recursal/Fanatic-Fandom huggingface dataset:
Strongholds

Everybody, including even the bravest adventurer, needs a place to lay their head. Between trips into the Imperial Dungeons, players will need to spend money to ensure they do not starve and have a place to lay their heads.

To begin with, players will need to rent accommodation. The cost of lodgings between dungeon delves can be found below:

* Squalid - 0 cost. You are homeless, sleeping in alleyways and abandoned buildings. You associate with the homeless. You start with one level of *exhaustion* at the beginning of every game session.
* Poor - 2 gold pieces. You live in cheap housing with few comforts. You associate with peddlers, tavern wenches and labourers. You must make a Constitution saving throw at DC 12 at the beginning of every game session or start with one level of *exhaustion*.
* Modest - 8 gold pieces. You live in a simple but dry and warm room with a few comforts. You associate with artisans, minor merchants and tavern keepers. No bonuses or penalties.
* Comfortable - 15 gold pieces. You live in a small house or in a well appointed room. You associate with substantial merchants, craft masters, and military officers. You may make a Charisma saving throw at DC 18 at the beginning of every game session. If successful you begin the session with *inspiration*.
* Wealthy - 30 gold pieces. You have a good sized house or a palatial set of rooms and probably a small staff of servants. You associate with major merchants, priests, scholars and minor nobility. You may make a Charisma saving throw at DC 15 at the beginning of every game session. If successful you begin the session with *inspiration*. In addition, some quests will only be offered to PCs living a wealthy lifestyle.
* Luxurious - 150 gold pieces. You have a spacious townhouse or a set of rooms at the finest hotel and a substantial staff of servants. You associate with the very wealthiest merchants and the nobility. You begin the session with *inspiration*. In addition, some quests will only be offered to PCs living a luxurious lifestyle.

Eventually, PCs may wish to decide that, instead of renting homes, they want to purchase their own property. A property will reduce ongoing lifestyle costs, and may be further customised to provide other benefits. Groups of PCs may group together to purchase properties if they wish. Properties owned by adventuring groups are known as **strongholds**.

The following types of stronghold are available to purchase in Othery:

Small House: 2,500 gold pieces.

* *Comfortable*
* 3 Beds
* 1 Room

Large House: 4,500 gold pieces

* *Comfortable*
* 6 Beds
* 2 Rooms

Manor: 10,000 gold pieces

* *Wealthy*
* 15 Beds
* 4 Rooms

Palace: 75,000 gold pieces

* *Luxurious*
* 100 Beds
* 10 Rooms

A stronghold can be sold for half its purchase price.
Memorial Wall

The Memorial Wall is a space of bare wall behind the bar at the Six Dragons Inn. It contains portraits of all the adventurers who have lost their lives inside the dungeons. Some adventurers or superstitious tavern drinkers like to buy a beer and leave it in front of the Memorial Wall before going down, for luck or as a tribute to those who have gone before them.

Adventurers enshrined on the memorial wall are:

 Pillars of Death
Suliaro

The flag of Suliaro. The three flames represent dedication to Yassa, and the blue represents the sea.

### History

Centuries ago, the Silent Empire went to war with a mysterious nation to the west, known to historians as the Western Mandate. Little is known of these people except that they worshipped Yassa and they were ruled from a distant western capital, said by some to be named Arelos or Arlosh. The Silent Empire was victorious, and the Western Mandate is said to have been destroyed. What is known is that the lands surrounding the city of Suliaro, home to the Divine Forge of Yassa, were annexed into the Empire. Colonists from Vortigern and Prester traveled into the area, and although the local language was suppressed, a hybrid culture emerged where some indigenous traditions were preserved.

During the wars following the death of Basarab XV, the Dukes of Suliaro sided with Vortigern, but were quickly invaded and overthrown by Marlian forces. An uprising against the Marls was led by a minor noble who claimed to be a distant descendant of a mythical Western Emperor named Ferenc II, styling himself Ferenc III. With aid from Vortigern, Ferenc drove out the Marlians, who then signed a treaty with him recognising Suliaro's independence in exchange for military assistance, particularly in the form of Sulinese horse archers, supplementing the Marl's cavalry light armies. When the Treaty of the Accord was signed, Ferenc II proclaimed himself a King - a pretentious title given Suliaro's modest size, but justified by his claim to be a successor to the defunct Western Mandate, an Empire which legend holds matched the Silent Empire in power.

Suliaro is physically the second smallest of the Accord Lands, both in terms of area (only Othery is smaller) and in terms of population (only Prester has fewer subjects). Despite this it is a fertile and rich country, consisting mostly of flat, loamy plains studded with small rivers and fens. The city of Suliaro is quite large, home to almost half the country's population, and matching Sudgewen and Marlhaven in size. Suliaro marks the western edge of the trading network of the Accord Lands - few but the most adventurous sailors have ventured out of sight of its towers when traveling into the setting sun. Suliaro's navy is the weakest of all the Accord Lands, focusing chiefly on shallow draft boats that operate in coastal waters or riverways. The army is also quite small but has a fearsome reputation - Suliaro horse archers are widely acknowledged as the finest in the Accord Lands.

