recursal/Fanatic-Fandom huggingface dataset:
Wolf Cave

The very first mission taken by the new wave of Adventurers, the crew were tasked with helping a man known as the Professor re-acquire his ancient sword that had been stolen by a group of bandits.

Upon arrival, our Adventurers (being Abul, Ichabod, Lyra, T'zerda, and Gort) found a cave after following the bandits tracks. Here, they found the mangled corpses of the bandits, and a pack of wolves had been resting there. In the center of the cave was a Dire Wolf, who was the mother of two other wolves.

The Adventurers engaged the beasts. T'zerda was the first to fall, taking a critical wound from the Dire Wolf. After rescuing her, the others fought on. This resulted in the deaths the two wolves, and the mother called for the father.

Standing on the top of the caves entrance arrived a Druid, who transformed himself into a Winter Wolf. Here is where it laid down the law, firing its ice breath at the Adventurers. Gort was the first to die, being instantly frozen and his metal body stuck in place. Abul, Lyra and Ichabod did not die, however Abul had to pick up Ichabod's unconscious body as they climbed out of the cave.

*"The last thing Lyra saw was the massive teeth looming over her face. Here, she witnessed what true terror felt like, and with a cold breath over her skull Lyra perished to the jaws of the mighty Wolf."*

T'zerda only survived afterward because her loyal retainer had jumped in to rescue her. A day after this mission, the Adventurers saw this retainer return to the Guild Hall. Here, he dropped T'zerda's dying body in front of everyone. He himself, died to the wounds inflicted to him during the retrieval of T'zerda's body.
Dorrod Muth

Funerals
Caves
Stone & Gems
 Cult
 Location

Dorrod Muth the Long-Abiding is the god of the Underworld, and former ruler of Roreg Logh. His domains include death, funerals, caves, stone, and the protection of the Underworld. Dorrod Muth, along with Yolu and Shol, formed a triad referred to as The House of the Dead. Dorrod Muth administrates the lives and deaths of mortal-kind, rules over and defends the souls of the dead, and protects the Underworld from the ravenous Shol. He is said to preside over all the wealth and deep places of the earth, and holds little regard for the surface.

## History

Unlike most of the other gods in A'therys, Dorrod Muth had very little interest in the mortal plane itself. During the Winnowing, he rarely took part in the battles that raged between the other deities. Instead, he ruled over his own domain, the Underworld, and the subjects sent there by horrors of war. When the First Calling arrived, Dorrod Muth was forced to take up a physical presence in A'therys, and so constructed the Halls within Roreg Logh as his single anchor to the mortal plane. He would rarely appear there, however, and instead allowed his priesthood to dictate most of the practices of the living. Members of his priesthood perform rites for the deceased, preside over funerals, and combat the undead, as prescribed in Dorrod Muth's holy book, called the Book of Echoes.

Dorrod Muth's duty is to the dead, not the living, and so he rarely took interest in them. This was especially evident at the time of the Second Calling when, absolved of his duty by Llyrrh, he departed without a second thought about his people. During his reign, he and Yolu easily held back the hunger of Shol, keeping him confined to the Void. But with his departure, Yolu was forced to sacrifice much of her own power to bind Shol for the safety of mankind. Whether Dorrod Muth returned to the Cosmic Mesh along with the other gods who left, or continued to sit on his throne in the Underworld, is unknown.

## Appearance

Dorrod Muth was one of the most unusual of the gods in A'therys, especially in appearance. As he cared little for the living, and rarely appeared before them, he did not feel it necessary to appear similar to mortal-kind. On the rare occasions when he physically manifested, he appeared as a large cloaked figure, with no limbs apparent. He wore a mask of simple carving, made of stone, and his movements were slow and methodical. The few observers could not be sure whether there were arms or legs beneath the cloak, and when limbs were suggested none could tell how many there were. In any case, it was very clear to them that it was not a human form beneath. Second perhaps only to Shol, the Long-Abiding was the second least-human god in all of A'therys, for he rarely had need to be otherwise.

1. ↑ http://atherys.com/wiki/index.php?title=Dorrod\_Muth
Sir Markuth Roseblood

```
"I take it's legs"

```

## Traits

Sir Markuth Roseblood is a Tiefling Ranger, formerly a Shifter Fighter, who is one of the founding members of the adventuring party the Goon Squad. Not much is known about Markuth's past, but he proved to be a skilled swordsman in both of his lives. He is married to the elf potion maker Kayleth.

## Achievements

* Jumped down a 60-foot building, ran 100 feet, jumped 30 feet and cut a wire-noose all in 6 seconds
* "The most horrifying man in the world"
* Managed to conceal his age of 15 for the first two years of his adventuring career

## Equipment

* *Ryūjin, +3 Dragonslayer Longsword*
	+ Made from the scales of each type of dragon
	+ Deals 1d6 acid, fire, cold, lightning and poison damage
	+ "Even dragons fear something"
* *Ōkami no yumi, +2 Oathbow*
	+ Blessed by the Huntress
* Marley the dire wolf

## Fate

After his reincarnation, Markuth pursued knowledge of the sword and of survival. He used this knowledge to find the temple of the Huntress, and by using her sacred bow *Ōkami no yumi,* he hunted down one type of each dragon. He forged the blade *Ryūjin* from his original black-dragon scale katana.

He and his wife Kayleth proceeded to travel far north, and there they found the lost kingdom of Bael Turath. Markuth used his influence to rebuild the once great kingdom, and he and his wife spent the rest of their days as the King and Queen of the new empire.
KO the One-Man-Legion

KO had started off his life as many Warforged had, being a soldier for the Rohgardian military. He was one of the first generation of Warforged, and he was one of the few who had been able to survive the first wave of the war. He earned the title of the "One Man Legion" at the battle of Darkheim.

