recursal/Fanatic-Fandom huggingface dataset:
The Unsent (Politics)

Most races have an avatar who was sent for them. The humans alone do not have any representatives of the divine who have come to guide them. The Unsent were created as a group of human nationalists who await the coming of the human avatar to lead them to create a new empire. They believe the divine is waiting because they have not yet proven themselves worthy.

### Symbols

A closed fist, an unfinished circle, an empty field of red

### Priests

The priests of the Unsent are armed, travel in pairs, and always present strength. They train other humans in how to defend themselves and they often tell stories of the treachery of other races against humanity.

### Agenda

The human avatar will come when humans have shown themselves to be strong enough to be led. This means creating demonstrating unity and power. Every time a human is cheated or defeated by another race, the avatar is further from coming. Every time a human pushes back, or preemptively stops an attack, the avatar’s arrival is closer. The Unsent have found a lot of sympathetic ears in the Starfell Mountains, though they have temples in all human city-states.
The Demon Invasion

It is now obvious that their descending mines would inevitably intersect with another set ascending, but the first Dwarf whose pick broke through a wall into a clearly artificial tunnel must have believed he found another Dwarf’s claim. The construction was all wrong, though. The tunnel was a hexagon, not a rectangle as with dwarven mines, and it was lit by bottles of purple glowing gas rather than the red, long-burning torches.

The dwarves had found the labyrinth of the Demons. They lived in the deepest parts of the earth, but had expanded upward. The discovery of the Dwarven mines seems to have enraged or excited them just as it made the Dwarves confounded and fearful.

The Demons invaded the Dwarves 1100 years ago. They came at Karm Lema with swarms of misshapen creatures from other planes; they threw bolts of fire and sent magical plagues across the city. The Dwarves saw many of their fine buildings destroyed, but finally held a line and kept the Demons back.

Battles in three dimensions are confusing—both Demons and Dwarves could tunnel around the front lines to make sneak attacks on the rear ranks. You could also undermine the floor or the ceiling and try to trap your enemy in rock. It was brutal and horrific, as all war must be, but victory required cleverness and strategy in addition to strength and courage.

The Dwarves were well armed and knew these caverns like their veins. However, the Demons seemed to have endless ranks of imps and goblins to throw at the Dwarves, and slowly even the powerful forces of Karm Lema began to lose ground.
Intro Story - Leave the Area

You casually join the traffic, letting it pull you away from the pine door. Eventually this city, one of the first to rebuild after the fall of the Sylvan Empire, distracts you from the Forum and the strange song.

You see the royal gardens and make a wish in each of the Twelve Fountains. You walk to a quarry and watch them carve and lift blocks of the famous sparkling stone. You follow oxen who in turn follow their drivers, pulling the stone to barges that will float downriver to customers. You hike to the source of the Flyssa River in the heart of the Starfell Mountains and use the heat of your palm to melt the frost flowers that form in the spray of Thunder Falls.

Every time you stop moving, every night when you lay down to sleep, the song returns.

*Come to the Forum in Soros.*

If you leave now, you could travel through the night and find the Forum by morning.
Maestro Macchino: The Fifth Divine Avatar

A gnome named Guillam Mertens lived alone on a small island. He worked for years on an elaborate structure, and everyone who sailed by referred to him teasingly as Maestro Macchino, or “the machine master.” Occasionally black smoke would puff into the sky, or strange lights would flicker on the island, but otherwise it was impossible to tell what it did.

One day Guillam appeared at the Court of the Oligarchs on Bresca Island. He told everyone at court that he was a Divine Avatar and he had come to give the gnomes the gift of automation. He invited the Oligarchs to his island for a demonstration, and then vanished in a puff of steam.

Curious, they came. He showed them the great engine he had made and how it powered many useful devices around his island. He also showed them smaller versions and offered them diagrams for how to build them. There was one important difference: his big device required no fuel to turn the water into steam. He taught many gnomes secrets of engineering and science, but he never revealed how his machine produced heat. His nickname stuck, but now as one of honor.
The Late Sylvan Empire

The Sylvan Empire understood leadership in the context of the elves’ former masters, the dragons. They desired someone to serve them as they had served, but the humans and Halflings were too independently minded.

Goblins were servants of the demons, and some had slipped out of the caves around Karm Lema and formed small bands on the surface. The elves found their demeanors to be properly subservient, but their strength was lacking. They began to experiment on them, making them bigger, stronger, and more suitable for work. They called these new creatures “orcs” and impressed them into service—after all, they had created this new race.

With this labor force, elves began to do less for themselves. Their armies were comprised of orcs. Their cities were built by orcs. Even household tasks were carried out by orcs.

Many elves became increasingly uncomfortable with their society. They felt increasingly detached from the world around them, more isolated. While some responded to this feeling with increasing hedonism in the form of parties, food, and entertaining illusions, others longed for a way to return to a simpler life.

There was no unified plan of migration. The elves began leaving by themselves or in small groups to form simple settlements in the remote Zerif Forest. These communities were intended to be isolated, but naturally they started trading with one another, and gathering a few times a year for stories and companionship. Other races were welcome to come, so long as they kept the spirit of the movement. The forest was still ostensibly under Sylvan rule, but the armies and bureaucrats never went there.

