recursal/Fanatic-Fandom huggingface dataset:
Vesper

Vesper, god of elemental freedom

Chaotic Neutral

Domains: Liberation, Travel, Darkness, Earth

Favored Weapon: slam

Vesper began as an earth elemental bound to the service of a powerful
 mortal conjurer. With age and experience came wisdom, and he came to
loath his master's cavalier disregard for the well-being of his planar
servants just as much as he loved experiencing new things. When not
actively working on his master's orders, Vesper would meld into stone
and rest in the cool darkness of his native earth, contemplating ways to
 free himself and the other elementals his master had conjured. But
being bound, he lacked the ability to oppose his master's whims.

All that changed when his master arrogantly made an attempt at the
Starstone. Within, his master found death -- and Vesper found the
freedom and power to pursue his own goals. Now, Vesper encourages fair
dealing between conjurers and conjured; he is not opposed to binding
agreements, because they offer his kind the opportunity to travel and
learn far more than they could confined to their native planes. But he
violently opposes abusive or overly restrictive contracts, and punishes
conjurers who mistreat their elemental servants. He answers the prayers
 of those elementals, and occasionally of suli who have found themselves
 enslaved or restrained. He has no interest in other mortals unless
they somehow have ties to the elemental planes.
Saeet

The Gilded Edge, Blooded Blade, Collector of Debts, Keeper of Oaths, He Who Must Be Paid

### Portfolio

Mercenaries, Harsh Judgments, Punishment, Recompense

### Subdomains

Judgment, Fear, Honor, Ferocity, Imagination

### Favored Weapon

Hook Sword

Worshipers: Mercenaries, Soliders, Guardsmen, Judges

Symbol: A set of scales evenly balanced with blood flowing out of one
pan and gold in the other. The main body of the scale is a bloody hooked
 blade pointed down.

Sacred Animal: Any Dog of a breed trained to attack. Wardogs.

Sacred Colors: Gold and Red

As soon as there were communities with a sense of trade there arose
people willing to trade wealth for service. And while it may not be the
oldest profession, the trade of wealth for violence is certainly
ancient. And Saeet is an ancient god; as harsh and unforgiving as the
men and women who follow his call. For there to be such trade in blood
and pain there must be order, and woe betide those who would renege on
payment for the bloody business they procure.

The mercenary companies which pledge fealty to The Gilded Edge (and
there are many across the planes) are known for one thing above all else
 and that is their unrelenting ferocity in extracting payment or
vengeance from anyone foolish or unfortunate enough to break the terms
of the contract agreed upon. By the same token these companies are
strictly honor bound to uphold their sides of the agreement as well lest
 they earn the disfavor of Saeet. Saeet knows that it is from fear that
order arises and both are critical areas of concern for He Who Must Be
Paid.

To truly instill and earn fear in any being requires a deep
understanding of the imagination of that being. Saeet has this
understanding and the worshippers of his that share this understanding
are the most feared of his torturers and emissaries who physically and
mentally extract payment in one form or the other.

Any force that would disrupt the orderly exchange of payment for
services rendered to Saeet and his devotees is anathema to him. He has
an implacable hatred for chaotic beings and none of his followers are
suffered to consort with their kind. This includes demons.

Even in peaceful settled societies the Keeper of Oaths and Collector
of Debts is invoked by money lenders and judges who care not for mercy
but instead would take a pound of flesh and liters of blood for any
breach of contract of any kind.
Troika

Troika are a lesser deity who were once the rulers of a nation lost in antiquity. The three were siblings who brought glory to their nation, but they set their sights too high. They sought power from beyond Maniaron, making contact with a being from the Dark Tapestry. This contact changed the Troika and those that served them. The nation's goals changed from prosperity to the creation of a magical vessel that would take the Troika and hand-picked followers to be with the outer being. The vessel was completed, but before they left, the Troika promised to return to Maniaron to restore the nation's prosperity once more, and to take another hand-picked segment of followers to their new home between the stars.

Many assumed that those in the vessel would perish, but one day, those faithful that remained behind began to receive divine-like abilities, presumably from their empowered monarchs. Today, the descendants of the Troika's original followers survive as a cult, preaching to their faithful of the Troika's eventual return and guiding them in the cult's mysterious aims.

Troika's holy symbol is a crown set upon purple field dotted with stars. Their sacred animal is the eagle. Their favored colors are royal purple and gold.
Malasa

When the enemy comes to rob you of your property, your land, your lives, make them regret their action. However, do not let your pride be your doom. Fight smart. If you have allies, call upon their aid. Sometimes, the best you can do is buy time for your people's escape. Do not falter. Stand tall and do what must be done.

The Holy Wall's church is still small, and her clergy have little influence as of yet. Her paladin order, the Holy Shields, is devoted to the defense of the defenseless. In a world so full of war and death, their actions have done much to expand Malasa's worship.

Malasa and the Martyr King are very close, though the exact nature of their relationship is the cause of much speculation. She is also known to associate with Aabren, Batte, Blastari, Duraga, Feira, Golthan, and Vonheim. Like her followers, she is not afraid to ask for help when she requires it.

