recursal/Fanatic-Fandom huggingface dataset:
The Platinum Plateau

## Brief Overview

***The Platinum Plateau*** is considered a holy site amongst the various people of Yedria. The people of the Kingdom of Sohm Al, almost all plan to one day visit the location and the roads of the Platinum Rise are generally well traveled.

## Lore

It is believed that the ***Platinum Plateau*** is the location in which one legend and one great event took place. The plateau is the legendary location which Bahamut himself arrived to anoint  The Holy Dragoon. The location was also the place in which the first meeting of the tribes would take place under the protection of Bahamut leading to The Yedrian Stand.

In the current day, it is the center of Bahamut worship in the world housing the High Temple of Bahamut in The Platinum Temple. Housing The Holy See and The Platinum Guard this location is very important to the Kingdom of Sohm Al.

## Notable Areas

#### Settlements

* Platinum Reach
* The Platinum Temple

#### Sub-Areas

* Platinum Rise
* The Platinum Forest
The Canopy (Wildreach)

## Points of Interest

#### Noble Estates

* Autumnhall Estate
* Belleview Estate
* Crystalfall Estate
* Stormview Estate
* Anderfront Estate
* Mossfront Estate
* White Stag Estate
* Moonfall Estate

#### Public Buildings

* The Smart Lyre Inn
* The Peacock Concert Hall
* Globe Library
* Songbird Plaza
* Temple of Rillifane Rallathil
* Temple of Hanali Celanil
* Temple of Sehanine Moonbow
* Temple of Aerdie Faenya
* Temple of Corellon Larethian
* Temple of Olidammara
Struggleton

## Description

Once a city, the guard and government grew tired of protecting so much land that after the 20th destruction of most of the city they decided to let that area fall to ruin and just build and strengthen what was left. Parts or most of this village have been destroyed at one point or another, to the point that many of the businesses taking on the name of the number of times that it has been destroyed. Now focused on not getting destroyed again the city is well protected by guard and mercenaries. It features a large stone wall with a heavy steel gate as it's main protection from outside intrusion while the trade commission reaches out to adventurer's for any problems that arise that could threaten the city.

## Current Governement

The village of Struggleton falls under rule of the traders led by Commissioner Hugo Bellegrade. Their laws are upheld by the guard that protects the village.

## Daily Life

Many ships come to Struggleton trading many things for the rare Teas that are created here. But one of the big things they stop by for is the large market that takes up a quarter of Struggleton. Selling nearly anything that you can think of. Mercenaries stop by frequently offering protection and are usually hired often deciding to remain there.

## Points of Interest

Every shop or good in Struggleton is offered insurance as well whether consumable or not.

### Market on 34th

Other than the struggle of this village this is the main attraction offering a large selection of wares. On its 34th rebuild this market boasts beautiful and solid stonework with a large shelter at its rear.

### Shop at 30s

This small shop sells a various many nick knacks

### The Nimble Pub

This Pub has survived every single destruction of its village and is well liked for its rum, music, and fighting arena.

### 12th Harbor Master

This is where you can find various sea charts and where you would pay for dock your boat.

### Watchers Place

Recently built, this is the main area where The Watchers or the mercenaries that work along side them can be found. The Guard Captains office is located here.

### 16th Path

These are the main paths for those traveling by land to enter they feature large Stone Watch Towers and a heavy steel gate.

### Barn on 18

This normal seeming farm property in the center of the village is the location for buying a horse and carriage for travel. It is also where many varying species of animal can be found and bought at an inside store known as Endless Pawsabilities.

### 12th Sanctuary

This is where the Trade Commission meets.

## History

Struggleton has been destroyed a total of 34 times ranging from meteor to rampaging animals.
Otyugh

Image credit WOTC

An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw.

An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh’s tentacles erupt from the filth and grab hold of it.

Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.

***Dwellers in Darkness.*** Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas.

Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.

***Symbiotic Guardians.*** Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one “trained” otyugh has eaten its keeper after devouring all the waste in its wallow.
The Hymn to the Lady (Mystra)

**The Hymn to the Lady** is a solemn ritual performed at funerals and magemoots, that calls up visions of dead mages and Mystran clergy as a plainsong dirge is intoned by the living clergy present. Mystra often uses these visions to insert her own guiding scenes. A modified Magefire ceremony may be employed at the end of the Hymn to raise the honored dead aloft into a floating pyre on high.
Red Slaad

Image credit WOTC

> *Embedded in a slaad’s brain is a magic gem. Acquire it, and the slaad is yours to Command.*
>
>

## Slaadi

In the Ever-Changing Chaos of Limbo, bits of Forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.

