recursal/Fanatic-Fandom huggingface dataset:
Sabbia

### Population

50,000 (roughly equally split among humans, dwarves, elves, halflings, orcs, gnomes and janni)

### People Of Note

Jamahl bin-Khayin (royal vizier and court mage) Shaheed Shakir (President of Sabbia University) Khaleela Hammad (Captain of the Mamluk City Guard)

## Description

In the northwest corner of the Arawaki islands lies the desert kingdom of Sabbia. Though it is an independent nation, local culture, language and religion suggest that its citizens are likely descended from the people of Amsha. In fact, were one to be dropped into Sabbia, they would have a hard time distinguishing it from a typical Amshan city.

The nation is ruled by the Caliph, a sort of mix between a king and a high priest. The current Caliph, Abdul al-Hazid, heads the church of Nephythys, and through his wise rule has ensured that his people remain prosperous and provided for. Though he appears human by all accounts, he has remained youthful for a great number of years which led some to believe he may have had dealings with some powerful entity to extend his life beyond what it naturally should be. As Nephytys is a goddess of death, she seems to be an obvious choice, but some suggest that his dealings may have involved djinni. Dealings with either would quite explain the nation's wealth as well as his longevity. However, it is generally considered bad luck to overtly talk of such things as one never knows when a djinn might be watching.

The people are a generous sort who welcome foreigners (especially merchants) into their country. Much like the Amshan people, they are also devoid of any of the racial prejudices that tend to fuel hatred and rivalry in other countries. As such, many diverse races live in close proximity with little consideration of their racial differences. To foreigners, it may seem strange to see an orc and dwarf working together on the streets, but to Sabbians, it is strange that they would be enemies for no rational reason.

One of their main exports is oil, which people all over the world use to light lamps at night. Their country is so rich with oil that their city stays lit throughout the night. And with those lights, many businesses (particularly the casinos) run twenty-four hours a day. Besides oil, Sabbia is filled with skilled lens makers who make lenses for telescopes as well as eyeglasses.

Families who lack wealth, often sell their children to the Mamluk Army. The Mamluks are trained from a young age to be warriors and know how to do very little else. Their lives are owned by the state in much the same way that a slave might be, though most who are sold into service are quite proud to serve as it brings honor and wealth to their family.

At the center of the city is a university as old as the city itself. Sabbia University accepts students from all around the world who wish to study within its halls. Such studies of course include magic, but also include subjects such as engineering, advanced mathematics, astronomy, theology and of course elemental plane research. Though its libraries may not hold the greatest collection of knowledge in the world, there is enough that it sure feels that way.
Carrey Smith

The first to join the paladin Hammond Carson in his quest against the undead, the pair met when Carrey stumbled across Hammond in an old crypt in the forests of Maut. Hammond had gone looking to slay a nest of ghouls he'd heard were living there. Carrey on the other hand was hoping to loot the old tomb of old forgotten treasures. When he arrived, Hammond and slain all of the ghouls but one, who had managed to scratch and paralyze the young paladin. As the ghoul prepared to eat Hammond alive, Carrey snuck up behind him and slew the ghoul with his dagger. As Hammond was recovering, Carrey found a locked stone compartment which he opened to reveal a matching pair of Phasing Blades that would serve him well once he decided to join Hammond in his undead crusade. He figured that in the very least, the partnership would be lucrative.

On the 10th of Karshe, 2030, Hammond and his allies would all be slain by a group of powerful undead. Carrey, not one to sacrifice himself for glory, quickly escaped the encounter thanks to a handy potion of invisibility that he kept on him at all times for such occasions.
Lahthan

### Population

70,000 (Human 60%, Half-elf 11%, Elf 5%, Dwarf 5%, Halfling 5%, Gnome 5%, Other 9%)

### People Of Note

Zaheb al-Zidq, Imam Mojos al-Yunqani min Selan

Surrounding the largest oasis in the Al-Badia Kingdom is the city of Lahthan. It is ruled over by the warrior-queen Caliph Halima al-Wahsi. Her unearthly beauty is matched only by her mind and sword, both of which are razor sharp. She is active in the day-to-day rule of her city and takes all decisions (and comments) personally. However, she is a warrior at heart and she would much rather ride out to battle than handle the duties of leadership.

The two most important members of her court are a noble dao named Zaheb al-Zidq and a priest named Imam Mojos al-Yunqani min Selan. Zaheb is Halima’s personal confidant and bodyguard. He is apparently smitten with Halima’s beauty, which is strange considering the typical attitude his kind has towards humans. He is constantly at her side in court “protecting” her from the advances of suitors. Imam is an old priest who acts as Halima’s advisor. He balances her passion and sense of adventure with a voice of reason and would rather stop any of the caliph’s desires to ride out into battle.

