recursal/Fanatic-Fandom huggingface dataset:
Arok-Sardukin

A small band of demonic cultists that created the ritual that converts any creature into a member of the *Blood Knights* through a painful ritual. The ritual consists of drawing all blood from one's body, enchanting it then filtering it back inside. Little else is known about these pack of cultists. The demon consists of three demons named Zerzollath, Trelmas and Margulsh.

*Thalnik Ulmrus* encountered these demons during his ascension to the Blood Knights. He later learned that they were located in the *Underworld* by one of the *Dreamscape Sentients*, Exi. Exi stated however that these demons are beyond a mere mortals reach and reside deep in the hells of the Underworld. With the help of the *Great Shadow*, Thalnik was teleported to the Arok-Sardukin's lair. Thalnik attempted to gain information regarding the ritual that created the Blood Knights, but the demon group resisted. They insisted they have no reason to listen or provide any services for Thalnik for he is neither a natural born demon or a powerful deity. They rebuked him begone, leaving Thalnik with nothing gained.
Bellminster

**Primary Race** Halflings, increasing dwarven minority

**Economic Power** Moderate

Abundant with eager bards and wizards who are trying to become famous.

## Governance

Ruled by a single elected official by a majority vote from its citizens every decade. The current president of Bellminster is *Tarton Merryfoot* (Male Halfling).

Bellminster's capital is Talesburg, located near the center of the state surrounded by hills and mountains.

## Culture

**Ignorant** Many of the denizens of Bellminster are ignorant to the woes of others, particularly those who live in poverty within the state. Their efforts to combat such issues often lead to exacerbating the problems due to their ignorance.

**Peaceful** Bellminster is the least violent of all the warring states and is often the best seeker of peace through their cultural institutional exports. Their general outlook on life proves difficult to agitate them over trivial matters and they often say "live and let live".

**Scholars** The majority of Bellminster citizens are extremely intelligent and educated. They often pride themselves on their academic achievements through universities.

**Vices** Citizens of Bellminster typically over indulge in some sort of vice such as smoking and drinking that often lead to suffering some sort of pitfall.

## History

Bellminster was founded in year 1335 and much of its founding conditions reflects modern times.

By year 1370, Bellminster has become famous amongst the denizens of Silvestris as a beacon of knowledge and intelligence. Several colleges of wizards and bards have flourished due to the peaceseeking nature of the state.

## War Status

* Agmul Vardis: Neutral (Indifferent)
* Oakenville: At War
* Unduan: Neutral (Friendly)
* Streindresh: Neutral (Hostile)
* Desetu Ereshnul: Neutral (Friendly)
* Bravekthrum: Neutral (Hostile)
* Survizzat: Neutral (Hostile)
* Rustburgh: Neutral (Hostile)
* Barest Dimden: Neutral (Friendly)
* Hazelford: Allies
* Aekoth: Neutral (Friendly)
Baphomet Cultist

*Arizu Valbis*, *Darius Leopold*, *Ghrolok Stonecrusher* and *Lucian* delved a temple devoted to Baphomet that was stationed near *Mount Spire* during the *Assault on Mount Spire*. The temple was guarded by many traps and demonic bats which were devised by a cultist worshipper at the end of the delve. The cultist revealed itself to be demonic in nature as it had extra arms and thorny vines growing from its side. The cultist was an expert illusionist and cast hallucination spells on the party where they believed they were transported to another plane for brief periods of time. The hallucinations were treacherous and intended to kill the party once within. The cultists proceeding to stab their real bodies while they were incapacitated. Over the series of several rounds, the group managed to figure out they were in a hallucination and come to sporadically. They eventually defeated the cultist by attacking the cultist while they weren’t hallucinating. Ghrolok most notably defeated the cultist after delivering a devastating headbut and followup flurry of punches. Afterwards, the group discovered that the cultists was guarding a mysterious mask along with other treasures.
Economy and Estate

Calnlian

Guild Businesses

Join a Guild

Establish a Guild (May cause competition)

Different Types of Guilds

* Craft Guild (Blacksmith, Alchemist, ect)
* Merchants Guild (Businesses, Shops, ect)
* Wizards Guild
* Thieves Guilde (If you can find it)

Common Estates

Empty Land

* Small: 5PP
* Moderate: 10PP
* Large (Outside of City): 20PP
* Enormous (Outside of City): 50PP

Simple Houses

* Simple: 5PP (1gp/day)
* Large: 10PP (2gp/day)
* Custom: 5~20PP (~1gp-4gp/day)
* Rental (Simple or Large) 3gp 5s/day

Shack Houses

* Shack: 1PP one time fee

Royal Estates

Palace/Castle

* Large: 50PP (~5gp-20gp/day) Depends on quality of servants
* Enormous: 150PP (~15gp-40gp/day) Depends on quality of servants
* Custom: 100PP~250PP (~15gp-80gp/day) Depends on quality of servants

Luxurious Houses

* Moderate: 25PP (4gp/day) May have servants
* Large: 40PP (5gp/day) Probably has servants
* Custom: ~25PP-60PP (~5gp-7gp/day) May have servants

Special Estates These estates may earn income for owners

Recreational Parks: ~20PP-150PP Largely depends on entity.

Buildings used for Business: ~10PP-100PP Largely depends on entity.

