recursal/Fanatic-Fandom huggingface dataset:
Far Water

A Merfolk village, recently under threat from a pair of venomous drakes. While the adolescent was killed by The Adventurers, the mother's location is still unknown. The town itself is fully submerged in Lake Kou, with only the Trading Post accessible to outsiders.

## Notable Locations

### Trading Post

A hardy building on the shore used by the Merfolk to trade at certain times with surface-folk. Mostly the genasi of Aramoor and the folk of Irilian.

## Notable NPCs

### Mamoa, Village Leader

A no-nonsense merman. Mamoa understands the need to be more social with the outside world, this resulted in the aid provided by the guild.
A Satyr Walks Into A Bar

23rd March 2023

## Adventurers Attending

* Andar Liadon
* Aldier

## Mission Notes

Following a quick breakfast in the mess room of The Adventurer's Guildhouse, our adventurers find themselves accosted by Beefington, who demands to know why they aren't working! Beefington has a simple quest for the group, the adventurers must escort a chestful of gold from Otha's Rest to Glimmergate, alongside Else, a dodgy-looking chap that appears confused as to why Beefington suddenly feels he needs an escort.

The first four hours of the trip go without a hiccup, however as the group begin to pass through The Call our driver suddenly demands they get out and search the area as he has 'a funny feeling'. His funny feeling is proved to be correct, as a nearby group of bandits take this opportunity to try and steal the gold and kill the witnesses. Thankfully, they are unsuccessful. Our heroes manage to fight off the group with relative ease, while Ravien stayed aboard the cart to defend the chest.

Ravien catches Elsa trying to grab the chest, and quickly advises against whatever he is planning. Aldier, our Bard, observes that none of the bandits made any attempt to engage Elsa directly and he has managed to remain unscathed throughout. A short discussion is held between the group, leading to the arrest of Elsa and the opening of the Chest. Inside the chest, the group finds what appears to be a large amount of gold as expected. Andar investigates further and deduces that the chest has a false bottom, and the majority of the space in the chest is filled with velvet pouches of Dragon Ash. The bodies of the attackers are searched, and our heroes find a small number of jade coins that Grrder recognises as belonging to the Three-Headed Unicorn.

The group disposes of the terrible substance and continue onwards towards Glimmergate, with Andar driving the cart and Aldier making sure that Elsa cannot escape.

## Tl;DR

Our heroes set off towards Glimmergate, aboard a cart driven by one of Beefington's employ. Around the half-way point, the group are attacked by bandits and it is revealed that the gold they were assigned to protect is actually an attempt at smuggling Dragon Ash into Glimmergate.

The group continue on, and eventually apprehend and kill their driver, deducing that Beefington is using his position as head of the guild as cover for a second, more illicit, operation. The driver names Sister Anna, an acolyte at Glimmergate Chapel, as his accomplice and the group are unable to locate her once they arrive at the chapel. They are, however, attacked by a group of very large, very angry attack dogs that the group manage to kill quickly.

Returning to Otha's Rest, they choose to stash the chest away safely and greet a somewhat perplexed beefington cheerily.
Lens of Appraisal

Used by individuals who deal in fine goods and the occasional magic item.

## Item Description

(Item Type - Wonderous Item | Rarity - Rare | Non Attunement)

While using this magnifying glass, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

You can use an action to cast the Identify spell. Once the spell is cast, it can’t be cast from the magnifying glass again until the next sunset.

This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.

You also have all other benefits a Magnifying Glass provides.

## DM Notes

**Written By:** Morv

**Date:** 1/4/23

**Issued to:** [Player Name]

**Reviewed by:** Dan

## Appearances

* Stolen from Beefington's home office by Tak in 'Taks Evasion'
Otha's Rest Jailhouse

A small, grim facility located in The Shambles, adjacent to the Guardhouse. It is a simple, one-story building, constructed of rough-hewn stone and surrounded by a high wall. The prison has a number of small cells, each designed to hold a single prisoner. The cells are sparsely furnished, with a small cot and a bucket for waste. The prison is guarded at all times by a number of guardsmen, who are responsible for keeping order and preventing escapes. Despite its bleak appearance, the prison is well-maintained, and the guards do their best to ensure that the prisoners are treated fairly and with a modicum of respect.

## Current Prisoners

### Landor; Former Guardsman

Landor conned a group of adventurers and fell in with a warlock for nefarious ends.

### ‘Doctor’ Joreau

A self proclaimed genius and arcane scientist. Joreau is currently held by the Guard for crimes against nature due to his experiments

### The Goblin King, Human Wizard

A villainous individual who manipulated goblins to commit crimes on his behalf - currently held by the guards to face justice for his crimes.

### North Wind, Tabaxi spy

Part of the group trying to take the bounty on Downey Cumberband’s head. North Wind really just wanted to run away and never come back again but her views might change now she’s meeting real criminals.

### Giorlomo, Merchant & Tax-dodger

A once-wealthy merchant captured by the Guild for the crimes of tax avoidance and attempted murder.