A religious movement began to emerge, calling themselves the Seekers of the One. They claimed that since there had been numerous divine avatars, and since they all came from the same god, no one of them could be correct by itself. You needed to understand all of the One God’s avatars to really understand theology. They began exploring different cultures and traditions, travelling around the world and then coming back to share what they had learned and compare notes.
Corrupting Blow

*1st level necromancy*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V S

**Duration:** Concentration, up to 1 minute

**Classes:** Cleric, Sorcerer, Warlock, Wizard

The caster invests a piece of ammunition, a melee weapon, or their hands with corrupting demonic energy. The next time an attack with the targeted object does damage, it also does 1d6 corruption damage to Will Points. The attack does not have to be performed by the caster. Once this is done the effect ends. Affected objects have a dark purple flickering aura.

At Higher Levels: Add an additional 1d6 corruption damage to Will Points for each spell slot above 1st.
Intro Story - Read the Fourth Request

*Bottommost Parchment (written in blocky print with occasional ink smears):*

Senators,

We have a delicate situation. A small band of bandits has been seen on the Valley Road, in the woods just beyond Crennel Pass. Normally this would be work for the patrols King Peter sends to keep the roads safe.

In this case, the bandits were seen wearing Queen Penelope of Medissa’s colors, the scarlet and silver of House Aleur. We inquired whether she claimed these lands, and although she denied it, she told a strange story. Her daughter Sandra had taken a party of guards and run off, to what end Queen Penelope does not claim to know. While she recognizes her daughter may be reckless, she asks that we indulge this youthful folly and avoid bringing our full force down on her party.

King Peter sees through this plainly. If we do nothing and let Princess Sandra continue to prey on travelers, we bleed our commerce—but more importantly, we lose the trust and confidence of the people we are sworn to protect. If we arrest or kill these fools, Queen Penelope can use the manufactured slight as a pretext for an attack.

We do not fear the armies of Medissa, but neither do we want a war we could avoid. King Peter asked you to look into the situation. He asks you to discourage the group from remaining in that forest. Princess Sandra must be convinced to return home; her companions you may treat as you please.

I know you have many worries and everyone asks a lot of you. I wouldn’t turn to you if we had any other options. Thank you for all you do for our people.

Yours in all things,

Captain Mendel
Yang-hui

The priests of Yang-hui are fond of the ceremony and adornments they inherited from the Sylvan Empire. During that time it was hard to say where the empire ended and the religion began, because the emperors were all descendants of the avatar himself. Today they maintain that the religion remains relevant even though the crystal tower, the central symbol of Yang-hui, is now shattered.

### Priests

Their priests are fond of fine robes, jewelry, and richly appointed temples. They often keep libraries of religious texts in their temples for safety. They venture away from their communities in search of lost treasures or holy sites. Their communities still pay them respect, but their obsession with the past has made them more disassociated with current affairs, so they rarely provide true leadership.

### Agenda

The main faction of the priests of Yang-hui wish to reclaim their old holy sites on the Daoda Peninsula, but fear the wrath of the orcs. Others believe that the fall of the crystal tower was a punishment given them by Yang-hui because they had fallen away from his teachings. This generally means that the ceremonies must be more closely observed, though a minority point to the enslavement of the orcs as a moral failing that led to the fall of the empire.
Intro Story - Open the Door

The door is locked. You rattle it a bit, but then the creature clears its throat to get your attention. It points to the bar. An iron key lays next to the bottles.

You pick it up, and it fits smoothly into the door. The latch unlocks with the soft rasp of well-oiled metal. The door is heavy and fits tightly into its jamb, but you manage to wrench it open.

The room is small, and you believe it is a niche into the city walls. The light is dim at first, but as you peer around several stones in the wall begin to glow the same blue-white as the crystals in the main room, though not as brilliantly.

You can make out a case with a glass door and a bookshelf. The bookshelf has a collection of books, and there is just enough light for reading.

You sense the magical barrier around the case as a slippery, greasy feeling in the air. You push toward the door handle, and your hand simply slides to the right as if someone had gently nudged it aside. A few more tries prove that it will be impossible to get into this case without magical assistance.

Inside the case are exotic artifacts with labels printed in Sylvan. It appears to be some sort of collection or trophy case. The items on display are:

* A stick of dark wood wrapped in gold wire, labelled: “Bao Zhi Bao”
* A round metal helmet, without a dent or scratch, with an etching across the crown of an owl. “Minque De Toqui”
* A crystal goblet with facets like a jewel, labelled: “Wo Shi Shui”
* A tightly rolled scroll, sealed with molten lead across the seam. Its label reads, “Konghuang.”

There’s a set of stairs that go down to a tight natural cavern with a small stream trickling through it. The stream has carved a channel in the stone, and following it for a few minutes you find it emerges on the rocky banks of the Flyssa River just downstream of Soros’ walls. It would be impossible to find the cave from the outside if you didn’t know exactly where it was.
Intro Story - Ask about the Senators

“Who are the Senators?” you ask.

