recursal/Fanatic-Fandom huggingface dataset:
Ratbag the Handsome

Ratbag was born to the Tomakfang Clan, a small tribe located in the north corner of the Lunar Reaches. He spent much of his childhood within the tribe, learning hunting, herding and, of course, fighting. While still a boy, there was a threat of a large ogre offensive that might have spelled the end for the clan. Ratbag's mother, Jaina Greenbloom, paid a merchant to take Ratbag away from the village for his own safety. Ratbag would spend the next decade travelling from town to town under the care of the merchant until he was old enough to serve as a bodyguard for the caravan.

Ratbag began to develop some charismatic skills while on the road and was often allowed to partake in discussions, deals and plans. His somewhat charming personality earned him the title "handsome" (initially as a joke, but he adopted the title proudly). Ratbag eventually left the caravan and tried to make it on his own as a trader but was unable to make a living as a half-orc. Traders were not a popular group in the northern part of the Lunar Reaches, while in the southern half, his half-orc heritage prevented him from achieving the success that his human and elf piers gained. Eventually he found himself down on his luck and took a job as a bodyguard for a travelling ratfolk named Vex. This partnership would have its ups and downs but the two would eventually take ownership of a bar in Portsmith. This ownership (and the events surrounding it) would eventually land him a job working for the newly created **Order of Edgeboro** guild.
Bolaro

Don't take the world too seriously, and always make time to stop and smell the flowers. If you see someone down, help them turn that frown upside-down.

The Laughing Flower seems like your average benevolent trickster god, except for his strange affinity for plants. His followers like to follow his example by surrounding themselves with plant-life and good friends.

Bolaro's holy symbol is a flower decorated like a laughing face.
The Outfit

A mafia style organization that operates out of Fore-Etum (HQ), Koban and the surrounding towns/cities. Lead by Hugo Brown, a ruthless, one-eyed elf who refers to the criminal organization as “a family” and started the gang as a transportation and protection service that grew into a financial empire. Known for using intimidation and violence to complete business deals and forward the organization.

## Hierarchy

From lowest rank to highest rank

**Prospects**

Initiates into the organization

**Patch Grunts**

Lowest rank lackys. Bulk of members are grunts

**Patch Captains**

Lower ranked coordinators who organize and execute jobs. When grunts have an issue or concern, they voice them to the Captains who may choose to relay it higher up in the organization.

**Regional Patch Coordinator**

Leaders of the various Outfit complexes outside of Fore-Etum, one for each compound that a city houses.

**Patch Lord**

Leader of the entire organization. Hugo Brown is the current Patch Lord.
Lady of Vines

## The Lady of Vines

### Subdomains

Ambush, Catastrophe, Decay, Greed, Growth, Judgment

### Favored Weapon

Totem spear

**Worshipers:** Druids, ecoterrorists (if such a thing exists?)

**Holy Symbol:** A tree growing from a house cracked in two

The daughter of the Ivy Man, at least according to ancient myth and
what little the gods share of themselves, the Lady of Vines is in many
ways her father's foil. Where he is wild and capricious, she is cold and
 calculating; where the father revels in the beauty of nature's
reclamation, she seeks simple destruction of civilization, which she
perceives as a blight upon the natural order of the world. Not truly
evil, the Lady is simply driven and possessed of a narrow view of "the
way things ought to be," a trait often shared by her devout clergy. Not
above deceit or preying upon the weakness of mortals' minds, the Lady of
 Vines is unflinching in her protection of the natural world and her
quest to see the collapse of modern life and a return to the old
traditions.
West Crag Mountains

The longest, largest and most treacherous mountains in all of Fynn, the West Crag Mountains are home to the ogres and minotaurs in the lower peaks and various species of giants higher up the mountains. These sharp, cliff filled peaks separate the Lunar Reaches and Tanglevine from the Isnali Dunes and The Wasteland.

## History

No written history of a stable town or empire has ever made its way out of the mountains. We do know that at some point, a tribe of ogres left the mountains to make for the Icecrown Mountains where they would make war with the local orc tribes in and around the mountains. This ultimately caused the orcs to migrate away from the Icecrown area and begin to expand across all the Lunar Reaches, mingling and warring with the local human tribes. That ogre tribe still exists in the Icecrown Mountains and are still at odds with the more stubborn local orc tribes even centuries after their initial migration.

The halfling city of Brakeston has been subject to several ogre attacks throughout history. Once in a while, a particularly large, vicious or well-led ogre tribe would make an attempt to sack the city and surrounding fertile lands, but the halfling creativity and human/orc intervention has, thus far, always won the day.

Due to the hostility of the thick mountain range, no known cultural blending or migration has occured between the desert cultures of the Isnali Dunes and the clans of the Lunar Reaches. In fact, the two cultures did not even know the existence of the other until the first caravans made their way to Edgeboro from Koban.

