recursal/Fanatic-Fandom huggingface dataset:
The Reaching Isles

The Reaching Isles are a series of islands on the edge of the world within the Empty White. The name stems from the isles resembling a hand of reaching fingers.

The inhabitants revel in the fact they're far away from troubles of the common world, and delight in partying, adventuring and hunting. Exotic monsters and beasts make their home here, while stranger things can be found in the distant isles.

## Geography

### Toha

The first of the Reaching Isles, Toha is a paradise of golden sand, massive palm trees and peaceful people. The Basa-Ubtao, a clan of Lizardfolk, inhabit here.

The area contains;

* The Last Town - The largest town in the Isles, the Last Town is the last piece of civilization before the edge of the world.

### Thraa

An ancient island full of jungle and valleys, home to the Zrushicts. While Teji is similar to this island in terms of geography and size, Thraa is covered in pieces of elemental chaos that make the island swarm with primal energy.

### Teji

A vicious forest surrounds a toxic swamp full of ziggurats and temples to an unnameable deity. The Azhumahl, a Yuan-Ti clan, inhabit Teji. They are fond of dealing in enchantment magic and poison, making this remote land something of a resort to the strange and cruel.

The area contains;

* Scayatha - The small port to which the Azhumahl trade with the outside world.

### Tkamgi

The darkest and most unknown of the Reaching Isles, Tkamgi is full of unexplored jungle, valleys and volcanoes. Remnants of a past civilization dot the coast, but no bones remain.
Laser Gatling Gun

Cost:
 **Damage:**Wood: 4-7 (14.7 DPS)Reinforced Wood: 3-5 (10.7 DPS)Iron: 1-2 (4 DPS)Cloth: 5-7 (16 DPS)Stone: 1-3 (5.3 DPS)Dragon: 5-7 (16 DPS)
 **Strength:**Wood: 1Reinforced Wood: 1Iron: 1Cloth: 2Stone: 1Dragon: 0.5
 **Range:**Effective: 45 metresLong: 75 metresMaximum: 120 metresVelocity: 70
 Reload Time: 3 secondsBurst Quantity: 8 shotsBurst Interval: 0.15 seconds

The **Laser Gatling Gun** is a rapid-fire, light weapon that fires a burst of 8 bullets at a time.

## Summary

### Pros

* Very fast reload.
* Massive damage per second on paper.
* Extremely effective at destroying sails.

### Cons

* Low damage to strong materials like iron.
* Short range.
* Extremely likely to ricochet, resulting in lower damage per second in practise.
Drow

From the outskirt lands, the nations of exiles and the Dead Roads underneath Starsong live the Drow, sinister Elves who have embraced something long since forgotten.

All Elves born of the world above are nothing like the Drow below.

## History

The betrayers of Elvenkind, the elven clan of Yndros were aligned with the Nameless King of Kalta and banished by Anduril when he slew the king. What became of them was the creation of the Yndrosi Empire upon Carthus and the land known today as Myovos. Others fled to the lands within Dawnforge such as Kasania and Wraeclast.

The fate of the Empire of Yndros and the Drow of Myovos is unknown as the entire land collapsed when the Yndrosi disappeared. The survivors outside of Myovos at the time settled Lonqai and the Black Empire was born.

The Collision saw many Drow return to civilized society as their unique view on spellcasting was introduced to the rest of the world.

## Appearance

Like most Elves, Drow were wiry, athletic, thin and beautiful. Their faces are chiseled and attractive, but they were often shorter and thinner than most Elves.

While all Elves are vastly different, the Drow had violet or purple skin, black or white hair, and typically had eyes of red or blue.

## Culture

Drow, by reputation, were mostly evil in a way that nobody from the outside could really understand why they were taught to act the way they do. A race of the cruel, so to speak.

The Drow place a premium on personal pleasure and "fun," even if it involves pain and suffering to others and themselves. The lordly Drow are hedonists, sadists and psychopaths. Opportunistic violence, mayhem and personal enjoyment is their goal.

The different societies of Drow have different ways of life, the most well-known being the Black Empire; a land of zealots under a monarchy.

### Notable Drow

* Amulvaro
* Easan ibn Korata
* The Yellow Empress
* The Maggot & Worm
Aasimar

The shepherds of men, the Aasimar, have long been thought a myth. Creatures that were neither human nor angel, but existed as messengers of the gods.

The Aasimar are increasingly rare within Starsong, and thus have no real cultural identity of their own. They are regarded as creatures inbetween angels and mankind. They are manifestations of their gods will, and do not have their own thoughts and feelings, only existing to follow a divine purpose set forth through rules and laws.

Of course, not all Aasimar were loyal to their gods. Those that fell from the light existed only to serve darkness. Despite this, all Aasimar are lawful.
Nothun

Nothun is the priest of the Mersain catholic church. He is well known through the city as being both welcoming and charitable to all within the city and firmly believes in helping the sick and poor as much as possible within his power. However is known to be, or act to be, completely oblivious to the political and racial machinations that play out politically within the city. He is openly respected by the general populace.
Lupid

Placeholder Reference

Lupids are a species of Canid native to the cascadian planet of Rigel II. Originally the founders of the Rigel Tribes, the Lupids would later be annexed into the Terran Empire and later join the Colonial Confederacy.

## Physical

Resembling bipedal, anthropomorphic wolves, Lupids stand on digitigrade legs and sport four-fingered hands. In addition, the fur on the top of their head is easily grown out and styled similarly to hair on other species.

