recursal/Fanatic-Fandom huggingface dataset:
Fateweaver

> *"The weave of fate is delicate, but a Fateweaver might be able to pull on those threads ever so gently and reorganize the tapestry of your life and alter your destiny!"* - Glumto, goblin who claims his destiny was changed by a Fateweaver
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## General Information

### Domains

* Fate
* Destiny

## Basic Information

### Races

* Any Race

**Fateweavers** are a group of people from all races that have a unique ability to alter the weave of fate of beings. They are able to peer into the arcane flow of history and potential futures and change your past to alter your present and future ever so slightly. These beings have been both blessed and cursed over the course of history. Only a couple of dozen are currently known to exist on the world, and they do not make their presence easily known due to the suspicion and blame that is often wrongly attributed to them.

The Fateweavers often make a living with their divination decks, cards they use to divine the future for customers, making a small amount of coin as they travel the lands. Unlike hucksters who hoodwink and trick their customers, Fateweavers divinations are always true.

## Becoming a Weave of Fate

Fateweavers were once a powerful organization that had scores of weavers in their ranks. However, those days are long past, and now, for one to become a weaver, they are sought out, sometimes passing from parent to child, the knowledge and skill to weave the fate of beings. One undergoes intense training and ethics education to be Fateweaver, because the power to alter one's destiny can be a very dangerous venture if not properly understood. In the past, some Fateweavers sought to use their power to their own benefit, and that is one reason they are so few now. The fallout from persecutions and hunts for the weavers, and this in turn lead to a more strict and discriminating selection process for weavers.

When one becomes a weaver, they start out as a Fatesworn. Making their vows to not abuse their power and to uphold the tenants of their order. The Fatesworn are apprenticed to a veteran Fateweaver that trains them and educates them until such time they are ready to become full fledged members of the Fateweavers. After that, they can journey the world on their own, using their abilities as they see fit. However, should they abuse that power, the rest of the Order will hunt them down and punish them.
Henry Gallows

**Henry Gallows**, also known as **The Hanged Man**, is a former Black Blood pirate and murderer. He is known for his brutal methods of murdering on the high seas, especially by hanging. He uses this method as it was once used to attempt to kill him, it failed and left him with a scar on his neck and a rasp to his voice. He was eventually hunted down and killed in battle by a group of adventurers, his soul was taken by Jonathan Jones to the afterlife. After the events in which a group of escaped experiments managed to free a crew of ghost pirates from their imprisonment in the future and past, negating the event of the future, Jones revived Gallows and dispatched him to hunt down the offenders and bring their souls to him.
The Commodore

Commander of the Deck

**The Commodore** is the Lawful Good deity of Battle, Duty, and the Oceans on the world of Valen'Dria. He is the Master of the Sea, the Bringer of Order. Sailors who serve in navies and merchant fleets are worshipers of the Commodore. He is in opposition to the Harridan, the Pirate Queen and chaotic goddess of greed and battles at sea. The Commodore's followers stand against those who engage in piracy and sea monstrosities.

## Paladin Code

The Paladins of the Commodore are beings of the High Seas, sailors and merchants. They seek to spread order and duty of their positions and emulate their god in the ordered administered roles at sea. Their tenants include the following affirmations.

* The sea is harsh, face it with no fear.
* Give your oath and follow through on your duties.
* Piracy is an offense to the Order of things, and must be stamped out.
* Sea monstrosities are an offense to the natural order and need to be wiped out.

## The Church

The followers of the Commodore are from all races of the world, but the majority of them are human. The priests and clerics of the church are identified by their robes of station being modelled after navy officer uniforms.
Vagus Magi

**Vagus Magi ,** also called the **Wanderer Mage**, is a title given to Mages that graduate from the Lyceums of Valen'Dria. A Vagus Magi is a fully trained mage with the ability and knowledge to use the magic they have. Vagus Magi can also continue to train and expand their skill and knowledge, to earn higher titles within the Society of Magic.
Spacejammer Technology

The following list is technology that is found on most spacecraft.

* Arcane Rudder - Used to steer the ship.
* Etheric Sails - Used to catch the tides of energy and propel the ship forward.
* Gravity Keel - Used to grant a ship gravity so the crew and passengers can walk normally on the deck of the ship.
* Celestial Orrery - Used by ships that travel the astral sea. Needed to calculate celestial drift in order to find a proper course and destination of a planet or astral domain.
* Astroglabe - Similar to the Celestrial Orrery, but is used in wildspace to calculate destinations of planets and a safe path through space.
* Arcane Bellows - Used to create the envelope of breathable atmosphere for the crew of the ship.

The above items all are needed to pilot ships without the use of a spelljammer helm.
Protogenecia

**Protogenecia** is a world in the galaxy, while the world is small and young, it is brimming with arcane power and elemental power, making it a very sought after world. This world is notable for it's primary inhabitants being a variety of demihumans (animal-like species with human characteristics). Other known races on the world are gnomes and dwarves.

## Geography

The world is divided up into several continents and islands of varying sizes. The weather can vary greatly in an area due to the overflow of elemental power. A tropical zone may in fact have a frozen climate in a section, this gives the various zones of the world a great variety within their boundaries.