Sulians are small, slight and nimble. Their men are known for shaving their hair and profuse moustaches. They usually have jet black hair and extremely dark eyes. High cheekbones and narrow eyes are common, especially among those with little settler blood.

The patron of Suliaro is Yassa.

### Notable Residents

* King Ferenc V
* Yuan Swiftstrike
* Liadan

###
Silaqui Nemetsk

Female, half-elf bard

Silaqui is a wandering bard from another realm, mysteriously transported to this land after making some poor decisions back home. Standing 1.8m tall with shoulder-length brown hair, Silaqui wants to make her fortune so that she can live the rest of her life in ease, doing whatever she finds fun. No need for a whole empire or anything gauche like that – she would be happy with a sprawling estate out in the countryside and some valets. Trouble is: she also can't resist being part of an epic adventure, so every time she has finished some epic journey and starts to contemplate settling down, some new exciting opportunity pops up. Still, some day she'll get sick of it all and at that point she wants to have a huge bag of gold to plonk down in front of a castle somewhere to buy a nice tract of land.

Silaqui travelled extensively with a tight-knit group of companions previously, but they all retired. She settled down to running a thriving trading post and craft hall in a crossroads town, but got itchy feet after a couple of years.

She is mostly a utility member of a party, boasting many useful situational spells. If it comes to a fight, she prefers to throw a fireball from a distance, or use her rapier or daggers if it comes to melee-range engagement. She can't resist attempting to deliver the coup de grace blow with a merciless psychic attack from her Cutting Words, despite the risk that it won't end up being a lethal blow.
Othery City Guard

The Othery City Guard, known informally as just "The Guard", is the law enforcement and paramilitary force of the city-state of Othery. Its origins lie in the ancient past of the city when the traditional courts deputised citizens of the city to enforce the laws. Over the years, the Guard has become a larger, professional and well organised force.

Under Basarab IX many Guardsmen cooperated with the Emperor and his Black Chamber in rounding up dissidents. During the reign of Basarab X the Guard was removed from Imperial control and put under direct supervision of the Otherite city government. This led to a long standing rivalry with the Imperial Guard, who still answered directly to the Imperial Palace, leading to more than a century's worth of petty jurisdictional clashes.

When the death of Basarab XV created a succession crisis, the Guard were the only full time armed force directly under Othery's control. When the city came under threat of invasion from Vortigern, the Guard's numbers expanded drastically with civilian volunteers, hired mercenaries, former Imperial guards and sailors from the remnants of the Imperial Navy. The Guard, in cooperation with the navy and under the overall command of Admiral Oliver Trent, managed to stave off a full-scale Vortish invasion and numerous raids of various sizes.

After the end of the war, the Guard was downsized drastically and returned to a law enforcement role, although it is still the only full time land-based military available to the Realm of Othery.

The guard enjoys a mixed reputation, as it has never been fully able to overthrow its reputation for corruption and favouritism. While individual guardsmen do not usually face public hostility, the guard as a whole is often the target of cynicism from the people it protects.

Members:

Kurt Knucklefist
Esben Funn

A humble man from humble beginnings... ha! That's what my parents wanted me to believe, at least. And for more years than I'd like to admit, it worked.

I grew up thinking I was just another schmuck farm-hand with no talents, titles or coin - but it turns out I am a schmuck farm-hand with no talents, titles or coin who has a famous adventurer of a grandfather!

Or perhaps I should say "had" a famous adventurer of a grandfather...

You see, secrecy loves company, and as it turns out, just as my famous ancestry had been hidden from me, so had the key to its greatness been hidden from the world.

A "key" that one of his old party members was entrusted to deliver back to our family.

A "key" that spoke with dissonant echoes inside my head the first time I lay eyes upon it.

A "key" that promised to ascend me from a life of rolling in manure to one of rolling in women and riches!

The old man tried to warn me. My parents tried to stop me. The chickens tried to trip me - but there's no getting in the way of my destiny now!

... except maybe having no armor or coin or the faintest notion of where I'm headed - but I'm sure "Sharpy McSpeaksinmyhead" knows - this is going to be Funn!
Family Matters

"My brother Valens the Vorten ruined my fine legacy. If not for him, my praises would be sung from Suliaro to Knagel as the greatest Emperor to reign over the Silent Empire since the Purple Emperor. But just as I built, he tore down, and as I unified, he drew asunder. And even in death, he refuses to leave me undisturbed, instead he lingers in this world! I should know that to this churl, even the divine order matters little compared to his pathetic need to undo the deeds of his betters. I am told that for noble Imperial subjects such as yourselves, to send a spirit to its final fate is not beyond their means. My Imperial Champion will fight alongside you and together we will triumph in the name of what is good, right and lawful! For the Silent Empire and the Dragon Throne!"

Objective:

Slay or otherwise banish to the afterlife the ghost of Valens I.
Calendar of the Accord Lands

The Accord Lands share the same calendar, that predates the Silent Empire . The calendar is made up of 365 days, divided into twelve thirty day months, with five days at the end that are considered outside any month, each of which is a festival.

