recursal/Fanatic-Fandom huggingface dataset:
Bezmadanbaor

Bezmadanbaor is the ancestral home of the Hrounvor Dwarven clan and the capital city of Ungermoth. Located on the southern coast, it has long attracted all manner of races from across the Empire due to its warm climate, transport links and proximity to Parliament.

The oldest part of the city is located at the centre and is mostly of older Dwarven design; grey, blocky buildings with domed roofs. The further out you travel from the centre, the more varied the buildings become. The traditional painted three storey houses of Humans are the most common sight in these areas, but you can also see the abstract creations of Gnomes and even buildings of Elvish design which, although fewer in number, can be spotted easily due to their tall, thin nature and pointed roofs.

Towering over the rest of the city is the Parliament building. An enormous stone monolith which, for over four hundred years, has been in a permanent state of construction. As such it has become common to see the building surrounded by scaffolding, cranes and even flying machines to reach the highest levels.

**Places of Interest**

* The Parliament Building + Plan View area (for spectators)
* The Lightning Rail central terminus
* The Embassy of Kivanduil
* Printing office of The Bezmadanbaor Billet
* Empire Stadium
* Bezmadanbaor University of Magic (BUM)
* Bezmadanbaor University of Technology (BUT)
* Kvurtill Galjeva: High Temple of the Morndinsamman

**Taverns**

* The Grinding Snag
* The Saddened Ingot
* The Chucking Lug
* The Tumbling Mandrel
Chapter Twenty Two

## **The Iron Giant**

##### **Moradag 31st Biriskjur**

Tensions were high as The Fellowship made their way up to the 66th floor of the Parliamentary Building. Some hasty (yet decisive) action undertaken by Booker had driven a rift between them, most notably with Brandyr who did not appreciate his cavalier attitude to the taking of life. They found themselves in a dark, dusty disused stairwell with a metal door at one end, barred and blocked from their side.

Moving the blockade aside they entered into an enormous, cavernous room, from the centre of which they could hear clunking and the scraping of metal on metal. Fitz cast invisibility and he and Nixe snuck behind various old crates, filled with old clothes and rotten food, until they could see the centre of the room.

An enormous pile of debris sat in the middle of the room, with several smaller piles separated off to the sides. The smaller piles were divided up according to their base materials but the main pile was made largely of rubble and refuse, but had an obscured metal construct on top, with a wooden walkway winding its way up and around it like a walkway. A large hole sat directly above the largest pile, a refuse chute of some sort from above.

The southern wall of the room was almost completely missing, having collapsed or been blown open at some point, sunlight pouring into the room from there and clouds visible outside. Fighting against a strong headwind they made their way around the room towards the gap in the wall, where they made out a lone Warforged sentry atop the wooden walkway. It appeared as though it had been repaired with scrap and was hard at work on a huge, metal construct, much like the Warforged but far, far larger and made from various bits of scrap and metal.

Booker was keen to help and, with Fitz's help to communicate with the sentry, they managed to assist the Warforged in powering up his new companion. They asked it various questions, but its worldview was limited, largely limited to this room and what it could see out of the gap in the wall. It's frames of references were strange, but it did appear that it had been here far longer than it had any right to have been.

Saying their farewells and leaving the two Warforged behind, the Fellowship stepped out onto a ledge that ran around the outside of the building. Nixe released a pigeon and looked through its eyes, only to see it snatched from the air by something in the clouds. Making their way up some rubble to the 67th Floor, they were beset by Perytons, who attempted to scratch and gore them. It was a tight fight, but through grit and magic they managed to vanquish the last of the monstrosities.

Plymouth used his trusty bullwhip to swing across a ravine, where they found a break in the wall that would prove to be their entrance back into the building on this floor. Inside they saw what appeared to be a very ordinary, almost complete looking office floor, complete with frosted glass windows and cubicles. The only thing strange was the thick, heavy spider-webbing that almost entirely coated the corridors.

Next: Chapter Twenty Three: Robot in Disguise
Circular Cat's Favourite Pasttimes

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Birth of an Empire

"Birth of an Empire" is a popular retelling of traditional Dwarven folklore by acclaimed author "Auntie" Alice C. H. Tankard.

The short story is notable for being one of the first that children will read as part of their school curriculum. As such, nearly every educated man, woman or child in the Empire will have read "Auntie" Alice's version of the tale.

The text reads as follows.

## Birth of an Empire

"Once upon a time, there were three kingdoms; the stalwart Dwarves, the haughty Elves and the promiscuous Humans.

The three races were ever at odds, yet none could act on their rivalry for fear of reprisal from the third. Thus a stalemate was reached and over time an uneasy alliance was formed.

The Dwarves however, in their infinite wisdom, knew that the land could never reach its true potential unless it was united under their magnanimous rule and so their brightest minds came up with a solution.

The Miners dug deep; the Smiths’ forges burned bright; the Artificers tinkered; the Enchanters cast their spells; and all the while the noble Leaders of the three families formed their plans.

Together, through the combined might, intelligence and guile of the Dwarven race they created living constructs; machines in the form of men. An army, Forged for War.

