recursal/Fanatic-Fandom huggingface dataset:
Pascoe

Originally a construct made by a traveling troupe of artificers who mashed their intellectual brilliance with the charismatic entertainment of a circus. Unknown to the artificers at the time, their construct held a catalyst that had the capability to harness souls which was used as the power source for the construct. Time passed and the construct was stolen from the troupe by a band of rogues who planned on using it for more devious methods. During this time, an elvish spirit whose mortal name was Pascoe inherited the construct. Pascoe attempted to escape the rogues, but they managed to trap him and eventually place a curse on his construct body that rendered him unable to maintain control of the construct. However, Pascoe's soul was still trapped inside. The construct was passed down through several skullduggery organizations for all manners of dastardly deeds including sabotage, subterfuge and assassinations. Eventually the construct was confiscated by *Alora**'s* guards where Lord *Warbler* put the construct to similar use.

When Lord *Derthag* staged a coup against *Cabium Silvercoat* to take his Khanship within the events of *Derthag's Coup*, Pascoe was deployed as an assassin to locate Cabium once he escaped Derthag's clutches. Pascoe used his scrying abilities to locate the group and engaged the *Alora Operations Personnel*in combat, but was defeated. During the fight, Pascoe was known to deploy mimic harlequin bodies that acted like puppet mannequins. If a mannequin was dealt any damage, it would deactivate until Pascoe's next activation. There were 6 total harlequin characters in the encounter which the real Pascoe was randomly determined at the start of his activation. *Tharod* interrogated Pascoe and removed his mask, thus breaking the curse and the group learned of Pascoe's misfortune. They decided to trust him and recruited him as an ally to restore Cabium to Khanship, but some are uncertain if Pascoe's story is true and of his allegiance. Pascoe later proved his allegiance after he distracted a bunch of guards within the Emporium that were enchroaching upon the AOP to capture them. Pascoe's distraction lead to his capture, but provided a window for the AOP to escape.
Ehlonna's Avatar (Dire Bear)

Originally created as *Ehlonna’s* physical form in the *Material Plane*, eventually she obtained enough influence over the plane to materialize as another avatar to appear as a pale green elf. However, her original avatar was manifested into a powerful creature that obeyed her every command and was called a Dire Bear by the surrounding populace. The Dire Bear encountered *Grimmock* when scavenging for food when his clan’s hunting party ran into it. In defense of its life, it attacked the clan and Grimmock managed to defeat it. Ehlonna tended to the beast and restored it back to its full strength afterwards. A few years later, the Dire Bear encountered *Chokoff*, *Ealrith*, and *Thork* on their travels through a *Calnlian* forest. The three, most notably Chokoff, were causing trouble in the forest so Ehlonna summoned the Dire Bear to ambush them. The three were outmatched and had to flee. Soon after, *Gormastyl*, *Tian Scalemoor*, and *Tyrion* also encountered the Dire Bear but were hidden from the beast and averted its attention.
Assassins Guild

Strange creatures from the underdark that have formed a secret group and officially named themselves the Assassins Guild. Members have dedicated their lives and bodies to the art of killing by reconfiguring their bodies to attune as powerful weapons. Additionally, they obtained magical powers to cast various spells that would assist in stealthy maneuvers to assist in contracts. The guild’s primary motive is to divulge in the art of killing and in the meantime generate an abundance of income for their sport.

The Assassins Guild was only encountered by *Chokoff*, *Gormastyl*, and *Ser Ravyn* while traveling along *Calnlian’s* north road to investigate a report regarding a nefarious bandit claiming to be a Dragon Inquisitor. Three members of the guild quickly ambushed the party after a party of rogues ambushed them first. One of the guild members plunged his blade through *Rhothomir’s* abdomen causing a mortal wound. The party dispatched the assassins, but never learned the nature of their business. The guild was contracted by *Elder Dragon Dwight Jackson* to assassinate Chokoff, but failed in their mission.
Gold Coins of Duplication

A seemingly normal gold coin that when doused in water, the coin would absorb the water and use its essence to duplicate itself into more gold coins. The coin will duplicate into 1d4-1 Gold Coins every liter of water poured onto it. However, the duplicated coins do not duplicate the magical properties of the original coin. Additionally, the duplications of the coins would come at a cost to the user defined by the enchanter of the coin.

## Adventures

*Gormastyl* looted the gold coins of duplication from *Zeezack’s* horde of magical items. There were 500 of them within the horde and he gave 300 evenly to *Ser Ravyn* and *Zavidur Ugadesh*. It was unknown at the time to Gormastyl and his companions that these coins were not simple gold coins. Ravyn later came into possession of Gormastyl’s share after his death. While in *Morgdrid*, *Yestow* detailed the true nature of the coins to Ravyn and Zavidur. Yestow described that the coins came at a great cost for duplication which is impossible to know without speaking to the enchanter. Yestow advised caution should the party seek to duplicate the coins.
Mana Potion

When drank, the drinker would recover all spell slots immediately.

