recursal/Fanatic-Fandom huggingface dataset:
The Alrymic Temple

**The Alrym Priesthood** - Alrym priests teach that the greatest manifestation of divine powers were the purified rebirth of the Primordial Lovers, Artec and Xatrana.  They will negate the value of the other seven Ennean deities as being lesser, weaker emanations called Aeons.  The ultimate entity is the Highest, the unity of the two sides, Artec and Xatrana.

The Alrym, harkening back to their roots among steppe nomads tend to be itinerants and travelers.  Their relativism, bizarre teachings and pragmatism makes their religious views little more than practical life philosophy, as far as most other faiths are concerned.  They are seen as amusingly infuriating by many.
Shallihar - The Lance of Gea

When first discovered, sitting in the treasury room of the dungeon Scuttle, Shallihar appeared to be an archaically dressed, silver-haired, young, male hobbit, though he referred to himself as a "Mikken." He would tell the party there that he was, "The first of his kind."

After talking with the party who gathered before him, Shallihar keyed in on the fact that one amongst the group, Alan Wheat, appeared to have been blessed or chosen in some way by Gea, the goddess, noting that he'd also been touched by the "Warmaster." When asked, he further pointed out that Takvor belonged to another of the "Ennean." He would, after conversing with the priest, cite that he didn't know the name Khat, who Takvor would insist was his patron.

As he seemingly got Alan's agreement to, "Be the Champion," he shook Alan's hand, the hobbit was hobbit no more, instead, there in Alan's hand was a spear-lance of extraordinarily simple design. Thus did Estovar's Free Company find Shallihar - the Lance of Gea.

## Glimpses of History

Tyrion would be granted a small look into Shallihar's history, by virtue of a magical mirror belonging to Tywin. In the magic he would see a baffling vision of a light-rimmed woman clothed in a cloak of the stuff of the night's sky bringing forth the infant form of Shallihar. Shallihar's blood would be brought forth to create still others. Additionally, he would see snatches of Shallihar challenging a younger hobbit to battle, so that he might be blessed with still further blessings, implying an ability of his weapon to grow.

## **Sʜᴀʟʟɪʜᴀʀ - Tʜᴇ Lᴀɴᴄᴇ ᴏғ Gᴇᴀ Sᴛᴀᴛ Bʟᴏᴄᴋ**

**Level 1**

*Lance, artifact (requires attunement)* *Shallihar* is a magic, sentient lance that grants a +1 bonus to attack and damage rolls made with it (+2 against fiends).  Native to its magic is that it will alter space-time around itself to take a suitable length for its attuned wielder.

**Properties.***Shallihar* has several properties, imbued, so it will tell you, "For the good of her servants, by the goddess Gea:"

* While attuned to this artifact, your weight (not the weapon's weight) increases by 40 lbs (this now counts toward your carry weight).
* Your base walking speed is reduced to 25, if it is over that.

**Sentience**.  *Shallihar* is a sentient, chaotic good weapon with an Intelligence of 13, a Wisdom of 9, and a Charisma of 20.  It can speak, read and understand Old High Hianie and Proto Munrmál languages and will take up any languages it's wielder knows.  In addition, the item can communicate telepathically with any character that carries or wields it.  It has hearing and normal vision out to 120 ft.

**Personality.**  Considering itself a holy lance in the service of Gea, it appears to have some purpose for which it fights. *Shallihar* insists on being carried at all times, else it might miss spotting some dastardly thing afoot.
The Three Dreamers

The Three Dreamers or sometimes known as Trisomnah is a religious faith in Caligos.

Polytheistic-kathenotheism, worshiping a pantheon composed of three deities.  Steeped in a dogma of magic, it is popular in Ca’Shaan, and strictly forbidden in lands ruled by Telan Heród. It has gained a foothold in the lands of Vaanth among some enclaves, with folk-magic concepts and a strong miraculism.

## The Three

* Abto the Wondering - The Crimson Child - The Believer
* Domi the Wise - The Alabaster Man - The Knower
* Yeata the Weaver - The Ebon Crone - The Thinker

These three represent stages of development, cycles of life, and modes of understanding.  Trisomnah can often drift into being as philosophical and non-religious in tenor as the Alrymic teachings.

Abto is often seen as a near episcene being, Domi is seen as a masculine deity and Yeata is seen as a goddess.  Most worship all three at different times and see them all as changing ascendancy depending on the situation.

There is a widely held belief that long ago, the Three Dreamers lived in the sky and would look down upon the people of the world.  Some say they still do, some believe that they were actually visible to all the people to see, but have moved from sight so that people might have the freedom to believe.
Sealed Magics

For centuries the mages of Maag Ca'Shaan have studied and searched the histories and libraries of Caligos for ancient magic spoken of in tales, texts and religious scriptures. There have been multiple, tantalizing clues pointing to magic that once existed in the world, but has been variously described as "Forbidden," or as "Sealed by the gods."

There are some that famously denounce the intent of the Mages, and cast aspersions and doubt upon the stated goal of: "Protecting the world from lost and forbidden sorcery." Some even rebuke the Magocracy's Inquiries as being little more than a hyped up "magic collection squadron," meant only to squirrel away more power for the city-state and its arsenal, with a goal to domination.

