recursal/Fanatic-Fandom huggingface dataset:
Capture Stones

"The most commonly used piece of modern technology. It is a marvel we managed to get anywhere without them." Shady Nikolai.

Capture Stones are magical devices imported from Tsukino. They allow the Polymorphing of objects into small stones for ease of carry. There are known to be many types of stones, each varying in usefulness and cost.

**History**

Capture Stones were first created by a Ma no Satsui Innovator in the early ages of Magic, in the form of paper talismans not unlike an Ofuda. These were only used by the most experienced practitioners of Magic, of which there were few at the time due to discrimination against those of the arcane arts. The concept was brought to Wukong and adapted into a different form, that of golden hairs. This model was used in the more formative years of the world, until finally, as Tsukino became more progressive and accepting of Magic, the current form of Capture Stones were invented.

**Appearance**

Capture Stones appear as small, smooth, dark stones, not unlike one would find in a river bed. They are distinct, however, by their markings. A Capture Stone that has not been bound to an object bears no mark, though when used, from then on bears a Kanji indicating its use.

**Function**

Capture Stones can behave in a number of ways, depending on the will of the creator. The most common use of a Capture Stone is to bind it to a non-magical object of a size no larger than Medium. Once bound, the object can be Polymorphed into the Stone and vice versa at will, and any creature extending their will towards the object knows whether or not it can be used this way. The object, when Polymorphed into a Stone, is the size that the Stone was originally, though retains the weight of the object. To avert the potential problems of this, Capture Stones are usually worn in pouches designed specifically to accommodate this, distributing weight evenly across a larger area of the wearer's body. More expensive Stones can be created, that when Polymorphing an object, change its weight to that of the original Stone, or can be used to Capture Larger objects, or even living creatures, and other such specifications. These functions are always expensive, however, and most people settle for the more common Stones for day to day life.
Owiryn

"I have always had a respect for your Order. It has served me well, and I know you will not disappoint me." -Saeren, to Owiryn.

Owiryn is a Human Ranger played by Jaydan Holmes, fighting alongside The Monster Hunters to free the world of Morgorath's tyranny.

## **Early Life**

Owiryn was raised as an orphan by the Wood Elf Ranger Carrick. He trained his entire life in the hopes of one day joining The Dawn Rangers, an Order of Rangers protecting the Elven lands within Honeremorte. At the age of 24, he finally achieved this, having earned his Silver Sun, and his first task, to aid a group of Monster Hunters...

## **Monster Hunters**

Owiryn was summoned by Saeren, the King of the Elves, to aid The Monster Hunters in their fight against Morgorath. Along the way, he wound up lost, becoming the founder of a Thieve's Guild in Havenhall.
The Cliff Rangers

"An ancient and respected order, though thought of less these days." -Urreek Wind-Howl.

The Cliff Rangers are an order of scouts and warriors who protect The Western Canyons. Originally founded in Vaengr by the Skrida, the Order extended to the Elves of Hamarr in time, and is primarily made up of those races, thought they will accept others into their ranks. They are known for patrolling The Western Canyons, though it is not uncommon for them to have a presence elsewhere. In this capacity, they still serve to protect people from supernatural threats and otherwise, though on a political level, are one of the neutral groups responsible for maintaining peace between communities. High ranking Rangers might be granted the honor of a Dire Rabbit mount.

## **Equipment**

All Rangers carry similar equipment, armaments, and apparel. This equipment includes:

* A ranged weapon, such as a longbow.
* A melee weapon, such as a longsword, or pair of scimitars.
* A dagger for utility.
* A pouch of 10 nets.
* A Camouflage Cloak. The Camouflage allows a Ranger to make a Stealth attempt, if the Camouflage matches the environment in which the Ranger is trying to hide. To this effect, The Cliff Rangers have many different Cloaks, though as they tend to reside mostly in The Western Canyons, the standard Cloak is a Brown and Grey one.
* An Explorer's Pack.

## **The Winged Bow**

The Cliff Rangers bear the symbol of a winged bow, used to identify them as members of their Order. The Symbol is worn as either a necklace, or a cloak clasp. Every Ranger has one, and few would ever willingly part with it.
Zencho

"As my mentor passed it down to me, I now pass it to you." -Luth, to Rinn Amakiir.

Zencho is an enchanted greatsword, wielded by Rinn Amakiir. It was a gift from her mentor and symbol of her becoming a Paladin in truth.

## **Appearance**

Zencho is a large greatsword, made from Dragon bone, bejeweled with a single large ruby.

## **History**

Zencho was first created by San no Kimi, during the early years of The Age of Winter. Her uncle, Naga no Kimi, a Dragon and guardian of Toreal Canyon, had perished at the hands of his grandson, Ashita no Kimi, The Woodchild, who he refused to kill. Later, his bones were used to create Zencho, in memory of San's uncle, and the promise of the fulfillment of his mission. Since its creation, Zencho has been passed down the no Kimi line for hundreds of years. Eventually, the last of the no Kimi, Moro no Kimi, passed the Sword on to her apprentice, Luth, who wielded it in the protection of Stadfesta. After the defeat of Kochanka, Luth passed it on to his apprentice, Rinn, acknowledging her as a true Paladin in her own right.