The Elves, who had long drawn the ire of the Dwarves with their misguided sense of superiority, lamented their hubris as their lands fell swiftly to the mechanical legions. Their craven leaders soon abandoned them and retreated to the Feywild from whence they came, never to be seen again.

As predicted by the esteemed Dwarven leaders, the duplicitous Humans attempted to use this distraction to launch an attack on Dwarf lands. They were defeated so readily that all they could do was admire the fine stonework of fully manned fortresses as they perished.

The Elves, knowing Humans to be weak-willed, fled to them seeking shelter. Having never been known for their tactical prowess the Humans took them in and confirmed their downfall.

Thinly spread and undersupplied, they crumbled before the might of The Parapet. Thus The Ungermoth Empire was formed and beckoned in a time of peace, prosperity and advancement for all the people of the land.

And they all lived happily ever after."
Chapter Eighteen

## **Bez Minister (abridged)**

**Berrondag 26th Biriskjur 1770 to Zreethdag 28th Biriskjur 1770**

The Fellowship dropped off the survivors from Lightning Rail at the nearby hamlet of Tinstor, less than half a day's journey from the site of the crash before heading South. The paths on which they had been travelling, giving way to paved roads, until eventually they spotted a way marker that said “Bez'baor - 10 m”.

Scattered houses became more frequent and the road widened as they approach the walled city of Bezmadanbaor. There they noticed hundreds, possibly thousands of Warforged, lining the road in single file. At this point Delg and Wilf felt it would be best if they split from the party and went to a nearby inn, The Howling Bee, outside of the city walls, to await the Fellowship's return.

Plymouth invited the party back to his townhouse so they could rest and wash themselves. Fitz and Nixe accompanied him, only to realise they were being followed and surveyed by men in a black carriage.

Meanwhile, Brandyr and Booker went to religious district and the House of Berronar Truesilver, where, after a generous donation from Brandyr, they were allowed to bathe and spend the night.

After meeting at The Chucking Lug for Breakfast, the Fellowship Headed to Parliament where they were forced to jump through various bureaucratic hoops before they could meet with the man they needed to speak to.

This man was Orsik Lillyhammer, MP, representative for Rime and Russet, and his obliviousness proved to be a frustrating experience but eventually they managed to speak to his secretary, which proved to be a lot more productive.

They chose a new location whereby the survivors of Russet could rebuild and were offered some real estate as a boon for their services.

Next: Chapter Nineteen. Booniversity Challenge
Russet Bureau of Licensing

The Bureau of Licensing was a building located in the mining town of Russet that played host to the settlement's primary form of government. The office was open "sunup to sundown" and had a total of one employee, Gart Steakhammer, Russet's only bureaucrat and representative in parliament.

The primary role of the Bureau of Licensing was to ensure that any persons operating within Russet and the immediate surrounding area were doing so with the correct licenses. Attempting to work without a permit was illegal and would result in a fine or time in the stocks for repeat offences. As such, residents of Russet came to ensure that everyone had the correct paperwork before they solicited them for work.

As the settlement's only form of bureaucracy, the office also became the de facto place for all administrative tasks, including but not limited to, the posting of letters, conveyancing and settlement of disputes. A small collection of government approved books scattered on a coffee table acted as Russet's library.

The Bureau of Licensing was destroyed by a Dragon on Zwatandag 15th Biriskjur 1770.
Block and Finish

Block and Finish General Store is a store located in the northern town of Rime that deals in all manner of general purpose items. The sign is a heavy stained-wood sign with "B & F" engraved in large decorative font. It's proprietor is Lorne Campbell, a confident, charismatic and handsome human who is knowledgeable in all aspects of home renovation.
Ryan Fitzpatrick

### Relatives

Margaret de Montfort (Grandmother) Patrick de Montford (Father. Deceased) Arthur de Monfort (Uncle)

## Appearances

### Portrayed by

Luke

Ryan Fitzpatrick was born to a Human Noble family, yet his birth was a cause for grief rather than celebration. Illegitimate son of the late Patrick de Montford, second son of the house Matriarch, it was her patronage that meant that the illegitimate Tiefling was acknowledged and brought into the house.

Raised as a member of a noble house yet knowing that he truly didn't belong, the death of his father when he was 15 was the last straw in attempting to play the part of honourable son of the House of de Montford. Instead he turned to drinking & carousing and associating with vagabonds, actors and the black sheep of other noble Families. Relying on the favour shown to him by his grandmother to keep his allowance coming each month.

However his disobedience had consequences in the aftermath of the "Namfoodle Affair" where the young noble "generously" bankrolled the Silver Moon acting Tropes impromptu performance of the "Tale of Bard Boris" a human folk tale on the imperative to stand up against tyranny. Thought the lack of direct parallels meant the acting trope mostly avoided imperial censors (though their residency at the Bennothliam Playhouse was ended under imperial pressure) Ryan's "borrowing" of house funds resulted in his Uncle banishing him from the House and cutting all access to his stipends until he had paid back his "investment." Thus the Tiefling heads North under the pretense of a 'vacation' to seek his fortune and a stiff drink.
Rime

Rime is the last bastion of civilisation before one enters the untamed Wildlands. You may think that I’m forgetting about Russet, the northernmost settlement in the Empire, but I am not.