***The Spawning Stone.*** Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to Other Planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and Githzerai, to create enclaves in Limbo. However, Primus’s Creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive Creation as the Spawning Stone for this reason.

The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and Attack them on sight. Nonetheless, Primus stands by his Creation and either doesn’t perceive the slaadi as threats or chooses to ignore them.

***Birth and Transformation.*** Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each Green Slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.

***Shapechangers.*** Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to The Material Plane to sow discord in the guise of their former selves.

## Red Slaad

When a red slaad claws a humanoid creature, it can inject an egg from a gland under one of its claws. The egg works its way into its host and gestates, eventually forming a Slaad Tadpole. Such a tadpole then eats its way out of the host’s body, feeds on the host’s remains, and then seeks any other fresh meat it can find. The tadpole transforms into a fully grown Blue Slaad — or Green Slaad if the host had the ability to cast 3rd level Spells or higher — within 2d12 hours.
The Light Curtain (Tradehall)

## Brief Description

A small simple sign with a potion bottle hangs over the door to the modest shop. Inside holds a number of shelves with multiple potion bottles of different colors. There is a number of ladders scatter around the shop front with a sign hanging on the countertop which reads "don't touch the merchandise".
Sunshield Exploration Guild (Cortea)

## Description

When you open the doors to the Sunshield Exploration Guild you see an open room with a counter and notices pinned on the walls. There is a large, odd crest which under some investigation is the crest of a house from Yedria. The fireplace is generally kept roaring, and the few doors to the other parts of the hall are generally kept locked.

## Owner

Donen Sunshield stands at 5 feet tall, his coal black hair almost fitting for a hill dwarf. At about 210 years old Donen's face shows the signs of a well earned and hard fought life until the creation of his guild. He dresses in fine clothes even if they and he seemingly are unfit for one another.

## Miscellaneous Information

The day to day operation of the guild are handled by Daedan Silvervine.
Tannery (Graman)

## Brief Description

The Graman Tannery is a small building in the Outer Ring, the thatch built building set away from most other buildings in the area. The noticeable smell of the hides being processed can be smelled from some distance away.

## Owner

The owner of the Tannery is Todork, a half-orc male. He works alone with little interaction aside from anyone not a hunter or a customer.

## Miscellaneous Information

The Phoenix won the competition hide & seek
Summerswind Palace

## Brief Description

Summerswind Palace was once the luxurious sprawling ground in which all previous Kings and Queens of The Kingdom of Estaria such as the Cassel family once live. Home to some of the country's greatest travesties  and assassinations it now has been opened to house the Northern Council. The grounds outside of the building which housed gardens and reflection pools is open for public events. Any traveling dignitaries are housed within the Palace if arriving on business.

## Ownership

While owned now by The Kingdom of Athein, the primary person in charge is Lelani Graves of the Northern Council.

## Miscellaneous Information

The Palace has been involved in such events as: The Assassination of King Jaddon Cassel, The Night the Cassels Fell, and most recently Carn’s Rebellion.
The City of the Wise

## Points of Interest

The Relieved Scholar Inn (Faecena)

The Smoking Duck (Components Shop)

The Rainy Cart (Secondhand Store) (Yameia - Tiefling)

The Serene Armory (Weapon store) (Doldar - DwarF)

## Interactions

Gnome - Orfix, the First of the Scribes

And if you can't find her name, the one who gave us a the first bounty there (that I know of), Bienne Steele, Mistress of the Trinity
The Deku Grove

A druid grove a little ways outside of Cortea, this area is private and its precise location a well-kept secret. Only druids are able to find their way to the gorgeous, sun-dappled grove around a huge, unique deku tree. Here the druids meet, plan, and celebrate monthly full moon rituals. It is a safe and sacred place, and outsiders are unwelcome, but those who find themselves invited will discover a peaceful and beautiful grove of blooming plants and flowers. A huge treant named Treebeard guards the grove against threats to the forest or its inhabitants.
The Golden City

Art was credited to HDwall (looking for better source)

## Misc

**House Nobuharu**

Lord - Torri (60s) Lady - Aihara (50s)

Son- Ishii (27) Daughters - Arashi (19) Arima (18)

Merchant - Yumoto Mitsukuni

GC - Kabuto ROka

\*Long Standing Family

Wavering Loyalty to empress

Worried of the land of 100 kings

House Atsumori attempting to subvert

Has stone if chosen

**House Atsumori**

Lord - Kumuro (40s) Lady - Yamahana (30s)

Sons - Osada (20s) Sano (16) Daughter Hirai (18)

GC - Yoshiie Shina

* Long standing family
* Full support of mpress
* Wants support against warlords
* House Nobuharu ignores suffering
* pays better

