recursal/Fanatic-Fandom huggingface dataset:
Pendria

**Pendria** is the region of the world the game takes place in. It's not a single continent, but refers to all the lands around the Pendric Sea that have historically been influenced by Medland and where the Meniard langauge is the Common tongue.

Most of Pendria was ruled by Medland's emperors in the First Glorious Era (G1), but their power has waned after a number of collapses and catastrophes. Some would argue that the Common tongue's current prevalence has less to do with the half-forgotten Old Empire than its adoption as something like a sacred language by the Pilgrims of Samkhret, who dominate trade around the Pendric Sea.

Lands in Pendria have traditionally been grouped by their distance from the imperial capital:

**The Home Countries** - The historic core of Medland

* Gruniardy - The most populous, prosperous imperial province. Vaguely north italian/occitan. Many Gruniards have Halfling blood, and most stand about five feet tall.
* Juntane - The historic imperial heartland. Been in a a long decline. Some Dwarvish influence, as a short-lived dwarf dynasty was based here during the Age of Rats
* Nessex - Bleak, awful northern frontier. Hot summers, freezing winters, shitty harvests. All Nessexites are drunks.
* Sweccia - Peasant heartland. Home to most of Pendria's Halflings. Sleepy, but rife with bandtry.

**The First Ring** - Lands surrounding Medland. Historically imperial provinces, these have all long been independent, although Medland continues to claim them and maintains the fiction that they've chosen to grant these regions autonomy through imperial edict.

* Choal
* Danbeigh
* Hethia - A patchwork of tiny kingdoms separated by mountains, hills and swamps. It used to be an important part of Medland before falling into chaos. Now it's just blonde dudes and crag drakes. Medland tries to take it back from the blonde dudes every so often, but it always ends terribly.
* Northern Farb - City-states dotting Farb's fertile north coast. Shifting politics, mercenaries and weird hedonism.

**The Second Ring** - "Barbarian Provinces". Lands vaguely within Medland's cultural sphere; potentially civilizable barbarians.

* Harbary - Bleak, vast, monster-infested taiga where reindeer-herding Darbins eke out meager existences
* Inner Farb - Arid steppe dominated by nomads
* Outer Samkhret - Home to the Sankhreti Pilgrims, great sailors and traders who follow the Enlightenment, a faith that preaches self-sufficiency rejects worship of the gods. Samkhret's isles are also home to Tortles, who tend to be even more devout than the humans.
* Yent

**The Third Ring** - Hopeless barbarians

* Brena - Homeland of the Dwarves
* Haegug - Once a great human kingdom, now home to the oldest, most culturally developed society of Orcs in the known world
* Inner Samkhret
* South Farb
War of the Dead Prince

The **War of the Dead Prince** was a conflict in Yent that involved every major ruler.

It began when Prince \_\_\_\_\_, Queen Ilse's heir, was slain while travelling through the pass of Culdûm. Queen Ilse, with allies King Oswalt III and King Godfry, declared war on King Tristan

The war happened at a period of rare friendliness between King Oswalt III and King Godfry. Godfry, at that time, was in late middle-age and had produced no heir; it was widely assumed that he and his wife were unable to have a child. The prospect of reuniting the two realms by marrying Oswalt to a member of Godfry's dynasty was being seriously considered

After defeating King Tristan's armies in the field, the three allied armies began a siege of Culdûm. Their victory seeming assured until Alcora, wary of a disruption to the balance of power, intervened, sending their army to relieve the siege and pressuring Queen Ilse to withdraw from the war.

Hetman Jan, a commander in Queen Ilse's army, vocally protested the withdrawal, calling it a "betrayal". He'd later claim the incident was the major turning point in his understanding of the world, often referring to it in his speeches during Hetman Jan's Rebellion

After the failure of the war, the relationship between King Oswalt III and King Godfry soured, and the two returned to open hostility after Oswalt's marriage to Queen Alayne and the unexpected birth of Godfry's son.

King Oswalt III is widely considered to have begun his decline into debauched cynicism after the disappointment of the war's conclusion.
Reviewbrah

"Reviewbrah" probably had a name, but was killed (twice) before his name or backstory could ever organically come up. The party axed his head in outside Hogsfoot, then killed him with a shadow hound and pushed him in a pool of acid in the brundleplane. He was a skilled wizard from the temple of moloch who was sent out to steal two of the rings from Culdûm but seems to have ended up working with them. Semille was overheard saying that she only raised him because he knew how to perform the ritual

He paid the miners of Grimshaw a goodly wage to excavate Stelistos
Orcs

**Orcs** are monstrous humanoids.

In addition to reproducing sexually, Orcs can also essentially spontaneously generate from rotting flesh; the orc-fly, a widespread pest, fly lays eggs in a rotting corpse which develop into orc young. The orcs, in turn, are host to thousands on parasitic orc-fly larvae, which quickly consume their bodies after death.

It's said that an orc's characteristics will vary depending on the type of creature its eggs were laid in, and that these characteristics are then passed down through normal reproduction. Those sprouting from human corpses are said to be particularly cunning.

Orc communities that have existed for many generations tend to be more complex and less bestial than spontaneously-created orc communities operating mostly on instinct.

