recursal/Fanatic-Fandom huggingface dataset:
Bet

> "We, The Order of the Chroniclers of Antiquity, invite you to explore the lives and worlds of the great wizards, Aizek Aizendore and Markovad the Maker, as set out in the texts herein. As you will have discovered throughout our previous tomes contained within The Tales of Erstwhile, we Chroniclers make ourselves experts in any matter we commit to parchment." -- from the Chroniclers of Antiquity preface to *Aizendore's Vault of Tragic Treasure*
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Bet, along with his two counterparts, Gimel and Alef, provide the majority of the text, lore, and documentation regarding the particulars of the mighty wizards Aizek Aizendore and Markovad the Maker. Together the chroniclers applied their meticulous approach to history in order to sift through the vagaries of myth, legend, and pure fancy to bring the insights that illuminate the treasures and artifacts supplied to adventurers within *Aizendore's Vault of Tragic Treasure.*

The position of Chronicler is highly sought after and their textual analysis of the documents herein are of great significance, however, they are merely human (or elf, or dwarf, or tabaxi, or…some other race of the multiverse) and their analyses are but their own opinions. Even amongst themselves, you will notice impassioned disagreement.

The dwarf imports a rather blunt lens to the historical texts, framing things in a matter-of-fact voice that is neither sympathetic nor judgmental, but is in fact devoted to presenting events as they were. While there may be a fragment of judgment implicit in Bet's word choice and the presentation of fact, this is largely due to the Chronicler's frustration with the past lacking the insights of the present.

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> "What I wouldn’t give to walk in my predecessor’s footsteps! Though Ardellius returned half-crazed, I am ever grateful for the revelations he brought to the order. As a dwarf standing on the shoulders of a giant, I have been able to use his account to develop a method of retracing the journeys of Aizendore and Markovad."
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> "By charting unseasonal storms, we have since discovered new lands that the two visited and thus recorded previously unheard tales of their deeds there – from the southern reaches of the Ganyoo Desert to the most remote tribes of Eru and Alaban. I will be ever grateful for the Chroniclers who came before, but most especially to Ardellius the Second." -- Bet
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Aizendore's Vault of Tragic Treasure

> "We, The Order of the Chroniclers of Antiquity, invite you to explore the lives and worlds of the great wizards, Aizek Aizendore and Markovad the Maker, as set out in the texts herein. As you will have discovered throughout our previous tomes contained within The Tales of Erstwhile, we Chroniclers make ourselves experts in any matter we commit to parchment." -- The Chroniclers of Antiquity; Alef, Bet, Gimel
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*Aizendore's Vault of Tragic Treasure* is not only a guide for Game Masters, but also a cautionary tale. This book serves to remind us that magic items, no matter how powerful, sometimes come with a price.

You will also find sections dedicated to Aizendore’s master’s personal collection and Aizendore’s notes on certain items, offering a glimpse into the mind of an experienced collector and a powerful wizard.

Aizendore’s Vault of Tragic Treasures is a must-have for any game masters looking to add depth and complexity to their campaign. Use this book to add unique and dangerous

items to your game and remember the lessons of Aizek Aizendore as you navigate the treacherous world of magic items...or tragic items as the case may be.

In addition to the stories and descriptions of magic items, Aizendore’s Vault of Tragic Treasure includes advice and guidelines for incorporating these items into your campaign. Aizek Aizendore believes that these items should be used sparingly and with great care, as they can have a major impact on the game’s story and the characters involved.

The book includes tips on how to introduce the items to your players, and how to handle the consequences of their actions when they decide to use or interact with them. It also offers suggestions on how to use items as plot hooks and ways to integrate them into your campaign’s story arc.

In fact, we’ve published a 200+ page adventure based on one such item. *Order of Elemental Chaos* takes a variation on the Bottle of Djinn from Aizendore’s Vault and turns it into a level 1 - 15 modular campaign.

By means of lore blocks, Aizendore also offers his personal thoughts on the ethics of using and collecting tragic items, and the responsibilities that come with wielding their power. He believes that it is crucial for Game Masters to consider the potential consequences of using these items and to approach them with caution and respect.

In addition, Aizendore’s Vault of Tragic Treasures includes a section dedicated to creating your own magic items with tragic stories. This section offers guidelines and inspiration for creating your own cursed or dangerous items, as well as tips on how to balance them.

*Aizendore’s Vault of Tragic Treasure* offers an exploration of the darker side of magic. It will make a unique addition to any Game Master’s collection, providing a new perspective on magic items and their role in the game.

Join Aizek Aizendore on his journey of discovery and unlock the secrets of his vault!
Andovan

> "Together they tarried and began to unfold the world. They unfolded first a Forge to contain the power of Void and Being, Darkness and Light. From the Forge they unfolded Andovan in all her glory. They unfolded the earth from the sea; the mountains from the earth; the sky from the mountains; the stars from the sky. On and on they unfolded into the infinite beyond." -- The Great Dawn, *An excerpt of a Holy Text from The Order of Equilibrium*
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Andovan and Midestra exist in the Tides of Earthsky multiverse. The cosmology spans numerous publications to include novels, comics, and more.

