recursal/Fanatic-Fandom huggingface dataset:
Calendar

**Campaign 2 Calender** - (Hiatus) Playing Friday Evenings at 6pm MT (ish) on my **Twitch Channel**

## **Months**

* **Winter Months** - Kostur - *(koh-stir)* Kendestor - *(ken-deh-store)* Tarustor - (tar-u-store)
* **Spring Months** - Paerokonnur - *(pay-rock-on-ur)* Xosstur - *(zos-stir)* Triekulor - *(tree-coo-lore)* -Gornaeshar - *(gore-nay-shar)*
* **Summer Months** - Langestor - *(lang-eh-store)* Kendistor - *(ken-dis-store)* Layor *- (lay-or)* Shonazor *- (shone-ah-zor)*
* **Autumn Months** - Kallor - *(kal-lore)* Xaustor - *(zao-store)* Ahketlia - *(ah-ket-lee-ah)* Vlonecus - *(vlon-eck-us)*
* **Winter Months** - Novissimus - *(no-vis-i-mus)*

## **Days of Week**

* **Pannotann** - *(pan-no-tann)*
* **Menzitann** - (men-zit-an)
* **Paerotann** - (pay-row-tan)
* **Akwatann** - *(aqua-tan)*
* **Ballatann** - *(ball-ah-tan)*
* **Gelditann** - *(geh-L-di-tan)*
* **Dunitann** - *(dune-i-tann)*

## **Festivals and Holidays**

* New Year
* Harmony Festival
* Chaos Festival
* Imbolc
* Arbitro Celebration
* First day of Spring
* Stonecarver's Festival
* Festival of Lights
* Festival of Stories
* Beltane
* Luminescence
* Festival of Dancing Dragons
* Ollena's Night
* Water Festival
* Summer Solstice
* Gala of Fairy Godmothers
* Lughnasadh
* Caivia Harvest Festival
* Celebration of the Sun
* Autumn Equinox
* The Feast of Many
* Gruindit
* Samhain
* Day of the Dead
* Feast of Everagil

**Home Page | Notable World History**
Redell

```
(Red - elle)

```

## Description

Port Village. Built into the foothills and spreading out from the port at the coast.

## Population

Roughly 300; Human, Human, Aasimar, Half-Elf

## Districts

* **Commerce/Trade**
	+ Inns & Taverns:
		- **Explorers Respite inn**
			* Owner:
			* Barkeep
	+ Shops:
		- **Sleeping Cherry Potions** *(Apothecary)*
			* Owner:
		- **Storm Window Tradepost** *(General Goods)*
			* Owner:
		- **The Elder Hammer** *(Blacksmith/Armorer)*
			* Owner:
* **Notable NPCs:**
	+ Magistrate:

**Home Page | Myrefall Island | Serelia**
Tegaron

```
(Teg-ah-ron)

```

## Description

As the western port of the kingdom, this small village actually boasts a fairly large naval contingent. Primarily naval officers and their families live here and much of the trade that works its way through here is either naval based or fisherman centric.

## Population

Roughly 100 - 125 people; Human, Half-Orc

## Commerce and Trade

No real exports of note.

* **Inns and Taverns**
	+ **The Song and Anvil**
		- Owner:
	+ **The Humble Camel**
		- Owner:

* **Shops**
	+ **The Spiky Cacti** (Apothecary)
		- Owner:
	+ **The Stilted Ox** (General Goods)
		- Owner:
	+ **The Glimmering Scale**
		- Owner:
	+ **The Cracked Hammer** (Blacksmith/Armorer) - Specializes in minor repair work and the creation of military-grade armour.
		- Owner:

## Organizations

* **Council:** Five village elders keep order in the town with the eldest of the five being denoted as "Leader" for official purposes.
* **Border Patrol Commission (BPC):** Responsible for keeping tabs on the borders of the kingdom. For tracking visiting merchants and the entry and exit of citizens and visitors alike.
* **Trevark Base/Port:** A military posting for the Stoniel Trevark.
* **Department of Home Affairs (DHA):** Primarily census taking. Also responsible for coordinating elections to the town council or otherwise when the time comes.
* **Central Aquanous Authority (CAA):** Responsible for the collection and even distribution of collected water in this dry Kingdom.
* **Postal System:** Laptis Birds for letters, caravans for packages.
* **The Lawmasters:** Local, non-military, peacekeeping force.

## Notable NPC's

* **BPC Representative:**
* **DHA Representative:**
* **CAA Representative**:
* **Village Leader**:
* **Trevark Vice-Admiral:**

**Home | Stonelian Geography | Stoniel**
Swindmore

```
(Swind-more)

```

## Description

This "village" is more of a roving herd of Goliath's that tend to move around the kingdom, often sticking close to Irragin on most occasions. The location indicated on most maps is the location the herd is seen most often. If a traveller comes across this herd it is generally a series of tents, campfires and bedrolls lying around.

## Commerce and Trade

The herd doesn't generally trade, at least not often, so much as take what they need.

## Notable NPC's

* **Herd Leader**:

**Home | Stonelien Geography | Stoniel**
Brownie

Household spirits.  They dress in brown clothes and have brown shaggy hair, their appearance is humanoid.  They belong to individual families and do household chores and look after people. If Brownies are mistreated they can get extremely angry and over a period of time transform themselves into Bogies**.**
Sorona

```
(Sore - oh -na)

```

## Description

Land Defense Outpost. This village is built between the mountains and into the foothills that spread between the ranges along the coast.

## Defence

A townsguard composed of members of the Infantry and at least one Echo Knight.

## Districts

* **Commerce/Trade**
	+ Inns & Taverns:
		- **The Purple Salamander**
			* Owner:
			* Barkeep
		- **The Boiling Rose Inn**
		- **The Dirty Crow Chemist** *(Apothecary)*
			* Owner:
		- **The Worthy Window** *(General Goods)*
			* Owner:
		- **The Light Shield** *(Blacksmith/Armorer)*
			* Owner:
* **Notable NPCs:**
	+ **Magistrate:**

**Home Page | Braedon Island | Serelia**
Everagilian Defence

## The Watchers

While it did not start out as a major part of the defense of Everagil, The Watchers quickly became such.