*"The story goes as this, child. On the 10th day of the battle, a shining carapace of a man had arrived with his force to help the great general Gregory. It was KO, the One Man Legion. Known for his immense strength and durability, KO plunged himself into the Darkheim. Battling 1 versus 1 against Gemstarzha the Spider Queen, KO held her off long enough for the remainder of the Heavenly Alliance to get out. And with one swift fist, he collapsed the entrance to the Dark, trapping all the Drow inside. Some say he still lives, fighting them all off as the guardian of Darkheim. Others say his body had been set in immortalized stone, waiting to be returned back to life. All I know is, he made sure we all made it out of there. You wouldn't have good ol' pappy here without KO." -* Survivor of the Battle of Darkheim
Paddock Locksash

## Traits

Paddock Locksash is a Green Dragonborn Cleric, formerly a Human Wizard, and is one of the most beloved members of the famous adventuring group the Goon Squad. Not much is known about Paddock's first life, other than his knack for tinkering and smithing. He was reincarnated as a dragonborn, to a family of evil dragon cultists.

## Achievements

* The most trustworthy member of the Goon Squad
* Lost many a limb to a ring of three wishes
* The only person to draw a "good" card from the Deck of Many Things

## Equipment

* Rope of Entanglement
* Ring of Three Wishes (cursed)

## Fate

After being reincarnated, Paddock met back up with the rest of the squad. When they all began to settle down, he and his new partner Nyssia Rainblade, set out to find his moving castle. When they found it, he appointed her to be the steward of Paddocks Moving Castle. The two won't admit it, but they are in a relationship.
Captain Guinevere

```
"They aren't part of *my* crew"

```

## Traits

**Captain Guinevere** is a Human Rogue, and was Captain of a Pirate ship. A proven swordsman and marksman, she recently lost her ship to a group of raiders from Crynn.

## Accomplishments

* Surviving the attack of the raiders from Crynn
* Showed off her swordsmanship against some bandits
* Threw many zombies off her trail
* Was the only one to take no damage from the Z.O. until the last round
* Was knocked unconscious by two consecutive hits from the Z.O.
* Refused to help Ichabod and T'zerda during the fight against the Four Beast Generals

## Equipment

* Pistol
* Her signature Rapier
* *Frost Brand,* the frost shortsword
Battle of Berges Keep

The legions of Mankind, Elvenkind, Dwarvenkind and Mouse fought at the battle of Berges Keep against the remaining forces of the Orc. Here is where Martin the Warrior made his name, and lost his life following the duel between he and Balagog the Untamed. Brelham the Stout lost his life to Urzog the Hellsword, whom had sadly escaped the battle with the remainder of the Orcish troops. Berges Keep stands as a sign for Mankind as the final push they had made to claimed their own place in the World
Baphus

Cult

Though Yeor created the lands and most of the living beings we know of today, he was not the steward of the green life of A'therys. That falls within the domain of Baphus, sometimes called "The Painted One." He is the god of the wild fields and wildflowers, the springtime, and of the cycle of renewal. More a spirit than a true deity, he is one of the oldest gods, older even than those mighty six that held nations, and he still walks A'therys to this day.

## History

Baphus was one of the first gods to descend to the mortal plane, arriving with Cevolo closely behind Yeor. He and Cevolo quickly formed a tight friendship, both youthful spirits of nature, and they frolicked in the new greenery and hunted wild beasts together. Baphus tended not to interact with the other gods at all, save for his friend. After the First Calling, however, their friendship changed. All the gods were forced to mature after that event, and take on responsibility for their actions.

As humanity came into its own under the stewardship of the other gods, they began to affect the natural balance. Farming, deforestation, encroaching civilization; all changed the world in ways neither of the gods readily embraced. Baphus took a passive and aloof approach to his station, doing little to intervene in the events of the world; he would allow all of his fields and meadows to burn to the ground, and simply wait for the springtime to plant them anew. This close association with the cycle of rebirth in nature led many ancient tribes of humans to worship him as a god of life and death, instead of the House of the Dead. Those who follow the Painted One in this way dress their dead in the colors of springtime, that they might be reborn just as the world is at the end of the winter seasons.

His relationship with Cevolo since the First Calling has become strained, however. Though they still consider themselves close friends, certainly more so than any of the other gods could claim, they have grown apart. Cevolo, having become violent and vindictive since humanity began to encroach on his forests, does not approve of Baphus' calmer measures and understanding. In the same way, Baphus disapproves of Cevolo's nature, and fears that his friend has lost touch with the world.

## Appearance

Baphus has very rarely taken a physical form, as he has no need to. His followers understand him as he is, a spirit of nature, and they have no need of a physical form to converse with. When he does take a body, it is usually that of an avuncular old man, towering over a mortal man as most of the gods do, his skin an ever-changing canvas of pastel colors. He wears a crown of thistles, his signature, and his flowing beard is woven with white flowers. His jovial spirit is masked by a large oak leaf with a charming, painterly interpretation of a human face.

*Originally written by OccidentalAnvil for the more official A'therys wiki*
Orukmaan

Half-Orc have similar features as their Orc kin such as grey/green skin color, black/brown hair and even large jawlines and teeth. They also have many features similar to that of humans which make them both outstanding warriors and dangerous politicians.