## Adventures

The potion was seen at the 4th contest of *DhuKhan* when *Ealrith* was offered a couple of Mana Potions by the clerics of the arena. Afterwards, this potion was found in rare magic shops within *Thamtaruhm*. However, the item hasn’t been seen since the players left Thamtaruhm as the populace generally considers the potion to be an arena themed item. The potions were since once more while the party traveled to a city in *Celestia* within a magic shop named Brimishe’s magic shop.
Ability Score Revisions

Intelligence and Charisma seem to be pretty pointless or at least non-impactful to our playstyle outside of the casters that use them as a base. The following revisions have been implemented to make them more useful.

### Intelligence

**Lore (Deprecated)** Intelligence gains a sub-concept referred to as Lore which applies bonuses to relative ability checks, some even when Intelligence might not normally apply. The amount of Lore you know is equal to 1 plus your Intelligence ability score modifier. Lore is spent by creatively coming up with a narrow area of knowledge such as Sailing, Engineering, Demonology. etc. You gain a +1 bonus to ability checks as a lore bonus when performing checks related to those areas of knowledge (this cannot stack if multiple lore areas would overlap). Topics should be broad enough that they don’t encapsulate only a couple of skills that exist in the game already and ideally pertain to many skills.

This aspect was deprecated because players never utilized it.

**Extra Proficiency**You begin proficient with an additional number of tools, weapons and languages of your choice equal to your Intelligence ability score modifier.

**Treasure Rolls** Your d20 and d100 roll on treasure rolls can scale with Intelligence ability score modifier

### Charisma

**Confidence** Once every short rest, you can reroll checks that result in less than or equal to your Cha score that don’t result in critical failure.

**Death Saving Throws** Your charisma ability score modifier is applied to death saving throws to represent your sheer force of will to live.

**Death's Grip (Deprecated)** Your charisma ability score modifier scales with how many times you come bounce back from reaching 0 hit points before forceful death. See *Death's Grip* for details. This aspect was deprecated because it doesn't happen enough to warrant a threat to any decision making.

**Shaken** Situations might arise that make your character hesitate or fall prey to minor amounts of fear. See the *Conditions* page for details on Shaken.
Nexus

A portion of subspace within unknown areas of the cosmos where leylines that connect all planes converge together. The Nexus is the home of the *Nexus Arbiters* where they keep a watchful eye on the balance of law and chaos throughout the cosmos. Once can only access the nexus by streaming through the leylines.

*Talon*, *Thalnik Ulmrus* and *Zikore Raug* completed the last trial of the *Dreamscape* and unlocked the Paragon's March. They communed with a Nexus Arbiter, Exi, who explained the nature of the Nexus, it's purpose and many other things. The party learned they now have the ability to traverse the Paragon's March by utilizing the leylines connected to the Nexus.
Gauntlet of Transmutation

### Description

A gauntlet that is extremely light yet hard as steel that only covered the middle, third, and pinky finger of a halfling sized creature.

### Type

Trinket

*Elder Dragon Rider Merek Uhmil* conjured the gauntlet for *Tyrion* after losing a few of his fingers during a battle with zombies. Tyrion was knocked out during the fight which after *Dustin Sochacki* rolled a double critical failure, the zombie that knocked him out began to devour him starting with his hand. Merek intercepted and saved his fingers, but Tyrion’s companions *Gormastyl* and *Tian Scalemoor* ate them. Since Merek no longer had Tyrion’s flesh, he created the gauntlet to replace Tyrion’s lost fingers. The gauntlet returned to the dust it was created from once Tyrion was killed and disposed of.
Enwelneth's Boon

A pale white mace that contained the spirit of *Enwelneth Calnlian.*

**Communication by Emotion:** The item communicates by transmitting emotion to the creature carrying or wielding it.

**Senses:** The item has hearing and normal vision out to 120 feet.

**Ability Scores:** Wis:12 | Cha:12 | Int:15

**Alignment:** Lawful Good

**Conflict:** If the wielder conflicts with the weapon’s interests it will attempt to take control of the wielder. Wis Save DC 15: Fail, the wielder is charmed for 1d12 hours. While charmed, the wielder will perform the weapon’s command. Save throws are done each time the wielder takes damage. The weapon can only attempt to control its wielder once a day.

**Forest Affinity:** Whenever the wielder is within a forest, the weapon feels light as a feather and will deal an additional 1d6 Bludgeoning damage during attacks.

**Conjure Celestial:** Whenever the wielder successfully hits an enemy with the weapon and the target is of Evil alignment, roll a Smite check 1d20 10: Succeed, the weapon transforms into a Deva angel for 1d4+2 rounds. The Deva angel will take its turn after its wielder. Upon summoning, the Deva will perform a single melee attack against the target the wielder hit.

