recursal/Fanatic-Fandom huggingface dataset:
Balance of Harmony

*Wondrous item, uncommon*

This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast *detect evil and good* as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Affiliation

## Nation

### Ocyria

* **Iron Hand**
* **Ocyrian Military**

### Parnak

* **Archon**
* **Comes Palatinus**
* **Ephoraō**
* **Lorica Nephiles**
* **Ordo Itinerant**
* **Ordo Militant**
* **Ordo Sors Fate**
* **Serpic Fides**

### Varhuine

* Choir of Blades
* Saverias Academy

## Familial House

### Great Houses

* House Ehtelé
* House Grakulyah
* House Imrydrier
* House Iavas
* House Granfaloon
* House Kal'dra'ayst
* House Oshen-sul
* House Laire
* House Legebrethian
* House Vekkan
* House Yavie
* House Sin Teradé
* House Naiphon
* House Hrive
* House Akmoden
* House Naila
* House Nalard-sul
* House Saextor-sul

### Lesser Houses

* House Cindescrae
* House Dragon-Eater
* House Khila
* House Slaven
* House Stacianodel
* House Tovesh'naernon

## Guild

### Scoundrel Guilds

* Jack's Guild
* Shinoyoru Kengo

## Miscellaneous Affiliations

* Gray Order
* Silver Fangs
Kairiwa

Kairiwa is a planetary body that inhabits the Thunas star system. It is the seventh planet from the star Thunas, and the only one known to harbor life. It is the only planetary body to have surface water. Over 70% of Kairiwa's surface is made up of various oceans and seas, while the rest is land, divided into various continents. It has three moons, Thalomus, Galare and Iseran

### History

The Universe was formed around 15 Billion Years ago (BYA). As it expanded, more stars and planets were born. Thunas was formed 11 BYA, but Kairiwa wasn't created until around 6.2 BYA. A meteor shower around 3 BYA caused the formation of Kairiwa's moons. The surface of the planet remained a constantly shifting mess of volcanos and storms until about 2.8 BYA. The first life forms, miniscule marine organisms started to pop up soon after. It took 2.4 billion years for life to move onto the land, as the first land animals started to appear 312 MYA. The land on Kairiwa remained one big supercontinent called Keros Major until Nauros broke away in 306 MYA. Keros Minor remained until 244 MYA, when it broke into two pieces, the southern continent Qey'keri, and the northern continent simply known as The Mainland. Over the next 150 million years, the Mainland would slowly drift apart from itself, dividing it into three 'continents', Ahninia in the west. Ghennos in the east, and Ractia in the center. Humanoid life started to appear 14 MYA

### Physical Characteristics

Kairiwa is a non-perfect spherical planetoid. Its slightly smaller than Earth, at 480 million sq km. Its highest point is Mount Tuitue, at 7623 meters high, and its lowest point is the Gorge of Pheseli, at 16,089 meters deep
Filarion Redwood

A man of the wild, Filarion Redwood has spent most, if not all, of his life living among the savage and untamed borderlands of civilization. His weathered tread has taken him from the frozen wastes of the far north to the scorching, endless deserts to the east. His long years of experience have gifted him with an unparalleled knack for survival, a gift he is all too willing to share with others should the need arise. His understanding of the perils of the wild often finds him leading or guiding merchants, travelers, and would be adventurers through the twisted paths of the world, often knowing in his heart that without him, they would stand little chance.

He has recently returned to civilization after a long stretch of seclusion in the frozen northlands, accompanied by the hulking, strangely gifted lizardfolk known as Walrus Eater. While Filarion is eagerly looking forward to the vices of the city, he also seeks the chance to make some coin and any clues he can find regarding the Black Dragon who destroyed Walrus Eater's home.

***Game Notes***

Yusdrayl-Leader of kobolds in the sunless citadel

Calcryx-White dragon worshipped by said kobolds

Goblins in the sunless citadel are working for/led by some evil druid. Belak is his name, grows the fruit from the twigblights.

Traveler's set of clothing and a cloak
Dim

**Chaotic Neutral God**

***Gender.*** Male

***Sphere.*** Gnomes, luck

***Dominion.*** The Center of the Eye

***Priests.*** Dimsman

***Adjective.*** Dimish

***Domains.*** Arcana, Forge, Trickery

Dim is an old fey god and is the patron of the smaller creatures throughout the world. He is represented as a solid black circle, symbolizing mystery and the unknown. He is often associated with chance and possibility. Dim is diametrically opposed by Undim, a god of arrogance that boasts knowledge and power over everything. In no way does this mean his followers and priests are uneducated, though. It simply shows that the tenets of Dim are to know humility, to understand that not every single thing can be controlled. In general, his followers are rogues or fighters hoping to curry his favor. The main tenets of Dim are as follows:

