recursal/Fanatic-Fandom huggingface dataset:
Vigilants of Sibylla

The **Vigilants of Sibylla** were a group of sibyllan cultists who, following the First Scourge, rose up to defend Morgaea from the dangers of magic and heretics. They later allied with the Ministry, abandoning their original name, and splitting into the Inquisition and the Templar Order.

## History

In the years before the founding of the Ministry, and the start of the First Age, Morgaea was plunged into chaos. While the First Scourge had ended, the Adamantium had broken apart following Sibylla's Crusade, and in spite of the spread of the Watcher's teachings, blood mages, maleficists, and cults of the Deceivers were widespread. The Vigilants of Sibylla formed around **-100D**, thus predating the Ministry by roughly 90 years, with the goal of protecting the people from the "tyranny of magic" in whatever form it might take; blood mages, abominations, cultists or heretics. A loose association of Sibllyan hard-liners, the group combed the land in search of these "threats". Some say theirs was a reign of terror. Others say they were cast in a negative light by history because their investigations and even application of justice, protecting both mages and common people impartially, crossed too many powerful groups. In these accounts, it is suggested that the group was already known as the Inquisition and that the "Vigilants of Sibylla" moniker was in relation to individual members.

In **1A20**, the newly founded Ministry, which found common cause with the Vigilants of Sibylla, convinced them to sign the Anderan Accord. As part of the agreement, the Vigilants of Sibylla became the new martial arm of the Ministry, the Templar Order, and its senior members became known as the Inquisition. Another result was the creation of the Institute of Magic, with the Templars serving as overseers for the Institute.

When the Vigilants of Sibylla were no more, the mysterious Order of the Fiery Oath rose up for the first time, claiming to be the real Vigilants of Sibylla and Inquisition. They were quickly dispersed by the might of the newly established Ministry.

## Heraldry

The constellation Vidu, known as "the Watchful Eye" was intertwined with a sunburst to form the Vigilants of Sibylla's heraldry. Vidu was originally a symbol of Thora of the Skies, but during Sibylla's Crusade, Vidu was used by her armies to guide their way south and came to be associated with the Watcher. The sunburst was added by the Vigilants of Sibylla after Sibylla's death, and is in reference to the belief that the Watcher is the light of all life. After the establishment of the Anderan Accord, which divided the Vigilants of Sibylla into the Templar Order and the Inquisition, the sigil was both taken as the symbol of the Ministry, as well as split into two: the sunburst became the Templars' symbol, added to the Merciful Sword, while the all-seeing eye became the crest of the Inquisition.
Welserine Wilds

The **Welserine Wilds** are a cold northern expanse of forest and swamp, the extent of which is not truly known. Welserine Wilders speak of a wasteland of snow and ice further to the north, filled only with desolate tundra and nomadic barbarians. The Wilds are also home to Maevith, the legendary "Witch of the Wilds", and her daughters.

## Background

In **-410D** a group of voshu, a race of ancient Orcimar, landed in the northern Welserine Wilds, likely from the Frozen Seas in the west, and established a colony. This group is believed to have been eliminated during the First Scourge, with some of its females being taken to turned into Breeders by the fiendish horde, giving rise to the first appearance of Ogres in Morgaea.

Local legends state that the perpetual mist surrounding the Wilds is not natural, but rather the result of a curse. Long ago, when werewolves terrorized the country, a great baron ventured into the Wilds, killing every wolf he could find, as well as any Wilder. A Wilder mother was outraged upon finding her sons dead at the soldiers' blades; one of which she stabbed into her own heart. A great mist seeped forth from this mortal wound and spread throughout the Wilds. It was so dense that the baron and his soldiers were lost inside forever.

During the Grey Order's rise in prominence, an outpost was built in the Wilds; it fell into ruin following the order's banishment from Nordain.

## Involvement

Prince Baylor fled, with the help of Ornand, into the Welserine Wilds in order to escape from the forces of the usurper King Alain during the Nordish Rebellion in **8A96**. Within the Wilds, they experienced many difficulties and were relieved when they finally left the forest. A Sylvan clan also resided within the Welserine Wilds at that time.
Third Scourge

The **Third Scourge** began when Biamut, the Dragon-God of Fire, awoke in **3A10**, and the fiendish hordes erupted in the central lands of Morgaea in greater numbers than ever before.

## History

### Overview of the Scourge

The fiendish hordes swarmed the Adamantine cities of Narbonal and Byrantium, as well as the Maudesian cities of Armesans, Cheneau and Montelleau. The Grey Order quickly organized a defense, and despite heavy losses in the besieged cities, the fiends were pushed back.

In **3A18** the fiendish hordes went west, focusing their efforts on the more lightly defended Freemarks, attacking the city-states along the Mirantha River. At first Maudet and the Adamantium did nothing, preferring to rebuild their ravaged lands. However, steady pressure from the Grey Order convinced both nations to send aid.

### Battle of Hunteron

In **3A25**, the combined armies of the Grey Order, the Adamantium and Maudet met in Hunteron and destroyed Biamut in one of the bloodiest battles in history. It was said that the fiend corpses were piled as high as a hundred feet and then burned. With the death of the Archfiend, the Third Scourge came to an end.

