recursal/Fanatic-Fandom huggingface dataset:
Nikumi Matsushiro

Nikumi "Nikki" Matsushiro, Onna-Daimyo of Oshu Province.

## Character Information

### Full Name

Lady Nikumi Matsushiro, Onna-Daimyo of Oshu, Matriarch of the Matsushiro clan, Lady of Shinsei Castle, Protector of Shinsei Sanctum.

## Status

### Status

Alive

“
*Truth is always stranger than fiction.*
”
— Nikki, quoting from one of her books.
**Lady Nikumi "Nikki" Matsushiro** is a Shadow Elf Vampire Onna-Daimyo of the Shogunate. Nikki rules Hishu and Oshu provinces from the ancestral seat of her family, Shinsei Castle.

## Description

### Appearance

Nikki is only 13 years old, by far the youngest of all the Daimyo. Like her parents, she has long white hair. She has bright purple eyes, like her mother. She is small, even for her age.

### Personality

Only a few months ago, Nikki used to be perpetually bright and cheerful, though she is now more calm and reserved. This shift in temperament is no doubt due to the murder of her father, the disappearance of her mother, and the position of leadership and responsibility she has suddenly and unexpectedly been put in.

Nikki is known to be a voracious reader, and an entire section of the library is reserved for her books.

## Biography

### Early Rulership

The still-unsolved disappearance of Nikki's mother in led to her abdication *in absentia* as proclaimed by the nobles of Hishu province and begrudgingly ratified by Shogun Atsuhide. As such, Nikki became Onna-Daimyo of Hishu province in 332 6E at only 11 years of age.

Upon the assassination of her father, Keno, in 334 6E, Nikki inherited the title of daimyo of Oshu province. As such, she is currently the only person to directly rule two provinces in the Shogunate.
Freehaven

**Freehaven** is an ungoverned city-state located in the islands at the northern limits of Uxalon. It is not a state or republic in a formal sense, and is governed with an informal "Code of Conduct," which stipulates procedures like the famous Parley (also spelled Parlay).

Freehaven was founded by the famous pirate Blackjack Hyet

 Human Colonies
Highfell

The **Highfell**, also known as the **Overlight**, the **Great Above**, and the **High Realm**, was a subplane of the Material Plane located above its surface. Because of its geographic isolation and unique properties, including unique flora and fauna, it is considered to be a different plane than the Material Plane.

## History

During the first three ages of the world, the Highfell maintained a key rivalry with the Deepfell. Both realms battled in the thin bridges linking the Highfell to the Material Plane, and the narrow tunnels connecting the Deepfell to the surface.

In the present, much of the Highfell lies in ruins, vanquished and destroyed by the Dragons of the Draconic Imperium. The ancient treasures of the Star Elf artificers and wizards that once lived here were plundered by the Dragons, and taken to their many hoards.
Elemental War

The **Elemental War** was a devastating conflict in the First Age fought between the Primordials and Elementals on one hand and the Divines on the other. The war is believed to have commenced as a result of the slaying of the four Eldest Primordials at the hands of the Divines, from whose souls they achieved cardinal Divinity and whose felled bodies gave birth to Elementals and the Elemental Planes.

During the war, both Mortals and Divines fought for their very survival. In the end, however, the four Primodrial Divines were able to lock away the elementals in the Elemental Planes, assigning a permanent guard to the portals between these planes that has remained at attention ever since.
Gromash

Gromash, the Half-Orc Barbarian.

“
*Smash!*
”
— Gromash Smash!
**Gromash** is a Half-Orc Barbarian adventurer currently participating in Strahdborne.

## Description

### Appearance

A 6.3ft-tall half orc with greenish skin,  red eyes and black hair. Always carrying “Mia”, the great axe, in his back. He wears trinkets of his family hunts, such as a necklace with the teeth of a wolf, a coat with the hide of a bear, and a tiger’s claws all around the handle of “Mia”. Gromash has his ears, nose and mouth pierced with the sculpted bones of greatest past hunts.

### Personality

Even if half orcs are aggressive in nature, Gromash has always preferred to stay in neutral terms with his surroundings. Unless he, or someone of his pack, is threatened. He has a strong bond with his kinfolk and is really outdoorsy. Even if his red eyes and intimidating proportions mislead people to think of him as a savage murder hobo, he is down for a nice walk in the park if you dare.

## Biography

### Background

Let the hunt begin! Hunting and war are not that different, in both cases you must outplay your opponent to come out on top. Killing is surviving, blood is always spilled, I have a great time getting food. The adrenaline I get of battle is addicting, but I learned to control the hype after numerous failures in the hunt.

Mom tends to cook the fruits of the hunt at the family’s restaurant “The Orc’s Pork”. I make many friends there after the hunt. They sometimes scream when I get too close, but I guess that’s how friends work.

A week ago, I fell from a tree trying to catch a big bird and lost consciousness . In that time I had a vision of Tempus, the god of war. It was revealed to me that my dead father’s last name is Njmnjckgh. I have been chosen, as the last member of the Njmnjckgh clan, to continue the blood tradition and wield Bartabras. I was told that soon I will be visited by someone and guided through the path to Bartabras.