**♦ It is better to be lucky than to be dead.**

**♦ The only sure thing is there’s never a sure thing.**

**♦ If you can’t beat them, run. If you can’t run, pray to Dim**
Felhoods

**The Felhoods** are a group of bandits, thieves, and brigands who operate out of the capital city of Stormloft. They were formerly associated with the Mardigan Family, but have made efforts to separate themselves and have since gained a noticable amount of power and influence in the city. They are hardly known outside of the city and people who do not have business or concern within the walls of the capital have little care or concern for the Felhoods. They may even think of them as little more than common criminals deserving of roadside justice. The goal of the Felhoods is to gain more power throughout the region and a number of its agents are out and about, trying to usurp rival gangs and latch on to nobility and high-value merchants. These agents are typically trained in Intimidate as they are required to be convincing and able to persuade others. The Felhoods typically run a protection racket, declaring that if merchants and nobles don't pay them, they'll go out of their way to make sure any trade efforts they engage in will go wrong. As they are a group of thieves, naturally their agents are mostly rogues.
Covenant of the Ascended (Story Arc)

The **Covenant of the Ascended** story arc, also known as **The Epic Game**, was a story arc that began in 617 AD and focused over the whole of the Unending Spiral.

### Cast Members

Alachia Crimson. A powerful vampiress whose very blood was tied to Nalan and her soul to the beings that would end the world.

Atavius Gratiarus. An avatar of the god Atavius formed to act as arbiter for the representatives of the mortal world and give them the opportunity to engage the Abominations on even ground.

Nalan Balcard. A being formed of dark magics that were the very catalyst that caused the Abominations to descend onto Urz.

Ryiomand CXLV. The new King of the Ruby Throne of the Ocyrian Triumvirate who rose to fight world-ending beasts.

Thorn Stacianodel. A tortured priest whose goddess was twisted in the unraveling tapestry of divinity.

#### Guest Cast Members

Alan Smithee. A priest

Invellios Laire. A representative of the ancient Elvish traditions set on defending mortality from divinity.

Tak. A lich from Tabernae who had a stake in the matters unfolding and decided to lend his magical might to ameliorate the issues.

## Campaign

### Trivia

Covenant of the Ascended was an attempt to conclude several untold stories developed during the Fire and Star story arc and during related narratives that were developed away from the table top. The game was run in the 3rd Edition rules set of *Dungeons & Dragons* shortly after the release of the *Epic Level Handbook* in July 2001. As a storyteller, the focus was to tell a great world-changing story using the new book and allow for players to do all the crazy things presented in this book. Unfortunately, some of the players selected to play in this game proved to be limited in a narrative capacity and elected courses of actions they knew would cause argument, even courses that had been stated were going to cause argument before they elected them. Ultimately, the narrative listed above was a collection of set pieces and events that were taken from the campaign and others that were changed through off-table discussions with the players of Alachia, Atavius, Ryiomand, and Thorn. The character "Alan Smithee" was a character that was created by one player that was so annoying and forgettable in a space where it could have been epic, that the author of this note has completely forgotten everything about them other than they were a Cleric.
Feherbairn (Parnak)

Golden rooster on yellow field

**House Feherbairn**

***Motto.* "Where the Eagle Rests, the Cock Works"**

House Feherbairn is one of two earldoms in the Adalbert Duchy.

***Seat of power.*** Bairnhill, a city southwest of Stormloft. The city functions as a military base, housing the majority of Feherbairn earldom's armies.

**Current Earl.** Andivus Feherbairn.

*Counties.* Ankenbrandt, Leoroth, Meredith.
Cystbloom

*These strange flowers have petals with a meat-like texture and a smell not unlike freshly butchered game. The flowers appear to grow in Inundia in random areas, but historians would note they grow most notably at old battlefields across Urz where long since dead must be saturated in the earth.*

### Cystbloom

*Ingredient, rare*

As an action, you can consume the petals of this flower. Your hit point maximum and current hit points increase by 20 for 1 hour. At the end of this duration, your maximum hit point total permanently decreases by 1.

**Price:** 150gp

## Recipes

Bloodwine.

Vodare.
Albicoris (Parnak)

Red and orange barn owl over dark gray field

## Relationships

Full Banner of House Albicoris

**House Albicoris**

***Motto:* "Remember Your Past"**

Sorrowgate is one of six kingdoms in the Parnak Empire and it is ruled by House Albicoris. House Albicoris is the oldest of the kingdoms, as old as House Omeas. They are said to be able to trace their lineage all the way back to Sigisman, a hero of the War of Sword and Serpent and a friend of Iveriu himself.

***Seat of power.*** Sorrowgate (city).

***Kingdom.*** Sorrowgate

***Current King.*** Nathor Albicoris

***Duchies.*** Caristus, Estriton, Parthalan
Adolamin Forgedawn

Praesidiarius **Adolamin Forgedawn** is a young Vassal King of the city of Norchester, which in his lifetime has fallen twice to that which his Elven comrades call The Blight. He was one of the four cursed by Vekkan's Blood Orbs and is a hero who helped break the curse and stop its damning prophecy from coming to fruition.

## Basics

* **Appearance**

Adolamin wears the badge of his office within the Comes Palatinus and, despite being a Vassal King and Paladin, very plain chain armor and traveling attire. His hair is long and more often than not unkempt. He keeps it out of his face with a soft blue ribbon his father said was his mother's. During his travels in the cold forests of Parnaak, Adolamin fashioned himself a cloak from the pelt of a winter wolf.

