recursal/Fanatic-Fandom huggingface dataset:
Peonage of the Dark Horn

Peonage of the Dark Horn was a collection of texts found in the village of Laergyton amongst the possessions of Helda, who oversaw an orphanage in the village.

## Research

Completed by Rix

*[...we few who pray the voice of the incomprehensible, they who whispers words of deciphering delight to see our minds grown and stretched until the words are finally heard. We shall whisper and wait, until your calls and songs are as clear the night sky that glisten with chaotic shards of fragmented starlight. You, are eternal messenger of ataxia and pandemonium. Dark words and darker speech, we shall learn your words and ways or shall be deafened in our attempts to hear you...]*

*[...even as death comes to all, it is us who shall see your gaze upon the far side of life. Through your vestiges, we shall enact your will and see your voice stretched upon the people. No fear shall befall us as your words are echoed through lands, towns and cities. Soon your dark whispers will blossom through the homes of the lost as you call them into your embrace...]*

*[...I am beginning... hear... your whispers... deafening... clear... salvation... darkness... yes... the harder I listen, the more clearly I see...]*

*~~[...yes... no... under... everything... the horns... the eyes... the chains... yeeeeeeees... but no... stop it... I am listening... hear all... I am listening... I don't... is that...?... of course... echoes and water streams... dark and apple pie... foxes are blue... no red... but what about the hedges? I must look into the hedges... the stars look bigger tonight, I wonder if they're getting closer... or maybe they're not real... your voice is... hounding me... I hear you... stop shouting... I SAID I WOULD DO IT...]~~*

*[...sorry about yesterday. I wasn't myself. Your work continues. The totems are aligning and where there was two vestiges, then none, there are now 3... they have delivered your will and your children shall grow strong. I try so hard to hear you, but I oft wonder if you can hear me? I feel as though you are here on my shoulder, reading the very words I write. So again, I apologize for yester...]*

*[...I had a dream last night. The eyes, the horns, the chains... they were all there. I can't but feel you saw my words and these images were your blessing. Shadows in the dark woods, whispers echoing across stems of trees and calling for me to follow. I will follow your calls. I know where it is you want me to go. This will be my last entry until I return... but... some people have come... they're talking to the villagers... they look armed... could you send him? Just in case? I won't tell them anything. I promise. I will play my part and find you tomorrow night where you call for me...]*
Goll

**Goll** was a spore druid and servant of the evil eye, wandering the Underdark caverns beneath the settlement of Ballyargus.

## Description

Malformed, putrid and broken, this malevolent creature brought ruin the abandoned village of Ballyargus through the use of spore servants, fungi and mushrooms, using the magic he had harvested from Myconids beneath the earth. Opting to use his minions as cannon fodder, Goll would keep to the shadows and strike from afar, using magics to confuse and poison his enemies before they got too close.

As a servant of the Evil Eye, he maintained ownership of fungal relics and tomes that wrote of the history of the Fomorians and that of the Cloven Coven.
Hourglass Temple

**The Hourglass Temple** is a structure of sandstone and gold that rests within the vessel of the great genie patron Sadanna al-Baahish.

## Description

The vessel lair of the Dao, Sadanna al-Baahish, is a extravagantly decorated temple and lair that is fit for that of a Genie. Notably larger than a traditional genie vessels, it can only be explained that this is due to the immense power that the Dao holds.

Upon arrival in the extra-dimensional vessel, a a vast sea of sand surrounded those who enter, with a sandstone path and bridge leading to a temple that is enamoured with iconography of serpentine creatures. Within the foyer, the walkway is flanked by statues of sandstone ankhegs, with a structure of the elemental planes surrounding the material, and an orb that is engulfed in flames that allows the viewer to gaze upon the great Dao.

Further in, a throne room and immense hoard is found. Once more, the décor is extravagant and no expense appears to have been spared as gold is plastered across the chamber as chests, trinkets and items of immense value are neatly organised across the chamber. The very throne room that was made home to the draconic entity and slave known as Cytherea.
Fort Kroideyn

Ruled by the son of Lord Aldwin Thorne, Vallirk Thorne, Forst Kroideyn was the first major expansion of the territories of Eskarya. Relations with the guild since its formation have been troublesome, due to the ruler's perceived prejudice towards those born of a more exotic race than human, elf, dwarf, gnome or halfling.

A palisade wall and watchtowers have been built around the manor house, with the needed constructions of a blacksmith, general store and stables. Other goods are travelled from Fort Eskarya to Fort Kroideyn.
Greater Khyber Crystal

## Lore #1

Studying the Khyber Crystal and with aid from Bravenheim, you are able to deduce that the crystal acts as a conduit and binding for a powerful water elemental. The power of the elemental could potentially be harnessed in some way, further investigation needed.

## Lore #2

With enough testing and research, it is believed that the power inside of the Khyber Crystal is sufficient enough to power the warforged found in the factory. All you need is the plans and designs for the warforged and schematics for transferring the elemental power into the construct.