## Geography and Envirnment

The West Crag Mountains did not earn its reputation as dangerous simply based on its hostile fauna. The mountains are covered in hidden cliffs and steep peaks that make traversing the mountain even more deadly. Minotaurs often use these features to trick any travelers foolish enough to attempt to traverse the mountain range to their death, usually at the bottom of a cliff.

The mountains are also known to get very cold in the late fall, winter and early spring. Most winter storms in the Lunar Reaches crash against the mountains at some point, causing periods of high winds and sub-zero temperature. The snow, ice and wind adding yet another obstacle to be overcome while avoiding the various cliffs and dangerous clans that make the mountains so famously hazardous.
Valleygate

Located where the East and West Crag Mountains, the Steppes, the Tanglevine and the Isnali Dunes all meet, Valleygate is a young but well populated rest point for traders travelling through the Tanglevine. Due to its location, it quickly became a cultural and racial melting pot. Because of the amount of foot traffic it receives, Valleygate is mostly self-sustaining, relying on bartering to keep the city fed and stocked.

## History

For as long as anyone could remember, the people of the Federation of Free Cities viewed the northern continent of Fynn as a wildland full of simple, violent savages. As time past, however, and the Federation began to deplete its resources, traders began to make trips into the northern cities (mostly Edgeboro, Bolengana and Yogmar), the Federation began to rely on the food, clothes and materials that they could import from the northern tribes. The Tanglevine made the trips dangerous and the town of Koban sought to ease the journey. They sent settlers out to the edge of the jungle and established the city of Valleygate as a resting point for traders going to and coming from the Tanglevine.

Despite being founded by elves, the melting pot of a city began to distance itself from slavery, which has often been at odds with the many cultures that eventually inhabited the town. The city was slowly wrestled away from the control of the elves (unlike Fore-Etum, another Koban founded city) and distanced itself from the Federation and the slave trade, much to the chagrin of its mother city. Still, Valleygate has maintained an all inclusive, non-violent stance

Valleygate became the youngest and fastest growing city in all of Fynn. Though still technically a member of the Federation, Valleygate has been known to minimize the effects, or even outright ignore, of new laws and regulations passed by the central government of the Free Cities. Due to its importance, the city has long gotten away with ignoring these new laws and continues to govern itself with a citizen's elected council. Under this government and its long history of just leaders, Valleygate has prospered for the few decades that it has existed.

## Notable Locations

**Platinum Minatour** - Well kept tavern near the south side of the city. Known for its honey mead.

**Order of Edgeboro Guild Hall** - One of the guild halls for the **Order of Edgeboro**.
Gorgon

The proud Gorgon race rule the western portion of the Isnali Dunes. Distrusting of the Naga who originate from the other half of the desert, Gorgons have been known to make war with the Nagaji and their masters over resources and territory. Gorgons are proud warrior people and can often be found working as mercenaries or slavers when outside of their home city of Isna and the surrounding area. Those within the Isna territory often find trade as stonecutters, masons, fishermen and sculptures. In recent years, Gorgons are often hired by elves and dwarves, making them welcomed visitors to Goldcliff and Koban. Over the years, many Gorgons migrated to the Tanglevine where the moist jungle better suits their aquatic nature, often forming tribes that stick near lakes and the coast.

## Creating a Gorgon (DM Permission Required)

* **Ability Score Racial Traits:** Gorgons are agile and physically powerful, but tend to ignore logic and lack common sense. They gain +2 Strength, +2 Dexterity, and –2 Wisdom.
* **Size:** Gorgon are Medium creatures and thus have no bonuses or penalties due to their size.
* **Type:** Gorgons are humanoids with the reptilian and aquatic subtypes. Creatures with the aquatic subtype can move in water without making Swim checks. Aquatic creatures always treat Swim as a class skill.
* **Base Speed:** Gorgon are slower on land than most two legged races of the same size but are excellent swimmers. They have a base speed of 20 feet and a swim speed of 30 feet.
* **Languages:** Gorgons begin play speaking Common and Draconic. Gorgons with high Intelligence scores can choose from the following: Common, Elf, Dwarf, Abyssal, Aklo, Celestial, Giant, Infernal, and Sylvan. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

* **Coiled Tail:** Gorgons +2 to CMB on a grapple and trip check due to their ability to manipulate the use of their tail against a target. (2 RP)

Defense Racial Traits

* **Legless:** Gorgons have no legs, and therefore cannot be tripped.
* **Natural Armor:** Gorgons have tough scaly skin, granting them a +1 natural armor bonus.
* **Medusa Ancestry:** Gorgons are immune to magic Flesh to Stone effects and gain a +2 racial saving throw bonus against petrification.