Comprising of classical brick structures of combined Dwarf, Elf and Human architecture, what it lacks in size it more than makes up for in character. When the river running through town freezes over, the citizens of Rime go ice skating. That’s what kind of town this is!

For many years Rime’s claim to fame was being the northernmost settlement in Ungermoth, but after key resources were found further to the northeast and prospectors fled there to stake their claim, it became just another stop on the way to find fortune.

Because of this it has become known as somewhat of a commerce town that has a variety of outlets from which the budding miner, driller or adventurer can kit themselves out before entering the great white unknown.

**Places of Interest**

* Rime Lightning Rail Station (end of the line)
* Municipal Town Hall
* House of Morndinsamman
* Block and Finish General Store
* Hot Upset Clothing

**Taverns**

* The Horn and Antler
* The Succulent Spiggot
Vandorholme

The last remaining Elven village, or at least a facsimile of one. As the only solely Elven settlement to survive to the modern age, the town has become somewhat of a tourist attraction. An identity that the residents have leaned into rather heavily.

The architecture is of traditional Elf design and even the modern buildings which are clearly made from non-traditional materials have been designed and dressed to fit the chosen aesthetic. The main deviations from this are the green, leaf shaped plaques that are dotted around the place. Sometimes these have historical titbits on them, they may indicate that a famous Elf was born in a particular house or they may be indications of a place of particular historical significance, although the major locations are marked with larger signage.

The best way to get your bearings in Vandorholme is to take the tour. Galinn’s Guided Tours meet on the hour at the entrance to Vandorholme, just east of Lothlorien Way. The tour takes approximately half an hour and concludes back where you left off where you’ll be provided with a souvenir map of Vandorholme available in one of two designs (kids or adults).

**Places of Interest**

* Hall of Fey Ancestors (Museum)
* Stage of the Speakers (Performances twice a day!)
* Galinn’s Guided Tours
* Mystic Mella’s Vision Vardo
* Soveliss’ Sightseeing Spire (The Tallest Tower in Vandorholme!)

**Taverns**

* Merry Meriele’s Meadery
* Happy Himo’s Hotel and Restaurant
The Howling Bee

The Howling Bee is an Inn located a short distance from the city walls of Bezmadanbaor. It has a U-shaped bar in the centre with tables positioned along the walls between the two entrances to the establishment. It's Landlord, Babs, is a widow with a bubbly and overly friendly demeanour, often sitting down with clientele for a chin-wag.
Djergot

True to its roots as a fortress, the City of Djergot is a model of law and order. The ancestral home of the Kzordjerg clan, the city was the site of major strategic importance to the Dwarves and the location of the infamous Battle of Monleg Folly in 1111.

Having long expanded beyond the old fortress walls, most of the citizens live outside the walls, but the sense of order is not lessened by this fact. The houses are grouped into tight blocks of no greater than eight and the streets are wide, well lit, clean and above all, regularly patrolled.

It I said that there is one member of the guard for every ten residents of Djergot and to look around you would be forgiven for thinking that was a conservative estimate. Patrols of guards in groupings of two or four, depending on the district, are regular sights and as such crime is practically non-existent.

The law is enforced with a zero-tolerance policy and anyone found to be guilty of any wrongdoing is soon found incarcerated or executed by way of Gravity Hammer depending on the verdict of the Lord Chief Justice.

**Places of Interest**

* Hall of Justice
* Gravity Hammer
* Highwall Stadium
* Djergot Lightning Rail Station

**Taverns**

* The Folded Spine Inn
* The Axeaxe Arms
* The Billy Club
Auntie Alice

Alice C H Tankard, better known as "Auntie" Alice is a bestselling Dwarven author best known for writing the *Herman Crockwright* fantasy series, which has won multiple awards and became the bestselling book series in Ungermoth's history. She is also known for her short stories and nursery rhymes, many of which have made it into the school curriculum.

Due to the popularity of her works, "Auntie" Alice has become one of the biggest celebrities in the Empire and regularly undertakes highly anticipated, lengthy and protracted book tours to promote her works.
Ticket to Rime

*Ticket to Rime* is a pale ale produced in the mountain town of Rime with a light, crisp flavour profile. Due to logistical difficulties involving transport routes it is not a permanent feature anywhere outside of Russet and Rime, but it can be found as a guest ale at various establishments around the Empire.
Gregor Tubb

Gregor Tubb was an ancient Dwarven (citation needed) hero who has become the subject of various songs, poems and tall tales throughout Ungermoth, the most famous of which is the marching song "The Ballad of Thumping Tubb". The popularity of these stories has somewhat diminished of late, thanks in no small-part to the overwhelming popularity of the Herman Crockwright series.