Andovan, in particular, is the name of the known world. Within her lies the continent of Midestra where diverse and exciting adventures take place. Midestra is populated by many races and is home to an array of beasts and creatures.
The Wandering Mountain

"This curious natural wonder has long held my interest. Of course, “natural” is a term I use loosely, because any fool can see a floating mountain is about as natural as the stench of Alef’s breath." -- Bet, Aizendore's Vault of Tragic Treasure

Perhaps one of the most unusual features in all of Ganyoo – if not the entirety of Andovan – the Wandering Mountain travels across the face of the desert at a gentle pace, casting a vast shadow everywhere it drifts and offering succor from the blazing desert sun. The mountain floats by some unknown means, seemingly ethereal at its base, trailing wisps of cloud in its wake. A whole ecosystem has built up under the mountain’s base, where the damp of constant cloud vapor meets the heat rising from the sands below. This has resulted in an unimaginably lush forest growing from the mountain’s base, with vast trees and drooping vines drinking the sun reflected from Ganyoo’s white dunes.

The Wandering Mountain does appear to be home to an ancient Ganyeese tribe, the Rie-Lai, though no-one has ever managed to contact them. Ganyeese folklore tells of a great expedition to the Sandstone Peaks at a time when the Wandering Mountain was drifting close by. This adventurous people managed to place hooks into the mountain’s side, and though they lost many of their number in the crossing, it is believed enough survived to set up a thriving community.

Life on the mountain is not without its perils. Apart from the obvious dangers of living on a vast wedge of floating rock, the underforest is not without its native fauna. Sightings of huge, ape-like creatures have been made by those sheltering in the mountain’s shade, the occasional human corpse clutched in a vast paw. Additionally, some crazed individuals tell of smoke pouring from the Mountain’s side, as though the stone simply turned to cloud. This is often followed by the scream of a falling Rie-Lai.

The threat to life is not only to those living on the mountain. Many travel in its shadow where it suits the tribe, as tropical rains from the underforest replenish drained water-skins. But water is not the only form of rain the mountain produces. Not infrequently, volleys of stone can materialize from within the mountain’s wreath of clouds, causing devastation to anyone below. Indeed, there are tales of an entire tribe being wiped from existence by a rain of molten glass. It is said the bodies remain encased somewhere in the desert, forever staring upwards at layers of sand. Still, for many long-traveling tribes the benefits of the mountain’s shade often outweigh the dangers it presents. Indeed, the phrase “by way of the Wandering Mountain” is a well-recognized Ganyeese direction.

The mountain holds many mysteries, despite its incredible age. But times are changing, and the mountain’s inaccessibility lessens with the advent of the marvelous Ganyeese airships. With expeditions already planned to unlock the mountain’s secrets, who can tell what the intrepid Ganyeese might discover?
The Key of Enchantment

> "I suspect Aizendore has left the Key of Enchantment on Malnevones to protect it from more nefarious uses. Imagine a politico with the power to influence an entire court? And this barely scratches the surfaces of what more ambitious, power hungry minds might conceive. The natives of Malnevones are not, in general, concerned with individual power struggles. Their society is a highly ordered one which places nature and balance at the pinnacle of importance, where those who take more than they ought are liabilities to be removed." Gimel, Aizendore's Vault of Tragic Treasure
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The Key of Enchantment is said to be lost somewhere in the isolated Land of Malnevones, in the possession of a legendary figure known as The Puppeteer. While few have heard of the mythic figure in the rest of Andovan, The Puppeteer is a name whispered in hushed tones in the settlements that survive long enough to develop tales of slaughter and woe.

The Puppeteer is said to be an inhumanly tall and slender Malnian who wears the Key of Enchantment--a jade green, luminescent glove. By all accounts the glove would allow the wearer to enchant others and keep them enthralled under a spell, sapping their will and controlling them.

This key factors into any adventurers quest to open Aizendore's vault and is considered one of The Eight Keys.
The Great Battle of the Cults

> "Death was death whether dark or light. Pain was felt in day or night. Durkados and Solastra knew only fight, not a care for all the prayers that gave them flight, that gave them breath. Armies bled and burned and died, while the dragons tore the world to shreds." Tribal rendering of the Great Battle of Cults, Aizendore's Vault of Tragic Treasure
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A war in which two religious factions found in Midestra decimated one another. In smaller crusades, the cults brandished all manner of magical beast and weapon, claiming these to be avatars of Solastra and Durkados. Ancient folklore describes the Great Battle of the Cults as such: iIn the clouds high above Baiselmore, the immortal foes and their followers ripped and tore at each other in seven full days of battle. When the sable and pearl dragons eventually separated, it was only to blast one another with fire so potent it melted the snow from the mountaintops and caused immense flooding throughout Midestra.

The atrocities committed on both sides escalated, one against the other, eventually culminating in the final battle. It was the most terrible and wonderful thing that could have occurred in religious history.

Many innocent lives were lost, but both cults were nigh destroyed and retreated into obscurity licking their wounds, relieving Midestra of the mindless religiosity and crusades they had waged. The one downfall was that the battle only strengthened the Order of Equilibrium, who used it as proof that neither light or darkness should be worshiped in isolation, but must be balanced. They rejected the propaganda that the dragons were the celestials (the only sound assertion they’ve made in their lifespan), claiming that the celestials were nurturing and peacefully coexist to the benefit of all their creation – a depiction far removed from earlier holy texts in which they annihilate the entire Kingdom of Baiselmore for the errors of their king.
Korva’s End

Purported to be the final hiding place of Korva the Famine's fifteen-foot bone construct Duneclaw, Korva's End was also the site of her final stand. She was defeated here by her tribe's magi. The Yetse and several other Ganyeese tribes banded together to overcome the powerful necromancer.

