recursal/Fanatic-Fandom huggingface dataset:
Penkarth

```
(Pen-karth)

```

## Description

Built next to a small hill near the inlet, the hill has been sculpted into an amphitheatre style. Buildings are created with quarried stone, roughly carved. There are colourful flags and tapestries depicting the famous band "Monolith Chaos" since they hale from this small village.

## Commerce and Trade

The biggest export is in the creation of instruments for the kingdom, as a competitor with **Orilon**.

* **Penkarth Place** (Amphitheatre)
	+ A famous concert location
* **Inns and Taverns**
	+ **The Flatulent Pixie**
		- Owner:

* **Shops**
	+ **Annabel's Earnest Sound** (Instrument Shop)
		- Owner:
	+ **Bored Stiff** (Carpentry Shop)
		- Owner:
	+ **The Brew's Brothers Knick Knacks** (General Goods)
		- Owner:
	+ **The Kilted Horse** (Blacksmith) - Specializes in horseshoe crafting and repair as well as some minor farming tools.
		- Owner:

## Organizations

* **Council:** Five village elders keep order in the town with the eldest of the five being denoted as "Leader" for official purposes.
* **Department of Home Affairs (DHA):** Primarily census taking. Also responsible for coordinating elections to the town council or otherwise when the time comes.
* **Central Aquanous Authority (CAA):** Responsible for the collection and even distribution of collected water in this dry Kingdom.
* **Postal System:** Laptis Birds for letters, caravans for packages.
* **The Lawmasters:** Local, non-military, peacekeeping force.

## Notable NPC's

* **Rock Band Monolith Chaos (from here):**
* **DHA Representative:**
* **CAA Representative**:
* **Village Leader**:

**Home | Stonelian Geography | Stoniel**
Pyrohydra

The pyrohydra is a horrendous and frightful creature. Their rage is only matched by their hunger. Pyrohydra are the apex predator of their chosen hunting grounds and few would dare to challenge them. They never have more or less than seven heads.

**Furious Appetite.** Like all hydra, pyrohydra have a voracious hunger. A pyrohydra regards all lifeforms as its next meal and with their volatile personality, they never think twice to attack.

**Boiling Waters.** Pyrohydra prefers warm waters, the hotter the better. When a pyrohydra is in water the water around them heats up intensely and comes to a steaming boil.

```
Artwork by: Unknown

```
Everagil

```
(Ehvr - eh- jill)

```

## Flag

The flag of Everagil has been a symbol of growth, strength and bravery. It has only been changed once throughout all of its years and that is due to the Haspertus Charter. The flag used to bear a fist crossed with a star with the phrase "Magic is Strength, Strength is Magic". Many found this flag as very unlike the "ever alike" attitude of the kingdom and a friendlier message. The current flag of the tree on a striped red and gold with a blue cross background represents the "Growth" and "Strength" (the tree), the red and gold the bravery of its people and the blue cross the Haspertus Charter.

## Etymology

The name Everagil is derived from the Old Common word  "ære" which is further broken down to two versions that mean "ever in life" and "ever alike". Both meanings have truth in this specific kingdom as many born in Everagil have always felt a more caring connection to their fellow countrymen than any outsider - though this connection is extended on the rare occasion that one marries outside the kingdom.
Mesaukalio

```
(Mez-ows-kal-ee-o)

```

## Population

Roughly 1000 - 1050 people;  Mostly Human, many half-orcs, a couple Goliaths

## Description

A small port town, quite busy and bustling on the docks; many ships and fishing vessels coming in and out. Sits at the bottom of a small hill next to the water so as you approach you can see the entire town; it is quaint in its size. Clear, well-travelled roadway to the docks, neat cobblestones, well-maintained. The side roads snaking through the various residential neighbourhoods are distinctly more worn and slightly run down from an overhead view. The smell of saltwater in the air is particularly strong this close to the ocean - it permeates every nook and cranny. Underneath that ever-present smell of saltwater,  the air is thick with the smell of smoked meats coming from the butchers. The docks are always busy with movement down at them being constant - even in the dead of night.

## Commerce and Trade

The biggest trade comes in off the fishing boats.

