recursal/Fanatic-Fandom huggingface dataset:
Fiery Blood (Feat)

Fiery Blood is an activatable feat.

## Effects

Whenever you are hit by a melee attack that draws blood, you may use your reaction to ignite your blood and damage your attacker. Your attacker takes 1d4 fire damage and has disadvantage on any other attacks made this round. You may use this feat a number of times per day equal to your CON modifier (minimum once per day).

This damage increases to 1d6 at level 6, 1d8 at level 8, 1d10 at level 10 and 1d12 at level 12.

## Prerequisites

To take this feat, a character must be at least level 4 and must possess one or more of the following qualities.

**Race**: Dragonborn, Genasi (Fire), Half-Orc, Tiefling

**Class**: Blood Hunter

**Subclass**: Barbarian: Path of the Battlerager, Barbarian: Path of the Berserker, Cleric: Blood Domain, Cleric: Light Domain, Cleric: Zeal Domain, Druid: Circle of Wildfire, Fighter: Eldritch Knight, Monk: Way of the Ascendant Dragon, Monk: Way of the Four Elements, Paladin: Oath of Vengeance, Ranger: Drakewarden, Sorcerer: Draconic Bloodline, Sorcerer: Pyromancer, Sorcerer: Wild Magic, Warlock: The Fiend, Wizard: School of Evocation, Wizard: War Magic

## Users

Thiala Nemmonis uses the Fiery Blood feat using her Draconic Bloodline.
Djinn Blossoms

First recorded in Illadori by the halfling author, Gimble Furfoot, djinn blossoms often appear as part of the floral arrangements at royal wedding ceremonies. Djinn blossoms also now serve as one of the more common arcane exotics cultivated for display in Illadori courts.

The mature plant resembles a large fern with branches like those of a quince emerging from between the fernlike fronds. In the Air Zone on the Elemental Plane, these plants grow to truly enormous sizes, forming the foundation for the floating islands many creatures use as homes. On the Material Plane, the largest djinn blossoms documented grow to roughly 5 feet in diameter (although some sages claim to have raised specimens with diameters of almost 10 feet). Djinn blossoms maintain a strong link to their home plane and, as a result, a perpetual light breeze surrounds them. Rich with the lilac-like scent of the djinn blossom's flowers, these zephyrs form the principal reason the plant remains cultivated. Although the djinn blossom's perfume makes it popular, some cultivators prune the plant in a manner that prevents it from maturing. The stunted plant that results, (sometimes called a djinn fern) looks like a lush tropical fern and takes on a slightly bluish hue. Like djinn blossoms, these plants emit mild breezes in all directions. The winds of the stunted djinn ferns, however, lack scent.

## Practical Uses

Wearing a plucked djinn blossom flower provides a +2 bonus on all saves to resist inhaled poisons, toxic gases, and magical spells and effects that rely on gases, clouds, or fogs (such as cloudkill). In addition, the djinn blossom can be made into a perfume with a successful DC 20 Craft (alchemy) check. This perfume grants a +2 bonus on all Charisma-based skill checks. Both a plucked blossom and a dose of perfume last for 24 hours after application.

A djinn blossom grows to its full size in roughly a year, after which time it requires even more careful tending and pruning, lest it shifts back to the Elemental Plane. A gardener caring for a mature djinn blossom (or djinn fern) must continue to make a check every month, with two failures in a row resulting in the plant returning to the Elemental Plane of Air. Provided a djinn blossom is cared for properly it can live for centuries.

A healthy mature djinn blossom sells for 3,000 gp (a djinn fern for 2,000 gp). A djinn blossom bulb sells for at least 10,000 gp and can produce 1d4+2 plants. A dose of djinn blossom perfume costs 400 gp.
Anilidarre

A small village in Darkvale on the edge of a large forest. A quiet town mostly populated by elves and halflings, Anilidarre is most notable for the twig blight attack in 1322 AR. The village is still standing because Lilian Flamecaller and her traveling companions were able to stop the blights. Making Lillian a local hero to the people of Anilidarre.
Grif Grif

*Descriptors:* alienated, kooky, brilliant

Grif Grif is a flamingo aarakocra who has spotting light grey and white feathers, rather than the usual pink. When standing idly, he picks at his feathers and spits them on the floor. He is avoided by his feathered compatriots due to his eccentric mind and strange behaviors. He currently resides in a small tree house, probably belonging to an elf child at some point.

He is a brilliant alchemist who is developing special lightweight and heat-resistant wax. This wax could allow for non-aarakocra to fly for short distances by coating aarakocra wing bones in this wax to create bat-like wings. He believes he has finally perfected the wax, and uses it on himself, but needs a good supply of bones in order to get his business up and running. His goal is to create an extra-planer courier service.
Stew

*Descriptors*: Welcoming, friendly

Seven carriages chained together in a line, each with its own ox, travel the countryside to share stews. The first two cars are living quarters for Stew, a firbolg on the short side, and her assistant Gurgle, a goblin who wears no shoes. The middle three are stove tops and various places to mix spices and cut meat. The sixth and seventh car are storage for the food, with the sixth doubling as a serving stand.

