recursal/Fanatic-Fandom huggingface dataset:
Totems of Tor

Totems of Tor is a magic shop located on the Seaside Promenade in Pandeli. It specializes in selling magical mediums, typically in the form of totems.

The catalog is included below, but the player party has the option to commission customized totems at variable price.

For intro narration, see here.

## Summoning Totems

Summoning totems grant the user the ability to create a temporary magical familiar. The specific type of familiar can range widely from totem to totem, as can the price. They have a large variety of uses, encompassing offense, defense, and utility.

Due to the large variation in quality of summoning totems, they have variable prices, starting at roughly 50 gold for a level 1 summoned familiar. The markup in price corresponds of familiar levels of:

Tier 1, levels 1-4: 50-100 gold

Tier 2, levels 5-8: 100-500 gold

Tier 3, levels 9-12: 500-5000 gold

Tier 4, levels 13-16: 5000-50000 gold

Legendary Summons, levels 16+: No Price. Cannot be found for sale. Only a small handful exist

A typical Kepian magic shop sells up to level 8, where as Totems of Tor carries up to level 12. Anything above is reserved for the military, and isn't available to to anyone else.

 Wolf
 Bear
 Whale
 Falcon
 Stag
 Dragon
 Unicorn
 Humanoid

In addition to the ones named on the table above, one can custom order a totem to take on any type of summon,

In general, tier 4 totems that are level 15 or higher are considered to be legendary summons. Very few of them exist, and those that do are wielded by highly notable individuals. For a list of legendary summons, see here.

## Obelisk Totems

Obelisk Totems are large, potentially colossal totems that provide effects over a large area. They are very expensive, starting at about 1000 gold minimum, and are used for a variety of purposes, primarily defensive. Their power depends primarily on their size, which ranges from the size of an average human (about 5 and a half foot tall and 1 foot in diameter) to a large galleon ship. Their radius of influence starts at about a meter, but has no theoretical upper limit.

 Boost
 Heal
 Prison
 Channel
 Warden

## Utility/Support Totems

Utility and support totems are somewhat similar to potions. They are typically charms which can be carried on one's self to boost a stat or grant a skill. Many of the effects they provide are similar to those of obelisk totems, but portable with the trade off of effect strength. Unique effects include hand grenades, weapon summoning, and beacon setting.
Glass Mountain Pestle intro narration

From the outside, Glass Mountain Pestle is deceptively small. A small wooden shack located in the middle of The Cauldron, it definitely looks innocuous when compared to the more decorated buildings around the area. It's only when you go inside that it becomes clear that the place isn't lacking at all in funds. Though the building is small, the wood is highly polished and smooth rather than rotting and about to collapse. You can also smell the unmistakable scent of alchemical herbs even from the outside, and the interior walls are absolutely filled with them, with more plants being present than actual wall.

There also seems to be an underground section, the entrance to which is a series of stairs behind the clerk counter. A masked, somewhat androgynous figure tends to the front, and only when it speaks to welcome you do you realize that its female.
Gurder Distillery Intro Narration

The promenade is relatively crowded, but you notice a sudden influx of people lining up near a large stone building. A giant statue of a liquor bottle sculpted from wood sits on the top of the building, with some kind of water source inside the lip of the bottle. A purple liquid constantly pours out of the bottle, becoming a waterfall that makes its way down the building and pooling at a small fountain next to the front. A large sign plastered above the front door reads ‘Gurder Distillery’.

As you get closer to the line, you realize that it’s actually two separate lines, one leading into the front door, and the other going to a side entrance. A woman is near the end of the line, holding up a clipboard and addressing anyone who lines up at the back. Each time she finishes with someone, she takes a small slip of paper from inside her breast pocket, which she throws into the air. Either she’s using magic or someone else is, because each slip she throws up gets sucked into the top window of the building, almost as if it were being vacuumed in.
Farmhand

The Farmhand is a basic universal unit available to Empires in the Wasting War Campaign. It is one, if not the cheapest unit, and is more often than not given for free to defenders of cities.

## Abilities

Although cheap and numerous, Farmhands are the least reliable and weakest parts of any army composition. They are untrained in the ways of military organization, and thus are unable to follow commands outside of the most basic orders to attack and retreat.

In battle, they're lack of training prevents them from following the orders of other units like Drum Beaters, meaning that only the commander can control them directly. Otherwise, once given an order, they are effectively committed to it until they either achieve victory or get routed. They're lack of combat training also means that they don't have any resistances to status effects, and will automatically fail every dice check.
Wolanski Archers

Wolanski Archers are a mid tier archer unit available to the empire of Wolanski in the Wasting War Campaign. It is a generic archer unit meant to provide ranged support to an army.