A secret order of guardians of all sorts (Druids, Clerics, Knights etc) whose vow is to protect the balance of Everagil and its connection to the feywild.

It is run by an Archfey by the name of **Erelias** (although most of the order know him by the name **Arandan** if they know of him at all). He looks high elven in appearance at first glance (and he can change his form if he desires) but upon closer inspection, his ears are slightly more elongated then even a full-blooded high elf and his eyes are a much brighter blue than seems possible. But otherwise, his long, jet-black, hair hangs down his back to near the waist as straight as is possible.

The basis of The watchers is to protect the balance within Everagil because of its connection to the feywild. Because there are so many portals to and from the feywild here (the veil between the feywild and prime material plane is much thinner in this heavily forested area (So the desert area is night and day different) and so akin to the wild nature of the feywild that the realm tends to bleed through much easier.

So, the watchers are in place to protect these portals and make sure they do not get any bigger thus ripping a hole between the realms and causing many more fey creatures from entering and invading the prime material plane with too much dark or light intent to maintain a balance.

> *DM's Notes: Even if the project's creator has other motives, it has grown a life of its own beyond Erelias and the mortal creatures who make up the order serve Equipoise directly (in their mind and of most of their belief).*
>
>

## Standing Army

While Everagil certainly used to have a fair sized army and even a respectable sized navy atone point. Nowadays the army has been greatly reduced as they turned inwards and worry more for their people within the kingdom. That being said their certainly is a town guard of sorts that protects the people and helps to uphold the laws of the land. but the army itself is less so.

**Home | Everagil**
Hawthorne Institute of Legend's

## School History

Hawthorne started a long time ago as a school for the royals. It was a time of chaos for the kingdoms, which were very unorganized and no one knew what they were doing. Hawthorne started as a place to standardize being a royal. You could not be a royalty member or lead a kingdom without going to Hawthorne. It was the first school to train royals. It started in the kingdom in Hawthorne of where it still originates.

Then, magic became an issue. Magic was discovered and heroes and villains both used it poorly. Heroes tried to save people but all the people ever saw were these villains using this magic to hurt people. So, Hawthorne extended their school. They needed a safe place for people to practice their magic. So, they didn’t care that someone was good or bad but they wanted to keep everyone safe. So, both good and bad were accepted.

But, everything was getting out of hand. The good and the bad were always fighting so they needed to figure out what to do with those fighting. Soon, the neutral track was created, for those who wanted to help both good and bad and they didn’t care what side they were on.

Then, later, they realized that you did not need magic to be a good guy, a bad guy, or a neutral guy, so they changed all of the track names to be Hero, Villain, and Guardian because not all heroes had magic and they wanted to train people no matter their family background, where they were from, or a  tiny detail about them.

## Founders

* Ayra Raven (Jayden's Twin) - Female, Elf
* Jayden Raven (Ayra's Twin) - Male, Elf
* Gareth Braddock - Male, Human

## Tracks

While a lot has chanegd through the years, to this day there are **four** different "tracks" of schooling at Hawthorne. Students select their track of choice upon enrollment.

* **Hero** - Being the students who want to train to be some sort of "super"hero.
* **Villain** - Being those students who want to train to manipulate, decieve and elude.
* **Guardian** - Being those students who want to learn to protect others.
* **Royal** **-** Being those either of royal/noble blood who will one day rule/lead; or those who strive for such a future.

## Dorms

There are **five** dorms to this day that students are sorted into through a special sorting ceremony called the **Sprouting Ceremony.**

* **Tatylus**
* **Lynxan**
* **Calyx**
* **Fractals**
* **Balenti**
Mossy Horror

*"If you and your friends are stupid enough to enter the woods, make sure to stick together. The forest will take those who dare wander off alone..."*

*- Advice from a local hunter*

The presence of a mossy hunter is evident in a few ways. Travellers may come across the eviscerated, half-eaten remains of a deer or wolf. Sometimes, one may hear an ear-piercing, terrifying screech that echoes throughout the forest. Forests that show signs of a mossy horror are avoided by local hunters and rangers, as traversing it may result in an early demise.

**Savage Predator**. Mossy horrors stalk the forests carefully, ensuring not to make any noise to alert their prey. When they attack, they tear their prey apart with a vicious vigour. It appears that they only consume small amounts of their prey, digesting their meal slowly. Mostly, they hunt for the sheer sport of it.

**Uncertain Origins**. The source of mossy horrors is still speculated. Some believe they are created from the spirit of someone who met a brutal death within the forest. This spirit then creates a body out of the surrounding forest environment.

```
Artwork by: Nosolo

```
New Year

### Synopsis

The celebration of the new year and when the moon's move into the height of power.

### Decorations

* Streamers in a various colours per kingdom based around each kingdom's flag
* Floating lantern shaped balloons
	+ Gold (Harmony)
	+ Silver (Equipoise)
	+ Purple (Chaos)
* Fireworks, generally the same colour as the streamers in each kingdom

### Events

* Arm Wrestling
* Pie Eating Contest

**Home | Calendar**
Yin

```
**Yin**

```

## **Description**

Possibly the smallest village in the kingdom. Dark,gloomy, Wet, Humid, Professional.

## **Population**

Roughly 200; Tiefling primarily, a few Drow

## **Commerce/Trade**

* Inns and Taverns:
	+ **The Ghostly Lantern**
* No real shops, just general trade among residents

## **Notable NPCs**

* **Queen’s Representative**:

**Home | Thallian Geography | Thallian**
Atemnity History & Society Course

Atemnity: History and Society is a course designed to give students a more in-depth understanding of the history of Atemnity and its kingdoms’ distinct culture and society.