The months are named after the Archonss , and are as follows:

* Iaxtra
* Radu
* Third Month
* Toulou
* The Enigma
* Kavas
* Vaad
* Yassa
* Unknown Archon
* Tenth Month
* Wessling
* Twelfth Month

Followed by the Five Great Holidays, namely:

* Emperor's Day
* Archon's Day
* Sun's Day
* People's Day
* Children's,Day

The Third, Tenth and Twelfth Months are assumed to have originally been named after the Rebel Archons , whose names have been stricken from the testaments.

The calendar was reset following the Treaty of the Accord , as the previous calendar was dated from the enthroning of Basarab I , but the disolution of the Empire meant a new calendar was felt appropriate. Dates are marked AB (After Basarab) for the old dating system, and AT (After the Treaty) for the new system. The current year is 50 years after the signing of the Treaty, so it is 51 AT.

Dates are usually referred to using the Archon's name in place of the month, e.g. "25th of Radu, 50 AT".
Basarab V

Basarab V was a Kosmokrator of the Silent Empire. He is most known for his construction of the Imperial Palace , and the Imperial Dungeons that lay beneath it. Although he was a student of military history he was not a particularly able general or warrior, and while he was a faithful disciple of Vaad he was not particularly involved with the Church. Instead he focused on the construction of roads, ports, aqueducts, city walls and castles throughout the Empire, with the Imperial Palace as his crowning achievement. He is also responsible for many of the artifacts associated with the Imperial family, including the Imperial throne, the Imperial robes, and the sword Windreamer , which he is believed to have been the last Emperor to wield.

He had his father's body removed from the Cathedral of Vaad and interred within the Imperial crypts. Basarab himself was the first Emperor to be immediately interred within the Crypts on his death, beginning a tradition that would end only with the reign of his distant descendant, Basarab IX.

He was succeeded by his son, Basarab VI .
Iaxtra

Iaxtra is the Archon of Darkness. She usually stands apart from the other Archons and is rarely depicted interacting with them, with the exception of the Unknown Archon.

Iaxtra's life before she became an Archon is seldom attested to, but it is taught she bargained with Malik Nous in order to protect the darkness from the One God. She took her sphere as Darkness, the Night and Shadows. She is worshipped by tavern wenches, entertainers, assassins, watchmen, miners and anybody who works during night or the darkness. People pray to Iaxtra before setting out at night or underground.

Iaxtra is the patron of the Realm of Knagel.

The Holy Weapon of Iaxtra is an Axe.
Clemence Castor

You wish to learn my origin?

My story begins at the steps of one of our Lord Vaad's houses of worship, where I was discarded alongside my twin brother. Date of birth unknown, bloodline irrelevant. My home, my family, became the men and women I serve alongside.

Brought up as clerics of the Master of Justice, my brother and I developed a strong sense of courage, honor and self-sacrifice - as well as a friendly rivalry between the 2 of us, which symbiotically challenged each of us to become better, even if our passions diverged between martial strength and arcane wisdom, between the vigorous cleave of a glaive and the stalwart resilience of a shield, between the benevolence of life-giving magic and the authoritative brutality of fire and thunder.

It was a good childhood - for the most part. But the cleric's life is one of service. And I tasted the bitterness of loss more times than I care to recount before I even came of age. Good men and women - far better than me - reaped from this world by malevolent forces while in defense of others. I will never forget. Never forgive.

Now the time has come for me to serve.

Ancient dungeons brimming with unmentionable evils and uncountable treasure have been unearthed in Othery. The rush of adventure is known to claim many a fool's soul - and one of my order has already fallen in service of those with more ambition than sense. I shall fill the gap he left, avenge my comrade, purge the darkness, guide the unwise and one-up my brother.

Lord Vaad guides my glaive - what could possibly go wrong?
Lars Finey

A mysterious man living in the town of Rowberry. He claims to be simply a retired businessman from Marlhaven, but he is much younger than most retirees. He is not originally from Rowberry but is fiercely protective of his adopted home town. He is generally well liked among the townspeople for his good manners and generosity. He often goes for long walks in the hills surrounding the town.

Lars is in his early 40s but is in good shape, with broad shoulders and a healthy physique. He wears simple but well made clothes without any jewelry or adornments. He usually carries a shortsword which he seems to know how to use. His hair is blonde and worn long, and he has piercing blue eyes and a well-groomed beard. He speaks with a slight Marlian accent.
The Cloven Lands

A series of coastal valleys in Vortigern north of the border of Prester. The Cloven Lands have several ancient towns within their borders and have historically traded hands between various Vortish dynasties. The area was a centre of conflict during the Great War and has recently seen small scale skirmishing and disorder due to conflicts over the exact borders of ancient feudal entitlements possessed by rival noble families, centred on the town of Old Wending. It is rumoured that the rival parties will soon raise their banners and press their claims by force. The Privy Council of Vortigern is known to be concerned about the potential for the local conflict to damage law and order and commerce in the Kingdom, but has been unable to move decisively due to two Privy Councilors being involved in the dispute. The Church of the Inner Sea also has a presence in the area, centred in the disputed town of Old Wending, which many blame for exacerbating the local disputes. There are stories that many Marlian and Otherite mercenaries and merchants have been traveling in the area recently - some say these are spies who intend to destabilise the area for their own nation's benefit, although many are doubtless simple sellswords seeking employment in armies or local defense groups. Clansmen from across the border in Prester have always had a strong presence in the area, as raiders during the Great War and more recently as traders, traveling minstrels and hired blades.

