recursal/Fanatic-Fandom huggingface dataset:
Part II: An Old Fiend

"THIS ONE'S MINE!!!" screamed Short-arse, blocking Trogdar's downward swing with her axe before biting deep into Churnie's side with her backswing.

"Steady on!" said Trogdar, somewhat taken aback, "There's plenty of troll to go about."

"FREEZE!" shouted the Wizard from the corner of the room, his right arm outstretched spewing a hail of snow, his left cradling the precious troll parts.

The frozen beam struck the troll in it's new wound, expanding it and freezing the ragged chunks of ripped flesh. The beam continued on, deep into the troll's guts. There could only be one outcome. Churnie spewed forth a steaming pile of blood and bile, narrowly missing the irate Dwarf.

"YOU STUPID BLOODY WIZARD!" screamed Short-arse, brandishing her axe toward the capering magician.

"My gold," said the Wizard simply, moving towards the reeling Churnie. As he approached however, his face began to drop as the gaping wound began to meld back together, sending great plumes of bilious smoke into the air.

"Oh, not again!" said Trogdar, gagging at the stench before swinging his mace down across the back of Churnie's head, caving in its skull.

"Well," said Trogdar, swallowing down the vomit which had risen in his throat. "That was one of the most unpleasant things I've ever done."

"Oh really?" said Jandyr, appearing suddenly behind him.

"How do you do that?" said Trogdar with a start.

"I don't know what you mean," replied Jandyr, affixing an Elven cloak which he had found being used as a makeshift bed.

"I'll bet," said Trogdar, glancing over at the Wizard picking up chunks of rancid flesh. He held back another convulsion before stepping past the massive bulk of the two bodies and illuminating the corridor beyond. "At least it can't get any worse."

The light from the lantern illuminated a small figure sat upon a wooden stool his head held low. As the darkness receded, the tiny figure looked up and spoke in a high-pitched squeal.

"HELLO!" said Gubbinz.
Trogdar

Trogdar is a Barbarian Warrior from the northern peninsula of Norsca. Drawn by the promise of beer, women, beer, gold and beer, Trogdar headed south into the Old World seeking adventure and looking for a fight. He found it when he ventured with a hastily-comprised group of warriors into the former-Dwarven stronghold of Karak Azgal, now teeming with greenskins.

Trogdar soon proved himself adept with a sword, taking out both friends and foe alike as he flew into rages of berserk fury.

## Distinguishing marks/characteristics

As the bearer of the only functioning lantern, Trogdar is the de facto leader of the group, though others have tried to usurp his leadership role in the past. Whilst performing his leadership duties, Trogdar often uses a special technique known as 'the secret knock', a curious technique which so far has been unsuccessful in opening locked doors.

Trogdar's battle-cry is his own name. Others among the group have been known to echo this battle-cry in times of struggle, particularly when the hulking Barbarian deflects their killing blows or hits them in a berserk fury.

Trogdar has a tattoo on his back of himself, standing atop a slain dragon, with the legend 'Mitey Worrier' enscribed beneath to commemorate the group's first successful adventure. Coincidentally, it was after this event that Trogdar began to wear armour on his upper torso.

His favoured weapons are his ensorcelled blade and the Hell Mace, which he switches between frequently. One day he hopes to learn to use one in each hand, though where he will carry the lantern is unknown (though can be guessed at).
Spirit Artifacts

"If you were indeed given that by its owner, then you are either blessed or cursed, with no compromise." -Davaro Venom-Fang.

The Great Spirits have been known tho interact with mortals on rare occasion. This has resulted in the giving of gifts from the Spirits to be unleashed into the world. These Artifacts are listed here:

* The Truesilver Bow
* The Armor of the Golden Prince
* The Book of Forbidden Truths
* The Pelt of the Inner Beast
* The Fault
* The Eye of Madness
* The Shadow Hood
* The Gauntlet of the Three Virtues
* The Blade of the Spirit
* The Crown of Dominion
* The Charm of Ordained Fate
* The Harp of Divine Melody
The Skull of the Root

"And so my face shall become that of death, and of life perverted." -Mordvig Nightberry.

The Skull of the Root is a mask formerly worn by Mordvig Nightberry. It is in the possession of Jack.

## **Appearance**

The Skull is a mask made from thick roots. While it possible to see through the eye holes, from the outside, the eye holes appear as black voids. The roots wrap around the wearers head when put on, releasing when taken off.

## **History**

The Skull was created by Mordvig Nightberry during The Age of Winter, shortly after the death of Kochanka Nightberry. It was worn by him for the next 300 years, until his death at the hands of The Children of Frost, after which it was acquired by Jack.

## **Use**

While wearing the Skull, you can use any creature under your magical influence (e.g. charmed by you, a construct of yours, a familiar of yours, under the effects of suggestion or similar, etc) as a conduit for any spell or magical effect you can use. The creature you use this way casts the spell or magical effect as though it had cast it, and acts in the required fashion to perform the spell. The spell or ability is still considered expended by you however. You can perform this on the creature's turn as well as yours if your Wisdom Score is 12 or higher, and if you are affecting multiple creatures this way, you can use this effect on a number of creature's turns equal to your Wisdom Modifier.
The Hearts

"You've seen them. In the sky, giving us the gifts of nature, spurring the flow of the world." -Percie Portsman, to a young Louis.