Temples/Religious Structures

* Small: ~1PP-5PP
* Moderate: ~10PP-20PP (~1gp-3gp/day) Depends on quality of servants
* Large (Temple): ~30PP-60PP (~5gp-20gp/day) Depends on quality of servants

Military Land/Structures

Only obtainable by joining the Calnlian Forces

* Watchtowers
* Garrisons/Barracks
* Special Camps: Siege, Training, Cavalry
* Forts/Bases

Investments Invest money in an entity and potentially gain profit from borrower

Invest in a Guild

Invest in a Business or Trade

Jobs

Become an entrepreneur

Be hired by a local Business or Guild for a service Limited jobs from party traveling

Mercenaries

Obtain hirelings to do your bidding. Can join your adventures or set their own tasks.

Non-Combat

* Surf (Low Quality): 3s/day
* Commoner (Moderate Quality): ~1gp-5gp/day Depends on Entity/Skills Req.
* Noble (High Quality): ~5gp-20gp/day Depends on Entity/Skills Req.

Military/Adventuring

* Militia (Weak, Low Armor/Weaponry): 5s/day
* Infantry (Moderate All Around): 3gp/day
* Paladins (Strong All Around): 1PP/day

Law/Religion of the Land

Become a servant of law and order (Must pledge self with a city)

Establish a new settlement (With proper nurture, could eventually turn into a large city)

* OPTIONAL:
* Pledge land towards another city/civilization
* Create own capital (Be wary, politics, trade, ect. will be involved.)

Establish a new religion or core belief (Be wary, other gods will detest/disown you)

Players who invest in Economy

All economy investors receive a magical item that looks like a Gold Coin. This item can conjure a celestial Raven to transmit messages between the player and Calnlian. Messages can only be transmitted when a player spends time doing a short or long rest, or has reasonable time to perform such an action. The Raven will return to the player typically by the next time they perform a short or long rest. The entity they purchase WILL NOT automatically send messages unless the player sets up such a service.
Necromancer Knight

A legion of ghouls that were considered immortal to those who fought them. A Necromancer Knight donned heavy armor, a shield, and a sword all infused with powerful necromancy magic by the *Lich*. No mortal knew that the legion of Necromancer Knights were the strongest force that the Lich commanded. However, the Lich would oblige with *Elder Dragon Dulath's* demands and would occasionally send them to the *Material Plane* as reinforcements. The knights were immune to most magical spells and were extremely difficult to defeat. *Annastilla*, *Chokoff*, *Ealrith*, and *Calirius* were worn down every time they encountered even a small band of Necromancer Knights in the *Underworld* and sometimes were forced to flee. The party eventually stumbled upon the knight's primary barracks, but turned back in fear of death. The knights use a form of communication by firing a ball of necrotic energy in the air within the Underworld that acted as a flare whenever a disturbance was detected. The party had to avoid some of these patrols because they were caught a few times and ran. Although these knights are tough, the party did manage to defeat a few but they spent more time running from them than fighting them.

The knights were seen once more while *Akir Duskwalker*, *Arthus*, *Ser Ravyn*, and *Zavidur Ugadesh* assisted *Elder Dragon Beledath* (in human form Victor) and *Elder Dragon Zurrath* (in human form Omar) in restoring *Elder Dragon Venia*. The knights were among the vanguard of Dulath’s forces as they stormed the encampment that Venia was located. The party was quickly overwhelmed by the strength of the army, but managed to defeat a couple of knights before being restrained.
Myrd

A large celestial who is a guardian and worshipper of *Rao*. Myrd’s original purpose was to instruct the nearby population in northern Therinox of Rao’s decrees of *Celestia*, but the *Dark Age* caused most of the populace to wither away. In an attempt to prevent himself from aging, Myrd solidified himself in one of Rao’s temples by transforming to stone with a condition to be reawakened. While in his stone form, Myrd had the ability to astral project to Celestia where he spent many years in his homeland once more. Eventually, Myrd was instructed by Rao to guard the path to *Elder Dragon Venia* and allow no tresspassers whatsoever.

*Akir Duskwalker*, *Elder Dragon Beledath* (in human form Victor), *Ser Ravyn*, *Yestow*, *Zavidur Ugadesh*, and *Elder Dragon Zurrath* (in human form Omar) discovered the temple where Myrd was in stone form and looted some gems on an altar Myrd overlooked. With the condition now met, Myrd reawoke and engaged the party in combat after Zurrath questioned why Myrd was guarding a passage to Venia. During the fight, Myrd periodically summoned his close followers: Altriph, Borg, and Yetah. The celestial followers enabled Myrd to perform special abilities and enhance his combat prowess. Myrd disposed of Beledath, Yestow, and Zurrath by casting a hurricane of lightning which knocked them unconscious underneath a pile of rubble. Akir, Ser Ravyn, and Zavidur were also nearly defeated by Myrd and his followers, but managed to slay him. Before Myrd gave his last breath, he used the last of his energy to banish the party to Celestia in an attempt to keep them away from the passage to Venia. The party eventually managed to make their way back to the ruins where Akir looted Myrd’s magical sword. However, Akir has been unable to use it. *Arthus* told him that only the guardians of Rao can activate magical swords as they were crafted by Rao himself.
Emardus Vuzrab

Emardus has notably mutilated his body to have altered bits of flesh and grafted machinery to his appendages and face to seem near robotic. His personality is to be rude, curses a lot and just seems eager to return to his work. Emardus is a bit of a pilgrim and wanders the world in his specially built airship which he resided in Mistfall for a time.

