recursal/Fanatic-Fandom huggingface dataset:
Stannasgard

Stannasgard is the most open and cosmopolitan of the arctic dwarven kingdoms, a major trading enclave and a gateway to the Nieder Straits. For many merchants, it’s the farthest into Northern territory they care to venture. Mines are the backbone of Stannasgard’s prosperity, since the land is rich in veins of iron and adamant. Working from these superlative raw materials, the dwarves of Stannasgard have forged a reputation as master artisans, especially in the crafting of shields and armor.

Stannasgard is the friendliest of the three great dwarf halls of the North. Just across the Straits from the R**uins of Thor**n, it is home to great temples of Iuna, Jazzaek Anvilheart, Viethiel Vandrian, Daerith Ri and Kuro. Its priesthood is immense, and much of its wealth is derived from crafting holy items infused with the power of the gods. Many consider the shields and armor of Stannasgard among the finest forged anywhere, and lordlings from the south often ask its paladins and defenders for aid.

The dwarves of Stannasgard rarely ride to war, but when they do, their cause has never failed. Pilgrims come here from as far away as Stonecrown and teh Mirror Sea, dragging sanctified anvils as a sign of devotion, to ask for a blessing at the nearby Shrine of a Thousand Anvils dedicated to Jazzaek Anvilheart. On the summit of a crag-ridden mountain, this cavernous temple is littered with tools, weapons, and armor brought by supplicants. Stannasgard was also a major shipbuilding center, with fine keels, prows, and sails all made here for sale to anyone along the Straits, until this past year brought all work to a halt. A red dragon thought slain long ago, **Visandred the Horse-Eater**, dropped from the sky without warning, burning every stick of wood along the docks and shipyards he could find and then rending and tearing down whatever he could not burn. After making a meal of several dockworkers and the horses he prefers, Visandred flew away and hasn’t been seen since. The destruction he left in his wake might take years to repair. What’s worse, the majority of ships burned to the waterline were already bought and paid for by a wide assortment of foreign sovereigns, leaving Stannasgard’s coffers, as well as its reputation, in a precarious state
Kotharilia

Kotharilia, the capital of the Xak'Kirgonne Empire, is by far the largest of any of the cities. Located on the west coast of **Tsarothiel**, it is always a popular place. Even when the Senate is out of session, the population of the city is well over 100,000.

As the political center, Kotharilia is constantly full of those trying to peddle or buy political influence, those trying to sell their goods to those trying to buy influence, and thieves who make their living from both of these. The hoi polloi of Kotharilia dictate fashion and culture throughout the Empire. Their whim is the command of all the other cities. Those who would be culturally advanced in other areas of the Empire look to Kothariliafor their cue. The parties thrown by these people are the social events that are not to be missed, and people die to get in . . . sometimes literally. Politics is really the emphasis of life in Kotharilia. Everyone seems to want to be in politics one way or another, and enough people are involved in the graft about town that it appears that everyone is involved. Kotharilia's citizens, above all others, look forward to Publican’s Day with great anticipation. It does not matter so much to them that their Publican is little more than a bootlicking toady to the Emperor and Senators and anyone higher in rank. What they really care about is the fact that Publican’s Day is often their only chance to actively participate in the political process. Their town still bears scars from Publican’s Days of over 50 years ago
Ward of the Shattered Crown

**The Ward of the Shattered Crown**was once the seat to the Kingdom of Erasti's power. The Palace, the main chapels of the city, the Royal Arcanist Towers and most of the bureaucratic building for the nation's operation, all fall within this ward. The Ward today is eerily quiet on the outside, at last to normal Noxi standards, but the buildings are clearly occupied by something...but no one has ever enter one and come out, dead, undead or alive.

* Palace of Woe
* House of Change
* Crippled Towers
* House of the Broken Dawn
Saint Iram Willowynd ~ Wilds and Elements

## Saint Iram Willowynd  Patron Saint of the Wilds and Elements

Saint Iram Willowynd is the elemental embodiment in Genasi form. Once a Primarie Faerie of the Feywild, he is the first mortal to to absorb elemental chaos and fuse with the the energy of elemental planes using Aether. How or why he did this is unknown, even to himself, as his memories before the ritual have been lost. He is considered the Father of the Genasi, who are his creations or offspring. Unlike their sire, modern Genasi only share an affinity with a single elemental plane but share his link to said plane. As a mortal, Iram was a great sorcerer and also studied the Druidic Arts allowing him to tie the arcane and natural magics found in Aether.

Iram's personality is like the elements themselves and can be quite contradictory. Stern and unmoving, fiery and passionate, flexible, free and fluid with the patience of mountains. Because of this Iram often fails to answer prayers or has a regular following. He is known to accept gifts to purchase his attention and is fond of gemstones and rare naturally occurring wonders.

**Symbols and Books:**

Symbols: All four elements arranged in opposition.

**What Iram wants:**

 To tie the arcane and the natural world together. Seek the balance of all things and work towards the fusion of the natural and magical be it in deed, act or thought. Embrace the chaos of nature and seek to protect natural places.
Empire of the Infinite Sky Locations

These locations existed in the old world. Some may create backgrounds that tie to one of these, you may hear some of the names in the future.

