recursal/Fanatic-Fandom huggingface dataset:
Kilgrid Orcbender

According to Kilgrid, he comes from the "Orcbender" clan, that got it's name from once famous dwarf, hunter named Dwodael, who, according to the legend, killed 3 orcs with one arrow.

Clan had access to important artifact - a magical pouch, and rumors say that this artifact has amazing properties and helped Orcbenders to propser in the past, until one day it disappeared along with clan's leader. Years passed and many efforts were made by clan members including Kilgrid himself, in trying to find that missing artifact, but, unfortunately, with no success.

One day after years of travelling and freelancing as a mercenary soldier, Kilgrid found out that his ancestor may have been captured by Mad Emperor and lost somewhere in the dungeons. Kilgrid hopes that Magical Pouch, once owned by his clan, may also be somewhere in the dungeon, among other countless treasures, so he plans to find it there.

After arriving to the Othery, in tavern Kilgrid met one human adventurer, who for a small fee of course, promised to show Kilgrid secret entrance to the dungeon, that can be used to enter and exit the dungeon free of charge as many times as you want. Cost of the question was 44gp, that Kilgrid had to bring to agreed place and at agreed time. Dwarf was reluctant to trust stranger, especially human, but luckily, on the same day, Kilgrid found out that his old friend, Flint Fireforge is in the area nearby. Kilgrid decided to meet with Flint and ask him to back him up on the meeting with that human from tavern, and also ask for help with dungeon exploration.

Unfortunately, Flint didn't get the note on time, and Kilgrid went to a meeting alone, but got into an ambush, got robbed and almost killed.

After spending couple of months and all of his savings on recovering, Kilgrid is now ready to seek his fortune in the dungeon one more time...

Kilgrid was turned to stone by a medusa deep inside the dungeon, and his petrified form no stands guard over a subterranean jungle as a memorial to his courage.
The Reclaimers

The Reclaimers are a fanatical, Evil offshoot of the Church of Toulou. They believe that sentient life is a violation of the Archon's will and that the true will of the Archons requires the eradication of sentient life, so that pure nature can resist Malik Nous more effectively. The Sect appears to have arisen in Marlia some time just before the signing of the Treaty of the Accord, but it is particularly strong in Prester.

During his battle with members of Chaotic Solutions Inc, Angus revealed that the Reclaimers' genocidal goals are in fact a ruse; the purpose of the Sect is simply to enrich its leaders by taking the valuables of the people they murder. Their extremist pro-nature ideology is a way to recruit fanatical servants to fight and kill for them without any financial pay off. Exactly how many of their members know this secret is unclear.

Known members:

* Olwyn the Reclaimer (Former)
* Angus of the Great Glen (Deceased)
* Tor the High Reclaimer
* Reclaimer Bard (Deceased)
* Reclaimer Archer (Deceased)
* Reclaimer Bravo (Deceased)
Aeol

Aeol is the name for the realm created by Malik Nous. The precise nature of Aeol, including its age, its physical dimensions and its position in relation to the celestial bodies of Gardea and Klint.is a subject of endless debate among scholars.

The most well known area of Aeol is the Accord Lands but it is known that vast unexplored realms exist across the seas and to the south of Prester. There are two main schools of thought concerning the nature of Aeol - flatlanders believe it is a disc suspended in the ether, while jarheads believe it is a rough sphere made of divinely created glass.
Rickard Ratsbane

Rickard Ratsbane was the adoptive older brother of Mortimer Ratsbane, who traveled to the Imperial Dungeons to recover his fallen brother's body and avenge his death. He is a member of Chaotic Solutions Inc and is responsible for composing their motto into the Celestial tongue.

He is often accompanied by his familiar, Morty, named after his fallen brother Mortimer, in bat or owl form.

In battle against the Thieves-At-Law, Rickard revealed to his companions that he had lost family to thieves in the past. Whether or not this particular organization is responsible remains a matter of speculation among his allies. Rickard's desire to eliminate the guild, however, was quite clear, and was fulfilled through cooperation between Chaotic Solutions Inc and the Guild of Light.

Rickard is also known as an inventor of new spells, having formulated the Magic Mortars and Panache spells.

After a year of adventuring through the Imperial Dungeons, in late 51 AT he was slain by a pack of enraged cave bears.
Jourdan Scott

**Jourdan Lee Scott** (October 1, 2166 – March 9, 2205) was an American military general, government ambassador, and soldier who served as the ninth ruler of the Reunited States of America from 2189 to 2195. As a general, Jourdan led the Ontario City Guard division of the military and was directly responsible for the destruction of all rebellion remnants throughout the 2180s to 2190s as a result of the Ontario Civil War.
Flint Fireforge

Flint was born 129 years ago, in Northern Knagel mountans, near Vortigern border.

Perhaps the influence of the nearby Vortigern border was the cause, that his clan (Fireforge) couldn't fully associate themselves as pure Knagels.

Order and justice was highly valued in his community, dominated by Vaad’s followers, but Flint felt that something is off, but he just couldn’t understand what.