### Year 4 - Basic History

1. Welcome
2. The Beginnings
3. Magic is in the Air
4. Unrest Across the Continent/ Midterms
5. An Education for Legends
6. For Science! ... And Magic
7. Learning for the Prim and Proper
8. Survival of the fittest/ Finals

### Year 5 - Kingdom's In Depth

1. Let the Festivities Begin
2. Threat from the Sea (Serelia)
3. A Connected Community (Everagil)
4. Stronghold of Extremes (Stoniel)/ Midterms
5. Blessed by the Sun's Breath (Relarian)
6. Where the Wind Meets the Sea (Chellearenth)
7. Land of the Dragons (Caivia)
8. The Motherland (Thallian/ Finals

### Year 6 - Belief's, Art and Recreation

1. Drawing Power All Around pt 1
2. Drawing Power All Around pt 2
3. Gather 'Round the Campfire
4. Art of the Seven Kingdoms/ Midterm
5. What a Bop
6. Bon Appetit!
7. Put the Bass in your Walk
8. Activity in Atemnity/ Finals

**Home | Hawthorne | Courses | Relarian**
Relarian Agriculture & Land Affairs

Local land affairs, zoning, and land rights are controlled by the local regional governments. There are several general vegetable staples grown throughout Relerian, typically privately by each family or a few larger community gardens in larger villages. Cities import almost all of their food from rural regions.

The following types of food are produced by region:

## *Nuveneo*

Within the past two centuries, Nuveneo has begun cultivating various fruit trees, including two types of orange, the *taranaja* and the *abenajer*. More traditionally, this region is also home to a fruit similar to a banana known as the *kua*. Farmers began cultivating *kua* fields a little over 1,000 years ago.

Other popular traditional agricultural staples of Nuveneo include various pulses (similar to lentils) and legumes (beans). The traditional pulse grown in Relerian is a variety of a lentil known as a *budefor*, or a “white lentil.” These white lentils with the black rice grown in Zikwimmeo constitute one of the most traditional dishes of Relerian, and each family makes their own with added vegetables, fruits, seeds, and nuts. *Kwafulim*, a Relerian black bean, is also commonly grown in Nuveneo.

While meat is rarely consumed in Relerian, *kendis* sheep are raised by mountain-dwellers to the North of this region.

## *Zikwimmeo*

*Chili*, a black rice grown in the wetlands of Zikwimmeo, is the most common grain grown in Relerian.

## *Baenneo*

There is not much agriculture in Baenneo, but most of the spices and herbs used in Relerian are cultivated in and around the capital.

**Home | Relarian**
Tergaron

```
***Tergaron*** *(Ter-gah-ron)*

```

## **Description**

This is a modest, sparsely populated city built predominantly of yellow brick and defended by arcane spells.  It is well known for its remarkably beautiful women.  Most of its revenue comes from magic, both of dark and light nature. The Department of Home Affairs is situated here. Use of any magic here outside approved circles is punishable. Bustling, more physical, and more moderate temperatures.

## **Population**

Roughly 45,000; Human, Goliath, Dragonborn, Dwarf

## **Districts**

* **Upper Threfad** (Upper Class Residences):
* **Stallap Road** (Middle/Lower Class Residences):
* **Wrafid Heights** (Temple District):
* **Cecic Plaza** (Commerce/Trade):
	+ Inns and Taverns:
		- **The Vulgar Ogre**
		- **Crooked Eye Tavern**
		- **The Snooty Raven**
		- **The Crooked Artisan**
		- **The Mellow Tree Apothecary** (Apothecary):
			* Owner:
		- **Optim-Eyes** (Magical Goods):
			* Owner:
		- **The Misty Mask** (General Goods):
			* Owner:
		- **Lucky Mouse Armorer** (Blacksmith/Armorer):
			* Owner:
		- **Steel Bladesmiths** (Blacksmith/Weaponsmith):
			* Owner:

## **Organizations**

* **Caivian Department of Home Affairs (CDOHA):** Recording of births, marriages and deaths, Issuing passes to foreigners coming in, Issuing and maintenance of communication to all citizens, Controlling land border ports and portals.

## **Notable NPCs**

* **Director**
* **Minister of Home Affairs:** Samuel Cailen - Human Male

**Home | Caivian Geography | Caivia**
Atisla Tree

```
(a-tee-sla)

```

A tree heavily affected by Dark Magic. It has blue bark and burgundy foliage. Its leaves are used used in many concoctions that control physical parts of the body, especially those which petrify. Its blue wood is used for all types of foci and usually by magicians of Chaos.

**Home | Flora**
Portal Mechanics

* *d100 - 1-50= Portal fizzles (creator understands why); 51-100= Portal goes through, consequences vary but individual(s) are magically marked*

### Attempting to portal from or to The Plains of Driedal/ Aeberuthy (Outside a portal house)

* 50/50 chance of portal forming: d100
	+ 1-50 = No portal forms
	+ 51-100 = Yes a portal forms but with wild magic consequences as follows.

## Non-Physical Inhabitation

Portalling to a place that you have not physically inhabited before carries enormous risk and a complete randomness as to where you end up. This occurs if it is a Solo Portal or a Group Portal, in the case of a group portal, everyone who steps through rolls on the tables to determine where they end up.

