recursal/Fanatic-Fandom huggingface dataset:
Kit the Trustworthy

### Character Description

Kit works as a travelling merchant, selling useless magic items to unsuspecting fools.

## Kit's Goods

The following is "Restricted Knowledge". See Availability of Information for details.

**Anti-Harm Armour** (100gp)
This armour holds a powerful enchantment that makes it entirely impervious to any harmful effect. When it is struck by any attack, the armour (and only the armour) will briefly turn ethereal and the source of harm passes through it without damaging the armour.

**Booklet of Hindsight** (10gp)
When opened the booklet will criticize the reader on an action as if the outcome were obvious.

**Potion of Hydration** (5gp)
Refreshes the user and quenches its thirst.

**Ring of fire detection** (20gp)
This ring is enchanted to warn the wearer if it is in the presence of fire. The detection range of the ring is touch.

**Ring of Genderification** (60gp)
Once this ring is put on a finger, the wearer will painfully transform into the opposite gender. If the wearer has no gender it becomes a random gender decided through a coinflip. Every morning the coinflip is repeated. Once the ring has been put on it will adjust in size so it fits snuggly around the finger. It is difficult to get off and a successful DC 14 strength check has to be passed.

**Ring of Teleportation** (50gp)
Teleports the ring to any location desired. Only the ring is teleported. The ring can be teleported to any known location the wearer knows how to get to.

**Robes of Demigods** (10'000gp)
These robes grant the wearer +20 to all ability scores when no clothes are worn. The robes have no effect if they are not worn.

**Smoke Bomb of Gasification** (45gp)
This normal looking smoke bomb will turn anyone who lights and throws it into a cloud of smoke for 1d4 hours or until dispelled (3rd level spell). Everything they are carrying or wearing that is not magically connected to them falls to the floor and they are teleported to the location of the bomb. While being in the state of a cloud of smoke, the afflicted person experiences everything normally but can not move on their own will and can only be moved by wind or similar means. They are immune to any damage except force damage against which they are resistant. The cloud of smoke normally occupies and obscures a 15ft^3 cube but it can be compressed into at least a 1ft^3 area.

**Wand of Pineabppleification** (30gp)
Objects or creatures which are targeted with this wand within 30ft are enchanted to taste like pineapples. Creatures enchanted this way will taste themselves and thus pineapple constantly. The enchantment persists until the object or creature is dispelled.

End of "Restricted Knowledge".
Hrogar Stonefist

### Description

Hrogar is a stout and sturdy dwarf, standing at just over 1.2m tall with a stocky build and a thick, bushy beard. His beard is a dark brown with streaks of gray, and he often wears it braided into two thick plaits that fall to his chest. His eyes are a deep brown, and they sparkle with a mischievous glint when he's in a good mood.

### Personality

Hrogar is a gruff but friendly fellow who loves to laugh and tell stories. He can be a bit blunt at times, but he's also fiercely loyal to his friends and family. Hrogar has a deep love of good food and drink, and he takes great pride in the quality of the food and drink served at The Iron Boar. He's also a shrewd businessman who knows how to keep his customers happy and his profits healthy.

### History

Hrogar was born and raised in Kreuzdorf. His family has lived in the area for generations, and they've always been involved in the tavern business in one way or another. Hrogar's father was the original owner of The Iron Boar, and Hrogar grew up helping out in the tavern from a young age. When his father passed away, Hrogar inherited the tavern and has been running it ever since. Despite the long hours and hard work, Hrogar loves his job and takes great pride in being a part of the community of Kreuzdorf.
Erax Astley

Captn' Erax Astley is a female imperial and current owner of Ye old booty inn.

She is known for her playful and flirtatious nature and she lures just as many people into her bedroom as she does into her inn. Though those fools who enter her room rarely leave the same... If they leave at all.

*The following is "Restricted Knowledge". See **Availability of Information** for details.*

Captn' Erax Astley is a warlock to her patron, the succubus Helixia Irintia. As part of their pact, Erax has to provide her with a steady supply of people to drain. Once drained, people seem disaffectionate at best or die at worst.

*End of "Restricted Knowledge".*
Kaester

## Description

Kaester is a quaint and picturesque small town nestled between rolling hills and lush farmlands. Once a bustling hub of commerce along the important eastern north-south trade route of the Confederation of Haystan, it now bears the grim scars of the Emberot crisis that has befallen the region.

The once-cheerful atmosphere has turned somber, and the townspeople carry a heavy weight of fear and uncertainty. The town's buildings are a mix of wooden and stone structures, with some showing signs of recent repairs due to the attacks. Worn dirt roads lead through the heart of Kaester, flanked by charming cottages and shops that are now boarded up. Outside of the town mass burial sites can be found.
*Some points of Interest:*

* *"The Silver Tankard Inn" - Tavern*

## History

According to local lore, Kaester was founded in the year 1010 AtS by a group of intrepid pioneers seeking a place of refuge and opportunity. The story goes that a group of settlers, led by a charismatic leader named Aldric Kaester, ventured into the wilderness and discovered the fertile lands where the town now stands. They were drawn to the strategic location, as it lay at the crossroads of major trade routes, making it a natural hub for commerce.

### Rise to Prosperity

Kaester's strategic location proved pivotal to its growth. The town blossomed into a bustling trade center, attracting merchants, artisans, and travelers from distant lands. Its prosperity was fueled by the trade of goods, information, and ideas. The town's architecture and culture flourished, resulting in a blend of various styles and traditions.

