recursal/Fanatic-Fandom huggingface dataset:
CiCi

A young half-ork servant girl who works for Seilus Godfrey. She is kind and quietly does her duties as needed for her master. Tarpan Karton fancied her, and Seilus responded by transforming him into a wight for his insolence and killing her as well.

Or so it was believed. Instead, Seilus secretly transformed her into a vampire so he could use her to manipulate him. She was later presented to Tarpan as a twisted gift for his loyalty, but once she became a vampire, Cici's personality changed drastically. Instead of being meek and kind, she became quite aggressive, both sexually and physically. Her affection for Tarpan became more of an obsession and she would often bring home random townsfolk to both share in their bed and brutally murder.

Tarpan, satisfied with the love he had regained from Cici, eventually moved on to the next life as he no longer had any unfinished business tying him to this one. Cici took this as a personal offense however, believing that he had left her because he no longer had any further user for her. This drove her to a murderous rampage in which she both wanted to vent her anger while building a small army of female vampires to rise against Seilus and destroy him for what he had put her through.

### Death

Cici's plans to destroy Seilus Godfrey were cut short when she was hunted down by Lavinia Stillwind, Carter Madison Von Buren IV, Alred Fenkalyn, and Brad SinClair. She attempted to recruit the trio to her side, but was ultimately betrayed and forced to defend herself. She managed to kill Carter by overpowering him and drowning him in a stream of holy water. Afterwards she fought off the others long enough to flee, but ultimately was defeated by Lavinia when she triggered a holy water trap.
Rocko Ivanof

Rocko is equal parts incredibly friendly and incredibly rude. He speaks as though you are his greatest friend in the world though anyone who speaks with him for even a few moments quickly understands that the only concern he has for anyone is how much money that person can make him.

He runs an old junk shop outside of Walton's wall called Rocko's Trinkets, which also serves as a front for the local thieves' guild known as the Outcasts. Through a secret passage in his store, guild members (and those who have business with them) can pass under the wall, into the thieves guild headquarters, and ultimately out to the other side of the wall to the inner city. Non-guild members are charged a fee for this service while guild members are only charged specifically when smuggling goods into or out of the city.
Ehawee

## Description

Also known as the “Laughing Tribe”, Ehawee is home to the tribe of the same name. The people are a very happy one, laughing in the face of adversity. This cultural trait has made them somewhat hated by their enemies, which are many. The Ptaysanwee and Keezheekoni tribes often come through and attack the town by land. Occasionally a warship from Nopaltzin might make its way far enough to attack the city as well as the occasional foreign pirate. Despite these setbacks, they are fervent in the belief that Moon will protect her children and thus far they have persevered against many far more warlike tribes and people.

The Ehawee are mostly fishermen, though they do grow corn and other fruit as well as raise livestock. Their town is largely built of adobe brick buildings with thatch roofs. When they are not being attacked, they spend much of their time swimming and laughing. In fact, one of the first things one tends to notice when entering the town is the laughter. They are of course fond of jokes, though they will laugh as a response to many other things. They take particular joy in the moonlight and many of the people are nocturnal.

Important matters are looked over by the high priestess of Moon who they call “Medicine Woman.” She trains other priestesses in the ways of Moon and makes any decisions for the tribe. Men are viewed as too rash to make the decisions of the people, so they are never allowed to be trained as priests. They do not possess the motherly instincts needed to watch over the Ehawee.

## People

The Ehawee are just about always happy and ready to laugh. It takes a great deal of tragedy to bring one down. This might be irritating to some, but nothing lowers morale more than knowing the Ehawee is not happy.
Edward Von Gehirnhaus

Born a noble of the kingdom of Maut, Edward Von Gehirnhaus was a genius enchanter who worked for the king of Maut, long before he was called the Skeleton King. At the time he was renown for his magical creations which he happily made to protect his king. However, when the land became cursed, Edward knew the end was near and decided to preserve himself so he could serve his country beyond its fall.

Many are the method in which those with the will can find to extend their lives. Edward chose a particularly unique method. Knowing that his body would eventually fail him, he had his brain surgically removed from it and placed in a jar of special chemicals that would both preserve his genius and allow it to continue to function indefinitely. Freed from the confines of his body, Edward had nothing but time to think and plan, and the one thing that was most immediately apparent about his method of self-preservation was lack of mobility. Yes, he could fly and use his magical abilities to manipulate objects, but he found that a lack of body was somewhat limiting. So he went to work constructing a body that would never fail him; a golem body made of stone that could contain his jar.

With his new body secured, Edward headed north to what would one day become the city of Goodrock. Taking the abandoned fortress there for himself he used his new endless strength and stamina to begin building a city. One where his people could be safe. As he built homes and farms, people gradually gathered for home and safety. Before long, his town grew and with it came undesirables. Vagrants and thieves settled in and threatened the stability of his idyllic town.