### Lycans

Making up about 5% of the Lupids' population are a mutation/subspecies known as Lycans. While mostly indistinguishable from normal Lupids, their first apparent feature is that their eyes give off a dull, but constant glow. The Lycans' "party trick" is the ability to transform from their Lupid form, to a much larger, stronger, and more feral "werewolf" form. While this can be triggered involuntarily, emotional distress such as intense anger can trigger a transformation. In addition, they have the ability to transform into a third form nearly identical to a Human, though they still retain their canine ears and tail. Due to no prior contact between Lupids and Humans, many theorize Lycans to be an ancient genetic experiment.
Dreadaleon

> "*The beggars will beg, the servants will serve but only the masters will get the gold.*"
> ― Quoth Dread
>
>

## Biography

The Pale Jackal of Muraska, Dreadaleon (commonly referred to as Dread) is a fearsome figure of fame for the thieve's guild. Having been the mastermind of the Kissing Game and the subsequent Sunset Massacre of Muraska, Dread is infamous for spreading discord.

The Jackals are a secretive cult of Mistress Silf, but Dread revels in notoriety. Taking credit for the Game and the subsequent Massacre made him the Hounds most wanted adversary.

Considering how many faces and personas Dread has, he is either suffering deep in the blackest pit or living a life of luxury in some faraway palace.

## Appearance

While being born in Djaal, Dread is somehow as pale as Aerrunean snow. Standing just shy of six-feet tall, Dread is short for a High Elf but the possibility of him undergoing multiple alterations to his appearance is a likely explanation.

## Personality

> "*The road to good intentions is paved with hell.*"
> ― Quoth Dread
>
>

A liar, cheat and dishonest coward, Dread thrives in a profession that rewards such men. Handy with a knife and lies both, what most find curious is his rampant religious streak. It's hard to find a Jackal who parts with his money so readily to a begging priest, or one who commits to countless lies would possess the same mouth that would never blaspheme or curse.
Askarian Empire

## The Askarian Empire

The Askarian Empire was founded in Dawnforge by Drassin ir'Askaar during the Longest Night, but only ever truly crept to great fortune during the Third Age. Constantly warred over and fought for by different houses claiming to be of the blood of Erimond Gryphenos or the sons of Old Drachonis, the Askarian Empire was a place of violence, subterfuge and villainy.

The house of Sasmael, a sorcerer caste, lead the Askarian Empire for centuries. When the Collision occured the Askari were among the first to try to regulate the tide of magic and to fight against the dominion of monsters flooding the land. The Great Unification Decree had many nations come under Askarian rule through brute force.

In the later years of the Third Age, the Wrath began. Jaret ir'Sasmael, the Mad King, launched a crusade against any and all he deemed an enemy of the empire. This included witches, victims of Greyrot, psionics, many Birians, and every rebellion was crushed the same way; the dissidents would be staked on the same spike as their steed.

This crusade would end with many innocents being sent to the Drowning Cages under the capital of Citadel.

When the Mad King was slain by the Slave Knight, the Askarian Empire was left to be ruled by Adonis Gryphenos, a direct descendant of Erimond. Adonis ruled the empire for a few decades, struggling to keep together the precious balance that Jaret's Wrath had created. Adonis was eventually assassinated by Azredak, and chaos spread.

The Askarian Empire ended slowly, marking one of the events that lead to the end of the Third Age. The empire was split into squabbling nations and Askaria became nothing more but a memory.
King Anduril the Imlirith

Forth Eorlingas

> "*Then I shall take longer strides.*"
> ― Anduril
>
>

## Biography

King Anduril the Imlirith is the longest living lord in all of Starsong. While High-Elves don't look fondly upon authority, King Anduril has earnt their respect and adoration. He has been ruling for centuries.

He single-handedly murdered the Nameless King of Kalta and after leading the Alliance to save Humanity alongside the use of the infamous Weapon, he was anointed King. He could not have accomplished this feat without his adventuring party, the Legendary Thirteen.

The later half of his title, the "Imlirith," means two things; in Elvish it means "Judge" while in Draconic is means "Heretic." This title is one Anduril wears with pride.

## History

Born during the First Age, Anduril awakens from a deep, dreamless sleep.

From then on, Anduril witnessed the cruelty of war from clan-wars against shicts to footwars with humans. When the dragons came, Anduril could not stand for such heresy, that the great and noble Elves will align themselves with such malignancy.

Anduril killed the Nameless King in single combat, and lead the Legendary Thirteen to reclaim their world. With the death of the Inspiration of All That Hates, Qalameet the Black, the war was won at a most terrible cost.

Anduril is remembered as a heretic, a conqueror and a hero all.

## Appearance

Anduril is tall but constantly clad in armour forged of dimeritium, often matched with a white or gold cloak. Due to his long life his magic ability is so greatly unmatched that he must wear this armour to prevent harming others accidentally.

Underneath that armour many have claimed to see a leprous, melted flesh. Immortality beyond natural means has its cost.

## Personality

Stoic, taciturn yet wise beyond any other, Anduril has the blessing and curse of long life on his side. He has seen many wars and understood the true meaning behind being King, but he remains so regardless.

Despite Anduril's title he is seen by his people as more of a sage than leader. What he exactly controls within his land is unknown.
Gransys

Gransys is the capital of Aldwynn and the home of the Scholar King. It is a major port of Dawnforge and one of the largest cities in all of Starsong with 240,000 inhabitants. It is built on the previously drowned city of Citadel where some pieces of the Old World remain.

Its strength relies on exporting resources from all over Dawnforge out into Boletaria and Aerrune. Due to its size, one can find a craftsman of any kind here.

It is split into several islands, dubbed Courts, surrounding the Keep of Swords in the centre.