## **Use**

* Once per day, you can use use your action to look into the ruby of Zencho, and by doing so, scry a single object or creature. If the target is a creature, they must be willing for you to perform such an action on them. You must have seen the object or creature before, and any occurrence, object or creature that is part of your vision that you have not seen is filled by your imagination and deductions, though you can discern the truth from your own machinations.
* You can call Zencho to your hand if you and Zencho are on the same plan of existance. To do so, you must reach out with the hand you intend to hold the sword in, and utter any variation of the phrase, "Come to me, Zencho". The sword takes one action to come to your hand, though will not move if there is anything between you and it. If in the time it takes to come to your hand, any obstruction appears, the sword stops moving and falls to the ground.
* Zencho has 550 hit points, and is considered almost unbreakable.
* Any creature whose alignment is Evil targeted by an attack with Zencho takes an additional d6 of Force damage. If a creature of Evil alignment otherwise touches the weapon, they take 1d4 Force damage, and continue to take 1d4 Force for every turn they are in contact with it. You are aware when Zencho deals this additional damage.
Minotaurs

"A rather odd bunch, if I do say, though not as unpleasant as some legends might say." -Tooken Buckleberry.

Minotaurs are a bestial race resembling a combination between man and bull. Created by Okhota, the God of the Hunt, Minotaurs are renowned warriors and seafarers, hunters and adventurers. They tend to be bestial in nature, not necessarily in a bad way, but often relying on instinct, for good or for ill. They were once forest dwellers, though now are often nomads on the seas, depending on the country.
The Dark Races

"Born of ill means, though not of ill measure." -Rorrin Quellisar.

In ancient times, before the The First Snows, a party of adventurers known as The Dusk Blades encountered Xin Yue, the Spirit of the Dark, who tempted them with the promise of reward for committing increasingly foul deeds, which culminated in them being corrupted, becoming the ancestors of the Dark Races. These races have not had an ancestral home, being a minority in other societies.
The Mountain of War

"A proving ground for upcoming warriors and heroes. Inspiration for the tales of the Salaman." -Portas Leaf-Forlorn.

The Mountain of War is the Central Mountain among The Mountains of Magic. It is home to only the brave and powerful among Salaman, though is primarily the birthplace and home to many creatures of great power and mysticism. It is also the place where The Ember of Kalokairi is stored.

## **Residents of The Mountain**

Few people choose to reside upon The Mountain, given how dangerous it is. Those who do tend to be unhinged and either live alone, or in small communities. As of The Age of Winter, there are two such communities. The first of these communities is called Xia Jia, and is made up of ten houses, each of them ramshackle, and is located closer to the bottom of The Mountain, about a days ride from the entrance. The second community is called Shang Jia, and is made up of caverns built into a larger cavern near the top of The Mountain. Those who live alone include:

* Huoyan (Salamander, living inside The Mountain itself, seeks The Ember of Kalokairi for himself)
* Kuang Shi (Last emperor of the Salaman, living inside The Mountain, is insane and claims dominion)
* The Palehand (Large creature living in the mountain, lures people to their deaths)

## **The Emberguard**

A longstanding tradition dictates the protection of The Ember of Kalokairi. Warriors seeking to prove their might and earn accolades might journey to the heart of The Mountain to relieve those guarding The Ember, becoming Emberguard themselves, until they are relieved. They reside in The Ember Chamber.

## **The Cinder Pilgrims**

During the 55th year of The Horse, in The Age of Winter, there was a group seeking to become Emberguards. Each were from a different Mountain, as tradition dictates. Five in all, each of The Cinder Pilgrims are:

* Langman (Of The Mountain of Romance)
* Lucheng (Of The Mountain of The Journey)
* Zhengyi (Of The Mountain of Justice)
* Shui (Of The Mountain of Water)
* Hua (Of The Mountain of Flowers)

## **Trivia**

* Each of The Mountains of Magic are based on a work of classical Chinese literature. The Mountain of War is based on The Art of War by Sun Tzu.
Aleya Layor

"A beautiful memory of an Age long since past. We must do well to treasure her." -Preston Masonscale, regarding Aleya.

Aleya Layor is a High Elf Sorcerer played by Kristie Holmes, a Princess from The Age of Bloodshed, and a member of The Children of Frost.

## **The Age of Bloodshed**

Aleya was born in the last 50 years of the war that spanned all of Lorerah, in the land of Honeremorte , to the King of Elendor at the time, Owiryn Layor. At the age of 25, Aleya was sent of a mission of peace to the land of Wintervale, with the intention of creating a treaty. During her time there, however, she was entrapped, and at the age of 27, was placed, along with her three most trusted servants, Buffkin, Laura and Ordon, into a magical slumber that ended over a thousand years later, during the final chapter of The Age of Winter...

## **Winter's Heart**

Waking up in The Tower of The Patrician, Aleya found herself in the care of Preston Mason-Scale, and those working under him, for unknown interests or purposes beyond simple compassion. Attending The Trial of Fenrir Wolfsbane, in part of an attempt to learn of the current world, Aleya found herself entangled in a larger plot, to end the world of Winter, and a member of The Children of Frost...
Heygja

"The ice is hard today. Perhaps you'd like a greatsword this time?" -Lothrik Breeze-Hammer.