* ***The Holy City of Solaris***
* ***The Sepluchre of the Sun***
* ***The Aegis Wall***
* ***The Libram of the Chosen***
* ***Bel'Astriani / Citadel of Achenar***
* ***Vettrice***
* ***Halls of Domani***
* ***The Temple of Great Silence***
* ***The Temple of Divergent Paths***
* ***The University of Nocture Amarith***
* ***Stones of Eternity***
* ***Salamani and the Great Makers***
* ***The Forges of the First Fires***
* ***The Fruitful Fields***
Getting Started

**(This page is a work in progress)**

This page is outdated as of 2019. If you are looking to play in the Doghouse, please check in Discord till this page undergoes updates.

Thanks,

Mgmnt~

So, you've decided to join the fun! That's great.

Follow these steps and you'll be playing in no time:

1. **Join the Discord Server**.  Click here for an instant invite. Before you can see all the cool channels, check out the #guidelines-announcements channel for info on how you can access the rest of the Discord channels.
2. **Introduce yourself**: Go over to the #playerintro channel on Discord and tell us a bit about yourself.
3. **Create a character**: Check Discord for details
4. **Choose your Mark, or don't.** Odd magical sigils have started manifesting themselves on random individuals. Princeps Andrazzi of Erasti has put out a global call to bring all marked individuals into the same location into the Keep. These marks hold odd magical abilities and are extremely rare.
5. **Check into a quest**: check the #quests channel on Discord. This is where you'll find a short description of quests that are either ongoing, starting or have been finished. There's a pinned post on that channel that explains what the different options of quests are. To check in with a quest that's starting, go to the appropriate channel and type -check- to check into the quest.
Bear King

Dressed in hunting leathers with a thick bearskin cloak around his shoulders, the bearded king sits upon a throne carved from a whole tree trunk. A crown of holly leaves wreathes his head, and a blackened maul rests near his hand. An ornate clay pot filled with honey hangs at his hip at all times. Mesikammen the Bear King, called “Old Honey Paws,” rules the northern kingdom of Bjeornheim. The Kingdom of the Bear is home to a great population of its namesake. The forests are thick with bears, and werebears are common among its people.

Abuzz with Bees. The country’s chief product and export, thanks to the Bear King’s insatiable appetite for sweets, is honey. The Bear King’s hive-keepers harvest rich, blossom-sweet honey from the hives of giant bees they tend. The land’s brewers use the honey to create the finest mead, and the most potent brews are infused with Fae glamour. The Bear King and his court of bear jarls, witches, and oracles spend most of their time hunting in the hills, feasting, brawling, and drinking mead. Old Honey Paws maintains his rulership over this court by besting all rivals in a yearly series of challenges. The challenges are open to anyone, but the Bear King has defeated all comers since he rose to the throne.
Saint Zerricus Zhul, the Stoic ~ Fate and Dusk

## **Saint Zerricus Zhul the Stoic, Patron Saint of Fate and Dusk**

Zerricus is the fatalistic seneschal of the Lord of the Dead who keeps records on the final disposition of all the spirits of the dead. Both bland and excessively formal, he never angers and always speaks with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. The Saint of Dusk and Fate strives only for an orderly accounting of the fate of the world as it slowly sinks into death. He keeps meticulous notes on the life of mortals and is deeply in love with ***Niobe of the Three,*** though She/They do not reciprocate those feelings.

Zerricus Zhul appears as a tall skeleton with intricate silversmith and gold plates over select portions of his body. These plates contain formula for spells, sigils and runes. He normally wear a black cloak and cowl and is a master of arcane magics. It is rumored that it was Zerricus Zhul was the first to discover Lichdom and was rewarded for his efforts.

**Symbols and Books:**

Symbol: Jawless skull and writing quill. Holy Books: A Treatise on Fatalism. A Guide to Proper Burial. Guardian of Tombs and Hallowed Grounds.

* Each being has an eternal resting place that is chosen for him or her at the moment of creation. Life is a process of seeking that place and eternal rest.
* Existence is but a brief aberration in an eternity of death.
* Power, success, and joy are as transitory as weakness, failure, and misery. Only death is absolute, and then only at its appointed hour.
* Seek to bring order to the chaos of life, for in death there is finality and a fixedness of state. B
* e ready for death for it is at hand and uncompromising. Life should be prolonged only when it serves the greater cause of the death of the world.

**What Zerricus Expects:** Maintain and extend vast archives of scrolls listing how sentients under your purview passed away and their destination in the afterlife. Sanctify crypts and allow those that have met their fate, to stay their eternity. Allow the hour of a beings demise to happen and rejoice in their proper end. Assist in proper burials and rejoice in the end.
Songs, Poems and Stories from Clayth

These are the songs, poems and stories from Clayth. If your character has not discovered these in game, then they do not know them.These will be added to the wiki as players and characters uncover them for reference.