**Golden City**

Divine Queen - Aomine Nori (12)

The Golden Scales - Empress INvestigators

Suemo Tokiko "higher up"

Kishi Noboru "High Inquisitor"

Cockroach Clan

Shrine of the Dawn "Pelor"

Activist - Koda Michio

Sacrifice noble woman

Points

Shrines 2 (Sun & Moon)

Golden Archives

Fighting Pits (Slaves)

Fighting Club

**Noble Houses**

(left -> right)

Atsumari

Hanshiro

Tokichiro

Mitsuzuka

Nobuharu

Tea Shop

Opium Den

The Seekers

The Schools Philosphy

Koyasu Yoshimitsu (Attempted Assassin on Empress)

Misc

Yan Tao & Yan Jin (33M/30sF) Xiuying (1F) Tactician outside city Ishii recruiting.
The Iron Tower

The citadel of Dispater is the Iron Tower, a mighty fortified palace that stands above the center of the city by hanging down from a gigantic stalactite in the cavern ceiling. The tower itself answers to Dispater's will. It forms new corridors and walls off intruders in blind mazes at the archdevil's whim. Within its bounds, Dispater is immune to assault.
The Fearless Wolf

The Fearless Wolf has seen better days. Hundreds of years ago it was the only tavern in Penrith when the city began to take form. The Collapse hit the island very hard and the bar was used for some of the more unsavory things done by the rogue’s uprising. Karuk has put his heart and soul getting this place back up to snuff to serve as a bar. As you walk in there is various racks to hold your cloaks and private rooms which can be rented for meeting on either side. The large bar area is filled with tables and various patrons unwinding from their rebuilding efforts. The walls are adorned with crests of the resistance and trophies of adventures. Past the staircase on the north-east side of the building leads to two floors of rooms for rent. The current stock is rather simple as trade is still attempting to be reconnected to the rest of the world.

The bartender Karuk is a tall half-orc with light green skin and a pronounced scar down his right eye. A quite intimidating man from the looks of him with nearly always a scowl as people enter before they quickly notice him laugh and show the more pronounced part of his personality. Born in the foothills of the mountains and raised outside the walls of Penrtih, after the Collapse he quickly started to fix up this old tavern and now his loyalty to the city has paid off. He is knowledgeable about the area but a bit untrusting of new comers
The Better Carrot

## Brief Description

The Better Carrot is an open farmer’s market in the Timberland Vale of Clearhill. While not a shop by normal standards, all of the outside farmers bring their wares to the market to sell fresh produce and herbs. Stock varies from day to day but there is always a reason to visit the markets.

## Owner

The Market is run by a Gnome Male named Logrim Greenthumb a very business wise overseer. Logrim charges a fee to the farmers only if they make a profit on the day, considered a friend to the less fortunate he seems to use morals in his business life.
The Heartwood Gift Shop

## The Gift Shop

Similar to a general store, there are things that people can buy here but most of them are souvenirs with the Heartwood symbol on it. There are even some dolls with the supposed heroine of the legendary story of how the island came to be. The Heartwood gift shop is one of the largest shops in Evershore, a very bright glow on the inside as on the shelves there are shirts and items with gifts for those who wants a trinket to remember their times in Heartwood.

### Owner

Sonia Kaplan is a human female who is a sweet woman and is in her mid 40s. She is 5'3 and her hair is in a tight bun, she is very relaxed when the days aren't as busy. On busy days, Sonia gets stressed out and tries her best to calm down and be helpful to make the customers happy.

###
Svirfneblin

Image credit WOTC

# Deep Gnome (Svirfneblin)

Deep Gnomes, or svirfneblin, live far below the world’s surface in twisting warrens and sculpted caverns. They survive by virtue of their Stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall.

A typical svirfneblin enclave contains several hundred Deep Gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the Deep Gnomes use these as evacuation routes when the enclave comes under Attack.

***Established Gender Roles.*** Male svirfneblin are bald, while females have stringy gray hair. Traditionally, females run the enclaves while males scour the outskirts in Search of enemies and deposits of precious gemstones.

***Gemstone Harvesters.*** Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in The Underdark. The hunt for gems often brings them into Conflict with Beholders, drow, Kuo-toa, Duergar, and Mind Flayers. Of all their natural enemies, Deep Gnomes fear and despise the murderous, demon-worshiping drow the most.

***Earth Friends.*** Deep Gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially xorn enticed to service with the promise of gems to feed on.
The Soapy Frog

**CURRENTLY CLOSED DUE TO FIRE**
Penrith's ultimate relaxation destination, this public bath house offers everything from a simple soak to a day of luxury. Owned by Feedeez-ees-Beebz.