Alex looks surprised. “You’ve never heard of the Senators? Well, you’re one now, for starters,” he says. “At least, you can choose to be. Chirra’tse was very specific—I can compel you to come, but it must be your choice to stay.

“The Senators help people who ask. Sometimes it’s the common people, other times the King asks for some errand or favor. It’s usually something simple, like relocating a giant, slaying a dragon, or fending off a barbarian horde. Basic hero stuff. Bleh.” Alex shudders.

“There were four original Senators. Maybe there still are—no one knows where they are or if they’re still alive. The first was Prince Pete, the son of King Peter II. He fit the typical ‘prince with a fancy sword and something to prove’ mold. A bit naïve at times, but effective.

“He started the Senators, naming them for the body of noble families that helped the emperor lead the old Sylvan Empire. The next was my warden, Chirra’tse. Her father Polon’tse was a minister to the Sylvan Emperor back when there was one, but now he’s an advisor to King Peter. She’s got decent skill with magic and research, though of course her learning advanced significantly once she started having me for a teacher.

“Count John Oster is Prince Pete’s cousin, and of a similar mold. He’s a bit more of a realist, though. I appreciated his cynicism. I could almost say I miss the bloke.

“The last of them was Amonchet Kartuffe, a dwarf. Goes by Amon most of the time. He is ostensibly here to make deals for resources for the dwarven city of Karm Lema, but I think he stays here to avoid his wife back home.

“Prince Pete disappeared about six months ago. There’s a local thief that’s been making a name for himself in the last year or two who goes by the nom de guerre ‘The Swift.’ He claimed to have kidnapped the prince, and offered the prince’s signet ring as proof.

“The other Senators have been trying to track him down ever since. About a week ago they got excited and started packing for a long trip. Chirra’tse reminded me about the beacon if they were gone more than week… I asked, but they wouldn’t say where they were going.”

Alex frowned. “One thing I’ve learned since I got caught: no one tells demons anything around here.”
Ixthos (Politics)

If Verdun is the center of goods and Demos a source of food, then Ixthos is the third economic pole of Myrnia with a focus on transport. This city, known for its excellent port, is also a center for caravans and overland commerce. It’s position puts it near enough to Karm Lema to have many dwarven provisioners, and it is the closest city to the Commonwealth so orcs are often seen on its streets. The city prides itself on its cosmopolitan culture: it’s a safe place for different races, classes, and factions to mingle and trade.

### Agents

Every sailor knows that King Sylvester will pay for information relating to trade and shipping. In addition, he has loyal informants who travel with the trading groups that leave the city and seek out information.

### Capabilities

Economics is their primary lever, but unsurprisingly their naval strength is second only to the Verdun Republic. Their ability to blockade or sanction a village or town that opposes them would be almost as effective as a siege.

### Agenda

Ixthos wants nothing less than to receive a percentage of every transaction on Myrnia. Their control of trade is impressive, and King Sylvester wants to use it to establish himself as the foremost king on the continent.
New Background: Escapee

You spent years in a bad situation. You endured verbal and physical abuse, physical confinement, and meager food and rest. You waited for your chance to escape, and once it arrived you took it. With the help of those who took pity on your state, you put many miles between yourself and your captors. Now you look over your shoulder for your former oppressors who would drag you back into the darkness if given the chance.

Skill Proficiencies: Slight of Hand, Stealth

Tool Proficiencies: Thieves’ tools

Languages: Two of your choice

Equipment: Thieves’ tools, a tiny statue carved by a close friend or family member, an ill-fitting (and probably stolen) set of common clothes, 2 loaves of bread, a chunk of farmer’s cheese, a shank (a crudely sharpened knife, consider it a brittle dagger), and a homemade cloth bag containing 5 gp

### Imprisonment

The reason for your previous situation could be a mistake you made, the betrayal of a friend, or just bad luck. Choose or randomly determine the type of prison your found yourself in.

 1
 2
 3
 4
 5
 6

### Feature: Underground Railroad

You have contacts with those who help free people in bad situations. This could be a formal organization, or just a loose network of contacts. These people can help you out when you’re in danger of getting caught by your former captors, but more often they reach out to you to help others who are escaping. These could be nobles, farmers, merchants, sailors, or anyone who can assist those on the run, but they all want to keep their involvement secret.

### Suggested Characteristics

Escapees are paranoid, but for good reason—there really could be someone around the next corner waiting to capture them. They attempt to blend into the background, trying not to stand out. They have deep mental scars, and sometimes they become paralyzed by the thought of being forced to return to their previous life. However fearful they may be, they cannot resist helping others in bad situations, as they feel deep empathy for those who are suffering.