First off the DM/Player rolls a **D8**:

1. Serelia
2. Stoniel
3. Everagil
4. Relarian
5. Chellearenth
6. Caivia
7. Thallian
8. Ocean

Secondly depending on the first die roll another dice roll is made by the DM/Player:

### Serelia - D6

1. Western Braedon Island
2. Eastern Braedon Island
3. Dalery Island
4. Arkalay Island
5. Myrefall Island
6. Kita Island

### Everagil - D4

1. North of Vri
2. East of Vri
3. West of Vri
4. South of Vri

### Stoniel - D4

1. South-Western Peninsula
2. South-Eastern Peninsula
3. Desert
4. Central Stoniel

### Relarian - D4

1. Hawthorne (and associated risks)
2. Forest of Mist
3. Cesoln Jungle
4. Western Relarian

### Chellearenth - D4

1. Plains of Driedal (and Associated Risks)
2. Southern Chellearenth
3. Rhinecliffe
4. Botines

### Caivia - D4

1. Cryst Plains
2. Southern Caivia
3. Northern Caivia
4. Eastern Caivia

### Thallian - D8 (and associated risks)

1. Mainland
2. Sang
3. Islebury
4. Bellmare
5. Hwen
6. Caefall
7. Trystim
8. Naporia

### Ocean - D8

1. Brecok Ocean
2. Jishem Ocean
3. Zynyn Ocean
4. Tylhr Gulf
5. Forbidden Tides
6. Sycast Bay
7. Frals Depths
8. Clecyps Abyss

### Brecok Ocean - D3

1. West
2. Center
3. East

### Jishem Ocean - 1d100

1. 1-50 = West
2. 51-100 = South

### Zynyn Ocean - 1d100

1. 1-50 = East
2. 51-100 = South

### Height -

Once a general location is discovered DM/Player rolls 1d4:

1. Ground level
2. In the ground
3. Above the ground
4. Sky High

Lastly if a 2,3, or 4 Roll 1d10 for how high/deep:

If in the ground/Above the ground it is Feet. If In the Sky it is KM/Miles high. If within the ground take 5d10 force damage. and be immediately forced to the nearest unoccupied space.

**Home Page | Portalling**
Art of Disguise Course

A course designed to teach students how to disguise themselves both physically and strategically.

### Year 1 – Overarching Identity

 Lesson 3
 Lesson 4
 Lesson 5
 Lesson 6
 Lesson 7
 Lesson 8

### Year 2 – Techniques

 Lesson 2
 Lesson 3
 Lesson 4
 Lesson 5
 Lesson 6
 Lesson 7
 Lesson 8

### Year 3 – Espionage Tactics

 Lesson 2
 Lesson 3
 Lesson 4
 Lesson 5
 Lesson 6
 Lesson 7
 Lesson 8

**Home | Courses | Hawthorne**
Vandemere

```
(Van-deh-mere)

```

## Description

A very simple, podunk, halfing village. It is a farming community that works Closely with **Feyden** in most things. Also has simple wooden buildings. Other then the familiar scent and use of manure, there is also the smell of cinnamon and other pleasent smelling spices.

## Commerce and Trade

* **Inns and Taverns**
	+ **The Charming Brownie** (Large)
		- Owner/Barkeep:
	+ **The Copper Kobold** (Small)
		- Owner/Barkeep:
* **Shops:**
	+ **The Hidden Blossom** (Apothecary)
		- Owner:
	+ **The Infamous Rufus** (Blacksmith/Armorer)
		- Owner: **Rufus Oddhill** (Male- Halfling)

## Notable NPCs

* **Leader**: **Anric Hedgethistle** (Male-Halfing)

**Home | Chellearenth Geography | Chellearenth**
Fortitudo

This bird is a giant of the bird family. it's wingspan stretches to over 8 feet and it has been known to lift whole cows from fields. The black giants are often kept by farmers to help lift heavy machinery. Although thes ebirds are monstrous in size, they are quite gentle creatures who are very loyal to their owners.

**Home | Fauna**
Alverton

```
(Al-ver-ton)

```

## Description

Sitting on a small penisula and the closest access to the islands of Rhinecliffe and Botines, this small town is built around being an access to this port. As such it is rather heavily defended. Otherwise the city is just clustered around the docks and built of simple stone.

## Population

Roughly 3,500; Primarily Half-Elf, Human, Gnome

## Districts

* **Commerce and Trade**
	+ Inns & Taverns:
		- **The Green Queen**
			* Owner:
			* Barkeep
		- **The Rose & Turtle**
		- **The Weaver Tavern**
		- **The Majestic Crow Emporium** (General Goods)
			* Owner:
		- **Sweet n Salty Fishery** (Fish and Tack)
		- **Lissa the Eager** (Blacksmith/Armorer)
			* Owner: **Lissa Vavrus** (Female-Gnome)
* **Organizations**
	+ -
* **Notable NPCs**
	+ **Town Lady**: **Aendryr** (Female-Half-Elf)

**Home | Chellearenth Geography | Chellearenth**
Food and Dining Hawthorne

Food is eaten in the Dining Hall, this is not a place for announcements because each track eats at different times, sometimes overlapping. (School assemblies and gatherings are in the courtyard, not the Dining Room)

The food differs every night. There are “comfort food” which are always available, and then the food that is made for that day by the Meal Dames. They do all types of food from all around the world to give students a strong and well-put-together palate of tastes

Food is created by the Meal Dames - Helga, Mildred, and Geldhelda

### Helga

* the best cook of the three usually cooks lunches/dinners
* nicest, quietest, youngest
* specialities are Creole, Hispanic, and Japanese style food
* mother is a royal cook for Serelia and her father was a mortal who made brooms

### Mildred

* always cranky and not very friendly
* only makes breakfast
* a specialist in gruel (which is good for you but doesn't look very good in appearance, oatmeal, and pickled pork knuckles)
* mother was a singer and father left around the age of six
* Mildred is short, plump and always has a scowl on her face

### Geldhelda

* the level headed one, friendly, out-going, talkative
* only one of the three cooks to use make when making food but it is not as good
* specialises in sandwiches and German dishes
* mother was a sorceress and father was an explorer

The Meal Dames can never be called Lunch Ladies, as that is very offensive to them.

**Home | Hawthorne | Relarian**
Everagilian Education

Many, if not most, of Everagilian children are homeschooled up until the age of at least 13 when many children will go off to **Hawthorne Institute of Legends** in **Relarian** to study. Of course, it is also not unheard of for children to be selected young to study at **Carolija School of Magic** in **Stoniel**.