## Aftermath

In the same year, the Free Cities, still celebrating the end of the Scourge, were taken by surprise as the victorious armies turned on them. Maudet took Anderlay, while the Adamantium claimed Hunteron. The Freefolk fought back, and eventually regained their independence; Hunteron in **3A49**, and Anderlay in **3A65**.
Wanderer's Wood

The **Wanderer's Wood** is an area of forested slopes and lush greenery, divided by the trade route known as the Pilgrim's Path, named for the faithful devotees of Sibylla who walk that very road to reach the City of Coltherstone, and who have left ancient relics scattered about the wood to honor Sibylla and the Watcher.

## Background

The wood was once a home to a Cleve tribe of the Drahanim, and the location of one of the battles between the magisters and the barbarians in the Dark Ages. The wood was a sacred place of a Cleve god known as Demar the Wanderer; which gives it its namesake. For centuries, the wood had been known as a place of breathtaking beauty and tranquility.
Naranna Kaulden

**Naranna Kaulden**, known as the **Rebel Queen**, was the daughter of King Bersnal and mother of Baylor Kaulden.

## Background

After her father's death, Naranna was responsible for first inspiring the rebellion against the Maudesian occupation of Nordain, personally leading it until her death. Charismatic and determined, Naranna gained the support of some of the most powerful Nordish nobles for her rebellion, purely through the confidence she inspired.

The *Painting of the Rebel Queen* depicts her with red hair, though some accounts describe her as having long blonde hair. She was a physically powerful warrior, capable of wearing heavy armor, and was seen as a "tower of strength", while still possessing a gentle nature.

## Involvement

Baylor's father was related to Jarl Boric of Dhunne; after his death, Naranna raised Baylor on her own. Determined to turn Baron Terund Argander to her cause, she allowed herself to be captured by him and placed in Erencliffe's dungeon. Convinced by King Bersnal's lack of success that Maudesian rule was inevitable, Terund initially intended to hand Naranna over to the Empire. Her gamble that his conscience would get the better of him paid off, however, and the Baron soon sent his young sons to the Freemarks, before going into exile with Naranna and his daughter. Naranna agreed that Baylor would marry Rowan when they came of age, and a coronation was held for her at Erencliffe. (This ceremony was never formally acknowledged by the Ministry.) Terund would be Naranna's right-hand man and commander of her rebel army for the rest of her life.

The Rebel Queen was assassinated in **8A96** by Thane Arnnolf, and other Nordish nobles collaborating with Maudet, who initially pretended to defect to her cause. King Alain had her head mounted on a pike and displayed as both trophy and warning before the gates of the Royal Palace. Baylor avenged his mother's murder three years later, luring her killers into an ambush by promising them amnesty in exchange for their support. When he killed Alain in **9A02**, Baylor put his head on a pike as the usurper had hers.
Aldrych Keep

**Aldrych Keep** is a castle in the boggy marshes of the Mire.

## Background

In **6A52**, Thane Aldrych's knights helped drive Cleve invaders from Nordain's lowlands. When King Kaulden asked Aldrych to pursue the retreating tribes, she refused, instead demanding for funds to build a keep. Caught between a fractured court, Aldrych's knights, and an impending famine, the king reluctantly granted her a large parcel of boglands in northern Nordain.

Three years later, in **6A55**, the Cleve were finally forced out of Nordain, and Aldrych Keep was completed. To commemorate Thane Aldrych's efforts, the Thanes convened and had the **Light of Sibylla** statue built to thank her for her good fortune. As the ongoing famine grew worse, the wisdom behind her choice of location became clear: Aldrych Keep ate well, dining on a steady supply of fish and game while the farmlands starved.

Aldrych's line ultimately died out during the Eighth Age while fighting Maudesian invaders in the Second Maudesian Invasion of Nordain. Only the village of Fisher's End, which sits at the base of the keep, remains inhabited, while the keep itself has fallen into disrepair.
Coltherstone

**Coltherstone** is a barony that spans along the sinuous southwestern coast of Nordain.

## Background

The Narrow Sea is known for its temper, and the storms that sweep in from the warmer southern waters are sudden and brutal. Rising above these turbulent waters is the City of Coltherstone. Once a modest fishing village, it's now an important and prosperous port city and a center for trade in southern Nordain. Hardship and adversity, like the storm-tossed waves of the Narrow Sea, have assailed Coltherstone time and time again, only to crash and break upon her walls. The people of Coltherstone survived first the Maudesian occupation, then the sacking of the city when the Maudesians departed. They know one thing for certain: the city will always stand as a testament to the strength and steadfastness of the Nordishfolk.

The Pilgrim's Path is another important location in the Barony. It is the major road which connects Coltherstone with Dersoden, and the rest of northern Nordain.
Crestwood

**Crestwood** is a barony located south of Lake Lontan in Nordain.

## Background

Crestwood's namesake, taken from Ser Joren Crestwood, was awarded to the region by King Bersnal after Ser Joren, the first captain of Caer Edanach, guarded the keep against Maudesian forces during the Second Maudesian Invasion of Nordain in **8A26**.
Westenia

**Westenia** is a small island not technically under any jurisdiction, but desired by many nations and city-states, for its strategic position. During the Ninth Age, it is under the control of the Jubilosa Armada, which has turned it into a notoriously lawless port.

The nearby Free Cities of Blackwall, Alepool, and Honorine have all tried and failed to claim the valuable land. The island sits adjacent to the Freemarks and Ghallen.