 1
 2
 3
 4
 5
 6
 7
 8

 1
 2
 3
 4
 5
 6

 1
 2
 3
 4
 5
 6

 1
 2
 3
 4
 5
 6

### Variant Escapee: Exile

An exile does not look over his shoulder, since there is no one chasing him, but neither can he ever return to his home. The exile may be self-imposed or the penalty for some wrongdoing, but it is unbreakable. An exile’s underground railroad consists of other expatriates who for their own reasons have left the same homeland. Instead of thieves’ tools, an exile may be proficient with artisan tools which he uses to make his way in his new home.
Sylvan Aristocracy

The Sylvan Empire provided law and security for most of the people of Myrnia, but it also created a class of aristocrats that relied on its society for their prosperity. These elves live long lives, and though the empire has been gone for a century they retain their connection to each other through their shared history and what wealth they had been able to save from their times as officials and nobles.

### Capabilities

Though fallen from the height of their power, the high elves often have resources that remain accessible to them. Some of them still operate as the effective rulers of remote towns or villages that have remain unchanged for centuries. The people in the town know the empire has fallen, but they don’t have a better leadership system than the one their great-grandfathers knew. Others have hidden away wealth, or families of servants who remain loyal to them. Many human city-states turn to these experienced leaders as advisors or ministers.

### Agents

In addition to any retinue that lingers in service, the wealth and reputation of the aristocrats can bring others to aid in their goals. Almost anyone could be working for a high elf, though they tend to expect a certain level of decorum from their associates.

### Agenda

The high elves are only loosely affiliated and united only in their desire to retain what little authority and status remains to them.
Intro Story - Ask about the Beacon

“What is the purpose of this beacon?” you ask. “Why draw me here?”

“That was a command from Chirra’tse,” Alex says. “She told me if the Senators were ever gone for more than a week I should summon fitting substitutes to take their places. The spell must have considered you a worthy applicant…”

Alex looks you up and down. “I must say, I find the criteria her spell used quite mysterious. The Senators were seasoned veterans of campaigns. You’re barely more than a child.”

You start to protest, but Alex waves his hands to quiet you. “Now, now… no offense meant. I’m sure you can grow into the role.”

He grins. “Did you resist long enough to feel your mind begin to crack? That was my own little touch. I thought it made it more… compelling, didn’t you?”
Zandria (Politics)

A city of scholarship and wizardry spends most of its time with noses buried in books, but that does not mean you can underestimate them.

### Agents

Bards and wizards are often affiliated with Zandria. To gain prestige, they must present some findings or discovery to their school. The school can suggest what their students should try to accomplish, and King Wu-Song can influence what the schools suggest. To my mind this makes anyone who wishes to rise in rank in their school an operative for King Wu-Song.

### Capabilities

Magic is the most obvious tool available to Zandria, and it is used often and effectively. Still, do not underestimate the mundane power of simply being well informed. The libraries of this city hold many secrets that can be valuable when circumstances are right.

### Agenda

King Wu-Song believes that experimentation is a slow path to knowledge, and that previous civilizations found much more than we know today. For this reason he is eager for the discovery of ancient artifacts and texts. Many adventurers have taken jobs for King Wu-Song to delve into ancient ruins or remote settlements with long memories.
Seekers of the One

This sect of elves believe that all the avatars, contrary though their teachings may seem, are really teaching the one truth of the divine. They work to find that single truth.

### Priests

The followers are all called Seekers, and those with the highest rank in the order are the High Seekers. They live primarily in the Zerif Forest, but they often travel to learn more about the teachings of the avatars. They wear simple clothes and live without many luxuries.

### Agenda

Some among the Seekers go further, saying that all people have a piece of the truth inside them, not just the avatars. The Seekers welcome anyone and any point of view, fascinated to learn how people think to add yet more data to their search. Their neutrality means they treasure conversations with the most despicable villain as much as with the most noble hero, which makes many outsiders distrust them.
The Unsent

Humans are the only race who have not had a Divine Avatar sent to them (if you do not count the dragons). Yet optimism runs fiercely through our race, and many believe one is imminent, if not already amongst us in secret, because this seems to be the age of men. A religion has emerged which claims to foretell the Coming King, who is also called the Unsent since he or she has not yet been sent from the One God.

The Coming King will only be sent, it is believed, to the city that proves itself worthy. The nature of that worth is debated, but the priests teach it is related to strength of arms, influence, and wealth. Once that worth is proven, the Unsent will be on Myrnia, leading humans to a new golden age the way Yang-Hui led the elves to found their Sylvan Empire.
Intro Story - Read the First Request

*Topmost Parchment (written in an elegant hand with a generously inked quill):*

Noble Senators,

I come here for the people of Faristown. You can find us a 30 minute walk downriver of Soros. We’re tanners, plasterers, cobblers, and smiths—loyal to King Peter and his father before him. We remember our parents’ stories of the Fall and the bad times, but him and his father have done right by us, and our kids have always known full bellies, warm beds, and safe nights.

We’re not ignorant bumpkins, listening to rumors and superstition. We have those who marched under Peter’s flag, and we’re a traveled people. But I don’t mind saying we’re scared. Our nights are not be as safe as they’ve been.

It started with some chickens. We thought it was a fox or a weasel, as there wasn’t much left but a few feathers. But then it was cats, and then dogs and pigs, and that was when we took alarm. What could take a sow could surely take a child.