But much of what is learned by the vast majority of Everagilian children they learn from their parents - with it not being uncommon for small villages or towns to get a group of children together to teach them. **The Watchers** and the families contained within have been known to be a little insular in grouping children raised among its families together to teach them while they are young. Most Watcher children attend Hawthorne or Carolija.
Game Mechanics

## Arm Wrestling

* Strength Checks
* 1d20 + Strength modifier
	+ If lower roll is 3 or more under, they are pushed down to halfway
	+ If lower is 5 or more under, they are pushed down 3/4 of the way
* Min 2 rounds

## Pie Eating Contests

* 1d6 competitors
* Constitution saving throw
* 1d20 + CON Saving throw
	+ Round 1: Throw up/or other wise lose if roll 5 or less; DC increases by +1 per round

## Drinking Competition

* 1d6 competitors or teams of 5
* Constitution saving throws
* 1d20 + CON saving throw
* Go until someone passes out/throws up or best of 5
* Starting DC 10; +2 per round
	+ First round: 8 or under= "lose" (pass out)
		- 2 or under = "lose" (throw up)
		- Successive rounds: 5 or under DC = pass out
			* Natural 1 or 8 under DC = throw up

## Fire Juggling

* 1d4 contestants
* Roll initiative for order
* Start: 1 torch; DC 10
	+ plus 1 torch per round: DC +1 per round
* DEX check (1d20 + DEX modifier)
* Under DC = Fail (under by 5 or more = burn self for 1d4 fire damage)
* Over DC - Success

## Singing-Drinking Contests

* 1d4+1 Competitors
* Performance Checks
* After each round competitors take as hot of whiskey
* Starting DC 10
	+ Each round DC +2

## Archery Shooting

* 3 targets at different distances
	+ 30 ft
	+ 80 ft
	+ 100 ft
		- Bullseye = AC 18
		- Middle Ring = AC 16
		- Outside Ring = AC 12
		- Under 12 = Miss
* 3 Arrows
* Shortbow Supplied
	+ D20 + DEX modifier if not proficient
	+ D20 + DEX Modifier + Proficiency if Proficient
* Disadvantage on Far Target (unless have Sharpshooter feat)
* Prizes for:
	+ Far Bullseye
	+ Middle Bullseye
	+ Near Bullseye
Papillion

```
**Papilion** *(Pap-ill-on)*

```

## **Description**

The first small village upon entering the kingdom. Generally all made of the well ventilated wooden homes, though some are noticeably more well kept. Dark,gloomy, Wet, Humid, Professional.

## **Population**

Roughly 900; Tiefling, Drow, Some Human & Aasimar

## **Commerce/Trade**

* Inns and Taverns:
	+ **Glass Star Inn**
	+ **The Gloomy Brigand**
	+ **The Bleeding Tome** (General Goods)
		- Owner:
	+ **The Iron Cup** (Blacksmith/Armorer)
		- Owner:

## **Notable NPCs**

**Queen’s Representative**:

**Home | Thallian Geography | Thallian**
Relarian Education

All young people in Relerian are expected to pass a proficiency exam in their native language, science, mathematics, Relerian history, and the mechanics of powers and magic (even if they have neither) by the time they come of age to join the Malayikim. This does not have to be through formal education, as many rural areas do not have the resources to create a central schooling system for Relerian children. In areas outside major cities, students are often home schooled or educated in small tutoring clusters within a town.

Other than **Hawthorne Institute**, however, which only accepts the best and most gifted students throughout Atemnity, there are four schools funded by the Crown in Relerian. These each accept the 200 brightest students per year in each region, and each have their own specialization. The schools run from age 5 until age 20 (teaching about 12,000 young people at any given time), and include basic instruction as well as vocational instruction and Domestic Guard readiness training. It is possible, although difficult, to apply for your child to attend a school in another region.

The specialties in each school are as follows:

* **Sepkuchulor** (the School of Sepkuneo) -- economics, business, and mathematics
* **Nuvechulor** (the School of Nuveneo) -- powers and magical theory
* **Zikwimmechulor** (the School of Zikwimmeo) -- medicine, biology, and agriculture
* **Baenchulor** (the School of Baenneo) -- government, social structures, and politics

Local districts and towns may also set up their own schools to teach students, although they are not regulated by the government in the same way as the national schooling systems.

**Home | Relarian**
Malahaneth

You might not know Malahaneth, but he knows you. As he rises and falls each night, a shard of his ancient spirit is left to watch over the lands. Everything from weather to political business is conducted in Malahaneth's presence, but no one can sense him. He is inevitable among the stars and constellations, everlasting. During the B.C. era, Malahaneth walked the land as a mortal, from unbearable desserts to volcanic craters. Evidence of him is still left today. Footprints, niches in the wall, even some DNA might be out there. Deep in Earth's core, a part of him resides. Not many people know of this, but his remains (such as a skull) is rumored to be hidden on the highest peak, among the coldest regions. Some tribes have known to acknowledge Malahaneth's presence, and they do rituals to please him. They are aware of his hold on Earth and how it affects everyone from tiny ants to large mammals. People congregate in undiscovered areas to make sure Malahaneth's ancient peace is not disturbed by materialistic things such as the media and reporters. In addition, his magic-ridden soul is guarded by someone anonymous but rumored to be immortal and has dedicated his life to Malahaneth and swayed others to do the same. He could be brought back as he did many years ago with the Aztecs and the Egyptians. The Babylonians have also had a part in Malahaneth's great resurrections. Long ago, he knew that humans (no matter what), would not be able to reach the ocean's deep depths yet. Therefore, he conjured up seven crystals, costing more than the world, in each sea. Pirates have gone and tried to find it, but the ocean waves guard a heavy secret and anybody who tries to investigate will be hidden away forever. Malahaneth has been sacrificed for the sake of the world many times. His power, greater than the universe itself, has saved us a lot. In order to keep Malahaneth's soul alive, people need to know about him. Awareness should be raised about how the Earth hasn't faced major calamities just yet, and that is because Malahaneth's aura has shielded us. Join this Wiki, and consider yourself safe because of Malahaneth (no matter your religion, Malahaneth welcomes all followers from different backgrounds!).