While spending some of his time as a soldier, he found a close friend -  Kilgrid Orcbender. You could see them frequently in the nearby tavern, sitting together and discussing various philosophical topics, about life, universe and everything. This was the time when Flint finally understood, what bothered him about his clan. His community was focused too much on keeping order, so that when choosing between fairness and order they would choose the latter without hesitation.

Flint was both confused and afraid of his thoughts, and decided to leave his homeland in search of wisdom and inner peace. He spent many years away from his home, but he had no one close enough to discuss his new learnings and thoughts. One day, on the 29th of the Tenth Month Flint got a message from Zorkmid - the Othery blacksmith he knew. Message said:

*Flint, old pal. I think it’s a fortune and sign from above that I found out you’re nearby after 33 years not hearing anything from you. If you get this message before the 12th of the Tenth Month, meet me on the same day at the sunset near Six Dragons Inn - new tavern in Othery. I have a plan for an amazing but dangerous adventure, I will need some of you help, but can’t share all the details yet. Hope to see you there, Kilgrid*

Unfortunately Flint got this message too late, but he decided to go to Six Dragons Inn, hoping to find out something about Kilgrid and adventure he had planned...

Flint was killed by a magical flying sword during his second trip into the dungeons.
Corvis Vectis

### Members

Voron Vencan (Deceased), Arno Wolstonecraft (Retired), Alezigon (Retired), Taranis “Stormblind” (Deceased), Arkil, Abraham Orcface (Retired), Esben Funn (Retired), Yvonne Unn, Aaron Wardin, (Retired)Liadan, Freja,Basarab Bennett (Retainer),Salizaar L'Anguis (Deceased),Vince

Corvis Vectis are the newest party of adventurers to venture forth into the Imperial Dungeons. The party has suffered numerous casualties and only one of the original members remains, but they have discovered some areas of the upper dungeons that more experienced parties never encountered.

Current members:

* Arkil the Flametouched
* Liadan Rhee
* Freja
* Yvonne Unn
* Vince
Freja

### Affiliation

Corvus Vectis (party member), Edina Wooley (protector, advisor and generally a chucklefuck)

### Archon

Toulou

“My ancestors never did anything wrong ever and I don't know where these *gestures to The Pests* came from. Honest.

They just happen to be passed down from generation to generation. Which is to say, The Pests pass themselves down to a member of the next generation - once their original "owner" truly dies.

They got really annoyed when my grandmother kept getting revived over and over again.

At that point they were really bored.

On the upside, they mostly let the "owner" do their own thing. Mostly.

That's how I've gotten (half) an education, kicked up some rocks, kicked up some bigger rocks in caves, had several relationships ruined and sleep with an eye open at night.

Somehow, my family believes The Pests are enough to keep anyone safe.”

The youngest member in a long line of artifact hunters (read: sometimes thieves) and the current “owner” of The Pests: A swarm of tiny nature spirits in the shape of bugs, never leaving her alone. When they are not, well, swarming her, they like to ‘hide’ in her hair, pockets and backpack. They’re not malicious, but they can get annoying.

One of Freja’s ancestors did in no way find The Pests as a package deal when they were digging for valuables underground. Said ancestor clearly did not steal the object The Pests came in and they certainly did not make a run for Marlia. At all.

Text to come here
Grey Rethe

Formerly the heir to the Count of Papincourt, Rethe was disowned when he converted to the worship of the Church of the Inner Sea. Like many other converts, he found his way to the city of Old Wending where he found safety. His aristocratic heritage made him a natural diplomat between the Church community and various Vortish military and political leaders, including the Regent. He was elected to the town council and serves as one of the town's informal leaders. Recently he has been the liason for various adventuring parties who have taken contract with the town's government, including Chaotic Solutions Inc and Corvis Vectis.

Grey is a slight man of medium height with long brown hair and hazel eyes. He usually wears fine clothing and speaks with an aristocratic Vortish accent.
Voron Vencan

Voron was born and raised in the coastal town of Tarpor in Vortigern during the first decade of the civil war.

When Voron became a teenager he was conscripted to the Vortigern army where he was trained and then sent to fight as an infantry soldier. He had been on the front lines ofthe invasion of Knagel and fought valiantly until he sustained an injury and was sent away to recover. His next deployment was to attempt to invade the Othery. However, the Vortigern army was ill prepared and ended up having to withdraw their forces after a lot of bloodshed. The feeling of defeat on that day lingered for the rest of Vorons service. He continued to serve in the amy for years but the war felt endless. One day he was sent to defend the western coast from enemy raiders. Voron ended up fighing off raiders in Tarpor, his home town. Although they managed to fight off the raiders without too much loss of civilian life, Voron found his childhood home to have taken significant damage. His family was not there anymore. He doesn't know whether they were killed, taken, fled before the raiders arrived or simply moved when he was away. There were no messages left behind. Voron was exhausted from years of military service and fighting and couldn't continue. He fled and went in to hiding from fear that he would be put on trial for abandoning.

Shortly after all of that the Traty of Accord was signed and the war was over. Voron had learned stealth from years of trying to stay hidden and was making a living as a travelling rogue. Apparenly he was not aware that no one was looking for him as so much time had passed that the record of him even being in the war was forgotten.