Also known as the city of ice, Heygja was founded after The First Snows by Renaea Lornna, the sole surviving Human of her village. It started as a simple homestead she created for herself, as travelers started coming through the area, it grew in size, becoming a large city. The city is made entirely of ice and snow, with the magics of the area rendering it a fine building material, with some even being smithed to have similar properties to steel.
Tashkil

"This hammer is the fist of Tashkil himself. You are to treat it with the reverence such devastating elegance deserves" -Brirmm Blackened-Hand to his apprentice regarding the smithing of weapons.

Tashkil is the God of The Forge, and patron to blacksmiths and warriors alike. His sign is most often a hammer, and a hammer hung over a door frame or a forge is taken as a sign of worship to him. He is also the creator of the Dwarves.
Dwarves

"'I've heard to meet a Dwarf is good luck', said Roxanne, checking to see that no one was watching her visit the prisoner. She backed away in shock as the Dwarf stood up, ropes falling from his wrists. 'I've always seen myself as a bad omen if I'm honest', replied Orik as he turned away from her and walked towards the door, her key in his hand." -Excerpt from *The Tale of the Dwarven Thief*, by Allochval Songblade.

Dwarves are a race of a once massive population, now a rarity since The First Snows sealed their great city of Dhark Ungor. They are also the first race to have been created by The God's, specifically by Tashkil, God of the Forge, their language used by many in incantations and treated by many of the younger races with scholarly reverence.

**Physical Appearance**

Dwarves are shorter than the average Human, standing at about 4 ft tall and weighing an average of 150 lbs. Despite the rumors of Dwarven women having beards, this is not the case, and many are considered to be homely beauties. The men are not always, but often burly with thick muscle granted by constant use of hammers in forges and pickaxes in mines. The beards the men have, however, are associated with pride in the same way that height is with Humans, and are thick, long, often braided with rings in them.

**Culture**

While many associate Dwarves with warriors and blacksmiths, this is only the surface of Dwarven culture. Dwarf society makes use of all talents and vocations, leaving no one to waste. Dwarven cities are often filled with colleges dedicated to studying the fabric of the universe, studios built to design technological marvels, guilds of spies and merchants, as well as artists, poets, authors and craftsmen of all types. Dwarves value honor and family, preserving the name of their clans through works or battle, eager to defend their homes when danger arises.

**Relations with Other Races**

Dwarves are considered a rarity, and to meet one is considered good luck by Humans. Humans treat them with respect in larger cities, but with suspicion in smaller towns, where superstition is more prevalent. For their part, Dwarves have a respect for the ambition of Humans, as well as their efforts for such a short lifespan. Their relationship with Elves, however, is tainted by overall suspicion and distrust, though there is no open hostility, as scholars of both races hold respect for each other, for their respective places in history and nature. As for other races, Dwarves are considered a pleasant oddity and vice versa.
Huo Zhu

"And who are you to deny the lord of flame his dominion. For my flame shall burn the landscape to ash, and my rule shall overcome the world." Huo Zhu.

Huo Zhu is a the king of the Salamander, ruling over his kind in the underbelly of The Mountain of War. He seeks the power of The Ember of Kalokairi to claim dominion over the entirety of the world.
Sea Xinling

"And the water folk flew under the waves, among the beasts of the sea, and the spirit of the waves. The ones of the sea were respected by many sailor and fisherman." -Excerpt from The Testament of Lorerah.

Sea Xinling are a type of Xinling native to the sea.

## **Mechanics**

Sea Xinling are treated as Water Genasi in the Elemental Evil Companion's Guide.
The First Snows

"The bodies have gone solid. I'm the only one left now." -Excerpt from the diary of Renaea Lornna, founder of Heygja.

The land was once coated in the ever changing seasons of Summer, Autumn, Winter, and Spring. But 697 years ago, The Heart of Winter, a powerful artifact more powerful than The Gods covered the land in a never ending Winter. The Winter changed the face of the land, but it was the introduction of Winter that shook the land the hardest, an event called the First Snows. The First Snows caused many deaths, the destruction and loss of homes. Many races adapted in order to survive, with the Salamandr retreating to their mountains, a civilization of Humans infusing themselves with magic, becoming the Hverfr, the Dwarves being forced under the snow in the city of Dhark Ungor, Humans building cities to resist the deadly effects of Winter.
Akr

"'I've heard its a den of thieves and bandits'. 'You heard correctly then. Akr is filled with those who live on the edge, both literally and figuratively'." -A conversation between Ragnar Forge-Fire and Urreek Wind-Howl, about Akr.

Akr is a small township east of Hamarr, and is known as the gate to the cliff side city. It stands before the only entrance to Hamarr, a large gap created by two mountains having collided together. The town itself is snowy, though under the snow is sand and dust. As the gate to Hamarr, Akr is filled with city guards, though this does not quell the presence of thieves in the town, rather it simply renders both sides of the law as the middle ground between honorable and corrupt.
The Bardic Shells of The Focused

"A very unique item, to say the least. Are you sure you wouldn't be willing to sell it to me, good Cleric?" -Shady Nikolai to Alder Serpin.

The Bardic Shells of The Focused are a magical item that take the form of headphones, magically projecting music into the ears of the wearer. The music can increase ones abilities by invigorating their ability to focus on a task. They are currently in the possession of Rinn, of The Children of Frost.