Malasa's holy symbol is a trio of interlocked tower shields.
Hules

## Hules, the Wolf of Battle

### Subdomains

Arcane, Divine, Dragon, Growth, Judgment, Redemption

With a name like his, most people expect Hules to be a patron of
animals. What they don't realize is that 'Wolf' isn't in the common
tongue, but a word in Draconic that means closer to 'Nurturer'. Hules is
 an ascended Forest Dragon, granted divinity when he slew the previous
demigod of the forest he called home and absorbed its power. However, in
 the moment of his ascension, divine knowledge showed Hules the sin he
had committed - and the fate of evil souls. He was so shaken by this
that his alignment completely reversed, and he has dedicated himself to
saving the rest of his species by convincing them to turn from their
wicked ways.

Unfortunately, he hasn't had much success in this. Hules is only
worshipped by a few beings, right now, mostly entities with the
attributes of both dragons and plants (which is pretty much just Forest
Dragons and Splinter Drakes), though a few other animals in the forest
pay homage to him as well. Hules is *extremely* active within his
region, using his divinely-granted magical powers to confront other
dragons and try to persuade them to change. His nickname comes from the
fact that he nurtures the strength of those who follow him, giving them
the power they need to confront powerful, deadly foes.
Trial Grounds

The Trial Grounds is the name given to the divine realm of Nabblik. When his petitioners arrive, they are thrown into an unforgiving wilderness where they must overcome any obstacles and kill and consume any competition they come across. Only after passing every test are the survivors inducted into Nabblik's demon horde.
Tallathios

### Notable NPCs

Matriarch Arish Pallamorn (NG Female Elf Witch 8)Watch Warden Fyrin Ilsaeros (CG Male Elf Magus 7 / Ranger 1)

High Lord Markus Aviel (CN Male Half-Elf Summoner 7)

Priestess Lyrissa Soriss (CG Female Elf Cleric of Tarna 7)

The elves of the Malvariss glades were once far more numerous, and
lived in enforced isolation. Outsiders that intruded on their territory
were dealt with harshly, and set home with visible scars as a reminder
to their kin of what happens when elven territory is transgressed. This
behavior did not earn the elves of Malvariss any friends. In their
hubris they antagonized an enemy far to powerful, inflicting their
brands upon an ambassador attempting to visit their lands. The ensuing
war was devastating for human and elf alike, leaving both kingdoms in
ruin. Where the humans would recover quickly, the elves fell into
decline and one by one they disappeared.

Tallathios is one of the last bastions of the former grandeur of the
elven Realm of Malvariss. The remaining elves are battle-hardened from
over a century of constant fighting, many of them refugees from other
settlements now lain to ruins or claimed by other races. Tallathios has
survived by abandoning the old ways and opening itself to the outside
world. Humans as well as elves are welcome here, and other races -
including goblinoids - find safety in the small villages sheltered under
 Tallathios' watch.

Tallathios is effectively governed by Matriarch Arish Pallamorn.
Although she does not hold any formal office, she is so well-regarded
that her word is effectively law. Certainly the military force of
Tallathios is more than willing to act on her command. Command is
functionally split between two officers: Watch Warden Fyrin Ilsaeros and
 High Lord Markus Aviel. Both titles hearken back to days of the united
Malvariss Realm, and both men are keenly aware of how little these
titles mean today. High Lord Aviel in particular constantly feels the
need to prove himself due to his mixed blood heritage.

Tallathios is highly defensible, situated in mountainous terrain with
 approaches cut off by dense forests and a wide river. With the high
towers of the town providing watch for miles in all directions it is
nearly impossible for invaders to arrive unnoticed and they are easily
intercepted and harassed by the hardened and elite Tallathios forces. A
row of seven small villages line the river-side, protected by
Tallathios' proactive defense. While the town and its defenders are not
large enough to withstand a determined army, they have thus far avoided
such a fate by being placed away from such powerful enemies and through
careful diplomacy with their neighbours.

The elves of Tallathios primarily worship Tarna, seeking to grow in
power and knowledge to succeed where their forebears failed. Tarna has
always been the patron deity of Tallathios, but the elves of Marvariss
held diverse religions views and many of their residents still follow
other gods even if there are no resident clergy of those faiths.
Rannis

Rannis is a living omen, inexorably drawn to places where catastrophe will soon strike. War, plague, and natural disaster are all but certain after he appears. Despite popular folklore to the contrary, Rannis does not cause these things and is more like a moth drawn to the flame of what is about to transpire. His true intents are difficult to gauge, as he rarely interacts with mortals. When he does walk among mortals it almost always done in secret with his true identity being carefully shielded. If people knew who he was, his mere presence would inevitably spark panic.

Few worship Rannis, explaining why he has yet to ascend beyond the status of demigod. Those who do often have a morbid fascination with the disasters that their patron heralds. While not all of his followers are cruel, many do have a malicious streak and take pleasure in watching the suffering of others.
Relegos

The now-extinct Skyfolk were a nomadic people, drifting along the warm Southern winds as their whimsy took them on angelic wings. Though most held "those below" in fear, Relegos was one of the few who took time to speak to those not blessed with flight, and came to fall in love with one of them; a woman named Taljura. Ultimately, this love proved his undoing, as a jealous "Lowfolk" noble ambushed Relegos with a group of his followers and tore off his wings before killing Taljura.

Broken and alone, Relegos took to wandering along the same winds as his people, though he knew they would never accept him. Gradually, the Skyfolk died off, due to inbreeding, disease, and assimilation into the Northern Strix population. His love and his people dead, Relegos marched into the jungle seeking to die. On this last travel, he came upon a great ruin (described in his holy text as "Older than the stars themselves"), and found within a power that could restore his wings...and so much more. Relegos soon found himself in control of a power within himself that he didn't fully understand, and his great strength in accomplishing his Last Nine Deeds (a series of legendary adventures, one for each of his wings) ensured him a throng of worshipers when he left Maniaron for the stars.