## Geography

Gransys is within Aldwynn of Dawnforge, as a port city it serves as a major hub. Gransys is surrounded by ocean on one side with forests and plains on the interior.

Gransys itself is set on a series of islands built atop the drowned city of the Mad King. This makes Gransys nearly impregnable due to the natural landmasses that double as its defences.

## Government

Gransys is ruled by King Reynauld Gryphenos, known as the Scholar King. For centuries Gransys (previously known as Citadel) has always been ruled by sorcerers and those born of the Old Blood of the Drachen. Now it is a democratic republic, deciding on matters as a united people and council. Over the years it has faced conquests from all manner of invader, most recently the Sons of the Void.

### Law & Order

The Inquisition have their roots dug in deep in Gransys, and they deal with the extreme matters of law; murder, desecration of magic and treason are their points of interest. The Crownsguard act as the enforcers of law across Gransys and most of Aldwynn.

The Inquisition answer only to the Scholar King himself.

### Crime

The Five Points is an area rife with crime, where the wandslingers and the roughs of Aldwynn collide. The greatest of these criminal gangs is the Butcher's Company, though their rule is contested by many such as the Azure Chimes, Trench Dragons and the Knights of the Drowned Docks.

## Trade

Gransys serves as a vital trading port in the Sea of Glass route, where merchants can go from Boletaria to Dawnforge and Carthus, and either double-back or go to Aerrune. Gransys' location serves as an important stop between Lyria, Muraska and Arachos.

## Locations

### Court of the Herald

* Merchant's Ward
* Cleric's Ward
* Mage's Ward

### Court of the Fallen

* Soldier's Ward
* Peasant's Ward
* Gravedigger's Ward
* Sailor's Ward
* Merrymaker's Ward

### Court of the King

* The Keep of Swords
* The Noble's Ward

### Notable Places

* The Bored God - Popular tavern in the Merchant's Ward.
* Tower Retribution - Home of the Inquisition, a piece of the Old World, it is out to sea by a half-mile.
* The Five Points - Convergence point of the centre of the Court of the Fallen.

## Inhabitants

### Aldwynnians

The majority of inhabitants in Gransys are Aldwynnians, comprising of laborers, dirt wizards and artisans.

### Factions

* Azure Chimes
* Da Bogeymen
* Clan Bastard
* Crownsguard
* Church of Talanas
* Hatpin Harpies
* Ink Drakes
* Knights of the Drowned Docks
* The Inquisition
* Trench Dragons
Sigismund aep Eiasnillian

## Biography

Born of House Eiasnillian, a family of Rhega who have lived in Maylev for centuries, Sigismund was destined to become another noble knight of the House or even a paladin of Talanas.

This was until the family of Eiasnillian were blamed for the crime of treason and they were hunted down and murdered. Only Sigismund survived and with him lived on a wrath unmatched towards the royalty of the land.

Leading a group of mercenaries he paid for with what was left of his family's coffers, they aimed to unite the nomads of Maylev. Their targets were the Church and Crown and their supporters among the denizens of Maylev. This band of robbers were called the Strays and Sigismund the Duke of Dogs.

This group of terrorists and infiltrators soon became a faction of united Houses rivalling the Crownsguard themselves. With the backing of these Houses and their royal-blooded leaders, Sigismund began the Interior Ministry; a conglomerate of royalty looking to dismantle the monarchy.

Sigismund aep Eiasnillian began as the Duke of Dogs, leader of the Strays and is now the Interior Minister. They are possibily the greatest threat to the lords of Dawnforge since the Four-Crown War.

## Appearance

Sigismund is a tall, green-scaled dragonman Rhega. Marked with scars and burns from being hunted by the Crownsguard, Sigismund wears these with pride.
Sessions

Starsong has had numerous adventures take place, each with a rotating cast of plucky adventurers.

Whether or not they're heroic, these are their stories.

## Current Campaigns

### Dopethrone Massacre

Gransys, known as the Guardian of Kings to most-- except to our cast. To them, it is the City of Empty Saints, a stinking hole of thieves, beggars, mixed-bloods, knifemen, peddlers and mongrels. Now our cast are among the new scum of the Five Points.

## Previous Campaigns

### *The Devil of Ruarc*

A frontier region host to countless monstrosities surrounded by a wintry hellscape. Who would notice one more group of madmen around here?

### *Lost in Greycott*

On the edge of the continent of Dawnforge, a ragtag group of adventurers form.

### *My Love is Real*

In the desolate Ash Desert, a party of wanderers became embroiled in a footwar, a love story and a resurrection.

### *The Handymen's Handbook*

In the Outlands of Starsong, in the hive city of Sigil, a few unrelated warriors are hired by the infamous voidwalking Handymen. What began as a simple job ended with a new dawn upon the entire Kosmos.

### *The Bloody Chronicles*

To the edge of the world in the sunburnt land of Karneria, a group of adventurers wash ashore to discover themselves trapped in a deadly vampiric plot.

### *Tales from the Grave*

What began as a friendly reunion turned into a battle against a nightmare. From the lawless lands of Paradiso to the High Kingdom of Aerrune, the Gravewalkers fought on.

### *The Tales of the Handsome Few*

The first, the few, these were the heroes that battled against the invasion of demons and eventually the demonlord Sheraptus himself. Their adventure did not end with the Few, but continued in the lands of Paradiso and Aerrune.
My Love is Real

## Preface

These adventurers first met in the City of Silk, Silver and Sin, Muraska, while running from a Khovura footwar. This is where they united in the goal of finding the Vault of Fasha Vispania and the buried town of Minauros.