Lahthan is known throughout Amsha for its coffee. The coffee of Lahthan has a dark, rich, powerful flavor and is one of Lahthan’s chief exports. Frankincense is also farmed here. Were it not for these exports, Lahthan would likely be dead as it is rather cut off from the rest of Amsha.

Since it is situated in the center of the Al-Badia Kingdom, Lahthan is something of a frontier town. Surrounding it are miles of nothing, where bandits, mad mages and savage tribes call home. The Al-Badia have long roamed this area as well and many of the tribes consider it an insult that a town would be built around the largest oasis in the area. For this reason, many Al-Badia attack caravans going in and out of Lahthan. In the past, a few tribes have united and attacked the city, but thus far it has stood and such direct attacks are very rare.

## People

The people of Lahthan are proud of their frontier nature. They are independent, strong-willed, and opinionated. Rich colors are common in their dress, though herders, coffee growers, and resin-gatherers prefer a duller and more utilitarian dress. Women and men may be veiled or not; this is a matter of personal choice as opposed to a community standard.
Poseidon

## Description

Zeus' older brother and one of the "Big Three" Olympian gods, along with their brother Hades. Poseidon is the god of the oceans and all other bodies of water as well as natural disasters, particularly earthquakes. He can create new life forms and is the one who created bulls and horses, which can sometimes lead to conflict with Athena who is the one who first tamed them. It is said he is also responsible for the creation of a several monsters including the minotaur, medusa, tritons and merfolk.

Physically, he can take on any form but in his true form he looks like a hundred-foot tall, bearded man.

## Personality

Poseidon is possessive, short tempered and lecherous, though only Zeus would dare say so to his face. He sends out waves from the oceans to pull away at the land and claim a bit more for the sea, piece by piece. His rage can be seen in mighty storms and earthquakes. His lust for women is second only to his brother Zeus, making him the father of a great number of children of a variety of forms. Given his churlish nature, he is not a god one wants to be on the bad side of, for he is quick to punish any who does not fully give him his due.

## Avatar

Poseidon's avatar appears as he does, as a large, bearded man carrying a trident.

## Duties of Priesthood

The priests of Poseidon are generally expected to provide blessings for ships and appease their god with monthly sacrifices of a bull to the sea. Ships expecting to take a long voyage almost always include one of Poseidon's clerics to help ensure the voyage goes smoothly.
Stone of Warmth

Commonly found in cold climates, this item appears to be a small flat and round stone that can easily fit in the palm of one's hand. Each stone has 3 command words. The first causes the stone to become pleasantly warm, useful as a handwarmer. As long as the user holds the stone in this mode, they need not worry about the effects of exposure to extreme cold weather.

The second command causes the stone to become unbearably hot. Anyone who starts their turn touching the stone while in this state receives 2d8 points of fire damage. The heat is warm enough to use as a campfire, providing a place to cook and keep warm without creating the associated light (for better or worse).

The final command word returns the stone to its initial inert state.
Windshire

Nestled between Maut's southwest coast and the King's Forest, Windshire is a small farming community known for its wheat that grows despite the harsh conditions of the island. A strong, cold wind blows through the town almost constantly, making a convenient source of power for the several windmills in town that are used not only for milling the town's supply of wheat, but also the wheat crops for the rest of the island.

The town is led by a mayor, though the position is not a democratically elected one. In fact, it is unclear how the mayor is chosen. Every so often the current mayor is driven out of office either through scandal or death (often both), only to be replaced by a new person who claims the title in their place. The current mayor is a man named Carter Madison Von Buren IV, who currently hasn't had any scandals to his name, but that can always change.

### Locations of Note

* Windshire Town Hall
* Windshire Church of Hades
* Cold Steel Smithy
* Windshire Guard Barracks
* Windshire Town Square
* Our Cane Magickery
* Windshire Graveyard
* Goode's Goods
* Wailing Inn
* Bill's Bakery
Robin Goode

Born and raised in Windshire, Robin is the owner of the general store Goode's Goods. She finds life in Windshire somewhat boring and escapes it by reading any book she can get her hands on. Her love of books is well known throughout town and she is more than willing to trade for any books people may have to offer.
Gilon Timeline

## Timeline of Events

Below is a list of assorted events in the history of Gilon. \*Some years are estimates as early records have been lost to time.

Year 0 - Creation of Gilon

Year 50\* - War of Seven

Year 700\* - Founding of Kingdoms

Year 1200\* - The Great Cataclysm

Year 1500\* - Age of Enlightenment

3/11/1995 - First Victorian Airship is developed

4/15/1998 - Stonefast refounded

6/17/1999 - Start of the Great Magitech War

9/23/1999 - Release of Lord Ankev

5/10/2030 - Assassination of Queen Mabel III

6/26/2030 - Assassination of the Pirate King

9/3/2030- Rise of the Undead
Outcasts

Non-humans have a hard time making it in Walton. While most do their best struggling in the mines or on the farms surrounding the city, some choose to turn to a life of crime. The Outcasts were initially formed by all the people who could not manage to find an honest living in Walton, and as their success increases, so have their members.