Relegos' sacred colors are gold and scarlet. His holy animal is the falcon. Devotees of Relegos can be found in any major city, teaching magic and Skyfolk history.
Evenden

**Evenden**

Chaotic Evil Large Town (West)

Corruption +2; Crime +3; Economy +2; Law -7; Lore -1; Society +1

Qualities Defiant, Pious (Izreus), Restrictive

Danger 5

Government Secret Syndicate

Population 4,300 (3,200 human, 900 Ratfolk, 200 other)

Notable NPCs

**Lord Oanyu Nowsa** TN Female Ratfolk Aristocrat 5

**Ytheriu Cee** CE Female Cleric of Izreus 3 / Conjurer 3 / Mysthic Theurge 8

**Derrothin Hewass** CE Male Warpriest of Izreus 10

**Hseu Na** CE Male Ratfolk Alchemist (Clone Master) 10

Marketplace

Base Value 2000 gp; Purchase Limit 10000 gp; Spellcasting 6th

Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Evenden was a quiet town in the backwater of Emiraba, until the cult
of Izreus arrived. Insinuating themselves into the town and turning the
hereditary lord into a puppet that dances to the whims of their magic,
the cult has become completely entrenched. Almost everyone in town knows
 about the cult, and also knows better than to try to let outsiders know
 what's going on. Thus far the monster problems in the region haven't
been traced back to Evenden, but the cult has grown bolder as their
power base has been consolidated and sooner or later they will do some
very drastic.

The hereditary lord of Evenden is Oanyu Nowsa. This Ratfolk
aristocrat was easy prey to enchantment magic, and rarely has moments of
 lucidity as the cult visits her frequently to refresh their charm
spells. The cult leader is Ytheriu Cee. She was caught by the empire in
her younger days and her face was branded as punishment. She wears her
scars with pride, content with the knowledge that one day the very same
people who delivered those wicked injuries will see her face and know
exactly who she is and why she has come for them.
Dyflinn

**Dyflinn**
Chaotic Good Large Town (South)

Corruption 0; Crime -1; Economy 0; Law +2; Lore 0; Society -1

Qualities Deep Traditions, Pious(Jovan), Racially Intolerant (Tieflings)

Danger: 5

Government: Autocracy

Population 3400 (2000 Humans, 300 Half-Elves, 800 Elves, 300 other)

Notable NPCs

+*High Overseer Hengist the Liberator* (CG Venerable Human Psychic/12)

+*Bishop Siodhachan* (CG Half-Elf Cleric of Jovan/11]

+*Stablemaster Kent* (NG Venerable Human Cavalier/7)

Marketplace

Base Value 2000 gp; Purchase Limit 10000 gp; Spellcasting 6th

Minor Items 3d4; Medium Items 2d4; Major Items 1d4
Dyflinn is a small town on the western edge of the continent that is
known as an oddity for its peaceful history. Rather than steel or spell,
 Dyflinn has protected itself through the written word, ensuring itself
as a "safe zone" for diplomats from sovereign nations. Many of the
citizens can trace their heritage back to the founders of the town,
which, coupled with Bishop Siodhacan's preaching on the virtues of Jovan, has ensured the town is peaceful, if not particularly wealthy.

High Overseer Hengist the Liberator is nicknamed as such for his work
 towards lowering taxes on the citizens, instead charging fees on
foreigners seeking to conduct business there. Alongside Bishop
Siodhachan, the two preach a strong message about social contracts,
which keep things relatively peaceful.

Due to the light taxes, Dyflinn lacks an organized army, so
Stablemaster Kent has been appointed unofficial "contractor," hiring
adventurers to handle nearby goblin raids and ghoul crypts.
Stabledon

**Stabledon**

Lawful Neutral Small Town (West)

Corruption 0; Crime 0; Economy +1; Law +3; Lore -1; Society 0

Qualities Militarized, Prosperous

Danger 0

Government Council

Population Human (400 Humans, 200 Dwarves, 50 Hobgoblins, 300 other)

**Notable NPCs**

+Horselord Selaru Zhekan (LN Human Cavalier/8)

+Marshal Lowenthalus Herodus (LG Human Cleric of

Kanbrios/7)

+Oak (N Broken Soul Elf Wizard/8)

+Dovargest Ironbahner (LN Dwarf Ranger[Horselord]/6)

Marketplace

Base Value 1300 gp; Purchase Limit 7500 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items --

Stabledon is a small town that has served for nearly two centuries as
 a jumping-off point for the holy of Eotachus who seek to explore the **Sandsea**, a massive desert filled with the ruined cities of **the Cyclopes Empire**, as well as **Saveanth Li**.
 Archaeologists and explorers alike flock to the city, spending much of
their coin on supplies they will need for the trek ahead.

Given the relative prosperity of the town and the presence of nearby **Iron Town** and the lesser threat of **Saveanth Li**, the ruling council constantly fears subjugation. While **Horselord Selaru Zhekan** trains his cavalry as caravan guards to provide better troops and more money for the town, **Marshal Lowenthalus Herodus** seeks to improve the cities defenses, both via fortifications and seeking to encourage as much immigration as possible.