His face is ever-calm and his eyes thoughtful and calculating. Despite his accomplishments and rugged lifestyle, he maintains a youthful beauty that can only be attributed to his half-elven heritage. He wields a sword adorned with holy writings of the Ecclesia des Vitanthropos, which few know to be an Avenger sword of Atavius.

* **Personality**

Adolamin is a caring and selfless individual, though his quiet calm and shyness usually hide. Many people look to him for leadership and guidance, but he is often too confronted with his own inner thoughts and beliefs to readily display the command others seek from him. Adolamin is, however and always, a Holy Knight of the Absolute Law. He has displayed a number of times to his fellows that he is willing to sacrifice himself fearlessly for the safety of those he cares for. His apparent fearless nature fades away if Adolamin is ever completely alone.

* **Allies**

## Life

* **Early Years**

* **Recent**
Al'enas Lendglir

Son to a male Eladrin noble and a female Human bard, his father couldn't legitimise the birth of his son within his nobility due to him being of only half-elven blood. So he was raised by his mother within the company of bards, during this time as a child he learned all about music and the power it can hold, learning to sing, play the flute, lute and the importance histories tales. His father supported them both financially throughout his childhood and visited occasionally, although very formally due to being under the watchful eye of his peers. He always took an interest in the life surrounding his father, the nobility, the art of persuasion and the intrigue revolving around the ways of higher class living. While his mother very much fueled the charismatic side of his personality, his father was the driving force for his curiosity and intellect, encouraging him to be ever more studious and refined.

Once he reached adulthood his father managed to get him a job working under him as a member of his court. There he learned the in's and out's of high society, who to know, where to go, what to do, how to present oneself and most importantly, how to stay on top of your competitors. Working under his father he worked tirelessly, ever hoping to ascend with help from his fathers influence, but alas he realised after many years that his father wasn't willing to risk his claim to nobility for the likes of his illegitimate son that could destabilise his position. Realising this he left his fathers side and vowed to ascend of his own abilities.

He left, not knowing where to go or what to do, he visited his mother. Shocked at how he had changed, she advised him to perhaps go out and explore the world, adventure, open your possibilities and realise his full potential. In doing so he could meet new people, perhaps ones that could help him ascend the social ladder, acquire wealth to make the transition easier, for no noble can live like a peasant and simultaneously expect such high treatment, or acquire vast power in which he could indeed just claim nobility for himself without anyone daring to discredit his claim.

His mother hooked him up with some of her adventuring connections and off he went.....

Where once he was playful and joyous similar to that of his mother, the insertion of his being in to the higher tiers of society quickly tempered him in to a stoic, rational, calculating individual with the single goal of ascending the social ladder presented before him by his father.

Not one to play his music in public, nor have an instrument on show, not many people would guess his true profession to be that of a bard. His appearance and demeanour not befitting that of a typical bard or even that of an atypical one. Most would take him for nobility or at the very least equal to a wizard in a nobles court.

Not one to engage in music often only his enemies and allies know of the source of his magic, and his musical talents, often to a bad end.

Although ruthlessly loyal to his goal, he is one to support those he cares about regardless of ideology.
Demon Prince

A **Demon Prince** is one representative of the Thirteen Sins of the Shedim: Betrayal, Corruption, Deception, Despair, Envy, Gluttony, Greed, Lust, Oppression, Pride, Sloth, Vanity, and Wrath. These sins were collectively and then individually bound into subrealms of the Astral Sea (known as "hells") behind the Thirteen Gates of Ashtar. These hells are all under the domain of Lucifaerul, the Archdevil who maintains order, and the Daisthai, or "gate guardian". Demon Princes have been known to escape out of their gates, but their seat of power is left unchecked and can be usurped by others who seek it. If a demon prince dies in its own plane, the seat of power is left vacant for any who would take it for one year and one day, after which time the demon prince is summoned back to its seat by the dark rituals imbued within.

## Current Princes

**Anaslain**, princess of despair

**Ashmadia**, princess of greed

**Balberith**, prince of betrayal

**Dhuron Balcard**, prince of corruption

**Grum’nar**, prince of wrath.

**Gusion**, prince of pride

**Humbaba**, prince of gluttony

**Jai Mahknos**, prince of lust

**Morbazanrhot**, prince of sloth

**Naberius**, prince of wrath

**Sod Daerlethoth**, prince of envy

**Tefington**, prince of vanity

**Vyz'des Teshnan**, prince of deception

## Former Princes

**Alachia Negai**, former prince of lust

**The Valeyard**, former prince of envy
Eldithas Avasoon

In a remote village in the wilds two peasants lived. Twice before they had tried to bring children into this world, and both times they had been met with bitter disappointment. This third time they hoped for a different outcome, but were met with the same bitter fate. they mourned their loss of being able to bring life into this world and the child was buried in the back of the house next to his brother and sister.