### **The Collective Works Known as the Song of Two Winds Saga**

* The Lullaby of Sorrow
* The Song of the Two Winds
* Withered Heath
* Ulrok the Boar becomes Bold
* A Tale of Three Strings
* Duncan Arathel's Lament
* The Trusting Death
* Memory of Ulrok
* The Return
* Descent

### **Pieces by Citizens of New Ulrok**

* Candid, a silent observers Notes of the Goblin nation war of 1st year of the colony
* The Underdark gate of Ulrok
* How (not) to die in the Shadowfell
* My shadow
* A coffee drinker guidebook to Waervale
* The Night Hag and Enslaver of Pixies (Deceased)
* The Hag Exploration
* The haggled information
* Boatloads of Mystery
* Vivienne's report on the Red Sails
* A Wizard's Trap
* What looms near Yloomsgate

### **Songs, Poems, and Stories from Around the World**

* The Fall of the Derro
* The Age of Hesodra

### **Erasti's Songs, Poems, and Stories**

* Erasti's Stories
* A Cazagoza Call to Arms
DM Notes for Noxi

**DM Notes:**

1. **Permanent Obscurement:** During the daylight, the City of Noxi is under a permanent Light Obscurement effect. At evening to night time this effect becomes Heavily Obscured. Buildings, Catacombs, Sewers and underground caverns all suffer from the Heavy Obscurement.
2. **Light Sources & Vision:** In addition to the Persistent Obscurement found in Noxi, Light sources (Both magical and natural) and all vision (low light, dark, echo, etc) effects suffer Half Distance. Truesight is the only known work around.
3. **Wild Surge Zones:** There are moving pockets of arcane energy that cause the fluctuation of spells in the form of Wild Surges. Most of the time the surge pockets can be seen or felt, but not always.
4. **Random Encounters:** While considered a ‘dead and lifeless city’ nothing can be further from the truth. With walking dead, whispering mists, mutated monsters and living spells the likelihood of a random encounter inside the city is doubled.
5. **Madness:** Mortals that visit Noxi risk having their minds shattered at the sight of the chaos. Whether it’s due to tainted locations, a haunting presence, magical poxes or the sheer horror of the slaughter of thousands, a taint seems to infect people who visit the city.

Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. Inside of Noxi, all madness saves are made at **Disadvantage.**

*When rolling on the Madness Effect chart add in the following;* **Short Term Madness:**Double the amount of minutes the affliction lasts.
L**ong Term Madness:** Add +15 to the roll.
I**ndefinite Madness:** Roll an additional effect, keep both.
Archfey

The Archfey are not a true race, but rather, a collection of powerful fey. These fey have, by various means, amassed enough arcane power that they rival demon lords and archdevils in strength. In their own demesnes, few beings can best them. For this reason, they are regarded as the true rulers of the Feywild. Archfey's power wanes when it is outside their lands or the Wild Fey. This included power shared by Archfey to servants, such as warlocks. It is rare an Archfey will have a Warlock, even in the Prime Material Plane Inside another Courts Demise. (or it's mortal reflection.)

Archfey's power wanes when it is outside their lands or the Wild Fey. This included power shared by Archfey to servants, such as warlocks. It is rare an Archfey will have a Warlock, even in the Prime Material Plane Inside another Courts Demise. (or it's mortal reflection.)

As a whole, the Archfey rule the Feywild. However, they are fiercely independent and free-willed, and abhor organization, and so there is no authority that governs all of the plane. Most Archfey have realms that they call their own, but they are not bound to these locations, and frequently travel to other Archfey’s realms for mischief-making purposes. Some Archfey have no realms of their own, and simply wander the Feywild, causing havoc wherever they go.

The closest thing the Archfey have to a political system are their Courts: loose associations of Archfey with similar ideals and powers.
Saint Xeverin Serverius, the Numinous ~ Mysticism (Occult) and Fire

## Saint Xeverin Serverius the Numinous, Patron Saint of Mysticism (Occult) and Fire

Xeverin is a Black Dragonborn female who was part of the very first clutch to walk Vir'Exalon. Following the old ways of magic, she uses odd rituals and has a habit of binding spirits to fetishes. She wears and red cowl and cloak and is often depicted with a fetishes staff. In truth she is a powerful enchantress who somehow connects to the aether of dead and forgotten things. Her touch alone allows to know the history of an item, down to its creation.

Xeverin is best defined by her seemingly unwavering faith in Rizian which seemed to dominate every move she makes. A religious fanatic, she attributed many, if not any, great thing to be done in the world as an act carried out by her Lord; however, she does not credit herself with anything she does in Rizian's service, describing herself as simply a vessel for his will. She is extremely intelligent and in her own way appears to have an uncanny understanding of other people, which enables her to either gain their trust or to subdue them in a confrontation.

Xeverin believes in the purifying power of fire and is willing to sacrifice whole towns of innocents, to purify a sin, a slight or advance the cause of Rizian. She also believes in the shadows and darkess for they are cast by the light of Rizian and part of him. Xeverin is a historian and has walked Vir'Exalon since the end of The Gods War. Her current location is unknown, but it is believed she may have mastered a ritual that let's her bypass the Laws of the Gods Peace. One of her disciples said that she walks between worlds to new worlds and returns from doors unknown from even the gods themselves.

**Symbols and Books:** Xeverins symbol is triangle with an unblinking eye in the middle. Her Holy Book is titled, The Fires Cast Shadows.