* Inns and Taverns
	+ **The Jolly Serpent** (Tavern)
		- Owner: Violet (Female - Human)
	+ **Ruby by the Sea** (tavern and inn)
		- Owner: Gabeiella Bloodrayne (Female - Half-Orc)

* Shops
	+ **Salty Melon Potions**  *(Apothecary)*
		- Owner: Delfina (Female - half-orc)
	+ **The Lazy Quill** *(General Goods)*
		- Owner: Adam Fingolfin (Male - Human)
	+ **Salty, Sea Snake Armory** *(Blacksmith/Armorer)*
		- Owner: Makga (Male - Goliath)

## Organizations

* **Town Council:** A team of 5 people help to keep order in this town. They are led by an elected representative called the **Minister of Operations** of the current government and the other 4 members are elected by popular vote within the town.
* **Border Patrol Commission (BPC):** Responsible for keeping tabs on the birders to the kingdom. For tracking visiting merchants and entry and exits of visitors and citizens alike.
* **Department of Home Affairs (DHA):** Primarily census taking. Also responsible for coordinating elections to the town council or otherwise when the time comes.
* **Central Aquanous Authority (CAA):** Responsible for the collection and even distribution of collected water in this dry Kingdom.
* **Postal System:** Laptis Birds for letters, caravans for packages.
* **The Lawmasters:** Local, non-military, peacekeeping force.
* **The Conduit:** Due to this being a port town, the conduit does have a minimal presence here with an underling of Carrier Stonesmyth as the contact point.

## Notable NPC's

* **DHA Representative:** Callie Perizada (Female - Human)
* **BPC Foreman:** Solomon Madri (Male - Human)
* **CAA Representative**: Shali Netherridge (Agender - Half-Elf)
* **Minister of Operations**: Ethan Longstrider (Male - Human)
* **Conduit Representative:** Hiro (Male - Human)

**Home | Stonielien Geography | Stoniel**
Banba

A small black, dog like, shadowy creature who lives deep in the shadows of the forest. At night they come out and like to make everything tidy to their standards. They will organize leaves in a pile, twigs in another and then once they are done, go back into the shadows of the daylight.

**Home | Fauna**
Cryst Plains

A heavily scarred, pockmarked land of little life. This is the place where it is rumored that Chaos himself "landed" after being cast away from the Plains of Driedal. As such, it is an area of significant size where it is always cloudy and shrouded in shadow. The vegetation here is few and far between, and what there s is generally either leafless, or bears the same purple and deep red hued colouration of Thallian vegetation. There are many rocks, boulders and dry cracked land. Travel at night is not recommended, and having light sources around a campsite are strongly encouraged. Creatures of all types roam these lands, and many a dragon will soar across them looking for an easy to spot meal.

> For a DM:
>
>

> Some examples of monsters you may find:
>
>

* Dragons (all ages/types)
	+ Red
	+ Green
	+ Black
	+ Blue
	+ White (less likely)
	+ Copper
	+ Gold
	+ Silver (less likely)
	+ Bronze
	+ Brass
	+ Sapphire
	+ Amethyst
	+ Emerald
	+ Crystal
	+ Topaz
	+ Moonstone
	+ **Shadow**
	+ **Ghost**
	+ **Hollow**
	+ Wyvern
	+ Liondrake
* Gem Stalkers
* The Lost
* The Lonely
* The Wretched
* The Angry
* The Hungry
* Gloomstalker
* Ghost
* Slaad (Red, Green or Blue)
* Shadowghast
* Basilisk's
* Displacer Beast
* Harpy/ Harpy Matriarch
* Peryton

**Home** | **Caivian Geography** | **Caivia**
Fire Elemental Guardians

## Fire Elemental Rift Guardians

Live in the small, mountainous village of **Ignis**, deep within **The Iron Mountains** in East-Central **Chellearenth**. Structures here are typically constructed of thick stone and Iron mined from the mountain and it is not uncommon to see any fire's behaving strangely - almost as if they have a life of their own (what with the close proximity to the Fire elemental Plane rift). Life is otherwise fairly idealic, and calm all things considered with great views from their mountain perch.