They are led by Cael Gurkin, a man who once worked for the city guard, but was eventually fired for using his position to smuggle goods in and out of the city. He still does that, but without his authority as a city guard. He still carries his halberd from those days and is an expert fighter with it.
Tarpan Karton

## Background

As a half-orc, Tarpan never really felt accepted by either side of his family. Always intimidated by older and smarter family members, he was regulated to manual labor. The only real skill he ever learned was smithing. Well... that and fighting. In school and away from his family, Tarpan knew the only way to hide his ignorance and awkwardness was to push people away. A bit of bulling was all was needed to keep most people away, but when he tried to use that power for something good, it always failed miserably.

He thought his life had finally changed when he got a job with whom, to him, was a well-respected man named Seilus Godfrey. Performing private security, and running errands, Tarpan felt he found his place in the world, and even met the love of his life, CiCi a servant girl for Seilus Godfrey. With his natural naiveite, Tarpan felt she loved him for who he was and if he just did a good job, they would be together forever. So it all became about the next mission. One day he would come back and get his reward: her love. But Seilus Godfrey saw this and used it against Tarpan, sending him on a final mission to teach him a lesson. The mission took him to a crypt that ended his mortal life and ultimately turned him into a wight. Thinking he had a lifetime muscle man, Seilus made sure Tarpan would never see the servant girl again, as she soon became Seilus' next dinner. So Tarpan, without knowing quite why, looks forward to the next mission, thinking the next reward will satisfy his hunger that can never be filled.

Before being turned, Tarpan was a decent fighter, especially for his age, but a bit of a blunt weapon, he followed his instinct to attack or not and possibly too often, attack first. The first thing that happened, after being reborn into the immoral life, he punched a human worker of Seilus, just out of frustration. But he saw the hit, felt it, and he realized that something had changed, his punch now did more than just bruise, he weakened his opponent in a way that scared and thrilled him. As Tarpan recovered from his second birth, he considered this and found himself looking at things in a whole new way. His favoriate short swords now had competition. Making his victims bleed was not the only option, but he had to be carefull who he hit and see if he could learn to control this new dark power. And without the consistent need to eat, drink and sleep, Tarpan decided to to help bridge the gap between Orcs and Humans by writing a book: The Way of the Orc: Orcs are Human Too
Elynore Wylen

Elynore was a single mother as her husband was away fighting in a war. This left her alone taking care of their daughter Lia Wylen. One day Lia disappeared. A search was made for the young girl, but her remains were never found. Filled with grief at the loss of her daughter as well as the shame she would ultimately feel when her husband would someday return home to find she had been unable to keep their daughter safe, she hung herself.

Her spirit remained on the grounds for many years and eventually the Wailing Inn was built there. The wailing spirit of the tortured elf became something of a tourist attraction to those who would come to visit the inn until Lia's remains were brought to her, freeing both spirits to move on to the next life, whatever it may be.
Protection of Aegis

### Casting Time

Reaction, which you take when you are hit by an attack or fail a saving throw against a petrifying gaze

## Description

A specialty of Athena, named after her legendary shield. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you are immune to all forms of damage and any sources of petrifying gaze that target you are instead targeted by their own attack.
Allyn Llayan

Born in Llayath, Allyn joined the Order of the Golden Wing before Lord Ankev rose to power. His primary motivation being that he thought it would attract girls. Little did he know that his life would revolve around hunting undead and defending the weak, with precious little time for romance. If given the choice, he would rather retire and settle down with a beautiful woman to have a family. Unfortunately, his duties keep him on the move all the time, so his sincere attempts at romance come off as flippant, resulting in few women taking his advances seriously.
Garug Lightbringer

Legendary warrior of light

Garug was born in the Viking city of Folkvar. His father was a human Viking raider and his mother was an orc woman that his father kidnapped during one of his raids to the mainland and later married. Unusual among Folkvarians, Garug never quite fit in. On the one hand he was exceptionally strong which was a trait that is highly valued among Folkvarians. On the other hand, his half-orc blood was somewhat seen as 'cheating' so his superior strength was never fully accepted.

The only person who respected him was a dwarf child named Sven who took a liking to Garug. He would follow Garug everywhere he went, marveling at the half-orc's feats of strength. While Garug always grumbled about it and would never admit otherwise, secretly he loved it. Over the years he became protective of the young dwarf, mostly standing in if anyone dared bully him. Sven however knew that Garug could be so much more and encouraged Garug to protect everyone that was weaker than him, not simply the one guy he happened to get along with.