The enigmatic wizard **Oak** arrived two decades ago, bought a
house on the edge of town, and has stayed inside it for most of that
time. His arcane powers ensure his position on the council, but for
reasons unknown he does all of his business by proxy, including hiring
adventurers to get artifacts hidden in the ruins.

**Dovargest Ironbahner**, Selaru's second-in-command and owner of
the Strongshoe Inn and Stables, grows increasingly frustrated at the
lack of active assaults on Iron Town, seeking revenge for the conquests
of his homeland by Massereen. It is hard to pass through town without
learning of his bounty on goblin ears.
Old Splitroot

The Honest Liar, Mister Two-Tongue, Uncle Jack

**Worshipers:** Heretical lizardfolk, ethical criminals, contrarians and subversives, and inventors

**Symbol:** Roots boring into a skull

**Sacred Animal:** The woodpecker

Many assume that "Uncle Jack" is a part of the same familial pantheon
 as Grandmother Haagni and the rest. In truth, though, he's a lot older
than most of that family. Old Splitroot is a lizardfolk trickster god,
though most of his human worshipers don't know it and resent the idea.
Lizardfolk know the truth, though. The Honest Liar is an unconventional
sort of trickster: Sly and irreverent, but unfailingly loyal to the
other gods of the pantheon. Deceptive and mischievous, but never telling
 a true lie.

Old Splitroot teaches that the best sort of lie is told in truth. He
believes that it is possible to rebel against a faulty system while
embracing its core foundations, and so while he urges lizardfolk to
develop, to expand, to form their own technologies, he also reminds them
 to never move too far beyond their roots. He is not disliked by
lizardfolk—he is actually quite popular with hatchlings for his comedic
tales—but outright worshipers of him are rare, as he is seen by most as a
 sort of lovable fool. A fool who sometimes speaks the truth, true, but
not someone to take seriously. Nonetheless, he is credited with teaching
 the lizardfolk how to make the first mangrove root shelters, earning
him his main nickname.

Among humans, the Honest Liar is often seen as sort of a devilish
figure, making sly deals but always keeping his end of the bargain in
both letter and spirit. Often, the deals he crafts are designed to teach
 lessons, though they also tend to enrich him. He encourages invention
and innovation above all else, telling his followers to find ways to
change and develop that square with their values.
Enkim

## Enkim, Herald of the Long Night

### Portfolio

Endings, declining civilizations, natural disasters, night

### Subdomains

Exploration, Inevitable, Loss, Night, Psychopomp, Storms

### Favored Weapon

Sickle

**Holy Symbol**: A pale sun being eclipsed by darkness.

Enkim exists outside the pantheon, a force remaining from the dawn of
 creation as a stark reminder that the universe continues on a slow
march towards the end of all things. He teaches his followers that all
things: relationships, families, lives, civilizations, and even whole
worlds are pre-ordained to inevitably end. Enkim and his followers work
to herald endings, both small and large, to ensure that no being escapes
 theirs. When all creation has ended, it is Enkim who shall snuff out
the last traces of life and light before the universe becomes still.

It is said that great storms and other natural disasters are caused
by Enkim coming to ensure the end of something or someone important
before heralding them onwards towards the afterlife. Enkim and his
heralds have appeared to personally bear witness to the fall of great
empires, important historical figures, and even the destruction of
landmasses in some great catastrophe.

The Herald's priesthood does not work as an organized bureaucracy,
but instead a network of traveling priests whose job is to bear witness
to the endings considered pre-ordained or inevitable. This can be as
simple as bearing witness to the death of a loved one or witnessing the
shift in power from one ruling family to another. They remain impartial
 observers, acting only when some force would threaten to upset the
natural order (and in turn, endings) of those around them. When such an
event occurs, the Herald's priests act swiftly and decisively to set
events back upon their natural course. What constitutes a "natural
course", however, can often be left up to the interpretation of a
particular priest or order.
Xol Ahkmul

Whatever else there is in life, the Sun rises every day, Xol Akhmul having done his duty. When it falls, however, it is his charge to defend it against those who would plunge the world into eternal darkness. With his kin, the dragons, Akhmul holds steady each night against an onslaught of demons and other horrors. He and his followers face death with a grim determination, knowing that with the rising of the sun, so too shall they find new life to fight again.
Torschik

**Torschik**

Chaotic Good Small Town (Central)

Corruption +2; Crime -1; Economy 0; Law +2; Lore +1; Society +2

Qualities Adventuring Site, Broad Minded

Danger 0

Government Overlord

Population 1,900 (1,300 human, 300 dwarf, 200 hobgoblin, 100 other)

Notable NPCs

**Lady Glenth Wesmire** CG Female Human Cavalier 9

**Mother Eirulian** CG Female Human Cleric of Jovan 8

**Forgemaster Glaven Tuems** LN Male Dwarf Wizard 8

**Potionmaker Suren Jasslom** CG Female Human Alchemist 7

Marketplace

Base Value 1000 gp; Purchase Limit 7500 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items --

Settled along the rocky north-eastern border of the Kingdom of Rastria, Torschik has few resources and meager farmland. Its economy
derives almost entirely from two things: a small military fort
responsible for watching the border, and adventurers who are eager to
trek into the desolate wastes in search of the ruins of Helrom. Those
who return bring treasures of incredible value.