˜”\*°•.˜”\*°• 🎇Malahaneth🎇 •°\*”˜.•°\*”˜
Lunar Lore

There are two moons on Atemnity - named for their relation to the creator deities of Chaos and Harmony.

***Havoc*** - *A darkened shadowed moon that was created by, attached to and mimics the shadowy nature of Chaos. It has a more ebony hue with a slight very dark purple glow around it.*

***Euphony*** - *A bright, white moon that was created by, attached to and mimics the bright nature of Harmony. It has a very bright, white hue with a pale yellow glow about it.*

But there is more too the existence of these two moons then meets the eye. These two moons are actually two halves of the same copy of the moon that hangs in the sky over Earth (the sister planet to Atemnity - and where Chaos and Harmony originally came from. As such neither moon ever actually reaches a "full moon" status. Each moon can only ever reach a "Half-Moon" status - and it is when both moons are at this half moon state that any magic or other effects that happen at a full moon occur.

Each moon moves across the sky from opposite directions as they go through their phases leading up to the half-moon point. **Chaos** moving from ***East to West***, **Harmony** from ***West to East***. Upon reaching half-moon status in the middle over Atemnity - the hue of both moons changes to be a bright blue as the two moons reach "full moon" status and appear to merge very briefly and for the period of time of the full moon it appears as though only one moon hangs in Atemnity's skies. Following this period of a few days, the moons start to continue upon their trajectories where **Euphony** transitions into **Havoc** and vice versa - white becoming shadowed and dark, dark becoming lightened and white.

It has been said that the point in which it appears there is one moon in the sky represents the moment in which **Equipoise** was born/created - and those 3-5 days the time during which Chaos and Harmony seemed to have disappeared from the world entirely. At this point, when the two separate moons become one, the moon is referred to as **Equity**. And the transition from one to the other as the continue their tracks across the sky the representation of the need for a little bit of both Chaos and Harmony in all of us. Of the need for balance between the two.

## Lycanthropy and the Moon's

When it comes to Werewolves and Lycanthropy, the stimulus for change and their power is tied to when **Havoc** and **Euphony** join together to become **Equity**. It is this cosmic and celestial joining and mixing of the magic of Chaos and Harmony's moons that gives new life to Lycanthropes, and provides a stimulus boost to existing Lycanthropes.

**| Home |**
Edona

```
(Eh-doe-na)

```

## Description

Built along the **Frals Depths**, the small market in this city curves along the coast next to the port. The residential areas wrapping around that with the upper classes being further outward. Buildings are constructed of thick, quarried stone with heavy stone roofs in the higher class areas, and thinner stone with wooden roofs in the less affluent areas. it is a very friendly little city, very business-likewith the smells of sea spray and fish. It is either a bit chilly or very humid dependin gon the winds direction off the bay.

## Population

Roughly 15,000; Half-Elf, Gnome, Halfling, Aasimar

## Districts

* **Charheath** *(Upper Class Residences)*
* **Grey Rock** *(Middle Class)*
* **Two Orchards** *(Lower Class)*
* **The Harbour** *(Market)*
	+ Inns & Taverns:
		- **The Greedy Unicorn**
			* Owner:
			* Barkeep
		- **The Crooked Hippogriff** (Conduit)
		- **The Charming Harp Inn**
			* Owner:
			* Barkeep
	+ Shops:
		- **The Mystical Carrot** (Apothecary)
			* Owner:
		- **Humble Jester Outfitters** (General Goods)
			* Owner:
		- **The Exalted Shield** (Blacksmith/Armorer)
			* Owner:
* **Organizations**
* **Notable NPCs**
	+ **City Duchess: Andrella Maerdrym** (Female - Half-Elf)

**Home | Chellearenth Geography | Chellearenth**
Arbitro Celebration

### Synopsis

A general celebration of the magic in Atemnity in general. More specifically, it celebrates the end of the Battle of Driedal.

### Decorations

* Black, Gold and Silver
	+ Streamers
	+ Balloons
	+ Confetti
* Fireworks (Magical and Mundane)
* Small Magic Tricks
	+ Prestigitation
	+ Thaumaturgy

### Events

* Magical Fireworks (of all types of magic)
* Fire Juggling
* Karaoke Battle

**Home | Calendar**
Ecowood

```
(Echo-wood)

```

## Population

Roughly 600 - 700 people; Many Humans, Many Half-Orcs

## Description

As the southern port town for the kingdom, Ecowood has a very large naval presence. The centre of the town is built a short distance from the water but it sprawls and spreads out mostly in the direction of the port. Much of the trade that makes its way through is very fisherman centric. Unlike the western port, Ecowood is a much quieter port town. It is also much more rigid and militaristic. More often than not the sounds heard are that of the boat horns announcing arrival and the marking of orders between Trevark officers. The smell of strong ale wafts from the various taverns where the Trevark officers spend much of their downtime. The smell of fish is also a strong smell wafting on the salty air.

## Commerce and Trade

The town's centre for commerce and trade hold court as the southernmost source of fish and seafood - primarily bringing ina plethora of crab as the biggest import/export.