Created by Skapari, the First God, God of Creation and Logic, The Hearts are celestial bodies that float around the sky, delivering to Lorerah Night and Day, the Four Seasons, Weather, and Natural Being. The Hearts appear are glowing entities in the, but when physically threatened, take the form of mystical beings. They float around the sky in a circular clockwork fashion, with the exception of The Heart of Magic, which resides in Honeremorte, the first created land, though not the first built upon by The Gods. There are 8 Hearts, listed here:

* The Heart of Day
* The Heart of Night
* The Heart of Summer
* The Heart of Autumn
* The Heart of Winter
* The Heart of Spring
* The Heart of The Storm
* The Heart of Magic
The Mountains of Magic

"A view to quiet the hearts of those who view them. A far sight to travelers from all manner of places." Quellion Warm-Wing.

The Mountains of Magic are the home of The Salaman in Wintervale, a temple the size of several cities dedicated to their way of life. There are six mountains, each associated with a different element, with the exception of the sixth, with is an amalgamation of all the elements. Each Mountain is a city, home to Salaman of different scales, each with a different culture. These Mountains are:

* The Mountain of Romance
* The Mountain of The Journey
* The Mountain of Justice
* The Mountain of Water
* The Mountain of Flowers
* The Mountain of War
Prototype Foxy

**Prototype Foxy** is one of the antagonists in Sinister Turmoil.

## Appearance

Prototype Foxy is a bipedal animatronic Fox with sharp teeth, claws and glowing blue eyes.

It's main color is White, while the only deviations are in it's pink nose, pink cheeks, and pink tail fuzz, and other pink areas.

Prototype Foxy has an outer shell in the style of Toy Foxy/Mangle.

This is due to Foxy being made from Mangle's shell recovered from the Fazbear's Fright Incident. However, this model uses a completely unique endoskeleton structure, causing the movements to be more free and sharp. There are also more hooks then normal on Prototype Foxy.

## Behavior

Prototype Foxy's shell was more damaged than the other prototype animatronics, this made the endoskeleton's base energy output too much to handle.

This can make it more unpredictable than it's fellow Prototype Animatronics, yet more prone to fall for simple ruses.

It can go out of his shell and turn into it's mangled states, even though it is a toy, not a withered.

## Trivia

* Foxy and it's fellow Prototype Animatronics have been wrongly called "Nightmare Toys" and "Sinister Toys", even after the name was confirmed.
* It appears on the cover of "Sinister Aspiration".

## Gallery

Prototype Mangle's head on the bottom left in the Sinister Turmoil Christmas teaser.
Star of the Dawn

The Star of the Dawn was a magical gemstone of unique beauty gifted to the Dwarven High King by the Elves long ago. The gemstone remained within the Dwarf's possession until relatively recently, where it was lost by the Grunnson clan to their great shame.

Word of the whereabouts of the gemstone eventually reached the ear of the High King Ungrun Grunnson, who tasked his son Grimcrag Grunnson to retrieve it from the ruins of Karak Azgal, gifting him the legendary Grunnson Axe with which to undertake this mighty task.

Little did Grimcrag know that the stone was to be used as a bargaining chip to seal a union between the Black Orc Skrunch representing the Black Fang Orcs tribe and the forces of Chaos. Painful to the touch of these dark forces, the Star was magically coated in a dark substance which coincidentally made it resemble a lump of coal.

The star was eventually recovered in this lumpen form by the Warriors, who returned it to Grimcrag Grunnson in order that he could complete his quest to restore the family name.
The Monster Hunters

"'Do you understand the threat they pose to your entire World?' 'There is no threat. I will crush all under my boot. They are simply my instruments, whether they see that or not." -A conversation between Barrash and Morgorath.

The Monster Hunters were a group of adventures, portrayed by the players. Their Quest was to thwart the plans of Morgorath, and ended at the conclusion of that journey.

The Monster Hunters are listed here:

* Krusk Iron-Fist, played by Declan Ballantine.
* Mark Garmin (deceased), played by Anthony Simon.
* Blackjack Donario, played by Anthony Simon.
* Louis, played by Solomon Ashton.
* Owiryn, played by Jaydan Holmes.
* Sarabizazawadi, played by Laura Cornell.
* Gerbo, played by Daniel Manning (abandoned).
* Caelynn Emberskin, played by Tomas Clancy (abandoned).

## **Trivia**

* The Monster Hunters were the party of Player Characters in the appropriately named "Monster Hunters" Campaign, the campaign DMed by James Fisher before he created Winters Heart upon its completion.
Saellifor

"At to conclude its fellow's creations, Saellifor bestowed upon creation, life to be lived and grant the world purpose." -Excerpt from The Testament of Lorerah.

Saellifor is the Deity of Life, and one of The Three Deities who created Lorerah.

## **Appearance**

Saellifor is represented visually as an androgynous child, with no gender, and is referred to as an 'it'. As a Deity, however, Saellifor has no physical form.
The Ember of Kalokairi

"The pride of the Salaman of The Mountains of Magic. The jewel of The Mountain of War." -Zhanglao Azurescale.

The Ember of Kalokairi is one of the four Symbols of The Seasons, required to open The Door of The Four Seasons. It is located in the heart of The Mountain of War.

## **Appearance**

The Ember resembles its namesake, a perpetually burning ember made of obsidian. It is about 3 lbs, and is the size of a melon.