Due to the mostly oral nature of the stories, the details of Gregor's exploits vary depending on the rendition, but the most common traits among them are his resilient nature despite many set-backs, his varied drinking habits, his penchant for reciting optimistic anthems based on his successful adventures, and his most notable accomplice (in some versions of the tale, his son), Danny Boy.
Chapter Twenty Three

## Robot in Disguise (abridged)

##### Moradag 31st Biriskjur

Having re-entered the Parliamentary building on the 67th Floor and finding a very normal looking office building covered in spiderwebs, Nixe succeeded in sneaking past into a nearby office without alerting the residents. Brandyr on the other hand, was less successful and a misplaced foot drew the ire of large, blue-and-white spiders that seemed to blink in and out of existence.

Nixe got the brunt of the initial attack, but the party recovered well and made quick work of the arachnids through daggers, spears and arrows and a well defended Booker drawing most of their attention and walking away without a scratch. As Brandyr healed Nixe, Plymouth finished off the last remaining spider.

Burning away the remaining webs, and hearing distant hissing screeches of dying spiders, they party began searching the offices, which they found to be remarkable in their almost completely unremarkable nature. In desk drawers they found paperweights, in lunchboxes they found old bottles and (non-magical) bone whistles. In the boss' office, they found his unreceived bonus, which they claimed for themselves. The one exception to this normality, except for the spiderwebs, was a sign in the stairwell which read "FLOOR 44".

Taking the stairs up to the next floor, Brandyr decided to taken a brazen approach to opening doors and alerted a dozen Warforged sentry to their presence. The Fellowship tactically retreated downstairs quickly before they could be seen and Fitz, in a moment of inspired foolhardiness, disguised himself as one of the Warforged and, through cunning, guile and a fair amount of lying, managed to convince the constructs he was one of them.

Returning with them to the room above, Fitz found the Warforged returning to wall-mounted pods to charge and used this opportunity to deactivate them. His ruse could only last so long however and when they attempted to put him into one of the pods, he was soon caught out. At this point, the rest of the party rushed to his aid, ready for a fight.

Next: Chapter Twenty Four. The Drifter's Blessing
The Saddened Ingot

The Saddened Ingot is one of the many Inns located within the capital city of Bezmadanbaor. It provides comfortable living accommodation for four gold pieces per person, per night. The signage is made of steel and depicts a scene of the sun setting over the ocean, with a single ship in the foreground. Rather unusually, the owner is foreign Halfling called Jundarr Fartravel.
Armiste Institute of Magic

Armiste Institute of Magic is a magic research institute located in Armiste, the former Human capital city. The Institute was previously known as Armiste University but was renamed after the formation of The Ungermoth Empire. It is one of only two officially sanctioned places in which someone can study magic in the Empire, the other being Bezmadanbaor University in Bezmadanbaor.

The institute is renowned for the actions of its faculty and students during the unification (c. 1135), in which members of staff and several gifted students attempted to enter into demonic pacts in exchange for power. The effects of this decision were long lasting, not just on the institute's reputation, but also on the bloodlines of those who entered into such pacts, whose descendants often manifest as Tieflings or "Demon Touched".

## Notable Members of Staff

* Beatrice Wise - Headteacher
* Graham Parry - Bursar
* ~~Arabella d'Armiste - Magical Tutor~~
The Ungermoth Calendar

The Ungermoth Calendar is comprised of eight months, each made up of 40 days.

A week in Ungermoth is known as a tenday and lasts ten days. Traditionally a tenday would involve a single day of worship/rest followed by four workdays, twice-over.

## The Months of the Year

1. Dagrarboth (Better Days. Winter/Spring)
2. Vitostm (Tree Blossom. Spring)
3. Withaurstjorn (Before Sun. Spring/Summer)
4. Stjornbraeth (Sun Middle. Summer)
5. Jektorstjorn (After Sun. Summer/Autumn)
6. Vilimmrek (Leaf Fall. Autumn)
7. Biriskjur (Near Snow. Autumn/Winter)
8. Skjurbraeth (Snow Middle. Winter)

## The Days of a Tenday

1. Moradag (Day of Moradin)
2. Bjorstandag (Day of Work)
3. Vortbjorstandag (Day of Hard Work)
4. Bathjertdag (Another Day)
5. Zwatandag (Day for Beer)
6. Berrondag (Day of Berronar)
7. Zanakuradag (Day of the Turning Stone)
8. Zreethdag (Day for Running)
9. Latrardag (Day for Meat)
10. Sjikraltdag (Day of Week’s End)
Chapter Twenty Seven

## Avenue to Avernus (abridged)

##### Bjorstandag 32nd Biriskjur

Having travelled to the Avernus, The Fellowship set out across the hellscape in their Infernal War Machines. As they headed north along the banks of the River Styx, it was not long before they were beset by a rogue faction of demons in their own soul-fuelled battle-engines.

An action heavy chase scene set to the soundtrack of Mad Max: Fury Road unfolded. Plymouth devoured demon bikes and riders with the machine’s front mounted grinder. In hot pursuit of some would-be boarders, Booker leapt his own Devil’s Ride onto the roof of the Demon Grinder, totalling it in the process. Fitz picked off a couple of riders with the harpoons, before teleporting to the roof to assist. Brandyr smashed one vehicle with a swing of the wrecking ball, before having it grappled by the claw of another. Seeing his opportunity, Nixe banged a U-ey, flipping the remaining vehicle, and destroying it.