The most well recorded such interaction was noted by the Kelenorian historian Iserus:

> In the year 4693, during the month of Weodmonath, when the Hans of Rhegrheim came to discuss Telanian incursion in Vaanth, their Watcher, a Viridian Magi named Sheltiel Nuset scandalized the Senate when he spoke quite forwardly about the dangers of Telan Heród. His opened hatred and antipathy toward their attitudes against magic and people of Ca'Shaan was, to all who listened, an uspoken secret. In that stunning moment, lacking his usual politic, Watcher Nuset spoke with a brazeness lacking the dignity and subtlety necessitated by the Assembly.
>
>

> The Senator of Dintedgel, the esteemed Sentator Joshua Merode, rose to speak and chided the wizard-advisor openly that, "A nation that scuttles around and collects every artifact, scroll and every poor soul who shows a sign of magical ability, or hair or nail clipping after they've destroyed such, ought to have little to fear of men playing knights and making such ordinary things as total war. Some might even see you as a state rising to build empire, sir, for you and yours make open secret your drive to find the lost magics of power."
>
>

> For the first time in hundreds of years the halls of the Visibœr were quiet, quiet enough to have heard a mouse sneeze. The Ca'Shaani diplomat was reddened, and shook with visible rage.
>
>

> Han Thorthi Foefeller, a powerful Han and host to the wizard during his stays in Rhegrheim stood, and patted the man's arm and said, "By the Three Brothers themselves, Sheltiel, you act as though you've never heard the like. What do you expect of men such as we? Looks to all our eyes like any other nation collecting spears, arrows and swords and stealing every forgemaster and ingot of iron."
>
>

> Watcher Nuset would immediately calm and would deliver a quick apology and would spend the next quarter hour delivering a speech in which he assured the Hans and Senators that Ca'Shaan had no ambition but to protect every person from the misuse of magics and lost artifacts of power, an act fully worthy of the dignity of the Assembled."
>
>
Vargouille

Vargouille are hideous, disembodied heads held aloft by large, bat-like wings that stretch from the side of their head/bodies. These grotesque fiends carry a curse in their kiss-like bite, afflicting others with a hideous transformation.

While in Ekkata Pyrgos, Cyrano Trading Company was attacked by a cauldron of vargouille. Drazin was subsequently struck by their vile, cursing kiss.
Paiynom

An eastern religion, seemingly centered on the southern and central regions of Cen-Yan. It is mentioned as being a well established faith in Morg Gorbin as well as the Kingdom of Carithir, as well as a variety of other nations and nation-states of the central block of the Yan Supercontinent.

The visir of the Surcreshi Emirate, Al-Radi Orz Sakenev derided it to foreigners, as being a religion of mad-men, brigands and thieves. He described the state faith of Carithir as being a breeder of Paiynomian banditry.

It is noted as having three, peculiar triune gods: The Judge, the Voice of the Legion, and the Cleanser, thought little else has been mentioned or will be, outside of geographical significance.
Zeadra

Zeadra is a sibling being to Shoah and Atarak. She is one of Nine Siblings, beings cited as being the creators of the races.

She has been identified as creator of the Mušḫuššu along with Taeynev and Berham. Shoah would note that she created the people of Dusk in a Shady Vale, the tabaxi. Taeynev confirm this, as he would taunt that priest of Khat, Takvor Demirdjian, that he served a trickster and that Zeadra was actually the goddess of the "Bachsine," the creatures he called the tabaxi.

Zeadra's Progenitor, Shara'ha has been found by Cyrano Trading Company, and is currently in the hands of Dusk in a Shady Vale.
The Bullhound Corp

**The Bullhound Corps** - An elite group of Hildenian soldiers, who are largely independent and act as special forces for the nation.  They are answerable primarily to the Formal Senate.  However, their popularity and legend among the people sees them pleading their case freely to the people at large, often assuring a curiously hands-off approach by the Senate.
Wizzrobe

## Nature

Robed Ones are considered to be leaders among the Nimmians. In spite of their formal title as Robed Ones, their followers among the Creatures of Nim have taken to calling them "wiza-robes," or more commonly "wizzrobes," for rather obvious reasons. They look like a human in rough outline, dressed in robes and pointed hats or pointed hoods, though they are actually quite inhuman beneath their robes.

Their facial features are craggy, and resemble a cross between rough, dark, barkless wood, and the desiccated skin of someone mummified by desert air. They are either chinless, or have far too many small chin-like protrusions. Their milky, yellow eyes appear to be pupilless, and they are difficult to look upon for the average person.

## The Ruler of Nim

Wizzrobes, like all Creatures of Nim, once religiously followed and believed in the Faceless One. However, after Deneer's loss to Shamshi Adad in the skies of northeastern Hargravia, the Creatures of Nim would seemingly swear fealty to the Rosegold Empress of the North.

## Story

These beings, in spite of being unknown to most, have recently been seen by both Cyrano Trading Company in Meindra and Estovar's Free Company in Kotesh. They were also storied to have struck the shores of Hargravia and the Velnors, led by Deneer, the Lady of Hunger. They have also been spotted among the armies pushing into northcentral Hilden, as the Rosegold Empress begins to wage war against Telanian ruled Kelenor.
Soirseraum

**The Soirseraum** - A unit of the Cassálraum stationed at the northern war front of Hilden.  Their unit, composed primarily of dark elves, has caused mixed feelings among the folk of Belker.  They have, by their daring night raids of the Telanian forces, caused a number of setbacks for Heród, pushing many of their forces back across the Korianus.  However, the old historical griefs of the people of Caligos, their cultural differences, their bracing personas and a willingness to slay their goblinoid Soirseraum comrades, have caused the dark elves of Cassálraum trouble among the people of Belker.
Turbrock Heartsbane

Named Heartsbane by her mother, because she believed that her lovely countenance, and soft, beautiful hair color would break the hearts of many a man, Heartsbane would apply different value to her name, and would loath it. Leaving her eastern Tógger family she saw as soft and overweening, the young minotauress, barely a teen, would take commission as a deck hand aboard the Crooning Shanty.