Half-Orc usually reside in New Orcustaad, the capital of the Orc Tribes. However some are raised in Rohgard to with their human families. New Orcustaad is a dirty, coal covered wasteland known for its metalwork legions of dark creatures.
Player Characters

## **Adventurers:**

### The First Age of Adventurers, Stormwatch (200 P.E.)

* Rolt Naphtali
* Tiptoe Gearnahlt / Index Lefinch
* Captain Guinevere

### The Second Age of Adventurers, Rise of Tiamat (300 P.E.)

#### Order of the Dragonsbane

* Sir Baulder
* Mican Hex
* Hescan
* West
* Kaiser Sequence

#### The Other Guys

* Era Ala
* Ketrin
* Uggtor
* Kriella Poetry
* The Mysterious Ranger

### The Third Age of Adventurers, The Threat of Bane (350 P.E.)

#### The Goon Squad

* Duelo Ala
* Paddock Locksash
* Sir Markuth Roseblood
* Fayt Barrington
* Eileen
* Kol
* Clyde Irvine

### The Fourth Age of Adventurers, The Shattering (500 P.E.)

The Goon Squad (see above) - ***reincarnated***

### The Fifth Age of Adventurers, Grim-Gaia Reforged (200 N.A.)

\*TBA

###
The Elderwood Isle

The Elderwood Isle is home to both the High Elves and the Wood Elves. The high elves inhabit the massive port city of Glyphwood, while the more reserved wood elves tend to remain in the Scarwood forests that cover the entire island.

Glyphwood is a feudal land, and sections of the city are ruled over by Daimyo’s. Many of these Daimyo’s fight one another in almost gang-like wars over control of certain parts of the city, however they are normally fought in duels between the Daimyo’s two most skilled warriors, known as Bushi. All Daimyo's answer to the Shogun, who is the leader over all of Glyphwood.

The elves of Glyphwood worship the Elven pantheon, headed by Corellon and his wife Sylvanas.
Mankind

Created by the Gods of Nelemon, Humans live in the lands known as Rohgard. Humans are the most versatile and ambitious race in this world. Ranging from doing literally every/anything, humanity is the one card that nobody thinks is that important, but usually ends up being useful no matter what. Most humans fight alongside their Warforged soldiers, making Human and Warforged characters likely to be brothers in arms. All humans are technically children of the Nelemon Gods, however a select few are known as Godborn.
Карикала II

**Карикала II** (яп. カリカーラ二世 Karikāra Nisei ) Нисей - король королевства Шиндхура и отец Гадеви и Раджендры.

## Внешность

Карикала - старик с длинными седыми волосами и густой бородой. У него темная, морщинистая кожа. У него узкие, карие глаза.

## Личность

Карикала - добрый и мудрый человек, который имеет сильную веру в богов Синдхуры. Он признает себя, что его мудрость не безгранична.

## Отношения

### Гадеви

Карикала, похоже, не доверяет своему первому сыну, так как подозревал, что они с Раджендрой "устроили неприглядную братскую ссору", когда Гадеви утверждает, что Раджендра пытался его убить. Пожилой король отметил, что если бы у Гадеви была хотя бы половина сострадания Арслана, он бы избрал его королем.

### Раджендра

Кажется, что Карикала больше доверяет своему второму сыну, рассказывая ему в последние минуты, что он счастлив, что доверил королевство Раджендре.

## Интересные факты

* В серии OVA он не говорит Гадеви, что преемственность будет решаться на дуэли, а вместо этого посылает гонцов информировать двух своих сыновей.
* Он имеет поразительное сходство в телесериале "Аниме" и серии "OVA".
* Он назван в честь Карикалы Чола.
* Хидэюки Умезу, актер с голосом Карикалы в аниме 2015 года, озвучил своего сына Раджендру в OVA.
Stärke

## Pfad des Bären (Anheben)

Stufe 1

* Heben von 150 kg.

Stufe 2

* Heben von 250 kg.

Stufe 3

* Heben von 750 kg

Stufe 4

* Heben von 1,5 Tonnen.

Stufe 5

* Heben von 4 Tonnen.

## Pfad des Löwen (Schlagen)

Stufe 1: 1BP (hält für die Dauer des Kampfes); +1 Schaden

Stufe 2: 2BP (hält für die Dauer des Kampfes); +2 Schaden

Stufe 3: 3BP (hält für die Dauer des Kampfes); +3 Schaden

Stufe 4: 4BP (hält für die Dauer des Kampfes); +4 Schaden

Stufe 5: 5BP (hält für die Dauer des Kampfes); +5 Schaden

## Pfad des Nashorns

Stufe 1

* doppelter Schaden gegen unbelebte Gegenstände (zerstört z.B. eine Holztür)

Stufe 2

* dreifacher Schaden gegen unbelebte Gegenstände (zerstört z.B. eine dünne Metalltür)

Stufe 3

* vierfacher Schaden gegen unbelebte Gegenstände (zerstört z.B. eine Sicherheitsglastür)

Stufe 4

* fünfacher Schaden gegen unbelebte Gegenstände (lässt einen z.B. eine Steinwand einstürzen)

Stufe 5

* sechsfacher Schaden gegen unbelebte Gegenstände (zerstört massive Panzertüren oder Stahlbetonmauern)
Fayt Barrington

```
"Negative"

```

## Traits

Fayt Barrington is a Human Monk, formerly a Half-Minotaur Ranger, and is part of the adventuring group the Goon Squad. Raised by Rolt Naphtali's right hand man Sir Barriston (Barry), Fayt had a troubled upbringing. During his training, he released the demonic power of Baphomet and unintentionally killed King Rolt in the process. After his death at the hands of Isley, he was resurrected as the avatar of Nobanion.

## Achievements

* Helped discover that throwing a paladin at maximum velocity does, in fact, deal more damage
* Went face to face with the demon lord Baphomet
	+ Don't worry, they're bros now

## Equipment

* Starmetal Longsword, *+3 Longsword*
	+ Forged by Paddock Locksash
	+ Only weapon that could defeat Bane the Godkiller
	+ Currently has the bastard sealed inside of it
* Adamantine Mobile Suit, *+3 Adamantine Plate Mail*
	+ Comes equip with "boosters" and wings
	+ "Medieval Mobile Suit"
* Flaming Skull Skull
	+ The skull of the flaming skull Hans Von'Doum

## Fate

After many years of shenanigans that followed the Goon Squads resurrection, Fayt returned to Silvermoore to reclaim his rightful spot as the king. When the current king declined Fayt's offer ("I do believe its time for you to leave"), Fayt responded with a swift "Negative" and slew the king. He proceeded to live out the rest of his days as the king of Silvermoore (for better or worse).
Осроес V

Осроес V (яп. オスロエス五世 Osuroesu Nanasei) - покойный персонаж серии новелл "Arslan Senki".