Hundreds of varieties of meats, spices, vegetables, and so on are donated to Stew and Gurgle by villages' butchers, farmers, and so on. Many of the well known cooks got their startup by sharing some supplies with the duo. Stew will pour a mean bowl of stew to anyone around, regardless of their intentions. Gurgle mostly takes orders and serves as a guard, but when the business is slow, she can be seen hanging upside down and sprinkling in spices, as to not get in the way of Stew.
Attack on Tranmere Village

A Young Red Dragon with three eyes, Joxin, laid siege to the small village of Tranmere in year 1324 AR. It was attacking villages close to the west coast to slowly expand the influence of the evil dragons. The dragon managed to lay waste to much of the town and killed or injured most of the guards. In a desperate last stand Thiala Nemmonis confronted the dragon in what should have been a suicide mission. But at that moment her latent Sorcerer powers she gained from ancestor Lithia Nemmonis surged forward and she blasted the dragon with arcane energy. The dragon was only lightly injured from the attack, but it was stunned. Joxin recognized the power as belonging to the dragon Karthix. Not sure who she was or how she had this power, Joxin chose to flee instead of risk accidentally killing a disciple of the great dragon. But from Thiala and the villagers’ perspectives, her attack had driven off the best. Thiala was celebrated for her apparent victory, and her name was spread throughout the land as a hero.
Kazuki Matori

Kazuki Matori is a human werewolf wizard and student at Arcaneium.

## Background

Kazuki was bitten by a werewolf at a young age and began showing symptoms almost immediately. His parents, fearing for his safety and theirs, built an underground room that they would lock Kazuki in during the week of the full moon. As he grew older, Kazuki's werewolf form grew stronger. Eventually his restraints and the underground room could no longer contain him. When his parents knew they could not keep him contained anymore, they sought help from a local wizard who suggested he be sent to Arcaneium.
Rajan Dubari Aberron

Rajan Dubari Aberron is the son of Warden Anum Aberron and Rashidi Aberron. He is currently a student of Arcaneium: Magic School of Sorcery in 1325 AR. He is attending under the name Rajan Dubari as he does not want his last name attracting the attention of Aberron's Acting Warden, Khemed Reign, who he believes is plotting to kill him.
Lindar

Lindar is the second planet and main habitable planet in mysticspace. It has a large Pangea-style continent on it, which is inhabited by a large variety of religions, places, people and monsters. Lindar is most notable for having a higher than normal concentration of magic energy on the planet. As a result, magic and all kinds of magic users are far more common on Lindar than other planets. It has one sun and one moon which in turn has two smaller moons orbiting it.
Rettined the Lich Queen

*Story text*

Empress Rettined Swiftglade was a ruler of the Illadori Empire from the year 0819 AR until 0825 AR, when she was killed in a dragon attack as part of Karthix's plan to ascend through blood sacrifice. In secret, she was a powerful practitioner of necromancy, and through that power she was able to revive herself as a lich.

As a lich, she briefly returned to the empire and attempted to regain her title of empress. The people of the Empire rejected her and she retreated to a forest north of Micchia Lake where she amassed a small army of undead to rule over in her new home.

Despite being an undead lich, Rettined maintains a tenuous peace with Micchia Lake. She wishes to be left alone in her forest, now called the Woods of Rebirth, and hopes that one day her territory will be recognized as its own country.
Ciara Bàrdach-Boc

Ciara Bàrdach-Boc comes from a nomadic satyr tribe of bards living in the Illadori Empire. She is the only girl born to the Bàrdach-Boc clan and was often picked on by her brothers for being different. She has a connection with an unexplained necromantic version of wild magic, which she struggles to suppress. She and her family decided it would be best for her to attend Arcaneium to try and learn to control her unusual powers.

## Wild Magic

Ciara's wild magic differs from the usual wild magic wielded by sorcerers and barbarians. Her magic has caused numerous unusual effects such as turning herself into a barrel and summoning the imp Toga to act as her familiar.
Deraks Denardo

Deraks Denardo is a high ranking officer for the Dragon Purists. He is responsible for leading raids and assaults that put the purists on the front lines. Notably, he was behind the attack on Morta's home village and the airship assault.

"You killed my family and my village. You deserve this."

-Morta's last words to Deraks before killing him.
Note About Alonso’s Men

A note about Alonso’s men, given to Gran by Slogar at the Scarlet Slaad:

*“My Intel might be a bit old since I haven’t been to Rangea in some time, but these people all worked for Alonso while I was living there.*

1. *Cynthia Stalwort, Dwarf Female. Former corrupt town guard. Regular at the Cerulean Cyclops.*
2. *Jak “Four Fingers” Findel, Half-Elf Male. Rich bourgie ‘knows everyone type’. Shouldn’t be hard to find.*
3. *Edwardo Gains, Human Male. Loan shark operating out of a warehouse on the east side.”*
Oro, The Allfather

## Basic Information

### Titles

The Allfather, The First God, The God of Gods, The Creator, The Unknowable, The Absent God

### Children

BibobarDrommord

Exodeus

Hyndahsil

Ishva

Soouaa

Varitas

Zilenda

## Physical Description

### Gender

Male

Oro, The Allfather is the god of gods, creation and neutrality in the Lindar pantheon. He is responsible for creating the other greater gods and is regarded as the most powerful of all the gods. He is the father of Soouaa, Zilenda, Ishva, Drommord, Hyndahsil, Varitas, Bibobar, and Exodeus.
River Running Through the Eons

Eon preparing for a fight.

A tabaxi ranger from a distant world with the ability to travel between planes. He gained his powerful planeswalking abilities from a cursed genie lamp. After wishing for the "ability to go anywhere I want to go" he was given the ability to travel to any plane... other than his own, because at the time he did not want to go there. He can never return to his home and now spends his life exploring the planes and mentoring other planeswalkers and horizon walkers. He is a player character in Danequest played by Alexander and a supporting character in MARS.

