recursal/Fanatic-Fandom huggingface dataset:
Lightheart the Soulmage

Cassius Lightheart, son of Hessius Lightheart and the Lightheart family, was a close advisor to the king of the Kor'ai Kingdom during its downfall in the War of the Great Purge. Lightheart continued his familial traditions of advising the kings of kingdoms in Terragard, and acted with autonomy and much privilege in the Kor'ai kingdom.

He experimented much with contacting other planes of existence and specialized in the far realms and lower planes seeking answers to ancient questions and how to manipulate magical energies in new ways before unknown. His largest advancement was discovering one major use for the sunstones aside from just as a magical battery - controlled temporal distortion.

Lightheart installed many complex machines and sunstone settings that were not well-understood outside of the seven guardian wizards of western Terragard. After their downfall during the war, his machines are not well-understood.
Roofrunners

The Roofrunners are a group of thieves that operate out of the Reaching Forest regions of Terragard. Led by a halfling known as Lucas Night, not much is known about the organziation other than they have contacts in every city and that they are rarely caught or implicated in any actual crimes, but there have been many strange coincidences that have led many to suspect them guilty. No charges have ever stuck.
Valuables

A list of valuable items for flavor

* Medicinal Herb pouch
* Powdered crystal or salts in a glass vial
* Small statue of a 'Havelock' a famous Orsarian hunting hound
* Bottle of vintage Tyrgardian red wine
* Handful of colored pearls or jeweled fish eggs.
* Tin of rare smoking leaf
* War medal made of precious metal
Starplanter

The starplanter is a mysterious figure who seems to find small orbs of light and buries them in the ground near his home in the Lowwind Hills. His land is littered with glowing points of light visible just beneath the ground, and if asked, he tells anyone that he is 'burying the stars' until they 'grow and reach the sky'. He may be crazy, but occasionally a shooting start can be seen rising from the horizon in his direction. The starplanter doesn't go by any other name and doesn't talk much, just goes on about his business and leads a very simple life tending to his land.

If a light is uncovered, it will either be extinguished (if the person holding it has no deity) or will glow brightly (if the person holding it does have a deity) of a specific color. If this light is kept outside the ground by the starplanter's house for more than a day, it will extinguish leaving no trace behind but maybe some ash. If returned to the ground after being touched, it will fade to a dull glow to match the others.

These starseeds can be used in potion crafting or other alchemical preparations.
NPC seeds

## Villains

" The Beautiful - a shockingly handsome man that gets by on his looks and manners, but his morals and intentions are always dubious at best. The simple townsfolk and politicians seem to love him and hes somewhat of a local celebrity, but the party will have a differing opinion of him based on his actions. In reality his parents were cursed before he was born and it bestowed upon him good looks and the inability to understand most virtues, and knows only the seven sins.

" The Vile - A man who has no face according to legend, he wears a tattered robe and a cloth mask, and always reeks of old blood and festering flesh. He is one of only a few necromancers who needs to cast no spells, undead spontaneously tend to spring up around him due to his penchant for large amounts of dead bodies and his experiments at creating golems and creatures and even structures from the dead. He is only ever seen at night, though not due to any restriction he just prefers the cover of dark to move unseen.
Campaign - The Golden Prince

Adventurers from various places meet up to each seek their destinies in the dangerous and dreary Dreadlands . It is there that the seven Star-towers rest in memoriam after the War of the Great Purge with their guardians now decesaed in the waror displaced due to other misfortune. At the behest of Gideon, the leader of the Raven Monks of Duskwind, the party uses the star-tower of the late Master Baldrick to save the city of Duskwind from starvation - but the tower accidentally awakens an immortal evil from the disgraced and fallen Viraji Kingdom, the Golden Prince.

In their first confrontation with the Golden Prince, he curses the adventurers each with The Joker from the powerful Deck of Many Things and vanishes. The party suffers from intense nightmares that night, dreaming each of a powerful enemy that taunts them and claims to be in hot pursuit.

* The half-drow assassin, Draven, suffers the Deathless - an ancient and impossibly efficient group of immortal mercenary assassins who kidnapped his mentor in an attempt to break a magical contract, but Draven holds that key instead.
* The dragonborn pariah necromancer, Toiryn, suffers the Soulfire Wights, a group of sorcerers who command the power of Soul magic, who razed his entire clan in the creation of the world's first Soulfire Coin.
* The human Viraji-descended illusionist wizard, Lucilius, suffers the wrath of the arch demon lord Barbu'Zael who holds the blood rights to the souls of the entire Viraji line - including Luci's.
* The celestial Oathbreaker Paladin, Brys, suffers only an ominous vision of maddening otherworldly titans known as The Fallen, who claim that he belongs to them and is to be retrieved and harvested.
* The green-elf Druid, Paelias, suffers the knowledge of the corruption of the seven sisters of nature, powerful nature spirits lost in the war. They call to him enticingly, seeking to drain his ancient and pure powers, but Paelias seeks to restore them to their former glory and power using the elusive Fluxbloom plant, thus restoring the balance to the dreadlands.
* The dwarven mercenary, Flint Ungart, suffers the wrath of his clan's ancient enemy - the Azer, who have warred with the undermountain dwarves of the Winterspines for generations. An enemy who has recently turned to demons to shift the power of the struggle in their favor now seek him on the surface.