Korva's End is seen now as having been blasted by a swathe of true death in the Ganyoo Desert's center during that battle. It is but a field of bones that lies undisturbed save for a few brave adventurers who dare to travel within. Those who return describe a desolate and spirit-ridden place, filled with the laments of the dead.

Additionally, at the core of Korva's End lies a hole so dark none have ventured in, but the scent of fouled water can be tasted on the air. Some believe that Duneclaw hides there still, powered by the key fused to his tail. Korva’s End is a place of cold myth and hard reality, and perhaps a necessary step on the path to Aizendore's Vault of Tragic Treasure.
Acid Whip

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

As a bonus action, you can activate the whip, coating it in acidic slime for 1 minute. While coated, the whip deals an additional 1d8 acid damage on a hit. Once this property of the whip has been used, it can’t be used again until the next dawn.

Part of: Aizendore's Vault of Tragic Treasure
The Ganyoo Desert

A desert portion of the Midestran continent. The Ganyoo Desert is home to many tribes and a variety of legends, mythic figures, and evil villains. It has variously been described as a place where the dead once rested easy under a diamond-bright night and--though it was layered with the bones of animals, humans, elves, and every race throughout the Midestran continent--a land of peace.

One of its most fabled legends is that of the necromancer Korva the Famine. Her life as well as her death both played out on the tableau of this stark, exquisite setting. As always the Ganyoo exacts its toll upon the living, not the dead, and though many would rather ignore the fact, necromancy is an art which concerns itself with the flow of life. To truly master this potent magic is to strive for balance, to temper power with restraint.

#### Notable Figures of the Ganyoo

* Korva the Famine
* Duneclaw
Conjuration

> "Conjuration is a tricky seal, discerning man from child,
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> For in an instant you’re transported to the depths of the Feywild.
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> To find your way back to the vault, or at least away from danger,
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> Is it best to flee or hide, or perhaps to trust a stranger?" *The Eight Seals,* by Trenton of Trenton's Traveling Troupe
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Conjuration is a form of magic that calls materials, energy, or creatures to the caster and magnifies it or directs it as commanded by the mage. This power can be reversed as well. Conjuration can easily be mistaken for illusion in how it is concerned with what is visible. While illusion dissolves, leaving nothing at its heart, conjuration is associated with will and agency. Animals or natural beings that are conjured forfeit some measure of agency. Illusion is only about appearances, conjuration is real and leaves a mark.

Can be accentuated and influenced by relics and items such as runes or magically enhanced artifacts like The Staff of the Inept Conjurer.

A mastery of this school of magic is required to access Aizendore's vault using the Key of Conjuration.
Yetse

An ancient tribe who lived in the Ganyoo Desert on the continent of Midestra. Their most famous contribution to Andovan history was bringing forth Korva the Famine, who in turn found Aizendore's Key of Necromancy. Korva placed the key in the tail of her sixteen-foot scorpion bone construct, Duneclaw. The Yetse nearly perished in a battle with Korva, where they, along with several other Ganyeese tribes, defeated her. The site of this battle is called Korva's End and few venture there, for it is riddled with bones and is said to be haunted by the spirits of the dead.
Extraplanar Push-Dagger

* You have a +1 bonus to attack and damage rolls made with this magic weapon.
* If you score a critical hit against a target with an astral body (as with the astral projection spell) using this dagger, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
* You can use the Honed Edge property, as detailed below.

***Honed Edge.*** While holding the dagger, you can use a bonus action to speak its command word, causing the dagger to shine brightly along its edges as it is magically honed. These silvered edges shed bright light in a 20-foot radius and dim light for an additional 20 feet. While the dagger shines, it deals an additional 1d4 force damage to any target it hits. The honed edge lasts until you use a bonus action to speak the command word again or until you are no longer holding the dagger.

##### Enlightened

When the dagger reaches its Enlightened state, it gains the following properties:

* The dagger’s bonus to attack and damage rolls increases to +2.
* The damage dice for Honed Edge increases to 2d4.
* You have resistance to force damage while holding the dagger.
* While holding the dagger, you can use it to cast plane shift (spell save DC 15). Once the spell is cast from the dagger, it can’t be cast from it again for 24 hours.

##### Ascended

When the dagger reaches it Ascended state, it gains the following properties:

* The dagger’s bonus to attack and damage rolls increases to +3
* The damage dice for Honed Edge increases to 3d4.
* The spell save DC for the plane shift spell cast using this item increases to 17.
* You have resistance to slashing and piercing damage while holding this weapon.
* While holding the dagger, you can use it to cast gate. Once the spell is cast from the dagger, it can’t be cast from the dagger again until 7 days have passed.

Part of: Aizendore's Vault of Tragic Treasure
Alef

> "We, The Order of the Chroniclers of Antiquity, invite you to explore the lives and worlds of the great wizards, Aizek Aizendore and Markovad the Maker, as set out in the texts herein. As you will have discovered throughout our previous tomes contained within The Tales of Erstwhile, we Chroniclers make ourselves experts in any matter we commit to parchment." -- from the Chroniclers of Antiquity preface to *Aizendore's Vault of Tragic Treasure*
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Alef, along with their two counterparts, Gimel and Bet, provides the majority of the text, lore, and documentation regarding the particulars of the mighty wizards Aizek Aizendore and Markovad the Maker. Together the chroniclers applied their meticulous approach to history in order to sift through the vagaries of myth, legend, and pure fancy to bring the insights that illuminate the treasures and artifacts supplied to adventurers within *Aizendore's Vault of Tragic Treasure.*

The position of Chronicler is highly sought after and their textual analysis of the documents herein are of great significance, however, they are merely human (or elf, or dwarf, or tabaxi, or…some other race of the multiverse) and their analyses are but their own opinions. Even amongst themselves, you will notice impassioned disagreement.