They are;

* The Shadow: A mysterious stranger in a strange land, hailing from nowhere near here.
* Rhoman: A metallic Rhega from the Crawling City serving as a paladin to the Wanderer, Khetashe.
* Ardus: A Karnerian Wulfhorden half-man half-tiger fighting to redeem himself.
* Mo'Daryn: A cursed Karnerian monk of the Sun trying to get out of this damned dress.
* Ezonai of Emyn Muil:

 They were joined by;

* Valus - Left: Previously a infernal-blooded Tiefling sorcerer from the Plane of Fire.
* Everath - Deceased: Previously the descendant of a noble house of fighters with an exotic twist.

### Arc One - Minauros

With the goal of finding the Vault of Fasha Vispania in the buried town of Minauros, the party are first interrogated by the mysterious Heretic and the faceless Gentleman. They enter the Vault and find Minauros for what it truly is. Later Valus leaves the party.

### Arc Two - The Loser King

Enjoying the sights and madness of the Ash Desert, the party arrive in Fangili; the last bastion of civilisation before the Navel of the World. Here, they encounter Sol, Dog, Lajolla, Corypheus, Rezifor, Svallo, and the hateful Jin. Given the recent mystery of Minauros the party are thrown into another; the tale of the Loser King and the Curse of the Throne.

### Arc Three - Of Ash & Sulphur

After dealing with the Loser King the party aim to relax the only way they know; by graverobbing, freeing child slaves and fighting in an arena to kill a slave master. Later they would flee Fangili only to return and witness a massacre.

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### Arc Four - The Throne

Upon witnessing the massacre at Fangili caused by Lajolla, who seeks the Throne, the party try to beat her to the fourth and final piece of the key, somewhere in Smouldercrown. Along the way they lose Everath; once in the massacre, and finally in the dead fields of the Sulkar. The chase must continue regardless.

Later the party meets their new member; the mysterious Woodswalker Ezonai.
Skaen

Artist's Depiction of Skaen as a Male Human

> "*Strangle your masters over blackest sea, shed chains of steel till we roam free.*"
> ― Poem spoken of the Flensing of Urnhast
>
>

## History

If he had eyes they would be cast out, for nobody not born of slave-blood would ever dare let such eyes glitter black with malice. However submissive with fists flenched, Skaen is the foreboding, downtrodden god of slaves and outcasts who promises retribution to those willing.

Skaen's greatest work was inspiring the slaves of the nobility of Urnhast to massacre their masters during the 3rd Age, known henceforth as the Flensing of Urnhast.

Skaen can appear as either male or female to those that wish for their wrath.

## Followers

Those who plot the destruction of their superiors will often whisper prayers to Skaen. Rebels and prisoners will call on Skaen for justice, though Skaen keeps no temples there are executioners and torturers who trust Skaen to deliver them valuable prisoners.

Those that succeed with the help of Skaen may suffer later as this wrathful gods love will only intercede until they reach a higher station.
Xorisa

A nation comprised of solely High Elves, the land of Xorisa is one steeped in thousands of years of tradition.

## Locations

### Towns and Cities

* Kalta - The capital of Xorisa, a place of learning and peace unlike much of Xorisa.
* Lenaia - Located outside of the Sunken Keep
* Faraam - Home to the Geldar, located outside of the Lumenwood. A large rainforest centered around a swamp-basin. The people here live on floating vessels.
* Arang-Yasolva
* Emerald-Grave
* The Spellhold of Silvenar
* Zivec - A town by the edge of the Lake of Poison, the School of Twin Serpents is within.

### Places of Import

* The Sunken Keep - Ancient ruin at the bottom of the Fainwood.
* The Fainwood - A vast rainforest.
* The Lumenwood - A massive, mysterious yet colourful forest. Lumenflowers are harvested here.
* The Lake of Poison
* The Ziggurat of the Still - Temple in the middle of the Lake of Poison.
* River Ardlui - Major tributary into Xorisa.

## Inhabitants

### Xorisans

Primarily High-Elves, Xorisans have remained the same in appearance as they were when they first arrived from the tapestries and threads left behind by their Spirit Mother, Eshua.

### Factions

* Kaltic Order - A science-based and scholarly creed, focused on the acquisition of knowledge.
* Geldar - Order of warriors dedicated to their mysterious deity, whom inhabits the Lumenwood.
* School of the Twin Serpents - Monks and druids dedicated to the Twin Serpent Gods, Zuoken and Zaruxel.
* Su-Mordral
* Varh'yn
* The Servants of the Shattered Star - Previously a tribe of cultists of Nahr Alva, now they are warmasters.
* The Obsidian Gauntlet - The finest mercenary-generals of Xorisa formed this faction as a way to monopolize war.

## Culture

### Society

A nation both ancient and young, Xorisa is a combined nation of the remnants of the Feywild, Maliaguras and Sothiriel.
Firbolg

Of the minor races of giantkind, the Firbolg is the most powerful. They are cautious, crafty and have considerable magical power. They have learned to distrust (and fear) humans and will be found only in the remote and wild lands of Starsong.

They live in tribes cloistered in remote forest strongholds, preferring to spend their lives in quiet harmony with the Fey they protect.

When provoked, the Firbolgs are powerful masters of Fey magic.

## History

Firbolgs inhabit the lands of Starsong where the Fey can be found such as in Temris, certain nations of Dawnforge, Aerrune and Oolacile.

Truth be told, nobody knows a damn thing about Firbolgs. The Giant-Kin were created by the Loom-Mother but of the Firbolgs none can say for sure. Some claim the Firbolgs were formed from the Fey taking the primal magic used to form the giants and creating protectors for the own.