After seeing the power of the star-towers firsthand the golden prince seeks to use that power in order to restore his lost Viraji kingdom full of power-hungry wizards to its former glory and retake the land for themselves now that it is weak and ripe with magical energy and wandering souls.
Duskwind

Duskwind is the unofficial capital of the Dreadlands, being the only functional city with any significant protection, trade or even walls. The city is comprised mostly of crumbling buildings or hastily constructed shacks, but the walls are sturdy and magically enchanted for defensive purposes.

## Government

The city is patrolled by the Raven Monks of the Order of Ravens and they enforce the rule of law of their leader, Gideon, who is the de facto leader of the city after occupying the monastery on the hill around which the city is built and trainin gup the monks as its guardians. Gideon cares deeply for the people of the city, and has erected very strong magical defenses along the city walls to defend against attack, which have come in handy many times as the city would otherwise be ripe for pillaging by slavers, necromancers, or worse.

While most say Gideon leads the city, they will admit he is mostly absent though charismatic. The city's day to day is mostly overseen by Ephimios - Gideon's right hand and leader of the monks in Gideon's absence.

## History

Duskwind used to be known as just a single monastery on a hill, once home to the monks of the Order of the Crane before they were all wiped out during the age of strife. The monastery was repurposed later and a city was built up around it's base, and walls were erected. During the great war, the city was used as a forward defensive position by the Inquisition of the Elder Fire before its dissolution.

## Resources

The city lacks any real resources and relies heavily on the monastery stores as well as incoming trade, as meager as it may be. The city's primary resource is safety and its powerful leaders such as Gideon, Seera, and Dahn Keene. While Gideon is a powerful wizard-monk, Seera is a powerful wizard scholar and between them they protect against and research the various dangers on their doorstep. Dahn Keene was once a powerful diplomat and has stimulated trade and economy in the city, though he prefers to stay behind the scenes and has never claimed to have accomplished anything for the city.
Mad Wizard's Lair

A lair or several lairs of a famous wizard, who performed all sorts of creative social/psycological experiments using magic and magical effects.

1. A miniature landscape ruled by pseudodragon familiars, with a miniature race of people who live their lives oblivious to the outside world, and are in constant fear of the 'dragons'.  This area is also able to have time manipulated to slow or speed up time, to study the behaviors of wild pseudodragons and test their growing intellect.

2. A small menagerie of familairs who lost their masters and do not wish to or cannot return to the arcane ether.  Most wear a collar of magical make that keeps them in this plane, and bound to their current form.  Each familiar lives in a small area of their choosing, being offered food and creature comforts through magical means.

3. An entire tribe of goblins living in a large cavern, whose entire lives are illusory, and they wage war against one another in reality as well as in their minds.  They have been provided with the means to discover magic on their own and learn it from illusory goblin shamans.  The wizard installed magical one-way windows into this cavern as well as cannons in the walls to cull overpopulated tribes, or in case a goblin tried to escape.
Spirit Tree

Deep in the Reaching Forest are special trees known as Spirit trees, that grow in small clusters forming groves known as a Spirit Grove. Spirit Trees are actually several different trees that have grown in the same spot, forming a tangle of branches overhead and roots underfoot, causing the forest darken in these ares as the canopy grows thick in these groves.

These trees light up with colorful hues of green blue and purple with small will-o-wisps that, unlike other wisps, always stay near their tree. These groves are all sources of great magical power, but scholars advise not to attempt to harness it for use, due to the source of this power primarily being known as souls from forest spirits. Attempts by detractors have so far been reportedly disastrous, but there have been reports of some intelligent forest inhabitants finding ways to use the groves' power without any complications.

People who find themselves in these groves find that they can commune with nature directly, sometimes granting wisdom and knowledge beyond what they'd ever learn otherwise. Some find the groves unfriendly, especially loggers or hunters, though this is not always the case.
Barbu'Zael

BarBu'Zael is a powerful demon lord who rose to power after striking a lucative deal with a young power-hungry prince of the Viraji Kingdom in exchange for the souls of his entire bloodline, which made up most of his entire kingdom. The kingdom imploded after Barbu'Zael granted them all sorcerous powers and their souls were delivered to him directly, granting him an army of servants and souls in a short amount of time.