## Personality

-I begin or end my day with small traditional rituals that are unfamiliar to those around me.

-I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.

-I want to help others gain a greater understanding of the multiverse and forces at work.

-Everything is new, but I have a thirst to learn.

-So long as I have this token from my homeland, I can face any adversity in this strange land.

-I seek to uphold my code with patience and kindness in whatever world I find myself in.

-I have a weakness for the new intoxicants and other pleasures of this land.

-There's no room for caution in a life lived to the fullest.

## Early Life

-Eon was born under a broken clock to a young mother of clan Riverdance on the world of Ludar. He recieved his name after his mother said that she felt like childbirth "lasted for an eon."

-He was thought by his clan to be "bad luck" due to him being a black cat born to tan furred parents.

-His clan had a tradition of selecting one member to venture the world and bring back supplies and information. Eon was selected because the clan wanted him to leave.

-Eon was granted a Wish and wished for "the ability to travel anywhere I want to go." He gained the ability to travel dimensions, but since he didn't want to go home at the time, he lost his ability to return home. Forever.

## Danequest

Eon saved Dane and Artix from the Space Between Planes.

## MARS

Eon sought out Morta when she awakened her horizon walker powers.
Granite Slateforge

Gran and his shield with Ulaa's symbol

Granite "Gran" Slateforge is a Mountain Dwarf Paladin of Saanda, played by Adam.

## Abilities

Gran is a chosen paladin of Sandaa and trained in melee combat. He wields a dangerous combination of heavy weaponry and divine magic. His oath of the ancients also grants him access to nature magic, expanding his range of abilities.

He uses the unique feat, Shockwave Smash.

## Backstory

*"Smoke and the smell of rotting flesh surround you. You try to stand but the sudden pain shooting through your body drops you to your knee. You gather the strength to look around you and take in the devastation. Nothing but fire and ruins remain of this city… just like the others. You look at what was once the center of the city, bustling with people and life. Now it’s filled with charred corpses and a few shambling undead.*

*“Why am I here?” You wonder to yourself. “Why do I keep having this dream?”*

*Forcing the realization that you’re dreaming allows you to stand. Your grievous wounds can’t hold you back if they’re not real. You stand up and try to find some answers. What city is this? Nothing is recognizable, everything is either destroyed or on fire. Or both. The sound of someone walking up beside you wakes you from your thoughts. Beside you stands a fully armored dwarven woman with gnomish facial features. She has a symbol on her breastplate of a mountain with a ruby at the heart of it. She is wielding a mighty warhammer. It is Saanda, The Stonewife; your goddess you have devoted your life to. This part of the dream is new.*

*“Look around you young Stoneforge.” She spoke with a soft, soothing voice that somehow commanded all attention. “This is the future that awaits your people. You do not have the power to stop the coming tide.” Your heart sinks in your chest. “Is this really my fate?”*

*“Not yet at least,” she continues. “And not by yourself. There are others you will need to assist you. The first is an inexperienced Sorcerer with untapped power deep within. She is in grave danger and needs your protection. You will find her at an inn called the Scarlet Slaad. The second is a Tiefling woman who will not trust you. Her goals align with yours, though she does not yet know this. You will not need to look for her; she will find you. The third is a criminal running from his past. You will need to find a way to work with this man, as he possesses skills and abilities you will need. You have no idea the danger your world now faces. But there is still time young Stoneforge. You four are your world’s last hope. Speak to Leafdancer, he has a gift that will aid you.”*

*You awake in a cold sweat. The dreams finally make sense. You now know what you have to do."*
Styarn Eris

Styarn "Fox" Eris is a Tiefling spymaster for House Aberron and the father of Lilithe Eris.

When he fled to Aberron Castle for help when the cult attacked his village years ago he was attacked by several cultists. He killed them all but he was badly injured and his horse was killed. He laid bleeding in a ditch for hours until he was discovered by an Aberron patrol returning from his village. He was told that everyone was dead and the cultists were gone. Not knowing that his daughter had survived, he pledged himself to Duke Aberron and after years of loyal service became his Master of Spies.
Keanen

Keanen is a blacksmith's assistant working under Kristta in Rangea. He is very timid and gets flustered easily.

**MARS 3 - Rangea's Secrets**

When the party was shopping in Rangea they stopped at Keanen's blacksmithy while Gran and Aegon were trying to buy a custom lock. They found Keanen working the front of the shop and asked about the lock which he was happy to make. While he was working Morta decided to ask him for information on Alonso Bagpipes. Hearing the name of the crime boss made Keanen panic which the party incorrectly assumed meant that he knew something. Aegon and Morta then started pressuring him for information which made him so nervous he couldn't speak properly. At that moment Kristta showed up and saw the party shaking her assistant down. She told the group he didn't know anything before kicking them out of her shop.
Magical Flora

A brief list of some of the magical flora found in Lindar.

## Trees

* Elder Redwood *(sequoia sempermanas)*. Native to the Eldritch Forest, especially around Eldershroud. An incredibly tall redwood tree that can be harvested for elderwood.
* Coldwood. Many fey creatures have a special susceptibility to cold iron. This weakness has led alchemists and arcane gardeners among the fey to develop coldwood. First adapted from natural hickory, coldwood replaces iron in most ways, allowing fey smiths to craft strong weapons and sturdy armors. Coldwood also allows druids to wear armor types usually made of metal.