Movement Racial Traits

* **Swim:** Gorgons have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks

Senses Racial Traits

* **Low-Light Vision:** Gorgons can see twice as far as humans in dim light.
Ri'ifu Pavg

**Ri'ifu Pavg** (random letters in order, added a couple more to make it pronounceable)

Neutral deity of the preservation of reptilians

**Domains:** Scalykind, Trickery, Weather, War, Madness

**Sub domains:** Venon, Deception, Storms, Blood, Nightmares

**Symbol:** Outstretched claw on field of swirling colors. The
specific colors of the claw and field vary. For example, the symbol
belonging to an assembly of basilisk-taming lizard folk would be
different from that of kobolds led by a dragon.

This insular deity encourages her children to sever all ties and
protect themselves from non-reptilians, and to instead give glory to her
 and all scalykind. Ri'ifu Pavg's influence would seem to make her
followers dangerous and unpredictable, but she bids them make no
aggressions against those who give them wide berth - doing so would
steal time away from performing the rituals that increase her power. But
 without exception, she demands the utter extermination of all who do
not. No methods that fulfill this wish are frowned upon. Her follows
learn no outsider languages or history, they seek neither trade nor
alliance, and all they require must be provided by their own abilities
and resources. They must attempt to exist as though outsiders simply did
 not exist.
Parrot Wharf

The pirate capital of the world, Parrot Wharf was founded first as a rest point for weary travelers but eventually mostly dealt with pirates, until different pirate organizations began using the site as a headquarters. Located on the south most island of the Dark Continent, Parrot Wharf is too far from the mainland to be any government jurisdiction and it a lawless, dangerous town with a sprawling black market.

## History

No one is really sure when the Parrot Wharf was first founded offically. But it started when a group of humans from Nassanet sailed out with the intent to explore the Dark Continent. They landed on the south most island and set up a small camp. That night, a storm rolled through and smashed their vessel on the rocky shore, leaving the explorers stranded with only a few lifeboats.

Years later, reports began to come in that pirates were attacking ships near southern Dark Continent. In reality, the stranded party, desperate, was trying to acquire a ship, by any means necessary. One of these attempts lead to a fight, in which the humans were all killed.

When knowledge of this final encounter reached the mainland, it began to twist into rumor. Many were convinced that the humans had left some sort of great treasure behind, and it wasn't long before people began to look for that treasure. In fact, the rumor picked up so much steam that merchants began to travel to the remote island to sale their wares to the hundreds of treasure hunters that had made a journey to the island. Sometime after a community began to build up on the island, creating permanent structures for the weary travelers that make it to the island. Pirates used this community as a haven when trying to escape the law or as a rest point before making the trip back to the mainland. Pirate Wharf was born from this community.
Tulara

Located on coastal Tanglevine between the East Crag Mountains and the shore, Tulara was founded by various reptilian humanoids as a sanctuary for ex-slaves and those seeking asylum from war and persecution. Lead by a naga named Queen Numeeeva, the town has developed its own culture and traditions to honor those who fought for freedom and those who seek it.
Stormlord Clan

Eye of the Storm

The largest, wealthiest and oldest clan in all of Lunar Reaches, the Stormlords are the founders of Yogmar and Loch Morin and considered to be the co-founders of Nassanet and Edgeboro. Predominantly made up of human families, with a few small Orc and Halfling families who managed to either wed or buy their way into the clan.

## History

Nearly a millennium ago, humans began to move farther south into the Lunar Reaches after spending a few generations on the northern coast. Here, they began to meet pockets of Orc resistance who were dubious of the foreign invaders to their territories. As the conflicts intensified, families began to break off from the main nomadic group to migrate away from the hazardous center of the Lunar Reaches, eventually leaving only four families to fend for themselves:

**Haydrion** - Fiercely independent fighting stock and the de facto leaders of the Stormlord Clan. Legend holds that the family started with two half-giants, given the abnormally large stature and broad build of the Haydrion men and women.

**Feryii** - Originally seen as scrawny, slim family (by comparison) that required the protection of the other families, Feryii would later be known as the masters of the divine and arcane arts in the north.

**Ricor** - A union between an orc family and a human family, Ricors are known for their archery, navigation and survival skills, with many members raised as rangers.

**Bearington** - Keepers of tradition, literature and lore. Most of the druid orders throughout the Lunar Reaches have Bearington or Bearington adjacent members.

These families would hunt and gather around Lake Midpoint, while fending off constant (sometimes weekly) orc attacks from the nearby territorial clans. Eventually, however, these families would finally settled next to the lake, in an easily defend-able position atop of a hill between two of the many rivers that flowed from Lake Midpoint. This tiny settlement would eventually be known as the grand human capital of **Yogmar**.