## Character Information

### Abilities

**Sentinel**: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

* When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

* Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

* When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

## Appendix

Strahdborne PCs
**Aellun** (Elf Ranger) · **Arbrek** (Dwarf Cleric) · ****Gromash**** (Half-Orc Barbarian)
 **Lo-thak** (Goliath Warlock) · Thalia (Half-Elf Paladin)

 Allies of Strahd: **Lautrec** (Half-Elf Rogue)
Heavenborn

Sofiel, a Heavenborn Cleric in the service of Dalos.

“
*People think they're angels. Nope, they're like the beta version of angels.*
”
— The Aagta on Heavenborn.
**Heavenborn**, occasionally known as **Aasimar**, are a humanoid race native to Vosel and Elysium.

## Appendix

Soulbound Peoples
**Dragonborn** (Chromatic, Dual, Metallic) • ****Heavenborn**** (Aasimar) • **Hellborn** (Tieflings) • **Khem** (Yuan-Ti) • **Lycanthropes** (Werebears, Wererats, Werewolves, etc.) • **Vampires** (Trueborn, True, Thralls)
Aberrations

**Aberrations** are a type of creature within the Universe. Utterly alien beings, they are believed to be invaders from alternate universes or realities, and are able to wield strange and unfathomable powers that scholars struggle to understand. Most prominent during the First Age, the first Divines largely eliminated their foul and corrupting influence from the world.

Creature Types
**Aberrations** • Animals • Celestials • Constructs • Dragons • Elementals • Giants • Humanoids • Infernals • Monstrosities • Oozes • Plants • Primordials • Sylvans • Undead
Monk

A monk wielding Ki, the life-force, the manipulation of which is common of all Monks.

## Adventuring

### Subclasses

Monastic Traditions: *Way of the Open Hand*

## Sociocultural Information

### Places

Monastic cloisters

“
*Yesterday is history, tomorrow is a mystery, but today is a gift. That is why it is called the present.*
”
— A saying amongst monks.
**Monks** are powerful and contemplative ascetics who live in monastic conclaves far away from the hustle and bustle of civilization. Dedicated to their spiritual development and progress, monks seek to achieve enlightenment. This is easier said than done, however, and few have ever been able to achieve this lofty goal.

## Abilities

The key ability of monks is their ability to manipulate their life force, which they call ki, to produce a broad range of effects.

## Subclasses

Monk subclasses are known as Monastic Traditions.

### Way of the Drunken Master

The most peculiar and unorthodox of the monastic traditions, drunken masters utilize unpredictability to their advantage while in battle.

### Way of the Four Elements

Monks of the Four Elements focus their Ki in order to manipulate the four elements.

### Way of the Kensei

The Kensei hone their skills with the use of weapons, such as blades and bows. A mixture of martial artists and warriors, the Kensei fight with the grace and elegance of a calligrapher.

### Way of the Open Hand

Masters of martial arts, these monks are adept at exploiting their opponents' weaknesses while drawing from Ki to bolster their own defenses.

### Way of the Sun Soul

Monks of the Way of the Sun Soul channel their life force, in the medium of Ki, into blasts of energy and light.

### Way of Shadow

The least orthodox of the monks, the Way of Shadow eschews spiritual enlightenment in favor of secrecy, subterfuge, and espionage. More alike to agents and infiltrators than monks, yet still masters of Ki manipulation, monks of the Way of Shadow will be shunned and ostracized by other monks they encounter.

## Notable Monks

Classes
Artificer • Barbarian • Bard • Cleric • Druid • Fighter • **Monk**
Paladin • Ranger • Rogue • Sorcerer • Warlock • Wizard
Callan Curioll Nirmarth

“
*I'm not saying we should kill stupid people, I'm saying we should sell our wares without warning labels and let the problem figure itself out!*
”

**Callan Curioll Nirmarth** is a Gnome Artificer and Wizard known for a long and impressive list of discoveries and achievements. He is credited with the invention of the automaton.
Undead

**Undead** are once-living creatures now brought to a renewed animated state, primarily through necromantic magic. These include walking corpses, vampires, and ghosts.

## Appendix

Creature Types
Aberrations • Animals • Celestials • Constructs • Dragons • Elementals • Giants • Humanoids • Infernals • Monstrosities • Oozes • Plants • Primordials • Sylvans • **Undead**
Nivelor

**Nivelor**, known in antiquity as **Nivelore**, is a continent in the northern hemisphere. Nivelor is the fourth largest continent of the world, after Vantion, Selion, and Uxalon. It features a temperate climate, which reaches polar extremes closer to the higher latitudes.

Nivelor is the ancestral homeland of many Elves. However, the continent was decimated during the Draconic Imperium's reign in the Fifth Age, in particular, in the events of Noldorant's rise. During this time, the dragons enslaved most of the continent's population, dispersing them throughout the world.

However, many refugees effected their escape, allowing communities of refugees to blossom, mostly in Erideon.

In the present, many Elves are returning to Nivelor, seeking to rebuild their ancient kingdoms of yore.
Shinsei Castle

The gate leading to the Daimyo's keep.

**Shinsei Castle** is an ancient fortification located in Oshu province in the Shogunate. The Castle is ruled by the local Daimyo family, the Matsushiro clan.

The castle complex houses a population of 23,000 individuals. Of these, some 6,000 form the Matsushiro private army and another 2,000 serve as a garrison. As such, Shinsei is one of the larger cities in the Shogunate.