## Rules

1) Weapons and foot-wear are removed upon entry and provided back upon exit.

2) No Running at any time.

3) No sex in the establishment.

4) No magic.

5) No fighting.

6) No worries.  Worries are strictly forbidden.

## Bath Options

* Standard Bath: containing either essential oils, soap or rose petals.  6 sp
* The Warrior's Bath: contains ingredients to relax sore and aching muscles. Bay leaf, Epsom salts, eucalyptus leaves, ginger root, juniper berries, lavender flowers, marjoram herb, mustard seed powder, rosemary leaves, and sage herb. 1 gp
* Relaxation Bath: Take the edge off a stressful day with calming botanicals such as catnip herb, chamomile flowers, sage flowers, hops strobiles, jasmine flowers, lavender flowers, linden flowers, neroli flowers, and rose buds. 2 gp
* Burn Bath: Adding black tea or apple cider vinegar to a cool bath eases burns. 2 gp
* The Magical Bath: Epsom salts, ginger root, marjoram, mustard seed powder, pine needles, and thyme leaves. 2gp
* Thermae Session:  A blocked time with in the sauna(s) which seats up to 4 people.  1 gp per person per slotted time.
* The Whip:  Branch flogging can be provided expertly for the low price of 4 gp.
The Mithral Anvil

## Brief Description

The Mithral Anvil is the lone blacksmith shop which lies in Hofsa on the western peak. The shop on the outside is modest with a simple sign of dark oak and mithral leaf painted on the anvil. The real treat is when you open the door and see the mithral shimmering in the light from the fire place. The Owner Resse Arryn is a true artist with the metal home to the mines

## Owner

Resse Arryn is a human blacksmith who stands at 5 foot 9 inches tall. Reese is roughly 34 years old and is the son of a legendary mithral smith named Dennas Arryn.  Growing up in Hofsa saw the young boy learn from the small bits of Mithral which held no value. A generally nice and talkative man, he will talk for ages if he has no work lined up

## Miscellaneous Information

Rumors have made it off the Island that Resse Arryn’s life has been spared and he is being forced to craft and train a Shadow Fey apprentice. Judging by events on the Island once he is finished training they will kill Reese.
The Defiant Anvil

This shop gained its name during the Collapse as the magical equipment from this shop would not yield any blades to the uprising. Known for making some of the best blades in the area the master craftswomen Sarla (a female dwarf) spent most of her time forging blades for the resistance. Short and slim by dwarven standards, her long wavy blonde hair falls like a waterfall but generally becomes black with ash by the end of the day. Customers have not a word of complaint as she treats each customer like her child making sure they have what is required to protect themselves in their adventures

Sarla is a short and slim by dwarven standards the long wavy blonde hair falls like a waterfall but generally becomes black with ash by the end of the day. Customers have not a word of complaint as she treats each customer like her child making sure they have what is required to protect themselves in their adventures. Monira Blacktyde is a tall human woman standing at 6 foot 3 inches tall with shoulder length braided blonde hair. She while being slim has a strength to her form which is as hard as the anvil she is learning from as an apprentice. She hails from the Irt Atoll and was taken in as the apprentice to Sarla after the Lunar Festival. She has already shown promise to be one of the better crafters of her generation

Prices and items available are pinned in the Defiant Anvil channel.
The Huddled Grove

> "It's like the whole damn building structure was to show us how we are to live." "Yeah see how many of us they can stuff into this one district" "Hell it's more spacious than inside the stomach of a dragon" - Locals talking
>
>

## Description

Tight-packed houses holding multiple families seem to almost hug one another to all fit into the rows of houses in *The Huddled Grove*. Giving way to only the long narrow streets and tight poorly lit alleyways, the commoner district of Tradehall is at best living above that of a slum. While the buildings are anywhere from three to five stories tall, you could have up to five families living in them. Compared to the rest of the city the dirt and grime of this district are very different than the rest of Tradehall.

## Defenses

The only real defenses of *The Huddled Grove* is the western wall. While if you were to ask the more well-off citizens of Tradehall, they would say that the guards do patrols you would not be surprised that they never venture into the district themselves.

## Day to Day life

Life is hard in *The Huddled Grove*, each day has its own challenges and hardships to survive to see the next sunset. While if you ask those why they don't leave the overly populated district, you would gain a though of yedrian wisdom "Life might be hard here, however it is still living."

## Interactions with Visitors

* While not overly welcoming the citizens of *The Huddled Grove* is guarded of their own. They will generally tell you what they know for a coin or two, and they know that being a good source means more coin and a better chance at moving outward.
Stellar library

"The key to knowledge is the knowledge itself."