We armed ourselves as best we could and tried to find what was taking our stock. We followed tracks to the old silver mine. It was abandoned in my grandfather’s time, and we knew it wasn’t safe, but we went in to find who or what was coming in the night.

In the belly of the mine, just beyond what our lanterns could light, we saw it. It was the size of a wagon, and it watched us with cold, flat eyes. It’s skin was rough but pale as a corpse.

Just a jerk of its tail made the old tunnel’s roof fall in. Reggie’s leg was crushed by rock. We managed to drag him out, but the leg went sour and he lost it.

Senators, if you can’t help us, we’ve all agreed to leave Faristown. We gathered some money, not a lot, but we hope enough to bring you to save our town. If not, we’ll use it to find a new home.

If you don’t come by the change of the season, don’t bother coming as you’ll just find a town full of beautiful, empty homes where families used to live.

- Donald Cooper
Intro Story - Read the Second Request

*Second Parchment (written in the same hand as the first):*

Beloved Senators,

We live in Peijin, a town of traders and farmers out on the plains to the west of the Starfell Mountains. It’s a bit over a day’s ride from Soros.

Back in the days of the Sylvan Empire, the elves built a temple on the other side of the river. I guess they wanted someplace quiet to pray or think or whatever it is they did there. It’s been abandoned since the Fall.

We’ve known it was haunted for as long as I can remember. Sometimes kids dare each other to go in, then they get scared and run away. Harmless enough, and the spooks never left the temple.

But now there are lights and noises at night, and we’ve seen signs of something coming and going from the temple. We’re worried that the dead are getting restless.

Can you come and put our minds to ease? We can pay.

- Mayor Bernard
Oestria and the Elves

Set sail from Ixthos, follow the course of the sun for one week, and you will find the continent of Oestria and the dragons who rule it. The greatest of them are the Lon Zhu, five ancient wyrms that divide that land between themselves. They are named:

The Dusk Lord, Hong Lon Zhu
The Serpent Lord, Lu Lon Zhu
The Night Lord, Hei Lon Zhu
The Mirror Lord, Yin Lon Zhu
The Dawn Lord, Jin Lon Zhu

These dragons are so old it is said they witnessed the world’s creation, though they are also vain so that rumor may originate from them. Though long-lived, they are not eternal, and they have wars over territory, resources, and pride just as other people do. In fact, elven histories record that the Mirror Lord and the Dawn Lord were not among the original Lon Zhu. The first to hold those lands were Bai Lon Zhu, the Ice Lord, and Lan Lon Zhu, the Storm Lord. There was a time of intense fighting between the rulers of Oestria, called the Dragon Wars, and Yin and Jin came into power came into power then. Lan was destroyed, and Bai was exiled. She found her way to Colluch and caused that city’s doom, and as far as we know she sleeps there still today.

The ancestors of the elves were foot soldiers in those wars. They were servants, too, and builders, and farmers. The elves studied magic and nature and created beautiful paintings and fabrics and weapons, but all under the tutelage of the dragons; all for the benefit of the dragons.
The Founding of Karm Lema

The Dwarves’ first city is their only city, but it is the largest city in Myrnia. Of course, even the great metropolis of Karm Lema did not start out filled with monuments and grand walls. The first gathering of Dwarves was in a large grotto by a spring that emerged from the base of a rocky bluff. It had shelter from the elements, a source of water, and the land around it was rich with game and forage.

We can speculate that these prehistoric Dwarves dug into the wall from which the spring emerged to widen its flow, or else we can guess they have always had the itch to dig. They kept no records to tell us their reasons, but rather than spreading into the valley below the settlement widened and deepened the grotto, building into the side of the bluff.

Karm Lema lies in the older portion of the Gatakenak Mountains—scholars can see from the lay of the land and stone that these were once tall peaks that ice, wind, and time ground into dimpled hills. The rock is ruddy and easily crumbles into sand. From their digging, the Dwarves learned that these rocks held many ores and gems, and it was easy to dig deep to find more.

So they dug, and they learned how to craft these materials into beautiful tools and jewelry. They traded with other cities. They were invaded, and sometimes lived under the yoke of one of the Halfling empires, but during these times they moved most of their population underground in their growing mines. They expanded these tunnels, and their individual mines became connected into one large complex. They made houses, storerooms, even great halls and markets underground out of reach of whatever power occupied the surface.

Crops do not grow in caves, and so the Dwarves still needed contact with the surface. They dealt with other races, kept farms, harvested timber, and kept activity above ground. Still, most other races vastly underestimated the population of the Dwarves, as well as their riches and power.
Ixthos

This city is the greatest seafaring power since Lom. It lies where the Flyssa River enters the Gulf of Enom, and so has access by boat and barge to both the interior and circumference of Myrnia. Steamships from the Republic of Verdun and lithe sloops from Medissa come and go in their harbor.

The time after the Fall was chaotic here, with many elves trying to find ships to safety. One group of terrified elves even chartered ships to return to Oestria, though their fate is unknown. Some captains began preying on the frightened people, and promised passage to safe cities where the empire was starting again. Many elves gave all their possessions to these captains only to be abandoned on a remote shore while the crew laughed at their misery.

