recursal/Fanatic-Fandom huggingface dataset:
Quest Log

## Major Quests

### The Missing Treasurer

* Lewis Short offered Bigby a deal: if he could assist in finding the Treasurer, Thori Black, he would help him acquire property in the city.
* The dispelled illusion on the Treasurer's chambers revealed the magic was cast by a powerful fey three weeks ago (two weeks prior to Thori Black's disappearance).
* Corpus Briar's uncle Craig is a dwarvish speaker and might be able to offer assistance in reading Thori Black's logbooks.

#### Keys to the Safe

* The final key that the party needs to access the safe containing a secondary key to the Big Box vault is in the hands of Orson Burton. The party currently has Paul Good-Get's key and has access to Lewis Short's key.

### The Shadic Brethren

* A member of the Shadic Brethren told Drizella to leave Lowmarsh by the morning of the 6th of June.
* According to the Brethren, someone will uncover secrets of the Brethren and report them to Chairman Lewis Short. Lewis must die.

## Other Quests

### Rob the Town Hall

* For 30 silver, Officer Bradley asked Nik to pretend to rob the Town Hall to boost the morale of the city’s guards.

### Investigate the Inn

* Trevor Becker asked the party to investigate strange happenings at the Split Bell Inn.

### Visit the Sage Hospice

* Matron Simone offered Drizella and Mordred a job. The medicasters “received interesting words from the north” and told the pair to return before leaving the city.

### A Job at the Split Bell

* Corpus Briar offered Bigby a job if he returned the morning after the ghoul hunt.

## Player Character-Specific Quests

### Merida

* Bessa of the Lone Pine informed Merida of the upcoming Parallax and suggested she seek out a witch’s patron during the solstice.

### Sibylla

* The Three-Faced Lady told Sibylla to head eastwards two hours into the woods and then north, where she would find a ritual that needed to be stopped.
Lewis Short

Lewis as he appeared to the party.

**Lewis Short** is the Chairman of Lowmarsh.

## Description

Lewis Short is an older elf with a moustache and a simple haircut. He is Chairman of the People's Committee in Lowmarsh.

## Appearances in the Campaign

### Session 01

Lewis Short employed Bigby and the party to investigate the disappearance of the city’s treasurer, Thori Black and deal with the ghoul presence in the region.
Nortek Global HVAC G7SA

the Nortek Global HVAC G7SA is a family of 80% AFUE, single stage, upflow/horizontal gas furnaces.

there are currently 4 variants used since the VG7SA was retired when Nordyne renamed to Nortek Global HVAC

Nortek Global HVAC G7SA Variants

these units are the current models that are being produced currently.

these units are the discontinued models that are post-Nordyne era.

Former Nortek Global HVAC G7SA models (post-NORDYNE era)
Kerrithungle

The crest of Kerrithungle.

**Kerrithungle** is a fen to the south-east of Arrnonland.

## Description

Another collection of smaller nations, Kerrithungle is sometimes known as the Jarrish Gate because of their prosperous relationship with the Jarrish Coast over the other side of the Essirian Sea.

They have the finest navy of any of the Fens and control most of the marine territory to the southeast. Breaking the monopoly of trade that Brixx has traditionally held has made Kerrithungle fabulously rich.

They have recently been the first point of contact with a hostile military from the Jarrish Coast, though little is known about them.

A large population of gnomes have traditionally lived in the lush Greenwoods in and around Kerrithungle. With the swell in pirates and sailors bought about from the increased trade, many gnomes have had to relocate.

### Leadership

Kerrithungle almost exists outside the rest of Arrnonland, acting more like an island than one of the Fens. Rather than any kind of ruler, their capital is governed by the Council of Stakeholders, a group largely business owners that collectively own the city guard, port, post, and other key industries.
Parasite

The parasite's are a Mutant of Ethereum that takes control of XDC, doggo's and monkeys There is 2 types of parasites. Small parasite Used for controlling small units and easy to take out And Jetpack parasite Used for infecting mini boss's and titans. The parasites first got introduced in ep 17 When just 1 doggo was controlled. ep 18 Is when they found out And ep 20 is when they made a way to stop them but ep 20 one is still weak but gets the job done.
Camelot

The Gold dragon said to be a great and old advisor to King Uthar Pendragon's father and their houses namesake.

## Location Information

### Capital

Pendragon

**Camelot** is a kingdom to the north of Arrnonland.

## Description

A kingdom ruled over by King Arthur following the Camlin succession crisis. But the kingdom has suffered under his rule. With ample trade to both Mercia and the Grimm Sea, Camelot was once a great nation, and while it still is, the ongoing war with Avalon has drained much of what once made them great.

### Leadership

Camelot is ruled by King Arthur. A skilled warrior and a great conqueror, he has shown in recent years to be a poor diplomat and something of an absentee king. He has no living heir.

The Council of the Round Table wields much of the real power in the Fen.

### Religion

Camelot has recently taken the Tuatha De Danann, The Judge, as a central figure of worship.

### Capital

Camelot’s capital is the city of Pendragon. One of the larger cities, it sits on the banks of the Utharian Lake. In the centre of the city rests a great anvil with the sword Caliburn, set to find anyone who shares blood with the King.

## History

### War with Avalon

Camelot has been in a long and bitter war with Avalon for almost 30 years now. The last five years have seen little change in territory, and many are bitter that the fight continues.