## **History**

Created by Kalokairi during the final years of The Age of Magic, The Ember of Kalokairi was bestowed upon the Salaman hero Moshu Shi, of The Moetta Gildi, as part of their quest to unify The Magic Guilds of Wintervale. After this, it was taken to The Guild Hall of The Dragon's Eye Guild, in The Mountains of Magic. Since the unification of Guilds to The Winter's Heart Guild, The Ember has been kept in The Chamber of Fire at the top of The Mountain of War.

## **Use**

Attempting to attune yourself to the Ember, you will find your soul projected into The Realm of Summer, where you will perform a trial, succeeding in which you can become attuned with it. Whilst attuned to the Ember, you gain the following benefits:

* You gain immunity to fire damage, and cannot be harmed by fire.
* You can cast Burning Hands as a Second Level Spell at will, without expending a spell slot.
* You can, if exposed to a source of nonmagical fire, use your action to heal 2d4 + Your Constitution Modifier.

You lose attunement with the Ember if you move more than 30 ft from it, regaining attunement if you reenter its range.
Buffkin

"I apologise my lady. We could not save the carriage, but we have the pies." -Buffkin, to Aleya.

Buffkin is a Gnome Butler who serves the Elven Princess Aleya. He is a faithful and capable retainer, who manages her affairs in her absence. He is the head of her three retainers, accompanied by Laura and Ordon.

## **The Ending War**

Buffkin was born as the Ninth Generation of Royal Butlers, to serve House Layor. After the birth of Princess Aleya, Buffkin was assigned to be her personal attendant, to help her grow and mature as a member of the royal family. After many years, Buffkin took under his wing, an Elven maid named Laura, and a Half Elven ranch hand named Ordon. The three became very close, with Buffkin going what he could to raise them just as much as with Aleya. He eventually accompanied them to Wintervale on Aleya's mission of peace, suffering the same fate as his wards, plunged into a magical slumber for over a thousand years, reawakened during The Age of Winter.

## **Winter's Heart**

Buffkin continued his faithful service to Aleya, accompanying her on her many adventures with The Children of Frost.

## **Appearance**

As a Gnome, Buffkin is a short man, standing at just over 3 feet tall, thought is rather heavy, due to his massive muscles, weighing 210 lbs. He is at all times garbed in a short-tailed three piece suit. His magnificent blond hair forms a mass of flowing pompadour. He has a short, perfectly trimmed beard, and a crystal green eyes.

## **Personality**

Buffkin is a very dedicated and faithful man, seemingly always by Aleya's side, and is always managing affairs on her behalf, from her schedule to her provisions and accomodations to her safety. He is a terse and strict man in regards to himself and his duties, always placing Aleya above himself. He is otherwise a kind man to those working under him, acting as a father figure to both Laura and Ordon.
Warm Root

"A most ancient of plants, a symbol of the life we strive to earn." -Wingard Bright-Hand.

Warm Root is a type of root grown only in Toreal Canyon. It is essential in replicating the process that transformed the Humans of Toreal Canyon into the Hverfr.

**History**

During The First Snows, the Humans of Toreal Canyon sought an answer to the plight of all life in Wintervale. To this end, they infused themselves with magic, through a ritual, intended to transform them and their home, that they would be protected from the Winter. This ritual resulted, among many other things, in the creation of Warm Root, vestiges of the seven trees belonging to the ancient sages of The Canyon. The Root has only ever grown in Toreal Canyon, and is jealously guarded by the Hverfr, with only a few notable exceptions being permitted to carry or use the root.

**Appearance**

Warm Root appears as a large root, golden in appearance, and is warm to the touch. The Root has glowing veins and the smell of petrichor.

**Use**

Warm Root is a result of the original ritual that created the Hverfr, and can be used to replicate the process. To this end, it can heal any disease or poison or infirmity a person may be dealt, at the cost of one's race, as one's body and essence will change as a result. To be used, it can have its power transferred through a magical spell, or alchemically applied to a potion.
Grunnson Axe

The Grunnson Axe is a legendary artifact of the Grunnson clan. Wielded by Grimcrag Grunnson, it was thought lost in the ancient Dwarven realm of Karak Azgal when the fabled warrior did not reappear. Grimcrag's father, Ungrun Grunnson, anointed Grimcrag's son Ironbeard Grunnson as High King and left in search of his own son, never to return.
Sword of Malediction

The Sword of Malediction is an enchanted weapon with the power to negate spells cast upon the bearer. Originally carried by the humongous Orc known as Skullbasha, the sword is now a part of the armoury of Short-arse the Dwarf who won it from the Orc in single combat.

As a consequence, the wizard known as The Son of Ixthod shies away from the nullifying powers of the anti-magical sword, a situation which the Dwarf was only too happy to propagate. However, the constant whinging by the Wizard led the Dwarf to finally relent and sell the sword to one of the Weaponsmiths of Middenheim.
The Dragon King

"The progenitor of our race. The instigator of cooperation and conflict both." -Quellion Warm-Wing.

The Dragon King is the first of all Dragons, and was once in fact the first Wizard, and the herald of The Age of Magic. He is also the father of of the Salaman.

## **The First Wizard**

In his early years, The Dragon King was simply known as Zhengfu, and was a lesser lord in Tiger Clan of Longjia , and a member of the Beastfolk. One day, on a journey, he came across a waterfall, known as The Azure Falls, where he, communing with the spirits there, discovered the existence of magic. Returning to his people as the first Wizard of all time, Zhengfu became famed for his power and wisdom, quickly becoming the focus of many lords and schools who wished either for what he could bring, or for his head. He trained many in the ways of magic, it being brought across the seas to the rest of Lorerah, where it was recieved with hatred, seen as the work of The Abyss.