### Unnamed Goblin #1, Tribal Warrior

He is not particularly intelligent, but is fiercely loyal to his tribe and is willing to do whatever it takes to defend them. The goblin was captured by guardsmen after he and a group of his fellow goblins attacked the Guild near 'The Dig'. He is now being held in Otha's Rest's Jailhouse, awaiting trial for his crimes.

### Garret, Mercenary

A member of the Fist of Acheron mercenary company from the South Ridings.

### Artix, Former Cleric

Alongside around 20 Kobolds, Artix was apprehended by the Guardsmen for his crimes.

### Unnamed Goblin #2, Mushroom-Addict

This goblin is small and scrawny, with a greenish-gray skin and long, pointed ears. He is covered in a layer of grime, and his clothes are torn and ragged. The goblin has a wild, frenzied look in his eyes, and he seems to be in a state of distress. He is constantly pacing back and forth in his cell, muttering to himself and making strange, guttural noises. It is clear that the goblin is suffering from mushroom-withdrawal, and is struggling to cope with the absence of his favorite narcotic.

### Dalfin Banks, Halfling Con-man

Hired by a druid to distract the Guild near 'The Dig' while the druid and his associates carried out some kind of covert operation. Dalfin is a small, slender Halfling with a quick wit and a silver tongue. He is an expert at manipulating people and has a talent for getting out of tight spots. Despite his devious nature, Dalfin is a likable character and has a certain charm about him. He was eventually caught by the guards and imprisoned in the Otha's Rest Jailhouse, where he is currently being held while he awaits trial for his crimes.
Community Service

Even adventurers have slow days.

As the adventurer's guild clerk finishes sorting through the latest batch of requests, a mixture of boredom and frustration creeps over him. Another day of mundane tasks and trivial requests - until he comes across a wanted poster that catches his attention.

The poster details the ruthless actions of an orc chief who has been terrorizing the local area, raiding farms and villages, and leaving a trail of destruction in his wake. The reward for his capture is substantial, and the clerk's mind begins to race with the possibilities of the adventure that could await those brave enough to pursue him.

With a resigned sigh, the clerk pins the poster to the jobs board and heads into town to continue his errands

## Adventurers Attending

* Nilael
* Io Aerkeryrm
* Liz
* Pear

## TL;DR

The party set out from the Adventurer's Guildhouse with a mission to check on the welfare of a local dairy farmer. The area has been plagued by orc attacks, and smoke has been seen on the horizon, close to the farmer's farmhouse. As they approach, they find that the barn and smithy have been burnt to the ground by the orcs.

Negotiations with the Orc chief, Ugrug, seem to start out successfully, but things quickly turn sour and our adventurers are forced into combat. Liz is downed by Ugrug's spear, and an Ogre destroys much of the lower floor of the farmhouse. However, our party ultimately defeats the orc clan and rescues 'Big Al' from their clutches.

## Loot

* Usual Guild Exp & Wages
* A mundane necklace made of teeth and bone, once worn by Ugrug.
* A Perfume of Bewitching
* 12 Silver Pieces & 88 Copper Pieces.
Covert Shortsword

Used by individuals who need to conceal shortsword for self defense or nefarious means.

## Item Description

### Covert Shortsword

(Item Type - Weapon | Rarity - Uncommon | Non Attunement)

While holding this dagger you can use a bonus action to transform it into a shortsword. You can revert it back using a bonus action.

Any creature trying to discern if you have this weapon concealed has disadvantage on Intelligence(Investigation) checks.

(Need to double check wording against official items)

## DM Notes

**Written By:** Morv

**Date:** 1/4/23

**Issued to:** [Player Name]

**Reviewed by:** Dan

## Appearances

* Stolen from the house Beefington's daughter by Tak, from a bookcase in 'Taks Evasion'
Drake Younger

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

[Every character has a tragic backstory, use this space to fill it out! Explain where they're from in the world, what motivated them to seek out The Guild.]

### **Joining The Adventurer's Guild**

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

[It is advised to keep you player diaries on a blog rather than you character pages, as there is a limit of about 2MB, which is roughly 2 million letters (including spaces and punctuation marks) when writing in english. Also note that the limit is also after expansion of templates, meaning that if you are using tons of templates that makes your page too long, the templates at the end would not be expanded and would turn into red links. Putting technical limits aside, pages that are too long are not friendly. If a page becomes that long you should consider splitting it up.]

### **[Retirement / Death]**

[Once the PC moves on from the rest, either through retirement or death, add some information surrounding it. Describe their life post-guild, or their funeral and circumstances in which they found themselves full of arrows, and empty of blood.]

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]

## Trivia

* [Place any interesting information related to your character here]

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
Prince Flintoff Ulysses Cambyses Kimon

Brazen, arrogant, self-absorbed, narcissistic, and just generally a bit of a dick.
Flint claims to be the inventor of the Moment, the popular drink around the Ridings.