The people of Camelot have endured food and stock shortages because of the war. While the capital has fared well, the outer glades struggle.
JAE.txt

**JAE.txt** is a downloadable file that can be found on the Fox Website on Henry's Page. It's a log of the emails between Jae and Henry Bennet, sparking his investigation and roping Cain into it. The following is what the file contains.

# ```
Date: August 17, 2023 3:45 PM
From: cheedamancheedafan@gmail.com
To: hbennet2059@gmail.com
Subject: Some questions

Hello Mr. Bennet,

My name is Jae. I am a fan of the Fox Broadcasting Company and have recently found out that you've been fired from your job, despite your contributions to the company. I have some questions that have been bothering me. How does the AI work? Are you alright? Should we be worried?

Thank you for taking the time to read my email. I look forward to your response.

Best regards,
# Jae

Date: August 18, 2023 9:15 AM
From: hbennet2059@gmail.com
To: cheedamancheedafan@gmail.com
Subject: Re: Some questions

Dear Groovey,

Thank you for your concern. I have been let go from my position in the Website Development department, but I'm still involved in the A.I. project. As for how the AI works, I'm afraid that's confidential information and releasing such details could result in serious consequences for me. Terminated, I would guess. I appreciate your understanding.

I'm doing fine, and there's no need for you to worry. If you have more questions, feel free to ask.

Best regards,
# Henry Bennet

Date: August 18, 2023 2:30 PM
From: cheedamancheedafan@gmail.com
To: hbennet2059@gmail.com
Subject: Re: Some questions

Dear Mr. Bennet,

Thank you for your response. I understand that some details must remain confidential. However, I was intrigued by your mention of "serious consequences." Can you elaborate on what you mean by "terminated"?

I appreciate your time and hope to gain a better understanding.

Best regards,
# Jae

Date: August 19, 2023 10:00 AM
From: hbennet2059@gmail.com
To: cheedamancheedafan@gmail.com
Subject: Re: Some questions

Dear Groovey,

I apologize for any confusion caused. Unfortunately, I cannot elaborate further on the term "terminated." It's sensitive information related to company policies and procedures. I hope you understand that I must adhere to those guidelines.

If you have any other inquiries or topics you'd like to discuss, feel free to let me know. I appreciate your curiosity and interest in our work.

Best regards,
Glades

## Description

Glades are naturally occurring clearings that exist within the Woodlands that cover much of the world of Evergreen. They are home to the various Mortal Races. Most Glades contain a city or settlement, and the largest have been expanding by cutting down the surrounding woodland.

Fey magic is less effective within the Glades, and Archfey often cannot enter them without extensive preparation.

Around every 300 years, the Glades return back into forest in an event known as "The Sunderance," and new Glades are created in what was previously forest.

### Travel Between Glades

Travelling from one Glade to another can be a dangerous affair. Monsters and spirits lurk in the shadows to the side of quiet roads. Most Glades have two or more roads through the surrounding woods. Maintaining these roads is expected of any travellers, and individuals are expected to clear any blockages they come across.

Travel is often conducted in larger groups, called caravans. These are usually well-guarded, often by members of the Woodland Watchers, and many adventurers make their living chaperoning travellers through the woodlands.

These caravans typically make one round trip each day, with local caravans typically leaving at 10 a.m. and returning late in the afternoon. Likewise, visiting caravans typically arrive after midday and begin their journey back to their starting glade. As such, two caravans usually travel between any two neighbouring glades on the same day.
The Sunderance

## Background

In the world of Evergreen, there is a natural magical event about every 300 years known as the Sunderance.

This sees the areas of forest change: sometimes clear glades are filled with trees and other times what was Darkwood becomes Greenwood, or even a clearing. It is a chaotic time of great turmoil as the natural world often reclaims cities.

There have been six Sunderances in ages gone past. Now, in the seventh age of Evergreen, people await the seventh Sunderance, long portended to be of great significance. It is long overdue, and while they usually happen every 275-325 years, it has been 352 years since the last one.

## The Sixth Sunderance

The sixth sunderance happened in 308 of the sixth age. It broke just before spring, and the lost harvest plunged much of Arrnonland into famine.

With the last sunderance having happened over 352 years ago, only dwarven elders and some elves lived through it. It is widely known the seventh sunderance could happen any day now...

## The Fifth Sunderance

The fifth sunderance is believed to have taken place in the year 303.

The fifth sunderance saw the fall of the Mage's Guild and a great loss of arcane magic that still has not recovered to this day.

The precursor to the Illuminated Church originated prior to this time, and their central temple remained in a glade throughout the transition.

The Witches of Cruthic trace their origin to the middle of the fifth age, though it is unclear how they endured.

## The Fourth Sunderance

The fourth sunderance is believed to have taken place in the year 276.

It occurred particularly early, and few were prepared for it. The devastation that followed is said to have been the worst of any sunderance.

## The Third Sunderance

The third sunderance is known to have taken place in the year 309.

History from before the third sunderance is largely lost to the mists of history.
Serraf

The crest of Serraf.

**Serraf** is a fen to the east of Arrnonland.

## Description

Serraf is a nation that has suffered much in the last 100 years, losing much land to the Kingdom of Avalon. The two have been involved in a long and bitter war that only recently ended and is not nearly forgotten.

Second only to Kerrithungle, the Nation of Serraf has one of the finest navies and controls much of both the Grimm and Southern seas.

### Leadership

After the flood of ’41, Serraf’s head of state was deposed and replaced with a High Council. At this same time, Misclap’s Lord Mayor was replaced with a new position, the “Magisterium,” appointed directly by the High Council.