The proximity to the desolate wastes, and in particular a dangerous
adventuring site, has not made Torschik an unpleasant place to live. In
fact quite the opposite, the people here do relatively well for
themselves simply by providing services to adventurers and soldiers and
the monsters seem to avoid the main road and walled town.

Torschik is governed by Lady Glenth Wesmire. For her valor and
service to the kingdom, Lady Wesmire was awarded Torschik as her
personal fiefdom. Although it is not exactly what she had in mind, she
has found the constant flow of treasure from the ruins of Helrom make it
 easy to live comfortably.

The town does a brisk trade in magical items, primarily facilitated
by the Potionmaker Surem Jasslom and the Forgemaster Glaven Tuems. These
 two individuals often craft custom magic items for adventurers, and
maintain trade contacts to quickly sell whatever gear the adventurers
barter off. The system works quite well for all involved.

As with most border towns in Rastria, there is a sizeable minority of
 both dwarves and hobgoblins. To the humans who live here the constant
fighting between the kingdoms of Kiroth and Massereen seems a distant
and foreign problem, but to the refugees and expatriates of both races
looking to get as far away as possible from the fighting it has left a
permanent scar upon their identity and psyche.
Medicinia

Holy Symbol: An open book

Medicinia is a Goddess that believes mortals can create a better world by accumulating knowledge. By giving mortals the gift of writting she gives them the power to pass knowledge down from one generation to the next. Her greatest gift is the art of Medicine, allowing mortals the power to heal the sick and injured without the need of magic.

By working together and passing on their accumulated knowledge mortals can build a better world.

Oddly, Medicinia has few spell casting priests, her faith encourages it's followers to do things on their own with the knowledge they have amassed. Her congregations are more likely to be lead by scholars, alchemists and sages than they are clerics and priests.
Jerogg

There are two stories of Jerogg the mighty in the annals of history. The first tells of a champion of his kin who would stop at nothing to protect them from any danger and to grant them the very best that life could offer in their difficult homeland. The other story is of a savage Jerogg who slaughtered, plundered, and enslaved anyone in his path to further the glory and grandeur of his homeland. They are the same man, of course, and simply two very different viewpoints.

There came a day, however, when Jerogg's ruthless behavior abroad could no longer be ignored. The King of his homeland was moved to pity by the pleas of a foreign dignitary and promised to release thousands of slaves captured in Jerogg's conquests. Jerogg sought immediate audience and counseled the king against this "madness", and when it became obvious the king was unmoved Jerogg knew what he had to do. The king disappeared that evening, and his more "pragmatic" son took to the throne and reversed his father's "foolish" decision. The old king reappeared a few months later with a few bruises, and the obviously fearful man would only say that his absence was "for his own good".

Jerogg will forever be remembered as the man who took a small group of nomads struggling to survive in the wasteland and forged an empire to serve them. For the inheritors of his empire he is considered a great hero, but for others he is nothing more than an unrepentant monster. The fact that he is now venerated as a god is all the more galling for the descendants of those who suffered under his ruthless campaigns.
Jardian

**Jardian**

Lawful Evil Small City (East)

Corruption +2; Crime +2; Economy +2; Law +3; Lore -1; Society +1

Qualities Insular, Racially Intolerant, Strategic Location, Timid Citizens

Danger 5

Government Autocracy

Population 7470 (5840 Drow, 1390 Slaves of Various Race, 240 Other)

Notable NPCs

Ardularra Aleanviir, Matriarch of Jardian LE Drow Sorcerer 18/ Rogue 2

Mayvyrae Aleanviir, Favored Daughter and Priestess Of Nocturnal NE Drow Cleric 17

Belar Claddlyl, General of Ardularra LE Drow Fighter 12/ Ranger 3

Nade Tom-Tom, Slave Leader NG Halfling Bard 2/ Adept 1

One Eyed Jim, Medicine Man CN Human Shaman 6

Kelolin Aleanviir, Disgruntled Daughter Sorcerer 16/ Fighter 1

Marketplace

Base Value 4400 gp; Purchase Limit 25000 gp; Spellcasting 6th

Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Hidden under a forgotten ruins, far below the earth, is the Drow city
 of Jardian. A typical city of the darklands, made out of the strange
rock materials found deep below in the macabre style that is Drow. Here,
 the Aleanviir has ruled for more then a thousand years, rooting out any
 opposition to their power coming from the dauntless other Drow noble
families that live in the expansive Darklands.

While it isn't advised to travel to the city as most non-Drow are
looked utterly down upon, they do give visas to interested partied of
traders and mercenaries willing to go down into the depths, contacted by
 shadowy figures in the backrooms of taverns.

One of they key features of the city is its spring, a natural source
of clean water that has kept the city alive through several civil wars.
As well, multiple lodges support a luxury of moderate fashion
relaxation, using the soothing waters of the spring.
Grashar

## Grashar

### Subdomains

Blood, Catastrophe, Entropy, Fur, Rage, Riot

### Favored Weapon

spiked chain

Grashar is a chaotic deity worshipped mostly by lycanthropes. She
appears in scriptures as a massive humanoid woman with fur and hides of
every conceivable animal sewn across her skin in a strange patchwork
pattern. Her holy symbol is a pair of fangs ripping into an iron
gauntlet, and her favored weapon is the spiked chain.