## Notable Members

**Olga Bearington** - Chieftain of the Bearington family, Yogmar and one of the leaders of the Stormlord Clan. Over 7 feet tall, middle-aged and heavy set woman who sits on an ancestral throne inside of the Stormlord Longhouse.

**Gaulio Haydrion** - Elderly leader of the Stormlord Clan. A tall, broad man who gained his wealth and recognition during the Lunar War and lives in

Leo Bearington - Paladin and a member of the Order of Edgeboro guild. Oldest child of **Olga Bearington**.
Gnome

The clever and resourceful gnomes of the Steppes spent very little of their ancient heritage in tribal squabbles, unlike the nearby elves and dwarves. Instead, a focus on inward growth took hold in the minds of the early gnomes, founding several small towns to persue that collective growth. One of those towns would eventually grow into the grand gnome capital of Garanth. It is said the gnomes brought the arcane arts to the druidistic elves and dwarves, and teaching it to them using a developed style of education. Gnomes are inventors and restless persuers of knowledge, and their towns reflect that with wealthy magical item markets and the best universities in all of Fynn.

## Creating a Gnome

* **Ability Score Racial Traits**: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
* **Type**: Gnomes are Humanoid creatures with the gnome subtype.
* **Size**: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* **Base Speed**: (Slow Speed) Gnomes have a base speed of 20 feet.
* **Languages**: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

#### Defense Racial Traits

* **Defensive Training**: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
* **Illusion Resistance**: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

#### Feat and Skill Racial Traits

* **Keen Senses**: Gnomes receive a +2 racial bonus on Perception checks.
* **Obsessive**: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

#### Magical Racial Traits

* **Gnome Magic**: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: **1/day**—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome'sCharisma modifier.

#### Offense Racial Traits

* **Hatred**: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
* **Weapon Familiarity**: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

#### Senses Racial Traits

* **Low-Light Vision**: Gnomes can see twice as far as humans in conditions of dim light.
Tomakfang Clan

A minor clan of orcs in the northern Lunar Reaches. Primary located south of the Icecrown Mountains, the clan has a long, proud traditions and a warrior culture. They have a deep resentment with the Icecrown ogres that they often share territory with. Violence that has, in the past, nearly brought the clan to extinction constantly threatens the orc clan, brought on by the exchange of violence between the two groups. Despite that, they make a living as hunters and gatherers, having also integrated husbandry into their way of life. The Tomakfang are usually friendly to approach for most races, though they are usually wary of half-giants and those with affiliation with the Stormlord clan.
Human

The most common race in all of Fynn, humans originate from Nordred Island before migrating into the Lunar Reaches and eventually across the whole mainland. Human history is one of tribal conflict between orcs, ogres, giants and each other. Eventually, humans began to come together and built great northern cities, the two most influential being Yogmar, the seat of human civilization and Edgeboro, the largest city in the known world. Humans are no strangers to travelling and can be found in every region and every city on the mainland. This gave rise to the various half-human races that have become common throughout the world.

## Creating a Human

* **Ability Score Racial Traits**: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
* **Size**: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Base Speed**: Humans have a base speed of 30 feet.
* **Languages**: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

#### Feat and Skill Racial Traits

* **Bonus Feat**: Humans select one extra feat at 1st level.
* **Skilled**: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Brakeston

Brakeston is the birthplace of the halfling race. This consistently medium sized town is easily the oldest settlement in all of Lunar Reaches. Rarely at odds with the other racial communities around the Lunar forests (save for the wild orc and ogre tribes that occasionally make the foolish mistake of attacking the town), Brakeston is a town based on an economy of mundane farming and magical products. Most halflings that are born in Brakeston do not stay in the town for long, preferring to feed their wanderlust nature to travel the whole of the mainland, giving Brakeston a consistently stagnant population. If it wasn't for human and half-human immigrants, the town of Brakeston would have likely been abandoned long ago. The halflings that do stick around prefer farming the fertile land around the town with various root vegetables (potatoes, carrots, etc) or pursuing the arcane and natural magical trades, making Brakeston the magical education center of the north.
Elf

It is believe the elves of The Steppes emerged as drow from underneath the East Crag Mountains. The early days on The Steppes were harsh as elven clans made war with one another or their dwarven neighbors. Eventually though, the clans came together and founded the grand city of Koban, the trade capital of the world. From there, the elves began to push their influence and wealth outward, expanding west into the Isnali Dunes and south into the Solaran Isles. The elves of Koban began to exploit the locals, leading to a vast slave market out of the nagaji of Fore-Etum. Today, elves can be found in any region from the Tanglevine and south, rarely traveling to the cold northern region of Fynn. Koban is a member of the Federation of Free Cities.