## Lore #3

With the water elemental's power harnessed, and with reference to the Science of the Stormhome, you and Bravenheim believe it would be possible, with great cost and difficulty, to construct an Elemental Galleon.

## Lore #4

With the size of the crystal, and the magic permeating within, Bravenheim has indicated that he believes that the Khyber Crystal could be used as a replacement for any material components and the total value of the crystal is 5000gp. Equally, parts of the crystal could be used to half the cost of magic item crafting and be used to construct unique water elemental based magic items.
Seraphic Chains of the Apostate

## Description

A white linen bound tome with trims of ornate gold and gemstones embedded within the spine. Each page is written with a style of calligraphy that can only be described as angelic in its curvature and precision. It speaks of the act of betrayal by a Celestial by the name of Sabathiel against the God Emperor, Dalibor Elysia.

## Researched by Vaalia

*“...an act of heresy, there can be no other word for such an act. To speak of heathen tomes and pagan rituals being historical artifacts is simply romantic pandering to barbaric tribes of heathens. The Empire has evolved and grown beyond the ways of the druids of the High Kingdom. The decider would bring his hammer down upon this world once more he would once more walk among us…”*

*“...imagine the look of horror upon our ancestors' faces, to gaze upon a traitor born from divinity and grace of the Amorians. They who have given us our cause and divine duty to this world, watching their children dissent and disobey, desecrating the very tenets we serve…”*

*“...should Sabathiel repent and seek atonement from the decider, then he may yet cross the Thalasian Seas. Refusal shall be eternal damnation, purgatory, and imprisonment, serving the Empire until the decider himself releases him from his binds…”*

*“...there is some delightful irony in the justice brought down upon Sabathiel. He who has aided heathens, spoken words of heresy, only to eternally serve purgatory in a form that breaks the veil of the heathen God’s cloak. There is a divine beauty in his sentence…”*

*“...find the incantations required to complete the traitor’s sentencing within this tome. A magic circle, to be stored within a glyph of warding. Planar binding to hold him to this world and assure his co-operation, and finally imprisonment via minimus containment. Within the beacon, he shall shine bright upon our coasts and guide celestials from Amoria. The conditions to end his purgatory shall be forgiveness from the decider himself…”*
Killian Kir’we

Killian is a Wizard from the settlement of refugees that fled the Empire of Eskarya.

Killian was born to a shepherd and a farmer in a place that had once been called Eilador, though of course neither the shepherds nor the young boy ever called it by that name. It was simply home, and it served as an alright one, at least for the moment.

When Killian had grown roughly enough to work the plows, their family gained another member. A man by the name of Elias sought work upon the farm, and was able to display enough competence that he would remain for a few years. He was always joyful, and he had a great many stories that Killian would beg to hear again and again.

But most intriguingly of all, he taught Killian tricks. Tricks to make sounds where there were none, tricks to bend the light in any which way you wanted, tricks that let you lie so convincingly to the world that it believed you. Killian’s parents never liked the tricks, thought they were devilry, so they always did them alone.

And one day, the soldiers came about. There was not a war, as far as Killian knew, but they still said they needed goats and crops. They came into the house, Killian’s house, and began to rifle around for dishware. But when they saw Elias, the mood changed, and they demanded that they be permitted to take the old man back with them in irons. When Killian’s father protested, he received a gauntlet to the cheek and his mother a dagger to the back.

And so, Killian did a trick.

It was a very simple trick, making fire. It was a very easy way of getting a light that wouldn’t burn you. But this time, it was bigger, and stronger, and it burned hot. An inferno erupting, and the shrieks of soldiers and farmers alike as the house went up in flames.

Killian, who knew the fire to be false, did not burn. The same could not be said for the armored brigands, who never considered that their burning alive was fiction. Elias, it seemed, had disappeared. He was not in the house, he had not burned, and he had left Killian to himself.

When the boy tried again, with leafs and with rodents, the fire never so much as curled them, much less beat them black.  Curious.
Kalandaer’s Folio of the Ripplebark Forest

Found in the collection of books and text in the library of Agnes Marshcradler.

Fully researched by Barandir.

***"See the Forests of Elysia, and behold the convergence of two realms, two planes that converge into one domain split into three. Agreed thereafter that with three domains, come three rulers. And what better semblance of order than three siblings to rule and contest with Kings and Queens".***

***"A humble accord, but so easily broken. Like all siblings, such relations can be strained and even burnt like the bridges that span between the dominions of Elysia. Split in three, dominions shall be divided and conquered. To the South, the gateway to the Fey shall be overseen by Kalandaer. Trickery, chaos and to weave dissidence in those who walk the plains of Elysia. This the folio of the Everwatching. Through chaos, they will seek order. Through sabotage, they will find equilibrium. The pivot between good and evil, seeking only neutrality and the middle point between two warring siblings. Where one succeeds, the folio determines that they should fail. Where one fails, the folio promises they then must pass. A constant war between brother and sister, and the trickster laughing from the shadows, enjoying the show and fuelling the flames".***

