recursal/Fanatic-Fandom huggingface dataset:
Far Realm Fragment

This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When attuning to this item, a thousand whispers seep into the mind and consciousness as a wash of images of the far realms, flying ships with tentacles licking the air, Illithids around a three dimensional creation that reveals the many planes of existence floating above a central podium. At the end of the attunement process, you unlock and awaken a psionic energy within the mind, granting you the following benefits:

* *You learn two Metamagic options of your choice from the sorcerer class. You can only use one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement (ABI) feature, you can replace one of these Metamagic options with another on from the sorcerer class.*

* *You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.*
* *You gain the ability to communicate telepathically to others up to a range of 60ft.*
* *Once per day, without expending a spell slot, you can cast Detect Thoughts using intelligence as your spellcasting modifier.*

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn. If you do not have an existing spellcasting save DC, use your intelligence modifier to set your spell save DC.
Ered

Ered was overjoyed when the Fangs came. To think that a simple pilgrimage down south to pay respects to the shrine of Kol, could have come to this. A pilgrimage that would lead to his arrest by the hands of the Eskaryan Empire, and sent to one of their "refugee" camps. For well over a decade, Ered toiled in their work camp, his body turned calloused and lean, his hair greying early. He manage to survive these years by sheer determination, and the comfort of his friend, who was at his side during the whole ordeal. They came so sudden. A raiding party from the Fangs of the Beggar King came in the night, subdued our captors, and set us free, our arduous work now lifted from our shoulders. With his shackles now broken, him and many others followed the this force as they travelled north. North to safety, north back to Tosima.
Eskaryan Peaks Minery

## Eskaryan Peaks Mine

Once controlled by a horde of Gnollls from the Horde of Fenrir, the mines at the base of the mountain diverged into three separate mines. Each crawling with Gnolls, umber hulks, gricks and other undergound dwelling creatures.

Upon the clearance of these mines by the Guild of Eskarya, the mines have produced a regular income of gems and precious stones, along with a healthy wealth for the grown Kingdom of Eskarya.
Brigitta

Brigitta was a Fire Genasi Wizard that was among the first to explore the frontiers of Eskarya.

## Background

Boats have proven to be a bit of a mixed bag for Brigitta. Born to a large family of fisherfolk upon the Moonshae Isle of Alaron, she was eager to assist where she could - tending to broken nets, preparing the most recent catch ready for sale at market. Within time she too ventured aboard the pair of fishing skiffs her family owned, offering further help as she could.

This would ultimately prove to be her folly, when pirates bound from the Korinn Archipelago descended upon the cove in which they checked their lobster and crab traps. Finding her heritage to be a curious thing - a being with flaming eyes that flared with anguish as they raided her family’s boats - they decided to also steal her away. In her first weeks as a captive, she moved to spite them little and often. After a cruel prank to see if her flame would be extinguished when doused in frigid salt water, she shaved her head bald, plunging the clippers into the arm of the corsair that attempted to stop her. Things improved from that point, and whilst they did not truly dote upon her, she found herself considered the unofficial mascot of the crew - the girl with a fiery temper and gaze. They continued their raiding naturally, but Brigitta would now have second choice of the spoils, after the Pirate Captain himself. One such prize she claimed with a curious book exuded an odd aura - and so began her path into the arcane. Years passed as she slowly mastered the few secrets within, a handful of other teachings coming her way during her time as a ward.

On one particularly stormy night, the Dovekie was ravaged by seemingly unending torrential downpours, waves reaching near as high skyward as the central mast and winds that snapped and tore at the ropes and sails. Lurching back and forth, Brigitta was tossed overboard, clutching desperately to a stray piece of wreckage as the ship that had been her home disappeared into the dark. Somehow, by a miracle divine or otherwise, she found herself washed ashore on an unfamiliar land, a town visible in the distance.

In doing so, she found herself upon Eskarya.
Asturcia

* Art
* Sigil

Asturcia is a town in the east of Eskarya, and ancestral seat of the former Beggar King of Asturcia.

## Description

**Asturcia** was founded in 3EF by the Empire of Eskarya, following their expanse into the eastern territories and annexation of lands from the remaining people of Khokkolun.

A large town and most prominent within the region, the ruins of the old town were successfully restored and the treasures, texts and lost lore of the Beggar King's territories were placed into the hands of the Conclave of Arcanum and the Empire.

## Government

Formed as a feudal state under the territories of the Empire, the seat of Asturcia and the fealty of its vassals would later be granted to Otto d'Lyrandar for his service to the Empire of Eskarya, developing weapons, warforged, elemental galleons and eventually the first airship of its kind in Elysia.

## Culture

Perhaps one of the more forgiving settlements in Eskarya, Asturcia has held certain traditions of the Beggar-King. Half-Orcs and Dragonborn of the Empire were quick to move to Asturcia and Erutus in the years proceeding the War of the Temporal Avulsion.

## Fangs of the Beggar King

Within the town of Asturcia, a faction has grown in size over the past fifty years, called the Fangs of the Beggar King. Its leader dubbed the Beggar King, they seeks to restore freedoms to the land that has been descended from Kingdom to Dukedom. They had initially formed a political party in Eskarya, seeking the right to hold a referendum to become the Soverign State of Asturcia. But without noble backing, the cause would not proceed and its outspoken and public leaders were quickly dealt with by the Empire.