## **Appearance**

The Shells are two leather bound wooden cups, connected by a sheet of flexible wood. They can be worn on the head.

## **History**

The Shells were created by Simon Noteweave, a contemporary of Allochval Songblade, during The Age of Winter. They were purchased by Alder Serpin shortly after, and left in his treasure room as a decorative piece until the day of his death, when they were found by Rinn, who then made them hers.

## **Use**

The Shells function similarly to Bardic Inspiration, giving an additional die to an ability check, saving throw, or attack roll. You have a number of charges equal to your Wisdom Modifier + half your Level, rounded down (Minimum 1). It is a free action to use a charge. Whenever you use a charge, on your next ability check, saving throw, or attack roll you perform as long as The Shells are active, you gain an additional die added to the d20 roll, decided by the Bard Table (Minimum d6). You cannot use this effect on any roll involving Wisdom (Perception), unless the roll only requires sight and the target of your roll is within your cone of vision. It takes an Action to activate The Shells to gain its effects, and The Shells automatically deactivate if they are removed. While wearing the activated Shells, you automatically fail on any Wisdom (Perception) check that relies on hearing, and your passive Wisdom (Perception) is halved. For reference, a normal action, such as seeing a Creature move, or seeing an Ally fall unconscious, requires a passive Wisdom (Perception) of 10, unless you are directly involved with or specifically focused on said action. You have a cone of vision, 160 degrees wide, decided by your Actions, e.g. an attack roll against a Creature will have the cone face that creature. You cannot see anything happen outside of this cone, and must specifically turn to move the cone, potentially triggering an attack of opportunity, or sacrificing either movement or an Action, depending on the circumstances. You replenish charges of The Shells once every Short or Long Rest.
The Fault

"In all my days, I never saw a warrior cleave the earth itself. If my home were not destroyed, I would be impressed." -Tooken Buckleberry.

The Fault is an Artifact created by Mutraqa, the Spirit of the Smith, resembling a giant hammer. It grants the wielder the power to created massive tremors in the earth when attacking, causing a fissure to occur, 20 ft x Strength Modifier x Level in length, and 10 ft in width. It otherwise acts as a Maul, dealing 2d6 bludgeoning damage. It is currently in the possession of Ragnar Forge-Fire.
Blackjack Donario

"I made a horrible deal, and now I am cursed to serve in the name of good or face death." -Blackjack Donario.

Blackjack Donario is a Polani Sorcerer Rogue played by Anthony Simon, from Goldthistle Farm, in Honeremorte. He is a member of The Monster Hunters, fighting against Morgorath, at the behest of the Dragon, Runoth.

## **A Birth of Dubious Circumstances**

Long before he was, born, his Grandparents, unable to have children, were visited by a Demon named Kuzztro, in the guise of a Sorcerer. Kuzztro gave them the ability to conceive a child, though unbeknownst to them, the child was cursed to father a child of demonic appearance.

## **Early Life**

Born to a Human family, Blackjack was abandoned due to his demonic appearance, left on the doorstep of a Fagin named Corin Donario. Corin raised the child as his own, intrigued by the child's innate magical power and talent for thievery. At the age of 13, Blackjack left to seek out his birth parents, finding Goldthistle farm and meeting the people who abandoned him. He killed his mother, having injured and incapacitated his father, forcing him to watch, then suffer as his home burned down around him, killing him, his screams following Blackjack's strides as he continued on as a bounty hunter.

## **A Humble Bounty Hunter**

A bounty hunter for the next 9 years, Blackjack was feared for his ironic lack of competency as a bounty hunter, often killing his bounty heads, and was known, but never proven, to accept Black Bounties, an illegal bounty taken by the dangerous and morally foregone. He lives in a bar, The Wobbled Walrus, owned by Anastasia Mao, his reluctant informant. His days were soon to change, however, with a certain bounty, perhaps one he would regret taking...

## **Monster Hunters**

Journeying to Iron Territory in search of The Monster Hunters, who had a bounty of 5000 gold on their heads, Blackjack found himself intercepted by Runoth, the Great Silver Dragon and The Guardian of Honeremorte. The Dragon struck a deal with the bounty hunter, with Blackjack abstaining from hunting The Monster Hunters, and instead aiding them, with the reward being a noble title. Skeptical regarding the trustworthiness of the ancient Guardian, Blackjack demanded a magical bond be made between them, so that if either were to break their agreement, they would die. Runoth, having held up his end of the deal in advance, agreed, being himself in no danger, and Blackjack was now bound to the service of The Monster Hunters, unable to leave nor perform any actions that could be potentially negative to the party.
Armonia

"I saw him in the sky. That was when my journey as a bard began." -Allochval Songblade.

Armonia is the Spirit of the Song, created by Mestiere to be his servant. He takes the form of a swan in the northern lights, and his sacred grounds are landscapes of beauty. He is also the creator of The Harp of Divine Melody.
Yami

"You've met with a terrible fate, haven't you?" -Yami, to Hector Frost.

Yami is the Spirit of Death. Known to the people of Tsukino as The Shinigami, he is one who takes a special interest in the deceased. He is also the direct counterpart to Yoru, the Spirit of Night.