**What Xeverin Demands:** Xeverin only demands that her wishes and the wishes of Rizain are fulfilled. She is highly individualistic and allow her worshippers to follow their own path.
The Return

The Return ~ By the Hand of Loremaster Hyrulf the Grey, of Varden

The Queen beneath the Shadows

The Queen of Twilight’s home,

The Bastard of the Baron

Shall come into her own.

Her crown shall be embolden

Her tale shall be re-told,

Her sworn shall walk beholden

To kingdom once controlled.

The tempest dance of longbow
Beneath the conquered sun;
Her power flow in shadow
And the river bloody run.

The streams shall cry in sadness,
The sea shall boil and burn,
All sorrow fail and madness
At the Twilight Queen's return!
House Maffucci

House Maffucci is a strange house. They are one of the older houses, from before the Civil War yet they have never risen in rank or fallen in rank. The Maffucci household members are a reserved bunch who value loyalty over ambition.

Due to this, they have been given an enclave in the city of Cappelina themselves. They, together with the Palla household are the heads of the Twin Dragons knight order. One that is directly under the command of the Princeps and could be considered his heavy hitters.

They train all their sons and daughters in the arts of combat and duelling and have their members serve as captains and leaders in the Twin Dragons.

They make sure that there is no conflict with the Palla household by marrying their important members to the members of the Palla houPalla householdsehold each generation.
Fountain of Salvi Vita

Another true landmark of the city is the Fountain. The fountain is a structure made years ago by a daring architect who wished to leave his mark in the history of the city while at the same time giving back to the common people. Many agree that he has succeeded. The Fountain has a diameter of 16 feet, causing a small plaza to have formed around it due to its sheer size. If one thinks that the size of the fountain is the main reason why so many visitors and residents stop there for a few hours, one couldn't be more wrong. The fountain is ornated with a myriad of engravings and statues. The statues stand on a pillar, each facing a cardinal direction. To the north, one has a beautifully sculpted turtle. It's shell and face revealing the years it experienced and the wisdom it holds. To the east is a majestic dragon whose scales and eyes show the power and patience that it holds. To the south, there is a wonderfully crafted bird, proud and aloof and finally, to the West, a fierce tiger whose well-sculpted muscles and fangs display its fierce nature and primal strength. From the mouth of each sculpture, a stream of water shoots out before falling harmlessly in the basin of the fountain. The engravings present on the fountain are much more intimate and depict scenes of the citizens of the city working to keep it alive. There is at least an engraving for every profession, no matter how unimportant it might be. Many of the visitors come to marvel at the masterfully crafted and lifelike animals, but for the residents, the engravings give the fountain its true artistic value.
Desert Mice

'The desert Mouse is wise in the ways of the desert. They creates their own water, hide from the sun and travels in the cool night. Desert Mice are fruitful and multiply over the land. They are 'instructor-of-boys.' That is a powerful base on which to build your life.Do not mock the mice of the desert, they live where you cannot.'

 Masters of compromise and manipulation, Clan Desert Mice were opportunists of the highest order, possessing an almost un-Clanlike sense of self-preservation and a willingness to sell their services to the highest bidder. The Clan placed a heavy emphasis on Stealth and Ambush tatics and it's warriors reflect speed and steath.

The practices and customs of the Desert Mice Clan were a study in contradiction. On the one hand the Clan was incredibly tight-knit and distrusting of any outsiders: rarely would a Desert Mouse take someone from outside the Clan into their confidence for fear they may turn on them, and most noviviates wore their cloth for many years before being accepted. Even then these individuals had difficulty fully integrating into their new Clan, and of the very few warriors taken fewer still were allowed to rise above the rank of Warrior. Each Elder held a fighting force unto themselves and referred to this group as part of their family.

In comparison the Clan's internal politics were downright chaotic, a complex web of power structures and relationships. The focus of this politicking was the Clan's Elder Council, often known internally as "the families," and to interfere with a family's internal affairs was considered a grave sin. This was because each Elder Leader had absolute authority over how its personal Warriors would vote in the Clan Council, but determining who held this position meant only the most politically astute retained it for more than a few years. Thus while no Desert Mouse ever did something without reason, that reason was not always the most apparent one.

Overall the Desert Mice fielded one of the most mixed forces in the Clans. With a high proportion of Ranged and mobile elements and only half of their forces being warriors, they had a flexible fighting force that, ultimately, was weaker than others might have been.
Rhistiria the Riptide

Rhistiria the Riptide, the Mistress of the Deep is a sea dragon older than the most ancient of dragons on Vir'Exalon. They say she is the first of her kind. Through unknown means, the Riptide has prevented her twilight and continues to grows in size, power, and wisdom as the years pass. The few sightings of the Mistress of the Deep in recent memory describe her as a serpent hundreds of feet long, with blue crystals embedded in her body. The head is bestial, with razor sharp fins, rows of teeth, and two glowing yellow eyes.

No one knows exactly the purpose of the Riptide on Vir'Exalon, aside from insatiable need to maintain life and grow. She has been sighted in great storms, extending above the waves into the open skies if for but a moment. Scholars conjecture that the Riptide grows an army of deep sea creatures, intent on assaulting the world and covering it in her domain. What we do know for sure is that the brood of Rhistiria has grown large for a dragon population, despite the near genocide the dragons experienced after the God's War. Scholars speculate that the sea dragons are the most common dragon on Vir'Exalon to this day, due to the efforts of their Mistress.