Aami sought out Emardus from hearing of a rumored artificer thinking she could arrange a business deal with him to earn a high income. Aami's managed to find and meet with Emardus which resulted in a comical social encounter. The two later came to an agreement where she would introduce him to her clan's leader, Darius Leopold, in exchange for Emardus' efforts towards making watches to sell.
Maleficum Witches

Three sister witches (Cora, Helena and Odessa) originally staking their home near the backwater village of Baileydale within the Free Marches. They spent most of their time performing curses, rites and rituals for the local populace. Unfortunately, this resulted in them being ousted to a group of nearby inquisitors and were subdued. The inquisitors scheduled a quick execution for the witch sisters shortly after.

Aami, Elspeth von Cathar, Vinca rescued the witch sisters from their plight during the public execution alongside Darius Leopold. Darius wanted to parlay with the witches to hire them into the fold of his vampire clan.
Augustin

An agent under the secret operative division within the *Dragonscales*. Augustin primarily works as a spy and saboteur for his order. Throughout his career with the Dragonscales, he became close with another spy in his order named *Daelinglorf*. The two eventually became so efficient with their work together that they became work partners for every job they performed.

One day, they were hailed by *Elder Dragon Rider Kaiden Armov* and received the great honor of serving a mission directly from him; their order's leader. The mission entailed that they accompany the *Phoenixborn*for a sabotage objective. The two gratefully accepted and were introduced to the Phoenixborn before heading to *Pilfanx*. Before their time with the Phoenixborn, Daelinglorf and Augustin acted as scouts to sniff out the clergy of *Tiamat* which threatened the northern Dragonscale outpost in the region. They knew that this mission had but a few days to reach success which they needed to prod Pilfanx's army to intervene with the clergy. Daelinglorf and Augustin assisted the Phoenixborn in Pilfanx as rogues and spies under the temporary command of *Alkil*. The two were highly effective at their jobs and most notably used sending to communicate various information around the party.

In order to advance their mission, the Phoenixborn headed into the countryside to complete a bounty while Daelinglorf and Augustin remained in the city to keep tabs on *Yuvari* and keep an eye out for the *Gallowmen*.

Daelinglorf unfortunately met his end during a rescue attempt where Alkil became subdued by the Gallowmen. Due to his ignorance, Augustin scrutinized Alkil for his ignorance of his own safety and mentioned that even Daelinglorf thought it odd that Alkil made no countermeasures after being captured the first time. However, Augustin is a steeled agent with a highly tested willpower. He ensured that he kept his personal feelings aside about losing someone he thought of as a brother for the sake of the mission with what's at stake. Once he and the group returned from their assignment, Augustin was quick to go his own way back into the ranks of the Dragonscales.
Desetu Ereshnul

**Primary Race** Mix of werecreatures (Were-boars, Ratkin, Wolf-kin, Tabaxi, Kenku)

**Economic Power** Very Weak

Economically the poorest state due to lack of natural resources.

Abundant with tradesmen and mercenaries.

Most of the other states look down upon them or perceive them as victims whilst in reality they’re hearty folk trying to earn their way through the world.

Is the youngest founded warring state.

## Governance

Formerly tribal in nature, but has recently reformed as a monarchy where the members of the ruling family elect a ruler amongst them due to their large family sizes. The monarchy ruling over the state is the Vesper clan currently lead by *Farminn Vesper* (Male Tabaxi).

Desetu Ereshnul's capital is The Nine Burrows, located near the center of the state surrounded by barren crags and a river. The capital's name is a metaphor for the dominant species within the state.

## Culture

**Kindred** Almost all citizenry are descenants of very large famalies and ancestries with some numbering in the hundreds.

**Hearty** It is common to find denizens of Desetu Ereshnul in high spirits and many things that would gloom over most people don't affect them. It seems that they can find something positive in any situation.

**Scavengers** Desetu Ereshnel lacks natural resources which causes most of its societies to scavenge for their survival. This often leads to small groups of warriors infiltrating foreign borders to raid their lands for resources or mercenaries delve the underground and fight monstrosities for their bounties.

**Skeptical** The frequent tragadies that befall Desetu Ereshnul have made it's denizens skeptical of those that seek to aid them. Those who help these folk have a common history of exploiting them in some fashion afterwards.

## History

Desetu Ereshnul was founded in 1368. Being the youngest warring state, its founding conditions reflect modern times.

## War Status

* Agmul Vardis: Neutral (Hostile)
* Oakenville: Neutral (Indifferent)
* Bellminster: Neutral (Friendly)
* Unduan: Neutral (Hostile)
* Streindresh: Neutral (Friendly)
* Bravekthrum: Neutral (Hostile)
* Survizzat: At War
* Rustburgh: Neutral (Indifferent)
* Barest Dimden: At War
* Hazelford: Neutral (Indifferent)
* Aekoth: At War
Gulrag Slavery Resistance