The sprawling castle complex is adjacent to the storied Shinsei Sanctum, the site where vampirism is believed to have originated.

## Description

Few castles in the Shogunate compare in size and scope to the massive and intricate fortifications of Shinsei Castle. There are seven gates leading from the exterior of the fortress to the Daimyo's residence, each defended with gatehouses, battlements, and interlocking fields of fire.

Additionally, the castle is protected with ancient mythals that prevent teleportation and various forms of enchantment and divination magic from producing effects within the complex.

## Military

The castle has a guard and garrison comprised mostly of samurai captains, ashigaru troops, and an assortment of inspectors and administrators. The military of the Matsushiro Daimyo resides in the stronghold as well. Composed of 4,000 troops, the Matsushiro army is well-trained and equipped, counting with several squadrons of arquebusiers and a feared Shadowsteed cavalry regiment.

## Politics

Shinsei Castle is governed by Nikumi Matsushiro, the current head of the Matsushiro clan. As most other provinces in the Shogunate, the Onna-Daimyo rules as absolute monarch of the territory, though the Charter of Oshu, to which the Daimyo and her vassals are signatories, governs what constitutes and what does not constitute acceptable rulership over the province.
Fighter

A fighter, wielding shield, spear, and sword, ready for battle.

“
*Do you want it dead? Hire a fighter!*
”
— An ad by the Cobalt Company, a mercenary guild.
**Fighters** are warriors with unparalleled skills in combat. Masters of weapons and armor, they dedicate themselves to warfare with nearly religious fervor. A very diverse class, fighters include knights on chivalrous quests, conquerors, elite soldiers, veteran mercenaries, and bandit kings.

Fighters, by their profile, are the best-suited of any of the classes to typical adventuring and the many dangers and perils of adventuring, for which reason they are the most common adventurers.

## Abilities

Fighters have incredible stamina in battle, and may recover their fighting capacity with a second wind. Additionally, they may suddenly push themselves beyond normal limits in an action surge. Incredibly resilient, fighters are difficult to overcome.

## Organizations

### Cobalt Company

A powerful mercenary company and occasional private army, the Cobalt Company numbers in the thousands strong, and has chapters located in all of the world's continents.

## Subclasses

Fighter subclasses are known as martial archetypes.

### Arcane Archers

Arcane Archers are similar to Arcane Knights, except that they focus on honing their ranged abilities.

### Arcane Knights

Arcane Knights, known less commonly as Eldritch Knights, utilize a modicum of magical abilities to supplement their combat.

### Battle Masters

Tacticians and strategists, Battle Masters study combat from the perspective of a commander. Fighters of great skill and knowledge, they can direct soldiers and control the battlefield with their many tools.

### Cavaliers

The prototypical knights in shining armor, Cavaliers are only rarely seen as adventurers, as mounted combat is impractical in most adventuring situations. However, those that do become adventurers are stoic defenders, and nearly impossible to topple.

### Champions

Champions, so known for their elite perfection of raw physical power, train themselves rigorously in order to hone their bodies into tools of precisely-measured destruction.

### Echo Knights

Echo Knights are similar to Arcane Knights, but they hail exclusively from the Iris Order.

### Samurai

Hailing from the traditional and martial cultures of eastern Vantion, Samurai are fierce and fearless in battle. Whether he or she wields a katana or a nodachi, a well-trained samurai will never be short of prospective patrons.

## Notable Fighters

* Gendarme **Godric Hurst**, a man-at-arms Samurai Fighter serving as a bodyguard in the Lost Mines of Colmanth campaign.
* Sir Heilas Sinferwin, Headmaster of the Iris Order.

Classes
Artificer • Barbarian • Bard • Cleric • Druid • **Fighter** • Monk
Paladin • Ranger • Rogue • Sorcerer • Warlock • Wizard
Portal:People

Lore portals
Adventuring • Creatures • Geography • History • Magic • Organizations • **People**

**Peoples** of all shapes, sizes, and colors populate this world. In the great cities of the world, like the sprawling metropolis of Vaer--the greatest city of this, or any, age--voices converse in countless different languages, interlocutors clad in dazzling varieties of styles and hues.

Earlier in history, clear ethnic divisions between groups in geographic locations--especially for Humans--were evident. However, the Draconic Imperium repatriated hundreds of thousands to many locations around the world, with the net effect that these discrete phenotypes were significantly blurred.

## Player Characters

The characters controlled by the players, Player Characters (PCs) are the protagonists of every adventure we undertake. Whether heroic or villainous, the PCs' actions—or lack thereof—will never fail to have meaningful consequences.

### Dead

* Sir Grimli the Wise, consumed by nuclear hellfire at the bridge of death

## Non-Player Characters

Typically sidekicks and friends and villains, NPCs populate the setting and are relevant (or at least present) in all adventures and adventuring. For an overview of all NPCs with dedicated wiki pages, please check Category:NPCs.

## The Divines

The gods of this setting are known as Divines. The Divines do not interfere directly in mortal affairs, keeping vigilance from the safety of their palaces and realms in the Outer Planes. That is because Divines in this setting, while unspeakably powerful, are nonetheless vulnerable to being slain and their power seized, as happened in the Third Age: the Godfall. Divines regularly field champions and avatars to accomplish their aims rather than doing so directly. Meanwhile, they bestow limited amounts of power to clerics and paladins who serve them (via Channel Divinity).