The Fangs of the Beggar King are now an established crime syndacite, though more commonly referred to as Treason Terrorists, who seeking to destroy the peace within the Empire.
Feather of a Hawk

Feather of a Hawk, more commonly known as just Hawk, was a tabaxi ranger that was among the first to explore the frontiers of Eskarya.

## Background

In Maztica, the land of Feather of a Hawk’s birth, it was apparent as soon as he could walk that the Cat Lord had bestowed upon Hawk the gift of curiosity. His clan existed in the dense forest, and as such he spent much of his youth compelled to wander the woods and learn what he might about them.

This lead to his tutelage by a hunter, Eager Rain, who taught him to use a bow and to remain unseen and unheard by the creatures of the wood. Rain brought Hawk into the worship of Nula, the goddess of wild beasts. When he perfected those skills-- or at the least came close enough to confidently venture away from Maztic-- he did precisely that. Traveling about Faerûn Hawk fed his inquisitive nature, exploring only a small portion of the continent before learning of an even greater opportunity to slake that thirst for enlightenment.

There was little more enticing to Hawk than being among the first to venture to an unexplored continent, to crawl through its ruins and its forests and uncover its secrets and its past. When he learned of Aldwin Thorne's expedition to Eskarya he made haste to the nearest location where he could join the team, eagerly awaiting the beginning of the long journey to the new world.
Natalie Watts

Natalie Watts in CAS - 2023

**Natalie Watts,** One of the first born son's of the Bennett's family's wife. Natalie and Jayden met in the early years of high school and soon made it official, as soon as they left high school they got married straight away. They shortly after had three kids, one boy and two girls.

*Natalie is a girl's given name of Latin origin. It comes from the Latin words "natale domini," meaning the "birth of the Lord,"*

## Teen Days

Natalie met Jayden in high school and it changed her life for the better. Although Natalie was rich she was never spoilt and had love for everyone, even Jayden who wasn't exactly the richest and lived in a two bedroom flat with his parents and brothers.

## Adulthood

As Young Adults Jayden and Natalie immediately got married and moved out into a massive house which catered to their every needs. Soon after that they had three children, Asher, Erika and Gabriella. Natalie decided she wanted to take up a career in something involving style, she tried interior designing but that wasn't for her until she found become a Style Influencer and it immediately caught her attention.

## A Little Bit Older, A Little Bit Wiser

Natalie didn't advance much in her career as she most of the time was looking after her and Jayden's children since he was a very busy doctor..
Ciara Hyland

**Queen Ciara Hyland** is the ruling monarch of the Elderfall Kingdom within the region of Tosima.

## Description

The ruler of the Elderfall Kingdom is a seemingly young and inexperienced Queen who is perceived as well-intentioned and holds herself and people to a high morale expectation. Notably, she has outlawed and fervently opposes acts of vigilantism and demands that any that break the laws of her lands are arrested and brought to trial and given chance to speak their truth.

Having been ruler for only a short time, there is a notable apprehension in her rule, with a strong leaning on her advisors Ludithas and Hrornirr when holding court and overseeing judicial decisions.

Upon meeting the adventurers from the south, she welcomed them into her Kingdom with the understanding that they obey the laws of her lands and respect the expectations she has of her people. She has promised the validity of their settlement upon proving their loyalty, value and character.

## Succession

Queen Ciara's rule has begun with great difficulty and strain, being faced with multiple threats within her Kingdom, to which she and her advisors has tasked the southern settlers with aiding, due to their small force that is being spread thinly across the Kingdom as they attempt to tackle more issues than their manpower can handle.

Most notably, is the missing sister of the Queen, Brianna Hyland, whom has gone missing since the coronation of Ciara Hyland. The fear of the Queen is that Brianna has fled in the hopes of bringing about an uprising to place her upon the throne, after narrowly losing the succession vote by the Elders 5 votes to 4.
Fortunes of the Brine

**Fortunes of the Brine Vol. I** is a magic tome that theorizes the hidden location of a hidden of an artifact hidden away by worshippers of the Brine Prince.

## Research

Completed by Kreev B. Earbender

*[...if your eyes should gaze upon this tome, and you are friend. Then I wish you all fortune in finding the artifact, for your intentions must be pure and surely by instruction of Guinevere. If you should not know this name, and yet you gaze upon these words... know that you shall never possess the courage, strength nor wisdom to find what it is you seek to steal, and that your intentions shall see only death and destruction at your hands. If there were any good in your heart, you would leave this text well alone and allow nature to take its course...]*

*[...Answers are not given freely, nor this shall be done to easily. Answers are given to questions, and so there are many I will give you. Should you find wisdom and purity in mind and soul, then mayhaps you shall find what is hidden. But perhaps the truth you seek is not yours to take, and doing so brings only your demise...]*

*[...I’m surrounded by water but I am no a fish, I’m found in oceans but I am no ship, beaches have I yet Elysia I am not, a desert I can be but Sameria not me...]*

*[...when lightning comes, thunder before. Clouds follow and the downpour comes. It falls and falls, but the land is consumed, drying all within its touch. Soaking earth in tears of a blood red shroud...]*

*[...No sooner spoken than broken...]*
Alien Cube

Found in the lair of a Mind Flayer, hidden behind the waterfall in the primitive village of Bra'bot.