One day, Voron heard rumours about an opening being found to the old Imperial Dungeons and that adventurers were travelling there for all sorts of reasons. Voron imagined that the Imperial Dungeons might hide treasure or artifacts of significant value hidden by a previous emperor. This seems like an opportunity to make enough money to settle down and maybe build a home as he is growing tired of being a travelling rogue. So he travels to the Six Dragons Inn.

Voron was killed by a Grindylow during his party's first expedition into the Imperial Dungeons.
Arkil

Arkil is a recent arrival from Marlia. A quiet man who speaks very little of where he is from but seems instead intently focused on what he has come to the Othery to accomplish.

Though at times it seems even he is not fully aware of just what it is he has come for.

Arkil is known for living a semi-itinerant lifestyle, bedding down in flophouses, church shelters and abandoned buildings, and washing in loose water. Despite this insalubrious lifestyle he and his garments are always clean and he smells pleasant.

Recently out of respect for a fallen comrade, Taranis, Arkil has started to help out at and donate to the Vagrant's Rest. He can be found there quite frequently.
Kelly Quickquills

A Sorcerer and con artist known for associating with the lower and criminal classes of Othery, Kelly was a longtime associate of Renaud the Cunning and joined him in his adventuring group, The Clever Lads. She was killed by a ghoul within the Imperial Dungeons and her body was never found.

She is the author of Quickquills' Journal.
The Tome of the Occultation

*Wondrous Item, Artifact, requires Attunement, requires Intelligence 13+ to Attune*

When the Archons withdrew from the affairs of the world and went into occultation, each one of them left a message for their followers that taught them how to live their lives in a way that is true to the Archon's vision for the world. Each of these messages was entrusted to their respective Church and held in their Divine Forge. Somehow, the Tome escaped the hands of the Church and ended up in Castle Colquhoun in the highlands of Prester where it became the centre of a religious movement led by the Frost Giant Patrick.

All party members of the person who is attuned to the Tome gain a 10% bonus to all XP gains.
SGC Series Characters

The following is a complete pictorial list of the characters in all medias of SGCBarbierian's The Crafting Dead Roleplay Series. They are grouped by families or groups of survivors and roughly in order of first appearances.

Key

* A character with an "Unknown" status was alive when last seen, but was either: injured; lost; unsecured; absent in later episodes or written out of the show.
* A character with a "Revived" status was previously deceased and alive when last seen.
Guthrie the Fanatic

Guthrie is a fanatical follower of the Archon Yassa who spends most of his time in the Six Dragons Inn. He strongly believes that the Imperial Dungeons contain unspeakable and unholy evils which are best left undisturbed, and he tells every group of adventurers who try to enter that they should turn away, leave the dungeons alone and dedicate themselves to the service of the Archons. Guthrie doesn't drink much and he restricts himself to lectures and arguments, not violence, and many of the patrons find him ironically entertaining, so Ursula lets him stay. Despite his fanatacism, he isn't a Cleric or any other form of divine caster, just an unusually devout and vocal believer. He usually goes about armed and in worn but serviceable leather armour, claiming he is prepared to defend himself against the forces of evil, although nobody has yet taken him up on the offer of righteous combat.
The Arsenal

The Arsenal is a huge manufacturing complex situated adjacent to the Imperial Docks. This is where the mighty trunks of Prester oaks are rendered into the mastheads for the mighty galleons that serve as the flagships of the Otherite Navy. The Arsenal employs hundreds of people, manufacturing not just great ships but also smaller sloops and corvettes, and numerous siege weapons and marine armaments. The Arsenal is a symbol of Othery's dominance of the seas and its wealth and innovation, and those who work in the arsenal are greatly respected throughout the city.
Angus of the Great Glen

A burly and hard bitten Halfling warrior hailing from the Great Glen of Prester, Angus is a former bodyguard of the Lord of Tullymoore who was disgraced after stealing from his employer and, after a long period serving as a mercenary and bandit, ended up falling in with the extremist Toulou worshipping sect known as the Reclaimers.

He was recently seen in Othery, and it is rumoured that he is associated with Olwyn the Reclaimer, an explorer of the Imperial Dungeons.

Angus was killed by Olwyn after a dispute in the Dungeons turned into a full on battle between the Halfling, his allies, and Chaotic Solutions Incorporated.
Six Dragons Inn

The Six Dragons Inn is a relatively new inn in Othery, under the shadow of the walls of the Imperial Palace. One year ago the Inn was an abandoned building, but it was bought by Ursula, a well known merchant with underworld connections. The Inn was named for the six dragons slain by Basarab I, but the title is also an allusion to the six nations of the Accord Lands, as the Inn is scheduled to open on the fiftieth anniversary of the Treaty of the Accord, when travelers and representatives from all the nations of the Accord Lands will be in Othery to celebrate the signing of the treaty that ended fifty years of war.

Many expected the Inn to do modest business, as it is located in a low-income are that already has plenty of taverns. This changed when Ursula announced that the Inn contained an entrance to the Imperial Dungeons. Long since thought sealed away, the dungeons immediately attracted interest from treasure hunters, archaeologists and monster slayers. And for every brave soul who plans to venture through the great well in the Inn's main room, there are hundreds who will pay well for the chance to down a beer while watching them go down - or come up.