The instinctual orc language is an extremely crude set of grunts, hoots, barks and squeals. Over decades, orc communities will usually develop more complex and expressive dialects, but they can always fall back on the core vocabulary of animalistic growls and shrieks to make themselves understood to other orcs unfamiliar with their parlance.
House Rules

Just a list of all the homebrew and variant rules in play. All subject to repeal if the turn out to be super unbalanced/unfun, obviously

## Character Creation Guidelines

Using point buy or the standard array (15, 14, 13, 12, 10, 8) for character's starting stats.

Basically any character options from official books are fine. Only banned races are **Aarakocra** and **Yuan-Ti Pureblood** because they’re hard to balance around.

Unearthed Arcana should mostly be fine, just check with me first

## Lazy Crits

Rather than the RAW 5e crits (roll weapon damage die twice, add damage modifier once), I'm just going to use the lazy old 1e-3.5e crits (roll weapon damage die and add damage modifier as normal, then double the whole thing). Half-Orcs's *Savage Attack* feature (and any similar features) will triple critical damage instead of adding another weapon die.

## Lasting Injuries

When a character falls to 0hp, they roll a d100 on this table:

## Exhausted Spellcasting

Sometimes a spell caster may be out of the spell slots needed to cast a certain spell. A spell caster has the option to use their own life force to power their spells instead of spell slots, pushing themselves dangerously past their physical limit.

When a caster attempts to cast a spell without expending a spell slot, they must make a Constitution saving throw. The DC equals 10 + the spell's level. On a success, the caster suffers a number of levels of exhaustion equal to the spell’s level. On a failure, they suffer a number of levels of exhaustion equal to the spell’s level + 1
Vandir's Horn

Vandir's Horn was a legendary horn used by Vandir, a famous Yentish warrior. It was lost when he was ambushed and killed by wizards about 150 years ago. It's said that the horn could be heard from distant cities, and that it granted great courage to Vandir's friends and struck terror in his foes.

Though its final owner was its most famous, it was said to be a very old family heirloom, dating back to the old country.
Dwarf War

### Began

3 G2 (Dwarf Reckoning; Original Insult)56 G2 (Meniard Reckoing; Invasion of Medland)

### Result

Decisive Dwarf Victory; collapse of Second Empire and extinction of the line of Guldrex, establishment of the Dwarf Dynasty, beginning of the Age of Rats

The **Dwarf War** was a war between the Dwarf kingdom of Brena and the Human empire of Medland.

Near the beginning of the Second Glorious Era, the newly-restored emperor of Medland had several Dwarf envoys from Brena executed over a perceived slight from one of them. Knowing the dwarves had little navy and no effective way to respond from across the ocean, little more was thought about this, although over the years they would occaisonally receive (and ignore) demands for apology and restitution from Brena.

Over the next fifty years, the Dwarves developed a considerable navy, sailed a massive army to Medland, sacked and burned the capital, slaughtered the emperor (the grandson of the original offender) and his extended family, bringing an end to the line of Guldrex.

Most of the dwarves loaded their ships with loot and returned home, but some stayed and founded the short lived Dwarf Dynasty, which reigned over parts of Medland for the early years of the Age of Rats.
Tobb

**Tobb** is a god worshiped in Yent

Tobb has a reputation as a vengeful, easily annoyed god, and even his worshipers generally feel it's best to avoid doing anything that would draw his attention. Tobb worshipers generally allude to him euphemistically rather than speaking his name, except in oaths and curses.

Yentish nobility and warrior groups generally worship Tobb near-exclusively. Since Tobb is said to hate demands being made on him, they show devotion by not worshiping other gods more than devoting themselves to Tobb in any particular way. Common people, though fearful and reverent of Tobb, tend to quietly worship gods who they think will actually give them stuff (gods of fertility, nature, wealth, etc).

Hetman Jan (and now Fen Widefield) claims to be working as an instrument of **Tobb**'s will in the world.

Many legends about Tobb involve him tricking/bullying/cucking Waglin, humble god of the peasantry, paralleling the natural right of Tobb-worshipping warriors to demand food and privileges from those toiling in the fields. The Mud Cycle - a series of stories about Waglin making a series of wives out of mud, only for each wife to be stolen by Tobb through a Looney Tunes-style ruse - is basically the Yentish national epic.
Henrik

**Henrik**  was the bastard son of King Oswalt III and the half-brother of King Oswalt IV.

He lived in Alcora, staying at the Inn of the Gilded Turtle. He tried to get the party involved in a plot to put an end to Queen Alayne's marriage to Oswalt III, freeing him to marry the queen in the northwest and seal an alliance that suited the interests of Henrik and his friends.

On the death of his father, he returned to Drycastle, where he asked his younger brother, the king, to legitimise him, supposedly as part of a plan to make an alliance with the queen in the northwest. Mistrusting his intentions, Fen Widefield publicly warned Oswalt IV against legitimising him at the king's inaugural feast, leading Henrik to challenge Fen to a duel.

Although Henrik fought dirty, poisoning his rapier, Fen won the duel, caving Henrik's head in with a flail. The incident led to the deterioration of the party's relationship with King Oswalt IV, and Fen's brief imprisonment.