***"An accord not so easily broken, is the rules of play. Even in chaos, there must be structure. As the trickster watches from the shadows of Tornka Forest, his squabbling siblings shall rule in the North. Altair shall spin and spurn in*** ***the Elderfey Grove. His sister, Latharna, in the Whispering Woods. The two shall war, and the Watcher will watch. The two shall battle, and the Many Eyes shall cackle. And if the two should slumber, the youngest shall provoke and fuel from their submission. For what is a youngest sibling's purpose, if not to light the fire and watch their siblings argue until there is no breath left to laugh".***
Avonlea Marilla

**Avonlea Marilla** is a Marid Djinn and servant of the Water Elemental entity known as Tsuraine.

## Description

Cool and calm, Avonlea speaks carefully and delicately and wise enough to know of wars and battles that can be won and those that cannot. Upon meeting the adventurers of Freehearth and their successful, though momentary, suggestion to stay and talk, the Marid decided to humour the party and partake in an act if diplomacy, though made it quite clear that she did so out of her own interests and had no fear of the group and did not for a moment question her ability and strength compared to the party. With the party seemingly in agreement, she was allowed to walk away from Port Roc Reef without resistance, despite her followers all slain at their feet.
Lance Garnett

**Lance Garnett** is an adventurer currently aligned with the Freehold, having travelled from Exandria to escape his past demons. He co-owns The All-Inn Tavern with his travelling companion Nadir of the Gifts, and spends his time between expeditions running the regular card and dice games.

## Background

Growing up on the Swavain Islands, the only child of a ship captain that ran long haul operations out of Darktow, Lance was often left to fend for himself on the streets on the city port. He grew up fast, adapting to a quiet life of careful spending and bartering to get by, but issues began to rise when his father was caught up in a plot to evade local tithes. His old man went missing shortly after that, and soon debtors began to come calling on the adolescent Lance. This led to a swift spiral into gambling, which obviously only propagated the issue and quickly compounded upon his original problems. At the bottom of the barrel, with no cards left to play, Lance fled to the other end of the known world.

When the last of his savings ran out, he was pressganged into service on a ship in Marquet and sent off on an expedition into the unknown.

They were only a few weeks out of port when a strong wind blew the ship off course and into the path of a perilous maelstrom. During the ensuing chaos, a rogue lightning bolt struck Lance and blasted him from the deck. By any sane reasoning, he should have died but, miraculously, he awoke when he was pulled from the water and found himself in possession of powers unlike anything he had known before. It was not the only thing that had changed though, and the crew soon began to notice unfamiliar islands on the horizon. They had somehow found their way to Elysia.
Kol's Mound

**Kol's Mound** is chapel to the pagan god of the hunt and monstrous rebirth, also known as Cernnunos.

## Description

Whilst appearing a simple and primitive mound of earth from the outside, the chapel of Kol, whilst inkeeping with the natural aesthetic of the faith and town, has been expertly built and formed inside by Pickle with the use of carpenter's tools and many months of work. The chapel itself descends multiple layers from the chapel itself, decorated with wooden floors, statues of humans and kobolds, lit braziers upon the floor and hanging from ceilings.
Dûrandur

A Dwarven Kingdom of the royal family of Dûrandur, a great power within the continent of Elysia with a city and fortress believed to be impenetrable. That was until 700BC when the Dread of the Vale, a powerful young red dragon named Kildrid waged war against the Kingdom. Whilst juvenile, his size was that of an ancient wyrm and his untold strength and brute nature was unseen in a dragon of that time. Whittling away at their forces, the Kingdom of Dûrandur was slowly weakened until Kildrid was able to make a frontal assault and break into the city and decimate the forces and innocents of Dûrandur.

Upon the escape of a few hundred, led by the newly named King Fisil I Drakehall, the Dwarven populace fled south and formed a new settlement in Nel Kuldohr. It is believed that Dûrandur now exists as the lair of Kildrid.
Carnifex

**Name**: Carnifex (Argan)

**Race**: Fallen Aasimar

**Age**: 35 **Alignment**: Chaotic Neutral

**Sub-Class/Archetype/Path**: Path of the Hexblade

**Background**: Carnifex... Or so the name gifted to him. His true name Argan. A once true born Aasimar that protected Arvandor with his angelic powers. Argan spent his time harnessing his celestial powers to fight off those who apposed the Celestials of Arvandor however, when they caught wind of fiends and demons accessing their worlds via a plane tear within the shadowfell Argan took it upon himself to set out to the shadowfell with his comrades to rid the shadowfell of demons from the nine hells and return them to where they rightfully belong. The celestials were sucessful in their defence and Argan took it upon himself to strip these evils of their demonic powers however, in doing so the power he harnessed he made use of himself. With this power he returned an attack on the nine hells to seal the tears between the planes into the shadowfell but this plan was cut short by an ambush as fiend who had discovered Argans plans returned to the nine hells to warn them. They improsioned Argan with powerful demonic magic and they deemed death a poor option for an Celestial as they were sure he would have ways to return. Instead, one by one the demons tortured and killed all of Argans comrades whilst he watched and stripped him of all his power making him mortal again. Argan thought the torture would never end as they kept him within an inch of his life but did not let him die for years. One day a mysterious entity plane shifted Argan back into the shadowfell against the power demonic forces and offered Argan an ultimatum as they had a common enemy. Wield the power of Carnifex, embue his spirit and banish souls who are deserving to the shadowplane. In doing so, harness their power and become more powerful than ever before.
Alexios