## History

The Adamantium first settled the island in approximately **-880D**. The Adamantium fortified the largest natural bay on the island with a defensive wall, and used the island as a facility to repair warships during military campaigns and slaving ventures against the Drahanim.

The time until the First Scourge saw heavy usage of the island, but the turmoil in the Adamantium during this period halted Adamantine naval activity in the Narrow Sea. In **-180D**, the Adamantium was forced to abandon the island to focus on mainland troubles, so that Sibylla's armies found the fortress completely deserted.

During the First and Second Ages, the island remained unoccupied, and the emptiness, coupled with the debris from shipwrecks that littered the coast, bred in the Freemarks the belief that the island was haunted, or cursed, and contributed to the failure of any Free City to claim a lasting foothold on the land.

Westenia became a naval base during the Seventh Age. In **7A54**, the Orcimar took the island as a base of operations in their war against the Free Cities, Anderlay, and Maudet. During the Crusades, it was a site of heavy combat. In **7A78**, the Orcimar lost the island to the Jubilosa Armada. Raiders have since taken the port, and the town of Little Loweyn was built there as a nod to nearby Loweyn.
Warg

**Wargs** are a breed of intelligent wolfdogs magically created by the mages of the Adamantium. When the Adamantine mages brought wargs to help subdue the local barbarian tribes of Nordain centuries ago, the wolfdogs defected to the barbarians. Ever since then, the Drahanim and their Nordish descendants have popularized wargs as attack dogs, status symbols, and lifelong companions.

## Background

Wargs were originally created in the Adamantium and were specifically bred by magisters. When the Adamantium came to conquer the Nordish Valley centuries ago, it is said that the wargs, and their offspring, eventually defected to the local barbarian tribes that the Adamantium were fighting. Nordishfolk also believe that wargs were bred from the wolves who served the Drahanim hero Tolamir, and anyone they are paired with are believed to be a person of worth.

Of all the dog breeds that the Nordishfolk have produced, none are so highly regarded or so widely famed as the warg. Justly renowned, wargs are intelligent war hounds fully capable of understanding speech, perform complex commands, and are as deadly in a fight as any armed warrior. And while fierce combatants, a warg companion is also known to be a highly sociable animal, and though not capable of speech, can clearly respond to speech with growls, whines, barks and several other actions that demonstrate intelligent comprehension.

Through a process called imprinting, the bulk of wargs will bond with a single warrior, whom they will fight beside and follow until death takes them. There are many stories of wargs avenging a fallen master before lying down beside his corpse to join him. Due to their great value, “feral” wargs are unheard of.

Wargs are huge wolfdogs that stand as tall as a dwarf and just as wide. Their masters, or “partners” as many of those paired with a warg prefer, will often scent themselves with a distinctively pungent body paint called “geroch”, which allows the warg to easily mark them as allies. Wargs are an essential part of Nordish military strategy. Trained wargs can easily pull knights from horseback or break lines of pikemen, and the sight and sound of a wave of wargs, howling and snarling, has been known to cause panic among even the most hardened infantry soldiers.

The ability of normal dogs to detect a werewolf even when it is in a human guise is what first led Nordishfolk to adopt dogs as indispensable companions in every farmhold. Ironically, despite the dread Nordshfolk have of werewolves, the legendary hero Tolamir was reputed to live as a werewolf for a time according to the popular Nordish folk tale "Tolamir and the Werewolf." More than half of the noble families of Nordain claim to be descendants of Heford, legendary Drahanim hero and son of Tolamir, who was reputed to be a werewolf; as a consequence, many Nordishfolk believe they have some distant kinship with wolves and therefore also have a kinship with the wargs.
Anderan Accord

The **Anderan Accord** was an agreement signed in **1A20** between the Vigilants of Sibylla and the Ministry, to unite under one cause, and establish the Ministry’s military arm. Together the Ministry and the Vigilants of Sibylla created the Institute of Magic during the rule of Maudet's Emperor Volantus I, who is sometimes credited with the creation of the Institutions. The Vigilants of Sibylla subsequently developed into two groups: the Templar Order and the Inquisition.

## Background of the Accord

In the early years of the First Age, the Ministry was newly established in Maudet and the use of magic, though illegal, was rampant and unchecked. The Vigilants of Sibylla was a group who rose up to defend the people against the tyranny of magic in whatever form it might take, be it blood mages, abominations, cultists or heretics. After the First Scourge, the Ministry recognized the mages’ value in helping protect humanity and so sought a better solution.

In **1A20**, the Anderan Accord was signed, and the Vigilants of Sibylla agreed to lower its banner and submit to the authority of the Ministry. The mage hunters switched their focus from hunting to guarding mages, and established the Templar Order as the wardens for the newly created Institute of Magic. The senior members became the Inquisition; overseers of the templars and special agents of the Matron.
Meralara

**Meralara** was the daughter of Eorlard and the half-sister of the prophet Sibylla.

## Background

Meralara was born to Eorlard, the powerful chieftain of the southernmost Drahanim tribes, and his advisor on matters of alchemy. Eorlard was already married to Juna of the Lyriane at the time, and such affairs, while not infrequent, were frowned upon. As such, Meralara was welcomed into the family line, but not the family home. The name and fate of Meralara's mother are unknown, though it is likely that she was exiled or killed by Juna.