Deva - Medium Celestial (pg. 16 MM)

 Angelic Weapon: The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage.
Magic Resistance: The deva has advantage on saving throws against spells and other magical effects.
Saving Throws: Wis +9, Cha +9
Skills Insight +7, Perception +9
Damage Resistance Radiant, Bludgeoning, Piercing, and Slashing from non-magical weapons
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120ft
Languages All, Telepathy 120 ft.
Multiattack - x1 Attack - Can cast Healing Touch after attacking
Mace - Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage from Angelic Weapon
Healing Touch (3/day) - The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

### Personality

* Interaction Traits: Honest
* Ideals: Respect and Fairness
* Bonds: Protective of Wielder
* Flaw: Foolhardy Brave
* Special Purpose: Aligned - Seeks to defeat or destroy those who are Evil

## Adventures

The mace initially was looted from the *Undead Giant* by *Calirius*. Calirius and his companions quickly discovered the angel within the mace after attacking a band of undead. Ever since, the mace has been transferred to many different player characters. At some point, the mace has been in the possession of Calirius, *Chokoff*, *Ealrith*, *Gormastyl*, and many of Hector’s worshippers.

The item was effectively destroyed once *Akir Duskwalker* *was* banished to *Celestia*while having the mace on his person. Enwelneth’s banishment to the mace was purged and he was free to roam as his true celestial form once more. The exact reason for why the banishment was lifted is unknown, but Enwelneth believes it is the Lawful-Good aura of Celestia that countered Hector’s enchantment of jealousy.
Nost-na-Lothion

The most famous elvish festival to celebrate the bountiful harvests across the woodland kingdom. *Nyrendell* hosts the event, inviting all nobles and commoners to celebrate. The festival contains many traditional games and an obscene amount of food and drink. *Calirius*, *Chokoff*, *Ealrith*, *Henath*, and *Sir Poppins* spent the entire day at Nost-na-Lothion and engaged in all of it’s activities. The games available to play were: Arena brawl, all you can eat/drink contests, catch the hen, archery precision, tug of war, catch the greased halfling, rowboat races, and three dragons ante. The players would typically agree that the session they encountered the festival was the “most fun” session of the entire campaign.
Death Saving Throw Overhaul

The following changes are observed when performing death saving throws:

* Your charisma ability score modifier is applied to death saving throws to represent your sheer force of will to live.
* Death saves are performed in secret with the DM as to prevent others from meta-gaming how close to death's door you are.
* When you reach 0 hit points and must perform death saving throws by bleeding out, you suffer one level of exhaustion.

**Stabilization** A bleeding out character can only be stabilized with the use of magical healing or usage of a healer’s kit. Magically healing a bleeding out creature provides 1 death save success for every 10 points of healing they receive. If you heal a creature that is stabilized, they become conscious with hit points equal to what you healed them for. A creature that stabilizes automatically remains as such, but must repeat death saving throws for every hour they go unattended by medical attention until they regain consciousness.

**Permanent Injury** Instead of taking a death save failure, you may optionally take a permanent injury of some sort. This can be a physical or mental ailment. These injuries might be losing an appendage, losing an eye, your arm goes limp, you suffer an indefinite madness effect as concussion repercussions and etc.

**Scars** Whenever you reach 0 hit points and begin bleeding out, you obtain a scar for immersive flavor. The nature of the scar is determined by you and should be inflicted on a location that makes sense to the attack that felled you.
Crown of Critting

The Crown of Critting is a physical crown that a player would wear after achieving a roll of a natural 20 on any official check. Players who are wearing the crown may spend it to reroll any skill check that didn’t result on a natural 1. To maintain the anxiety of wielding the crown, other players could “steal” the crown from the wearer it if they were to roll a natural 20 before the wearer could use its ability.
Nosgoth

*"Fleshy!" - John McAndrews*

A strange creature with telepathic and burrowing abilities that resides in the *Underworld*. Nosgoth first encountered *Calirius*, *Chokoff*, *Ealrith*, and *Henath* when they entered the Underworld and on occasion assisted them in various ways. This creature also caused the party some headache with many different forms of tomfoolery. However in the end, Nosgoth seemed to be the comic relief at just the right time for the party venturing through the horror that is the Underworld. He was most known for his theatrics in trying to help the party, but sometimes it caused more harm than good. His catch phrase upon meeting the party was "Fleshly" due to the group's mortal, humanoid skin.
Pyrrhic Prudens

A middle aged man with an elderly complexion that has wrapped himself in off-white sashes containing illegible writing. Most of his skin is covered with sashes except random parts of his arms, legs and his mouth. At a glance, one can see that the sashes contain some sort of writing on them that is illegible.

Pyrrhic is originally from *Therinox* where his home village died out sporadically except for himself. The reasons for this anomaly are unknown to Pyrrhic and he has searched the world for answers, but to no avail. Eventually he encountered an order of divination acolytes who were sympathetic to his woes and performed *Fade* rituals that enabled Pyrrhic to talk to the deceased spirits of his clan. Pyrrhic inscribed the dying wishes of every villager on sashes which he then donned and committed his life to fulfilling their wishes. Initially Pyrrhic wanted vengeance for his village, but he eventually came to peace with it after a long time of communing with the acolytes.