The Divines are very numerous, for which reason they are typically categorized into several groupings. The greatest divines are the Primordial Divines, each of which holds the soul of the Eldest Primordials. Beneath the Primordials are Greater and Lesser Divines, and underneath are Quasi-Divines and Demigods.

### Pantheons

The matter of Pantheons in this setting is a complex one. All acknowledge the existence of the Divines, even those opposed to them in alignment, or those who dispute their authority and power. That said, many would not worship certain deities under any circumstances: for example, a lawful Paladin who swore an Oath of Devotion would--despite acknowledging her existence--never worship Netfis, the Goddess of Death and Undeath, because she is an indisputably evil figure.

## Languages

There are as many languages in this setting as there are fish in the sea. The dedicated page for languages has a list of all these.
Languages

There are many thousands of languages in this world and universe. Below is a list of the most-commonly spoken ones.

## Languages of the Material Plane

### Draconic language

* **Draconic:** The language of Dragons. Besides Dwarvish, Draconic is the only other standarized language in this setting, spoken in near-equal fashion by all Dragons. Draconic is the primary language of the academia in this setting; most wizards and artificers should at least know how to read it if they're worth their salt.

### Druidic language

The language of Druids, Druidic is primarily spoken by these characters in their woodland gatherings.

### Dwarvish language

* **Dwarvish:** The language of Dwarves. Besides Draconic, Dwarvish is the only other standarized language in this setting, spoken in near-equal fashion by most Dwarves throughout the World and the Universe.

### Elvish languages

* Skytongue: A language proper of Star Elves, once spoken through the now-ruined Highfell, but in the present a largely dead language, except among Nivelorian refugees.

### Human languages

* Aldian (Erideon)
* Craennic (Nivelor)
* Duranian (Erideon)
* Esselian (Vantion)
* Ixxan (Uxalon)
* Khnemian (Vantion)
* Queldari (Erideon)
* Ru (Vantion)
* Nodian (Vantion)
* Uxalese (Uxalon)

## Extraplanar languages

### Elemental languages

* Auran
* Aquan
* Ignan
* Terran

## Alien languages

### Primordial language

* Primordial: The tongue of the Primordials.
M2S19

## Ruin and Rubble

A red dawn in Vallaki.

**Ruin and Rubble** was the 19th session of the Strahdborne campaign. In this session, the party departed the ruin of Vallaki once and for all, making their way to the tower on Lake Baratok.

## Appendix

Strahdborne Sessions
**Chapter 1: The Gates of Barovia**
 Session 1 · Session 2 · Session 3 · Session 4 · Session 5 · Session 6

 **Chapter 2: The Fall of Vallaki**
 Session 7 · Session 8 · Session 9 · Session 10 · Session 11 · Session 12 · Session 13 · Session 14 · Session 15 · Session 16 · Session 17 · Session 18 · **Session 19** ·

 **Chapter 3: The Muster at Krezk**
 Session 20 · Session 21 · Session 22 · Session 23 · Session 24 · Session 25 · Session 26 · Session 27 ·
Hellborn

Redmond, a Hellborn Cleric in the service of Neftis.

“
*People think they're devils or demons. Nope, they're not, but they're just as ugly.*
”
— The Aagta on Hellborn.
**Hellborn**, occasionally known as **Tieflings**, are a humanoid race native to Vosel and Nemesis.

## Appendix

Soulbound Peoples
**Dragonborn** (Chromatic, Dual, Metallic) • **Heavenborn** (Aasimar) • ****Hellborn**** (Tieflings) • **Khem** (Yuan-Ti) • **Lycanthropes** (Werebears, Wererats, Werewolves, etc.) • **Vampires** (Trueborn, True, Thralls)
Matsushiro family

The mon of the Matsushiros, three hollyhock leaves inside a circle.

“
*Something*
”
— Something
The **Matsushiro family**, also known as **clan**, is an influential Daimyo family that governs Oshu province in the Shogunate. Led until recently by Keno Matsushiro, the family is now led by his only daughter Nikumi Matsushiro.
Outer Planes

The **Outer Planes** are the planes of existence considered to be the furthest away from the Material Plane while still forming part of the planar universe and not the Immaterial Planes. These planes are all afterlives for the inhabitants of the Material Plane: the souls of the dead travel to the plane of the primary divine they worshipped, and if irreligious, to the plane which most closely corresponds with their ethics and morals: their alignment.

In order to access these planes, one must utilize magic and obtain the approval of the resident Greater Divine, traveling through the Astral Plane. If this cannot be secured, it may still be possible to arrive via travel to the connected Elemental Plane and braving the dangers of the Elemental Chaos.

## Appendix

 Middle Planes
 Lower Planes
Erideon

**Erideon** is a continent located in the northern hemisphere of Vosel. Nicknamed the "Steadfast Continent," it is primarily inhabited by Dwarves and Humans who are typically hell-set on their traditions and heritage. Erideon has proven impossible to invade for both the Mortal Pact and the Draconic Imperium alike, with the Dwarves of Mzundelft and the Elves of Issel mounting specifically invulnerable defenses.
Mortal Pact

The **Mortal Pact** was an organization responsible for launching the Godfall. Led by the Nameless One, the Pact successfully slew the four Primordial Divines and stole their Souls for their own cause.