The Six Dragons is a medium-sized building standing at the end of Runner's Street. The bottom floor is made up of the tap room and kitchens and contains the Memorial Wall and the Line of Achievements. The second floor has a few rooms for rent, while the third floor is home to Ursula and some of her staff. It can seat 200 people, but on days when a party of dungeon delvers are due to descend, the tavern is usually packed to capacity.

## Staff

* Ursula
* Porthy
* Dodan

## Patrons

* Kevin the Vile
* Guthrie the Fanatic
* Jocasta Inktipper
Quân Xue

**Quân Thuần** **Xue** (March 3, 1991 – May 23, 2065) was a Chinese dictator who served as the third ruler of New China from 2015 to 2053. Quân was the longest ruler of the country and was highly praised by citizens of New China for his efforts in fixing the broken economy and working class. Sadly, Quân's effects couldn't come into place as the Liberation of New China quickly consumed the country.
Old Wending

Old Wending is the largest settlement in the Cloven Lands and one of the largest in Vortigern. The town's population has swollen in recent years as it became a haven for members of the Church of the Inner Sea. The town's traditional rulers, the Earls of Wending, died out, and the succession was disputed between the Dukes of Feverstone and the Earls of Weaverley. At the time Vortigern was still reeling from the Great War, and since both claimants were members of the Privy Council, the Council stepped in to appoint a regent to govern Old Wending and its domains while the succession dispute was abritrated. The Regent they chose was Sir Carleton Mattock, the Baron of Cambury. The arbitration has lasted for more than two decades, but during the period the town prospered, as the Baron turned out to be an able an honest administrator who was scrupulous about not admitting advantage to either claimant. The Regent used the temporary status of his governance to turn a blind eye to members of the Church of the Inner Sea, claiming that enforcing the Vortish Privy Council's anathema on the Church was a privilege that could only be exercised by the rightful ruler of the territory, and that he, as Regent, could not take such a step.

Two years ago, the Regent died, and traditional Vortish aristocratic law deigned he would be replaced by his nephew, a much less able man with no interest in governance. As the Regency declined the town's traditional council exercised more and more power. The Council had come to be dominated by members of the Church of the Inner Sea, who during the first Regency had turned the town into a safe haven for members of their religion persecuted across Vortigern. This collection of Church members made the town an even more tempting prize for the claimants, as Vortish law allows magnates who enforce the ban on the Church to compensate themselves from the Church's assets, and there are rumours that the Church has amassed a large treasury in Old Wending.

The conflict has recently come to a head as both sides accuse the others of violating the terms of the Regency. The Privy Council has not been able to stop either side from moving soldiers and weapons into the Cloven Lands. Inside Old Wending, many of the town's inhabitants fear the worst no matter who the victor is.

Old Wending's notable locations include the Grand Guildhall, the Regent's Manor (previously the residence of the Steward of the Earls of Old Wending) and a large Inn named the Fox's Tavern, which is said to be built over an ancient crypt. A ruined town lies within sight of the normal walls - it is rumoured to be cursed and has sometimes been occupied by bandits or unmen.
Hirelings

The Imperial Dungeons are a dangerous place and there is safety in numbers. Although the best comrade is another adventurer, some adventurers choose to use their hard-won coin to hire torchbearers, swordsmen, bodyguards or even wardogs to accompany them into the dungeons. Such paid companions, known as hirelings, are expensive and not as reliable as fellow adventurers, but they can make a difference.

When retaining a hireling, there are two costs to be paid - an initial hiring fee, paid when the hireling is contracted, and then a retainer, paid per game session.

Retainers are reasonably loyal, but they may baulk when ordered into situations of great danger, especially when PCs are not also put into danger. Persuading a hireling to do something unusually dangerous or frightening requires a Persuasion check at DC 13. Particularly dangerous situations may impose a disadvantage. Failure by 5 or more means the hireling will resign and/or flee.

Generally, the PC who hires the hirelings controls them during combat, but since they are NPCs the GM reserves the right to take control of them, usually if they are separated from the PC or if a roll to command them is failed.

The following types of hirelings can be hired:

**Torchbearer / Porter**. 15 Gold hiring fee, 8 Gold retainer. Note: requires a Persuasion check to do any fighting.

**Mastiff.** 30 Gold hiring fee, 15 Gold retainer. Note: Uses Animal Handling checks, not Persuasion checks

**Dilettante**. 30 Gold hiring fee, 15 Gold retainer.

**Spearbearer** 30 Gold hiring fee, 15 Gold retainer.

**Swordbearer** 30 Gold hiring fee, 15 Gold retainer

**Wolfhound**. 60 Gold hiring fee, 30 Gold retainer. Note: Uses Animal Handling checks, not Persuasion checks

**Bear** 150 Gold hiring fee, 75 Gold retainer. Requires Lvl 3 and Animal Handling. Note: Uses Animal Handling checks, not Persuasion checks. All Animal Handling checks are at disadvantage.

**Lion** 150 Gold hiring fee, 75 Gold retainer. Requires Lvl 3 and Animal Handling. Note: Uses Animal Handling checks, not Persuasion checks. All Animal Handling checks are at disadvantage.

