recursal/Fanatic-Fandom huggingface dataset:
Brice Argander

**Brice Argander** is the Thane of Rainestead. He is the youngest child of the late Terund, and brother of the late Queen Rowan, and Baron Ramund.

## Background

Brice was born in Erencliffe in **8A91**. When he was two, his parents decided to send him and Ramund away from Nordain so that their father could give his support to the Rebel Queen without further endangering them. Baroness Mara took them to her elder sister Thalia Esterstin, at the time the ruling Margravine of Ontmery. The brothers traveled to Dersoden with their mother, and boarded a ship headed for Gusten. Mara fell gravely ill during the journey across the Narrow Sea. From Gusten they took a carriage to Ontmery, but it was already too late for the Baroness, who died just a day after reaching the family home. After their mother's death, Brice and Ramund were raised by their aunt and uncle, who treated them as if they were their own children. Brice grew especially close to his cousin Caden, and the pair quickly became known as "Double-Trouble" to the keep's inhabitants. When Baron Terund was killed at the Battle of South Hill in **8A99**, Thalia and her husband legally adopted Ramund and Brice.

Ramund returned to Erencliffe in **9A02** to assume the title of Baron, while Brice remained in Ontmery. His great ambition in life was to participate in the Grand Tourney. He was already an excellent horseman, and his combat instructors believed he had the potential to one day represent Ontmery in the Grand Tourney. On his eighteenth birthday, just a few weeks before participating in an Alepool tournament with his cousins Percival and Caden, Ramund sent him a letter asking him to return and rule the Thanehold of Rainestead. Brice was initially set to refuse, but Thalia convinced him to travel to Nordain to at least tell his brother in person. He met Ramund, and his new wife Adele, in Dersoden and they made the trip to Erencliffe together. By the time they'd reached Lake Lontan, Brice had agreed to become Rainestead's Thane. Despite his new responsibilities, Thane Brice returned to Ontmery every year to visit his family.
Seaworth

Situated on the southern coast of Nordain, **Seaworth** was the ancestral home of the Soreldens, and is one of only two Jarldoms left in Nordain.

## Background

Castle Sorelden has existed since the First Age, making it somewhere around 800 - 850 years old. Originally an outpost of the then-expanding Coltherstone Thanehold, it was ruled by the Ethelstan family. During the Third Age, however, Thane Conar Ethelstan was allegedly murdered by his wife, Maevith, which ended the bloodline. Conar's captain of the guard, Sared Sorelden, acquired land and title, which the Sorelden family controlled until the Seventh Age.

During the Drysdale Rebellion, the Soreldens offered their aid, and support, to Aelaide Drysdale in her bid for the throne. Following Aelaide's death, as a lesson to other dissenters who had forgotten their place, King Gauren Kaulden executed the Soreldens, including the children, for plotting against him and allying with Aelaide.

Since then, Seaworth has passed from one family to the next, with no one family taking up permanent residence.
Erencliffe Castle

**Erencliffe Castle** is the seat of the Argander family. In the valley below is Erencliffe Village. The castle provides soldiers for the entire Erencliffe region.

## Background

Castle Erencliffe has stood for far longer than the village it protects. Since the days of the Drahanim clans, the castle has guarded the main pass through the White Spine into Maudet. Erencliffe Castle is the first, and last, line of defense for the sole land route into Nordain, and the country has never fallen to any force that did not first take Erencliffe.

It was here that the Cleve came to strike at the lowlands to the west, and it was this castle that the Maudesian Empire needed to control before conquering Nordain. That was no easy task, for while the folk of Erencliffe may be simple, they are also proud of their ancient role as Nordain's protectors from incursion. "There is iron in the hills, as there is in the people" goes the local saying, and no one disbelieves it.

The fortress has endured many sieges. On only three such occasions was it successfully taken: first by Lontan Kaulden, much later by Maudesian nobility, and most recently when restored to the Arganders in the Nordish Rebellion. The castle is popularly described as "impregnable" in spite of these three attacks.
Natural Spell List

### Cantrips

* Control Flames
* Create Bonfire
* Dancing Lights
* Druidcraft
* Frostbite
* Gust
* Infestation
* Mold Earth
* Poison Spray
* Produce Flame
* Shape Water
* Thorn Whip
* Thunderclap

### 1st-Level Spells

* Animal Friendship
* Beast Bond
* Chromatic Orb
* Create or Destroy Water
* Detect Poison and Disease
* Earth Tremor
* Entangle
* Faerie Fire
* Fog Cloud
* Ice Knife
* Jump
* Longstrider
* Purify Food and Drink
* Snare
* Speak with Animals
* Thunderwave

### 2nd-Level Spells

* Animal Messenger
* Barkskin
* Beast Sense
* Darkvision
* Dragon's Breath
* Dust Devil
* Earthbind
* Enhance Ability
* Find Traps
* Flame Blade
* Flaming Sphere
* Gust of Wind
* Healing Spirit
* Heat Metal
* Hold Person
* Lesser Restoration
* Locate Animals or Plants
* Locate Object
* Moonbeam
* Pass Without Trace
* Protection from Poison
* Snilloc's Snowball Storm
* Skywrite
* Spike Growth
* Warding Wind