Он - бывший король Парса, отец Гермеса и старший брат Андрагораса III, по слухам, был убит Андрагорасам.

## Внешность

Осроес показывается во флэшбэках без волос, а его глаза в большинстве случаев закрыты.

## История

Осроес был предыдущим царем до его младшего брата, Андрагораса. Он изображен как отец, который гордился своим сыном Гермесом и возлагал на него большие надежды как на наследника престола. В 304 году, в возрасте 30 лет, он умер от болезни, получив травму от падения с коня. По слухам, его убил брат за престол и, возможно, рука Тахамине. Это вызывает у Гермеса великую ненависть к его дяде.

## Интересные факты

* Его актер Уншоу Ишизука озвучил Ван Хоэнхайма.

###
Bran Stormwind

## Traits

**Bran Stormwind** is a Human Fighter of the Stormwind Clan. Raven haired and steely-grey eyed, Bran is a skilled swordsman and tracker.

## Achievements

* Semi-Tamed a Wyrmling Black Dragon
	+ Went all "Chris Pratt from Jurassic World" on it
* Negotiated with the Goliath's of the Forgotten Lands
	+ Has called "dibs" on Captain Bills ship
* Pulled another "Chris Pratt" on a pack of, yes, velociraptors
	+ After they each bit a chunk out of him, however

## Equipment

* His Longsword with a Thunderbird on the pommel
	+ his Family Crest
* "Uva's Claw", a magical glaive with both healing and necrotic properties
* Currently has the most Gold out of every Player Character in the world (1055 GP)
Drow

Created by their Goddess Lolth, Drow are the dark skinned, white haired, and pale eyed elves. The Drow were not always viewed as evil, until they decided to stand against their Elven kin and assist the Orc during the Orcustaad/Rohgard War. After being forced into the Dark by Mankind at the battle of Darkheim, the Drow now wait for their return to the surface.

The Dark is an immense system of caves and caverns which had once been ruled over by the Illithid and their army of Gith slaves. After the Gith Rebellion, the few remaining Illithid have thus decided to join with the now powerful Drow forces.

Drow are some of the most skilled assassins and warriors, having fought off legions of Humans before being pushed into the Dark. One of the most notable Drow was “Gemstarzha the Spider Queen”, whom most notably led her forces against the Man/Warforged legion and went toe to toe against the Warforged General known as “KO The Unstoppable Legionnaire”.
Auspex

Auspex beginnt mit einer einfachen Verstärkung der normalen Sinne und teilt sich dann in zwei verschiedene Bäume auf. Den Pfad der Emphatie und den Pfad der Hellsicht.

## Grundstufe

Stufe 1

* Besseres Sehen, Kosten: 1 BP, schärft die Sehkraft des Anwender.
* Besseres Hören, Kosten: 1 BP, schärft das Gehör des Anwender
* Besseres Riechen, Kosten: 1 BP, schärft den Geruchssinn des Anwender

## Pfad der Emphatie

Stufe 2

* Gefühlswelt lesen, Kosten: 1 BP, Der Anwender nimmt die zwei vorherrschenden Gefühle des Betrachteten wahr.

Stufe 3

* Geistige Berührung, Kosten: 1 BP, Lässt den Anwender Erinnerungsfetzen die an Gegenständen haften, erkennen.

Stufe 4

* Gedanken Transfer; Kosten: 1 BP, Ermöglicht das Senden von Gedanken oder Bildern.
* Geistige Verbindung; Kosten: 1 BP, ermöglicht es eine Verbindung mit einer einzelnen Person in Sichtweite aufzubauen um einfache Gedanken entweder zu senden oder zu empfangen.

Stufe 5

* Blick in die Gefühle; Kosten: 1 BP, Ermöglicht einen tiefen Einblick in die Gefühlswelt des Betrachteten.
* Gedanken lesen, Kosten: 1 BP, Ermöglicht es oberflächliche oder aktuelle Gedanken des Betrachteten wahrzunehmen.
* Gedanken Transfer; Kosten: 1 BP, Ermöglicht das Senden von komplexen Gedanken und Bildern.
* Geistige Verbindung; Kosten: 1 BP, Ermöglicht eine geistige Verbindung mit einer Person mit der man eine Unterhaltung führen kann.

## Pfad der Hellsicht

Stufe 2

* Aura Wahrnehmung; Kosten: 1 BP, Lässt den Anwender die Aura des Betrachteten erkennen.
* Spezies erkennen; Kosten: 1 BP, Lässt den Anwender erkennen ob der Betroffene Werwolf, Mensch oder Vampir ist

Stufe 3

* Magie spüren; Kosten: 1 BP, Lässt den Anwender Magie erkennen. Aktive Magie strahlt heller als passive.

Stufe 4

* Diablerie erkennen; Kosten: 1 BP, Ermöglicht es Diablerie-Streifen zu erkennen

Stufe 5

* Lüge oder Wahrheit erkennen; Kosten: 1 BP, Lässt den Anwender erkennen ob er belogen wird.

## Meisterliches Auspex

Wer einen der Pfade gemeistert hat, kann zusätzlich die folgende meisterliche Auspexfähigkeit erlernen.

Stufe 5

* Astralprojektion; Kosten: 1 BP, Ermöglicht eine Projektion des Ichs
T'zerda Giovannia

## Traits

The Kindred "princess", born of house Giovanni, T'zerda is a monk who uses her umbrella to her advantage while kicking, and biting, enemies to death.