## Appearance

The average firbolg stands over seven feet tall with grey or mottled skin. Oolacilian firbolgs were scaled like fish while Temrissian and Dawnforgers were covered in hair reminiscent of humans. In the reaches of Aerrune there live bestial firbolgs who resemble monsters more than humanoids.

## Culture

Firbolgs, like Wood Elves, live in the wild wooded lands of Starsong. They prefer to live near the ancient places of power that the Fey lay claim to. Clans of firbolgs were small and they enjoyed simple pleasures like music, good food and rest. A greedy firbolg was quickly exiled.

While monstrous in size they are gentle and loving of the lands they keep. Firbolgs drawn to violence are not uncommon as they are still a tribal folk and war is deemed a necessary evil among their kind. Even so, they are incredibly cautious and reclusive when dealing with outsiders to their lands.
Ash Desert

## Trade

* City of Storms - A city made of Puzzlestone that floats above the mountain Zerrath.
* Redwater - This volcano town has perfected a magma-based drink. Somehow it is edible.
* The Pitt - An underground town host to Dwarves.
* The Slain - Two titans forged of metal and stone have slain one another, their weapons still pierce the other as they lie in rest. Their empty carapaces are now host to a clan of Badia.
* Stalwart-Azure - A citadel built within a volcano.
* Old Ironhaul

### Regions

* Beastlands
* Sea of Bones
* Grazelands
* Grey Vale
* Wuch Urgunt - These canyons were formed through lava-flows, now it is host to a nation of Kobolds.
* Yellow-Dare - A region formed of sulphur pits and vast reefs that look as if they belong on the ocean floor.

### Places of Import

* Fireshal Pass
* The Navel of the World - Centre of the Ash Desert and once the home of the greatest wizard to ever live, Archmage Abraxis. Now it is a desolate wasteland where many seek the entrance to the Great Library of Abraxis.
* Smouldercrown
* Zerrath - A mountain host to the rare mineral Puzzlestone which shifts and changes gravity at a moment's notice.
Lizardfolk

The story goes that a rather impatient god wove beasts together with men; these being lizards of different varieties who would become the first Lizardmen.

Monstrous humanoids are no rare thing in Starsong, but of the Lizardfolk there are none less weird.

They are coldblooded and pragmatic, defined as morally cannibalistic. They're not actively evil, just opportunistic.

## History

As an ancient race as old as the Primordial, Lizardfolk are one of the few races who have no need nor desire to adapt. They remain as they do today as they did hundreds of years ago, living in tribes in the deep swamps of the world.

Lizardfolk were spread across the new world when the Shattering occured. They live in Dawnforge and Boletaria, as well as the foreboding isle of Cyrail.

## Appearance

Indeed Lizardfolk obviously resemble lizards, yet different variants exist across the world resembling iguanas, komodos, crocodiles and even chameleons.

In Dawnforge, the lizardfolk of the east were home in Muckrun Marsh, where they resembled reptiles like crocodiles.

Across Boletaria, every lizard clan was as varied as imaginable.

## Culture

Only a fool looks upon a Lizardfolk and sees nothing more than a scaly humanoid. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by simple survival.

Lizardfolk lived in small clans in often savage conditions. While primitive in design, their simple way of life was how they have lived for centuries as one of the primordial races.

Lizardfolk were said to have no god or belief system.
The Inquisition

Those of Aerrune have the Guild Eldritch and those of Boletaria have the Venarium, but the Inquisition of Dawnforge are equally as infamous.

Originally founded as a unit that was loyal to the Four Kings, the Inquisition eventually devoted themselves to Aldwynn and became the intelligence gathering branch of the Scholar King; Reynauld Gryphenos.

Members of the Inquisition typically wear dark leather with blue lettering and symbols of eyes upon it.
Zothique

Zothique is the odd paradise of adventurers, the wealthy and the spies of the lords of Dawnforge. Originally created as a mutual island for the lords and ladies of Dawnforge to discuss matters of peace and war, Zothique is still a central place of political intrigue.

It is also a wondrous island to vacation to or if you want to test your mettle against the Good Lich King Isstvan XIV.

## Geography

Located south of Dawnforge within the Bay of

## Locations

### Towns and Cities

* Ryla
* Oroval

### Places of Import

* Deaturge
* The Skalkwood

## Inhabitants

### Denizens of Zothique

The inhabitants of Zothique have no real nationality or creed, as many of them are representatives of factions and noble houses.

## Culture

### Society

Zothique is an island comprised of diplomats, spies, charlatans and the entertainers who seek to get rich from the wealth flowing through here.
Sleepless in Starsong Wiki

Welcome to

 Gold and steel.
Flesh and blood.

Story of our damned lives.

**163 articles since founding in January 2019.**
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Important Links

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* States
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* People

Sleepless in

"Starsong is a purgatory world. What that means, nobody has a clue. It is also important to remember that there are no coincidences in Starsong. The history is lost. The Starsong we see today is not the same it was over four thousand years ago, during the Age of Fire before the Collision. We live in its wake beyond the apocalypse, where the population is small and monsters many.

Think of Starsong as both in its infancy and also older than anyone can tell. Time is convoluted. All that’s left is personal accounts by the Eight Scribes, eight mortals who wrote the Annals of the Kosmos, a massive manuscript that contains the Arcane Mysteries. From these tales we can piece together the past;
There was an abundance of magic, then war, and then there was nothing.

Starsong adventures are as varied as imagination can allow. These are often traditional medieval/classic fantasy adventures dipped into the weird, tasty flavour of Starsong stew. The tone is best described as a fatal and chaotic world filled with adventure and mystery. You, the adventurer, will often find yourself staring down at gods and demons and things beyond belief.