### 3rd-Level Spells

* Call Lightning
* Conjure Animals (Spirit Summoner Only)
* Daylight
* Dispel Magic
* Erupting Earth
* Feign Death
* Flame Arrows
* Meld into Stone
* Plant Growth
* Protection from Energy
* Sleet Storm
* Speak with Plants
* Summon Spirit (Summon Fey; Spirit Summoner only)
* Tidal Wave
* Wall of Water
* Water Breathing
* Water Walk
* Wind Wall

### 4th-Level Spells

* Blight
* Charm Monster
* Conjure Woodland Beings (Spirit Summoner only)
* Control Water
* Dominate Beast
* Elemental Bane
* Freedom of Movement
* Giant Insect
* Grasping Vine
* Guardian of Nature
* Hallucinatory Terrain
* Ice Storm
* Locate Creature
* Polymorph
* Stone Shape
* Stoneskin
* Wall of Fire
* Watery Sphere

### 5th-Level Spells

* Antilife Shell
* Awaken
* Cloudkill
* Commune with Nature
* Contagion
* Control Winds
* Geas
* Greater Restoration
* Insect Plague
* Maelstrom
* Mass Cure Wounds
* Transmute Rock
* Wall of Stone
* Wrath Of Nature

### 6th-Level Spells

* Bones of the Earth
* Druid Grove
* Find the Path
* Heal
* Investiture of Flame
* Investiture of Ice
* Investiture of Stone
* Investiture of Wind
* Move Earth
* Primordial Ward
* Sunbeam
* Wall of Thorns

### 7th-Level Spells

* Fire Storm
* Forcecage
* Mirage Arcane
* Regenerate
* Symbol
* Whirlwind

### 8th-Level Spells

* Animal Shapes
* Antipathy/Sympathy
* Control Weather
* Earthquake
* Feeblemind
* Sunburst
* Tsunami

### 9th-Level Spells

* Foresight
* Mass Polymorph
* Shapechange
* Storm of Vengeance
Pilgrim's Path

The **Pilgrim's Path** is a road in Nordain which connects Dersoden with the City of Coltherstone. The importance of this road is vital as it connects the Jarldom of Coltherstone with the rest of country, and keeps the Jarldom supplied.

However, as it's name already suggests, this path also attracts many pilgrims who want to visit two of the most important locations according to the Ministry religion. Dersoden, the birthplace of Sibylla and the City of Coltherstone, where the Holy Tome was first revealed.
Void

The **Void**, also known as **the Abyss**, is a place of nothing, an undefined location mentioned mainly in connection with various religious beliefs in Morgaea.

## Ministry Teachings

The Ministry views the Void as the antithesis of the Watcher's creation. The relationship between the Void, or the abyss, and the Dreaming is ambiguous. Sibylla said all are children of the Watcher, and deserve the freedom to walk by His side or throw themselves to the Void, two fates that await the faithful and the unworthy in the afterlife, respectively. The Ministry also teaches that at death all souls cross the Veil and enter the Dreaming. Those who lived good lives, and earned the Watcher’s forgiveness, move beyond the Dreaming and journey to join the Watcher. The sinners are lost, endlessly wandering the Dreaming, or even returning to the "aether" (the primeval matter of the Dreaming) from which they were made. However, according to the Chronicle of Lamentations, the Void is not *equal* to the Dreaming, but rather is *in* it, as well as in other things.

## Elven Beliefs

The elves believe that the Void is the home of the Forgotten Ones, the gods of disease, terror, spite and malevolence. It is dangerous even to the elven Creators.

When Almithara began stalking the Forgotten Ones in the Void, she suffered longer and longer periods of madness after returning. She put on armor made of the Void, and all forgot her true face. She made weapons of darkness, and plague ate her lands. She howled things meant to be forgotten, until Loralar turned into a great serpent and sapped Almithara's strength with her magic, stealing her knowledge of how to find the Void. Almithara could not get back to the abyss ever since, and peace returned.

In the legend known as the Great Betrayal, Fenegoth tricked the Forgotten Ones into returning to the abyss, and the Creators into withdrawing to the heavens. Then he betrayed both groups, and sealed the ways shut behind them, so that they would never again walk among the People. Some accounts mention that the elven gods are trapped in the Eternal City, at the heart of Beyond, and that Fenegoth still roams the Beyond, keeping watch over the gods lest they escape from their prisons.

The elves also believe that when the sun burned the creations of the earth to ashes, the earth's sorrow created a deep abyss and Eldaernath temporarily buried the sun in it. It is unclear whether this is the same "abyss" as the one in which the Forgotten Ones thrive.

## The Empty Ones

The Empty Ones were a small and short-lived Anderan cult predating the Ministry. They worshiped the Scourge itself and, by extension, the fiends. They preached that the Scourge came from the Void, a place of nothing, and that returning to the Void would end all suffering and thus should be celebrated.
Demon Magnate Festival

The **Demon Magnate Festival** is an unofficial festival and congregation of demons to determine who is the determined leader of a given pack.

## Overview/History

Once a hidden practice feared by humans, the Demon Magnate Festival is now a commonplace occurance in packs, regardless of size. Often usually simple conflicts, in larger packs it is more of a tournament or brawl, with the winner becoming the leader of the pack.
Jesavi

**Jesavi**, also known as the **"Mother of Maudet"**, was the first female chieftain, or gothi, of the unified Lyriane tribes that established Maudet, and the wife of two of the Sons of Betrayal. Eight generations afterwards, her tribe would coalesce under Emperor Caecilius Volantus's rule as the Maudesian Empire.