**Veteran** 300 Gold hiring fee, 150 Gold retainer. Requires Lvl 5

**Young Blade** 300 Gold hiring fee, 150 Gold retainer. Requires Lvl 5.

**Hedge Knight** 300 Gold hiring fee, 150 Gold retainer. Requires Lvl 5.
Basarab I

## Basarab Basarion, aka Basarab I

### Aliases

The First Emperor, The Great, The Founder, The Slayer of Six, The Purple Emperor

### Relatives

Basarab VIII,John II, John III, Basil I,Basarab IX, Basarab X, Basarab XI (all distant descendants)

### Alignment

Lawful Good

Basarab I was a great warrior, knight, dragonslayer and founder of the Silent Empire . He is a semi mythical figure of whom little is known

What is well established is that he became a mighty warrior, somehow came into possession of the enchanged sword Wind-Reamer, and used it to slay six mighty dragons who were plaguing the peasants of the lands that are now Othery . When the peasants acclaimed him as their ruler, he set about expanding his realm to cover all of the known world. When he died, he was succeeded by his son, beginning what is now known as the Basarion Dynasty. "Basarion" means simply "of Basarab" in the old Imperial tongue.

Even though the Empire he founded has fallen and his line has died out, Basarab remains an omnipresent figure. Statues of him are scattered across the lands that were once part of his Empire, he is still referenced in song and art, and stories of his deeds are taught in schools and studied in academies.

Basarab was a follower of Vaad, as was every subsequent reigning Emperor, at least publically. The Church of Vaad teaches that the Archon guided his hand. Some go further and claim that Basarab was Vaad himself in the guise of a mortal man, or that he was somehow possessed by Vaad, or was Vaad's son. Although it is acknowledged that he was a follower of Vaad, Basarab is also especially praised by followers of Yassa due to his personal purity and Radu due to his great prowess as a warrior.
Rebel Archons

The Free Peoples worship nine Archons, but even religious neophytes know that the Archons originally numbered twelve. According to the teachings handed down by the Archons to their followers, three of the original Archons betrayed their fellows and changed sides in the struggle for freedom, returning to the service of Malik Nous, becoming his lieutenants and viceroys just as they had originally promised when Malik Nous granted them his power. In the ensuing terrible war, these Archons were defeated by the remaining nine loyal Archons.

Beyond these facts, nothing is known of the Rebel Archons. Religious teachings are mute on the issue, and they disappear from the theological records after their defeat. It is because of the Rebel Archons that the number three is considered unlucky in the Accord Lands. Their final fate is not widely known, although speculation is rife among religious scholars, fringe theorists and tavern boors. A few of the more popular theories about the Rebel Archons are outlined below.

* They were absorbed back into Malik Nous
* Their powers were absorbed by the loyal Archons
* They were imprisoned like Radu, their power locked away forever
* They were stripped of all but a vestige of their power and forced to walk Aeol forever in a bid to atone for their sins
* Just as the nine Archons are divided into three Good, three Neutral and three Evil Archons, the three Rebel Archons were made up of one Good, one Neutral and one Evil Archon
* Wessling almost joined the Rebel Archons, refusing to join them at the last minute
* Wessling alerted the other Archons to the Rebel Archons' conspiracy
* Both of the above are true
* One of the nine Archons joined the Rebel Archons but was forgiven
* The above is true, and the Archon who was forgiven was The Unknown Archon or The Enigma, losing their right to their name as a punishment from the other Archons
* One of the Rebel Archons was a sibling or lover to one of the true Archons, usually rumoured to be Toulou or The Unknown Archon
* The final battle between the Rebel and True Archons was in the Great Glen of Prester
* Radu was the only Archon willing to slay other Archons, and the mental anguish of doing so drove him mad
* The Rebel Archons are worshipped either in their own right or as demi-gods by cults worshipping Malik Nous
* One of the Rebel Archons was the good aligned Archon of Peace
* One of the Rebel Archons was the good aligned Archon of Healing
* One of the Rebel Archons was the good aligned Archon of Family
* One of the Rebel Archons was the neutral aligned Archon of Balance
* One of the Rebel Archons was the neutral aligned Archon of Laughter
* One of the Rebel Archons was the evil aligned Archon of Treachery
* One of the Rebel Archons was the evil aligned Archon of Pain
* One of the Rebel Archons was the evil aligned Archon of Ambition
* One of the Rebel Archons was the evil aligned Archon of Death
* One of the Rebel Archons was the evil aligned Archon of Winter
The Marketplace

Othery is the commercial centre of the Accord Lands. It is home to the most prosperous merchant houses, the most expansive bazaars and the finest and most durable wares. Not only does it offer nigh endless opportunities for wily traders and dedicated crafters, it also offers a wide array of goods and services of use to dungeon delvers such as those who brave the Imperial Dungeons.

Explorers of the Imperial dungeons are likely to acquire significant amounts of gold. This gold can be spent a variety of different ways. In addition to the goods listed in the *Player's Handbook*, the following goods and services are also available to successful adventurers with coin to spend.

* Magic Items
* Services
* Hirelings
* Strongholds
Bettania Ratsbane

Bettania Ratsbane was the adoptive sister of Rickard and Mortimer Ratsbane.