## Biography

### **Early Years**

After the untimely death of his father, King Slate Kimon, Flint’s mother, the queen, decided it was high time Flint grew up and took on some more kingly qualities, rather than continuing to live the spoilt life of luxury he has enjoyed up until now.
Flint, ever the party boy, was averse to this but was ultimately given no choice.
Forced to leave the glade within the feywild which his family ruled over, he has been sent to learn honor and the meaning of hard work, under the guidance of long time family friend, Guildmaster Reginald Von Beefington.
He has been told he is only to return when Reginald deems him to have “matured”

### **Joining The Adventurer's Guild**

Forced to join the Guild by his parents, Flint was both reluctant and unenthusiastic about joining the Guild. As such he made no attempt to help the Guild any further than he was required, even going so far as to not learn the names of those he was adventuring with.

### **Retirement**

Finding himself a poor fit for the guilds (mostly) positive attitudes, Flint decided to betray his parents trust even further and leave the Guild, searching for a party or a good time elsewhere. His arrogance led to his own downfall and last sighting of him was drunk and unconscious in the back alleys of Glimmergate
Hunter or Hunted

15th June 2020

## Adventurers Attending

* Sharian Naetris
* Ash Longfellow
* Crane
* Quett & Po-Po
* Cassidy

## Mission Notes

A fierce predator has emerged in the woods near Leodis. The locals live in fear of this great beast and have sent hunters into the woods to track it down, but they have not returned. The guild have elected to enter the forest and seek out this mighty beast.

## Loot

* 1500xp
* 150gp

## Rumours

* Ryleigh's Big Day Out - Ryleigh wants to become an adventurer take her out for a quest and get her home safely
Otha's Rest Guardhouse

The Guardhouse serves as a base of operations for the city's guards, who are responsible for maintaining law and order within the community. The guardhouse is a two-story structure, with a number of small cells on the ground floor for holding prisoners. The upper floor contains a large common room, where the guards eat and relax when they are not on duty, as well as a number of smaller rooms where the captain of the guard and other high-ranking officers have their offices. The guardhouse is surrounded by a high wall, and there is a gatehouse at the entrance, where a pair of guards are always on duty. The exterior of the building is well-maintained, with stone walls that are in good repair and a roof that is free of leaks.

## Notable NPCs

### Ten-Isles, Lieutenant

The highest ranking guard officer and has a good relationship with the Guild, mostly because he knows they end up doing good in the end so will turn a blind eye to certain odd behaviours and thievery (so long as it’s stealing from the right people).

### Deekstra, Sergeant

Sergeant at the Otha's Rest Guardhouse. He is a gruff, hard-working individual, with a no-nonsense attitude and a deep sense of loyalty to the town of Otha's Rest. Deekstra is in his mid-50s, with a thick, well-groomed beard and a sturdy build. He is an experienced combatant, skilled in both the use of a Warhammer and in hand-to-hand combat. Despite his tough exterior, Deekstra is fiercely protective of the citizens of Otha's Rest, and will stop at nothing to keep them safe. In his free time, Deekstra can often be found practicing his fighting skills, or tending to his small vegetable garden.

### Miles, Guardsman

Based at Otha's Rest Guardhouse, Miles is a tall, broad-shouldered man in his mid-30s, with short, sandy-coloured hair and a neatly trimmed beard. Miles is known for his strict adherence to the law and his unwavering sense of duty. He takes his role as a protector of the community very seriously, and is always on the lookout for any signs of trouble. Despite his no-nonsense demeanour, Miles is a fair and just man, and is well-respected by his colleagues and the citizens of Otha's Rest. In his free time, Miles enjoys practicing with his sword and shield, as well as spending time with his family.

### Helmut, recently appointed Guardsman

He is still new to the role, but he’s settling in thanks to the help from his friends in the adventurers guild.
Journey to the Centre of the Demiplane

Sharian has finally cracked how to alter the Banishment spell to allow exploration of the harmless demiplane his spell is linked to. After what Graveltooth mentioned to him what he saw when he was sent there twice, he said there were people there. Sharian looks for some help from magically inclined members of the group to explore the demiplane.

## Adventurers Attending

* Karn Ironfist
* Nilael
* John Cartwright
* Brendan Bottomhill
* Bearhugger

## Mission Notes

WIP

Karn, hearing a knock at the door, opens it to find Sharian asking for help to investigate something odd about the Demiplane his Banishment spells use. Offering a trashy Illithid based romance novel called Brain Kisses as an offer.