Towns in the Cloven Lands include:

* Hunter's Gate
* Rowberry
* Feverstone
* Old Wending
* Saltlash
* Earlsdorn
Toulou

Toulou is the Archon of Nature. Just as Vaad is often portrayed as the leader of the Archons, Toulou is usually the second leader. Sometimes it is implied that Vaad and Toulou were husband and wife or brother and sister before becoming Archons, although the Church of Toulou does not teach this. Toulou may be the Archon wtih the most followers due to her popularity among peasants.

Toulou's writ teaches that she was a hermit and healer who bargained with Malik Nous in order to defend the natural world, including animals and plants as well as humans, all of whom she saw as threatened by Malik Nous. She chose domain over nature, healing and the weather. Toulou is worshipped by druids, rangers, woodsmen, frontiersmen, healers and farmers.

Toulou is the patron of the Kingdom of Marlia

The Holy Weapon of Toulou is a Longbow
The Imperial Docks

During the days of the Silent Empire, Othery was the centre for the Empire's trade and the headquarters of the Imperial Navy. With a deep and wide natural harbour abutting the city, Othery was an ideal site for a port, but over the centuries various Imperial Admirals and private entrepreneurs have dredged out new channels and built docks, workshops and harbours. Even now that the Empire has fallen, Othery's navy is as proud as that of the old Imperial Navy, and merchants still come to Othery from as far as the glens of Prester or the distant shores of Suliaro to trade. It is rumoured that during the high summer trading season, there are more ships docked in Othery on any day than sail the seas outside its port, and despite Otherite's reputation for arrogance, few dispute this claim.

The Imperial Docks are not just the docks and quays themselves, but a vast network of drydocks, warehouses, sailor's dormitories, salty taverns, fish markets, maritime workshops and attendant businesses that stretches over nearly a quarter of the city of Othery. The Imperial Docks make up one of Othery's seven Wards and they are by far the biggest, although also one of the poortest - only The Grinds are more squalid. Despite the general poverty of its inhabitants, the Imperial Docks are home to plenty of business and industry. The Arsenal is the crowning jewel of this vast machine of nautical commerce. The most famous of the many taverns here is the Black Lobster, which is said to have been in the hands of the same family of bartenders for three centuries.

It is rumoured that there is a secret entrance to the Imperial Dungeons located somewhere in this district.

The district is the home base for the adventuring companies Chaotic Solutions Incorporated and Corvis Vectis

Runner's Street begins in the Docks and ends adjacent to the Imperial Palace .
Yuan Swiftstrike

Yuan was 7 years old when it happened. He was out one night, later than he should be, he was sure to hear about it later. But as towns go the town of Koueberg was very safe and uneventful. He had been close to home when he had seen Him. A man wearing a mask in the shape of Fox with a bundle on his back and a long-sword at his hip. Yuan would later find out the bundle was most likely something the Fox-man had stolen from the nobles home. But that wasn't what struck him now what struck Yuan was that five towns guard had cornered the Fox man and a fight was about to break out. He remembered the thief laughed as he cut through the guards with ease, the last one, a man Yuan knew Lin-ironlegs, had fallen without much the thief even taking a scratch. Lin had looked Yuan in the eyes as he had died, and to this day follows Yuan everywhere. The thief walked past the little boy and gave his head a pat, he was not even out of breath.

Yuan decided that it would be his life's goal to surpass this man. No matter what happened in his life he couldn't think of anything else. He had to be better, he had to find a way to surpass this mans skill. At the age of 16 yuan met Tai, the woman who he would grow to love, However he left her in the villiage, and promise to return after he had surpassed the skill so the fox man. Yuan left his home at the age of 17.

He went to a monastery to learn the ancient art of fighting from old monks. Here he learned so much however after 8 years was sent out into the world

Yuan is a member of Chaotic Solutions Inc, and it is notable for designing the party's coat of arms. He was slain by a gang of hungry manticores on the second level of the Imperial Dungeons after triggering a teleportation circle that teleported him into the manticore's feeding pen.
Rickard's Panache

**Transmutation Cantrip**
**Casting time**: 1 action, reaction, or bonus action
**Components**: S
**Duration**: Instantaneous
**Class**: Wizard

The caster snaps their fingers, and one set of clothing or armor not being worn, except by the caster, is either removed or equipped to the caster.

Alternatively, this spell can be used to disassemble such an item for storage and later reassembly via this spell.

In either case, the materials of any clothing or armor so removed are separated seamlessly into pieces convenient for storage, typically in the caster's backpack. The caster can either direct the disassembled pieces into their backpack, a neat pile on a solid surface, or scattered about in a pattern such as to spell a word or symbol.

