for a while. Settling down every now and then to make some money off her talent for magic and enchanting.
House Aurelia

### Short Description

House Aurelia is one of the diarchal Houses of Flaria. It is a imperial dynasty with a strong focus on tradition and the conservation or revival these.

House Aurelia hands titles off to other members of the House to manage for their lifetime. The titles return to the current diarch once the current holder dies. The members of the House with a landed title are called **Terrams** and are generally allowed to govern their holdings within the legal limits of the House and the laws and traditions of Flaria. Only during crisis or war does the head of the House exert some pressure to get the Terrams to act in a certain way.

## Function of House Aurelia

### Believes

House Aurelia believes that the old empire was the peak of civilisation and that its traditions should be fully preserved and restored.

As part of this they believe that everybody from the highest noble to the lowest peasant has a role to play and anyone who does not fill theirs, has to be removed from society.

### Goals

House Aurelia seeks to end the crisis of the two houses in Flaria by removing Raxus Revannaus and installing another member of House Revannaus in his place.
The Frosty Pike Tavern

The Frosty Pike Tavern is a sturdy two-story timber-framed building with a thatched roof, located near the heart of Öbergänger. The tavern exudes a cozy warmth even on the coldest of North Burn nights. Its exterior is adorned with carved wooden pike fish sculptures, a nod to the town's primary industry of fishing. Inside, the tavern is dimly lit by oil lamps and a crackling hearth, creating a welcoming ambiance for weary travellers seeking shelter for the cold outside.

## Menu

### Food

* Fisherman's Stew (1 gp)
	+ A hearty blend of fish, root vegetables, and spices.
* Smoked Pike Fillet (1 gp)
	+ A flavorful dish of smoked pike, served with rustic bread.
* Hunter's Venison (2 gp)
	+ A rare treat of tender venison, seasoned with herbs.
* Thornberry Pie (1 gp)
	+ A sweet and tangy dessert made from foraged thornberries.

### Drink

* Local Ale (2 sp)
* Imported Mead (8 sp)
* Dwarven Spirits (2 gp)

## Rooms

* Single Room (2 sp)
	+ A basic, comfortable room with a single bed and a small fireplace.
* Double Room (3.5 sp)
	+ A slightly larger room with a double bed, suitable for couples or friends traveling together.
The Azer's Mace

### General Layout

The blacksmith is a simple timber and brick building, with a heather-thatched roof and shiny hardwood floors. It consists of a shop in the front and a open air forge in the back. The shop has a small bell over the door that is rung when the door swings open.

The shop sports a number of table and stands where the products are displayed. Most of them tools and building materials but one wall also sports some weapons.

### Atmosphere

The shop is a little dirty, coal powder coating most of the furniture but the products are clean and polished. The air smells of charcoal, fire and metal.
Lorast von Rittersdamm

## Description

### Physical Description

Lorast is a athletic if slightly scrawny imperial male. He has silky smooth blond hair and light blue eyes. His skin is clean and pale. He his know to be one of the most eligible bachelors in the Confederation of Haystan. Both for his fair beauty and his relationship to the confederation's ruler Grand Princess Lorelei von Rittersdamm.

### Character Description

Lorast is known to be an honourable and chivalrous man, blessed with an extraordinary political mind. He presents himself humbe, with enough extravagance as is expected of his position as a noble.

### Goals and Motivation

Lorast is a political player with few equals. Despite him not holding any land himself, he is known to be able to sway many lords and ladies in the House of Princes in the Confederation of Haystan. As such, he holds his true intentions and goal close to his heart.
Flarian Diarchy

### Overview

The Flarian Diarchy is ruled by two Diarchs, Aunia Aurelia and Raxus Revannaus, heading two noble houses, House Aurelia and House Revannaus respectively. Each Diarch controls their family holdings, with the diarchs sharing responsibility for foreign diplomacy and managing the capital of Raunum.

### History

#### The era of Discovery and Settlement

The era of Discovery and Settlement The region of Flaria was the landing site of the Old Empire. The region of Flaria quickly became the empire's colonial centre, with Ferra's governor ruling from the city of Pomariames.

#### The era of Decline

During the era of Decline, Flaria became the core of the imperial colonies.

#### The era of Chaos

During the era of Chaos, the new governor of the imperial colonies, Auxilium Damian, transformed Flaria into a personal holding he governed as a feudal tyrant. It was in the waiting years of the era of chaos when two minor noble houses from the growing city of Raunum rebelled against the tyrant, leading two small armies against Auxilium Damian. The demoralized armies of the governor defected to the armies of House Aurelia and House Revannaus in droves. Soon Governor Auxilium Damian was dethroned and brought to Raunum where he was executed, ending the rule of the imperial colonies.