One day Pyrrhic arrived at the usual location he'd meet the acolytes, but found them to have been killed by the *Dragonscales*. The Dragonscales chased Pyrrhic to a hideout which they suspected him of evil acts with the Fade. Pyrrhic barely managed to escape the Dragonscale agents before discovering notes and research of the acolytes in the event of their demise. Their notes instructed Pyrrhic to seek out *Elder Dragon Rider Eras Yothyr* and that he can trust her. After escaping the Dragonscales, Pyrrhic searched the lands for over 9 years before traveling to *Ebonen* where he finally caught wind of Eras' location.

Pyrrhic used mutual contacts to instruct Eras to meet him in the city of Streindresh within Ebonen near a tavern named the Sloth's Den. Pyrrhic managed to find Eras and discovered she was accompanied by the *Phoenixborn*. Pyrrhic foretold his tale with the divination acolytes and offered aid to Eras should she desire to perform Fade rituals again. Eras expressed interest and the group set out to obtain the reagents Pyrrhic could remember of the research he discovered of the rituals.

Pyrrhic was teleported by Eras to *The Scar* where they rendezvoused with the Phoenixborn. With all reagents gathered, Pyrrhic performed the Fade rituals within The Scar in an attempt to best snare spirits. The ritual resulted in catastrophe which nearly ended Pyrrhic's life. Eras resorted to using the spell Wish to save him and mustered her last bit of strength to teleport everyone to safety in Caelum. While there, Pyrrhic came face to face with the one he fears most, *Elder Dragon Rider Kaiden Armov*. Kaiden seemingly expressed disinterest in Pyrrhic's past deeds, but Pyrrhic doesn't feel safe in his presence.
Nymth Vazikt

**Class** Warlock

**Origin** Daughter of a Survizzat councilmen

**Behavior**: Flirtatious, charming, eager, forgiving, often messy and disorderly. Often performs small rites for Ralishaz. Hides her brilliant mind behind a stereotypical harlot persona. Spends her free time practicing magic, rituals and drills with her subordinates.

Has a succubus creature (Nessyra) bound to her who follows her as a minion. The minion is generally mute and obeys her every command without question.
Brewers Guild

A small group of *Calnlian* citizens who banded together to purchase a large plot of land to dedicate towards their passion of growing exotic wines, ales, and other alcoholic beverages. The guild’s plot of land and guild house resides outside of Calnlian on the north-west side of the city walls. The guild has two types of members: a Brewer and a Laborer. A brewer will either travel the lands in search of rare materials to craft their goods or become an expert on producing the alcoholic beverages. A Laborer strictly resides within Calnlian and assists on tending to the plot of land the guild owns and harvests the grounds for materials such as grapes, honey, and other ingredients used in their goods. *Chokoff* is the only player character to join the Brewers Guild and pursued the path of a Brewer. He purchased introductory books and immediately began to craft simple meads and beers. Chokoff became better at his craft over time, but quickly became impatient as the quality of his craft increases only with time. In the interest of a long term investment, *Ser Ravyn* purchased a large amount of ingredients for Chokoff to craft an entire keg of one of his meads. The two housed the keg within the guild’s storage and will wait for it to age until it is ripe for selling.
Exfalnir

While in *Calnlian*, *Zikore Raug* desired to gain a loan from the Calnlian Bank to start a new reagent shop. However, he was turned down due to a high failure rate of such shops but forwarded to Exfalnir. It was suggested that Exfalnir is a noble who desires to monopolize reagent shops in Calnlian and might sponsor Zikore.

Zikore found the copper dragonborn strolling about the nobles district. He obliged Zikore with a small loan with a 15% interest rate and he’ll lend Zikore a market stall in a moderately busy part of the commoner’s shopping district at 20% tax to begin with. Exfalnir can also accommodate Zikore with staff, but it’s up to Zikore to commission their payments with his loan. Exfalnir suggests that the numbers of their arrangement will get better if Zikore proves his startup shop can prove profitable.
Banner of Valor

### Description

A banner which can be held in hand or has the mechanisms to be attached to the back of your armor. It’s shaft has an ornate design and banner image as a symbol of light and courage.

### Type

Accessory

While wielding the banner of valor, all friendly creatures within 30ft that can see the banner gain +1 to their attack rolls when attacking undead creatures and deal an additional 1d6 damage when dealing damage to undead creatures.

## Adventures

After battling some undead at *Deadbreak Fortress, Haladavara Arel Umezana* discovered the banner by sifting through some rubble from the battle. Seeing it as a banner of war, he offered it to *S.C.A.R.E.C.R.O.W* who plastered it onto his armor to display it properly.
Children of Chrome

The Children of Chrome were solitary people who settled as dwellers in caves beneath a ruined temple dedicated towards *Bahamut*. The origins of their ancestors are unknown, but their ancestors were a group of human slavers who only enslaved beautiful women. Their voyages took them into *The Frosted Steppes* at one point where they ransacked the temple of Bahamut, but were eventually met with a dragonborn band that forced them to flee. Their only solstice was a cave that was veiled by secret entrances which they eventually settled the area. Over time, the slavers domesticated their unwilling women and birthed two generations of children. All slavers and their slaves were human men and women. It was unknown to all, but the grandson Argothan of the leader of the Children of Chrome knew their heritage as all the others had no way of knowing.