## Background

Jesavi was a Lyriane tribeswoman whose lands were under control of Thetsoll. When Sibylla died, and the Drahanim returned from their Crusade, to occupy the lands they conquered, Maeriand, Thetsoll's eldest, was given the Lyriane territory to call his own and took Jesavi as his wife. To tighten the grip on his subjects, and to form a buffer against any Adamantine retaliation, he sought to consolidate the disparate and culturally distinct Lyriane tribes, using his wife's connections to do so. He called it the Grand Unification. Once all the Lyriane were one, he called his newly created nation Maudet.

Out of xenophobia, revenge for the forceful unification, or perhaps simply for the satisfaction of practicing what would become The Great Game of modern bards, Jesavi planned to eliminate her foreign husband. When Ranmeld, her brother-in-law, lost control over Khecaster, he moved to Maudet to take power from Maeriand, purportedly at Jesavi's invitation. She then manipulated Ranmeld into killing her first husband, then married him when he demanded it to strengthen his claim. She later seeded rebellion against her new husband; within a decade, she was the figurehead of a people's rebellion against him. After Ranmeld's death, Jesavi ruled Maudet for forty-two years.

This development allowed her to insure the sovereign culture of the Lyriane people in the face of change, as well as to resist the encroachment of Drahanim dominance. Though Jesavi appeared to have an abundance of faith, she was nevertheless a practical woman who looked out for the welfare of her own people as well. It is arguable that even in its neophyte period, Jesavi nonetheless played the Game at its highest level.

Caecilius Volantus eventually destroyed the ancient Lyriane fortress that Jesavi had inhabited, and used its foundations to build a grand temple to the Watcher.
Language

There are several **languages** among the populations and races of Morgaea. Some have been lost with the passing of time, and replaced by others.

## Languages

* **Anderic** in Anderlay.
* **Athuren** is the current language in the Adamantium. People who are not Adamantine usually call the language **Adamantine**.
* **Clevene**, the language of the Cleve.
* The **common tongue**, also referred as the **Trade tongue**, was invented by the dwarves in order to trade with each other, and later introduced to other races. It's the dominant language of the dwarves and most human nations.
* The **dwarven language** is no longer spoken in the present day. Only a few words and phrases remain in common usage.
* The **elven language** or **Elder Speech** was largely lost when Elveshaal fell. In modern-day Morgaea, elves speak the common tongue, and only know a few words of Elder Speech (the Sylvan know a few more, and use them more frequently).
* **Ghallish** in Ghallen.
* **Lyriane**, the language of the Lyriane tribe who first settled central Maudet.
* **Lysadesh** in Lysadore.
* **Maudese** in Maudet. Most Maudesians are bilingual; the Maudesian language is primarily spoken in isolated communities of marshmen.
* **Nordish** in Nordain.
* **Orcairi**, the Orcimar language.
* **Rigoric** is the ancient, and dead, language of the Adamantium.
* **Welseric** a secret language of the Welserine.
Raiders of the Narrow Sea

The **Raiders of the Narrow Sea**, also called the **Jubilosa Armada**, is a loose confederation of ships, and piratical raiders, who ply the numerous seas and coasts of Morgaea. The organization has no known central leadership, and is instead a collection of ships, each its own sovereign vessel with its own rules, people, and leader.

## Background

The Raiders of the Narrow Sea, or more simply "the Raiders," is the more commonly known name given to an association of pirates called the **Jubilosa Armada**.

Wealthy merchants often pay the leaders of the Armada, rather than risk having their ships commandeered and their merchandise stolen, and sold on the black market. They're hardly unified, and bloody battles between Armada leaders are frequent, but any attack by outsiders will cause them to instantly put aside their differences and close ranks, and thus the raiders have become far more of a plague in the last century than they ever were before.

Loweyn has become a haven for raiders, as well as brigands, and various other criminals, due to its location as a port city, and its political neutrality. The markets and bazaars of the city feature goods pillaged from distant lands.

The nearby island of Westenia is also a stronghold for raiders.

## History

Once upon a time, these pirates were little more than opportunists, individual ships based out of the coastal city of Loweyn that preyed on sea traffic and which were frequently the target of concerted efforts by the Maudesians and Free Cities to destroy them once and for all. After each such effort, new pirates would appear to fill the vacuum and thus the cycle continued.

During the Orcimar Crusades, however, the nations of Morgaea found themselves in dire need of every ship they could muster against the massive power of the Orcimar dreadnaughts. The Loweyn pirates were faced with a difficult decision: band together under one flag and fight with those they had previously preyed upon, or face conversion and annihilation by the Orcimar. Thus the **Jubilosa Armada** was formed in **7A55**. The pirates brought their knowledge of stealth and trickery to bear, plaguing Orcimar supply lines, and even launching seaborne invasions against the Orcimar coast. In **7A78**, the raiders managed to defeat the Orcimar in a massive naval battle, taking Westenia, an island with strategic importance, from them. After the signing of the Loweyn Accords in **7A84**, they maintained their association rather than disband; in spite of what others might have hoped.
Ranger's Peak

**Ranger's Peak** is an ancient Grey Order base that sits atop a maze of abandoned mining tunnels in southern Nordain.

## Background

The Grey Order base at **Ranger's Peak** was built in the middle of the Second Age, several decades after the Second Scourge was ended. Ranger-Commander Sterich Asturian desired a fortified headquarters where his forces could train and live. The defeat of the archfiend Patemis was fresh in the minds of the Nordish people, and many were willing to donate gold to build Commander Asturian's fortress. Ranger's Peak was fully completed within 10 years, and dedicated to the Watcher in **2A34**.

