recursal/Fanatic-Fandom huggingface dataset:
Coin

Male Tiefling cleric of Myndel, Goddess of trade, dressed in simple, but expensive clothes, he is a pragmatic dealer in spell components and magical curios. He was recently a victim of theft, and his ledger was being used to target his past customers. He hired the party to look into the crime when the city guard were unable to find the culprit.
Leyton Strong

A **Ibixian** wizard and member of the organization known as **P.O.R.T.A.L.**

He left his business card with a baker when he paid him to build a secret basement under his bakery(x). The party encountered him again when they went Fenton’s apartment. Leyton escaped from the apartment complex after the party walked in right after they killed Fenton(x). He didn’t make it very far, though, as he went back to his laboratory and when trying to discover what was going on in the lab upstairs he was killed by SAM(x).
Mount Dalvura

## Location

Located at the center of two dividing mountain ranges, it is also the center for civilization for the Gilded Host.

## Characteristics

An active volcano, the inhabitants uses magic and various inventions to funnel the lava and utilize its heat to fuel various forges and steam power various machines. When it would normally erupt, there are exhaust valves and runoff tunnels for the excess lava so the area is safe to live and work on.

## Notable Locations

Various settlements are littered within and on top of the mountain and in the various surrounding areas.
Eres Wasteland

## Location

Located at the former site of the most powerful and divine city in history during the Era of the Gods (name of the city long since erased from collective memories of the world by the Gods), this was created during the Divine Collapse and left behind a large desert wasteland in the middle of the nation of Eres.

## Characteristics

Not just a normal desert, it contains various magical and chaotic creatures and abominations that have now taken up residence in the wasteland. The very sand of the area doesn't behave like normal sand, shifting and moving almost on its own. The presence of so many vengeful spirits that died all those years ago during the Divine Collapse. Nothing is as it seems, and nothing behaves normally in this dangerous and chaotic realm.

## Notable Locations

* Nurak Mountains - a mountain range to the north that ends right on the border of the wasteland, some say that part of the range was destroyed in the Divine Collapse because of how sheer the cliffs are in that area
Kosef Stormcrown

Cleric of Khanos that started a small cult following near the town of Coppersdale. He fled after his followers unleashed an attack on the town in the middle of their festivities for the **First Day of Lencten**.

He was hold up in a temple of Khanos in the center of the **Burrowdown Cemetery**. He discovered an underground series of caves that broke into the tombs underneath the temple. He hid out in these tunnels and planned his attack.

He was defeated when the party confronted him in his lair and fought them unsuccessfully. He was turned over to authorities in Coppersdale.
Falmarian

The peoples from the southwestern part of Thargorum, they are common throughout that region of the continent, but they have been known to move around all of the Eastern Hemisphere and even to the Western Hemisphere.

They have a common language, also called Falmarian, but they have various dialects and accents. They usually have fair brown skin tones with red undertones and darker hair. Facial hair is very common socially amongst Falmarian men and woman have long hair, rarely cutting it and letting it grow over a lifetime. The region they are from is a desert climate, so they usually dress accordingly, with white or bright colors and loose fitting silks or linens, with various headdresses or wraps to protect the skin from the sun.
Norris Redraven

One of the few blacksmiths that can properly work with Azulian Steel. He runs a smithy called the **Redraven Smithy** in the **Farthing District** of Azul. He is confined to a wheelchair to move around, but his massive arms means he's more mobile than most.

He was hired briefly by Baka to craft a holy symbol of Aubade made of Azulian Steel. He delivered and crafted a beautiful piece for him.
Temperance

Temperance is a female Tiefling and a powerful presence. She took it upon herself to take care of the women in the Exotic Brothel but her primary concern is to maintain the status quo. She doesn’t suffer fools and she rarely listens to Yezzy who runs the place. She only follows orders of Zuke or the Baron himself.
Poem

## Pre-Campaign

### In the Dark

Poem started out in a small town in Mormar that didn’t have much culture or religion. He once saw several clerics get run out of town by the supposed leaders of this town. In his mind, religion was a bad thing. He didn’t know any other way.

This all changed when he began to notice he had natural abilities. His powers began to manifest in strange and chaotic ways. He didn’t have anyone to turn to in fear of being exiled. He would go to an abandoned farm house and try to practice and control these powers so they wouldn’t come out at the wrong time.

### Secrets Kept

It was on one such session in the abandoned barn that a runaway cleric of Gallant hid in the barn. He was on the run from his town’s leaders, having attempted to preach the good word of Gallant. Both of them hiding from the same people, they both agreed to keep each other’s secret hidden.

This cleric, Teldras Linmoore, hid out in that barn for several days until he was clear to leave. In that time, Poem visited several times and they spoke of many things, even Gallant. After those several visits, he had convinced Poem to follow Gallant. Before leaving, Teldras left his some literature and a holy symbol for him.