## The Ancients

An ancient precursor race referred to commonly as the "Ancients" is known to have lived across the world, leaving a variety of ruins and artifacts of great power behind.

## Elemental Power

This world was one where the Primordials in prehistory shaped it, leaving more of their elemental power in the planet, as such, elemental power can coalesce into a single point, forming an **Elemental Font**. These areas can affect the local geography, and even cause magical spells to be strengthened or weakened depending on the elemental nature of the spell. Larger fonts were guarded and strengthened by the work of the Ancients, and became what is known as **Elemental Shrines**. These powerful areas formed great crystals of the elemental alignment.

## Currency

The currency of the world is known as Rings. They come in copper, silver, and gold. Rare rings are platinum and electrum, but are hardly ever used in trade.
French Presse

**French Presse** is a warforged chef that worked in the city of Crestfall, in the House of Crepes. Though he is a mechanical being, that lacks a sense of taste, he is fixated on flavor and wants to know what it is like to taste. He employed a group of adventurers to help him inquire after a rare ingredient from a merchant family because he wanted to use it in new food creations he wished to make.
Vrah

**Vrah**, known as the Goddess of Assassins, was once a mortal who, along with a group of influential cultists, attempted to ascend to godhood. However, their amassed power was only enough for one to ascend. Vrah, acting before the others, killed them with her hidden blade. This act allowed her to ascend, but the act also condemned her to the portfolio of an assassin god.

**Alignment** - Chaotic Evil. Vrah rejects order in favor of her own ambitions, regardless of other

**Holy Symbol** -a skull with a dagger driven through it with two blood red jewels in the eye sockets

**Tenants** - to strike swiftly and surely. To take a life without remorse or guilt. Ensure the kill enriches yourself. To never get caught in the act.

**Holy weapon** - the hidden blade

**Associated color**s - black and purple

**Worshipers** - assassins, murderers, executioners

**Prayer** - "May this kill be sure under your hooded gaze."

**Other names** - Vrah the Vile, The Holy Lifetaker, Soul Cutter, The Shadow Contractor
Cerulean Masters

**The Cerulean Masters** were a group of powerful warrior mages who decided that the multiverse would be better managed under their direct leadership. To this end, they pooled their resources and crafted a biological automaton with the experiences and skill of those that came before implanted in them. They saw this race of warriors as the perfect army to conquer the multiverse.

Eventually the war turned against them, when the war spilled onto the mortal plane, the mortals fought back with surprising ferocity and cunning. This would lead them into direct conflict with the masters. Due to their own arrogance and confidence, they were defeated. As a result of their failure, the masters were chained in the space between realms, to never again be free to spread their wicked ways.
Crime and Punishment

**Crime and Punishment** is the system of legal repercussions that can be levied against criminals who are found in violation of the laws and regulations in place around the world. These often are in the form of fines or incarceration.

## Fines

Fines are imposed when the powers that be do not believe that incarceration is needed. The fine levied is based upon the severity of the crime committed and the history of the offender in question.

## Incarceration

Incarceration occurs when the powers that be decide that the offender needs harsher punishment. Often incarceration means that there is some forced physical labor involved in order to punish the offender.

Examples of Incarceration:

* Mining the Gemstone Caverns of Tamariel
* Working the mines in Lodestone Quarry
* Meditations of the Deep Green Forests
* Mining the rock quarries of Stonegard in Athica
Clockwork Guild

**The Horologium Guild**, also known as **The Clockwork Guild** is one of the many guilds that operate in the trade city of Calabras. They specialize in mechanical apparatus research and magical technology refinement. One of the most notable inventions of recent memory was the Null Magic Firearms, and the Rune Cannons.
House of Orlav

Orzhov Minting House

**The House of Orlav** is a Mint that produces coinage for the **Orhzav Syndicate** in the city of Ravnica. Located in the sixth precinct, a group of adventurers traveled here after it was discovered that several trade bars were being hollowed out and filled with lead in order to steal large amounts of copper, silver, gold, and platinum. The current head of the house is Strahil Orlav.
Space Campaign Primer

**Set sail to the stars!**

In space, adversaries and allies can be found on any planet, and any port of call.

Among the stars, pirates, smugglers, empires, and rebellions flourish and fade.

That is where you come in, which will you be? You all join the crew of Captain Torgun, a Pufferfom that hires out groups of spacers to fly his personal spelljammer and do missions to make money so the crew can make their way in the galaxy.

What you will need for the game:

A level 3 character

A small backstory (enough for a small index card that will be provided)

A group name for your crew

Session Zero will help you to develop your characters.  So be creative, and if you got any ideas or questions, bring them. The starting location will be a massive space station known as The Wheel, a port of call where you can find all walks of life traveling through.

Items to note:

All official races are permitted from the DND books.

Homebrew races are permitted with DM approval (even ones on the wiki)

There are restricted races: notably the Vensurians

Tech will range from bows and arrows and swords to energy weaponry, so there will be a wide array of things you can look to obtain.

