recursal/Fanatic-Fandom huggingface dataset:
Folkvar

## Description

Folkvar is located in the very center of Dagmar amidst the Woode. It is here that the very first Dagmarian king, known as King Anundr, defeated the great two headed linnorm. From the bones of his defeated enemy he built his home, the first Castle Folkvar. The city of Folkvar sprung around that castle into the great capital city it is today.

The current king, King Anundr XXI, is a rugged man who spent many of his younger years split between raiding other countries and roaming the Woode. He is a half-ogre berserker and it is said that he has no rival when it comes to battle. He can outwrestle giants, single-handedly slay wyrms, and cut down ancient trees in a single stroke of his axe. Lately he does not get to do that sort of thing much. He knows his duties to his country and does not risk himself in unnecessary combat. Still, he longs for battle. He always wears his suit of chain mail, a belt and the crown, all of which are magical. His axe, which is named Wyrmcrusher, is also always at his side. This axe is far larger and heavier than most and it is said that only he can wield it effectively. When people challenge him, he tosses the axe to the feet of the challenger and dares them to swing it at a target. If they manage to destroy the target in one swing, he agrees to fight the challenge. As of yet, none has managed to succeed so his reign has gone unchallenged.

His wife, Signy Anundr, is the high priestess of Sif. She is a golden-haired human with more than enough strength to take on even the most powerful of warriors. In a battle that lasted a week, she was defeated by Anundr and agreed to marry him. She is completely loyal to the king and would do anything for him. She has given birth to two sons, twins by the names of Liulfr and Ormr. These sons follow in the footsteps of their parents and are powerful warriors in their own right. They get along very well, though they tend to rough house with each other fairly often. Each is in charge of a sizeable force which they lead against various threats in the Woode.

The city consists of buildings made of wood and hide with a thick wooden wall surrounding the perimeter. Guards are constantly on patrol due to the very real threat of monsters constantly surrounding them. Surrounding farmlands usually have watch towers to quickly sound an alarm should one of them be attacked. Guards are dispatched to the location, directed by the people in the towers. The most common threats are ogres and trolls, though occasionally other threats do come up. This constant need to fight off enemies has made even the most benign farmer a fairly strong warrior.

## People

The people of Folkvar are strong and boisterous. They enjoy good food, good drink and a good brawl. They are truly at home when in battle and will often cheer on a strong opponent for challenging them so.
Fajer

### Population

60,000 (Human 50%, Half-elf 19%, Elf 12%, Dwarf 5%, Halfling 5%, Gnome 5%, Other 4%)

### People Of Note

Zarad (Vizier)

Despite its isolation, Fajer is a bustling little city, serving as a chief trading post between the settled cities of Amsha and the desert-dwellers of the Al-Badia Kingdom. Both city and wilderness people mingle in the streets and many of Fajer’s merchants have relatives in the desert tribes.

Fajer’s ruler is Caliph Hava al-Garil. He is a well-meaning, but insolated ruler. He often cloisters himself with his favorite scribes, writing (and rewriting) his past exploits as a young warrior, dwelling on those days before he took his father’s place as caliph. Al-Garil delegates most of his duties and responsibility to his chief vizier, a sha’ir named Zarad.

In general, the caliph is permissive, allowing all activity that does not bring disgrace upon his wise and beneficent rule. An underground slave trade thrives here, and many adventurers or would-be heroes use the city as a starting place for expeditions into the Al-Badia Kingdom, where many a man and woman has perished in search for legendary riches.

## People

As a group, the people of Fajer are known for their haggling skill and sharp–witted dealing. “Never give what can be sold” is their motto, and that applies to favors and information as well as camels and figs.
Taleb

### Population

90,000 (Human 60%, Half-elf 13%, Elf 9%, Gnome 7%, Dwarf 5%, Halfling 5%, Other 1%)

### Local Language

Enlightened Common

Located between the twin pearl diving cities of Naga and Laziz, as well as along the major trade routes, Taleb is poised for great trade connections. Despite its location, however, Taleb is a rather sleepy town with none of the hustle and bustle of the cities that flank it. Taleb is but a quaint port town and its residents are content with their position.

Caliph Haroun al-Raqqas is a bleary eyed, bureaucratic courtier. He traded his independence for a soft, secure position, and has come to regret it. The blood of the very first caliph runs through his body, though it is very thin. That blood, coupled with his quick wit, garnered him his position following the untimely (and apparently accidental) death of the previous caliph and his family.

Most of Taleb’s money stems from its business as a way station for merchants, who stop only briefly. The city produces little on its own right beyond what it needs to feed and clothe itself. Even the architecture is rather bland and dull in comparison to many other cities in Amsha.