### Seeing the Light

Over time, Poem became more and more engaged with the tenets and dogma of the church of Gallant. He even began to slowly talk to his neighbors and friends. He was slowly converting them over and convincing to not fear the church of Gallant.

When it got so far that some of the townsfolk wanted to build a church, it became apparent why the town had historically been so against religion. The leaders of the town were all part of a cult who called themselves The One True Light, which was against any other religions in town. Trying to build a church put Poem on their radar.

### On The Run

Suddenly Poem’s life was in danger. He had to leave his home and family since he was in danger. The cult did not let up after he left, though, and continued to pursue him. After months of fleeing, Poem adopted a mask to hide his identity so their spies were less likely to spot him or find witnesses.

He had to go permanently on the run, taking on various identities and various jobs to get by, constantly looking over his shoulder.
Ironfang Mountains

## Location

The twin forks of the range run from the southwest corner of the continent up to the northeast. One fork runs north to the northern coast while the other runs east along the southern edge of the continent. At the center of the fork of this range is Mount Dalvura.

## Characteristics

Though the mountains around the edges are the exception, most of the range is filled with massive spires. The heights are dizzying for some people, but that also means there is plenty of room for tunnel digging Ash Dwarves to build communities, cities, and roads inside the mountains. The area around Mount Dalvura is also very volcanic with periodic mini earthquakes and lava flows, most of which are controlled or minimized through innovations of the residents there.

## Notable Locations

* Gilded Host - runs through and along the edge of the nation
* Ignar - nation borders along the western edge of the range
* Mount Dalvura - volcano directly in the center of the fork that splits this mountain range
Docks District

## Atmosphere

The smell of....something. Loud noises of crates and supplies being loaded and unloaded, workers yelling back and forth. The airships flying in and out of the city.

## Typically Found There

The airships dock, unload, and load here. The Air Docks are a tall structure with many moving parts. Various warehouses, some low income housing, and cheaper shops fill the district.

## Locations of Note

* **Air Docks** - unofficially called the "Looming Tower", it is one of the largest structures in the city, with various levels filled with merchandise coming and going and workers that are constantly moving the crates to the Airships
* **Alehouse of Morkai** - a popular inn right next to the Air Docks, also a Temple to Morkai, where many clerics can be hired to travel with the airship to guarantee it's travels are safe
* **House of Isbrea** - a brothel run by a faction of the church of Isbrea, who cater to the locals as well as some nobles who wish for privacy outside their own districts

## People of Note

* **Lady Araybella Wyrmwood** - Half-Elven priestess of Isbrea who runs the **House of Isbrea**
* **Dorn Redhaven** - laborer and dock worker, he is popular among the men working the Air Docks and is currently trying to organize a union for them
* **Vobrik Steelhelm** - Dwarven smith who may or may not be an illegal arms dealer in addition to a smith
Peren

Younger brother of Theren, he encountered Erevan Siannodel during his attempt to escape the chaos that erupted in the Veryd Forest. He fled with Erevan, escaping the forest, but not before he lost his brother, who died to give them all a head start.

Peren spent a few weeks in the city of Sanye. Once the chaos was stopped in the Veryd Forest, Peren decided to head back there and restart his life, forever grateful towards Erevan Siannodel for saving his life.
Explorer

*"This book will allow you to hire trimps who can create map fragments for you!"*

Explorer is the second job that the player will unlock with an increasing hiring cost per each Explorer owned. This makes it advisable to not ever fire Explorers, as the player doesn't get any resources back from firing them.

It can be useful to buy more Explorers than needed for creating maps due to the fact that Gateway costs fragments.

The price of unlocking the Explorer job is 50K Science and 5 map fragments.

## Production

The production of Explorers is affected by the next multipliers:

 Number of Explorers
 Staff Heirloom | 1+(Staff Heirloom bonus)

This doesn't include some Challenges that may affect your resources gain.

## Cost

The cost of hiring Explorers increases by 10% of previous cost (compounding).

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Edward Olmarza

A precocious and educated 12-tear-old, Edward is his father's son. His father calls him his "Little Scholar". He is destined to take over the nation of Shavren after his father and has been raised to be prepared for that day. He is calm and well spoken and quite charming when he wants to be.

Edward was away at a private school when an assassin attempted to kill his father. When that occured, his father sent for him to return back home so he could be better protected. Unfortunately, his caravan was waylaid by the **White Tusk Clan** on the way back. Many of his guards and servants were killed.

When Krusk Starstrike discovered he would be betrayed by his employers and set up as a patsy, he decided to spare Edward and keep him alive. He spent many days locked up in a worn down **Castle Rend** until the party managed to secure a release for him in exchange for a decent amount of money.