### Seventh Age

*Main article: Battle of Ranger's Peak*
In **7A05**, Ranger's Peak was besieged by Nordish soldiers loyal to King Gauren Kaulden, having been sent to kill Ranger-Commander Aelaide Drysdale and her followers, who rebelled against the tyrannical king. After a bloody battle in which almost all the Rangers inside were killed, Ranger's Peak was abandoned and later forgotten. As a consequence of the battle, the Veil inside the keep was thinned, and the ruins were overrun by demons.
Duster Dwarf

*Dwarven society in Ondrathum is rigidly hierarchical. Most dwarves belong to a caste, with the nobles on top and the servants on the bottom. All citizens with a caste receive certain protections under the law. There exists an underclass of dwarves who have no caste, however. The casteless are known as dusters, after their neighborhood—Dustburgh—in Ondrathum. These dwarves lost their caste or are descended from those who did. Dusters receive no protection under the law and they are forbidden from doing any job controlled by a caste. Practically speaking, this means almost no legal work is open to them. They can’t be miners, craftsmen, traders, or even servants. To survive in Dustburgh, most have little option but to turn to crime. Many work for the Clasp, a powerful organized crime syndicate that controls a virtual shadow economy in the slums.*

*Dusters are the most likely dwarves to leave Ondrathum. They have little to lose by going to the surface world, since they are already casteless. If there is a surprising facet to dwarf society, it is that so many dusters stay in a city that treats them like rubbish. Those who escape to the surface rarely look back.*

* **Skill Proficiencies:** Deception, Stealth
* **Tool Proficiencies:** One type of gaming set, thieves' tools
* **Languages:** None
* **Equipment:** A crowbar, a set of dark common clothes including a hood, and a pouch containing 15sp

### Clasp Contact

You have a reliable and trustworthy contact who acts as your liaison to the Clasp. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

### Personality Traits

 2
 3
 4
 5
 6
 7
 8

### Ideals

 2
 3
 4
 5
 6

### Bonds

 2
 3
 4
 5
 6

### Flaws

 2
 3
 4
 5
 6
Archfiend

**Archfiends** are Deceivers, manifested in the form of powerful and terrifying dragons, that have been tainted by fiends.

## Background

No one knows what it is that drives the fiends in their relentless search for the sleeping Deceivers. Perhaps it's instinct, as moths will fly into torch flames. Perhaps there is some remnant of desire for vengeance upon the ones who goaded the magisters to assault heaven. Whatever the reason, when fiends find one of these ancient dragons, it is immediately afflicted by the taint. It awakens twisted and corrupted, and leads the fiends in a full-scale invasion of the land: a Scourge.

Archfiends possess an intelligence far beyond the average dragon, and are purely evil creatures. Most of the time, the fiends are organized as a simple hive-mind, concerned only with expanding the horde. They rarely appear on the surface, except in raids and small invasions. Similarly, the Archfiend rarely fights on the surface during Scourges unless direct intervention is necessary, though through the hive-mind, the Archfiend communicates with and commands the entire horde whether in their presence or not, usually sending its orders to the emissaries or powerful brute generals.

A Scourge begins when fiends find and taint a Deceiver, who then unites them into great hordes, and unleashes them onto the surface. The tainted Deceiver is from then on referred to as an Archfiend, and a Scourge will not end until it is destroyed. Without an Archfiend to command them, the fiendish hordes disperse and flee back underground. After a period of time, they search for another Deceiver to turn into an Archfiend, thus starting the cycle again.

Prior to the Ninth Age, there had been four previous Scourges, each led by an Archfiend; Vemon, Patemis, Biamut and Xurteus, respectively.

Since the dwarves managed to fend off the fiendish invasion after the First Scourge, no Archfiend has led a Scourge against them. Instead, the dwarves consider the Scourge to be something of a respite, as all fiendish activity is focused on the surface.
Grand Necropolis

The **Grand Necropolis** is a large mausoleum in Khecaster and the domain of the Mortis Conclave.

## Background

Unlike other Sibyllan nations, who cremate their dead, the Anderans prefer mummification. The preserved corpses are then placed in elaborate tombs to serve as safe hosts to Dreaming spirits. The Grand Necropolis is a mausoleum for such dead, so large as to almost be a city in itself.

Anderans are taught that the Grand Necropolis is a fitting resting place for the bodies of all good souls destined to sit by the side of the Watcher. It is considered an honor to be interred in the Necropolis. Many noble and royal families have mansions inside the Necropolis, such as the Pardasians and the Larkhams. The body of King Harren the Magnificent is kept inside the Pardasian family crypts, in a massive throne room. Children of the royal family are sometimes brought to meet King Harren.