The current Magisterium is one Lady Luriel. Her appointment was controversial, as she was instated without having lived in Misclap.

### Capital

The capital of Serraf is the large waterfront city of Misclap, which is also the only port that connects the northern Grimm Sea and the Southern Ocean. The taxes and tolls that the Misclap Council charges allows them to extend political power over much of the region.

## History

### The Northern War

*See the Northern War.*

Serraf lost much of its previous land in the Northern War. Muleglade, Pinewall, Cherrycrooss, and Elmmoor used to belong to Serraf but have been taken over by Avalon and Kerrithungle.
The Judge

A common depiction of the Judge.

**The Judge** is the Tuatha De Danann associated with state crafters, lawmaking, and justice.

## Description

The Judge is an embodiment of justice: they are said to seek out the wicked for punishment and reward the good. They are a champion of state crafters and lawmakers and are favoured by leaders who fancy themselves the arbiters of goodness.

### Worship

Camelot has taken the Judge and centred them almost in a religion of their own.

## History

If tradition is to be believed, the Judge wrote the charter that established the original Six Fens in y84 of the Seventh Age.
The Lion

**The Lion** is a Tuatha De Danann associated with soldiers and warriors.

## Description

The Lion is a patron to soldiers and warriors. They also have a following amongst the downtrodden.

The Lion’s other form is often referred to as “the Star”.

### Appearance

The Lion has two different forms. The first is a mighty man with the head of a lion, representing the strength of the body. The other is a small, young girl with blonde hair, representing strength of spirit.
Avalon

The Avalon shield. Not long ago a fearsome military symbol.

**Avalon** is a large fen to the north east of Arrnonland.

## Description

Avalon is one of the largest Fens. Having spent the last two decades at war with both Camelot and the Serraf Union, Avalon has taken over quite a significant portion of their land.

The kingdom itself was hyper-militaristic, but as the years have worn on, they have pulled back their warmongering.

Nowadays, the various barons and local lords of Avalon are more interested in keeping the power they have than gathering more. The Nation has simply gotten too big to get any bigger.

### Leadership

The kingdom has been ruled by Queen Maeve following a violent coup 30 years ago against the previous rulers. Queen Maeve has ruled for many years and is widely known to wield powerful magic.

### Capital

The Capital of Avalon is Aspenthorn, a mountain-clad fortress of a city once held by the dwarvish Baron Dockari Broadbeard. Sheltered on all sides by Darkwood, it was thought to be unconquerable until it was conquered by Queen Maeve in 323.

## History

Avalon was once ruled by seven dwarven barons. They were betrayed in a series of violent coups that took place over the winter of 323. This has become known as the Avalon Insurrection.
Watermasters Guild

The Anchor and wheel, stamped on every legally shipped create and box that goes through the Guild.

## Description

A collection of smaller factions joined together to make a powerful union of people. The guild is made up of sailors, shipwrights, anchor smiths, dockworkers, and anyone whose work involves open water.

Their mission is two-fold: combat the smugglers and pirate menace while keeping a central control of all waterworks. They hold that this keeps pay high, negotiations simple, and everyone happy. They face competition primarily in Brixx, and their strongest presence is in Serraf and Kerrithungle.
Thrice-Triple Covens

The Symbol of the Thrice-Triple Covens.

## Description

While there are many witches and partitioners of their arts in Evergreen, the largest group of known as the Thrice-Triple Covens of Cruthic (or the Cruthic Covens). This makes up a group of 333 covens (typically of 3, 9 or 12 Witches) who have been trained and recognised by elders of the Order.

The Witches are vital in communicating and dealing with the Fey. Most glades have a coven of 3 or 9 hags that look after matters mystical. Practically all have at least a cunning person to advise them on Fey matters.

The Witches of Cruthic are often feared for their occult powers, but they are simply learned mortals with a connection to primordial magic. Witches and Hags work with powerful and dangerous magics. Those who are not careful find it can warp their bodies, and those who try their luck too many times can find it warps their mind, turning them into cruel and wicked corruptions of themselves.

## Witches, Cunning Folk, and Hags

### Witches

Witch is a title given to someone with both education and official expectance within a coven. The most common Witches hold the rank of sister, while those with more training can go on to be mothers or aunties. The most wise and knowledgeable of the witches are Grandmothers. There are many sisters and a smaller number of mothers, but only a handful of Grandmothers.

### Cunning Folk

Those who have the skills but not a place in any coven are known as cunning folk and often work freelance or in the smaller glades.

### Hags

Finally, Hags are witches who have abandoned their mortality, becoming Fey themselves.

While they might look human, Hags are more magical than they are mortal. They can survive truly incredible injuries to their bodies. Villtha the Malefactor famously survived being decapitated, burned alive and drowned. She only eventually died with the help of the Witches of Flanix, who cast her body deep into a well and filled it with stones.

## History

### The All-Mother Succession Crisis

*See also the All-Mother Succession Crisis.*

The Witches of Cruthic had a succession crisis some 50 years ago when the grandmother set to take the position of All-mother instead chose to leave the order. This caused years of instability and a great loss of trust in the order that they have only recovered from recently.

The recent plague of Redeye has once again shaken many people's trust in the Witches, as the disease has proven resistant to their magic.
Trevor Becker

Trevor as he appeared to the party.

**Trevor Becker** is the owner of the Lone Pine Inn.

## Description

Trevor is a short, large man with a slightly too-friendly smile.

Much to the suspicion of those in Lowmarsh, he always seems to have gold despite his lack of business. According to some in the city, he constantly constructs schemes to try and drive his competitors out of business.

