recursal/Fanatic-Fandom huggingface dataset:
Great Escarpment

A view of the Great Escarpment

The Great Escarpment is a mountainous province located within the centre-west area of the Dead Sands. Though not the largest province by land area, it is notable for marking the unofficial 'border' between the sandy desert part of the Dead Sands and the smaller, more forgiving Red Land. Its namesake comes from the sudden and drastic change in elevation, as if the ground itself was pulled up and left there. There are only a few passes through the Great Escarpment that are mapped, however the province itself is not notable for not being particularly dangerous and is, in fact, one of the safer provinces of the Dead Sands - though that's not saying much.

Due to the mountainous and uneven terrain, giant metropolises like Ptra and Shedet are next-to-impossible to build in the Great Escarpment. However, the largest city, Hattush, still has a sizeable population. As well as that, many smaller towns and villages dot the landscape. These settlements often revolve around exploiting the resources of the mountains, typically mining or quarrying. Unofficially, the mountains are also home to smaller groups. Carrionite traditionalists, Gnoll clans, bandits, and insurgent groups all call this province home.

The province is largely controlled by the Hattusan Kingdom, one of the few kingdoms that still allows public worship of the old Carrionite religion. As a result of this, there is an above-average presence of Carrionite traditionalists and practitioners. The old temples here, such as Bull's Peak, are amongst the best-maintained temples in the entire Dead Sands, in large part due to the legality of worship here.

Due to the high altitudes, the Great Escarpment is home to many different avian species. Dire Vultures are perhaps the most common bestial threat to travellers here, alongside larger species such as Argentavis - though this species is notably less common.
Konigheim

Konigheim, more formally known as the Grand County of Konigheim, is a county and Representative State in the Empire of Man that lies in the south-centre of the country. Konigheim has been one of if not the most important county in the Empire's entire history. It is the political capital of the Empire, the seat of power from which the nation has been ruled since its original founding. The county's capital, Hauperacht, is also the capital of the entire Empire of Man.

Konigheim was one of the first counties created after Kylune founded the Empire over two thousand years ago. Since then, it has been the heartland of the Empire and is seen as the cultural, political, religious, and economic centre of the nation.

The people of Konigheim have a deep military tradition that stretches all the way back to before the Empire itself. As such, military service is something that many Konigheimers view with honour and respect. Their armies are some of the most disciplined and well-trained out of any in the Empire. They are famous for their precise coordination and steeled resolve.
Mercenary Horsemen

In the Dead Sands, the wide spaces of the dunes are perfect for riding. In fact, it is almost a necessity, as a weaker person will quickly die from exhaustion if they try to trek the sands on foot. Some mercenaries know this and thus offer their experience as dedicated cavalry. These fighters are experienced and skilled riders, wielding spear and bow from the speed and safety of horseback. Atop their loyal mounts they serve a variety of roles. In peacetime, they act as messengers between settlements and kingdoms - as well as escorts for diplomats and other state officials. When violent beasts attack trading caravans, it is often Horsemen that are dispatched to deal with it.

In times of war, however, they take on a significantly more violent role. The lighter units, typically archers, act as scouts. They ride across the dunes in search of enemy armies and lookouts. When battle calls, these archers also act as mobile skirmishers. Using their bows, they pepper exposed enemies with arrows to soften them up for more direct units. Similarly, more heavily armed units come into play. Equipped with spears, they use their great speed to outpace the enemy army and attack weak spots. This usually involves war machine crews and ranged units, as the lack of armour on these shock cavalry units makes prolonged fighting impractical. That said, when used properly, these riders can be very effective.

## **Variants**

Though they serve the same general purpose, some units in a country's military are given different equipment, in order to serve slightly different functions in the overall army. The severity and size of these differences varies on a case-by-case basis. Some units are given only slightly different weapons, whereas others are given new and unique technology.

### **Mounted Spearmen**

Some Horsemen dedicate themselves to melee combat over the bow. These mercenaries are typically dedicated shock troops, targeting weak spots in an enemy army. They fight with supernatural determination from atop their horses, using spear and sword to slash and stab their enemies. These Horsemen lack heavy armour, which makes them less ideal for dealing with more fortified positions, however they make up for this with excellent speed - perfect for harassing or hit-and-run tactics.