Knowing that people could not be trusted without a firm hand to guide them, Edward created the Iron Fist, a set of iron golems that would enforce his will on the streets. He then decreed that from henceforth, all crime would be punishable by death. While there was some resistance at first, Edward's Iron Fist was effectively invulnerable and it was not long before crime in the city to be effectively eliminated.

In Edward's eyes, his city is now a utopia. There is no crime, his people are fed and housed, and any potential external threat is handled by his ever-growing army of Iron Fist. When he has free time, he happily walks the streets of his perfect town, admiring what he has built and will forever rule.
Demeter

## Description

The goddess Demeter is the embodiment of bountiful harvest and agriculture. Without her blessing, the lands grow cold and barren. She is the mother of Persephone, who was kidnapped by Hades. While her daughter was missing, Demeter refused to bless the world with plenty and winter covered the world as she searched for her daughter. Eventually Persephone's father, Zeus, intervened and ordered Hades to return Demeter's daughter. However, before he did so, Hades had tricked Persephone into eating the seeds of a pomegranate which obliged her to return to the Underworld. Eventually a deal was struck allowing Persephone to be with her mother for half the year while returning to the Underworld for the other half. It is during this second half that Demeter refuses to bless the world and winter sets in, not ending until the goddess is reunited with her daughter once again.

Physically, like all goddesses, Demeter is able to take any form she wishes, but her natural form is that of a beautiful woman.

## Personality

Demeter is benevolent and kind as long as her daughter is nearby. When gone, the goddess is cold and distant. Her mood can literally mean the difference between feast and famine.

## Avatar

Demeter's avatar looks similar to the goddess herself, a beautiful woman, though she has been known to take the form of a horse.

## Duties of Priesthood

Clerics of Demeter are expected to maintain farmlands and provide blessings to farmers.

## New Spells

Cropbloom (1st level)

Nature's Bounty (3rd level)

Call Rain (4th level)
Sacrificial Boon

### Components

V, S, M (an obsidian bladed athame worth 50 gp that is shattered upon completion of the spell)

### Ritual?

yes

This ritual must be performed upon a helpless, sapient, living creature who is painfully tortured during the casting and ultimately slain upon completion of the ritual. If the victim manages to get free during casting, the spell fails. Once the ritual is completed, you gain one of the following bonuses for the spell’s duration:

**Boost Necromancy** - All necromantic spells you cast for the duration are considered one slot higher for purposes of effect.

**Loyal Undead** - The next undead you create through Animate Dead or other similar spell obeys your commands indefinitely. This effectively ends the boon.

**Enhanced Undead** - Undead within 30 feet of you that are under your command gain advantage on initiative rolls and +2 bonus to their Strength and Constitution scores.

**Grant Boon** - A target you touch gains the benefit of a spell which you cast upon the ritual’s completion. The spell must have a duration longer than instantaneous and be of a level no higher than the slot level used for this spell. Its duration is replaced by this spell’s duration and needs no concentration.

This ritual fails if the caster is already currently benefiting from the effects of this spell.

**At Higher Levels.** The duration of this spell increases to 24 hours as a 3rd level slot, 1 week as a 5th level slot, 1 month as a 7th level slot and 1 year as a 9th level slot. However increasing the power of the ritual also requires more sacrifices and a more valuable athame. The number of creatures that must be slain to power the ritual is equal to the level of the spell slot squared. The value of the athame used in the ritual is equal to the level of the spell slot squared times 50 gp. Thus someone casting with a 5th level slot would need 5 living sacrifices and an obsidian bladed athame worth 1,250 gp.

Casting this spell is considered an evil act and only evil casters would use it regularly.
Stone Pillar

### People Of Note

Queen Brunhild Stonecraft (Queen of Stone Pillar) Prince Arthur Stonecraft (son of the king and queen of Stone Pillar) Old Man Jenkins (a creepy human wizard who has taken up residence in Stone Pillar) Dennis Wright (Local ship importer)

When the dwarves named the island of Stone Pillar, it is doubtful that very much thought went into the name. The island itself consisting of a massive stone pillar that stretches up into the clouds. The diameter of the pillar stretches across the entire island, so it appears to be a single pillar bursting from the ocean depths. Over the centuries, the dwarves that call the island home have slowly hollowed it out, building their cities within it. The pillar is considered sacred to the dwarves, as it has long provided them with metals, gems and everything else they need to survive.

Stone Pillar has long been at peace with neighboring islands, the dwarves content to spend their lives working the stone and finding what secrets it holds. They are renown metal workers, and they trade their quality metal products to other nations for anything they are unable to get on their own. Though they are not as technologically advanced as the Victorians, they have a healthy respect for invention and are quite interested in learning more from them if they could ever get a chance to. They find Victorian clockwork and cannons to be interesting in particular.