It wasn't until Sven died during a troll raid on the town that Garug finally took the dwarf's words to heart. He left town and began making a name for himself as a hero. He wasn't looking to become famous. He just saw it as his duty to protect the weak, and he did so with reckless zeal. He was like a wild man in battle whose fury would strike terror in evil foes everywhere. It was not long before he met Saylin Borolie, and joined his band of heroes. The group travelled the world slaying dragons, stopping wars, and protecting the weak from those who would exploit them. Their one white whale was a demon named Daggos the Untamed. Daggos was a powerful demon who delighted in pitting kingdoms against one another then selling weapons to both sides. Among the weapons were special cursed weapons that would force the souls of any who was killed by one to go to the abyss and become one of the lowly demons there. Whenever the group would hear word of the demon, they would try to find and confront him, but each time he would slip through their fingers.

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

A specialty of clerics of Hephaestus. You place a weapon on the ground and lay magic upon it to protect an area, causing the weapon to vanish and protect an area equal to a 30 ft radius. Until the spell ends, whenever a creature other than you enters the area of effect for the first time on a turn or ends its turn there, the weapon appears to strike it. The creature must succeed on a Dexterity saving throw or take twice whatever damage is appropriate for the weapon. The weapon then once again vanishes. Once the spell ends, the weapon appears on the ground where it was placed.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the duration increases. A 4th level slot increases the duration to 3 days. A 5th level slot increases the duration to a week. A 6th level slot or higher increases the duration to "Until dispelled".
Mahfouza

### Population

100,000 (Human 70%, Half-elf 7%, Elf 5%, Dwarf 5%, Halfling 5%, Gnome 5%, Other 3%)

### People Of Note

Chief Judge Othmar

The city of Mahfouza is far stricter than most other cities in Amsha. Where most cities are relatively accepting of outsiders, Mahfouza has become a closed society under occupation by its own military forces. The ruler, Caliph Ma’mum al-Sahnan, is a half-elf with a graying, well-trimmed beard. He first established himself as a warrior, fighting in many battles before entering the priestly orders. He is first and foremost a disciplinarian and his strict rule is reflected in his city.

Ma’mum is kind and fatherly to the devout, but merciless to the misguided and unenlightened. The caliph’s operatives are everywhere, crushing any cults that may form in his city.

The military makes frequent patrols and checkpoints throughout the city. The city’s strict curfew begins at nightfall. These strict measures are due to very real uprisings that have happened in the past among other religious sects. These sects have burned mosques, destroyed supplies and assassinated prominent people in the city. The caliph is sure to stop any such uprisings from ever happening again.

The people of Mahfouza are fearful of strangers and, to some degree, their own rulers. While Ma’mum remains popular with his people, the presence of his chief judge Othmar ferreting out the guilty makes many people nervous, and most feel that Othmar mixes personal feelings (and enjoyments) with his persecutions. To speak out, however, is to attract Othmar’s unwanted attention.

Mahfouza has been recently dubbed the City of Silence. Since the occupation began, music (except for martial bands) is rare. It is by music that the shadowy sects are said to spread their evil. Bards in particular are unwelcome in Mahfouza. Rawuns and other singers who visit the city may wish to report to the local guard and acquire a personal moralist bodyguard for the duration of their stay.

## People

The people of Mahfouza are untrusting of strangers and very few of them would ever venture beyond the city’s walls for this very reason. The very few who do are highly suspicious of everything, especially the unenlightened masses and prefer not to deal with them at all.
Lightning Barrage

This spell is the ultimate gift Zeus bestows upon his clerics. Countless bolts of lightning crash down at four different points you can see within range. Each creature in a 40-foot-radius, 80 ft tall column centered on each point you choose must make a Dexterity saving throw. A creature takes 20d6 lightning damage and 20d6 thunder damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one barrage is affected only once.

The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
Mindtheft

### Components

V, S, M (an obsidian bladed athame worth 500 gp that is shattered upon completion of the spell)

### Ritual?

yes

This ritual must be performed upon a helpless, sapient, living creature whose skull is surgically opened and ultimately their brain is carefully removed and consumed upon completion of the ritual, resulting in the victim’s demise. If the victim manages to get free during casting, the spell fails though they will have lost 10% of their max hit points per minute of the ritual that has been completed.

Once the ritual is complete, you gain all knowledge of the victim, including skills and special abilities they possessed in life, though your stats remain unchanged. If you are appropriately disguised as the victim, you can also mimic their mannerisms to a degree that would make it impossible to tell the difference between you and the victim.

This spell is not without risks, however. When the spell’s duration ends, there is a 10% chance that the mind you consumed forces out your own. If this happens, you effectively die, and the new mind gains full control of your body. However, since you are not technically dead, it is impossible to be resurrected by any means short of a well worded wish.