Barbu'Zael waits to collect all of the souls of the Viraji line as was part of the deal, and is even known to hunt members of the Viraji bloodline in order to expedite the process.
Angelis Legion

The Angelis Legion is an army of a thousand angels cast out of their divine plane after their God was supposedly killed. They were unable to return and all memory of their Deity 'Havarrik' was erased from memory and history to all but them. They believe that he still lives, else they would cease to exist as well, and crusade to seek out and return to him. All attempts after hundreds of years have been fruitless.

The angelis Legion is good-aligned, but only in their own eyes, they have and sometimes do act in ways that benefit themselves only, but do so for the sake of returning their God to his rightful place in the pantheon. They have waged wars against evil and demons who claim to know anything regarding their dead god, and have both won and lost in their efforts.

The Angelis legion built a fortress on the floating earthmote in the Skylands of Terragard, after hearing that the echo of their god exists there. Their fortress known as 'Indomitable' is a massive gleaming white fortress-city built out of a mountain on the earthmote, and made of leestone.

After realizing their crusade to find and restore their lost god was going to bea slow process, they began to function as messengers and interpreters between the prime races and the divines, being that they are now innately dual-natured as divine and mortal beings and can traverse planes quickly and efficiently. This has swayed them partially from their centuries of war to play more diplomatic roles in the dealing of mortals and the divine, though their interest is minor in anything not related to ancient divine mysteries.
Hangman's tree

The hangman's tree is a haunted place of death, where dead bodes are hung from a tree during a foul ritual, binding the spirits of the dead to the area using special ropes made from plants that grow in the Barrow Downs region. This ritual takes 1 day to complete and after 30 days the tree will come alive with the spirits of the dead, and will attack passers-by with its roots - if the tree is damaged by anyone, it will drop the bodies hung from its branches and they reanimate as zombies.

The trees are used as guardians to certain areas, or as landmarks or omens, marking territory of witch and hag covens or necromancers who wish to be left alone.
The Oracle

The oracle is a legend to some within the Great Divination Wizards, a prophesy to others. The oracle is said to be part deity, and part mortal, with the ability to see the future without having to use magic. This allows the oracle to see things with certainty, which only the Gods can do with any degree of success.

The Great divination wizards have always struggled with interpreting their visions and answers they get with their magic, and having an oracle that can see the future with certainty is highly sought-after. Any Great wizard would stop at nothing to have an oracle that would give them an advantage over the others, likely passing off the oracle's predictions as their own, to gain power and prestige within their ranks.

There have been many false oracles in the past, and some wizard have even attempted to create one suing divine magics and children, but such experimentation is obviously illegal.
Embermill

Embermill is a frontier town on the northern border between the Winterspine mountains and the shores of Lake Garrison, in a lush region of autumn forests and farmland, though the region is wild and potentially dangerous, the town is filled with working-class commoners on farms and mills, etc.

The town consists of one main street and lots of dirt roads leading outward toward woods and farmland. The main street has a general store, a small library, a tavern, a blacksmith and a few other necessities. Beyond that, there is little to do in *Embermill* beyond manual labor.

## Points of interest

Littlelight's Mercantile - run by a gnome named Littlelight who seems friendly and helpful

The Dusty Rose Tavern - A small tavern with a human proprietor, serves lots of sailors and travellers who have come in through the port.

Church/library-

Balbon's Hardwares and Smithy - a smithy run by an old dwarf named Balbon and his apprentice Byron Sturmer. Cantankerous but friendly when he's given mead or ale, makes high-quality tools and parts for the shipwrights and sailors mainly, and sometimes fills orders for the watchers.

Baker/Butcher -

Tailor -

Stables -

Guardhouse -

Shipwright -

Leatherworker -

## Trade/Travel

The town is really only useful for travelers as one of the last places to rest and resupply before traveling northward into the Winter Woods north of Lake Garrison*.* This is one of the only routes to eastern Terragard by land except for the path south around Lake Garrison. Either land route eastward past the lake is rarely traveled except by the most adventurous caravans due to the wild and untamed nature of the areas. Most trade and travel to eastern Terragard is done via boat across Lake Garrison, or across the southern or northern seas, but the lake is an easier route, due to a lack of resupply points along the seaward coasts.

## Regional Dangers

The dangers of the wilds of Terragard are never more present than here, to the north is the harsh bitter winter regions and Winterspine mountain range, where Frost Giants and diseased animal with Icerot tend to wander nearby. The Winter Watchers are a group of rangers and fighters specifically purposed to repel or alert the town of such incursions.

To the east some will say that the elven Court of Winter are always sneaking further and further away from their city of Snowspire, lurking and spying - waiting for a chance to retake the forests. These rumors are normally found to be completely insubstantial, but older elves will swear that the winter elves will retaliate against the summer court for their exile, and anyone who sides with them. There have been no recorded sightings of any winter court elves in the forests around Embermill, but if there is any credence to the thought, Embermill would surely be an easy first target for capture.
Stonefist clan

The Stonefist clan was a clan of ancient nomad dwarves who traveled the deep roads beneath the Winterspines seeking fortune. A reclusive and insular clan, often hostile to outsiders, the Stonefist were warlike and inventive, a necessary trait for staying alive in the deep roads. They battled with the illithid, Azer, Duregar, and worse for many generations until they finally built and settled Fort Nowhere.