### **Mounted Archers**

Mounted Archers are expert skirmishing units who choose the way of the bow over melee combat. With their shorter composite bows, they are able to charge in and pepper their targets with arrow fire without having to worry about being attacked themselves. Should the enemy attempt to chase them down or return fire, the Mounted Archer can simply use their speed to outpace the threat. A particularly skilled or experienced archer can also fire accurately whilst moving on their mount, a rarer skill that makes them even more deadly.
Giant Scorpions

Giant Scorpions are horrifying and vicious creatures that are, in a way, symbolic of the Dead Sands. Despite their large size, being roughly the size of a rhinoceros, they are ambush predators. They lie in wait beneath the surface of the desert, then suddenly lunging onto their unsuspecting prey without mercy or warning. Giant Scorpions are smart to, for they have learned to target oases and desert trade roads - locations of known population. Giant Scorpions are evolved for killing. They possess a potent poison that can fell even the largest of creatures, and that is in addition to their powerful pincers that can slice a man in half. The scuttling sound of these creatures is enough to instil fear in the hearts of many.

It is to no surprise then, that when the Carrion Kings go to war Giant Scorpions become highly sought-after beasts. Indeed, even these dangerous creatures can be tamed when placed in the correct conditions and care. For the kingdoms that can afford it, they will almost certainly field scorpions in their fighting force. As part of an army, Giant Scorpions will travel across or even beneath the sand before exploding from the surface to fall upon the unsuspecting enemy with sharp claws and stinging tails - not unlike how they hunt in the wild. It is truly a terrifying sight, and one would not be at fault for soiling their breeches or collapsing in terror upon seeing it. Not that such displays matter anyway, for embarrassment is hardly relevant when they and their peers are doomed to die anyway.
Medjay

The Medjay are an elite unit of royal guards and state police. They are hand-picked from the mercenary armies of their Lord and are paid mass riches in exchange for their loyalty and talents. Many of these soldiers have served their employer kingdom for a long time, and so they often supplement the connection established through generous payments with a sense of almost genuine loyalty. To many of these soldiers, they serve for more than coin. As Medjay, their role is to act as guards for their respective Carrion King - a special unit forever vigilant for assassins and other threats. Outside of that, they also serve as a sort-of ‘special police force.’ When a problem comes along that the regular mercenary forces cannot handle, the Medjay are dispatched to take care of it themselves. In a fight, they attack with relentless ferocity. They have likely spilled the blood of countless enemies in their time, a sentiment that is shown through their ability and skill.

In times of open war, an event that is more common in the Dead Sands than many other parts of the world, the Medjay turn their blades from a defensive focus to one of offence and violence. In these times, their ranks are often split in two. One half remains at the Carrion King's side, providing the protection and security that they typically provide in peacetime. The other half, however, marches off with the army to fight in open battle. Unsurprisingly, when roused to the defence of their patron, the Medjay are unwavering and resolute warriors.

## **Variants**

Though they serve the same general purpose, some units in a country's military are given different equipment, in order to serve slightly different functions in the overall army. The severity and size of these differences varies on a case-by-case basis. Some units are given only slightly different weapons, whereas others are given new and unique technology.

### **Swordsmen**

Medjay swordsmen wield khopesh swords in battle. They are similar to their halberd-wielding counterparts, except they are better suited for offensive actions. Due to this, many Medjay swordsmen serve in the police forces as opposed to being dedicated guardsmen. In times of battle, it is often the swordsmen that are sent to participate in open battle, where their skills in offensive warfare are truly devastating. These talented warriors know that their service and loyalty is rewarded greatly; and so they show again and again that they are worth the expense.

### **Halberdiers**

Medjay halberdiers, as the name might suggest, wield great khopesh halberds into battle. These weapons are similar to khopesh swords except the blade is attached to a pole just as a spear would be. This means that they have better reach and are more suitable for defensive actions than their sword-wielding counterparts. Knowing this, Medjay halberdiers are typically employed as dedicated guardsmen rather than serving in the state police or as a part of an active army. Though they might not experience as much direct combat as some others of their ranks, they wield their weapons expertly and cut down any would-be assassin that dares threaten their employer.
Ptra (Faction)

> *"I give you, the people of Ptra, constant harvests. The sheaves will be like sand, granaries will approach the heavens, and the grain heaps shall be like mountains. You shall want for nothing."* - Khen-Ta, also known as the King of Kings, in a speech to his citizens.
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The Great Kingdom of Ptra, also known simply as Ptra, is a major Carrion Kingdom and is, more often than not, considered one of the most powerful kingdoms in the entire Dead Sands. At the very least, it's certainly one of the wealthiest and proudest of the Carrion Kingdoms, an attitude personified by their leader, the self-proclaimed 'King of Kings.'