Alef is an Expert of Lore. Their style is characterized by briefer remarks, leaving shorter notations that provide additional flavor and arguments that either reinforce or refute the insights of the other two Chroniclers. In general, Alef's thoughtful style reads quickly due to its lack of clutter and puffery. It is to the point and concise. A breath of fresh air at times.

> "That the First Flash was caused by the summoning of the Stardawn Forge to our plane of existence is a topic hotly debated amongst Chroniclers, some of whom believe the Forge to be a mere construct of religion. Yet, as the Chronicling Expert of Lore, I have studied hundreds of iterations of the same fable from across ages and empires and to the very last, this single facet remains unchanged.
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> "Whilst stories disagree about the identity of the Summoner, the location of the ancient Kingdom of Baiselmore and every other detail imaginable, they all agree on the existence of the Stardawn Forge." Alef
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Gorrila tag Wiki

**Welcome to the Gorrila tag Wiki!**
tag

We're a collaborative community website about Gorrila tag that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Solastra

One of the Two Celestials, who have commonly come to be known as Durkados and Solastra - Solastra being the goddess of light and order, and her counterpart, Durkados, being the god of darkness and chaos.

During the Great Battle of the Cults, factions representing both Celestials decimated each other. Specifically in this large scale battle, avatars representing the gods carried out great destruction in the form of dragons. In smaller crusades, the cults brandished all manner of magical beast and weapon, claiming these to be avatars of Solastra and Durkados.

Since the recession of the cults, their dragon forms have never been seen again. To some this is because they were temporary avatars of Durkados and Solastra.
The Key of Evocation

> "Were the key to fall into the wrong hands, its potential for destruction is limited only by the ability of the wielder to harness its energy. One can only hope its power has faded with time, but I worry Bet’s cynicism is rubbing off on me. Perhaps Aizendore’s faith in the wisdom of mortals will be rewarded, perhaps not. I suspect we will find out in the not-too-distant future." Gimel, *Aizendore's Vault of Tragic Treasure*
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The Key of Evocation is a mysterious and dangerous tool--one of which little is known concerning its true form. Lore has accounted it shaped like a breathtaking, radiant teardrop of black and white. It grants the owner the ability to harness the raw energies of the arcane, gifting those who wield it the power to shape will and form.

Many legends circulate about the origins of this lost piece. Some place it as arising during the Great Battle of the Cults, and falling to Andovan from above the floating Island of Baiselmore, and claim that it is lost beneath the Arcane Range, specifically in the area directly under Arcmount Monastery.

This key factors into any adventurers quest to open Aizendore's vault and is considered one of The Eight Keys.
Necromancy

> "And last, not least, the final seal, the eighth where there were seven,
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> The ebb and flow of life and death, the veil ‘tween hell and heav’n,
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> Aizendore has hid this seal, lest it be used too lightly,
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> And when you face what it reveals, you’ll agree he did so rightly." *The Eight Seals*, by Trenton of Trenton's Traveling Troupe
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A form of magic that concerns itself primarily with the flow of life, necromancy exists as a bridge between the living and the dead. It it about prolonging life, reigniting life within the dead, or contacting the dead and bringing their voices back through the veil, crossing various planes of existence,

Like most spiritual disciplines and academic pursuits, there are those branches whose names are uttered with horror and distaste while others are lauded as good and right and noble. Necromancy falls into the black arts, all things being equal. Aizek Aizendore, the fabled master, regarded it as dangerous and worked to rid Andovan of it by hiding away any relics or artifacts that touched this form of the arcane.

Banishing magic has never been easy, however, because much like the elements it simply exists and draws seekers towards it--like the air, like water, like the light of a star. And thus necromancy continues to exist. Practitioners come and go and where possible, those who wave the banner of good above them attempt to stamp it out and control it. The practice, like all practices, is best judged by the intent of the practitioner. However, where fear rules there is little room or time left for thoughtful consideration before decisive action is taken.

To be sure, the most visible of those who have used necromancy have generally been dangerous and have left swathes of dead behind them. Midestra's most legendary practitioner of necromancy was Korva the Famine, who waged war against the Yetse and other tribes of the Ganyoo Desert.

This type of magic an be imbued into objects, sigils, potions, and relics such as staffs that are attuned to the magic. See the Staff of the Inept Necromancer.

A mastery of this school of magic is required to access Aizendore's vault using the Key of Necromancy
Anals of History

#### *Wondrous Item, Very Rare*

An ancient tome bound in brown leather. This tome contains a collection of what some might consider useless information, but one man’s boring facts is another man’s lore.

Written in Common, the *Anals of History* is illegible to a creature with an Intelligence score of 15 or lower, regardless of whether they can normally speak, read, and write Common. Being under the effects of the *comprehend languages* spell does not allow such a creature to read the *Anals of History*.

Even when unlocked, this tome is held closed by some unseen force. You can pry its pages open using an action. Once opened, the book produces a 30-foot-radius sphere of brown, nauseating gas centered on itself. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1 minute.