One of the most significant events in Kaester's history was the Battle of Stonehelm Pass in 1534 AtS when a powerful necromancer named Malgrim Voidshadow sought to unleash an undead horde upon the Confederation of Haystan. A local army, led by the brave Thorian Eisenherz, rallied against the dark forces. The battle was fierce and perilous, but through cunning and unwavering courage, the Thorian's forces emerged victorious, thwarting Malgrim's sinister plans.

### Emberot Crisis

While Kaester had endured its share of challenges over the years, the town faced a renewed and unprecedented threat with the apperance of Emberot. This crisis cast a shadow over its once-thriving streets. The town's people banded together, led by Mayor Thorian Eisenherz and innkeeper Thelma Hearthstone, to defend their homes and preserve their way of life.
Bucklal Porriklein

### Description

Bucklal is an attractive man, lean and moderately muscular. He wears tight fitting clothing which further accentuates his frame. He has a small bristly moustache and wavy silver hair. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.

### Personality

Bucklal is always inclined to offer people food and he seems plenty friendly. He is kind towards women and children and will generally offer women help without question. Others will generally need to prove themselves to him.

### History

He comes from a rich family in the east but he did not want to live life off their money. He became an adventurer many years ago and he formed a blood bond with his Halfling companion (whom he calls his 'brother').

### Extra Info:

##### Motivation

While he genuinely wants to help people, he is quite lustful and will take any chance to get laid.

##### Ideals

Bucklal sees himself as a philanthropist and believes that spending money on others is the best way to spend money.

##### Flaws

Bucklal is an utter insomniac. For unknown reasons he is only able to sleep fully and peacefully when in the embrace of a woman.

##### Bonds

Bucklal is a retired adventurer and is somewhat knowledgeable about the area. He is relatively well off and most of his wealth is tied up in his tavern The Merchant's Anvil. He has a crush on Susannah Wentworth and hopes to get together with her one day.
Lumenite

## Overview

A semi-transparent crystal that grows exclusively in the Little Bear Peninsula. It is most commonly found at the bottom of frozen lakes and rivers, sprouting from dead magical wildlife and in the depths of deep scars running across the Little Bear Peninsula.

Lumenite melts in sunlight and is extremely volatile around fire, exploding if exposed to it. It is therefore rarely brought outside the borders of the Little Bear Peninsula and is largely considered worthless outside it.

### Usage

#### Everyday use

Lumenite is most commonly used is as a tool for heat. When touched by lifeblood, the crystal will take on a ghostly glow in the colour of the bloods attunement, and emit a substantial amount of heat that can be used to thaw, cook and dry things, this heat is however unable to scorch the flesh of the living.

#### Building

Lumenite can be carefully crushed up, and mixed with any liquid or powder. It is used in all infrastructure in Frostheim, not because it is needed for integrity, but because of the beautiful crystalline formations it creates, when exposed to the magic of the land for a longer duration of time.

#### Lumination

Lumination is the most common way to execute those who break the law of fire in Frostheim. The accused is tied to a pole and small wounds are cut in the soles of their feet, they are made to stand on flat polished piece of luminite. Lumenite grows rather swiftly when exposed to a direct source of magic. The luminite slowly enters the body of the accused and crystalizes their blood, this process takes roughly three hours, but the accused is usually dead within the first two.
The Green Raven Apothecary

The Apothecary in Kreuzdorf is a small but intriguing shop run by a wise and enigmatic man named Alaric Schwarzwald. The shop is situated in the heart of the town and has an unmistakable aroma of exotic herbs and spices that wafts out onto the street.

The interior of the Apothecary is dimly lit, with shelves upon shelves of mysterious jars and vials containing all manner of strange and wondrous ingredients. There are dried roots, crushed leaves, powders, and tinctures that are unfamiliar to most, but to Alaric, each one holds great significance and healing properties.

The Apothecary offers a wide range of services and items, from tonics and potions to exotic herbs, spices, charms and amulets, Alaric is able to meet even the most outlandish ask of his customers. On top of that, Alarc is known to be a wise and insightful advisor, and he offers consulting services to those seeking guidance on matters both mundane and mystical. Many people in Kreuzdorf come to him for advice on everything from love and relationships to business and finance.

## Goods and Services

### Goods

* Healing Potion (40 gp)
	+ Restores a small amount of hit points to the drinker, usually 2d4+2.
* Antitoxin (10 gp)
	+ Grants advantage on saving throws against poison for 1 hour.
* Herbal Salve (10 gp)
	+ Heals minor wounds, restoring 1d4 hit points. Takes an action to apply
* Sleep Tonic (40 gp)
	+ Causes the drinker to fall asleep for 1d4 hours, unless they succeed on a Wisdom saving throw (DC 12).
* Elixir of Focus (75 gp)
	+ Grants advantage on Intelligence checks for 1 hour.
* Invisibility Potion (75 gp)
	+ Grants invisibility to the drinker for 1 hour or until they attack or cast a spell.
* Love Potion (100 gp)
	+ Causes the drinker to be charmed by the next creature they see for 1 hour, unless they succeed on a Wisdom saving throw (DC 14).
* Truth Serum (100 gp)
	+ Forces the drinker to tell the truth for 1 hour. The potion tastes really bitter.
* Strength Tonic (125 gp)
	+ Grants the drinker advantage on Strength checks and melee weapon damage rolls for 1 hour.
* Water Purification Tablet (5 gp)
	+ Cleanses 1 gallon of water, removing any poison or disease.
Marina Monxerus

Marina Monxerus is a old imperial and the owner of the Tasty Pie Inn. She is known for her calm and welcoming nature and is generally liked by the people of Aeramium.