By its own definition, the Mortal Pact fought for the cause of mortals, though many mortals rejected the Pact and sided with the Divine Council. The Nameless One claimed that the gods had imprisoned mortals, harvesting their souls for their own, selfish ends, becoming a corrupted shadow of the liberators who freed mortals from their harsh lives in the time of the primordials.
Primordials

The **Primordials** were a type of creature that originally inhabited the Universe during the First Age. They were almost entirely, if not entirely, destroyed by the first Divines, who seized the great souls of the Primordials and thus acquired Divinity.

## Types

### Eldest

Eldest Primordials were the first four children of creation: Aetheriul, Aquvul, Ignivul, and Terratul. Any knowledge of the provenance and biology of these mythical beings was lost to time after the First Age. It is known that their souls were seized by the Divines, and it is widely believed that their bodies gave birth to the Elemental Planes.

### Primordial Divines

Primordial Divines are the most powerful of all Divines: those who hold and possess one of the four souls of the four eldest Primordials. These souls were first seized by the Gods in the First Age, were lost to the Mortal Pact and the Nameless One in the Third Age, and were recuperated in the middle-to-late stages of the Godfall.

## Appendix

Creature Types
Aberrations • Animals • Celestials • Constructs • Dragons • Elementals • Giants • Humanoids • Infernals • Monstrosities • Oozes • Plants • **Primordials** • Sylvans • Undead
Strahd von Zarovich

Count Strahd observes Barovia from the heights of Castle Ravenloft.

“
*You will only leave Barovia with my permission or my life. The first will never be given, the second, never taken.*
”
— Count Strahd von Zarovich.
Count **Strahd von Zarovich** is a powerful vampire fighter and wizard that rules over the ruined lands of Barovia.

## Description

### Appearance

Strahd resembles a middle-aged gentleman with a stern, chiseled face and a marked widow's peak. His skin is a deathly white, and his eyes are dark and bottomless. Slightly pointed ears reveal a partial Elven heritage. A warrior in life, the Count remains tall and well-built in undeath. The last von Zarovich travels his realm attired in the finest clothing, with a distinctive black overcoat and blood-red vest.

## Biography

### Background

The origins of Count Strahd von Zarovich are unknown to most, and even the best-kept annals of the history of Erideon reveal precious little of his upbringing and youth. It is known that he was the son of Count Radovid von Zarovich of Barovia, an influential Duranian noble of Sorvian heritage, and his wife, Lady Ravenovia. He had a younger brother, Sergei. After his father was assassinated on the orders of the Dragon Tyrants, Strahd became Lord of Barovia.

### Rulership

From the first day of his rulership, Strahd firmly prepared his people for war. After years of methodical planning, Strahd led a series of offensives that allowed him to capture broad swathes of Duranian territory. Strahd easily deposed the Draconic puppet on the Duranian throne. The Count of Barovia refused to claim the title of "King," thinking it beneath him.

About 200 years before the final victory against the Dragons, Strahd, as well as the County of Barovia, mysteriously vanished from existence. Historians and arcanists remain uncertain about the fate of Strahd and his domain. Some postulate that the Dragons threw his domain into oblivion forever as part of a powerful ritual. Others believe that Strahd was afflicted by a dark and unknowable curse. Still others believe that Strahd himself was responsible for Barovia's disappearance, and is now in hiding.

## Character Information

### Abilities

Strahd is known to be a powerful warrior and wizard. Though skilled in diplomacy, von Zarovich was at home in the field of battle.
Elf project

The **Elf Project** is the project to finish developing the Elves and their lore in the world.

* Elves main article 60%

* Half-Elves: main article. 40%

* Pantheons: Finish Elf pantheons 40%

* Divines: Finish Elf divines 40%

* Nivelor: Finish main Elf Continent 20%

* Elvish: The Elven languages article. 0%

* Havoc: Finish Havoc. Check Portal:Geography 0%
Oceiros the Old

## Stats

**Oceiros**, known as "The Old," was an ancient Silver Dragon that led the Dragons Metallic in the Godfall, allying with the Nameless One and the Mortal Pact to this end.

Oceiros was defeated during the Last Battle, and personally surrendered to Dalos. He voluntarily accepted death and consigned his soul to the care of Dalos within Elysium, and now serves under him in the Acropolis of Mount Pyreiades.
Murasaki

Example

## Stats

“
*Something*
”
— Murasaki.
**Murasaki** is a Human Monk participating in Honorbound, a quest for vengeance.

## Appendix

Honorbound PCs
Akai (Elf Sorcerer) · Kogen (Dwarf Fighter) · **Murasaki** (Human Monk) ·
Rurik (Dwarf Ranger) · Yukiko (Half-Elf Druid & Sorcerer)

 Eichiro (Saurian Fighter) · Kentaro (Human Monk) · Hase (Human Wizard) ·
Throndin (Dwarf Artificer)
Skytongue dictionary

This page contains a glossary of words and terms in Skytongue, the language of High Elves. For other dictionaries, see Category:Dictionaries.

## Words

* **Ber, bere:** Yellow.
* **Erider, eridere** Dwarf, Dwarves. Lit. *short*.
* **Fer, fere:** Green.
* **Ner, nere:** Blue.
* **Nivel:** Divine.
* **Ser, sere:** Red.
* **Sin:** Arcane, magic, spellcasting, or something related to these arts.
* **Variol:** Star.