According to Chops, Trevor was once a lover of Corpus and has grown envious of the couple.

## Appearances in the Campaign

### Session 03

Trevor encouraged every party member to move on from his tavern, creating increasingly elaborate excuses to evict them from his premises. He also asked them to investigate his competitors' strange activities (mainly buying too many cows) at the Split Bell Inn.
EvergeenNova Wiki

**Welcome to the Evergreen Wiki**
For the 2023 DND game

This is the correct link.

## Important articles

**Characters** - The various PCs, NPCs, friends and foes.

**Locations** - The places within and beyond Arrnonland.

**Factions** - Nations, religious groups, cults, clubs, and others.

**History** - The seven ages of the world of Evergreen.

**Session Recaps** - Session recaps and summaries.

**Lore** - Lore drops, ideas, and things you might have missed.

**Mechanics** - Homebrew and other mechanical information you might need.
The Green Man

The Green Man as he appeared to the party

**The Green Man** is a fey known to wander the Greenwoods.

## Description

The Green Man is a figure of folklore known to travel the Greenwoods. He appears ostentatiously dressed in a shroud of leaves.

A protector of the woodlands, the Green Man is known to ask travellers “by what right [they] travel [his] woods”. Travellers should answer with wit or provide the customary answer of “the right of those who have two feet”.

## Appearances in the Campaign

### Session 03

The Green Man appeared to the party as they travelled through the Greenwoods to Lowmarsh, addressing the party as “a stranger, a sailor, and their friends”. After proving themselves by answering his riddle, the Green Man allowed them passage through the woods, despite Drizella's efforts to anger the fey.

When Mordred glimpsed their fate, he saw the word “*SUNDERANCE*”.
Matron Simone

Matron Simone in her medicaster's uniform.

**Matron Simone** is a medicaster stationed in Lowmarsh.

## Description

Matron Simone is a member of the Northern League of Medicasters and the head of the Sage Hospice in Lowmarsh. She is a tall, composed woman and wears a garland of medicinal flowers over her plague doctor uniform.

## Appearances in the Campaign

### Session 02

The party first encountered Matron Simone at the Sage Hospice, where she asked for their assistance in dealing with a recent outbreak of Ghoul Fever. She asked them to retrieve a living ghoul to save the lives of those at the Hospice.

### Session 03

With the assistance of Mordred and Drizella, Simone created a cure for the Ghoul Fever and offered potions and spell scrolls as payment for their services. She also inducted Drizella into the order and gifted her a medicaster's uniform. Before the pair left, she offered them a job to help the medicasters and asked them to return before leaving the city.
Darkwoods

> *The woods are lovely, dark and deep,*
>
>
> *But I have promises to keep,*
>
>
> *And miles to go before I sleep,*
>
>
>
> *And miles to go before I sleep.*
>
>

## Description

The Darkwoods are the deeper parts of the woodland, far more dangerous and inhospitable. They are the domain of wicked and cruel Unseelie Fey and are filled with dangerous monstrosities beyond description.

The Darkwoods are a place of near unlimited primordial magic; enchantments flow through the air, and very few who venture into them ever return. Little is known about the Darkwoods, aside from the fact that those who venture into them tend to meet a terrible, grizzly end.

Arrnonland is bound to the north and west by vast regions of Darkwood. To the north is the larger of the two, the Great Blight, and to the south is the Rotten Woods.
Modified tv's

Modified tv's are tv's that been modified They were created by XDC. Modified tv's are quite Decent it can kill 2 buff Ethereum under 2 minutes.

More bigger and better the tv's are the stronger and more ability's the get.

Theres 1 ability for now:

(Normal flash) The normal flash ability is the first ability the tv's start with it just can only kill 1 buff and it lasts for about 6 seconds
Davy Jones

**Davy Jones** is a legendary figure to pirates and sailors. *See also The Dour Uncle.*

“They have the size of the greatest wave you could see at sea and the intensity of the worst storm”
— Session 01

## Description

Davy Jones is a figure of immense power and dread to those who sail on the seas of Evergreen. The guardian of Davy Jones’s locker and keeper of the dead, Davy Jones trades in the souls of pirates, sailors, and other seafaring folk.

They appear as an unimaginably large figure made of brine and the sea itself, covered in coral and barnacles like the hull of a ship. They are missing their left eye.

## Appearances in the Campaign

### Session 01

Davy Jones appeared to Nik Jones in a vision where they tried to take his soul. According to Davy Jones, Captain Hook made a deal with Jones and wagered Nik’s soul. When Jones tried to claim Nik’s soul, however, something stopped them. Jones claimed that Nik’s soul had been “*marked by something else*”.
Lore

For any other information pertaining to the world of Evergreen.

## Peoples

There are four main kinds of people found in Evergreen:

* **Mortal Folk** - The mortal inhabitants of the Glades.
* **The Feyfolk** - The non-mortal guardians of the woodlands.
* **Wild Folk** - Mortals who live in the woodlands.
* **Burrishfolk** - Those who dwell in the mountains and underneath Evergreen.

## Deities and Other Powers

* **The Old Religion** - The polytheistic religion followed by most Feyfolk and mortals.
* **Archfey** - Powerful Fey beings of Evergreen's woodlands.
* **The Titans** - A group of primordial beings worshipped by the people of Mercia.

## Other

* **Sunderances** - The world-altering events that occur around every 300 years in Evergreen.
* **Redeye** - A pandemic affecting Evergreen.
* **The Parallax** - A magical convergence.
Crooked Men

Their symbol, the crooked sixpence.