## Achievements

* One of the few survivors of Wolf Cave
	+ Brought kicks to a wolf fight
* Cleverly tricked "The Great One" into believing she was interested in it, romantically
* Met 3 Dark Beings in a scrying portal
* Fought along side Ichabod in the fight against the Four Beast Generals
	+ Was knocked unconscious by Abul
	+ Brain was eaten by The Mind
High Elves

The most common of the elves, the Sun and Moon elves were created in their God and Goddesses image.

**Corellon** created the Sun elves in his image, with their bronze skin and copper, black or golden blond hair. Sun elves are the more reclusive of the two, and they believe they are superior to non-elves and even other elves.

The Moon elves, created in the image of **Sehanine**, have blueish/grey tinted skin with silver-white, black or blue hair. They are the more friendly variety, and they are often friends with humans and the other races.
High Elf (Moon or Sun)

The most common of the elves, the Sun and Moon elves were created in their God/Goddess image. Corellon created the Sun elves in his image, with their bronze skin and copper, black or golden blond hair. Sun elves are the more reclusive of the two, and they believe they are superior to non-elves and even other elves. The Moon elves, created in the image of Sehanine, have blueish/grey tinted skin with silver-white, black or blue hair. They are the more friendly variety, and they are often friends with humans and the other races.

The High Elves rule over the lands of Alfa Belanore, which hold massive cities of the Sun and Moon elves. The Sun reside in the northern hemisphere of Alfa Belanore, known as Umindell. A secluded city, Umindell rarely sees visitors from outsiders. On the opposite side of the spectrum lies Inlunnal, the Moon Elf capital. A bustling trade city, Inlunnal is the home not only to Moon elves but to many travelers and traders.
High Hulheim

A series of mountain ranges and valleys which act as almost a marker between the Human and Elven lands, High Hulheim is the land of the **Dwarves**. Here is where they make their famous armor, and the stories tell of how the Dwarves had climbed out of The Darklands, only to find a mighty **Beast** laying in their new home. After slaying the Beast, the Dwarves took control of what is now High Hulheim and became some of the worlds best warriors, smiths, and engineers.
Alfa Belanore

The **High** **Elves** rule over the lands of Alfa Belanore, which hold massive cities of the Sun and Moon elves in the South Western Hemisphere of Stormwatch. The Sun reside in the northern hemisphere of Alfa Belanore, known as **Umindell**. A secluded city, Umindell rarely sees visitors from outsiders. On the opposite side of the spectrum lies **Inlunnal**, the Moon Elf capital. A bustling trade city, Inlunnal is the home not only to Moon elves but to many travelers and traders. In the center of Alfa Belenore lies the **Wood Elf** capital **Shalone**, which is known for it's massive cities carved and set at the tops of the trees of Alfa Belanore.
Bael Turathian Empire

Bael Turath is a barren, ice tortured wasteland. Due to the frozen wasteland that they reside in, the Empire struggle to survive every day. In order to keep spirits up, the royal families hold gladiatorial matches daily and the **Tiefling** use many slaves and prisoners of war to fuel their bloodthirsty needs. The Bael Turathian Empire stands against the Arkhosian Empire in a war for rule over the Northern Hemisphere of Stormwatch.
Clan Tremere

Haus und Clan Tremere sind eine gut organisierte, kleine und verschworene Gemeinschaft, die von den anderen Clans stets mit Misstrauen betrachtet werden. Ihre magischen Fähigkeiten sind durch die Zeit immer wieder bestätigt worden, doch da sie ihre Geheimnisse streng hüten, ist nur wenig darüber außerhalb des Clans bekannt. Doch neben ihrem magischen Können sind sie zudem auch politisch äußerst geschickt und verstehen es dadurch ihre Position innerhalb der Camarilla zu bewahren und auszubauen.

Doch es gibt auch noch genügend Ahnen, die sich daran erinnern, dass die Tremere erst im Mittelalter zu einem Clan wurden, nachdem sie sich mit Hilfe magischer Rituale in Vampire verwandelt hatten.
In jeder größeren Stadt haben die Tremere einen offiziellen Sitz, ein Gildehaus, in welchem die meisten Tremere unterkommen und in welchem die meisten Studien der Magier betrieben werden. Obwohl der Clan als Ganzes sehr mächtig ist, hüten sich erfahrene Mitglieder von Haus und Clan Tremere davor dieses anderen Kainiten zur Schau zu stellen. Denn auch wenn sie mächtig sind, ihre Zahl ist klein, und eine Hexenjagd ist schneller ausgerufen, als sich ein Tremere umsehen kann. Darum bieten sie auch häufig ihre Fähigkeiten und Dienste den Mächtigen und Einflussreichen der Camarilla an.
Haus und Clan Tremere ist streng hierarchisch organisiert, den Befehlen eines Übergeordneten nicht zu befolgen, bedeutet den Tod. Auch heißt es, dass jeder vom Clan Tremere an die sieben Ältesten, deren Sitz wohl in Wien ist, blutgebunden ist und etwas von ihrem eigenen Blut bei ihnen hinterlegen musste.

## Anfangswerte

Tremere starten mit:

* Okkultismus (menschlich) 1

* Okkultismus (Kainitisch) 2

* Okultismus (sakral) 1

* Naturwissenschaften 1

## Disziplinen

Ihre Disziplinen sind:

* Auspex

* Thaumaturgie

* Beherrschung
A Brief History of Grim-Gaia

Why, hello there! My name is Tiptoe Gearnhalt, Illusionist Extraordinaire. Now yes, you might be thinking “Why is this book talking to me? Who is Tiptoe? What is that god awful sound?” All will be answered inside the confines of this book! Well, except for that second question. Moving on!

The world of Grim-Gaia is an amalgamation of all races, but the most common of all are the humans. Most of the civilized folk live in and around the cities of Grim-Gaia, but don’t be fooled, the elves and dwarves have their share of land too. Heck, even the Orc had their own city!