## Suffixes

* **-on:** region of. E.g. Erideon, region of the Short Ones (Dwarves).
* **-or:** region belonging to. E.g. Nivelor, region of the Old Ones (the Gods).
Second Age

The Second Age, the era of Divine Empires, led to the first flourishing of the peoples of the world.

## Conclusion

### Subsequent Age

Third Age

“
*There was nearly no peace in the* pax divina*. It seems that the first gods were rather fond of irony.*
”
— Professor Dantell Alchenstidt, Faculty of History at the Blackhurst Conservatory.
The **Second Age** was a period of time in the history of the universe.

Following the Elemental War that closed out the First Age, the first years of the Second Age were years of reconstruction and development.

## Timeline

### The First Years

* **1 PE (Post-Expulsion)**. The last primordials are expelled from the universe. Primordials will return in the distant future, but for now, their threat to mortalkind has been erased. With this event, the *pax divina* of the second age is inaugurated.
* **3 PE**. The first Divine Council takes place. The Divines and their lieutenants gather in order to discuss the future of the world, and common accords to ensure stability and peace. For example, the First Decree enunciates that, should any Divine slay another Divine, then the other Divines would rally against the traitor, ensuring that no single Divine became too powerful.
* **4 PE**. Following the establishment of the Divine Council, the construction of the Eternal Palace in the holy isle of Vaer begins.

### The Expansion Period

* **23 PE**. Mzund, firstborn of the Dwarven divine Tzulft, formally establishes the Kingdom of Dwarvenkind. Tzulft is crowned Golden King, but Tzulft prefers the glory of battle and the pleasure of drink to the tedium of governance. Tzulft appoints Mzund to govern in his stead. The realm is initially known as *Delft*, "home" in Dwarvish, but in the future it will become known as Mzundelft.
* **24 PE**. In Nivelor, the arcane studies progress at an excellent pace under the leadership of the Elven goddess and mother of magic, Sinvariol. In this year, she establishes the famed Avaras College, a place of wisdom and learning for any who would enter.
* **57 PE**. Sinvariol discovers the method of crystallizing magic into magical artifacts, leading her to create the first Magic Items. Thus, the first artificial magic items are made. Sinvariol formally establishes an order of Artificers to further study this development.

### The Latter Period

* **ca. 1,300 PE**. Somewhere around this date, the Nameless One is born. Little is known of this character, with the exception of their incredible power and abilities.
* **1,695 PE**. The construction of the Great Pyramid of Khalanset is begun in the Kingdom of Ahnkhaset.
* **2,195 PE**. The great pyramid of Khalanset is finally finished. Built as the future grave of the God-Pharaoh, its construction lasted for exactly 500 years, as planned by the legendary architect, Re-Osahar.

### The Godfall begins

* **2,332 PE.** The Godfall begins after decades of preparation. The Divine Council, caught unawares, is dealt a series of deadly defeats. For full details, visit the Third Age.
Keno Matsushiro

* In Armor
* Portrait

## Character Information

### Full Name

Lord Kenjiro Matsushiro, Daimyo of Oshu, Patriarch of the Matsushiro clan, Lord of Shinsei Castle, Protector of Shinsei Sanctum.

## Connections

### Family

Matsushiro clan* Nikumi Matsushiro (daughter)

## Status

### Afterlife

Unknown, but likely Axium.

“
*I would not die for anything in the world, but I would die for my daughter.*
”
— Keno, talking about his daughter.
**Lord Kenjiro "Keno" Matsushiro** was a vampire daimyo of the Shogunate. Keno ruled Oshu province from the ancestral seat of his family, Shinsei Castle.

Seen by his subjects as a soft-tempered ruler, many rebelled with the intention of pushing Lord Matsushiro into joining the rampant factionalism festering within the Shogunate. Keno never yielded to these traitors.

On August of 334 6E, Keno was murdered by a group of mysterious assassins. The assassins escaped into broad daylight, with Keno's most loyal retainers in hot pursuit.

## Description

### Appearance

Keno was a shadow elf resembling a man in his late thirties, but, as a superior vampire, he was hundreds of years old. He had shoulder-length white hair and lilac colored eyes. He had a lean but strong build. He was often seen in plain, unadorned clothing, and never without his wakizashi.

### Personality

Lord Matsushiro had an elegant and polite personality, bearing himself at all times with the utmost dignity and poise. However, in the heat of battle, he was remarkably more turbulent.

## Biography

### Background

Keno was a trueborn vampire, born to Isshin and Iwaki Matsushiro.

### Rule as Daimyo

In 254 6E, Keno married Nikumi Nanba, a trueborn vampire of the ruined Nanba clan. The controversial marriage, though, became accepted by the people when it produced its first and only child 67 years later, the young Nikumi Matsushiro.

In 277 6E, Lord Matsushiro traveled to Ido to attend the ceremony of the Crimson Moon. He made no secret of casting a ballot for the young Atsuhide Okashino, who was eventually elected to occupy the place vacated by his father.

In 306 6E, Keno rallied some of his retainers and traveled north to defend his distant relations, the Teshiro clan. Lord Matsushiro distinguished himself in battle. After fighting for six years, he received a third golden chrysanthemum for his service to the Shogun.