She would take the name Turbrock upon commission, and would hide her femininity from the human sailors with aim to earn respect. The Shanty was a smaller ship, little more than a cutter. It rarely ventured too far into the seas. With time Turbrock would move up the larger masted sea ship, the Queen of Mists, and would gain experience at sea.

She would come to join the carack Borgeon at request by its Chief Mate, Gal'undria Allaire, who was impressed with the young bovaur's skill and strength.

Turbrock would come to be a member of the permeant crew of Gal'undria, following her as a regular employer. Thus she would find herself in the employ of the Cyrano Trading Company.

##### Trivia

* Turbrock was named after St. Louis radio personality Tom Terbrock. This name sprung to mind at request during game play. Turbrock the character wished to have a male name, as she wanted the power of it, as listed above.
Wilhelm

FARMING TOWN - Small

Sometimes called "the Garrison," Little Dunwich, and Midlund.  Located centrally in the Southrivers county, in Hilden along the confluence of the Darl River and Thorpe Bay as well as the Anpæthe Way south of Bridgefurth.  The people mostly use the demonym and possessive of Wilhemian, but will accept and use Hildee or Hildenian (mostly as an exonym).

The languages used in the area are Common (New Hilde) and Old Hilde (rarely), others infrequently.

## Population

County wide population is believed to be near 97,000. The town-proper is much smaller.
Samhein

An entity, who's name and screed appeared in the dreams of Volney Phoenixlash. While a number of names, titles and proclaimed events appeared in the dream, the druid found himself only remembering a bit of the diatribe.

This being would be connected with the Lahwita being known as Prince Seere, who's name and monikers appear upon the Bleeding Stones of Mount Dorman.
Volney Phoenixlash

Volney is a strange, wiry slip of a man. A curiously garbed traveller, and an initiate and student of nature, Phoenixlash is of an old order of faithful servants to the very land itself.

Recent events found him in a peculiar circumstance in Kelenor. A series of explosions followed by a robbery and a peculiar bizzare string of events involving a city-guardsman named Leon, a hulking man named Theodor, Theodor's friend, the excitable hobbit Thea, and the enigmatic Vitis led them along with the waif Breeta into a hidden mountain cave beneath Mount Dorman.

Volney made many travels across the world, going from the Republic of Tógg, to Belgrieg, to Meindra and even into the Velnors. Phoenixlash became the longest term member of his party, joining Dusk in a Shady Vale to his group in Hilden and then subsequently gathered the crew of what would become the Cyrano Trading Company.

On Agelday the 24th of Weodn, on a journey from Gundu north, and then westerly, Cyrano would come to journey to a village, city or town called Bannock. In a heavily wooded area along the Taethirian West Road, as dusk strove on, the party would encounter a sudden, deep fog bank. The whole scene would grow oppressively, and unnaturally dark and leave the party suspecting the worst. Quick investigation by Escanor and Sunny would find the wood riddled with spectral, unliving horrors.

The party would reunite and valiantly face the ghastly undead around their cart, losing one horse after another the the life draining touch of the ghostly, shrieking, whispering hideousness, but fending for themselves. Emboldened by overcoming the undead, they would rally, only to face new whisperers in the dark.

These new, wraithlike, smokey forms would strike right into the midst of their battle, upsetting the balance, and ultimately would draw too much of the precious life force of Volney, breaking his hold on his mortal form, and costing him his life. His companions Escanor and Sunny would race to check on, then to avenge their friend, and would by their actions save his incorporeal self from being abominated by the cold, commanding touch of the threatening of the wraith of the dark wood.

He would fall in the dark, deep wood, filled with evil, but he would fall surrounded by the very lights he had helped make, and with and in the defense of his boon companions.
Nophicinian Proclamations

The Nophicinian Proclamations are a series of law and conduct texts widely considered canon in the Church of St. Ageel. Considered relatively later in terms of their penning, they are said to be the recitations and proclaimed doctrine of Nophicius, the first High Sanctus of the Faith. Branch groups, often considered in heresy by the wider church, have denounced the proclamations as being the mere word of man, a view proposed by some early theologians that led to a split in the wider Church centuries past.
Samuel Deltrune

Samuel is a merchant of Kelenor known to travel the Western Reaches, merchantmen area of the west side of the city. He can often be found at the Gelded Goat inn, in the company of a few companions and employees. His company Deltrune Trading Company, has recently experienced theft.