A small handful of men mostly in scratched up hide armor who devote their lives to rescuing those who become enslaved within *Zeezack’s* stronghold. The group resides outside of *Gulrag’s* walls and has received the city’s support in the past. However due to many failures, the group has lost much of its support from the populace even though most generally maintain a positive outlook on the group’s ideals. The group is lead by *Joseph Myriad* who has shifted the group’s focus towards rescuing slaves instead of trying to drive out the slaver menace. Once *Zavidur Ugadesh* slaid Zeezack, Gulrag infiltrated Zeezack’s stronghold and dispersed the remaining slavers. Joseph then directed the group’s efforts towards the former slaves and integrating them into daily life in Gulrag.
Mukki

An ordinary middle aged man who formerly lived in a village in northern *Silvestris* until the *Elemental Incursion* decimated his home. Within a few months, Mukki settled into a new village named Larnwick where he had an elderly family member who died of old age shortly after his arrival. These string of events caused Mukki to become slightly mad and investigate the decimation of his village. Mukki found remnants of magic rituals near the portal's site and formed his own theory that a band of wizards were responsible for the Elemental Incursion. Ever since, he's grown hatred for wizards and that nobody should tamper with the ancient secrets that they long to discover.

*Armament*, *Talon*, *Thalnik Ulmrus* and *Zikore Raug* encountered Mukki in Larnwick while they cried in the middle of the village. Their message was for the village to evacuate for the *Tundra Horde* was making their way inland and the village wouldn't be safe. As the village was packing up, Mukki approached Zikore and confirmed his status as a wizard before attacking him in a life and death duel. Zikore was defended by his companions since Mukki counterspelled anything Zikore attempted to cast. Mukki was easily dispatched by the brawny members of the group after cutting his arm off however. Zikore looted Mukki and found a brief diary depicting his spiraling life events that lead him to attack Zikore on sight.
Conditions

**Death's Grip** You can only be stabilized from a dying state so many times in your lifespan. This number is equal to 2 plus your Con mod and Cha mod, min 1. This is a permanent condition that cannot be removed and the number of instances of it stack to track how many times you've bled out. If you would be felled a last time according to Death’s Grip, you die instead of bleeding out.

**Shaken** A shaken creature is dealing with the initial shock from a horrifying sight or presence of a powerful enemy. A shaken creature suffers disadvantage on its first ability check, saving throw or attack on each of its turns. If shaken is applied while already shaken, the affected creature becomes frightened. Shaken is removed only if the affected creature passes a Cha DC 14 save at the end of each of its turns.

* Perform shaken tests whenever an ally within sight reaches 0 hit points or the situation for the creature takes a turn for the worse.

**Staggered (Deprecated)** Your movement speed becomes no greater than 10 ft and you cannot use the dash, disengage or dodge actions until the end of your next turn.

**Sundered (Deprecated)** You’ve been struck by a significant, concussive blow that renders you unable to properly defend yourself. While sundered, you suffer -2 AC. At the start of your turn, you must succeed on a Con Save DC 14 to recover from this condition.

**Withered** **(Deprecated)** A creature automatically becomes withered when they’ve suffered a total amount of damage equal to at least half of their hit point maximum. A withered creature suffers -10 movement speed and -2 on all saving throws they perform.

* Healer kits provide herbs that act like pain-killers and can nullify the effects of Withered for an hour. You can spend 3 charges of a healer kit to use this drug which costs you a full round action.
Nimbus

Lair of *Braego*that acts as her personal domain. It is a private dimension which Braego has protected against planar travel against unwanted visitors. It is a cold and bleak place, but more than fitting for a cloud giant. Braego's throneroom stands at the top of a massive spire that touches the sky overseeing the entire dimension. Nimbus is notably empty with the exception of Braego and her two servants, *Aegulthor* and Tinandras.
Gerald "Witch Hunter"

After seemingly defeating a *Warlock* in a duel, *Ser Ravyn* was nearly killed by the Warlock casting Power Word: Kill on him until the warlock was interrupted by a barrage of silver encased crossbow bolts from a distance. The bolts caused the warlock to truly become defeated and dissolve into a pile of boiling blood. Three witch hunters approached the scene which one of the held his weapon and a piece of parchment in an attempt to show peace to Ravyn and his companions. He introduced himself as Gerald and recognized *Yestow* which they briefly shared dialog. Gerald mentioned to give Yestow’s greetings to a person named Heipher when he “sleeps next”. Gerald explained their intrusion that they were undertaking a bounty on the warlock who is wanted alive. Ravyn initially demanded that the bounty be shared with him and *Zavidur Ugadesh* who did most of the work. However, Ravyn eventually settled on a comical agreement with Gerald that he share some of the bounty with the temples in the city he claims the bounty. The party left Gerald and his crew of witch hunters as they were pouring alchemy potions over the warlock’s pool of blood which subsided the boiling and was going to rematerialize him to his normal form.

*Thalnik Ulmrus* and *Zikore Raug* stumbled upon Gerald while in *Plutoph*. The two of them communed with Gerald a brief time before staking interest in commissioning his services to track down *Darius Leopold*. Gerald insisted he had other matters to attend to and left them with *Bwart* to take his charge.
Gustfang

### Description

A fairly long, slim, curved blade made of folded steel is held by a grip wrapped in elegant, jade green leather. While holding it, one can sometimes hear the noise of a breeze pass by their ears.

### Type

Weapon

A longsword that was the favored weapon of the late king of *Durgrax.* However after his death during the ruination of Durgrax, the blade was found by looters who resided in the ruins. *Kahl-El* eventually encountered the bandits and made them flee before leaving the blade behind. Kahl-El knew not of its importance to the *Ashtok Clan* but perceived its magical power.