Heading around the guild looking for suitable candidates for the investigation, Sharian gets a small team of guild members together to meet the following day at midday to head to the Demiplane. Ritual is performed and the group appear in the the Demiplane

Appearing in a room shrouded in mist, with only a single light illuminating up the immediate area from above with black and white checkered flooring. Out of nowhere a four foot tall figure dressed in a purple bellboy suit with a symbol on the hat, is just standing there. Discerning that the symbol was the same as the symbol often used for school of illusion, the group start asking this individual who they are and what this place is for. Jeremy introduces himself and states that this place is to keep the magic going. Leading the group deeper into the darkness

## Loot

* Standard Session Xp & Gold
* Brain Kisses - A romance novel written around an Illithid - After reading a couple of chapters it becomes clear it is a ’Duplicitous Manuscript’ - Karn
* 1x Spell copied out of Sharian’s Spellbook cost covered - John & Nilael
* 1x Potion of Advantage - Bearhugger
* 1x Potion of Comprehension - Brendan
* Arcane Overseer's Spellbook (Kept in Guild Archive) - Nilael, Karn and John

* Time for the Wizards to copy 1 spell from each others spell book - Nilael, Karn and John

## Rumours

* What was in that city below the viewing window
Ambercrop Farms

Ambercrop Farms is a collection of small farmsteads that dot the rolling hills near the foothills of the Pinsborough Peaks in the West Ridings. The area is known for its picturesque beauty and its fertile soil, making it an ideal location for agriculture. The farms at Ambercrop are primarily family-owned, passed down from generation to generation, and are run using traditional methods of farming. The farmers here take great pride in their work and are dedicated to producing high-quality crops and livestock.

## Notable NPCs

### Houston, Farmer

Houston is the owner and operator of Houston Farms, a sprawling agricultural estate that is renowned for its high-quality crops and livestock. He is a seasoned farmer and a respected member of the community, known for his expertise in all aspects of agriculture.

### Two-Sun, Tabaxi Farmer

Two-Suns is a Tabaxi, and the owner of Two-Sun's Farm, a thriving agricultural enterprise that provides fresh produce to the local community. He is known for his quick wit, sharp mind, and expert farming skills.

A tall, lithe Tabaxi with golden fur and piercing green eyes, Two-Suns moves with a graceful, almost feline-like agility, and his sharp claws and teeth make him a formidable opponent if provoked. Despite his natural agility and fierce appearance, Two-Suns is a friendly and affable individual, always willing to lend a hand to those in need.
The Secret Roar

**The Secret Roar** is the sixth episode of The Night Pride series. It premiered November 9th 2020.

## Summary

Kion discovers that his roar can shoot out lightning bults that he never never used before.

## Characters

#### Main Characters

* Kion
* Rani
* Askari
* Kiara
* Vitani
* Bunga

#### Secondary Characters

* Fuli
* Beshte
* Ono
* Anga
* Kovu
* Baliyo
* Surak
* Nirmala
* Azaad
* Binga

#### Minor Character

* Ullu
* Pinguino
* Tangaagim
* Varaya

## Trivia

* **Moral**: Don't spread rumor's before you know what's going onm
* Askari appears for the first time.
* Janja and Jasiri are mentioned in this episode.
Hangar Stonemalt

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

[Every character has a tragic backstory, use this space to fill it out! Explain where they're from in the world, what motivated them to seek out The Guild.]

### **Joining The Adventurer's Guild**

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

[It is advised to keep you player diaries on a blog rather than you character pages, as there is a limit of about 2MB, which is roughly 2 million letters (including spaces and punctuation marks) when writing in english. Also note that the limit is also after expansion of templates, meaning that if you are using tons of templates that makes your page too long, the templates at the end would not be expanded and would turn into red links. Putting technical limits aside, pages that are too long are not friendly. If a page becomes that long you should consider splitting it up.]

### **[Retirement / Death]**

[Once the PC moves on from the rest, either through retirement or death, add some information surrounding it. Describe their life post-guild, or their funeral and circumstances in which they found themselves full of arrows, and empty of blood.]

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]

## Trivia

* [Place any interesting information related to your character here]

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •
"G"

> ***"I'll give you an illusion of choice "*** - "G", to the necromancer.
>
>

## Biography

"G" (real name unconfirmed) was a changeling druid who was an adversary to the guild. A changeling who was seen on guild grounds in other forms more than once his normal appearance was a mystery until he was found in the Elemental Plane of Earth where he inhabited a tower.. Previously he had been in partnership with Lord Calverley until the Lord tried to betray him and "G" got the guild to witness Calverley's death. "G" appeared as Mr Houting in Hollyhead in order to get the guild to remove a problem he had with a sea hag.

Both "G" and the Lord were responsible for the murder of a Tabaxi mother and the kidnap of her daughter. The mother was made into a coat. The daughter was polymorphed into a pony called Steve. This pony formed a bind with guild member Todon until his death in the Feywild.

"G" then started targeting certain public figures including Lord Beefington. As Beefington refused his demands, "G" arranged the kidnap of Lady Mya Beefington and her storage under Otha's Rest jail. Guild members rescued her in a plan devised between Beefington and guild member Grrder. They also hired a necromancer to try and help with this extortion.

The ranger Clarence was a constant thorn in the side of "G" This led "G" to kill and then steal the soul of the wife which was released by Clarence after the druid died.

A guild party killed "G" and his guards in an epic battle.

## Personality

Little is known of "G" and his origins. He ruled over people by intimidation, blackmail and threats. He was cunning, cruel and a good reader of what someone loved the most. Power corrupted him to the point where he turned away from nature to peruse just power instead. This caused him to be sloppy and to leave clues. These clues led to his downfall.