Starsong has functioning societies within many of the main continents. These continents are colonised and within them are groups of mortal races battling against the night. While post-apocalyptic in many regards, Starsong thrives through the use of old magic and technology taken from the Old World.

While nearly everything that exists in D&D has a place in Starsong, what makes it different is that it is a purgatory world. Gods and demons have free reign over it, dragons make a mockery of us and all the mortals can do is fight back. Scholars and magisters believe Starsong is experiencing a devolution due to the overuse of magic and old technology."

Races of

**Aasimar****Changeling****Dragonborn****Drow****Dwarves****High Elves****Wood Elves****Revenants****Firbolg****Gnomes****Goliaths****Halflings****Humans****Kenku****Lizardfolk****Orcs****Tabaxi****Tieflings****Tritons****Warforged**

Regions of

**Aerrune****Skormr****Boletaria****Carthus****Dawnforge****Drachonis**

Houses of

**Avalon****Belmont****Cairn****Cran****Gryphenos****Silverlaine****Vaarkis****Wulfhorden****Ghouka****Venjus****Ionilus****Dondar****Cirse****Vandelimon****Cianfienilli****von Goetia**
Gevrauche

Artist's Depiction

Gevrauche is an Elder God of Starsong, regarded as the God of Death, Dreams and Time.

## History

Who can say for sure the origins of Gevrauche?

Some claim that Death created Time in order to grow the things that He would kill.

Some claim that Gevrauche serves a greater master, that he is merely the seneschal of the Lord of the End of Everything.

Some claim that Gevrauche was a mortal man who grew too powerful and as punishment was forced to write for eternity the names and faces of every soul lost to the great beyond.

It matters not what Gevrauche is or might be, for he is the Timeless Guide, the Lord of the Long Silence and the Bookkeeper. He guards the souls of the dead so they may find an escape from torment into eternity.

He merely is Gevrauche, and that answer is enough.

## Followers

Gevrauche is known the world over but is never directly worshipped. To worship the concept of Death itself would be heresy, and Gevrauche is known to speak only in omens and dreams.

### Sects & Cults

* The Way of Light
* Gevrauchians - Those who inter the dead in morgues and temples, preparing them for the next world.
* Bonedancers - A cult of necromancer-monks trained in battle and dance.
* The Thirteenth Humiliation - Created by Zuma, a member of the Legendary Thirteen.

### Orders

* The Redeemers of Saint Daelvor - An order of paladins created to redeem the name of Saint Daelvor.
* The Silent Knights
* Ravenites - Elite healers and clerics who keep the memory of the Raven Queen alive.
* Order of the True Burial
Yurimar

Yurimar was a continent rivalling Carthus in size, located west of Dawnforge and south of the Shivering Sea. Once it was a vast, untamed land host to the first goliath tribes. These goliaths left for the lands of Aerrune, Boletaria and Dawnforge, but could never return home.

The Dwarves that invaded Yurimar spent centuries discovering the mysteries of the land, but the final mystery will be left as such.

Yurimar disappeared in the early years of the Third Age, leaving nothing behind but ocean.
Kayn

> "*Naharis deserves better. Even if we sink an island or two, the fun will justify the cost.*"
> ― Quoth Kayn
>
>

## Biography

Kayn is an Archmage of worldwide renown, serving the Red Lords as their Mouth. The spells he crafts are usually focused on pain or torture, designed to torment their targets. These spells are often associated with illusion and conjuration.

The story of how he became the Mouth of the Red Lords is due to one reason; money. Kayn was born under the House of Daanu who funded his way through each Order of the Red Lords. His rise to Archmage was unorthodox as he latched onto his one art until perfecting it, rarely being challenged at all by any other school of magic. As Archmage he has underlings who control the Orders, but he clings close to the Opal Order and its students. Some claim he collects rejects of this Order for his own personal amusement.

Worst still, he has dropped the "Daanu" part of his name, rejecting those who practically funded his entire education.

## Appearance

Short even for a Nahari, Kayn is covered in tattoos just like many of his kind. As the Mouth of the Red Lords he is allowed to show his face to the world. While he does not wear a mask he is instead forced to wear chains to show his obedience to the masters of Zul-Bhasir.

## Personality

An egocentric Nahari Archmage known for his chaotic personality and great power both. He is said to be at odds with most of his colleagues, often being called a "deceptive snake" and an "insult to the name of the Red Lords."

He is said to rely on raw, unvarnished instinct, leading to the creation of spells that are as chaotic and unpredictable as their maker.
Gravaraad

A vast winter forest spreading across the east of Aerrune, Gravaraad is a land of monstrosities where no explorers have dared enter.

The region is host only to Raishicts, Cythirs, dreams and nightmares plenty.

## Geography

Located in the east of Aerrune, Gravaraad is split from the Greylands by the mountains of Cain Anun. The majority of Gravaraad is dominated by archtrees and ancient pine trees that are surrounded by an unforgiving tundra. To the east is Af-Haustur, the deepest and darkest woods.

To the north is Caeth Yuon-Talsyn, a polar region that splits Gravaraad from the White-that-Wends.

## Government

No organised government is known in Gravaraad. There are said to be at least four Raishict tribes, but who their warchiefs are is unknown.