Gustfang is a longsword that can emit ranged weapon magical attacks. As an action or in place of a standard melee weapon attack, you can command the sword with a hurling semantic to perform a ranged weapon attack to 1 target up to 60 ft away that deals 1d12 force damage. You can only use this feature once until your next turn.

## Adventures

Kahl-El held the blade for a time before bestowing it upon *Thalnik Ulmrus* as a gift in good faith for a difficult decision he made with the *Great Shadow*. He immediately informed Thalnik of the blade's power. Thalnik quickly sold the item to *Kazumi* before even using it once.
Kurric Grayrock

**Class** Fighter

**Origin** High ranking captain of Warrior caste in Aekoth

**Behavior**: Inquisitive, superstitious, gullible, loyal, passionate, quirky, hearty, warrior spirit, generally kind and a half-committed follower of Ulaa. He enjoys contests of might, especially martial duels. Has a general distaste for magic. Spends his free time sparring with others, meticulously maintaining his equipment and drilling his subordinates.
Lich

An ancient, immortal being and also one of the most evil creatures ever known. Most refer to the Lich as the definition of evil. Nobody knows the origin of the Lich other than that he resides within the *Underworld* and occasionally surfaces to the *Material Plane*. The Lich is known most for his evil deeds of massive slaughter and spreading of diseases. No force substantial enough has ever countered the Lich in battle. For the past thousand years, the Lich has retired to a private location within the Underworld's top level and procures his phylactery to remain immortal. Every few hundred years, he must snatch a new carcass to become a new physical form that is strong enough to sustain his phylactery essence. *Calirius*, *Chokoff*, *Ealrith*, and *Henath* encountered the Lich in his laboratory while trekking the Underworld. The Lich would normally kill such creatures, but he was intrigued that a band of mortals traveled all the way from the Material Plane to the Underworld and had a brief dialog with them to inquire on their travels. The Lich quickly realized how attuned Ealrith was in the arcane arts and believed him to be strong enough to contain his phylactery essence. He offered his phylactery essence as a drink to the party and promised ultimate power to them until their death where he would seize their body for his own agenda. Alternatively, he would bestow any wish the party desired for the same price. Chokoff considered taking the deal of the wish, but in the end Ealrith was the only party member to drink the essence. The party made lazy attempts to stop Ealrith from drinking the essence, especially Calirius who was instructed by *Elder Dragon Zurrath* to protect Ealrith while in the Underworld. After drinking the phylactery essence, Ealrith gained immense power by gaining two automatic levels and +6 Constitution. However, he was permanently plagued and would eventually wither away due to the intense power of the phylactery essence. Shortly after leaving the Lich’s lair, Henath returned to combat the Lich claiming he could not stand by willingly as a creature of such evil existed. As soon as he reentered the Lich’s lair, the Lich casted Power Word Kill on Henath and instantly killed him. Additionally, he closed off his lair by causing a stone collapse on the tunnel passage so he would not be disturbed again. It was unknown to the group at the time, but Henath unknowingly delivered the Lich’s *Orb of Occult* to him after Henath was slain. After Ealrith died in the 4th contest of *DhuKhan*, the players - especially *Brandon Camden*, believe Ealrith will one day become the Lich and fear his return.

The Lich later utilized the powers within the Orb of Occult and attempted to resurface to the Material Plane. His plan was quickly foiled however as *Elder Dragon Rider Halos Panascon* was quick to shut him down. After defeating the Lich and seizing the Orb of Occult, the Lich was detained in the Underworld by a band of *Necromancer Knights*.
Lantern of Invisibility

When lifting the seal of the eye etched into the lantern, a bright yellow light would emit from the lantern as if a normal lantern, however all invisible creatures within 30 feet of the lantern would become visible.

## Adventures

The lantern was looted by *Ealrith* when the party traversed through the *Calnlian* forest on their way to *Durgrax*. He defeated a small band of Yuan-Ti bandits and collected the item but did not know its effects for a long time. When *Sir Poppins* joined the party, there was a major dispute over the lantern because Poppins felt using the lantern was detrimental to his spellcasting should he desire to become invisible. After a small feud, Ealrith managed to keep the lantern after Poppins left the party because of an unrelated matter. The lantern was later obtained by *Gormastyl* after obtaining Ealrith’s belongings from his death. Both Ealrith and Gormastyl sought the use of the lantern when in combat with invisible creatures. *Zavidur Ugadesh* came into possession of the lantern after Gormastyl’s death.
Morlius

A Demon Shaman who resides within *Calnlian*. Morlius is generally introverted as his demon worshipping practices typically frighten those he meets. He joined the *Mage's Guild* in Calnlian due to *Barl's* acceptance of him and is one of the few members who lives in the guild within his own personal dimension and workshop.

Morlius took *Thalnik Ulmrus*' blood as requested by him to study his blood and attempt to enchant it. The means of the enchantments were to be in ways that could enhance Thalnik's combat abilities.

Barl made a strange request of Morlius one day and it was to gather reagents to planar teleport a group to the *Shadowfell*. Barl informed him that he planned on sending *Armament*, *Talon,* Thalnik Ulmrus, and *Zikore Raug* to the Shadowfell for an important assignment. Morlius didn't question much and performed the ritual for the group after leasing a Shadowfell lorebook to Thalnik.

