recursal/Fanatic-Fandom huggingface dataset:
Johan Gowain

Johan Gowain, The Third in line of the Gowain name to work with the Feldstones as co-owners of Iron Tusk Mining & Lumber. (It is rumored he isn't full Goliath due to his full head of hair)

## Description

### Appearance

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### Personality

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## Biography

### Background

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### "Session where NPC was present"

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Niflheim Stones

Seven opal runestones, each the size of a shield and emblazoned with onyx sigils, are mounted equidistant from each other on the ship’s hull. Mists swirl about the ship while the runestones are mounted, making the ship difficult to pinpoint. Attacks against the ship are made with disadvantage. If it is hit with an attack, the mists disperse and attacks against it do not suffer disadvantage until the beginning of the ship’s next turn.
Ushi

Second to arrive in the race is the rat Nezumi, usually depicted as dependable and strong, not backing down from hard work. As with all the gods, people recognize the negative and positive aspects of their pantheon and ensure that the gods are worshipped as a whole as well as individually.

## Domains

Seen depicting manual professions, hard work and labor, and tradition as well as grudges
Living Hull

Suffused with potent druidic and natural magics. Your ships hull is a living plant, drawing sustenance from water and sunlight. Vines covered in thick leaves hang over its side, and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points every minute.
Harlow

## Lorem Ipsum

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## **City Description**

"At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat."

## **Society**

### **Demographics**

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#### **Factions**

* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

## **Etymology**

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Zametial's Manifold Eyes

“Lucky are they who live unaware.”

???

 An incredibly secretive and generally unknown organization, the Manifold Eyes are a sort of religious organization for those that follow Zametil. Generally operating in a more decentralized manner with little leadership or outside guidance, cells of Eyes tend to infest anywhere there is something to be learned, using strange magic and powers granted by their god to gather as much information as possible, even if the cell is less than a dozen members. Generally keeping their identities secret even to other members to maintain anonymity, the Prakhmiran government has made several attempts to root out this organization, but to little success. If rumors are to be believed, however, devoting oneself to finding them generally results in such, as it is a matter of seeking information and thus favored by their god. There are also smaller rumors that Manifold Eye cells tend to occasionally work with the followers of Prodvizhen.
Adagio Les Paul

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## Description

### Appearance

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### Personality

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## Biography

### Background

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### "Session where NPC was present"

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The Brass Coats

The Symbol of the Brasscoats

“Brass coats and Iron Wills"

The Brasscoats are a catchall term to the various divisions of guardsmen and women who serve a variety of roles ranging from Police to Royal Guard. Like most organizations of Stoneholm, it was a widely dwarven force, but now all kinds can be found amongst their ranks. Once officially badged, a Brasscoat is given lodgings at the Unalch Bastion in the Forecastle District, a set of masterwork armor and weapons, and a steady income.
Yipp

Played by Ryan

**"Jobs fill your pockets, but adventures fill your soul.”**

― Jaime Lyn

## Description

### Appearance

Standing at two and a half feet tall, his stature isn't very large. He wears a nice shirt and pants, along with a wide-brimmed hat with a feather in it. The best feature though is the wide smile that could melt a frozen heart. He actually has scales, rather than the usual kobold skin, that is a muted red with a grey neck coloration.

### Personality

Always trying to be the spark at a party. He is quick with a limerick and even quicker with a joke, making his presence much larger than that of his frame. He has suggested that others may be his rivals, but not ever with sincerity. He doesn't feel like he needs to compete with the others. The only other person of which there is genuine friction is Zharagg, due to his frequent death threats.

## Biography

### Background

A Nekhemrian native, but left to see the stars on a ship, settling in Stoneholm for the opportunities.

## Relationships

A short list of friends and an even shorter list of enemies.

## Character Information

### Abilities

* Sneak attack
* Uncanny Dodge
* Evasion
* Fancy Footwork
* Rackish Audacity

## Trivia

Yipp, while an adult by Kobold standards, is the youngest adventurer of the bunch.
Dead End Derby

The **Dead End Derby** is a secret and dangerous high stakes variant of a Spelljammer Race.