During the exchange, a wizard under the employ of his father teleported him away from the exchange, presumably directly to his home in the castle.
Moons

There are four moons, each going through their different phases at different times. A complete rotation through a moon’s phases is called a “turn” and each moon’s turn is unique. One is named after the goddess Ancillia And the other three are name after characters in a parable about a father and son growing apart.

## The Moons

### Anciilla

The first moon is named after the goddess Ancillia. It takes 30 days for one turn of this moon’s phases. It is a gray color and is a large celestial body in the sky. It is a New Moon at the start of each turn, which lands at the start of each season as well.

### Uhwal

The second moon is named after the father in the parable. It takes 90 days or a whole season for one turn of this moon‘s phases. It is a blue in color and is about half the size of Ancilla. It is a Full Moon at the start of each season, meaning it is also a Full Moon at the start of each year.

### Thanian

The third moon is named after the son in the parable. It takes 360 days or one whole year for one turn of this moon’s phases. It is red in color and is slightly larger than Ancilla in size. It is a Full Moon at the start of each year and shares the sky with Uhwal each new year, as they are both Full Moons.

### Ketigan

The fourth moon is named the grandson in the parable. It takes 10 years, 40 seasons, or 3600 days for one turn of this moon’s phases. It is a light brown, sandy color and is one and half times the size of Ancilla. It is Full Moon at the start of its turn, which happens mid year, on the first day of Aestas (Summer). It is Full the same time as Uhwal.

## The Parable

A father (Uhwal) has a 10-year-old son (Thanian). For his career, he must travel abroad for one whole season. Thanian asks for his father to play with him, but Uhwal promises to play games with him when he gets back.

After Uhwal returns, he is given an even more lucrative job opportunity. Thanian begs him to play with him now that he has returned, but he doesn't. He instead leaves again for one year, making the same promise again that he will play with him upon his return.

Uhwal returns again, finding his son asking again to play with him. His business has flourished so much that he is spreading into different parts of the world and must leave again for multiple years. He promises to play with him upon his return, but his business keeps him away for 10 years.

Uhwal comes back to find Thanian is a grown man, now 21 years old, and has son of his own (Ketigan). Now that Uhwal has secured his legacy he wants to spend time with his son, but Thanian isn’t interested now. He wants to spend time with his own son, Ketigan.
Gauntlets of Control

Gauntlets once used by Kurn the Red to control numerous bandits. The item was taken from Kurn the Red after his death, fought over by Aust and Wrax, then was attempted to be destroyed. When the party determined that they couldn't destroy it, they covered it in Druidcraft foliage and threw it off a cliff so it couldn't be discovered by anyone.

It was eventually found by Avar Pelegrin, who then handed it over to the Cult of the First.
Valune

## Summary

Surrounding by various wildlands and barbarians tribes, the nation hired and recruited various mercenaries and fighters to defend the borders against nations like Sombra and Xaris. Over time those groups of mercenaries set up shop and various mercenary guilds were formed and gained influence in the nation. Over time the government itself was controlled by the leaders of the guilds.

## Inhabitants

Filled with a lot of various races, though mostly human, the common thread is their ability to fight. Warriors, barbarians, and various other fighters are the most common profession, although various business and political roles have been created lately as the guilds gain more and more influence over the day to day lives of the people of Valune.

## Government

The government is a private military stratocracy. Each guild has a leader that serves as a general and each general has various duties and powers within the government.

## Notable People

* **Ygritte Eldonna** - Half-Elf Barbarian woman, leader of the **Red Hand Mercenaries**, serves as a general in the government as well
* **Carmak the Plentiful** - cleric of Myndel, serves as a political advisor and treasurer to the generals in charge of the government, he's the "money guy"

## Notable Locations

* Valu River - runs through the nation, the namesake of the river
* **Fort Valu** large fort within the nation, on the coast of the Valu River
* **Fort Lander** - on a large island off the coast
Trimp

**This article is a disambiguation page for Trimp**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Trimp** may refer to:

* Trimp (species) - trimps as species in the game
* Trimp (challenge) - a challenge
Maple

An awakened tree that was created by Thamior Diamonddew to guard the Eska Forest west of the city of Sanye. He thanked the players for curing a patch of the forest of Blight, helping them escape the forest undetected.

He also greeted the party when they returned to the forest a few days later and summoned Thamior Diamonddew for them to talk to.
Wolvar Frostbeard

Member of the **Sovereign Brotherhood** and former head of the branch in Azul. He was sent to start the new branch in the city, but after failing to produce results that the Brotherhood was looking for, they demoted him and promoted Yelbronna Stavenger to take over his position.

He is a Dwarf, but not too stocky, but mostly charming. He is a member of the **Order of the Profane Soul** and even though he isn't in charge, he has several members of the branch in Azul that report to him before they report to Yelbronna.
Tevra Felheim

Dwarven priestess of Aubade, she is also on the Almonte Conclave. She is principled and cares for the poor and underprivileged. She was elected the representative of the 8th Precinct, which includes the Theater District, Warehouse District, and Undercity District, the poorest districts in the city.