She is very secretive about her past and many people wonder what she did before opening her in in Aeramium but her strange obsession with wards and the mysterious truth about her mysterious son no one ever saw has certainly sparked the imagination.

*The following is "Restricted Knowledge". See Availability of Information for details.*

 Marina used to be an adventurer with her son Tula Monxerus. One one such adventure, due to a miscalculation on Marina's end they had a run in with a vampire. That vampire killed and turned Tula and Marina was forced to flee and leave her son behind. To this day she doesn't forgive herself and is in constant fear of her son coming to kill her.

*End of "Restricted Knowledge".*
Lorelei von Rittersdamm

## Basic Information

### Titles

Grand Princess of the Confederation of Haystan, Queen of the Kingdom of Rittersdamm, Baroness of Rittersdamm

## Physical description

### Physical Description

Lorelei von Rittersdamm is an athletic imperial woman in her late twenties. She has long blond hair and light blue eyes. She holds a resemblance to her younger brother Lorast von Rittersdamm though she is taller and slightly stronger.

### Character Description

Lorelei is known to be honour- and dutybound. She rarely put personal gain or pleasure above what she thinks is her duty to the Confederation of Haystan. While being an reasonably capable as a politician, she doesn't share her bothers almost legendary abilities to say the right thing to the right person.

As such, she is often struggles when negotiating with the House of Princes and has taken to relying on her own sizable personal army instead of offering concessions to the lords. Something that is not well received by them.

### Goals and Motivation

Lorelei wishes to lead the Confederation of Haystan through the current Era of Unrest. Leading her own troops against whatever danger comes up. Her primary focuses right now is to bring down Emberot and to subdue the religious cults in the east.
Dirk Bauschinger

### Description

He is a small man, but exceptionally fit. He is generally shirtless and showing off his tattooed chest. He keeps his blonde hair in a flapper bob. His eyes are likewise green. His teeth are white and perfect.

### Personality

He is talks a lot and often tries to scam people. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.

### History

Heir to a fortune, his parents put a great deal of effort into curing a disease with which he was born. A freak accident while working with his Healer left his mother crippled. He has built up a small fortune and can afford his own way.

### Extra Info:

##### Motivation

He has money and likes to spend it; and he is terrified, and will act out of fear

##### Ideals

Being wealthy is a sign of worth and character.

##### Bonds

Dirk is quite rich and is terrified of loosing his wealth.
Hall of the Explorers

The Hall of the Explorers is an impressive structure located in the heart of Zwer'Kul in Avenwolf. It serves as the headquarters for the Explorer's League, an organization dedicated to exploring and mapping the uncharted lands beyond the borders of Avenwolf.

The building itself is a grand edifice, made of sturdy stone and adorned with intricate carvings and decorative flourishes. The main entrance is flanked by two massive statues of famous explorers, each holding aloft a torch to light the way for future adventurers.

Inside, the main hall is spacious and well-lit, with high ceilings and rows of bookshelves lining the walls. The room is filled with tables, chairs, and other furnishings, all arranged in a way that encourages collaboration and discussion.

The most impressive feature of the Hall of the Explorers, however, is the massive map room that occupies an entire wing of the building. The map room is filled with maps of all shapes and sizes, each depicting different regions of the world and marked with notes and annotations made by the members of the Explorer's League.

Adjacent to the map room is a large, well-stocked library filled with books on geography, cartography, and history. It is considered one of the most comprehensive collections of knowledge on the subject of exploration in all of Avenwolf.

The Explorer's League is led by a council of seasoned adventurers, each with their own impressive resume of daring expeditions and discoveries. The members of the council are respected and admired by the people of Avenwolf for their bravery and dedication to expanding the horizons of knowledge.
Magnus the Magnificent

### Character Description

Magnus works as a travelling merchant, selling powerful magic enchantments to unworthy bafoons.

## Magnus's Goods

The following is "Restricted Knowledge". See Availability of Information for details.

**Scroll of Bewildering Bubbles** (50gp) When cast, this spell creates 1d10 bubbles in random spots within 30ft of the caster. These bubbles have a diameter of 5ft and are translucent but block all attacks and movements. When damaged in any way, the bubbles pop and release a wild surge of magic. The creature that popped the bubble will have to roll on the wild magic surge table.

End of "Restricted Knowledge".
Mimic Sword

A particularly smart mimic has taken the form of that resembling a short sword after realizing that adventures can provide them with a near infinite amount of food and carry them far and wide.

Any time a person attempts to perceive the true nature of the sword they must make a DC 18 nature check. If they fail then to that individual it appears as a normal short sword unless it uses one of its special abilities.

This sword grants a +2 to all attacks and damage rolls made with it. This sword can take on three different forms mimic mode, short sword and rapier with damage of 3d6 magical piercing, 2d8 magical slashing and 4d4 magical piercing respectively. If a creature is hit by the sword in mimic mode, it will try to grapple the target. The mimic sword has a strength modifier of +3.