Centred around the mighty city from which the kingdom takes its name, Ptra is renowned for its vast wealth, its ambitious and beautiful landmarks, and its military prowess. Indeed, the city of Ptra itself is the effective heart of the Great Kingdom, a magnificent place that is home to great pyramids, vast tombs, and towering statues. They also control the southern section of the Iteru River, which provides the kingdom with plenty of trade and income.

With such wealth and power, it is clear that Ptra is one of the most significant Carrion Kingdoms in the entire region. But, they can go further still. Khen-Ta, Ptra's current king, has desires of true greatness. To see his kingdom not just be the centre of the Dead Sands, but the centre of the world entire.

## **Trivia**

* Though Ptra takes its name from the ancient city of Petra (in modern-day Jordan), it is actually inspired by Ancient Egypt. More specifically it is inspired by the 19th Dynasty of Egypt, also known as the Ramessid Dynasty.
Paladin Spell List

Paladins are champions of powerful beings that pursue justice and destroy evil - or at least their perceptions of it. Their magical power is often derived from their oaths, either giving them the ability to cast magic or improving an already-existing talent to the degree that makes them worthy of being a divine champion. However, like clerics, paladins must be obedient to their oaths, for to break them invites the loss of their power.

The following list is a collection of all the spells that a typical paladin character can cast, alongside their spell slot levels:

## **1st Level**

* Bless.
* Command.
* Compelled Duel.
* Cure Wounds.
* Detect Evil and Good.
* Detect Magic.
* Detect Poison and Disease.
* Divine Favour.
* Heroism.
* Protection from Evil and Good.
* Purify Food and Drink.
* Searing Smite.
* Shield of Faith.
* Thunderous Smite.
* Wrathful Smite.

## **2nd Level**

* Aid.
* Branding Smite.
* Find Steed.
* Lesser Restoration.
* Locate Object.
* Magic Weapon.
* Protection from Poison.
* Zone of Truth.

## **3rd Level**

* Aura of Vitality.
* Blinding Smite.
* Create Food and Water.
* Crusader's Mantle.
* Daylight.
* Dispel Magic.
* Elemental Weapon.
* Magic Circle.
* Remove Curse.
* Revivify.

## **4th Level**

* Aura of Life.
* Aura of Purity.
* Banishment.
* Death Ward.
* Locate Creature.
* Staggering Smite.

## **5th Level**

* Banishing Smite.
* Circle of Power.
* Destructive Smite.
* Dispel Evil and Good.
* Geas.
* Raise Dead.
Carrionite Treasurers

Money and wealth comes first and foremost in Carrionite society. Even among lesser nobles, their ability to acquire and maintain wealth is the most important thing to them, and often their reason to exist at all. Naturally, then, a thriving market of financial advisors, treasurers, and economists sprung up - one that the Carrion Kings themselves make sure to use and exploit. Of course, those that deal with rulers personally are always Carrionites, for only a Carrionite can truly understand the importance of wealth to another Carrionite. These treasurers are often paid huge sums to manage to accounts of higher-ranking Carrionites, though never enough for the employee to threaten the status of the employer.

As well as peaceful account managing, Carrionite treasurers provide vital work during times of conflict and war. They ensure that the economy of both the nation and its ruler (the two of which are often close intertwined) remains prosperous and functional. They provide funding to the armies of their employer Carrion Kingdom, to purchase supplies and other necessities. Most interestingly, though, is that sometimes they will be sent to the frontline itself. Here, the treasurer will show off and maybe even share some of the Carrion King's vast wealth in an attempt to (for lack of a better word) incentivise the troops to fight harder and not flee. This strategy is, though perhaps foolhardy, surprisingly effective.
Sage

The world and wider universe holds many secrets and mysteries, questions that need answers. Whereas some lock themselves away in radical and religious contemplation, sages work through the tried-and-true method of intense academics. They read books, study scrolls, perform experiments and delve to the most inhospitable parts of Magnula in search of the truth. They are scholars in the most extreme sense and, perhaps, the greatest exemplars of their fields.

As a sage, you spent years learning the lore of the world. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

* **Skill Proficiencies -** Arcana, History.
* **Languages -** Two of your choice.
* **Equipment -** A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp.

## **Specialty**

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

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## **Feature: Researcher**

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the universe can require an adventure or even a whole campaign.

## **Suggested Characteristics**

Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly - sometimes in its own right, sometimes as a means toward other ideals.

### **Personality Traits**

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### **Ideals**

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### **Bonds**

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### **Flaws**

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Charlatan

Charlatans have a way with people. They know what makes them tick, can tease out their heart's desires after a few minutes of conversation, and with a few leading questions they can read them like they were children's books. It's a useful talent, and one that they're perfectly willing to use to for their advantage.