This is considered an evil spell and only evil casters would make use of it on a regular basis.
Ivan Steelwhisper

Though he is not a Windshire native, he has lived there for almost 100 years, making a steady living for himself as a blacksmith. While he is not the best blacksmith in the world, he is still more than skilled enough to take care of the town's needs and can take care of most special requests. He has a couple of apprentices who work with him and help to fulfill the town's needs.
Ptaysanwee

## Description

The Ptaysanwee are efficient hunters who consist mainly of humans but also include some Halflings among their numbers. They travel in groups of about 10 to 30 members and are among the most efficient trackers, perhaps in the world. They are experts at reading the signs of nature and should they wish not to be found, they won’t be.

Central to their belief system is their worship of Snake. Snake is a benevolent god, and they strive to live up to Snake’s good moral standing. It is believed that those who do not will age prematurely and die.

The Ptaysanwee meet near the eastern edge of Ahanu in the fall. There they discuss migration patterns as well as any wars that may be currently happening between other tribes. War scares the animals they hunt so the Ptaysanwee know to avoid such areas. It is also done of course to avoid becoming caught up in one of those wars. The Ptaysanwee rarely become involved in any war as such killing without purpose ages one’s soul.

## People

The Ptaysanwee are quiet and contemplative, though they generally try to do good. They avoid fighting unless they know it is to defeat evil. They know that wars happen between good people, and they wish never to be involved in such clashes.
Hephaestus

## Description

God of blacksmithing, mechanics, artisans and craftsmen. Despite being a pure god as the blood of Zeus and Hera, his appearance isn't perfect like the other gods. He has a slight hunched back as well as a club foot, causing him to resemble a bearded hill giant. Embarrassed by his deformities, Hera tried to hide is existence by throwing him off Mount Olympus. He survived the fall and was raised by skilled metalworkers.

Eager to earn his rightful place as a god, Hephaestus built many gifts that he sent back to Mount Olympus, including a golden throne for his mother. When she sat upon it, she became trapped by it and Hephaestus refused to release her until she and all of the other gods regarded him as their equal. At the time, the gods had convened over who would marry Aphrodite, and Zeus, hopping to kill two birds with one stone, announced that whoever could free Hera would be wed to the goddess of love. Aphrodite, thinking that her love Ares would most certainly be able to force Hephaestus to free Hera. Unfortunately, Hephaestus was stronger than was assumed and managed to not only defeat the god of war, but eventually came back to Mount Olympus to free Hera himself. Thus, he married Aphrodite and was accepted as one of the gods. Unfortunately, the marriage did not last as Aphrodite cheated on him with Ares. Hephaestus himself was more interested in Athena as well, though she repeatedly refused his advances.

Since then, he has more than proven his value as he builds all manner of powerful weapons, beautiful armor, cunning machinery and other things for his fellow gods. He even has gone on to have a peaceful and happy marriage with his current wife, Aglaia.

## Personality

Generally a kind and benevolent god, Hephaestus can be touchy about his deformities. Still, he has very few worshippers and generally treats them well. He is even known to personally reward some of them with gifts of weapons, shields or armor when he is particularly pleased. Such gifts are of legendary quality, as expected of the god of the forge.

## Avatar

Hephaestus's avatar takes the form of a dark, hooded man with some kind of deformity who carries a hammer.

## Duties of Priesthood

Clerics of Hephaestus are expected to be kind before they are accepted into the priesthood. Typically, the god himself will send down his avatar to see how the candidate treats such a deformed person. If they are anything but kind to the avatar, they are forever forbidden from joining his priesthood. Otherwise, they are accepted into the priesthood. Priests of Hephaestus are expected to be proficient in blacksmith tools and are encouraged to practice their craft to the benefit of their community.
Eyab

### Population

60,000 (Gnome 50%, Human 23%, Dwarf 8%, Elf 5%, Halfling 5%, Half-elf 5%, Other 4%)

### People Of Note

Jeygar al-Asim (Son of the sultan)

The ruler, Sultan Magar al-Asim is the fifteenth gnome to sit on the throne since his family first came to power. He spent his boyhood working with fishermen, as his ancestors did before him and as his children do now. The training taught the sultan the value of work, honesty and fellowship. He is a popular ruler, and when he appears in the streets, he is often swept up in crowds of well-wishers. Ten ogres serve as his bodyguards, protecting him at all times.

The sultan has a harem of many beautiful women, all of which are gnomes. Between them, he has 20 children. He came from a large family himself and his relatives handle much of the paperwork and bureaucracy in the city. His son, Prince Jeygar, is the current heir to his throne and heads up the fishing fleet when it takes voyages to other cities such as Bahira and Al-Ahmar.

The people of Eyab live from the sea. Dress is informal and suited to their occupation. Men usually go bare-chested and wear loose, lightweight pants. Even the female crewmembers wear little more than a light blouse and billowing pantaloons. This carries over into the city itself, where there is little cause for pretense or ostentation, save for great feasts.