A six sided item, trimmed with a queer form of adamantine, circular rings hover within the centre of each open side and seemingly contain the power held within which appears to swirl and oscillate in a persistent motion. It is most unlike any item known to the material plane and even through the means of identify, it is only discovered that it is used as a mode of transportation.

## Research

Completed by Vyodros

Spending the best part of a week investigating the metal frame, it is found that the alloy is not that of adamantine but yet possesses similar properties and durability of the known metal. Whilst adamantine is a form of metal, it appears that the framework of the item is an alien mix of rock and glass giving the texture and appearance of a metal. Where metals would split and bent under heavy pressure, the material of the item cracks and fragments upon immense strain and damage.

Whilst the energy contained within the cube does not reflect anything within the known studies of the arcane, it does appear to be reactive to thought as the researcher harnesses mental energy to provoke some form of response, with the conduit enflaming and seemingly conductive of psionic thoughts.

Each central ring has brail like text that cannot be deciphered by magic, but is similar in nature to the Qualith Tome.

With each side containing differing text than the other, it would be established that each side can be activated by the use of mental proficiency and energy to plane shift a number of people that is unknown to a untold location. Without translation of the cube's text upon the central ring, it cannot be deciphered as to where each side of the cube would plane shift users to, but only that it is likely to be within either astral sea or far realms due to the Illithid design and Qualith text upon each ring.

It also not yet whether there is a side that can be activated to return a party to the lair in which the cube was found or whether the cube regains charges upon use.
Hjaldan Greatbane

A noble warrior from Mirabar and former member of the Lord's Alliance, Hjaldan travelled to Eskarya as a leading delegate and representative of the Dwarven Council of Mirabar. Upon his landing, he worked with Aldwin Thorne in governing the City of Eskarya and laying out the frameworks of their expansion, notably the mining operations of the Eskaryan Peaks Minery.

Upon the claiming of Nel Kuldohr, Hjaldan was raised and named as Count of the settlement with the titular title of King of Nel Kuldohr, though his lands are very much under the jurisdiction of the Empire of Eskarya and follows the rule of Aldwin Thorne.
The Shànliáng War

***The Shànliáng War*** is a conflict Between ***the Ducksaurus*** ***races*** and ***The A.R.C.H.I.T.E.C.T.O.N.I.C.***

Its one of the oldest known conflicts on the planet of Evolvability Who.

## Aftermath

The Ducksaurus's and other beings living on Evolvability Who became aware of life on other planets and so they became part of the wider universe.

The A.R.C.H.I.T.E.C.T.O.N.I.C. declared that The Ducksaurus's were two powerful to control and so they left the planet never to return.
Lula Hedlund

Lula Hedlund in CAS - 2023

**Lula Hedlund,** is the youngest of Angela and Lucas' children. She was always extremely creative and aspired to be a singer which she pursued when she moved in with her friends Noah Scott, Chloe-Grace Ashby who both aspired to be actors to Sol Del Valley.

*Lula is a baby girl name of English origin. Derived from the names Louise and Lou, Lula is an adorable name meaning “famous warrior.”*
Silk & Grace

**Silk & Grace** was a tailor shop in the settlement of Freehearth. In addition to offering garment creation and adjustment services, it also offered teaching in matters of etiquette, as directed by the half-troll Alzara Yewdorei.

## Description

With growing interactions with the wider Kingdoms, Alzara sought to help out the settlement of Freehearth by falling back on knowledge gained in her prior life in the south, primarily through her father Xitho's interactions with merchants in Port Kolsa, in which he would present himself in a courtly manner, despite selling simple alms of wool, milk and mutton. Any individual could be courteous, regardless of their station, their race, and these are the ideals that Alzara hopes to help foster in the population.

Construction was completed less than a year after the founding of the settlement of Freehearth, the Silk & Grace is located on the eastern edge of the primary town square, nestled between grove, tavern and blacksmith. Originally intended to be a place to put idle hands to work, the Silk & Grace's scope was quickly expanded during the construction process by Alzara Yewdorei to include a sitting room for patrons, a mock dining hall and a simple set of lodgings furnished very simply within the timbers of the loft space above. While much of the work carried out by the Silk & Grace are repairs - achieved by both use of the arcane and needle & thread - as the population had grown further interest in traveller's and fine clothing had likewise grown, and so the Silk & Grace had adapted to meet the demand, pending further acquisition of fabrics and materials.

## Staff

Alzara was yet to recruit any additional help at present to aid her in the operation of the Silk & Grace, preferring to keep herself busy during opening hours by shouldering the extent of the responsibility herself.