As a charlatan, you know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-coloured liquid will surely cure that unseemly rash, this ointment - nothing more than a bit of fat with a sprinkle of silver dust - can restore youth and vigour, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

* **Skill Proficiencies -** Deception, Sleight of Hand.
* **Tool Proficiencies -** Disguise kit, forgery kit.
* **Equipment -** A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with coloured liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary lord), and a belt pouch containing 15 gp.

## **Favourite Schemes**

Every charlatan has an angle he or she uses in preference to other schemes. Choose a favourite scam or roll on the table below.

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## **Feature: False Identity**

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

## **Suggested Characteristics**

Charlatans are colourful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

### **Personality Traits**

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### **Bonds**

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### **Flaws**

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Tuấn Tú

**Phan Tuấn Tú** là một diễn viên, người dẫn chương trình (MC), cựu người mẫu Việt Nam. Anh được biết đến là MC của chương trình Chiếc nón kỳ diệu, Hãy chọn giá đúng và diễn chính trong phim điện ảnh Đường thư, phim truyền hình Blog nàng dâu, Về nhà đi con, Những ngày không quên, Lựa chọn số phận, ... và gần đây nhất là Anh có phải đàn ông không.

## Tiểu sử

Tuấn Tú sinh ngày 16 tháng 7 năm 1984 tại Hà Nội, bố anh là Phan Tuấn Khôi quê gốc Quảng Trị, cựu viên chức của Bộ Công Thương, cựu tham tán thương mại Việt Nam tại New Zealand và Philippines, anh trai là ca sĩ Phan (Tuấn) Anh.

## Sự nghiệp

### Thể thao

Tuấn Tú từng là cầu thủ khi khoác áo cho đội tuyển bóng đá U13 và U15 CLB Hà Nội ở vị trí thủ môn, sau đó anh chuyển sang đội U16 Thể Công và giúp đội tuyển giành được chức vô địch U16 toàn quốc. Năm 2003, anh được đôn lên đội hình U19 Thể Công thì gặp chấn thương ở bả vai trong lúc thi đấu với đội tuyển trẻ của Singapore, và buộc phải từ bỏ sự nghiệp bóng đá.

### Nghệ thuật

Tuấn Tú làm người mẫu từ năm 17-18 tuổi, qua các quán bar cho đến sân khấu hội chợ và tự ôn luyện thi vào trường Đại học Sân khấu Điện ảnh, tại trường anh từng được học nhạc với sự chỉ dạy của nhạc sĩ Giáng Son. Sau khi học năm thứ hai anh theo gia đình sang New Zealand du học.

Năm 2004, Tuấn Tú được tham gia đóng chính trong phim điện ảnh *Đường thư* và là quen biết Đặng Lưu Hà, người dẫn chương trình của mục Dự báo thời tiết. Và được Lưu Hà giới thiệu gặp Biên tập viên Thanh Thư, sau 4 tháng thực tập anh trở thành MC nam đầu tiên dẫn chương trình này. Sau đó, khi gameshow *Chiếc nón kỳ diệu* cần người thay thế Long Vũ, ông Lại Văn Sâm đã bỏ qua 40 người nộp hồ sơ khác để chọn anh. Anh làm MC của chương trình *Chiếc nón kỳ diệu* từ cuối 2006 đến tháng 1 năm 2014. Năm 2010, Tuấn Tú đóng vai chính trong bộ phim truyền hình *Blog nàng dâu* và là người thể hiện 9 ca khúc trong phim, anh còn ý định sau đấy sẽ sản xuất album nhạc phim.

Năm 2011, Tuấn Tú chuyển công tác sang bộ công an khi nhận được quân hàm thượng úy, nhưng vẫn tham gia dẫn các chương trình của VTV3. Tuấn Tú giữ chức bí thư Đoàn Thanh niên Bộ Tư lệnh Cảnh sát cơ động, thuộc Bộ Công an.

Cuối tháng 1/2014, anh tạm dừng tất cả các hoạt động ở VTV để đợi đến khi vợ sinh con.

Tháng 1/2016, Ban Bí thư Trung ương Đoàn trao quyết định chuyển anh về giữ chức phó trưởng Ban Tuyên giáo Trung ương Đoàn Thanh niên với hàm Thiếu tá.

Cuối năm 2018, Tuấn Tú chuyển sang làm phó trưởng đoàn của một đoàn nghệ thuật thuộc lực lượng công an. Cùng năm này, anh bắt đầu trở lại làm diễn viên với vai Quốc trong bộ phim truyền hình *Về nhà đi con*, và làm MC tại chung kết Hoa hậu Việt Nam 2018.