If the mimic has eaten in the past 24 hours the sword will shift to whichever blade the wielder wants. If the blade has not eaten in 24 hours the sword transforms into mimic mode and attacks the nearest creature that isn’t wielding or carrying the sword. If the wielder of this sword falls in battle, the mimic sword will immediately consume them and turn back into a mimic with the stat block of the person/creature they consumed.
Mathilda

### Physical Description

Mathilda manifests with the comforting appearance of an elderly Imperial woman. Her visage carries the warmth of a benevolent grandmother, complete with gentle eyes that seem to hold the wisdom of countless transactions. She wears garments reminiscent of traditional merchant attire, adorned with symbols representing wealth and prosperity.

## Divine Domains

Mathilda's divine influence extends to the bustling marketplaces, trade routes, and merchant caravans. She oversees economic transactions with a keen eye, ensuring fairness and prosperity. Those who invoke her name seek success in their business endeavours, and traders often make offerings to gain her favour before embarking on significant ventures. Mathilda's divine presence is felt in the harmonious rhythm of commerce, where the exchange of goods becomes a sacred dance guided by her benevolent hand.

### Holy Books & Codes

"The Art of the Trade" is the sacred text penned by Mathilda herself. Filled with arcane insights, practical advice, and mystical trade secrets, the book is a guide for merchants and traders. Its magical protection prevents duplication, preserving the exclusivity of its teachings. Followers are allowed to take brief notes, but attempts at unauthorized reproduction inevitably meet with magical obstruction.

It is said that only Mathilda herself possesses a fully copy of "The Art of the Trade".

### Divine Symbols & Sigils

The sacred triangle symbolizes the core tenets of Mathilda's faith. A coin represents Demand, a crate signifies Supply, and a piece of candy embodies Customer Satisfaction. Together, these symbols form the foundation of the goddess's divine principles.

### Tenets of Faith

Mathilda's followers adhere to the belief that happiness can be generated and disseminated through trade and commerce. The tenets emphasize the essential flow of goods and services: Every product must find its customer, and every customer must obtain their product. Merchants, as the conduits of this exchange, bear the responsibility of uniting supply and demand.
The Potioneer's Flask

This tavern has alchemical contraptions as decoration, and the bar itself is shaped like a giant potion bottle, complete with bubbling and swirling liquids. Patrons enjoy drinks from beakers and flasks while sitting on stools shaped like potion vials. The owner, Zephyrus Alchem, is a quirky alchemist known for his peculiar brews.

## Menu

* Elixir of Awe (10 gp)
* Alchemical Fizz (8 gp)
* Potionmaker's Special (12 gp)
* Mystical Mixture (15 gp)
* Alchemist's Ale (6 gp)
* Sparkling Elixir (19 gp)
Jorhu

Jorhu is a Daemon librarian, taking care of Ngwih's national capital. Scholars being a part of the library put their faith into Jorhu, to receive his services of transcription, delivering any book the library owns, keeping track of information, and helping with complicated calculations.

## Biography

Karl was a powerful wizard from Principality of Marle, that got enslaved by Theocracy of Ngwih in 1315 AtS. High Priests had a few deitification projects in mind, but ultimately decided on improving capital's library situation, after they received a sizeable donation from a group of scholars. The library was too disorganised to find books or scrolls reliably, and a good chunk of important scrolls they had used archaic language, so studying them took far too long. After a year passed, they finalised his divine form, and named him Jorhu, binding him to the library. He was forced to translate and transcribe all the old scrolls, sort through all the knowledge they had, clean, and even mend any parts of the library that were too old to store paper without it going bad. After a few years of work Jorhu's tasks were completed, but scholars not willing to let such a useful tool go, ordered Jorhu to help them with any work they themselves had. This has been The Daemon Librarian's fate since then.
The Flarian liberation brothers

***The Flarian liberation brothers*** are a group of idealists that will fight for the freedom of every province. They form groups according from which province they come from but support each other. The F.L.B. has no central head and is secretly supported by the free cantons, mainly from Respublica. They shy back from nothing and are skilled guerrilla fighters and assassins disrupting the political structure and weakening the power of the diarchs. Their symbol are nine fists raised, one for each province and canton.
Bernhard Herzilicher

### Description

He wears a black collared shirt and blue pants. He accessorizes with a brown scarf around the waist and a strap diagonally across his shirt. He is muscular and strong. He wears his red hair down. His skin is flawless and his brown eyes scan people very quickly.

### Personality

He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal, sharing a drink with all he meets.

### History

He was born blind and as such lacked many opportunities for work. His childhood dream was to be a Lumberjack like his father, but he was a colossal failure, often being dangerous to the ones around him as he swung his axe around wildly. He then became an apprentice to a carpenter, carving wood by feel. Later through his fair but stern nature and natural charisma he was elected to be mayor of Nebbrdorf, a position he takes very seriously.

### Extra Info:

##### Motivation

Balancing his hectic life as Mayor is difficult and he seeks to improve the lives of the people around him even if it causes him a fair bit of stress from time to time.

##### Ideals

Bernhard believes that everyone, no matter their disadvantages has a role and a talent with which they can contribute to society.

##### Flaws

Bernhard is blind from birth. He has his eyes but they are grey and non-functioning.