Upon Thalnik's return from the Shadowfell, they discussed his adventure and conferred with one another about the reforming of the *Blood Knights*. Morlius insisted on exhibiting caution for Thalnik due to *Mordred Lysander* likely being power hungry. Morlius also revealed to Thalnik that he is proficient in *Razvahn's* studies with her arcane devices enabling the various runic abilities of fallen foes to Thalnik and his companions.
Patuś the Meme Girl

## Patuś - Pierwsza Dama Rzeszy, potężna magini i profesor kraszologii. Pochodzi z Pato14 z równoległego wymiaru. Przybyła do naszego świata w poszukiwaniu nowych memów i próbując wyrwać Krasza.

### Patuś to dziewczyna (Podobno) która przybywa ze świata w którym dziewczyny grają w noge, zbijają pjony i ciupią w gry komputerowe. Patuś jednak postanowiła odejść z tego raju w poszukiwaniu Krasza i memów. Wiernie kibicuje ulubionemu klubowi: "Pluje na Barcelone, ¡Hala Madrid!".

The Meme Girl, jak przyjęło się ją nazywać, jest w posiadaniu kilku artefaktów Rzeszy oraz posiada sporą wiedzę w dziedzinie kraszowania i stalkingu. Jako jedna z nielicznych posiada moc friendzona totalnego "Wolę Krasza". Jest członkinią Rady Dziewic oraz jest Prawą Obręczą Barkową Najwyższego. Od czasu odejścia Mai jest także w posiadaniu Auszwic.
Quindescints

A large militia of humans and dwarves who banded together in the name of freedom and prosperity. However, the group was quickly thwarted by *The Undead Scourge* of *Elder Dragon Dulath* once Dulath began raiding southern *Therinox*. Many of the Quindescint settlements and towns have been destroyed by Dulath and his undead army.
Qes

Qes (Qu-eh-s) is a minor deity whose domains are fate and mischief. His name is whispered by many do-wishers in prayers who wish for better fortune. Qes has no clergy to speak of and is known to be a lonesome deity.

Due to their frequent planar traveling, *Alkil*, *Lanu Tengo* and *Zirilante* attracted the attention of Qes through fate. He played small pranks on them by turning their equipment into critters and sapping their fortunate fate away from them. Qes explained he wanted to meet the party, but in reality he was looking for some simple victims for his pranks. Qes forewarned that the party might soon attract the attention of deities more powerful and more threatening than him.
Font of Amethyst

A large healing fountain that is rumored across the cosmos that it has the most potent healing powers in the universe. It is said that bathing in the waters can cure all ailments, curses and diseases. The font is tended to by a tribe of druids and dryads who guard the fountain religiously. They're willing to help only those who they deem worthy by their own bias.
Mask

God of the thieves and trickery, Mask is an intermediate deity that is worshiped primarily by the *Thieves Guild* as well as beggars, commoners, and merchants. Unlike most deities, Mask holds no temples and is worshiped in name alone. Most who worship him would pray to him as a symbol of luck for a job about to be performed or to prevent thievery. In essence, his worshipers believed that Mask has the power to grant money through luck of situations. Some try to twist their belief that Mask also retains the ability to be a master killer. Mask is most known for his symbol, a black mask which he always dons. Due to his deity status, Mask has no relevant enemies or allies and is generally considered a loner. He is most known for his deeds of stealing from some of the most powerful deities. An old child’s tale of Mask describes that the money mask steals flows through divine intervention and lands into the pockets of his worshipers. Mask met his death by his mother’s hands, *Shar*, who dispersed his divine power into his equipment and scattered throughout the realms across various planes.

## Divine Prophecy

During the *Dark Age*, Thieves Guild members within southern *Silvestris* prophesied that whoever would obtain Mask’s full set of equipment will become the new Mask and gain divine power. His full set of equipment includes: two daggers, one sword, a quiver of infinite throwing knives, a mask, a cloak, magical leather armor, and magical thieves tools. All pieces of equipment are told to have some mark of Mask’s symbol or name. *Akir Duskwalker* is the only known person to obtain any piece of his equipment as his ancestors gained Mask’s daggers and black mask. It is rumored by the *Mercenary Guild* that Mask’s sword resides within the *Shadowfell*. The location of the other equipment is unknown.

It was discovered by *Armament*, *Phaeron Sanguinacht,* *Talon*, *Thalnik Ulmrus* and *Zikore Raug* that *Mordred Lysander* held the sword of Mask which he has hidden in *Lysander College.* The group managed to find the sword which soon after they had a confrontation with Mordred.They all were quick to discover that the sword judged one's worthiness to claim Mask's divinity which upon wielding it, Phaeron was obliterated.

*Darius Leopold*, *Lucian* and *Yestow* discovered the location of the cloak of Mask that was hidden away in the forgotten ruins of *Nightkeep*. Armament, *Bwart*, Shelaighleh, Talon, Thalnik Ulmrus and Zikore Raug also discovered the cloak as they were on the heel of Darius. The group dueled over matters other than the cloak before going their separate ways with the cloak in the possession of Darius.
Cragorshx

An elderly satyr that roams the *Cursed Barrens* along with the rest of his clan. Cragorshx became a researcher of the *Fade* in his early life after events that occurred seemingly by chance that lead him to a near death experience with wraiths. After surviving the events, he dedicated his life to researching everything there is about the Fade. During his research, he became under suspicion of *Elder Dragon Rider Kaiden Armov* when they first met at *Raven’s Crossing*. However after a simple investigation, Cragorshx revealed to Kaiden that he wasn’t up to anything that could be deemed as evil natured and made peace with Kaiden. Over the years, Kaiden would occasionally meet Cragorshx where they would share mutual benefits of their research.