A captain named Ty was appalled, and tried to form a coalition of ships that promised never to exploit their passengers. Though there are always those who would prey on weakness, there were many ships from Ixthos that shared his feeling of disgust for the practice. They began chasing out those with bad reputations.

Eventually, Ty decided that his home needed a stronger hand on the rudder and, to great celebration, named himself the king of Ixthos. He created a line of kings who have since kept the harbor peaceful, prosperous, and honest.

King Sylvester, the grandson of Ty, rules there now. There are rumors that he has a shadow harbor somewhere along the coast where pirates and smugglers trade, but he denies it and no one has been able to find it or prove anything.
Sylvan Shards Wiki

## Welcome to the Sylvan Shards Wiki

Sylvan Shards is a setting for 5th edition Dungeons & Dragons created by Adelaide and Neal Gamache. Through the Sylvan Empire the elves kept the continent of Myrnia unified and at peace. In the wake of the Empire's fall, city-states and races compete for influence and the sparks of ancient grudges heat to a smolder. Will other dark forces threaten the shores of Myrnia, or will one of the factions rise to fill the power vacuum?

**Magic Level:** Middle fantasy (between high and low fantasy). Most people in Myrnia have seen magic in their lives, but only a few experience it on a daily basis.

**Grittiness:** This will be a fairly gritty game, as fantasy worlds go, with the impact of colonialism, war, fundamentalism, and slavery driving a lot of conflict, though it’s nowhere near Shadowrun.

**Tactical vs Cinematic:** This setting falls on the cinematic side, more concerned with interesting storytelling than cleverly manipulated mechanics. However, the details for applying the standard rules for 5th Edition Dungeons & Dragons will be included, and a gaming group with an interest in that style of play should be able to easily adapt the content.

## Getting Started

You can get started exploring the world of Sylvan Shards through three entry points:

* Start exploring the setting by examining the bookshelf at the Forum.
* Learn How to Make a Character in this setting.
* Begin the Senators of Soros Campaign with the first story arc, The Avatar's Rebirth
	+ Read the story
	+ *Coming Soon:* Use the free modules for characters of level 1-4 to play with your D&D group

## What's Coming Next?

* The initial content is still under construction!
* The remainder of the Senators of Soros campaign
	+ The next arc for levels 6-7, Wings of Oestria
	+ The third arc for levels 8-9, Down Is Up
	+ The conclusion arc for levels 10-12, Myrnia at War
* World Resources
	+ The Teachings of Oswyn Goldenbough
	+ The Great Debate of Yang-Hui and the Lon Zhu

## Play-Testers

Special thanks to the play-testers:

* Toni Alexander
* Brian Eppstein
* Emily Rose Eppstein
* Samantha Eppstein
* Erin Frazier
* Zanon Gamache
* William Neiman

* Liam Neville
* Thomas Neville
* Harper Rowan
* Icarus Swenson
* Isis Swenson
* Malachi Swenson
Gree Grega

The adherents of Gree Grega believe that an ancestor came back from the dead to found their clan. Each ancestor, called the Returned, had a different teaching that guides the clan in how to live. Gree Grega had some principles that span all the clans, including a respect for traditions and elders and a mistrust of grand schemes and empires.

### Symbol

A vial of water from Lake Walbern, a relic belonging to one of the Returned, a sheaf of wheat

### Priests

The priests of Gree Grega stay with their clan and are almost always Halflings. Some may leave their clan to further its interests or to advocate to lords on their behalf. Those that leave the clan tend to be outgoing. They do not adopt ascetic lifestyles, enjoying good food and wine or other simple pleasures as fits their personality. Inside the clan they will be leaders second only to the head of clan. Priests are given great respect by Halflings as the living voice of the Returned. Some even claim to hear the voices of ancestors providing guidance during troubles.

### Agenda

Very little troubles the followers of Gree Grega. The answer to most worries is to tend the garden, store away for winter, and go inside when storm clouds rumble. These priests have an agenda only to oppose the schemes of others that seek to oppress or steal from the poor or powerless. They hate undead and will oppose them wherever they find them.
Soros

Soros started out as a settlement of quarry workers near a deposit of beautiful sparkling granite that gave the Starfell Mountains their name. It was near the Flyssa River which made it easy to ship the stone down to the rest of the Sylvan Empire and was used for decorative work by the elves.

After the Fall, one of the quarry workers named Peter realized that all the stone they had prepared for shipment no longer had a destination. He organized the people of the town into building a wall from the leftover stone. Once this was done, he told them they weren’t safe yet, since their wooden buildings with thatch roofs were vulnerable to fire. He led the people, over the next 25 years, to rebuild their entire town out of stone. This time it was a grand city, replacing huts with halls and town squares with ornate plazas.

Eventually the demand for stone returned, this time for building protective structures. The infrastructure for gathering and distributing granite was already set up, so Soros grew wealthy selling their stone to other parts of Myrnia. Peter proclaimed himself king soon after.