## People

The people of Eyab are very informal and outgoing. They all are comfortable at sea and understand the importance of a hard day’s work. They are somewhat thin-skinned when it comes to insults however, especially in regard to their way of life. The worst things one could possibly say to them are that they smell like the fish they catch or that they sell anything less than the freshest fish. To insult a native of Eyab is to insult his family, boat and entire people and they tend to react accordingly.
Detect Faithfulness

A spell granted by Hera to her clerics, this spell allows you to determine whether someone has been faithful to their significant other. The cleric casts the spell upon the target in question who must be in a married relationship with someone. A person who is married is recognized as such if they have had the wedding effect of a Ceremony spell cast upon them. In addition, you must have the spouse present within range of the spell or use either some blood or a lock of hair belonging to the spouse as a material component. Once the spell has been completed, the cleric instantly knows whether or not the target has been faithful to their spouse, the nature of the transgression (if any), as well as the name of the person the transgression was with. If multiple transgressions have occurred, only the most recent transgression is known.

Clerics casting this spell may choose to make the casting flashy and obvious so as to inform the target that their secret is about to be revealed, or they may choose to cast it subtly so as to gain the information with discretion. In the latter case, the target must succeed in a Wisdom (Perception) check equal to the cleric's spell save DC to notice the spell is being cast, followed by an Intelligence (Arcana) check at the same DC to identify what the spell's effect was.
Call Rain

## Description

A specialty of clerics of Demeter, this spell provides a light precipitation to the area. You take partial control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell and moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions to a light precipitation. It takes 1d4 × 10 minutes for the new conditions to take effect. This precipitation is enough to provide water for local crops without worry of flooding or other issues of inclement weather. When the spell ends, the weather gradually returns to normal.
Rasha Zana

The world-famous abjurer

Few people have made a name for themselves like Rasha Zana. The fabled wizard was considered powerful even in her hometown of Bricriu which itself is known for being the birthplace of many powerful wizards. While most wizards who are known for being powerful tend to specialize in one of the flashier schools, Rasha Zana specialized in the unlikely school of Abjuration. At a young age she decided that her gift of magic was one that should be used to protect people, which is why she ultimately slipped into her specialization.

Once she came of age, she set off to see the world, creating magical shelters of peace. These areas were enchanted not only to keep out evil, but to bring feelings of calm to those within them that made it impossible to attack or otherwise cause harm to anyone while sheltered within one. The shelters took the form of lush gardens that grew magical fruit; any one of which would satisfy one's need for food and water for the day. These shelters would provide respite for weary travelers as they made their way through the dangerous wilderness.

Though she was primarily known for the shelters she made, that was far from her only accomplishment. She regularly used her magic to bolster those who would fight for justice. Rather than bask in the glory of defeating evil straight on, she instead preferred to come up with plans that would allow others to have the means to help themselves. Though she rarely got the credit, she was responsible for the downfall of countless evil creatures throughout the world.

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

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

Like many elves of Llayath, Reydin was displaced from his home during the invasion of Lord Ankev. And as most elves that chose to leave their homeland instead of working with the lich, Reydin became involved with the Order of the Golden Wing. However, unlike most, he did not really have much aptitude for it. During basic training, it became clear that his weak constitution made him a poor candidate for the paladin order. Still, since his sister was part of it, Reydin found other ways to make himself useful to the order. Primarily through the study of wizardry. As main goal was to protect himself and those around him, he quickly fell into the school of Abjuration magic.

During a scouting mission in Mannaro, Reydin was gored by a wereboar, which cursed him with lycanthropy. His sister, Aerin Bookmore, desperately sought a cure for his condition and though she located one, she did not have the funds readily available to pay for it. In a race against the clock to pay for the cure, Aerin took a bounty mission to hunt down a vampire nest with the hope that she could return with enough bounty money to pay for it.
Windshire Town Hall

The town hall of Windshire is built in the remains of an old fortress that once served as a soldier's outpost for the kingdom of Maut. When the Kingdom fell, the soldiers there traded their swords for ploughshares and began farming the nearby land. Slowly a town sprung up around the old fortress. It now serves as the place of power for the current serving mayor as well as a jail/courthouse for the surrounding town of Windshire.
Nabihah

### Population

250,000 (Human 81%, Half-elf 5%, Elf 3%, Dwarf 3%, Halfling 3%, Gnome 3%, Other 2%)

### Local Language

Enlightened Common

Tucked away in the center of Amsha, at the edge of the Dragon Mountains, is the city of Nabihah. Nabihah’s people take pride in living in one of Amsha’s most moral and upright settlements. This is not to say that evil or misguided men and women are not found here. However, once such people have been revealed, they are quickly punished, reformed, or (most likely) both. Ferreting out such undesirables is one reason why the city is known as the City of Right.