## Destruction

During the attack on Freehearth in Verdair 202EF, the Vale Blazer Kildrid and their army destroyed the town in its entirely, claiming the lives of most of the residents - Alzara included - and destroying the Silk & Grace.
Ancestry of the Marshcradler

Written and illustrated in a wicked scrawl, the ancestry and heraldry of the Marshcradler family tree dates to 200 CF. CF being noted as 'Coalition Formation'. Between the family and coven of hags, a draconic lineage and blood is shared amongst them as noted within the book of ancestry.

#### ***200 CF***

*A pact signed between Gruveir, the Dark One, and the earliest recorded member of the Marshcradler lineage. The pact born and a child with it between Gruveir and Mary Marshcradler. A child born and named Jennie Marshcradler.*

#### ***230 CF***

*No father sired, but a child born none-the-less, Jill Marshcradler born to Jennie Marshcradler and a coven created between the three.*

#### ***270 CF***

*A pact reborn as two entities of power joined their blood once more. Twins this time born between Jennie Marshcradler and Gruveir, the children named Joanne Marshcradler and Edward Clotbelcher.*

#### ***330 CF***

*The last a final recorded lineage, again a union between the dark one and Joanne Marshcradler. The third born of Gruveir and the Marshcradler family, Agnes Marshcradler.*
The Derailleurist (Main Universe)

## Physical description

### Gender

Male

***The Derailleurist*** is a Absolute Fibber.

He is a Member of The Biker-Fighters Club.

## Relationships

### Allies

* Bishop Hic-Ups
* C-DROID 2000
* Demogorgon Unicorn
* Kazuya

## Appearances

In chronological order:

* (Information needed)

## Trivia

* (Information needed)
* (Information needed)
* (Information needed)

## Behind the scenes

* The character was created by: Adam Boyes
Orzog

**Orzog** is an NPC met in the eastern region of the Elderfall Kingdom. Previously acting as a bandit and brigand with Vyncent and Daromir. Upon their defeat at a burial mound, Orzog agreed to join the settlement of Freehearth and give up banditry.

## Description

More brawn than brain, Orzog was a simple Orc and dim-witted. Whilst he engaged in crime to support himself and his allies since feeling the Empire of Eskarya, he is not at heart a killer and criminal.

Since meeting the settlers of Freehearth, he has joined in the building of the community aids in the protection of the general store.
Ludithas

**Ludithas Flalithrosh** is an advisor to Queen Ciara Hyland of the Elderfall Kingdom.

## Description

Ludithas presents himself as a calm, stoic and wise advisor to the Queen who appears to have the interests of the Queen, faith and Kingdom at heart. A knowledgeable scholar and historian, the Draoi maintains historical records of the lands in the Elderfall library, of which he is very protective and reluctant in sharing resources from. Though did the text entitled Transcendent Sovereignty to the southern settlers, as they sought information about the God Emperors of Elysia.

Upon Queen Ciara's retirement to her bedchambers following her meeting with the souther settlers, Ludithas presided over briefing the party on tasks that could be done to aid the Kingdom, with promise of reward in coin, trinkets and treasures. The Queen freely trusted both Ludithas and Hrornirr to speak on behalf of her and the Kingdom in her absence.
Fenrir

A divine spellcaster and chosen servant of the imprisoned Gnoll Demon Lord, Fenrir and his horde scour the lands in search of their master's prison to see to his release.

In vain hopes to bolster the numbers to their cause, Fenrir used an artifact to open a portal into the Abyss, releasing hundreds of demons over the course of a week until the Adventurer's Guild of Eskarya sought to close it, slaying Fenrir to return the fiendish Gnoll back to the Abyss, closing the portal and securing the relic.
Flame Jet Gauntlet

Pulled from the ashes of Bhelnir Darkheart, following his death and psionic explosion, all that remained were the bronze limbs that had been crafted in place of Duergar flesh. Amongst them and most notable, was that of the gauntlet where his forearm and hand should have been, from where a stream of fire was project in a 100ft line to devastating effect.

## Research

### Completed by Sip

Investigating the gauntlet, it becomes clear that the gauntlet is a delicate mixture of psionic power and arcane, and no mechanical or clockwork mechanisms can be used to harness the power of the gauntlet in its current state. To wield the essence of the fire elemental within the gauntlet, only the advanced and well-trained power of the mind can be used to unleash its fiery potential.

Taking the gauntlet apart piece by piece, mapping out the blueprints to the design and spending hours drawing up ways in which magic items, both common and uncommon, could be used to spur the evocation magic into action, finally a potential outcome is found. It would require time, patience and an expenditure of resources but with a conduit that replaces the need for psionic power and the use of the arcane in its place, the flame jet gauntlet could be used by a spell-caster.

Whilst the item would only be able to be used by an artificer, the following benefits could be used upon its creation and attunement.

### Flame Jet Gauntlet

*Weapon, Rare (Requires attunement by an Artificer)*

The gauntlet spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Upon each use, a recharge requires a successful 6 roll on a 1d6.

If upon the recharge roll the result is 1, the gauntlet jams and cannot be used until the next rest.

### Crafting

2500gp in materials, 30dt and a successful DC16 INT Tinkerer's Tools check.
Gobhar

**Gobhar** is a demon-like goat creature that led the goat monstrosities known as the Boca in the raids and attacks at the villages of Glenmara, Mulgar, Achlyne and Banard.