## Trivia

* TBC

* Mind Your Manors
* (Not) All About Steve
* VIP (Very Important Prisoner)
* Beyond the Jail
* Bring Your "A" Game
* Jaded
* Dru-id or Dru-ego

## Appendix

### Appearances

Adventures
Bring Your "A" Game • Dru-id or Dru-ego •

### Mentions

Adventures
Mind Your Manors • (Not) All About Steve • Beyond the Jail • Jaded •
Professor Archibald McTavish

Professor Archibald McTavish is a gnomish wizard known for his boundless enthusiasm and eccentric demeanour. With his wild, unkempt hair and mismatched robes adorned with mystical symbols, he stands out in any crowd. As a faculty member at a small magic school in the north-eastern district of Otha's Rest, Professor McTavish is well-respected for his extensive knowledge and expertise in arcane arts.

## Biography

### **Joining The Adventurer's Guild**

Recently, the professor has grown restless with the confines of the classroom and decided to embark on field-work adventures. He eagerly joins low-ranking guild members on visits to places of historical significance and magical intrigue, seeking first-hand experiences to enhance his teachings. His over-excited nature and insatiable curiosity make Professor McTavish a memorable figure. He often jumps from one topic to another in rapid succession, with his animated gestures and exuberant explanations captivating his listeners. His excitement for even the smallest magical discovery is contagious, igniting a sense of wonder and adventure in those around him.

### **Professor McTavish's Talents**

Despite his unconventional approach, Professor McTavish possesses a wealth of knowledge and is always ready to share his insights with others. His passion for magic and history shines through in his interactions, as he eagerly imparts his wisdom to anyone willing to listen. With a collection of magical artefacts dangling from his belt and a satchel filled with books, scrolls, and peculiar trinkets, Professor McTavish is always prepared for any magical encounter or unexpected discovery.
Going Postal

25th April 2023

## Adventurers Attending

* Aldier
* Aloissius Bellum
* Creed
* Io Aerkeryrm
* Lessbelle Elmtree

## Mission Notes

The guild members found a request on the guild notice board from Mr Maglick. They went to his shop to find that antimagic wooden posts had been placed around the shop and in a lot of other places in Otha's Rest. After asking Grrder about these they decided to rip the posts up. While doing this they were attacked by some assassins with a "G" patch on their shoulder.

Tracking a wagon that also had some humanoids picking up posts they found a warehouse. Two drunken guards didn't awaken and left behind a Tankard of Plenty. After gathering up some more posts they entered a room with some enemies in it including a wood woad and a wood elf wizard who appeared to be in charge.

After dispatching the followers the wood elf was killed by a fall caused by Creed dropping her from a height. As she died the fields of antimagic disappeared. She had the same patch with a "G" on her shoulder. The script was exactly the same as the one used by the druid that hired the guild to find Lord Calverley. A wand of magic detection rolled towards Aloissisus from her corpse.

## Loot

* Standard Level Xp & Gold
* Tankard of Plenty - Aldier
* Wand of Magic Detection - Aloissius Bellum
Balro Lodrant

**Balro Lodrant** is a charismatic and cunning elf , and the proprietor of a traveling show of oddities that tours the lands, showcasing various strange and unique creatures and artefacts from across the realm. Most recently, Balro has set up camp a short distance from Otha's Rest.

## Description

Balro is a skilled showman and promoter, with a knack for drawing crowds and keeping them entertained with his extravagant performances.

Despite his charming demeanor, however, Balro has a darker side. He is ruthless and unscrupulous in his pursuit of new and interesting exhibits for his show, and has been known to use underhanded tactics to acquire them. In one notable instance, he killed the creator of the Autognome Grrder in an attempt to claim the creature for his own show. This act earned him the enmity of Grrder, who has sworn to bring Balro to justice for his crimes - should they ever meet again.

Balro is a skilled performer and a master of illusion, able to captivate audiences with his illusions and magic tricks. He is also a shrewd businessman, and has a keen eye for spotting profitable opportunities in the realm of showmanship and entertainment. However, his ruthless pursuit of profit and fame has made him many enemies, and he must always be on guard against those who seek to thwart his plans and bring him down.

# Appendix

## Appearances

Adventures
Balro Lodrant's Travelling Show! • Insert session name here •

## Mentions

Adventures
Insert session name here •
New Haven

New Haven is a small hamlet located in the East Ridings region. It is a peaceful and quiet place, with a population of just under a hundred people. The main street of the hamlet is lined with a few simple, functional buildings, including a single tavern and a corner shop. The rest of the town consists of modest homes and farmsteads, surrounded by rolling fields and pastures.

The people of New Haven are a close-knit community, and there is a strong sense of neighborliness and camaraderie among the residents. Despite its small size, New Haven is a thriving community, with a strong local economy based on agriculture and trade. Despite its quiet, rural setting, New Haven is a warm and welcoming place, and visitors are always made to feel at home.