## People

The people of Taleb are neither lazy nor diligent, fanatical nor unholy. Their most notable aspect is a refusal to be surprised, regardless of the situation. Located between two large cities, they seem to exist in a dreamlike and magical world. What does it matter if a flaming fountain should suddenly appear in the bazaar? As long as the goods (and the merchants) aren’t scorched, it matters little to the nonchalant people of Taleb.
Tortuga

## Description

Though Tortuga is technically a member of the Allied Kingdoms, it is not listed on any map, nor is it part of any trade route. In fact, to most people it might as well not exist at all. Some people even claim that it doesnt, and that those who say otherwise are liars. The fact of the matter is Tortuga does exist. The problem is the island is not stationary like it should be. Instead, the island drifts about the sea, occasionaly showing up here and there with the locals having no control over its travel. Obviously a moving island is unacceptable to cartographers, so they simply don't include it in maps.

The first thing one notices upon arriving on the island is the eerie quiet. The island is completely soundless beyond the ocean breezes. The most curious thing about this is that the island has no government, yet there is a single rule that the entire population abides by under punishment of death: No loud noises. People never speak over a whisper, and they avoid doing any kind of activity that might be considered "noisy". Provided that law is maintained, the people are allowed to do anything. Murder, theft, you name it. It is all perfectly legal as long as no one makes noise doing it. Of course, the locals know that actually doing these things tends to end in noise, they rarely do them. It is a surprisingly effective way of completely curbing crime on the island while at the same time providing absolute freedom to everyone there.

As magic tends to be noisy, few people actually practice it on the island and those few who do almost universally do so with the aid of Silent Metamagic Rods. There is a small cult of priests called "The Unspoken" who regularly patrol the island and cast silence on potential sources of noise. Acolytes who are incapable of casting the spell on their own are usually provided with wands that can serve them until they master the spell on their own. They are seen as a weird crazy cult by the locals, but they are also the closest thing the people have to law enforcement. They are fairly easy to spot as they wear distinctive black robes and have their lips ritually sewn shut as part of a vow of eternal silence and the noisier someone is, the more zealous their reaction is.

Trade is irregular as the nature of their island makes it difficult to meet regular merchant ships. When they do happen across one, they tend to trade turtle meat, coconuts and rum in exchange for just about whatever the ship might be carrying, provide that it is quiet.
Drunk Shack

A dive bar in the Slums of Walton. Here you can find cheap booze and cheaper prostitutes along with a variety of poor, down on their luck folk looking to forget their troubles for a while. While the locals know never to get too drunk to walk, tourists sometimes find themselves the victims of pickpockets and other ne'er-do-wells. The most unlucky tourists pass out in the street and eventually succumb to the cold.
Seilus Godfrey

An ancient vampire known for manipulating mortals into becoming his undead servants. Secretly he runs the town of Windshire by appointing vampire spawn servants to act as puppets in his place both as the mayor and as other key members of the town. This allows him to control things while not exposing himself to undue risk.
The Way of the Orc

(work in progress)
FORWARD
(Translated from Orcish) To better defeat your enemy, one must learn about your enemy. The same can be said if one wishing to be friends, apparently. Who better to explain the differences and similar nature than someone who has lived in both camps.

Glossary: Her are some important Orcish words, humans should know to protect themselves or know when to duck

Kertufic - ker' tuf ic - The closest translation is "Watch your own back" - Most humans will assume this is an insult and it is often used as such, but when an Orc really cares for another, it can be said with great affection or at least respect

Radkalie - Rad kal' e - Another word tough Orcish warriors use acknowledge respect without getting emotional. It means "until first light' but it is more than a measure of time, it is a commitment of the warrior spirt to let another know how committed they are to the cause

Qarkill - Qar kil' - Most often used as a parting statement that means "until you say", it is important to listen to the way this is said to know if it said truthful or as a real clever insult. Do not challenge an Orc who says that without making sure your sword is by your side
The Redcaps

A group of bandits that raid folks on the road from Windshire to Walton. They aren't known to be a particularly large bandit group, but they can be ruthless if not paid to pass. They are known for the red bandanas they wear which is soaked in the blood of their victims. While their exact numbers and makeup are unknown, they are believed to be led by a vampire, though such reports have yet to be verified.
Bestow Love

## Description

A specialty of Aphrodite's clerics, this spell causes two humanoid targets within range to temporarily become madly in love with one another. The two targets must make a Wisdom saving throw and do so with advantage if they are currently hostile with one another or disadvantage if they are currently friendly with one another. If either target fails the saving throw, it is charmed by the other target until the spell ends or until they are harmed by the other target. A charmed target regards the other as their deepest love, who must be protected at all costs. If neither is in any danger, then they will flirt with one another and generally act with amorous intent. When the spell ends, all affected targets know they were charmed by you.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can increase the duration of the spell. A 3rd level slot increases the duration to 8 hours, a 4th level slot increases the duration to a day, a 5th level slot increases the duration to a week, and a 6th or higher-level slot increases the duration to "Until dispelled"
Rise of Izuzunu Chapters

Chapter This is a list that contains all the chapters and volumes of the *Rise of Izuzunu* novel.