## **Appearance**

Yami appears as a ghostly figure, either with a pale white face, or a skull. He dresses in stark white or deep black, long tattered robes.

## **History**

Yami was first born of The Abyss in the earliest ages of Lorerah. He has since become the symbol of death itself. While he has no power over the living, he is known to be very persuasive, and is capable of twisting Mortals to his ends.

## **Winters Heart**

Yami has a vested interest in The Children of Frost. As a result, should any of them die, before passing on completely, they first enter his realm, and he will propose to them a deal. The nature of the deal is such that they can either pass into the great unknown, or return to life and perform a simple task for him. To signify the offering of the deal, Yami will present a candle, its flaming flickering out. He will explain that the candle represents the life of the person, and should it go out, they will die, and offer them a new candle, telling them to light it with the old one. Doing so will signify the agreement of the person. After this, the person will come back to life, the candle able to be summoned at will. If the person fails to complete the task set before the candle burns out, the person dies once more, and their soul becomes the property of Yami. The candle can only burn out through time, and is immune to any other effects that may snuff it out. If the person completes the task, they will be given a new candle, the lighting of which signifies freedom from Yami's deal, and a new lease on life.

Thus far, Yami has only proposed such a deal with Hector Frost, who refused him, and passed into the afterlife of his own will.

## **Trivia**

* Yami is based on the Japanese concept on Shinigami. The candle imagery is taken from the same myth.
Alley-Shade Market

"I just looked around, and I was there. I'm not sure how he does it." Tooken Buckleberry, about Shady Nikolai's Market.

The Alley-Shade Market is a special location belonging to Shady Nikolai, the mysterious salesman. It is found as Shady Nikolai will lead a person through winding alleyways that may or may not have existed before. The actual location of the Market is unknown. The Market itself is a large town of complicated streets and stalls, filled with illusionary people. Here, Nikolai's wares are on sale. It should be noted that it is impossible to steal from the Market, as anything taken from the Market without Shady Nikolai's permission will turn to sand.
Aevi

"And to allow the world to shift and change, Aevi gave the gift of time to the world." -Excerpt from The Testament of Lorerah.

Aevi is the Deity of Time, and one of The Three Deities who created Lorerah.

## **Appearance**

Aevi is represented visually as a woman, in varying stages of age, from maiden to mother to crone, though as a Deity, has no actual form to speak of.
Wendigo

"But you are hungry aren't ya? It's eatin time." -Gin, to Fenrir Wolfsbane.

A Wendigo is a mountain dwelling spirit, that drives its victims to cannibalism, possessing those who commit the act. It is a rare creature, of vague and obscure legend.

## **Appearance**

To most, a Wendigo is an invisible spirit, only able to be seen through *truesight*. If it chooses to appear to a victim, it appears as a spectral figure, a hideous husk of a former humanoid. If it has already possessed a victim, it is a corpsified version of its victim, with white eyes and sharp teeth.

## **Wendigo's Curse**

A Wendigo can only possess one victim at a time, though it can psychically affect as many victims as it wants, choosing the most susceptible as its ultimate victim. This is a multiple stage process, though if the final condition is fulfilled, and a victim commits cannibalism, the Wendigo can possess them. The stages of the curse are listed as such:

* While in the Wendigo's territory,
The Armor of the Golden Prince

"For those who value their lives more than their coin." -Tooken Buckleberry.

The Armor of the Golden Prince is an Artifact created by Eamla, the Spirit of the Coin, and is a suit of magnificent gold and red armour. It contains a divine enchantment which, once active, renders the wearer impervious to damage, but the wearer will lose 2 Gold every second it is worn.
Xinling

"Those born in the four corners of the natural world, bound to uphold the creation of The Deities, blessed in their communion with the elements." -Excerpt from The Testament of Lorerah.

The Xinling are a race of elemental beings created by The Three Deities.

**Subraces**

There are 5 types of Xinling, listed here:

* Sky Xinling
* Mountain Xinling
* Flame Xinling
* Sea Xinling
* Forest Xinling
I'll Become a Pro Golfer

### Previous Episode

What Happened When I Turned My Back to the Path I Was Used To and Started Running

### Next Episode

Slathering Honey on the Best Pancakes Ever

**I'll Become a Pro Golfer** is the eight episode of I Can't Understand What My Husband is Saying. It premiered on November 20, 2014.

## Cast (in order of appearance)

* Kaoru Tsunashi
* Hajime Tsunashi
* Ai Samura (First Appearance)

**Season 2:** 1 2 3 4 5 6 7 8 9 10 11 12 13
Ulric of The Canyons

Barbarian - Berserker - 7

"A terrifying semblance of man. A spectre who cares little for his opponents." -Innslowe Dawnshield.

Ulric of The Canyons is an Ominni Fighter who fought on behalf of Alder Serpin, of The Children of Summer. He is a black armored knight who fights merely for the sake of fighting, with no other purpose.