## Notable Locations

### The Shoe and Keg

"The Old Shoe" is the only Tavern in the small hamlet of New Haven. It is a cozy and welcoming establishment, with a simple, rustic decor. The main room of the Tavern is a large, open space with a fireplace and a bar. The walls are adorned with old tapestries and paintings, and the floor is covered with well-worn, but comfortable, rugs. The bar is stocked with a variety of ales, wines, and spirits, and the proprietor, a genial old man named Bob, is always happy to recommend a drink to suit each customer's taste. The Old Shoe is known for its hearty meals and friendly service, and it is a popular destination for the people of New Haven and travelers passing through the hamlet. Despite its simple appearance, The Old Shoe is a vital gathering place for the community, and it is a place where people come to relax, socialize, and enjoy the company of others.

### Mrs Jenkin's Corner Shop

New Haven's corner shop is a small, utilitarian establishment located on the main street of the hamlet. It is a single-story building with a simple, functional layout. The front of the shop is filled with shelves and racks stocked with a variety of goods, including food, household supplies, and basic clothing. The proprietor, a friendly and hardworking woman named Mrs. Jenkins, is always on hand to help customers find what they need.
Format: Player Character

[Introductory paragraph, provide a brief background of your character. Remember to link any proper nouns, as this will prompt where any new pages are required.]

## Biography

### **Early Years**

[Every character has a tragic backstory, use this space to fill it out! Explain where they're from in the world, what motivated them to seek out The Guild.]

### **Joining The Adventurer's Guild**

[Add some information surrounding the character's motivation to join the guild, and their initial thoughts and feelings after joining.]

### **[Additional Paragraphs]**

[Here, I'd recommend adding some more background, or the character's development while they're adventuring with the guild! Go mad, see Sharian for some inspiration.]

[It is advised to keep you player diaries on a blog rather than you character pages, as there is a limit of about 2MB, which is roughly 2 million letters (including spaces and punctuation marks) when writing in english. Also note that the limit is also after expansion of templates, meaning that if you are using tons of templates that makes your page too long, the templates at the end would not be expanded and would turn into red links. Putting technical limits aside, pages that are too long are not friendly. If a page becomes that long you should consider splitting it up.]

### **[Retirement / Death]**

[Once the PC moves on from the rest, either through retirement or death, add some information surrounding it. Describe their life post-guild, or their funeral and circumstances in which they found themselves full of arrows, and empty of blood.]

## Mission Log

* [Here you can list any sessions you were involved in]
* [Don't forget to link to the session notes!]

## Trivia

* [Place any interesting information related to your character here]

## Appendix

### Appearances (Outside of played in sessions)

Adventures
Insert session name here • Insert session name here •

### Mentions

Adventures
Insert session name here • Insert session name here •

[Make sure you've added the 'Player Character' category!]
Flowering Forest

A small forest near Ornament, and home to a Manticore known to guard a field of mushrooms.

## Notable NPCs

### Cato Minor, The Sage

Cato Minor is a sage and expert on flora and fauna, particularly the unique and exotic plants and animals that inhabit the Flowering Forest. He is a middle-aged man with a kind and gentle disposition, and is highly respected by those who know him. Cato lives on the outskirts of the Flowering Forest, in a small cottage nestled among the trees. He spends most of his time studying and researching the forest, and is constantly seeking new knowledge about its many wonders. Despite his love for the forest and its inhabitants, Cato is also aware of the dangers that lurk within its borders, and takes great care to protect himself and others from harm. He is a valuable ally to have on any journey into the Flowering Forest, and his expertise and guidance are invaluable to those who seek to explore its depths.

### Carric, Elven Woodsman

Carric lives in the forest alongside Cato, helping with his research. Carric is a skilled tracker and hunter, and is an expert at navigating the dense and tangled woods of the Flowering Forest. He is fiercely protective of the forest and its inhabitants, and takes great care to preserve its natural beauty. Carric is a quiet and reserved man, but is fiercely loyal to those he considers friends. He is a valuable ally to have on any journey into the forest, and his knowledge of the land and its dangers is invaluable.

### Willow and Beech

A friendly dryad couple who have moved from The Dryad Wood to The Flowering Forest with the help of the Adventurers. Willow and Beech are close friends with Severin, love biscuits, and hate tea.
Into The Unknown

A Guild request came in from some druids: there’s a rare breeding ground but recently something seems off. They need a group from the Guild willing to go in and work out what’s going on.

## Mission Notes

A small village put up a post about their well which had frozen over. After investigating it seemed to be caused by a strange ice magic. Going into the well they landed on a slippery ice sheet. Kandy fell through and ended up in a ice ball with a steam mephitic. Io followed and ended in a ball of their own with a banshee. Io persuaded them to leave them alone for a bit while they de thawed the area. Grrder rushed in to save Kandy-descending from ceiling and smashing through the ice bubble. They then solved a series of 5 riddles each revealing a diamond gem which is what was charging the spell. They quickly discovered that there was a creature beneath the ice which was breaking through. They went to kill it to only find out it was a dragon turtle-so they retreated and put all the gems back (or did they?). Either way when they left the ice in the well didn’t grow back straight away. Although the spell is still in affect so after clearing a lot of the ice they have about 15years before it fully closes again. There was also another entrance in, currently blocked by 40ft of rock. But if anyone wants to take on a dragon turtle in its hunting ground they can always try and reopen it.
Leeds East Ridings Wiki