## Đời tư

Tháng 8 năm 2012, Tuấn Tú kết hôn với Thanh Huyền, vợ anh từng xảy thai và phải 3 năm sau họ mới sinh một cậu con trai, tên là Kỳ Nam - đặt theo tên nhân vật Bảo Nam của anh trong phim *Tóc rối*. Vợ Tuấn Tú là của tướng Công an Nguyễn Văn Vượng, vợ anh là một nhân viên của Bộ Ngoại Giao.

## Vai diễn

### Sự kiện khác

* 2020: VTV Awards 2020, đề cử Dẫn chương trình ấn tượng
* MC chung kết Hoa hậu Việt Nam 2018
Ushabti

Many Carrionite cities are well-known for their intricate sculptures and grand statues. Many of these are in honour of kings past and their feats, or perhaps the gods if the city is old enough. These spectacular effigies are usually a symbol of a particular kingdom’s greatness, a chance to show off to rival kingdoms of those visiting from foreign realms. Such statues can take decades to complete and require huge amounts of funding and labour to complete, things that many Carrion Kings have in spades.

However, not all of these statues serve purely a cosmetic purpose. Ushabti, also known as Pyramid Golems, are hulking colossi made of stone and brass. They are the guardians of Carrionite cities, standing stalwart and firm on the city walls. When the city is under threat, the Ushabti will be summoned using a powerful and old incantation that propels the statues into animation. These entities are not alive, showing no remorse or mercy to their enemies. Their solve purpose and conviction is the protection of their home city and master, using crushing force and magical beams to make it so. In some cases, when a Carrion King marches to war, Ushabti golems will travel alongside the army, acting as a devastating construct of war as well as a symbol of national strength and might.
Sand Serpents

Sand Serpents are giant snake-like creatures that live in the most remote parts of the Dead Sands. It is believed that Sand Serpents are relatives of the Sea Serpent, though totally opposite in direction. Where Sea Serpents lie in wait below the waves, Sand Serpents lie in wait below the dunes. Being reptilian in nature, these serpents can go months without feeding. But, when food does reveal itself, the Sand Serpent will erupt from the ground to launch a devastating attack. From there the serpent can impale its prey on their spear-like fangs, strangle them in a deathly coil, or simply swallow them whole in smaller cases. When necessary, the Sand Serpent can even spit an acidic venom that burns and melts the flesh of whatever it hits. If a purely physical approach is somehow not enough, this venom more often than not does the trick.

With all this in mind, it makes perfect sense as to why the Carrion Kingdoms are desperate for these creatures. Surprisingly, Sand Serpents are fairly complacent if they are fed every so often, making taming and maintenance a fairly simple process. In war, Sand Serpents are devastatingly effective predators. With their size they can crush groups of infantry. With their fangs they can impale and slay war beasts and cavalry. And with their venom they can dissolve groups into little more than a grotesque bloody mush - a puddle to be swallowed up by the dry sand. In some cases, Sand Serpents are even used as mounts for experienced soldiers, riding into battle as their own units. However, this is an incredibly complex process and so is more uncommon when compared the using of independent serpents.
Lymphad

A lymphad is a type of small galley that possesses a single mast and a series of oars. Lymphads have been a traditional Chrichheimer boat for thousands of years, it's name deriving from the old Chrich words for "long ship." Historically these boats were used in all kinds of roles, including military transport, but in the modern day Lymphads are instead often used as fishing or transport vessels by local citizens. As well as this, it has also become a symbol for many titles and noble families native to Chrichheim specifically. Lymphads are well-known locally for their hydrodynamic design which allows the boat to sail surprisingly fast, even in comparison to many contemporary designs.

Although the design of the lymphad has naturally become standardised, there are still minor differences. These usually involve the position of the sails and oars. Some lymphads also have decorative features like flags, baskets, and figureheads - though not all of them.
Urchin

The world is unfair. Some are simply dealt better hands or provided better opportunities than others. Whilst some enjoy comfortable lives of luxury and excess, others toil away in the dirt and the squalor. Urchins are among those that are dealt the worst hands. Penniless, homeless and often alone, they must work themselves to the bone everyday just to survive. They might be orphans, refuges, crippled veterans, or just a person that has fallen onto the hardest of times. Either way, they must rely on the generosity of strangers, or their own wit, to survive.

As an urchin, you grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each.

You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

* **Skill Proficiencies -** Sleight of Hand, Stealth.
* **Tool Proficiencies -** Disguise kit, thieves’ tools.
* **Equipment -** A small knife, a map of the city you grew up in, a small pet (like a mouse), a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp.