## Description

Gobhar, unlike the hordes of monstrosities he leads, appears more humanoid in his appearance and demeanour, dressing in human clothing and notably a long black trenchcoat, unlike the hordes who appear more bestial and without care for modesty, clothes or armour. The creature also wields a slaver's whip and shortsword and was seen disappearing in the darkness of Banar to attack from the shadows with devastating effect.
Ekver

**Ekver** is understood to be one the most powerful and prominent of the Fragments of the Fiend Lords. Though now possibly in service to Caoránach.

## Description

First discovered within lore in Eskarya, Ekver's name appeared in journals relating to the Sanctuary and the Fragments of the Fiend Lords. He was found trapped in a cell beneath an apothecary in Stonevale. Upon his finding, he appeared to be waiting for the Kobold warlock known as Pickle, noting that it was Caoránach that would send him to release him, though in the end it was Auxley St. Crow who would set him free.

On his release, he was able to returned a raging Balgura back to the Abyss, creating a plane shifting fissure in the ground, much like adventurers have discovered elsewhere in the continent. It is believed that Ekver would later commit an act of terrorism in the Empire of Eskarya as a profound and gargantuan explosion was heard all the way from the Empire located at the Sanctuary where Ekver was previously held.

Ekver has not been seen or heard from since.
Ezofield

* Art
* Banner

Once an abandoned fishing village in southern Elysia, the settlement was last discovered by the Adventurer's Guild of Eskarya. Though upon their arrival, they found the village occupied by two dozen citizens and followers of an Air Genasi known as Uhemis, believed to the be the brother of Vyodros and once God of the Air and Skies.

Much like the following of Vyodros, the worship of Uhemis in Ezofield walked the fine line between religion and cult fanaticism. With the followers of Uhemis worshipping a mortal being, believing him to be a divine entity who would find his ascension and powers restored with enough time, worship and victory in his name.

## Dawn of Tosima

Statues of the Air Genasi would later be torn down in the settlement, as the Empire of Eskarya claimed the settlement for their own, as it fell within the lands of the Empire's grasp. Overseen by Lord Brent Rowe of Eberron, in service to the Duke of Vester, the people of Ezofield would focus their trade primarily on exports of their fisheries due to their proximity to local rivers.

Whilst the worship within the town of Ezofield is primarily to Zitus, with the worship of Uhemis being noted as a pagan faith and worshippers to be heathens in the Empire, it did not disway worshippers of the tbe God of the Winds to proclaim Ezofield to be a religious and holy site, with many making the pilgrimage to Ezofield from across Elysia to give thanks and worship to Uhemis.

Whilst the noble family worked to put an end to the pilgrimages to Ezofield, through the capture and execution of the Uhemis cultists that ventured into their lands, each execution would be followed by seven days of strong winds and rain, sending the fishes of the local rivers up stream and hindering their trade. This perceived divine act of Uhemis only emboldened the belief of Ezofield being a holy ground, with many pilgrims accepting the risks of their holy path to Ezofield.
Karezen

Little is known of Karazen, other than his place on the magocracy ruled council of the Elysian Institute of Arcana. He was one of the five members of secret organisation of Arcadia whom sought to protect the worlds beyond Elysia from the abberation threat from beyond their world. In possession of one of the five Lachla Shards, Karazen fled and went into hiding to protect the psionic relic that the Mind Flayers so desired.

According to The Registrar of the Elysian Institute of Arcana, Karezen was a highly skilled wizard proficient in the school of conjuration.
Leoques

**Leoques** is a warlord of the New Elysian Empire. Serving as a commander of the armies of the God-Empire restoration.

## Description

A zealous warmonger and champion of Zitus, Leoques first came across adventurers of Freehearth upon their arrival in the village of Stonevale, a newly restored settlement under the theocratic magister, Alexios.

Showing himself to be tenacious, violent and unyielding, the Leonin spoke spoke zealous words and named the cleric of Zitus from Eksarya as a sinful heretic, whom spoke gospel of false dogma. Showing no mercy in the sight of their pacifism, he swore that the New Elysian Empire would wreak judgement upon Alexios and the false worshippers of Zitus.

Leoques wielded a golden, radiant sword dubbed 'Judgement', from which he released a celestial entity to be bent to his will and serve him and his cause against his will.
Dominion of the Brine Prince

**Dominion of the Brine Prince** is a near ruined tome from year of decay and wasting away beneath the waters, and yet still the texts maintain their legibility. A stench of salt water emanates from the very pages as fingers purse through the tome.