## **Chapters**

### **Invasion of Izuzunu Arc**

2. Chapter 2: Izuzunu
3. Chapter 3: Human
4. Chapter 4: The Ninja
5. Chapter 5: Lord Piller's Welcome
6. Chapter 6: Modernized Building
7. Chapter 7: The Information
8. Chapter 8: The Preparation
9. Chapter 9: The Kaimog Dragon
10. Chapter 10: Revenge for Summer
2. Chapter 12: Izuzunu's First War
3. Chapter 13: Answers for the First War
4. Chapter 14: Coen's Return
5. Chapter 15: The Downfall
6. Chapter 16: Decapitation
7. Chapter 17: The Oshir
8. Chapter 18: Sorrow and the TNTs

### **The Civil War Arc**

2. Chapter 20: New Lands
3. Chapter 21: The Wood
4. Chapter 22: Moises's Goal
5. Chapter 23: Feiburg
6. Chapter 24: The Second Election
7. Chapter 25: Beginning of the Civil War
8. Chapter 26: The Wood War: Begin
9. Chapter 27: West Mainland
10. Chapter 28: Plan Failed
11. Chapter 29: The Runaway
12. Chapter 30: The Wood War: Conclusion

2. Chapter 32: Wedding Day
3. Chapter 33: Prison
4. Chapter 34: Mark's Memories
5. Chapter 35: Years Ago
6. Chapter 36: Restart
7. Chapter 37: Celebration
8. Chapter 38: Oshir and the Departure

## The Chaos Arc

2. Chapter 40: New Style!
3. Chapter 41: Building of an Arena
4. Chapter 42: Announcement
5. Chapter 43: Enemies of Izuzunu
6. Chapter 44: Raid of God's Kingdom
7. Chapter 45: Bad Situation
8. Chapter 46: Fire
9. Chapter 47: Enemies or Allies?
10. Chapter 48: Battle Between Toast
11. Chapter 49: Same Tactic
12. Chapter 50: Leo VS The LCI
13. Chapter 51: Mikey and George's Azure Plas
14. Chapter 52: The Punishment
15. Chapter 53: The LCI Court Meeting
16. Chapter 54: The Escape

2. Chapter 56: Emperor Jun
3. Chapter 57: Revenge for Leo
4. Chapter 58: Xuanyu's SCI
5. Chapter 59: Jun's LCI
6. Chapter 60: Cyclone Allied
7. Chapter 61: Partition of Izuzunu
8. Chapter 62: The Plans of the South
9. Chapter 63: Traps
10. Chapter 64: The True Ally
11. Chapter 65: Surrendering of Blood War
12. Chapter 66: Oshir Battle with Ad
13. Chapter 67: Ad and Serwer: Court
14. Chapter 68: Chaos Team's New Plans
15. Chapter 69: Velrusss's Mistake
16. Chapter 70: The Last Sunset
17. Chapter 71: Blood War: Initiation
18. Chapter 72: Annihilation
19. Chapter 73: The Individual Battles
20. Chapter 74: The Conversation
21. Chapter 75: The Flames of Jun
22. Chapter 76: Oshir's Arrival
23. Chapter 77: The End is Near
24. Chapter 78: Termination and the New Empire
Al-Afyal

### Population

130,000 (Human 40%, Half-elf 10%, Dwarf 8%, Elf 8%, Halfling 8%, Gnome 8%, Djinn 2%, Other 16%)

### Local Pantheons

Enlightened, Shu, Geb, Nephythys, Siva, Kali, Soma, Indra

### People Of Note

Anwar al-Makruh (vizier)

Al-Afyal is built on the edge of the Amsha jungle. The thick jungle sits untamed outside the city’s walls with wild creatures lurking in the wilderness, practically at the city gates.

Al-Afyal is the only major city to be built within the Amsha jungle. Because the jungle yields rich woods that are the city’s main export, a few minor villages dot the jungles nearby, all of them heavily guarded. A few craftsmen dwell in these villages, but most are harvesters who bring the wood to Al-Afyal. There, the finest woodcrafters do their work, creating furniture and objects of art in which the wood appears to be almost fluid, flowing in elegant, graceful curves. Elephants are also a key export and it has been made law that anyone who kills an elephant in Al-Afyal is killed in turn.

Al-Afyal is different from other Amshan cities architecturally. For the most part, it lacks the blue tiles common to other cities in Amsha. Yet, it is no less impressive, because the city’s architects have made liberal use of polished marble and gleaming hardwoods. The city is flanked by its greatest structures, the Great Mosque of Al-Afyal and the Palace of Al-Afyal.

The city has been fairly blessed in wealth yet cursed in leadership. It has had a long history of mad rulers and the current one, Alad bin Alaq bin Alonka, is a certifiable loon. Rumors abound as to the reasons for his insanity, but whatever the cause, the padisha is known for his eccentricities and whims. He has appointed peasants and adventurers as ambassadors to far off lands, simply because he liked how they looked. He has exiled or killed long loyal courtiers as punishment for the weather. He has even ordered buildings destroyed, just so they could be rebuilt in a week.