**Alexios** is a pilgrim and worshipper of the Lawmaker, Zitus. Currently he is the theocratic magister of Stonevale.

## Description

Hailing from the town of Voskia, Alexios is a cleric of Zitus and a pilgrim who travelled north beyond the gates of Badengatt to seek out believed holy sites in Tosima that were of significant importance to their faith. Believing that their best chances of survival in a land of heathens, they pledged an oath of pacifism to ensure they would not sour any relations beyond their current tensions.

Alexios, upon meeting, showed himself to calm, serene and of a peaceful nature. Yet he bears scars of war, indicative of a man who seen his share of battle. Adept in the ways of clerical magic, he proved his prowess in battle in support of the adventurers of Freehearth when he revealed himself to be a high-level cleric.
Kasialama

The Canny Tarragon, **Kasialama**, is a Draconic deity of the Elysian pantheon. With a penchant for knowledge and hidden secrets, better gained through deceit and trickery, Kasialama is an entity fond of great games and jovial wit.

It is believed that Kasialama ascended from its Ancient Copper Dragon form after amassing great worship in Ancient Elysia, before the time of the God-Emperors of Elysia. It is said then even upon her ascension, she took the guise of a mortal form to live amongst the common people, frequently attending the taverns and inns of major cities and minor hamlets, in search of tales, songs and stories.

## Piety

#### Earning and Losing Piety

You increase your piety score to Kasialama when you expand the god’s influence in the world in a concrete way through acts such as these:

* Uncovering great knowledge or secrets.
* Lauding acts of creativity or performing your own.
* Deceiving your enemies through trickery.
* Bringing joy and laughter to your allies.

Your piety score to Kasialama decreases if you diminish their influence in the world, contradict their ideals, or threaten the integrity of destiny through acts such as these:

* Bringing misery to good people through tricks and games.
* Destroying knowledge or artifacts.
* Harming innocents.

### Kasialama's Devotee

***Piety 3+ Kasialama trait***

As a devotee of the Uncanny Tarragon, you can bring cackling to both friends *and* enemies, whether they like it or not. You can cast tasha's hideous laughter as a bonus action and add the spell to your known spell list. Once you cast the spell in this way, you cannot do so again until you finish a long rest.

### Kasialama's Votary

***Piety 10+ Kasialama trait***

You are imbued with the power of trickery and illusions. You can cast Mirror Image as a bonus action, once per day. When cast in this way, the mirror images may act as though they were unseen servants, only they are not unseen. They may only be used to enact mundane tasks outside of combat for flavour and utility purposes.

Once you cast the spell in this way, you can’t do so again until you finish a long rest.
Brochroot

**Brochroot** is the elder of Killeith, a capable veteran soldier who has retired from adventuring days and settled down as the Elder and protector of the village.

## Description

A proud badger, Brochroot sees to the protection and governance of the hamlet of Killeith. Upon meeting the settlers of Freehearth, he was eager to give thanks for their efforts in ridding them of Cormac and his mercenaries who had caused many issues for their community over the passing months.

Whilst he is the only capable warrior in the village, Brochroot dresses in old rusted plate amour, wearing a mace and amulet of Nuada and carries a pointed mace. A notable mark of his days adventuring is the eye-patch that covers the left side of his face.
Templars of Zitus

A holy organisation comprised of Paladins and Clerics, founded by Vallirk Thorne following the reincarnation of the lost religion in Elysia.

The Templars were founded by the Thorne family to keep the peace and order within their territories and to smite any evil or enemy of Eskarya.

They follow the 7 tenets of Zitus;

1. Order shall smite chaos and bring peace.
2. Without law, there is only damnation.
3. Through obedience, we find harmony.
4. Conquest brings peace to the wicked and harmony to faithful.
5. Loyalty to the crown is pious and just.
6. Justice is everything.
7. Vigilance comes through faith and courage.

The Templars of Zitus can be identified by their gold plated armour and warhammers. The High Templars are known for their black armour and gold trim.

A council of six governs the Templars of Zitus and are overseen by the Grand Master, Vallirk Thorne.

Hannecke, Agustin, Orion, Hilde, Joyelle, Bretta.
Vyncent

**Vyncent** is an NPC met in the eastern region of the Elderfall Kingdom. Previously acting as a bandit and brigand with Orzog and Daromir. Upon their defeat at a burial mound, Vyncent agreed to join the settlement of Freehearth and give up banditry.

## Description

As the son of a fisherman and crafter of nets, Vyncent is not a true bandit and brigand but one who would claim to be forced into acts of criminality by the situation in the South and fleeing the Empire. The face of the bandit group, he speaks with confidence and bravado, though this is not backed up by knowledge or facts, making the cons he often acted upon full of holes.