## Creating an Elf

* **Ability Score Racial Traits**: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
* **Size**: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Type**: Elves are Humanoids with the elf subtype.
* **Base Speed**: Elves have a base speed of 30 feet.
* **Languages**: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

#### Defense Racial Traits

* **Elven Immunities**: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

#### Feat and Skill Racial Traits

* **Keen Senses**: Elves receive a +2 racial bonus on Perception checks.

#### Magical Racial Traits

* **Elven Magic**: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

#### Offense Racial Traits

* **Weapon Familiarity**: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

#### Senses Racial Traits

* **Low-Light Vision**: Elves can see twice as far as humans in conditions of dim light.
Azeez

**Azeez**

LN Small Town (East)

Corruption +0; Crime -4; Economy +0; Law +2; Lore +1; Society +2

**Qualities**

Academic

Superstitious

**Danger**0

**Government**

Autocracy

**Population** 400 Catfolk; 80 Other

**Notable NPCs**

Abdul Farrun, Elder of the True Way Temple LN Catfolk Monk 17

Tiala Farrun, Fiesty Independent Daughter CG Catfolk Monk 5

Red Face Kareem, Owner of Savage Claw Company CN Catfolk Ranger 13

Neefar Salizari, Honest Merchant N Catfolk Commoner 2/ Rogue 2

**Marketplace**

**Base Value** 1000 GP; **Purchase Limit**5000 gp; **Spellcasting** 3rd

**Minor Items**3d4 ; **Medium Items**1d6 ; **Major Items**

Situated in the scenic **Telami Highlands** sits the small town of **Azeez**,
 a center for the small, loosely organized Catfolk population of the
central lands. Lacking their own country for centuries, Azeez is an
oddity. Here, it stands home to the **Monastery of the True Way**.
They teach the art of a strange fighting style known as simply "The
Way", a quick strong style relying on perfect control of the body to
deliver devastating power, unmatched. As well, it serves as a teaching
ground for the general culture of the scattered populous of the Catfolk
people.

A group known as **The Savage Claw Company** is based out of the
small town, serving the larger lands of the inner region from their
headquarters just a little down the road. Aggressive in tactic and
policy of getting the job done, they have quickly rose to become one of
the more prominent contractors in the region.

Catfolk culture is often strange to outsiders, with bizarre rituals
and customs. Many of which are to ward off against evil spirits known as
 **Dekel**, whom wish to do harm.
Lantern of Virtue

## DESCRIPTION

The Lantern of Virtue is a normally sized lantern that weighs more than double a normal one, named for what it leaves behind after activation. Different from a normal lantern’s appearance due to the lack of opaque sides to focus the light in one direction, the Lantern of Virtue does not require any sort of detection magic or abilities to sense its aura. Anyone who steps within a mile of the object feels a slight sense of unease and can use that to locate the lantern’s direction with a perception check DC 15.

Once a being steps within 500 feet, they must begin making Will saves per the table below based on how far they are from the lantern, with a failed save causing Non-Evil characters to become frightened and Evil characters to become fascinated. Regardless of alignment, failing the Will save by more than 5 results in the character being panicked and being unable to even try to go within 500 feet of the Lantern of Virtue for the next 24 hours. Holding the lantern excludes the wielder from this effect. If anyone detects evil on it, they must pass a Will save DC 20 to remain conscious, and lose their memory of casting the spell either way.

This aura effect is caused by the evil absorbed by the Lantern of Virtue. Unlike one would expect from a device radiating such a large amount of Evil, the Lantern of Virtue is actually a Neutral Good artifact. When picked up and activated by any sentient being, the Lantern absorbs all Evil within 500 feet. Mechanically, anyone/anything affected by this exchanges any Evil alignment and changes it one step towards good. Anything thus affected that cannot have a non-evil alignment (I.E. Undead) instead must save for massive damage (Failure is death, success is taking half their max HP in damage).

While the Lantern is held and only while it’s held the wielder is immune to its aura (not the alignment change)  and those who are direct allies of the wielder can be protected from the aura’s effect by Protection from Evil. Additionally, while the lantern is held it absorbs any spell with the Evil descriptor cast within 20 feet of it (raising Evil score by 1 per spell level), and spells with the Good descriptor cast in that range are cast as if it were affected by the Consecrate Spell metamagic. This does not raise the spell’s effective level for any reason.