Meralara died young, under mysterious circumstances, that would have a profound impact on Sibylla. According to Emperor Caecilius Volantus I, who later wrote of the prophet, Sibylla woke up one stormy night to find her sister following lights into the woods. She followed her sibling, after which an unspecified event of violence occurred. Meralara was found dead in a burned clearing, having suffered wounds beyond weapons, while fires sparked throughout the forest. Sibylla was found pale but alive, uncertain of what she had seen, and developed a sickness of the lungs that would prevent her from bearing children for a decade. The Lyriane blamed animist spirits or a scourger beast, while the Drahanim blamed rival tribes.

In the aftermath of the event, Sibylla reported hearing voices and talked of strange auras and the sounds of bells. Several years later, Sibylla began saying that heresy had played a part in her sister's death, suggesting that Meralara's mother had been involved in worship of the Deceivers.
Escaped Elven Slave

*The elves were first enslaved when the Adamantium conquered the ancient kingdom of Elveshaal. After they had suffered 500 years of bondage, Sibylla helped to free the elves, and the rising slaves helped defeat the Adamantines. That should have been the end of slavery in Morgaea; but it wasn't. The Adamantium slowly returned to its old ways, and today slavery is practiced openly there. Indeed, in some enclaves elves sell themselves, or their relations, into slavery to provide for their families. Adamantine slave-hunters operate in secret all over Morgaea, kidnapping elves, and others, and shipping them back to the Adamantium for a handsome profit. Most who succeed in escaping slavery flee as quickly as they can, for runaways are not treated kindly.*

*Some slave-lords go to great lengths to recover their “property” (particularly those who know magic), even chasing escaped slaves into other nations. It is difficult for escapees to truly feel free with the threat of recapture hanging over their heads.*

* **Skill Proficiencies:** Insight and your choice of either Stealth or Perception.
* **Tool Proficiencies:** Disguise kit.
* **Languages:** Athuren
* **Equipment:** A small knife, a string and 5 small round bells, a rugged blanket, a set of traveler's clothes, and a pouch containing 5sp.

### Purpose

A slave is set to a task by their master for a reason; their purpose for even being alive.

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### Driven to Perfection

While enslaved, your master or mistress demanded perfection of you and punished you for less than that. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

### Personality Trailts

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Thetsoll

**Thetsoll** was a Cleve leader of the Drahanim armies, and the mortal husband and betrayer of Sibylla.

## Background

Thetsoll was born as a Cleve, when the Cleves were still part of the Drahanim tribes. His parents, Deggar II and Thelois, were both powerful Drahanim. Through marriage they established a powerful tribe controlling a majority of today's western Nordain. Before they died of a common sickness, they managed to train their son as a skilled tactician and general. His childhood friend, Marcolt, became his second-in-command.

In **-187D**, he married Sibylla, the daughter of Eorlard, the chieftain of an Drahanim tribe, whose lands spread across the modern Freemarks and Anderlay, and southern modern Nordain. Sibylla was kidnapped by slavers sometime after their marriage; her father was killed in the raid. Upon Eorlard's death, Thetsoll inherited his lands through his marriage with Sibylla to establish the biggest Drahanim tribe the world had seen. However, Eorlard's people were only loyal to Thetsoll through Sibylla, and would only follow him once he negotiated for her release with the Adamantine slavers who held her.

Thetsoll had three sons by his concubine, Gislenna: Maeriand, Svogorn, and Ranmeld. It was common practice for Drahanim men to take women as concubines along with their wives, and as it was believed that Sibylla was too weak to bear children, Thetsoll took Gislenna as his concubine to provide him with heirs. After Gislenna died, Sibylla raised the three sons as her own. Though, later in life, Sibylla proved to be fertile after all, as she bore Thetsoll two daughters: Elsri and Aumbra.

After Sibylla's captivity, she and Thetsoll led their people in war against the Adamantium. Though he was a general in his wife's army, and instrumental in the victory at the Battle of Valarius Fields, Thetsoll eventually betrayed Sibylla, selling her out to the Magisters, in exchange for keeping the lands that Sibylla had conquered from the weakened Adamantium. According to the Ministry, Thetsoll betrayed his wife because he grew tired of being second to the Watcher in Sibylla's eyes. However, historians believe that he betrayed Sibylla in order to consolidate the lands she had conquered to hold back the Admantium.

After his betrayal, Thetsoll dispersed his lands to his three sons while he returned to rule Nordain. When Archon Janerius converted to the Holy Tome, and publicly revealed Thetsoll's betrayal, the barbarians that had followed Sibylla quickly abandoned him and his tribe eventually crumbled.

Because of the betrayal of Sibylla, Thetsoll's name has become synonymous with treachery, and is sometimes referred to as "the Betrayer".
Dersoden

**Dersoden** is the capital of Nordain, as well as a barony of the kingdom and the seat of the annual Allsmeet. It is built around the base of a mountain known as Dragonmount. The Volantus River crosses the city from east to west before ending in the Aebarrow Ocean.

Dersoden is considered a holy city to worshipers of Sibylla, as it claims to be the place of her birth. Home of both nobility and the common people, this sprawling city has much to offer the adventurer, with its market place, magic shops, armorers and bordellos. However, one cannot let one's eye rest on a single place for too long, lest a back alley brawler or thief cut one's purse strings, or one's throat.