Emir Rimaq al-Nimar is the ruler of Nabihah. He is also the head of the Enlightened Church. The emir is the dominating religious and secular force among all who follow the teachings of the Enlightened. His word is law. This makes him one of the most powerful men in Amsha.

Rimaq lives simply in a small manor adjoining the Great Mosque of Nabihah. He rarely appears in public, and when he does grant audiences, the only priests who may be present are moralists. “One of the few benefits of rank,” he is quoted as saying, “is refusing to meet with fools.” Outland priests and free priests are forbidden to enter his court. Moreover, even ethoists and moralists are banished from his presence.

The people look to the emir and their other religious leaders for guidance. To find success here, one must take on the mantle and the creed of the Enlightened Church. Traders, craftsmen, and merchants within the city walls prefer to deal with other moralists. Caravans from far-off lands experience (at best) a cold reception and (more likely) a large number of duties and taxes.

Life in Nabihah revolves around the Great Mosque of Nabihah. This mosque is one of the largest structures in Amsha. One of the most beautiful structures as well, it is made of polished blue stone excavated from the Dragon Mountains, inlaid with gold, and set with precious and semiprecious gems. Mamluks guard the mosque. This is a holy site in its own right and pilgrims from all over Amsha gather here.

## People

Nabihah’s residents are staunchly moralist, extremely lawful, and exceedingly gracious; at least to one another. Veiled men and women conduct their business with little fear of beggars, thieves, or rogues. They believe that all people who come from outside the Enlightened Church’s territories are nothing better than savages. It is folly to argue about this point, for Nabihah’s citizens are confident in their beliefs, and argument only confirms their opinions on the rudeness and quarrelsome nature of “misguided” people.
Bleeding Wound

Granted to clerics of Ares, this spell causes any piercing or slashing weapon to inflict deep, bleeding wounds upon their victims. You touch a slashing or piercing weapon and for the duration of the spell If the weapon is used on a creature other than an undead or a construct, it must succeed on a Constitution saving throw or lose 1d10 hit points at the start of each of its turns due to bleeding. Each time the weapon is used to hit the wounded target for the duration of the spell, the damage dealt by the wound increases by 1d10 to a maximum of 5d10. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing.

Use of this spell is generally considered to be an evil act, which Ares is completely okay with.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases to 30 ft and you are able to apply the effect to an extra slashing or piercing weapon per spell slot above 2nd level.
Linda Divine

Once a cultist of the Sealed Temple of Goodrock, this young undead hunter began her career when she was recruited by the Academy of Heroism. Once she completed her training at the prestigious academy, she was gifted a mace of disruption from her instructor and set out to find a heroic cause to join. She found it in Hammond Carson's small group of undead hunters.

Hammond and his other companions were just passing through town to investigate some alleged vampire activity in Windshire when they met and recruited her into their group. He taught her some of their signals, formations and strategies and then the group set off to find the alleged vampires. It was to be her first true adventure, but her trip was cut short when the group encountered a small group of powerful undead who overwhelmed them and slew all but one member of their group.
Al-Ahmar

### Population

800,000 (Human 40%, Half-elf 10%, Dwarf 8%, Elf 8%, Halfling 8%, Gnome 8%, Other 18%) though on holy days this swells to over 1,500,000

### Local Pantheons

Enlightened, Varuna, Mitra, Agni, Nut, Ra, Ptah

### People Of Note

Grand Vizier Alyana al-Azzazi, Tanya bint Perijan (Caliph's favored wife), Jiraad (Genie ambassador)

Al-Ahmar is known far and wide for its beautiful architecture and is considered to be the heart of Amsha. Its domes and minarets are clad in gold, tile, and inlaid glass, all reflecting the sun. In the midday heat, it shimmers like some golden mirage. As the sun sinks towards the horizon, the light blazes off the golden tops, making the entire city look as though it is aflame. Through the centuries, craftsmen and artisans of Amsha have made the city their showcase. Their hand painted tiles, intricate mosaics, gilded surfaces and carved plaster and stonework can be found throughout the city.

The people of Al-Ahmar are by nature as tolerant as they are diverse. Racial and religious differences do not present a problem. Even far-removed faiths and ideas are treated more with amusement than fear. Every style of fashion in Amsha can be found in the city’s streets. Every type of product in the enlightened world can be found here too, along with a vast array from the lands beyond. The populace of Al-Ahmar is confident in their good fortune and cannot believe that anything evil would happen to the city or their Grand Caliph.

Grand Caliph Khalil al-Assad al-Zahir is a wise ruler and has ruled for many years. His court consists of a vast group of courtiers, retainers, servants, and a harem comprising more than a hundred women of various races and nationalities. The most important among them are Grand Vizier Alyana al-Azzazi (his vizier), Tanya bint Perijan (his most valued wife, for the time being anyway), and Jiraad (a noble marid who serves as ambassador to the genie races).