## Description

Although somewhat generic and unspecialized, Wolanski archers are by no means inferior to the archer units of other empires. With training specifically focused on group coordination and volley fire, their abilities in combat come from the strength of the entire unit as a whole instead of the sharpshooting talent of any individual soldier.
Forefather's Call (Potion)

## Forefather's Call

Forefather's Call is a class 2 potion found within the catalog. It is an extremely strong sedative, able to induce a death-like coma state upon the drinker. The duration of this coma varies according to the amount consumed, but varies from 12 hours (a few drops) to upwards of a month (an entire bottle).

As a class 2 potion, Forefather's Call has a number of unique restrictions placed on its production and use. Like all class 2 potions, a strict record is made regarding who requested the potion, when it was made, where it was shipped to, etc. In addition, one must have been a Kepian citizen for at least 20 years to even qualify to order a class 2 potion. Forefather's Call's use is restricted, and only allowed to be used in the medical field. It can only be ordered by licensed Kepian doctors.

## Brewing

The primary ingredients used in Forefather's Call are Silverstars and Dogbane. Although simple to make, the difficulty in making Forefather's Call comes from the delicate balancing act that needs to be made between the amounts of the two ingredients used. Since the poison is meant to put the drinker in a suspended state of animation for up to a month, the amount of Silverstar used must be balanced accordingly.

If too little Silverstar is used in proportion to Dogbane, the drinker will starve due to lack of nutrition. In contrast, if too much is used, the drinker will wake earlier than intended. The poison is obtained by concentrating an originally large batch, so the ratios are very strict, and even slight deviations can result in a potion that over or under performs.
Fletcher Alley Intro Narration

From the main square, you make multiple, winding turns about the marketplace and eventually end up in a small, straight road off to the edge of the square leading up to a dead end. Weapon and armor shops line both sides of the path, and the perpetual beat of hammers on anvils radiates between the walls in a constant, unending stream.

Every so often, the sound of metal being pounded is almost perfectly synchronized, and in those moments you can feel the vibrations of metal against hammer passing through your body, making the entire alleyway and its people appear to be a single entity, with the beating of metal mimicking a heartbeat. An instant later the synchronization fades, and the beat deteriorates away, back into an unorganized mess.
Whirel

Whirel is an ore that forms naturally in the Swallowed Isles during winter, specifically near the edges of the plateau where most of the Mah'tatski tribes are located. The extremely low temperatures and magically rich atmosphere cause ice elemental essence to crystalize, creating an extremely cold ore. When exposed to heat, the crystal gradually sublimates back into ambient magic on its own.

## Magical Density

Whirel is unique because it is one of the most magically dense minerals to ever exist. Consisting of a ratio of around 90:1 in magic stored to size, it has a higher mana to size ratio than even low grade commercial crystal made to store magic. Despite this, its commercial viability is heavily restricted due to the difficulty in storing it over long periods of time. When taken out of the freezing winters in the Swallowed Isles, Whirel quickly starts to warm up, eventually dissolving back into the atmosphere. In addition, the magical energy stored in Whirel is purely ice elemental, meaning that it is useless for any type of magic other than ice without undergoing highly expensive and difficult purification treatments. As a result, its most common use is in grafting ice elemental properties onto gear.

## Use as Coolant

Whirel is highly valued in certain areas of Kepia due to its ability to store large amounts of ice elemental magic. Although not the most popular method overall due to the difficulty in storing it for long periods, it is used extensively in Mason's Heart due to how common it becomes during the winter months.

As most of the Mah'tatski tribes are located on the cliff's edge of the Swallowed Isles, a large amount of Whirel forms every winter along the southern cliff drop-off in the form of massive icicles. Many of these break off from the cliff, falling down into the northernmost part of Mason's Heart. Despite the sweltering sauna-like conditions of Mason's Heart, Whirel is dense enough in ice magic to passively cool its surroundings, maintaining ice-like properties for as long as two years given proper ventilation. This makes it an invaluable resource for food storage and general quality of life uses throughout the year.
Graveyard Gimlet (Potion)

Graveyard Gimlet is a class 0 potion found within the catalog. Just like Cinder-brick Punch, despite being part of the catalog, it is not considered a magical item, but rather a trade good by the Kepian government.

Graveyard Gimlet is a high concentration vigor potion, able to restore energy and alertness to those who are tired. When consumed entirely, it allows two continuous days of activity without need for sleep or rest, and generally does not provide any adverse affects. However, if consumed in excess, the potion can create an addiction in the user, along with intense insomnia.

In addition, while the effects of the potion technically lasts for about two days, its effective duration will decrease greatly if the user is performing acts that greatly strain the body. A warrior in battle would have the effects active for an hour at most.

## In Battle

If consumed in battle, the potion will allow one extra action per turn until a failed constitution DC throw. The DC rating varies according to how much of the potion is consumed.

 Large gulp, 1/2 of the bottle
 Entire bottle

## Addiction

If more that three bottles of this potion are consumed within a single day, the user will develop an addiction to the potion. This will result in all actions having disadvantage unless the user has consumed one vial of Graveyard Gimlet on that day. The addiction lasts until a month has passed since the last time a vial was consumed. It can also be cured by various Kepian alchemists.