When a creature enters the cloud’s area for the first time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failure, the target spends its action that turn retching and reeling and is poisoned for 1 minute. Creatures that don’t need to breathe or are immune to the poisoned condition automatically succeed on this saving throw, as does the creature reading the tome.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

The book will not produce another cloud until the following dawn.

Part of: Aizendore's Vault of Tragic Treasure
Rebouteux

Extension 2: Le Village

*TBA*

Une fois dans la partie, le Rebouteux peut choisir une personne qu'il fait confiance et un de ces événement se passera, dépendant la personne choisie:

* Si la personne a un pouvoir de nuit unique qu'il n'a pas encore utilisé, il pourra l'utiliser deux fois
* Si la personne a déja utilisé son pouvoir de nuit unique, elle pourra le réutiliser une seconde fois au cours d'une prochaine nuit.
* Si la personne a un pouvoir de jour, ou un pouvoir de nuit qu'il utilise à chaque nuit, le pouvoir du Rebouteux sera gaspillé.
Juge Bègue

Extension 3: Personnages

*TBA*

À la première nuit, il fera un signe particulier au Maître du Jeu, le signe doit être subtile pour éviter que les autres le repère. À la fin de chaque vote du Village, la Maître du Jeu doit voir si le Juge Bègue refait ce même signe, s'il le refait. Il y aura un 2e vote du village.
Loup Gourmand

Extension 5: Nuits Dangereuses

*TBA*

Lors de la première nuit, le Maître du Jeu réveille le Loup Gourmand et lui pointe 3 joueurs qu'il devra tenter d'éliminer. Si les 3 cibles meurent dévorés par les Loups-Garous, ils gagnent instantanément.

Cependant, seul le Loup Gourmand sait qui sont les cibles, il n'a pas le droit de les dire aux autres Loups-Garous et n'a pas le droit de révéler son rôle. Il devra tenter subtilement de persuader les autres Loups-Garous à éliminer ses cibles.

## Précisions

* Il n'a, effectivement, pas le choix de révéler son rôle s'il est obligé par le Confesseur. C'est le seul moment où il lui sera permi de le faire.
* Si une des 3 cibles meurt d'une autre façon (vote du village, potion de mort de la sorcière, tir du chasseur, etc.) le Loup Gourmand devient un simple Loup-Garou et la condition de victoire est annulée
* Le Maître du Jeu se réserve le droit d'annuler la condition de victoire s'il juge que le Loup Gourmand en a trop dit sur son rôle et qu'il s'est indirectement révélé.
The Key of Divination

> "But there is more going on at Arcmount. Something hidden, deep as the mountains upon which it rests. I shudder to think what moves in the dark. Perhaps it is time to travel there, and seek an audience myself…" -- Alef, *Aizendore's Vault of Tragic Treasure*
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> The Key of Divination is said to be a pendant of great power. The shape of an open eye, the central stone is cobalt blue with a streak of white, purportedly an agate crystal. The rumors that swirl around this fabled piece place it in Arcmount Monastery on the side of the Arcane Range at the edge of the Northern Reaches.
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> The monastery itself swirls with legends and dark stories of danger and perhaps something forbidding and treacherous stirring to life. The current abbot of the monastery remains somewhat mysterious, but it is this figure who is said to be possess the key. Any adventurers who wish to get their hands on it must either take on the stronghold and the devotees of Arcmount or sneak through the labyrinth of caverns found beneath the ancient stronghold.
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Professeur

Extension 4: Nouveaux Alliés

*TBA*

Chaque nuit, le Professeur désigne un joueur qu'il soupçonne d'être un Loup-Garou pour l'envoyer en punition. Le joueur ciblé va devoir se retirer du groupe au matin et ne peut pa participer aux débats ni aux votes. Le Village peut, cependant, voter contre lui.

Il ne peut pas envoyer la même personne en punition deux nuits de suite.

### Inspiration

Cette idée vient d'une version alternative du Corbeau utilisée lors d'une soirée Loups-Garous dans un bar à jeux de société. J'ai changé cela pour le Professeur pour garder conserver le vrai pouvoir du Corbeau et parce que le concepte de la punition était plus approprié pour un Professeur.
Markovad's Petite Pavilion

#### *Wondrous Item, Very Rare*

As an action, you can set down this Tiny toy pavilion in an unoccupied space within 5 feet and speak its command word. The tent then grows over the course of 1 minute into a flamboyant 5-foot-by-5-foot tent. The interior of the tent is an empty extradimensional space comprising an area of 25 10-foot cubes. You decide the arrangement of these cubes when you speak the command word. As an action, you can speak the command word again and cause the tent to shrink back to its original size over the course of a minute. All creatures and items still inside at the end of the minute are ejected into the surrounding area. Otherwise, the tent, and the extradimensional space within, last for 10 hours. At the end of the duration, it will immediately revert to its toy form, ejecting all creatures and items in the surrounding area.

Once used, the tent can’t be used again for 24 hours.

The sides of the tent cannot be cut or damaged and the door can be tied closed from inside with a golden rope. All creatures and objects are barred from passing through the walls of the tent as well as the entrance when it is closed. Any weather affects outside the tent are ignored while inside, as the interior is always a comfortable temperature.

The inside of the tent features a window that offers a view into a random plane of existence. The window (AC 15, 15 hit points) cannot be seen from the plane it shows, but if broken from within the tent, the contents of the tent (including any creatures inside) are sucked into the plane on the other side of the window, as the tent is destroyed by the planar forces.