## Character Information

### Abilities

Keno was a skilled fighter, able to take several samurai head-on without help or reinforcement. He was also able to defeat Hirata the Rebel while the traitor wore the powerful ancestral armor of the Matsushiro clan. Likewise, Keno was able to grievously wound a number of assassins intent on taking his life, despite wielding no weapons beside his sidearm and being heavily outnumbered.
Sixth Age

The Sixth Age, referred to as the Age of Mortal Empires, is the present age of the world.

## Conclusion

### Subsequent Age

*N/A; Present Age*.

“
*They encroached upon our lands. We must defend our citizens, and their god-given rights.*
”
— King Lucian d'Istiniac, Monarch of Aldia and Lord of Verhasselt, declares war against Mzundelft.
The **Sixth Age** is a period of time in the history of the universe. It is the present age of the world.

Following the dramatic collapse of the Draconic Imperium, mortalkind is free yet again. With the Divine Concord significantly weakened and the Tyranny of Dragons gone, this is the age in which mortals will, at last, be free to act of their own accord: free of the despotism of drake and deity alike.

## Timeline

### Independence

* **11,786 PE (1 6A).** On the first day of this year, the Modern Calendar, also known as the Calendar of the Sixth Age, commences. It begins with the first day of the first month of this year, i.e. the first of Aalderas of 11,786 PE, which becomes 1 6A in modern notation.
* **11,786 PE (1 6A).** The War of Independence is won, and the Draconic Imperium is decisively toppled.

### The Uncertain Years

* **11,889 PE (103 6A).** The first of the refugees of Nivelor return to their desolated continent. They begin with the city of Avaras, the ancient metropolis that gave birth to magic and magical studies.

### The Mortal Empires

* **12,115 PE (329 6A).** Aldia declares war against Mzundelft with the casus belli that the Dwarves were encroaching upon their mines. Aldia is joined in the conflict by Stavendelft and Istendelft, who have a bone to pick with the Mzundians.
* **12,120 PE (334 6A).** The Quest for the Lost Mines of Colmanth begins.
Beginner's Guide to Vosel

**Vosel** is a setting for **Dungeons & Dragons**. This article aims to briefly introduce the key thematic elements of the setting so that a new player joining a campaign set in Vosel for the first time understands the big picture themes that govern this setting.

## A Land in Need of Heroes

The VOSEL setting can best be described as one of Sword & Sorcery. This is a world that rewards selfish and ambitious people. This is a political world full of complex and multilayered conspiracy and earth-shaking conflict. It is also a world of great inequality. Many live in exuberant excess, while others fester in abject poverty. The lines of ethics are blurred compared to standard D&D: A Gold Dragon is not necessarily good, a Red one necessarily evil.

## The Divines are Vulnerable

The original Divines were slain and their power stolen by former mortals. This apocalyptic event shook the world to its core. Ever since the dark days of the Godfall, all know that despite their awesome power, the Divines are VULNERABLE. To protect their power, the Divines rarely depart their bastions in the Outer Planes, or even send omens and signals to their followers. Most of their energy is spent protecting themselves from the other Divines, waging war against other Divines, or staving off legendary Level 20 adventurers who seek to kill them and steal their power.

## A World of Magical Technology

Arcane engines hum in the air, bringing riches from lands near and far. Young and unproven artificers and magewrights swarm the streets, selling magical implements both real and fake. Arcane cyborgs, organisms of metal and magic, police the streets, though unbeknownst to most they have begun to develop sentience. Magiware can be installed into organic bodies, replacing mortal flesh and allowing people to transcend the limits of biology.

It is obvious to all that THE ARCANE saturates VOSEL to its very core, and everywhere the eye falls, it can see the all-pervasive influence of magic, both fair and foul.

The field of magic, arcanology, is a field of scientific inquiry, much like physics or chemistry, and produces such wonders as arcanological engines, magitech devices, and other a myriad other artifacts.

## A Blend of Races

VOSEL is a diverse world in which all standard D&D races and tropes have a place. However, there are groups that buck the trend: the bureaucratic Dwarves of Istendelft and the fascistic Elves of the Nivelorian Regeneration Movement are but two examples. Whatever character concept you can imagine, whether it be a childlike singing orc or a supremacist halfling, has a place in this world. VOSEL also features many additional races and subraces, such as the Khem and the Shadow Elves.

## An Age of Adventure

THE TYRANNY HAS ENDED! For the first time in history, men are free to do as they will. This is the Golden Age of Adventuring, in which one can take their life and fate into their own hands and leave their mark on this flawed and violent world. Will you rise to the challenge of leaving VOSEL better than you found it?
Skooma

Skooma is a potent narcotic produced from Moon Sugar. Its consumption is both addictive and dangerous, for which reason it is a restricted substance through most of the world.

## Uses

Skooma induces a state of pure euphoria. Not all of this effect is mental, however, since a user's strength, speed, and reflexes are greatly improved by its consumption. Generally, these effects wear off after minutes or hours, depending on the method of intake, leaving the user in a state of lethargy and headache.

Skooma is most often found in liquid or solid form. In liquid form, it can be drunk as one would a strong liquor. In solid form, it is usually smoked in a pipe, though it can also be diluted in water.
Clanpact

A **Clanpact** is a gathering of leaders and representatives of Dwarven Clans. A Clanpact usually gathers to elect a King over a portion of Dvaerdom, conduct diplomacy, or impose taxes.