## Brewing

The primary ingredient of the Graveyard Gimlet is the Motsie Bulb, and just like any other potion containing it, the biggest difficulty in brewing comes from needing to make the potion in bulk. A cauldron large enough to fit an entire bulb is unconventional to make and is too expensive to be worth it, so alchemists often make use of High Brewing.
Drum Beater

The Drum Beater is a universal unit available to empires in the Wasting War Campaign. It is a utility unit that convey orders from the commander to the rest of the army.

## Description

No matter how much presence a commander may have, he is ultimately a single man whose voice will inevitably be drowned out in the battlefield. Drum Beaters ensure that his commands are properly carried out to the rest of the army proper.

Although they can't actually fight in battle, drum beaters are crucial to the function of any larger army. Commanders can only influence units directly adjacent to them, where as the orders of a drum beater can be heard from all over the battlefield.
Sohail Dueling Club

Sohail Dueling Club is a dueling club located in Sohail Castle. Unlike the other clubs in Pandeli, it is more akin to a theater, with performers being invited there to put on a show, often for extremely high pay. The arena is closed off from the public, and is attended typically by royals and other individuals of high status.

For intro narration, see here.

## Notable Patrons

The Sohail Dueling Club is not a dueling club, but rather a performance hall meant to entertain its high status patrons. Instead of just blindly fighting, it is necessary for the participants to cooperate with one another and fight in ways that please its patrons.

Notable Patrons are individuals of exceptional standing. When any one of them visits the club, the decision of what kind of performance to make is typically overwhelmingly in favor of whatever that patron prefers. Unless stated otherwise, all patrons will be bored by generic battling using exclusively moves on the character sheet.

### Heida Maura

Prefers creative use of magic and more esoteric spells. Likes it when combatants think out of the box and combine spells together in unusual ways. Is bored by conventional fighting and generic attacks.

### Filianor Tor

Prefers strategic use of terrain and well thought out team play. Does not like it when party members do their own thing.

### Gerolt Violante

Enjoys quick battles in which a small number of powerful attacks are used to achieve victory. Does not enjoy prolonged slug fests.

### Dorthy Violante

Enjoys seeing animal familiars. Dislikes barbarian type fighters.

### Samira Colios

Enjoys creative usage of potions in battle. Will be bored if the fighters just lob offensive ones randomly.

### Nina Tudor

Enjoys incorporation of alchemical plants in battle.
Uvanor Shrooms

Uvanor Shrooms are a fungus native to Mason's Heart. They grow on stone, typically on mineral deposits, which it breaks down for nutrients. Although not edible, they have a high value due to their detoxification ability.

## Detoxification

Uvanor Shrooms break down mineral deposits for nutrition. This instantly makes them a very important resource for those living in Mason's Heart, as the large number of naturally forming ores located can make it very dangerous to acquire fresh water, harvest edible plants, etc.

When placed in water, Uvanor Shrooms will gradually absorb the minerals in the water, effectively neutralizing the toxicity. They are thus invaluable for surviving in the area, and have been used extensively as far back as prehistory, where the plant was a staple part of the Kres Jah diet.

Nowadays, Uvanor Shrooms have a very high premium attached to them, as it is often seen as a health food which can absorb toxic materials from the body when consumed.
Water Golem

The Water Golem is a basic puppet unit available to the Mah'tatski Tribes in the Wasting War Campaign. It has below average attack for a golem, but compensates for this by not being able to be damaged and also being able to split itself into multiple copies for flanking.

## Description

The Water Golem is one of the basic golem types used by Mah'tatski Puppeteers. Although somewhat weaker than other golems, it makes up for this due to its ability to split itself into smaller versions of itself in order to perform flanking maneuvers. In addition, its liquid body cannot be damaged, unlike solid golem types, giving it the most lasting power of all the golem types.
Pulsant

Pulsant is a type of rock that forms naturally in Mason's Heart.

Forms as large spikes that drive deep into the earth, making them very stable and good for digging into to make settlements. Very good at insulating temperature, making it an ideal building material to shelter from the heat in Mason's Heart. Also relatively soft, making it easy to carve out settlements along the larger boulders.
Gunpowder Saints

Coat of Arms for the Gunpowder Saints

The Gunpowder Saints are a military division operating under the nation of Avalon. Known officially as the 13th company of the Avalonian army’s third division, they represent the full military might of Loren county.

While not particularly numerous, with their membership being estimated at around 500 or so personnel, their skill with artillery makes them extremely fearsome, especially in small scale conflicts, where a few accurate cannons can break an entire army.

Members of the church are often associated with light magic and healing, yet the church of Loren stands as a major exception against this trend. More akin to battle mages than clerics, fluency in fire magic has always been present in the upper echelons of the Loren clergy. This specialization provides great synergy for them when used alongside artillery, granting powerful explosive potential not typically available to standard gunpowder.
Class 1 Catalog

Potions from the catalog that are designated to be class 1 are typically ones designed to be used for combat purposes. Although certainly dangerous, they pose no greater threat than something like an explosive would. While not treated as a restricted good, buying them on Kepian soil does require a written record to be made. In addition, class 1 potions are not allowed to be exported in bulk to other nations. At most, maybe 2 to 3 vials can be legally taken out of the nation per person.