She is married and has two children.
Parma

Nestled up to the southern edge of the Rondat Mountains, Parma is a center for knowledge. The city is filled with libraries, museums, and laboratories, with the spellcasters and scholars to run them all. The Church of Lorkayn, devoted to knowledge and magic, is prevalent in the city, and some of the most influential members of the city are clerics of Lorkayn.
Weather League

## Purpose

Originally just a wizard trying to sell a magic item he invented, it has spawned into a large business that controls the weather of Almonte Valley. The business boomed quickly and now the group maintains the elaborate weather network through the Almonte Valley

## Role in Society

They have mostly maintained the network of magical crystals that each control weather in a certain radius. With a network of crystals, the entire region maintains the same, ideal weather for the farmers of the region.

## Goals

The Weather League is always looking to branch out, but they are fairly comfortable and profitable in the Almonte Valley.
Quell

## Summary

Made mostly of farmland and the large Lake Quell in the center, the nation is divided by the rich that live around the lake and the poor farmers throughout the rest of the nation.

## Inhabitants

Mostly Humans, although a sizable population of Halflings comes from Torah, the nation is filled with farmers that make up most of the population and the nobles that are a wealthy minority around Lake Quell.

## Government

A republic filled with representatives from all over the nation, the wealthy people around Lake Quell have an unusual amount of power considering they and their representatives are outnumbered by quite a lot.

## Notable People

* **Arman Gerrajith** - Noble in the city of **Falas**, has major influence with many different representatives in the government, though he has no official position in the government
* **Dorvil Hornwell** - leader of a farm union called the **FWA**, opposes the nobles in government any chance he gets

## Notable Locations

* **Falas** - lake front city, hub for all travel and trade from central farmlands in Osyla and Uord through the Three Rivers
* Three Rivers - starts in Lake Quell and travels through all the northeastern neighbors
* Lake Quell - central lake, the coast is filled with the rich and the capital
Moon Elves

## Description

Moon Elves are brooding and contemplative. They are always looking up and wondering what is happening next. They also don't fear the future, and always have an uncannily calm zen-like state. The tend to have a pale blue skin, sometimes with a hint of gray. Their hair is black or silver, with blue or green eyes.

## Location

Most of them are located in the Daeryn Forest, although many wander to meet their fate and can be found in various parts of the world.

## Game Statistics

* **Ability Score Increase**: You Wisdom score increases by 1.
* **Elf Weapon Training**: You have proficiency with longsword, short sword, shortbow, and longbow.
* **Divine Cantrip**: You know one cantrip of your choice from the cleric spell list. Wisdom is your spellcasting ability for it.
* **Can See It Coming**: You get advantage on Wisdom (Perception) checks to see if you are surprised.
Pentad Student

The Pentad School of Wizardry in Almonte is the center of the city’s origins. The city formed around it, and the city is still well known for this school to this day. The Students of this school have a lot of traits that are common to all students: they are tired, running on unhealthy food, and usually poor. Read below if your character started as a student at this arcane school.

* **Skill Proficiencies:** Arcana, Investigation
* **Tool Proficiency:** Alchemist’s Supplies
* **Language:** Draconic
* **Equipment:** Book (arcane subject), Spellbook, Wizard Robes, component pouch, pouch with 2 gp.

## Field of Study

Roll below or choose from the table to determine what your character’s field of study is during their stay at Pentad School, which determines what their final projects are and which teachers they take the most classes from.

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## Feature: Alumni

Having gone to the Pentad School, your character has ties to the faculty, former students, current students, and various alumni groups. This connection can be used to gain access to places, gain information, and even access to the school itself. The strength of the connection is determined by how well the character did in school, but anyone who went to the school can always go back for aid.

## Suggested Characteristics

The Pentad Student is varied but have suffered the same professors and lectures and tests which makes them similar in some way.

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Lake Quell

## Location

Located in the center of Quell and connected to the Three Rivers, the lake is the center for a lot of transportation and shipping in the region.

## Characteristics

A fresh water lake, it is popular among the wealthy and the residents of the city of **Falas**. It is also the destination or starting point of a lot of ships that are transporting cargo.

## Notable Locations

* Three Rivers - three rivers that run from the lake through the region out to the Sea of Storms
* **Falas** - capital of Quell and on the coast of the lake
Ularion Moonbrook

The younger brother of Erevan, he was a member of the rebels within the Veryd Forest. He was one of the first rebels to stumble onto the party after they defeated Duke Thurin Goldpetal and Merilin. He saw to the party's needs then escorted Erevan to their home where he showed them what had happened to their father and mother.

He and Erevan saw to the burial of all the servants that died in their household. Ularion also revealed to Erevan that he also has a Verydian Puzzle Box that he never solved. Now that their mother passed, he will continue to work on it.