Not all of Grim-Gaia is civilized, no, you will find many monstrosities and beasts outside the city walls. Most folk tend not to venture too far away from the protection of cities, which you’ll notice when you see small villages and towns hugging the borders of most cities.

For the hundreds of years since the Great Exile, adventurers have kept the monsters at bay and have helped the common folk with the major issues of the world. Because of their importance, every city has an Adventurer’s Hall! These halls are places where Adventurers like yourself can go and make new friends, talk about current issues, and hell, even test your strengths against your peers. Adventurers aren’t just used for protection though, they’re used for the news and trade! Most cities wouldn’t have contact with each other if not for the words from adventurers, and because trade routes are plagued by bandits and monsters, many cities would perish without the assistance of adventurers.

Adventuring isn’t always just for the good of others. It is the fastest way to make good money and to rise in the ranks of the social chain. Obviously, it is much more dangerous than living a normal life, so those who choose the adventurer's life are viewed both highly and sometimes as fools. “Fame, fortune, and more fame!” that’s the motto I grew up saying, and many generations of adventurers followed that mantra in their quests throughout the years.
Rolt Naphtali

## Traits

Rolt is a Human Ranger, who had once lived in the nearby village of Silvermoore. After the Lycoplague had claimed the lives of all in his town, he aims to return them all to their former selves.

## Achievements

* Tried to help save slaves
	+ Was almost turned into a slave
* Was awarded a fighter companion named **Sir Bariston (Barry)**, after drawing "The Knight" card from the Deck of Many Things
* Almost killed by the Z.O.
* Contracted Lycanthrope in an Underground Lycan Cage Match
* Member of the group who Slew the Leviathan

## Equipment

* His trusty Rifle a Piece of Heaven
* *Wulfengarde*, a silver dagger with a wolfs head on the pommel
* His handy poultices, which he rubs on his crotch
* The Legendary ShiShiOh

## Fate

Rolt returned to Silvermoore after mastering his Lycanthropy and tamed the Lycan horde, keeping the beasts contained within the city walls until a new race the Shifters where born
Jünger des Seth

Die **Jünger des Seth** oder **Clan der Schlangen**, kurz **Setiten**, sind einer der dreizehn großen Clans. Sie sind in

Ägypten beheimatet, von wo auch ihr Vorsintflutlicher Seth stammt, dem sie durch Korrumpierung anderer durch Dinge wie Macht, Geld, Drogen oder Sex dienen.

Seine Disziplienen sind

Serpentis

Präsenz

Verdunkelung
Lyra Softpaw

Born from the Longtooth Beastfolk tribe, Lyra is a new-to-the-world adventurer, who's life wasn't very long lived. Lyra was a Bard, and she joined the rest of the new wave Adventurers on their mission to Wolf Cave. Here is where Lyra saved T'zerda's life from certain doom against the wolves. It is also, however, where she lost her own life to the Winter Wolf.
Abul-Abas

```
**"Which pays the most?" - Session 1**

```

## Traits

One of the only survivors of the Wolf Cave, Abul is a Gorebrute Beastfolk Shaman, who's seen some things he wished he hadn't. He was majorly obsessed with gold, but when his greed cost his friends their lives he turned to the spirit Soren to guide him to justice.

He recently had received a letter calling him back to his tribe.

## Achievements

* Using his tusks to their fullest potential
* One of the few survivors of Wolf Cave
* Helped save his friends from the Rakshasa "Archibald"
* Removed his curse by meeting the Lich Abe and helping to kill Abe's sister
Arkhosian Empire

Home to the honor bound **Dragonborn**, the Arkhosian Empir**e** is one of the newest to grace this world. Found over top of the North Eastern hemisphere of Stormwatch. Favoring single-combat and open battlefields, the Arkhosian suffer against the sneaky and cunning Bael Turathian, with whom they've been at war with for almost 30 years now.
Dwarves

The dwarves live in lands of High Hulheim, a series of mountain ranges and valleys which act as almost a marker between the Human and Elven lands. Amongst the Dwarves stands a racial hierarchy. The Mountain Dwarves are the hardest working dwarves, which range from the soldiers to the working class dwarf. The Hill dwarves are the most magically and scientifically talented, and are viewed as the royalty of the Dwarven kingdom. They are also the dwarves who developed gunpowder and guns. Common friends of Mankind, the Dwarves had made a name for themselves when helping to defend against the Orc legions at Berges Keep.
Balagog the Untamed

The strongest warrior in all of the Orc tribes, Balagog was the Self-Appointed General of the Orcish troops. He had fought countless battles against the Heavenly Alliance, however he met his end at the hands of Martin the Warrior.

Having been known for wielding a great Orcish Maul he called The Squirm Killer, and dawning the armor known only as "The Eyes of Gruumsh", Balagog was viewed by many as one of the strongest beings in the history of the World.
Tribes (Ar-Selukk)

Daniloelnino
Mischiv
SoftNecrosis
*Vermethas*
 Capitals
a-Ravhar
Vel-Zyhul
Sal-Ba'ari\_Temple
 Language
 Deity

The Ruling Tribes of Ar-selukk are the groups of people who currently hold control of a specific city-state. There has never been a case of a tribe ruling multiple states; there are however no rules against this. There is a common saying in Ar-Selukk, "The sands are unpredictable and the shifting of power is just the same". Though the nation is associated with freedom and in some cases anarchy, the ruling tribes acts as sovereign governments spanning different forms of traditions. An individual presides over all of the city state and tribe as the leader, they are known as the Dheran. It is under this persons orders and influence that anything can be possible, making Ar-Selukks government the most player ran governments. However Qhul-Rahav keeps a close eye over all of the goings on between and within city states and tribes. With the sadistic and unfaillable powers of the immortal High Priestess, Raviyna av-Kulthanz; the Viziers retain the responsibility to intervene or eliminate any problems.