### Finding the Worldstone

The Stonefist clan stumbled upon the largest crystal formation they had ever seen. The crystal was intensely magical and on a size and scale previously unheard of. The dwarves instantly became obsessed with it and started mining the crystal from its deep earthen resting place. As they did so they constructed one of the largest dwarven holds ever created - fort Nowhere.

One day the worldstone showed up in the city of Horrows in the northern dreadlands, it is unknown how they obtained it or moved it but teleportation is suspected. No one knows what happened to the Stonefist clan, but they failed at their task of protecting the worldstone and it fell into the hands of the Nerhorrans.

### Fort Nowhere

This mazelike fortress is built to keep out intruders and kill any who trespass. The fort is more like a mountain-sized subterranean labyrinth than a fort, but its many blocking walls, large courtyards, and armories certainly lend to hint at its purpose. It is said that only a stonefist can navigate the fort and reach the inner vault where the worldstone is kept, but this may be boasting.

The stonefist clan created an army of golems and machines to defend the fort, even making pacts with magical creatures to help secure the fort in exchange for shelter and safety.
Golden Prince

The Golden Prince is named for his golden adornments, which he was presumably buried with after it was clear that imprisonment was not a sufficient punishment for his crimes.

The golden prince struck a deal with a powerful demon lord to grant power to his entire family line, which was a large part of the population given the Viraji traditions of *prima notca*. Though none of the extended family is recognized as royalty, they all share the same blood and were granted immense socerous power overnight.

The prince's deal was discovered by his father, who had him imprisoned after the civil wars broke out for his insolence and afflicting the kingdom to pay such a terrible price. The golden prince outlived his father, and his brothers who ruled after his violent end. His brothers found the golden prince was not aging, nor did he starve or thirst throughout his imprisonment- and they feared his power. They filled in the rooms around his prison with granite and soil so he could never escape.

The Viraji empire collapsed shortly after his brother's mismanagement of the kingdom and the Viraji passed into legend while the golden prince remained in his cells. He plots to return to power and restore his kingdom to it's rightful place as the most powerful mages in the world.

Luckily the only way for him to escape would be for his prison to be unmade.
Pinnacle

The pinnacle is a floating city above the rainy clouds that cover the Northhold Plains This city is a refuge for magical races and practitioners where they can be free to use magic at a whim. The city is powered by a massive crystal that keeps the city afloat, and wizards and magic users are allowed to borrow certain amounts of magical energy from the crystal to use in experimentation and magical practice.

This city is considered a haven from the Great Divination Wizards as the entire city is protected from scrying and abhors the bureaucratic practices of the guild. The Transmutation Bankers are welcome in the city though, as their financing is what made the whole city possible, and they are making a significant profit on other planes with the results of such magics.

The city is protected by an autonomous legion of construct guardians and each wizard is likely to be able to hold their own. The laws in the city vary from simple to massively complex, but most laws pertain only to the specific practices of magic under certain situations, and often don't apply to visitors since they don't reside in the city or practice heavy magic while there.
The Deathless

Little is known about the deathless - they are a group of assassins that were known for their cruel efficiency, impossible accomplishments and surgical precision with death. If a king ended up dead locked inside his own vault, it was assumed to be the deathless. Through many ages they were considered to be the god of death himself though there are two recorded reports of actual evidence to suggest they exist aside from the obvious results of their work.

#### Records

One wizard managed to accidentally kill a deathless while performing magical experimentation with no knowledge of the deathless nearby. He found the tattered clothing and a metal mask in the shape of an angular skull and immediately spread news far and wide that he had not just SEEN a deathless, but killed one. The wizard died the very next day, the angular skull mask disappeared, but drawings of it spread across the realm faster than wildfire.

A Noble drunkenly boasted once that he had hired the deathless to kill a rival. He claimed that the deathless operate on an 'oath pact' where the deathless will only commit to killing a single target at a time, and they will pursue no other until the deed is done. The pact that is made (after incredible amounts of gold is exchanged) gives them power to carry out their task. This would prevent them from carrying out mass murder or being used as an mercenary army, but a leader or general could be assassinated, though surprisingly there are no recorded instances of deathless assassinations during war.

#### Disappearance

At the height of their popularity as a tool for murder, one day the deathless assassinations just stopped. The deathless passed out of knowledge and became myth. Assassinations still occurred but they were imperfect and carried out by regular criminals and killers, no one knows why. It is rumored that the deathless entered into a pact to kill someone that they have been unable to carry out for the past few hundred years, though no one thought that possible.
Master Baldrick

Master Edding Baldrick was one of the Seven guardian wizards of the West in the age of strife and before the war. Baldrick disappeared after the war and his whereabouts are unknown.