## Research

Completed by Kreev B. Earbender

*[...with the fall of land, kingdom and man, once more was nature able to take its place as the speakers of this land. It is only natural, it is only right, that the very element that bear life to the world are given dominion to it. To act as guardians, wardens and protectors. It is not only a birth right, but a natural state of being. Why should man rule land, when it was not he who created it. Why should man rule the waves, when it was not them who give it life...]*

*[...there is benevolence shown to those who would bow in respect to the Prince, to he who who rules and keeps the waters safe from otherworldy threat, when not impeded by pseudo gods and deities who deem themselves rulers. They who are gods in name only, staking their claim to a world that they brought tyranny and conquest to. Only when the great waves fall upon the coast and wipe clean the sin and tyranny of man, shall the world be free to be born again in natural order and follow the primordial rule of law...]*

*[...the seas to the Brine Prince, the skies to the Duchess, the land to the Fossil King and the fires to the Vixen. All that falls beneath, within the shadows and darkness and beyond the reach of the guardians shall be claimed by the Helix. No more shall these lands be ruled by celestials, fey nor aberrant minds. Kings and Queens shall fall, for their delusions of grandeur blind them to the natural state of being. Knowing or not, they would see the Fomor rise from the depths and retake their throne, through better or worse, as King of ashes and destruction. Man is too little, celestial too much, Fomor too malign, but of nature... perfection...]*

*[...if the declared Son of the Sea believes that he can siphon the powers of the Prince for his own gain and that of his master, then we should see him sorely mistaken. Let us see the reach of his powers when he might fight upon two worlds. His enemies are many and friends are few. With each day that passes, his prayers shall weaken. And in time, he shall be powerless as he once was. They were no match for the Fomorian then, they are no match for the Guardians now. A cloak frayed and broken, an answer stolen, a goblet hidden and a tree dying. Gifts given, and gifts lost. No time to spare in guiding his servants as he fights upon two fronts...]*

*[...our task completed and treasures hidden, the bounties of the ocean spread far and wide. Locations divided and split, to keep the Son from his true strength...]*
Gruveir

An adult black dragon known for its desire to cause misery and pain. Some scholars have theorised that Gruveir has spell-casting abilities and some even treated with them and offered great fortunes and debts to the dragon in exchange for their services and guidance. Gaining a near cult-like following, Gruveir believed they was powerful enough to ascend to godhood with their following. One known criminal is said to have been awarded arcane powers with Gruveir as their patron for powers they possess. Gruveir is known to claim the Bowels of Tal'Dosh in the Elderfey Grove in central Elysia as its lair.

Upon the readings of Ancestry of the Marshcradler, it has been evidenced that Gruveir would bear the offspring with other entities in Elysia, notably the Marshcradler coven in southern Elysia, now Eskarya, in Tornka Forest.
Pagan Grove

**The Pagan Grove** is a druidic site dedicated to all of the pagan deities of Tosima, located in the north east of the settlement.

## Description

The pagan druidic groves holds 5 standing stones engraved with druidic marks that are dedicated to the known pagan gods of Tosima who aid the powers of Dagda and the elemental connection he bears.

* Dagda
* Danu
* Belenus
* Nuada
* Mannán

Consecrated and hallowed ground, the druidic site is one of the safest points in the settlement due to the wards to keep many malevolent forces at bay and unable to enter the grove. As time has gone on, many have made the pilgrimage to the grove from afar.
Kaendrythar

The Blazing Shadow of Tosima

An ancient red dragon of gargantuan proportions. The largest known dragon in Elysia and by far the most powerful. Is is believed that he conquered a colony of Azer, before venturing deeper in the mountain until he forced fire giants from their home and claimed their under-mountain fortress for his own. It is believed that Kaendrythar would capture and enslave dwarves and gnomes from across Elysia, sending minions to do at times, to work in the mine and forges of his lair and fuel his horde with gemstones eternally. His lair is found in the mountains in the Ravenguard Heights.
Encer's Cave

Rotted furniture

Enchanted items

Cerbernoth (formerly)

A cave in the Forest of Vester, the entryway is decorated with clockwork mechanism and time-keeping devices that have long rusted and ground to a halt. The walls of the cave are marked in black chalk, with odd arcane siglis that belong to no known schools of magic, though perhaps the link is the minor aesthetic comparison with that of Dunamancy.

Lurking within, Nothics once lurked, scavengers of the arcane and knowledge, though many have been slain by the Adventurer's Guild of Eskarya. Upon delving deeper, it was found that a transmogrified Nothic mage practices the arcane and occult, delving into darker magics to undo the process of metamorphosis on himself and his students.

After discussion, the mage is revealed to be Encer, a Dunamancy mage and expelled practitioner of the Elysian Institute of Arcana. Upon discovery of the fallen students, Encer screamed with anguish as the party left the cave. It is unknown what reception adventurers will receive upon their return after a promise to aid the mage.
Fortubo

### Aliases

The Stern, the Unyielding Rock, the Bountiful Seam, the Pure Ore, the Master Smith, the Stone Dweller

## Technical Information

### Depiction

Fortubo’s holy symbol is a warhammer with a glowing head.