Grashar rewards her followers who win battles, and encourages them to
 let go of their inhibitions and embrace the animal within, winning the
favor of barbarians and bloodragers around the globe. She does not,
however, condone destruction and murder for its own sake, and frowns
upon those who might start fights without an appropriate cause to fight
for. She revels in the destruction of material possessions, and her
followers are encouraged to rip apart their spoils of war instead of
donning them, though she can forgive the use of weapons or other items
which might enhance their ability to defeat their enemies.
Andor Lheic

**Andor Lheic**
Neutral Good Small Town (North)

Corruption -2; Crime 0; Economy 0; Law -2; Lore -1; Society +7

Qualities Adventuring Site, Mythic Sanctum

Danger 0

Government Council

Population 1700 (1000 Humans, 350 Dwarves, 200 Halflings, 150 other

Notable NPCs

+Surg the Slain (CE Half-Orc Vigilante of Izreus/8 Champion/4)

+Blackblood/Morent Hohenwald (NG Human Vigilante of Vonheim/9 Champion/2

+Maharatu Bristol (NG Gnome Expert/5)

+Tyne Uabria (LG Human Paladin/5)

Marketplace

Base Value 1000 gp; Purchase Limit 7500 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items --

Andor Lheic was founded by the King of Stahlund 57 years ago in order
 to capitalize on what lay westward:the great ruins of Shunt Ah'Quah
(Old Marble in the local language). Formed around a Citadel used to
combat the hordes of Izreus, today Stahlish colonists combat the bitter
cold with good humor and perseverance.

The city is rule by a council of elected officials and royal/ducal
appointees, but the focus on free trade ensures their power is
designated mostly to tax rates and enforcing existing laws.

However, the city is not at peace. Attacks upon the city from the
ruins are a constant threat, and recently evil has found its way inside
the walls. The shadow war between the masked warriors Surg the Slain and
 Blackblood are legendary. Both got their spectacular abilities from
something inside the ruins, but neither will say where.

Maharatu Bristol is the leader of the Zotzmund Guild, responsible for
 keeping track of (and taxing) all traffic in and out of the ruins,
alongside his partner, Morent Hohenwald.

Tyne Uabria serves as the leader of the Old Citadel, where he watches
 impotently as Blackblood and Surg the Slain duel in the city he is
sworn to protect. A descendant of the Varatu tribesmen who originally
controlled the valley, he grows increasingly desperate to end the threat
 of Izreus once and for all and save his homeland.

While it is true that much money is made off of tomb robbers and the
like, much of that goes towards the high taxes the Duke and King
establish, leaving comparitively little wealth within the town itself.
Leukon

Those who brave the uncharted parts of the world turn to Leukon for guidance, trusting in his guiding light to point them towards shelter on their journey.

Brother of Connela, the Charred Inquisitor, Leukon proved to be more magically inclined than his sister, using his powers to explore other planes at the behest of his father. Leukon ascended after his death on one such expedition (holding off a monster long enough that his fellow adventurers could escape.)

Leukon's mandate is simple: explore. Whether geographically, magically, or mentally, Leukon simply wishes to discover new things and ensure future generations can enjoy them, which makes him popular among the other Good deities.

The Torchbearer's clergy are often found seeking out the next horizon, and are sought after as traveling companions due to their self-sacrifing nature. As well, most adventurers know a short prayer or two to ensure Leukon's blessing of their expeditions.
Uoriteph

## Uoriteph, the Hidden Savior

### Domains

Chaos, Death, Good, Healing, Protection, Scalykind

### Subdomains

Entropy, Friendship, Plague, Purity, Resurrection, Venom

### Favored Weapon

Light Pick

Uoriteph is generally known as a patron of apothecaries, alchemists,
and a protector from poison - but His real role is much more exclusive.
He appears as a small, friendly serpent to worthy souls trapped in times
 of misery and suffering, whose potential could, and rightfully should
be so much greater had they not been born into the misfortune of the
wrong time and place. The these elite few, he offers succor, knowledge,
and even the gift of immortality.
Pisepis

## Pisepis, the Bedlam Breath

### Portfolio

Whispers, plots, deceptions, insane murmurings

### Subdomains

Deception, Innuendo, Insanity, Murder, Revelry, Whimsy

### Favored Weapon

Tri-bladed katar

**Worshipers:** Lunatics, conspirators; some scholars suggest some
 gibbering mouthers might worship this god, but such belief is
considered borderline insane

**Holy Symbol:** A tongue split into three ends

Usually considered the patron of those better kept in check, Pisepis
is a dangerous and capricious god. His domain extends over all manner of
 madness and disunity, from the careful plot of the treasonous society
to the senseless mutterings of an insane killer, always focused on
speech and breath. Pisepis also loves the trickster and reveler, though,
 and so he is sometimes called on during the height of drunken
celebration. Woe to they who call Pisepis without knowledge of his
demeanor, though, for who can say if the stumbling, murmuring man is
merely drunk, or struck with a tilted view of the world.
Vonheim

Redemption is all well and good, but there are times when it is impossible, or the adversaries of Heaven do not seek it. Against those who refuse to walk in the Light, Heaven sends Vonheim, master of the Dark.

Once a mortal living in a small coastal town, Vonheim witnessed his home burned and his family butchered by demons before being killed himself. His rage in that moment of complete powerlessness drove him to become an Archon after death, leading missions of sabotage deep into the Abyss. He found his divinity on one such assault, killing a Demon Lord with a single strike. He has since been given command of an army of Archons, who focus on outmaneuvering and crushing forces of demons before they can be mobilized.