Little is known of her except for her affiliation with the Ratsbanes, and her reputed gift for archery.

Rickard requested her presence in Othery prior to the Siege of the Secret Harbour, in case her help might be needed, and to see his adoptive sister again. Despite their lack of blood relation, they seem to have an obvious familial affection for one another.
Earl of Weaverly

A member of the Privy Council and the holder of the title of Weaverly, the Earl is considered a relative newcomer within the circle of the high aristocrats of Vortigern, meaning that he belongs to the third rank of nobility (after the King, the Grand Dukes and the Dukes) and that his family have been ennobled for "only" six hundred years. Despite this, the Plunketts are in purely temporal terms one of the richest and most militarily powerful of the Vortish noble families, richer indeed than some Dukes, and the Earl holds a seat on the Privy Council along with others of such rank.

The Earl is known as something of an extremist with the Council - on the one hand, he is less strict about adherence to the ancient laws of Vortigern (although again, only relatively so - in Othery or Marlia he would be considered a hidebound reactionary), but he is very aggressive both towards other realms and towards the Church of the Inner Sea. His massacre of several hundred members of the Church in the town of Prestondale is infamous through the Accord Lands, but the Earl views this as one of his proudest moments. He also often advocates for the conquest of Mordwick for the Vortish throne, dismissing any claims that Othery or Marlia would intervene.

The Earl is also unusual in that, although he did serve as a squire to a Vortish knight as a young man, he chosen to study the arcane arts, and is known to be a Mage of no mean skill, specialising in the schools of Abjuration and Enchantment. It is rumoured that his tutor was the Prestish hermit mage Ossian the Wild.

Through his family's relationship with the defunct House of Elliot, he claims the title of Earl of Marklight, and through it the demesnes of Old Wending. As such, he is one of two parties in the escalating conflict in the Cloven Lands. He has been particularly active in hiring mercenaries, many of them from Othery or Marlia. Unlike the Duke of Feverstone, the Earl is himself present in the Cloven Lands, making his base in the town of Earlsdorn, which has always belonged to his family since one of his ancestors married the only daughter of the Earl of Dorn. He sends his younger brother, the Count of Addlesford, to argue for him in the Privy Council.

He is related to the Count of Hindhaven, and through him to Errol l'Anguis and Salizaar l'Anguis.

The Earl is in his early 40s but wears a long, greying beard which makes him look older. He has deep, soulful eyes that seem to show an otherworldly wisdom. Although he carries a sword he mostly wears the traditional robes of a mage, although he adorns them with fine feathers, furs and jewelry, and he bears a staff that is said to hold arcane powers. His coat of arms shows a golden wolf biting the wing of a white eagle, on a navy blue background.
Basarab XV

Basarab XV was the last Emperor of the Silent Empire to be universally acknowledged as the holder of the Sixfold Throne. In his youth a successful warrior, he was unexpectedly elevated to be heir to the throne when his grandfather, Basarab XIV, bypassed his uncle and his father in the succession - his uncle for being a simpleton and his father for being generally unambitious and unpopular man. Aged only 18 when he became the Crown Prince, Basarab was seen as a young and vigorous ruler who would rejuvenate the Empire and command renewed allegiance from squabbling magnates in Vortigern and Marlia. He succeeded to the throne at age 19 when his grandfather died.

Basarab had a long reign that was initially prosperous. However he failed in the most crucial task - the provision of an heir. His first wife, whom he loved dearly, died young, and although he remarried twice, he never produced any children. At age fifty three his young wife became pregnant, although there were rumour that a virile but intellectually stunted stable boy, not the Emperor, had provided the impetus for this pregnancy. Others claimed that the pregnancy was fake and that the child had been brought into the bed chamber via a warming pan. Even if such subterfuge existed, it was for naught, for Prince Basarab George Valens died only six months later.

In his advanced age the Emperor took an extremely long time to designate a successor, largely due to squabbles with the various magnate groups who were aligning around different candidates. He consulted extensively with religious, civil and aristocratic groups and announced that he would appoint a successor, but his sickness took a sudden turn for the worse, and he spent the last three months of his life unable to speak or write.

When he died, the magnates of Vortigern proclaimed his third cousin the Duke of Sarum as Basarab XVI, claiming that Basarab XV had privately endorsed this succession. The new Emperor's claim was not universally accepted as it was unclear whether his own father, the descendant of Basarab XIII, had been legally married at the time of his birth. Two alternative candidates for Basarab XVI arose in Marlia and Knagel respectively, each claiming that the late Emperor had planned or even had designated themselves as his heir. The lengthy period of consultations and discussions gave ample room for debates about exactly what the late Emperor's desire had been. Despite some early attempts to directly negotiate between the opposing candidates, each was backed by large armed camps, and the war that destroyed the Silent Empire began.

Basarab XV is largely remembered as the Emperor whose failure to produce a son destroyed the Empire. Some sellers of male contraceptives in Othery nickname their devices "Fifteen-ers", since their clients seek to imitate Basarab's dilemma.
Joan the Blade

Joan is the black sheep daughter of one of Othery's more prominent trading families. Although she associates with criminals, con artists and tavern crawlers, Joan herself is the closest Othery comes to nobility - her father was Kell Baxtrey, one of Othery's richest men, and her mother was an intrepid ship's captain named Joan Verger. Her parents both died at sea, her mother when she was a wee girl and her father when she was a teenager. Passed into guardianship of her uncle and wanting for nothing in wealth, she passed her time gambling, drinking and indulging in petty theft. She eventually fell in with Renaud the Clever and joined his adventuring party. Her uncle despairs of her decision to risk her life beneath the city, but is powerless to stop her.