That night the peasants were visited by an old woman. And while everyone else had turned her away, and though still in mourning, they could not refuse her refuge from the nigh. Instead inviting her in and provided food and a place to stay. Over dinner, seeing tears on their faces she asked what was wrong, and they told her their fresh sorrow. She then revealed to them that she was a priestes of , the goddess of life and nature. While she could not bring the first two children back to life, as they were to long passed, she brought back the third child and granted him a special connection with nature before she vanished. His parents named him Eldithas, in honor of the goddess.

Never letting the supernatural events around his birth, go to his head, Eldithas saw his life as one full of meaning and purpose, as did those who met him. Eventually, when he was old enough, he went out into the world. Entering into a city he realized he was needed most here. Needed to try and bring a bit of nature back to this self-contained world of stone and mud.
Andoven Corson

Andoven Corson is the second son of House Corson, set to be the soldier son by all tradition. His father granted him to a Knight-Errant of the Church of Atavius, to study and learn the ways of the holy swordsman. He serves as Cyrus Bray's squire. He has seen a number of things in his time as squire, including horrid beasts, strange magic relics, and even a moniker of success in a noble's tournament. He is ambitious and aspires to be as great as the heroes he follows, namely Cyrus for his sense of right and justice, Titus for his strength and bravery, and Elric for his cunning and love of song.
Acascari Wildlands

The Acascari Wildlands represent most of the southeastern and eastern portions of the lands around the Dragon Sea. The peoples of the Horde can trace their lineages back to before the arrival of the Alterian Empire. For as long as any can remember, the horrors of the Wildlands have made life in the region a simple game of survival. In the deeper regions of the forests and jungles, even the flora and land itself rise up to devour mortal souls.

It is commonly believed that rifts into the more chaotic planes of the Unending Spiral link directly to the dark and untraveled places. This is more true than people know as in a time before even the Bolanroth dwarves, stars fell from the heavens and their remnants linger. The Elanshae remember it as the Tears of Varhuine or the Night of Time's Tears.

### Kolarik's Horde (Faction)

Kolarik's Horde serve as the defenders of the Dragon Isles. They spend their lives on the front line of the dark forests and jungles of the Wildlands, standing vigilant along the southeastern isle to defend against the next attack from the Foul Deep. Kolarik's Horde was founded quite recently by Chieftan Kolarik, but the clans, tribes, and settlements that make up this strong network of defense have existed since the very earliest days of the Empire's invasion. Every day, the warriors of the Horde give their lives defending towns and cities so that the people who cannot fight might live in peace and security. The Horde values this duty above everything. They might be gruff, unkempt and downright rude at times, but no one questions their strength or courage.

They are led by a single Orc Chieftan known as Kolarik the Mighty. He has torn starshards from the earth, halting the twisting of the land and spawning of the horrors. He has walked up into the mountains and smote dragons that were in league with the Far Spawn. He has made allies of others, even brought the Bolanroth dwarves defeat and convinced them to send warriors to fight. He has brought to the fore creators and inventors. They have developed siege engines and artifices of war that can be moved about in even the roughest ground. The armies they have mustered are from all the peoples that call the Wildlands home.

The Horde specialize in group tactics, using every soldier at their disposal to present a unified force. They are known to use siege engines and unusual equipment, keeping their military secrets to themselves. Their clerics and druids are uncommon, but prized among the forces they supplement. On the whole, most in these lands tend to be rogues and warriors, scouts and soldiers, ready to give their lives for the legion that has been mother and father to them. Warlocks and Wizards are rare as giving up to higher creatures has lead many to serve the Far Spawn and not many take the time required for study of magic.

***Ruler.*** Chieftan Kolarik the Mighty

***Seat of Power.*** Cauthern

***Demographics.*** The population of the Acascari Wilds is comprised of orcs (30%), goblinoids (20%), goliaths (10%), lizardfolk (10%), minotaur (10%), (10%), and elves (5%), with other races making up the remaining 5%.
Alberic (Parnak)

Great tree in star circle on black field

The Parnan Noble House of **Alberic** is one of eight baronies in the Feherbairn earldom and one of three in Ankenbrandt county. Alberic is a part of the Adalbert Duchy, which itself is part of Stormloft Kingdom.

## Household

### Seat of Power

Alberic's seat of power is Stasi, a town southwest of Stormloft, located between the Shrieking Hills on the west and the Half-Cut Hills on the east. This place is most famous for being the central site for festivities during The Shackling.
From the Tome of Gulthias (Lore)

I am the Ancient. I am the Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears stone into sand.

All goodness slipped from my life. I found my youth and strength gone, and all I had left was death. My army settled in the valley of Strefania and took power over the people in the name of a just god, but with none of a god’s grace or justice.

I called for my family, long unseated from their ancient thrones, and brought them here to settle in the castle Toranor. They came with a younger brother of mine, Sergei. He was handsome and youthful. I hated him for both.

From the families of the valley, one spirit shone above all others. A rare beauty, who was called “perfection,” “joy,” and “treasure.” Her name was \*name crossed out\*, and I longed for her to be mine.

I loved her with all my heart. I loved her for her youth. I loved her for her joy. But she spurned me! “Old One” was my name to her—“elder” and “brother” also. Her heart went to Sergei. They were betrothed. The date was set.

With words she called me “brother,” but when I looked into her eyes they reflected another name: “death.” It was the death of the aged that she saw in me. She loved her youth and enjoyed it. But I had squandered mine.