* Inns and Taverns
	+ **The Raspy Turtle** (Tavern)
		- Owner:
	+ **Square Dart Inn** (Inn)
		- Owner:
	+ **The Grubby Cyclops** (Tavern/Inn)
		- Owner:

* **Shops**
	+ **The Fuzzy Leaf**  *(Apothecary)*
		- Owner:
	+ **Bean and Gone***(General Goods)*
		- Owner:
	+ **A Salt & Battery** (Fishery/Smoker)
		- Owner:
	+ **Hammered Coif** *(Blacksmith/Armorer/Weaponsmith) - Specializes in some particularly nice armour and weapons. Renowned throughout the kingdom for the quality produced. Not cheap.*
		- Owner:

## Organizations

* **Town Council:** A team of 5 people help to keep order in this town. They are led by an elected representative called the **Minister of Operations** of the current government and the other 4 members are elected by popular vote within the town.
* **Border Patrol Commission (BPC):** Responsible for keeping tabs on the birders to the kingdom. For tracking visiting merchants and entry and exits of visitors and citizens alike.
* **Department of Home Affairs (DHA):** Primarily census taking. Also responsible for coordinating elections to the town council or otherwise when the time comes.
* **Central Aquanous Authority (CAA):** Responsible for the collection and even distribution of collected water in this dry Kingdom.
* **Trevark Base/Port:** One of two ports in the kingdom where naval and fishing boats/ships constantly come in.
* **Postal System:** Laptis Birds for letters, caravans for packages.
* **The Lawmasters:** Local, non-military, peacekeeping force.
* **The Conduit:** Due to this being a port town, the conduit does have a minimal presence here with an underling of Carrier Stonesmyth as the contact point.

## Notable NPC's

* **DHA Representative:** Callie Perizada (Female - Human)
* **BPC Foreman:** Solomon Madri (Male - Human)
* **CAA Representative**: Shali Netherridge (Agender - Half-Elf)
* **Minister of Operations:**

**Home | Stonielien Geography | Stoniel**
Faydenn

```
(Fey-den)

```

## Description

A small, simple little village where the people live quite simply. Thatched roofs, wooden constructions, a little podunk. They have farmlands that spread out around it asnd interset with those of nearby **Vandemere**. It is a hardworking, farming community, manuare smell is not uncommon and is often collected and used as fertilizer in the fields. Colourful, bright flowers are also very common.

## Commerce and Trade

* **Inns and Taverns**
	+ **The Slimy Slug**
		- Owner/Barkeep:
* **Shops:**
	+ **The Winking Pixie** (Apothecary)
		- Owner:
	+ **Sew and Tell** (General Goods)
		- Owner:

## Notable NPCs

* **Leader**: **Sarra Raevern** (Female-Half-Elf)

**Home | Chellearenth Geography | Chellearenth**
Cryohydra

```
Artwork by Unknown. Colour alteration by me

```

The cryohydra is a horrendous and frightful creature. Their rage is only matched by their hunger. Cryohydra are the apex predator of their chosen hunting grounds and few would dare to challenge them. They never have more or less than seven heads.

The purplish-blue coloured Cryohydra is usually found in arctic environments. Sometimes a cryohydra that depletes its available food-source may relocate itself to warmer climates if the waters are cold enough. Cryhydra prefer dark, cool places to rest - caves are usually preferred.

If the surrounding environment is too warm for a cryohydras liking they will often use their ice breath to chill or freeze the water near its cave. if adventurers notice a glacial ice cave where one should not exist, there is a high chance a cryohydra is nearby.

**Furious Appetite.** Like all hydra, cryohydra have a voracious hunger. A cryohydra regards all lifeforms as its next meal and with their volatile personality, they never think twice to attack.

**Home | Fauna**
Flurry

```
Artwork by: Unknown off Pinterest

```

The Flurry, as it is referred to in the common tongue, is a large terrifying swarm of tentacles and ferocity found primarily in dense forests and jungles of the known world. Flurry can lie dormant for months waiting for prey to walk near their hide. While motionless the Flurry is indistinguishable from the surrounding vines or roots of its environment using a limited chameleon-like ability to change their colour to blend in. The Flurry can also burrow into the ground and wait for unsuspecting prey to walk ver their trap. Once the flurry detects movement it bursts from its hide with lightening like quickness, ambushing its prey with a nightmarish whirlwind of multiple tentacle attacks.

These tentacles wrap around the target before the target even have a chance to react, causing panic and confusion. As targets try to flee the Flurry hones in on their vibrations and takes chase. Once a target is grappled the Flurry begins draining its life force or slamming any creature trying to resist into unconsciousness. Targets can attempt to hide from the Flurry by remaining motionless (effectively making it "Blinded" but the tentacles will continue whipping around at everything within 10 feet as it tries to locate the intruder.

**Home | Fauna**
Heaven Petals

A blue glowing, white flower that never wilts. It has five tapered, teardrop petals. It is believed to be blessed by Harmony and for this reason, many followers have taken it as a holy symbol. The reason it is believed that this flower is blessed by Harmony is because when Harmony fell during the Battle of Driedal where she landed was filled with these white flowers and when she landed they were forever changed (begun to glow). And everywhere that Harmony has walked, or is believed to have walked, these flowers bloom.

**Home | Flora**
Carolija

## (Care-oh-lie-jah)

**School of Magic**

* Carolija is *the* premier school of magic (outside Hawthorne) that brings in magical prodigies from all over the world and teaches them how to control their magic - no matter where they draw it from.

**School Board**

* The school board consists of one representative from each kingdom, one unaligned representative from each deity and one representative from Earth for a total of 11 members.
**Admissions Policy**

Entrance to this prestigious school is generally when a child is identified as having magic of any sort. In fact, there are teams from the school that frequently take tours of Atemnity (with the exception of Serelia whose borders remain closed to them). However, it is still possible for parents to bring their magical child to the school to apply for entrance. In these cases, the child is put through a rigorous set of tests to prove their magical ability as well as to place them per competency. Most children begin their education as early as **5 years old.**

## **Length of Study**

Students at Carolija study for a total of at least **7 years**. Full length of study can vary depending on the individual but most students who are accepted or selected for study here tend to learn quickly and either ener the workforce or go off to Hawthorne for further study.

## **Future Careers**

Most **Mystics**, As they are called in Stoniel, wind up going off to **Hawthorne Institute of Legends** to finish their education. With the exception of any magic users with control over water or water creation - water creators and manipulators are given employment by the kingdom of Stoniel to aid in the constant water shortages.