## **Becoming a Dragon**

The fear of magic only grew worse, one fateful day, as Zhengfu was meditating in his family's palace, when his connection with draconic magic grew so intense that he became the very first Dragon. Eventually, he grew dissatisfied with the ruling of Longjia, and used his new power to claim the throne himself. As the years wore one, the world saw the coming of The Undead King, and his defeat at the hands of the pyromancer Prothus. These events saw magic accepted by the world, and The Age of Magic became fulfilled.

## **The Salaman**

As his descendants, a race of draconic people known as the Salaman, grew, so did the stirrings of war. Soon, the Salaman conquered Longjia, and over the course of 200 years, the entire world.

## **Disappearance**

Satisfied with the world as it stood, Zhengfu no longer saw any need to sit the throne, and simply disappeared, leaving many to assume his death. He spent a while living a nomadic life, eventually becoming a hermit under The Azure Falls, where his journey had first begun. He devoted himself to magic, not wishing to impede any further on Lorerah, teaching those who sought knowledge.
Longjia

"A beautiful land, filled with life, and spirit. Home to many concepts we all live by and legends of which we all speak." -Saeren, King of Elendor.

Longjia is a land to the East, North of Tsukino. It is known for its beautiful landscape and culture, fighting styles, among other things. It is also the home of both the Beastfolk and the Salaman.

## **The Age of Magic**

During The Age of Magic, one of them, a Lord of the Tiger Clan, Zhengfu, mastered the ways of Draconic Magic and became the first Dragon. Using his newfound power, he soon became Emperor, and over the next 200 years, his descendants, the Salaman, led the Beastfolk into a war, conquering all of Lorerah.

## **The Age of Dragons**

A hundred years after his conquest, Zhengfu disappeared mysteriously, leaving his reign to his heir. The Longjian Empire continued for several hundred years, ending after the final Emperor, Jieshu, seceded his empire, giving the world back their nations. This created a war between him, and his uncle, The Mad Dragon Emperor, Kuang Shi. Winning the war, Longjia seceded back to its own, with few colonies allowed withing the borders of the other nations.
The Fiery Rebirth

"Don't be fooled by appearances. This event's significance goes far beyond the physical." -Darrvi Silent-Jaw, to Fenrir Wolfsbane, during their arrival in Summer Sanctuary.

The Fiery Rebirth is a Ritual performed by The Children of Summer in the City of Summer Sanctuary. It appears as a fighting pit seen as sadistic barbarism by some, and a worthy test of might by others. In reality, it is neither, and is specifically designed to draw out a fighter's true potential. Once this is done, the combatants are taken to the center of the city to The Temple of The Fire-Born, where their souls are extracted and given to The Fire-Born.
Skullbasha

Skullbasha was a monstrous Orc of the Black Fang Orcs tribe. Noted for his size rather than his intelligence, Skullbasha became one of Gorgut's minions rather than supplanting him as Warboss.

Skullbasha encountered the Warriors within the second level of the Dwarven Halls beneath Mount Gunbad. Here he held the bridge over the flaming chasm and challenged the Warriors to meet him one-on-one.

The challenge was surprisingly taken up by The Son of Ixthod, who boldly strode forward casting his legendary Freeze spell. Unbeknownst to the Wizard however, Skullbasha carried the Sword of Malediction which negated the Wizard's spells.

Fearing for his life, the Wizard retreated over the bridge once more, leaving Short-arse to fight the hulking Orc whilst the others were peppered with arrows from a troupe of Orc archers stationed behind Skullbasha. Fighting an epic duel, Short-arse was able to defeat the Orc by casting him over the side of the bridge into the flames below, keeping his magical Sword for herself.
Garmi

"I will never stop fighting. You will have to grind my bones to dust first." -Arnost the Brave.

Garmi is the God of Defiance and Summer, and is the patron to many a hero. His sign is often a sun, a broken sword, or a spear. He is also held as the patron of The Children of Summer, although their relation to him is more of a twisted cult as opposed to belief in him as others have. He is also the creator of the Giants, though they, in an ironic twist of fate, defied him and became not the heroes they were created to be, but became a monastic and spiritual people.
The Cinder Pilgrims

(Note - Write details for this page)

## **Former Members**

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* Langman
* Lucheng
* Zhengyi
* Shui
* Hua

## **Changing of the Guard**

Lucheng was killed by The Palehand, and after the fact, The Cinder Pilgrims made their way to The Ember Chamber. They were soon initiated to be Emberguard, following the ritual relieving the previous Emberguard.
The Ring of Paranoia

"It seems the city is behaving as it should. That is good." -Alder Serpin.

The Ring of Paranoia is one of three magical rings worn by Alder Serpin and is in the possession of Fenrir Wolfsbane. It is enchanted with a Scrying spell, bound to Anya Serpin, who resides in The Temple of The Fireborn, in Summer Sanctuary.

## **Appearance**

The Ring is banded in ebony, with an amber crystal with an engraving of an eye. When the ring is active, the engraving will glow blue, and the entire crystal will become smooth and pale, flat, like a monocle.

## **Use**

When the phrase "Give me sight beyond that which is mine" is uttered, the Ring is considered active. The engraving of an eye on the amber crystal will glow blue, and the entire crystal will turn flat and pale. When looking through the lens created by the Ring, you can see and hear through the eyes and ears of Anya Serpin.