Deltrune Trading Company has the symbol of a badger holding a warhammer. They trade down the southern Anpaethe Way from Bridgefurth, Wilhelm, Lugen and even to Aynesport and beyond.
Vaanth

**Vaanth** - The wider continent spanning in excess of 4000 km. It includes the contiguous landmass nations of Hilden, Hanzel, Rhegrheim, Contiel, Voulurfren, Kotesh, the Sotede Steppe, Shenea, Hargravia and Arru and Austa Velnor.  Many map makers and cartographers include the island nations of the Republic of Togg, Telan Herod, the tiny island nation of Carthis, the unclaimed Isle of Mist, Belgrieg, New Telan, Osto and the Kingdom of Tre Var Ven.
Graetha the Impregnator

Graetha, also know as The Impregnator, the Seething Insemination, The Arch Permeator, the Pervader.  A horrid feminine hermaphroditic abomination worshiped by debauched abominations. Graetha currently "walks" the world in the form of a twisted, woefully pregnant succubi. She was attacked by the powerful magics of Mark Calloway, resulting in the death of the huntress, Arya. She would then be seen just outside Gren's Canyon, before some terrible ritual would rend the landscape and set forth terrible, haunting forms.
Tywin Berežen

The adopted father and teacher of Tyrion Slavesh. While maintained in gravest secrecy, Tywin is merely a moniker of the ašium mušḫuššu Berežen. Tywin maintains a personal library, and office high in the floors of the Binding Tower, serving as an Arcanist and educator, as well as a modest estate just outside of Caelainor.

## Personality

He is easily amused, prone to flights of fancy, whimsey, and not given to excessive concern for rules, though he might expect stringency from others. He has made few appearances before Estovar's Free Company, and all of them have been in the form of strangely, overly vocal, birds.

Berežen has made no efforts to advance or aid Tyrion in his efforts to go from magic dabbling vagabond to arcanist, though he did vaguely imply pride at his exceptional success. He has however granted Tyrion the use of magic items, particularly in the case of his investigation of the Progenitor weapon Shallihar.

## As a Mušḫuššu

Tywin has, with great effort hidden his true nature for almost everyone around him, except Tyrion, who made the discovery, with great curiosity in his extreme youth. The elder mage rarely speaks of it, and generally does not reference "his people." However, he has implied to Tyrion that he maintains communication with them. What this implies for the wider world, he leaves unspoken.
Shuna Bay

Shuna Bay is a large bay giving way to the Strait of Corte. It sits couched between the nations of the Confederacy of Bemel and Hasia. Several major mountain fed rivers from Bemel feed the Bay. Shuna is functionally an estuary, with its western edges becoming more heavily saline. Fishing, particularly for shellfish, is famed from Shuna.
Random Resource List

The Following is a random list of 100 resources that can be used for a variety of purposes. They generally represent economic goods bought, sold and traded.

1. Iron ore.
2. Copper ore.
3. Gold or silver deposits.
4. Clay or granite deposits.
5. Quartz or salt deposits.
6. Peat or coal deposits.
7. Hardwood lumber.
8. Barley and oats.
9. Beans and corn.
10. Nuts and olives.
11. Rice or wheat.
12. Potatoes and leeks.
13. Sugar cane.
14. Tobacco.
15. Cotton.
16. Fruit trees.
17. Cabbages and beets.
18. Cattle.
19. Dairy cows.
20. Sheep.
21. Incense.
22. Stone.
23. Pipeweed.
24. Silk.
25. Wine.
26. Books.
27. Paper.
28. Parchment.
29. Velum.
30. Coffee.
31. Pork.
32. Beef.
33. Poultry.
34. Exotic Meats.
35. Venison.
36. Game Meats.
37. Sea Food.
38. Horses.
39. Magic Items.
40. Perfume.
41. Slaves.
42. Whale Oil.
43. Coal.
44. Coke.
45. Herbs.
46. Livestock.
47. Pearls.
48. Ship Supplies.
49. Weapons.
50. Artwork.
51. Clothing.
52. Gold.
53. Glass.
54. Leather Goods.
55. Olives.
56. Olive Oil.
57. Salt.
58. Vegetables.
59. Armor.
60. Cloth.
61. Iron.
62. Gems.
63. Jewelry.
64. Rugs.
65. Trade Goods.
66. Ale.
67. Cheese.
68. Beer
69. Silver.
70. Liquor
71. Furs.
72. Skins.
73. Leather.
74. Ivory.
75. Taxidermy
76. Mercenaries.
77. Exotic Pets
78. Pottery.
79. Common Pets
80. Timber.
81. Spices.
82. Sugar.
83. Wood.
84. Peat.
85. Tea.
86. Granite
87. Ambergris.
88. Quartz
89. Amber.
90. Clay.
91. Fruit.
92. Barley.
93. Mushrooms.
94. Oats.
95. Rope.
96. Ships.
97. Carts.
98. Caravan Supplies.
99. Copper.
100. Grains.
Tyraloth

Part of a mysterious, elder spirit race of supernatural power. Their nature sees them as identified as fiends by those who serve various supernatural entities, as well as the lost-ancient gods known as the Nine Siblings.

The only notable member of this race thus far has been the curse-spirit of Camisado's Ruinous Omen, Coelicaeus.
Saga of the Gaoler of Ruin Wiki

**Welcome to the Saga of the Gaoler of Ruin Wiki!**
This is a journal of the adventures of parties of adventurers in the land of Caligos. Here, rather than a litany of heavy info and details on the campaign world will be a collection of the discovered information, details and persons of the world of Caligos.

Links will appear from time to time guiding interested adventurers back to info they have seen or details about what they have heard or learned.

This chronicles the adventures of multiple D&D groups in a unique world and the experiences and lives as well as the details they discover. Within is a record, but beware, that which is recorded may not be the certain truth!