## Locations

### Regions

* Af-Haustur - The Dream Glades
* Caeth Yuon-Talsyn - The Eternal Passage
* Cavaroc Anmyr - The Witherhold
* Ftaenn Daryc - The Trickster's Wood

### Places of Import

* Ath-Tirsyth - The Ashenhall
* Annaroc - The Summerstrand
* Nua Vardanc - The Feast Halls of Wardance
* Tyr Wydrioth - The Pine Crags
* Torgovann - The Forge of Starlight
* Yn Crommarc Woldyr - The Wild Heath

## Inhabitants

### Raishicts

Known commonly as Snow Elves, the flesh of a Raishict is pale with black, soulless eyes and serrated teeth like that of a crocodile. A Raishict in polite society will usually wear a mask to hide their appearance.

### Cythir

The word "Cyth" roughly translates to "Pale" and thus "Cythir" is "Pallid." Pallid Elves are the High Elves native to Aerrune. They are monstrous in nature as they worship the Titan of the Stars, Yslach, which grants them powers and mutations unmatched.

The only similarities between Cythir and Elves are their pointed ears and generic height and weight.
Heavy LaserBall Cannon

Cost:
 **Damage:**Wood: 40-60 (4.2 DPS)Reinforced Wood: 35-45 (3.3 DPS)Iron: 15-25 (1.7 DPS)Cloth: 15-25 (1.7 DPS)Stone: 25-40 (2.5 DPS)Dragon: 30-50 (3.3 DPS)
 **Strength:**Wood: 1Reinforced Wood: 1Iron: 1Cloth: 2Stone: 1Dragon: 0.5
 **Range:**Effective: 150 metresLong: 270 metresMaximum: 350 metresVelocity: 40
 Reload Time: 12 secondsBurst Quantity: 1 shotBurst Interval: N/A

The **Heavy LaserBall Cannon** is a heavy weapon and the largest variant of LaserBall Cannon.

## Overview

The Heavy LaserBall Cannon's damage, range and velocity are all fairly balanced, giving it few advantages, but also few disadvantages making it a good versatile option. Like most heavy weapons, it deals high burst damage at longer ranges, but suffers from increased reload times. It deals more damage per second than the medium version and has more range, but still does less DPS than the light version.

## Summary

### Pros

* High burst damage.
* Inexpensive compared to other heavy weapons.
* Very long range.

### Cons

* Mediocre damage per second.
* Weak vs iron.
* Weak vs sails.
* Slow reload.
Dragonborn

The descendants of a world forgotten, Dragonborn, are shaped by either their clans and heritage or ritualistic methods. Despite the different means of how they are born, the shared nuances are there; they are noble, proud and arrogant. Their position as the sons and daughters of dragons makes them believe they are higher than the rest of us.

At their best they are creatures of the clan, of honour and of unity.

At their worst they are savage, territorial and tyrannical.

## History

Dragonborn are a new species within Starsong, existing as both a heritage and race. Forged out of the desperate attempt of the last true dragons during the Second Age to save their species, an offspring race was formed; the Rhega. The Rhega are the descendants of the true dragons though how they were first born is still a mystery.

Then came the Drokha. Born out of rituals conjured by the Drachen, a Drokha is a hybrid soul made from memory and occult means, capable of turning any humanoid into a dragonborn.

Rhega keep the civilization of their old life alive in such lands such as Aldwynn, Drachonis and Djaal.

## Appearance

Like dragons, Dragonborn are as colourful as their ancestors while retaining similar elements of their abilities and nature. The major difference between Rhega and Drokha is that Rhega have tails while Drokha do not.

Dragonmen are usually at least six feet tall, set with square shoulders and harsh draconic features. They inherit the features of their own dragon breed, so their facial features differ with each dragonman.

## Culture

Rhega are the embodiment of honour, unity and selflessness. They live in clans together across Starsong while their youth often go to adventure or inherit their own clan. Their clan is everything to the point that exile is worse than death. Their moral codes and alignments stem from the heritage of their birthrite.

Drokha are the mutant dragonmen born in a time of war and chaos. They find themselves in a world where they are not needed, but they seek the blood regardless. Many Drokha roam the land seeking new challenges, ever greater than the last.

Concerning all Dragonborn, they have a continual drive for improvement. They value skill and excellence in all endeavours, despise failure and rarely give up on any one ambition. Finding a Dragonborn holding mastery over a single skill through their lifetime is not uncommon.

### Notable Dragonborn

* Dunkelzahn
* Red Eyed Raakeq in'Qrazez
* Sigismund aep Eiasnillian
* Strangler Bozak
* Psobakka of House Xvabi
House Crookspur

The Hundred Families attempt to settle Aerrune was mostly due to the efforts of the Saint Oskar daer Gryn, but not many speak of House Crookspur's works.

House Crookspur is a contingent of slavers who reside in the the Greylands of Aerrune and the nearby isle of Urnhast.

## History

Of the Hundred Families that came to Aerrune alongside Oskar daer Gryn, the Cruormar family was one that had a valuable history as entrepreneurs and sailors. Not only that but their founder, Gricanta, had a talent for acquiring manpower to fuel the construction of the capital within what would become the Greylands.

Now House Crookspur is a respected group of families descended from the Hundred that came to Aerrune--- as far as slavers and marauders can be respected.

## Membership

House Crookspur's current Patriarch is Abrecath Cruormar, while Varnaed Ironshod runs the Urnhast arm of the House from Fort Eternal.

While anybody could join House Crookspur if they were willing to commit vile acts for coin, the true force of the Crookspur came from the Hundred Families clans loyal to Cruormar.

### Families and Clans

* Aefre
* Cruormar
* Dyran
* Evonyr
* Flynn
* Giantslain
* Ironshod
* Taeneren
* Killian
* Osceras
* Waidlan
* Wohn

## Regions

House Crookspur is located in the Bleak within the Greylands of Aerrune, their motherhouse is known as the Crookfort.