## **Trivia**

* The Ring of Paranoia is one of a group of three. The other Rings are The Ring of Panic and The Ring of Sacrifice.
Rachel (Hammer)

"Do you seek destruction? The humbling of the arrogant? The obliteration of what is held dear? Then you have found the right weapon, young warrior." -Ragna The Ironedge to Frank Bufferson.

Rachel is a maul, created by Ragna The Ironedge, the owner of the smithy, "Red, Hot, Bang". The hammer was named as such after it was purchased by Frank Bufferson.

## **Appearance**

Rachel is a large hammer, the shaft thick and ebony, banded with iron, the iron head made of a large ball, with two flower-like sets of many-rowed protruding teeth.

## **Use**

* Rachel deals double damage to inanimate objects. This effect is nullified by objects that, due to magical means, have increased durability.
* Whenever Rachel deals an amount of damage equal to or greater than the AC of the armour worn by the receiver of the attack, without regard to Dexterity, you decrease the AC of the receiver by 1, with a limit imposed by the receiver's Dexterity if they are wearing Light or Medium Armor. (E.g. if the target has a Dexterity Modifier of +2, and is wearing Chain Shirt Armour, an attack dealing 13 or more damage will reduce the AC of the target by 1. This can be repeated until the target's AC reaches 12).
The Woodchild

"None who have entered there have ever returned. Do you understand me?" -Eboshi, to Vandr Karl Nightberry.

The Woodchild is an ancient being living in The Darkgarden, a forest underneath both Toreal Canyon and Stadfesta, connecting the two together. It is feared by those who know the legends surrounding it.

**Early Life**

Born Ashita no Kimi during The Age of Winter, The Woodchild was a Hverfr child who lived a simple, happy life as the rest of his people. He lived with his Father, a warrior named Okkoto no Kimi. After Okkoto's death, Ashita was devastated, and desperately sought a means of bringing him back. One night, he stole into The Sacred Plain, and acquired the mystical Warm Root, with which he might restore his father's life. Offering his life's energies, Ashita used the Warm Root, although none could have foresaw what happened next.

**Birth of a Monstrosity**

The effects of the Warm Root, combined with the failed ritual of the child, Naga's body rotted, the rot suffusing itself into the boy's body, himself becoming a abomination, a specter of wood and root, a terror that killed everything surrounding his home, including his grandfather, Naga no Kimi, his home becoming known as The Darkgarden, a place of horror and death.

**Rebirth after Death**

Hundreds of years later, three adventurers, Hector Frost, Fenrir Wolfsbane and Job Silkman ventured into The Darkgarden after being teleported there by Vandr Karl Nightberry, who had intended to use The Woodchild for his own purposes following the resurrection of his Family's Matron, Kochanka Nightberry. The Woodchild attacked the three, severely wounding both Hector and Fenrir, only stopped by Job's last ditch attempt at survival. While Fenrir managed to recover from his injuries, Hector succumbed to his wounds, and perished. After the Woodchild's defeat, the spirit of Ashita was reborn a benevolent spirit of the forest, and felt deep regret toward those he'd killed, including Hector. The Darkgarden itself became a place of light and warmth, filled with Flowers of Passing. He led Jack and Fenrir out of the Darkgarden, through a well leading to the town centre of Stadfesta, creating a staircase of root and vine to access it. Before they left, The Woodchild gave them each a Seed from the Flowers of Passing, which would grow to give them minor items of power.
Zvervolk

"The king of hunters strode before me. I knew then, I was going to be hungry that night." -Aust Bark-Skin.

Zvervolk is the Spirit of the Beast, created by Okhota as his guardian. He takes the form of a glowing white wolf with black and silver eyes, and his sacred grounds are the forests. He is also the creator of The Pelt of the Inner Beast.
The Nightberry Family

"I have to investigate the curse that is to befall this town, that first befell the Paladin Luth." -Innslowe Dawn-Shield, to The Children of Frost.

The Nightberry Family are an ancient family living in the town of Stadfesta. They are the ones who are responsible for the curse that almost resulted in Luth's death, and may yet destroy Stadfesta. They are made up entirely of demonic Polani, and are currently led by the patron of the family, Vandr Karl.

**Members**

Aside from the matron of the family, Kochanka, The Nightberry Family is made up of few, but powerful members. These members are:

* Vandr Karl - The patron of the family. An old shaman.
* Daudr - A cruel warrior who fights like a demon. Twin brother of Bani.
* Bani - A witch who uses magic for evil. Twin Sister of Daudr.
* Illska - The youngest of the children, a shadowy figure who uses darkness and magic to invisibly commit her deeds.
* Mordvig - The eldest of the children, a chilling and ruthless figure, dedicated to his mother, and most powerful of the Family save her.
Cockatrice

The Cockatrice was thought to be a mythical monster, long-gone from the World. Tainted by the warping power of Chaos, the Cockatrice was rumoured to be melding of Dragon and Rooster which towered above mortal man and could turn him to stone with its gaze.

As the Warriors discovered in the cellars of The Fusty Duck, the Cockatrice was not mythical at all. Being careful to avoid its petrifying gaze, they fought the beast until a bloodied Trogdar was able to remove its head.
Rafik Thornwhip

Anagr Sorrow (Mother)

Fenrir Wolfsbane (Younger Brother)

Fighter - Battlemaster - 2 (Class)

"It's been a long time, Wolfsbane. I trust you've been well?" -Rafik Thornwhip to Fenrir Wolfsbane.