The death she saw in me turned her from me. And so I came to hate death—my death. My hate is very strong. I would not be called “death” so soon. I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.

I found \*name crossed out\* weeping in the garden east of the chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Castle Toranor, and I watched everything I ever wanted fall from my grasp forever.

It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate.

Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever.

I have studied much since then. “Vampyr” is my new name. I still lust for life and youth, and I curse the living that took them from me. Even the sun is against me. It is the sun and its light I fear the most, but little else can harm me now. Even a stake through my heart does not kill me, though it holds me from movement. But the sword, that cursed sword that Sergei brought! I must dispose of that awful tool! I fear and hate it as much as the sun.

I have often hunted for ***her***. I have even felt her within my grasp, but she escapes. She taunts me! She taunts me! What will it take to bend her love to me?

I now reside far below Toranor. I live among the dead and sleep beneath the very stones of this hollow castle of despair. I shall seal shut the walls of the stairs that none may disturb me.
Anaxim (Lore)

*When the Grey Order left the city, the godbeast Anaxim stayed pierced to the city’s core and from that day forward the city flourished. The Anaxim was used to power all the works of the city, allowing for speedier construction and digging. In the early days, the Anaxim gave forth iron golems that were re-purposed by the Artificers to help, but then it stopped and the golems it had given fell apart with no one wise enough to repair them.*

*That is when the Artificers began construct on the automatons. Using prisoners from the lesser beings as fodder for the devices, they created hundreds of these servitors to help in the building of the city and the digging into the earth for the riches of stone. Once a factory became obsolete, it was left to the elements and sealed away.*

*During the waning of Anaxim, we delved too deep within the earth and unlocked Nihu’eyare (old dwarvish word that roughly translates to “Nine Eyes”) from the depths of an underwater ocean. From the site known as Dighgrum, Nihu’eyare began to take over the lower portions of the city.*

*This is where this historical text ends, seeming to have been written over generations and ended in a time of conflict.*

*The maps within this text also show exact locations in the city, specifically the Great Factory, The Anaxim Battery, and Dighgrum the underground ocean.*
Aluein

### Symbol

Alueian Moon and Star (a crescent with tips pointed upwards with a star in the negative space of the crescent)

### Portfolio

Aging, birth, change, death, life, seasons

## Manifestations

### Favored Colors

Black, green, grey

Aluein with Rose & Dagger

The Goddess of Life and Death, Aluein was the first mortal being created by Ashtar and Atavius during the creation of the world of Urz. When she saw that she had no true say on her own destiny, she took divinity away from her creators and used it to create a true Life on the world. In response, Ashtar and Atavius forged all Life to be bound by the Law of Death, so that no creation that Aluein would bear would be powerful enough to bring down this Triumvirate of Gods. Aluein ensured that this binding would be ultimately fair, creating a binding principal known as the Atma, which would ensure all mortal beings would have control over their own destiny with the power of choice.

Due to the strong ties of Aluein to time and life, elves find her to be the most appealing of the Triumvirate for worship.

Aluein has four Cycles:

**⯁ Cycle of Serendipitous Nativity.** All living things begin to live at some point in time. The gift of life is seen by all who have been given it as the greatest gift that can be given, though some feel it is squandered or can be taken as granted. This Cycle of Aluein focuses on life itself in its purest sense.

**⯁ Cycle of Inquisitive Adolescence.** A defenition of life relates to how living creatures operate alongside other living creatures in a shared environment. The thirst for understanding displayed by creatures is the focus of this Cycle of Aluein and is focused on by those who wish to understand more about the living things of the world of Urz and to understand the balances in environs.

**⯁ Cycle of Enduring Fecundity.** Life is capable of some form of reproduction. This ensures a creature can escape the closure of the full cycle of Life and Death by creating new life to live on past the time of the progenitors. This Cycle of Aluein focuses on the generation and nurturing of new life.

**⯁ Cycle of Heartless Demise.** Life is forced to come to a close by the Law of Death. How a life is lived before that closure is understood in the other cycles. An understanding of the importance of death and what it means to those who live past the death of others is what this Cycle of Aluein is about.
Crofton Ogden

Crofton Ogden is a bounty hunter local to Stormloft Kingdom and is known as an expert tracker and harrier. He has the nickname of "The Headsman" because of his habit of making sure the bounties he takes go before the lord or justice official they slighted with their crimes to be punished to the letter of the law. Most folks also know that he is the second and only remaining son of the hero Erik Ogden, who once ruled over a fishing community and town in Lake Ogden.
Charm of the Caring Soul

**Charm of the Caring Soul**

*Wondrous item, common (requires attunement by a sorcerer with the Careful Spell Metamagic class feature)*

When you use the Careful Spell Metamagic feature, you can activate this charm. When you do so, one creature chosen by the feature takes no damage even if they would normally take half damage on a successful save. Once used, this property can’t be used again until the next dawn.
Agwesi