## Background

When anyone in Nordain speaks of "going to the city," they inevitably mean Dersoden. There is no other place in the kingdom which rivals it: Not in size, population, wealth, or importance. It is the seat of the Kaulden family, the capital of Nordain, the largest seaport, and, by ancient tradition, the meeting place of the Allsmeet.

One’s social standing can be measured by how close one lives to Fort Volantus, the oldest and highest edifice in Dersoden. Near the fortress can be found the Royal Palace, noble estates, wide parkways, beautiful chapels, and the homes of merchant princes. Almost all nobles who are capable of doing so maintain an estate within the city even if they use it only when an Allsmeet is called.

To the rest of the world, Derosden is most famous as the birthplace of Sibylla. In typical Nordish fashion, however, the monument erected to the prophet in the Palace District is unassuming; a great rock adorned with a simple message of peace. Worshipers come from far and wide to touch the Birth Rock and issue a quiet and respectful prayer. This is how things are done in Dersoden, and the locals would have it no other way.

## History

Dersoden, the capital of Nordain, originally began as an outpost of the ancient Adamantium. Its mages rose up a dark tower from the side of a mountain, a symbol of the Adamantium's power. As the Adamantium faded, the tower passed to the hands of the jarls that ruled the region for a millennium. Today that tower still stands as Fort Volantus, immediately recognizable to any ship that approaches the rocky coast. The city that has sprung up around it has almost been carved out of the side of the mountain it rests on, and during the Ninth Age, its population has grown beyond the city's ability to cope.

The city of Dersoden used to host the local Institute of Magic in a tower. However, after the tower was razed, the Institute moved to Droskyn Hold in 3A87.

Dersoden used to belong to Jarl Kvesgar, Lontan Kaulden's biggest rival in the bid for kingship over the nation that is now known as Nordain. In 5A33, Lontan defeated Kvesgar in the Battle of the White Valley and was named jarl of Dersoden.
December 1880

Wendell Mordacai Pierce 3rd, Nathaniel Tenfeather, & Stoic Owl leave for London upon the Columbiana

Soon after the ship set off Wendell Mordacai Pierce 3rd noticed a suspicious man heading below decks to a crew only area.

The individual turned out to be a would-be sabatour named Dudley Appleton that was subverted by Wendell.

Rather than turn Dudley in to the crew of the ship Wendell instead offered him an opportunity for employment.
Mana Potion

A **Mana Potion** is a potion that contains a small amount of refined lucenium, and is used by mages to restore mana.

When a mage drinks a Mana Potion, they gain a number of **Recovery Points** similar to the **Arcane Recovery** feature. These Recovery Points allow a mage to regain spell slots that they have used up, with the points required equal to the level of the slot. For example, 5 recovery points may regain any combination of 1st, 2nd, 3rd, 4th level slots, or a 5th level slot, granted that the mage has access to those spell slots. Recovery Points cannot be used to restore spell slots of 6th level or higher.

There is a given risk involved when drinking a Mana Potion, however, as a mage can go through what is known as **Mana Imbalance**. Some adverse effects of Mana Imbalance may include conscious dreaming in the Dreaming, such as those experienced during the Ascension, dizziness, and hearing voices.

Whenever a mage drinks a Mana potion, they must make a DC Constitution saving throw associated with the potion drunk in the table below. On a successful save, there is no further effect. On a failure, the mage gains the Dizzy condition. If the mage has Recovery Points remaining after regaining all qualifying spell slots, they automatically fail the save.

A failed save remains in effect until the mage stabilizes after dropping to 0 hit points, or after completing a short or long rest.

 Greater Mana Potion
 Superior Mana Potion
Hinterlands

The **Hinterlands** is a region in Nordain located between the fortress of Genedara and Erencliffe.

## Background

The Hinterlands are comprised of a good deal of fertile agricultural land and, as such, is populated with a great many farmsteads throughout the area. The regions' main settlement is Erencliffe Village, situated in the eastern hills of Nordain, protected by Erencliffe Castle.
Bersnal Kaulden

King **Bersnal Kaulden**, commonly remembered as "**Bersnal the Defeated**", was the King of Nordain after his father King Arnedrin Kaulden died against the Maudesians in the Battle of Rissing, during the Second Maudesian Invasion of Nordain. He was the father of the Rebel Queen, Naranna Kaulden, and the grandfather of Baylor Kaulden.

## Background

Though Arnedrin was succeeded by his son, the youth was unable to unite the country beneath him, and for the next two decades Nordain was mired in blood and battle before being fully occupied by the Maudesians in **8A44**. Bersnal fled the capital, but carried on the rebellion against the Maudesians; though had little success in doing so. This was due to a combination of nobles of Nordain starting to believe that their homeland was inescapably lost, and thus it was meaningless to resist, and a lack of charisma on Bersnal's part. In the end, he could do little more than run and hide, which earned him the epithet "the Defeated". It was not until his daughter, Naranna, took over the cause that things started to look better for the rebellion.
Aeonod

The **Aeonod** is a templar-run prison in Nordain, reserved for suspected maleficists, apostates, and those who have been exposed to their influence.