There will be a lot of homebrew mechanics in this game

Death is always a possibility, so always make sure to have a secondary character ready

Your characters will all be of the fringe element of space society, which means you’re borderline criminals, so that means you don’t have a reputation for good or bad yet, it all depends on your actions!
Cronus

> *"Grant to us the time needed to accomplish the needs demanded upon us."* - Prayer
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The Keeper of Time

## Deity Information

### Domains

* Time
* Fate

### Titles

* God of Time
* Master of the Fates
* Father Time
* Measurer of Time

### Tenants

* To observe the passage of time
* To let all things be born, grow, wither, and pass

### Associated Colors

* White
* Black

## Religion Information

### Worshippers

* Mages
* Farmers
* Death Cults

**Cronus** is the third of the High Gods of Valen'Dria, **God of Time**, and **Master of the Fates**. Cronus was born from the union of Lady Light and Lord Night, as their eternal dance created the passage of time and the cycle of day and night. Cronus sees to the passage of time in all things. Below Cronus are the Fates, those who use the sands of time granted to them by their lord to measure out the lives of all things. Cronus takes no sides in things, as time passes for all. His realm is known as **Aevum**, the **Keep of Time**.
Fidan Revolt

The **Fidan Revolt** was a rebellion against Prince Anseau III of Cespar, led by Florent Neuvic, Count of Fida.

## **Causes**

Since his election in 2E 606, Prince Anseau III and his government sought to empower the central government at the expense of the traditional nobility who had, for centuries, enjoyed significant autonomy in their counties. Such an scheme, unsurprisingly, drew criticism from those who feared that the Prince entertained kingly aspirations, by which the *'old tyranny'* of hereditary monarchy might return.

At the cornerstone of this enterprise was the autarky and profusion of the Prince's finances - permitting him independence from the nobility. To this end, the Lord Treasurer introduced a number of measures to inflate his master's coffers.

On 12th Frost Fall 2E 610, the Great Council voted in favour of imposing scutage on the nobility and knights of the realm. Scutage - a tax paid in lieu of military service - was not unprecedented in Cespar. For many nobles and knights, the payment of scutage was far more convenient and economical than providing military service. The tax was, however, only previously levied during wartime. The Prince now demanded scutage be paid despite no war (or even the threat thereof) taking place.

This imposition of scutage was not only resented for its inherent dubiosity and irregularity, but also for the heavy burden it placed upon the nobility, who were obliged to levy irregular taxes in their own fiefdoms to accommodate the Prince's demands.

## **The Revolt**

Despite opposition to the levying of scutage in peacetime, most lords and knights obliged the Prince when the collectors of the treasury arrived at their door; those who delivered their fee directly to the treasury were granted a reduction in their fee.

*Unfinished*

## **Notes**

1. ↑ The imposition of scutage was predictably opposed by the noble and knightly members of the parliament, but was supported by the burghers. The merchant class, who traditionally bear the burden of taxation, were happy to approve a tax from which they were exempt.
Jonathan Jones

**Jonathan Jones**, also known as the **Devil of the Seas**, is an undead that takes the souls of those who die at sea and forces them to serve upon his ship as crew. He is despised by Kharon, Ferryman of the Dead as he sees Jones as an insult to his sacred duty. Jones is said to have once in life been a pirate of such cruelty that the heavens forbade him entrance, and the hells expelled him, as neither would suffer the stain of his presence in the domains. As such, without a final resting place, he is an immortal undead spirit that haunts the seas. Cursed to forever sail the seas where he may find them, never able to find a port to take rest in.

In a future timeline that no longer exists, he revived Henry Gallows from death and tasked him with hunting down the adventurers that robbed him of the souls he saw of his property.

## Equipment

* The Ember of Hell - a piece of ever burning hellfire that he uses to guide souls lost at sea to his ship.
* Life Plunderer - a sword forged from the damned souls of demons trapped by devils. Can steal life with each cut. Those who die by this blade have their soul absorbed into the sword and increase Jones' power.

## Notable Souls Claimed

* Morgan Rumblood - notorious black blooded pirate
* Henry Gallows - a black blood pirate known for hanging his victims
Barrelborn Distilleries

**Barrelborn Distilleries** is a distilleries created by Modaryn Bottleborn. This company is known for the creation of the very potent Dragon Whiskey. The distilleries are located in the Barony of Custos, by a grant from Baron Drakmir von Custos. When asked why he named the company Barrelborn, Bottleborn replied, "*Because you can put more in a barrel than a bottle!*"

## Notable Creations

* Dragon Whiskey - said to be fermented from the blood of dragons, one of the most potent creations of the distilleries and it's recipe is a closely guarded secret.
Wonderdust

**Wonderdust**, often simply called **Dust** is a narcotic used by those who wish to tap into arcane power briefly. One grinds up a specially enhanced gemstone into powder and then proceeds to rub the dust into their eyes. The dust is then absorbed into the bloodstream and for a brief time can grant arcane power to the user. This magical high causes the tear ducts to bleed, causing red stains on the faces of those imbibing. Users of the drug are referred to as '**dusters**' or '**red eyes**'. Wonderdust has been around for centuries, and is often seen as a means by some to create a quick and powerful group of mages to enforce their will. A more potent version of this drug was eventually created using **Residuum** that is called **Residust.** It is more powerful in it's results, but far more addictive.