*Darius Leopold*, *Ghrolok Stonecrusher*, *Lucian* and *Yestow* encountered the Children of Chrome while delving the ruined temple. Both groups seemed very surprised to see one another which Argothan met them and invited them into their village with hospitality. The hospitality was short lived however as the party quickly learned lore about the Children of Chrome and that they were effectively trapped in the cave. Darius took it upon himself to murder all of the Children of Chrome since they were all human with no escape. Ghrolok had a notable dispute with Darius and attempted to stop him, but failed.
Zeezack's Bodyguard

After infiltrating *Zeezack’s* Stronghold, *Akir Duskwalker*, *Arthus*, *Ser Ravyn*, and *Zavidur Ugadesh* dueled a large fire golem that acted as Zeezack’s bodyguard. The golem had comically locked the party into a room and instructed to stay still as he killed them before engaging in combat. The golem wielded an arsenal of combat tactics that included variable passive abilities and attacks depending on the cardinal direction it faced. It’s abilities enabled a damage shield, damage resistance, area of effect attacks, and amplifying it’s own damage. The golem also summoned swords, chains, and fire wisps to disrupt the party while also dealing damage to them. The summons disappeared once the golem was hit in a specific cardinal direction. The party more or less didn’t attempt to solve the puzzle of the fight and simply attacked the golem enough to defeat it. After the golem’s armor crashed to the ground, a warrior spirited named *Nukirah* emerged and told the party he had been enslaved for as long as he could remember. Nukirah later assisted the party in assassinating Zeezack and escaping the stronghold.
Impact Shield

### Description

A large metal shield that contains a circle as its banner which glows bright light the higher the kinetic charge. At full charge, the light shown would be the equivalent of a lit torch.

### Type

Armor

Whenever an attack is performed against the wielder, they may use their reaction to block with this shield and perform an Athletics check. If the result is equal to or exceeds the damage dealt in the attack, the shield stores kinetic energy equal to half of the damage taken  (rounded up) to a maximum of 40 kinetic energy. Checks performed this way do not reduce damage taken from attacks.

On command, the wielder may use an action to perform a melee attack with their shield. The attack will deal damage equal to the amount of kinetic energy stored in the shield and bypass any resistances a creature may have.

## Adventures

After *Gormastyl* looted the Impact Shield from *Zeezack’s* horde of magical items, he bestowed the shield upon *Ser Ravyn* who later gave it to *Zavidur Ugadesh*. During their travels, Zavidur became suspicious of the shield and its magical properties. Zavidur attempted to strike the shield to see what would happen and the shield began to emit a light due to it gaining kinetic energy. However, Zavidur wasn’t strong enough to provide additional charges. Instead, *Yestow* offered to attack him while holding the shield. Yestow’s attack was so strong that it knocked Zavidur back 10 feet which caused the shield to gain almost a full charge. Zavidur learned the shield’s full nature after having it appraised by a master enchanter while traveling through *Celestia*.
Raven's Crossing

A moderately sized trading settlement that is vastly popular for travelers as Raven's Crossing acts as a crossroad between larger cities and the cursed barrens. The settlement's main infrastructure is comprised of a trading center. The populace seen is primarily a mix of dwarves, gnomes and half-orcs. The town contains roughly 3,000 citizens and has a small military guard belonging to the *Quindescent* faction to uphold order.
Ashtok Clan

Lizardfolk and Dragonborn that acted as rulers of *Durgrax* because of their military strength. The Ashtok Clan have not always ruled Durgrax since it was founded, but instead was elected as a dictatorship during the hard times of the *Dark Age*. The struggles of the events throughout the dark age took its toll on the city with starvation, poverty, and lack of trade. Politics between Durgrax and the great cities slowly crumbled until finally broken when the Ashtok Clan received reports of one of their scouts were ambushed and killed while patrolling in one of *Calnlian’s* forests. Durgrax believed Calnlian was responsible and immediately went to war. They performed a single *assault on Calnlian*, but ultimately failed. Additionally with the bulk of their forces in the assault on Calnlian, the *Vithari* committed an assault on Durgrax and the city was destroyed by a series of powerful magical bombs that were placed by *Gormastyl* and *Tyrion* before the battle. The Ashtok Clan was believed to be completely wiped out until finally resurfacing in the Calnlian forests. The remnants of the clan were those who were not in the city at the time and now reside within *Nyrendell* settlements. The group was heavily questioned and interviewed over the matters of the Assault on Calnlian.
Lich's Servant

### Description

A charred black ring with Infernal engravings etched on the inside. The engraving says “The Lich’s servant for eternity”.

### Type

Trinket

Wielder has advantage on all attack rolls with Necromancy spells. All creatures affected by the wielder’s Necromancy spells have disadvantage on saving throws against the spell.

**Stat Bonuses** +1 CON

**Madness** If the wielder’s Wisdom is below 14, they will suffer a short-time madness effect whenever they awake from any rest. If the wielder suffers these effects for three days in a row, they suffer an indefinite madness.