Henrik's duel with Fen Widefield was a much discussed current event in the months after it happened. Henrik was portrayed as a noble, saintly figure in the players' rendition of the events; however, most of the audience in Grimshaw seemed to prefer Fen's hearty oafishness anyway.
Necromancers of Yent

The Necromancers of Yent were/are a culture of magic-using Humans that dominated Yent before the arrival of the Yentish.

Depending on who you ask, they've either been wiped out completely or survive in small, hidden communities. It's rumoured that they have secret towns in the mountains where they cook up wicked schemes

Since all information about them comes from the Yentish, their mortal enemies, it's hard to separate truth from fiction, but a few things about them are widely accepted:

- They had no taboo against raising the dead; much labour in their society was done by animated corpses

- They could make and build things much greater than anything the Yentish could manage

- They were physically smaller and weaker than the Yentish. Old Yentish writings talk about how incredibly ugly they were - frail, pale, sickly and ill-proportioned - at least as much as they talked about how evil, wicked, honorless etc. they were

Apart from these things, there's very little you know for sure about them. Even their name for themselves is now mostly lost; the Yentish mostly just call them "the wizards" and similar names
King Oswalt I

**King Oswalt I** was the ruler of much of southern Yent about a century again. He was the grandfather of King Oswalt III and the great-grandfather of King Oswalt IV.

He was not the dynastic heir to the throne, but a knight who had distinguished himself and been appointed heir by the childless king. This was controversial, and led to the secession of the northeast when the ancestor of King Godfry - a cousin who would have inherited if not for Oswalt - refused to recognise the appointment and declared himself the king's lawful successor.

As a knight, he killed Jack Brundle in his sleep after paying off a lackey to lead him to him. Hearing that Brundle had tried to turn himself into a lich, he entered the Brundleplane with a company of knights intending to destroy his phylactery, but retreated after losing many knights to the plane's dangers. He instead had his men undermine the ruined city of Stelistos where the gateway was until it collapsed in on itself.

The party was permitted by King Oswalt IV to unseal his tomb to search for Jack Brundle's ring, but found it had already been broken into. His confessions led the party to the Brunleplane

Oswalt I remains a culture hero in the south, where he's thought of as the biggest, toughest, noblest king there ever was.
Temple of Moloch

The **Temple of Moloch** is a temple created a little over a century ago by the Molochites, renegade students of Asharshalloshazzabad. It's located on an island in the Sarlon River

Most of the temple is located underground, but on the surface there's a very tall spire, about 100 ft high, supported with long chains that stretch to posts on both riverbanks. There's an undead pelican in a cage at the top of this spire.

There's a few huts in a clearing on the west bank of the river near the temple; the strange bullywug-man-thing chained up there claims it's the resident of a terrible houndkeeper.

Although the molochites were humans, the temple now seems to mostly host strange, deformed Orc-things who keep humans as slaves.

The temple has a number of odd, fleshy growths coming out of the walls - notably, a huge pus-dripping cloaca-thing on the side of the spire, big enough for a human to crawl through.

During quiet moments, you can faintly hear a regular beating noise that seems to come from the stone itself. It's very warm in the temple.
Chimbel

**Chimbel** is a mountain in central Yent. The dungeon Chimbelgaol lies inside it.

On the top of Chimbel live a village of necromancers who are extremely frightened of a disease they claim outsiders carry and can infect them with.

A waterfall, coming out of a cave carved to look like an elf's face, flows into the River Sarlon from here.

The leech-collecting village of Leechpool is located near the south base.
Humans

**Humans** are the main race on Yent; assume anyone's a human until indicated otherwise

The most common Human ethnic groups on Yent are:

* The Yentish
	+ Good ol' dumb warrior guys. Most people in Yent are Yentish.
* The Pilgrims or Westerners
	+ People from the southwest who follow a faith they call the Enlightenment, rejecting the gods and expounding a universal code of laws. Yent's the halfway point on the long voyage to a holy site in the east, so they founded Alcora as a waystation. It's also a lucrative trade route, so they've become the ocean's dominant merchants.
* The Mainlanders or Easterners
	+ They're thought of as "the mainland" by some Yentish, but that's more of a cultural influence thing, it's quite far away. Relatively few easterners come to Yent; imagine the easterners live in like, medieval France and Yent's the Ukraine, but also it's an island way out in the middle of the Atlantic ocean. They have a vague awareness of Yent and sometimes noble houses will send some landless youngest child with no prospects there to get married, but there's not much reason for ordinary people to go there. Some adventurers, though.
* The Necromancers of Yent
	+ Any organisations of them are in hiding, but most people assume they're still out there somewhere.
Undead

**Undead** is a faction in Idle Big Devil. There is a total of 10 undead heroes, two of whom are classified as SSS. While SS and SSS tier heroes always have at least 5 stars, S tier heroes also have versions with only 3 or 4 stars which can be upgraded to a higher number of stars.

The following tables show the stats ( Health,  Attack,  Defense,  Attack Speed) of the individual heroes on different star breakpoints and the associated maximum levels.
Phillip the Reeve

Phillip, reeve of Sir Aeiling's estate, is a resident of Hogsfoot. He's engaged to be married to Fen Widefield's boyhood love, Edith.

His dependable, high-status occupation as a reeve gives him an edge over his romantic rivals.