Joan was killed during a confrontation between her party and the Guild of Light. The exact nature of her death is unclear, with some tavern rumours stating that she turned on her own party and sided with the Guild, while others claim she was slain by a member of the Guild. Her uncle mourns her death.
The Brass Monkeys

A group of hired swords in the service of the Guild of Light. They are known for only taking "legitimate" jobs and do not work for criminals. Previously they served defending mercantile interests in Mordwick and escorting a pilgrimage in Vortigern, but in recent months they have become full-time employees of the Guild. When not on duty they garrison the Light House.

In the month of the Unknown Archon of 52 AT, the Brass Monkeys were all but eliminated during an expedition to the Imperial Dungeons. There was only one survivor, Will Sorbey. Sorbey was one of the founding members of the Golden Crusade, the Guild of Light's final assault on the Imperial Dungeons, and became the commander of the soldiers who remained in the Golden Crusade after the dungeons were neutralised.
Unmen

"Unmen" is the name given by the Free Peoples of The Accord Lands for the various humanoid, intelligent creatures who dwell in Aeol. The exact origin of the Unmen is unknown - some believe they are a mockery created by Malik Nous to mimic the races who escaped his control, while others believe they present degenerated forms of their free brethren and thus provide a signal warning for the physical and spiritual corruption that come from living in subjugation to the Only God.

Unmen can be found throughout Aeol - there are rumours of vast continents populated only by teeming hordes of Unmen or even of Empires where Malik Nous' slaves raise giant ziggurats and conduct mass sacrifices to him. But the Unmen who are most often encountered by the people of the Accord Lands consist of small tribes of scavengers and raiders who inhabit forests, swamps, wastelands and other wilderness areas on the fringes of civilisation. Usually led by chieftians and shamans, these groups are known for their depravity, cruelty and savagery, and many rural communities and towns are engaged in a constant struggle to keep them from descending on isolated crofts or camps. Marlia , Suliaro and Prester  are particularly prone to this, but it is not unknown to encounter forest goblins skulking in the woods a day's journey from Othery itself, the heart of civilisation.

Despite their shared service to Malik Nous, it is not unknown for Unmen to fight one another - just as devotion to the Archons does not prevent the nations of the Free Peoples fighting amongs themselves.

Unmen covers any intelligent humanoid race that is not one of the Free Peoples, but the most commonly encountered within the Accord Lands are:

* Kobolds
* Goblins
* Hobgoblins
* Orcs
* Minotaurs
* Trolls
* Giants
Shieldbearer

**Casting Time:** 1 action

**Range:**Touch

**Components*:***V, S

**Duration:** 1 minute

Target one shield being held by a character. For the duration of the spell the shield hovers in the air near the character. The character gains the benefit of carrying a shield, including the Armour Class, but has a free hand. A character can only receive the benefit of a single shield at a time in this fashion.
Ossian's Oneiric Obstruction

**Casting Time:**1 Action

**Range:**Touch

**Components:** V, S, M (a small piece of iron)

**Duration:**8 Hours

You provide protection to yourself or one willing creature against mental intrusion. Any creature that targets the creature effected by the spell with any effect that would charm it, affect its emotions, or read its thoughts. The effect fails and the creature that took the action takes 16 (3d10) psychic damage (save for half).
Vidwyn the Wrathful

## The Good Family

"Even evil people feel pain, Vidi. There is enough suffering in the world as it is." It quickly becomes apparent that Kurt's words have the opposite effect to what he intended, his niece's eyes fixated on him as if he had killed a puppy with his own hands. Mila has heard this conversation before, in many other forms. She picks up the plates off the table and disappears into the kitchen.

"You've killed before. Why do you act as if passing judgement on evil

### Archon

Vaad and Yassa

people was wrong?"
Kurt looks at his niece across the table, she is barely 14, but it feels like talking to a zealous priest. "Sometimes there is no other choice", he answers after a pause.

"But you made the call, didn't you?" Kurt nods. "Why didn't you do it sooner? If you wait until things get really bad then it's already too late, people are in danger or dead, and you are not in a good position to fight them".

"I am no oracle, Vidi. I can only be on the lookout to see where I can help. In any case people find redemption sometimes".

"Then what do we do with evil people?" Vidwyn says, trembling with anger.

"I don't know" he says, honestly, "we play our part, we try to make it right".

She bangs the table with her fist. For a moment she is silent and finally says "that's not good enough!", before leaving the house into the night.

## The Children's Crusade

Not long after, she began plotting and convincing other children that she knew from Vaad's church that they needed to pass judgement on evil men. In particular, she felt nausea whenever she saw a city guard who was known for extorting people around the Harbor.

The details of the encounter are not clear, but she and her little army attacked him as he was beating up a baker for money. She managed to stab him in the neck with a knife, which bleed him to death.