## City States, Tribes, & Dherans

**Qhul-Rahav** -

Dherans: redninja685, Spajn, lolbroek101

**a'Ravhar** - The Yunav'ari

*Dheran* - SoftNecrosis

**Yrej** - Raml'din Tribe

*Dheran*: Vermethas

**Sal-Ba'ari** - The Syn'ari

*Dherans*: Bellefoxx, Omega\_Iota

**Nandar** - The Ail'Khavir Plainsmen

*Dheran*: Xathas

**Zelarath** - None

*Dheran*: N/A

**Gala** - Ar'zhu-Kel

*Dheran*: Mischiv
Battle of Darkheim

One of the final battles in the Orcustaadian-Rohgarian War, the forces of Men had pushed the Drow back into the Dark.

The Drow, being led by a servant of Lolth known as Gemstarzha the Spider Queen, nearly outnumbered the forces of Men 100-1. At the turn of the battle, on the 10th day arrived the Warforged General KO the One-Man-Legion and his forces to help push the Dark Elves back into their home. They had sealed the entrance afterward, and even though the great General lost his life in order to see his troops safely out, some stories still tell of a great statue in the Dark which is believed to be KO's body.
Lokota

Lokota is of the Cliffwalk Beastfolk tribe, and he has only made one appearance in the world as of thus far. He made his debut in the mission dealing with trouble at a settlement on the border of the Graenoll, where he helped save many people from the cruel torture/sacrifice of the Gnolls. On this mission he teamed up with Rolt, Tiptoe and Jim to stop the Gnoll.
Mousefolk

The Mousefolk are just as they sound. Small, furry critters, the Mousefolk are on average 2 feet tall and have fur ranging from a wide array of colors.

After the tale of Martin, many Mousefolk aspire to be great in something in order to live up to their leaders' exploits. The Softpaw Mousefolk avoid the dangers of the untamed wilds for the security of civilization. Sticking to a bookish nature gives them an edge in the arcane studies and a knack for trade skills and craft. The mark of the Softpaw is a seal of the utmost quality. A Softpaw's natural dexterity and keen intellect make them desirable contract thieves and infiltrators. The Meadowgard Mousefolk, make a living in the wilds. They have keen senses, deep intuition, and a connection with nature that few other races can boast. The Meadowgard stand staunchly at the edge of civilization, knowing that their eyes are the first alarm and their body and blade are the last bulwark of countless others. They have an unwavering sense of duty and a lifetime of experience which keeps them sharp against the dangers of the world. With an Elder's blessing some Meadowgard leave the service of their clans to travel the world and record their journeys.
Ichabod Becker

## Traits

The PTSD Ridden Human Fighter, Ichabod has usually been the voice of reason. Even whilst being drunk

## Achievements

* One of the few survivors of Wolf Cave
* Lost his finger in Wolf Cave
* Helped trap the Werebear
* Saved his friends from becoming gladiator slaves
* Outsmarted the Rakshasa
* Died in the fight against the Four Generals of the Beast Tribes (cut down by Ursa Major's greatsword)
Index Lefinch

The other persona of Tiptoe Gearnahlt, Index Lefinch is a well known Layer among the people of Rohgard. He's a very practical man, and makes it very apparent that he has worked for some of the most powerful people in authority (i.e. Queen Elizabeth, Khaleesi, etc.)

He has used his ability to work a crowd very well, and he even used his fame to persuade the town guards to allow him use of their horses. With his standing in the local "food chain", Index is prepared to use his layer skills to his advantage.
The Great Exile

During the thousands of years after the Storm that Claimed the Land, various races found refuge on Grim-Gaia's soil. For a reason still unknown to this day, the races we know today were exiled from their respective home worlds. This event was known as the Great Exile, and it was the major event that led to the world as we know it today.
Tiptoe Gearnahlt

```
"I am Tiptoe Gearnahlt! Illusionist Exraordinaire!"

```

## Traits

The self proclaimed "Illusionist Extraordinaire", Tiptoe Gearnahlt is a Plagueswarm Illusionist whom enjoys taking on new personas and tricking/stealing from his foes and even his allies. Tiptoe is one of two persona's, not knowing which is his true identity (either being Tiptoe or Index Lefinch)

## Achievements

* Shown off his Illusion magic by turning into the God of Gnolls
	+ Plan failed, didn't speak Gnoll
* Has coaxed guards and shop owners into assisting him
* The only person NOT to be effected by the Deck of Many Things
* Was the only person not to be downed by the Zombie Ogre
* After seeing almost his entire party get wiped, he used his final spell slot to finish off the Z.O.
* Left T'zerda and Ichabod to die against the Four Beast Generals

## Equipment

* Spellbook
* *Tome of Inifinity*
* *wand of magic missile*
* *staff of luck*
* *gem of sight*

## Quotes

```
"You know what killed the zombies? THE ICE AGE!"

```
Minas Dathos

**Minas Dathos** lies on the edge of the Hammerheart and Gods Peak Mountains. This kingdom is home to a majority of the dwarf population, and it is separated into five dwarfholds, all of which border the Mountain ranges. These dwarfholds are Drakenstone, Hymbrak Hall, Deepcrest, Stormhold and Argrym Keep. I have never been within the dwarven kingdom myself, but I’ve been told there is lots of dirt and drinking, both things I can get behind.

The dwarves of Minas Dathos worship the Dwarvish pantheon, which is led by Ulgrem Father of the Mountain.
Orcustaadian-Rohgardian War

In the year 100 P.C.

The people of Orcustaad had heard a strange noise coming from their border. A loud yelling, one which they had not heard before. Here is where Mankind began the war against the Orc, in the land soon to be known as Rohgard.