Vonheim does not have an organized church (for what is the point of a brotherhood of assassins that makes itself known?), but the hand of his followers can be felt in every evildoer that breathes their last from a single stab in the dead of night.
Iratrunar

## Iratrunar, the Hypocritical Herald

### Favored Weapon

scorpion whip

**Symbol** a solar eclipse with a devilish, crescent moon-like smile

Iratrunar, the Hypocritical Herald, truly lives up to his name-being a
 deity that promotes backstabbing, confusing victims, and doing things
that go against your supposed morals. He is both light and darkness, day
 and night, sun and moon-but a god with a good heart, he is not. His
teachings involve how to fool people by forcing them to sign contracts
that have specific details, but written in ways that can make people
misread and misunderstand the contract's writing-which can make a person
 end up selling their land or freedom to the holder of the contract
without even knowing. The Hypocritical Herald greatly approves of his
followers to make empty promises, and to pull the strings to make sure
that their "customers" end up with the short end of the stick-making his
 most favored followers be corrupted judges, pastors,
and-especially-politicians.
Vessinwaur

**Vessinwaur**

CN Large City

Corruption +2; Crime +3; Economy +6; Law -4; Lore +1; Society +8

**Qualities** Adventuring Site, Artifact Gatherers (psychic), Resource Surplus (Adamantine), Strategic Location, Tourist Attraction

**Danger** 10; **Disadvantages** Cursed (-4 law)

**Government** Council

**Population** 17,100 people (13,000 Ratfolk, 2,500 Gnome, 1,000 human, 1,000 Gnoll, 600 other)

**Notable NPCs**

**Prosperitor Sija Mohlos** CN Female Ratfolk Psychic 15

**Headmaster Griegin Mohregan** CN Male Ratfolk Alchemist 14

**Spymaster Jijo Porrilis** CE Male Ratfolk Cleric of Pisepis 14

**Lawmaster Curio Keppresh** CG Female Gnome Vigilante 13

**Forgemaster Hejro Mohsso** CE Male Ratfolk Arcanist 14

**Marketplace**

**Base Value** 6,400 gp; **Purchase Limit** 75,000 gp; **Spellcasting** 7th

**Minor Items** 4d4; **Medium Items** 3d4; **Major Items** 2d4

Vessinwaur is a city constantly consumed by political intrigue as the
 various factions gleefully turn on each other and new and ambitious
individuals rise to take the place of those who have been cast down from
 their lofty positions of power. The city has grown fabulously wealthy
from its supply of Adamantine, a rare and exceedingly sought-after
metal. Of course, the fact that the Adamantine mines are cursed
complicates matters.

Few who work in the mines for a prolonged period of time retain a
sound mind, and it's not just Adamantine they bring back with them.
Strange relics of a past age keep turning up and causing trouble. It's
become so bad that the city has begun confiscating any item that appears
 even remotely connected with the mines, and with each passing
generation the insanity seems to seep further into the settlement.

The Ratfolk of Vessinwaur are ruled by the High Council, which has
eight positions. Seven of the seats are appointed by the great guilds,
and the eighth seat is filled by election among the seven councilors.
This highest seat is the Prosperitor, the most powerful individual in
the city. The current Prosperitor is Sija Mohlos, the heiress of one of
the city's most successful mining companies. The other seats of the
council have specific functions relating to the guild they represent.
The seven guilds are the Scholar's Guild, the Spy's Guild, the
Barrister's Guild, the Miner's Guild, the Blacksmith's Guild, the
Merchant's Guild, and the Farmer's Guild. The ebb and flow of power
between these groups constantly fluctuates.

Beneath the backdrop of political intrigue, constant existential
threats face Vessinwaur. It seems almost every year something major
happens; last year a Glabrezu attempted to take control of the council,
the year before that a group of nobles committed mass suicide and with
their deaths ushered in a terrible entity that the scholar's guild still
 hasn't identified, and the year before that a crazed angel that had
been bound for thousands of years attempted to purge the city. And these
 are just the events that weren't able to be covered up. Sooner or
later, the greed of Vessinwaur is going to bring calamity not only to
itself but to everyone who lives in its shadow.
Lekst

Lekst was born a Human in a not-yet discovered island, far from any true civilization. His people lived in tribes and small bands, and he was the bastard son of the chief of the largest tribe on the island.

When he came of age, something horrible happened. Soldiers of a great empire, now long-dead, came to his island. He knew what he had to do. He rallied all the tribes and united them under one banner, and declared war. The tribes had no hope of victory, as it was Fists and Spears against Firearms and Swords, and all of his warriors where cowards, never seeing a real fight. He went to the island's shaman, and asked what to do. The shaman gave him some herbs and water, and told him to figure it out. He toiled for hours watching his warriors die while he worked. After days, he finally figured it out. He had finally made, ALE. He loved the stuff, and gave it to all of his warriors. All of their fear washed away and they overwhelmed the soldiers.

They built rafts and canoes, and followed them to their homeland, leaving the island forever. The tribes became a powerful kingdom, spreading far and wide and absorbing many tribes into their numbers. As they spread, they took their ale with them, and very soon, ale was all over the world. One night, Lekst was assassinated. They buried him and trapped his soul in a gem. As a worship ritual they sacrificed the gem to the Creator, and his soul with it. He gave him life again as one of his many children, one of the Gods.