## Description

One of the largest Criminal organisations in Arrnonland, the Crooked Men are ruthless, cunning, and well-connected.

Known for lending money to the desperate, they are rarely involved in outright theft or violence, preferring to sell stolen goods others have lifted or operate in the fringe areas of the law.

They often bribe, bully, and threaten their way into protection from the local authorities.

Crossing them is a terrible idea, as they have operatives and agents throughout the realm. Being in their good graces can lead to a wide range of great paying work if you are willing to act on the other side of the law.
Characters

There are many characters in Evergreen.

## PCs

**Sibylla** - A gnomish witch with a dark past.

**Nik Jones** - A former pirate turned magus.

**Mordred** - A young knight with bad dreams.

**Merida** - A fiery-haired ranger from the north.

**Drizella Tremaine** - A nightmare cleric with a twisted appearance.

**Joseph Bigby** - A misunderstood beastkin barbarian.

* **Shaun Rothwell** - Head of the Immaculate Church of the Goodly Father's Left Wedding Band.
* **Paul Good-Get** - Owner of Good-Get farms.
* **Orson Burton** - Owner of the lumberyard in Lowmarsh.

## By Affiliation

### Thrice-Triple Covens of Cruthic

* **Nimue** - A powerful witch who went missing 50 years ago.
* **The Mysterious Old Woman** - A witch met by Sibylla in the Greenwoods.
* **Adelais** - A sea hag,

### Seelie Fey

* **The Green Man** - A fey known to travel the Greenwoods surrounding Lowmarsh.

### Red Hand

* **Alexus Dunloss** - A high ranking official of the Red Hand.
* **Pyromancer Kreen** - A Red Hand member working under Alexus Dunloss.

### Unknown

* **Memphis Cadwallader** - The mysterious gnome who hired the party to smuggle them out of Lowmarsh.
* **Savvan** - Memphis's mysterious companion.

## Gods & Such

### The Old Religion

*See the Tuatha Dé Danann, the god-like pantheon of the Old Religion.*

* **The Three Faced Lady** - Patron to hags and keeper of occult magic, time, balance, and love.
* **The Faceless Soldier** - Embodiment of violence and revenge. Drizella's deity.

### Other

* **Davy Jones** - Guardian of Davy Jones’s locker and keeper of the dead.
* **The Winter Giver** - A generous figure to those who are nice, and a punisher of those who are naughty.

## Legends

Those heard of and rumoured but not yet known about.

* **The Fairy Godmother** - A deceptive fey from Drizella's past.
Gribsby

The flag of Gribsby is an orange field with a white Quartflower, a common flower that grows in and around the glades that historically make up Gribsby’s borders.

## Location Information

### Capital

None

**Gribsby** is a decentralised Fen in the centre of Arrnonland.

## Description

Located around the very centre of Arrnonland, Gribsby is a union of various Sherifs, Lords, and Princes that band loosely together.

While local disputes often cause minor squabbles, the various local lores of Gribsby have, in all actuality, one of the strongest bonds of any of the Fens. In each Glade are a number of Sheriffs - nobles of other glades -charged with keeping their neighbours honest.

Gribsby residents are lucky to live some distance away from the nearest Darkwood, and until recently, they have enjoyed an almost entirely peaceful co-existence with the nearby fey.

The recent aggressive actions of the Red Dawn have threatened this peace.

### Leadership

While by no means in charge of the Fen, Archduke Tyson II of Evengale is the closest thing the area has to a king. He has ruled for almost a century, having taken over from his father, who also ruled for a truly great length of time. He is sometimes given the moniker “The Echo Duke” for his strong resemblance to his father.
The Faceless Soldier

**The Faceless Soldier** is the Tuatha De Danann associated with violence and revenge.

## Description

The Faceless Soldier is one of the Tuatha De Danann and the deity followed by the Shadow Monks or members of the Shadic Brethren. The Soldier is seen as an embodiment of violence and revenge, and their followers practice namelessness and anonymity.

Cults are known to commonly worship the Faceless Soldier.

## Relationships

### Drizella Tremaine

The Faceless Soldier is Drizella's deity.
The Burning God

The Burning God appearing in flames.

**The Burning God** is the supreme deity in the Church of the Burning God.

## Description

The Burning God is the monotheistic God worshipped by the Red Dawn and the Red Hand, thought to be a punisher of the wicked, granter of power, and the creator of the earth.

The religion of the Burning God holds that the world is made for mortals. That is not to say all followers of the burning God are against fey, but the older, more conservative and bigoted followers of the religion certainly can be.

While there would be those who question the existence of the Burning God, the power wielded by the Red Dawn is certainly real.

### Appearance

The Burning God has no physical form, and appears only as a shadow in flame. They are well chronicled as having a male voice, like wood charring on fire.
Savvan

**Savvan** is a mysterious figure accompanying the party.

## Description

Savvan is the mysterious companion of Memphis Cadwallader. In justifying their need to escape Lowmarsh, Savvan claimed to be in debt to the figures posing as clerics of the Fool in the town. Their need to escape Lowmarsh appeared to be genuine.

### Appearance

Savvan is an ordinary-looking human man with light eyes and brown hair in a bowl cut. They often appear hooded.