Warlocks and followers of Rhistiria have entirely surrendered themselves to the bestial whims of their Mistress. It is said that to invoke her name to a sea dragon is to be led to a life of servitude to the Riptide. Her nature is known to exhibit itself in her followers through a slow transformation into a darker, more primal creature. They have been seen manifesting the tail of Rhistiria to use in their schemes. Cults of the Deep Mistress often are found in coastal caves, the beaten down followers of some young or adult sea dragon or another deep sea creature. Rhistiria is a malignant force, not content with peace, nor compromise, nor failure. Followers who disobey are known to have been lured to the sea by her influence, only for a creature to have a tasty meal, a gift from the Riptide.

Despite her roots as a true animal of the sea, Rhistiria is said to be mysterious, conniving, cruel, and an all together self serving and evil creature. She has been known to make deals with other evil entities in the world, such as the most famous Scourge of the Blood Sails, who allied with the Riptide and her forces in a plot to control all of the seas, which very nearly would have worked if not for his untimely death at the hands of an assassin. They call this assassin "The One who Saved the Waters", and both the Deep Mistress and the Anocracy are known to hate the name.

The Riptide has also a famous archenemy in the Dread Captain, Wellington Zane. As the two greatest forces to manifest in the seas, neither can destroy one another, but they wage near constant warfare underneath the depths in an eternal battle for dominance. Because of this, and Zane's somewhat neutral, almost kindly mentality to the peoples above the waters, the Captain is often favored among men compared to the Riptide. It is seen as a betrayal to all of intelligent bipedal life to worship the Mistress of the Deep, though many do despite the sentiment.
House Bianchi

House Bianchi is one of the richer Duca houses and governs the port and trade city of Portus Isara.

The current head is Duca Mathia Bianchi, a middle-aged man and a supporter of Princeps Volante. The Duca gained his title a few generations ago due to the wealth generated by his floundering port city and their family has always done their best to keep their ‘gem’ clean and functioning. This made them rather popular in their own territory, but the other cities don’t share this love for the man and his family.

The Bianchi family always has been known for being rather greedy and for the fact that they abused their position as main-importer to apply pressure on houses that they had conflicts with, meaning everyone in Princeps Urso’s faction.

Currently, house Bianchi is declining slowly, but surely due to the opening of a new and almost equally important port near them in Atranni. Evil tongues whisper in the dark about how if this is going to keep going, House Bianchi is going to lose their position as Duca and fall to a Marchese house.

This made them rather nervous and there have been rumours that the Bianchi house has been promoting bandits and small-pirates to attack the ships sailing to Atranni, but no proof of this has been found just yet.
Saint Tysus, the Malignant ~ Deception and Defilement

## **Saint Tysus, the Malignant, Patron Saint of Deception and Defilement**

Tysus is a petty, self-centered, megalomaniacal Saint who holds himself above all other Saints. He has an immense following throughout Vir'Exalon: The Malignant draws power-hungry mortals like moths to a flame and then inexorably consumes them. Tysus was once insane, but his bout with divine madness has finally ebbed, though the cure is unknown to any and all. Saint Tysus delights in spinning webs of deception that lead both mortals and Saints to their ruin and pit friends and lovers against one another. He has assumed many guises since his ascension and none Zytir truly know who or what he is.

**Symbols and Books:**

* Death to all who oppose Tysus. Bow down before his supreme power, and yield to him the book of those that do not believe in his supremacy.
* Fear and obey those in authority, but slay those that are weak, of good persuasion, or false prophets.
* Battle against all clergy of other faiths, for they are false prophets and forces who oppose the One True Way.
* Bring death to those that oppose Tysus's church.
* Break not into open rebellion, for marching armies move deities to action.
* Fell one foe at a time and keep all folk afraid, uneasy, and in constant strife. Any method or means is justified if it brings about the desired end.

**What Tysus Demands:**  Sacrifice an unwilling living creature in the name of Tysus. Draw the process out to inspire the maximum terror and suffering in your victim. Erase evidence of your deeds or compel a sentient creature to act against its own interests for your benefit. Desecrate sanctified ground, defile tombs and spread lies.
History of Dwarves

"The tablets of Anvilheart speak of a better time, a lost time.One where the holy empire of [Redacted] stood the vastness of stone. All corners of Clayth, we will rebuild."

*Dwarves are the greatest race ever created by the gods. We are far superior to the pansy elves, smelly goblins, dirty orcs, and misshapen humans. Dwarves are perfectly shaped, solid and strong, like the stones that form our dwellings. Our skins are the color of the earth, our hair and beards are of the finest hue and texture imaginable.*

Dwarves are more than just an attractive race. Imbued with unchanging attitudes and steadfastness, we do not waver, even in the face of great adversity. Well suited to our lives underground, we can see in the dark and detect underground dangers and pitfalls. Our craftsmen have created the finest cities and buildings in the world. Our bridges and high vaulted chambers are wonders to behold, with a strength and permanence of form that other races have never duplicated.