Now the entire central district is made of stone, and the stonemason’s guildhall overlooks it all with a tall, gothic building made from polished, twinkling black stone. There are other districts outside of the walls that are still made of wood, including the docks near the river, but in a crisis the entire population could fit inside the protective circle of rock.

The first King Peter eventually passed away, after ensuring his town was safe and growing. His son, also named Peter, continued to watch over the town. He ensured partnerships with other cities and towns to continue the sale of granite and other mountain products, such as ore and timber. The influence of Soros grew.
Intro Story - Go into the Forum

The room is long, and the narrow windows at each side let in only enough gray, wintry light to cast wispy shadows across the floor. There’s a bookshelf and a desk. You can make out a bar stocked with glasses and bottles, a rack of weapons, and a few stands of armor. It’s well organized, but once you close the pine door the silence is disconcerting, like finding a table set with a fine meal in an empty house.

A sudden glare of cool light makes you wince. Next to the bar there are five crystals on the floor, placed evenly around an elaborate casting circle. Inside is a short figure. The skin along its cheeks and hands is yellow as maidenflowers, but it has black lips and its eyes are sunken and purple. Its head is bald, but gnarled horns curl above its pointed ears. It stands three feet tall and wears a suit of blue-gray clothes, stylish and well-tailored.

Rubbing its hands together, it grins with a mouth like a fetid wound. Perfect white teeth—normal, human shaped teeth—are exposed, and seem to glow against its black lips and gums.

It’s waits for you, but now the entire room is visible in the light of the crystals. You can see the bar is well-stocked, not just with wine and spirits, but also alchemical vials.

The weapons in the rack are well-made and practical. The leather on handles and hilts shows signs of wear but they have been oiled and honed. These are tools, not trophies. You note short swords, daggers, and bows, but also empty spaces scattered throughout.

The stands of armor include sets of boiled leather and chain mail, helmets, and a wooden shield. There are scratches and signs of mending, but like the weapons they are ready for use.

The books on the shelf, like the quality of the bottles behind the bar, compose a subtle display of wealth that belies the simplicity of the rest of the room. Despite the martial equipment, this is not a rough pub for mercenaries.

On the desk is an open-topped box with a few scraps of parchment. There is writing on them in precise rows. Blank parchment and an inkwell are set neatly between the box and a leather-bound book.

A tapestry hangs on the wall next to the desk, which seems to be a depiction of the first royal family of Soros. Peter the First is visible, his name floating over his head in embroidered script. You can see his wife, Queen May, and the arm and shoulder of his son Peter the Second, who is the current king. The rest of the image is obscured because the tapestry has been pushed partially to the side, exposing a door. This face of the building should abut the city wall, so it’s unclear where this door could lead.

The short, yellow creature is still smiling patiently, but his eyes glitter as they follow you around the room.
Intro Story - Ask about Becoming a Senator

“So, if I become a Senator, what would that mean?” you ask, trying to appear casual.

“Well, that’s up to you. There are no specific requirements. The main things are that you would team up with the others who answer the beacon and try to respond to the requests for help. In exchange for that, King Peter will keep you supplied and protected from any… consequences of your activities.” Alex winks at you.

“If there’s any breaking and entering, or skull cracking, or dark magic required during your duties, you’ll be sure to avoid any trouble with the guards as long as you don’t rub their faces in it.

“You can live here if you wish. The Senator’s reputation is strong, so having that name might open some doors that would otherwise stay shut. Also you can hope that the others who join the team are just as…” He pauses, glancing over your equipment and physique. “… impressive as you.”

He gives you a greasy, patronizing smile.
How to Make a Character

## 5th Edition Dungeons & Dragons

For the most part, making a playable character for the Sylvan Shards campaign setting is a straightforward process of implementing Wizards of the Coast's 5th edition rules for Dungeons and Dragons in the Player's Handbook .

## Restrictions

### Races

All the races from the Player's Handbook are available with the following exceptions:

* Dragonborn and Tiefling are not found in Myrnia and are not allowed as playable characters.
* Gnomes must play the Rock Gnome subrace.
* Elves must choose between the High Elf and Wood Elf subrace.

## Additions

### New Class

In addition, players may choose the Tinker class. Tinkers are expert traders and crafters who tap into the magic of the High Roads. They are excellent at making deals and finding items and treasure.

### Personality and Influence System

This setting has an optional additional set of systems used to define a characters personality and how they can influence others.

### Background

There are two new backgrounds included in this setting.

### Origins

Check the section on geography to determine details about where your character might be from. Races are not exclusive to one region, but the following home regions are most common:

* Dwarves most commonly live segregated by gender:
	+ Dwarf women live in the city of Karm Lema.
	+ Dwarf men live in villages, settlements, and outposts in the Getakenak Hills outside of Karm Lema.
* High Elves live through the human city-states in the Chiami Plains which was the heart of their empire. They almost never live in the ruins of their old capital, Chai-syl, or the Orc Commonwealth.
* Wood Elves live in encampments and villages throughout the Zerif Forest.
* Gnomes may claim parts of the Rock Sea, but that is very recent. Almost all gnomes come from one of the islands in the Verdun Archipelago.
* Halflings live in clans. These clans may be found in small settlements, or they may be travelling traders or performers.
* Most humans live in the city-states or in surrounding farmland. There are other humans who live in small tribes through the Rock Sea, which they call Monai-nan.
* Orcs are almost exclusively raised on a homestead in the Orc Commonwealth.
* Half-orcs and half-elves may come from either of their parents' lands, or may travel constantly if they are welcome in neither.