## Appearances in the Campaign

### Session 06

Savvan first appeared to the party alongside Memphis, who asked the party to smuggle them out of Lowmarsh. Later, during their travel through the Greenwoods, Savvan cast an unusually powerful *sleep* spell on a group of Red Hand guards.
Salasarglumm

**Salasarglumm** is a glade to the west of Kerrithungle.

## Description

Salasarglumm is located to the west of the Kerrithungle and is the location of three items (supposedly) sought by the leader of Avalon, Queen Maeve: a wand, a ring, and a looking glass.

### History

Six years ago, in 346, the ruling family of Salasarglumm was exiled and/or killed, and a rogue wizard took over the glade with a small army of constructs. This wizard was said to be skilled in the art of alteration and had transformed themselves into a shape with the strength of ten men, the ability to fly and to see in the dark. Upon seizing control of the glade, they adopted the moniker of the Beast King.

## Notable Locations

### Notable People

* **The Beast King** - the usurping leader of Salasarglumm.
Alexus Dunloss

Alexus as he appeared to the party.

**Alexus Dunloss** is a mage of the Red Hand.

## Description

Alexus Dunloss is a mage and high-ranking official of the Red Hand who led the lockdown of Lowmarsh in Session 05.

Alexus is a severe man with short kept, greying hair and terrible burns over one side of his face. His right eye is missing and has been replaced with a metal orb. He dresses in ornamental red and gold robes.
Nimue

**Nimue** was a powerful witch and mentor to Sibylla.

## Description

Nimue was a powerful witch of the Thrice-Triple Covens of Cruthic. Her decision to leave the order in 311 led to the All-Mother Succession Crisis. No one has seen her for 20 years.

Her current status and location is unknown.

According to the Old Woman Sibylla met in the woods, Nimue was skilled with mind-based magic.

## Relationships

Nimue was known to take few pupils. However, she is known to have trained:

* Sibylla.
* Bessa of the Lone Pine.
* The Mysterious Old Woman.
Mystery Solving

Solving mysteries just got a whole lot better.

When looking in and investigating mysteries, there are a few elements that can make future investigations easier; these are clues and cases.

Each group of mysteries are sorted into Cases: often a specific quest or group of questions that are linked together. You can have active only 3 cases at a time, and can change your active cases during your daily preparations.

In your cases you will uncover clues. Clues are awarded by your GM when based on skill checks you pass, certain actions you take, NPCs you meet and the questions you ask them. There are two types of clues Major clues, and Minor clues. Clues are associated with a specific case, last until you close a case, and stack with each other. Make a note of your clues, and which cases they are associated with somewhere you won't loose it.

Major Clue: you uncover a massive lead in the case, a core part of the puzzle is in your hands and understood. This might be won through a critical success on an important skill check, a successful interrogation or winning over an important NPC. You gain a +3 bonus for each major clue you have solved, which can be applied as a circumstance bonus to checks related to your investigation when approved by your GM.

Minor Clue: you have uncovered a smaller part of a case, or partially understand a larger piece of the puzzle. This might mean you have met a key NPC, passed a skill check, or uncovered some information from/relating to a creature or location. You gain a +1 bonus for each major clue you have solved, which can be applied as a circumstance bonus to checks related to your investigation when approved by your GM.

Clues are based on each character. Over an hours downtime you can share a clue with any number of other creatures that spend the hour with you.
The Titans

## Description

The Titans are primordial beings from the dawn of time. They are sometimes called the sleeping gods, as the religious texts hold that they created the world and then left it to our own devices.

They are named after areas of land; some include the Titan of Woodlands, Titan of Mountains, Titan of Shadows, Titan of Field, Titan of Caverns, Titan of Darkwood, and Titan of Oceans.

The people of Mercia hold close to the ways of the Titans.
Merida

Merida as she appeared at the beginning of the campaign.

**Merida** is a human ranger from Mercia.

## Description

### Appearance

Merida is a young human, around the age of 20 (?), with a noble aspect and unruly red hair.

### Personality

Merida is strong-willed and stubborn, but appears to have a good heart.

### Religion

Merida, like most inhabitants of Merica, follows the Titans and rejects the teachings of the Old Religion.

## Skills and Traits

### Armour/Clothing

Hailing from the frigid north, Merida dresses in warm clothing and wears a thick fur cloak.

## Relationships

### Family

Merida has mentioned having a mother and three brothers.

At some point in her past, many members of Merida's family were turned into bears.

### Allies

After striking a deal with the witch, Bessa of the Lone Pine, in an attempt to change her fate, Merida decided to study under the witch for some time.

## History

Merida was born in Frigidford, in the far north of Mercia.
Minako Chan

Minako Chan’s Art

**Minako** (Or Also Known As **Minako Chan**) Is A Marisu original character Created By **MoxieTheQueen**

## Appearance

Minako-Chan has long rose pink hair, pink eyes, cyan bunny hair clip on the left and a pink heart hairclip on the right, and a Japanese sailor high school student uniform that is hot pink.

## Personality

Saiko-Chan is described as Cheerful, Energetic, Kind, Friendly

## Trivia

* She is Pansexual
* She likes Precure, Sailor Moon, Madoka Magica, other Magical Girl Shows, Ddlc(But Does Not Like The Horror), Sweet Food, ECT
* She hates the Sky’s, Sunsets And Moxayla Fighting
* She is friends with Mahou-chan, Ray-chan, Kurai-chan, and Marisu-chan
Thori Black

**Thori Black** is the treasurer of Lowmarsh.

## Description

Thori Black is a grim-looking dwarf with a long face, war braids and a medium-length beard.

He is, or at least was, the treasurer of Lowmarsh before he vanished. He kept a logbook of the city's finances in Dwarvish, likely in a cipher.