After recovering them from cleric-eating ogres, the party stole his wedding rings, which were swallowed by Darthena. The party investigated Devil's Head Dungeon rather than watching the ring-less, cleric-less ceremony
Asharshalloshazzabad's Ring

**Asharshalloshazzabad's Ring** was a Ring found in Asharshalloshazzabad's tomb in Devil's Head Dungeon. It lets the user cast Speak with Dead at will, and also functions as a ring of protection - +1 AC and to all saves.

The Ring Seekers were peculiarly interested in the ring, offering vast sums for it and then trying to ambush the party to take it.
Felix Widefield

Felix Widefield is Fen Widefield's ne'er-do-well younger brother.

He was born in Hogsfoot, drifted around for a time, and came to end up in Fenside for the murder of Aldus the monk. Felix maintains his innocence, claiming that murder is not one of the many crimes he's committed.

While imprisoned in Draycott Keep, he wrote to the party asking them to come and ransom or rescue him before Lord Draycott executed him.

They investigated and came to the conclusion that, despite the witnesses against him, he was probably framed and the real murderer was a mysterious 'merchant' who bought Felix many drinks that night, then disappeared.However, the party was unable to prove this, so they instead captured the head librarian of Fenside's monastery and traded him to Lord Draycott for Felix.

He's famed for his resemblance to Bob Dylan in the well-known film Pat Garrett and Billy the Kid, except he now has a terrible scar across his face, acquired at the battle of Fenside Bridge.
Pender

**Pender** is the god of punishments. He's one of the five state gods of Medland. He's generally depicted as a frog-headed humanoid, often with a strange crouching posture, massive erection, and confrontational expression. His image is often seen as as a gargoyle-like grotestque/bawdy figure on public buildings (especially courthouses, jails, etc). Meniard juries and court officials wear grotesque beast-masks in honour of Pender.

He's identified with the west - often used to mark it on maps/compasses. Also identified with the ocean, especially the Pendric Sea
Hogsfoot

## Politics

### Ruler

No one in particular; Sir Aeling would hold the most authority, but he's very low-ranking gentry and an easygoing guy besides

### Sovereign

King Oswalt

'

Hogsfoot is a village of about a hundred people in Yent.

It's the hometown of Fen Widefield and his brother, Felix. The Widefields are a prosperous peasant family with one of the largest farms in town, second only to Sir Aeling's estate

## Residents

* Papa Widefield & Mama Widefield & 20 of their children
* Edith, Fen's boyhood love.
* Her fiance, the detestable Phillip the Reeve
* Sir Aeling, minor gentry; Phillip is a reeve on his estate.
Yent Wiki

* Current Party
	+ Gideon Steelheart
	+ Fen Widefield
	+ Myc
* Former PCs
	+ Alistair Humbolt
	+ Atticus
	+ Darthena
	+ Filaris
	+ Gall Cloek
	+ Huth
	+ Jessica
* Places in Yent
	+ Alcora
	+ Blackpill
	+ Blunn
	+ Bundelborg
		- Brundleplane
	+ Chandleton
	+ Chimbel
		- Chimbelgaol
	+ Crundelborg
	+ Culdûm
	+ Dilbert
	+ Drycastle
	+ Fenside
		- Bullywug Bathhouse
		- Draycott Keep
		- Fenside Monastery
		- The Inn of Beans
	+ Grimshaw
		- Stelistos
			* Brundleplane
	+ Hogsfoot
		- Devil's Head Dungeon
	+ Northport
	+ Sarlon River
		- Temple of Moloch
	+ Third Underworld Headquarters
* NPCS
	+ King Oswalt III (deceasd)
		- Queen Alayne, his consort
		- Henrik, his bastard (deceased)
		- King Oswalt IV, his trueborn son
	+ Jack Brundle
	+ Lord Draycott
	+ King Tristan
		- Princess Dorotea
			* Semille, her bodyguard
			* "Reviewbrah", Semille's associate (RIP)
	+ Felix Widefield (RIP)
	+ Alistair Humbolt (deceased))
	+ Hetman Jan
	+ Shmizmar Ben Shmizmar
* Session Summaries
* House Rules

Setting Stuff

* Races
* Gods
* World outside Yent
	+ Pendria (Region)
		- Farb
		- Hethia
		- Medland
		- Samkhret

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Guldrex

**Guldrex** was a human who founded the empire of Medland and, after making a pact with the gods ascended to godhood.

He has many domains but is chiefly identified with Law. He judges over the Meniard afterworld, and is strongly associated with all civic institutions. Unlike the other gods of Medland, his cult isn't common outside of the empire.
Exclusives

Unlike the rest of the equipment, each hero has its own **Exclusive** with different stats which can only be worn by this hero. Furthermore, Exclusives offer a passive ability for the hero. It'll initially unlocked at level 4 and can be improved additionally if the level of the Exclusive will be increased further. The corresponding thresholds for this upgrades are level 7 and level 10 of the item.

Exclusives can be upgraded with runes or other Exclusives. Each additional level requires more materials. At higher levels, they're one of the most powerful equipment items, giving high stats and a very special passive ability.

It should also be mentioned that Exclusives offers both Basic and Exclusive stats. Basic stats include values like Attack Bonus, HP Bonus, Dodge or Damage Reduction. All these values are initially at 3% and increase by a further 3% per star on the exclusive. So the maximum value of the Basic Stats is 33% (3% + 30%).