Arcane magic is fairly unusual on the island, but divine magic is quite common, with many dwarves worshiping Clanggedin Silverbeard. These dwarves are trained in battle, though most have never seen a real battle in their lives. The dwarven king of Stone Pillar, King Rothguard Stonecraft, is among them. Many of the people are capable enchanters of weapons and armor though, and they often enchant the weapons and armor that the metal workers make.

Other races do make their home on Stone Pillar, but they are generally regarded as second-class citizens and their housing is restricted to the lowest levels of Stone Pillar (which incidentally are at the greatest risk of flooding). Despite this, a few have made names for themselves among the dwarves and provide useful services that the dwarves would not be able to provide themselves. In fact, all of Stone Pillars ships were foreign made due to their lack of lumber and shipwrights.
Caduceus Staff

The holy symbol of Hermes

## Description

Prized among followers of Hermes, the Caduceus Staff is both a powerful magic item and a holy symbol for the Olympian god. Physically it appears to be a white staff with a pair of wings at the top and snakes entwining the handle.

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), sleep (1 charge per spell level, up to 5th). or legend lore (5 charges). In addition, the staff is widely considered a symbol of trustworthiness, providing you with a bonus to Persuasion and Deception checks as long as the listener has no reason to distrust you.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Kiwidinok

## Description

The Kiwidinok are somewhat strange among the Ahanu tribes. While they do move about the plains of central Ahanu, they also do settle down for periods. Their behavior is ever-changing like the wind they worship. They travel about the plains until the priests say the winds have told them to stop. When they stop, they setup a community and farm crops. These communities last no more than a couple of years before they up and move again, traveling for another year or so.

The Kwidinok worship Wind and are always ready for change. They grow restless when things become routine for them. They always look to the priests for guidance, however, because while anyone can feel the wind, only the priests can truly read it. They are also in charge of ensuring the weather cooperates with the crops so the people may prosper.

Since they do settle and farm, the Kiwidinok tribe tends to gather in larger numbers than most other tribes do. Any given group of Kwidinok might contain between 500 and 1000 members. Their superior numbers and minor magical abilities have allowed them to prosper in peace against other warlike tribes.

## People

While most of the Kiwidinok keep together, it is a fairly regular occurrence for one of their number to head out on his own to see where the wind takes him. All Kiwidinok are always looking for change and new things. They are always open to new ideas and tend to ignore history as they see looking at such things as against change. It is therefore quite usual for someone to become a Kiwidinok’s mortal enemy one day and be completely forgotten about the next.
Nelle Nuvole

Of all the members of the Allied Kingdoms, this is perhaps the most difficult to find. Located thousands of feet above sea level, Nelle Nuvole floats high above the ocean, above the very clouds themselves. There you can find the home of the winged elves called the Avariel.

Isolated from much of the world, the Avariel were one of the last members to join the Allied Kingdoms. They generally see the rest of the world as trouble and avoid it by staying within their lofty island home. Operating as a minarchy, there is no formal ruler of the island nation. What government does exist only consists of bare bones law and national security which is controlled by the city guard and airforce respectively. Even those are not so much organizations as they are loose collections of people devoted to a certain cause. This lack of central leadership can make diplomacy difficult as there is no one person to speak to about anything. To outsiders this may seem crazy, but to the Avariel, it is what freedom should be.

Despite their seclusion and baffling government, the biggest difficulty there was to establish an alliance with them was simply reaching the island itself. While the locals can fly, most people do not have the same ability. When the island was initially discovered, it was reached through the help of wizard magic. These days, a small port floats on the water below the city. There, teleportation pads have been created to allow the transport of trade goods up to the city proper.

The Avariel are quite peaceful, if a bit xenophobic. Visitors to the island are usually restricted to a small area near the teleportation pad's exit point. There, some shops and inns have been set up for visitors to handle any needs they may have, but entrance into the city proper is strictly forbidden. Trespasses are usually punishable by geas, banishing them from ever entering their island again.

For those who follow their restrictions, the Avariel have many interesting goods to trade. Exotic trees that only grow on Nella Nuvole produce a variety of fruit that are collectively referred to as "skyfruit". These skyfruit have a variety of magical effects when ingested and are particularly sought after by potion makers. In addition, the Avariel are skilled artists who specialize in sculpture. Avariel art sells for a fortune on the right markets. Finally, their natural proclivity to enchantment magic makes them excellent enchanters and they freely sell a wide range of magical items.