Parishioner's FaithTempestEarthskinSurf SoulBark Soul
Alwin Krootz

Alwin Krootz is a fleet commander serving under the North Sea Raiders. As a childhood friend to Hawking Vander, the two enlisted into the Kepian navy together, serving in the same unit and eventually becoming blood brothers.

Alwin is a hypothetical character, and will only become a major player if the Age of Piracy event occurs. Should Hawking die, Krootz will refuse to join Arevik, instead taking a number of followers and going off to Genkov.

Over the course of the next few years, Alwin will slowly grow his power base, amassing new allies and eventually forming the Battalion Fleet, with the ultimate goal of razing Kepia to the ground as revenge for the death of Hawking.
Venus, Light's Origin

Venus, Light's Origin is a summon found in Cosmogone, a summoning tome that is part of the Valtien Records.

When used in battle, Venus will appear as a shambling zombie like humanoid who when commanded will emit a long, continuous burst of light. This light will inflict heavy burns on all creatures exposed to it.

When Venus is active, any creature that ends their turn while exposed to the light will be dealt half of their current HP in radiant damage. To prevent this, the creature must hide behind some sort of cover that provides a shadow relative to the position of Venus. This effect applies to all creatures, including player characters.

On a turn, instead of moving or using an action, the summoner can pass their turn to make Venus move in a direction. Once Venus begins moving, the summoner must pass a second turn to make it stop or change directions. Venus will move 5 feet every two turns.
Mechanic's Pit intro narration

If there's any area in Riptide's Galley most reminiscent of the Genkovian Iron Coast, it would be the arena in front you right now. A giant mass of scrap metal sits on the ocean just off the docks and towers over the rest of the Galley. The arena seems almost paradoxical, stable enough to remain unmoved by the strong waves that splash off its walls yet at the same time seemingly put together as haphazardly as possible, containing all manner of scrap junk sticking out of it, almost like a jenga tower on the verge of collapsing.

Periodically, the sound of explosions rocks out from the arena. The round, dome like shape of the walls acts as acoustics, allowing the booming to reach the shores and blast into your chest, almost like a bass stereo pounding.
Waldemar Family

## The Waldemar Family

Coat of Arms of the Waldemar Family

The Waldemar Family is an aristocratic Kepian family. It is one of the seven Elder Families, and alongside the Tudor Family, are largely credited for giving Kepia its reputation in potion brewing and alchemy. Its founder, Devorah Waldemar, was one of the Kepia's seven founders, and played a major role in the fall of the Three Kings. The Waldemars claim ancestry from the Wolanski people.
Avalon

Avalon Emblem

Avalon is a nation located to the southeast.

## Organization

Avalon sorts its land into multiple, smaller counties, which are generally independent, but all answer to the capital.

*For a list of counties, see Avalon Counties.*

## Military Power

Each of Avalon's counties send a portion of their population to the capital to join the Imperial Army. In addition, each county also has its own smaller, independent military.

These smaller military groups are generally responsible for keeping order within their respective counties in peacetime, but will join up with the Imperial Army during wartime.

### The Knights Eternal

Officially designated as the first division of Avalon’s standing army, the Knights Eternal represents the full military prowess of Avalon County, otherwise known as the capital. It is the largest force falling under a single banner in the entire army.

Where as most counties produce troops that specialize in one or two skill sets, The Knights Eternal is much more similar to an actual independent army, possessing multiple subdivisions that have a variety of different functions.

Mercenaries and new recruits often begin their service as part of The Knights Eternal before being assigned to more specific groups.
Alexo Family

The Alexo Family is a Kepian military organization that answers directly to the King and Queen of the nation. In affect, they are essentially royal guards.

While considered to be a royal family, the Alexos do not operate under traditional aristocratic practices. They do not pass on status to children, and all members are adopted into the family. Alongside being recruited into the Raingarde, a position in the Alexo Family is considered one of the highest possible military achievements one can obtain.
Rosewaters

Rosewaters is a potion shop located in The Cauldron. Despite the uncontested superiority of Highland Elixirs, Rosewaters retains an equally large customer base due to the former specializing primarily in either personalized commissions or excessively rare and expensive potions. In contrast to this, Rosewaters, although still plentiful in rare potions, also carries more generic stock, making them the more common choice when individuals seek to buy potions in Pandeli.

Rosewaters generally carries any class 0 or class 1 potions as well as occasionally stocking a small number of class 2 potions. Their stock is generally considered high quality, and are noticeably more expensive and potent than any other Pandeli potion shop. Potions sold here have their full effect, where as potions bought from the Red Rook are 3/4 the full effect, from Elixirium 1/2 the full effect, and from Fortuitous Froths 1/4 the full effect.