Before he joined the guardian wizards Baldrick was a vagrant, a wandering wizard with no allegiance or home. He was known as a kook and a madman, but it was discovered by Lightheart in his early days of study that Baldrick had suffered a terrible curse of madness, and once removed Master Baldrick awoke to display a mastery of evocation against which no wizard of his time could compare.

The curse was so powerful that it could not be completely removed, and Baldrick suffered from fits of madness on and of for the rest of his life. Baldrick had no memory of how he was cursed or by whom, and seemed very much not to be concerned with it, even once it was partially lifted. Some side effects of his madness was a keen love of jokes and pranks often at the expense of his peers, often inappropriate though never dangerous.
The Everseason

The large section of forest that wraps all the way around the massive Lake Garrison is constanly under the effects the seasonal effects known as the 'everseasons'.  This keeps certain parts of the forests in perpetual states of fall, winter, summer and spring depending on its location and regional temperatures.

The elves have lived in the forests in Terragard longer than any other race, and claim to even have ancestors born in this land. They say that the entirety of the forest changes seasons drastically every thousand years, known by them as 'The Renewal' and say that all nature is in a slowed state of change, but it takes so long that most men wont live to see its changes.

## Winter

* The north is always cold and snowy, so all forests there are considered to be in perpetual hibernation, this is the 'Winter' everseason.  Most trees are alive in this region, though if any trees are to die of natural causes, it's most likely in this region.  New trees have ever been shown to grow in this region from sapling to tall adult without ever sprouting a leaf.  The winter everseason is seen to be a dangerous place, as winter everseasons have swept the land before, starving and freezing whole towns and groups of travellers who were not prepared for the cold.

## Spring

* Regions near the border of the winter everseason in the north appear to be in a state of slow growth, but any removed foliage is quickly regrown, but never completely, this is considered the 'Spring' Everseason. This isthe smallest everseason in Terragard, since i s only a small band near the border between the winter and summer everseasons, but some isolated areas are always in spring bloom, and no ones eems to know why.  Some druids and elves report that these regions are regrowing after hundreds of years of winter, and thus it takes hundreds fo years of spring to fully bloom the forest.

## Summer

* The largest everseason is the summer everseason, and makes up most of the central band of the reaching forest surrounding Lake Garrison, the trees here are lush and in full growth, providing ample resources and protection for the wildlife. The forest is thickest in these areas, as the summer everseason is the oldest part of the forest, but it varies depending on region - some areas of the summer everseason are relatively new growths, especially around where towns used to be, or currently are located.

## Autumn

* Toward the south, the fall everseason is the most interesting part of the forest - the trees constantly shed leaves and re-grow them at an alarming rate, but otherwise show no signs of actually passing into the hibernating season of winter. The colors in this region vary wildly in a spectacular array of beauty, from greens to yellows and reds and browns.  Most tress bark turns greyish and appears drained of color, but the leaves are constantly vibrant.
Curses

There are many unknown and untold curses in the world, some specific to certain races and magic types, but there is always a chance that a curse will produce unexpected, but still hexing results.

* There's a tiny octopus/monster inside your stomach and it's biting you. (unable to sleep for long periods and counts as 1pt of nonlethal damage/rd)
Soul Broker

Soul brokers are demons in disguise that wander the mortal realm looking to make deals with mortals for their souls. They approach the desperate and grieving with propositions to save their dying friends and family, or grant them great wealth or skill. Once a deal is made, a contract is signed and can never be undone unless the broker literally eats the contract itself.

The contract is written in an ancient demonic language, and with special ink that comes from the nine hells, over a predetermined amount of time the ink transfers directly to special contract in the demonic vaults, so once the ink on the written contract disappears, the contract is complete and the soul is claimed.

The brokers themselves used to be mortals, usually dabblers in dark arts and shady merchants who begin to deal in morally volatile goods. Most soul brokers are trying to buy or bargain themselves out of their own troubles with the underworld. They operate with minimal power borrowed from great Demon lords of the Nine Hells, who value souls more than anything.

If the broker ever does eat one of their contract, they gain further debt to their patron demon lord, thus they will usually only do so under threat of death which would hasten them to their eternal punishment as a lowly demon under their lord's brutal reign.
Gideon

Gideon is a mysterious but powerful wizard who took up the cause of protecting the refugees and innocents who gathered in Duskwind after the war. He trained up a small force of monks and formed the Order of the Raven in the old vacant monastery atop the hill within the city walls, which quickly became its seat of leadership.

Gideon leads the raven monks in protecting the city from both mundane and extraordinary threats within and without. Gideon has woven strong defensive magics into the city walls to prevent any magical attacks, of which there have been many. Gideon relies on his right-hand man, Ephimios, and he reluctantly defers to Seera on matters he knows Ephimios is unable to handle or advise on.
Frost Giants

The frost giants of terragard are a reclusive and violent people. They live their entire lives in their ice caverns and keeps on the peaks of the winterspine mountains. They have several ice keeps spanning the tips of the northern range of the Winterspine Mountains, the Largest of which is Hjalun, a castle formed of solid ice.