After 100 years of constant battle, the Orc had been pushed out of Orcustaad to their final stronghold known as Berges Keep. At Berges Keep the final forces of Orc stood against the legions of Man, Elf, Mouse and Dwarf. The battle raged on for 5 weeks, and resulted in the victory for Mankind.

*"We lost many men that day, along with Martin the Warrior and Brelham the Stout. But their lives were not spent in vain, for we have taken our new land and in this Heavenly Alliance we shall claim the Coast States as our own! Huzzah!!"* - General Gregory Havgord, Leader of the forces of Rohgard
Clan Brujah

Traditionell auch »Clan der Gelehrten« genannt ist Clan Brujah heute der gespaltendste aller Clans. Das findet sich bere

   its in ihrem Charakter. Einerseits aggressiv, extrem rachsüchtig und freiheitsliebend, liegt ihnen andererseits auch die Bildung im Blut, auch wenn sie in den letzten Jahrhunderten viel davon verloren haben. Die Wurzeln des Clans Brujah, gehen zurück ins alte Babylon. Der Gründer der Linie soll der Erfinder der geschriebenen Sprache sein.
Heute fallen junge Brujah meist durch ihr direktes und ungeschliffenes Verhalten auf und provozieren gern durch Aussehen, Taten und Worte. Unter den Älteren finden sich jedoch auch viele, die gelernt haben mit ihrem Temperament umzugehen, und sich zwischen heftigen emotionalen Ausbrüchen mit philosophischen und sozialen Fragen beschäftigen. So ist es unter Brujah üblich die Jüngeren gewähren zu lassen, solange sie nicht zu weit gehen, was die anderen Clans dazu bringt ihnen eine gewisse Schwäche im Umgang mit ihren eigenen Kindern vorzuwerfen.

## Anfangswerte

Ein neuer Charakter aus dem Clan Brujah startet mit:

* Fahren 2

* Schusswaffen 1

* Nahkampf 1

* Hangemenge 1

## Disziplinen

Die Disziplinen des Clans sind:

* Stärke

* Geschwindigkeit

* Präsenz
Yeor

Cult

The God of Creation, of mortal life, and of slumber, Yeor is the oldest god in A'therys. He was the first to descend, and it was this arrival and subsequent shaping of the mortal plane that began the Winnowing and thus recorded time. He was a powerful force during that age, commanding great armies of his own immense creations against the other gods who followed him from the Cosmic Mesh. When the other gods grew afraid of his incredible power, they managed to put him to sleep for eternity (possibly using a poison made by Rammat); the God of Creation still dreams, however, and those dreams affect A'therys in many unusual ways. Though the true origin of humans is unknown, it is a commonly accepted fact that Yeor created the race of mortals that exists on A'therys to this day.

*Originally written by OccidentalAnvil for the more official A'therys wiki*
Grim-Gaia Wiki

## A Brief Introduction to Grim-Gaia

Grim-Gaia is a grim-dark, high fantasy setting set in the world of Gaia. It is a hardcore campaign setting, known for its unforgiving nature and usually sinister villains. You can find pretty much all of the information needed to run a game in this setting in the sections below. Good luck!

## Out of Game Knowledge

This section contains the information needed to get started as an adventurer in Grim-Gaia.

## The World

This section contains the basic information about the world, such as the city names and even the map.

## Heroes Thus Far

This section details heroes of all campaigns that have taken place in the Grim-Gaia setting.

## Lore

This section describes the lore of the world, including details on each major campaign that has happened so far.
Dragonborn

Created by the Dragons as their proud humanoid heirs, the **Dragonborn** are one of the most honorable and proud races. They rule over the lands known as Arkhosia, a vastly changing environment which borders the states of the Heavenly Alliance. The Dragonborn are an honor sworn bunch, who value their clansmen over all else. Trusting of many, distrusting of only those from Bael Turath, the Dragonborn are known for their strong warriors and dragon-like appearance.
Tiefling

The **Tiefling** are the horned and tailed humanoids who reign over the lands of Bael Turath. The bloodlines of Tiefling have diverged in two ways, which have been shown only through the color of their skin. The Red Skinned are descendants of the original Pilgrims and are viewed as royalty, while the Blue Skinned are those whom have had to adapt to the frozen tundra of Bael Turath as slaves and workers.
Eladrin

The inhabitants of Eldranast, The Eladrin live in a minute segment of the lands known as The Vast Wilds. These plains, forests and jungles are extremely un-explored, and are presumed to be home to some of the most dangerous beasts in the world. Only one person has navigated a part of the Vast Wilds, and his reports were filled of terrifying beasts that nobody could believe was real.

Eladrin have the strongest ties to nature out of all the Elves. Created by the Queen of the Fey Titania, they live on the jungle floor, and although they are the most attuned to nature they are often viewed by their elven brethren as Ancients. Often having white or blonde hair and entrancing eyes, Eladrin are more noticed than their elf counterparts. Their attunement to nature allows them to teleport short distances at a glance, which they often use to show off their majesty.
Orc

Through the years of war against their enemies, the Orc have pillaged and raped many lands. However, due to their loss at the hands of the Heavenly Alliance, the **Orc** had been searching for a way to create the perfect soldier to use against their enemies. The Great Chieftain known as Urzog the Hellsword had found a way to do just that. Using enslaved men and women from settlements on the border of Rohgard and Urzog bred a race that would combine the brutality of the Orc and versatility of Man.

Thus the Half-Orc, also known as Orukmaan, were created.

Many Orc live in tribes, however someone has been trying to bring them together. Unification of the Orc tribes would spell chaos for the Heavenly Alliance.
Umigiri City

The underwater city of **Umigiri** acts as the home for the Sharkkin, a race of "shark-ish" humanoids. Not many have been able to see Umigiri, but those who have tell of it's seastone buildings, people who ride sharks, and a massive magical sphere hovering above the city right below the surface of the ocean water.