Despite these failings, he is a fairly sweet and friendly man and is loved by his people. When he rides through the city, people cheer, though this is likely due to the magical pots that spew forth copper and silver pieces as he goes as anything.

Of deep importance to the padisha is his vizier, Anwar al-Makruh. He is a half-elf sha’ir who tutored the padisha in his youth. He constantly marvels aloud at the fact that men (meaning humans) could manage to accomplish so much, especially given his liege as an example. His honesty results in regular exiles, at which point he retreats to his palace in the jungle for some quiet research while the padisha cools his heels.

## People

The people of Al-Afyal range from the richest merchants to the poorest beggars. The concept of station (that each person has one chosen place in the universe, which is decreed by Fate) is extremely strong here. A person may never rise above his station, regardless of action. Even the most successful adventurer from a beggarly background is expected to defer to a less talented or less worthy individual of a higher station. Marriage outside one’s station is strongly (and often violently) discouraged.
Leif Arbor

Groundskeeper to the Richmond Family, Leif was also a druid of moderate skill. He was paid well to ensure that crops stayed healthy and the estate's animals were well tended to. he spent much time with the Richmond children, teaching them how to ride horses as well as various secrets of the natural world. When Seilus Godfrey sent assassins to destroy the family, Leif tried his best to hide the children. Unfortunately, they were ultimately found, and he was forced to fight to the death to defend them; a fight he would find himself losing.
Redd Spirits

Proprietor of the Wailing Inn. No one is sure where he came from (and he's not telling), but one day Redd strolled into town, took over an old, abandoned building and made an inn out of it. He's fond of hearing stories and drinking. He also brews his own beer using local wheat, which he proudly serves and calls "Wailing Brew". Despite how much he goes on about it, it just tastes like beer. But if you like beer, that's good enough.
Wailing Inn

The only inn in town, the Wailing Inn gets its name after the ghost of a woman that haunts the place. No one is sure who she is as all they can get out of her is a mournful wail. She doesn't bother anyone (wails aside) so the staff have gotten used to ignoring her and she's become something of a tourist attraction. The owner is a tiefling named Redd Spirits.
King's Forest

The king's forest is a forest in the center of Maut. While the edges of the forest are occasionally logged for lumber, the vast majority of it is generally avoided by the island's population as it is seen as the domain of The Skeleton King. A variety of creatures inhabit the woods including kobolds, wolfweres, goblins, and assorted other monsters that go bump in the night, which only adds to the list of reasons to stay out.
Trident of the Storm

This powerful weapon consists of a trident with copper tines and a pearl handle. It has a +1 enchantment and returns to the wielder at the beginning of their next turn whenever thrown. Any target that is struck by the trident also receives 2d8 points of electrical damage.

If the trident is used underwater, its electrical damage applies to everyone in a 5 ft radius (including the wielder if they happen to be in range). It is thus intended to be thrown in aquatic environments.

Attunement is only required for the thrown trident to return to the user. All other abilities function without need for attunement.
Captain Felmore Dyan

Both a military and naval captain, Captain Felmore Dyan is an honorable man who is fiercely protective of the men and women under his command. Prior to joining the Order of the Golden Wing, he was already a fairly experienced undead hunter. He spent much of his youth seeking the final resting place of Lord Ankev to prevent him from returning. However once the lich was awakened, Felmore returned to his homeland to protect it from the coming invasion. His knowledge and experience fighting the undead allowed him to rise up the ranks and eventually gained him his own ship once the Order left Llayath behind.
Mirror of Transport

This convenient mirror makes sending care packages a breeze

By appearance, it seems to be a simple hand mirror. However once one has attuned to it, the user can use an action to focus on a person or place as per the scrying spell once per day for one minute, creating an image of that location on the mirror's surface for the duration. When used on someone one knows well, no saving throw is required of the target.

An additional benefit of the mirror is that once this connection is established, the user can send an object through the surface of the mirror to the location of the invisible sensor created by the scrying spell. Creatures and spell effects cannot pass through the mirror and the object being sent through must be small enough to fit through the mirror's frame, which is a circle about one foot across. An object passed through the mirror does not appear at the location of the sensor until it has been completely passed into the mirror and any momentum it had while passing through the mirror is lost. Thus any attack attempts made through the mirror automatically fail.

Certain objects are agitated by the process of transport and should not be sent through the mirror of transport. Explosives are immediately ignited and explode before they get the chance to be transported. Similarly objects with extradimensional spaces such as a bag of holding or other similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the mirror's surface. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Grog Skullcrusher

The oldest of the Skullcrusher twins, Grog was found with his brother Trog Skullcrusher by the Outcasts when they were both young and impressionable. Knowing superior muscle when they see it, the Outcasts took the pair in and raised them to be fellow Outcasts. Grog primarily serves as a guard at the entrance to the Outcasts' HQ that leads up to Rocko's Trinkets. However, when muscle is needed, he and his brother are sometimes brought along as backup. It sometimes helps to have a mini giant on your side.