## Structure

The hierarchy within giant culture is largely the same from race to race, there are always several tribes of frost giants, each led by a Jarl. This is the case with Frost giants as well. There are 3 major types of tribes within frost giant culture, each with different cultures and dispositions toward each other.

The Utgard Frost Giants are the most volatile and powerful giants, who live in huge keeps and castles cut from raw ice. They practice magic through tribe shamans, and have the strongest link with the element of frost and ice, allowing them to enhance their weapons and armor using magic, making them formidable even by giant's standards, and they demonstrate this regularly by marching to war against the fire giants and other giant tribes that they perceive to be threatening their lands.

The Iotun giants are more traditional, living in wooden and metal constructed halls, these are more like giant vikings than magical beings or barbaric nomads. They keep to themselves but possess some minor skill in magic, and are just as well-equipped as the Utgard giants but keep a more level head. These giants tend to be more religious than the other tribes, believing in serving a higher power, often a demon or dragon if they ever encounter one.

The Thomut giants are wanderers and barbaric, living in icy caves and caverns. These are the most likely culprits to be seen by humans, as their hunts sometimes take them further from frost giant territory than any other tribe. They are scavengers, using clubs and possessing no significant metalworking skills or access to more than simple weaponry. Some say the Thomut are exiles from the other tribes, but it seems their strength is lessened as they are frequently seen overestimating their strength and failing. This frustrates them greatly, and thus they tend to act in anger and irrationally, giving them the appearance of barbarians.

## Politics

Frost giants, like most giants, are hostile to just about everything, but especially the fire giants. They frequently clash in tunnels in the earth when one party ventures too far into the territory of the other. They are always prodding at their opponents defenses, looking for weaknesses, with the ultimate goal of wiping the other out completely. Neither side has really gained any significant advantage over the other it seems, though both sides numbers have thinned over the centuries of their hidden war.
Ice fields

The Ice Fields are a region that bridges the gaps between multiple mountain peaks that make up the northern area of the Winterspine Mountains. It serves as a bridge between the Hall of Myton to the north, the Frost Giant's Ice castle Hjalberg to the south, the howling peak to the west and the temple of the rising moon on the eastern peak.

The ice fields are fraught with dangers, if the sharp icy cold winds and frequent blizzards arent enough, there are icy crevasses and thin ice sheets that can be impossible to spot due to recent snowfall, leading many adventurers to their deaths, the Frost giants frequently march to and from the different icy cavern mouths that poke up above the surface, not to mention fearsome monsters such as yeti, perytons, and massive Remorhaze hunters. Any cave that you may try to use as shelter is likely occupied already.
Lost Guardian PC Template

Players who want to become a Lost Guardian forfeit their character sheets to the DM and must adopt the Lost Guardian sheet, using their stats.

## Equipment

'Faith' - +1 Half Plate or Full plate armor

'Truth' - +1 narrow (keen) longsword, dozens of identical copies of this weapon exist, one for each Guardian. The weapon is intelligent, and it communicates its will to every guardian through their own weapons.

Guardian's Pack

## Powers

The Lost Guardian Weapon Bond - cannot be disarmed unless incapacitated, summon as bonus action to your hand. May make thrown attacks at 30' range, and can direct the weapon to attack on its own for as long as you concentrate, using your full attack bonus and your strength modifier
Haldruin

Haldruin is a guard at the Temple of Corellon Larethian in the Reaching Forest who survived the goblin attacks after a mysterious inflitrator used Hybernazel to put all the guards to sleep before a goblin tribe attacked the temple.

He is found outside the temple grounds in the treeline, exhausted from fighting off the effects of the hybernazel, and can offer little assistance to the party unless asked for information about the temple. Once the hybernazel is removed from the temple's power source, Haldruin can enter the temple again and assist the party.
Skyward Hand

The order of the Skyward Hand is a sect of monks who are extremely reclusive, their mastery of the air element in their martial arts makes their training much sought-after. They consider the first test of a potential monk to be finding their temple, as they are often hidden or in very hard-to-reach locations.
The Renewal

The renewal is the name for the changing of the The Everseason in Terragard. It is the last great purge of the forests, where winter overtakes the land for a hundred years, the entire region is covered in snow and every tree goes into hibernation.

The other races of Terragard call this an apocalypse, it traps villages and towns with snowed-in roads and the inability to grow crops for long periods of time. The first Renewal saw around 80% of the non-elven population wiped out due to freezing and starvation. The Elves seemed to be prepared, having stored up enough food to survive if rationed properly, coupled with responsibly hunted food sources (like fish and wildlife) that can still be harvested during the season. The humans during this period poached on eleven hunting grounds and in some regions almost wiped out the wildlife trying to feed themselves, leading to strained relations with the Winter Court of Elves.