He seemed really attentive to Aluvera Jemblossom and was at her side whenever he could.
Locations - Current Campaign

Important places the the party has been on their adventures:

## Cities/Towns

* Coppersdale - small town on the western coast of Shavren
* Azul - capital city on the coast of Shavren, home to the monarchy of the nation
* **Greenfield** - village south east of **The Lake**, near the conflict with the **White Tusk Clan**
* **Castle Rend** - abandonded castle taken over by the **White Tusk Clan**

## Structures/Geography

* **The Lake** - the exact name being unknown as you get a different answer depending on who you ask, it is in the center of Shavren
Malasar

## Description

Malasar is a dark and mysterious figure. She is constantly sneering and her words drip with innuendo and half-truths. She usually appears as a hooded elf dressed as an assassin, complete with several daggers on her person and a shadowy hood.

Malasar has been in the shadows since the beginning. She has manipulated and killed from those shadows. She manipulated and killed to cause the world to ultimately reach the point of the Divine Cataclysm. She tried to cause the same during the Era of Magic, but it failed.

Malasar has no real relationships with any deities except for the antagonistic relationships. Even the deities of the Nether Planes don’t trust her enough to make any sort of alliances. She has worked alongside Khanos for a time, mostly because they agree that when your time is up, you must die.

## Clergy

The temples of Malasar are underground, hidden, secret, and protected by enchantments. They are essentially assassin guilds, as all the clerics have skills having to do with assassinations. The temples have stations and equipment for poison making, trap making, and stealth weapons.

Clergy of the church rarely have any identifiers. They have a hidden holy symbol to Malasar on their body, but they dress as common folk and rarely dress in any garb that would stand out. For rituals they may dress in black with hints of red and wear masks that look like a face of Malasar (a hooded Elf female).

Clerics of Malasar pray for their spells at dusk. The also perform sacrificial rituals to ask for favor on their quests or contracts they have received. They also have been known to perform rituals to protect a well-paying client from being attacked or assassinated during the night.

## Dogma

Death is coming. Assassins will kill you below. Spiders will kill you above. Watch your back, guard yourself from attack at all times, and lie your way out danger if need be. Nothing is real. Never reveal your hand. Always have a trick up your sleeve. Always have a dagger up your sleeve.

## Character Options

Monks who choose to follow Malasar are in effect choosing the "Way of Shadow" monastic tradition. Most famously a group of monks follow this tradition and maintain a residence in Bragol. They are known as the Eclipse Warriors.
Moon Elm

A particular type of wood grows in the Daeryn Forest. Using Druidic magic, the Moon Elves can grow extra branches and collect those pieces to forge certain items.

The wood can be used to forge wooden shields as well as various kinds of bows and crossbows.

The weapons made from this wood have similar properties. When fired at night under the moon (not underground or indoors) the ammunition has a +1 to damage. This takes effect during any phasing of the moon except for the New Moon, where there is no moon in the sky. The Moon Elm bows and crossbows apply this effect to the ammunition even if the ammunition is normal materials.

Any shield made from this material is usable by Druids. Also, at night under the moon (not underground or indoors) a Druid can keep their shield bonus to AC when in Wild Shape.

This item’s added costs stems from its rarity rather than its benefit to the character. These weapons and shields are usually made for Moon Elves only. They are occasionally made for other Elves. They are almost never made for anyone who isn’t an Elf. However, they do get found on the road, either because their owner died or traded them in, etc. Still, they are hard to find outside the Daeryn Forest.

The cost of a Moon Elm weapon or shield is 20% higher than the base price, with a minimum increase of at least 100 S.
Wizgille

Wizgille is a young female Rock Gnome who has been working on constructs and mechanical items her whole life. She takes big risks sometimes and is short a few fingers on her left hand (“It’s no problem, o’course, cause I prefer the right one!”). However when a call for clever engineers went out, Wizgille was the first in line.

She is one half of Greengille Armored Wagons™
Sinkers Guide to the Multiverse

A tome from another realm, this is less of a guide and more of a philosophy book. Written by some unknown author, it seems like this author belonged to a group who called themselves the **Doomguard**.

## Philosophy

The Doomguard philosophy detailed in the book is that entropy is inevitable, life is finite, and even the Gods themselves will eventually die. This is the basic philosophy of the Doomguard. Though it seemingly varies on what to do with that information, many of them do little to nothing to stop the entropy.

However, this book goes a different direction and supposes that if the universe is going to end and anyone trying to prevent it is only slowing the inevitable, then why fight it? In fact, why not help it along? Mortals existence will eventually sort itself out, but the seemingly immortal and endless (i.e. Deities)? They should be helped along the most, as otherwise Gods will hold on for as long as possible. Once they are gone, the multiverse will collapse into its inevitable conclusion.