Grog considers himself to be a 'gourmand' though in the mind of an ogre it means that he prefers the flesh of some sapient races over others and has been known to rip off the arm or leg of uncooperative victims, crunching on their bones while they scream in panic. Elves in particular are Grog's favorite food. He calls them 'Fancy Meat' and loves the particular crunch of elf bones in his teeth.
Hydroblast

## Description

A spell commonly provided by Poseidon. A powerful jet of salty water forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, targets that fail their save are knocked prone and pushed back a number of 5 ft squares equal to the amount by which they failed their save or until they hit an object or creature in the way.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Ring of Concentration

This simple ring is a boon to spellcasters everywhere. Once attuned, this ring allows the spellcaster to offload any concentration requirements for a spell they have cast onto the ring. Once the spell is cast, the caster must decide whether they will concentrate on the spell themselves or have the ring do it. The ring can 'concentrate' on a single spell at a time and the spell's duration otherwise continues as normal. Any spell that is maintained by the ring is not subject to concentration checks for any reason, though the caster can choose to end the effect at any time they wish.

The ring does have one small drawback. If a dispel magic or other similar effect is cast upon the spell maintained by this ring, or the ring itself, the spell that the ring was maintaining automatically ends, regardless of the level of the spell. Beyond that, if the ring is removed for any reason, this also ends the effect it is maintaining.
Jeoffry Coalman

This dwarf can be a little touchy when it comes to non-dwarves talking about his race or height (or even unintentionally perceived as such). He works the gem mines of Walton and has for a great many years. On one of his shifts, he unearthed an underground passageway that led deep underground. As he described it:

> *"The wall crumbled and I saw stairs going deep into the darkness as if they were headed straight for the very Hells themselves. Curious, I made my way down the stairs. The air grew hotter the deeper I went until finally I saw light at the base. There, rising out of the lava were countless columns about some kind of structure. I quickly turned around and climbed back up the stairs. Didn't know what I'd find in such a place, but me sense knows that it ain't nothing good. I told me foreman and a couple days later the mine was closed to further digging."*
>
>
Cane of Walking

This simple cane is intended to help those with injured legs, limps, and other maladies that might hinder walking. As long as the user holds the cane in one of their hands and is capable of moving, they can ignore any effects that hinder their movement. This includes effects from rough terrain, encumbrance, exhaustion, the slow spell and other effects/conditions that reduce the user's speed, but still allow some movement.
Matilda Dahl

The quietest of her social group, Matilda is a bit of a homebody who would generally prefer to stay home and read rather than go out. The only real reason she goes out with the girls when she is invited is because she has a bit of a crush on Bertra Treeborne. Something about the girl's lovely blonde locks enchants her and she can't stop envisioning herself running her fingers through Bertra's soft golden hair.
Windshire Church of Hades

The church of Hades is the only religious institution in Windshire. The priests there handle last rights for everyone in town according to the traditions of Maut. A small cemetery is maintained behind the church for those who are wealthy enough to afford it. For those who are not, instead their bodies are animated and put to work as labor about town for as long as their bodies last.

The head priest is a young man named Bishop Martin Lively.
Gilbert's Grapes

Sign outside the establishment

A high end wine bar located in the Walton Merchant District. Frequented by well to do merchants and wealthy elite, Gilbert's Grapes features the best wines from around the world. The proprietor, Gilbert Grapeman, comes from a long line of vineyard owners and wine makers. Due to the harsh climate of Maut, growing grapes can be difficult at best. However he has managed to create a special breed of grape that can survive the cold weather. This has allowed him to create his own brand of much coveted "ice wine".
Oota Dabun

## Description

The Oota Dabun are one of the stranger tribes in Ahanu. This is due in part to the fact that a good portion of the tribe consists of dwarves, and also partly due to the god they revere most, Sun. All of the Oota Dabun are worshippers of Sun and they are constantly attempting to appease this fickle spirit. This might consist of rituals of pain, attacks on other tribes or extended dancing rituals.

The Oota Dabun are largely a good people, but their constant attempts to appease their god has made them an enemy of most other tribes. Some other tribes also have issue with the dwarves that make up the Oota Dabun, but that is definitely their most pressing issue with the tribe. It cannot be denied that the Oota Dabun hate the darkness, and all things of it. When not performing some ritual to appease Sun, they often are out scouring the countryside for creatures of the night such as undead and lycanthropes. They especially despise the people of Oceloxichitl, who they view as dark magic worshippers.

The Oota Dabun travel in groups of about 100 to 200 and they gather together during the summer solstice, when the sun shines longest. It is during this day that they discuss any particular hot spots for dark activity where their people should focus their efforts. It is also the time that all marriages are performed. Those who wish to become married stand in a circle as the priest recites the ritual of bonding when the sun is at its highest point.

Life is not all about appeasing Sun and destroying darkness for the Oota Dabun, though it may quickly seem like it to an outsider. Birds of prey are trained, raised and eaten. These birds are used to find and hunt game for the tribe as well as send messages to Sun. A cloud of circling birds usually marks the approach of their people.