Part of: Aizendore's Vault of Tragic Treasure
Coldstall Harbor

> "But travelers to Spectacle should beware. The Entertainer has plans of his own, and he loves nothing more than a good show. The beating heart of Spectacle is the Ardent Arena, a silver colosseum which hosts the most wonderful – and awful – displays in the world. Royalty and merchants, demi-gods and fey, all are welcome in the Ardent, so long as they can pay. It would be wise for any who travel there to ensure they do not become an act themselves…" --*Aizendore's Vault of Tragic Treasure*
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A city on the coast of Midestra, it figures into the lore surrounding Jariek Fed, aka The Entertainer. Once Jariek came into possession of the Key of Illusion, he slowly transformed Coldstall Harbor into what it is now called, "Spectacle." Spectacle is an artistic mecca, drawing talent from across Andovan. Home to Ardent Arena, a silver colosseum that draws some of the most incredible--and most awful--displays in the world.
Renard

Extension 3: Personnages

*TBA*

Chaque nuit, le Renard choisit un joueur. Le Maître du Jeu lui fera savoir si ce joueur ou un de ses deux voisins est un Loup-Garou. Si l'un d'eux en est un, il pourra choisir un autre joueur la nuit suivante. Si aucun des trois joueurs est un Loup-Garou, il perd son pouvoir mais il aura au moins partiellement innocenté 3 joueurs.
Chat

Extension 4: Nouveaux Alliés

*TBA*

Appellé au début de la nuit, le Chat choisit une personne qu'il aimerait surveillé. À la fin de la nuit, il se réveille à nouveau et le Maître du Jeu lui pointera tous les joueurs qui auront fait une action sur le joueur choisit. Si le joueur ciblé est la victime des Loups-Garous, le Maître du Jeu va seulement pointer le Loup-Garou le plus proche de la victime.

Exemples d'actions:

* Attaqué par les Loups-Garous
* Potion de Vie ou de Mort par la Sorcière
* Identifié par la Voyante

### Inspiration

Inspiré du Guet (Lookout) dans Town of Salem.
Gitane

Extension 3: Personnages

*TBA*

Chaque nuit, le Maître du Jeu va dire une information pour que tout le monde l'entende. Mais seul la Gitane peut savoir s'il dit la vérité ou s'il ment.

* Le Maître du Jeu fera un 👍 s'il dit la vérité.
* Le Maître du Jeu fera un 👎 s'il ment.

Voici quelques exemples d'information que le Maître du Jeu pourrait dire:

* Un des Loups-Garous porte des lunettes.
* Un des Amoureux est la Voyante.
* La Petite Fille est à côté d'un Loup-Garou
* La Sorcière a donné une potion de mort au Chasseur
* etc.
Voyante

Jeu de Base

*Lorsqu'un villageois de Thiercelieux est en doute de soi-même ou de quelqu'un d'autre, il ont toujours la possibilité de consulter la Voyante. Dès son jeune âge, sa mère lui a enseigné l'importance de la divination afin d'assurer l'ordre dans un village et prévenir toute catastrophe qui pourrait amener de la souffrance à ses habitants. Grâce à sa boule de crystal, elle peut lire les vraies intentions des gens et dinstinguer le bien du mal.*

Chaque nuit, la Voyante pointe un joueur qu'elle aimerait savoir l'identitée et le Maître du Jeu lui montrera sa carte.
Durkados

One of the Two Celestials, who have commonly come to be known as Durkados and Solastra - Solastra being the goddess of light and order, and her counterpart, Durkados, being the god of darkness and chaos.

During the Great Battle of the Cults, factions representing both Celestials decimated each other. Specifically in this large scale battle, avatars representing the gods carried out great destruction in the form of dragons. In smaller crusades, the cults brandished all manner of magical beast and weapon, claiming these to be avatars of Solastra and Durkados.

Since the recession of the cults, their dragon forms have never been seen again. To some this is because they were temporary avatars of Durkados and Solastra.
Comédien

Extension 3: Personnages

### Défaite

-Déterminant (selon rôle imité)-Tous les Villageois sont éliminés. (après 5e nuit)

*TBA*

Il commence la partie avec 5 rôles nocturnes choisis au hasard par le Maître du Jeu. À chaque nuit il en choisit un qu'il va imiter pour la nuit. Après la 5e nuit (son dernier rôle) il rejoint les villageois.

Ce rôle demande une bonne mémoire de la part du joueur qui sera le Comédien, ainsi que du Maître du Jeu puisqu'ils doivent se rappeller quels pouvoir ont été utilisé et quel pouvoir est associé à quel numéro.