## DESTRUCTION

The Lantern of Virtue is its own method of destruction. Every step the Lantern of Virtue causes an alignment to shift adds one point to its Evil score. If the Lantern ever exceeds 200 points of Evil absorbed, it can no longer contain the energies and is destroyed after tearing open a portal to a Prison Plane and releasing a Supreme Evil Being. The Lantern’s Evil score decreases by 1 point every 24 hours
Darkmoon Tribe

Darkmoon Tribe is often considered the second largest tribe of the Tanglevine, when in reality, Darkmoon is made up of many tribes who each have their own distinct culture. Anyone who calls themselves Darkmoon are often stereotyped by outsiders as cultists and savages due to their history of necromancy and slavery. The Darkmoon people (like many Tanglevine tribes) have a rich cultural history, often holding festivals, rituals and rites. Sacrifices are common in their events, almost never on a sentient creature (unless they are performing the Reaper’s Rite). Darkmoon Tribe was thought to be responsible for the destruction of the Blackrock Crypt that set off the Lunarvine War.
Marble of the Elemental Anatomist

## DESCRIPTION

Taking the form of a small marble with a diameter of about ⅛ in, the Marble of Elemental Destruction is the solidified form of a wizard’s knowledge on Elementals. Any living and sentient creature that swallows the Marble (hereafter the Subject) gains all that knowledge, thus allowing the Subject to utilize Critical Hits, Flanking, and Sneak Attacks against Elementals, though the ally/allies they flank with do not receive the flanking bonus. This is a mind-affecting ability in constant effect upon the Subject and if blocked (I.E. Mind Blank on the subject), the Marble and its corresponding power disappears and reappears at the nearest place a sentient being is either eating or getting ready to eat.

Upon the consumption of the Marble, it dissolves into the Subject’s body. Once the Subject dies (for any reason), the Marble can be found underneath their tongue. If the Marble is not removed from the dead Subject’s mouth within 24 hours or remains unswallowed for 7 full days (168 hours), it begins a sort of “migration”. After this begins, the Marble disappears from its location the next time it is unobserved, appearing at the nearest place a sentient being is either eating or getting ready to eat.

## DESTRUCTION

The Marble of the Elemental Anatomist dissolves upon being consumed, and so can only be destroyed in its Marble form. To destroy it, the Marble must be taken to the Elemental Plane of either Air or Water. Once there, it must be fed to one of the native beings, which normally causes the being to explode, dealing 5d20 worth of damage to all creatures within 300 feet. If the native being eats the Marble while within an Antimagic Field, they survive and the explosion is entirely avoided.
Order of Edgeboro

Founded by an elf named Aramil Dreamwalker who immigrated to Edgeboro from Koban. A savvy and successful textiles business man, Aramil brought a consistent stream of textile traders into Edgeboro, making silk and cotton a common clothing choice for its citizens. He controlled prices and won over many merchants within the city with his business practices. Once he had gained enough influence, he proposed starting a guild in Edgeboro to the city's leaders. They were reluctant at first, but with the backing the town merchants, they eventually approved Aramil's request.

## Guild Ranking

 Guild Master
 Senior Officer
 Officer
 Member
 Initiate

## Notable Members

**Aramil Dreamwalker** - Leader of the Order of Edgeboro. An old elf merchant who immigrated to the city of Edgeboro from Koban with the intent to unionize the local merchants.

**Eugene Wilson** - Young human man who is the sole Senior Officer of the guild. Eugene was an orphan who was brought into Aramil's house and raised by the elf leading up to the formation of the guild.

**Sellabeen Roughshot** - Rugged lizardfolk bodyguard and mercenary who went turncoat on his last protection job when it started to go south. Ended up assisting in the heist he was supposed to be preventing.

**Ratbag the Handsome** - Half-orc original member of the guild.

**Leo Bearington** - Northman human, original member of the guild.
Goldcliff Trading Incorporated

### Noteable Members

Jundo Curlstrike (founder), Mayhon Curlstrike (Current leader), Fandral Sidspawn (Portsmith Warehouse)

A trading organization founded in Goldcliff. It is responsible for the discovery, acquisition and transportation of gold and gold products out of the Goldcliff mines. Has a warehouse in Portsmith, Muton, Bolengana and Koban.

It was founded by Jundo Curlstrike. It is currently owned and operated by his great grandson, Mayhon Curlstrike, a smart businessman with a charismatic but manipulative personality. The company regularly uses slave labor for any part of its production and shipping process. While GCI does not sell slaves, they are a big buyer.

Fandral Sidspawn manages the Portsmith warehouse. He is somewhat incompetent but the Sidspawn name being employed by the company is very important to the management and allows them to collaborate with other organizations that work with the Sidspawn family.
Lunar Reaches

The largest region in terms of both population and land mass in all of Fynn. The Lunar Reaches is a dense forest seperated into two parts: The cold **North Lunar Reach** and the temperate **South Lunar Reach**. A long warrior culture tradition runs deep in the Lunar cities within both parts. However, South Lunar is know for its tolerance toward outsiders, while the North Lunar exercises outsider prejudices. Common culture and external threats ensure that the two halves work together in mutual harmony.

## History

Over a millennia ago, most humans began to migrate from Nordred Island. There, they began to mix with the local orc and giant populations, making half-human species a common sight in the north.

## Geography and Environment

The Lunar Reaches is broken up into two parts: **North Lunar Reach** and **South Lunar Reach**.