# Welcome to the Leeds East Ridings Wiki!

### Here you will find details of the setting, as well as the campaign's rules.

> The East Ridings are a lawless and wild place. The main town of Otha’s Rest is the closest thing to civilisation the area knows, and the Adventurers' Guild, based out of their Guild Hall, are the closest thing it has to law outside of the walls of the town. If you have a crisis, and can afford to pay, you can ask almost anything of these reckless individuals.
>
> Unknown, Unknown

## **Important Documents**

### 01 - Introductions

This is required reading before your first game. It details character creation as well as how to get into a game and secure a space. Plus some of our basic game and group rules.

### 02 - Ongoing Guidelines

This is required reading after your first game. It details character progression as well as the rules for joining further sessions and what to do in case of character death or retirement.

#### 02.1 - DM Rules

This is for when you are ready to DM a game in the East Ridings yourself. Please feel free to try this at any time, even if you have never DMed before. Experienced DMs in the East Ridings are always ready to answer any questions you have if you are new to it.

### 03 - Setting Notes FAQs

This answers some of the most frequently asked questions about the setting and game. It also includes some useful information about character races. This is optional reading in case you want to fix your character's story more into the world, and if you want to know how certain races fit.

### 04 - The Otha's Rest Book of the Dead

A compendium of our fallen comrades who gave their life in the service of the Adventurers Guild.

## **Location Index**

* East Ridings
* South Ridings
* West Ridings
* North Ridings
* Therial
* Kingdom of Tridell
* Feywild
* Rhapsody
* Quezachult
* The Shattered Isles
* Tookay

## **Factions Index**

* Copperguards
* The Fighters' Guild of Grey Hills
* The Fist of Acheron
* The Knights of the Arcane
* The Landed Barons of Leodis
* Merchant Kings of Glimmergate
* The Silent Hand
* The Three-Headed Unicorn
* Von Valentines

## **Events Index**

* The Four Horsemen
* The Hunters of the Dream
* K'Thriss of the Drow
* Raphael the Betrayer
* The Scaled King

## **Legends Index**

* The Fall of Kibil Zirak and the Founding of Otha's Rest
* The Lizardfolk of Quezachult
* The Wars of the Tri-Cities
Greystone

Greystone is a dwarven citadel located within a converted asteroid. It is made entirely out of iron-rich Basalt, giving it it's name.

## Geography

Greystone is a Size-2 Spherical Asteroid, in orbit of The Sun just past Toril. It's Iron-rich content made it an ideal site for a Dwarven Citadel, allowing easy access to the resources required for forges.

## History

The citadel was mined out of the asteroid by inter-planer dwarven travelers and had been modified to be self-sustaining, with its own food production, water recycling systems, and energy sources. The citadel was a hub of trade and commerce, as it's location in the heart of the asteroid belt meant it was able to serve as a waystation for travelers and merchants. It was also a center of industry, with many skilled dwarves working in its forges, workshops, and laboratories. The citadel is heavily fortified and would have been defended with a large garrison of soldiers and a network of defensive turrets and weapons systems to protect it from outside threats. Despite its rugged exterior, Greystone was once a thriving community, with a rich culture and a deep respect for tradition and craftsmanship.

For reasons yet-unknown, Greystone was abandoned by it's inhabitants, and is now home to an Astral Fleet outpost.

### Current Status

Recently, the Astral Fleet have been investigating the site, hoping to uncover the reason for it's sudden abandonment.
Arigdon

A Small hamlet located within East Ridings, close to Otha's Rest.

## Geography

Located in a peaceful, rural area surrounded by rolling hills, fields, and forests. Arigdon is home to a mix of different types of people, including farmers, craftsmen, and merchants.

## History

### Deadly Sickness

Recently, Arigdon was afflicted with a deadly illness found to be brought on by Alphonse, one of the leaders of the Four Horsemen, A local Cleric, Amber, moved to the town to tend the sick - providing them with a much-needed antidote.

### Attacks by The Gith

During the invasion of Otha's Rest, and in what was quite obviously a staged attack to draw the guilds attention. The Gith rounded up Arigdon's inhabitants and threatened to burn them alive in front of the guild members who went to the town.

The adventurers managed to rescue the villagers (minus a few casualties), and defeat the Gith.

### Burglaries

Following the appearance of a nearby House, Arigdon was the victim of a crime spree. Two Bandits, Hank & Marv, were able to break into the properties via their chimneys and steal goods of value. A group of Adventurers from nearby Otha's Rest were able to locate the criminals and put them to justice.

## Notable Locations

### The House in The Forest

Very little is known regarding the House that appeared in the nearby Forest. An ordinary looking building, it would allow entry when presented with a suitable offering - however any adventurers would quickly find it to be full of traps. As part of the 'Wet Bandits' tale, it is said a group of adventurers were able to retrieve a number of Bandits that had been trapped within, before the House disappeared as quickly as it appeared.