Rafik Thornwhip is a Shifter Fighter living in Dyr. He is alsothe son of Leon Doomhowl and Anagr Sorrow, and the rival, and unbeknownst to him, older brother of Fenrir Wolfsbane.

## **The Serpent of Dyr**

Born in the town of Dyr, to Leon Doomhowl and Anagr Sorrow. Neither parant cared for the child, and gave him into the adoption of a seamstress named Erin Spinster, a former noble brought low. To support his mother, Rafik was forced to fight, as was his future rival, Fenrir, in the fighting pits the town was so well known for. Learning to fight nimbly and agilely, Rafik soon was given the name, 'Thornwhip', as well as the title, 'The Serpent Prince of Dyr', and gained renown as a fighter of great skill. He was always at odds with the scrappy fighter, Fenrir Wolfsbane, a lucky warrior who seemed to survive in the harshness of Dyr despite the odds. The two of them were always enemies, with Fenrir always defeating expectation, and Rafik always losing status and his claim to fame due to Fenrir's status as the underdog. Despite all, Rafik could never himself defeat Fenrir, especially after Fenrir gained power over Magic, though through this, Rafik became a master of battling Magic-Wielders and seeing through illusions. He held some measure of respect for Fenrir, acknowledging he must have had some measure, knowing of Fenrir's beloved, Adriana Akaroa, and of her true nature as a Changeling, though in this regard he remained silent, as he had established a friendship with her, and swore to protect her, holding to this promise when Fenrir was taken from Dyr by The Children of Summer.

## **Personality**

Rafik presents himself as a competent, if somewhat arrogant and egotistical master of the battlefield. In private, he has some measure of pride, that keeps him alive, as he will not allow himself to be defeated, and the very concept of defeat angers him to the point of losing control. Despite this, he is a master of himself, and a charismatic man, charming the populace, and is presented as a nobleman of sorts, as close to a nobleman as is possible in Dyr, being aristocratic in presentation and nature. Beneath it all, he is a caring man, doing everything for the sake of his mother, and is incredibly protective of Adriana.

## **Appearance**

Rafik is a tall, slender man, wiry and thin, with whipcord muscle. His clothing is as fine as is possible in Dyr, with a white cotton shirt, tight black pants light brown boots, an emerald green vest, and a red cape bound in a steel clasp in the shape of a snake's head. He carries a rapier and a whip.
The Inheritance

"I hope this can bring you comfort in when the night is coldest." The Woodchild to Benjamin Frost.

The Inheritance is a magical Artifact created by The Woodchild for Benjamin Frost, as a keepsake of his late father, Hector Frost. It was given to him in sorrow and understanding towards the death of a father.

## **Appearance**

The Inheritance resembles a wooden cameo of Hector Frost, able to be fit into the locket in which the other cameos are kept. The wood is made of ash and the image of Hector is as he was in his final days.

## **Use**

While you are wearing The Inheritance, you gain the following benefits:

* Any object you are touching that is made of wood is considered a weapon in which you are proficient. If the object is not a weapon, than it will be treated as the closest applicable weapon (e.g. a wooden beer stein would be considered a club) and though it is improvised, you remain proficient.
* The wooden weapons used this way deal an additional damage die of its type (e.g. a wooden longsword would deal 2d8 slashing damage instead of 1d8 slashing damage, and a wooden maul would deal 3d6 bludgeoning damage instead of 2d6 bludgeoning damage).
* Any wooden objects affected by The Inheritance magically increase in durability.
* The damage caused by any wooden weapons affected by The Inheritance count as magical for the purpose of overcoming resistance to non-magical attacks.

## **Trivia**

* The Inheritance, along with The Promise and The Favor, carry the themes of loved ones and loss. The Inheritance specifically represents the theme of continuing the legacy of those you've lost, guided by their memory.
Dragons

"Beings of incredible will and power. The pinnacle of the Draconic path. A source of many a story." -Allochval Songblade.

Dragons are ancient beings, and the product of the ancient Draconic Magic. Each and every Dragon was formerly a Mortal who has reached the pinnacle of Draconic Magic.

## **Appearance**

Dragons have widely varying appearance. However, what is consistent is their reptilian forms, coloured scales, and, most often, wings. They are large, imposing beings.

## **Personalities**

Dragons, much like the Mortals they once were, have all sorts of personalities, benevolent, dominating, kind, cruel. One thing that remains consistent throughout all Dragons however, is their force of will. To become a Dragon, one must prove their will within themselves, so all Dragons are naturally fierce and strong-willed.

## **History**

Draconic Magic has existed since the beginning of all things, and is the most raw and unfocused of all magics. It is also the first type of Magic ever discovered, by the first Wizard, and first Dragon, to ever exist, The Dragon King. His reign saw the introduction of his descendants, the Salaman, and others of Draconic nature. Ever since, Dragons have arisen throughout history, always great and powerful figures, such as The Dragon King's successor, Jeibanren, who saw to the protection of The Mountains of Magic, as well as figures such as Runoth, The Guardian of Honeremorte.
Grimm

"That Name. I've not heard it in many years from anywhere but my own soul, crying in rage for revenge for what he has done." Grimm, to Krusk Iron-Fist.

Grimm is a Human Paladin from The Golden World. He is that World's version of Morgorath.