## History

Found amongst the things of Kosef Stormcrown, based on the construction and binding this was not the original version, but a copy of an original tome. The original and its origins are unknown, but upon finding and reading this tome, Kosef instantly became radicalized.

Taking the philosophies of this tome and Khanos together and perverting their intent, he now believed that he must ensure the end of all living things. To this end, he recruited several locals and started a cult. They called themselves the **Godkillers**
Red Light District

## Atmosphere

Brightly colored, sometimes pungent in smell, this district can be very loud and boisterous in parts and somewhat quiet and full of whispers in others, depending on how illegal the practice. Though prostitution is illegal in the city, it's allowed in this district in lieu of the Urban Ward going after "worse" crimes, though some of them might just be paid to look the other way.

## Typically Found There

Numerous brothels are in the district, as the name suggests, but more illegal gambling spots and underground casinos exist. Also, various criminal enterprises maintain their fronts or legitimate business in this district.

## Locations of Note

* **Lady Ignan's House of Red** - well known brothel in the district, whose madam is secretive and unknown to the public
* **Deedra's Delicatessen** - well known front for criminals who live and operate in the district, often a safe house for various criminals

## People of Note

* **Lady Ignan** - not her actual name, her mysterious nature as the madam of the **House of Red** means she was given the name, which she doesn't really correct publicly
* **Orwell** - large Goliath, enforcer, runs his own pub out the back alley of his home, uses it as neutral ground for people, enforces the neutrality with his fists
Mysterious Map

A generic map with vague landmarks and an X marking the spot. The map was given to Arkul Wrax by a warrior, who was then murdered immediately after. His **patron** warned Wrax that this was a warning not to fail him. He would tell him when to use the map when he got closer to its location.

Eventually Wrax is contacted by his **patron** who let's him know that the map can be used in the Veryd Forest. He goes out and finds a secret stash of items and pulls a **breastplate** from the stash. He returns the item to Sanye when another follower of his **patron** comes to pick up the **breastplate**.
Marketplace District

## Atmosphere

Loud, crowded, and filled with strange smells, animals, and people. Chaos seems to reign in the district.

## Typically Found There

The majority of the district is a large, open-air marketplace. Various carts, booths, and shops fill the space, with various products, foods, creatures, and magical trinkets being sold. Various inns and some residences are around the edges of the marketplace for people in the marketplace that don't live in Almonte.

## Locations of Note

* **Sinabra Marketplace** - official name of the open-air marketplace that takes up the majority of the district, named after a famous merchant who helped make the marketplace a reality
* **Ottoro's Gauntlet** - one of the few permanent shops in the marketplace, sells armor and some weapons, all enchanted one way or another
* **The Red Dragon Inn** - a common enough inn that is quite popular in the district

## People of Note

* **Ottoro Greyshield** - owner/operator of Ottoro's Gauntlet
* **Helga Blackrock** - Half-Orc female Commander of the Urban Ward, in charge of security in the district
* **Ygrasil** - Tiefling priestess of Myndel, runs the local temple
The Culture

This world is similar to many fantasy realms in the D&D mythos, but some items exist that are unique to this world. The coins used in this world follow a similar exchange rate, but the nomenclature is unique to this world. Also, the calendar and the cycles of the four moons in this world, as well as any famous holidays are listed below.

## The Economy

The Player's Handbook contains many of the items available for purchase, but currency is unique to this world, as well as some additional items.

CurrencyEquipment
## Time

The calendar is slightly different from this world, as well as additional moons and holiday detailed below.

CalendarMoonsHolidays
Premier

The Premier is a position of great influence and power on the Almonte Conclave, but has very little powers according to city charter. She can call the meetings of the Conclave to begin and to end and she is responsible for any ties votes on the conclave. However, many citizens view the Premier as a much more powerful position and a symbolic figurehead of the Conclave itself.

The Premier is appointed by the Conclave every two years when two more of the members are either replaced or reelected. Every two years all the members can nominate a new Premier, but the nominee requires a majority vote. If no nominee gets a majority vote (or no one is nominated) the Premier from the previous two years stays on in the position. This is quite frequent, and Premiers sometimes hold the positions for many years at a time.

The current Premier is **Miranda Guggenheim**, who has held the position for 17 years.
Varnith

Old man that was one of the few survivors of a village in Kombray. The village was attacked by a Drow raiding party and most of the inhabitants were slaughtered. He survived since he knew of a secret underground cellar that he was keeping non-humans to torture and experiment on.

After he came to the surface after the raid, the party discovered him and his cellar, knocking him out and leaving him for dead while freeing the torture victims in his cellar.
Warehouse District

## Atmosphere

Cold, empty, and quiet, this district is mostly for storage, not for living. Filled with large, basic structures built for storage, the landscape is gray and dull. Very few people are moving around except for the occasional worker moving goods into or out of warehouses.