## Flowers

* Djinn Blossoms. These flowers often appear as part of the floral arrangements at royal wedding ceremonies. Djinn blossoms also now serve as one of the more common arcane exotics cultivated for display in Illadori courts.

## Fungus

* Floating Hills Fungus. A brown cap with a light blue underside native to the Sparkrift Mountains. Used as an alchemical ingredient.
* Hen of the Wood. A large brown clumping mushroom. Often used in cooking.
* Magnus Madcap. A dark green with purple spots. Causes hallucinations if eaten raw.
* Destroying Angel. A white mushroom with multiple heads. Can cause stomach aches and vomiting if eaten. Highly toxic to celestial creatures.
* Winter Mushroom. A white ball mushroom with vertical black stripes. Often used in cooking.
* Golden Death. An orange and spiky mushroom. Its name is a misnomer. The famous halfling author Gimble Furfoot named them after having a severe allergic reaction.
* Witchhold Witchcap. A black mushroom with green spots. Native in the marshes and beaches near Witchhold. Used as an alchemical ingredient.
* Eberline Dapperling. A white frilled mushroom with brown spots. This mushroom contains a deadly poison. It only grows in the Eberline Mountainrange.
* Firefringe Whirlpool. A black mushroom with an orange spiral on top. Native to the forests of Firefringe. Used as an alchemical ingredient.
* Western Firepopper. A yellow and orange ball mushroom. Native to Illadori and Nin-Don. Often used in cooking.
Mysticspace

Mysticspace (also known as the prime material plane) is the term used to describe the crystal sphere that is home to the Lindarian solar system. Originally mysticspace was an empty void, but the gods Romero, Verona, and Soouaa came together to create the sun, moon, and Lindar respectively. Later, Verona created her two moons and Tik'ye created the other planets and moons.

## Sun

Romero. Mysticspace's only sun and the center of the crystal sphere. Romero is the physical embodiment of the sun god of the same name.

## Planets and Moons

1. Silldra. Small sized planet. A molten planet very close to the sun. It has no moons.
2. Lindar. Medium sized planet, habitable to most living things. Has one moon, Verona. Verona has two more moons: Onnala and Verridae. Verona is the physical embodiment of the moon god, and Onnala and Verridae are her twin daughters.
3. Neetiv. Medium sized planet, habitable to most living things. Has three moons: Ne, Vo, and Ra.
4. Breafra. Large sized planet. Has thick pink and purple clouds that completely obscure the planet. Has seventeen moons, Eeogin I~XVII.
5. Lawsa. Small sized planet. A frozen planet more than twice as far from Branfra, as Brafa is from Neetiv. It has no moons.
Green Wood

A small mining town in Darkvale with a nearby crypt and rock quarry that share it's name. Green Wood gets it's name for the abundance of trees that once surrounded the village. The trees were mostly decimated in 1324 AR when Lilian Flamecaller attempted to help and accidentally burned down most of the forest. The resulting smoke from the fire blotted out the sun and stayed over Green Wood for some time leading some to refer to Lilian as "Ashbringer".
Isika Han

President Isika Han 1 (Jess) Human (Changeling) Noble Lawful Good Desocra President of Nor

President Isika Han 2 (Kira) Human (Changeling) Noble Lawful Good Desocra President of Nor

President Isika Han 3 (Min) Human (Changeling) Noble Lawful Good Desocra President of Nor

President Isika Han 4 (Lavia) Human (Changeling) Noble Lawful Good Desocra President of Nor
Lindar Wiki Homepage

**Welcome to Lindar!**
Lindar is a homebrew D&D fantasy world set in mysticspace where the MARS, Danequest, and Arcaneium games take place. There are currently 427 articles covering all information related to the world, such as Player Characters, NPCs, Monsters, Items, Humanoid Races, Countries, Gods, Timeline, Planes, and more.

Lindar is currently in the Age of Renewal, the sixth age in the year 1325.
Sand Wind

*Descriptors:* Silent, contemptuous

Wrapped from head to toe in bark from a desert palm or desert willow, Sand Wind stands on the outskirts of villages and just watches. The townsfolk are strangely okay with her standing idly, as she never actually causes any trouble. If confronted, she will nod yes or no to respond to questions, but otherwise will not acknowledge the speaker other than an angry stare. Despite the townsfolk never seeing her eat, they have found that she moves towards the smell of food.

If a being of chaos attacks the town she watches, she might spring into action, creating walls or torrents of sand. If the party attacks her, she will respond with a whirlwind of sand rising from her feet, then vanishing into the desert, still returning to the outskirts within a week at dusk.
Attempted Assassination of President Isika Han

In the year 1325 AR the Kingdom of Nor worked together with the Dragon Purists and local bandits to stage an assassination attempt on the president of Desocra, Isika Han. The plan was thwarted by the MARS group, with help from the local guards and the president's bodyguard.

## The Assassination Plan

Three golem doppelgangers were made from the Yojimbo, an elite force controlled by the king of Nor. They were dispatched to Dawnhold and instructed to wait until a distraction drew away the town guard before attacking the president in the market. The bandits attacked the town walls with hit-and-run tactics to keep the guards busy. The cultists were to support the Yojimbo and take care of any remaining guards. After killing the president, Desocra would be thrown into chaos, giving Nor the opportunity to expand into Desocra's territory under the guise of 'peacekeeping'.