Exclusive stats also increase as more stars are added to the item. However, a slightly more extensive calculation is used here, which will not be explained further at this point.

## Exclusive stats

* Demonic
* Human
* Undead
* Nature
* Dark
Ring Seekers

Two Human travelers the party encountered on the way to Drycastle; a male magic-user who resembled Reviewbrah and a heavily-armoured female warrior who resembled Azealia Banks. They were traveling to Hogsfoot, apparently seeking Asharshalloshazzabad's Ring

They offered to buy it, and seemed willing to pay a very high price - at least 20,000 gold pieces. When the party weren't willing to trade, they tried to trick them in some kind of crazy crypt scheme, but the party's caution foiled the ruse. They fought the party, but immediately tried to flee when the party fought back with unanticipated ferocity. The magic user was killed, but the warrior escaped.
Grodin

**Grodin** is a close advisor of Lord Draycott. He's widely disliked in Fenside and used as a scapegoat for unpopular decisions Draycott makes. He's usually found at Draycott Keep, rarely coming into Fenside.

It's said that Grodin was a travelling potion-seller who helped heal Lord Draycott while he was very ill, and now tends to Draycott's bedridden son. There's a rumour around Fenside that Grodin's deliberately poisoning the son so that Draycott keeps him around. Although no one seems to have seen Grodin use magic first-hand, almost everyone agrees that he's magic-adjacent in a suspicious way.
Travelling Players

The Travelling Players were an actor's troupe the party encountered in Fenside. One of their party, Velasco, was tricked by the bard Glottis into exploring the Bullywug Bathhouse in search of authentic props. The actors told the party they could probably get Velasco's magic boots out of the deal. They were thankful to have Velasco returned to them, but they never did end up paying the party.

They feared Lord Draycott's wrath because they'd been performing a politically provocative comic play about the Queen blatantly cheating on King Oswalt, to whom Draycott was said to be fiercely loyal.

# Velasco

Velasco was the troupe's celebrated tumbler. He successfully weaseled out of giving the party his boots.
Chandleton

**Chandleton** is a town near the east bank of the Sarlon River. It's about six days travel west of Blunn by horse, or ten days on foot.

It has sturdy, well-manned town walls for a town of its size.

Peasants from the Field of Flowers to the north, fearing the terrible Dragon-Bee, often shelter in the town during the winter.
Bundelborg

**Bundelborg** is a small town in the far south of Yent. In the town's graveyard, there's a portal to the Brundleplane hidden under a grave marked "Jack Bundel". It contains a temple of Tobb; the cleric there gave the party a ride to Bundelborg's sister town of Crundleborg where he knew a cleric skilled enough to heal Myc's mummy rot.
Draycott Keep

Draycott Keep is a fortress a short distance northwest of Fenside owned by Lord Draycott. It's staffed by Hill Clansmen loyal to Draycott

It's a fairly small fortress, but effective enough. It has stone walls about 15 feet high, and two towers, about 40 feet high. Inside the walls, there's a large stone building and a few wooden structures - stables, sheds, etc.

The party estimated there were maybe 40-50 men in the keep.
Homebrew Rules

Just a list of all the homebrew and variant rules in play. All subject to repeal if the turn out to be super unbalanced/unfun, obviously

## Lazy Crits

Rather than the RAW 5e crits (roll weapon damage die twice, add damage modifier once), I'm just going to use the lazy old 1e-3.5e crits (roll weapon damage die and add damage modifier as normal, then double the whole thing). Half-Orcs's *Savage Attack* feature (and any similar features) will triple critical damage instead of adding another weapon die.

## Lasting Injuries

When a character falls to 0hp, they roll a d100 on this table:

## Exhausted Spellcasting

Sometimes a spell caster may be out of the spell slots needed to cast a certain spell. A spell caster has the option to use their own life force to power their spells instead of spell slots, pushing themselves dangerously past their physical limit.

When a caster attempts to cast a spell without expending a spell slot, they must make a Constitution saving throw. The DC equals 10 + the spell's level. On a success, the caster suffers a number of levels of exhaustion equal to the spell’s level. On a failure, they suffer a number of levels of exhaustion equal to the spell’s level + 1
Bosht

**Bosht** is a Lawful Neutral god of order, law and creation. Bosht is one of the State Gods of Medland, and he's regarded as one of the most powerful and least comprehensible of all deities.

He's the closest thing the setting has to a big, classic, henotheistic creator-god. The great cosmic origin myth is that there was a vast, meaningless chaos, and then Bosht created a wall demarcating one space from another, and continued until the whole world's cosmology was in place.

Bosht is never imagined "creating" any matter or energy, only changing its form and creating meaning by dividing one thing from another. Only he can rend plane from plane and permanently alter the world's cosmology.

In life, Guldrex was said to be

Bosht isn't much fun to worship; he doesn't really give you anything and has a confusing, alien morality and personality. It's common enough to make sacrifices to Bosht when constructing something and so on, but most people don't really understand Bosht or what he wants and rarely interact with him. He does have a small group of very devoted clerics, however.

Identified with the north and often marks in on maps.
Devereux1565 (user)

Devereux1565 is a guy who his first article on Everything and Anything Wiki was the 300,000th article in that wiki (technically).