##### Bonds

Bernhard is proud of his position and is working tirelessly for the benefit of Nebbrdorf.
The Gilded Geode Inn

The Gilded Geode Inn is a comfortable retreat, geared towards travellers. Its ceilings are higher than usual in Ku'boran allowing most Imperials to comfortably stand at their full height. Its smoothed stone walls are adorned with geode formations that cast a gentle, colourful glow across the main hall. Each room has a carved stone bed and soft, woven tapestries depicting dwarven folklore.

## Menu

### Food

* Miner's Breakfast (7 sp)
* Stonebread and Cheese Plate (5 sp)
* Undermountain Stew (1 gp)

### Drinks

* Geode Glimmer Ale (6 sp)
* Gilded Gem Elixir (2 gp)

## Rooms

* Crystal Comfort (3 gp)
	+ A cosy room with walls adorned with small, sparkling crystals. It includes a stone bed with plush bedding, a small seating area by a hearth, and a shared bath.
* Gemstone Retreat (5 gp)
	+ A spacious room with a large geode formation embedded in one wall, casting a soft, multi-coloured glow. The room features a comfortable stone bed, a small writing desk, and a private bath.
Old Empire

The Imperial Crest of the Old Empire

## General Information

### Alternative Names

Rarely: "The Empire of Excaria" or "The Universal Empire"Before Stormfall: "The Empire"

## Politics

### Ideology

Expansionism, Imperialism, Cultural Supremacy

## Demographic data

### Races

Imperials, "Civilized Races", "Beastfolk"

## Overview

The Old Empire is seen as the height of Imperial culture, state-craft and excellence. It is based on the existence of this vast empire that modern notions of imperial superiority are founded.

Before the Stormfall, the Old Empire was the undisputed master of Anu. Though there existed many independent states and kingdoms, none of these could come close to rival the Old Empire in any aspect. The homeland of the Old Empire lies on the western tip of the continent of Excaria. From here they spread their influence across the nearby continents of Barrova and Fulgium.

Shortly before the Stormfall they also discovered the continent of Ferra, where they established the Imperial Colonies.

Since the Stormfall, the mainland of the Old Empire was lost beyond the Stormrift. Some say the Stormrift is somehow the doing of the Old Empire, maybe a punishment, whereas others say the Stormrift was sent by the gods because they feared the power and potential of this grand entity. Whatever anyone thinks, most Imperials think that one day the Old Empire will breach the Stormrift and return to Ferra to restore it to the light of its order.

## The Empire and the Imperials

While the true origin of the Old Empire has been lost to time, it is generally though that the petty human and elfish kingdoms of western Excaria united to fend of some great danger or evil. Overtime the different cultures and people began to intermingle until the humans and elves ceased to be different people, instead becoming one and the same. A mixed race nowadays known as the Imperials.
The Thick Whale Bar

## The Pub

### General Layout

Large open hall with a second hall on the second story. [[Zunul Zuna]] operates the bar and kitchen herself. It usually takes some time for food and drink arrive.

### Atmosphere

The Tavern is doused in warm light, hearty atmosphere and spells of food. During open times there is always the sizzling of a fish in the pan in the background.

## Menu and Services

### Menu

#### Foods

* Fried Seaweed Chips (1 sp)
* Fried Fish (3 sp)
* Shark Soup (5 sp)

#### Drinks

* A Mug of Beer (7 cp)
* A Mug of Fish Oil Beer (1 sp)

#### Secret Goods

*The following is "Restricted Knowledge". See Availability of Information for details.*

- A Iron Grenade (10 gp) --> Deal 3d6 piercing damage to all characters within 10ft of the landing zone.

*End of "Restricted Knowledge".*
Ignagiu's Illuminated Insights into Intellectualism

Ignagiu's Illuminated Insights into Intellectualism is a prestigious and scholarly bookstore located in Rotentor's Scholar's Plaza. The shop is a grand, multi-story building with towering bookshelves that seem to stretch endlessly. Dimly lit by ornate chandeliers, the atmosphere inside is quiet and contemplative, ideal for those seeking knowledge and enlightenment. The store's ancient wooden floors creak softly underfoot as patrons peruse the extensive collection of tomes, scrolls, and manuscripts. Illuminated manuscripts are displayed in glass cases, their intricate calligraphy and vibrant illustrations drawing the attention of scholars and collectors alike.

## Products

* Historical Manuscripts:
	+ The Lost Chronicles of Rittersdamn (75 gp)
	+ Legends of the Arcane Masters (120 gp)
	+ Scrolls of Forgotten Lore (200 gp)
	+ Tales of the old Empire (300 gp)
* Literary Classics:
	+ Works of the ancient Elven Poets of Excaria(10 gp)
	+ Epic Tales of Heroes (15 gp)
	+ Dwarven Chronicles (25 gp)
	+ Ballads of the Feywild (40 gp)
* Mystical Maps:
	+ Map of Feywild Portals (150 gp)
	+ Astral Navigator's Chart (200 gp)
	+ Planar Atlas (100 gp)
	+ Map of Forbidden Tomes (50 gp)
* Scroll Cases and Bookstands:
	+ Enchanted Scroll Case (15 gp)
	+ Adjustable Bookstand (10 gp)
	+ Scholar's Reading Glasses (2 gp)
	+ Bookplate Embossers (8 gp)
The Glimmerstone Inn

The Glimmerstone Inn is a very well appointed tavern and inn. Its stone floors are polished and decorated with imported dark oak wood and gleaming gemstone accents. Each table is separated by a massive cut gemstone wall, filling the main hall with a kaleidoscope of colours.