## The Battle

The cultists were supposed to support the Yojimbo, but they happened to find Aegon and Fox. Since they are both high priority targets for the cult they ambushed the pair and were defeated. Meanwhile, Ki fired a volley of arrows killing several civilians and the two guards traveling with the president. Then Blade and Majin moved in for the kill. MARS along with Rhoden, and the guards Marlys, Alabaster, and Keriann intervened and stopped the assassination. After a long and bloody battle, the Yojimbo golems and Alabaster laid slain.

## The Aftermath

People began referring to the MARS group as the Guardians of Dawnhold. They were invited to dinner at the Dawnhold Citadel and they were each granted the title of thane. The president also gave a speech, stating that they would not retaliate against Nor until an investigation had been done and diplomatic options had been exhausted. She also made plans to erect a memorial in the marketplace to remember and honor the six people who died in the attack.

After the dinner Isika Han revealed to the MARS group the truth about her changeling nature and her three sisters.
Karthix

Karthix is an ancient red dragon and nemesis of Gron. He ruled the Isle of Karthix before losing control over it in a battle with Gron and the Legendary Nine. He was trapped inside Lithia Nemmonis and was passed down through her bloodline to Thiala Nemmonis.

**Karthix**, the Red Scourge. Ancient red dragon who rose to primordial status through a blood ritual where he sacrificed thousands.
Possessed of Many Talents

Possessed of Many Talents, known as just Talent, is a tabaxi warlock and a student at Arcaneium.

## Background

Talent was on an archeology dig with his parents when he wandered off in an uncharted part of the ruins his parents were investigating. There he found a lost piece of the Man'Anwall Crystal, an item containing the essence of humanity's obsession. He became completely enraptured by it, unable to do anything but gaze at the crystal and mutter "Man'Anwall' over and over again. When people tried to take the crystal from him, the normally meek Talent flew into a violent rage. Seriously injuring several members of the archeology team, including his father. Unable to do anything to help her son, Talent's mother sent him to Arcaneium to hopefully find some way to separate the crystal from her son.
Minerva Springsash

Dawnhold librarian, thane, and half-sister of Athena Springsash. Her father was a traveling knight who used to take her on journeys, leading her to develop a love of travel and an admiration for adventurers.

For his noble deeds, her father was made a thane of Desocra, before passing away in the line of duty in 1314 AR. Due to her work at the Dawnhold library and in part to honor her father, Minerva was made a thane as well in 1315 AR.

## Nomad Session 8

Minerva was present at the post-assassination dinner party in honor of the MARS group saving president Isika Han's life. She spent some time talking to the MARS group who all seemed to take a liking to her. They even invited her to travel with them and write about their adventures, which was tempting to Minerva, but she politely turned them down due to her obligations running the library.

Near the end of the dinner Morta had a private conversation with Minerva and ended up giving her the Book of Dreams. Minerva agreed to work on translating it and excited got to work on it the next day.
Mark of Aberron

**6th-level enchantment**

**Casting Time**: 1 minute

**Range**: Touch

**Components**: V, S, M (50gp of finely ground up rubies)

**Duration**: Indefinite (see below)

You place a magical mark baring the sigil of House Aberron on an adjacent creature that you can see. If the target resists they can make a willpower saving throw (DC 20) to resist the mark. You make a verbal contract with the creature involving a task, service, or quest that the creature will perform for you. A creature that can’t understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal or impossible command, the spell ends.

They have until an agreed upon time to perform the command. During this time the caster and target can open a telepathic link to one another as long as they are on the same plane of existence. If the target refuses to perform or subverts the task, the caster may spend an action to deal 6d6 psychic damage to the target. This damage can only be dealt if the target is ignoring, refusing, or working against the task. After being dealt, the damage can not be dealt again unless the target takes a new action that qualifies as resisting.

The spell ends early if the caster, target, or the current head of House Aberron dies. The caster can end the spell early by carving the sigil of House Aberron into the same part of their own body that the mark was placed on the target. The head of House Aberron can also end the spell this way. A *Wish* spell can also end it. It is not effected by *Remove Curse* or *Greater Restoration* because it is technically a contract, not a curse.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level the damage becomes 8d6 and the DC to resist becomes 21. At 8th level the damage becomes 10d6 and the DC to resist becomes 23. At 9th level the damage becomes 12d6 and the DC to resist becomes 25.
Elko Vargas

Elko Vargas is a human fighter and a student of Arcaneium: Magic School of Sorcery in 1325 AR.

## Background

Elko comes from a renowned family of mediums known for their exceptional ability to commune with the dead. Elko believed he could take his family's abilities a step further by bringing spirits back from beyond. He succeeded, but now spirits use him as a bridge to cross back to our world through the door he opened and doesn't know how to shut.
City-State of Frozara

The City-State of Frozara

Ruler: Chief Paavu "Frosthide" Ogolakanu (Goliath)

Best Known For: Being very, very, very cold. Strength and survival skills are valuable assets here. They’ve grown large enough that they aren’t really a city-state by definition anymore, but the name persists.

## Relationship with Other Kingdoms

* Desocra.
* Nor.
* Falzer.
* The Federation.
* Halcaster.
* Illadori.
* Nin-Don.
* Undernath.
* Gron.
Know Thy Enemy (Feat)

Know Thy Enemy is an passive feat.

## Effects

Whenever you kill an enemy (deal the final blow or deal +75% of its health before it dies) note it's type. When you have defeated 5 or more of the same type of enemy you gain +1 to hit on attack rolls against that enemy type. When you have defeated 10 or more of the same type of enemy your attacks deal +1 damage to that enemy type. When you kill 20 or more of the same type of enemy, you gain a deeper understanding of that type and gain a trait from that enemy type.