## Overview

The Dead End Derby is a secret and dangerous high stakes race between pirate crews and their ships, taking place in secret location with the Coiled Junction.

The entry password into the race's registry is to present the barkeeper with two 200 gold coins. The grand prize of the race has been recorded to be upwards as much as 60,000 gold sovereigns

As the competition is set between renegades and cutthroats, it is a no-holds-barred, anything goes battle. This means cheating and killing the rival competitors are also permitted, and even common practices.

## Known Participant Crews and Ships

 Zharagg and Company
 Hold'em Pirates | Crazy Eights | Competitor

## History

### Past

It is Believed the Dead End Derbies came about as a means to settle disputes between pirate crews, and has since become a source of entertainment and income for various underground organizations.
Thuud Powder

**Thuud Powder** is a blue hued powder that is not in itself a new invention, it has been crafted by alchemists for quite some time and used in tinctures, potions and magical weapons.

The main raw material to make it is silver, which is mined extensively to fuel the booming trade of this valuable military resource.

## General Info

When the Powder is subject to an electrical charge, it releases a tremendous amount of energy. Comparable to Gunpowder, Thuud is the gold standard in regards to propellant for Firearms, Naval Weaponry and even Explosives. Making Thuud is very complicated, requiring a firm understanding of Alchemy and Arcane science and expensive semi-magical compounds. There are four principal ingredients; Silver, Powdered Arcane Residium, Crystalline Quartz, and a powerful acid. While it behaves in a similar fashion to black powder, it is not flammable.

Thuud Powder is sold in sealed 15-pound kegs for 350 gp or by the ounce for 2 gp per ounce. Thuud powder that becomes old or exposed to the elements will not prime and function as it should if not at all. A sealed cask will keep the powder fresh for decades. A powder horn will keep it fresh for a year. Thuud powder in the open air or in a loaded weapon will stay fresh only for a day as the Acids and Residium will quick degrade and lose potency.
Tall Castle

## Tall Castle: The City of Beginnings

**Tall Castle** is the oldest city of Yal'Rena, recognized by many as the birthplace of the Verithian Empire.

## **City Description**

A city Located in the Heart of a large archipelago in the temperate zone of Yal’rena, covering nearly the entirety of the largest island of the chain of Islands, save for a few steep hills. The town is also known as "The City of beginnings", because the First King; Penndragon Andricke was said to have been born on the island.

## **Downtime Locations**

### *Gambling Houses*

The Pole House

The Kings Cradle Tavern

### *Publick Houses/Inns*

The Kings Cradle Tavern

The Farron Hostel

The Bent Spinnaker

### *Fighting Pits*

The Spire of the Lord Tempest

Places of Research/Learning (If Any)

None Major

## **Society**

### **Demographics**

With a population of 6,320,000, Tall Castle is the third Smallest City on Yalrena. The racial breakdown of the city is 85% humans, and 15% other races.
Dwarves

Dwarves are a bold and hardy race known skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are broad and compact, known for courage and endurance/

Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are earth toned. Their hair, worn long but in simple styles, can be black, grey, brown, red or even blond. Male dwarves value their beards highly and groom them carefully.

Dwarves can live to be more than 400 years old, and if slighted will be known to hold a grudge until the end of their days. They respect the traditions of their clans, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

Individual dwarves are determined and loyal and true to their word to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud.

Dwarves are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

## Subraces

### Mountain and Hill Dwarves

Mountain and Hill Dwarves have keen senses, deep intuition, and remarkable resilience. Mountain dwarves are strong and hardy, accustomed to a difficult life in rugged terrain. They tend to be on the tall side (for a dwarf), and lean toward lighter coloration.