## Notable NPCs

### Amber, Cleric

A local cleric/healer, Amber came to the town to tend to the sick. She developed the antidote that is currently being used to cure the town of it's mystery sickness, caused by Alphonse.
Beneath the Moathouse

?? January 2023

## Adventurers Attending

* Fizz
* Nicky
* Casper
* Bearhugger

## Mission Notes

The crew were summoned to the small town of Hommlet and tasked by the mayor, Jimothy Tanner, to find some missing people. They headed east into the Green Fens and were attacked by various lizards and frogs. They then discovered the Moathouse and killed the lizardfolk hiding out there. Within they discovered the missing people and freed them.

They then headed into the deep dungeons below the Moathouse and battled the skeletal remains of the former lords of the manor. They released the magical lock on the armoury and claimed it as their own.

## Loot

* Standard Level Xp & Gold
* +1 Mace
* Full Plate Armour
* Circlet of Blasting
* 50gp each from the sale of equipment
Father Drok

Father Drok is a powerful vampire and a figure from Creed's past. He was once a priest of Tiamat, and served in a prominent role within the church before his vampiric nature was discovered. Upon being exposed, he was forced to flee and went into hiding, using his dark powers to evade those who sought to bring him to justice.

## Description

Drok is a cunning and manipulative figure, with a talent for weaving webs of deceit and using others for his own purposes. Despite his vampiric nature, he maintains a youthful appearance that belies his true age, which remains a mystery to those who have encountered him. He is known for wearing heavy crimson robes that are reinforced with dragon hide, a nod to his former position within the church.

## Relationship with Creed

Creed had thought that he had killed Drok when he first learned of his vampiric roots, but it appears that he was unsuccessful in his attempt. Drok remains a looming threat in Creed's life, and their paths are destined to cross again. The nature of their encounter is uncertain, but it is certain to be a clash of powerful forces as Creed seeks to bring justice to the realm and put an end to the evil that Drok represents.

## Recent Developments

**Father Drok** recently resurfaced in the small town of Newsham, not far from Otha's Rest. His purpose here is currently unknown.

# Appendix

## Appearances

Adventures
Drok and Disorderly •

## Mentions

Adventures
Insert session name here •
Bring Your "A" Game

22nd May 2023

## Adventurers Attending

* Skamos
* Circe
* Lessbelle Elmtree
* Aloissius

## Session Summary

The party got an urgent summons about a volcano in the Pinsborough Peaks. Taking Hamer they arrived in Aramoor to find the locals staring and pointing at the mountain that appeared to be a volcano. Circe hired a horse from a gnomish stable master (who had a few comments directed at him that he didn't belong there).

At the base of the mountain they found the friend of the Guild Clarence. Clarence proved that the lava was an illusion. Climbing the mountain the Guild disturbed a group of trolls and defeated them in combat. Clarence bid the party farewell at this point.

On a plateau near the top the Guild members found 3 fire elementals and an illusion of a wizard. Skamos countered the fire elementals by summoning a water elemental. He lost control of this when he lost concentration and had to deal with this attacking him too. The fire elementals put up a good fight and Aloissisus was mostly on fire (literally) but were eventually defeated. Aloissisus found an Elemental Gem (Red Corundum) in their wake.

Out of a fire pit, the druid "G" wildshaped into an eagle and flew away. This removed the illusion of the volcano and the wizard.

## Loot

* Standard Level Xp & Gold
* Elemental Gem (Red corundum) - Aloissisus

## Rumours

* What was "G" doing on the mountain?
* Was Clarence looking for "G" in the area?

## Player Diaries

* Skamos' Journal
* Lessbelle's Journal
Mount Anghamarrad

Located to the west of Hollyhead, in the East Ridings, Mount Anghamarrad is a treacherous and dangerous place, with steep, rocky slopes and deep valleys. The mountain was once home to a large and aggressive goblin tribe, known for their raids on nearby towns and villages. The goblins of Mount Anghamarrad were led by a fierce and cunning chieftain, who was said to possess magical powers. Despite the danger, Mount Anghamarrad is also a place of great beauty, with a variety of plant and animal life living on its slopes.

## Notable Locations

### Goblin Camp

Several hundred goblins once lived in the caves of Mount Anghamarrad. These goblins were primarily Worg riders, and capable scouts and hunters, living in the mountain due to the cold temperatures and isolated environment. They were eventually captured by drow slavers, before being freed by the guild. Their whereabouts are currently unknown as they took the slave ship as their own and left the East Ridings to seek a new home.

## Notable NPCs

### Flurry, A Dragonborn Druid

Flurry was responsible for the dangerously cold weather. Following her departure, the Mountain is returning to it's usual, temperate state.

### He-Who-Scowls

Chief of the clan, He-Who-Scowls is now deceased.

### Snow-On-The-Peak, A mountaineer

Snow-On-The-Peak was a Mountaineer native to Mount Anghamarrad, they recently left the area - however their destination is currently unknown.