The shop is owned and managed by Mitzi Lennart.

The theme here is shop ambience.

For intro narration, see here.
The Catalog

One of the things that Kepia is most well known for is the nation's high proficiency in the art of potion-making. Alchemists from all across the world come to Pandeli seeking apprenticeships with Kepian potion masters, and The Catalog represents some of the most well known (and potentially dangerous) potions ever created on Kepian soil.

## Potion Class

Potions depicted in The Catalog are sorted into different classes according to their effects.

### Class 0

Class 0 potions are generally considered harmless, and can be purchased by anyone. However, the fact that they are even in the catalog means that their prices absolutely aren't cheap.

Examples of Class 0 potion effects include calming droughts and energy potions.

*For a list of Class 0 potions, see the Class 0 Catalog.*

### Class 1

Class 1 potions are potions developed for the purpose of combat. They are dangerous, but no more so than something like a gun or a sword. Purchase of class 1 potions generally requires some form of documentation with a Kepian official.

In general, anyone who isn't a common civilian or a wanted criminal (on Kepian soil) would be allowed to order class 1 potions.

Examples of Class 1 potions include portable grenades and standard poisons.

*For a list of Class 1 potions, see the Class 1 Catalog.*

### Class 2

Class 2 potions are ones that, should they fall into the wrong hands, can easily result in serious consequences for the Kepian government and its civilization as a whole.

Purchase of Class 2 potions typically requires a proof of Kepian citizenship, along with meeting whatever requirements are stated for a given potion. Each potion has different restrictions. For example, an animal breeder would be able to buy a love potion, but not something like a poison.

In addition, purchase of Class 2 potions requires a lengthy background check to be performed on the customer in question, along with documentation of the intent for use, date of purchase, date of use, etc.

*For a list of Class 2 potions, see the Class 2 Catalog.*

### Class 3

Class 3 potions are potions that the Kepian government deems to be able to potentially destroy or remake entire civilizations. The very existence of a Class 3 ranking is a very well guarded secret.

It is generally impossible to request the creation of a class 3 potion, though they can be allowed in special circumstances. Doing so typically requires a majority vote among Kepia's highest ranking officials, along with extremely heavy documentation and high levels of secrecy.

Any possible hints of a leak in the info regarding a class 3 potion is enough to send the entirety of Kepia into an emergency lock-down.

*For a list of Class 3 potions, see the Class 3 Catalog.*
Sohail Dueling Club intro narration

Sohail Castle carries an air of elegance, and the same applies even to the dueling club. Rows of polished weapons and armors line the side areas of the arena, and are decorated more like costumes than tools of war. Servants roam around the arena proper, cleaning the floor of leaves and other debris, while another group tends to a small man made river off to the side.

Sohail arena looks more like a garden than an arena, and you would have been fooled were it not for the audience seats surrounding the circle and the stands of weaponry being offered for rent to the fighters.
Red Rook

Red Rook is a potion shop located in the Seaside Promenade. Although not comparable to higher end stores such as Rosewaters, it still has a relatively solid reputation. It also doubles as a bar, and is notable for allowing its patrons to test out the various potions they sell.

Potions sold here are 3/4 their full price, and also have 3/4 their normal potency.

The shop is owned and managed by Honecker.

For intro narration, see here.
Seymak Rider

The Seymak Rider is a cavalry unit available to the Alaka Alliance in the Wasting War Campaign. It is a glass cannon chaser type unit that excels in morale damage and chasing down routed units.

## Description

Nothing destroys the fighting spirit of civilized men quite like a savage beast breathing down their face in battle. Seymak Riders breed and hone the ferocity of apex predators to a fine, focused edge, allowing them to be used in battle against their enemies. Any individuals who finds themselves fleeing these riders find swift deaths as they turn their backs to nature's natural hunters.
Primal Generation

The Primal Generation is the nickname commonly used to refer to the first generation of Leandorians who developed sentience as a result of the ambient magic released by the corpse of Oriel Morgan. As most of them were well into the adult stages of life, they were unable to fully absorb the ambient magic, and became a race of half-beasts that acted primarily on instinct.

Originally consisting of at most small parties of 1 to 3, certain Primal Leandorians would manage to develop more intelligence than their peers over time, and become leaders of small tribe societies. As time passed and more individuals of note come into being, this would culminate in the creation of the barbarian coalition of Leandoros led by Ripper.

Though Kepia and Leandoros were originally hostile due to attacks by Ripper and his men, the efforts of Domantas and Wreckingfall would create a clear distinction between the first and second generations, with the second being officially recognized as the nation of Leandoros.
Basic Pikeman

The Basic Pikeman is a universal unit available to empires in the Wasting War Campaign. It is a basic, low cost unit that functions best when next to copies of itself.

## Description

Every army requires a foundation to build itself upon, and the Basic Pikeman is a typical candidate for such a foundation. With minimal training and low cost equipment, they can be churned out in mass to form the meat of any fighting force.