They are lead by a stern, middle aged Fire Genasi, Circle of Wildfire Druid by the name of **Cinder**. Cinder, while not the eldest of the leaders of each tribe, has a certain maturity and Wisdom beyond their years. They were born within the village and grew up learning the ins and outs of controlling fire - they had a knack for it even beyond their Genasi heritage.

**Home** | **Chellearenth** | **Defense**
Bastille Rose

A flower with blood-red petals and jet-black foliage. Some call it the "Ladybug Blossom" as its petals have different sized black dots on them. It is a magical flower that possesses defensive magic and a scent so strong animals cannot eat it or they will be knocked out. Humanoids can approach the flower and use its petals for warmth and defensive brews. Must be careful. Found on islands.

**Home | Flora**
Festival of Stories

### Synopsis

A celebration of the art of storytelling; celebrating authors, writers, artists and the careful craft of telling a story.

### Decorations

* Book Shaped
	+ Confetti
	+ Banners
* Cupcakes & Cakes (Heavily Book featured)

### Events

* Book/Art Trading
* Book/Story Readings
* Gifts of Books
* Parade's Honouring Well Known Storytellers

**Home | Calendar**
Combat Training Course

Combat Training is deisgned to be a practical training course for all students in the ways of all forms of combat and war. There are lectures and practical exercises.

### **Year 1 - Defensive Tactics and Strategies**

* Lesson 1 Basics of Defense and Combat
* Lesson 2 Defensive Strategies the Beginning
* Lesson 3 Reconnaissance
* Lesson 4 Midterm/ Strategic Geography
* Lesson 5 Deception 1
* Lesson 6 Deception 2
* Lesson 7  Fabian Strategy/ Boxing Maneuver
* Lesson 8 Final Exam/ Military Districts of Atemnity

### **Year 2 - Code of Conduct, Ethics, Legality**

* Lesson 1 Justifiable War/ Law of War
* Lesson 2 Rules of Engagement/ Classifications of Persons of Battlefield
* Lesson 3 Ethics of War and Combat/ Reasons for War
* Lesson 4 Midterm/ Paragon Contract and Advent Alliance
* Lesson 5 Illegal War/ Forbidden Tactics etc
* Lesson 6 Weinberger-Powell Doctrine
* Lesson 7 Prisoners of War *(Rights etc)*
* Lesson 8 Final Exam/ war crimes & war criminals

### **Year 3 - Plan of Attack (Battle Planning)**

* Lesson 1 Principles of War/Combat
* Lesson 2 Tactical Formation *(Ground)*
* Lesson 3 Tactical Formation *(Flight)*
* Lesson 4 Midterm /(The Atemnity War) - History of
* Lesson 5 Famous Battle Plans/ Strategies Into depth of the strategies used and how.
* Lesson 6 How to Form a Plan of Attack
* Lesson 7 Warzone Safety/ Journalism and War
* Lesson 8 Hybrid Warfare & The Grey Zone/ Final Exam

### **Year 4 - Defensive Arsenal**

* Lesson 1 Shields/ Body Armor
* Lesson 2 Camouflage
* Lesson 3 Acclimatization - Why it is important, practical exercises to practice..
* Lesson 4 Midterm/High Morale (Boosting morale, powers that can assist this- Gwyn demo?)
* Lesson 5  Fortifications *(Natural and man-made)*
* Lesson 6 Magical and Mental Defense - Defending against Mind Control
* Lesson 7 Martial Arts (Defensively)
* Lesson 8 Using Magic Defensively /Final Exam

### **Year 5 - Offensive Arsenal**

* Lesson 1 Martial Arts *(Offensively)*
* Lesson 2 Other Unarmed Combat Techniques
* Lesson 3 Ranged Weaponry Training
* Lesson 4 Midterm/ Melee Weapon Training
* Lesson 5  Magical Offense
* Lesson 6 Mental Offense (Mind Control Power - Chase GL?)
* Lesson 7 Importance of Proper Weapon Maintenance (As well as how)
* Lesson 8 Using Magic Offensively/ Final Exam