They have a secondary base of operations in the isle of Urnhast near the Thundering Isles, known as Fort Eternal.
Heavy Carronade

Cost:
 **Damage:**Wood: 50-80 (5 DPS)Reinforced Wood: 45-65 (4.2 DPS)Iron: 20-45 (2.5 DPS)Cloth: 20-20 (1.5 DPS)Stone: 20-30 (1.9 DPS)Dragon: 40-60 (3.8 DPS)
 **Strength:**Wood: 2Reinforced Wood: 2Iron: 1Cloth: 2Stone: 1Dragon: 0.5
 **Range:**Effective: 110 metresLong: 140 metresMaximum: 170 metresVelocity: 30
 Reload Time: 13 secondsBurst Quantity: 1 shotBurst Interval: N/A

The **Heavy Carronade** is a heavy weapon and the largest variant of Carronade.

## Overview

The Heavy Carronade deals incredible burst damage, and is likely to cause potent fires. Its range disadvantage is not quite as severe as with the lighter versions, but it still has very low velocity. A full broadside of these from a large ship at close range usually deals enough damage cripple even other large ships. It still has short range though, and you may find yourself in trouble if enemy vessels attempt to bombard you at a distance with longer ranged weapons.

## Summary

### Pros

* Massive burst damage.
* Inexpensive compared to other heavy weapons.
* Good at starting fires.

### Cons

* Slow reload.
* Short range.
* Low velocity.
* Likely to ricochet.
Amedaso

The Void is a strange thing. It spits things out and summons things at its whim.

Amedaso is one of those things, a place that the Void left untouched by its wrath.

Amedaso is a collection of places that essentially collided when the Deep Sea swept into Starsong. Most notable of these lands is the city of Sigil, the city of Ossean and the city of Thorn. Each of these lands were once in the Deep Sea but have now joined together in Starsong.

Amedaso is regarded as one of the Eleven Wonders of the World.

## Geography

Amedaso is a floating collection of cities wrapped around each other. Forming a rough sphere, Amedaso is held together through

## Government

Ruled by the Lady of Pain, she controls every portal and entrance to the city.

## History

Ossean, Sigil and Thorn were each cities in the multiverse of Starsong before the Death of the Void. Somehow these cities were brought together and swept into the edge of Starsong's reach.

Given recent events most assume the Handymen were to blame for the Death of the Void and the creation of Amedaso.

## Locations

### The Court

* Tower Fortitude
* The Hall of Concordance

## Inhabitants

### Factions

* Harmonium
* Razornecks
* Reborn
* Sons of the Void
* The Handymen
* Twilighters

## Culture

### Society

Those of Amedaso often call themselves the Uncaged, believed to be set free by the Death of the Void.
The Venarium

> "*The Venarium are to mages what a lion is to a kitten.*"
>
>
>

The Venarium are the self-appointed peacekeepers, justicars and servants dedicated to upholding the laws of magic and seeking out those who defile it. They were established during the end of the Second Age.

They also serve another purpose; to hunt heretics of magic. Magic naturally has rules, so when these rules are desecrated it is the Venarium's task to hunt down those responsible. While many members of the Venarium are scholars, known as magisters, there within exist the Librarians. Librarians are mages and paladins specializing in hunting and dealing with rogue magic users.

The highest ranking members of the Venarium are Legates, under the Prime Legate. Their home base is Tower Prime in Muraska, Djaal. They have Towers and Citadels throughout Starsong, however.

## History

Common knowledge of the Venarium extends to the fact that nobody knows a damn thing about them or what they know. Rather amazingly a secret society utilizes the fact that they are secret.

## Regions

The Venarium have towers across Starsong, these being both a school of magic and a barracks of casters, but they inhabit no singular region and claim no land for their own. The splinter group of the Venarium, the Magisters, inhabit Citadels in Aldwynn, Shadowdale and the Ash Desert.

## Relationships

Naturally the Venarium have a close relationship with the Inquisition. While the Inquisition was formed much later, they share the same goals. It is not unusual to have Librarians and Inquisitors dispatched on the same mission.
Terran Empire

Official Language: Terran,
 Date Established: approx. 400 BTP

The Terran Empire is a Constitutional Monarchy forged through centuries of war and expansion by humanity and their allied alien races. It shares power between Parliament and the Monarch, Queen Illysa II. The Terran Empire is, without question, the most powerful nation in the Etherium, boasting the largest Navy. It was founded was the legendary Empress Tatiana centuries ago prior to first human contact with alien races. The Terran Empire consists of many races, some of which are Humans, Felinids, Canids, Arcturians, and Cragorians to name a few.

## History

### An Age of Exploration

During this time, Humanity set forth from their Homeworld of Earth and began to colonize the Sol system on primitive solar ships. The first human colonies would be established on Luna and Mars before reaching as far as Pluto. Decades later, with the advent of more advanced solar ship designs, would humanity begin interstellar travel, traveling beyond the Sol system. These interstellar journeys across the Etherium would lead them to the discovery of the McCullough Current. The discovery of the McCullough Current was a major breakthrough for humanity, as the discovery of currents helped reduce travel time in the Etherium. WIP

**Terran Empire** · Pirates · Procyon Expanse · Crawraek Dynasty · Alopex Expanse · Ascendancy
Ascendancy

Very little is known of the Ascendancy. Widely believed to be made up of the Old Expanse's military hardliners, it is suspected that they still violate the Treaty of Parliament. While not much is known about the Ascendancy by the outside world, they have kept tabs and eyes on the world that surrounds them.

 Capital:

Terran Empire · Pirates · Procyon Expanse · Crawraek Dynasty · Alopex Expanse · **Ascendancy**