#### Pouvoirs Disponibles

* Dévorer un joueur (Simple Loup-Garou)
* Utiliser une Potion de Vie ou une Potion de Mort (Sorcière)
* Connaître l'Identité d'un joueur (Voyante)
* Espionner les Loups-Garous (Petite Fille)
* Protéger un joueur (Salvateur)
* Poser 2 votes contre un joueur (Corbeau)
* Obliger un joueur à réveler son rôle (Confesseur)
* Ouvrir les jeux rapidement à la fin du choix des Loups-Garous (Boulanger)
* Mettre le Village en feu (Pyromane)
* Savoir si un joueur ou ses voisins est un Loup-Garou (Renard)
* Faire grogner l'Ours (Montreur d'Ours)
Sorcière

Jeu de Base

*Descandante d'une des sorcières éxécutées lors du Procès des Sorcières de Salem, le Sorcière de Thiercelieux est beaucoup plus appréciée que ses ancêtres l'étaient. Afin d'aider ses confrères, elle possèdes deux potions: Une potion de vie qui pourra sauver quiconque se fait attaquer par les Loups-Garous, et une potion dangereusement empoisonnée qui promet une longue agonie pour quiconque a le malheurs de la boire. Comprenant le sentiment de se faire accuser et lyncher, elle préfère se limiter à une seule potion mortelle pour éviter que trop de gens meurent par son choix.*

Dès le début de la partie, la Sorcière possède deux potions:

* Une potion de vie pour sauver la victime des Loups-Garous, le Maître du Jeu lui pointera qui sera éliminé.
* Une potion de mort pour éliminer une autre personne, de préférence quelqu'un qui est soupçonné d'être un Loup-Garou.

Elle peut utiliser ses potions une seule fois dans la partie. Elle peut utiliser la Potion de Vie sur elle-même.
Cupidon

Jeu de Base

*Thiercelieux a besoin d'un peu d'amour avec toutes ces histoires de Loups-Garous qui dévorent les habitants. Cupidon est là pour ça, il est capable de désigner un tout nouveau couple grâce à son arc à flèche. Un couple qui sera inséparable, au point où ils abandonnent leur allégeance et ne jurent que par eux. La mort d'un entrainera la mort de l'autre.*

À la première nuit, Cupidon est appellé pour choisir deux personnes qui formeront un couple. Si un des deux amoureux meurt, l'autre amoureux meurt aussi.

Les conditions peuvent varier selon les rôles des amoureux:

* Villageois + Villageois = Ils gagnent avec les Villageois
* Loup-Garou + Loup-Garou = Ils gagnent avec les Loups-Garous
* Villageois + Loup-Garou = Ils doivent être les 2 seuls survivants
Personnages

### Extension 2: Le Village

Loup-Garou BlancCorbeauFermierConfesseurRebouteuxBoulangerTavernierChâtelainPyromane
### Extension 3: Personnages

Enfant SauvageRenardServante DévouéeFrèresSoeursMontreur d'OursComédienChevalier à l'Épée RouilléeJuge BègueAngeAbominable SectaireInfecte Père des LoupsChien-LoupVillageois-VillageoisGrand Méchant LoupGitane

### Extension 4: Nouveaux Alliés

ProfesseurScientifiqueDocteurPolicierChat
### Extension 5: Nuits Dangereuses

GardienneOmbreLoup RougeLoup GourmandLoup Alpha
Illusion

> "*Then there is illusion, that trickster of the eyes,*
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> *When the key turns within the lock, it twins you by surprise.*
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> *Transported to a prism of never-ending mirrors,*
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> *You may pray you looked like me should you be trapped fore’er.*?" *The Eight Seals*, by Trenton of *Trenton's Traveling Troupe*
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Illusion is a school of magic concerned with creating a false image that impacts the mind of the target. It can be as simple and innocent as making the spellcaster become a gorgeous entertainer or something as harmful as deceiving the target that one of their party members is dead. This school targets the senses and can be used to alter smells, visuals, and sounds. It is primarily focused on deceit, similar to the School of Enchantment. The main difference is that illusion deceives the senses while enchantment tries to deceive the mind.

This type of magic an be imbued into objects, sigils, potions, and relics such as staffs that are attuned to the magic. See the Smuggler's Satchel.

A mastery of this school of magic is required to access Aizendore's vault using the Key of Illusion.
The Eight Keys

> "We, the Chroniclers, preface this section with a caveat; very little is certain where the keys are concerned. The information here is a meticulous jigsaw of rumor, myth, and history, stitched together to make the best sense of the truth. The reader is asked to use their own judgment and, as always, to tread warily through the paths of legend." The Chroniclers: Alef, Bet, Gimel
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The keys form a piece of the puzzle that comprises the vault. Obtaining all eight keys provides an adventurer with a chance to access the secrets inside, to wander halls once stalked by gods and legends. One might reasonably ask how we know there are eight keys at all, when so much is shrouded in mystery. This knowledge is the one fact we can be sure of. They keys correspond to the seals adorning the vault, one for each school of magic. The Two Celestials are nothing if not creatures of balance, and this is often reflected in their artifice, though how their minds work can only ever be the subject of conjecture for mortals. In addition, the term “key” is perhaps an implication of function, rather than form. By this we mean the keys come in all manner of shapes and sizes, each magically attuned to the locks they open. Their nature is a reflection of the magical school from whence they draw their power, and each key is a powerful artifact in its own right, though none now alive know how to properly use them. Some say only Aizendore himself comprehends the true potency of the keys, others say the understanding of their inner workings disappeared with Markovad herself. Regardless, the location, the aspect, and, in some cases, the temperament of the keys has been the subject of much study. Let us enlighten you as to each, for their stories are as fascinating as those of their creator…

* The Key of Necromancy
* The Key of Abjuration
* The Key of Conjuration
* The Key of Illusion
* The Key of Divination
* The Key of Evocation
* The Key of Enchantment
* The Key of Transmutation
Extension 2: Le Village

Bien que la vraie extension du Village n'a que 3 personnages (le Loup-Garou Blanc, le Corbeau et le Pyromane), il y a aussi certains jetons qui servent de métiers qui vont avec les Maisons que le joueurs peuvent y habiter et avoir un petit pouvoir supplémentaire. J'ai décidé de prendre ces métiers et en faire des personnages complets avec certaines petites modifications mineures ici et là.