## **Backstory**

Just as the rest of his race, Ulric was created in the beginnings of Lorerah, specifically to protect the Head Archivist from monsters who might attack Himinn, and was given the name 'Saemdgaeta', or 'Honour Guard' in the common tongue. His life in Himinn was brought to an end during the Age of The Forgotten, when, during the evacuation of Himmin, Ulric fought to save his people, and was defeated. His body lay, rusting and crumbling over the centuries, and his spirit faring even worse, his memory fading. He was reawakened by Alder Serpin, after he was brought to Serpin Manor in Atall Varda. He was given the title and role of a knight, dubbed Sir Ulric by The Cleric, and made to journey on various campaigns on behalf of The Children of Summer, as well as being the Captain of The Guard for Alder, sworn to protect him with his life. During this time, his identity as an Ominni was never revealed. His life with The Children of Summer ended with the arrival of The Children of Frost, who defeated him, and brought an end to Alder's power and scheme.

## **Personality**

Ulric is a dark figure, caring only for battle, with no respect for authority or those who waste time with sarcastic comments or niceties. Though he is sworn into Alder's service, even Alder himself fears that Ulric will eventually kill him out of sheer spite. He has no perceived purpose in life, and seeks answers through battle.

## **Appearance**

Ulric is clad from head to toe in charcoal-black armour, with only a narrow slit in the helmet through which one could possibly see his face. As a member of The Children of Summer, he wears a deep red cape with the symbol of The Children of Summer emblazoned in black on it. Without his armour, his body is covered in metal plating, with a wooden interior behind it, and a slight glow to his eyes.

## **Equipment**

Ulric's left arm conceals a repeater crossbow and a cannon, the former of which deals 3 Hand Crossbow attacks per turn, and the latter of which is considered a firearm, and deals 3d12 bludgeoning damage on a hit. He also carries a bandolier of throwing knives and a pouch of small explosives that deal 2d6 fire damage on a hit. His primary weapon, however, and his only visible one, is his massive Greatsword, The Demonblade, graceless in design, made of thick and heavy dark iron. Unlike a regular Greatsword, The Demonblade requires a minimum Strength score of 20, and deals 3d6 slashing damage instead of the regular 2d6.

## **Skills and Abilities**

Ulric is considered a level 7 Barbarian of the Berserker Archetype. As an Ominni, Ulric does not require food, water, or sleep, and is immune to disease, making him a most relentless opponent. His body is made of wood and metal, granting him more protection from blows than the average man.
Errich the Mystic

"A seeker of that which should never be sought. May Varr protect you then, if you continue on this fool's errand." -Evelyn Breeze-Heart, Captain of *The Broken Wave*.

Errich the Mystic was a Halfling warlock and adopted brother of Wingard Bright-Hand. He was regarded as a master of lore and seeker of the forbidden, often at the center of the plots of ancient unknowable evils, a hero who tread the ground others trembled at the sight of. He was also revered as a prophet, and his ability to divine the unknowable earned him his namesake of 'The Mystic'.

**Early Life**

Errich was born to the Lorkept family in The Hills of Helmingr, to a custodian and a shopkeep before The First Snows. His family adopted a wandering Elf child, Wingard Bright-Hand. The two went on many adventures growing up, eventually parting ways to learn the differing natures of magic, with Wingard going West through Toreal Canyon to the cliff side city of Hamarr , and Errich himself travelling East, through The Forest of Memories to Isabrot. The two would not be reunited until 100 years later.

**The Mystic**

Errich's search for knowledge was one that lay in the forbidden. In Isabrot, he delved deep into the lower cities, learning the lore surrounding Alu , an ancient, unknowable Spirit dwelling in the Depths. Uncovering mysteries and unraveling a secret plot, Errich was marked by Alu as his servant, gaining power and insight in the process. He journeyed further, seeking mysteries and defeating the evils that lay in the darkness others cowered from. He constantly had to battle his own mind while doing so, as his adventures were enough to drive anyone mad. He retained a semblance of sanity, though through great effort and cost, living as a muttering beggar for several years before mastering himself once more, learning the spiritual ways of a druid in the process. He resumed his quest and went on to become a master of the arcane, revered by the few who knew him as a mystic, eventually accepting this name as he heard it.

**Death**

Errich was eventually reunited with his adopted brother, and, having been told of the existence of The Heart of Winter, accompanied him on a quest, uncovering the knowledge and resources needed to journey to Dhark Ungor. Errich ventured into the darkness, on what would be his final journey. As Errich got closer to The Heart of Winter, the connection between himself and Wingard was severed, leaving him alone beneath the earth, unable to return. Delving deeper still, Errich received visions of a White Dragon, a vision he realized, of his demise. He continued, knowing his fate to be sealed, and fought with the Dragon, meeting his end in one last battle.
The Shard of Cheimonas

"Amidst the horrors of frost, the beauty of Winter is displayed by such treasures as this." -Ellri Mistgaze.

The Shard of Cheimonas is one of the four Symbols of the Seasons, required to open The Door of The Four Seasons. It is located in The Royal Chamber of The Marble Palace.

## **Appearance**

The Shard is a large sapphire contained in clear Nevermelting Ice crystal. The Nevermelting Ice glows with the light of an aurora. It weighs about 2 lbs and is about the size of a melon.

## **History**

Created by Cheimonas, the Shard was bestowed upon the Human hero Kappi, of The Moetta Gildi, on their quest to unite the Magic Guilds of Wintervale, after which it was taken back to The Lion's Roar Guild. After the unification of Guilds to The Winter's Heart Guild, the Shard was given to the King of Wintervale, and stored on his throne. After The First Snows, The Marble Palace has been destroyed and abandoned, The Royal Chamber guarded by frozen horrors ever since.