During the second Renewal, the human settlers were more established, and had more resources and infrastructure to expand their hunting efforts, but still were ill-prepared and had to hunt voraciously in order to stay alive. They were surviving with minimal deaths, until the winter court made a decision to police the drastic decrease in animal population in the forests and leading to many conflicts between the human settlers and elven wardens. The elves far outmatched any efforts the humans could muster, and thought the human settlers starved, the Winter Court was unmoved, leading to far too many deaths on the settlers side, almost wiping them out completely.

This significantly raised tensions between the winter elves and humans, a wound that has not healed even now, ages later.
Elves

The elves of Terragard are an ancient and highly developed race.  They have balanced magic with nature and their society and culture reflects aspects of perfect balance.  Most elves belong to Elven Houses, the largest of them being granted the title of an Elven Court.  There are many elven houses, but most elves belong to the Court of Winter of Snowspire or the Court of Summer of Everbranch.

## Elven Magic

Elves have learned to weave magic in subtle ways with the natural magic of the trees and earth, making their magic often subtle or unnoticeable.  Things like trees always being in autumn bloom, or the moon's light always shining brighter in specific areas.

The elves have even woven magic into their written language, possessing certain elven 'power words' - magic that can be used by any elven blooded who respects the magic of the forests.

The strongest of all elven magics are the Elven barriers found in the forests, designed to keep out threats and evil.  These barriers are powered by elven power words written between certain trees, some of which are so old the tree has overgrown the written words and they forever exist deep within the tree.  Not all of the barriers still exist, but enough still function to significantly hinder any intruders or evil.  Combined with the elven patrols, the forest remains largely safe within their ares of influence.
Order of the Golden Scales

The order of the Golden Scales is a group of followers that have dedicated their lives to the worship Kelemvor, the God of Death and Judgement. Clerics of the Order perform funerary rites and are known as the 'Death Clergy'.

## Structure

The head of the organization, figuratively, is Kelemvor, though realistically the head of the organization is a figurehead known as the Exalted Cleric, he directly communes with the two main branches of the order.

One group is the Clerics known as the Death Clergy is led by a group of Grand Clerics who form a council. They lead the masses of clerics that follow Kelemvor and serve his ideals, as well as the Order of the Silent Shroud who are an organization of gravediggers, embalmers and cemetery workers who perform their duties in Kelevmor's name, as well as report any grave desecrations or undead sightings to the Order.

The second main group is headed up by the Doomguides, a group of elite paladins that carry out Kelemvor's will. They command the paladins of kelemvor.

Neither branches directly interfere with the day-to-day activities of their members unless something urgent arises. The clerics and paladins are largely able to follow their own direction on how to best represent Kelemvor and his ideals, primarily fighting undead, curing the sick to prevent death before it's time, and perform funerary rites, as well as any other normal duties.

## Goals

To cure sickness and poison to prevent death before its time, and assist in ushering the souls of the dead to Kelemvor's realm where they are judged and remain for eternity. To destroy undead anywhere it exists, as an affront to the sanctity of both life and death.

## Limits

Members of the order strive to judge others without any biased perspectives, and must carry out any appropriate punishments themselves if no one else is willing or able to carry out the sentence. Members must heal the sick and wounded to prevent their soul from passing on before their time. Members are also ordered to destroy all undead whenever they are found by members of the order, unless they are unable to do so themselves, and then they must report the infestation to a superior of the order for a crusade.
Azord

The Azords are a group of sentient spells created by a reclusive wizard who attempted to create new spells that can react to threats and situations dynamically without the caster needing to choose the best spell for the situation.

The result was a magical consciousness that took the form of many different sentient presences. An Azord can directly inhabit a spell slot once its been cast, and some Azords can even compel casters to cast a spell immediately to vacate the slot for them to occupy.

The caster can choose to cast the Azord as a spell to expel them from their spell slot, and the Azothw ill not leave until this is done, otherwise it occupies that spell slot forever. The caster has intimate knowledge of the spell only once they begin casting it, and if they stop casting the spell they will forget that knowledge instantly. When casting, the Azord chooses a spell that is not available to the caster's spell list and channels through them to have the spell cast properly, able to serve as their own power source for the spell. Some Azords have access to spells designed only for magic items, and other esoteric magical knowledge.

An Azord always has a name and a number, for instance, 'Azoth the 56th Azord' or 'Azmora the 9th Azord' and speak telepathically to anyone it chooses. Their personalities vary, some are helpful and wish to do good, while others are mischievous and some even malicious. Many casters die shortly after attempting to use the spell slot the Azord occupies and the spell is mischief. The Azords certainly seem to hold no value to the life of mortals, but some are closer to doing so than others.