### **Year 6 - Offensive Tactics and Strategies**

* Lesson 1 Five Stages of Combat/ Center of Gravity
* Lesson 2 OODA Loop
* Lesson 3 Attacking a Castle
* Lesson 4 Midterm/ The Four F’s & Ends, Ways, Means, Risk
* Lesson 5 Preemptive Strike/ envelopment tactics
* Lesson 6 Guerrilla Tactics
* Lesson 7 Indirect Approach
* Lesson 8 Final Exam/Interdiction & Air Supremacy

**Home | Hawthorne | Courses | Relarian**
Cinder

## General Stats

**Race**: Fire genasi | Outlander

**Class**: Druid (Circle of Wildfire) **Level**: 16

## HP/ AC/ Initiative/ Passive Skills

 Inititaive
 P. Perception
 P. Investigation
 P. Insight

## Proficiencies

**Languages**: Common, Druidic, Loxodon, Primordial, Atemnition, Chellarin

**Tools**: Herbalism Kit, Lyre

## Features

**Wildshape**: As an action, you can magically assume the shape of a beast that you have seen before up to a CR 1.

**/Short rest**

**Summon Wildfire Spirit**: Expend a use of wildshape to summon a wildfire spirit as an Action.

**Enhanced Bond**: Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a **d8**, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

**Cauterizing Flames**: REACTION. You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + 5

**/long rest**

**Blazing Revival**: If the spirit is within 120 ft. of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain 51 hit points (half) and immediately rise to your feet.

**/long rest**

**Darkvision**: You can see in darkness up to 60ft.

**Fire Resistance**: You are resistant to Fire damage.

**Reach to the Blaze**: Can cast Burning Hands:

**/long rest**

**Warcaster** - ADV Concentration Checks. Can cast a spell as an attack of opportunity.

**Portalling (Solo)**. [\_] / Short Rest

**Portalling (Group)**. [\_] / Long Rest

## Spells

Cantrips: Control Flames, Create Bonfire, Druidcraft, Produce Flame, Thorn Whip

1st Level: [\_][\_][\_][\_] Burning Hands, Cure Wounds, Faerie Fire, Healing Word, Thunderwave

2nd Level: [\_][\_][\_] Flame Blade, Flaming Sphere, Heat Metal, Hold Person, Pass without Trace, Scorching Ray

3rd Level: [\_][\_][\_] Call Lightning, Dispel Magic, Plant Growth, Revivify, Tidal Wave

4th Level: [\_][\_][\_] Aura of Life, Fire Shield, Freedom of Movement, Grasping Vine, Polymorph, Summon Elemental, Wall of Fire

5th Level: [\_][\_] Flame Strike, Mass Cure Wounds, Reincarnate

6th Level: [\_] Heal, Investiture of Flame

7th Level: [\_] Fire Storm, Reverse Gravity

8th Level: [\_] Earthquake

**Home | Chellearenth | Chellearenth Defence**
Andalusia

```
**Andalusia** *(And-al-oo-see-ah)*

```

## **Description**

Port town. Spreads out across the peninsula, filling the end of it. Housing the same across the kingdom. Generally well kept and polished in the more affluent neighbourhoods and market and a little rough in the middle and lower class neighbourhoods. Dark,gloomy, Wet, Humid, Professional.

## **Commerce/Trade**

* Inns and Taverns:
	+ **Naked Fighter Pub**
	+ **Rotten Gorgon Inn**
	+ **The Bristled Blossom** (Apothecary)
		- Owner:
	+ **The Worthy Window** (General Goods)
		- Owner:
	+ **Grim Weapons and Arms** (Blacksmith/Armorer)
		- Owner:

## **Notable NPCs**

* **Queen’s Representative**:

**Home | Thallian Geography | Thallian**
Kinallen

```
(Kin-al-N)

```

## Description

A port town that sporawls out like many of the port towns meeting up with the road at the entrance. Fishing boats come in off the ocean often, bringing with them the smel of fish and salt. Sea breezes bloew in and out in fairly predictable intervals. It is a fairly busy little port. Busy asnd bustling.