The Odenpact is the Clanpact of the Great Clans of the Dvaerkar, and the only body with the authority to elect a High King of Dvaerdom. However, since ten of the sixteen great clans of the Dwarves are defunct, a gathering of the Odenpact is impossible without summoning deceased Dwarven leaders (who are unwilling to elect any of the living to the title, as to die in battle is an honor so great that no Dwarf could be High King without so doing, and in so doing, be rendered ineligible for the title).

## Mzundelft

The Clanpact of Mzundelft is known as the *Golden Clanpact* (Gendtkundklandt in Mzeld). While it is the most active Clanpact, it is also one of the least influential.

## Stavendelft

The Clanpact of Stavendelft is titled the *Frostpact* (Tznumklandt).
Elemental Planes

The **Elemental Planes** are Four Planes, each of which contains the substrate of which the Material Plane is furnished. The Elemental Planes are all connected to each other, and each of them is connected to the Material Plane by Elemental Bridges, Portals that allow travel between them.

## History

The Elemental Planes are not believed to have been an element of Creation in the First Age. Rather, historians believe that the Elemental Planes were created after the four Eldest Primordials were slain by the first Divines; from their corpses surged the four Elemental Planes. The Divines seized the Eldest Primordial Souls, and fabricated the Outer Planes with them.
List of songs discovered

=Here are the list of songs by radius, luminosity, temperature, mass, type and intensity.

List of songs discovered so far on iHeart Radio
Class
Radii
Luminosity
Temp. K
 Vehicle, Ides of March

List

List of songs so far discovered on iHeart 90's
Class
Radii
Luminosity
Temp. K
Year

## List of songs predicted.

Here are the song names, all the songs in **Boldface** are significant songs.

## Intensity Scale

Those songs in each states of Australia has calculated slightly different intensity levels in each source, compered to normal intensity level.

Record Holder of the most frequent songs

The Most Frequent Known Song By Month
 January 2021
 February 2021
 March 2021

also see the Artists Statics and List of language warnings discovered for more songs.
Classes

**Classes** are the primary definition of what adventurers can do. An adventurer's class is more than a profession: it's a calling and vocation, shaping the way an adventurer thinks about and interacts with the world and those who dwell in it.

ArtificerBarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWarlockWizard
Shadow Elves

**Homebrew Content**This page contains Homebrew Content unavailable in standard D&D. **Shadow Elves**HB are a subrace of Elves native to Penumbra. This is a realm of shadows, death, and undeath, utterly hostile to most intruders and trespassers. These elves are naturally proficient in the Necromantic arts, and many of them are Vampires.

## Features

### Shadow Blink

When you are in dim light or darkness, as a bonus action you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. If you immediately attack a foe afterwards, you have advantage on this attack. Once you use this trait, you can't do so again until you finish a short or long rest.

### Cantrip

You know the *Chill Touch* cantrip. Intelligence is your spellcasting ability for it.

### Sunlight Sensitivity

While in light, you have disadvantage on perception checks relying on sight.

### Languages

You can read, speak, and write Umbran, the language of Penumbra.
Skytongue

**Skytongue**, also known as **Skyspeech**, **High Elvish** and **Star Elvish**, is the language of the now-ruined Highfell and of the High Elves once native to it. Although the language is rarely spoken these days, it remains relevant: much of the etymology of proper words in Vosel can be traced to this language.
Magic Items

**Magic Items** are artifacts, devices, and consumables imbued with magic. The creation of most magic items can be primarily attributed to ancient artificers and wizards.

## Economics

### Fabrication

In the present, many artificers and wizards practice the art of transposition, by which magical items are created. Nonetheless, few have the ability to produce anything better than *common* or *uncommon* quality devices.

### Purchase

Magical items are rarely sold over-the-counter. If adventurers are interested in purchasing magical items, the most popular recourse is to visit local auction houses. Such establishments are nonexistent in villages and towns, and even in many smaller cities; one must look for auction houses in the largest metropolises of the world in order to enter these auctions.

### Trade and Sales

With the recent boom in adventuring, there are more magical items available throughout the world than there have been throughout much of history. For this reason, there is a market for magical items in the world. That said, magic items remain scarce and expensive enough that auctions for their sale typically remain highly exclusive and expensive, with some nobles and warlords willing to liquidate entire businesses and estates to acquire certain magic items.

### Regulation

In most countries, the sale of magic items is highly taxed and regulated, further complicating the trade of such items.

### Underground Trade

There are some networks in the underground for the purchase and sale of magic items for unscrupulous patrons and clients. In these networks, selling prices are typically lower, while purchasing prices are typically about the same, but there is no bureaucratic red tape involved.

## Consumables

*Main article: Consumables*
This includes potions and poisons.
Rurik

## Status

### Afterlife

N/A

“
*Something*
”
— Rurik.
**Rurik** is a Dwarf Ranger participating in Honorbound, a quest for vengeance.

## Appendix

Honorbound PCs
Akai (Elf Sorcerer) · Kogen (Dwarf Fighter) · Murasaki (Human Monk) ·
**Rurik** (Dwarf Ranger) · Yukiko (Half-Elf Druid & Sorcerer)

 Eichiro (Saurian Fighter) · Kentaro (Human Monk) · Hase (Human Wizard) ·
Throndin (Dwarf Artificer)