## History

### Disappearance

According to witnesses, Thori Black was last seen in his home at the Big Box about two weeks prior to the party's arrival in Lowmarsh. The city became aware of his disappearance after Thori failed to open the Big Box for fund collections in the morning and noticed that his Master Key was left in the Town Hall. At Thori's residence, there was no sign of a forced entry or intrusion.

Officer Bradley theorised that Thori may have been involved in activity with the Crooked Men.
Nik Jones

Nik Jones as he first appeared to the party.

**Nik Jones** is a former pirate and tiefling magus.

### Armour/Clothing

He dresses in a linen shirt, a leather waistcoat, and a large black leather coat. His clothes are well-tailored but purposely made to look “cheap” or “rough”. His belongings are also purposely made to look tarnished and old.

#### Nik's Coin

Nik was gifted a coin bearing the face of an unknown man and a few stalks of wheat from the Winter Express. The coin soothes Nik's fears of magic.

## Relationships

### Family

While not his biological father, Captain Hook raised Nik as his son aboard the Jolly Roger.

## History

Nik Jones must have been born sometime around 330 to 331 in the city of Whiteshale, on the Grimm Ocean. He never met his father and was raised by Captain Hook into adulthood.

Before the beginning of the campaign, Nik was arrested in Lowmarsh for cheating in a game of cards.
Arrnonland

## Description

Named for the old Arrnon Empire, Arrnonland is nestled between the Great Blight and the Rotten Woods and is a realm of eight Fens. The Fens are independently governed states made up of multiple united glades.

Arrnonland itself, like most of the realms in Evergreen, is united in little more than its isolation. Moving between the Fens of Arrnonland is easy, but moving from it to any of the neighbouring realms is quite difficult.

### Fens

* **Camelot**
* **Avalon**
* **Mercia**
* **Constituency of Brixx**
* **Radishar**
* **Gribsby**
* **Serraf**
* **Kerrithungle**
The Mysterious Old Woman

The Old Woman as she appeared to Sibylla.

**The Mysterious Old Woman** is a hag and former student of Nimue.

## Description

The old woman appeared in the Greenwoods outside of Lowmarsh and claimed to be a former student of Nimue.

### Appearance

The old woman appeared to be human by all accounts, with a weathered face and clothed in a long, dark cloak. She had an old raven familiar.

## Appearances in the Campaign

### Session 04

The old woman asked Sibylla to assist her in forming a coven to scry on Lowmarsh, and after the ritual was completed, she approached Sibylla again. She claimed to be a former student of Nimue and expressed her desire to track the hag down. She gave Sibylla a sealed letter, to be opened in the event of the party locating Nimue.
Greenwoods

## Description

The woodlands surrounding Glades are known as the Goodwoods. They are home to gnomes and the more well-humoured Fey - sometimes known as Seelie Fey. This is not to say that the Greenwoods are safe; far from it. The Greenwoods are filled with creatures far larger and far stranger than those found in the Glades.

The Fey here are typically better-humoured than those in the Darkwoods, though they can still be dangerous, unpredictable, and tricky.
The Fool

A common depiction of the Fool as a jester-like figure.

**The Fool** is the Tuatha De Danann associated with joy, festivals, music, self-understanding and confidence.

## Description

The Fool is the patron saint of bards, musicians, and storytellers. They are also deeply tied to self-expression and personal realisation.

As well as a clown, they are a rebel and a fighter of authority and societal norms. They are said to visit courts of unjust rulers and mock them for their misdeeds.

### Appearance

The Fool is most often depicted wearing two masks: one happy mask representing the comedic, Dionysian, and ecstatic aspects of performance; the other representing the dramatic, the Sisyphean, and the deceptive aspects of the performing arts.

### Worship

Followers of the Fool paint their faces to resemble the masks worn by their deity.
Archfey

## Description

Archfey are incredibly powerful beings. They are neither born nor can they truly die. They do not require food, water, or sleep. They exist as constantly as the land they live upon.

Archfey are powerful, mysterious, and can be incredibly dangerous. They can grant deals, bargains, pledges, and promises. They are vulnerable to Cold Iron, as well as banishment back to their woodland homes. Most cannot enter the glades, and those tied to Greenwoods or Darkwoods cannot enter their opposite.

They typically speak Sylvan if they are from the Greenwoods and/or Aklo if they are associated with the Unseelie Fey.
The Goodly Father

The Goodly Father as they often appear.

**The Goodly Father** is the Tuatha De Danann associated with laws, protection, and civilisation.

## Description

The Goodly Father is an upholder of laws, protector of innocents, and particularly associated with civilisation.

They are the patron saint of civil servants, builders, and guards and are often held as a champion of the people. They are opposed to lords, kings, and other rulers born into their positions.

The deity is said to join in communal building activities, laying foundations, moving stones, and hammering fence posts.

### Appearance

Representations of the Goodly Father commonly depict the deity as a merry, bearded figure dressed in humble clothing.

### Worship

The Goodly Father is often prayed to for guidance in moral decisions, as well as for the hope of upholding the law.

In the Church of the Burning God, the Goodly Father is known as “Saint Andrew the Ignited”. They are particularly popular in Kerrithungle and Serraf, while places like Camelot, Gribsby, and Avalon hold them in lower regard.

### Known Followers

* **Mother Mary Hill**
* **Vicar Shaun Rothwell**
Memphis Cadwallader

Memphis Cadwallader as he appeared to the party.