## Districts

* **Commerce and Trade**
	+ Inns & Taverns:
		- **The Artist, Mercer Inn**
			* Owner:
			* Barkeep
		- **The Drunken Salamander**
		- **The Abbey**
		- **The Wishing Tree** (Apothecary)
			* Owner:
		- **The Lucky Peanut** (General Goods)
			* Owner:
		- **Lonely Pagoda Repairs** (Blacksmith/Armorer)
			* Owner:
* **Organizations**
	+ -
* **Notable NPCs**
	+ **Town Lord**: **Preston Illiathor** (Male-Half-Elf)

**Home | Chellearenth Geography | Chellearenth**
Order of the Prime Path

## The Order of the Prime Path

* Tasked with the protection and concealment of the Ring of Light
* A mix of Humans, Elves, Tiefling's, even a couple of Dwarves
* Wear robes/vestments in pure gold or yellow, the symbol of the order worn as a patch or pin on the chest.
* Founded and run Carolija School of Magic

***DM's Notes:***

* They used to be the holders of the **Ring of Light**
* They know about the other two orders, but not of their exact whereabouts
* They know Chaos and Harmony have progeny (children) in the mortal world
	+ They know the identity of the Son of Harmony and his general whereabouts
* They know where they intended to have the Ring of Light sent for safe keeping and some rough details about it
* They do not know that the ship sank that was carrying it

**Home | Artifacts of Power**
Datura Sinensis

Common. Huge flowers found in most mountains. Blooms in late autumn. It has thin, circular leaves, which are usually pine green. It also grows small flowers, which can be light silver, black, light bronze and pink. These plants grow in small groups, but it's complicated to control and maintain their growth. They can be used to relax. As a defense mechanism the Datura Sinensis grows small thorns. They rely on cloning themselves by growing a new specimen to reproduce.

**Home | Flora**
Narka

```
(Nar - kah)

```

## Description

Land Defense Outpost. Watchtowers are built at strategic points where they each have a view of one another from their locations overlooking the ocean. A bit of a clustered town.

## Defence

A townsguard composed of members of the Infantry and at least one Echo Knight.

## Districts

* **Commerce/Trade**
	+ Inns & Taverns:
		- **The Arrogant Hart**
			* Owner:
			* Barkeep
		- **The Greasy Sprite**
		- **The Fluffy Owl Tavern**
			* Owner:
			* Barkeep
	+ Shops:
		- **Dizzy Kits Apothecary** *(Apothecary)*
			* Owner:
		- **The Glittering Dish** *(General Goods)*
			* Owner:
		- **The Iron Comet** *(Blacksmith/Armorer)*
			* Owner:
* **Notable NPCs:**
	+ **Magistrate:**

**Home Page | Braedon Island | Serelia**
Grimsby

```
(Grims-bee)

```

## Population

Roughly 1000 - 1150 people;  Largely Human

## Description

Being so close to the capital one of the prominent features, as you approach, is the very large wind farm with its tall propeller looking devices that spin and generate electricity, run the irrigation systems and pull water from wells for both the smaller town and help supply the larger city of Irragin. Houses are built in such a way as to block the excess wind the nearby wind farm generates and prevent everything in the town that isn't bolted down from flying about. They have a sort of steepled roofs of varying sizes and heights that tend to break up the incoming residual winds a bit. Even still, it is not uncommon to see people pulling their jackets, shawls, cloaks closed around them both for heat and to prevent them from being pulled away. The smell of any baking bread's and baked goods or smoking meats that happen to be going on at that time of day is common and the extra breeze that blows through helps create an aroma that makes everyone who visits mouth water.

## Commerce and Trade

The market is smaller but just as bustling and filled with noises of bartering and haggling as any larger city. It is filled with mostly tented vendors, but there are a few more permanent structures.

* Inns and Taverns
	+ **The Fluffy Retvok**(Inn)
		- Owner: Iss Smallwanderer (halfing - female)
	+ **The Alcove** (tavern and inn)
		- Owner: Bryce Crookvin (human - male)

* Shops
	+ **The Majestic Tree**  *(Apothecary)*
		- Owner: Evelyn Moonkar (human - female)
	+ **The Velvet Horse** *(General Goods)*
		- Owner: Finn (human - non-binary)
	+ **The Rusty Nail** *(Blacksmith) Very simple blacksmith work. Mostly specialized in the repair of the wind farm propellers as well as horseshoes/wagon wheels for travel.*
		- Owner: Gavo (Goliath - Male)

## Organizations

* **Town Council:** A team of 5 people help to keep order in this town. They are led by an elected representative called the **Minister of Operations** of the current government and the other 4 members are elected by popular vote within the town.
* **Department of Home Affairs (DHA):** Primarily census taking. Also responsible for coordinating elections to the town council or otherwise when the time comes.
* **Central Aquanous Authority (CAA):** Responsible for the collection and even distribution of collected water in this dry Kingdom.
* **Postal System:** Laptis Birds for letters, caravans for packages.
* **The Lawmasters:** Local, non-military, peacekeeping force.