The walls are similarly well decorated. With gemstone and precious metals, beautiful murals are crafted onto the walls. These might depict scenes from folklore and history but some depict some of the beautiful sights found in the caverns below Ku'boran and around the Ku'boran Tunnel.

The polished celling is higher than usual in the hold but some very tall individuals will find themselves being forced to duck nonetheless. Beams of carved dark oak criss-cross across the celling, coming together to form a beautiful geometric pattern. In between the wood, white glowing crystals poke through the celling, illuminating the main hall.

## Menu

### Foods

* Glimmerstone Feast (10 gp)
	+ A multi course feast for the entire table. Will be able to feed up to 6 people.
* Gilded Gem Soup (2 gp)
* Shroomlight Roast (1.5 gp)
* Salt-Baked Deeplake Rubyfish (3 gp)

### Drinks

* Crystal-Clear Springwater (3 sp)
* Glimmer Ale (6 sp)
* Glintwine (3 gp)

## Rooms

* Crystal Glow Room (4 gp)
	+ A comfortable room with small gemstone accents throughout. It includes a dark-oak bed, a small work desk, and an en-suite bath with a brass tub fillable with crystal-clear Springwater via a brass tap.
* Glimmering Suite (10 gp)
	+ A luxurious suite with polished and gilded dark-oak floors and walls adorned with gemstone mosaics. It features a king-sized bed carved out of marble and dark-oak, decorated with gold and onyxes. A private balcony overlooks the underground city. The room comes with a lavish bathroom, equipped with a bathtub carved from a single massive gemstone. It is equipped with a golden tap releasing cold crystal-clear Springwater as well as a nozzle to release steam into the bath to either warm it up or to create bubbling. The suit also contains a dark oak table, equipped with writing utensils and a small selection of books. The suite comes with a maid who will be at the service of its resident for the duration of their stay.
Valtor Stonefoot

Valtor is a grizzled veteran of numerous Underdark expeditions and a respected member of the Explorer's League.

### Description

Valtor is a middle-aged dwarf, standing at around 1 meter tall and weighing about 68 meters. He has a stocky, muscular build, with broad shoulders and a thick chest. His skin is tanned and weathered from years of exposure to the elements, and he has a few scars on his face and arms from past battles.

Valtor's most striking feature is his thick, bushy beard, which reaches down to his waist and is adorned with several braids and metal clasps. His hair is a dark brown colour and is pulled back into a ponytail, revealing his forehead and sharp, piercing blue eyes. He has a broad, square jaw and a slightly hooked nose, giving him a stern, imposing look.

Valtor wears a set of well-worn leather armour, adorned with a few metal plates and studs. He carries a large backpack filled with various supplies and tools, including a pickaxe, a shovel, and a lantern. He also has a sturdy battle-axe at his side, which he wields with skill and precision. Despite his rough exterior, he moves with a surprising grace and agility, and his years of experience in the field are evident in his every movement.

### Personality

Valtor is always eager to share his knowledge of the Underdark and the dangers that lie within, and can provide the party with valuable information and advice if they seek it.

However, he also harbours a dark secret: on one of his expeditions, his entire team was wiped out by a powerful creature, an Aspect of Nature, and he was the only survivor. He has never fully recovered from the trauma of that experience, and is haunted by nightmares of the monster that killed his friends.

### History

Despite his trauma, Valtor is still driven by a deep passion for exploration, and is always looking for new challenges to overcome.
Theocracy of Ngwih

### Overview

The Theocracy of Ngwih is the last and possibly greatest Lizardfolk nation of Ferra. A thousand five hundred years of war, genocide and losing their ancestral homelands has forged a nation of sheer determination and will. It is not fighting for itself. It is fighting for the survival of its own race, for revenge and to right the thousand wrongs committed against them by the Imperials.

They worship their gods but know the gods must serve them. Losing the belief of the Lizardfolk would mean the fall of any of their gods, and they are willing to do anything necessary to survive.

### Geography

The Theocracy of Ngwih is located on the island Deruvou and the western islands. Though their naval vessels are not comparable to the imperial battleships, their gods of the sea and their domestication of great beasts of the ocean make the island almost impervious to imperial invasion. Nonetheless, the theocracy hides their cities inland, deep within the winding and dangerous jungles where the gods of the jungle and of the hunt guide their followers safely to their destination but utterly destroy any outsiders..

### History

The Theocracy has no one single start date. Even before the arrival of the Old Empire lizadfolk myth spoke of a great empire called Ngwih from which all lizardfolk sprung forth. During the years since, as the lizadfolk were pushed further and further east, the idea of a united front became more and more accepted. There was no proclamation of the theocracy and technically the old kingdoms and tribes still exist, but everything, the old kingdoms, family and clan, the individual and the gods were put subservient to the survival of the Lizardfolk.