While there are public open-air gardens, access to the lower crypts is heavily restricted, even to the dead. The geography of the lower reaches is variable, meaning that the lower halls and chambers may not always be in the same place at the same time. This has a disorienting effect on visitors, and has successfully prevented any attempts at robbery. There are ritual chambers in the deeper parts of the Necropolis. The spirits bound to the corpses of the Mortis Conclave's greatest mages empower their rituals.

The Mourn Watchers, an order within the Mortis Conclave, are the keepers of the Grand Necropolis. The Necropolis is also guarded by the undead. There are bone creatures in the lower reaches, uncatalogued even by the Mortis Conclave. Wards inside the crypts deter most minor, errant, spirits which makes premature spirit possession near the Necropolis nearly impossible.
Rivers

There are numerous **rivers** in Morgaea. Rivers have played key roles in pivotal battles and other moments in history.

## Known rivers

### Adamantium

* **Amnius River**, emptying in the Oremeni Bay near Byrantium.

### Anderlay

* **River Umber**, running through the city of Umberland.

### Freemarks

* **Mirantha River**, which crosses most of the Freemarks, making them one of the most fertile regions of Morgaea. In the dark ages, it was referred to as the River Dnemoix, and was considered a sacred river by the people of the Anamene, who used its waters for anointment.

### Lysadore

* **Zudarra River**, starts near the Tellani Swamps.

### Maudet

* **Suleme River**, in the the Sylvandale.
* **Elfsblood River**, in the Sylvandale.
* **Telasire**, in the Sylvandale.

### Netheren

* **The Lettleous**, which crosses several major cities including Lougrick before emptying in the Corea Bay

### Nordain

* **Volantus River**, which crosses Dersoden before it empties into the Aebarrow Ocean.
* **Heford River**, in the barony of Coltherstone.
* **Tolamir River**, in southeastern Nordain.
* **White River**, in the White River thanehold.

## Involvement

* Battle of White River: A battle during the Nordish Rebellion about which little is known, save that it was a devastating defeat for the rebel forces from which only fifty rebels escaped.
* Battle of Tolamir River: A pivotal battle in the Nordish Rebellion in which two legions of chevaliers crossing the river were ambushed and slain, a defeat which drove the Maudesian Emperor Maxence to abandon his support of King Alain, as he saw little point in squandering so many resources to secure what had become an ungovernable and rebellious province.
The Mire

**The** **Mire** is rainy uncharted marsh located in the northern most part of Nordain.

## Background

North of the Hinterlands, the land is wet and miserable, subject to seemingly endless storms.

Nevertheless, in **6A52**, Thane Aldrych demanded funds from King Kaulden to build a keep after her knights helped drive Cleve invaders from Nordain's lowlands. Caught between a fractured court, Aldrych's knights, and an impending famine, the king reluctantly granted her a large parcel of the Mire's boglands.

Three years later, in **6A55**, Aldrych Keep was completed. To commemorate Thane Aldrych's efforts, the Thanes convened and had the **Light of Sibylla** statue built to thank her for her good fortune. As the ongoing famine grew worse, the wisdom behind her choice of location became clear: Aldrych Keep ate well, dining on a steady supply of fish and game while the farmlands starved.

While Aldrych's line ultimately died out in the Eighth Age while fighting Maudesian invaders in the Second Maudesian Invasion of Nordain, a village at the base of the keep remains inhabited to this day.
Apostate

*Restriction: Human and Elf*

*Throughout much of Morgaea's history, only the members of the Institute of Magic have been legally allowed to practice magic. Those who defy the law are known as apostates. The Institute of Magic is supposed to find humans and elves with magical power and train them before they endanger themselves and others. All those who practice magic risk demonic possession and could turn into abominations, and there is always the risk that any mage might turn to the same forbidden arts practiced by the ancient magisters of the Adamantium; dangerous blood magic that relies on blood sacrifice. This is why there are Ministry templars in every Institution, and why templars hunt down apostates.*

*While the law treats all apostates the same way, the category is a broad one. Some are self-taught mages who discovered how to use magic by trial and error. Some come from magical traditions that pre-date the formation of the Institute of Magic, like hedge mages and shamans. Others are rebels, opposed to the Institute of Magic, the Ministry, or both. They resent the law and choose to go their own way despite the risks.*

* **Skill Proficiencies:** Deception, Perception
* **Tool Proficiencies:** Herbalism Kit
* **Equipment:** A journal or text comprising your magical study, A set of simple linen and wool peasant clothes, and a leather pouch with 5 sp.

### Feature: Down Low

You are acquainted with a network of smugglers who are willing to help you out of tight situations for a small sum. While in a particular town, city, or other similarly sized community (DM’s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.

### Feature Variant: Superstition

Bearing your apostasy with pride, people can see that you are not ordinary. In a society driven by superstition, a prideful apostate is the equivalent of a maleficist; a wicked mage that will drain your blood through your eyes if you cross them. You have learned to abuse this common fear to your benefit. Upon your request, most commoners will help you if they can (give food, shelter, useful information) in the hopes of not incurring your wrath.

However, any party you belong to has it's social standing dampened by your association with them.