Any item which has been disassembled by this spell retains its magical properties as long as all pieces are within ten feet of each other, and multiple pieces may not be used as multiple items. If the pieces are separated further than 10ft, the item's magical properties are suppressed until the pieces are all close enough together.

Any effect which dispels magic can be used on any piece of the disassembled item to reassemble it, provided all pieces are within 10ft of each other, onto a nearby surface of the dispeller's choice.

Any item being reassembled will float through the air as pieces which assemble themselves immediately around the caster, the edges forming back together seamlessly.

By default, this cantrip does not reduce donning or doffing time of armor, but does leave the caster free to act, consuming only their bonus action each round as the caster stabilizes themselves against pieces of armor flying on or off of them

The caster may expend spell slots when casting this spell; if so, use of a level one spell slot accelerates the spell slightly, halving doffing/donning time.

If spell slots totaling 2 levels or greater are expended, the armor is instantly doffed or donned.
Penance Castor

If you're reading this, I am sure you know me through my brother, and how much we loved each other.

If you are reading this, I am sure you know how he perished, in defense of those he cherished.

If you are reading this, I am sure you know what comes next. No mercy. No pity. No rest.

Now the soil will be blooming red, and the stars will be set ablaze, as I sweep through this cursed maze, may I be their awe and dread.

My heavenly terrorist, bless me with your holy grin, as I cleanse nefarious sin, with my blade's bitter twist.

For those who harmed the clement shall now pay their penance.
Saltlash

Saltlash is a mid-sized town on the coast of the Cloven Lands. It is the only significant seaport between Tarpor and Port Prester. Saltlash is ruled by its own town council which is dominated by local merchants and tradespeople. The recent outbreak of conflict in the Cloven Lands has seen the port become even busier as mercenaries and weapons are brought into the Cloven Lands, while refugees from the Church of the Inner Sea try to find passage to Marlia or Othery. Saltlash is unofficially recognised as a neutral ground by both sides in the escalating conflict.
Unknown Archon

Little is known about the Unknown Archon, even among their priesthood. There are many stories about the Unknown Archon but many of them contradict one another - notably, the Unknown Archon is portrayed as male, female or genderless. Unlike other Churches, which usually try to establish a definitive version of their Archon's deeds and suppress or debate stories that contradict it, the Church of the Unknown Archon actively promotes various stories that tell different version of the Archon's life - in doing so they follow the Archon's writ to promote mystery at all costs. Many believe that it was the Unknown Archon who tricked Malik Nous into handing power to the Archons as a group - if true, this would make the Unknown Archon the sole saviour of life from slavery, and the other Archons their followers. The Church of the Unknown Archon does not actively promote this story, but they do not contradict it either.

The Unknown Archon's life before they became an Archon is similarly difficult to pin down, although popular stories posit them as a thief, a monk, an innocent child, a wise sage or an actor. They chose the domain of Secrets, Mysteries and Concealment.

The Church of the Unknown Archon are secretive, and do not reveal their meeting places or their writ under normal circumstances. Similarly, the Archon's divine forge is at a mystery location revealed only to senior members of the Church - low ranking clergy are brought there under a divine charm that prevents them from recalling where they went. Despite this air of secrecy and mystery, the Unknown Archon is a benevolent figure that encourages their followers to aid others and refrain from harm, albeit under a cloak of mystery. The Unknown Archon is worshipped by actors, rogues, explorers and scholars.

The Unknown Archon is not the patron of any nation.

The Holy Weapon of the Unknown Archon is a Chakra.
Black Bess

A longtime associate and some say lover of Renaud the Clever, Black Bess is a darkly attractive Prestish Wizard who specialises in illusion magic. She joined Renaud in his adventuring party to explore the Imperial Dungeons.

Bess was killed by members of the Guild of Light during the mysterious confrontation that saw her party wiped out and resulted in the deaths of two of the Guild at her hand.
Kavas

Kavas is the Archon of Knowledge. He is sometimes portrayed as the oldest or wisest Archon, even if Vaad is the leader. Kavas is often credited with the invention of writing and arcane magic.

Kavas was a scholar who sought to understand the world and who entered into a bargain with Malik Nous in order to gain divine power to further his researches. He chose domain over knowledge, wisdom and magic. Kavas is worshipped by Wizards, Warlocks, scholars, sages and bards.

Kavas is the patron of Prester.

The Holy Weapon of Kavas is a quarterstaff.
Babs

Barbara Bandon, aka "Babs", was an experienced mercenary and sellsword based in Othery. Like many of Othery's more able warriors, she was drawn to the Imperial Dungeons, although she chose to ally herself with Chaotic Solutions Inc as a paid retainer rather than venture forward on her own account. Although she was slain during her first expedition, she proved herself a valuable companion, and the money paid to her by the party will go a long way towards ensuring a future for her husband and their two sons.
The Curse of Millhaven

*I'm a simple man at heart, I made my packet sure but there's no doubt that my heart still belongs on Runner's Street, and I grew up hearing stories about what the Othery Horror done. I figured it was just a story told to frighten the bairns, but my ol'nan said that it was her nan's uncle was one of the ones who got done by the Mad Stitcher. I used to go look at the place his house used to be as a kid and think that that black bastard got done with what he deserved. Old Basarab might have been a tyrant but at least back in those days nutters like the Curse of Millhaven got done for. The Mad Stitcher and the Mad Emperor, I guess they deserved each other. So I figured Mudgett's bones are somewhere under the Imperial Palace, and I slept easy at night, ever since I was a young 'un.*