## **Use**

Attempting to attune yourself to the Shard, you will find your soul projected into The Realm of Winter, where you will perform a trial, succeeding in which you can become attuned with it. Whilst attuned to the Shard, you gain the following benefits:

* You gain immunity to cold damage.
* You can cast Sleet Storm. The DC for the spell is 8 + Your Proficiency Bonus + Your Wisdom Modifier. You must finish a Long Rest before you can cast the spell again.
* You learn the Shape Water Cantrip.
* You can use the Shape Water to create weapons of ice that you become proficient in, and its attacks count as magical for the purposes of overcoming resistance to non-magical damage.

You lose attunement with the Shard if you move more than 30 ft from it, regaining attunement if you reenter its range.
The Flower of Anoixi

"The easternmost of the Four Symbols. The Symbol of life and rebirth." -Pracina Wellspring.

The Flower of Anoixi is one of the four Symbols of the Seasons, required to open The Door of The Four Seasons. It is located in The Sun Garden in Efst.

## **Appearance**

The Flower resembles the head of its namesake, specifically that of the combination of a daffodil and a sunflower, made of diamond and amber, bound in silver. It weighs about 2 lbs, and is roughly the size of a plate.

## **History**

Created by Anoixi, the Flower was, during the final years of The Age of Magic, bestowed upon Nayaka, the Giant hero, and member of The Moetta Gildi, on their quest to unite the Magic Guilds of Wintervale. The Flower was kept in The Sun Garden, a sacred place outside The Guild Hall in Efst. It has remained there ever since.

## **Use**

Attempting to attune yourself to the Flower, you will find your soul projected into The Realm of Spring, where you will perform a trial, succeeding in which you can become attuned with it. Whilst attuned to the Flower, you gain the following benefits:

* You can grow any plant you have knowledge of, including those which are poisonous, edible, or restorative.
* Using the above ability, you can create plant monsters, limited to a Challenge Rating Equal to 1/8th of your Level. The number of monsters you can create is limited to your Wisdom Modifier. Once you have created a number of monsters up to your limit, you must complete a long rest before you can do so again.
* You learn the Druidcraft Cantrip.
The Heart of Winter

"The Gods themselves could not help but shiver when met with the breath of the Heart" -Ragnar Forge-Fire.

The Heart of Winter is one of The Hearts, artifacts of incredible power, created by the God of a long forgotten people, among the others that bring Spring, Summer and Autumn, intended to bring Winter to Lorerah in part of a natural cycle. Since being taken underground by an unwitting Dwarf hero, the cycle has been broken, leaving the Winter a permanent fixture of the world,capable of covering the entire world in a never ending torrent of snow and frost. It is also the great white dragon Mhornar, and is powerful enough to cripple The Gods. It is the source of The First Snows and the end of summer.
The Garb of The Phantom

"I heard the original owner of this had lost his identity, so entrenched in false guises as he was, never seeing even his own face." -Jon Umskipti to Alder Serpin.

The Garb of The Phantom is a magical outfit that at the will of the wearer can change to appear as any outfit the wearer chooses. It is currently in the possession of Jack.

**Appearance**

The Garb, in its true form, appears as a form fitting white, silken outfit, including a shirt, pants, and slippers. Given its power, however, it can theoretically look like anything.

**History**

The Garb was first created by Jorgen Umskipti, during the Age of Innovation. Whether is was given, or taken is unknown, but the Garb was later used by a Rogue named The Phantom, whose name was used to describe the Garb thereafter. Eventually it was lost, recovered by Alder Serpin in The Age of Winter. While he had some use for the Garb, Alder mostly kept it in his treasure room, where it was found after his death by Jack of The Children of Frost, who appropriated it.

**Use**

You can, as a free action, change the appearance of the Garb to any outfit of your choosing, as long as it can be worn by a Creature of your size. The Garb can confer armour benefits, though it will also confer penalties if the armour you create has such properties. The Garb can visually simulate a magical effect, though it cannot replicate them e.g. you can change the Garb to appear as a Cloak of Eyes, but you cannot see through the eyes, as you could with the actual cloak.
The Marble Palace

"A once splendid place of happiness and regalia. I still see it as it was now. My eyes cry eternal tears to fill its forgotten lakes." -Dynastes, The Spirit of the Crown, describing his home.

The Marble Palace was once a thriving community, a small city surrounding the palace which was its namesake. Since The First Snows, however, it has been weathered and broken and now lies as a pile of rubble and ruin, a testament to the inevitable fall of the prideful. It is also a common place where Dynastes , The Spirit of the Crown, can be found.

**History**

For time immemorial, The Marble Palace stood as the heart of The Kingdom of Wintervale, a jewel to the kings and common folk. The kingdom was ended with The Ending War, along with all other kingdoms and empires. The last to rule here was King Godi, accepted as the kindest of his kin, who died following The First Snows.

**Following The First Snows**

After The First Snows, The Marble Palace fell into ruin, The Kind King Godi killed by the collapse of The Palace, the cities and towns that made up the once great kingdom have since been buried, the only remnant of it being the city of Atall Varda, and of course the immediate city around The Palace itself.
Leon Doomhowl

"Who dares to stand against me? May he soon come to realise his mistake." -Leon Doomhowl.