### Personality Traits

 2
 3
 4
 5
 6
 7
 8

### Ideals

 2
 3
 4
 5
 6

### Bonds

 2
 3
 4
 5
 6

### Flaws

 2
 3
 4
 5
 6
Umbradal Forest

The **Umbradal Forest** is a large forest in northwestern Nordain. It is a favored hiding place among Sylvan Elf clans and, according to some Sylvan legends, was a revered place for the Elder Elves.

## Background

There have been many wars and battles in the Umbradal Forest, many of which were between the elves and Adamantine mages. The existence of the elves in the forest goes far back in time, even before the time of Hathalas. The death of so many supposedly tore the Veil. Its sinister air, and possessed flora, have led to many, and somewhat true, rumors and stories about the ancient woods.
Парк

## Локации

Автобусная остановка,парк,вход в больницу,руины,ворота,руины внутри.

## Появления

Глава 5

Приехав на автобосную остановку,и войдя в парк там сидят раненные мужчина и женчина и тут либо бежит кухарка спасаясь от пауков либо кухарка благодорит гг и говорит то что относиться к паукам уже лучше.Вход в больницу же закрыт.Если идти по плохому пути кухарка просит открыть ворота и принести ключ.

Также в люке в парке кто-то зовёт на помощь.После этого лента в здание руин рвёться (это сделал тот же подросток что и проколол шину(видно на хорошем пути)Там находиться дерево (на хорошем пути его нет)оно обвивает лом,там можно найти бутылку и собрав протухшею кровь облить ей дерево и убив его этим и забрать лом,и открыть канализацию.Отуда выходит медсестра(на плохом пути)на хорошом пути мед сестра приезжает на автобусе но у неё нет денег и она просит найти ГГ деньги,но затем приходит масочник и заплачивает за мед сестру.На плохом пути медсеста выбирается из канализации и уходит в больницу.

Игрок возвращается к кухарке(плохой путь)и отдаёт ей ключ.Она благодарит его и уходит.

## Изменения

Плохой путь(циклоп)

* Мед сестра находиться в канализации
* Дерево с глазами в руинах
* Повариха боится пауков и убегает

Плохой путь(мясник)

* Тоже самое что и на плохой
* Повариха убегает,но её убивают и выходит мясник,тот вырубает игрока.

Хороший путь

* Мед сестра приезжает на автобусе.
* Много доброжелательных плакатов в городе.
Second Sin

*For information on the "First Sin", see Original Sin.*

The **Second Sin** was, according to the Maudesian Ministry, a catastrophic event which led to the tainting of the Golden City, and the creation of fiends.

## Ministry Teachings

The Ministry holds that in **-395D** the Seven Apostles of the Deceivers, physically entered the Golden City. They did so at the behest of their gods, to open "the unreachable gate", in exchange for "power and glory beyond all reckoning". Reputedly the spell required two-thirds of the lucenium in the Adamantine Imperium as well as the blood of several hundred slaves. But, instead of being met with their dragon-gods, the mages found the Watcher himself upon the throne of heaven. The City turned black and the magisters were cast out as the first fiends, inadvertently causing the First Scourge.

While the Maudesian Ministry insists that a flaw inherent to human nature led to mankind's corruption, Adamantine authors lay the blame squarely on the Deceivers, while also claiming that fiends have always existed, and that the Scourge and magisters share no relation.
Enclave

**Enclaves** are squalid city wards in which elven citizens dwell.

## Background

Enclaves were established by Matron Rayne I following the Second Crusade, as a space within a human settlement set aside for those of the elven people who submitted to human rule.

Though elven enslavement is an uncomfortable memory in most parts of Morgaea, the lot of city elves is far from equal in these ghettos. While there are rarely laws which strictly prohibit elves and humans from intermingling, an elf who moves into a human area from the Enclave is likely to be subjected to insults, torment, and in many cases, violence. The Enclaves exist as a place for elves to mix among their own, where they do not stand out as much.

The consequence of this isolation is that humans tend to leave the elves in the city to fend for themselves, at times to their detriment, such as during riots, when the Enclave is sealed while the elves destroy their own homes in outrage, until hunger forces them to relent. This indifference extends to allowing the Enclaves to go on without access to regular city services human inhabitants might take for granted.
Mortis Conclave

The **Mortis Conclave** is an order of mages in Anderlay who wield considerable political power and influence. Popularly referred to as "Death Mages", they are responsible for the mummification of the bodies of the Anderan elite.

## Background

The order was founded by a Adamantine mage named Vitus Fanabria, who was a personal adviser of Harren Pardasian.

The Mortis Conclave are linked to the royal family by blood, and it is common for Anderan nobility to employ members of this order as advisers. Even though the Mortis Conclave is well-respected within the kingdom, mages outside Anderlay fear them, and there are beliefs that they are actually a death cult performing gruesome rituals in the Grand Necropolis.

Markus Pardasian, the current ruler of Anderlay, is an aged man of weak health and uncertain sanity. His rule has been condemned by those who claim his Mortis Conclave advisers are ruling through him, much as Jonas, whom the Pardasian family deposed, did long ago.

## Beliefs and practices

*See also: Funerary rites and Soul*

The Mortis Conclave believes that when a soul of the dead crosses into the Dreaming, it displaces a spirit. In exchange, they invite those spirits to house themselves in the empty bodies left behind. They believe that mummified corpses provide a safe host for these displaced spirits. This school of thought is prominent in modern-day Anderlay, but viewed as barbaric by other nations in Morgaea. Less commonly known, is the fact that more vigorous spirits may become entangled in their host's unfinished business.