Until recent years, the Avariel have had no fear of invasion or attack, but the discovery of Victorian airships has changed that. While the Avariel have never been strong fighters, they could defend themselves if needed. They are also quite capable with divination and enchantment spells. Unfortunately, their magic and weapons are useless against Victorians and their airships. Though there has yet to be an attack on Nelle Nuvole, the people are rightly worried that they would be completely unable to defend themselves if there was and have been very interested in learning the secrets of gunpowder cannons that the Order of the Golden Wing has reversed engineered from Victorian wreckage.
Vileblast

### Components

V, S, M (a cone shaped crystal that has been targeted by the bane spell of an evil cleric)

### Ritual?

No

A blast of unholy energy erupts from your hands. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 8d8 unholy damage on a failed save, or half as much damage on a successful one as the very lifeforce animating their body is destroyed. Unholy damage does not heal naturally or even through normal healing magic. It can only be healed by using healing magic while within an area that has been affected by a hallow spell. If at least 50% of the damage a victim has taken when they hit 0 hit points is unholy damage, they die immediately and do not get death saves.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Casting this spell is considered an evil act and only evil casters would use it regularly.
Minerva's Wrath

Named after the legendary spear of Athena, this spell is unique to her clerics. A spear-shaped rod of energy blasts out from you 100 ft in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 10d8 radiant damage on a failed save, or half as much damage on a successful one.

The blast damages any objects in its path, stopping only if it strikes an object that it doesn't do enough damage to destroy. It is often used by war priests to blast down doors and barricades to clear a path for allied soldiers.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.
Inebriation

## Description

A specialty of clerics of Dionysus, you attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you and becomes severely inebriated which is represented by the poisoned condition. The caster also chooses whether this inebriation manifests in the target as happiness or anger. If happy, the target becomes friendly to all other creatures in the area and attempts to encourage the nearest creature to dance with them. If angry, the target becomes hostile to all other creatures in the area and attacks the nearest creature it is able to attack to the best of their ability. When the spell ends, the creature knows it was charmed by you.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Leviathan’s Potions

Owned by the aptly named Leviathan Elixir, this apothecary in the Merchant district of Walton is well stocked with a variety of potions and other substances to keep the local wealthy populace both happy and healthy. Healing potions of all types and cures for all ails are a given, But the shop also mind.
Bahira

### Population

750,000 (Human 40%, Half-elf 20%, Elf 12%, Dwarf 8%, Halfling 8%, Gnome 8%, Other 4%)

### Local Pantheons

Enlightened, Varuna, Ushas, Brihaspati, Set, Isis, Bast, Horus

### People Of Note

Alaria (Vizier), Keapon Laffin (prankster/magic shop owner)

Also called the City of the Dragon, Bahira is one of the largest and most successful cities in all of Amsha, second only to perhaps Al-Ahmar. The city gets its nickname from its ruler, the Great Dragon. The Great Dragon is a female steel dragon that took residence in this city about a thousand years ago. No one knows where she came from before that, but she appeared when the city was under attack by another dragon. She drove the dragon off and the people asked her to stay. She has been the leader and protector of Bahira ever since. Over the years several other dragons and similar creatures have attempted to attack Bahira. All have been driven out and a few have their lairs a few hundred miles from the city limits, waiting for the day that they can swoop in and attack.

On the first of every month, the city pays tribute to the Great Dragon, offering livestock and well wishes. During this time anyone who brings an offering of some sort has the opportunity to speak with the Great Dragon, though usually through her vizier, a djinn named Alaria. During any other time, it is almost impossible to meet the Great Dragon. Alaria is something of a prankster and few ever manage to get one over on her. Rumors speak of a gnomish illusionist named Keapon Laffin that runs a local magic shop. He and Alaria have a fairly long history of playing pranks on one another. Some of these pranks have spilled out onto the streets. In one such incident, half the population was green with red polka dots for a week.

The city itself is largely based on trade and fishing, though there is a decently large population of pearl divers. Merchants from all over the world come here to trade, so many exotic goods can be found. This rich trade has made Bahira the beacon of wealth it is today.

## People

The people of Bahira are generally well off. Also, more so than most, the people of Bahira are quite familiar with the sight of a dragon. They therefore are more than willing to speak with powerful people/creatures given the chance. If something is off, particularly in business, they are quick to seek a higher authority, if one is available.
Nazeem

Nazeem is more of an oasis than it is a city. A few decades ago, the Nazumi tribe of Al-Badia settled their tents around the oasis and though many of their people do travel across the sands, most tend to stick around the oasis. The tribe has swelled since settling here. Where at one time the entire tribe consisted of about 2,000 people, the population has swelled to about ten times that.

The people are ruled over by Shiek Mazhum Al-Fahd. He is both their political and spiritual leader and is solely responsible for his tribe’s prosperity. He has done this through proper worship of a fire idol that he found buried near the oasis. Yak men are common in this area of Amsha and they used to attack and enslave the people of the Nazumi tribe constantly. Since finding this idol, the sheik has managed to drive off the yak men. The idol demands worship and sacrifices to maintain its protection however. The sheik is therefore constantly on the lookout for rare woods and incenses to appease the idol.