**The War of The Descending Orcs**

Grimm was, as a young man, known as Morgorath. A Paladin at the young age of 17, he was newly married to a woman named Pauline, and was celebrated as a hero. This all changed when, from seemingly nowhere, Morgorath's army descended upon the World, quickly taking it over. While he fought valiantly, his wife was slain, and he found himself awoken by a Fairy named Juniper. Taking the name Grimm, he swore revenge, traveling for the next 30 years in search of the means to kill Morgorath.

**Monster Hunters**

Having found the means to travel between Worlds, Grimm has visited Runoth, in the hopes of garnering his aid, as well as that of The Monster Hunters.
Yinmi Sign

"A Yinmi Sign... I have seen these before, but never understood them." -Shinichi Hazuki.

Yinmi Signs are part of a code martial artists use to secretly communicate with each other. It uses four round objects, most often cups, left in a public place or place a martial artist may find themselves in need of a message in this code. The arrangement, left to right, are represented in writing as the Wukongese characters for Heaven, Earth, Dragon, and Comrade respectively. Heaven stands for time, Earth for place, Dragon for intent, and Comrade for the intended recipient of the message.
Ragnar Forge-Fire

"I am to be victorious here today, so my apologies, but this day is your last" -Ragnar Forge-Fire to Diero Swift-Steel.

Ragnar Forge-Fire is a Human barbarian and former mercenary wandering the world in search of his son. He is the current wielder of The Fault.

**Physical Appearance**

Ragnar is a large Human barbarian, and is muscular, and covered in tattoos and a mane of red hair. He has blue eyes and is otherwise an imposing man, terrifying to many, especially giving his gigantic hammer, The Fault.

**Personality**

Ragnar is a warm and friendly individual, his fatherly instincts leading him in most of his interactions outside of battle. In battle, however, he is full of rage and excitement in equal measures, a monster who lusts for blood.

**Skills and Abilities**

Ragnar is a powerful barbarian who relies on his brute strength in battle, and is a monster in combat.
The Dragon Mitts

"Mighty and powerful. You must be a talented monk to have something like those." -Kenmastra Black-Fist.

The Dragon Mitts are an ancient artifact originally wielded by a Hero known as The World Warrior, with the appearance of red mitts. The Mitts are enchanted to grant special powers to those who wear them, and were intended to be used by those who fight without weapons.

**Abilities**

The Dragon Mitts bestow powers to the wearer, techniques that are learned immediately upon putting them on, and forgotten immediately upon taking them off. The techniques the Mitts bestow are:

* **Akuhametsu**: A blast from one's hands that acts as a ranged attack, proficiency granted to those with Martial Arts, otherwise using the Wisdom modifier. The damage is equal to the damage dealt by the wearer's unarmed attacks, though is Force Damage, rather than Bludgeoning. The creature who suffers the attack must roll a Constitution save at a DC of 8 + Proficiency Bonus + Wisdom Modifier of the attacker, with failure resulting in the creature becoming Stunned for one turn. The range is 30 ft. The damage can be increased by sacrificing a charge, with each charge increasing the number of damage dice by one.
* **Toburyu**: A melee attack that wreaths your arm in blue flame as you launch upwards, punching an enemy. The attack is determined as an unarmed strike. The move launches yourself and your enemy into the air. If the attack hits, it deals your unarmed damage in Force damage. If the creature is no larger than one size above yours, it must roll a Dexterity saving throw with a DC determined as 8 + Proficiency Bonus + Wisdom Modifier. On a failure, the creature is Prone. The damage of the attack can be increased by expending a charge, with each charge spent increasing the damage by an extra damage die.
* **Junban**: A melee charging attack that defies gravity, allowing the user to fly horizontally in a 5 ft wide line up to 30 ft. Any creature in the line must roll a Dexterity saving throw with a DC determined as 8 + Proficiency Bonus + Wisdom Modifier. On a success, nothing happens to that creature. On a failure, the creature takes one unarmed attack from you that automatically hits. The damage of the attack can be increased by expending a charge, with each charge spent increasing the damage by an extra damage die. The ability allows you to move from enemy to enemy without incurring an attack of oppurtunity.

**Charges**

The Dragon Mitts have abilities that expend charges, the number of which is determined as Level + Wisdom Modifier, and is renewed per Long Rest.
The Crown of Dominion

"I suddenly woke to find myself imprisoned here. I don't remember anything beyond that." -Gaspen Minstro.

The Crown of Dominion is an Artifact created by Haran, the Spirit of the Crown, taking the form of a crown of silver and blue stone. The Crown, when worn, grants the wearer the ability to dominate the mind of another creature. On your action, you can force a creature to roll a Wisdom Saving Throw, the DC equal to 10 + your Charisma Modifier. On a successful save, nothing happens, and no more attempts can be made on that creature until you have finished a long rest. On a failed save, you possess the creature and can perceive through its senses and act as you please for a period of 1 minute x your Charisma Modifier. During this time, your body disappears, reappearing next to the possessed creature after the effect ends.
Horizon

"Horizon, truly a wasteland of dust and anarchy, though not devoid of the odd pleasant surprise" -Will Barton, Mercenary for Hire.

Horizon is a land to the West, known for its lawlessness and semi-arid heat.

**Communities**

Horizon is a large land, made up of many communities. These include:

* New Redemption
* Undertown
* Ember City
* River Town
* Froston
* Echohall
* Littlerock
* End Point
Vaengr

"An impossible series of towers and criss-crossing structures and bridges, intricate and delicate, yet strong enough to take the strain of its existence." -Wingard Bright-Hand.