As far as anyone knows, the Azords are immortal, and once expended as a spell are banished for a time to an unknown plane or perhaps just the magical ether, but they always return to the prime plane to leech off caster's spell slots. Azords are known to live on scrolls, some are within powerful magic items, some lie waiting in empty chests or in certain areas for someone to wander close by, hoping to come across a spellcaster.

Azords have no physical form but can choose to appear as a ghostly floating wave of force, unidentifiable except by someone who has seen an Azord before, and these are few who can say that they have.
The Hidden

The hidden is a mysterious group that only exists in whispers and rumor. There has been some written records and found notes that suggest the group might be real, but their sources are far from credible. Very few have even heard of them.

The hidden is a shadow organization that deals in secrets, but is not above assassinations or sabotage to fulfill their ends. Their motives are almost completely unknown, their actions are seemingly random at times, though they can often be very harsh.
Deck of Many Things

The Deck of Many Things is a powerful magical item that has passed throughout the multiverse throughout all recorded time. The deck of tarot cards sometimes contains only 13 cards total, but in some rare cases it shows up as a deck of 22. Drawing a card from this deck enacts a specific powerful boon or curse depending on which card is drawn.

Some say that the item holds a piece of the soul from an ancient god of chaos. The cards often bring doom upon any who use it, but sometimes great fortune as well. The Deck seems to appear randomly and has belonged to a great many famous people, many of which caused great shifts or disasters to befall the world.

####  **Variations**

The only known variation of this are the very powerful spells cast by the Viraji wizard-kings that seem to mimic the effects of these cards exactly. It is not known how or at what cost these spells are cast, but it likely contributed to the implosive downfall of the Viraji kingdom in ages past.
Doomsayer

A doomsayer is a madman who has been touched by the void. There has been some study into their origins and methods, but such research is very dangerous and many sages and scholars underestimate the power of such study.

One sage managed to become a doomsayer himself, but shortly after was executed by a machine of his own devising as a fail safe. His research noted several key things about the doomsayers and their power:

1. There is a language learned by those 'touched by the void' this is typically warlocks but can be anyone who is unlucky enough to be chosen by the great old ones.
2. The language is impossible for humans to speak fluently, but some words need to be be used in combination with a language that the doomsayer's foe can understand.
3. The words cannot function unless powerful emotions are behind them when spoken. Emotions like despair, fear and desperation are thought to be the most potent, and tone and volume seem to be a factor as well.
4. Men who know these words must be driven mad by them, otherwise they words would hold no power without their constant state of damnation.

These spells function more like an infection than an arcane invocation, and it infects the emotional state of its targets. Some of the doomsayer's foes have known to be cursed in ways that no remove curse spell can cure after exposure to a doomsayer, even after having killed the offending doomsayer himself.
Traps / Puzzles

## Trap / Puzzle Ideas

**The Falling Wall** - The party needs to climb this wall. There's a field of unconsciousness halfway up. Anyone who climbs through it passes out, and then revives fully healthy as soon as they leave it.

**The Melting Pot** - An orb of glass filled with treasure/an important key, and horrible snake monsters.

**The Penitent Drinker** - The room is proofed against magic. The door at the end of the hall only opens when a bowl is filled with water from a spring on the other end of the hall. The hall is long, and heated by volcanic heat, causing the water will evaporate almost instantly if the hall is traversed.

**The Oldest Key in the Book** - A door/chest only opens when natural sunlight is shined on it. This chest/door is immobile and deep inside the dungeon.

**The Worst Swim** - the key the party needs is visible at the bottom of a moderately-sized lake of acid.

**Ancient Memories** - The door only opens to the call of an extinct animal, a druid can learn a spell to summon animals, blowing through the skill of such an animal would work, as would mimicking a call from someone who has heard it before.

**Balancing act** -A porcelain statue depicting two dozen angels sits suspended in a temple, balanced perfectly on the lowermost angel's small toe, if the statue falls the doors to the temple will forever close, but the door forward wont open until the party moves the statue to the ground safely.

**The Disappearing bridge** - An ice bridge doesn't exist where the party last saw it, because it melts in direct sunlight, but every evening the bridge is rebuilt by a water golem. Every night the ice spiders cover it in their webs, making crossing a dangerous affair.

**Hold your Breath** - A long underwater passage. No tricks, its just too long to swim it by holding your breath.

**The game** - A pair of titans blocks the way, and they are engaged in an incomprehensible game of strategy and they may pass once its finished. The last turn was 79 years ago.

**The Crying Door** - a door depicting tears falling from an open eye only opens when some saltwater is applied to its surface.

## Chests

A chest that only opens if its taken above a certain elevation.

A chest that only opens if dropped from a daunting height.

A large chest that only opens if swallowed by a creature.

## Room effects

An arena decorated with bloodstains both fresh and ancient, all PCs inside the arena gain advantage to hit with melee weapons.

A huge room adorned with large statues of scholars monks and priests casting their gaze down at you disapprovingly, anyone moving within the room has their speed halved each turn until they spend a round doing nothing.