*Popular Pages*

* LOCATIONS
* CHARACTERS
* RACES
* LORE TOPICS

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Players, feel free to add your own articles and make any meaningful changes you feel are important or wish to remember.*
Sisters of St. Helena

The Sisters of St. Helena is a sub-organization of the Church of St. Ageel. A collection of female knights and priestesses based out of the Monastary of St. Valefrain, at northern Telan Heród. Investigation by Escanor of the Rocinante would discover that the priestesses are in mourning over some perceived sin that has caused their vaunted saint to no longer answer their prayers.

Escanor would tell his party that he connected the failed prayers of Valefrain with the dissolution and destruction of Duke Valefor at Gren's Canyon.
Random City Tools

The following are a series of links with brief descriptions that can lead interested parties to various tools across the internet to aid in making random villages, towns, cities and even states.

More links will be added as discovered. I make no commentary on the usefulness of the following, merely that they could be to certain creators.

## Random Gen Systems

The two links below are one creator's answer to a random seed town and city.

https://www.lastgaspgrimoire.com/in-corpathium/

https://www.lastgaspgrimoire.com/welcome-to-scenic-whereverthefuck-if-you-lived-here-youd-be-caught-up-in-drama-by-now/

## Map Making

This link takes you to a random settlement seeding map tool.

http://oskarstalberg.com/game/CityGenerator/
True Name

The Mages of Maag Ca'Shaan describe a True Name as being a metaphysical description of the fullness of a being. Some even go so far as to say is is the description of a being's soul, or essence. Many older texts in Ca'Shaan's libraries cite that such names can give mastery over any being who's name is so known. However, current views hold such beliefs in credulity, saying that such is superstition, and that spells simply do, or do not work, as that is the essence of magic causality.

Students of Meld have long asserted a natural philosophy that a "True Name," is merely a description of true, basest nature. Students of Kenkasis the Elder pointed out that they believed that, "A True Name was merely a true form of any object, that which derives and demonstrates the 'is-ness' of any thing." Kenkasis' student, Enthius would note that, "The True Name of a tree, that is Tree is that which points to 'Treeness' or the very essence of descriptors that note what any tree is. That which, at its fundament, separates it from the qualities of other things, such as man, chair, stone, etc. Thus, such qualitative descriptors of the True Name of Tree might be, rooted, bark covered, or branched."
Plant

"Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category."

1. ↑ D&D Lead Designers: Mike Mearls, Jeremy Crawford, Monster Manual Lead: Christopher Perkins (Sept. 2014). *Monster Manual 5th edition.* (Wizards of the Coast), p. 7. ISBN 978-0-7869-6561-8.
Underworld

The Underworld, as described by the lance of Gea, Shallihar, is the "Garden of the Gods," a place reserved unto them. Alan, along with the rest of the members of Estovar's Free Company would emerge from the alternate exit of Dungeon Scuttle into a wildly unfamiliar night sky, vividly different from the sky they were used to. In addition to tens of thousands more stars sparkling in the sky overhead than the Dona, the few hundred or thousand stars they are used to seeing. There were also, massive objects hanging in the sky, visible at night, spheres of faint light like mockeris of the day's sunlight from Lucai. Shook by a night's sky unlike the world they know, the sacred lance would tell Alan that they had left the Underworld, the garden of the gods, and had at last come home to their world, where the gods had placed mankind.

By implication, the Underworld, briefly mentioned a few times in passing by various creatures and beings, is the world of Caligos that everyone knows as "the world." This new place that Estovar's Free Company has invaded is something utterly different, an original world, or home world by implication of the ancient weapon's memories being the first born of his kind in creation eons ago.

The Underworld is the garden, the place set aside for the gods, and a world meant for their freedom, their challenge of each other, and their coexistance. Yet, in spite of the tantalizing information, so vexatiously simply, something is terribly backwards.

In prayer to Khat, Takvor and Gadja would recieve similar, strange information to Alan's revelations. Additionally, chatting with the enigmatic Shamshi, Hafthor and Alan would continue to recieve similiarly puzzling bits of cryptic information. The question remains: If their's is the Underworld, what then is this "world" that they have stepped into?
Ænlic Bindh

The Ænlic Bindh - /Ana’lek Been/ would be identified by the being known as Atarak the Justicemaker as the place of judgment hidden behind the Bleeding Stone Gates. The wrathful supernatural entity would identify the place as being a locale, belonging to the Lahwita and meaning it to be a place for those judged in sin by the gods.

Shallihar, the Lance of Gea would reiterate this information to Estovar's Free Company. The spear of the goddess, along with the cryptic visions of Khat would call this place as being the home of the damned souls of evil, a place of judgment, ruled by its eternal jailors, the Lahwita.
Vurnathi Fragment

A fragmentary religious document of notable controversy. Presently seen as a document of Ennean canon, it was originally discovered by Ageelian scribes and became so liturgically important that it was nearly canonized by the Church of St. Ageel. An Ennean priest would question the document, sending shockwaves through the Ageelian ranks, causing them to repudiate the work.
The House of Bruce

Recently, it was discovered by Alan Wheat and Finan's party that the House of Bruce was a Telanian noble house. Thus, the symbol on the shield was that of their state's enemies.