Other tribes and some wizards (mostly elementalists) have coveted the idol and seek to either steal or destroy it. Such attempts have all failed, but this has caused the Nazumi to be constantly wary of attacks. Luckily such attackers have had little ability in driving off the fire elementals that the fire idol summons to protect the Nazumi.

Priests among the Nazumi are all free priests, though most of them tend to be Kahins. The fire idol often speaks to these priests and they are considered to be favored among the Nazumi.

## People

The people of Nazumi are Al-Badia at heart and often take to wandering. None can tolerate staying in one place for too long, though the importance of the Nazeem oasis is not lost on them. In their travels they usually keep a lookout for interesting woods or other burnable materials to offer the fire idol and gain its blessing as well as that of the sheik.

## The Fire Idol

The fire idol is a clay statue of a man that stands about 5 ft tall. The hands are held in front and upon those hands rests a flame that burns continually. No one is sure where it came from or who made it, but it is believed to house either a god or the spirit of an efreeti. It appears to show its opinion on matters through the flame it holds. When pleased, the flame glows brightly while the flame sputters and dims whenever the idol is displeased. It seems to accept offerings of just about anything that is flammable but is particularly pleased by rare woods and incenses. Those who please the idol are protected by it. Those who are protected by it find that fire elementals suddenly appear whenever they are in danger. The reach of this protection is not infinite however, so those who worship and make offerings to the idol must stay within a few miles to benefit from its protection.
Kiara Blaze

Kiara was an undead hunter and sorceress who specialized in fire magic. She took up the profession after her family was slaughtered by vampires and quickly found that her fire spells were quite useful against most undead. The loss of her family ingrained a raging temper in the half-elf, which made her quick to start a fight with anyone and everyone. This did not make a good fit for her hometown of Goodrock.

Luckily, she managed to find a group of like-minded friends before she ended up executed for starting a fight in town, and together they hunted undead. The leader of the group was a paladin named Hammond Carson, a man for which Kiara developed much affection for. However, unfortunately for the young fire sorceress, Hammond was married to the cause of slaying undead and never returned her affections, though he valued her as an ally.

On the 10th of Karshe, 2030, Kiara, Hammond and their cleric friend Linda all met an untimely end when facing a group of particularly powerful undead just outside of Goodrock. Of the four friends, only Carrey Smith managed to escape the encounter alive, scurrying away under the protection of a potion of invisibility. Kiara's brain was eaten by the zombie Solomon Garundy, who used her memories to more efficiently sort through the gear of her fallen comrades.
Religious Pantheons

## Overview

Wherever people exist, so too exist the worship of gods. Within the world of Gilon, gods are able to exert influence on the world through their followers. The more followers they have, the more influence they can exert on the world. The most devout of their followers are clerics (though they may be known by other names depending on the particular faith). Clerics are able to call upon the power of their gods to create magical effects in the world around them. The abilities of a cleric depend greatly based on the god they worship. However, though a cleric may devote themselves to a single god, they still are familiar with (and typically respect) the other gods of their religion. A list of various gods within a single religion is known as a pantheon.

## Gilon Pantheons

Below is a list of pantheons within each pantheon is a list of gods associated with the pantheon. While the list is extensive, it is not exhaustive. There are many pantheons (typically worshipped by smaller groups of people) that are not represented here.

### Ahani

Nature based spirits/deities worshipped uniquely among the tribes of Ahanu.

### Broken

A blend of monotheism and polytheism, the Broken believe in a single goddess that has been broken into eight different aspects called shards.

### Celtic

Old gods primarily worshipped in the northeastern cities of the Eluvian continent with a culture focused on nature, storytelling, and mercenarism.

### Dwarven

Worshipped by dwarves, they represent the various dwarven values of craftsmanship and hard work.

### Elven

Worshipped by Elves, they represent various elvish values of peace with nature, art and respect for life.

### Enlightened

A monotheistic religion, popular in Amsha.

### Frost

Gods worshipped uniquely in the Frozen Lands.

### Gnomish

Worshipped by gnomes, they represent various gnomish values of invention, curiosity, creativity, and adventure.

### Halfling

Worshipped by halflings, they represent various halfling values of hearth, comfort, and adventure.

### Jabulani

A group of gods uniquely worshipped in Jabulani.

### Japanese

A group of nature-based spirits and minor deities primarily worshipped in the Desu Island Chain.

### Neteru

Ancient gods typically worshipped by desert-dwelling folk. They are popular in Amsha and parts of Jabulani.

### Norse

A group of gods almost uniquely worshipped among the warrior Vikings of Dagmar.

### Oceloxian

Gods worshipped uniquely in the jungles of Oceloxichitl.

### Olympian

Worshipped primarily in the eastern half of the Eluvian continent, this family of gods is known for their chaotic whims and intense jealousy both of each other's actions and those of their mortal worshippers.