*Arizu Valbis*, *Darius Leopold*, and *Ghrolok Stonecrusher* met Cragorshx after trekking the Cursed Barrens for some time. They told him that Kaiden himself had told them to seek Cragorshx out to inquire upon him to help discover their origins of being *Phoenixborn*. Cragorshx gladfully offered aid and performed a ritual on the group which introduced them to the *Dreamscape*. They were guided up to a point where Cragorshx could no longer travel and ventured forth on their own before returning to the *Material Plane*. After awakening, Cragorshx and the group parted ways as Cragorshx traveled back to the cursed barrens to return to his kin.
Ephraim

A large burly Vithari with a silky white mane. Ephraim was created by *Elder Dragon Rider Eras Yothyr* due to his Vithari origins and faithfully served her during his servitude. Ephraim was originally a standard infantry unit in the Vithari ranks, but was trained to be warlord after Eras recovered the Vithari after their ruination from *Durgrax**.* Ephraim became Eras' second in command through rigorous training and extreme discipline.

Ephraim encountered *Armament*, *Talon*, *Thalnik Ulmrus* and *Zikore Raug* during the *Tundra Horde Assault on Ebonen* while setting up a forward camp. He briefed them that they should find him should they need anything during Eras' absence. During the battle against the *Tundra Horde*, Armament, Talon and Thalnik saw firsthand at how ferocious Ephraim can be in battle.
Piszok-Zok Ratkin

A strange ratkin race that settled in the chasms and mines of ruined *Durgrax*. They perform random raids against any who intrude upon their home which mostly consist of bandits and vagabonds. Occasionally, the ratkin have skirmishes with forces lead by *Kahl-El*. The ratkin are sentient, but not very intelligent and have difficulty speaking. Their culture is similar to goblins that suggests that due to their large numbers, their lives have little meaning. Piszok-Zok rats will perform crazy feats such as suicide bombing, using their own forces as siege ammunition and so on. There is also a mysterious force of divinity at work with the ratkin as one would see them sporadically receive blessings from an unknown deity. The vermin would call each other “Worthy” whenever this anomaly occurs. This information was later debunked by Kahl-El who learned that the ratkin worshipped the *Great Shadow*who enabled their cultic behavior.

*Faeynala*, *Talon* and *Zikore Raug* ran into a few bands of Piszok-Zok ratkin where they learned a little about them. They skinned all the ratkin they managed to slay due to needing ingredients for special poison. The rats most notably used their bomb runners to drop a bell tower on the group in an attempt to kill them.

*Armament*, *Roric*, Talon and *Thalnik Ulmrus* engaged the Piszok-Zok ratkin in the abandoned emerald mines in search for their deity, the Great Shadow. They used an arcane device given to them by Kahl-El to track it's location within the cave networks of Durgrax. During their journey, the encountered several small hordes of ratkin that slowly withered the party to a winded state. The party eventually found the lair of the Great Shadow where they discovered that the ratkin built a makeshift place of worship for it. Kahl-El was summoned by the group who brought forth the Great Shadow who engaged the group in battle alongside the ratkin. Eventually, the Great Shadow yielded. Kahl-El took in the Great Shadow as a denizen of Durgrax and began indoctrinating the ratkin as citizens as well.
Fate Points

A point system implemented to help players throughout the campaign perform various acts or enhance their rolls. These points were unlocked when each party member reached Level 5. Fate Points were designed to aid players when they needed it most. Players had a maximum capacity of 15 points at any given time. At any point, players could spend their Fate Points for various effects described in the Fate Point Usage table below.

### **How to Obtain**

* 2 Fate Points for attending the session
* 1 Fate Point for each Critical Success rolled
* 1 Fate Point whenever a character levels up

## Version 2

Fate points were completely revised after all players rerolled their characters. Instead of an arbitrary point gain system, fate points were transformed into a “give and take” system. The party shared a pool of 5 fate points that were represented as double sided coins. One facing of each coin represented the player’s fate usage and the other the *DM’s* fate usage. At any point, players and the DM could use fate available to them by flipping the coin to the opposite side enabling the use of that fate point to the opposite side. The table below depicts the effects to spend fate for.

 1
 2
 2
 2
 X
 X

## Version 3

Due to the burdensome aspect of taxonomy in tracking player's fate points, fate points were revised to a simpler method. Fate points changed into a pool of up to 5 points which the party shared collectively. Whenever anyone from the party achieved a critical success during any check, they received 1 point. A fate point could be spent to gain advantage on any check a player is about to perform before it is rolled.