A mysterious mark of heraldry found on a number of items in a certain arming crate given to a party by Cliben Welburg. The origin of its former owner and their whereabouts would be shrouded in mystery for some time.
Þursar

### Cyrano's Encounter

þursar (pronounced /th oorr s - ur/) are one of the First Born races. Identified by Shoah as a very humanoid people, looking like humans, but with wild skin tones and powerful aspect and giant size. The goddess would inform the members of Cyrano Trading Company that these were the creations of Herself, Elbaed and Shellaelah representing the elemental order and insurmountable magic of the Balance manifest.

### Estovar's Encounter

The þursar are a race of "gigantes" or giants found in the other world beyond the gate of Dungeon: Scuttle by Estovar's Free Company. Discovered while traveling with the enigma woman Shamshi, the company would find their first, a girl-child looking like a toddler, yet as large as a decent sized conifer tree.

This "little" girl, blue of skin, white haired, was running from a worm-like creature Shamshi called a remoraz. After the worm's defeat by the party the girl would flee to two much larger giant parents in the wood some distance. Shamshi would tell the company this little girl, a creature of frost was of a type called "Hrimþursar."

Shallihar would note to Alan that the þursar are one of the "First Born."
Tabaxi

Tabaxi are a rather rare race. It is said that an archipelago, deep in the south of Caligos, in the Blorian Rise is filled with these cat-like, felinoid people. While some see it as stereotyping, there is a good anecdotal evidence pool that seems to point to the unique coloration of the tabaxi subraces as strongly dictating personality and culture.

There are five major subtypes, however outbreeding and migration has caused each of these major typologies to be filled with sub-variations.

## Tabaxi Subraces

**The Tiger** - The "Tiger" as they are called, based on a curious, large feline found in certain parts of the Yan supercontinent, are an orange furred tabaxi-with a series of long, black horizontal stripes. They tend to be jaunty, mirthful and airheaded.

**The Snow Leopards** - The "Snowies" are a white furred tabaxi people, with black dots, circles and swirls along the back parts of the arms, legs, neck and torso. They tend toward coquettish, vacillating, flirty and apostatizing behaviors.

**The Lions** - the "Lions" are similar to same named large felines of various continents. They have a dusky brown to dun colored fur, and the males often have excitable manes of reddish to auburn hair. They tend toward impulsive, extemporaneous and manic behaviors

**The Greys** - the "Grays" have a similar steely color to the "blue" cats, a small domestic breed. They tend to serious, grave and unwavering behavior.

**The Panthers** - the "Pans" are black furred, often over the whole of their bodies, with striking golden, silver, blue and red eyes. They tend toward cautious, guarded, weary and fearful behaviors.
Polimian

Polimian /pole lim ian/ is the "lingua franca" tongue of magic. It is one of the prevalent languages of the Magocracy of Ca'Shaan, but, given Ca'Shani ubiquity, the language has spread far. There is some talk of its roots in an elder tongue, and treatise have been written on the matter, but it is generally unknown to most that it is a child-tongue to Lišānum.
The Wager

See Ancient Magical Weapons

**Tʜᴇ Wᴀɢᴇʀ.**  *Weapon (short sword),* very rare (requires attunement).  An ancient style sword, with a very small tsuba.  Wager is a stunning wakizashi in the style presently seen in Shenea, however its manufacture is clearly eons, even to the the most ignorant of viewers.  It comes in a simple, but beatuiful cherry wood saya.  Between the folds of the sageo wrap distinct graven pips appear, like those on a the face of the common Chou-Han dice.  The ito wrap is a dark, blood colored burgandy.

The Wager is a +2 short sword.  If an opponent is damaged by The Wager it must make a DC 6 Wisdom Saving Throw or be poisoned for one minute.  An opponent, poisoned in this way, may make the Saving Throw at the end of each of its turns.

If a critical attack is made with The Wager, the spirit of the sword speaks into the attuned wielder's mind, "Place your bets!" the DM rolls 2d6, choose to either make a wager on the total, choose cho, or han or accept the results.  See the chart above.

### Discovery

The Wager was found in the depths of the Dungeon: Subaqueous by the young acolyte of Khat, Gadja.
Cozy Sweet: Red

## Physical appearence

Red has a yellow head, black arms, and a red shirt.

## In-Game plot

### Cozy sweet

In this game Red is in the living room and will attack you. Also he is in the painting purple.

### Cozy sweet 2

He does not actually appear in this game but he's in the painting the Warden.

### Cozy sweet 3

In Cozy Sweet 3 your player is Red. He must ecscape from the prison.

### Cozy sweet 4

In this game Red is again an enemy. He also appears in the painting: The attack.

### Cozy Sweet 5.

Red appeared in this game as an illusion but he is not really in it.

### Cozy Sweet 6

Red talks to pink in this game saying that he used to be friends with orange.

### Cozy sweet 7

In this game Red is no longer alive according to the painting: The grave.

## Powers

In the early games red fights pink and can only punch.
Sorretto Bankers Cheque

As part of the wider, Sorretto Banking system, the gnomish bankers developed a non-coin based chequing system. Their design was a hand-held sized, ceramic, slab. It was to be baked on the spot with a quick set metal type, and put right into a tiny kiln next to the counter at any Sorretto Banking facility.

It's face depicts location of deposit, a brief on the individual who made such, as they identify themselves, and the total it is worth.  There are also symbols on it that do not seem to match any known cypher.  This is seen by most as some sort of tracking or routing system used by insiders.
Shadrack Ragend - Prosecutor

Shadrack is characteristically lackadaisical and flippant. His drawling voice, and imperious nature are only compounded by the flamboyant finery of red that the Crimson Mage wears.