### Domains

Community, Earth, Good, Law, Mysticism, Protection

*Fortubo is the god of Stone, Metals, Mountains, and Guardianship. Fortubo’s holy symbol is a warhammer with a glowing head, though any hammer will serve. Fortubo appears as a short, bearded Dwarf. He wields a great hammer named Golbi, said to be a gift from Moradin himself. Fortubo avoids all other gods save for his brother, the deity Jascar. He is a foe of the derro and wanderers of the Underdark.*

*Fortubo is never kind to those who have fallen from good, although he tolerates neutrals. He is totally opposed to theft and murder, and therefore no assassin or thief will worship him. He teaches his followers to focus on their tasks, avoiding distractions that don’t involve protecting their own communities. They consider themselves to be kin to the element of earth, and do not cut more stone than their communities need.*

*The priesthood welcomes both male and female priests, especially married couples. The children of married pairs of Fortuban priests are said to be blessed with exceptional endurance and insight. The priests of Fortubo focus chiefly on the protection of dwarven communities. They are intense foes of orcs and goblins, as they feel these beings harm the earth with their pointless tunneling.*
Kitaris

The Rowdy Serpent

*A spell-casting young copper dragon known for its trickery and fascination for human kind. He has been known to take human form and kidnap the finest bards in Elysia, take them to his lair for a month to entertain him before taking them home and gifting them with a chest of treasure. Whilst childish in his humour, he is peaceful though disruptive and mischievous. He is believed to make his home in the Vester Hills.*

***- The Libram & Legacies of the Wyrm***

Kitaris, known colloquially as Kit, met members of the Guild of Eskarya outside Camp Thorne as they ventured into Tornka Forest in search of the fallen green dragon's lair. Disguised as a human, alongside his copper kobold companion, Tin, they did their best to trick and prank the party on their way. Kitaris, intentionally or not, led the party in circles before eventually finding the cave. Such tricks included cursing Sip with flatulence, blinding Jamaal as he led the expedition, telling kobold jokes to incapacitate Sip and then later cursing Sip with the creation of bubbles whenever he spoke.

Kitaris' innate spell-casting allowed him to cast tongues at-will, Tasha's Hideous Laughter, Bestow Curse, Slow, Blindness/Deafness and Polymorph. Whether Kitaris has further spell-casting capabilities is unknown. Upon establishing a lair, or at-will, he creates a sigil of a laughing copper dragon on stone walls and trees near his lair and has the innate ability to gift woodland creatures with speech.
Rasaad's Relics

**Rasaad's Relics** is a general store in the settlement of Freehearth. Built in a joint project by the patrons of the outpost, the store is run by a Samerian merchant known as Rasaad.

## Description

The general store is a log cabin, with a red tile roof and a koi pond. It contains an inviting hearth and several shipment crates are sitting on the floor. The need for a store was of paramount importance in the settlement, enabling the people of the town to trade without issue or need for travelling merchants, one of whom was once Rasaad prior to setting up his business in the newly constructed location.

Flamboyant and eccentric, the owner is known for the overly colourful décor that has dressed the general store. Leading many travelling through to mistake the shop for that of an enchanter's or tailor.

With the arrival of common bandits, whom have turned away from their lives of criminal activity, Orzog has been employed to protect the store and aid in the arrangement and transportation of goods and crates.
Crystal Cavern

The Crystal Cavern was once the lair of Bahrnabalser, during his retreat from his family's lair following the territorial invasion by Gauldurgvoar.

Within the alcove beaches that drive into the Ravenguard Heights, is a cave formed of stone into the shape of a skull. Broken rock rip through sand as spiked pillars that flank the open maw of terra. Wooden palisades erected upon the beach, as though a storming war were being prepared against what lurks within.

Echoes of vibrating hums and woos, a near inorganic expense of sound that turns from wail to moan to scream, all synthesized into an odd melody that clings from the cavernous walls. Clusters of crystalline formations can be seen across the cavern. Stairs lift and ascend, leaving an abandoned mine track along as it delves deeper into the mountain.

Notable though, are the larger crystalline formations that cling and bind to humanoid figures.

Onwards, the stairs eventually descend down into an open pool with central platform of stone on which a huge formation of crystals stands. Even from afar, you can make out the shape of a large egg that sits within the gemstone shell
Dogzotz

* Art
* Symbol

**Dogzotz** is an evil god of war, tyranny and subjugation.

## Description

A war mongering god of all evil, manifested in the tyrannical domination of the surface through war and subjugation. The antithesis of Kol's tenets. Since the fall of the Demon Lord's influence over Elysia, beings of primitive nature has turned their gaze and worship back to their god of war and tyranny.

## Creed

There's something to be said for patience, strategy, and wearing down your opponent through tiring them out. This discipline takes the opposite approach. Dogzotz**'** Bloodragers never back down; their whole method involves an unending maelstrom of trading blows and wearing down opponents by the sheer force of their will. Those who practice Primal Fury fight like the tigers sacred to their patron deity, striking and pouncing with axes tearing into the flesh of their enemies like fangs.
Ferzar

A Githzerai Mage who had followed the Mindflayers from another multiverse as part of a Gith hunting party, being the only surviving member. As a member of Arcadia, he is believed to be in possession of one of The Lachla Shards. Whether Ferzar lives and/or is still in possession of the shard is unknown.

Ferzar was a member of the Elysian Institute of Arcana, where he served upon the Elder Council and as Archmage of the School of Psionics.
Advanced Potion Making

This leather bound book was discovered in the Elder manor in the village of Toorboney. Whilst the majority of the text is written in the common tongue of Elysia, many marking and some translations have been laid out in druidic script. Notably when referring to herbs and wild flora used within concoctions.