Vaengr is a city located in The Western Canyons, and is the ancestral home of the Skrida. It is located near Hamarr, though is substantially higher and further North. It is a complicated series of towers and bridges, structures built in such a way that they are impractical to anyone unable to fly, though, as all Skrida can fly, this is not a problem for them.
Adriana Akaroa

"I hope to see you again my love. If you die, I will never forgive you." -Excerpt from a letter from Adriana Akaroa to her fiance Fenrir Wolfsbane.

Adriana Akaroa is a Changeling woman disguised as a Shifter living in the town of Dyr. She is also the fiance of Fenrir Wolfsbane.

## **Early Life**

Adriana was born to Bartholomew and Caterina Akaroa, the latter of whom died in childbirth, in the city of Myrkr. Her father being in the form of a Human, and a Financial Adviser to a local Count, Adriana spent her childhood largely by herself, in the house her father and her shared, under the belief that she had been adopted and was an orphan. At the age of six, she ran away from her home, and made her way to the town of Dyr, south of the city. Becoming a barmaid under the Shifter Benson Ornton, and taking the form of a Shifter herself, she spent the next three years under this guise, known only as such until she met a young Shifter named Fenrir Wolfsbane.

## **The Wolf and the Rose**

Adriana first met Fenrir when they were both nine years of age, following an argument with Benson during which she was in her true from. Having discovered her secret, she begged Fenrir not to reveal her secret to anyone, a request he accepted. The two of them became friends and, in time, a romance bloomed. At the age of fifteen, Fenrir had shown mercy to his opponents for a period of a week, losing on purpose to prove his love to her. Eventually she accepted him, giving him the kerchief she would always wear on her head as a favor to him. At the age of 21, Fenrir proposed to her, giving her an engagement ring banded in black silver, containing a rose shaped blood diamond and a black scarf as his own favor of sorts. At the age of 22, the two were ready to be married, but Fenrir was taken by a slave party of The Children of Summer, and taken to Summer Sanctuary to fight in The Fiery Rebirth.

## **Personality**

Adriana is a sweet, innocent woman, though is quick to anger, and is known to be fiery in nature, often berating others for wrong doing, keeping people on her good side. She chooses to see the best in people, and is displeased by people who refuse to live up to their potentials or shirk their moral responsibilities. She is also very confidant, and a worshiper of Garmi, the God of Defiance and Summer, standing by her beliefs surrounding what is right and the dedication one should take in upholding the law. This has put her at odds with many of her fellow townspeople in the past.

## **Appearance**

In her true form, Adriana has pale white skin and pointed ears, with short red hair like her Mother's, and blue eyes like her Father's. She is 5'9, taller than her Mother but shorter than her Father. She wears a form fitting but modest short red dress with black pants, black shoes and a black scarf given to her by Fenrir, as well as a black silver banded rose shaped blood diamond engagement ring. In her hair is a small rose. In her Shifter form, she wears the same clothes but has longer hair, and looks as a Shifter does, with darker skin and slightly sharp teeth.
Davaro Venom-Fang

"'I don't suppose you care to give your name?', 'Only a blade of a different banner, nothing more.'" -A conversation between Ragnar Forge-Fire and Davaro Venom-Fang.

Davaro Venom-Fang is a lord of a mercenary clan called The Divine Blood, a rogue who has fought his entire life against the Houses of nobles. He has been a Hero to many, and paid the price, as despite being only thirty two, he has the appearance of an old man due to being cursed. Davaro currently resides in Atall Varda as an Adviser to the Patrician.

**Physical Appearance**

Despite his relatively young age, Davaro appears as an old man in his seventies. He wears an eye patch over his left eye and his hair in an unkempt ponytail with a matching beard. He tends to wear baggy dark brown clothing when alone though in the field wears a dark grey outfit designed for stealth. Whenever stressed, he dons a bandana.

**Personality**

Davaro has spend his entire life moving from one battle to the next, never knowing anything else. As such, he is not as sociable as would be expected from a lord of his standing. He very rarely indulges in niceties and does not understand many aspects of people outside of the battlefield. Despite this, he is very warm and kind, having lived by his sense of honor and duty to his friends and comrades. He will put himself on the line to save others and will not stand by injustice, and it is this quality that has granted him his position as Adviser.

**Skills and Abilities**

Davaro is a skilled rogue, and despite his live spent on the fields of battle, he is more known for his exploits outside of battle, stealthily infiltrating enemy territory to bring a swift victory. He is skilled at moving undetected, passing without leaving a trace, though has skills in other areas. He has received training as a shadow monk in addition, and is a capable fighter and possesses many mystical abilities that aid him in his quests.File:Davaro Venom-Fang.pdf
Laranscheld's Book

Laranscheld's Book was a flesh-bound tome containing the necromantic scribbles and scrawls of Alberto Laranscheld. Within this foul volume lies the means to reanimate the dead, bending them to your will.

The book was in the possession of The Son of Ixthod, who stole it from Laranscheld's lair in the crypts beneath Karak Azgal despite the dread warning of the Elf Jandyr. Studying the book left the Wizard blind to the currents of the Winds of Magic, allowing many calamaties to befall his hapless companions.

Having realised the danger the book possessed, it was confiscated on the order of the Ar-Ulric, though the Wizard managed to save a couple of interesting pages. He has used these on at least two occassions, summoning corpses from the grave and fresh from battle to fight for him.