**Summoning** Once a day, the wielder may use an action to summon a Zombie Servant. This servant is similar to Unseen Servant and must follow any order the wielder provides. This zombie may be used for combat with the following stats:

Zombie Servant- Medium Undead (Neutral Evil)

 STR 13 (+1)
 Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60ft
Languages Understands common, but can’t speak it
Undead Fortitude Whenever this creature would be brought down to 0 hit points, roll a Con DC equal to 5 + the damage taken. Success, the zombie drops to 1 hit point instead unless the damage was critical or Radiant.
Slam - Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) bludgeoning damage

## Adventures

The signet was initially found after *Calirius* accidentally fell into a small chasm while traversing through the *Underworld*. The chasm was a secret burial place for the signet and it was locked inside of a small chest while being guarded by a dart trap. Calirius overcame the trap and looted the chest, however he never opened it. The ring was ultimately never discovered by any player due to the fact that Calirius never attempted to open the chest and left the party when they escaped the Underworld.
Dulath's Gate

An enormous hole formed throughout a hollow mountain leading directly downward into the *Underworld*. Dulath’s Gate acts as the a portal between the *Material Plane* and the Underworld. The gate is filled with dangers as creatures from the depths are constantly rising upwards into the material plane to spread disease and death. The other side of the gate within the Underworld is simply a giant hole at the top of the plane where a miniscule speck of light from the other side is visible. The gate was created prior to the *Dark Age* by *Elder Dragon Dulath*. The gate is Dulath’s primary passage for his armies to enter the material plane.
Muladhara Mask

### Description

A alien looking mask with a seal etched upon its forehead. The mask is made of obsidian and while donned, the wielder hears feint chiming echoes that cloud the seeming whisper of someone far away.

### Type

Armor

Grants resistance to psychic damage and wielder is immune to effects that would have their mind read or location known through magical means.

**Spirit:** The divine spirit of *Muladhara* resides within the mask, but is sealed away with an advanced arcane seal.

## Adventures

*Ghrolok Stonecrusher* came into possession of the mask after defeating a *Baphomet Cultist* near *Mount Spire* during the *Assault on Mount Spire*. The mask revealed to contain a spirit within, which eventually *Elder Dragon Rider Kaiden Armov* broke the seal for Ghrolok. When Ghrolok donned the mask immediately afterwards, Muladhara appeared before Ghrolok and told him he would train him to hone his chakra. Additionally, Muladhara instructed Ghrolok to seek out a notable temple in northern *Therinox* where he might find the other divine spirits of the Chakra.

Ghrolok may summon Muladhara’s spirit by donning the mask and attuning to it for at least an hour by focusing their Muladhara chakra. Muladhara’s spirit will appear before them and train them to further enhance their chakra. The training lasts 4 hours which consists of physical labor, combat training and odd mental thinking exercises. After completing the training, Ghrolok must succeed on a Con 16 check in order to gain progress towards the respective element he was training for. Each ritual requires materials that correspond to the aforementioned element. For example: to practice Cold, one might drench themselves in freezing water while honing their chakra. After succeeding twice in retaining their training, Ghrolok will become proficient with the element. Whenever he deals damage, he may alter the Force damage he would deal into any of the learned elements instead. Ghrolok managed to learn Fire and Cold during his time with the mask.

**Learnable Muladhara Elements**

* Cold
* Fire
* Lightning
* Poison
Norox

Norox was enslaved by the hands of *Zeezack* due to his intriguing power of being able to sap evil essence from objects or people. Norox spent a couple years in slavery until he was freed after *Akir Duskwalker*, *Arthus*, *Ser Ravyn*, and *Zavidur Ugadesh* killed his captor at the time. Norox shed interest in communing with Ravyn specifically, but never gained the chance as Ravyn was hasty to leave *Gulrag* upon returning from their mission at Zeezack’s stronghold. Ravyn later sent a messenger to Gulgrag to retrieve Norox and bring him to the *Dragon Inquisition*. After arriving at the inquisition’s fortress, he spoke with Ravyn regarding his possession of *Dhegora’s Pain* and a family trinket that was bestowed upon Ravyn by *Ser Grumphet*. Norox explained to Ravyn his abilities to sap evil essence and with Ravyn’s permission, he purged the evil from Dhegora’s Pain. In addition, Norox performed a small demonstration for Ravyn with his family trinket and informed him that he had in his possession a celestial guardian’s essence which at the time had the power to purge lesser evil. After their conversation, Ravyn invited Norox to join the Dragon Inquisition as his unique talents could prove useful to the order. Norox accepted as thanks for Ravyn and his companions rescuing him from his former slavers.
Celestia

A heaven-like environment where most of the land appears in vibrant white hue. Cities and towns are built of white marble and stone along with the vast majority of the population of the plane are celestials. The plane is governed by the deity, *Rao*. When speaking of Celestia as a plane, it’s residents sometimes refer to it as Mount Celestia due to an immensely large mountain in the center of the plane’s geography. The plane is separated by seven unique layers which all contain their own atmosphere (in order from lowest to highest): Lunia, Mercuria, Venya, Solania, Mertion, Jovar, and Chronias. Each layer appears to be spatially infinite. Inhabitants access each layer by traveling sacred paths along the mountain at Celestia’s core.