## Typically Found There

Though there is a reputation for the district to be filled with criminals, this is only partially true. Many legitimate businesses store their wares here before either transporting them elsewhere or selling them within the city. Various workers are organized and unionized, though they are small groups with very little bargaining power against the wealthy.

## Locations of Note

* **Warehouse H17** - the largest building in the district, it spans several blocks, sections of the warehouse being rented by numerous companies, numerous legal deals are made there as well as some not so legal ones, this building is guarded heavily by the Urban Ward and some private security

## People of Note

* **Jonathon Quail** - Half-Orc worker, organized his own small union called the **Quailbirds**, has been slowly gaining influence and members over time
* **Theodred Garnok** - Human private soldier, leads a group of private security soldiers that usually guard **Warehouse H17**, is a common sight around the area
* **Ignacious Bluescale** - Dragonborn (Blue) that is a city representative, lives in small shack, holds a lot of sway over what can or can't be done in the district (per city shipping laws), but his hands can be greased to get things through smoothly.
New Tu'narath

Named after the old Githyanki city in the Astral Plane, this is a new home for the Githyanki in this world. Out in the **Fractured Isles**, east of Talal, the pirates of the region have safe haven here. It is neutral ground for all pirates and is rigorously enforced by the local authority, the **Crimson Mariners**.
Sea of Storms

The large ocean that surrounds the continents in both hemispheres and the rest of the world. The ocean is constantly storming and dangerous to traverse, but has recently calmed in the past few years with changes from Tolujar. It is said to be dominated by Tolujar, as he dominates all storms and tempests.

Though no official statement or confirmation has been heard from the church of Tolujar, its is considered his domain. Very few people use to travel the ocean unless absolutely necessary, but more and more people are moving further out and exploring the Sea. Most travel with a cleric of Tolujar and it increases the chance of safety throughout the travels.

The two hemispheres have previously gone undiscovered to one another and only recently have become aware of one another. Though they are aware, very little trade or communication has occurred since the distance between them is so great. Methods of travel, mapping, and communication are being ironed out so relationships between the two hemispheres can begin.
Verydian Puzzle Box

A Rubix Cube type toy, but enchanted and much more elaborate, these are given out Verydian Elves when they are children, usually only 10. It is said that those who solve it before they come of age are destined for great things. However, there is no facts to back that up, and most Elves take decades to solve them, if they ever do.

There are a series of solutions, revealing and rewarding the player with various trinkets and treats as they solve each section. Like a Rubix Cube, it does rotate and matching up symbols is part of it, but there is also a three-dimensional aspect to it where pieces and shift apart and back together to create multiple layers of problems needing to be solved.
The Channel

Long channel of sea in between the two major continents. The water is much calmer seas, usually easier to travel, the easiest and safest method method for most people to move from one continent to the other.

Often referred to as the Morkai Channel, as people assume that the Channel is the domain of the deity. No official word from the deity, the church, or the clergy has confirmed this, but generally safe water travel is governed by Morkai.

Though it is just an extension of the ocean known as the Sea of Storms, and it is salt water, it has a very distinct brighter blue color and calmness to it that runs from the waters between Bragol and Sombra all the way to the waters between Armar and Issag. The color and erratic waves begin almost immediately outside this range.
Nyx the Dreamer

A Gnomish merchant, she buy, sells, and trades magical items. Her business is always on the move, but the entrance is always marked by an arch with a vivid red color above the doorway.

She first encountered the party in Xon when they were looking to sell a powerful weather controlling device they recovered from some pirates on The Channel.

She ended up winning the auction that the players held for the item, in exchange for a large amount of coins and some magic items from her shop.
Lurnog

## Summary

A Human and Dwarven nation, with a high population of Halflings, this nation has strong ties to Gallant. Many influential churches and training grounds for the paladins and monks that follow Gallant are famously here. The government is made up of a representative amount of each race, allowing most issues to be heard in the government. There is also a fair amount of farmland in the southeast.

## Inhabitants

Made up of Humans, Dwarves in the Jindure Mountains, and Halflings in the east from Torah, the nation is filled with various backgrounds but they are all there for the church of Gallant. They are either followers, they provide lip service, or they are members of the clergy. They are in all different kinds of professions and there is even a large population of farmers in the southeast, but Gallant is in their lives in some capacity.

## Government

The government is run by an oligarchy of representatives from different regions of the nation. They are divided by race fairly similarly to the population itself, and they all vote on the laws and the role of their government. There is a heavy influence of the clerics of Gallant felt, but they are not in the government in any official capacity.