#### The era of Tranquility

With the death of Governor Auxilium Damian, the two houses which lead the rebellion formalized the formation of the Flarian Diarchy, each house ruling the territory they captured during their rebellion.

#### The era of Unrest

The era of Unrest With increased tension within the diarchy, the normal functions of the state between the two ruling houses have broken down. Both sides are now gathering their armies and preparing for civil war. In the neglected capital of Raunuma new group is organizing, the Flarian Liberation Brothers is working to abolish the old system and implement a new republican form of government. They have managed to wrest control of a few provinces and settlements, founding the league of free cantons and are arguably growing as powerful as the noble houses of House Aurelia and House Revannaus.

### Territories

   The Flarian Diarchy is sub-separated into a number of provinces. Each province has their own regional capital and is controlled by either House Aurelia, House Revannaus or in recent times the league of free cantons.

The provinces are the following:

* Raunum Province (Capital Province, not controlled by any faction)
* Pomariames Province (House Aurelia)
* Estanum Province (House Aurelia)
* Dacoflesa Province (House Revannaus)
* Illium Province (House Revannaus)
* Premavilu Canton (League of free Cantons)
* Pullum Canton (League of free Cantons)
* Flagus Canton (League of free Cantons)
* Gleginatu Canton (Disputed)
	+ House Revannaus is insistent it is still part of Dracoflesa Province and they control half the area the League of Free Cantons claim as the Gleginatu Canton.
The Tasty Pie Inn

### General Layout

Small Inn with only a coupe of rooms. Food is cooked directly in the room over a fire that softly crackles and warms the room. On a wall hangs a picture of a young man with a tulip stuck to it. All the doors and the windows are covered in wards against evil.

### Atmosphere

The Inn is clean and smells of bakeware. On every bed in every room is a plucked wild tulip and a small cookie.

## Menu and Services

### Menu

#### Foods

* A Wild Vegetable Stew (1.5 sp)
* A Barley Porridge (2 sp)
* An Apple Pie with a wild tulip on top (5 sp)

#### Drinks

* A Mug of Beer (5 cp)
* A Mug of Cider (6 cp)
* A Mug of Sweet Beer (1 sp)
* A Mug of Sour Beer (1 sp)
* A Mug of Black Beer (1.2 sp)
Schwarzstein Arena

On a hill hill to the north-east of Avenwolf stands the Schwarzstein Arena. It is said that long ago, it was used as a training ground for the city's gladiators, who would hone their skills and compete against each other in the massive arena that still stands there today. Its creation is steeped in history and legend. According to local tales, the arena was built before the founding of Avenwolf years ago by a powerful wizard, who used his magic to carve the massive structure out of the rocky hillside. The arena quickly became famous throughout the land, drawing crowds from far and wide to witness the epic battles that took place within its walls.

Over time, Schwarzstein Arena became a hub for all manner of sporting events and competitions, drawing crowds from across the city and beyond. It was a place of great excitement and energy, filled with the sounds of cheering crowds and the clash of weapons.

Today, Schwarzstein Arena retains much of its vibrant, energetic atmosphere, and it continues to be a popular destination for those looking for excitement and entertainment. The arena is still in use, hosting a wide range of events, from mock battles and jousting tournaments to more unconventional competitions, such as goblin-wrestling and kobold-racing.

Despite its reputation as a place of fun and games, however, Schwarzstein Arena has a darker side. There are rumours of illegal betting and gambling taking place in the shadows, and some say that powerful and dangerous figures lurk behind the scenes, using the events at Schwarzstein Arena as a cover for their more nefarious activities.

Despite these rumours, however, the people of Avenwolf continue to flock to Schwarzstein Arena, drawn by the thrill of competition and the chance to witness some of the city's greatest athletes in action.
Acer Tree

### Overview

The Acer tree is a large rare ashen-white tree. It grows in swampy land in small sparse clusters. It grows to be about 15 meters high with a wide trunk, roughly 1 meters in diameter. Its leaves are small but thick, yellow-green, spoon-shaped leaves. The leaves grow dense the trees foliage casts a dark shadow below itself. As a defence mechanism, as a reaction to damage or vibration, the Acer tree can clamp its leaves shut. This causes a small explosion as the leaf tears itself apart. While the explosion itself is relatively small, it causes a loud noise and can hurt anyone climbing on the tree.

During late spring, 15-30 leaves bloom into flowers, turning the yellow-green leaves into long, bronze-pink strips covered in a nectar and pollen. The Acer Tree relies on insects to spread its pollen and is able to pollinate itself, not needing another Acer Tree to be close. Once pollinated, the leaves wither and at its base, a large melon sized fruit grows.