Leon Doomhowl is a Shifter Cleric living in Dyr. He is the champion of all gladiators, the undefeated fighter. He is also the consort of Anagr Sorrow, and the father of both Rafik Thornwhip and Fenrir Wolfsbane.

## **The Young Champion**

Leon Doomhowl began as many of his kind do, as an urchin living on the streets of Dyr, forced to make a living for himself as a pit fighter, bandit, or scavenger. Leon proved too prideful for such a life, and in time, fought in The Champion's Gauntlet, the most dangerous but most rewarding of all gladiatorial tournaments. Despite all prediction, aided by his patron, the Abyssal Lord Bjota, the young illusionist won the Gauntlet, and became the champion, earning a reputation as the youngest victor, at the early age of 13. It was during this period of time he met Anagr Sorrow, a fellow gladiator of The Champion's Gauntlet, and his future mistress.

## **Father of Beasts**

Years later, Leon and Anagr grew very close, and eventually, had a child named Rafik. Neither Leo nor Anagr cared for the child, and gave him into the adoption of Pauline Spinster. A year later, they had a second child, named Fenrir, who they also gave into adoption, though this time, they simply gave him to the gutters, where he was taken in by a homeless woman named Pokk, who died five years later. While Anagr saw the children as troublesome, Leon made sure to name the children, hoping for them to become worthy to fight, and perhaps succeed him many years later.
Ominni

"'Are you some new kind of golem, my friend?', asked Delver's new travelling companion. 'No, I don't think there is anything new about me, Dwarf. My kind are very old, even more so than yours.'" -Excerpt from the journal of Ornstair the Mad.

Ancient, existing before all other races, the Ominni are a long forgotten race, created originally by Saellifor as the first examples of its gift of life. There exists evidence of their culture in certain tombs, but little beyond that. The only existing Ominni live in Himinn, a city floating above the clouds.

**Physical Appearance**

Ominni are humanoid in appearance, though are made from machinery of ancient material and powered by divine magic. Their size can wildly vary, though typically they are a head taller than Humans.

**Names**

An Ominni's name is given to them based on their designation, spoken in their tongue, the language of The Three Deities.

**Mechanics**

**Ability Score Increase.** Your Strength and Constitution scores increase by 1.

**Size.** Omani are generally broader and heavier than Humans, standing over 6 feet tall and weighing over 200 pounds. Your size is Medium.

**Speed.** Your base walking speed is 30 feet.

**Composite Plating.** You construction incorporates sturdy materials, such as wood and metal, granting you a +1 bonus to Armour Class.

**Living Construct.** Even though you were constructed, your are a living creature. You are immune to disease. You do not need to eat or breath, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

**Languages.** You can speak, read, and write Common and one other language of your choice.
The Shadow Blade

"A rare and beautiful item. The one you got this from must have been terribly sorry they crossed you." -Shady Nikolai.

The Shadow Blade is an ancient artifact forged in Tsukino. It is an improvable magical weapon.

**Appearance**

The Shadow Blade takes the form of a black and dark-steel Katana hilt, covered in blue runes that glow with no light given off. When active, a blade made from pure shadow appears from the hilt, in the shape of a blade chosen by the wielder.

**Powers**

The Blade has powers which can be unlocked through improving it. Its base power is described above. With each improvement, the Blade gains powers listed here:

1. The Blade can leave a trail of darkness behind it. This can be used to create cover, with which you can make a Stealth attempt.
2. The Blade can cut through any inanimate object, thought the Blade must hit with a perfect angle, requiring a successful Dexterity Check, the DC of which is determined by the stats of the object in question and is DM's discretion. In Combat, this can be used to bypass Armor. Rolling the Dexterity Check before any given Attack Roll successfully can reduce a Creature's AC by 1d4 for that Attack, though the AC cannot be reduced beyond what is possible using base AC calculations (10 + Dexterity Modifier, unless wearing Medium (Max +2) or Heavy (Max +0) Armor).
3. The Blade can deal an additional amount of Necrotic Damage equal to your Wisdom Modifier.
4. The Blade can launch a ranged Attack (Range 120) with the Modifiers and Damage remaining constant with Melee Attacks.

**History**

First created in Tsukino, for the Shadow Monk known as The Black Hound, The Shadow Blade was on his person when he died 500 years ago, in what was then known as Warg Territory. After that, having been presented with it by The Whisperer, Mark Garmin, a Shadow Monk from Horizon, claimed it as his own, and wielded it until his death six months later at the hands of Grinrall, the Mind Breaker. It was then claimed by Garmin's comrade Krusk Iron-Fist, who then sold it to Shady Nikolai for 1,200 Gold. Soon after, it was sold to a Syndicate enforcer named Leer. Upon Leer's death at the hands of The Bounty Hunters, the Blade was claimed by warrior from Tsukino named Odysseus, who soon left on a pilgrimage. The Blade has been gone from history since.
Basilum

"Mine is the right to rule. You will not contest me and yet live." -Elduin Gold-Brow.

Basilum is the God of Authority and Majesty. He is often the patron of royalty and leaders of large factions. His sign is a golden crown, and to wear such a crown is taken as reverence to him. He is the creator of Humans.