## Prerequisites

To take this feat, a character must be at least level 4 and must possess one or more of the following qualities.

**Race**:

**Class**: Ranger, Wizard

**Subclass**: Bard: College of Whispers, Cleric: Knowledge Domain, Fighter: Battle Master, Fighter: Samurai, Monk: Way of the Cobalt Soul, Monk: Way of the Long Death, Paladin: Oath of Vengeance, Rogue: Inquisitive, Rogue: Mastermind, Rogue: Scout, Rogue: Swashbuckler

## Users

Lilithe Eris uses the Know Thy Enemy feat using her ranger training.
Illadori Empire

The Illadori Empire

Ruler: Empress Sora Leafdancer (Wood Elf)

Best Known For: Being the elvish homeland, covered in dense forests. Guarded borders. None pass through elvish lands without being watched from the trees.

## Relationship with Other Kingdoms

* Desocra.
* Nor.
* Falzer.
* The Federation.
* Halcaster.
* Nin-Don.
* Frozara.
* Undernath.
* Gron.
Monsters Encountered

This is a list of monsters that have been encountered in MARS, Danequest, and Adam's Solo. It is not a complete list of monsters in Lindar. Only a list of monsters seen or directly mentioned in-game.

**MARS**

* Adult Red Dragon - Encountered in Thiala's backstory.
* Goblins - Encountered in MARS 2 - Onward to Rangea, MARS 5 - The Dripping Cavern. Fought in the Goblin Cave and in and around the Dripping Cavern.
* Baby Green Dragon - Encountered in MARS 3 - Rangea's Secrets. Was summoned by the Dragon Purists using Thiala's blood.
* Ancient Red Dragon - Encountered in MARS 3 - Rangea's Secrets. Was seen by Thiala in a vision.
* Iron Golem - Encountered in MARS 4 - Beyond Dreams. A sentinel in the Dream Realm, protecting Lady Orchid.
* Zombies - Encountered in MARS 4 - Beyond Dreams. Fought by the party when their were shown a vision of the River of Skulls.
* Specters - Encountered in MARS 4 - Beyond Dreams. Fought by the party when their were shown a vision of the River of Skulls.
* Dire Wolves - Encountered in MARS 4 - Beyond Dreams. Summoned by the Deck of Many Magics and subdued and convinced to help by Thiala.
* Gelatinous Cube - Encountered in MARS 5 - The Dripping Cavern. Fought by the party in the Dripping Cavern.
* Flumphs - Encountered in MARS 5 - The Dripping Cavern. Seen by Aegon but were not approached.

**Danequest**

* Zombie Ogre - Encountered in Session 1 - An Unfamiliar Place. Fought in the Green Wood Chapel after it killed Pastor Rorrin.
* Cloaker - Mentioned in Session 2 - Hunting Answers and Monsters and fought in Session 3 - Finishing the Crypt.
* Zombies - Encountered in Session 3 - Finishing the Crypt. Fought in the Green Wood Crypt.
* Skeletons - Encountered in Session 2 - Hunting Answers and Monsters, Session 3 - Finishing the Crypt. Fought in the Green Wood Crypt.
* Green Hag - Encountered in Session 1 - An Unfamiliar Place, Session 3 - Finishing the Crypt. Appeared disguised as Illyanna Vos in Green Wood and the Green Wood Crypt. When her true nature was discovered the party killed her.

**Adam's Solo**
Colonial Maldat

Maldat was a country in Lindar formed around the same time as Desocra and Nor.

After a failed war with Desocra, Falzer, and the Federation, Maldat was left in a vulnerable state. They had no military presence, were bankrupt, and the people's faith in the government was at an all time low.

Seeing their weakened state, the kingdom of Nor took their land and dismantled the government. After absorbing Maldat, Nor slowly removed refences from history books so that many living there today don't know it existed. Knowledge of Maldat is mostly passed down orally, with some descendants of Maldat noble families harboring a grudge against Nor.
Gron

Gron is an ancient gold dragon and nemesis of Karthix. He won control of the Isle of Karthix in a battle after enlisting the Legendary Nine for help. He later renamed the island to the Domain of Gron.

**Gron**, the Golden Glory. Ancient gold dragon who became a primordial by syphoning his cousin Karthix's power through wards secretly placed throughout his domain.
Burnt Bounty Notice

The Burnt Bounty Notice is a note that was given to Chief Russo by the Dragon Purists while they were cooperating to capture Thiala Nemmonis.

When the party first found the note they could only make out a small amount of it because it was burnt during the fight between Russo's Bandits and MARS.