*But now I heard that they opened up the Dungeons, and they found things down there that should be dead but hain't. So now I'm thinking... what if Mudgett's one of them? What if he never died after all? Now I hain't sleeping. Now I am lying awake at night. I got a window that looks out over the ol' Palace, and I am staring out of it at the lights over Runner's Street, and I am thinking... maybe he's down there. Maybe he's thinking. Maybe he's planning.*

*So I heard you lot are good with this kind of thing, and you could use a crust. And I hain't mind playing, as long as I gets some sleep.*

*OBJECTIVES:*

* Slay Vitus Mudgett and bring his hat back to John Groat. [COMPLETED]
Badon Hill

Badon Hill is one of the seven Wards of Othery. A middle income district, Badon Hill is known for its clothiers, milliners, tailors and other "genteel craftsmen". The finest clothes in the whole of the Accord Lands are produced and sold here. The district is also notable for being home to Badon Hill, the highest point in Othery. This hill is quite modest compared to the towering peaks of Prester or Knagel, but it stands tall enough to almost challenge the highest tower of the Imperial Palace. During the Great War, Badon Hill was taken over by the Otherite navy, who cleared away buildings at the top in order to use it as a proving ground and training fields. Since the war, the navy has left, manning only a single signal tower, and the rest of the Hill was turned into a park, which is now the largest green area within the city walls.
Lief Woodleaf

A musician and regular street performer, Lief is also a swordsman of no small skill. Although his passion is entertaining, he learned to defend himself at a young age and turned out to have sufficient talent for it that he has often been able to make a living using his swords when music or puppetry do not pay. Lief is originally from Prester but moved to Othery as a young man and has worked very hard to eliminate his Prestish accent. He bears on his chest a large brand in the shape of a fish hook - this is used in a small part of Prester to mark cattle thieves, and it was applied to him as a child as punishment for his father, a recidivist cattle rustler who had already received the brand himself many times. Lief dresses in an outlandish fashion, wearing gaudy jewellry and multiple piercings, and often applies temporary tatttoos to his arms. His auburn hair is styled in a mohican cut. He is known to take lovers of both genders, although at present he is in a stable relationship with a tavern keeper from Runner's Street, whose wife does not seem to mind. Despite his lanky frame he is a notorious gourmand and is guaranteed to show up whenever a free lunch is even rumoured.

He is a Young Blade as described under the Hireling rules.
Thieves-At-Law

The group known as the Thieves-At-Law are a myth whispered on the streets of Othery. Although the City Guard deny it, tavern gossips and rumour-mongering beggars claim that the thieves, assassins, kidnappers and blackmailers of the city are bound by a common code, and that those who follow this code are known as the Thieves-At-Law. Crime in Othery is a big business and there have always been organised and semi-organised groups of criminals forming gangs, schemes and illicit businesses, but to those who believe that the Thieves-At-Law really exist, these groups are simply minor satellites of the more powerful, more ancient and infinitely more shadowy group that pulls their strings.

According to the stories, the Thieves-At-Law have existed for centuries, and govern Othery at night much as the Protector's Council govern it during the day. It is rumoured that the Thieves have a shadowy fortress hidden somewhere in the city, and that they are led by two mysterious figures known as the Old Man and the Old Woman. Some even claim that the Thieves-At-Law are themselves a front organisation for some even more sinister group, although the identify of this group varies - some say they are still loyal to the memory of the fallen Emperors, some that they are a cadet organisation for the Church of Iaxtra or Wessling, while some go so far as to claim that the true master of the Thieves is Malik Nous.

Despite these omnipresent rumours, nobody has ever publicly been found guilty of belonging to the Thieves-At-Law, but those who believe say that this is simply proof that the Thieves, having concealed themselves for centuries, have no intention of allowing themselves to be revealed.

In the month of Toulou in the year of 51 AT, adventurers exploring the Imperial Dungeons discovered the Thieves-At-Law's secret headquarters, setting up an epic confrontation between the adventurers and the world's most ancient and vicious criminal organisation. After the deaths of the Thieves' leaders, they evacuated the Imperial Dungeons to regroup elsewhere in Othery.

Members:

* The Old Man (deceased)
* The Old Woman (deceased)
* The Thief Lord (deceased)
* The Paladin of Thieves (deceased)
* The Trapmaster (deceased)
* Martin Lackfire (former, deceased)
* Thief Knight
* Thief Spy
* Thief Scout
* Thief Veteran
* Thief Priest
* Thief Quartermaster
* Thief Thug
Auger's Animal Morph

Casting Time: 1 Action

Range: Touch

Components: V, S, M (a hair or tooth belonging to the chosen animal)

Duration: Concentration, up to 10 minutes

You channel the natural energies around you and temporarily shapeshift yourself or another partially into a natural animal of your choice. The target automatically gains proficiency with all unarmed attacks, and in addition, the caster may choose one of the following effects: the target gains all the abilities and bonuses listed under the effect until the spell ends.