## Early life

On July 18, 1985, he was born.
Nothing else is known.

## Starting as poor

One day in 2014, he had $0.18 USD (£0.15) and went to his house. He searched for something he can do, and found the Everything and Anything Wiki. So he made a few edits, then got the idea to sign up for a Fandom account. He signed up. At that time, when it’s near a milestone, they limit making articles to Fandom users who are autoconfirmed. It was about 4,997,000 articles. He got autoconfirmed about 4,999,000 articles. He made his first article when it was 4,999,999 articles.

## Being rich

### Finding out

On May 12, 2014, he woke up at 6:00 am. At 1:57 pm he read his local newspaper and he saw information about his big parade that was at 2 pm. He was done eating lunch. He drove there and ALL THE PEOPLE IN THE CITY were celebrating it. It lasted til midnight. The fun ended at 2:17 am, but they say that it lasted til 4:50 PM, when someone was taking a nap and dreamt of the fun.
Soon it spread all over Europe. They all travelled to his city, and it happened on May 17, 2014, making Paris the largest city in the world (as it was now 740 million people).

## Fake references

1. ↑ 1.0 1.1 https://francenewsandtvwithenn.com/France/first-article-of-user-was-a-special-milestone
Sir Aeling

Sir Aeling is a Hogsfoot's most prosperous landowner. Phillip the Reeve is in his service. He's sort of a Ward Bond-type; an older guy with very rough manners for a member of the gentry, but friendly enough and always encouraging the party in their red-blooded adventurous pursuits.

He sold the party torches and rope, and lent them the use of his dog while they explored Devil's Head Dungeon

He's wary of magic and seems a little afraid of Alistair Humbolt
Alistair Humbolt

Alistair Humbolt was a Human Wizard from lands afar. Now he's a wight bound to protect the Book of Vile Darkness

A specialist in divination, he was inspired by a vision to travel to Yent, where he met up with the rest of the party

Alistar, born to a peasant family was cast out to a wizarding collegee the very instant he showed sign of magical talent at age 4. Raised in a mages academy by magic users he was quickly proven to be a very talented diviner and seer. He was shipped out to a noble court at age 12, many years before he was able to complete his studies, used as a bargaining chip to curry political favour for the academy.

For the next 50 years he would live his life as a court diviner, reading tarot and performing party tricks, telling fortunes for lords and ladies. Alistar was quick to realise people didn’t want to know their futures, not really. What they wanted was advice,  something positive to believe in, something to make them feel like they had a purpose in the chaos of the world. And over time His visions, his divinations stopped coming to him.

His life was comfortable. He could spend months at a time, some times years studying the stars and researching undisturbed in his tower, Only summoned for guests and parties.

Then for the first time in nearly 43 years, Alistar had a vision again. He saw a group of people wandering through the feilds of yent. And he felt drawn to them. they needed him or he needed them. Quickly he packed his scrolls, his charts and tools, and wandered off into the night.

In Alcora, the night after Cleon's assassination, Alistar completed his study of the Book of Vile Darkness. Overwhelmed by its dark power, he was killed and reanimated as a wight bound to defend the book. He escaped into the night with Asharshalloshazzabad's Ring.

## Near-Death Experiences

1. Knocked unconscious by a wolf attack during a rainstorm on the road to Fenside; subsequently got pneumonia.
2. Was swallowed by a Giant Frog in the Bullywug Bathhouse
3. Hellhound'd near the Temple of Moloch (Minor Scarring)
Hetman Jan's Rebellion

**Hetman Jan's rebellion** is an ongoing conflict in Yent

Hetman Jan had been a distinguished commander in Queen Ilse's armies during the War of the Dead Prince who grew disillusioned after Alcora's intervention forced an abrupt change of sides.

Lord Draycott aligned himself with the rebellion after declaring independence from King Oswalt III over the sham trial of Cloek, Humboldt and Widefield, but after Draycott was taken prisoner by the party, Draycott's hillfolk forces headed north to join Jan's main force, allowind King Oswalt IV to retake Fenside.
Yent

Political Map of Yent

**Yent** is the island where the campaign so far has taken place. It's primarily inhabited by Humans, with smaller populations of other races also present.

Northern Yent is a patchwork of small states separated by dangerous wilds. Southern Yent is theoretically all the domain of King Oswalt, but in practice has just as many wild, untamed areas as the North.

Yent has a temperate climate with warm summers and cold, snowy winters. Rainfall is high year round.