The drug is prepared by taking gems mined from the ground and infusing them with traces of arcane power. Once this is done, it is carefully ground down into an extremely fine powder and then packages in a glass tube. Users then simply open the cork and pour the contents into their eyes to absorb the drug. The effect doesn't last for long, often no longer than an hour. However, more potent types can have longer effects. This also causes the arcane power to fade quickly, making any use to detect the magic almost impossible to trace.

## Variants

Wonderdust is normally a golden powder, but the ones who prepare the dust have found ways to infuse certain types of arcane power into the gems, thereby giving the users certain arcane power. The following list details the known types of Wonderdust:

* Gold - Standard dust, causes random magical effects.
* Red - flame dust, fire elemental magic can be cast
* Blue - water dust, water elemental magic can be cast
* Yellow - thunder dust, causes lightning magic to be cast
* Green - plant dust, causes plant based magic to be cast
* Purple - vision dust, causes illusion magic to be cast
* Silver - time dust, time based magic can be cast
* Black - death dust, necromantic spells can be cast

## Creators

Those who create wonderdust are called '**Grinders**' due to the nature of preparation for the drug. These are often mages who live on the underside of the law.

## Residust

**Residust** was created and smuggled into Bridgetown in an effort by the local crime syndicate to boost their power in the city. Residust is administered by inhaling on a small tube which grants not only the possibility of casting magic, but also can grant a boost to the stats of anyone who inhales it. Users are called '**huffers**' and can be identified by the discoloration the residuum causes around the mouths. The shipment of residuum that was to be used in Bridgetown in the creating of more residust was destroyed by a group of adventurers who had business in the city. The explosion of the residuum (a highly volatile substance) caused a hole to be blown through both bridges of the town.
Jarldom of Whiterun

Freya Gormsdottir

TBA

Jarldom of Hjaalmarch

Jarldom of the Pale

Jarldom of the Rift

Kingdom of Markarth

The **Jarldom of Whiterun** is a Nordic realm central to Skyrim.

Under the co-rule of Harald Eiriksson and Freya Gormsdottir since 2E 608, the Jarldom is part of Western Skyrim.

The family tree of the ruling dynasty in Whiterun can be seen here.

## **Timeline**

**2E 520 — Sigurd Ketilsson is elected Jarl of Whiterun by a Moot *(93 years ago)*.**

* Sigurd, then a thane, is elected following the death of the heirless Jarl Ragnvald Svensson.

**2E 538 — Sigurd Sigurdsson becomes Jarl of Whiterun *(75 years ago)*.**

* He is the eldest son of Jarl Ketilsson.

**2E 556 — Gorm Arvidsson becomes Jarl of Whiterun *(57 years ago)*.**

* He is the nephew of Jarl Siggurdsson.

**2E 598 — Whiterun launches an offensive war against the Reachmen of Markarth *(15 years ago)*.**

* Though it would last less than a year, the conflict would result in substantial losses on either side.
* Erland Helgesson, commander of Whiterun’s forces, is assassinated.
* No land would be ceded by either side, but the Kingdom of Markarth is made to pay a monthly tribute of iron that would last two years.

**2E 604 — Riften sends a force into the Jarldom of Whiterun *(9 years ago)*.**

* Harald Eiriksson leads the defence of the Hold, defeating the Riften incursion at the southern White River crossing.
* In reward, Jarl Gorm allows Harald’s betrothal to his daughter, Freya. The two would marry the following year.

**2E 608 — Harald Eiriksson and Freya Gormsdottir are elected co-Jarls by a Moot *(5 years ago)*.**

* The two are elected in a controversial moot, denying Jarl Gorm’s son inheritance of the Jarldom.
* Sigmund Gormsson, not present for the moot, does not return to Whiterun. He remains in exile in Eastern Skyrim.

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## **Geography**

The terrain of Whiterun is one of fertile grassland in the east and tundra in the west. Though its borders extend from Rorikstead to the Valtheim Towers, much of the Hold’s population are found in the city of Whiterun and along the White River. Farms can be found aplenty on the western side of the river, while the eastern side is fortified by towers and camps.
Ravnica

**Ravnica**, also known as the **City of Guilds** is a city planet where the ten guilds rule together in a delicate balance. The guilds are bound by the power of the Guildpact, and as such are relegated to duties their specific guild was assigned when the Guildpact was first signed. Most of the turmoil and political intrigue takes place in the 10th District.
Father Roe

**Father Roe**, born **Monseir Alphonse Roe**, was once a powerful archmage and scientist. He studied and practiced various arts of combining the traits of animals with humans. This earned him scorn and was spurned by his peers. His being ostracized by his peers led him to flee from civilization and ended up settling on a deserted island that would eventually come to be known as Roe Island. There, he continued his work, combining animal traits with humans in an attempt to create a hybrid race. Eventually he succeeded and created the animal/human hybrid races collectively known as the Beastmen. After he created the beastmen, he founded the Church of Roe, a religion where he was a father figure to his creations.
Deusium

Currency of the Gods

**Deusium** is a currency found across the multiverse. Mined from the corpses of dead deities, this material is then processed into a liquid state and then pressed into bars of gold. This is one of the rarest forms of currency and cannot be duplicated or forged, making it one of the preferred methods of payment among the richest of the cosmos. Deusium was originally found by Ketean miners when they were exploring the Astral Sea and discovered the corpses of deities that had fossilized during the eternity they were floating across the sea.
Voltez Family of Navigators