### Religion

In Myrnia as in the real world, most people follow the religion they were raised in if they follow any at all. There is only one god in Sylvan Shards, a cosmological detail which is rarely debated by different cultures. This one god has sent many avatars to guide different races, and each avatar has created a religion. A few other religions have also sprung up without an avatar present.

The most common religions for the races:

* Humans: The Unsent
* Wood Elves: Seekers of the One
* Halflings: Gree Grega
* High Elves: Yang-hui
* Dwarves: Ama-Ra
* Gnomes: Maestro Macchino
* Orcs or Half-Orcs: Remiah
The Verdun Archipelago

The islands in the Feccian Sea to the south of Myrnia are called the Verdun Archipelago. They have been the home of the gnomes for as long as they have records. The islands are tropical, and often subjected to intense storms that batter the island.

As a result, the ancient gnomes created two kinds of structures. The first were long, low buildings made of rock or dug into the earth. These could endure the storms, and were where they stored key supplies or tools they did not want to lose. These were called fissos.

Other structures were built to provide temporary shelter from sun or rain showers. They might be used as tool sheds, or animal enclosures. These structures would be destroyed by the storms that came through two or three times a year, so they were built quickly and without fuss. These were called provvisos.

The gnomes in ancient times were tribal by island. The two biggest islands are Wrenza and Bresca, and they also had the biggest tribes. Three others of notable size are Kutz, Reccrint, and Toschi. There are countless smaller islands, sometimes so small they are washed away or created by the storms.

When one tribe raided another, it was common to destroy the provvisos of another tribe, but the destruction of a fisso was unforgivable. If, due to neglect or sabotage, a fisso was lost then members of the tribe could suffer or die. The distinction between the two types of structure was life and death for the gnomes.

Eventually the tribes came together and agreed to form an oligarchy from the most prominent members of each tribe. As they began to build cities and formed daily shipping and trade between the islands, more and larger fissos were built, but they maintained the distinction that was so important. Temporary markets or housing might be created for a specific event, but were dismantled as soon as they were unnecessary.

The Republic of Verdun, as it became known, flourished.
Daoda Peninsula

The city of Ixthos is the gateway to the Daoda Peninsula. It lies at the mouth of the Flyssa River and controls a sheltered harbor in Sylva Bay. There is a reputation of Ixthos as a home port for pirates. I’ve spent some time there, and there is some truth to this.

This port city has made its money on peace. At sea, a pirate captain and the owner of a merchant schooner might be trying to slice each other’s throats. In Ixthos, you could find them singing an old shanty together in a tavern. The city insists on peace within its walls, even if that is kept at the cost of justice for crimes on the high seas. So long as people come to the port to trade—and pay their dock fees to the town collectors—there is no problem.

It all comes down to an old saying in Ixthos: grudges are bad for business.

Beyond Ixthos is the main part of the peninsula. This was the home of the old capital of Chai-syl, with the famous crystal tower. You may hear that the Commonwealth is hostile to outsiders, but I would say that unwelcoming is different than hostile. In my travels in that land I was never attacked or harassed. Neither was I offered a meal or a place to sleep. The orcs I met want to be left alone to raise their flocks and crops in peace among the ruins of the empire they destroyed.

It’s not just orcs in the Commonwealth, though due to a fearsome reputation few others have been brave enough to settle there. I found no elves, of course. The orcs have a few villages, but the most common living situation is a farmstead: an extended family living in a small grid of houses. The family tends to the surrounding farm, and trades with villages or other farmsteads for what they don’t make themselves. If you can earn their trust, which is no easy feat, you might be able to pay to stay with them. Coin is hard to earn in the Commonwealth, and it’s necessary for certain items that can only be purchased from Ixthos, but they’re proud and distrustful of outsiders.

Life on a farmstead can seem rather quaint and pastoral. Then one night over drinks you might hear the story of the chink in the back wall. That was the place the family’s great-great-grandmother drove a pike through the head of the elf who once owned this house. That’s followed up by stories of the abuses that elf applied to this matriarch, and her great patience in enduring it for years, and praise for her strength when responding to Remiah’s call for uprising.

The people of the Commonwealth are not inclined toward violence and oppression, but their stories are. I suppose in that they’re no different than anyone else.

You can stroll the streets of Chai-syl, even walk right up to the shattered pieces of the crystal tower. Orcs don’t live in the ruined capital, but neither have the elves nor anyone else ventured to re-inhabit it. I’m not sure if the orcs would oppose them if they did, but I suppose given what happened before no one wants to find out. So you can browse long-closed shops and sit at cafes that served their last drinks a century ago. Parks grow wild, and herds of deer graze the grassy streets. It’s so beautiful in ruin, in its full glory it must have been quite something to see.