Loup-Garou BlancCorbeauFermierConfesseurRebouteuxBoulangerTavernierChâtelainPyromane
Abominable Sectaire

Extension 3: Personnages

*TBA*

Avant le début de la partie, le Maître du Jeu choisiera 2 catégories opposantes qui peut assez bien diviser le Village en 2 groupes.

Exemples possible:

* Hommes et Femmes
* Enfants et Adultes
* Lunettes et Sans Lunettes
* etc.

L'Abominable Sectaire sera dans un de ces 2 groupes. Si à n'importe quel moment dans la partie, tous les joueurs du groupe opposé sont éliminés et qu'il est encore vivant, l'Abominable Sectaire gagne tout seul.
Ancien

Extension 1: Nouvelle-Lune

*Le plus vieil habitant de Thiercelieux, c'est l'homme sage, la voix de la raison. Il a plus d'expérience que n'importe qui et tous les villageois se doient de le respecter. Il s'y connait assez en lyncantropie pour résister à une première attaque de Loups-Garous, mais il ne sera pas aussi chanceux avec la prochaine. S'il fallait qu'un Villageois l'élimine, les conséquences seront désastreuses, ce qui donnera un grand avantage aux Loups-Garous.*

Survit à une première attaque des Loups-Garous. Si l'Ancien est éliminé par un pouvoir ou un vote du Village, tous les Villageois perdent leurs pouvoirs.
Armor of Burrowing

### Artifact of Ascension (Plate Armor), Legendary (Requires Attunement)

A full set of plate armor fashioned from the hide of a chitinous, subterranean creature.

*Sentience.* The armor of burrowing is a sentient, chaotic evil set of armor with an Intelligence of 9, a Wisdom of 10, and a Charisma of 10. It has hearing and darkvision out to a range of 120 feet and tremorsense to a range of 60 feet.

The armor communicates telepathically with its wearer and can speak, read, and understand Common and Hulkish.

*Personality.* The lingering essence of a covetous creature named Brakrr-tk-tk-tk resides in this armor. The armor values material possessions, particularly gold, platinum, and precious gems. It is eager to hunt and enjoys its wearer having a full belly. Brakrr-tk-tk-tk intuitively understands sustainability within ecosystems and prefers to leave several enemies alive so that it can hunt again in the future. It compliments its wearer when they claim treasure or hunt. It derives pleasure from harming others. Its favorite strategy is to burrow into tight corridors and ambush prey from unexpected angles. If overwhelmed, Brakrr-tk-tk-tk suggests creating a cave in before fleeing. “Cave-in. Flee. Attack another day.” It dislikes wide-open spaces and the outdoors since it feels clumsy and slow when not tunneling and cannot see further than its prey in daylight. Brakrr-tk-tktk is always eager to settle matters with a fight so long as it believes its prey to be physically weaker.

*Curse.* Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against creatures that can burrow and on saving throws against the Confusing Gaze ability.
Bouc Émissaire

Extension 1: Nouvelle-Lune

*Malheureusement, c'est dans la nature humaine de mettre le blâme sur quelqu'un lorsque quelque chose va mal. Rare sont ceux qui prennent le blâme pour eux-même et Thiercelieux n'en fait pas exception. Le bouc émissaire est toujours le premier à recevoir le blâme si les villageois n'arrivent pas à prendre une décision comme il se doit.*

Lors du vote du Village, s'il y a une égalité dans les votes, c'est le Bouc Émissaire qui sera automatiquement éliminé. Il pourra toutefois décider qui ne votera pas la jour suivant.
Infecte Père des Loups

Extension 3: Personnages

*TBA*

Il dévore la victime en même temps que les Loups-Garous. Une fois que les Loups-Garous se sont rendormi, le Maître du Jeu rappelle l'Infecte Père des Loups et une fois dans la partie, il pourra faire signe au Maître du Jeu qu'il veut infecter la victime au lieu de la dévorer. Alors au lieu de mourrir, la victime deviendra un Loup-Garou. Il ne le révelle plus individuellement par la suite.
Loup-Garou Blanc

Extension 2: Le Village

*Thiercelieux est déja pris au piège avec les Loups-Garous, mais les Loups-Garous sont également pris au piège avec l'un des leurs, le Loup-Garou Blanc. Qui ne se réjouit pas seulement d'un villageois comme festin mais il a aussi tendance à avoir faim pour un autre Loup-Garou! C'est le traitre ultime!*

En plus de dévorer un villageois avec les Loups-Garous, une nuit sur deux, il a la possibilité de dévorer un Loup-Garou. Son but est d'être le dernier survivant.
The Tumble Twins

Tina and Terrance (neutral good halflings) are acrobats without peer. Of the two, Tina is the more forceful personality, and the one who usually does the talking. She is very protective of her brother and is the one who planned their escape attempt. Terrance is a wreck of a halfling. His eyes dart everywhere, his expression always full of fear. He clutches at his sister, hiding behind her half the time. He gibbers to himself, a constant stream about how “He’ll protect us…he’ll find us…he always…” He was once as bright and vibrant as his sister, until a streak of defiance brought him to Marlow’s attention.

Part of: Marlow's Cavalcade, Aizek Aizendore's Vault of Tragic Treasure, Andovan