* **Gorilla Morph:** The target gains a climbing speed of 30 feet, they also may make unarmed strikes doing 3d6 bludgeoning damage + str modifier, and has advantage on Athletic (Strength) checks made to grapple.
* **Owl Morph:** The target gains a flying speed of 40 feet as long as they are not wearing armour, darkvision 60 feet, and does not provoke opportunity attacks when flying. The target may make an unarmed claw attack doing d6 slashing damage + str modifier.
* **Shark Morph:** The target's land speed becomes 5 feet and they gain a swimming speed of 50 feet. The target may make an unarmed bite attack doing 2d10 piercing damage + str modifier, can breath underwater, and gains advantage on all unarmed attacks targeting a creature that does not have all of its hit points
* **Goat Morph:** The target may make an unarmed attack doing 4d4 bludgeoning + str modifier, and has advantage on all checks to avoid being knocked prone. If the target makes an unarmed attack after moving 20ft, it does an extra d4 bludgeoning damage and knocks its target prone if the target fails a DC 12 Strength check.
* **Cat Morph:** The target may make an unarmed claw attack doing 2d6 slashing damage + str modifier. The target gains darkvision 60 feet, a climbing speed of 30 feet, a movement speed of 40 feet and advantage on all Stealth checks. If the target makes an unarmed attack after moving 20ft, a creature hit by this attack must make a DC 12 Strength check or fall prone and be targeted by a free unarmed claw attack made with an advantage.
* **Hound Morph:** The target may make an unarmed bite attack doing 2d6 piercing damage + str modifier. The target gains darkvision 60 feet, and movement speed of 40 feet. The target has advantage whenever it makes a melee attack against an enemy if at least one of its allies is within 5 feet of the creature it is attacking. Any creature hit by the targetõs unarmed attacks must make a DC 12 Strength check or fall prone.
* **Crocodile Morph:** The target gains a swim speed of 50ft and has a bonus to its Armour Class equal to its Constitution modifier as long as it is not wearing armour. The target can make an unarmed bite attack doing 2d10 piercing damage + str modifier, can hold its breath for the duration of the spell, and automatically grapples any target hit by its unarmed attack (Escape DC 12). Grappled creatures are restrained and the target cannot use its unarmed attacks on anybody except the grappled creature for the duration of the grapple.
The Footsteps of an Archon

*You who read this text, however many centuries after our victory against Our Father, the Destroyer, must learn one thing and one thing alone from it. I am not a God. I am a Man. My followers give me the title of Archon, but what is an Archon? In the First Years, an Archon was simply a leader and a teacher. Yes, I am that. But the power I wield, and the power I grant to those who follow my teachings, does not come from me. It comes, like all power, through the Only God. The power I wield, I wield not because of my nature, but because through self-discipline, curiosity and thirst for knowledge of the universe. I was not a divine being, and I am still not, but for a moment I knew more about the nature of divinity than the God did, and that moment is the foundation of all the divine strength I give to my followers.*

*You who read this text, I believe you read it because you wish to model yourself after me. You can do this. I am a man. You are a man, or a woman, but you are no God. So everything that I did, you can do also.*

OOC Note: Although the quest is a group quest, to complete it, a single character must fulfil all the requirements.

* Knowledge of the Arcane: Kavas was not content with knowledge of history, medicine or nature. He sought the knowledge that gives its wielder command of the fabric of reality. **Have a level in an arcane caster class.**
* Knowledge of the Divine: Kavas knew that all power in the universe comes from the Dark Creator. He taught the other Archons that they could channel this power without the Creator’s control. **Have a level in a divine caster class**
* Knowledge of the Relict: In his quest to understand the nature of divine power, Kavas sought out mystical items of great power. **Find a magical artifact.**
* Knowledge of the Undying: Kavas freed himself from the bonds of his body and lived forever. He lives still. To know what the Archon knows, you too must live eternally. **Become Immortal.**
* Knowledge of the Archon: The Archons did not die, they did not vanish. They gave their powers in trust to their Churches, but they still walk the earth. **Find the Archon**.
List of notable people from Los Muertos

Many notable people were either born or adopted in Los Muertos

## People from Los Muertos

* Thane Acraig – partner in crime to Raul Mahn, fighter in the Rookono Valley Ring
* Neil Alton – waste collector, civil worker
* Arl Cazuz – Meezican prophet, news reporter
* Alexa Franschway – Foggyland navy cadet
* Jim Franschway – Cartum regional governor, police officer, member of United Nations Task Force 1
* Colin Kenway – revolutionary, founder of New Ixandia
* Korin Kenway – farmer, hippie
* Nathan Lane – Rookono council member, florist
* James Lee – Rookono council member, police officer
* Willy Lee – mayor of Paradise Bay, businessman, founder of Los Muertos Shipping Co.
* Billy Maze – Foggyland army cadet, supposed killer of Châu Viện, prisoner of war
* Robert Millar – terrorist, co-founder of the Red Nation
* Rick Stone – hippie, busker, farmer, musician
* Cyrus Stone – fugitive, hippie, wheat farmer
* Strider William – hippie, uranium miner, farmer
* Airame Yamamoto – businessman, gun dealer