There are differing beliefs within the order as well. Some of the Mortis Conclave believe that the "higher dead", more complete entities, hold fast to their mortal souls, while others believe that it's impossible.

The order studies death extensively, and its members are known to experiment with necromancy. Some of the Mortis Conclave keep animated skeletons as assistants, or use skeletal horses as a means of transportation. Such beings also serve as guardians of the Grand Necropolis. Drawing wisps across the Veil is also a Mortis Conclave practice.

## Organization

There are different orders amongst the Mortis Conclave who attend to certain tasks within the Grand Necropolis. There are the Guides of the Path who shepherd the corpses, and the fraternity of the Mourn Watch. The Mourn Watch serve as the elite guardians and keepers of the Grand Necropolis, and its sacred repository of the dead. They also deal with magic that has gone awry, especially as related to Anderan funerary rites and corpse possession. The Mourn Watchers have absolute authority over funerary dead.

In the formative years of the Anderan fascination with death, there was a Mortis Conclave sect known as "The First" whose motto was "Ever forward, ever deathward."
Elf-blooded

**Elf-blooded**, also known pejoratively as "**half-elves**" and "**half-blood**", are those sired by a human and elven parent. While the elf-blooded can vary in appearance, with some easier to detect than others, they generally appear physically human and, unless outed as otherwise, are considered human.

Amongst elves, the elf-blooded are typically viewed as the result of a human, often a nobleman, seducing an elf. They may also be the product of rape.

## Social Status

Those that appear human often have the chance to live as humans if they desire; though, it's not unheard of that some choose to live proudly in an enclave. These elf-blooded more often than not find themselves living amongst humans rather than elves, though. And appearing human isn't a guarantee that these elf-blooded will not be discriminated against. Being elf-blooded carries great stigma in Morgaea, as the subjugated status of elves is seen as a mark of shame on one's parentage. The potential cost to social status is such that some elf-blooded strive to conceal their parentage at all costs. Indeed, it is considered better for these elf-blooded to be raised and live as a human, if possible, to enjoy the associated social advantages, than to be known to have an elven parent.

The unlucky few that outwardly appear more elven are treated as such, however, and are forced to live in an enclave. Due to their parentage, these elf-blooded might find themselves being looked down upon by full-blooded elves, depending on the circumstances of their birth. They are sometimes referred to as "Leaths" by their city elf brethren, a derivative of the Elder Speech "*Leathen*" meaning half-blood, though not necessarily in a derogatory sense. Nevertheless, a more outwardly elven-appearing elf-blooded is more likely to see themselves as elves, and be treated as such by full-blooded elves, who see that there's little difference in an elf-blooded's lot in life from their own.
Oberon

>
>
> Oberon
> ------
>
>
>
> ### Onetwuo
>
>
> O-pe-ro-a-na (Wolf Among Men)
>
>
> ### Alias
>
>
> King of the Faeries/FataOlib Baal (antagonistically)
>
> The Mad Bridegroom of the Hortator
>
>
>
>
> Characteristics
> ---------------
>
>
>
> ### Race
>
>
> Faehyru
>
>
> ### Gender
>
>
> Male (He/Him)
>
>
> ### Hair Color
>
>
> Black
>
>
> ### Eye Color
>
>
> Kelly Green
>
>
> ### Height
>
>
> 7"0
>
>
> ### Age
>
>
> Unknown (chronologically)29 (physically)
>
>
>
>
> ### Birthday
>
>
> UnknownHoggarthuum (Regeneration/Feast Day)
>
>
>
>
> ### Sign
>
>
> Unknown
>
>
>
> Professional Status
> -------------------
>
>
>
> ### Affiliation(s)
>
>
> Taerha AllianceLupinius (Kingdom/Court of Fae)
>
>
>
>
> ### Occupation
>
>
> King
>
>
> ### Partner(s)
>
>
> Kumari Ishtar Mikoto
>
>
> ### Previous Partner(s)
>
>
> Maisie Klenot14 unknown wives
>
>
>
>
> ### Status
>
>
> Alive
>
>
>
> Augur
> -----
>
>
>
> ### Augur
>
>
> Lupinus/Sanguine Parade of the Wolf
>
>
>
>
> "*Like the bouncing nail of a flea, our man hath gone mad. Mab hath blessed and cursed our man with dreams of the Hortator! Bring the skean so I may cut his neck to his temple, in hopes such dreams may escape like the demons that cursed our king with such love! Oh, what madness is found in the love of objection!" -*Court Lady Einskier
>
>

**Oberon, known as the King of the Faeries, King of the Fata, and Mad Bridegroom of the Hortator, and in antagonistic views, Olib Baal,** is a minor character in *Neon Millenium,* only serving as the one to reward Guliani with the title of the Sage-Knight, as well as her personal Truesoul Saber, Elohiskean. In *The Albus Century ,* he is a direct antagonist as well as a love interest to Princess Kumari, being responsible for her kidnapping due to her previous reincarnation, the Hortator Maisie Klenot. He is considered a cultural leader of both the Faehyru and Humans later on, symbolic of the third animal in the Taerha Alliance, although during the events of Neon Millenium, his rule is relatively new and small.