In it's badly burnt state it read:

*“By order of -------------, the ---------- bounty has been placed:*

*Thiala N--------, a ------------- blasphemous lying sorceress. ----------- taken alive (you can injure her) --------- brought to the secon--------- Rangea. ----------------------------- Alonso Ba----es -------------------------- location of the woman. -------- not to be trusted ------------------ valuable ----------------, ------------ death will be ---------- temporarily.*

*Make haste, ---------------------- essence.”*

Thiala then cast a mending spell on the note and was able to read:

*“By order of lady ----------, the following bounty has been placed:*

*Thiala Nemonis, a half-elf woman --- blasphemous lying sorceress. She must be taken alive (you can injure her) and brought to the --------- location in Rangea. The halfling crime boss Alonso Bagpipes has been paid for the location of the woman. -- is not to be trusted but --------- us valuable information, so his death will be delayed temporarily.*

*Make haste, time is -- the essence.”*

The unburnt version in it's entirety:

*“By order of lady Shikara, the following bounty has been placed:*

*Thiala Nemonis, a half-elf woman and blasphemous lying sorceress. She must be taken alive (you can injure her) and brought to the secondary location in Rangea. The halfling crime boss Alonso Bagpipes has been paid for the location of the woman. He is not to be trusted but has given us valuable information, so his death will be delayed temporarily.*

*Make haste, time is of the essence.”*
Felix

*Descriptors:* jolly, giving

Felix is a rather rotund githzerai who was adopted by dwarves at an early age. In the past he was a fearsome barbarian, but has since retired from battle and became a chef at Horse Devours in Dawnhold. Notably, he refuses to personally slay animals (or watch for that matter), but will use animal products such as milk or eggs.

He still uses his psychic abilities but has taken a different perspective; he doesn't use psychic domination, he uses emotional manipulation. Critters such as birds, rabbits, squirrels are often under his spell. He requests nuts, berries, or fruits from these friends. When they return with his ingredients, he thanks them by filling them with joy and wonder.
Bleak Ravager

Inspiration: RE4 Garrador & Pan's Labyrinth pale man

Bleak Ravagers are mindless monstrosities commonly used in small groups by evil wizards to guard locations like towers and vaults. They are subservient to whoever summons them and have no free will of their own.

Once they identify an enemy they attack savagely with their claws and won't stop until the target is dead or they die or are banished. They are blind and rely on sound and limited blindsight to hunt their prey.

## Statistics and Abilities

Stat Block

Passive perception 9, athletics +5, stealth +5, perception +1

**Enhanced Hearing**: Advantage on perception checks involving sound.

**Complete Obedience**: Once given an order by its master, it will do everything in it’s power to follow the command. It will die before willingly failing to execute a command.

**Actions**:

***Multiattack***. The bleak ravager makes two attacks with it's claws, or one charge attack and one claw attack.

***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d8 + 4) slashing damage.

***Charge Attack***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d12 + 4) piercing damage. The bleak ravager dashes up to 30ft in a straight line towards the nearest sound it hears. If the bleak ravager moves at least 20ft using this attack it has advantage. If the attack misses the target is pushed to the side and the bleak ravager will continue the full 30ft or until it hits a wall or obstacle. If it hits something harder than itself, it will take 2d4 bludgeoning damage and it's movement speed is 0ft until the end of it's next turn.

***Shriek*.** All creatures within 40ft must make a DC 13 Wisdom saving throw. On a fail that creature takes 2d4 psychic damage and becomes frightened until the end of their next turn.
Dragon Purists

Half-Orcs

Half-Elves

Tabra Avenigart

Kingdom of Nor (business relationship)

Alonso Bagpipes

The Dragon Purists are a cult devoted to the idea that dragons are the superior race and that all humanoids should serve them or be eradicated.

## Bases

Dragon Purist Hideout. Their primary base of operations. It's nestled deep in the Ebberline Mountain Range and run by Karak Tonn, the leader of the cult.

Dragon Purist Chapel. A secondary smaller base in Rangea. It was run by the lieutenant priestess, Shikara, before she was killed by the Nomads in 1325 AR. After that Alonso Bagpipes and his crew shut down the chapel and sized the cults remaining assets in the area.

Dragon Purist Fort. Small base hidden near Sonwa in the southeast and lead by Deraks Denardo. It was notable for having several Dragonfly airships gifted by the Kingdom of Nor. In 1325 AR Deraks Denardo lead a raid with all of his cultists and airships against The Valkyrie in an attempt to capture Thiala. The attack ended in his death as well as the destruction of all their Dragonflys and the deaths of all the cultists involved. After this the fort was abandoned and became inactive.

## Members

Karak Tonn.

Shikara.

Deraks Denardo.

Tabra Avenigart.

## Allies

Karthix.

Joxin.

The Kingdom of Nor.

Alonso Bagpipes.
Carnival of the Cosmos

The Carnival of the Cosmos is a festival that takes place four times each year on the material plane. It was founded by \_\_\_\_\_, a powreful cleric of Notton, who believed that duality could best be experienced through unity. With that in mind, \_\_\_\_\_ created a place where the outer planes could all connect to the material plane for a week every few months.

Beings from the Feyrealm, Shadowdens, Dream World, Mirror Dimension, Elemental Plane, and a select few from the Eight Hells can all be found mingling here.
Man'Anwall Crystal

The Man'Anwall Crystal was created by Hisode to ensnare some of humanities worst impulses and desire and entrap them within the sentient crystal. Dasrok saw this as an abomination and refused to let Hisode take his favorite parts of humanity away from them. Dasrok shattered the crystal and scattered it's pieces across Lindar where they could slowly release their contained evil back into the world.

## Pieces of Man'Anwall

Although the Crystal of Man'Anwall was destroyed, it's pieces maintain the evil they absorbed and some of their original intelligence. The five known crystals and their locations are below.

### Crystal of Obsession

The Crystal of Obsession is currently in the hands of Possessed of Many Talents.

### Crystal of Malice

The Crystal of Malice is currently in the hands of King Rhogar Von Linakasendalor III.

### Crystal of Apathy

The Crystal of Apathy is in the western ocean, near Halcaster's Isle.