## People

The Oota Dabun are very hard to get along with. They tend to insist to sleep with bright lights around them, always get up to pray to the dawn and are zealous about everything they do. Their never-ending supply of energy often grates on companions, though some do find it strangely uplifting.
Gilon Languages

The world of Gilon is flat and round, shaped vaguely like a giant CD floating in space. Due to its different shape compared to spherical planets, directions are a little different. North refers to the direction moving away from the central hole while south refers to the direction moving towards the central hole. East and west are therefore described as moving clockwise and counterclockwise around the planet respectively. While all accounts of science would most certainly say that such a planet could not actually exist, Gilon defiantly does.

There are many languages spoken throughout the world by the various sentient creatures that inhabit it. Below is a list of the most common. It is not an exhaustive list as there are many small regional languages spoken by only a small number of people. These languages are so localized that many average people don't even know they exist.

**Regional languages:**

These languages are used throughout certain regions. See the map below for an idea of where these regions are.

* **Enlightened Common** - Spoken in Amsha and some parts of the Arawaki islands (closest real world equivalent would be Arabian)
* **Western Common** - Spoken in Dunador and Tramalaine, most of the land east of there and a lot of the Arawaki islands (closest real world equivalent is Italian/Spanish/Portuguese)
* **Frost Common** - Spoken in the frozen north (closest real world equivalent is Inuit)
* **Dagmarian Common** - Spoken in Dagmar (closest real world equivalent is Norwegian)
* **Eastern Common** - Spoken mainly in Oceloxichitl but also occasionally in the Arawaki islands and parts of Ahanu (closest real world equivalent is Nahuatl)
* **Desian Common** - Spoken in the Desu Island Chain (Closest real world equivalent is somewhere between Japanese and Cantonese)
* **Victorian Common** - Spoken in Victoria (the ??? place) (closest real world equivalent is English)
* **Loric Common** - Spoken in Ghan and Jabulani (closest real world equivalent is Swahili)
* **Undercommon** - Spoken by races that live in the Underworld (no real world equivalent)

**Racial Languages**

These languages are used by certain sapient races. They are less prevalent than regional languages.

* **Aurae** - spoken by Auraes
* **Dragon** - spoken by dragons
* **Fey** - spoken among fey creatures
* **Gibberish** - goblinoids
* **Jotun** - spoken by giants/trolls
* **Enochian** - spoken by demons and angels
* **Orc** - spoken by orcs
* **Elvish** - spoken by elves
* **Dwarvish** - spoken by dwarves
* **Selachi** - spoken by the selachi (sharkmen)
* **Tethudian** - spoken by tethudia (squidmen) Teuthida are incapable of vocalizing sounds, though they can hear and understand them. Instead, they speak by flashing their skin in a range of colors and arranging their tentacles in complex gestures, all of which is impossible for other races to duplicate, though a handful of experts on teuthida culture as well as diplomats from aquatic races have figured out how to understand it. When interactions do happen, it is invariably with one race speaking Aquaian while the teuthida “speaks” Teuthidan.
* **Lemurian** - spoken by lizard folk
Lavinia Stillwind

Lavinia grew up in Windshire and married Reggie Stillwind, the son of her mom’s best friend. They grew up together and after years of picking on each other fell in love. Reggie and Lavinia were blessed with their first child, Shaela Stillwind, after just one year of marriage. They lived a simple life on their small farm. By age four, Shaela loved to help her daddy with the chores in the barn. Really, she just loved being around the horses as much as possible. One day while making dinner, Lavinia smelled smoke. As she emerged from the house, she saw flames through the barn door. Her heart dropped and she ran to the barn. The fire had spread quickly. As she entered the door, she was met by flames immediately. She burned her arms and inhaled lungfuls of thick smoke as she tried to find a way through the space. She yelled for Reggie and Shaela but her screams went unanswered. She stayed until she was forced out by the need to breathe, when she crawled as far away from the fire as she could and collapsed in a sobbing heap. Hours later she awoke to see the barn reduced to a smoldering pile of wood and tools. She crawled through the rubble headless of her burning hands and knees, frantically looking for signs of her loved ones. She knew the fire moved so fast that they couldn’t have escaped it, but was no longer thinking clearly. When she found Shaela’s doll that she took everywhere with her, something inside her snapped. With a blank stare, clutching Penny the doll, Lavinia walked to the nearest rocky cliff and didn’t stop. The drop wasn’t high enough to kill her instantly but fatally wounded her. She laid on the rocks dying for almost an hour, thinking of nothing but her sweet little girl burning alive. It was a relief when she took her last breath and her surroundings faded away.