### **North Lunar Reach**

The northern region of the Lunar Reaches is mostly made up of thick, cold forests. Aside from Duveskog, towns tend not to settle along the harsh, unforgiving north most coast of Fynn due to the lack of daylight and constant storms. A few independant villages may dot the map near the coast, but they are the exception, rather than the rule. The west coast is home to the Icecrown Mountains, a harsh collection of peaks that houses harsh tribes of Ogres, often at odds with the various tribes of orcs that dot the base of mountain.

### **South Lunar Reach**

The southern region of the Lunar Reaches is a dense forest known for its mild temperature (compared to its northern half) and tolerant people. West Crag Moutains border this region to the west and the Tanglevine jungles are to its south. The South Lunar contains the most populated town in all of Fynn, Edgeboro.

## Notable Locations

Edgeboro - Most populated and multi-cultural town in all of Fynn.

Nassanet - Town founded by a mixture of different Lunar Clans.

Yogmar - Most populated town in the North Lunar.

Duveskog - North most port town overlooking the sea that separates the mainland from Nordred Island.

Portsmith - Wealthy merchant town located just east of Edgeboro

Brakston - Home to the halfling species. Small farming town

Loch Morin (Town) - Port town located on the west most location between the north and south Lunar regions.

Loch Morin (Lake) - Located next to the town by the same name.

Icecrown Mountains - Icey, ogre infested mountains with many orc tribes nearby.
Golthan

Legend states that Golthan and Rothlar sprang from the same source, but diverged from each other on moral grounds. The Wise General prefers disputes be solved nonviolently or with honor duels, but fully supports asymmetrical warfare when these fail. One must do their best not to involve civilians, however.

Golthan's clergy serve the dual roles of military advisors and wardens of military graves. Golthan's holy symbol is a sword nocked to a drawn bow like an arrow.
Order of the Righteous Hammer

Formed by a collection of female guards who wanted equal pay to their male counterparts. The guards and the merchants they defended came together to form this guild. Most of the guards and mercenaries in this guild are female.

The elite guard in this guild are called the Valkyries of the Righteous Hammer. They are all female and refer to themselves as Valkyries. Being a Valkyrie is of the highest honor within the guild order.

## Guild Ranking

The guild is broken up into two group: The Guards and The Merchants.
The World of Fynn Wiki

## Welcome to the The World of Fynn Wiki

The campaign setting for the world of Fynn.

## List of Lists

List of Artifacts

List of Cities

List of Deities

List of Events

List of Factions

List of Myths and Legends

List of NPCs

List of Races

List of Regions

List of Topics

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
The Fur Route

The long road between the major cities Edgeboro (largest city in the north) and Koban (largest city in the south). Most traffic begins in Koban, travels up through Valleygate, journeying through the Tanglevine, until that merchant reaches Edgeboro. There, they trade whatever wares they can sell and buy up a large stock of animal pelts, leathers and exotic furs. From there, they travel back down south through the Tanglevine, selling some of their wares in Valleygate and the rest in Edgeboro.

 History

Insert history here.

## Geography and Environment

For most of its existance, the Fur Route was a dirt path created by humans travelling south or lizardfolk moving north to settle into the Tanglevine.

## Notable Locations

**Gilwerm Tavern** - An inn south of Edgeboro along the boarder to Tanglevine. It is frequently used by travellers and traders as a resting spot before moving through the jungles.
List of Races

This is a list of the races currently written into the world. If you would like to play a race that is not currently listed, please consult your local DM before continuing.

Drow

Dwarf

Elf

Giant (Not Playable)

Gnome

Goblin

Gorgon

Groveling

Half-Humans

Halfling

Human

Lizardfolk

Maw Gazer

Nagaji

Ogres (Not Playable)

Orc

Ratfolk
A Land out of Time

Though the vast majority of boats to travel to the Misty Isles end up never returning, about 1 in 5 does make it back. When they do, they return with tales of creatures long thought extinct living on an island seemingly pulled from the past.

They say that as you pass the last of the mist surrounding the island, you come to the Savannah in the south where various Dinosaurs roam the land but that is about as far as the stories agree. Most were driven off by the local flora and fauna, which are said to be massive and predominantly carnivorous. Those are the most coherent tales.

Others, clearly driven mad by what they saw there, tell tales of a massive Ziggurat carved into the side of the volcano with no visible entrances. Most assume these tales are simply the product of a damaged mind, as those who tell them also say that they spent three months on the trip but returned after six.
Portsmith

A wealth port town in central eastern Lunar Reaches that is well known for its fish industry. Hosts the annual Portsmith Midsummer Festival, which is a huge fair held in the center of town. Merchants come from all over to display their most exotic wares.