The imperial understanding of a nation or even a state does not apply. Ngwih isn't a nation. It is a race. A race that was pushed into a corner. A race gathering its strength and preparing to pounce.
Fernborgang

### Races

Dwarfs (Vast Majority), Gnomes (Small minority), Imperials (Small minority, mostly travellers and traders)

## Economy

### Overall Wealth

Decent

Fernborgang is a dwarven settlement nestled at the western entrance of the Ku'boran Tunnel. It serves as a crucial hub for travellers and traders entering or exiting the tunnel. The settlement is characterized by its sturdy stone buildings carved into the rock walls of the tunnel, well-maintained streets, and a bustling marketplace.

The main square of the town is called Stonesgate Square and travellers going through the tunnel pass it on their journey. In the middle of the square is a grand copper statue of Borin Stonebeard raising a pickaxe, small boulders lying at his feet. The statue commemorates the begin of digging operations from the west. Around the statue many small market stalls constitute an impromptu market. Both local citizens and travellers alike stroll through the stalls or sell their goods and a great variety of products and foods can be found here.

The tunnel entrance is protected by a massive steel gate which can be locked form the inside with ten enormous steel bolts. It is said that once sealed, not even an ancient dragon would be able to break the gates. A theory that has up to now never been tested. The gate is flanked by two multi tiered stone towers. The only structure of Fernborgang, apart from the gate itself, that protrudes to the surface. All the entrances to the towers are located within Fernborgang and each tower is equipped with two repeating baristas and one heavy cannon. The operation of the towers and the gate as well as security within Fernborgang and the rest of the Ku'boran Tunnel is entrusted to the Tunnelguard.

Fernborgang is governed by a council of prominent local dwarves, with a Thane appointed by the Clan Head in Ku'boran serving as the leader. The council ensures the smooth operation of the tunnel entrance and security within the settlement.

*Some points of Interest:*

* *"The Stonbeard Inn" - Inn*
Lyra

Lyra, the Eternal Wanderer, is a captivating minor goddess known for her agelessness and her ability to traverse the different planes of existence of the Rifted Universes. She embodies the spirit of exploration, curiosity, and the yearning for new experiences.

As the Eternal Wanderer, Lyra possesses an intrinsic connection to the realms beyond mortal reach. She roams through the many planes of existence, venturing into uncharted territories, and unravelling the secrets that lie within them. Her wanderlust knows no bounds, and she constantly seeks to broaden her understanding of reality.

Despite her divinity, Lyra appears as a normal mortal imperial woman, though she often sticks out in other realms imperials aren't found it. Lyra very rarely uses her powers when traversing a plane of existence, seeing the challenge and the journey just as much part of the adventure as the destination. It is not uncommon for people to mistake her for a normal mortal and she is known to sometimes visit churches dedicated to her, acting as a simple adventurer.

While Lyra does not have a massive following like some of the more widely worshipped deities, those who revere her regard her as a symbol of discovery, excitement, curiosity, and the pursuit of knowledge. Her worshippers are often scholars, seekers of truth, and those who yearn to explore uncharted territories. On top of this, for many, Lyra's carefree and playful disposition, represents the joy of youth, when every experience was a fresh new adventure.

Lyra's influence is subtle, yet profound. While not widely recognized as a deity of great power or influence, she possesses a deep understanding of the interconnections between the planes of existence. Her presence can inspire mortals to embark on their own journeys of self-discovery, pushing the boundaries of knowledge and embracing the wonders that lie beyond the known realms.

Lyra, the Eternal Wanderer, stands as a reminder that the pursuit of knowledge, the exploration of the unknown, and the embrace of curiosity and the enjoyment of adventure and challenge can lead to profound revelations and transformative experiences. Her essence resonates with those who yearn to venture into unexplored territories, both within themselves and in the vast expanse of the Rifted Universes.
The Quill and Scroll

The Quill and Scroll is a scholarly tavern with walls lined with bookshelves, filled with tomes, scrolls, and manuscripts. Candlelit tables are often scattered with parchment and quills, as patrons engage in lively discussions and debates over drinks. Owned by the wise scribe, Elowen Wissenwefer, the tavern has an atmosphere of intellectual exploration.

## Menu

* Scholar's Cider (9 gp)
* Inkwell Ale (11 gp)
* Parchment Platter (13 gp)
* Quill's Inspiration (16 gp)
* Bookworm's Blend (7 gp)
* Lorekeeper's Libation (20 gp)
Eugene Astley

Captn' Eugene Astley on the docks of Pomariames, just outside the The Black Crabs Pub

## Physical description

### Hair color

Orange-Ginger

Captn' Eugene Astley is a female imperial and current owner of the The Black Crabs Pub.

She often comes of has harsh and is known for being brutally honest to friend and foe alike.

She's a natural leader, often rallying the people of harbour town against House Aurelia. While she is sympathetic to the Flarian Liberation Brothers, she does not support them or count herself amongst their members.

*The following is "Restricted Knowledge". See Availability of Information for details.*

She is secretly supplying Tubes of Death and Shots of Sparkles to Diarch Aunia Aurelia to help her deal with the stresses of her position. Aunia Aurelia regularly sneaks to Eugene's house in disguise to pick up the drugs, where she pays Eugene handsomely for the goods and her secrecy in the matter.

*End of "Restricted Knowledge".*
Frostforge

## Overview

Known for its mastery of metalwork, Frostforge is a bustling town renowned for its skilled blacksmiths and craftsmen. The clanging of hammers resonates through its streets as artisans create intricate weapons, armor, and tools. The town's forges are fueled by lumenite, a transparent crystal that harnesses the power of magic, enabling them to fashion exquisite creations.