### Duergar

The duergar, or gray dwarves live in cities deep in the Underdark. These vicious, stealthy slave traders raid the surface world for captives, then sell the unfortunate souls to the other races of the Underdark. They may have innate magical abilities to temporarily grow to giant size.
The Hrível Veil

The **Hrível Veil** (also known as **The Primavera Nebulae**) is a Expansive collection of arcane and planar energy. The nebula is located in a orbit around the planet Belos that as it passes the planet subjects the planet to 3 months of Spring . It is widely accepted that the Hrível Veil is comprised of the energies of the Feywild's spring energy seeping into the material plane. The Planet Celanil is located within this Nebulae and as a result is locked in Eternal Spring.
Mimic Figurehead

The figurehead adds a large navel ram to the ship, with carved and painted eyes and rows of teeth. The eyes and teeth look menacing, but appear to be just decoration. Whenever the ship’s bow rams into another vessel or creature, it deals an extra 4d10 piercing damage as its maw full of razor-sharp teeth comes alive to rip apart its target.
Spelljammer

A spelljammer was a type of vessel that could travel great distances, even into the Stars Above. Each ship had a magical helm that allowed a suitably powerful mage to pilot the ship.

## Description

Spelljammers varied enormously in design, but many contained common elements. One such element that was present in a the Majority of spelljammers were large sails, whose purpose was to harness the flow of the phlogiston or, if within a Sphere, The Winds of Magic.
Stoneholm

Stoneholm or as it’s known in the Dwarvish tongue as Port Krag, is divided into districts governed by the Clan Heads of House Heelund, Gratha, Bronzebow, Krathmire, and the Royal House of Hammerhand. The laws of the city are written by the Clan heads and Ratified by the King. Those laws are then enforced by the Brasscoats, a Militia Force that act as Police, Soldiers, and jailers under the guidance of House Krathmire.

## Prejudices

With its dense population and wide demographic of citizens, there is not much room for prejudice within Stoneholm. That said it is not non-existent, as those who arrive on stoneholm will often bring their prejudices with them. While biases are not omnipresent and oppressive, it is not uncommon for monstrous and beastial appearing races to face some level of hardship. However said bias is not on a level they may have experienced in other spheres.

## Crime

While Stoneholm is not a den of crime and villainy by any means, but there is still a shady and morally dubious presence that lurks in the shadows of this Freeport. Small-time cutpurses lurk in the shadows, waiting to make off with the small fortunes won by the casinos’ luckiest patrons, Pirates bribe the Dock Wardens and use Stoneholm to off load stolen goods at the cadre of fences dotted throughout the City. Though not as significant as their Verithian holding, the Five Rings Syndicate has a respectable presence in Stoneholm, and often utilizes petty criminals as freelance operatives when they need a job done quickly. Mostly covert, the hostility between the Five Rings and their local Rivals the Scythe manifests as a quiet proxy war, using these common thieves as fodder. There is a small branch of the Triad that also has recently taken up residence during and after the blockade.

## Geography

Stoneholm is literally a mountain cast adrift as a vessel, however the District of Greensburg boasts verdant terrain for farming and a sizable Forest that serves to replenish Stoneholm’s oxygen as it can no longer travel to do so.
Nezumi

First to arrive in the race is the rat Nezumi, usually depicted in a negative light as a whole, but is still seen as an accepted symbol of worship. As with all the gods, people recognize the negative and positive aspects of their pantheon and ensure that the gods are worshipped as a whole as well as individually.

## Domains

Seen depicting wealth, greed, and lies/betrayal

## Tales

Nezumi arrived first for the race of the Zodiac, though not entirely on their own power. When they had to cross a river too wide for their small frame, they asked Ushi the ox for help. Ushi carried Nezumi across the river on the condition that Ushi cross the finish first as it was within sight. Nezumi agreed but just before reaching the other side, they jumped the remaining distance and dashed across first, leaving Ushi in second. This fueled a rivalry that later became a staple of the domain of Ushi.
Smugglers Banner

This flag is meant to be flown from a ship's mast. Its powerful magic causes it to appear as a flag or banner displaying the symbol of a group, captain, or realm friendly to the viewer. Multiple viewers might see different flags or crests.