## Research

Completed by Azar Toraven

The textbook covers in details the creation of alchemical potions and poisons, using the lands and what it provide along with the detailed listings of the herbs and favoured terrains in which they can be found.

Following the first two chapters that cover the creation of poisons and potions, are two further chapters that outline the instruction for proper use of the following tools and the time taken to properly learn the correct and motivated use of the tools and kits as described within the tome.

List of ingredients, terrains and harvesting.

Proficiency in the Herbalism Kit, along with the kit itself, is required for the harvesting of herbs and plants (excluding poisons).

Proficiency in the Poisoner's Kit, along with the kit itself, is required for the harvesting of poisons and poisonous herbs/plants.

Tools and Kits
* Identifying a disease and knowing a cure
* Foraging for herbs or food
* Identifying plants or berries
* Analyzing the contents of a potion to know its effects
this time is reduced or increased by a number of days equal to (a character's Intelligence modifier x 5).
 Alchemist's Tools
* Identify a substance, potion or spell components
* Discover the properties of a substance or plant
* Research of any kind, including quickly skimming books
* Understanding theories or other alchemists notes
this time is reduced or increased by a number of days equal to (a character's Intelligence modifier x 5).
 Poisoner's Kit
* Collecting poison from an *unusual* source (e.g. the fangs of an unknown creature)
* Testing a food or water source for poison
* Creating a *new* poison
this time is reduced or increased by a number of days equal to (a character's Intelligence modifier x 5).
Jamaal al'Hesan

Jamall al'Hesan was a human ranger that was among the first to explore the frontiers of Eskarya.

## Background

amaal has always been an opportunist. Born and raised in Port Nyanzaru, he's been taking bounties from the mercantile guilds based there, venturing out into the dense jungles of Chult to do what was needed for the job.

With the merchant contracts he managed to live a moddest life within the port, but he wanted more of his life. He didn't want to live out his days as an anonymous bow for hire, taking poor deals just to have a satisfactory life. He found out from one of the merchants that there was an expedition heading to newly discovered lands to the west, and that the merchants guild were preparing to send people and supplies to see any prospects of an outpost in the new frontier.

Jamaal offered his services to join this expedition, in the hopes of making a name for himself and land himself large sums of gold in the process.

A land of frontiers and unexplored danger is a land of opportunities. And opportunities may grant you great wealth and fame. An enticing proposition has led him to these lands in hopes to said wealth. But he knows he cannot succeed alone, at least for now.
Jal'Hinto

It was said by many that the jungles of the broken isles east of Elysia were the most dangerous places in the continent. The plants were intelligent predators while the predators themselves were massive and armed with huge teeth and claws. Insects bit and stung travelers almost constantly, the heat and humidity were almost unbearable and the undergrowth contained a multitude of poisonous snakes.

Worst, however, was the disease that ran rampant in the area. Most things in the jungle had some sort of illness or parasite and it was very easy to catch such illnesses off them. Even the water was tainted and had to be boiled if it was to be drunk. On top of all this, the intelligent creatures that eked out an existence in the dense foliage were perfectly happy and sometimes went out of their way, to track travelers in order to hunt them down and kill them.

One a smaller island within the cove of Jal'Hinto, a settlement has been by citizens from precarious backgrounds from thieves to outlaws, pirates and bandits. The people who inhabit the island believe in a foundation of freedom in which they can exist without the tyranny or oppression of feudal society. The settlement has been named Freehold Cove and is overseen by an Aasimar by the name of Josiah the Shepherd.
Cormac

**Cormac** is a mercenary who, along with his band of mercenaries, has been pillaging, looting the village of Killeith and surrounding areas.

## Description

Wily and pragmatic, Cormac and his troop were met in Cormac's Tower by the settlers of Freehearth after following leads of banditry near the village of Killeith. Upon the meeting of the ratfolk, it was evident that Cormac was no common foot soldier with wisdom in war that gave the settler pause for thought. And unlike may vagabonds and miscreants, Cormac was keen to make a deal that saw no bloodshed spilled, though without showing any sense of fear or uncertainty that he would fall in battle.

Upon arranging an accord with the settlers, Cormac agreed to leave the Elderfall Kingdom as he stated that he and his mean could continue their contracted work outside of the Kingdom of Elderfall without issue. As part of the agreement, Cormac revealed the meeting point for his benefactor and the initial of the individual, being 'W'.

Since leaving his tower, the adventurers of Freehearth would discover his team's worship of Shasseir, engagement in slavery or trading of prisoners, and that he had the possession of the Green Dragon Wyrmling.
Ore Else

**Ore Else** is a blacksmith in the settlement, Freehearth. It is run by the Duergar smith, Eitri. A prime piece of real estate located in the heart of the town.

## Description

Whilst owned by one formerly of the underdark, no sentiment nor theme is shared among the blacksmith and remains in keeping with the values and aesthetic of the town, as does the blacksmith himself, Eitri. Upon travelling the land, the Duergar had heard of the ever expanding settlement in Freehearth and with word that a blacksmith had not been built after a significant amount time, he traveled with haste to purchase the land and build a forge in the heart of town.