## Retirement

Fate points are now retired. Overall, players tended to bank them too often which lead to excessive amounts of fate point accumulation. We also desire the dramatic resolutions where you can't rely on this sort of system as an out.
Myrdun Bravekthrum

**Class** Paladin

**Origin** 2nd prince of dynastic lineage in Bravekthrum

**Behavior** Cold natured, tactical, scheming, generally fair, physically and mentally strong. Often surrounded by subordinates who revel in his presence, albeit he often finds this annoying. Enjoys a contest of any kind. He spends most of his free time engaging in political discussions, theological studies and dealing with endeavors back in home state.
Canthrall

A small village of mountain gnomes that have no allegiance to any major faction and resides within the *Arithi Plains*. The village is populated with ~300 gnomes who are all originally from nearby caves and hills. Canthrall was founded by a small family of gnomes that wished to start a community exclusive to gnomes. Like the friendly nature of gnomes, the village welcomes most outlanders for trade. The gnomes became known for their trade in useful artifacts and rare gems. The village suffered moderate damage due to its location with the birth of the portal to the *Elemental Dominion*. The aftermath lead an abundance of Hill Trolls to descend upon the helpless village. However, the gnomes were able to eventually fend off the trolls but continue to be plagued by them. *Barl*, *Chokoff*, *Gormastyl*, and *Ser Ravyn* strolled through the village for a brief time during their journey to the portal to the Elemental Dominion. *Ser Grumphet* greeted them with lively enthusiasm after learning the party dispatched some hill trolls, but the party did not stay long.

*Zavidur Ugadesh* traveled to Cantrall in search of a clan of goblins. However, the gnomes knew nothing about goblins. Ser Grumphet instead teleported Zavidur to *Calnlian* where he suspected Zavidur might find someone who would have the knowledge he seeks.
Phantom Gauntlet

### Description

A golden cased gauntlet which emits necrotic energy when used or wielder foregoes extreme stress.

### Type

Weapon

**Martial Weapon** Any creature proficient with martial weapons is proficient with this weapon.

On command, the wielder may perform a special attack which causes a phantasmal hand to appear and attack a creature within 10 feet. This attack is treated as an unarmed attack and deals an additional 2d6 Necrotic damage. If this effect is instead used to grapple a creature, the grapple receives advantage against creatures that are Large or smaller.

## Adventures

After *Gormastyl* looted the Phantom Gauntlet from *Zeezack’s* horde of magical items, he bestowed the gauntlet upon *Ser Ravyn*. During their travels, Ravyn requested that *Elder Dragon Zurrath* appraise the item which he obliged. Although Zurrath could not detect its exact magical purpose, he donned the weapon and performed an attack. The gauntlet activated which showed the gauntlet’s purpose to Ravyn and his companions.
Hasendor

A docile treeman creature whose age is effectively timeless and many seek his wisdom, but he is cautious to whom he gives it to. The treeman is good natured and a seasoned veteran who can take on entire units on his own. He dislikes fighting however but understands that fighting is inevitable with mortal creatures. His scrutiny with offering his knowledge stems from a lack of trust in most folk in that they’ll use his knowledge for evil. The treeman resides in the *Yothyr Estate* the players stay in under an agreement with *Eras Yothyr*.
Luminara Witch Hunters

A wandering band of witch hunters that are effectively a clergy dedicated to Luminara. They travel the lands of *Therinox* in search for undead fiends to slay for the safety of the living. Most members can communicate at any distance with each other and Luminara herself through a ritual that takes over their dreams. Those who prove themselves absolutely loyal to Luminara's ideals are externalized as spirits. Those who are externalized wander within the *Fade* forever to aid those who hunt undead on the *Material Plane*.
Dragonscale Fortress

One of the first major encounters for *Chokoff*, *Ealrith*, and *Thork* when the campaign began. The party was instructed to perform a stealth mission by *Elder Dragon Zinnath* to rescue *Elder Dragon Zurrath* (in human form Omar) from captivity after the *Assault on Burrova*. Zinnath teleported the party to the Dragonscale Fortress where Zurrath was being held captive. The fortress had patrolling sentries and the party did fairly well keeping quiet while sneaking about. However, once a large patrol was approaching, the party attempted to hide within a pile of hay and Chokoff tried to communicate with a horse which failed and received the comical response of “I like hay”. When the approaching patrol split up, the party attempted to knock out one of the guards but failed miserably and the entire fortress was alerted of their intrusion. Before being captured, the party attempted to fight their way out but became overwhelmed. Chokoff was knocked out while Ealrith and Thork simply gave up.

The party was thrown into the dungeon under the watch of an arcanist dungeon keeper. Other creatures in the dungeon were *Filch* and Omar (unknown at the time and Zurrath in human form). The party attempted to escape the dungeon through 3 hours of real-time game play and failed to see they simply needed to snatch the key from the dungeon keeper. They eventually stole the key and killed the arcanist dungeon keeper while also freeing Filch and Omar. Filch left the dungeon and caused a ruckus within the fortress which provided the party a distraction to escape through a vulnerability in the fortresses’ stone wall. The session the party went through the jail is commonly referred to as “the most dreadful session” of the campaign.
Potion of Beauty

Makes the drinker “beautiful” for 24 hours.

## Adventures

Only seen once during the campaign. This potion was given to *Chokoff* by *Elder Dragon Zurrath* as a gift. The means of how Zurrath acquired the potion is unknown, but generally considered he conjured it himself. The effects of the potion would make the drinker “beautiful” for up to 24 hours. This was especially meaningful for Chokoff as he was deemed ugly by society. Chokoff decided to drink this potion during *Nost-na-Lothion* and bedded a few wenches in satisfaction.