He has been offered the role of dockmaster in Freehearth, though no Dockyard exists yet.
Altair

Conquest

One of three children of Kaarin, the Archfey is craves the energy of the forest and wages war against his sister Latharna, whilst the third sibling, Kalandaer, sniggers from the shadows as he watches them and their forces battle.

*The Prince of Pests, not a name he chose of approves of, but the one to which he shall be named. The Autarchfey. Recaps, Meenlocks and vermin of the Feywilds follow his words of brutality. One who chooses the path of power through his growing dominion. No tricks or manipulation, but the brute strength and venomous strikes of his of pests. The Prince of Pests seeks only the destruction of his family to see his dominion and power grow.*

***- Dagda Blodeuwedd***
Arcus Thorne

The first born of Emperor Vallirk Thorne, Arcus was named as the third Emperor of Eskarya in 57EF.

## Coronation

Following the death of Vallirk during the assault on the Tower of Varal, Arcus was crowned the following week after burial rites had been performed for his late father. As the Imperial crown was placed upon his head, a wave of destruction spread throughout the capital as tremors broke out and fissures were born into the foundations of Eskarya. Only six seconds did the earthquake last. But what followed was the pale complexion of the newly anointed Emperor, as a voice entered his mind, believed to be threatening words of warning from the powerful Drow mage. Throughout the rule of Arcus Thorne, talk of a second assault to take the Drow’s isle were never uttered.

## The Great Expedition

As a man of great vision, Arcus wished to know of the lands beyond their continent, hoping that civilisation would exist outside of Elysia, knowing that the lands to the north were a barren landscape of a broken world.

Under his rule, the Empire of Eskarya would gain a foothold on the islands of Oparia, before pushing further east to find the continent of Rei’Caelora, landing on the sandy dunes of the Kingdom of Sameria. It was here that their first trade route was established in their world, as the great navigators in the employ of Arcus Thorne would return with a curved blade of immense value, crafted from Samerian Crysteel.

As an advanced and civilised nation, diplomatic relations were opened to the King of Sameria, with scholars trading places to learn more about the other’s worlds and country.
Kaarin

Peace

Twilight

Kaarin is a goddess of nature and the wilds. Her power was first witnessed at the Chapel of Kaarin, where Dryads served her temple and was defended by a treant guardian.

It would later be discovered that Kaarin would play an important role in the War of Demons in Elysia, helping to entrap the Demon Lords and their armies alongside Zitus and Varal.
Sprites of Dystava

Globules of blue light, emanating raw magic, found with in the Elysian Institute of Arcana before its untimely descent and crash into the eastern seas of Elysia.

## Research by Boom

Initial investigations in the sprites of magic with the use magic detection spells uncover that the small ethereal like orbs, imbued and born from pure mana and the source of which seems to corelate with the findings in Dystava's Benedicite of the Demain, in reference to the discovery of incarnum. The sprites themselves appear to form some level of sentiency. Whilst it is not factual, it wouldn't be incredulous to think of the sprites as the children of magic or Dystava themself.

Further research and investigation, using identification magics over a long period of time garnered the knowledge and possible uses for the sprites. Simply put, the use of raw magic could allow to heightening of spells in their most powerful form, but would essentially dispel the sprite from existence. Possibly a great shame to something so pure within the Demain of Arcana.

Further uses could be akin to that of Ioun stones, to be used by a spellcaster as a intense focus to heighten a practitioners abilities. Whilst this would could serve as a long-term use, the greater concern would be the sheer lack of defence the sprites have. A well placed evocation spells could see the sprite disintegrated, there is also concern that in response to endangerment the sprite could react in ways that are currently inconceivable.

In regards to the place and way in which they were found in the institute, it seems simple enough to understand that the sprites can be used as a focus and replacement for materials components. In some spells, it may completely negate the cost or need for components with no side effects, though more harrowing and powerful magic may drain too much from the sprite and destroy it entirely/

### ***Sprites of Dystava, Wondrous Item, Legendary.***

The Sprites of Dystava can be used in the following ways.

* Used as a spellcasting focus.
* Whilst attuned, the orb hovers around you, giving you a +2 bonus to your spellcasting ability score up to a maximum of 25.
* Can be used to negate the cost of material components up to 5000gp. When used in this way, there is a 25% chance that the sprite is destroyed.
* Can be used to negate the cost of a material component up to 10000gp. When used in this way, there is a 50% chance that the sprite is destroyed.
* Whilst attuned, can be used to up cast any spell by one level. The original spell slot is still consumed. When used in this way, there is a 10% chance that the sprite is destroyed.
* Whilst attuned, can be used to regain a spell slot of any level. When used in this way, there is a 50% chance that the sprite is destroyed.
* Whilst attuned, Can be used to cast any spell at the highest level (except wish). When used in this way, the sprite is immediately destroyed.
* A Sprite has AC 18, 50 Hit Points, and Resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
* You can be attuned to only one sprite at a time.
Yolgoruth

The Butcher

Yolgoruth is a demon lord and the chief being worshiped by gnolls. Dedicated only to destruction, the Ruler of Ruin sought the collapse of civilization and he would brutally butcher all that stood between him and his rabid slaughter.