The fruit is inedible and slightly poisonous. It is firm and ashen white in colouration. Ripening in late summer, the fruit falls off the tree. Once it becomes wet, the fruit begins to sprout the sampling for a new tree. If the fruit is within ~20 meters of another Acer Tree, it is unlikely that it will be able to grow a new tree as the competition from the older tree and its dense root system is too great.

### Usage

##### Flower

The flowers of the Acer tree, once harvested can be prepared in multiple ways:

Most commonly, the flower is cleaned under running water to remove the nectar and then dried to be brewed into tea or crushed into a powder. Cleaned Acer tree flowers are known for their calming effects on the stomach and respiratory system, relieving symptoms of mild illness, food poisoning and allergies.

Sometimes the fresh flower with the nectar is chopped up and cooked down into a syrup. Acer tree flower syrup is known for causing a long lasting feeling of fullness, relieving hunger for a few days or even weeks. This is often accompanied by rapid weight loss as consumers stop having a drive or even interest in food. In rare cases people who consumed large quantities of syrup died this way from starvation.
Borin Stonebeard

Borin Stonebeard was a dwarven legend, renowned for his exceptional leadership and unwavering determination during the construction of the Ku'boran Tunnel. Born in the heart of the Confederation of Haystan, Borin hailed from a long line of skilled miners and tunnelers. His ancestors had crafted some of the most intricate underground structures in the region, earning the respect of all dwarven clans.

Borin was known for his impressive, bushy beard, which he considered a symbol of wisdom and resilience. His leadership style was firm yet fair, and he was deeply committed to the safety and welfare of his fellow dwarves and workers. He had a reputation for being both a shrewd strategist and a skilled engineer, making him the perfect choice to lead the ambitious tunneling project.

As the tunnel neared completion, Borin Stonebeard's leadership was celebrated among dwarves and humans alike. His legacy as the mastermind behind the Ku'boran Tunnel and his dedication to uniting two disparate regions through his engineering marvel earned him a lasting place in dwarven folklore and Confederation history. The tunnel and Borin's name became synonymous with resilience, craftsmanship, and the enduring spirit of the dwarven people.
Father Markus

Father Markus is a wise and respected figure in the town of Kreuzdorf, known for his deep faith and his unwavering commitment to justice and

righteousness. He is a tall and imposing figure with piercing blue eyes and a commanding presence, but also a warm and compassionate demeanor that endears him to his followers.

Father Markus is a skilled orator and theologian, with a deep knowledge of scripture and a gift for inspiring his congregation. He is also a skilled administrator, overseeing the day-to-day operations of the Kreuzdorf abbey and the many charitable works he sponsors.

Despite his many responsibilities, Father Markus always makes time for the people of Kreuzdorf, offering counsel and guidance to those in need and working tirelessly to promote peace and harmony in the town. He is beloved by his followers, who see him not just as a religious leader, but as a friend and mentor.
The Stonebeard Inn

The Stonebeard Inn is a charming two-story stone building with a gently sloping, cave moss-covered roof. The exterior is adorned with intricate dwarven carvings depicting scenes from Borin Stonebeard's legendary tunnel construction. A warm, inviting glow emanates from the inn's windows, beckoning weary travellers inside.

Inside, the inn exudes a cosy and rustic ambiance. The stone walls are decorated with polished gemstones, creating a subtle play of light. The main hall features sturdy wooden tables and benches, each engraved with the names of famous dwarven heroes. A roaring hearth occupies one wall, casting a comforting warmth throughout the room. The inn resonates with lively chatter and the clinking of tankards.

## Menu

### Foods

* Stonebeard's Roast (1 gp)
	+ A succulent, slow-roasted boar served with hearty root vegetables.
* Tunnel Stew (8 sp)
	+ A hearty, meaty stew with seasonal vegetables and aromatic spices. Served with freshly baked bread.
* Gemstone Salad (5 sp)
	+ A crisp salad featuring mixed greens, gemstone-coloured tomatoes, and a tangy vinaigrette.
* Miner's Delight Pie (1 gp)
	+ A savoury meat pie filled with tender beef, mushrooms, and a rich gravy, accompanied by mashed potatoes.

### Drinks

* Borin's Brew (3 sp)
	+ The inn's signature ale, a robust and flavourful brew that pairs perfectly with any meal.
* Dwarven Delight (10 gp)
	+ A selection of fine dwarven spirits and liquors, including aged whiskey and gem-infused liqueurs. Usually enough booze to get a handful of dwarves drunk.