## Notable NPC's

* Rock Band **Satire's Rage**: **Vorrod** (Male - Human - Lead Singer/Guitar), **Jaryr** (Male - Elf - Drummer), **Dalyn** (Male - Drow Half-elf - Guitar), **Dahira** (Female - human - Singer)
* **Minister of Operations**: Myron Voriris (Male - Human)

**Home | Stonielien Geography | Stoniel**
Serelian Magical Squads

The magical squads are where Serelia's proficiency with Dunamancy really shines as the magical squads are generally where the kingdoms Graviturgist Mages and Echo Knights are placed once training is complete. They are also used for both attack and defence and work together with **Land Defence**, **Infantry** and even to some extent the **Navy**.
Bufflewump

```
Artwork by: Kekai Kotaki

```

*It's big and strong, to be sure, but it's no beast of burden. There's a fierce intelligence behind those black eyes and it's smart enough to use basic tools. Given that size, strength, cleverness and loyalty of the beast, they're highly prized as a companion to the capable.*

*Few are capable.*

*- Huntmaster Larimir*

Thunderous hoofbeats rumple and reverberate through the forest floor. Uneven tracks are left behind; deep and uneven, hooves and knuckles. An experienced hunter might know to depart swiftly. The Bufflewump is a sweet-natured creature, but for it to let its presence be known so easily could only mean it has cubs to protect. This creature's protective instinct is best not tested.

**Appearance**. Seemingly part bovine, part yeti, the Bufflewump is an imposing creature to ally and enemy. while in a relaxed posture it stands about six feet tall and can easily rear up on its hooves to tower over any creature it deems a threat. All Bufflewumps have at least two horns and powerful, muscular builds. Perhaps most notably, they possess extremely strong front arms and large, dextrous hands that allow some degree of fine motor control. Clever Bufflewumps have been known to use simple tools.

**Keenly Intelligent**. Despite the appearance of being but a simple beast, the Bufflewump possesses considerable emotional and logical intellect. This impressive brainpower is best observed when the Bufflewump chooses to use its limited telepathic abilities to convey emotions, images, memories and other simple thoughts to other creatures. With practice, someone with whom the Bufflewump has formed a bond can respond in kind.

**Stalwart Companion**. Bufflewumps do not often form social groups outside their immediate family, particularly not with humanoids. When they do, they are highly protective and capable defenders. A Bufflewump will readily give its life to save that of its chosen companion.

**Home | Fauna**
Cavemos

This small, yellow bird is fiercely loyal to its owners. It often enjoys sitting on window ledges watching the outside world. These birds can be quite territorialand have been known to attack people trying to gain entry to the home with their unusually sharp talons. Some owners breed them as an alarm system.

**Home | Fauna**
Arona

```
*(Are-oh-nah)*

```

## **Description**

A village of hard working hunter gatherers. Use of any magic here is punishable. The smell of smoked and curing meats and tanning leathers. More moderate temperatures.

## **Commerce/Trade**

* Inns and Taverns:
	+ **The Raspy Turtle**
	+ **The Phony Lemon** (Apothecary):
		- Owner:
	+ **The Trusty Jester** (General Goods):
		- Owner:

## **Notable NPCs**

* **Director**

**Home | Caivian Geography | Caivia**
Laetus Bird

Colourful birds about the size of a pigeon often kept as pets by families. Generally needs to be around a household or person with a strong magical presence (magically active). They do not thrive when not around a magically active household or person. if they are away from their owner for more than a month they start losing their feathers and stop eating. There are two different kinds: those who have an affinity for those of Chaos magic and those with an affinity for Harmony magic. They tend to only bond/choose families/people who match them magically. (Those of equipoise can generally develop a bond with either type.