After a long battle of attrition with vagabonds and otherworldly planar travelers, the plane began to suffer from odd effects of tourism. Many creatures from other planes polluted the divine environment and society. The most affected layers of the plane were the lower half which Rao eventually decreed that outlanders could no longer gain access to layers higher than Mercuria. The decree enabled the high layers of Celestia to recover, however Lunia and Mercuria suffered greatly. After a few years, the two layers began emulating traditional societies found within the Material Plane and some purist celestials feel that the people of Lunia and Mercuria have lost their heritage. In an attempt to restore his people’s values, Rao issued an additional decree which banned all goods and services that would allow planar travel to or from the plane. However, travelers still be able to travel to Celestia if they had the means to. Some of the purist celestials hold hopes that Rao will issue a final decree that will ban outlanders all together.
Dhegora's Pain

### Description

A large steel chain that appears to be indestructible. The chain retains its natural gray color even throughout decades of use, however it is extremely difficult to wash the blood off the chain when it draws it.

### Type

Weapon

**Martial Weapon** Any creature proficient with martial weapons is proficient with this weapon.

**Communication by Text:** The item communicates by writing text along its chains, but the text is written in the blood of those it has killed.

**Senses**: The item has hearing and normal vision out to 120 feet.

**Ability Scores:** Wis:13 | Cha:15 | Int:16

**Alignment:** Chaotic Evil

**Conflict:** If the wielder has not attacked anyone with this weapon within 8 hours, the chain will self animate and attack its wielder with advantage on the attack. It may choose to automatically attack targets on a whim if it feels the wielder is not performing well enough in its interests.

**Mortal Wounds:** Any creature that is hit by this chain has its Maximum Hit Points reduced by 1 permanently. This is due to the chains sapping the life force from the creature when it spills their blood.

**Soul Sap:** Whenever this weapon deals the final blow to a creature, the wielder gains temporary health points equal to the amount of remaining health the creature had before dying or becoming unconscious.

**Personality**

* Interaction Traits: Mischievous, Psycho
* Ideals: War and Blood
* Bonds: Seeks to drink the blood of anything it can
* Flaw: Ignorant to danger
* Evil Item: The wielder may seek to purge the evil spirit that dwells within the weapon. If the feat is accomplished, the chain retains its stats except there is no longer a spirit within.
* Self Affliction: If the wielder feeds the weapon their own blood voluntarily, the chain is satisfied for 24 hours and will grant an additional 2d6 on all Attack Rolls and Damage rolls for the duration.
* Selling Price Only an Evil aligned creature would buy this item and likely not in exchange for gold.

## Adventures

After *Gormastyl* looted Dhegorah’s Pain from *Zeezack’s* horde of magical items, he bestowed the chain upon *Ser Ravyn*. At the time, the evil spirit’s presence within the weapon was unknown to Ravyn. However, he could sense great evil from it. Later in his adventures, he attempted to cleanse the demonic spirit within the item by wrapping it with bless scrolls infused with holy water. The detention of the weapon caused it’s bloodlust to forcefully subside until it can free itself of the holy relics. The spirit within the chain met its end once Ravyn met *Norox* who purged it from the item. The item is now a simple chain which is in Norox’s possession.
Howling Mountains

Mountains that emit an odd sound constantly throughout the day and night. The sound typically suggests a roar of a dragon. Many fear these mountains because they believe that an actual dragon lives inside of them. Others believe that the formation of the mountains cause the wind to whistle the roaring sound instead. Due to the myth of a dragon residing in the mountains, they are mostly uninhabited. The only people who live within the mountains is the *Evocation Clan* and they are caretakers for the legendary *Elder Dragon Tharos*, The Evocation Elder Dragon. Very few people know of the clan’s existence because they remain solitary unless needed and use illusion magic to conceal their temple within the mountains.
Earl & Meredith

An elderly couple who lived in the middle of the forest between the *Dragonscale* Fortress and *Calnlian*. They had a house on the side of a road where they lived simple lives as farmers.

*Chokoff*, *Ealrith*, and *Thork* met them after escaping the Dragonscale Fortress and sought aid for their wounded ally, *Elder Dragon Zurrath* (in human form Omar). The couple helped the party, but asked for help on their farm in return. The party obliged and stayed with them for a couple of days. The party’s presence however was ultimately the couple’s demise as the Dragonscale’s caught up with them and assaulted the farm. Earl and Meredith died in the assault.
Agmul Vardis

**Primary Race** Orcs

**Economic Power** Moderate

Host of many shamans and savage warriors.

Land has many swamps and abhorrent creatures.

## Governance

Several sub-groups constantly wage for primary authority over the state. The groups are based solely off discretion and often include members of common ancestry. These groups compete in contests on a biannual basis with which the winning tribe leads the state until the next contest. The current group in control is the Howling Fang Tribe whose most powerful warrior, *Drak*, leads them.