## **Feature: City Secrets**

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

## **Suggested Characteristics**

Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life - and maybe get some payback on all the rich people who treated them badly.

### **Personality Traits**

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### **Ideals**

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War Elephants

Taken from the Plain of Tusks, War Elephants are a special type of war beast. These hulking creatures are tough, strong and more intelligent than they may seem. They appear to form genuine bonds with their riders, meaning that they are easier to control and use than many other beasts of the Dead Sands - an obvious benefit. In battle, they are given ornamental cloth and bronze armour and ridden into battle from a howdah. From within the howdah a squad of Medjay shoot foes with arrows whilst the elephant itself bashes them with incredible force and gorges them with its tusks. Those that attempt to flee under the beast will find themselves squished like a grape under its feet, or even snatched out from under it by the elephant’s long trunk, which can then rip and crush limbs and organs like a constrictor.

Even in times of peace, Elephants are coveted as royal mounts - symbols of wealth and status among the elite of Carrionite society. The wealthiest Carrion Kings often ride from atop one in intricate and flamboyant parades, whether that be in their city or that of another kingdom. Ivory from the tusks of the Elephant is also highly sought after as a luxury commodity. Naturally, this has led to the creation of a huge and prosperous Elephant trading industry. On one hand, this provides plenty of income for local economies. However, it has also had a huge impact on Elephant numbers, with their kind not being nearly as widespread as it once was.
Mercenary Captains

A Carrion King’s army is usually large, extensive and full of people of different cultures and races. Naturally, then, organising and commanding such a diverse force is a complex affair at the best of times. It is for this reason that the Carrionites’ mercenary armies usually have many officers and captains, to act as leaders and representatives for each group. These officers are often recruited from a huge variety of nations, races, and backgrounds, ensuring that each 'group' of an army is represented and co-ordinated properly. Unsurprisingly, an affinity with languages is a fundamental necessity for members of the Carrionites' officer corps.

These Captains have likely served for many years and have become true masters of desert warfare. This knowledge and experience make them formidable opponents in their own right, and it is typical to see Captains fighting directly alongside those they lead. Some may consider this foolish, but the results speak for themselves. These mercenary bands follow in the example set by their leader, and the Captains do a good job in ensuring they fight to best of their ability. The greatest of these 'lesser' officers might go on to become Generals or higher-ranking officials
Hermit

There are many mysteries in the world of Magnula. Are the gods real? Where are they? If the gods made us, who made the gods? Who are 'Those Who Came Before' and what was their purpose? Where did they go? These are only some of the questions that are yet to be answered. Hermits are those that restrict themselves to poverty and seclusion to search and contemplate these answers. They are scholars and theologists in the most extreme sense, rejecting all in the name of finding the world's truths.

As a hermit, you lived in seclusion - either in a sheltered community such as a monastery, or entirely alone - for a formative part of your life. In your time apart from the clam or of society, you found quiet, solitude, and perhaps some of the answers you were looking for.

* **Skill Proficiencies -** Medicine, Religion.
* **Tool Proficiencies -** Herbalism kit.
* **Languages -** One of your choice.
* **Equipment -** A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp.

## **Life of Seclusion**

What w as the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

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## **Feature Discovery**

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that has the potential to rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

## **Suggested Characteristics**

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.

### **Personality Traits**

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### **Ideals**

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### **Bonds**

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### **Flaws**

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## **Other Hermits**

This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you’re looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.
Treaty of Fairwood

The Treaty of Fairwood ended military conflict between Rynhart the Pious of Stradclod and Albert of Albran over who would control the land now known as Chrichheim.

In the aftermath of the Battle of the Black Forest the various Chrich clans formed two factions - the Kingdom of Albran and the Kingdom of Stradclod. Both wanted to join the newly-founded Empire of Man but each wanted to control the other. Conflict was inevitable.

The treaty was agreed three years after the Battle of Loch Mor, which is commonly seen as a great victory for Albert of Dunedun and Albran. However, in reality Rynhart's forces were not fully committed to the battle and the result was inconclusive. Rynhart had planned to resume military action once the weather improved, but he and his army were captured on their journey back to more fortified positions. With Rynhart captured, the clan leaders that once supported him turned their backs on Stradclod and secured the Treaty of Fairwood.