## Appearance

Being a faehyru, Oberon possesses a somewhat supernaturally handsome appearance about him, with chin length black hair which parts in the middle with curtain bangs. His skin is pale, with notable kelly green eyes, and a defined, short black beard, similar in appearance to Orvand's facial hair. He is incredibly tall, even emphasized by his massive cloak of black fur which makes him appear even bigger. Under his cloak, Oberon wears traditionally Etarian attire, although accessorized with various gold braids, as well as a Blumenéire, a brooch which has been passed down from each of his regenerations.
Genedara

**Genedara** is a ruined fortress in northern Nordain, on the edge of the Welserine Wilds. Representing the furthest point of encroachment by the ancient Adamantium into the barbarian lands of the northwest, the fortress was once one of the most important defensive Adamantine holdings north of the Narrow Sea.

## Background

Standing at the edge of the Welserine Wilds, its Adamantine garrisons watched for any signs of invasion by the Welserine Wilder barbarians. Straddling a narrow pass in the hills, the fortress kept the Welserine from the fertile lowlands of the south, being exceedingly difficult to attack due to its naturally defensible position.

Like most northern Adamantine holdings, Genedara was abandoned after the Adamantium's collapse during the First Scourge. It was sacked from the north at least once, but the Welserine threat has dwindled since their defeat at the hands of Heford after the Second Scourge, and no troops have been stationed in the area for centuries; though most of the walls still stand, as does the Tower of Cyamus; which is named after the Archon who ordered its construction. Genedara remains a testament to the power of the Adamantium.
Low-Born Dwarf

*At the top of dwarven society is the Noble caste, the most privileged, and elite caste. Next are the Middle castes, which are the Warrior caste, Smith caste, Artisan caste, Mining caste, and the Merchant caste. The final, and lowest caste, though still above surface dwarves and the casteless, is the Servant caste. In spite of their low status in the caste system, the contributions of servant caste dwarves are respected. A servant can even aspire to be an Exemplar based on their deeds. Typically it is a feat of bravery in warfare, or an incredible invention, that makes a dwarf worthy to be an Exemplar, but it can also be something as simple as embodying the ideals and tasks of one's caste to an unprecedented perfection, such as the diligent work of a servant dwarf. Such elevation is usually done posthumously, however.*

* **Skill Proficiencies:** Insight, Perception
* **Tool Proficiencies:** One type of gaming set
* **Languages:** Any one of your choice.
* **Equipment:** A set of servants clothes, a set of common clothes, a gaming set (your choice), a token of your service (e.g. embroidered napkin, contract of service, stolen silverware, etc.), and a belt pouch with 10sp.

### Position of Service

Interacting with the upper castes takes a certain amount of tact, understanding, and deft side-stepping. It also fuels a special kind of camaraderie with the servant caste, no matter who they serve. If you interact with nobility, then you know how to give them shows of deference and respect that they expect from those of lower status. If you interact with the serving caste, you can use your similar experience to ingratiate yourself to them and driving them to interact with you more favorably.

### Servant Personality Traits

 2
 3
 4
 5
 6
 7
 8

### Servant Ideals

 2
 3
 4
 5
 6

### Servant Bonds

 2
 3
 4
 5
 6

### Servant Flaws

 2
 3
 4
 5
 6
Rhealla Kaulden

Queen **Rhealla Kaulden** (née Dhunne) is the wife of King Renley Kaulden and daughter of Jarl Ornand Dhunne.

As the Queen of Nordain, Rhealla is a consummate ruler and is committed to ensuring economic security for Nordain.

## Background

Rhealla was born to the Jarl of Dhunne and his wife, a former cabinetmaker named Arria. Her father started taking her to court with him in **9A10**, as he was spending half the year away from Dhunne. There she met and was betrothed to the young Prince Renley. As a child, Rhealla began to display many characteristics which did not fade in adulthood: she was imperious and domineering, refusing to play with other children and leading her betrothed around like a puppy on a leash. Yet she also exhibited charm, intelligence and a fierce sense of independence. Her youth was also marked by significant rebellion, as illustrated by the East Hills incident, which involved Rhealla and Renley running off to the East Hills barony in **9A23** to help a freeholder rid his lands of giants.

Rhealla eventually married Prince Renley, though, despite the two being close friends, did so of convenience rather than true love. And while that friendship eventually did blossom into love, Rhealla still views her husband as a fool, lovable and charming; but a fool nonetheless.

Upon Renley's ascension, Rhealla assumed most of the monarchical duties her husband shirked. She does not rule in her own name, but there is no doubt who truley rules Nordain. To her credit, Rhealla is held in much higher esteem than her husband by the people of Nordain, nobility and commoners alike. She also commands the respect of foreign nations, having once inspired Empress Aurianne I of Maudet to proclaim, "Rhealla of Nordain is a solitary rose among brambles." Despite their five years of marriage, Rhealla and Renley have not had any children, which has led to rumors that she is barren.

Rhealla's strongest bond is with her father, whom she views as a role model and as someone who knows her better than anyone else in the world. Indeed, one reason why Rhealla finds so many unimpressive is that they inevitably fail to live up her exceptional standard of her father.