## Non-native people from Los Muertos

* Nugget Boi – Foggyland army cadet, diplomat, born in Charlottetown, Canada
* Dat Francisco – Olympic swimmer, farmer, born in Charlottetown, Meezicoz MK III
* Koi Iok – terrorist, criminal, leader of the Meezican mafia, born in Lạng Sơn, Foggyland
* Flint Kotone – coffee and banana farmer, pawnbroker, businessman, terrorist, born in Hanoi, Foggyland
* Ron Kotone – terrorist, pawnbroker, co-leader of the Liberators, born in Osaka, New China
* Raul Mahn – terrorist, criminal, businessman, born in Yukon, Canada
* Sno Mahn – gun dealer, born in Yukon, Canada
* Jonas Millar – terrorist, oil claim hopper, criminal, and founder of the Liberators, born in Houston, Rookono
* Keita Mok – gang member, drug dealer, thug, born in Bamako
* Jackson Oumar – hippie, stoner, born in Jamaica, United States
* Mai Sok – member of the Tali-bon, terrorist, mercenary, bomb engineer, born in Saskatoon, Foggyland
* Thomas Yoshino – mayor of Temple Creek, coffee farmer, sushi chef, 2nd Monarch of Foggyland, born in Calgary, Foggyland
Free State of Nunavut

Flag of the Free State of Nunavut

The **Free State of Nunavut (FSN)** is a medium sized country located in northern Canada. It has a relatively small population of 1.3 million people, and the most populous city is the capital, Nunavut City.

The nation was founded by Wok Hordo and his group the Nunavut Independence Army in Ennadai. It gained it's independence through the Nunavut Civil War, and was recognized by the United Nations on September 16th, 2180.

## Geography

The Free State of Nunavut consists mostly of tundra and mountainous and hilly terrain with little to no main features. There are some pine forests throughout the nation.
The Enigma

The Enigma is the Archon of Luck.

Before bargaining with Malik Nous, the Enigma was an orphan abandoned by her parents and community. She bargained with the One God because she wanted to protect those who had been harmed by bad luck or malign circumstances. She chose as her sphere luck, chance and fate. After Radu and Toulou, the Enigma is the third most popular Archon, attracting people from all walks of life - who, after all, can say that they do not need luck?

Although generically a very popular Archon, the Enigma is particularly worshipped by diviners, gamblers, merchants, rogues and mathematicians. She is prayed to by anybody who suspects they need to succeed through good fortune rather than skill or planning.

The Enigma is not the patron of any nation.

The Holy Weapon of the Enigma is a two-headed flail.
Otto

Otto was found as a baby abandoned in the stables of the Goldenhorde estate and adopted by one of the estate caretakers who took pity on him.

His size, taller than most and physique impressed some but disgusted many. For most of his life Otto was ostracized and left to tend to weapons, clean the stables and carry heavy loads.

One day though, many years ago, a teenager Gideon noticed this "creature" in the stables and he was baffled how he could carry so much in so little time. He firstly saw Otto as a training dummy and demanded for them to spar regularly but a beautiful camaraderie was built.

They spent days in and days out fighting and perfecting their skills together, drinking alcohol at night and discussing how to improve their training the next day. While Sir Gideon specialized in sword arts, while Otto always preferred to wield an axe with him.

One day Sir Gideon left without saying anything but left a note in the stable stating that he went abroad to become stronger and that he apologized that he couldnt take Otto with him. Otto resented that action and trained even harder for the following months by himself. Whispers came one day that his friend had perished.. Otto couldn't believe himself, his Orc side filled his entire body with an uncontrollable rage . He only thought about one thing, he will kill and bathe in the blood of the bastard that killed Sir Gideon.

After discovering that the wretched person that took Sir Gideon's life has been slain, Otto has concluded his revenge quest and returned to the peaceful stables of the Goldenhorde estate.
Anchor Black

Anchor Black is one of the wards of Othery. A middle income ward, it is mostly known for being the manufacturing centre of the city. Smiths of various kinds operate here, working iron, gold, silver and other metals for export throughout the Accord Lands. Many streets of Anchor black ring with the clang of industry and glow with the fire of forges through all hours of the night. The district gets its name from a gigantic anchor, too big to be attached to any serving ship, that is displayed prominently against the walls of one of the smith's shops and is seen by everybody who enters the district from Badon Hill. The myth goes that two workshops challenged one another to produce the largest anchor they could - the losing side made an even greater anchor, but it crumbled when it was moved. The anchor is such a famous landmark it gave its name to the whole district, and still stands as a sign of pride in Othery's industry - so much so that the symbol of an anchor was integrated into the city's coat of arms and is often used informally as a symbol of civic pride. Anchor Black was home to many refugees during the Great War, who found unskilled work amid the workshops, and is still notable for its large non-Otherite population - several areas of the city are informally known as "little Knagel " and "little Marlhaven ". The embassy of Prester, a relatively modest building in an old townhouse, is in Anchor Black.