## People

The people of Al-Ahmar are highly tolerant of other peoples and tend to get along with most anyone. They often make good merchants, and many of them are skilled artisans.
Rocko's Trinkets

The old junk shop is a cluttered and chaotic space filled with a mishmash of items that have been discarded or forgotten by their previous owners. The exterior of the shop is weathered and worn, with faded signage and windows obscured by dust and grime.

Inside are old books, rusty metal, and decaying wood. Shelves and tables are crammed with an eclectic mix of items, including old books, vintage clothing, rusted tools, broken furniture, antique toys, and other oddities. Some items are displayed haphazardly, while others are stacked precariously, threatening to topple over at any moment.
Nisria

### Population

50,000 (Human 35%, Dwarf 15%, Half-elf 15%, Elf 10%, Halfling 10%, Gnome 10%, Other 5%)

### Local Pantheons

Enlightened, Ra, Ptah, Anhur, Varuna, Ushas, Vayu, Tvashtri

### Local Language

Enlightened Common

Nisria is Amsha’s bastion against the uncivilized realms beyond. The city’s defenses have been built over the course of centuries in response to pirate raids and barbarian attacks. Today, Nisria is the best-fortified city in all of Amsha.

Many years ago, the emir at the time oppressed his people and taxed them unjustly until they rebelled. The mamluks overthrew the emir, defeating an overwhelming number of troops and mercenary barbarians. When the emir was defeated, a new emir was chosen among the troops. He was one of their bravest leaders and ruled until his death.

A tradition was born, and so it continues today. Each of Nisria’s emirs has been chosen by the generals of the city’s mamluk units. Emir Hatit Abd al-Wajib is the most recent of these mamluk-emirs. The term of office is life or 20 years, whichever comes first.

A clean-shaven dwarf, Hatit wears the tattoos of his mamluk organization on his cheeks and forehead. He is a master of fortification and redoubts, a rarity in a land that boasts little in the way of siege machinery. He has spent much of his tenure examining and shoring up the walls of Nisria, looking for holes in her armor.

The city itself is a mass of gray, heavy, brooding, stone overlooking a deep-water harbor. The harbor itself is protected by a great chain pulled across its mouth. With a few exceptions, the city lacks the graceful spires and domes typifying Amsha architecture, as well as the ornate gilt and tile work. Instead, the city’s builders borrowed techniques of other lands to produce the massive battlements that ring the city. Within the stalwart outer wall, smaller interior walls divide Nisria into defensive quarters. These interior walls have never been tested, since the great outer wall has never been breached.

## People

The people of Nisria are by and large obedient, hard-working, and honest. Surprisingly, they are not warlike, for that role is taken up entirely by the mamluks. The mamluks are both slaves and rulers of Nisria, and they form their own elite rank within the city population. The remainder of the population works hard to support its military organization.
Shallah

### Population

70,000 (Human 59%, Half-elf 13%, Elf 7%, Gnome 7%, Dwarf 6%, Halfling 6%, Other 3%)

### Local Language

Enlightened Common

At the base of Mount Si’Tresha, a few hundred miles east of the Dinar River sits the city of Shallah. Shallah is the most common starting point for those who wish to enter the Dunes of Ruin and seek out what adventure they may find there.

Caliph Kia al-Sadid is a mousy, stoop-shouldered bureaucrat whose appearance does not suggest the great power he wields within the city. His voice is soft, yet his words convey his wisdom. He was installed as an interim caliph by the Enlightened Church, following the assassination of his predecessor. The murder was allegedly performed by a group of holy slayers based somewhere in Mount Si’Tresha. Caliph Kia has proven to be a capable administrator, and he does not interfere with the traders and merchants. Though he is rarely seen in public, the force of his pronouncements is felt throughout the city.

Without the work of men, Shallah could not survive. The city’s water is brought from wells and oases in the surrounding desert as well as the Dinar River through underground conduits. The impressive man-made conduits lead to Shallah’s reservoir, which is the source for the fountains throughout the city. This water is the lifeblood of Shallah. A mamluk organization known as the Parched is charged with protecting the reservoir and its conduits. They have no other duty but this, yet they are fiercely proud of its importance.

A healthy slave-trade has sprung up in the city, and if enlightened men are locked in shackles, Kia’s men look the other way. Caliph Kia’s predecessor rigorously persecuted illegal slaving, and this may have led to his demise at the obsidian blade of the holy slayers.

Shallah is the site of a major university, staffed by moralist barbers and other Enlightened priests. The university is devoted to theology, priestly magic (Enlightened of course), and healing. Many of Amsha’s most knowledgeable minds on these subjects were schooled at Shallah’s university.

## People

The natives of Shallah are insular and secretive. They keep private matters private and show a public face of reserved concern. Of late, outlying areas have suffered numerous raids, and Shallah’s citizens are particularly suspicious of desert tribes and their raiders.