The banner's true power is its ability to aid a ship in making rapid escapes. As an action, the ship and all friendly creatures aboard it teleport up to 3 miles to a known destination of the captain's choice. Hostile creatures aboard the ship don't move with the ship. Once this item is used to teleport, it can't teleport in this way again for 2d6 days.
Dragon Figurehead

This figurehead depicts a fierce dragon rearing to strike, its mouth open. As an action, the figurehead animates to unleash a might breath against targets ahead of it or against targets on the ship's deck. Each creature and object in the breath must make a DC 12 Dexterity saving throw, taking damage on a failed save in relation to the type of Dragon, or half as much damage on a successful one. Uses of this ability recharges on a d6 die roll of 5 or 6.
Windy Village

## Lorem Ipsum

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## **City Description**

"At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat."

## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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Gulletport

Home to the Breaker’s Guild, Gulletport boasts a plethora of Shipyards and Breakers yards as well as serving as the external access point to the interior of Stoneholm.

## Publick Houses/Inns

The Cracked Keel

The Mended Mast

Klaubauterman’s Calling

## Fighting Pits

The Scrapper’s Yard

Dock 12

## Landmarks

Hudson’s Breakers Yard

The Olmanth Shipyard

The Trelawnly Shipyard

Old Yank’s Hammer
Oshov

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## **City Description**

One of the most southern cities on the planet, Oshov is generally regarded as one of the worst places to live, yet one of the larger. Strong due to its size, Oshov perseveres in the ash-covered feverlands that surround the blighted impact crater that covers most of the southern pole. Despite this, Oshov is a necessary evil, as workers in the ash-swept city bring in immensely valuable resources and items only capable of being found in the wastelands, even if they are immensely dangerous. Thus, those born and raised in Oshov are regarded as some of the toughest on the planet, and even saying that you lived in the city for some time is cause for respect.

## **Downtime Locations**

### *Gambling*

Illegal. Not participated in due to severity of punishment.

Bunkhouses and Hostels

Public Lodgings

The Ash Pit

The Grey Leviathan

Wurm’s Den

### *Fighting Pits*

Not sanctioned, though looking for a fight will find participants.

### *Universities and Libraries*

Repository for the Study of Arcane Overflow and Tears in the Weave of Magic

University for the Study of Blighted Wildlife

### *Temples*

Various Shrines to Slivost

Zolanite Churches

## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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Juletherion Trade Port

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Euismod in pellentesque massa placerat duis. Pellentesque diam volutpat commodo sed. Semper feugiat nibh sed pulvinar proin gravida hendrerit. Eros donec ac odio tempor orci. Lacus suspendisse faucibus interdum posuere lorem ipsum. Cras semper auctor neque vitae tempus quam. Non curabitur gravida arcu ac tortor dignissim convallis aenean et.
Ehalion

## Lorem Ipsum

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## **City Description**

"At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat."

## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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Order of Our Lady of Perpetual Agony

*“Let me grieve, let me suffer, For one wound on me is one less on you”*

???

A religious, monastic order as well as an organized medical and judicial group, the Order are a combination of followers of the strange gods, Tsepi and Stradaniya. The Order operates as a universal charity, offering medical aid for free for any that need it. Despite this, they are generally a feared institution for the sheer fervor which their members inspire and indulge in. Clerics and paladins of the Order are seen as zealots of the highest degree, even if it is for a good cause, due to the many practices they follow in the name of keeping justice and fulfilling the commandments of Stradaniya. Though they are often seen around battlefields, they never take a side in conflict unless spurred to do so by unwarranted aggression. Disciples of the Order are often pacifists, but there is a distinct sub-sect of oath of vengeance, glory, and conquest paladins that favor Tsepi. The namesake of the Order comes from a strange and secret monastic outfit meant to protect the Lady, of whom very little is known about and few are willing to pry. Generally, all that is known is that they are specifically the chosen of Stradaniya, and all that implies. This monastery does have an honor guard, occasionally dispatched when needed to highly dangerous scenarios, where they are identified by their stark, white robes and weapons wrapped in razor-covered wire.
Ancaman

The Anacaman are the most martial of the noble houses, famous for the skill of their elite military guard. Their value of combative prowess also extends to their lords, who are required to meet a standard of martial skill. They are strict with enforcement of their laws and codes, and harsher still concerning the conduct and performance of the lords who serve under them. They are assertive, never letting insults go unchallenged and intolerant of threats. In contrast to their militaristic reputation, the Anacaman are partial to folk literature and its study, and have significant respect for theologians and mythologists. The Anacaman are also known to have Naga blood in their heritage.
Lylsanaes