We have no fear of magic. We shake off its effects as easily as we slay the goblins who lurk in the dark. We are impervious to poisons and noxious substances that would kill those of lesser races. Such is our vigor that even cursed weapons fail to possess us, for our inherent vitality is invincible.

Dwarves are also great warriors, well disciplined, and organized into armies that strike fear into evil monsters everywhere. Our combat skills against the filthy dark dwellers are beyond question. It is a particularly stupid goblin, pig-faced orc, or brainless hobgoblin who does not quake with fear at the sound of dwarven boots. Our battle axes have drunk deeply of the blood of such creatures, our hammers have smashed thousands of their skulls. We will continue until there are none left to kill. That is not an idle boast, it is an oath.

Yet we are a peaceful people. We do not seek war, nor do we steal from others. Those are the actions of other, less honorable races. We see to our own and those who attempt to steal that which is ours will die. That is not a threat, it is the way of the dwarf. If you do not wish to feel our wrath, leave us alone.
Saint Marleth of the Bloodsong ~ Lust and Corruption

**Marleth Patron Saint of Lust and Corruption**

Marleth is the dark face of human fears: all flesh fails, and unbridled lust and rampant plague can destroy any happy life. She is known and feared throughout the World and her cults flourish in secret, especially in small villages when times are hard. In the great cities, her followers meet in cellars and sanctuaries within the poorer districts. Her face is both beautiful and chilling, and those who see her and survive are invariably marked with white hair, wine-colored birthmarks, or haunted silver eyes. Her followers believe that her strict worship grants them power.

* **Symbols and Books:** Marleth’s symbols include all red garments and skulls stained with ochre or rust. Her books are banned in most places as treatises of corruption and illness. The most infamous volumes include the Book of Holy Lust, the Song of Blood.

* **What Marleth Demands:** The stern saint of lust and corruption demands her followers kill her foes (especially followers of Ashryn) and she requires rites of seduction, blood sacrifice, and flagellation.
Halls of Domani

***The Halls of Domani:***

* The Halls of Domani was one of the largest and most significant libraries of the ancient world. It is not possible to determine the collection's size in any decade with any certainty. It is estimated that over 500,00 tomes, books and scrolls were located in the vast campus. The Halls themselves are a series of vast libraries, each building housing information on separate subjects. The Empire's foremost scholars trained in various disciplines and they serve the Empire as subject experts, philosophers, debaters, historians and councilors. The Maestro's and Maestra's also have housing, debate halls, study rooms. The Halls themselves are akin to a mid-sized city and is ruled by a council of Grand Maestro's headed by the Dominus Magnificum.
* As a research institution, the library filled its stacks with new works in mathematics, astronomy, physics, natural sciences, arcana and other subjects. Its empirical standards applied in one of the first and certainly strongest homes for serious textual criticism. As the same text often existed in several different versions, comparative textual criticism was crucial for ensuring their veracity. Once ascertained, canonical copies would then be made for scholars, royalty, and wealthy bibliophiles the world over, this commerce bringing income to the library.
* The Halls of Domani were in charge of collecting all the world's knowledge, and most of the staff was occupied with the task of translating works to tomes.It did so through an aggressive and well-funded royal mandate.
* During the end of the Empire the Maestro's, in their desperation, turned to trading and selling the tomes, books and scrolls for food and protection, even transport. Knowledge from the Halls of Domani became a currency unto themselves with banned and restricted works fetching the greatest prices. In a few short years the Maestro's managed to plunder the world's knowledge and it became scattered to those that would purchase, trade or steal it. With a rift forming near the Halls, many works still located or thought to be located in the Halls may have been lost or simply wait recovery. The city was all but abandoned during the Exodus.
Saint Lytta Kali the Maiden of Insanity ~ Forbidden Knowledge and Entropy

## Saint Lytta Kali the Madien of Insanity, Patron Saint of Forbidden Knowledge and Entropy

Saint Lytta has been described as a pitch-black roiling, amorphous form. Mistress of a Dark God, she is described as an incorporeal wraithform, black and faceless. Some describe her as a "primordial deity, that of matter at rest and decay of energy, viz. entropy." Saint Lytta has also been depicted black haired, humanoid woman, with claws, greenish-black skin, red eyes and pointed ears. Today her favorite form is the white bat.

She is petty, self-centered, and enjoyed manipulating individuals into ruining or ending their own lives. She abbles constantly; her voice is said to “spill wisdom,” but her hymns are nonsense and her voice never answers followers directly. She is revered as the deliverer of forbidden knowledge and prophesy through the gift of madness. She is also  oracle and interpreter a truthteller and soul reader, but only to the insane, to others she seems completely mad. It is rumored she read from the pages of the Book of Creation and what she found within ruined her mind forever.