**Memphis Cadwallader** is an enigmatic gnome who hired the party to smuggle him out of Lowmarsh.

> *"Who I am is of no real concern. It's who I work for, who I represent..."*
>
>

## Description

### Appearance

Memphis is a short gnome who dresses in a fine brown coat with golden buttons. He has a messy hairstyle and prominent mutton chops.

Upon closer inspection, the party recognised the crest of Avalon on the gnome's golden buttons.

## Appearances in the Campaign

### Session 06

The well-dressed gnome originally introduced himself to the party at the Split Bell Inn during the Red Hand's lockdown of Lowmarsh. He offered them 20 gold to smuggle him out of the town and a further 200 to escort him to Rymes.
Factions

Documenting the various guilds, groups, and orders that exist within the world of Evergreen.

## Religious Groups

* **The Red Dawn -** Worshippers of the Burning God.
* **The Shadic Brethren** - Occult followers of the Faceless Soldier.

## Other Guilds and Groups

* **Thrice-Triple Covens** - An order of 333 witch covens.
* **Woodland Watchers** - A group of rangers who keep the peace between the Woods and the Glades.
* **Watermasters Guild** - A union of sailors, shipwrights, dockworkers, and others.
* **Crooked Men** - A criminal organisation in Arrnonland.
* **Monster Hunters Guild** - A decentralised guild of Monster Hunters.
* **Northern League of Medicasters** - A group of physicians and healers.
Locations

The world of Evergreen is covered in never-ending forests. Scattered through this forest are occasional Glades – clearings in the forest that are far more hospitable to live in.

The forest is the domain of the Faefolk, magical, mysterious, and often dangerous otherworldly people. However, some wild people make their home there. The glades are home to the Mortal Folk: Humans, Dwarves, and the like.

## Huge and General Areas

* **Glades** - Large clearings in the forest where most Mortal Folk live.
* **Greenwoods** - Woodlands surrounding Glades, home to the Seelie Fey.
* **Darkwoods** - Deepest parts of the woodlands. Home to the Unseelie Fey.

## Greater Regions

* **Arrnonland** - Our starting location. A realm of eight Fens.
* **Brobossi** - A region to the north of Arrnonland.
* **Nhillis** - A realm to the south of the Rotten Woods.
* **Jarrish Coast** - A kingdom to the east, across the Essirian Sea.
* **The Westfold** - A realm to the west, across the Westgates.
* **The Great Blight** - A large section of Darkwood to the north of Arrnonland.
* **The Rotten Woods** - Another section of Darkwood to the south of Arrnonland.

## Nations

### In Arrnonland

* **Camelot**
* **Avalon**
* **Mercia**
* **Constituency of Brixx**
* **Radishar**
* **Gribsby**
* **Serraf**
* **Kerrithungle**

## Glades

### Gribsby

* **Lowmarsh**
* **Rymes**
Northern League of Medicasters

The symbol of the Northern League of Medicasters.

## Description

Following the recent spread of Redeye, many desperate alchemical healers across the north have allied together to form the Northern League of Medicasters. They can be found in Mercia, Camelot, and Avalon and occasionally operate in the southern holds. Their base of operations is in Camelot's capital, Pendragon.

They have done great good fighting Redeye, among other diseases, and many have become famously wealthy in the process. They offer healing to adventurers (for a price).

## Known Members

* **Matron Simone** - A medicaster in Lowmarsh.
* **Drizella Tremaine** - A new initiate into the order.
The Dour Uncle

The Dour Uncle as they often appear.

**The Dour Uncle** is the Tuatha De Danann associated with waterways, travel, weather, and the seasons.

## Description

The Dour Uncle is the guardian of waterways and the open sea and embodies the volatile nature of trade and travel. They are the bringer of rain and storms and are associated with the changing weather and seasons.

The Dour Uncle is rumoured to manifest to ship crews in the middle of their journeys. It is said they aid during storms but sabotage sailors in clear skies.

To some, the Dour Uncle is known as "Davy Jones". Jones is a figure of immense power and dread to those who sail on the seas of Evergreen. The guardian of Davy Jones’s locker and keeper of the dead, Davy Jones trades in the souls of pirates, sailors, and other seafaring folk.

### Appearance

#### As Davy Jones

They appear as an unimaginably large figure made of brine and the sea itself, covered in coral and barnacles like the hull of a ship. They are missing their left eye.

### Personality

The Dour Uncle has all the temperance of the sea. At times, calm and forgiving. At others violent and enraged.

### Worship

Within the Church of the Burning God, the Dour Uncle is known as Saint Benno the Drowned.

## Appearances in the Campaign

### Session 01

The Dour Uncle, as Davy Jones, appeared to Nik Jones in a vision where they tried to take his soul. According to Davy Jones, Captain Hook made a deal with Jones and wagered Nik’s soul. When Jones tried to claim Nik’s soul, however, something stopped them. Jones claimed that Nik’s soul had been “*marked by something else*”.
The Pilgrim

The Pilgrim as they often appear to travellers.

**The Pilgrim** is a Tuatha De Danann said to walk the roads of Evergreen.

## Description

The Pilgrim is known to walk the roads both within and between the Glades. They are known to advise and provide counsel to those who ask for it.

The Pilgrim is said to have given one of their eyes to bring the Harvestman to life.
Arrnon Empire

## Description

The Arrnon Empire stretched across much of the land now known as Arrnonland, expanding its borders during the sixth age. The Empire fell following the sixth sunderance, but the lands it once stood in still bare its namesake.

The Arrnon Empire's crest is still found in many of the ruins that dot the Woodlands.