## Lorem Ipsum

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## **City Description**

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## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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Mytethluna

## Lorem Ipsum

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## **City Description**

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## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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Hound's Peak

## Hound's Peak: The Old Fortress

**Hound's Peak** is the smallest Major City on Yal'Rena and is under the control of the Verithian Royal Navy.

## **City Description**

Carved from a mountain’s peak, the Gargantuan fortress oversees the ancient foundations of its founding. While not notable in terms of Industrial might, Hound’s Peak is home to the Prestigious Royal Naval Academy. Founded after the Unification Wars. The Academy has trained and cultivated many of the greatest military minds in the Empire. Many folks in the Imperial citizenry see being accepted into the hallowed halls of Imperial heroes as the highest honor.

## **Downtime Locations**

### *Publick Houses/Inns*

The Bent Rifle Inn

King’s Crown Alehouse

The Cannonade Inn

### *Fighting Pits*

The Wharf House Square

Places of Research/Learning

The Royal Naval Academy

### *Temples*

The Warden’s Reach

Holy Vow Hospital

The Library of St. LeMulgin

The Halls of Valor

## **Society**

### **Demographics**

With a population of 2,450,635, Hound's Peak is the smallest City on Yalrena. The racial breakdown of the city is 55% humans, and 45% other races.
Longship

The Longship is a large ship used by the norsemen of Midgard.

## Crew

Longship usually carries about 40 men. Longships powered by major or minor helms usually carry 1-2 priests of the Norse pantheon who will serve as helmsmen, however the rest of the crew will be made up entirely of experienced warriors.

## Ship Use

*Raider:* The vast majority of Longships are used as raiding vessels. These ships usually specialize in making surprise attacks on small settlements, and are involved in few ship-to-ship battles. Since they usually carry a large number of warriors, Longships are rarely attacked by pirates.

*Trader:* A very small number of Longships are used as legitimate traders. Typically this is only done by those with a cultural bias towards using Midgardian ships, since the Longship has little to recommend it as a trade vessel.
Harborside

Stoneholm’s primary docks and home to the Faded Nova, the Largest Publick House and Inn in the City. If you need work you’ll find it there.

## Magic Shops

The Third Layer

Queer Tent of Curios

## Gambling Houses

The Gilded Spinicker

La Casa de Angeles

## Publick Houses/Inns

The Faded Nova Pub

The Ozark Publik house

Fighting Pits

The Faded Nova Pub

Wharf 13

## Temples

The Temple of The Wanderer

The Stonecaller Sanctum

## Landmarks

The Faded Nova Pub

Ok’ Balthis’ Lighthouse

The Wharfside Market
Vostok

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## **City Description**

The sea-born trade capital of Prakhmir, Vostok is an incredibly wealthy trade city that serves as both a dockyard for sea-faring and spelljamming vessels. Vostok also has a long history of hunting leviathans, and this has transferred well into the space era and spelljamming. It stands as a hub of exports for pieces of valuable monsters, and sailors from Vostok are heavily valued for their expertise and skill on any vessel. It is therein that Vostok became the home of one of the most prestigious naval academies, both militarily and civic, and merchants often stop in the city to pick up graduates from these schools due to their training and school when it comes to serving on vessels. Vostok also serves as a good testing ground for experimental vessels developed by Prakhmir, as there is both a water-borne environment and the space far above to test these ships in.

## **Downtime Locations**

### *Gambling Houses*

Illegal. Not participated in due to severity of punishment.

### *Bunkhouses and Hostels*

Public Lodgings

Numerous pubs and inns

Sea’s Embrace Hostel

Sailor Housing

### *Fighting Pits*

Not sanctioned, though looking for a fight will find participants.