They were quickly apprehended and it was only through the City Guard's own corruption that Kurt managed to arrange a quick escape (Kurt used whatever possessions he had as leverage) In their last conversation, he asked her to flee as far as she could.

## The Stray

She fled, excited about her accomplishment. The next morning it dawned on her that she would not be able to live a normal life in the city anymore. Most likely she already had a bounty on her head, so going back was not an option. She spent the next 5 years as an adventurer on the road.

When she heard of Kurt's death, she went back to Othery in disguise, looking for the Guild of Light. She had one purpose: to burn the Dungeons to the ground.
Free Peoples

The "Free Peoples", also known as "The Free and Faithful" or "The Archonal races" is the term used to refer to the races who have escaped subjugation to Malik Nous. Exactly why these races are able to live outside of service to the Creator is unknown - some say that the Archons were members of these races and favoured their own species, but others believe that there was some innate quality to these races that granted them freedom.

Despite their racial differences and biological incompatability, the "Free Peoples" can be thought of as a single, large, multicultural race. Generally, there is little racial bias within the Accord Lands - both religion and politics heavily emphasise the struggle between Malik Nous and the Archons, which means members of the races regard one another as close, trusted allies. This is not to say that individuals always get on, but conflict will usually be based on more day-to-day factors such as economics, politics or religion than race. The Silent Empire was a union of all races that, although led by humans, treated all races equally. The Accord Lands have no tradition of racial discrimination, either official or unofficial.

Although the Silent Empire is gone, the tradition of multi-racial polities remains. All of the nations of the Accord Lands are multi-racial, and even on a more local level it is almost unknown to find communities that are exclusive to one race. While a mining settlement might be heavily populated by Dwarves, and farming communities often feature disproportionate numbers of Halflings, their members will still not think of themselves as organised by race, as opposed to class or profession.

This is not to say xenophobia and parochialism are unknown, but they are based around nations, not races. A Marlian Elf will view a Vortish  Elf as a foreigner and possibly an enemy, but the same Elf will view a Marlian Dwarf as a fellow subject of the Kingdom of Marlia.

Historically humans have been the leaders of the Free Peoples. The Emperors of the Silent Empire and all of the rulers of the Accord Lands are humans, and almost all high ranking nobility are also human. This is largely explained by humans being the most numerous of the Free Peoples.

The Free Peoples are:

* Humans
* Elves
* Dwarves
* Halflings
* Gnomes

Half-Orcs are controversial, but in general a Half-Orc who disassociates themselves with unmen and follows an Archon will be treated as a member of the Free Peoples, although misunderstandings are not unknown.
Ursula

Nobody knows much about Ursula's background, although judging by her accent she is a native of Marlia. She has been in Othery for years, just one of the thousands of merchant traders active in the city. While she is able to keep her business running, she has not been particularly successful, and has seen her share of losses. While she is wealthier than most Otherites, the merchant princes of the city's financial elite see her as a small businesswoman. She is notable for her underworld connections, although she denies membership of the Thieves-at-Law.

Kevin the Vile did a few jobs for Ursula, so when he discovered The Imperial Dungeons, it was to Ursula that he went with the information. Seeing a business opportunity, Ursula sold off some of her stock in order to buy the abandoned building that would become the Six Dragons Inn. She has come up with a scheme to charge adventurers for access to the dungeons. In addition to the fees the adventurers pay, Ursula believes that her Inn's unusual gimmick will make it a commercial success based on selling drinks to patrons who want to socialise with adventurers and watch them descend to, and emerge from, the dungeons.
Ring of the Fellowship

**Magic Item, Ring**

When the wearer of this ring casts a spell or uses an ability\* that restores another creature's hit points, they gain a number of temporary hit points equal to their Constitution modifier (minimum of 1).

When another creature casts a spell or uses an ability that restores the wearer's hit points, the creature gains a number of temporary hit points equal to their Constitution modifier (minum of 1).

* administering a potion does not count as using an ability
Vietnamese Liberation Army

## Formation

The Vietnamese Liberation Army was formed in January of 2054 by Tuân Chi Minh. It was formed in Hanoi and employed recruitment propaganda and secret recruiters that would visit bars in the city to recruit soldiers under the nose of New Chinese authorities.

## Purpose

The Vietnamese Liberation Army, like it's Cambodian, Korean, Chinese, and Japanese counterparts was formed to liberate Vietnam from the control of New China. The VLA was the last army to form and because of this lacked proper organization and equipment.

## Fighting

Fighting took place mostly in Hanoi and Da Nang. Separate cells in both cities came together on February 11th to attack garrisoned New China forces in the cities. They were successful because of the element of surprise and were able to capture enough supplies to fuel the army for future combat operations into surrounding cities and China itself. It subsisted off of captured Chinese supplies and donations from foreign nations. Finally on the 21st of August 2065 the VLA, Korean Liberation Army, People's Liberation Army of China, Khmer Serei, and Japanese Loyalists captured the city of Hong Kong from New China, ending the war.

## Post war dissolution

Shortly after the fall of Hong Kong the VLA was dissolved by Tuân Chi Minh. Members were awarded directly by Tuân for their sacrifice.