When she awoke, she felt a sense of delirium. A man came into view and told her he had gifted her with eternal life and she was to serve him in return. After an initial period of shock, Lavinia trained her skills and proved to be quite useful to her master. She was miserable without her family and took her mind off of it by taking revenge on those who had the beautiful life she could not and squandered it. After countless years, her master met an unexpected end and Lavinia found herself without direction. At times her master’s interests had aligned with another in the town named Seilus Godfrey. Not knowing what to do with herself, she sought him out for some direction. Eventually, she agreed to work for him but refused to call him master.
Sunblast Orbs

A standard sunblast orb

Typically found in a pouch containing 1d6+1 of them, these small, dimly glowing orbs look like simple marbles upon normal inspection. The only thing that gives them away is that they give off a soft yellow glow which is too dim to illuminate anything by, but enough to make them easily visible in the dark if not hidden away in the cloth pouch they are normally stored in.

When thrown or launched with a sling, they shatter on impact with anything and release a brief pulse of bright sunlight. Undead within a 40 ft radius of the blast point receive 3d6 points of radiant damage and are blinded until the end of their next turn, though any barrier that would completely block sunlight also blocks this effect. A successful DC 14 constitution save reduces the damage by half and prevents the blindness.

Undead who normally take damage in sunlight receive double damage and receive disadvantage on the save. Those who are otherwise affected negatively by sunlight simply receive disadvantage on the save. Other types of creatures are unaffected by the effect.
Bow of Artemis

A specialty of Artemis' druids, this spell conjures forth a magical bow for use in battle. You cast the spell and conjure forth a magical +1 longbow for the duration which you can then use yourself or give to another to fire with. Whoever possesses the bow may use it to fire two arrows as an attack action, or more if they can normally make more than two attacks per action. The wielder is considered proficient in the weapon for as long as they wield it and can use their Wisdom modifier, instead of Dexterity, for the attack and damage rolls.

The bow can be used with whatever arrows the wielder has on them or the longbow can generate its own magical bolts of energy upon drawing the string. The magical bolts effectively function as +1 arrows.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd. In addition, the longbow becomes more powerful. A 5th level spell slot or higher conjures a +2 bow with +2 arrows. A 6th level spell slot or higher allows the wielder to make 3 attacks with the bow per action. A 7th level spell slot or higher conjures a +3 bow with +3 arrows. An 8th level spell slot or higher allows the wielder to make 4 attacks with the bow per action. Finally, a 9th level spell slot conjures forth a +4 bow with +4 arrows that deal 2d6 points of damage.
Trog Skullcrusher

The youngest of the Skullcrusher twins, Trog was found with his brother Grog Skullcrusher by the Outcasts when they were both young and impressionable. Knowing superior muscle when they see it, the Outcasts took the pair in and raised them to be fellow Outcasts. Trog primarily serves as a guard at the entrance to the Outcasts' HQ that leads up to the Merchant district. However, when muscle is needed, he and his brother are sometimes brought along as backup. It sometimes helps to have a mini giant on your side.

Compared to his brother, Trog is more of an intellectual. He likes to read stories when on guard duty and is disappointed at how ogres are always painted as the villains in all of his favorite stories. When he isn't working, he likes to write his own stories involving ogre hero erotica, which he dreams of publishing someday.
Liham

### Population

120,000 (Human 33%, Dwarf 16%, Elf 10%, Half-Elf 10%, Halfling 10%, Gnome 10%, Efreet 5%, Other 6%)

### Local Pantheons

Enlightened, Kali, Agni, Indra, Osiris, Horus, Anhur

### Local Language

Enlightened Common

The city of Liham has a particularly strong military force and is considered one of, if not the, most militarily powerful cities in all of Amsha. The ruler is an efreeti by the name of Sultan Hamad al-Mufoi. He is strange among his kind, but he makes an effective ruler and has a large following of fellow efreet. His palace is a sweltering inferno of constantly burning coal pits and braziers and only efreet and a handful of magically protected slaves (who are sure to keep the fires burning under threat of becoming firewood themselves) live there on a regular basis. Those who choose to deal with the sultan are sure to do so with at least some magical protection or they are likely to collapse in the heat.

The city itself is covered in bronze and brass. The metal surfaces reflect light into the city, making it far hotter than it would normally be. Those not accustomed to it often pass out in the heat or worse. During the hottest hours of the day, many of the people take shelter underground, where the cooler air provides some shelter to the sun’s rays.

Red and orange are the unofficial colors of Liham. Men and women, all wear red and orange clothes and accessories. Fezzes, turbans, sashes, gowns, shirts, and pants, all create a sea of red and orange. As the people mill about town, it looks as though the streets are aflame, which is why the city has gained the nickname “The Burning City”.

The large military force of Liham constantly patrols the streets. Justice is swift and harsh. The worst offenders become slaves at the palace. There they are outfitted with cursed magical collars that protect their body from the dangers of flame without protecting them from the pain of it. Such slaves can be continuously burned alive without fear of ever killing them (and they often are). Many eventually go mad and kill themselves before long.