He is of the office of Prosecutor in an Inquiry sent by the Maag Ca'shaan. He travels in the company of Convictor Clotho Burtog and Jurist Arthos Da Haiem Bergos.
Tiefling

Tieflings are the offspring of the creatures of other worlds and mortal beings, as varied as the outsiders that serve as their progenitors. Superficially human, their actual appearance betrays them: Some sport small horns, others have pointed ears, or scales, a cloven hoof or two, or just a wicked gleam in their eyes that never leaves. They are generally viewed as being infused with fiendishness.

## **SotGoR Race System**

**Darkvision** has been removed from all other racial types except those specifically mentioned.
Taeynev

Taeynev is a sibling being to Shoah and Atarak. He is one of Nine Siblings, beings cited as being the creators of the races.

He has been identified as creator of the Mušḫuššu along with Zeadra and Berham.

Taeynev has been identified, by the priest Takvor, as the entity of ribbons of blue spirit and the laughing mask behind the Bleeding Stone Gate of Mount Dorman. Various monikers have been applied to Taeynev, but His most prevalent is "Warmaker."

He would taunt the Khatti priest that He had, "Changed them all, along with Berham and Gea," as they were led to Him by the "Boring, boring, boring sister," later noted as the creator of humanity, Shoah.
The Undying

The Undying, an apparent member and tough for the Twilit Rangers, is an undead being that goes in public as a bandaged wrapped man of tall stature. Other than appearing to be a plague ridden man, or someone deep in leprosy, the Undying hides any element of its true nature.

However, when the Rangers aim to cause trouble in the streets, the Undying removes its bandages and walks slowly and menacingly into battle a burned-up, grisly, skeletal horror. It is the visage of a man cooked away down to the sheerest glossy black bone and unrotting, carbonized ribbons and gobbets of flesh and sinew, with the barest demonstration of long fused leathers and garments hung here and there. As the creature looks upon others, they see two grim purple pinpoints of light in mockery of eyes. The creature slumps fearlessly into battle, throwing magical blasts and a few fearful boasts.

Gadja Andonian, of the Estovar's Free Company would, upon seeing the thing in both cases, identify the shambling figure as that of an undead.

Other members of the Company speculate that the figure is a conjured servant of the mysterious mage woman of the Rangers, necromantically bound.

A further oddity of the creature is that in spite of apparent destruction at the hands of Gadja in east-central Kelenor, near a market square, the Undying, would apparently reappear hours later guarding over Finan and Buella Fanghunter protectively.
Prince Sitri

Prince Sitri is a powerful Lahwita. He possesses and has his seal upon one of the master Gates of the Ænlic Bindh.   The details of his gate are unknown. The being known as Taeynev, sealed within the Gate Stone at Dorman, would tell the the priest of Khat, Takvor Demirdjian that Seere was his captor, and that Sitri held his brother Berham.

Shoah has told Cyrano to pursue Berham's freedom, and likewise, Khat, calling Herself Zeadra, has told Her priest Takvor to release Berham.
Ritsun Kurun

**Ritsun Kurun** - “Rising Bud” is the First Agelday of Chelnath.  It is the high holy day of Khatism, and is a praise of the new growth to come in the year. On this day offerings are typically made. It is tradition that a family will give a child or new believer in their midst a seed in the weeks before and then aid them in attempting to ensure the budding of the plant. This is both practical, in teaching botanical and agricultural realities to youths or the ignorant, but also seen by some as a sign of the blessings or woes of Khat depending on the outcome.

It is among the three high holy days of Khatism, includng The Season of Tending, Aeflit the 20th, traditional rut of roe deer, and Lugenaura, the 15th Day of Weodn, a harvest festival.
Thirst

See Ancient Magical Weapons

**Tʜɪʀsᴛ.**  *Weapon (rapier), rare (requires attunement)*.  A simple, but gorgeous rapier with a spiral hilted loop guard.  The only outlandish quality of the sword is a soft, seemingly luminous purple metal that the sword is composed of.  Its scabbard is scribed with silver inlay depicting a baffling language, those with eyes to read it see that it says, "I Thirst, for the souls of the Aasimon."

Thirst functions as a perfectly normal rapier unless a Celestial is within 60 feet.  At which point the attuned user must make a Wisdom Saving Throw (DC 18) or become compelled by demand of the blade.  As long as a Celestial creature is within 60 feet of you, you have disadvantage on attack rolls against creatures other than Celestials, and must make a Wisdom saving throw each time you attempts to move to a space that is more than 30 feet away from a Celestial; if you succeed on this saving throw, this effect doesn’t restrict your movement for that turn.

While so compelled, Thirst functions as a +2 rapier that grants its attuned user temporary hit points equal to damage done to any Celestial up to 60 HP.  If there are no Celestials within 60 feet of the attuned user they lose all of these temporary hit points and take a point of exhaustion.

### Discovery

Thirst was found the the warrior Hafthor, as he and his companions moved through the terrible battlefield of the Dungeon: Subaqueous.
Inquiry

*"If magic you know, the ones you fear ought not be the angered peasant, Inquisition or Dwoemerbana, but the very mages of Ca'Shaan themselves.  They police theirs of their kith and kin."*

* Old proverb concerning the Inquiry

The Inquiry is a three-man mage team sent by Maag Ca'Shaan Binding Tower to halt open use and misuse of magic. They are a unit of three officers: a Jurist, a Prosecutor and a Convictor. Each of these individuals belongs to an order of mages Ordu Jurista, Ordu Prosecura, Ordu Convica. Their activities are a matter of story and they are rarely seen, and those who do are generally grateful to survive to tell the tale.