The Fellowship vanquished the remaining attackers, but not before sustaining heavy damage to their infernal ride. Seeking somewhere away from the river's edge where they could stop and carry out repairs, they made their way to what they perceived to be a desert, where they hoped to hide amongst the dunes. Upon arrival however they found them not to be made of sand, but teeth.

Next: Chapter Twenty-Eight. The tooth, the whole tooth, and nothing but the tooth
Former Gnomish Lands

These lands are cursed!

That is the only explanation for the strange and mysterious things that occur here. Some say that it was the Elves that cursed the area, as revenge for the Gnomes betrayal during the Dwarven invasion. Some say it was the Gnomes themselves, after the Dwarves rehomed them in order to plunder the land for precious resources.

Whatever the real reason, you won’t find many people attempting to travel the former Gnomish homeland. Even Dwarven mining operations were ceased after numerous fatalities.

If you must go, then stick to the road. It’s clearly marked and surprisingly well maintained. Despite this, many a traveller on their way to Vandorholme has disappeared, lured from the path by unknown means.

Either side of the Former Gnomish Lands has been clearly marked with a selection of standing stones as a warning for those who might stray into the area by mistake. This in itself is strange however, as no one has ever taken credit for erecting them.

**Places of Interest**

* Standing Stones (East)
* Standing Stones (West)
* The Path (stay on it)

**Taverns**

* None but *The Haggard Crook* is located on the road leading up to the standing stones to the East, as a last rest stop before travellers enter.
Chapter Twenty Nine

## A Beacon of Hope in Hell (abridged)

##### Bjorstandag 32nd Biriskjur

In Avernus, The Fellowship battled the Death Slaad upon the ever shifting mounds of teeth. By retreating to the Demon Grinder, they were able to rain down spells and arrows that, despite the creature's own magic, it could not withstand for long. As the party dealt their final blows to the monstrous foe, it slumped over and disappeared beneath the fanged-desert.

With the creature defeated, the party enquired why Plymouth thought it would be a good idea to step into the dentist's chair. The answers they received left them less than convinced of any wisdom in his actions, but they decided to put it behind them and move on.

As they rested and the deep red sky returned to the blood red that quantified day in these parts, Nixe witnessed reinforcements leaving the Bronze Citadel, following the River Styx towards what they could only assume was the frontlines of the battle with the Blight.

Consulting the map of Avernus they had found aboard, they located what appeared to be a tower with a flaming beacon. Realising that this may be the only sign of civilisation around, they decided to head towards the tower, whatever it might hold.

Next: Chapter Thirty. Tilting at Skinmills
Tooling Mark’s

Tooling Mark's General Store is a shop that deals in a variety of items located in the mining town of Russet. The sign depicts a variety of tools arranged in a semicircle above which is the word Tooling and below Mark's. It's proprietor is "Tooling" Mark Ungart, an affable Human and one of the first settlers of Russet and owner of the only license for a permanent general wares store in town. Tooling Mark's can be found in the centre of the market district in the eastern part of Russet.
The Tumbling Mandrel

The Saddened Ingot is one of the many Inns located within the capital city of Bezmadanbaor. The establishment offers Aristocratic service and facilities and as such is often frequented by nobility, senior members of parliament and A-list celebrities. Rooms range from 15 to 20 gold pieces per person, per night. The signage for the property is the words "The Tumbling Mandrel" etched into the frosted glass windows in an unobtrusive and sophisticated font. The Innkeeper is Kathryn Morn, a self-made Human from Armiste and devotee of Hanseath.
Chapter Twenty Five

## Sympathy for the Devil (abridged)

##### Moradag 31st Biriskjur

Having fought their way out of the Parliamentary building, most of The Fellowship made their way across the city and back to Bryck House, undetected. Fitz on the other hand, suspecting he was being tailed, stopped off at The Grinding Snag until the heat died down.

There he was approached by an attractive, well dressed young man who eventually revealed himself to in fact be possessed by Zariel, Archduchess of Avernus who revealed that it was from their hell dimension from which, through his lineage, Fitz gained his powers.

Zariel explained that they had drawn the ire of the Blight when they had attempted to claim Fitz for their own, only to be informed that his soul belonged to Hell due to his ancestor’s pacts. In retalliation the Blight had turned their attention towards Avernus as their next plane to invade, and the war was not going well.

Zariel asked Fitz and his companions for their aid in destroying a secret weapon that the enemy had been building, but that they had not been able to get near to. With surprisingly little reluctance, Fitz agreed and made a deal with this particular devil. The three criteria for his assistance being...

1. His friends must voluntarily agree to assist them and cannot be taken against their will.

1. He and his friends get to decide what to do with the secret weapon.

1. He *and* his friends must have safe passage back from Avernus, once the mission was complete.

Finding these terms as agreeable, Zariel acquiesced and told Fitz that when he was ready to leave, he just had to say her name. Then she departed, leaving a very confused man in her place.

Returning to Bryck House, Fitz informed the rest of The Fellowship of what had transpired. They eventually agreed to assist him, although Brandyr was extremely uneasy with the notion of travelling to a hell-plane. They agreed they would drop Yterpertinax off with Delg, complete some tasks around Bezmadanbaor and then they would prepare themselves to enter Avernus.