### Tian

Primarily worshipped in the Desian islands, these gods are part of a celestial bureaucracy that oversees life and death for their followers.

### Vedic

A minor pantheon worshipped primarily in parts of Amsha with a focus on personal growth through reincarnation.
Aquaria

### People Of Note

Fleet Admiral Mateus Gorn - Head of the Order of the Golden Wing Archmage Wesley Giles - Head of the Mage's Guild Archdruid Luthor Willowsman - Archdruid of Aquaria Fallon Seadew - Head of the Fisherman's Guild

Though it is not an ancient city by any means, over the last 30 years, Aquaria has become the largest trade center in the Arawaki Islands. Though vast swaths of sea are still almost completely impossible to travel through, the great Aquarian navy has gone to great lengths to make certain trade routes at least somewhat safe to travel.

The city itself is built upon a small mountainous island and covers all available land. Normally, such an island would be unsustainable but between a flourishing fishing industry (heavily protected by the navy), strict controls by the local druidic order, heavy trade, and a well fostered Mage's Guild, the needs of the metropolis are somehow met.

The city is part of a greater alliance of assorted cities called the Allied Kingdoms. These kingdoms work together for mutually beneficial trade and protection, and their influence is slowly growing across all of the islands. This has all been thanks to the hard work of Queen Mabel III who was the ruler of Aquaria until recently when she was assassinated at a Peace Day festival celebrating 30 years of Aquaria's rule. The assassination has left the kingdom in turmoil while the next in succession is determined. For now, Fleet Admiral Mateus Gorn is acting as the kingdom's ruler, though he is more focused on hunting down the late queen's assassin than he is on ruling the country.
Xander Ghoulish

Xander was born to a family whose entire bloodline was cursed as far back as anyone can remember. The details of the how and why of the curse are lost to time, but the effect is well known. Whenever a member of the Ghoulish family bloodline perishes, they are doomed (though some among them would say 'blessed') to rise from the dead as ghouls. Unlike most ghouls, they maintain their sense of self and are thus just as intelligent as they were in life. This does not prevent them from hungering for the flesh of sapient beings however.

The Ghoulish family has long sought means of breaking the curse and thus over many generations have accumulated one of the greatest sources of necromantic knowledge in the world. Even Aria Ravens, the ruler of Walton and a woman of impressive magical knowledge, has been known to pay visit to the family's home in Upton to peruse their library.

Unfortunately for Xander, he was cut off from his family's library the moment he died of a heart attack and rose again as a ghoul because undead are not permitted within the walls of Walton. Still, being cut off from his family's library meant that Xander could use what book knowledge he had gained during life to gain practical hands-on knowledge in the Slums where undead are not restricted.

He started by purchasing some bodies, some for food and the more pleasing to the eye for undead slavery. As a ghoul, there was not much he could get in the way of honest work though. He eventually struck on the idea of renting his undead slaves out for prostitution and was surprised to find an actual market among the poor in the Slums. It wouldn't take long before he earned enough money to purchase more bodies for 'staff' and establish a proper brothel that he called the Slippery Maiden.

It was not long before money was no longer an issue for Xander, allowing him plenty of free time to both practice necromancy and expand his business in peace. This gave him time to create his own specialty item: the Ring of Necromantic Control. Using a set of his rings, he was able to extend his control across far more undead slaves than his natural abilities would normally allow. Between that and eavesdropping on the secrets of his customers, he has made himself quite a powerful person, especially for a ghoul that no one would hire under normal circumstances.
Maka

## Description

The Maka are a largely peaceful people who settle along the north and western coasts of Ahanu. They settle into farming communities of about 500 to 1,500 members and stay put as long as the earth supports them. There are about 23 different Maka communities and they meet together in the spring for fertility rituals as well as courtship. Such things are very important among the Maka and a couple is largely judged by the number of children they have.

Ceremonies are overseen by the priests of Earth. These priests and priestesses typically have the most children of any in the community. At any one time they have at least 4 to 8 children living within their lodges. The inability to bear children is largely considered to be a sign of disfavor from Earth, though this hardly ever happens. Even the oldest among them are able to bear children.

While they are largely peaceful, the realities of some of the less than peaceful neighbors have forced them to learn the ways of war. They are not exceptional warriors, but they live in sufficient numbers that they are able to fight off most attacks. Protectors among them are the Geomancers. These magic users use the earth to defend their communities.

## People

The Maka place most of their importance on fertility and children. They will always see to the wellbeing of children everywhere. They are happiest when around children and will fight to protect any child in danger.
Donna D'Dead

Donna was born the third daughter of Windshire's D'Dead family. Sold off to Seilus Godfrey at a young age, she helped the other servants at his home until she was accidentally crushed by a horse. Not being one to waste a perfectly good corpse, Seilus turned her into a zombie so that she might continue her service to him.