Agmul Vardis' capital is Sagorim, located in the north-west region of the state surrounded by a lake and swampland.

## Culture

**Dauntless** All who live in Agmul Vardis have seen some form of tragedy and the many nightmarish creatures that plague their swampy lands. Due to this, most warriors are very brave and are unlikely to shy away from a fight or challenge.

**Mighty** The majority of Agmul Vardis soldiers are of warrior clad where each of them dedicate their lives to bolstering their physical strength as much as possible.

**Shamanistic** Many orc warriors dedicate their societies to the magics of nature and the spirits of the dead. They believe their ancestors help grant them strength through the use of magic.

**Savage** Agmul Vardis soldiers believe strength is everything and their might justifies the means for all actions they take. This often imposes disaster upon their enemies due to these warrior's barbaric nature.

## History

Agmul Vardis was founded in year 1310 initially by nomadic orc tribes who eventually formed as a state due to the constant attacks from their warring neighbor, Streindresh. The nomads retain their group identities by observing their ancestral tribes during the state's founding.

## War Status

* Oakenville: Neutral (Hostile)
* Bellminster: Neutral (Indifferent)
* Unduan: Neutral (Indifferent)
* Streindresh: At War
* Desetu Ereshnul: Neutral (Hostile)
* Bravekthrum: At War
* Survizzat: Neutral (Indifferent)
* Rustburgh: Allies
* Barest Dimden: Neutral (Friendly)
* Hazelford: Neutral (Hostile)
* Aekoth: Neutral (Indifferent)
Kaylenith

## Pre-Dark Age

Also known as "Kaylenith the Abysmal". After *Elder Dragon Venia* suffered her fate, *Elder Dragon Tharos* turned for revenge against Kaylenith. Kaylenith knew of the upcoming fury of Tharos and charmed civilizations to raise armies to defend her. Although the armies were great, they were no match for the strength of Tharos. All cities and settlements involved in the resistance were laid waste with Tharos' fiery breath. Filled with sorrow, Kaylenith fled from the world. It is rumored that she flew to the skies and escaped before Tharos could catch her.

## Dark Age

Nothing is publically known about Kaylenith after she fled to the skies to escape Tharos. While only known to the Elder Dragon Riders, she harbors herself in *Caelum*.

*Arizu Valbis* and *Ghrolok Stonecrusher* traveled to Caelum with the assistance of *Elder Dragon Rider Kaiden Armov*. Just before entering the portal to return to their former location, they witnessed a glimmer of purple light in the distance where they saw Kaylenith in flight.

The purple rider lineage suffered a lull with Kaylenith as none of the enchantment riders communed with her since the dawn of the *Dark Age*. This caused each forebear to become increasingly unstable with their powers. Kaiden Armov was the first to speculate that their powers were experiencing anomalies due to the long absence of commune and suggested that *Elder Dragon Rider Cassandra Teth* immediately do so.

Kaylenith was seen making an appearance from a series of floating mountains in the skies near Caelum. Her appearance summoned a massive horde of wyverns that assaulted the approaching float fortress, *Skyhold*. During the battle, Kaylenith also charmed several of Skyhold’s forces to attack its own allies. The battle continued until Cassandra Teth rode a conjured pegasus to directly mount Kaylenith and commune with her. Kaylenith devoured the pegasus whole, but Cassandra managed to successfully commune with Kaylenith which caused them both to leave the battlefield.
Mathias

Mathias was informed by *Joseph Myriad* that a dragonborn named *Ser Ravyn* who lead an order named the *Dragon Inquisition* successfully slaid *Zeezack*. With this information, Gulrag had dispatched a small militia to combat the slaver menace and were able to drive them out of the *stronghold*. Mathias was tasked to establish relations with the Dragon Inquisition in gratitude for their efforts in the *Gulrag Peninsula*. *Aedan* and Ravyn discussed diplomatic affairs lightly with Mathias once he arrived at the order’s fortress which the future of the relationship between the two entities is uncertain.
Tome of Nanim

The tome was created by the first lineage of elves to walk the material plane. Nanim is an old elvish phrase for “ancient hope”. The tome was lost hundreds of years before the *Dark Age* and eventually was considered a myth after generations of man. It is considered legendary and an item of extreme influence because it contains ancient text that describes how the new world came to be. More importantly so, how the *Elder Dragons* came into existence. Those who believe in the tome’s existence believe that the tome contains the secrets of undoing an elder dragon’s immortality. Some are naive enough to believe that the book also contains secrets of how to obtain power that could match an Elder Dragon. Almost nobody knows that the possession of the tome is currently in the hands of *Elder Dragon Rider Kaiden Armov*.

The Tome was seen by *Arizu Valbis*, *Ghrolok Stonecrusher* and *Lucian* while in the hands of Kaiden during the *Assault on Mount Spire*. Kaiden used an incantation in the tome to undo a powerful seal that broke down a barrier set by *Elder Dragon Zinnath*. The text in the tome was read in ancient draconic which even Kaiden struggled to cite.