**Symbols and Books:** Lytta's symbol is a white bat. She has no holy books.

**What she demands:**
The Saint of madness demands pure and unceasing insanity, chaos, and the baptism of all her followers’ children into her mad cult. She encourages kidnappings and sacrifices from her followers, and forcing moratls into crazed madness brings Lytta great burbling joy.
The Sepluchre of the Sun

The Sepulchre of the Sun:

The Sepulchre of the Sun is a golden colored sphere twenty-five feet diameter that glows faintly with a yellow hued light. The material of the sphere is unknown, but it appears to be a form of raw iron that is cold to the touch, a stark contrast to the warmth that the light provides. The name is derived from the first pilgrims as they believe the gods left a piece of the sun entombed to inspire mortals .Their faith strengthen by the fact the Sphere glows with it's greatest intensity during the noonday sun. It then slowly dims towards sunset and only giving off a faint glow throughout the night. The Sphere is impervious to damage and immune to all magic and despite is round form, no one has been able to move the sphere.

The Sepulchre of Sun is the holiest artifact in the Empire's antiquity. Maestro's of the Halls of Domani believe that the Sepulchre of the Sun predates the Empire of Infinite Sky by about two thousand years. Early records show that all races from Aul'Thessilax came to worship the Sepulchre as the embodiment of the sun. This tradition manifests today as the once in a lifetime pilgrimage to the Holy City of Solaris, which has grown through the years around the Sepulchre. All citizens of the Infinite Sky make this pilgrimage.

The Sepulchre of the Sun rests in the Gardens of Tranquility, near the Great Temple of the Sun.
Udodh

* Udodh was a small village of lizardfolk at 71.48. It was destroyed a few years ago by the great green dragon Hesodra who killed all but a few lucky survivors.
* The place is now heavily inhabited by Drakes who act as hunters for Hesodra, they hunt for both food and the survivors of her attacks.
* Not much of the town remains standing and all that is left, has been picked clean by the drakes and Hesodra, (And Maverick finding possibly the final coin left in the town.)
The Age of Hesodra

*"We drink to our youth, to days come and gone.*

*For the age of Hesodra is just about done.*

*We’ll drive out the dragons and restore what we own.*

*With our blood and our sweat We’ll rebuild our home.*

*Down with Hesodra! And all who you bring!*

*On the day of your death we’ll drink and we’ll sing.*

*We’re the children of Vardenwall, and we fight all our lives.*

*And when Angurvadal beckons, every one of us dies!*

*But this land is ours and we’ll see it wiped clean.*

*Of the scourge that has sullied our hopes and our dreams."*
The Ventre Backstab

A song sung quietly in Cappalina inns at night, when all are sure no Ventre snakes lurk in the shadows.

*Snakes hide behind silken veils,*

*Prey on the weak, prey on the lost*

*Forged in red blood betrayal,*

*Corpse falls to the shale*

*Betrayers were made, and still to this day*

*Old Cozza truly was a right old man*

*Led a life filled with laughter*

*And rich in the land*

Yet *Oliviero sank fangs in the trail*

*Of silver and gold House Cozza had left*

*And all in Alvera heard young Vala's wail*

*And all in Alvera heard young Vala's wail*

*And all in Alvera heard young Vala's wail*
Isehnjartaax

The Lair of the Two Headed Great White Wyrm Isehnjartaax is located to the North Eastern part of Clayth. In a frozen tundra her lair is crawling with white kobolds, who often assault the giant mountains. At constant war with the giants and the Snow Queen's Grokenheim, the great Wyrm takes time to play X*orvintaal.*A recreational game with deadly consequences.

Xorvintaal is the great game of dragon chess that uses real life locations and beings as the pieces. Her current opponent is the Master Ranked Taaldarax, Tazel Wyrm who lives in the Fey Wild. Their game has been going on for hundreds of years. It is said, it takes about 30 years just to read the rules and the dragon's feel that mere mortals lack the intelligence to understand the rules in full.
Jade Fox

Staunch traditionalists and aggressive fighters, the Jade Fox were central in the creation of the Clan Caste system. Despite their martial "might makes right" mindset the Clan treated their civilian castes well, though with a firm hand, and their mercantile efforts were second only to the Black Boars, leading to an above average standard of living.

Throughout its history Clan Jade Fox believed strongly in upholding the institutions and conventions which defined Clan society. This included a caste-based martial society, with the warriors commanding all in a belief that "might makes right", and the conviction that Trueborns Barbarians are inherently superior to novitiates. Few liberties were allowed to civilian Clansmen, and any divergence from the Clan way or attempt to undermine the authority of the warrior caste was ruthlessly put down.

Unlike other Clans which took this philosophy to the extreme though, the Jade Fox never forgot how important the civilian castes were to maintaining their martial edge. Members of the civilian caste, though treated with little courtesy by the warriors, enjoyed a standard of living above those found in most other Clans. The shaman and magi castes were well-respected for their efforts at continually supporting the warrior caste. The merchants in particular were responsible for much of the wealth of the Jade Fox Clan thanks to their domination of trade routes and goods.
House Berardi

**House Berardi of Erasti**

**Leader:** Ducesse Silvia Berardi, pledged to House Urso

House Berardi is a large house, most known for their recent flip in pledge from House Volante to House Urso. They acquired a new estate, leaving behind their ancestral family home in Alvera for a Cappalina based modest household. Silvia Berardi, the matriarch of the family, is a shrewd old woman who is wise to the politics of Erasti, having handled them all her life. She has a number of children, who in turn have a number of children, leaving a large family to political dominate the Cappalina landscape. They maintain some of their farmland from the olden days, but have also picked up a large part of the manufacturing component of Cappalina in recent years. They recently acquired Vala Cozza, who is rumored to be marrying one of their heirs.
Morgatha