## People

The people of Liham are typically hotheaded and quick to anger. It does not take much to convince them to go to war and they often choose violence as their solution to most problems.
Brand of Law

A specialty of clerics of Apollo, this spell is mostly used by those who work in or with law enforcement. You touch a target who and then announce the crime the target is accused of. The nature of the crime is branded to their flesh at the site of contact (commonly the hand or forehead). Thus, a thief who was caught and subjected to this spell would find the word "thief" branded in their flesh. The brand cannot be removed by any means short of removing the affected area and subsequently replacing it with a Regenerate spell or similar magic. The brand can of course be covered with clothing or other mundane means.

Most people who see the brand will refuse to deal with the target, though some exceptions exist. Members of a thieves' guild probably have little issue dealing with a known thief, for example. Though they might look down on the target for *getting caught.*

Only crimes can be branded with this spell. However, the spell works regardless of whether the target is guilt or not. It has no way of identifying whether the target is truly guilty of that crime. Thus, it is possible that the target may be falsely branded, however a cleric who purposely does this may find themselves in disfavor with their god.
Hagatha Christy

An old woman who lives alone in a cabin near Walton. She owns a Victorian rifle and is not shy about using it against trespassers to her property. However, those who butter her up will find that she is willing to sell her specially made potions, oils and hexes for a price. Usually that price is gold, but when she has other needs, such prices can change. If there is some other magical request that someone may be in search for, she can attempt to fulfill it, but often with unexpected consequences...
Keezheekoni

## Description

Of all the tribes in Ahanu, none is as feared as the Keezheekoni. Traveling in groups of about forty to a hundred, the Keezheekoni spread death and destruction wherever they go. Tribes of Ahanu know to either move on or prepare for battle whenever they see the trail of smoke approaching that always follows the Keezheekoni.

The Keezheekoni are worshippers of fire. They delight in using it to burn everything in their path. In battle, they use torches and burning arrows primarily. Most also carry around pouches of concentrated alcohol which they either blow into their torches, creating an explosive attack, or spread about to allow the fire to spread easier. The few prisoners they capture are ritually burned alive. They typically laugh at the victim as he or she screams in agony.

None are as respected among the Keezheekoni as the priests of Fire. It is their job to watch the fires and ensure one is always burning. Should the priest fail at this, he is typically burned to death to appease the god. It is also their job to seek guidance from Fire as to where they should go next. This is decided through a ritual in which the priests gaze into a fire, warm coals or ash to see what Fire wishes to tell them. Once the priest gives word on what needs to be done, everyone moves out and does it immediately.

## People

It is rare for one of the Keezheekoni to leave their people. One who has, typically has failed at something and managed to flee before he could be killed. All Keezheekoni have an innate love of fire and delight in the destruction it spreads. They are happiest when things are burning around them and saddest when things are too wet for fire to burn.
Athena

## Description

The goddess of War and Wisdom had an unusual beginning. Her father Zeus had a headache one day that refused to go away. It was eventually relieved once Hephaestus struck him in the head with his mighty axe. The god king's head split open and out sprung Athena, both fully grown and armed. She is a perfectionist in all things and is thus the patron goddess of a wide range of things including noble combat, art, weaving, horses and wisdom among many other things. This quickly ingratiated her with Zeus, who views her as his favorite daughter. Though she is a warrior goddess, she differs from Ares whose main focus is the brutality of war. Instead, Athena is a goddess of strategy and honor in war and as such clashes with her brother. She is also a patron goddess of diplomacy, which she sees as strategic as war, but of a more peaceful variety.

Beyond that she has been known to teach man a great number of skills such as pottery, weaving, ship building and animal husbandry. Physically, like the other Olympian goddesses, she appears as a tall, beautiful woman. She usually wears a helmet and wields a spear while keeping an owl on her shoulder.

## Personality

Athena is a chaste warrior who responds violently to men who might challenge her honor. She is at constant war with her brother Ares, whose followers attack hers on sight. As a perfectionist of many arts, she is sometimes challenged by others in those arts. When her challengers invariably lose, she is quick to punish them for daring to suggest they might compare to her.

## Avatar

Athena's avatar is a beautiful, helmeted woman, much like the goddess herself.

## Duties of Priesthood

Athena expects her clerics to perfectly embody everything that she does. They must be chaste, as well as skilled at combat, art and diplomacy. Most importantly they must be constantly ready to do battle with the forces of Ares.

## New Spells

Protection of Aegis (3rd level)

Minerva's Wrath (4th level)
Claude Lyvely

An elven widower living in Walton. He has made a fair fortune for himself selling elven perfumes and skin products. His wife was a human who died of old age, but not before providing him with his lovely daughter, Maude Lyvely. Though he is usually busy with his business, he has noticed that his daughter has been quite maudlin and depressed lately. She won't talk to him about it though.
Rolph the Red

The Richmond Family's head of security. Known as one of the greatest warriors in Windshire, he kept the family safe for many years with the help of a Helm of Brilliance which he wore to discourage any attacks from undead. Flaming sword in hand, he defended the family until his last dying breath when he and everyone else on the estate was slaughtered by assassins sent by Seilus Godfrey.