A small library with some books on magic, history of the island, religion, some languages, and fiction. Due to its small size building, not a lot of knowledge is shared so they don't get a lot of information outside of the island. There are some magical orbs there to search for a certain book but the librarians are willing to help.

### Librarians

Alluin Ravatoris: A male elf who is the main librarian and the current owner. He is in his late 400 years of age with a smooth skin, long brown hair that is tied in a pony tail and stands 5'11"tall. His wizard school is Abjuration with light grey robes.

Leonard Perkins: A man human whom also works in the library to organize the bookshelves. He is in his late 40's with brown hair and with streaks of grey color to it. Leonard stands 5'6" tall and is a wizard school of Evocation, wears robes of dark blue color to it.

Yu Li: A female human is a wizard with the school of conjuration and works on book lists whenever new books come into the library. She is in her early 30's and wears light green robes and has short blonde hair as she stands 5'4" tall.

Lura Faena: A female elf who makes sure that the books are in good mint condition. Lura stands 5'10" tall and is in her mid 300 years of age with dark brown hair that is up in a bun. She is a wizard of enchantment and on her arms and hands are arcane symbols that are tattooed on.
Hydra

Image credit WOTC

The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order. A typical specimen has five heads.

At the dawn of time, Tiamat, the Queen of Evil Dragons, slew a rival dragon god named Lernaea and cast her blood across the multiverse. Each drop that fell upon a world spawned a multi-headed hydra consumed by a hunger as great as the fallen god’s hatred. Great champions are known to test their mettle against these fearsome creatures.

***Everlasting Hunger.*** A rapacious and gluttonous monster, a hydra snatches and tears apart its prey in a frenzy of feeding. When a hydra has cleared a territory of food and driven off any creatures smart enough to avoid it, it moves on to seek its meals elsewhere. A hydra’s hunger is so great that if it can’t feed, it might turn against itself, its heads attacking each other as the creature eats itself alive.

***Hardy Water Dwellers.*** Hydras are natural swimmers, dwelling in rivers, along lakeshores, in ocean shallows, and in wetland bogs. A hydra rarely requires shelter from the elements, so it doesn’t normally have a lair. Only in colder climes are hydras drawn to the protection of sheltered caverns and ruins.

When a hydra sleeps, at least one of its heads remains awake and alert, making the creature difficult to catch by surprise.
Thalen Skrill

## Appearence

   Thalen wears black robes, with leather boots. He has smooth, fair skin, sharp green eyes, and white hair flowing down to his shoulders.

## Background

Born into the lesser House of Skrill, the High Elf Thalen was raised under prosperity, with authority placed under him over his meager collection of servants, and influence over the town he resided in. Over seventy years was spent in his spoiled life, until it all began to lose it's charm for the High Elf. Bored and restless, he hired a group of mercenaries to travel the world, plundering lesser runes and dungeons, squandering what money he had, until one day he came across a finely crafted book upon a pedestal. Grabbing it and reading it, he earned his first glimpse into the world of Arcane, from that point on dedicating half a human life time into studying it's ways, learning now he was on the road to true power. It was of late, when his studies truly began to take shape, he realized to further progress he would require assistance. Through asking around and keeping updated on news, he learned of a guild placed on an island, unpopular with the nation but perfect for his goals of research and privacy. Sending to them a letter, detailing his magical knowledge and adventuring history, and how he wished to join their fold, it wasn't long until he received a letter in return, bidding him to come and be among them. Hiring a boat, he sailed, and after some months of rough travel, he takes his first steps to a new beginning.
Temple to Chauntea (Graman)

## Description

The small temple to Chauntea in The Outer Ring of Graman is very rarely frequented by the local populace. While the building itself is modest in build it is home to a large gilded statue of Chauntea sent to the temple to promote the religion.

## Head Priest

The Head Priest of the Temple is known as Egon, a human male. This diminutive priest is seen preaching at every orc who passes by.

## Other Priests

There is no other priests who stay in the temple regularly.