## Background

The Aeonod was originally one of two Adamatine sites dedicated to magical experimentation in what is now Nordain. Genedara was located at the northern edge of the Adamant Highway; the Aeonod was located at its southern edge. Over the years, the Aeonod's precise location has become a closely guarded secret, known only to a handful of templars.

Disciples of Sibylla overran the fortress when news of her death reached them. Legend says that they massacred the mages within while all but one of them were in the Dreaming. As a result, the Aeonod was left spiritually damaged.

The Ministry eventually decided to use the Aeonod as a prison for accused maleficists, apostates, and even non-mages who have been exposed to forbidden magic. As the Veil is so dangerously thin, those with a powerful connection to the Dreaming act as beacons to the denizens of the Dreaming. The Aeonod therefore acts as a trial-by-fire to ascertain guilt. As abominations can be cunning and patient, the templars also run other tests on the inmates to determine whether they are possessed.
Puto Genérico Nº 1

```
"Boas pessoal! Sou o Sirkazzio" - P.G.1

```

### Facto Curioso

Sempre que ele fica preso em algum sitio começa a dar um video do Sirkazzio MUITO alto

## Sobre

O Johnny John Joe Jones Joha- enfim... Mais conhecido como Puto Genérico nº1, anda sempre com o seu fiel parceiro no crime, o Chris Christopher Cristian- Puto Genérico nº2. Juntos formam a dupla suprema dos Putos Genéricos, e embora eles pareçam maléficos eles só fazer tudo pelo bem da trosliçe. Eles adoram aterrorizar o Guga com as suas icónicas trolagens épicas. Eles às vezes convidavam o Puto Radical como terceiro membro honorário para as suas peripécias.

## Aparência

O P.G. nº1 é baixo e gordinho, e tem o seu famoso penteado nada genérico que consiste em gastar meio kilo de gel em uma parte específica do cabelo, e está sempre com o seu sorriso de puto genérico.
Council of Heralds

The **Council of Heralds** is the final arbiter over all disputes involving titles in Maudet.

## Background

Though the titles and heraldry of the Maudesian nobility were banned by Emperor Caecilius Volantus I, the nobles of Maudet would not give up centuries of culture and tradition so easily, and instead found themselves mired in conflicting claims of birthright and inheritance. Emperor Guillaunt's habit of handing out new titles to his supporters only made the situation worse. When Emperor Durante I inherited the political turmoil left by his father, which had already cost the life of his brother Emperor Eligius II, he created the Council of Heralds in an attempt to win over the nobles of his court. The Council would be the final arbiter over all disputes involving titles, including that of emperor.

When Emperor Maxence died without naming an heir in **9A19**, the Council was called upon to choose who would inherit the throne between Aurianne Pelleneur and Gaspard Veradant. Though Gaspard was the eldest of Emperor Durante I's surviving grandchildren and Aurianne the youngest, they gave the throne to Aurianne.

## Membership

The Council of Heralds is comprised of seven members, who belong to some of the oldest and most powerful noble families in Maudet. The title is hereditary.
2001: A Space Odyssey

***2001: A Space Odyssey*** is a 1968 epic science fiction film produced and directed by Stanley Kubrick. The screenplay was written by Kubrick and Arthur C. Clarke, and was inspired by Clarke's 1951 short story "The Sentinel" and other short stories by Clarke. A novel released after the film's premiere was in part written concurrently with the screenplay. The film follows a voyage to Jupiter with the sentient computer HAL after the discovery of an alien monolith. It deals with themes of existentialism, human evolution, technology, artificial intelligence, and the possibility of extraterrestrial life.

Draft History:

* Kubrick at No. 1 (Jeff Jensen)
American Dream

***American Dream*** is a 1990 British-American *cinéma vérité* documentary film directed by Barbara Kopple and co-directed by Cathy Caplan, Thomas Haneke and Lawrence Silk. The film recounts the unsuccessful 1985–86 Hormel strike in the heartland of the United States against the Hormel Foods corporation.

Draft History:

* Union Movies at No. 6 (Kenny Neibart)
Black Christmas (2006)

***Black Christmas*** is a 2006 slasher film written and directed by Glen Morgan and starring Katie Cassidy, Michelle Trachtenberg, Mary Elizabeth Winstead, Oliver Hudson, Lacey Chabert, Kristen Cloke and Andrea Martin. The film takes place several days before Christmas and tells the story of a group of sorority sisters who are stalked and murdered in their house during a winter storm. It is a loose remake of the 1974 film of the same name.

Draft History:

* '00 Slashers at No. 2 (Jordan Crucchiola)
21st Century Best Actress Winning Films

**"21st Century Best Actress Winning Films"** is the 130th episode of Screen Drafts. Guest G.M.s Chris Feil and Joe Reid selected the seven best films to win best actress between 2000 and 2020.

The following films were drafted:

7. Monster by Chris Feil

6. Still Alice by Chris Feil

5. Nomadland by Joe Reid

4. The Favourite by Chris Feil

3. Black Swan by Joe Reid

2. Erin Brockovich by Chris Feil

1. The Hours by Joe Reid
Sisterhood of Silence

The **Sisterhood of Silence**, also referred to as **Silent Sisters**, is a fighting order of female dwarven warriors in Ondrathum.