Next: Chapter Twenty-Six. Highway to Hell
The Fellowship

The Fellowship is an adventuring party that were established in Biriskjur 1770 in the northern regions of Ungermoth.

They are moderately well-known in the regions of Rime and Russet but mostly unknown elsewhere in the Empire.

Their members include;

* Airendil, Nixë-nona
* Argyle, Plymouth
* Fitzpatrick, Ryan
* Greybeard, Brandyr
* Longsparkle, Booker

They also have two animal companions;

* Lance
* ~~Uraeus~~ / Quicksilver
Marble (toy)

A **marble** is a small spherical object often made from glass, clay, steel, plastic, or agate. These balls vary in size. Most commonly, they are about 13 mm (1⁄2 in) in diameter, but they may range from less than 1 mm (1⁄30 in) to over 8 cm (3 in), while some art glass marbles for display purposes are over 30 cm (12 in) wide. Most marbles are probably 16mm (5/8 in) wide.

Marbles can be used for a variety of games called marbles. The fourth game in the 33rd Squid Game was based on marbles, as Oh Il-nam was a fan of playing with them in his youth.
Easy Delg's Taxi Wagon

Easy Delg's Taxi Wagon is a vehicle for hire with driver (and footman) service that operates out of a dispatch office/house/stable just outside of the mining settlement of Russet.

The taxi runs between Russet and its closest neighboring town, Rime, twice a tenday and the journey takes one day of travel each way.

The taxi itself is a repurposed hearse that has been jury-rigged to increase the roof height. It can fit up to eight people inside at maximum capacity and is drawn by two giant goats.

## Members of Staff

* Delg - Easy Delg. Proprietor and footman for Easy Delg's Taxi Wagon
* Wilf - Coachman
* Barbra - Giant Goat
* Ramsay - Giant Goat
Bezmadanbaor University

Bezmadanbaor University is a collegiate research university located in Bezmadanbaor, the capital city of Ungermoth. The university is comprised of two semi-autonomous sister colleges, Bezmadanbaor University of Magic (BUM) and Bezmadanbaor University of Technology (BUT). It is one of only two officially sanctioned places in which someone can study magic in the Empire, the other being the Institute of Magic in Armiste.

## Notable Members of Staff

* Dame Enid Sabbath - Headmistress of Bezmadanbaor University of Magic
* Avery LaRue - Headmaster of Bezmadanbaor University of Technology
* Ser Harbek Gardain Waterholes - Tenured professor and department head of History (BUM)
* Alberich Writeswell - Tenured professor of History (BUM) (Missing. Believed Deceased)
* Plymouth Argyle (son of the esteemed Sutherlanda Argyle) - Tenured professor of History (BUM)
* Derek Van der Horn - Professor of Artificery (BUT)
The Chucking Lug

The Saddened Ingot is one of the many Inns located within the capital city of Bezmadanbaor. Both the tavern and it's clientele would accurately be described as wealthy and one of its fine rooms can be secured for eight gold pieces per person, per night. The inn has no sign but gold leaf paint has been applied to its windows to spell out the inn's name. The Innkeeper, a rotund Dwarf called Zukar Flungard, who is more than aware of the reputation that his Inn enjoys.
Alberich Writeswell

Alberich Writeswell was a Dwarven writer, historian and poet best known for his thorough research and commitment to accuracy. Writeswell graduated at the top of his class and was well regarded amongst his peers but made few waves within literary or academic societies. He was an outspoken critic of Harbek Gardain Waterholes, Professor of History at Bezmadanbaor University. Some attribute this rivalry to Writeswell's inability to climb within social circles.

Alberich Writeswell disappeared in 1769 whilst on a personal research expedition. Leaving no known heirs or next of kin, his personal effects were sold at auction. In 1770 it was proposed that a currently unnamed study hall be named after Writeswell to commemorate his accomplishments as an alumnus of Bezmadanbaor University. This proposal was ultimately blocked by an undisclosed member of faculty.
Dragons Tip Cigars

*Dragon's Tip Cigars* are a brand of luxury Kivanduil cigars. They are the third best selling cigar brand in Ungermoth, behind Van Cleef's Cigars and Sigga Cigars and are particularly favoured among members of high society. The brand is marketed on the basis of tradition and has been packaged in the same manner since the company's inception. Their marketing slogan, "Get your lips around the Dragon's tips", has also remained consistent.
Booker Longsparkle

Born into a Gnomish family of good standing within the reservation. As a child Booker was fascinated by the stories of the dinosaur riders from the halflings and spent most of my days tinkering with little Dinosaur gizmos and later little dinosaur models while playing with my best friend Lidda Longstrider.

Booker was raised by a household ran by the women of his family, his mother and older sister were well known artificers within the community. His grandfather had passed before he could remember and my grandmother passed just after his 18th birthday. Booker's father was often in his study recording the works of my mother and sister while tinkering with small shiny trinkets.