## City Layout

Portsmith is separated into 4 sections:

**Upper Wharf** - Located in the Northwest section of the city. Filled with warehouses and factories that process and store goods that are shipped into Portsmith. The parts near the border between the Residence District and the Upper Wharf are often considered the slums of the city.

**Lower Wharf** - Located in the Northeast section of the city. The port part of Portsmith. Some warehouses are stationed here but most of this section of the city is made up of a large wharf with a few dockside merchants peddling their wares.

**Trade District -** Located in the Southeast section of the city. This is where the industrial part of Portsmith is housed. Many materials are imported to Portsmith and manufactured into products before being shipped afar. This ranges from leatherwork to textiles to metalwork and so on.
This district also houses a smaller "district" called the Nobleman's Region. It sits on a hill above the industrial section. It is a residence area that houses the town's wealthy and royal.

**Residence District** - Located in the Southwest of the city. Most of the town's population make their home in this district, often living in apartment buildings. The parts near the border between the Residence District and the Upper Wharf are often considered the slums of the city.

## Notable Locations

**Rodent's Den** - Located in the southern part of the Upper Wharf.

**Goldcliff Trading Incorporated Warhouse** - Located in the Upper Wharf, near the docks. A building owned by the Sidspawn family in cooperation with the Goldcliff Trading Incorporated company who uses it as a shop and warehouse.

**Lionhead Inn** - Located in the heart of the Trade District.
Titechcualtia

**Alignment:** Lawful Good

**Domain #1:** Rune

**Domain #2:** Darkness

**Domain #3:** War

**Domain #4:** Plant

Subdomains: Judgment, Archon, Legislation, Loss, Blood, Growth

**Titechcualtia, The Fair Trade**

Favored Weapon: Machete

Titechcualtia is the god of feast and famine; though kindly and
generous, He is also stern and bound by His word, and demands consistent
 payment for bestowing the blessings of earthly prosperity: Blood
sacrifice. He does not, you understand, demand *lives*; merely
blood (the more, the better, but only that given freely by His willing
followers) and sacrifice of other sorts (time spent in worship, precious
 vanities, temporary pledges of ritual abstinence and continence, etc),
and if He does not receive such tribute regularly, He can be relied upon
 to withhold His blessings and leave the earth and its people hungry
(though He has been known to be lenient and merciful in times when such
deprivation would be too harsh) - this is also why He taught His priests
 the doctrine of saving surplus from times of plenty in order to sustain
 their people in times of want. His doctrines are of pragmatism,
endurance, generosity, mercy without leniency, and humility before
higher powers.
Lantern of Vice

## DESCRIPTION

The Lantern of Vice is a normally sized lantern that weighs more than double a normal one, named for what it leaves behind after activation. Different from a normal lantern’s appearance due to the lack of opaque sides to focus the light in one direction, the Lantern of Vice does not require any sort of detection magic or abilities to sense its aura. Anyone who steps within a mile of the object feels a slight sense of unease and can use that to locate the lantern with a perception check DC 15.

Once a being steps within 500 feet, they must begin making Will saves per the table below based on how far they are from the lantern, with a failed save causing Non-Good characters to become frightened and Good characters to become fascinated. Regardless of alignment, failing the Will save by more than 5 results in the character being panicked and being unable to even try to go within 500 feet of the Lantern of Vice for the next 24 hours. Holding the lantern excludes the wielder from this effect. If anyone detects good on it, they must pass a Will save DC 20 to remain conscious, and lose their memory of casting the spell either way.

This aura effect is caused by the good absorbed by the Lantern of Vice. Unlike one would expect from a device radiating such a large amount of Good, the Lantern of Vice is actually a Neutral Evil artifact. When picked up and activated by any sentient being, the Lantern absorbs all Good within 500 feet. Mechanically, anyone/anything affected by this exchanges any Good alignment and changes it one step towards Evil. Anything thus affected that cannot have a non-good alignment (I.E. Archons) instead must save for massive damage (Failure is death, success is taking half their max HP in damage).

While the Lantern is held and only while it’s held the wielder is immune to its aura (not the alignment change) and those who are direct allies of the wielder can be protected from the aura’s effect by Protection from Good. Additionally, while the lantern is held it absorbs any spell with the Good descriptor cast within 20 feet of it (raising Good score by 1 per spell level), and spells with the Evil descriptor cast within the same range are cast as if it were affected by the Desecrate Spell metamagic. This does not raise the spell’s effective level for any reason.

## DESTRUCTION

The Lantern of Vice is its own method of destruction. Every step the Lantern of Vice causes an alignment to shift adds one point to its Good score. If the Lantern ever exceeds 200 points of Good absorbed, it can no longer contain the energies and is destroyed after tearing open a portal to a Prison Plane and releasing a Supreme Good Being. The Lantern’s Good score decreases by 1 point every 24 hours