The **Voltez Family of Navigators** is a merchant guild in the city of Crestfall. They operate in the docks district of the city, selling their services as navigators to anyone needing the services for their ships. The family has made a considerable fortune on their craft. The head of the family at one point was Volsteen Voltez. The family is a line of green scaled kobolds, they are known for their strict nature when it comes to business, and for their deadliness when crossed. The family barely conceals it's criminal nature, using the guild as a front as a legitimate venture.
Tulmir

The only thing that keeps Tulmir from being one of the Sabrak’Sur, is that he is the patron of beer brewing, which is a staple of most dwarven societies. Otherwise his chaotic nature would easily end with his exile. Tulmir is the god of revelry and he is the only Bastard in the Clan on High that is permitted to stay. His mother was the goddess of love Helora, and his father is unknown. Many think that, due to his portfolio, it is likely his father was Fenar the elven god of revelry who is well known for seducing other deities outside the elven pantheon. No matter his father, he is a god that oversees chaotic celebration, whether its a festival, competition, tournament, victory party, birthday, wedding or otherwise. Even the most conservative dwarves make sure to pour him libations at their weddings or their Halur’zoha, in case he takes offense and shows up to ruin it. He is also the god of dwarven entertainers and bards as well as members of the so-called hospitality industry- tavern keeps, bakers, and brewers. It is said that Tulmir introduced dwarves to distillation of alcohol to the first dwarves of Uldun to help keep them warm while venturing out into the cold north. He is, understandably, one of the most prominent gods for the dwarves of the Anura Mountains whose economy is practically brew-based. He is said to have loved these dwarves so much that he taught them how to grow grains underground. The yearly summer brew festival (Bezanbhunad), a brew competition between the four mountains, was originally a holiday (Bezanmorz) to honor him. It still is, although not to the non-dwarves who come to enjoy it each year. Many stories about Tulmir involve him getting into drinking competitions with other gods. He is also considered to be the patron of alcoholics, and he often aids of helping them kick their habit when it becomes too destructive.

Tulmir appears to his worshipers in many guises, not unlike Mhrgala and Baerna. Sometimes he appears as a colorful bard and sometimes as a filthy slobbish drunk. He typically has brown hair and his eyes are said to be like glittering yellow citrines.
Far Realm

> *"It is a place of paradoxes, of counter thinking. A place that is so alien to our way of perceiving reality, that we could not exist there but for an instant before our minds were overloaded and our heads exploded! Or maybe not? Who knows, the realm is not one that is bound by our notions of reality."* - a scholar on the nature of the Far Realm
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## Naming Information

### Aliases

* The Realm of Madness
* The Paradox

## Commerce

### Exports

* Chaos

**The Far Realm** is a realm of existence outside the known realms of the multiverse. As it is an alien realm, the laws of physics and notions of reality do not apply in the same way as they do in the other realms. What is seen as alien and chaotic to the material realm, would be seen as normal and proper to those of the Far Realm. The realm always seeks to expand and spread it's influence into the other realms, like a virus. Some believe the realm itself has a conscience of a sort, while others believe there is an alien hivemind that controls the realm itself.
The Pirate Lords

**The Pirate Lords** are the ruling figures who sail the Nine Seas of Valen'Dria. They are known to be ruthless as an enemy, but honorable (after a sort) to allies and those that work with them. They each sail a formidable armada under their flags. The Lords allow individual pirates to sail their waters, so long as they abide by directives while in their territory. The Lords also stand in opposition to the 'Black Blood' pirates, each of these pirates are to be feared, for they are ruthless and uncaring.

## The Pirate Lords

* Count LeSang the Red - vampire pirate lord, sails the Blood Sea and rules from Isla Sangre.
* Captain Nieva the White, Lady of Snow - sails the South Sea.
* Captain Spriggs the Umbra - sails the Night Sea.
* Captain Orist Longleaf, the immortal - elven pirate lord that sails the Green Way.
* Kharl Firebeard - dwarven pirate lord that sails the Iron Sea.
* Captain Li Shen, the Wind of Death - tiefling pirate lord that sails the Sea of the Sun
* Bloodfang the Bold - orc pirate lord that sails the ripe tides.
* Calico Roberts, the gambler - sails the Dead Straights.
* Captain Whytlok the Magus - mage pirate lord that sails the Ley Lines.

## The Council of Blades

The council is the governing body of the pirates who follow the Code. This body is formed to settle major disputes between pirates, or to declare war or to made trade deals. Otherwise the Lords and other pirates sail as they see fit within their territories.
Currency of Valen'Dria

The **currencies of Valen'Dria** are different minted precious metals in the form of coin that differ from continent to continent. The minted currency for each land fall into three types of coin: copper, silver, and gold. Platinum is a rarity and more often used by noble houses or trade guilds. Trade bars are also used for larger amounts. Electrum pieces are used only by wizards. Astral diamonds are used only by the most influential beings for paying massive amounts of money.