In the treaty, Stradclod and Albran were united under Albert of Dunedyn's rule. Together, they formed a new entity which we know today as the Imperial county of Chrichheim. Many Chrichheimers hold the Treaty of Fairwood as one of the most important documents in their county's history.
Lone Survivor

Magnula is, fundamentally, a dangerous place to live. Vicious beasts, natural disasters, raids and wars are all unfortunate risks in this world - and many people are victims to these dangers. Sometimes, a particularly devastating event will happen. A village will be raised by raiders. A hamlet will be washed away by a flash flood. A family will be eviscerated in the forest by a pack of hungry dire wolves. In these cases, occasionally, there will be a survivor. Permanently shaped by the event, they must reconstruct their lives as a lone survivor.

You were a sole survivor of a major life-threatening event. Maybe your village or city was attacked by some great evil, or maybe you were the victim of some awful natural disaster. No matter the details, everyone other than you died. Where were you when it happened? What age? Were you a small child, or an adult? What attacked you? What effect did this have on you? Were you traumatized, or were you strengthened by it? Did you run away, or did you fight it? Are there any remnants you kept or was it all destroyed? Whatever the case may be, you walk on, carrying the weight of those who died on your shoulders. Maybe you lost someone you care about. Do you accept their death or do you hold on to a small glimmer of hope that they survived? Regardless, you carry on without anyone but your memories of the ones you'd lost. You are a survivor; the lone survivor.

* **Skill Proficiencies -** Survival, Perception.
* **Tool Proficiencies -** Artisan's tools (one of your choice).
* **Equipment -** A trinket of your past (a necklace, ring, sword, severed finger or hair, etc.), a set of worn travellers clothes, a scroll detailing your life up to this point or the memories of what you lost, a backpack, and a belt pouch with 15 gp in it.

## **Feature: Survival Instincts**

Having survived for some years, you are able to make simple survival necessities. You can make fires, craft shelters, cook food, etc. with advantage to the Survival checks. You may also recognise certain landmarks or places from your travels alone, and thus know certain information about them.

## **Suggested Characteristics**

A lone survivor is shaped by their old life, and the affects of losing it. They might have been mentally and emotionally traumatised by the event, or they might have accepted the events and is attempting to move on. They might have been injured, crippled or mutilated by the event. Maybe they went on their own travels in the aftermath, or perhaps the event that changed the course of their life happened recently, and they are only just beginning to figure out their next steps.

### **Personality Traits**

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### **Ideals**

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### **Bonds**

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### **Flaws**

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Businessperson

In Magnula, trade guilds and corporations hold major economic (and sometimes even political) influence. However, they are not the only merchants and entrepreneurs in the world - in fact, they're in the minority. Many shops and stores are owned by families or simple collectives of workers and businesspeople. They are not guild-affiliated (though they might seek to be) and are typically just making a day-to-day living selling their wares or providing a service. That said, Magnula is nothing if not inconsistent and so sometimes these businesspeople are forced or pushed into other means of making coin.

As a businessperson, you own or used to own a store or business. It might have been a huge success, or a resounding failure. What sort of business was it? Did you buy and sell goods, or did you provide a service? Think about your business' place in the world. If it was in a rural village, it might have been the only store for miles and thus the backbone of the community. If it was in a large city, it might have come into contact with rival guild operations or criminal organisations.

When you chose this background, also think about why you have been pushed into adventuring. Was it a willing choice, or were you forced? Maybe you were ousted from your business by a greedy partner. Or maybe your business went under and adventuring is your only means of making money. Maybe you're having a mid-life crisis and attempting to recapture more eventful days from your youth.

* **Skill Proficiencies -** investigation, persuasion.
* **Tool Proficiencies -** one type of Artisan's tools.
* **Languages -** one of your choice.
* **Equipment -** one set of Artisan's tools, merchant's scale, a set of fine clothes, and a belt pouch containing 10 gp.

## **Feature: Supply Chain**

From your time as a merchant, you would retain connections with wholesalers, suppliers, and even other merchants or entrepreneurs. You can call upon these connections when you are looking for a certain item or information. However, they are still businesspeople at the end of the day so you might need to complete a small task for them first - or pay a small fee.

## **Suggested Characteristics:**

Businesspeople are shaped by their business. They form relationships with business contacts. They are pushed onward by their greed, or lack thereof. They might even have an emotional attachment to their place of work. Even a humble shopkeeper might be influenced by their business.

### **Personality Traits:**

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### **Ideals**

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### **Bonds**

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### **Flaws**

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Classes

Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser men and women can’t stand against.

Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the world. A fighter, for example, might view the world in pragmatic terms of strategy and manoeuvring, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith.

Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armour, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry on this page includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one.