She awoke horrified at her new condition and attempted on numerous occasions to kill herself, but Seilus would just bring her back to life each time and she would have one more injury reminding her of her previous attempts. Her attempts on her life ended when she was befriended by another zombie named Filmore Tombs. Filmore was equally filled with horror and rage at his undead state, however unlike Donna, Filmore focused his rage at the living who had what he could not. The two grew very close until Filmore was ultimately destroyed by Seilus for failing an important task that was asked of him.
Cael Gurkin

Great Leader Cael Gurkin

Leader of the thieves' guild known as The Outcasts, Cael is not particularly book smart, but he is quick witted, and even quicker of a fighter. He was once a city guard of Walton, until he was caught smuggling contraband in and out of the city. Once he finished his stay in The Pit, he quickly took over the then struggling gang. In a couple short years, he turned the Outcasts around from a struggling gang to a successful criminal enterprise that focuses primarily on getting goods in and out of the city of Walton as well as 'acquiring' the unobtainable for their customers.

Cael still carries the halberd that he used as a guard. His years of training make him a formidable opponent when challenged, particularly given that those who challenge him tend to use short blades.

**The following is GM only info. Do not expand if you are a player**

Cael Gurkin Stat Block:
*human, True Neutral*

**Armor Class:** 14 (studded leather)

**Hit Points:** 112 (15d8 + 45)

**Speed:** 40 ft.

**Saving Throws:** Str +7, Dex +5, Con +6

**Skills:** Athletics +10, Intimidation +5, Sleight of Hand +5, Stealth +5

**Senses:** passive Perception 11

**Languages:** Western Common

**Brave.** Cael has advantage on saving throws against being frightened.

**Brute.** A melee weapon deals one extra die of its damage when Cael hits with it (included in the attack).

**Mobile.** When using the Dash action, difficult terrain doesn't cost Cael extra movement on that turn. Also, when Cael makes a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of the turn, whether he hit or not.

Actions

**Multiattack.** Cael makes three melee attacks (2 with the halberd's blade and 1 with the butt).

**Halberd Blade.** *Melee Attack:* +7 to hit, reach 10 ft, one target. Hit: 15 (2d10+4) slashing damage

**Halberd Butt.** *Melee Attack:* +7 to hit, reach 10 ft, one target. Hit: 9 (2d4+4) bludgeoning damage

Reactions

**Polearm Master.** While wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from Cael when they enter his reach.
Sandra Sweeps

Sandra had a happy and peaceful childhood, living with her parents at a local windmill in Windshire. Then when she was about 10 years old, she caught the attention of Seilus Godfrey, albeit she did not know it at the time and would not for many years. Seilus watched the young girl from afar and secretly ensured that her family always was prosperous and comfortable.

Through Sandra's teen years, she blossomed into quite a beauty. But she found that though she attracted many a male suitor, she had terrible luck maintaining any kind of long-term relationship. The men she met would either die of mysterious circumstances or suddenly break things off without any kind of explanation. Unbeknownst to Sandra, this was all the result of Seilus' machinations. Sandra greatly reminded the ancient vampire of his first love and wife who also shared the name Sandra. So when he discovered her as a child, he believed her to be his long dead wife, reincarnated. And nothing in this world would come between him and his greatest love.

When she reached adulthood, Seilus revealed himself to her for the first time. He offered her a comfortable life if she would be his personal servant. The pay was exorbitant so she could hardly refuse the job offer, and he believed having her close would allow him time to woo her without the distractions of other local males. Years went by and she worked dutifully, though showed no interest in romance with Seilus. However, it did not take her long to learn that he was a vampire, which both scared and excited the young woman. When she asked Seilus to be turned, he took it as love interest and happily did as she asked. Unfortunately for him, that was not the case, still he thought that with patience it would only be a matter of time before she would be interested in him, so he bided his time. He had eternity after all. Or so he thought.

Sandra would often take to going to the Wailing Inn on her evenings off. There she would flirt with all the men and quietly feed on whichever one caught her fancy for the night. One night she decided to feed on a handsome elf stranger who had come to town with two friends. She quickly found out that the elf was an undead hunter named Allyn Llayan. When she got him alone, he held out a holy symbol and shouted a prayer to his god. This drove the young vampire to flee as Allyn gave chase, holy bow in hand. She fled to the nearby woods but eventually he caught up to her and impaled her with an arrow to the heart before decapitating her and leaving her severed head for all to see in the town square. The head was quietly retrieved and delivered to Seilus.
Yunis

### Population

50,000 (?) Population records for Yunis are sketchy at best. Bad weather also causes the population to swing wildly. Most inhabitants have outlaying holdings to which they flee during emergencies

### Local Language

Enlightened Common

The island town of Yunis is a haven for seamen, pirates, and chaos. It is completely surrounded by water with very little land to go around. In fact, nearly half of its buildings are built directly on the water.