## Agwesi(*Dwerrasin*)

Agwesi is the first born son of Beldandar and Ukimar. When Angdanuck demanded a gift from the Dwarf Father’s children, Agwesi brought forth a display of his own strength and martial prowess. When his brother Angum’s gifts of fine crafted weapons and armor were chosen over his gift, Agwesi wounded his brother and was banished from the Core of Angdanuck. Upon leaving the mountain, he grew to the size of a giant, making it impossible to ever return their again. He is a god of strength and the betterment of the self. He commands his devout followers thus:

**♦ Forge yourself to be the best weapon in your arsenal.**

**♦ Allow your passion and rage to drive you.**

**♦ Never back down from a fight.**
Dorshak Krane

*A strange gnome with a crafter's garb and a precision worker's goggles huddles in the room before you. His hair is gray and his eyes are wild. He stares, enamored, at a red gem set inside a strange device he's hold defensively.*

Dorshak Krane is the owner of Krane Manor, a gnome who is a member of the Gemcutter's Guild and the Artificer's Guild of Ankenbrandt County.
Alcohol

*Drug (alcohol), common*
Alcohol is a very common drug, consumed by many in taverns or social settings to liven up the place. Despite its commonplace nature, some people become addicted to the substance and spend all their time and money consuming it.

**Addiction:** After the effects of the drug wear off, you must make a Wisdom saving throw DC 8 or become poisoned for 1d3 days or until you take another dose of alcohol. If you are immune to the poisoned condition but you willingly took this drug, this drug ignores your condition immunity. Additionally, you have disadvantage on saving throws to resist the addiction and overdose effects of this drug in the future. You can remove this addiction by going three (3) months without consuming the drug.

**Overdose:** If a suitable amount determined by the DM and the player is consumed in one sitting, you must make a Constitution saving throw (base DC 10, adjusted for amount consumed and type of alcohol consumed) or become hungover. After completing a long rest, you gain one level of exhaustion and are considered hungover.

**Recipe.** *Tools: Brewer's Supplies (proficiency required).* The creation of alcohol can come from just about any plant material, fruit, or vegetable. The value and type of the material effects the alcohol created. Making alcohol takes between 3-5 days, but only requires one (1) day of downtime activity to start any volume of the drug you'd like to make.

**Price.** based on cost of materials used
Gemwich's Kaleidoscope

*Requires Attunement*

This strange device is a pair of ornately cut gemstones set inside a leather tube. As an action, a person can speak a command work and look through the kaleidoscope and view the world as if they had cast the spell *true seeing.* The effect lasts only for the duration of the turn and can be used three times. All expended uses are recharged at dawn of the next day.
Farlow (Parnak)

**House Farlow**

***Motto.* "One Step At A Time"**

House Farlow is a minor noble house sworn to House Haverhill.

***Seat of power.*** Fort Farlow. This fort is just north of Hilton and was once the established headquarters of a plot against the head of House Haverhill. It was given to House Farlow for Lukas Farlow's sacrifices and heroic acts for the town.

**Current Lord.** Chedwick Farlow
Bray (Parnak)

**House Bray**

***Motto.* "Ever Vigilant"**

House Bray is one of eight baronetcies in Feherbairn earldom and one of three in Meredith county.

***Seat of power.*** Howlerton, village southwest of Stormloft, located between Galen's Wood on the west and the Howling Hills on the east. The patriarch of this house is a knight-errant from Ocyria who was elevated to landed lordship for his deeds in protecting the town of Howlerton from threats that emerged from the Howling Hills.

**Current Baronet.** Cyrus Bray (extremely ill), Padrai Bray (wife, acting head)

***Known Members.*** Cyrus Bray the Second (first son, missing), Draconarius Bray (second son), Escabald Bray (third son, deceased)
Aegis (Character)

During the War of Sword and Serpent, elvish knights fell to the might of the dragon and the hordes plaguing The One Wood. From the wilds came mankind who were loyal to the elves, but were mortal. Their bravery was unmatched, but in most conflicts it served as a means to their end rather than an asset. So, it fell to the inventive to create new methods to fight the enemy. Elvish craftsman created soldiers of wood and of steel and would use the spirits of the fallen men to power them. They crafted eleven of these Undaunted warriors, known as the Knights of Talvi. Each was gifted a powerful weapon and the means to use it to deadly effect.

In recent years, a young man named Kelvin was a part of a mining company who would find relics and artifacts in the mine and see that they were sold at market. In that old mine, he found the pieces of a Knight of Talvi and began laboring to put it back together. When he finally found the soul stone that served as the Knight's power source and all of the pieces of the body, he activated the Knight. It knew nothing of how it came to be in the mine and seemed to lack a lot of its original memories and wondered where his sword had gone to. The two had very little time to reflect on the matter, because shortly after the Knight came to be activated, dragons came from the shadows and depths of the earth and started slaughtering the dwarvish miners. Kelvin escaped, but only due to the martial prowess of the Knight. A young dwarf warrior named Dargor escaped with them as well and called the Knight his shield and protector, the dwarvish word for which is *aegis*. The name stuck.