Morgatha is the greatest seaport in the Xak'Kirgonne Empire, and perhaps on all of Tsarothiel. While Theragala is larger, Morgatha receives visitors and goods that even Theragala does not see. Its exotic imports, and the races that bring those imports, are always attractions for the people of and around Morgatha. During trading season (summer and fall, when the storms at sea are less powerful than during the winter and spring), the population of Morgatha swells from 50,000 people to nearly 90,000. Many races from Clayth that sail  come in for the trading season, and Morgatha does its best to welcome them all in a fashion that makes them feel at home. Any good that is manufactured by any of these races can be found in Morgatha, often at drastically cheaper prices than anywhere else in Tsarothiel. For imported goods, legal or otherwise, there is no better place to go to buy than Morgatha. Its people, accustomed to dealing with outsiders and strange races nearly every day, are unconcerned with odd events, and show no surprise when highly improbable events occur in their vicinity. Its society is not so much concerned with the fashions of Kotharilia, for the people have seen far stranger things, and nothing really impresses them any more. The people consider themselves experts in all things nautical.
Saint Irrina, the Radiant ~ Healing and Illumination

#### **Saint Irrina the Radiant, Patron Saint of Healing and Illumination**

Gentle and good-spirited, Saint Irrina the Radiant is a quiet, even-tempered Avariel Elf who willingly shoulders the burdens and tears of a long-suffering world. Although she is slow to anger, the wrath of the Radiant is terrible in the face of extreme cruelty or atrocities. She takes great care to reassure and protect children and young creatures, and he takes exceptional offense at those who would harm them. She appears as a winged elf, motherly and slender, often malnourished and worry lines on her brow and eyes. She is known to give quiet, comforting, warm motherly smiles and speak in a melodic, soothing tone.

In a cruel world, the suffering, the sick, and the poor have come to rely only on Saint Irrina's followers to provide succor to all. The dedicated of her faith is widely loved by common folk in settled lands everywhere, and its clergy can count on generous support in their lifelong mission of healing. Saint Irrina has be gifted the power of Divinity by Iuna, and through Iuna, heals all in her name. In times of war followers of the Radiant Saint will tend the wounded from all sides, providing care without judgment.

**Symbols and Books:**

* Help all who hurt, no matter who they are.
* The truly holy take on the suffering of others. If you suffer in her name, Saint Irrina is there to support you.
* Stick to your cause if it is right, whatever the pain or peril.
* There is no shame in a meaningful death.
* Stand up to all tyrants, and allow no injustice to go unchallenged.
* Emphasize the spiritual nature of life over the existence of the material body.

**What Saint Irrina Requests:**

 Speak for the oppressed, guide the lost, feed the hungry, shelter the homeless, and gather herbs and make medicines at all times for disasters to come. Bury the dead, treat the diseased, and give food, drink, and firewood to the poor.
Barsella, The City at the End of the World

The City at the End of the World

The city of secrets as many would call it. Much isn't known about this mythical city except for one known fact, those that leave for Barsella never return.

Many bards spin magnificent tales that speak of golden roads and gem encrusted walls covering the city. Gilded and beautiful in a vibrant color that covers the landscape, a Utopia to behold. Truly no death happens here, eternally youthful and without sickness or disease. A place gifted by the gods to the land of mortals.

How you ask, can we know such a city exist? No one can say for certain; for the story tellers themselves seem to not know where they heard such tales. In the back of your mind, you know Barsella calls you to eternal paradise.

"To know it, means it must exist."
Blood Hunters

Heikian Maga is the daughter of the old leader of the Rangers of Maga: Heleynore Maga, who created a pact with the Queen of Witches for the knowledge of a ritual to create Blood hunters. Heikian is the only known living person remaining able to conduct this ritual, and as such she has the only Blood hunters in the survivors of the old world.

**The Secret Ritual:** The Ritual is a complex blood magic ceremony that causes immense pain and strain to the subject, The Details of this ritual are kept a closely guarded secret by Heikian Maga as part of her pact with the Queen of Witches. (If you plan on playing a Bloodhunter contact Lego for more details on the ritual.)

**The Change:** From becoming a bloodhunter your body experiences several appearance changes, such as your hair or eyes changing color, or their skin might become paler or have a slight tint to it.

(When a bloodhunter is created Lego chooses the change based on the bloodhunter archetype and what race you are, so contact him when you create one for the special change.)

## Side Notes:

The fact that bloodhunters exist is not a secret, however neither is it advertised. If you want you non bloodhunter to perhaps know something vague you can talk to Equmag, Pitbull, or Jsfallen. However the information you might know will be limited. And it will mostly be more on the history of what they do and what they can do, and not on how they are made.
The Venators

*Twenty-five elite guards charged with the protection of the Halls of the Empty Throne and the Palace. They have been placed under the care of the Grand Duke but are charged with the safe guard of the palace and the nobles found therein. It is rare to see the silver clad weapon masters outside of the palace grounds. Geas magics and oaths bind them to remain neutral in all political affairs.*