At an early age Booker showed signs of having the artifice gift so his mother and grandmother Brightmantle (named after Dugmaren himself) Longsparkle, began his training. Booker learned quickly and showed a level of achievement enough to be trusted with the family Tomes. A collection he still maintains and adds to, to this day in memory of his grandmother.

On his 21st birthday Booker achieved the best moment of his life and managed to win a scholarship into the Technological University in Bezmadanbaor. The first of his house to do so and one of the youngest Gnomes from the reservation to achieve such a feat.

Booker's specialist area of study has been tools of war with a focus on the technological advancements (warforged, railway etc). Since reaching his adolescent years he had been fascinated by the power and precision in the engineering of warforged. He began to research all he could on them. It didn't stop the day he left his family and friends from being the worst moment of his days so far.

At the age now of 25 Booker is well into his studies and has been well trained in all the scholarly pursuits. He now splits his time between researching and planning his final thesis as well as undertaking tasks for the various masters including my current mission to reach the town of Russett to research the artefact that has recently been dug up and bring the knowledge back.

Although Booker is excited to see a land further north than he has ever previously travelled he looks forward to his return to Bezmadanbaor so he can continue writing with Lidda and get back to his regular visits to the temple of Dugmaren Brightmantle, in part to pay his respects but also to spent time with Cossett Silvertome the curious, a Dwarven Xothor, with whom he has found a friend in a similar place in her life.
Ungermoth Wiki

## **Welcome to The Ungermoth Empire!**

### A roleplay heavy, semi-sandbox campaign for Dungeons and Dragons.

All aboard! Your characters will soon disembark The Lightning Rail in the town of Rime, approximately three hundred miles from the Capital city of Bezmadanbaor. The tickets weren’t cheap and you’ve spent most of the money you brought with you to get to this point, but you only have a little further to go now.

You are making your way to the mining village of Russet, the Northernmost settlement in the Empire and one of the remotest in the land. You each have your own reasons for heading to Russet, but getting there is just the start of your adventure.

The Empire is yours to explore, driven by world events and your own motivations, but can you survive what's to come?

## A Guide to the Empire

**Player Characters**

* Airendil, Nixë-nona
* Argyle, Plymouth
* Fitzpatrick, Ryan
* Greybeard, Brandyr
* Longsparkle, Booker

**Chapters**

001 // 002 // 003 // 004 // 005

006 // 007 // 008 // 009 // 010

011 // 012 // 013 // 014 // 015

016 // 017 // 018 // 019 // 020

021 // 022 // 023 // 024 // 025

026 // 027 // 028 // 029 // 030

**Cities, Towns and Settlements**

* Admiralte
* Armiste
* Bezmadanbaor
* Djergot
* Grathbaor
* Rime
* Russet
* Vandorholme

**Places of Interest**

* Agolith, The
* Dinzmond
* Former Gnomish Lands
* Kivanduil
* Reservations, The
* Wildlands, The

**Lore**

* Birth of an Empire
* Concerning the races and ways of the peoples of The Ungermoth Empire
* Herman Crockwright Series, The
* Morndinsamman
* Ungermoth Calendar, The
* What do you want to be?
* Wundstrost Memorial Day sermon 1768

**All Pages**

* Locations
* Characters
* Items
Player 042

Player 042 was in heavy debt and chose to enter a high-risk competition to win money. After waking up in a large room with 455 other people, signed a contract and took his photo.

Later, everyone was taken to an open area with a creepy robot doll at the front. It was revealed that the game was Red Light, Green Light. When the doll turned around, everyone ran forward, with Player 250 and Player 324 ahead of everyone, but Player 324 wasn't able to stop in time before the doll turned around, causing him to be eliminated. Player 324 then slumped over.

Player 250, thinking Player 324 was putting up an act, ran to him and asked him to stop faking, until he noticed blood gushing from Player 324's head, causing him to recoil and try to run away, but the doll, who was still looking, detected him and shot him, splattering his blood all over Player 306, causing her to scream and be shot, causing everyone to panic. Player 042 managed to survive Red Light Green Light. It is unknown what he voted.

## Death

Player 042 chose a triangle, but she/he wasnt able to finish in time so she/he died.

## Mistakes

Even though Player 042 died in Sugar Honeycombs, his icon is gone in Red Light Green Light. The proof of this is that in the Fly Me To The Moon scene before Player 145, 163, and 112's icon disappeared, Player 041's icon is next to a blank icon. You probably already know that the number after 41 is 42, so Player 042's icon was gone.
Stadium

A stadium (plural stadiums or stadia) is a place or venue for sports or major public events and consists of a field or stage either partly or completely surrounded by a tiered structure designed to allow spectators to stand or sit and view the event.

The three major stadiums in Ungermoth are the Empire Stadium in Bezmadanbaor, Ova Stadium in Admiralte, and Highwall Stadium in Djergot. These stadiums are used for gladiatorial games as well as other popular stadium sports such as racing, bullfighting and siegeball.
The Flange and Whistle

*The Flange and Whistle* is the only tavern in the mining settlement of Russet. It's a large, sturdy metal-built structure that sits roughly in the centre of the camp. The accommodation is boarding house style and beds can be procured for one gold piece per bed, per night. The innkeeper is a Gnomish woman called Gantrant Lipsworthy.
Sigga Cigars

*Sigga Cigars* are the bestselling brand of cigars in the Ungermoth Empire, outselling the nearest competitor, Van Cleef's, by a ratio of two to one.