### *Places of Research*

Polyysharan Military Naval Academy

Sailor’s School for Operating Sea- and Phlogiston-faring vessels

Research Center for the Study of Leviathan Biology and Usefulness

## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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Thryc Goldear

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## Description

### Appearance

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### Personality

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## Biography

### Background

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Long Boat

More often than not, a sizeable spelljamming vessel would carry several ship's boats for various uses. One would be a longboat, an small open boat usually with a sail and can be manned by 1-2 crewman. The Boat itself has room to carry 8 passengers in total. The longboat's helm while a minor one, are often very small to fit on the vessel and as such could not handle high speeds. The result of this is the longboat has a maximum MR of 1.
Mithral Sails

The cloth of these sails is mostly canvas, but with mithral edges and thread throughout that give them a silvery sheen and extraordinary resilience. These sails gain +2 AC, have double their normal number of hit points, and the ship loses 1 hex of Maximum movement for every 50 points of damage they take, rather than 25.
Krasnyymir

One of the few other planets in the system, Krasnyymir is a planet thought to be uninhabitable due to its high iron content and thin atmosphere. Attempts have been made to colonize it, but all have failed due to the harshness of the planet’s surface, inability to grow one’s own food, and constant dust-storms that sweep the planet. Thus, any colony that would form would need intense support from an offworld source such as Prakhmir or the Halo, but even then would be marred by misery and hardship as rationing would be a necessity. The planet’s name comes from its blood-red soil and dust, making the large planet a glowing red orb in the night sky on most nights. It is about twice as large as Prakhmir, though largely unexplored, as the PEC sees little point in wasting resources mapping a dead world.
The Scythe

The Symbol of the Scythe

- Make profit through illegal means (smuggling, black market trade, Racketeering, etc.)

## Relationships

### Allegiances

The AuraThe Ironspine Pirates
The Bitterbrew Pirates

### Rivals

Five Rings SyndicateThe Aura
The Keelbreaker Pirates

“The Scythe Reaps"

Built upon the Bones of the IronBlood Thieves Guild founded when Stoneholm was still a terrestrial Dwarfhold, the Scythe is a very well established secret organization consisting of pirates, fences, cutpurses, saboteurs, spies, and smugglers. While still based largely in Stoneholm, they are slowly but surely spreading to other spheres putting them in direct competition with other foriegn crime organizations. Members are Identified by a tattoo of a sickle cleaving through golden wheat often placed on the back or shoulder blade. The  Scythe operates given its dwarven roots, like a business-minded crime family, celebrating loyalty and truth to one’s word over most other merits. A member pays their debts, keeps their promises, and always seeks opportunities for the betterment of the Scythe. The Leaders of the Scythe are titled Threshers, and they oversee elements of the organization’s functions. Threshers hold equal power within the organization, and meet to break any disagreements over business ventures and actions.
The Ragged

Leader of the Worn Knights and the only Knight to speak, he appears to be of average height with a learned and almost young voice but aside from this nothing else is known of the man. A wrap covers his head and neck, completely hiding his face from view yet somehow allowing him to see. His history is unknown, as is the way he is able to command the Knights that stalk the ruined city. Occasionally he leaves the city to seek out strange artifacts or rare alchemical reagents. His movements have increased with the arrival of the Black Roses as well as the Almaran family, though he seems to have avoided contact with both. His equipment much like that of his Knights is rusted and worn, though he does not wear their signature cylindrical helms.
Minaspace

Mina is a unique space where several planets orbit a massive Eye that shines with the full heat and intensity of a star. The nebula that surrounds the outer space of

the sphere is populated with many floating mountains and chunks of earth seemingly ripped from their origins. Slipstreams are easy to see and catch, allowing relatively safe passage through the sphere.

Most of the planets are a mystery. Up until recently, exploration of this sphere was nigh impossible as the guardians stopped whoever tried to enter. However, since a formal invitation was sent out to the Council by two large Draconic Aspects, the Gates have been opened. Adventurers and Spelljammers alike are welcome to come and introduce themselves and explore… at their own risk.

## Culture

Cultures and customs change depending on where you visit, however one thing is clear. All non-draconic races are considered to be “lesser” beings to some capacity. At least where the dragons rule, on Solinari.

## Factions

There seem to be several factions, each with their own motivations and goals. It’ll take more exploration and discussion with these entities to understand them more.