The three came to the city of Bruce, where Kelvin reconnected with a merchant friend of his named Ashton to inform him what had happened in the mine. Ashton informed Kelvin he wasn't able to maintain his business in the city and would travel with him wherever he had planned on going. The Knight Aegis stated it was his duty to travel the land and do good while bringing his blade to bare against wing, fang, and claw. Dargor swore his fealty to the Knight, saying that he would very much like to squire under him and learn the ways of a blademaster made of earth and steel. Kelvin said he would keep the Knight company to make sure he was kept in a state of good repair. Ashton figured traveling with an adventurer could be profitable and noted the others weren't terribly good at talking to regular folk.

Ashton coordinated with another merchant named Mordu Stormgut and got Aegis a job as a hired bodyguard. Mordu often traveled with his cousin, <Andy's Character>, and the work was very simple work. Mordu and his cousin have just been called to meet with a fellow merchant named Jomph Wormfinger at the Whispering Feather Tavern, one of several pubs near the Temple of Throlthk in Bruce. Aegis has, of course, been asked to accompany them.
Aigen Commonwealth

The Commonwealth of the Kingdom of Aigen is an alliance among the wandering tribes of men, the enclaves of the elves, and hirds of the giantkin in the northern most reaches of the Parnak Empire. The faction's influence expands as far west as the Scoria region of Leviat and as far east as some of the counties of Stormloft Kingdom. The Commonwealth upholds the laws of the individual and allows the people to rule themselves with guidance from stronger kingdoms and united peoples who will defend the innocent and their sovereignty.
Ganizani Afolayan

Ganizani is a Vetali who has discarded his heritage, his tribe, and his religious upbringing to wander the surface of the world and to meet the challenge of hunting the finest prey the open world has to offer. Ten years ago, Ganizani escaped the slavers of the city of Ainkarn with his brother, Daro. Using Daro’s maps and Ganizani’ knack for foraging, the brothers found themselves in a place known as Jether. They were met by agents of King Eversol. Sensing no signs of treachery or espionage from the brothers, the agents accepted Ganizani and Daro and allowed them to remain in the Stormloft region.

Ganizani spent a short time in Jether, working with his brother in building up a shop to sell and purchase trinkets. This did not suit Ganizani at all. Eventually, an agent of the King named Edthow Ankenbrandt, was persuaded to take Ganizani as his apprentice. Ganizani saw himself becoming a ranger like Edthow, hunting the wilds of the Giant Steppes. Shortly after Ganizani’ training was complete, Edthow met his end to old age and Ganizani found himself in Stormloft with no real attachments left.

The wilderness around Stormloft offered him solace, especially the crisp mountain air of the Coalbeard Peaks. His favorite pass time of late has been hunting mountain lions and elk. Ganizani found himself a small home just outside of the city, but as of late, the prey in his hunting grounds has become sparse.

It was during this time that Ganizani began to see things in his dreams. He saw foul beasts of the purest elements of the world and how they were coalescing in a place he did not know. It was a place between two mountains each with a mouth. The place was a hill and on it stood a man with horns who ruled over all the people therein. Ganizani did all the research he could, going into the city to take knowledge from the Grand Library of the Blue Prince and retreating back to his cabin to study more. Finally, he found the place to be Hilton, a small old town near Mount Illuminus. And that is where he has gone, to ride on the wind and waves of life to find out what his dreams mean.

**Roleplaying Notes:** Ganizani comes off as a bit aloof and sarcastic to other people, but he has never really been good around people like his brother Daro is. He does not like going into a situation without properly planning and scouting ahead. Some may consider this trait as overly wary, but Ganizani understands patience and cautiousness are essential traits.
Daigot (Ocyria)

**House Daigot**

The Daigot were originally followers of the mystic of the same name. They left the harsh lands to the west of the
Broken Blade Coast and have come to settle in the city of Nock. They are a house built on secrets, manipulation, and underhanded deals. They function as a criminal syndicate, performing espionage, smuggling, counter-intelligence, and even assassination. The difference is they work towards the prosperity of the city. A member of House Daigot is willing to sacrifice everything, be it status, wealth, or even life to make sure the city as a whole can continue. Most public opinion of them is they are archivists, couriers, investigatos, and
librarians who seem detached from the important matters of the city.

House Daigot is seated on the northern half of the Magic District.
Brayport

The ancestral home of the now-Parnan Bray family is known as **Brayport**. It is on a small island and boasts a very reliable waterworks system running through the town. The Bray family is a relatively new addition to the nobility of Liberus. Five generations ago, the young barrister Edward Bray served one of the Pelagic Arbiters and was gifted the island where Brayport now resides. Before the Brays took over, the island was little more than a site for a large temple of Atavius that is said to have been used long ago by Marydian cultists. Many buildings had been erected on the eastern coast, most notably Bray Manor, a large home of four stories in height built within a walled fortification near the coast. The servant household of Bray Manor is as large, if not larger, than some of the houses in the surrounding city.