## Miscellaneous Information

* The writ “A Full Bounty” was completed at this location, and special services might be available to those who completed it.
The Gold Coast

## Travel

### Teleportation Circles

Cloudcross, Summergarde, Neverdale, Kordton

## Notable Areas

**Points of Interest**

**Ruins**

**Settlements**

* Camp Vlahz
* Cloudcross
* Duskcross
* Greenstone
* Kordton
* Neverdale
* Peloria
* Shroudlight
* Summergarde

**Sub-Areas**

* Delano Swamplands
* Emm Wilds
* Greenstone Hills
* Kisuts Tops
* Miert Savana
* Miw Highland
* Miw Pass
* Miw Range
* North Phyrrus Mountains
* Ornaise Plains
* Redstone Foothills
* Ryfirst Range
* Scarlet Pass
* Scarlet Peaks
* Serenity Range
* South Phyrrus Mountains
* Spires of Tranquility
* The Dark Desert
* The Golden Plains
* The Golden Stairs
* The Savage Lands
* The Spiny Hills
* Vlahz Woods

**Water Ways**

* Cyrillis Cove
* Surging Tide Sea
* The Still Gulf
The Aquatic Hammer

## Brief Description

The Aquatic Hammer, once served a singular purpose for The Kingdom of Estaria: make as many warships as possible as fast as you can. Since the liberation of Clearhill, the shop has seen themselves step into a slower more creative and detailed approach to sailing. The shop is not only easy to spot because it is massive yet the crowd of sailors checking out the latest project is a good indicator.

## Owner

The Owner of the Aquatic Hammer is simply known as Squall, a male water Genasi. While before he was constantly in the shop as close to a slave as a free individual can be, he has taken to exploring more of the city which he once saw as his chains. Squall’s most trusted employee is an energetic Gnome by the name of Wilkas, who is constantly tinkering with every design of ship he has ever seen.

## Miscellaneous Information

The process in getting a boat built by the Aquatic Hammer is one of almost courting. A prospective buyer must convince the shop their idea and needs are creative enough to spend their time on.
The Golden Hunt

A large building currently being repaired made of a stunning dark oak with two large front doors. The inside of the Golden Hunt is full of trophies from various ranger expiditions of the island's varied wildlife. There is membership required to enter into the club. The leader is a gruff looking human with long black hair named Dallin, he is a bit stand offish to non members. He tells grand tales of past hunts which almost seem like pure fiction.
Smokey

The Broken Tool (Locksmith)
 Smokey and his Burt Reynold mustache and smoking armor which resembles the brotherhood of the night mother armor are a Halfling sized Tiefling male. His partner in crime is The Bandit a Racoon.

History:

* Use to rob carriages, and then race
* Was known to be in Vice City, San Andres, Liberty City, and Los Santos and known for Grand Theft Carriage. (NOT CANON)
* Known Accomplice: Pulled his last job with The Tall Boys.
* Known Accomplice: Robbed envoy from Silvervine with Bulleye Bob who he then stabbed in the leg leaving him to get caught and imprisoned in Silvervine.

Personality:

* He hates being called little devil
* Mocks those who break tools
The Maw

## Brief Description

Above the solid oak door with a slit to see who is knocking hangs a sign which sways in the breeze. The maw of what seems to be a dragon is carved into the sign. On either side of the door at all times stands a pair of human guards who post up as bouncers. If you are to gain entry to the building you must turn over your weapons on the first floor with the guards. Down a set of stairs into a large basement you see what is...

## Staff

* William "Bill" Shoemaker
* Jean Claude
* Dalton Duece
* Rosara Lastgate
Tamara's Blessing

## Roots

Originally a day of celebration amongst dragonkin, with various other celebrations taking place in the Northern Chain. Tamara’s Blessing is the celebration of the mercy in which the dragonkin were spared from the wrath of Talos’ during the 2nd Emorior.

## Transition to General Holiday

While there was many different practices of celebrating those who were spared during the 2nd Emorior, the vast expansion and movement of the dragonborn saw thiers stick out from the rest of the populace of the Northern Chain and begin being celebrated in a various number of ways.

## Current Practice

The date of the holiday is the first sunday after “Talos’ Moon” (syncing up with real life easter). While this still holds a special significance to Dragonborn and residents of the Northern Chain, many cultures have adopted this to be a celebration of being spared from any ill will of others. Towns and villages celebrate the wandering heroes who have helped them that year and hold feasts in their honor.
Sprite

Image credit WOTC

> *"The tree had a wee village nestled in its boughs, I swear. Next thing I knew, I was lyin’ face-down in the dirt. My head was full of stars, an’ when I stood up an’ looked around, both the tree an’ the wee village were gone."*
>
> —Tale of a Half-Orc Ranger
>
>

In Secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or Frightened off.

***Forest Protectors.*** Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild Nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite’s territory are stung with Poisoned Arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the Forest.

***Heart Seers.*** Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing The Balance of a creature’s past Actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite’s power to perceive the heart always shows the truth, because the heart can’t lie.

***Poison Brewers.*** In their Forest domains, sprites brew toxins, unguents, antidotes, and Poisons, including the sleep poison with which they coat their Arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags.

***Good-Hearted.*** Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their Forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it.

Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites’ territory find them staunch allies in times of trouble.
Smoke

## Appearance

She has several, but her true form has pale white skin, white irises with black sclera, pointed ears, a few piercings by her eyebrows, and white hair, often drawn back into a ponytail. No matter what form she takes, she wears a purple choker with a swirling, abstract silver symbol upon it, representing her codename - Smoke.

## Personality

Again, they vary from form to form, but her true self is cautious, but friendly.

## Events of Childhood

The first thing I remember is waking up on the streets of Mythpoint with a) no memories of my life before then, b) no idea where I was, and c) no food in my belly. I did have coin on me from somewhere, so I didn't starve, but I also saw the way people lived here - in fear of the dragons that ruled this place. I wanted to help but was counseled that open defiance was foolhardy. Upon learning of my skills, my adoptive father and secret rebel, Erridan Raethric, took me under his wing and taught me the ways of deception and misdirection, and told me tales of the past, where people were free to do as they pleased, and no one got eaten by dragons - at least, it wasn't mandatory.

## Events of Adolescence

My teacher was caught in his rebellion after many years, and was forced as Tribute to the dragons. I never forgave 's goons for that, but if there was anything he'd taught me, it was to lay low, and never rush in headlong when it came to vengeance. And so I did, working my miniscule rebellions from the shadows, with many names, and many faces.

## Events of Adulthood

Since then, I've been doing my best to carry on his work, subtly befouling the dragons' plans by "misplacing" things left lying around, replacing their missives with false information, and the like.

## Defining Event

With the arrival of many people, clearly adventurers, rumored to be from the past, I've decided to branch out a little, and get to know them. Maybe they'll help me make Mythpoint a place where no one has to die.
Storm Giant

## Storm Giants

Image credit WOTC

Storm Giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes. Some rare Storm Giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands.

***Distant Prophet-Kings.*** Storm Giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying Dragons appear as specks below. Others live atop Mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts.

***Detached Oracles.*** Storm Giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don’t compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean’s depths for signs, symbols, and omens of Annam’s favor.

Storm Giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and Disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, Storm Giants learn of vast secrets previously unknown and troves of lore utterly forgotten.

Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in Conflict. Storm Giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction.

***Solitary Lives.*** Storm Giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant Parents stay together to raise a child to maturity, then return to the solitary isolation they cherish.

Some humanoid cultures worship Storm Giants as they would worship lesser gods, creating myths and stories around the giants’ exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture’s laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat.
Malsheem

Malsheem is the stronghold of Asmodeus himself. It is one of the strongest fortresses in the cosmos. It is built in the circular walls of a  volcanic crater on the “floor” of Nessus. The grim walls of Malsheem hold interior passageways and courts that are magnificent beyond description—halls of gold-veined marble, walls covered in intricate gold leaf, and furnishings of the finest quality. However, a tangible aura of despair suffuses its splendid hallways. Some parts of Malsheem are completely deserted, and visitors could wander for hours through empty chambers and echoing halls. For all Asmodeus’s power and pride, the Nine Hells are still a prison. Most of the palace’s demesnes are not so quiet, of course—Malsheem houses thousands of guardians, including a legion of brazen devils who guard  Asmodeus with suicidal loyalty.
The Discovery of Magic

*As the harvest drew to a close, we spent many days preparing for the coming winter most of the time I was questioning how to survive a winter in the much colder mountains then home. I got to a point where my thirst for knowledge needed to be satiated, but what to ask was holding me back until I saw him lift a bushel with the sheer force of magic. That was it I had my question! I turned to Thokyl Farwalker and said* “My friend, you seem to know more than anyone in the world tell me of the birth of magic.”

*Thokyl lights his pipe as he sits in a chair* “The birth of magic now that is a story you have heard, you do not create a world without magic being left behind. How about the first of the Elder Race to harness magic would that suffice?”

*I sat there and his simple words of the birth almost made me wonder how I truly could not have come to that conclusion on my own, yet I pushed on as I put quill to paper.* “Of course I would love to hear the story.”

*Thokyl puffed on his pipe as he looked towards me.* “With the surge of magic which exploded in the creation of the world and planes made various Fonts of Magic appear across the world. These areas of raw magic are not only dangerous to explore but they are raw untouched magic as it fuels a almost river of magic which covers the worlds and planes. As the Elder Race would move their ways around the plane with no real danger to themselves they would come upon a number of these fonts, and the first Sorcerers were born. Able to harness this untapped potential of magic they were uncheck and some of the most powerful creatures and casters ever to exist.”