## Currencies of the World

* Athica - Crowns
* Sekaiden - Koku
* Tamariel - Dram
* Calabras - Trade Rial
* Despayre - Rand
* Yamira - Zips
* The Sinner Seas (This includes all the island territories that fall in the area)- Doubloon

## Calabras Trade City

Calabras is a central hub of trade in the entire world, goods from all over the world flow through this city. As such, the city has become the central banking institution for establishing the exchange rate between the different continents, and have even their own minted currency that is used solely inside the city.

## Electrum Coins

Electrum pieces are minted by specialty mints that specialize in currencies used solely by mages for trade. The reason for this is that the electrum pieces are infused with faint traces of arcane energies, making the counterfeiting of these coins nearly impossible.
Margon Brundor

**Margon Brundor** is an orc actor who is well known for his eloquent and powerful delivery in his roles. He works to help to overcome the stigma that surrounds his people that are usually known for their brute force and blunt ways. He has come to Crestfall in order to take the leading role in the stage production of His Majesty's Flight: The Bestest Orc Boy. He is happy to be able to work with fellow orc Steven Gurkman.
Abyssal Knight

> *"I was not strong enough, I was pathetic and weak. That was when it appears before me, the Demon. It offered me power beyond anything I could imagine, all I needed to do was kneel and submit myself to the power of Chaos. I have never looked back, and will carry my Demon Blade into battle after battle until all is consumed by Chaos!"* - an Abyssal Knight on his taking the power from the demons
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## Equipment

### Weapons

* Simple weapons
* Martial weapons

### Armor

* Light armor
* Medium armor
* Shields

## Other Information

### Restricted Alignments

Lawful

**Abyssal Knights**, also known as **Demonic Knights**, are warriors who have entered into pacts with powerful demons of the Abyss. This power twists and corrupts them into dark warriors that live to spread chaos. They are notable for their dark armor, forged in the depths of the Abyss and for the Demon blades they wield, containing the souls of demons that allow them to cause great destruction in their path.

## Submit to Chaos

The Abyssal Knight is defined by his demonic patron that comes from the Abyss. The Knight binds himself to the power of the demons, most often, the Demon Lords. While similar to a liege lord and a vassal, there is no rigid structure because of the chaotic nature of the Abyss. The power granted to the Knight is often by design of the Demons, but more often than not, this reason escapes the Knight as to why he was chosen. Often the Knight is chosen because they have intelligence, skill, and combat acumen that would lend well to the demon's plans.

## Creating the Knight

As you create your Knight, you must consider the Pact you take an the powers granted therein.

## Class Features

As a Abyssal Knight you gain the following class features.

**Hit Points**

* **Hit Dice:** 1d10 per Abyssal Knight level
* **Hit Points at 1st Level:** 10 + Constitution modifier
* **Hit Points at Higher Levels:** 1d10 (or 6) + Constitution modifier per Abyssal Knight level after 1st

**Proficiencies**

* **Armor:** Light armor, medium armor, shields
* **Weapons:** Simple weapons, martial weapons.
* **Tools:** None
* **Saving Throws:** Constitution, Charisma
* **Skills:** Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Religion and Stealth.

**Equipment**

* You start with the following equipment, in addition to the equipment granted by your background:
	+ (*a*) leather armor or (*b*) hide armor
	+ (*a*) a simple weapon and a shield or (*b*) two martial weapons
	+ (*a*) explorer's pack or (*b*) a dungeoneer's pack
Yamira

**Yamira** is a continent where humans arrived a century ago, searching for a new home and ended up waging a two year war with the local races. Eventually a peace agreement was reached between the human survivors and the elves, dwarves, and minotaur kingdoms.

## Ancient History

Long ago, in ages long passed, Yamira was a vibrant and fertile land, with overflowing life, and an excessive flow of arcane power. This lead to a long lasting peace in the land. Many great sages and scholars lived during this age, expanding their understanding of the arcane and the living world around them. However, as many things go, this would lead to an excess of abuse by those who sought to use this power to further their own ends. Beings rose up to become known as the Pharaohs of the Burning Sands, they were considered the most powerful, or the most influencial of their bretheren. While not all the Pharaohs were twisted in their use of power, the greatest majority of their ilk misused their gifts to twist the land around them, which would eventually lead to the largest part of Yamira to be covered in a great desert.

## Geography

Yamira's most notable feature is the massive super desert that covers the majority of the center of the continent. It is here that the Dragonborn Empire's capital sits, known as Val-Tar'guth. The lands outside the desert range from meager to hospitable, though no area of the land can claim to be a paradise. The island of Minos is located on the western side of the continent, where the kingdom of the Minotaurs resides.

While the desert is a dangerous and inhospitable place, with temperatures that can fry mortals alive by day or freeze their blood by night, it is not unlivable. The dragonborn have made their kingdom's center here, and elves roam the sands of the desert, as have many bandit and slaver gangs. Hidden among the shifting sands are ruins of old, and hidden cities of peoples that have made the desert their lives.

## Life in the Great Desert

While many that live in the world would see the desert as the worst place to live, thousands of lives have made it their home. With many sailing on silt gliders, or traveling in merchant trains. People harvest many types of plants, fruits, and hunt the desert wildlife for food. Travel by day is hazardous, due to the heat and the sun, however, travel by night is just as perilous, due to the extreme cold and the creatures that prowl the sands.