## Background

This order was founded after the death of Astyla the Grey, a dwarven warrior, who first fought for women's right to be soldiers. When no one listened to her words, she cut out her tongue and dedicated herself to training until she won a Grand Proving bare-handed. She posthumously became an Exemplar in **1A95**, after she sacrificed her life to save the king of Ondrathum.

The women who join this order cut out their own tongues in Astyla the Grey's honor, the first female Exemplar of the warrior caste. A Silent Sister always keeps the knife she used to cut out her tongue, though never uses it as a weapon. When they fight in Provings, all Silent Sisters dress and look alike.

They are sworn to never make a sound, even when they experience great pain, and thus are rendered mute. Silent Sisters have been known to use a form of sign language. Subsequently, they require translators. As they are viewed as extremists, even among women, not all female warriors are members of this order.

## Joining

A dwarf's caste plays no part in whether one can join the Sisterhood of Silence, as they accept all women so long as they can prove themselves. The joining process itself is called "blooding". This is completed when a recruit takes her vows of silence by cutting out her own tongue, and defeating opponents in the Provings. Silent Sisters cannot be defeated in these matches so they fight until death.
Memories

The **Memories** are the archives of Ondrathum. Tens of thousands of years of history are recorded in them, and some Makers claim that the Memories date back to the founding of the first hewnhold.

Memories are recorded on the Wall of Memories by the Maker of Memories, who crafts lucenium runes containing the actual thoughts of the ones who made them.

Memories contain detailed genealogical records of every dwarf in the city, as well as deaths, marriages, inheritances and votes of the Assembly, among other things. The Memories are a collection of dry facts, such as "who", "what", "when", "where" and "how", but not "why". For the dwarves, genealogical records are of supreme importance, for reasons of caste and storytelling, and there is a special portion of the Repository dedicated to preserving the correctness of these records. Record-keeping, and custodianship of the Memories, is considered a sacred duty.

Dwarves trust the accuracy of their Memories. However, both the casteless and the exiled surface houses are stripped from the Memories as though they never existed. And in recent times, altering the Memories for political gain has been a common occurrence. Furthermore, Memories lack or misinterpret key events of early dwarven history. Even the ancient language used to record Memories is not fully understood, and many runes have not so much been translated as inferred.
Inquisition

The **Inquisition** is a Sibyllan order that acts as a secret police force for the Maudesian Ministry, sanctioned directly by the Matron in Ducailles.

The organization acts as a check on the power of the Templar Order, acting in a secretive, investigative, and interrogative capacity to root out corruption, and protect the Ministry from internal, and external, threats. They may also become involved in the hunting of particularly cunning apostates and maleficists.

Templars fear and despise Inquisitors, as they usually only involve themselves when the templars are failing in their duties.

## History

The Inquisition and the Templar Order were once known as the Vigilants of Sibylla, a group of people who fought against the threat of dark magic after the First Scourge. Some accounts suggest that the Vigilants of Sibylla were always known as the Inquisition, and that while they strove to restore order in a time of chaos through their even application of justice, theirs was a reign of terror.

In the twentieth year of the First Age, the fledgling Ministry convinced the Vigilants of Sibylla to unite under the banner of their common faith. Upon signing the Anderan Accord, the two organizations jointly created the Institute of Magic, and established the Templar Order as wardens for the Institutions, and guardians over magic use. Under the Accord, senior members of the Vigilants of Sibylla formed the Inquisition as they are known today.

The vast majority of Inquisitors are recruited as children. In their roles as overseers of the Templar Order, and the right hand of the Matron, they serve as the Ministry's investigators and are given considerable latitude to function outside the law. The leadership hierarchy of the Inquisition runs parallel to that of the templars, although a senior Inquisitor outranks any templar. Traditionally, Inquisition officers who failed their troops in their duties were exiled to the Ashen Seas; a volcanic wasteland on the northeastern edge of Maudet.

## Heraldry

The all-seeing eye is the insignia of the Inquisition. It represents the Inquisition's role as investigators and inspectors of the Ministry, uncovering hidden practices of magic and seeking to stamp out corruption, even within their own ranks. The conestellation Vidu, known as "the Watchful Eye", was originally a symbol of Thora of the Skies. In Sibylla's time, the all-seeing eye came to be associated with the Watcher, and a sunburst was added after her death. The Vigilants of Sibylla took Vidu as their symbol. Upon their joining with the Maudesian Ministry, and subesequent reorganizing, the original sunburst eye became the symbol of the Ministry, the Templar Order took just the sunburst, adding a sword, while the Inquisition retained just the eye.
Orc

The **Orc** is a code of honor based on the writings of the Aveachas Ouhgran, which encompasses everything from a philosophy, a set of laws, a legislative guide, and a social architecture to govern the Orcimar ("People of the Orc"). The Orc defines the role of everyone and everything in the society of the Orcimar, regardless of whether it is spiritual or mundane. For example, some Orcimar are raised as soldiers from a very young age. They are expected to be strong, disciplined, and stoic, adhering without fail to the tenets of honor and duty as defined in the Orc.

As the Orc covers a broad and complex range of topics, summarizing or explaining it to those not raised within it is difficult for those not trained to do so. Most inquiries from outsiders will be met with refusal, not out of ill will, but because most Orcimar know only those parts of the Orc that affect their specific duties. Only the priesthood is equipped to convey it, and even they have to study it rigorously.
BH-0375

The hail of laser fire dropped 375 back into cover.