*I sat there confused with this revelation, magical surges of raw magic how have we not begun to find and harness them. Think of what we could create with raw magics! Then he looked towards me almost if he could read my mind.* “From the surges of this raw magic three of these Elder Race stood far beyond anyone else, they were Corellon Larethian, Mystra, and Nuitari. Each of these Elder Race entities would quickly ascend to Godhood. The rest of the gods demanded that they each protect this raw magic so that no others would ascend to such a level of power.”

*It was almost if time itself crept to a stop, my god Corellon had ascended and wasn’t there from the start. How, what, is this even the truth? Corellon has always been an elf but this would change everything.*

An excerpt from the book: "The Codex of Heritage" by Luric Orelwa
The Gypsy and Flail

## Location

On Badger's Court, across from the shrines. It stands adjacent to a consecrated monument.

## Description

The inn is a two-story timber and brick building, with a blue tile roof. A collection of tankards from many lands sits upon a shelf. Accommodations consist of a single large room with wooden cots.

## Innkeeper

The innkeeper is a tall male dwarf named Felerai Dawnfury.

## Menu

1. Boiled Eggs and Oat Bread, Tankard of Stout (10 sp)
2. Oat Porridge, Mug of Bitter (3 sp)
3. Stewed Mushrooms, Mug of Stout (5 sp)
4. Salted Trout and Curd Cheese, Tankard of Cider (8 sp)
5. Roasted Shark and Millet Bread, Tankard of Beer (7 sp)
6. Barley Porridge, Mug of Stout (3 sp)
7. Boiled Tuna and Artichoke, Tankard of Perry (9 sp)
8. Stewed Mutton and Dried Watercress, Tankard of Mead (10 sp)
The Lost City (Dwarven Heritage)

## Overview

Recently a group of dwarves who were creating a rebellion against Queen Ember in Thor Lidor have uncovered what could be the true ancestral home of the dwarven race. A message was sent to the Burning Phoenix Guild asking for aid, however, upon the arrival of the first party of adventurers, no one was around the are.

## Locations

* The Gates of the Dwarven Empire
* Bogh Lador
* Gontrum
* Ker Daral
* Vogbadir
* Vagragh Observatory
* Thom Lodahr

## Adventure Recaps

* The party is dispatched to just below the summit of the westernmost point of Southern Dhig Buldor Range, to find a camp by a rockslide. Upon inspection the group found the camp abandoned, as they would move around they were ambushed by Soul Stone Golems.
* The party journeyed down into the tunnels and cam upon Bogh Lador a small town deep into the mountain, as they searched around the area they would find some minor clues and a single tome written in Ancient Dwarvish. They journeyed down a secondary tunnel into a massive anti-magic field before they came upon a massive door with an with a sliding puzzle to gain entrance also in Ancient Dwarvish.
* The party returned with the answer to the puzzle, as they slid the pieces into the right slots they noted the end of the phrases had seemingly been rewritten and changed. They explored Bogh Lador for a time before gaining entrance into Ker Daral.
* A party made their way into Ker Daral, as they gained entrance into the fortress one of the members Dreric Heartgaze was compelled to make his way to the central mage tower. As the party attempted to catch up to Dreric he was teleported deep into Thom Lodahr. After completing a puzzle in which he thought he was setting the Soul Stone Golems free from their shackles he brought down the anti-magic field. A massive skirmish broke out between the Warforged and the Soul Stone Golems. The party encountered three Liches who are apparently all ancient dwarves.
Starflight (Mystra)

**Starflight** is often used as an initiation when an
individual joins the priesthood of Mystra or a celebration when two worshipers are wed. It is a special ceremonial cooperative magic worked by several priests that empowers one of the faithful to fly so long as stars are visible in the sky. This can make long journeys easy, provide a joyous change of pace, serve as a special means of looking over the land, achieve privacy for important discussions, place one of the faithful a safe distance away from precious things in order to try hurling spectacular spells, or provide a very special beginning for one’s marriage.
The Codex of Heritage

## Lore

The Codex of Heritage, was penned by the young elf Luric Orelwa. One of the first Elves born on the Material Plane, he wished to explore the World of Phrelle and learn from the other races during the 1st Sanctus Era. The book while copied and stories found replicated in part has been lost since the end of the first era.

Stories say that knowledge within the Tome holds a more accurate telling of where the races come from, the history of the gods, and more knowledge that has been lost to time. It has been hunted by loremasters for most of known history.

## History

The Codex of Heritage follows the explorations of Luric Orelwa as he set out in the World. The most notable excerpts copied from the Codex are the conversations with the dwarf Thokyl Farwalker. The contents of these copied portions of the book can be read at: The Elder Race Era.