## Yentish States

* King Oswalt's Domain (**Southern Yent)**
	+ Yent's biggest state on paper, but Oswalt's hold over his vassals is pretty tenuous. Dangerous wilds, ad-hoc law

* King Tristan's Domain (**Central Yent)**
	+ King Tristan only holds one castle and its surrounding area, but it's a huge, impregnable castle in the middle of one of Yent's most important mountain passes. It used to be the castle of a terrible Lich Queen, but King Tristan's ancestor slayed her, declared himself king on the basis of his heroism, then moved into her doom-fortress and never left.
* Alcora (**Northern Yent)**
	+ Yent's largest city. An oligarchic republic run by the Pilgrims. Originally founded as a waystation for the great pilgrimage to the east, it's become a trade center dominated by merchants. By far the most diverse place in **Yent**
* King Godfry's Domain (**North-East Yent)**
	+ The people of the north-east have a reputation for imitating the ways of the mainland and thinking themselves more civilised than the rest of the island. Obsessed with imported ideals of chivalry, which they often misconstrue
* Pib (**South-West Yent)**
	+ Wizards are said to rule this strange island. Very little contact with mainland Yent. Lots of wild stories about what they're up to.
* Queen Ilse's Domain (**North-West Yent)**
	+ The least lawless and most functional of the Yentish monarchies, but fighting a fierce war with Hetman Jan's Host
* Hetman Jan's Host (**North-West Yent)**
	+ Self-styled traditionalists led by Hetman Jan, a charismatic warlord.
* Mystery Cultists (**North-West Yent)**
	+ Some group of creeps that got themselves exiled from Alcora. Up to no good, surely.
Classes

All classes are available - here's a brief overview of all

## Classes in Yent

**Artificers** are basically unheard of; the Yentish

**Barbarians** are very common

**Bards** are probably the most common kind of Arcane spellcaster in Yent; the Yentish have a strong bardic tradition, and it's the only kind of arcane magic they don't actively shun.

**Clerics** are less common than in most areas. Tobb, distant bitter god that he is, has very little in the way of an organised priesthood, although clerics worshiping him do exist. Clerics of foreign gods like Helm are an increasingly common sight in Yent, especially in bigger cities

**Druids** are often found among nomadic group

seldom seen , but are common among nomadic groups . The further a community is from civilisation, the more likely it is to host a druid.

**Fighters** are very common, particularly in more settled areas.

**Monks** are extremely rare. Most come from other lands, but there are a few small communities of practicing monks

**Paladins**

**Rangers**

**Rogues**

**Sorcerers**

**Warlocks**

**Wizards** are
Blunn

Blunn is a medium-sized town in southern Yent.

At the start of the first session, the party was digging for treasure in a farmer's field near Blunn.

Fen Widefield initially wanted to join a guild of fighting-men in Blunn, but found them corrupt and exploitative, demanding many unexplained dues and taxes of young members.

The party passed through Blunn again during Session 3, drawing much attention to themselves through their brawl-seeking and extravagant spending on night milk. Alistair Humbolt got a haircut of poor quality. They also intervened a duel between a nobleman and an untrained peasant, punching the nobleman in the gut and putting him to sleep.
Gall Cloek

Gall Cloek is a Human Cleric of Helm.

He had been residing in Fenside for about six months when the rest of the party arrived, officiating ceremonies - weddings at first, then mainly executions. He was a regular patron at the Inn of Beans, where his love of milk was legendary. He became friendly with Felix Widefield while he was in Lord Draycott's dungeons awaiting execution, and joined the party in trying to free him.

While searching for the Temple of Moloch along the banks of the River Sarlon, Gall was frightened by a ghost's horrifying visage and instantly aged 30 years; he now appears to be in his 50s

## Near-Death Experiences

1. Hellhound'd near the Temple of Moloch (Minor Scarring)
Hetman Jan

**Hetman Jan** is a Yentish ruler. A charismatic warlord, his thundering against the corruption of Yent's monarchs and traditionalist message urging a return to traditional, hillfolk-ish yentish ways has proved popular with many. He's currently besieging Alcora.

He was formerly a baron under Queen Ilse. Following the War of the Dead Prince, Jan grew increasingly independent and unruly, eventually leading to Hetman Jan's Rebellion

Jan is missing his nose and wears a metal prosthesis in its place.

Alistair Humbolt gave Jan some sound strategic advice and warned him of Alcora's approaching army

Hetman Jan seems to have a following even in areas of Yent that have never seen him; Gringus Craftfoot led a procession of pilgrims from Fuggwallow to Tobb's Hill to pray for his success.
King Oswalt IV

**King Oswalt IV**  is the current sovereign of much of southern Yent. He took the throne aged 13 after his father, King Oswalt III died apparently of heart failure during one of his revelry sessions. His mother is Queen Alayne. He's the great grandson of King Oswalt I

He resides in Drycastle.

He has a reasonably good working relationship with the party, though strained after the death of his beloved half-brother Henrik in a duel with Fen Widefield. He has banned Fen Widefield from setting foot within 1 mile of his royal person, under penalty of imprisonment.

Hetman Jan is kept in his dungeon.
King Oswalt III

## King Oswalt

but wearing a crown and a little vest

King Oswalt III controlled much of the southern half of Yent. He held court in Drycastle. He's was 50 years old, and reigned for about 30 years at the time of his death (presumed a heart attack) during a bout of revelry. He was succeeded by his son, Oswalt IV

Oswalt developed a reputation as a mediocre, ineffectual king whose claim to be the rightful ruler of the entire island is a bit of a joke - he's held the realm he inherited together, but no one expects him to expand it. Rumours and jokes have lately been spreading about the queen's alleged infidelity - the actors in Fenside performed a bawdy comedy on the subject . No one in the party knows how accurate the characterisation of the King is; his loyal defenders claim it's all a smear by some political rival.

In Session 5 he sent the party on a quest to "rescue" his wife, Queen Alayne, from an Alcorese cult. He found them guilty to appease Lord Draycott, but faked their deaths and allowed them to escape.