Many assume that the Binding Tower has made covenants, treaties or maintain an entente with most major nations, as it seems that most permit the Ca'Sha representatives of Inquiries to act with impunity in matters concerning magic. Whether such treaties exist or these nations simply make agreeable detante concerning the Inquiry, few nations decry their actions.

Some forty-seven years ago, by Dorinian Estimate an Inquiry was reportedly attacked openly in the Herodian city of Acken. Members of the Dwoemerbana and a small contingent of knights ordered the immediate public execution of the trio for being "godsthieves." While it is assumed that Herodian chroniclers have attempted to paint the events as worse than they actually were, at minimum several buildings and at least two-hundred and fifty were counted dead before the Dwoemerbana sounded a retreat under the auspices of public-safety.

### Known Inquiries

The Inquiry of Arthos Da Haiem Bergos, Clotho Burtog, and Shadrack Ragend

The Inquiry of Bristole Menard, Catanya Elvarisa, and Servante Alqeed
Second Born

Second Born seems to be a designation for nine unique races. Shoah would identify some of them as Dvergar or dwarves - created by Daetum, Antha or humans - created by herself, and would identified the tabaxi, Dusk in a Shady Vale as being a, "child of Zeadra." These races would be compared to older First Born races, as less wild, powerful and dangerous.

Interestingly, when presented with the image of one, Shoah would call elves foreign, and not created by She and Her Siblings.

The progenitor, Shallihar, would identify his people as Mikken. Shallihar's humanoid form is that of a hobbit.

The progenitor Shara'ha , would call her people Bachsine, making this the ancient name of the children of Zeadra, the tabaxi.

The progenitor Buellen Fugue, would call his people Sari, and would attribute them to being like Bowg, yet unlike him. The connection to the Sari with lizardmen is otherwise unknown .

## The Second Born Races Listed

Five of the so-called "Second Born" races have been identified.

* Dvergar or dwarves
* Mikken or hobbits
* Antha or humans
* Bachsine or tabaxi
* Sari like the lizardmen
The Followers of Aeleam

Aeleam All-Father is said to have emerged from the depths of the earth along with Haukken and Morden, the three widely followed dwarven gods.  When, Haukken rose up into the sky and became the sun, Morden flinched away, vowing to rule the underworld.  With a ruler of the sky, and a ruler of the underworld, Aeleam decided that he would rule the land.  He sat his throne among the mountains and blessed all the children that Haukken’s fire had given birth to while honoring and watching over the people forged from the passing of the gods through the mountains.

This faith is popular among dwarves in the western reaches of Vaanth, and among the Hargrave Mountains.  Originally specific to the mountain dwarves it has spread to other races.  It is, without question, one of the most popular faiths among the dwarven people, even drawing believers from non-dwarven races.
Paul Baerer

Paul is a cunning, unscrupulous and wretched toady of the being known as Heige. Appearing outwardly human at first glance, Baerer has a pallor of death and a strangeness aura about him that seems to unsettle even the sturdiest of souls. The short, fat man, who looks as though he would struggle to walk, much less run, seems to defy the constrains and limits that his form would lead the unprepared to believe.

He rambles in long, drifting monologues with a breathy whine. Proclaiming to have details and illicit knowledge at his command, often with implied threat in his pronouncements. Those who test him have an unfortunate history of discovering that there is little bluff, and much danger in his threats. Most who know him in his role with the cult of Heige, assume him to have amazing powers, and an incredible command of magic, granted by the master.

Paul is given to operate under dozens of names and pseudonyms, and seems to have safe houses and welcome in the most unusual of places. Rumor currently places him in Tógg, where the troubled Mark Calloway sought him, to his own consternation.
Snow

Snow is the direwolf companion and "pet" after a fashion, of Takvor Demirdjian, brought to some measure of domestication by the efforts of Tyrion Slavesh. The two men, by magic and force of will, would tame the beast after a particularly troublesome adventure concluded.

Snow was discovered escaping a cave northeast of Thoshaddn as the presence of monstrous cabbage creatures, worm bodied ghouls, stomping dwarves and the adventurers had become too much for the wild creature's taste. He would be spotted by Estovar's Free Company leaving the cave, and at the request of Takvor, a couple of the adventurers would aid him in it's aforementioned taming.

In spire of his wild nature, the creature would become quite companionable, and would even aid the party in battle. When asked, via magic, what his name was, the beast responded that he was called, "The impression of a fresh kill on the mists in the morning." Takvor, upon seeing this name spelled out in the wolf's vision would dub him, "Snow."
Theodor

A human barbarian from the hill country of Hargravia, Theodor has become a natural at a lonely life. The violent loss of his family has left a pattern and imprint on him that has made him guard with caution the fearful monstrosity that hides in his heart.

Recent events found him in a peculiar circumstance in Kelenor. A series of explosions followed by a robbery and a peculiar bizzare string of events involving a city-guardsman named Leon, the odd and seemingly magical Volney Phoenixlash, Theodor's friend, the excitable hobbit Thea, and the enigmatic Vitis led them along with the waif Breeta into a hidden mountain cave beneath Mount Dorman.