In battle, Pikeman units operate best when in formation, where their low individual martial skills can be made up for through sheer numbers. Pikeman units become stronger when next to one another, allowing them to match significantly stronger units when fighting together. However, should that formation ever break, their abilities become minimal, possessing stats only slightly higher stat compared to the worst unit, the Farmhand.

Although spearmen are traditionally strong against cavalry, basic pikeman units do not have the proper training or discipline to withstand a charge, and as a result do not get the bonus that other higher tier spearmen units get.
Constructor's Lane intro narration

Constructor's Lane is a hybrid mess of Genkovian and Pandeli architecture. The aesthetic in the commercial districts looks almost identical to the Promenade father into the city, but everything here has subtle elements of Genkovian technology. Metal bolts and supports are incorporated into the wooden lattice of the walkways to help them stay standing against the waves, which are stronger due to Riptide's Galley being farther into the ocean. Rather than magic, the streetlights here run on gas and steam, and the glow at night takes on a slightly yellow tinge compared to the pure white light given off by magic lights.

Standing on the main street of the Lane, you have a clear view straight down all the way to the shipyards, and there's a very evident transition from the outer commercial districts to the inner shipyard. There's an evident gradient in which the Genkovian elements slowly start to overtake the Pandeli ones as you go towards the shipyards. The buildings go from being made of wood to metal, and the constant hum of generators also gets louder.
Living Virtue

Living Virtue is a term used to describe a person who is deemed by multiple nations across the world as extremely important to the history or culture of the world as a whole. In order to be denoted as a Living Virtue, one must obtain a vote of consent from at least 80% or more of the Royalist Coalition.

## Current Living Virtues

* Heida Maura, a Kepian historian who is able to use Scriptural Law.
* Filianor Tor, the current admiral of the Kepian Navy and the most well known in the art of Totem Making.
Seaside Promenade Tavern Intro Narration

As you walk through the promenade and deeper into Pandeli, you gradually reach the older parts of the city. The gleaming white cobblestone canals gradually fade into shades of green characterized by overgrowth from grass and moss. The buildings here twist into one another, not possessing the neat, grid-like structure of the newer areas. The skyline is every so slightly blocked by the maze of roofs above you, making everything here just a little bit darker.

As you proceed even farther in, the mossy cobble becomes less and less flat. Tree roots dig out from underneath the path every few steps, and they get denser as you go forward. You eventually reach a massive tree that stands on the side of the road. The tree is huge, easily dwarfing all the other buildings in the area. It's thick enough to block the entire main street if it were placed sideways, and overlooks all the shorter buildings nearby. A window and door are ingrained on one side, and you can see a sign on the front that says INN.
Siege of Yeven's Foot

The Siege of Yeven's Foot was the first major battle that occurred between Wolanski and the Alaka Alliance during the Wasting War. The battle took place at the outskirts of the Sea of Lilies, and saw General Noemi facing off against Trinjah. The battle was a decisive victory for the Alaka, and cemented them as a credible threat in the eyes of Wolanski.

## Context of Battle

One of the first moves made by the Alaka Alliance in rebellion was to raid the Wolanski fort situated on the outskirts of the Sea of Lilies, denoted Yeven's Foot. Being very lightly defended, the fort put up little resistance, and was broken into and robbed of valuables. In response to this, General Noemi was ordered to pacify the rebellion, and led a small force to take back the fort.
Pandeli Organized Crime

Organized Crime in Pandeli is primarily sorted in BLANK factions.

## Pandeli Merchants Union

The Pandeli Merchants Union (PMU) is a merchant guild operating in Pandeli. It is significantly less affluent compared to other merchant guilds in the city such as the Small Goods Union and the Genkovian Alliance, but the guild is primarily a front used to give a legitimate face to Pandeli's smuggling and black market society. The union is led by Woodcrook, a coin lord originating from The Isles.

Although a crime group, the PMU is tolerated by the Kepian government because it isolates its activities primarily to Pandeli. By organizing and controlling the inflow of illegal contraband, the PMU has actually been able to lower the overall rate of smuggling in the rest of Kepia, limiting it primarily to Pandeli. In addition, most contraband will be exchanged primarily in Hackett Square, and surprisingly little of it ends up in the rest of Pandeli.

The ability to exchange black market goods in a controlled environment is highly prized by many, so Pandeli's tourism industry has actually increased since the founding of the PMU, as individuals from across the world travel to the city wishing to buy certain items. These visitors end up talking of their time in Pandeli, which in turn influences regular tourists to come, thus creating a cascade effect.

## Artelos Pandeli

A sub branch of the Artemilos Crime Family operating in Pandeli. As a result of Kepia's recent political instability due to Fikiri declaring independence, a number of international criminal organizations have started to move into the nation attempting to make a profit while the government's attention is diverted on the rebellion. The Artemilos just happened to be the most successful one by far, having made contact and agreements with PMU to act as their muscle.