**Home** **| Stonelian Geography | Stoniel**
Selmar

```
**Selmer** *(Sell-mer)*

```

## **Description**

Beautiful view of the ocean. Generally all made of the well ventilated wooden homes, though some are noticeably more well kept. Dark,gloomy, Wet, Humid, Professional.

## **Population**

Roughly 600; Drow, Half-orc, Some Tiefling

## **Commerce/Trade**

* Inns and Taverns:
	+ **The Lazy Margrave**
	+ **The Whispering Mummy**
* Shops
	+ **The Dark Tome** (General Goods)
		- Owner:
	+ **Black Metal Armory** (Blacksmith/Armorer)
		- Owner:

## **Notable NPCs**

**Queen’s Representative**:

**Home | Thallian Geography | Thallian**
Governing Council Advisors

Each member of the Governing Council has up to three people working under them as an advisor. These advisors report directly to said Governing Council Members and indirectly to the Council of Lords. Their main jobs include the actual implementation of plans and measures taken by the Governing Council members. All acts by these advisors must be ratified in order to be valid.

**Governing Council Advisors**

* **Justice**
	+ 1
	+ 2
	+ 3
* **Strategy & Tactics**
	+ 1
	+ 2
	+ 3
* **Agriculture & Logistics**
	+ 1
	+ 2
	+ 3
* **Finances**
	+ 1
	+ 2
	+ 3
* **Communication & Surveillance**
	+ 1
	+ 2
	+ 3
* **Military**
	+ 1
	+ 2
	+ 3
* **Foreign Affairs**
	+ **Varoth Kulanavi** (Female - Goliath)
	+ 2
	+ 3
* **Health**
	+ 1
	+ 2
	+ 3
* **Education**
	+ 1
	+ 2
	+ 3
* **Internal Security**
	+ 1
	+ 2
	+ 3
* **Technology**
	+ 1
	+ 2
	+ 3
* **Commerce & Industry**
	+ 1
	+ 2
	+ 3
* **Social**
	+ 1
	+ 2
	+ 3
Serelian Trade & Industry

Being a very isolationist kingdom, most trade in Serelia is internal, with the exception of the goods that cannot be produced inside the kingdom. This happens because of the generally suspicious nature of Serelian citizens who are very protective about their territory and information. The industry in the kingdom is not particularly strong, it is enough to fuel the economy of each individual islands. However, since shipping products from island to island incurs extra cost citizens tend to consume items that are produced on their own island. Though inter-island trade is not prohibited.

## Minerals & Energy Affairs

The most common materials extracted are iron and copper and generally are extracted by prisoners. Precious metals are not common in Serelia at all due to the geological formation of the area the limited space, which makes the production of jewellery nearly impossible.

Energy on the other hand is quite plentiful in this part of Atemnity. Serelia obtains its energy from two main sources: the waves and the maritime winds. Certain pieces of technology (such as wave modulators) were created in order to convert the mechanical energy contained in the waves and the wind into electric energy which is then distributed to the houses, industries and commercial buildings in the kingdom.

**| Home Page | Serelia |**
Axbriar

```
(Axe - briar)

```

## Description

Port Town. Small, mostly halfling town, with a majestic backdrop of mountains from its position on the coast.

## Districts

* **Commerce/Trade**
	+ Inns & Taverns:
		- **The One-Eyed Gorgon**
			* Owner:
			* Barkeep
		- **The Juicy Sage Tavern**
		- **The Flaming Flail**
			* Owner:
			* Barkeep
	+ Shops:
		- **Floral and Hardy** *(Apothecary)*
			* Owner:
		- **The Happy Tome** *(General Goods)*
			* Owner:
		- **The Exalted Knife** *(Blacksmith/Armorer)*
			* Owner:
* **Notable NPCs:**
	+ **Magistrate:**

**Home Page | Arkaley Island | Serelia**
Serelian Agriculture & Land Affairs

Because of its small landmass, there is not much room for farming or rearing animals for food - really the only crops grown in-kingdom are olives, rye, sugar beets, asparagus, spinach and anything that can stand the salty soil. . It is for this reason, that what agricultural goods cannot be drawn from the Jishem Ocean are imported from other kingdoms. The way that the kingdom deals with land and getting crops from other kingdoms is by the **Communications & Surveillance** and **Agriculture & Logistics** government departments working together to infiltrate **Everagil** and/or **Stoniel** yearly to farm and export back to Serelia.

**| Home Page | Serelia |**
Kedaldeen

```
(keh - dal - dean)

```

## Description

Land Defence Outpost. built along the coast with several watchtowers built for optimal vision across the nearby ocean grouped mostly around the coast but also spread out slightly up the foothills.

## Population

Roughly 50,000; Human, Half-Elf, Aasimar, Halfing

## Districts

* **Besk District** *(upper-Class Residences)*
* **Wimmam District** *(Middle/Lower class Residences)*
* **Menak District***(Temple District)*
* **Dorraim Market** *(Commerce/Trade)*
	+ Inns & Taverns:
		- **The Sweet Seeker Tavern**
			* Owner:
			* Barkeep
		- **The Crawling Nomad Inn**
		- **The Mood Warrior Tavern**
			* Owner:
			* Barkeep
	+ Shops:
		- **The Dapper Chemist Potions** *(Apothecary)*
			* Owner:
		- **The Bouncing Cherry** *(Magical Goods)*
			* Owner:
		- **The Empty Mug** *(General Goods)*
			* Owner:
		- **The Wise Hammer** *(Blacksmith/Armorer)*

			* Owner:
* **Notable NPCs:**
	+ Magistrate:

**Home Page | Myrefall Island | Serelia**
Caivian Clothing

Caivians take pride in their simplistic clothing styles with neutral colors worn by the men and pastel shades worn by the women. The women in the royal family wear silken dresses with exquisite embroidery and elegant brooches, whereas the men prefer overcoats and button down shirts. Slightly muted versions of the same are worn by the masses. Ivory, royal blue and light brown are common colors worn by Caivians.

**Home | Caivia**