Yolgoruth appears as a gnoll-like creature, 19ft tall with a grinning skull-like face and a leering pair of burning rubys or amber eyes atop his seemingly emaciated form. A mangy, yellow crest of fur reached from his head to mid-back, with the only hair on his body being small scabby patches. The rest of his body was pale and gray, his leathery hide contrasting with his taut mane and a crest of blackened spines within it. His canine chest was armored with a patchwork of discarded shields and breastplates held together with weighty chains, and decorated with the flayed skin of his enemies.

One of The Demon Lords of Elysia, it is not yet known where or whether he is imprisoned by the divine chains once placed upon him by Elysia, Zitus and Kaarin.
Tuning Forks

A length of metal with two prongs and a handle. It creates a certain sound, which differing tunes or frequencies can be used for planar travel through the use of the Plane Shift spell. Each planar dimension has its own frequency, along with dedicated materials and components required to craft a tuning fork.

Tuning forks are a very rare magical item, which require a great deal of research, crafting and enchantment. The greatest challenge of crafting tuning forks is the rare ingredients and components required to craft these instruments of planar travel.

## Plane Shift

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as The City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of The Nine Hells, and you appear in or near that destination. If you are trying to reach The City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across The Sea of Fire, at the DM’s discretion.

Alternatively, if you know the sigil sequence of a Teleportation Circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell Attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

## Required Research

 Elemental
 Transitive
 Outer Planes
Juvenile Freakish Bandit Rats

**Juvenile Freakish Bandit Rats** is a faction of ratfolk bandits that dwell in the sewers beneath Elderfall.

## Description

A gang made up of four ratfolk and overseen by a tortle, the band of beastfolk are known to be a pest to the surface dwellers, though not a direct threat on the settlement. The Captain of the guard Keegan McCann states that whilst they are thieves and vagabonds, murder is not a part of their portfolio of behaviours. Whilst there has been some minor conflict resulting in some bruised civilians and egos, they tend to remain somewhat docile if given food and coin, as found by the adventurers of Freehearth upon their expedition into the sewers.

Amongst the group, the following names were names picked out.

* Donny
* Raf
* Mikel
* Leo
* Flinter
The Rosary

**The Rosary** is an alchemist and merchant seller of of potions and elixirs in the settlement, Freehearth. The store was constructed and currently managed by Anastasia Ekatarina.

## Description

Oddly, but quaintly, shaped to fit in a small space on the edge of the residential district, The Rosary is divided into two portions, with the front being open to the public to peruse and purchase the wares of the alchemist, and the backroom which is divided by curtains and the front desk, that hides the alchemist abs in the back room.

Built in the centre of town, on the edge of the inner circle from where the settlement was once born, the Rosary spreads a natural fragrance through the vicinity of the settlement's center, as waves of rosemary, mint and other balmy smells that lift from the vegetation and flora that wraps around the shop, and those that flow through window from within the store itself.
Castien of Alyssim

Born in Alyssim, Castien was never blessed with the elfs natural beauty. Even with his innate talents towards both the arcane and agility, he was shunned by the village youth as the black sheep of the village.
He endured, and at a young age he set of to travel the world, never staying long in one place and lending aid were he could for a small fee. He found himself on a ship towards the frontier after having dreams of the future
that might come into play in the rediscovered lands of the frontier, hoping to find something that could help him find answers to these unusual dreams he has.
Perven

Name: Perven

Race: Firbolg

Age: 48

Alignment: Ng

Class: Druid Sub-Class/Archetype/Path: circle of moon

Background: hermit Adventure Hook: Perven had nightmares for years before the land of Eskarya was even discovered sent to him from his god Mielikki. She kept showing him the loss of everything he loved, if something from this new land wasn't stoped Relationship to other PCs: none
Vester Forest

Vester Forests is a woodland region with the Dukedom of Vester, that crosses into the territory of Eskarya.

## History

First discovered by the Adventurer's Guild of Eskarya, the forests were known to be prowling with Demons that ventured south from the Sanctuary within the hills. One of the first locations found in the forest was that of Vester Keep, which would later become a bastion of defence agains the Demon forces.

Known to Eskarya, the forests in southern Elysia are under the influence of the Archfey Kalandaer, as noted within Kalandaer’s Folio of the Ripplebark Forest. Though his influence was dwindled and waned since his entrapment in a demi-plane at the hands of Vyodros.

## Description

Much like Tornka Forest, the trees grow high in Vester Forest, with reaching branches and canopies that leave much of the forest in shadow from the sun. Deep fey magic seems to linger in the woods, as shadows and whispers wreak havoc with the minds that wander these woods. Corrupted further still by the presence of Demons, whom still linger in the woods and prey upon lumberjacks, foresters and hunters in the Empire of Eskarya.

The forest was far-reaching, compact, and prospering. Its canopy was contested by spruce, hazel, and hickory, and cascading lights bouncing between the leaves allowed for disorderly herbs to use the nut and seed covered grounds below.