Due to members of Artelos Pandeli primarily being non native residents, it is typically more convinent to hire them for the purpose of dirty work rather than sending one's own members.

## Fikiri Rebels

A number of undercover Fikiri agents have been posted in Pandeli to act as spies. They don't have enough of a presence to survive should the Kepian government be noted of their activities, so as a result they are generally quiet and inactive. Their primary purpose is simply to know the going-ons of the city, though at the start of the campaign they will be working together with Arevik Haber and New Kepia in preparation for the siege of Pandeli.
Gurder Distillery

The Gurder Distillery is a luxury alcohol shop the occupies the Seaside Promenade in Pandeli. It sells a number of alcoholic drinks unique to certain provinces of Kepia, and hosts tasting events every other day for 45 gold.

Individual bottles can also be purchased here, but most are quite expensive. A relatively high quality vintage goes for about 10 gold, but the lowest a bottle goes for here is about 25.

Rarer drinks will typically require a few days to be shipped over.

For intro narration, see here.

Notable drinks that are sold here include:
Tea Room intro narration

The interior of the Tea Room is drenched with a strong, smoke-like scent that has the faintest trace of herbs. The smell originates from a number of incense burners located throughout the room, which burn out a faintly glowing smoke that tints the interior of the building a vibrant red, almost like blood. The smell is reminiscent of burning wood, but doesn't choke you or make your eyes water. Instead, it makes you drowsy and gives an almost dream-like quality to everything around you. You hear voices, but you're never able to tell where exactly they come from. There's people all around you, but the chatter seems disconnected. Focusing on any one individual is impossible, as the moment you do you get distracted by noises originating from someone else. The attendant smiles at the front desk smiles at you before leading you to a table.
Canopy of Jure

Middle Jure

The Canopy of Jure is one of the three main areas of Kepia's largest forest. It is also the lowest, being right next to the Olestrian Plains, though it isn't actually possible to tell this from the canopy itself, as the higher areas are blocked from view by the Fionnbarra mountain range. Although not large in size, the difference in elevation from the lowest to highest point allows for a number of different biomes to be present inside it.

## Jure Forest Floor

The forest floor is the section of Jure with the lowest elevation. The trees here are extremely large, requiring sturdy and wide bodies to support the heights they can grow to. The canopy also absorbs most of the sunlight, making it very dark on the forest floor.

The lack of sunlight and high moisture leads to a somewhat swamp-like biome, with large amounts of mud, moss, and fungi. Settlements that make their homes here are either temporary towns that are seeking profit from natural resources or tribal ones who have resided in the area for all their lives.

## Middle Jure

Middle Jure refers to the vertical part of the canopy. There is significantly more sunlight in this area, but the lack of proper footing and danger of falling means that the area is generally devoid of living animals outside of birds, bugs, and a number of smaller creatures.

The most notable feature of Middle Jure are the Jure Forest Lakes. Rain that falls on the upper canopy will gradually trickle down and collect in areas containing lots of tree bodies, thus creating lakes. A number of Teh'vah clans live around the Forest Lakes, and they are also relatively popular amongst alchemists due to the prevalence of rare alchemical ingredients.

## True Canopy

The true canopy is refers to the upper levels of Jure. Most Teh'vah tribes make their homes here, and the altitude of the area is roughly even with the Arsenius Plateau, making it a key travel area for those passing between the west and east sides of the Kepian Continent. Although Teh'vah land is considered sacred and protected from the public by the government, there are no shortage of tourist towns in the area, with the most notable being Adolis Heights.

## Jure Continental Lift

The Jure Continental Lift is a large elevator located near the border between the Jure Forest and the Arsenius Plateau. Starting from the forest floor, it reaches all the way up past the canopy onto the Plateau itself, and is the most common route for those wishing to travel between the eastern and western parts of Kepia.

The bottom of the lift is located at The Lornfluke, and travels vertically up, passing Selean and going all the way to Adolis Heights.
Domanti Generation

The Domanti Generation is a nickname commonly used to refer to second generation Leandorians. The term Domanti is a reference to Domantas the Swift, a self named mapach rogue and leader of Wreckingfall.

Domanti Leandorians are the children of the Primal Generation. Since they were born into the ambient magic of Leandoros rather than being suddenly exposed like their parents, they exhibit significantly more intelligence and sapience in comparison, and could be argued to be the true founders of Leandoros as a nation.
Pluto, Sanity's End

Pluto, Sanity's End is a summon found in Cosmogone, a summoning tome that is a part of the Valtien Records.

Upon use, every character must roll a DC 15 wisdom saving throw. Regardless of success or fail, they will become afflicted by madness. On a success, the damage that must be dealt goes from 1/2 max HP to 1/4 max HP.