The Bray family was forced to leave the city during a sea ambush performed by Ludosan forces. The city is still technically the property of the Bray family, but the first cousin of the former lord heir has taken the seat after reestablishing the city as loyal to the Citrine Throne.
Devilweed

*Drug, rare*

Leaves from the wyssin plant are dried and rolled into a tobaccolike substance and smoked. After smoking this drug, you become hazy and less focused. You have disadvantage on any Intelligence- or Wisdom-based ability checks for 1d6x10 minutes. Additionally, you have an increased sense of anger and deal an additional 1 point of damage with any weapon attacks that would use Strength as the ability score during the same duration. If you are a Barbarian and you use your Rage class feature, this additional 1 point of damage is increased to 2 during your rage.

***Addiction:*** After the effects of the drug wear off, you must make a Constitution saving throw DC 12 or become poisoned for 24 hours or until you take another dose of devilweed. If you are immune to the poisoned condition but you willingly took this drug, this drug ignores your condition immunity.

Overdose: None.

***Recipe.*** Tools: Herbalism Kit (proficiency required). Making this drug requires leaves from the wyssin plant, which need three days to dry out. An herbalism kit is required to prepare the leaves for this drying process.

***Value.*** 50 gp per dose
Anatoliy Komarov

Anatoliy is a tall Gernarian man with striking emerald green eyes. Unlike most Gernarians Anatoliy doesnt dress as lavishly and wears simple clothes along with some furs.

Born into a poor family Anatoliy was the target of much ridicule and belittlement from most of those around him during much of his childhood as the almost decadent lifestyle of most Gernarian was seen as commonplace. Like most in Gernaris Anatoliy was drawn to the use of magic but took many years before he could afford to attend and learn. After spending the time and coin to learn the basics of wizardry and license for magic use he left the lands to rid himself of the place he grew to despise and the people who he saw as self absorbed and consumed with greed.

After much time traveling Anatoliy found himself in a secluded and long abandoned ruins. In these ruins was a book that held information that was skewed from what historians have recorded. The books insistence of a terrible curse that was thought to be gone instead still persisted was a troubling notion. "The gods must have guided me here for a purpose" he thought to himself for several days as he re-read the book. "I guess its time to see civilization again." he said in a deep sigh "Bird, let us go."
Geminae Rivers

The Geminae River is a meandering river structure that diverges into a series of rivers that run in Lavidia's northeastern section. The two main portions of the river are the Ramuhn and Rema Rivers, with the Geminae

### Ramuhn Rivers

The great Ramuhn River splits into a number of courses, but begins at its source within the earth and begins its descent into Lavidia from a hilltop cavern in the Briary Hills. It splits into the South and North Ramuhn Rivers. The South splits the Black Rock Range and connects with the Geminae Conjoin, a river that connects Ramuhn to Rema on the southern segment of the Makonski Plains. The North runs directly into the city of Penford and has three splits therein. The North Ramuhn is considered the southmost of the three sections. The Penford Ramuhn splits the city at the middle and the Lesser Penford Ramuhn just south of that, but north of the North Ramuhn.

### Rema River

The Rema River runs its course with no divides. Its source is the same as the Ramuhn, but it runs overland whereas the Ramuhn runs subterranean for most of its northern segment. The Rema runs on the western side of the Makonski Plains, just near the Bridger Expanse.
Agamidaenid

**The Agamidaenid** is a pantheon of powers that are held in high regard in Vendar province, but aspects of the worship of these powers exists across Urz. The powers therein align with Atavius, representing the Chaotic nature in a creative and formative light, but individual beliefs move into the other two gods of the Warring Triumvirate. Aylith, Ignos Kigh, Nermod, and Regolas are sisters, each one a Primordial that is at the heart of one of the four elements.

## Powers

Aylith. The Primordial sister of Air.

Ignos Kigh. The Primordial sister of Fire.

Karlaz. This power represents the struggles of mortality, primarily focusing on determination against suffering.

Kshayathiya. An outer power to the Agamidaenid, Kshayathiya represents the primal powers of the world, specifically in flora.

Lemac. This power represents the natures of the Winds of Magic.

Nermod. The Primordial sister of Water.

Regolas. The Primordial sister of Earth.

Saland. An outer power to the Agamidaenid, Saland represents the elemental powers in their truest mortal form: that of the dragons.

Yakasha. This power represents the spirits of the beasts of the land.
Favored Sons

The Favored Sons sellsword company was forged during the Age of Heroes by a half-orc swordsman named Kelgar during a border skirmish between Gernaris and Parnak. He called upon any who would fight alongside him to come to his banner and when the fight was winding down switch from Gernaris's side to aid the kingdom of Sorrowgate's soldiers in pushing back the Gernaran forces. For this, Kelgar was put on trial by King Albicoris and was hanged in his throne room. Those he left behind continue his tradition of gathering together as a militia for hire and are willing to do what they must to honor their contracts.
Diath's Lost Dagger

**Diath's Lost Dagger**

*Weapon (dagger), common*

This weapon is considered a mundane dagger when used as a melee weapon. If the dagger is thrown as a ranged weapon attack, it is considered magical for the attack. Additionally, you have a +1 bonus to the attack and damage rolls made with this dagger as part of a ranged attack. After a ranged weapon attack is made with this dagger, it is lost. It cannot be found again as it leaves existence to an unknown extradimensional space to be deposited at a random location at a later time (DM makes the decision as to when and where this dagger will turn up, if at all).