Bundled branches grasped the occasional tree, and a range of flowers, which claimed quiet corners, added playful elements to the otherwise brown scenery.

A hodgepodge of beastly noises, belonging mostly to small creatures, added life to the forest, and drowned out the croaks of frogs in the nearby ponds.
Kedyr

A vicious young dragon whom was discovered upon its attack upon the Adventurer's Guild of Eskarya in its search food. The battle was a short one, for the not so wise and juvenile dragon has misjudged its prey and quarry. Whilst he was successful in snatching the mercenary known as Finn and flying back towards his lair in Tornka Forest, his wings were clipped and essence slain by the divine spellcaster known as Vyodros.

Kedyr's lair resides in the same location recorded as the lair of Churga, conforming the assumption that he is likely the offspring of Churga and Sume, two incredibly powerful ancient dragons of Elysia, as noted within The Libram and Legacies of the Wyrms
Brianna Hyland

**Brianna Hyland** is the sister of the Queen of Elderfall, Ciara Hyland. Notably in a union of marriage with Markus Tosima in his elemental form as Terraczar.

## Description

A stoic woman, strong in her beliefs, is a practiced diplomat whom chooses words over war where possible. Notably, upon the first meeting with adventurers of Freehearth, she has convinced many of them to work a deal in which they would be given the Terra Stone in the possession of Ludithas.

Upon her defeat in the monarch elections held by the elders of the Kingdom, Brianna disappeared and was believed to have either been captured or preparing for a rebellion to take the throne. It would later be found that either was the case and she had in fact joined the side of Markus Tosima in his quest to rule the entire region once more, and to take her seat as the High Queen of all of Tosima, wishing not true ill will upon her sister, though as a matter of necessity had warned that their forces would be bound to attack Elderfall if Ludithas were not to hand over the Terra Stone so that Terrczar (Markus Tosima) could grow in his powers and attempt to unshackle himself from Sadanna's leash.
Boblin

**Name:** Boblin **Race:** Goblin **Age:** 12 **Class:** Wizard **Alignment** Chaotic Neutral **Background:** Boblin, was born gifted. Whether it was by random chance or a blessing by Maglubiyet that was yet to be determined. Growing up these past 4 years he quickly rose up in goblin society with his fast reflexes and ripped body. He however quickly realized that Goblin society was inherently flawed. Their God demanded that they conquer and carve out their realm, that they enslave all that they could bend to their will. Though generation after generation things never got better, more often than not they actually deteriorated. They never cultivated crops, built great weapons or learned to use booyahg like the greater races. He shared his ideas with the other lashers. He was swiftly kicked from the tribe and left to his isolation. **Adventure Hook:** After being kicked from his tribe, Boblin roamed around for quite some time. He eventually discovered a dead wizard and his spell tomb. He became enamored and quickly studied the book front to back. He discovered that he could use booyahg. With his newfound power, he stowed away on a ship bound for Eskarya, hoping to become more powerful. He will bend the goblins to his will, he will elevate their race... or die trying. **Link to Face Claim:** https://i.pinimg.com/originals/5d/8b/14/5d8b1437e2364d020ee465e068bfab04.jpg
Elysia

Elysia is a rediscovered continent following its collapsed centuries ago. Within the known scope of lore and research of Eskarya, it was once home to an advanced civilisation before its ultimate destruction following an invasion of aberrations in the form of Mind Flayers in their quest and hunt for rare artifacts known as Lachla Shards. Hidden away by a secret organisation called Arcadia, the continent was left to be destroyed as their search for the shards did not end until the near entire populace of people were eradicated. It is not know what has become of the Lachla shards of the members of Arcadia, except that of Varal who resides within his tower, and Estelar whom has been successfuly scried on briefly by Alton Elenaur.

The many secrets of the land and its history remain hidden away in the depths of castles, cities and monuments that have long been forgotten, but schoalrs and researchers alike have begun forming a timeline of events to better understand the history of the world.

What is clear is that within the continent, there has been the discovery of new beasts, creatures, races, entities and deities. Some with fair similarities to that of their homeworld, and others that are completely alien to the known world.

The current timeline of Elysia can be found **here**.
Slink's Revenge

**Slink's Revenge** is a magical Gauntlet created from Sip reverse enginering the Flame Jet Gauntlet

## Slink's Revenge

### Source

Created By Sip

The Gauntlet is built around a central core housing a captured fire Elemental. Bronze fittings holding it in place on the dorsal side of the hand. The Gauntlet is attached to an arm brace fitted with carefully reformed bronze plates and leather strappings holding it in place on the arm for better recoil compensation. The Gauntlet's core is connected to several valves and switches that keep the power of the elemental in check.

When the safety is turned off an individual proficient in it's use can unleash a powerful line of flame to burn and incinerate foes.

## Creation

After being gifted the Flame jet Gauntlet of Bhelnir Darkheart Sip pulled the Gauntlet apart piece by piece, trying to figure out a way to harness the fire Elementals power without the use of Psionic power. After many failed tests and tribulations using alchemy and an assortment of magic items she figured out a way for her to harness it's power by replacing the need for psionic energy with the Arcane.