After use, the number of times the summoner can search for knowledge increases by 1.
Pandeli intro narration

**The song that plays during the intro narration is New Union from the Pyre ost.**

About a week after your encounter at the pirate hideout, you begin to see a small speck of what appears to be land off in the distance. The captain looks to your party and asks if any of you had ever been to Kepia before, and is promptly greeted by a bunch of head shakes. He smirks, and goes back to looking off towards the distance.

As the speck becomes larger, you gradually realize that what you're seeing it isn’t actually land, but rather a long line of ships that are lined up in front of the actual landmass. The captain reaches into his coat and pulls out a gun, firing off a flare before ordering the ship’s sails to be raised.

The momentum of the ship carries it closer to the last ship in the line, and you eventually hear a loud click as your ship suddenly lurches into position directly behind the one in front of you. Looking overboard, you can see two massive chains which have somehow attached themselves onto the ship's underside, dragging you towards land.

The line is slow, but steady, and other ships eventually sail up behind yours, getting attached in the same way. As you get ever closer to the docks, you realize why they needed a system like this in the first place. The harbor, while big, isn’t particularly remarkable for a city of this size. What is remarkable though, is the massive number of ships that are coming in and out of this harbor in an almost constant stream. Ships slow down near the docks and throw down ladders to allow people on and off, but they never place anchor, always moving to make way for the next ship in line, almost like a never ending carousel.

As you get to a drop off point, the captain throws down a ladder, pushes a note into your hand, and gestures at your party to grab your bags and get off before you lose your chance to. As you exit off the ship, he waves goodbye, tilting his hat to you before vanishing out of sight behind another ship in the line. Welcome to Pandeli.
Rudstrod's Arms

Rudstrod's Arms is a blacksmith located in Fletcher Alley that is owned and managed by Rudstrod Vickens. Though technically a shop, it isn't much more than a mobile wagon, and travels around Hackett Square looking for customers. Its a somewhat popular attraction not because of the quality of its weapons (though good), but rather because of the eccentric and theatrical personality of the owner.

For intro narration, see here.
Colios Family

The Colios Family is a royal house of the Kepian aristocracy, and is one of the seven Elder Families. It plays a central role in trade and foreign relations between Kepia and other nations, and is thus heavily entwined with governmental affairs. Its founder, Malinder Colios, was one of Kepia's seven founders, and played a major role in the fall of the Three Kings.

## Rite of Adulthood

A key tradition in the Colios Family involves sending young adults out to learn more about the world as a rite of adulthood. The goal of the trip is so that the individual can gain insight into life outside of their more sheltered upbringings, which would help them develop into more well rounded adults.
Triminon Sentinel

The Triminon Sentinel is a species of tree native to the Low Greens of Kepia. Triminons are well known for being one of the oldest and largest tree types in existence, with small ones reaching hundreds of meters in height and larger ones being literally the size of hills and mountains. They have no known age limit, and are generally considered to be effectively immortal unless killed by external factors.

## Habitat

Triminon sentinels occupy a small, narrow strip of land around the outer border of the Low Greens. They generally exist slightly above sea level and grow in regions with high levels of moisture. The largest Triminons are found in deep valleys significantly below sea level, where streams regularly flow to provide water and the tree is too low in elevation to grow into higher altitudes where air moisture is lower.

Coincidentally, the terrain where these larger Triminons like to grow also happen to be extremely difficult to traverse, and as a result many of them exist in wilder areas with little to no contact from civilization.

The outer ring of the Low Greens where most Triminons grow is known as the Sentinel's Forest, and is characterized by heavy rain and year round fog, which keeps the area consistently damp.

## Reproduction

Triminons reproduce asexually. The entire tree's exterior is filled with inactive seedlings, which will begin sprouting upon the death and toppling of an existing tree. As a result, Triminons will generally grow in straight lines, creating a very unique forest pattern.

The roots of dead Triminons that have not fallen over may also give rise to sprouts, which then grow in a circle around the original parent.

## Cultivation and Uses

Triminons are notable for being very sturdy, lightweight, and resilient to decay and fire, which makes them prime material for construction. However, the sheer resilience of Triminons makes it very expensive to harvest them, making the wood a very expensive commodity.

The prehistoric civilization of Bartel is noted for making their homes in fallen Triminons. Bartel settlements typically were made along the outer parts of the Sentinel's Forest, where the Triminons were small enough to be logged, but still large enough to live in.

## Notable Trees

**Jure Continental Lift** - A mountain sized Triminon with an elevator built onto it. Serves as the main path of travel between lower and upper Kepia.

**Crescent City Titan** - An artificially made Triminon that Crescent City is built around.
Prince Attica

> *Fourth was Attica, elder brother of Midris. Lacking willpower, the Iron Soul embraced his being entirely, erasing his soul from existence.*
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> *Excerpt from the Eulogy of Denzil*
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Prince Attica Avant was the son to King and Queen Avant.

During the Lost Century, his soul was infused with and summarily consumed by the Iron Soul, becoming and eldritch abomination made of metal.To this day, it still exists on the islands of the Broken Lands, exerting its influence and distorting reality as it sees fit.