The shifting sands are a section of the desert that is rarely travelled due to the even more dangerous nature of the area. Caravans and travelers have been lost to this area, swirling pools of quicksand, and dangerous creatures and bandits that inhabit the area.

## Notable Locations

* The Burning Sands - The Great Desert that covers most of the central area of Yamira.
* Val-Tar'guth - The Capital home of the Dragonborn Empire.
* Tor'versha - Ancient buried city once ruled by a tyrant pharoah.
* Dragon's Barrow - A small village with a hunter's guild.
* Darren's Folly - Small village on the southeastern side of the continent that was dealt with issues of a Dullahan.
* Sandblast - A small village that borders the edge of the shifting sands.
The Galaxy

**The Galaxy** is the vast space in which the worlds and other celestial bodies are located. It is from here that ships can travel between the astral sea into wildspace.

## The Galactic Gazetteer

The Gazetteer has a listing of worlds and locations in the galaxy, along with information on each place.

## Galactic Timeline

This timeline shows a list of notable events in the history of the Galaxy.

## Locations of note

* The Wheel - a massive space station located in the area near the galactic center, between the Confederacy and the Vensurian Empire.
* The Tear - a large wound in space that spews forth chaotic energy from the abyss, making travel around it a hazard, which is why the Unknown Regions are not widely explored.
* Vensuri - home of the Vensurian Empire, a large gas giant that is located in the Vensuri System and is one of the most heavily defended systems in the galaxy.
* The Unknown Regions - A vast section of space that is for the most part unexplored. Due to the Tear, it is difficult for explorers to reach this area of space.
* Unclaimed Space - A section of the galaxy that remains free of any affiliations.
* Free Space - a section of the galaxy where the pirate lords have declared free of all space empires.
* Elven Star Empire - ancient power of the galaxy, has shrunk to a small shadow of it's former power.
* Confederacy of Non Aligned Worlds - a collective of smaller powers that have banded together to form a loose confederacy of mutual protection. With limited results.
* The Bad Lands - section of space so labelled due to the Drow Ascendancy and Mindflayers controlling this area.
Flamingo Clan

> *"Such grace, such skill! That is what it means to be Flamingo! Let your soul sing with the arts!*" - Flamingo Samurai on what it means to be part of the clan
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## General Information

### Favored Weapon

Warfan

**The Flamingo Clan** is one of the many Clans of Sekaiden, based in the southern areas of the Empire, the clan is known for it's focus on the arts and courtly etiquette. One of the younger clans, it boarders the Naga and Crane clans, and boarders the unclaimed lands of Sekaiden. Not known for it's military prowess, the clan is known to dominate the battlefield of the court. Maneuvers and counter maneuvers at court are the skill of the Samurai of this clan.
Charles Galan

Kingdom of Silverspire

**Charles Galan** was a Prince of Silverspire. From 2E 463 until his death in 2E 514, he was the Prince of Goldenheight and the heir to the Kingdom of Silverspire.

In his own lifetime and since, Charles is commonly referred to as the *Golden Prince*; an indicator of his being the first Prince of Goldenheight since 2E 348 and a reference to his golden armour. He is a man remembered fondly by most as an upholder of rights - common and noble - and as a successful general.

The Prince's only son would go on to become Henri VII, whose neglect of the Kingdom only amplifies the successes of Charles and his father.
Dynott

> *"A small house, really not as important as some people would think. It's major item of note is when it aligned itself with House Ormond, and well, history is clear on that!"* - an Athican historian
>
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## Historic Information

### Allegiances

House Ormond

**House Dynott** is a minor noble house that is located in the Barony of Charel in the Kingdom of Athica. The house was notable for the union of Cassandra Dynott to Magellus Ormond, future King of Athica. After the end of Magellus' reign as king, House Dynott faded manly into obscurity, amounting to little more than a noble house that clings to past glories.
Gnolls

**Gnolls** are a race of hyena-like humanoids. Savage and cruel, they respect the strongest and travel in packs. Some leave the packs and rise above their base instincts, becoming adventurers of renown.

## Gnoll Traits

* ***Creature Type***: Humanoid
* ***Ability Score Increase***: +2 to Strength, +1 to Dexterity
* ***Age***: Young gnolls grow with uncanny speed. A gnoll is capable of fending for itself after only a few months, and is considered an adult at 5 years of age. Gnolls live to be around 30 years old. They remain vigorous until the end; death by old age is marked by a catastrophic decline over a space of a few days. Many believe this unusual lifecycle is tied to the supernatural origins of the gnoll.
* ***Size***: Gnolls are between 7 and 8 feet tall and weigh between 250 to 320 pounds. Your size is Medium.
* ***Speed***: Your base walking speed is 30 feet.
* ***Darkvision***: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* ***Bite***: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* ***Hunter’s Senses***: You gain proficiency with one of the following skills of your choice: Perception, Stealth or Survival.
* ***Rampage***: On your turn, when you make an unarmed strike using your bite attack or reduce a creature to 0 hit points with an attack, you can use a bonus action to move up to half your speed and make a weapon attack or bite attack.
* ***Languages***: You can speak, read, and write Gnoll, and your choice of either Common or Goblin.