## Rooms

* *Stonehearth Suite (5 gp)*
	+ A spacious and elegantly appointed suite with a stone fireplace, a comfortable king-sized bed, a private bath with a deep soaking tub, and a balcony overlooking Fernborgang's bustling streets.
* *Miner's Rest (8 sp)*
	+ A budget-friendly option with a comfortable stone bed, a shared bath, and simple but welcoming décor consisting of wooden furniture and simple engravings.
Skyfall

## The Event

### Before the Impact

Skyfall describes the Events of the spring 1102 AtS; A massive meteoroid approached Anu, glowing in the sky for many weeks. Each religion and believe had their own explanation but few predicted what would transpire next.

In the final days before the impact, the nights were illuminated by a crimson glow, bright enough to make the use of torches or other light sources mostly redundant. As the meteoroid entered Anu's atmosphere, it was covered by fire and began to break up. The night became day and a many people were blinded by the brilliantly glowing light.

### The Impact

The meteoroid separated into two clusters. The bigger cluster landed north of Ferra, creating the Skyfallen Isle. The impact caused tidal wave many hundred meters to rush outwards from the point of impact. This wave devastated much of the costal regions in the north of Ferra.

The smaller cluster landed slightly further south on Ferra, creating the Skyfallen Mountains. The impact caused earthquakes all over Ferra and ignited many firestorms in the north.

### Following the Impact

The fires and the explosion of the impact threw massive amounts of material into the sky, tinting it in a deep red and darkening the days for several months. The usual rise in temperature during spring and summer failed and harvests failed that year. It became known as the Red Winter.

Trade ground to a halt and life became much more localised as towns, cities and villages focused on their own survival. Though the year of 1102 AtS was hard and hunger was a constant for almost everyone, the absence of any large scale conflict was noted as no organisation had the resources to wage or sustain war.

A saying developed during this time: "The red of the earth has flown into the sky". Some meant to celebrate the apparent peace that came with the catastrophe while others saw punishment for their previous brutality and sins. Nowadays the saying is often used to warn or describe the consequences of some action and/or to highlight the positive or opportunity that arises from some bad event.

## Consequences

### Aasimite

Some time after the Skyfall, mining operations began on the Skyfallen Mountains. Soon a deep crimson red metal was found. Dubbed Aasimite, the metal had many strange magic properties, particularly its natural affinity to transmutation.

#### The Skyfallen

Soon the Aasimite mining towns began to report strange happenings. The babies of pregnant women exposed to Aasimite had dove like wings on their backs and slightly glowing eyes. These children were called the Skyfallen and their appearance caused a split in Imperial descendant cultures. Some saw them as Imperials with either an illness or blessing while others think of them as belonging to the civilised races while others still see them as abominations and beastfolks.
North Burn

The North Burn is a vast and unforgiving wilderness, characterized by dense forests, icy tundras, and treacherous terrain. It spans a large portion of the northern territories within the Confederation of Haystan. The region is named for the cold, biting winds that sweep down from the distant northern reaches, creating an inhospitable environment. Thick layers of snow blanket the landscape for the majority of the year, making it a harsh and challenging place to survive.

### Terrain

#### Frozen Woodlands

The woods of the North Burn are dominated by towering pine and spruce trees, their branches laden with snow. The frozen woodlands are home to a variety of wildlife adapted to the harsh conditions, including wolves, bears, and elusive winter creatures.

#### Icy Tundras

Vast expanses of frozen tundra stretch between the wooded areas, interrupted only by frozen rivers and occasional rocky outcrops. The tundras are difficult to traverse, especially during the winter months when the ground is icy and snow-covered.

#### Monster-Haunted Forests

Deep within the North Burn, the forests are rumoured to be infested with monstrous creatures. These areas are avoided by most, as tales of strange beasts and malevolent spirits abound. Only the bravest or most foolhardy adventurers dare to venture into these haunted woods.

### Climate

The climate of the North Burn is harsh and unforgiving. Winters are long, with temperatures plummeting to extremes that can be deadly to the unprepared. The constant threat of snowstorms and blizzards makes travel perilous, and even the hardiest creatures struggle to survive in this frozen expanse.

### Settlements

The few settlements scattered throughout the North Burn are fortified against both the elements and the monsters that lurk in the wilderness. Sturdy walls, watchtowers, and disciplined militias are common features of these towns, as they must constantly be on guard against the dangers that come from the wilderness.

### Mysteries

The North Burn is not just a physical challenge but also a place shrouded in mysteries. Ancient ruins, buried beneath the snow, hint at a history that predates the current settlements and perhaps even the few lizardfolk tribes that lived here before the arrival of the Imperials. Whispered legends speak of hidden treasures and artifacts, waiting to be uncovered by those daring enough to seek them out.