"You're dead meat Hunter," came a yell from the darkness, "Turn round, take your ship out of here and tell the rest of the guild not to come back."

-=SCANNING=-

Another round of laser fire sunk into the smoking remnants of the X-47 Killbot that was now as much a protector as it had been a killer.

"You got sixty seconds or I turn this place into your coffin." The voice continued.

A spark of orange lit up, illuminating a deeply scarred face and the room began to fill with the familiar smell of Narbweed.

-=TARGET IDENTIFIED. SOURCING PATH=-

"C'mon Hunter, give it up, don't make me ruin a good warehouse."

The figured paced back and forth, each inhale of the Narbweed illuminating their outline in a faint orange light.

"Seen your colours, know you're from the Mantis clan, we'll send your body back," the figure stopped and laughed, "what remains of it."

-=LOCKED AND SECURE. INITIATING GHOST SEQUENCE=-

"Times up Hunter, I'll send your drekkin' screams back to the guild."

Red lights shone up from the figure, emerging from the Lasrepeater, the barrels began to spin, accelerating as it drew power from the EnergyCells strapped to his body.

"3.. 2.."

Silence.

The target dropped and the Hunter emerged from the darkness, the charge of Ghost Sequence hanging in the air before the violent crack of the Portal closing ripped it from the air.

"375 reporting to the guild. Target 453n29 eliminated, prepare for corpse extraction."
Pendulum RPG Smoke and Fog Wiki

The story begins in London 1881...

A group of strangers are brought together by omens and happenstance in the city of smoke and fog.

They will have to deal with the dangers of dark alleyways, high society, and what goes bump in the night.

PCs [in alphabetical order by first name]

Nick "The Pick"

Wendell Mordacai Pierce 3rd

Wolf Mueller

Important NPCs

Nathaniel Tenfeather

Stoic Owl

Dudley Appleton

## Important articles

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January 8th 1881

Saturday

The Columbiana arrives in London at the Greenland Dock in Rotherhithe with Wendell Mordacai Pierce 3rd, Nathaniel Tenfeather, & Dudley Appleton who disembark.

Dudely departed to find a local contact he knows in the area.

Wendell noticed a white owl rest on a gaslamp above Wolf Mueller which seems like an omen or signal, so Wendell and Nathaniel approach Wolf.

They make introductions and Wolf tells of recently arriving from Austria to find some answers about the mysterious events of his small town, namely the fact that cows had been turned inside out.

The trio had part of this conversation at the Whaler's Gut dockside pub.

There Wendell got Wolf to fight a random drunk [Nigel Kilcuy]. Wolf won and bought a rusty pearl handle folding knife from the man.

Wendell gave some cash to the bartender in recompense for the disruption.

A group of ruffians noted the cash Wendell had and decided to follow and then mug the group.

The newcomers were surrounded in an alley by red-haired ruffians.

Wendell mysteriously vanished in the fog and steam in the alleyway.

Vastly outnumbered Wolf shot the apparent leader in the leg and gave the would-be muggers an ultimatum to leave or be shot.

Unbeknownst to them Wolf's gun had jammed after the initial shot. The bluff worked and the ruffians retreated.

Dudely Appleton had also arrived with the local contact Nick "the Pick" just as the shot rang out.

To be on the safe side Nick arranged for them to stay at a hidden safehouse in the Butcher's Block meat storage warehouse.

Wolf then regaled them all with the tale of the inside out cows that brought him to London to find answers.

Nathaniel sent a message to Stoic Owl through unknown means of their current location.

Dudley and Nick went out to do a quick errand in exchange for the use of the safehouse.

Wendell had been mysteriously been transported to snowy hills outside London.

He realized one of the hills looked a bit different and approached, The hill was indeed a disguised dwelling of Stoic Owl.

The elder gave Wendell the key to a building purchased by their backers across the pond and a quick gist of what was expected of them.

Upon leaving the hill snow started and quickly intensified and next thing Wendell knew he was standing in front of the Butcher's Block.

Nathaniel and Wolf came outside and gave Wendell the low down on what had transpired after he was whisked away.

They then went to the location where the key fit, the front door of Four Arch Street.

The three story building is in the midst of construction but they found some cots used by the construction crew where they could sleep for the night.

Back to Timeline of Events
London

Game Relevant Places within London

**Southwark**

- Rotherhithe AKA Redriff [Port/Dock area]

The Whale's Gut- dockside pub

The Butcher's Block- meat storage and safehouse

- Newington

Four Arch Street- first location of the Armitage Investment Group

The Elephant & Castle- Pub/Inn that is synonymous with the area

Metropolitan Tabernacle- a large independent Reformed Baptist church
Amnesia

**"Amnesia"** is the 19th episode of Screen Drafts. Co-commissioners Clay Keller and Ryan Marker selected the seven best movies about amnesia. This episode featured the first Commissioner Override in Screen Drafts history.

The following films were drafted:

7. Spellbound by Clay Keller

6. Memento by Clay Keller

~~5. Paris, Texas by Ryan Marker~~ Commissioner Override

5. Eternal Sunshine of the Spotless Mind by Ryan Marker

4. Desperately Seeking Susan by Clay Keller

3. RoboCop by Ryan Marker

2. The Bourne Identity by Clay Keller

1. Mulholland Drive by Ryan Marker