The Gnomish manufacturers credit their popularity to their relative affordability, as well as a repetitive and catchy marketing slogan, "You really, really, really want a Sigga Cigar".
The Grinding Snag

The Grinding Snag is one of the many Inns located within the capital city of Bezmadanbaor. As such, it commands a premium rate of two gold per person, per night despite only having modest living quarters. Its sign depicts a drawing of a goat chewing on piece of metal. The Innkeeper is a no-nonsense (and slightly rude) Dwarf called Vistra Balderk.
Morndinsamman

The Morndinsamman is the name of the dwarven pantheon, the foremost religion in The Ungermoth Empire.

## Deities

The gods of the Morndinsamman are:

* **Moradin**, greater god and chief among the Morndinsamman; he was the god of creation and crafts, and the dwarven race as a whole.
* **Berronar Truesilver**, intermediate goddess of hearth and home; consort of Moradin and matriarch of the dwarven pantheon.
* **Dumathoin**, intermediate god of mining, gems, and underground exploration.
* **Sharindlar**, intermediate goddess of fertility, romantic love, and healing.
* **Clangeddin Silverbeard**, god of battle, valor, and honor in combat.
* **Vergadain**, god of trade, wealth, negotiation, luck, trickery, and chance.
* **Dugmaren Brightmantle**, god of scholarship, discovery, and invention.
* **Gorm Gulthyn**, god of vigilance, defense, and protection.
* **Haela Brightaxe**, goddess of luck and battle.
* **Marthammor Duin**, god of wanderers.
* **Thard Harr**, god of survival, hunting, and nature.
* **Abbathor**, god of greed; the only evil member of the Morndinsamman.
* **Hanseath**, god of war, carousing, alcohol.
* **Tharmekhûl**, demipower of the forge and molten rock, as well as war to a minor degree.
* **Thautam**, god of magic, secrets and mysteries

Although typically counted as part of the Morndinsamman, the two duergar deities were actually exiled from it by Moradin.

* **Laduguer**, god of weapons-crafting, magic, and the duergar.
* **Deep Duerra**, the daughter of Laduguer and goddess of conquest, expansion, and psionics.
Player 036

## Appearances

Player 036 was in heavy debt and chose to enter a high-risk competition to win money. After waking up in a large room with 455 other people, signed a contract and took his photo.

Later, everyone was taken to an open area with a creepy robot doll at the front. It was revealed that the game was Red Light, Green Light. When the doll turned around, everyone ran forward, with Player 250 and Player 324 ahead of everyone, but Player 324 wasn't able to stop in time before the doll turned around, causing him to be eliminated. Player 324 then slumped over.

Player 250, thinking Player 324 was putting up an act, ran to him and asked him to stop faking, until he noticed blood gushing from Player 324's head, causing him to recoil and try to run away, but the doll, who was still looking, detected him and shot him, splattering his blood all over Player 306, causing her to scream and be shot, causing everyone to panic. He managed to survive Red Light Green Light, after most of the contestants were wiped out.

Afterwards, like everyone else, he was shocked by the deaths of the contestants.

Presumably he voted against ending the game, and he decided to return to the game when the oppurtunity presented itself. Player 036 managed to survive the Sugar Honeycombs game.

## Death

Player 036 was killed by another player in the Special Round. His icon disappeared as a result.
Player 016.

Player 016 was in heavy debt and went to the 33rd Squid Game.

He managed to survive Game 1.

When it was time to vote,it was unknown what he voted. But returned.

He also survived Game 2 , the Special Gane and Game 3.

But in Game 4, he lost to his partner resulting his death.

## Mistakes:

Another Player 016 is seen running towards the Doors.
Wildlands, The

Do not go here.

Seriously, why are you still reading this? Do not go here! It’s a desolate, unimaginably dangerous frozen tundra filled with all manner of beasts known to Dwarfkind (and some that aren’t). Unless you’re a Ranger or a Barbarian you should just keep far, far away from the Wildlands.

No, really, we have no idea what makes up most of it because no one has ever come back from those parts alive... or dead for that matter. There are sudden drops in temperatures that can freeze a Giant where it stands, as evidenced by all the frozen Giants!

Speaking of Giants, there is one place that has been carefully mapped, from the outside at least, but only so we know how far to keep away from it. Giant’s Basin is an enormous crater with steep edges that plummet into a frozen lake. If you fall in and you’re lucky, you’ll die on impact.

Rumours are that beneath the ground here, beneath Ungermoth itself, is a land of giant, dangerous creatures, the likes of which you couldn’t imagine. Obviously, no one has ever made it back from inside Giant’s Basin but some have got close (madmen) and the most common thing you’ll hear talk of is a really, REALLY big lizard.

Stay away. At all costs.

**Places of Interest**

* Countless miles of unchartered tundra
* Giant’s Basin

**Taverns**

* None. Do not go here!