## Religion

The Draconic Pantheon reigns supreme here. Top two deities that seem to be locked in shared dominance are Paladine and Takhisis. Our scholars quickly figured out these two are more often known as Bahamut and Tiamat respectively. Everyone in this sphere respects if not outright worships these two, amongst the others of the draconic pantheon.

## Demographics

All Draconic races reside here, as well as a smattering of other, non-draconic races. It seems you’ll find mostly Humans, Elves, Goblinoids, and Gnomes. Other races can also be found, but they are far rarer. Perhaps there are more than what we saw initially and they simply reside deeper on the planets’ surfaces.

## Celestial Bodies

Orbiting a massive white star with a fiery gold slit, The Eye of Io, is the gas-giant-sized planet Solinari. It seems to be the crowning jewel of the system. However, there are five other planets that orbit the Eye.
Lyra Akakallis

### Armor

While she does not have any interest in fight, she does like to hunt. Hunting, for Lyra, requires a level of stealth and freedom of movement. If she is some how talked into wearing a form of armor it is normally light leathers.

### Arms

Daggers - when hunting alone

Bow and Arrow

### Skills

A survivalist through and through. Lyra's skills are mainly in hunting and gathering. She enjoys the catharsis that comes with skinning animals and processing plants for use. She enjoys feeding people, and can often be found tending a campfire, and tentatively a stove (she forgets how quickly their tops can get hot and has been known to burn herself on them). Recently she has taken up experimenting with brewing.

### Major Flaw/Flaws:

(what are the character's major flaw/flaws)

### Minor Flaw/Flaws:

(what are the character's minor flaw/flaws)

### Relationships

(general relationships with other characters)
Ottelian

## Description

This woman is a 5'9" tall brunette. Her hair's medium length, but it's often kept up or tied back in some way. When down, it frames stronger features from which pale blue eyes look. Her skin's a lighter hue, but appears to be flawless save for a few scars on her chest and arms. On first sight she looks like she'd be some kind of mercenary, there is nothing about her that would suggest high rank or importance.

### Armor

When it comes to armor she wears, it depends on her plans. She wears plate and chain for heavy battle, leather and cloth for travel and hunting.

### Arms

Her weapon of choice is the sword, at times she duel wields these in battle. When mounted she's most often using a spear. She carries a bow when she intends to hunt.

## History

Being an only child, she bore a lot of responsibility when it came to carrying her family's honor into the future. She was born to highly regarded parents. They were respected by many for their great deeds during the latest war that had ended in recent years prior to Ottelian's birth. The lands were still uneasy, but the bloodshed had seemed to end. She started swordsmanship training at a young age, horse back riding started even earlier.

The girl proved her capability early on and showed much promise. She wanted nothing more than to make her family proud, obligations aside. During her swordsmanship training, she made a friend that wasn't much older than she. The two became best friends, training and riding together for years.

### Skills

Blademaster, Jeweler, Leatherworker, Farrier, Rider, Cartographer

## Personality

Ottelian is one of the blunt kinds. Often straight forward with thoughts that come out in words. The woman likes it when others are the same; she gets agitated with people who dance around a subject. In rare cases she can have a short temper; if she flares up its usually brief. She has her own sort of humor which often consists of being a smartass in a teasing way. She isn't a social butterfly, so its not a priority to instantly approach any and all she sees. She often prefers to watch and listen for awhile to get a feel for those in her vicinity. If she's approached, she merely rolls with the punches and will come off as a rather reserved individual.

### Beliefs

Her beliefs lie in the worship of Freya and Odin. She is devoted to finding her wings...

### Quirks

She drums her fingers on an available surface when bored or thinking. This quirk is the most obvious one.

### Flaws

Can be temperamental, blunt and sometimes callous
Goblinoid

Monsters, Brigands, Untamed Savages... these are the terms often flung towards these races. Despite this some forgo their monstrous nature and pursue assimilation into the civilized nations of the world. Whether it is Orcs performing Hard labor and serving as Hired Guards, to Goblin alchemists and Traders, To Hobgoblins train and serving in Mercenary Battalions.