Sligthly less efficient than the Gauntlet used by the Duergar king but still a formidable weapon of destruction.
Kryothantine

Discovered from the meteor forms around the shell of the Kryothid aberration that landed in southern Elysia to the north east of the Tower of Varal.

A bizarre alien material, with forms a metallic like rock though cold to the touch and the texture of which reminiscent of glass or obsidian. Organic in appearance, much like shell or horn, with a shimmering opalescent surface. The material is lightweight and almost unbreakable.

After much research over the material, its defensive properties and malleability, it is ascertained that the rock like alloy could be formed to create highly defensive armour, not only to weapons and elements but also to the effects that may alter, away or penetrate the mind. Such weapons and armoury would be incredible difficult to craft, requiring a great deal of time and mental fortitude as a combination of enchanted smithing tools and psionic concentration are required to form the fragments into the shape required to any weapon or defensive instrument or garment.

The following items and associated benefits can be gained by crafting the rock fragment, heralded as Kryothantine.
Tolrond of Windvale

Tolrond of Windvale was a human fighter that was among the first to explore the frontiers of Eskarya.

## Background

Tolrond was born as the son of Tolric, a knight in the service of the Lord of Leilon along the High Road between Neverwinter and Waterdeep, growing up in the more rural areas of the Sword Coast, where he over the years learned all the skills his father possessed, be they of a physical nature, required for combat, or related to the nature that surrounded the small keep, surviving in the wild plains and hills and forests. Thus, his path was set to become one following in his father’s footsteps, and at the age of seventeen, he fought in the army as a Soldier, through his father’s standing possessing a good connection to the officers, while his lack of true experience still grouped him with the common men-at-arms.

Only a year later, however, Tolrond did receive the experience many of his companions already had, when the Lord’s feud with a neighbouring nobleman flared up and the levies were raised. Battle ensued and Tolrond got a real taste of the soldier’s craft. For the first time, he saw a man slain, one of his companions right beside him, and only moments later, he killed his first enemy with his sword. The fighting continued, and as Tolrond was cornered by foes, he recognised his friend Lormond from the corner of his eye, striking down the enemy soldiers, allowing Tolrond to defend himself effectively and survive the fight, but at the cost of his own life. Thus, even though they suffered a defeat that day, Tolrond retreated with his life.

In the next battle, Leilon’s men struck back, and Tolrond charged not only out of duty, but also out of vengeance for his lost friends. Thus encouraged, he fought the enemy soldiers with vigour, and when the small army overcame the foes that day, he was among the group that captured the enemy banner and their Lord, as well. A piece of that banner bearing his first enemy’s sigil Tolrond possesses to this day, while an even more significant change came from that feat, the Lord naming him his own standard bearer, both due to his valour and also his knightly blood.

Thus, Tolrond has continued to serve in the army alongside his father, while also receiving some insight into the matters of noblemen, some of his journeys alongside his Lord taking him into Waterdeep, where he came to know the wonders of the city and stories from beyond, brough by travellers from overseas.

After one of those trips into Waterdeep, some years of service already having passed, Tolrond decided to leave behind the life he led so far, and seek adventure on one of the ships leading westward.
The Enchiridion of the Silver Void

Discovered in Flamerule 1495 DR, the tome seems to be Elvish design and some of the typography written in an Elvish script. Found in a Kobold Lair where both magical and scientific experimentations seemed to have taken place.

With a quick turning of pages, it was uncovered that there was once a powerful spell-caster by the name of Varal, a mage of great power who was able to conjure silver gateways to rid the lands of fiends into a demi-plane of his own creation, which was aptly named the Silver Void.

## Research

#### Undertaken by Lost Flame - Hammer 1496 DR

A week of pouring through the Silver Void, the Tabaxi discovered that this famous mage, Varal, was of Drow descent, but was not a follower of the Spider Queen, having rejected the den that he come from in the underdark and sought out the teaching of Elysian Institute of Arcana.

It also read, that Varal had such knowledge, that he had even crafted and composed his own spells as he was able to bend the weave to his will unlike any other before him.

The Silver Void is an incredibly high level spell with influences of plane shift, arcane gate and the banishment spell. Currently a horde of demons in their thousands currently exist in a demi-plane of his own creation, awaiting their return to the material plane where they wreak havoc upon Elysia once more.

Varal notes that whilst he does no fear the power of a demon Lord, knowing that he would be capable to ridding the world of it with a casting of Silver Void, if the four Demon Lords were released, then their power would be enough to undo what he done to their horde.

It is also recorded that the same spell was attempted on the Mindflayers and their spelljammers, but their ability to planeshift abilities enhances by psionic powers was enough to easily escape the Silver Void. Hence Varal came to accept their arrival, and was forced to merely hide in his tower as the world around him was slowly destroyed and lost to decay as the population of Elysia were imprisoned, indentured, and consumed, otherwise taken to other planes on passage upon the Spelljammers slave ships.