Adventurers sometimes advance in m ore than one class. A rogue might switch direction in life and swear the oath of a paladin. A barbarian might discover latent magical ability and dabble in the sorcerer class while continuing to advance as a barbarian. Some Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Though rare, cases such as these do happen.

## **Classes Table**

Thirteen classes—listed in the Classes table below—are found all over the world of Magnula and define the spectrum of typical adventurers.
Desert Titans

Desert Titans are hulking behemoths of rock and sand, golems of such power and might that they transcend into something else entirely. Old Carrionite inscriptions say that they are the embodiment of the god of death - and it is not hard to see why. Their bodies are near-indestructible; anything less than a powerful spell or a strike from a war machine will merely glance off its hardened ‘skin.’ They are also incredibly strong, crushing even the toughest beasts underfoot with its huge stomping limbs. Desert Titans even possess magical properties, being bound with magical energy. From their mouth they can expel an arcane heat so hot that it completely disintegrates anything caught in it. All that is left of its victims are dust and clothes. This ‘heat ray’ is perhaps the Desert Titans greatest boon as there is next to nothing that can counter it. The best option is simply to stay out of its way. And if that isn’t possible, pray for your life.

With all of its power, then, it is perhaps to no surprise that Desert Titans are the most revered and desired war monster of all. They are incredibly hard to take down and even harder to press into service, and so Carrion Kings spare no expense in securing one or two of these golems for their own cause. These efforts are often unsuccessful, but in the rare event that they are the Desert Titan is a powerful boon and not one that is wasted. In times of war, they act as the main force behind an attack, a centrepiece from which the entire army can centre itself around. Even in times of peace, the Desert Titan might be made to take up a post around the grounds of the monarch's palace, as a symbol to the Carrion King's all-encompassing and everlasting dominion over their realm.
Mercenary Catapults

Though generally considered somewhat primitive and backwards by today's standards, there is no denying that the tried-and-true catapult is a cheap and good weapon. That is why the Carrion Kings field them as their standard artillery pieces. Catapults are cheap and easy to build and simple to train crews in the use of, making them ideal for the money-centric Carrionites.

In sieges and open battle, it is common to see these catapults using flaming ammunition. This might seem quite strange but is actually quite smart, as it is a form of deep psychological warfare. Not only does the flames risk spreading fires, but the heat of the fire intensifies the already immense heat of the desert. Most would not be able to deal with such an environment and so be more likely to break and flee. In this way, these primitive weapons utilise the environment to their advantage, making an already good weapon even more effective. As well as flaming projectiles, these catapults also utilise simple rock ammunition for blunt-force power as well as clay pots filled with flammable oil.
Stoneclanburgh

A view of Stoneclanburgh

Stoneclanburgh is an area located in the north of The Lowlands, which is encompassed by the Imperial county of Chrichheim.

It's name is derived from a combination of the Old Chrich and contemporary Common languages. Stoneclan literally refers to a mysterious pre-Imperial clan that once inhabited the area. Little is known about them except for the standing stones and cairns that they built, the remains of which continue to dot the landscape of Stoneclanburgh today. The burgh part of the name is a slightly changed term that was used by old Chrichheimer's to refer to territory. So, the name can be translated loosely into "stone clan territory."

## **Geography**

In terms of population, Stoneclanburgh is the smallest area in The Lowlands.

The western parts of the area are dominated by large hills, where the highest points in the area can be found. Much of the remainder of Stoneclanburgh is still comprised of hills, though these are smaller and less steep than the ranges found in the west. The centre of the area mostly comprises lowland plains and some small patches of forest exist in the north-east.

## **Economy**

Despite its small population, Stoneclanburgh is a surprisingly important economic area for Chrichheim and contains a large variety of industries. The main industries include agriculture, brewing, and coal mining. There is also a large glassworks in the area.

## **Wildlife**

### **Flora**

The largest hills of Stoneclanburgh are home to various mosses and grasses. In lower calmer parts, however, many different types of plants and flowers can be found - including meadowsweet, thistle, and poppies.

There are also forested parts of Stoneclanburgh, which are comprised of trees such as beech and oak. Within these forests there are also dense bushes of nettles and other plant life.

### **Fauna**

Stoneclanburgh is home to many different kinds of birds, which different from the hills to the plains to the forests. Though there are only a few large lochs and ponds in the area, these are home to waterfowl like swans.

Similarly, these same bodies of water are populated by a few species of freshwater fish - most notably trout and lamprey. Frogs and newts also call them home.

Larger mammal species include deer and hares.

### **Monsters**

Atypical species that can be found in Stoneclanburgh do not differ much from those you would expect from both Chrichheim more locally, and the Impireacht region as a whole.