Before the party could return with Queen Alayne, he died during a feast. While watching a mule eat beans off a plate, he had a heart attack during a fit of laughter and tumbled down the castle stairs.

His grandfather was King Oswalt I

His coat of arms is a knight thrusting a sword through a bee
Timeline

It is currently the year **621** of the current era (see Historical Eras)

* **299**
	+ Arrival of Yentish on Yent
* **450**
	+ Necromancer council formed
	+ Councillors' Rings created
* **467**
	+ Lich Queen slain by \_\_\_\_, who takes up residence in Culdûm
* **474**
	+ Asharshalloshazzabad goes into hiding at Devil's Head Dungeon
* **478**
	+ Molochites split from Asharshalloshazzabad, build the Temple of Moloch
* **514**
	+ Slaying of Jack Brundle by Sir Oswalt
* **531**
	+ King Grisby dies childless
	+ Sir Oswalt crowned King Oswalt I
	+ King Godfry's ancestor, \_\_\_\_\_\_, heir by traditional succession law, declares independence
* **540**
	+ King Oswalt I dies, King Oswalt II crowned
* **589**
	+ Crowning of King Oswalt III
* **619**
	+ Hetman Jan's rebellion begins
* **620** - Campaign begins
	+ Death of King Oswalt III, crowning of King Oswalt IV
* **621** - Current year
	+ Conquest of the northwest by Hetman Jan
Alcora

**Alcora** is a city-state in northern Yent. It's the island's largest city by far and a major port.

## Northern Quarter

Alcora's **northern quarter** is a walled section of the city where the elite live. Generally, one must be Enlightened and have a good reputation just to enter the quarter, although exceptions are made - e.g, honoured foreign representatives like Princess Dorotea are allowed to stay here.

A ball to honour Princess Dorotea's visit was held in the Northern Quarter; the party infiltrated it, talked to Cleon and left, only to return when it was attacked by a group wearing the robes of the Third Underworld

## The Inn of the Gilded Turtle

The Inn of the Gilded Turtle is an upscale inn located just south of the Northern Quarter's gate, where adventurers, hangers-on and would-be elites gather and scheme. Henrik, bastard son of King Oswalt, was staying here, as was Diplio, some kind of representative of Queen Ilse who offered to handsomely pay the party if they assassinated Queen Alayne.

## Government

Alcora has two branches of government: the **assembly** (democratically elected parliament of religious scholars) and the **consuls** (five merchant-elites who run the city, elect themselves). Generally the consuls have much more power than the assembly.

When the party was last in Alcora, three of the five consuls (Cleon among them) were killed at Princess Dorotea's ball, and the city was in turmoil because the two surviving merchant princes - the elitist Spice King and the populist Salt King - despised each other and were refusing to elect new consuls.

#### Foreign Relations

Alcora has allied with Queen Ilse against Hetman Jan. Generally Alcora tries to maintain the balance of power, intervening in foreign wars to ensure no Yentish monarch gets big enough to threaten their independence.

## Gladiators

Tobit, a dwarf who escaped from the Temple of Moloch with one of the Councillors' Rings, is famous as a champion gladiator of Alcora's fighting pits.

## Shmizmar's Plain Coffee

Shmizmar Ben Shmizmar has a coffee house near the city centre.
Jack Brundle

**Jack Brundle** is/was a powerful sorcerer, now a spirit trapped inside his ring after a failed attempt to become a lich.

Born a Yentish peasant, Brundle rejected the magic-shunning ways of his community to become one of the great sorcerers of his age, siding with the necromancers against the yentish kings. After the downfall of the necromancers, he remained at large as an outlaw for some 30 years before being slain by King Oswalt I

He's sort of a boogeyman figure in much of Yent.

He created the brundleplane and all within it.

He's currently trapped inside the mind of Fen Widefield
Mysterious Merchant

## The Mysterious Merchant

This mysterious character was apparently present at the Inn of Beans on the night Aldus was murdered. He bought Felix Widefield many drinks that night, but no one seems to ever have seen him in Fenside before or since, and there's no record of him at the town's trading post.

He was a human of average height and unremarkable appearance; he had thinning brown hair and a moustache.
Derrador

Derrador is a Chaotic Neutral god of gambling, trade (especially risky speculation and deals), chance, travel, trickery, and the sea.

There are a few temples to Derrador in Farb, where he's especially beloved, but for the most part Derrador is worshipped in private, personal ways. It's not really clear who makes and distributes Derrador's lucky charms and symbols, but somehow they wind up in the pockets of most merchants, sailors and scumbags.

Derrador despises tyranny, but is more interested in swindling or simply "owning" overbearing authority than overthrowing it. He hates hubris and loves exposing the prideful as fools.

Clerics of Derrador wander the earth, humiliating authority figures and avoiding lawful employment. To the untrained eye, they very much resemble penniless vagrants and itinerant gamblers, and "clerics of Derrador" has become a sarcastic term for such rabble.

The unpredictable, tempestuous Derradorian Sea is named for **Derrador**, as the Pendric Sea is named for Pender. Folklore holds that Derrador is responsible for coastal shipwrecks, while Pender is responsible for drownings and death by sea monster.
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