## Religion

Gnolls who have embraced their savage nature usually worship the demon prince Yeenoghu. Others who reject the demon prince and his "Butcher's Pack", instead worship the Moon Goddess, known only as the Night Huntress. She represents strength, loyalty, and family. It is said she lead the first gnolls away from Yeenogu that became adventurers.

## Culture

Gnolls respect strength, and power, following the pack leaders due to their accomplishments above all rivals. Males and females both share the duties in the packs, with females more often leading the packs.
House Lyon

**House Lyon** is the noble house that rules the barony of Grayspire. Appointed after the Unification War of Athica, during a time of prosperity and expansion, and the king granted the title of nobility on Bertram Lyon. Bertram was a loyal retainer and travelled north and established his house. The family grew in power and influence over the centuries, and is one of the richest families of Athica. The Family line is in reality far older than the title of nobility granted by the king, as the family originally ruled the northern kingdom of Grayspire.

## Founding

The Family of Lyon is ancient, coming from an age of antiquity. Originally the family was one of many vying for power in Athica, until they won the region of the Grayspire Mountains, establishing a kingdom there.

## Unification and Kneeling

During 1 AoS, a series of wars broke out among the various kingdoms and powers of Athica. This became known as the War of Unification. In the end, Athica the First won the day, establishing the foundational Kingdom of Athica. A year after this, the ruler of the Grayspire Kingdom bent the knee, swearing fealty to Athica. For his act of loyalty, Athica granted him a title of nobility for his family, establishing them as a Noble House of Athica and gifted them the Barony of Grayspire. Though the family managed to retain their ability to rule, the size of their territory was scaled back drastically from what they originally held during the time of their kingdom.

## Holdings

House Lyon has many holdings spread throughout the Kingdom of Athica, with the majority of their holdings in the barony of Grayspire.

* Castle Lyon - Ancestral home of House Lyon, a heavily fortified fortress.
* Bridgetown - A wizard created town that is suspended between the two highest peaks of the Grayspire mountains.

## Notable Members

* Bertram Lyon - Founder
* Reginald Lyon - Current head of the family and baron of Grayspire
The Burning Sands

> *"A sea of sand and death, blazing heat during the day, frigid cold at night. Either way, the wind that blows across these lands is a wind of death. To make a living here is to be the hardiest of the hardy."* - Yamiran historian
>
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## Commerce

### Exports

* Crystal Weapons
* Spices

## Politics

### Government Type

The Dragonborn Empire

**The Burning Sands** is a massive desert and the dominant feature of the island of Yamira. The desert is also home to the Dragonborn city-state of Val-Tar'guth, the capital of the Dragonborn Empire. Caravans cross the desert, bringing supplies and items of trade to the city-state, while having to brave the harsh conditions that the locale presents. The desert was also once the ruling seat of the Paraohs of the Burning Sands.

Threats of the desert range from the searing heat from the sun to the silt raider elven pirates that seek weak caravans for a quick profit, to slaver organizations that look for fresh slaves to fight in the gladiator arenas.

A large section of the desert is known as the **Shifting Sands**, where sandstorms and quicksand pits can cause travelers to become lost.
Royal Edict Against Unrestrained Magic

**Royal Edict Against Unrestrained Magic** is the proclamation issued by the Empress of the Hawkthorn Empire that requires mages to be legally registered with the Office of Magicks. This proclamation was seen as a measure to officially take action against wild mages in Tamariel. The Office of Magicks works with the Office of the Inquisition to send out Inquisitors to hunt down wild mages. This edict was put into place after the Battle of Calabras, which was caused by a wild mage in his attempts to overthrow the society of Tamariel.

## Punishments

Wild mages who are captured and brought before the office of Magicks are put to trial. Those deemed to be redeemable compared to the severity of their crimes will undergo training and be under Imperial supervision for a certain amount of time, with the rest of their determined punishment to be spent in service to the Empire.

Wild mages who are deemed to be a threat to society and have committed horrific acts, if they are brought in alive, are sentenced to be stripped of their magic. Such an act is deemed to be an extreme measure, but it ensures that the wild mage never has the chance to bring harm to innocents ever again.
Kaiju

Kaiju is a Sekaidan term that means 'Strange Beast'. It is used to describe the various creatures found around the world of Valen'Dria that do not fit any other type of classification.

Such creatures that are classified as Kaiju are as followed:

* Brinkadoon - a legendary dragon turtle that is sealed in the lands of the McCulloch family in the Shadowfell
* Tarasque - the fearsome legendary beast that sleeps somewhere on the world of Valen'Dria, believed by many to be a God Killer due to it's own purported power
Shin'Vala

**Shin'Vala** is the dead homeworld of the race known as the Ala'Shin. The planet's name means **Shining Perfection** in the native tongue of the Ala'Shin. The world was once a planet that was a paradise, rich in life and abundant with resources. However, the Ala'Shin's view on modification and improvement in order to reach perfection lead to them also modifying their world. These changes lead to an outbreak of uncontrolled mutations and war that ended up destroying all life on the planet, leaving the last few Ala'Shin to leave their world to find a new home. This would lead them to Valen'Dria.