Lekst's sacred colors are brown and red. His favored animal is the camel. His followers include alcoholics,soldiers and warriors.
Cassyros

The many land-bound races of the world, humans in particular, have often looked to the skies with wonderment and aspired to take flight themselves. Magical beasts of burden and complex arcane spells have all been devised to grant the power of flight, but it was Cassyros who first devised the glorious airship. Aloft effortlessly above the clouds she could travel faster and further and longer than anyone else, and with her great craft she set out to explore the vast uncharted reaches of the world.

Cassyros evaded all attempts to steal her command of her glorious airship. She escaped the schemes of countless rulers who sought to seize her ship; she eluded, defeated, and thwarted all manners of attackers who sought to destroy her ship; yet if truth be told it was the management of funds and the wages of her crew that proved hardest for her to sustain, for whatever gold she happened upon in her trading and adventuring it would end up spent in short order. Yet her generosity, especially to the her fellow airship captains as more followed in her footsteps, became legendary.

After nearly forty years of adventuring and travel, even the half-elf was beginning to feel the ravages of time, and her worn and ragged airship bore the scars of many battles. She received word that her homeland had been invaded by the Dragon King of the West, and called in a lifetime worth of favors. It was a crisp night under the full moon that the Dragon King and his army was faced by an armada of airships. The two proud leaders, Dragon King and Airship Queen, sought each other out in battle and struck each other from the sky. Come morning the Dragon King's dead body could be seen splayed across the ground and his army splintered without its leader. But there was no sign of Cassyros or her airship. A hundred captains toasted to her courage, and for the rest of their days asked her spirit for guidance and protection in their voyage. This tradition continued for generations, and through her legend and the faith of those who yet remembered her Cassyros became the goddess of airships.
Gokoleth

**Gokoleth**

Chaotic Evil Small Town (Central)

Corruption +3; Crime -1; Economy 0; Law +2; Lore -1; Society -1

Qualities No Questions Asked, Resource Surplus (Cows)

Danger 0

Government Overlord

Population 630 (600 Hobgoblin, 30 other)

Notable NPCs

**Yance Jagger** CE Male Hobgoblin Rogue 6 / Barbarian 2

**Drannin Nabor** CN Female Hobgoblin Diviner 7

**Tazar Brong** CE Female Hobgoblin Ranger 6

Marketplace

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items --

Gokoleth is a relatively small hobgoblin community in the kingdom of Massereen. It serves as a distribution center for the ranchers in the
surrounding lands who raise cattle. There are only two reasons that
people come to Gokoleth: to buy cows, or to do something very illegal.
The ruler of Gokoleth is Yance Jagger, and he cares very little for
enforcing the law. So long as one doesn't inconvenience him personally,
he can't be bothered to deal with troublemakers.

Yance has a vicious mean streak, and was stripped of his rank and
title in the military after breaking a subordinate's spine in a rage. He
 spent several months in jail, and then was sent here to administer this
 backwater. Gokoleth is furious with this assignment, and would rather
have been discharged entirely than be given such an unworthy task.
Doubtlessly his superiors knew this and consider it part of his
punishment. He spends more time bullying the citizens than doing his
job, and it is well known that he makes a personal policy of breaking at
 least one jaw or nose per week. People avert their gaze from him out of
 fear of becoming his quota. The only people that avoid his rage are Drannin Nabor and Tazar Brong, but even they are savvy enough to know
not to push Yance's temper.

Drannin is a small-time Diviner who enjoys the fact that Yance
doesn't enforce the laws, allowing her to pursue her rather illicit
research projects. She is constantly short on funding, however, and will
 eagerly provide services for gold payment. Yance has begrudgingly paid
her to cover up a few murders when his routine beatings went too far.
Tazar Brong is a cattle hustler who enjoys that no one would dare accuse
 a 'friend' of Yance's of anything. She makes a fair living stealing
cattle from the surrounding villages and selling them at the market.
It's not particularly good money, but it's easy work that serves her
lazy attitude well.

Gokoleth is surrounded by small ranches and villages, and the town's
economy is almost entirely driven by its role in serving as a
distribution center. The area was traditionally controlled by the
Dwarven Kingdom of Kiroth, but the dwarves were driven out of the area
over a century ago and it has been hobgoblin controlled for generations.
 There is a dwarven ruin visible in the distance, but the hobgoblins
didn't care for its cramped tunnels and built their own cities and left
the previous one to ruin. It has long since been looted of everything of
 value, but makes for a nice and secluded retreat for those who need to
undertake particularly dastardly deeds.
Zyelimun

If there is a secret worth knowing, there is a good chance that Zyelimun already knows it... or at very least is in the process of procuring it. But acquiring such knowledge on its own is insufficient, and her real talent is in using it as leverage against enemies and allies alike. Zyelimun ensures she always profits from any transaction, and anyone who does business with her must accept the risk that she is playing them - for she almost certainly knows something that others do not. The exact means by which she obtained divinity are not known, but the most popular theory is that she blackmailed the gods.

Due to her intrusive and abrasive behavior, Zyelimun is not particularly popular. Her churches are regarded with deep suspicion and her followers inherently considered untrustworthy. For this reason her faith largely operates in a clandestine manner. This suits both her and those drawn to her just fine. Zyelimun is commonly worshiped by merchants, spies, assassins, ambitious scholars, and underhanded military or political leaders.