## Notable People

* **Doris Helvar** - Human woman, one of the more influential politicians in Lurnog, she is quite popular among all the people
* **Zorik Moonstone** - powerful Dwarven cleric of Gallant, has influence on various members of the government, most notably NOT **Doris Helvar**
* **Holton Underton** - Halfling politician, famous for not being a follower of Gallant, making him unelectable, but he's still influential

## Notable Locations

* **Kaane** - home to various churches of Gallant as well as academies and monasteries for paladins and monks devoted to Gallant
* Jindure Mountains - make up the northern coast of the nation
Shadowfell

Once a deity itself, this plane was formed from the dying energies of an unnamed deity that died fighting the other gods. This deity supposedly was ruler over shadow creatures and shadow magic, but now no one rules over it.

It is merely a plane that is coterminous with the Prime Material Plane and is the source of all things shadow. Weak points on either plane allow for shadow creatures to travel to our world, and vice versa.
Quellion

One of the Moon Elf rebels that escaped from the Daeryn Forest, he was found in an underground complex under the city of Valya. He attempted to lead Dhamon into an ambush, but due to a vision from Ren, he avoided that. Dhamon interrogated him after capturing him and once he knew for sure he had no more information to give, he killed Quellion.
Oath of Arcane

## Tenets of the Arcane

* **Spread the Word.** You must spread knowledge of magic to all and educate when you can.
* **Study the Arcane.** You must learn what you can from any magic-users, magical creatures, and magical items that you encounter.
* **Use Magic for Good.** Magic must be used to protect, save, enlighten, and to bring hope to others.
* **Be Humble.** Show reverence for those that know more than you and show compassion to those who know less.

## Oath Spells

You gain the following spells at the level listed.

* 3rd - shield, magic missile
* 5th - blur, scorching ray
* 9th - dispel magic, lightning bolt
* 13th - ice storm, stoneskin
* 17th - cone of cold, hold monster

## Channel Divinity

At 3rd level, a paladin gains two Channel Divinity Options:

* **Arcane Wrath**. You can use your Channel Divinity to imbue your weapon with Arcane energy. For 1 minute, you will add your Charisma Bonus (minimum +1) in force damage to your attacks. You can end this effect on your turn as a part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
* **Turn the Conjured**. As an action, you present your holy symbol and speak a prayer censuring fiends and constructs, using your Channel Divinity. Each fiend or construct that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it is turned for 1 minute or until it takes damage.

## Aura of Resistance

At 7th level, you and any allies with 10 feet gain advantage on any spells cast and the target is them. Area of effect spells aren't affected, and they only gain advantage if the spell allows saving throws in the first place.

At 18th level, the aura range increase to 30 feet.

## Holy Protection

At 15th level, the paladin gains the constant effects of the *Protection From Energy* spell.

## Arcane Force

At 20th level, the paladin can take on the form of a magical creature. This can physically manifest as the paladin chooses: different colored skin or texture, hair changes color, grow scales over their body, eyes change shape or colors, etc.

Using your action, for 1 minutes you change you appearance and have the following abilities:

* You have a visible magical aura that surrounds you and partially conceals you, giving you half-cover constantly. It's appearance is decided by the paladin, but is usually some elemental cloud (fire, earth, air, water).
* Enemy creatures within 10 feet have disadvantage on saving throws versus your paladin spells as well as your Channel Divinity abilities.

Once you use this feature, you can't use it again until after a long rest.
Pelwyn

A lady of the night that works regularly at the **Lonely Jester Inn**. She was approached by a mysterious figure who asked to get multiple other women (including Lorna) to lure Captain Ferris Mayweather to a specific room upstairs at the inn. After she and the other women left him in that room, he was never seen alive again.

When the party questioned her, she stated she didn’t know the identity of the person who recruited them, only they paid well and she didn’t ask questions.
Nanda

## Summary

Mostly filled with swamps, the nation of Nanda is associated with the Nanda Swamp and the strange things that occur in it. Despite having very inhospitable lands, the nation flourishes fairly well with plenty of crop exports to keep the money flowing.

## Inhabitants

A large chunk of the population are farmers or belong to Druid circles. The largest grouping of people is in **Zarador**, the capital. Many of the population are intrinsically tied to the swamps, either because they protect them or they farm inside them.

## Government

The Monarchy is mostly a figure head that negotiates with other nations for trade and other things. In their constitution, the Monarch answers to no one, but in reality he answers to various Druid circles and farming groups, who hold the real power in the nation.

## Notable People

* **Oren Whitestone** - powerful figure in the farming community, runs a group called the **Swamp Farmers Union**, which petitions to the King on behalf of thousands of farmers
* **Lowenthal Tremblith** - Druid leader of the **Circle of Silence**, a Druid circle that maintains the secrets of the swamp and the powers used to farm it
* **Coren Saras** - noble woman who may or may not be a notorious crime boss known as the "Swamp Queen"

## Notable Locations

* **Zarador** - capital city, named after the Druid that first discovered how to farm the swamps
* Nanda Swamp - swampy land that makes up most of the nation