### Crystal of Arrogance

The Crystal of Arrogance's location is unknown.

### Crystal of Lunacy

The Crystal of Lunacy's location is unknown.
Finsk

*Descriptors:* patient, trustworthy

Picture an old master; this is Finsk. He has abandoned the ideals of his ancestors and developed his own way to psychically manipulate his surroundings. Starting from the ground up, he completely shut off any powers in his body, then slowly gained them back through study and training.

While he does not accept monetary payment, he does accept favors or promises in return for training. The basic level of training, which few get through, teach them spells such as *detect thoughts* or *mage hand* over three months' time. More advanced talents such as *telekinesis* can be learned if the trainee wishes to dedicate years to practice.
Saanda's Hourglass

Father Leafdancer was also visited by Saanda and was asked to give Gran an old Broken Antigravity Hourglass. A normal Antigravity Hourglass makes beautiful patterns with the dancing, shifting sand inside. This one however has all of the sand stuck in the middle. Shaking or hitting it will not cause the sand to follow in either direction and the sand has not moved since the Father first found it 8 years ago.
Empty Place

The Empty Place was the place mortals went when they died before Hyndahsil created the Eight Hells. Now it is the afterlife for those who are not judged and sent to the Eight Hells. Sometimes mortals are not judged because they had too many conflicting aspects of their personality, making them unfit for any particular area of hell. Others are left unjudged because they were too young to be sentenced. All those in the Empty Place remain there indefinitely, unless they have a large enough epiphany to draw attention from the gods and warrant being moved to the hells.
Bermatist

*Descriptors:* Active, storyteller

A clan of firbolgs with oversized feet and a giant stride birthed this cartographer. His goal in life is solely to map. Sometimes he does this for a small amount of coin (he enjoys the occasional night at various B&Bs), but more than often does it for the sport. He has made hundreds of thousands of steps in his lifetime, and always has an accurate count. He can normally be found along coastlines, as regents hire him to measure distances along their borders.

Bermatist has seen many different nations through his travels, and as such knows a few pieces of intrigue that some might not pick up on. He has a vast knowledge of edible berries and fruits, and will gladly take the party under his wing, if they are travelling in the same direction. If the party isn't going in the same direction, he will offer them his patented Flop Flips, large sandals modeled after his own feet, but they are going the opposite way. When a creature walks in these, the footprints left will be as if Bermatist himself were travelling the opposite way.
Jahsoon Manou

Jahsoon Manou, the Consequence of Choice

Jahsoon Manou, also known as the Consequence of Choice, is a minotaur archfey patron. He was once a powerful wizard in the Illadori Empire but discovered the Feyrealm and became obsessed with the chaos it contained. He spent years in the Feyrealm channeling its power into himself. Becoming an archfey in the process. He now provides power to young warlocks who help bring the "gift of chaos" into the world. He often gives his followers whatever they desire, but usually at a steep price.
Domain of Gron

## The Domain of Gron

The Domain of Gron

Ruler: Gron (Ancient Gold Dragon)

Best Known For: Being a war-torn island nation ruled by a dragon. People tend to steer clear of the island, as the dead are rumored to prowl the shoreline and the seas.

## Relationship with Other Kingdoms

* Desocra.
* Nor.
* Falzer.
* The Federation.
* Halcaster.
* Illadori.
* Nin-Don.
* Frozara.
* Undernath.
Coldwood

Many fey creatures have a special susceptibility to cold iron. This weakness has led alchemists and arcane gardeners among the fey to develop coldwood. First adapted from natural hickory, coldwood replaces iron in most ways, allowing fey smiths to craft strong weapons and sturdy armors. Coldwood also allows druids to wear armor types usually made of metal.

Coldwood grows very much like hickory, only slightly slower, reaching its mature size in roughly two decades. The timber of the coldwood can be used for the crafting of any item normally made from steel, resulting in an object with the same hardness, strength, weight, and edge-holding properties of good-quality steel. Coldwood is difficult to work and harder still to cultivate, making it and the items made from it extremely expensive. The DC of any item crafted of coldwood is always 8 higher than the same item made from steel. Weapons or armors fashioned from coldwood are always masterwork items (the masterwork cost is included in the prices given below). Harvesting viable coldwood from a coldwood tree requires a DC 20 Knowledge (nature) or DC 15 Profession (logger) check. A successful check provides 5 pound of material per five years of growth (to a maximum of 100 pounds of coldwood).

For a coldwood tree to thrive it requires regular attention. Transplanting a coldwood tree or taking a viable cutting from one requires a DC 20 Knowledge (nature) or Profession (gardener) check.

A single healthy coldwood sapling sells for 500 gp. Properly tended, a coldwood tree can live for thousands of years.

 Light armor
 Medium armor
 Heavy armor
 Shield
 Weapon
 Other items
Blend Into The Crowd (Feat)

Blend Into The Crowd is a feat.

## Effects

You gain advantage on stealth checks to try and hide outside of combat. You gain the ability to cast the Disguise Self spell without using a spell slot. You may use this feat a number of times per day equal to your INT modifier (minimum once per day).

## Prerequisites

To take this feat, a character must be at least level 4 and must possess one or more of the following qualities.

**Race**: Changeling, Human

**Class**: Bard, Rogue

**Subclass**: Monk: Way of Shadow, Ranger: Gloom Stalker, Sorcerer: Shadow Magic

## Users

Aegon Targarian uses the Blend Into The Crowd feat using his rogue training.