Currently, no single man or woman rules Yunis. Occasionally, a self-proclaimed “pirate king” has achieved power, ruling for a handful of years (which is as long as he can bully or bribe the city’s council, the city’s only stable governing body). Years ago, Yunis was ruled by a pirate queen, whose reign outlasted that of those who have succeeded her. According to rumor, the council arranged her unlikely death: she drowned.

The council consists of the most powerful corsair leaders, some of whom have retired from life at sea. Active corsairs with a seat on the council aid in policy only when they are in port, and their concerns are primarily along the lines of protection rackets and policy splits. Retired corsairs (who have grown land legs) run bars and inns on Yunis, or own shipbuilding and repair facilities. Some also manage protection rackets. The concern of these “retirees” is keeping Yunis afloat both financially and militarily. They have been successful in this regard largely due to their slave troops.

Yunis is a sprawling city built out over a small atoll. Half the city is on stilts, and it is completely surrounded by coral reefs, making navigation for outsiders nearly impossible. Even seasoned sailors have difficulty, for sea-elf magicians regularly move the razor-sharp tropical growths through their wizardry. The city proper is a hodgepodge of different buildings. Often one structure is built upon the rubble of the previous one, so rumors of sunken and flooded treasure chambers abound. Beyond the city walls in small outlaying islets are the retreats of many retired corsair captains, each controlling a small, well-fortified (and often concealed) refuge.

## People

The people of Yunis are independent, self-reliant, and dangerous. The people of Yunis welcome newcomers, but they are not so foolish as to trust them. Strangers who cross a man or woman of Yunis have a price to pay, for once betrayed, Yunis’ citizens are as savage as a hungry shark, doggedly seeking revenge.
Ahanu

## Description

The lands of Ahanu consist of vast open plains and rolling, grassy hills which take up roughly half of the Spirit Continent. Wild game of many types is very common and many of the people who live in the lands of Ahanu are nomadic people who hunt the plentiful game. These people build very few lasting structures, and those that they do build tend to be minor shrines to their spirits and gods. Still, three tribes of people have built towns. They are Ehawee, Galilahi, and Kachina.

The people of Ahanu are organized into tribes which have very little to do with one another. They are all more than capable of making anything they might need, so they have little desire to trade with one another. Most tribes speak languages unique to that tribe and very few learn the languages of other tribes so communication is difficult at best anyway. There is no common language among Ahanu’s people, though a rare few have learned the common languages of other lands, especially Oceloxichitl. The populations listed under each tribe represent the entire tribe, which is scattered across Ahanu. Each tribe meets together regularly to discuss important matters at hand as well as to trade with one another and otherwise interact. Unless they are joining together for war, however, they rarely are found traveling together in such large numbers as it is easier to find game if they split up in different directions. At any one time, a group of 50-100 at most would be traveling together. Some tribes travel in smaller numbers than that.

Organized crime is unknown to the people of Ahanu. While criminals do exist, they rarely form groups, and those that do, do not form a group of more than a couple of friends. As such no thieves’ guilds have yet formed in Ahanu.
Heroes

**Heroes** (英雄, *Eiyū*) or **Protagonists** is/are individuals who possesses extraordinary talents, supernatural phenomena, or superhuman powers and uses them in dedication to be protecting or otherwise serving for the greater good; using their skills to counter community issues, such as day-to-day crime and combat threats enacted by Villains.

Some heroes are motivated into their careers by a sense of responsibility or duty, while others are thrust into the role due to a formal calling. Others may also hold a personal vendetta that leads them into the heroic role, or some may simply hold a strong belief in justice and humanitarian service and possess abilities to affect great change.

Regardless of their motivation, the heroic life is not for everyone; a willingness to risk one's own safety in the service of good is usually expected to be done so without expectation of reward and as such some heroes have to make great sacrifices in their personal or professional lives in order continue their heroic careers.

"*.*"

—About Heroes.

## Groups

Whether they operate independently or in a partnership, heroes will sometimes need to team together with other heroes to combat threats or problems that they would be unable to deal with solo.

The following is a list of signature heroic groups:

## See also

* Supportives
* Allies
* Anti-Heroes
* Villains
Vilebolt

You create three bolts of vile darkness and hurl them at targets within range.  You can hurl them at one target or several. Make a ranged spell attack for each bolt. On a hit, the target takes 2d6 unholy damage as the very lifeforce animating their body is destroyed. Unholy damage does not heal naturally or even through normal healing magic. It can only be healed by using healing magic while within an area that has been affected by a hallow spell. If at least 50% of the damage a victim has taken when they hit 0 hit points is unholy damage, they die immediately and do not get death saves.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional bolt for each slot level above 2nd.

Casting this spell is considered an evil act and only evil casters would use it regularly.