### The Town

The cityscape is adorned with sturdy stone and wooden structures, their chimneys releasing plumes of steam into the crisp, frost-laden atmosphere. The resonant clanging of hammers upon anvils fills the air. Intricate ironwork and lumenite accents embellish the buildings, proudly showcasing the exquisite craftsmanship that thrives within its borders.

At the heart of Frostforge lies its grand foundries, where the intense heat of roaring furnaces engulfs the smiths' workstations. Skilled blacksmiths and metallurgists toil tirelessly, their sweat mixing with the heat of their craft as they transform raw ores into masterpieces of strength and utility. Sparks dance like frozen fireflies, illuminating the determined faces of the artisans as they shape metal with precise and practiced movements.

The air is thick with the rich scent of heated metal and the comforting aroma of hot lumenite, creating an atmosphere that envelops Frostforge in a tangible sense of industry. The workshops are lined with rows of tools, from anvils to tongs to intricate molds, specialized equipment required to forge exceptional weaponry, tools, and armor.

Frostforge's skilled blacksmiths are renowned for their artistry and attention to detail. Each creation is a testament to their meticulous craftsmanship, whether it be a masterfully balanced sword that gleams with the purity of lumenite, a suit of armor expertly crafted to protect against the harsh elements, or finely honed tools capable of withstanding the rigors of Glacier's Embrace.

Amidst the clatter and heat, Frostforge is a community of resilience and shared purpose. Apprentices learn under the watchful eyes of experienced masters, passing down age-old techniques and forging bonds that withstand the test of time. The sounds of laughter and camaraderie intermingle with the constant rhythm of work, fostering a sense of unity and mutual respect among the citizens of Frostforge.

Beyond the workshops, Frostforge boasts a vibrant marketplace where merchants from neighboring settlements and travelers from distant lands gather to admire and acquire the city's masterpieces. The clang of armor, the gleam of polished weapons, and the lively exchange of coins create a bustling atmosphere that signifies Frostforge's significance as a hub of trade and commerce.

The city's inhabitants, proud of their craft, forge not only weapons and armor but also a sense of unity, embodying the spirit of the frozen lands they call home.
House Revannaus

### Short Description

House Revannaus is one of the diarchal Houses of Flaria. It first and foremost is led and controlled by its dynasty head Raxus Revannaus and through him, its primary goal is to crush the other diarchal house of the Flarian Diarchy, establish a monarchy under their rule.

House Revannaus concentrates its titles in its dynasty head. The dynasty head then installs loyal administrators to manage towns on a local level but only at the pleasure of the dynasty head and they may be overruled and recalled at anytime.

## Function of House Revannaus

### Believes

The modern House Revannaus believes that the diarchy was always a temporary solution and that the current crisis in the Flarian Diarchy is largely a consequence of its faults. Change is needed and the current dynasty head Raxus Revannaus seeks to establish an absolute monarchy under himself.

As part of this they believe that society is inherently hierarchical and anyone resisting the whims of their superiors is a danger to society and needs to be treated accordingly.

### Goals

House Revannaus seeks to end the crisis of the two houses in Flaria by destroying House Aurelia and installing Raxus Revannaus as the sole monarch of the Flarian Diarchy.
Öbergänger

Öbergänger boasts a charming and rustic appearance, blending seamlessly with the surrounding snowy wilderness. The town is nestled within a dense forest, with wooden buildings constructed from local timber, their roofs covered in thatch and snow during the colder months. The settlement is crisscrossed by wooden walkways and bridges, allowing residents to traverse the marshy terrain with ease.

The air in Öbergänger is filled with the scent of pine trees, and the distant sound of the waves crashing against the shore adds to the serene ambiance. During the day, the town is alive with the bustle of traders, hunters, and fishermen, while at night, the warm glow of lanterns and hearths casts a cozy and inviting atmosphere.

Öbergänger falls under the jurisdiction of the Friegisch Duchy, with a local council of elected representatives overseeing town affairs. The council ensures the distribution of resources, manages trade agreements, and coordinates defences against external threats. The councillors are chosen based on their contributions to the community and their knowledge of the North Burn's dangers.

Given Öbergänger's relative isolation and the threat of monsters in the surrounding forest, the town has implemented several defence measures. These primarily consist of a wooden palisade encompassing the town as well as a small set of towers equipped with emergency bells to warn the townsfolk of any danger that might be approaching.

*Some points of Interest:*

* "The Frosty Pike Tavern" - Tavern
* "The Frozen Falls" - Natural Landmark
	+ A breathtaking natural landmark located just outside Öbergänger. A frozen waterfall that glows with an otherworldly blue hue during the winter months, it's a must-see sight for visitors.

## History

Öbergänger, once a small fishing village. Established by a group of adventurous imperials seeking to exploit the rich resources of the North Burn, the settlement grew slowly but steadily until it grew large enough to draw the attention of the city of Friegisch to the north. They threatened to march against the small town unless they willingly subjected themselves to Friegisch, which they did shortly after.

Over the years, Öbergänger faced numerous challenges, from harsh winters and monster incursions to heavy emergency taxes from Friegisch. The town's resilience and resourcefulness have allowed it to survive and adapt to the harsh and unforgiving conditions of the North Burn.