Chaos Type: This type tends to be coloured more in the Purple, Black, Blood Red spectrum.

Harmony Type: This type tends to be coloured more in the yellow, orange spectrum.
Laenteglos

```
(Lay-n-teg-lows)

```

## Description

Daemarral is just visible on the horizon to the North of this small village. The most noticeable feature here is the mine the village is built around. The homes are built similar to Daemarral to the north in that they are wooden. The largest sensory experience her is the ever-present smell of black powder from the mining explosions. Business is the biggest conversation topic.

## Commerce and Trade

The biggest trade item, generally with Irragin, is the creation of weapons and armour.

* **Inns and Taverns**
	+ **The Sphinx**
		- Owner:

* **Shops**
	+ **Over the Dune** (Apothecary)
		- Owner:
	+ **The Dazzling Pyrotrier** (General Goods)
		- Owner:
	+ **The Hammer and Anvil** (Blacksmith) - Specializes in horseshoe crafting and repair as well as some minor farming and mining tools.
		- Owner:

## Organizations

* **Council:** Five village elders keep order in the town with the eldest of the five being denoted as "Leader" for official purposes.
* **Department of Home Affairs (DHA):** Primarily census taking. Also responsible for coordinating elections to the town council or otherwise when the time comes.
* **Central Aquanous Authority (CAA):** Responsible for the collection and even distribution of collected water in this dry Kingdom.
* **Postal System:** Laptis Birds for letters, caravans for packages.
* **The Lawmasters:** Local, non-military, peacekeeping force.

## Notable NPC's

* **DHA Representative:**
* **CAA Representative**:
* **Village Leader**:

**Home | Stonelien Geography | Stoniel**
Daipison

```
(Day-pie-son)

```

## Description

A small fishing village built on the coast, the huts here are built to deal withthe sea air. It spreads out mostly from the shoreline where most of the buildings are congregated. The smell of saltwater, fish and other seafood is plentiful and there is a relativly cheerful air from the hardworking citizens.

## Commerce/Trade

* Inns and Taverns
	+ **The Shadow Goblin**
		- Barkeep:
* Shops
	+ **The Silver Hazelnut** *(Apothecary)*
	+ **The Fair Journey** *(General Goods)*
	+ **The Shield Pagoda** *(Blacksmith)*
	+ **The Codfather** *(Fishery)*

## Notable NPCs

* **Stablemaster:** Tegan Bigham (Male - Human; young, shock of short red hair, tanned skin, callosed hands, rougher looking clothes)
* **Xichi Mochae Relem Base Captain:**

**Home | Relarian Geography | Relarian**
Council of Lords

The Council of Lords is composed of three people, until quite recently all men, who work in harmony to ensure Serelia maintains its sovereignty and strength. This group of three make the ultimate decisions when it comes to how Serelia is run, on the advice of the Governing Council of course. If any member of the Council of Lords dies the remaining two select a suitable replacement. All titles within Serelia are passed based on strength, of mind, physicality, or some other strength, not by blood.
Stonelian Environmental Affairs & Tourism

## Water Affairs

Since water is scarce, it is strictly controlled in centralized locations called the **Central Aquanous Authority** within every city, town and village. The **CAA** is responsible for the fair and even distribution of all collected water. The collected water comes both from the irrigation system that pulls it from the Jishem Ocean and Tylhr Gulf as well as wells that are dug deep into the ground. Every family is also responsible for the collection of any rainwater that falls within its region. This collected rainwater is then funnelled into a system that first fills an aquifer of sorts for that family. Every family is allotted **one** aquifer per household and to attempt to collect and hoard more is a punishable offence. Each household is also allotted **one** collection canister from the **CAA** per week.
Any citizen who is born with the ability to create or manipulate water is someway is highly revered and once identified they are brought to **Carolija School of Magic** to hone their ability. Once they graduate they are given employment in one of the major cities (including the capital) working to create water during the dry season.

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**Dry Season:** The time in which rainfall is even more scarce then normal.
This typically lasts between the months of Vezix to partly through Bleost.

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## Forestry

When it comes to forestry, there is only two areas of heavy greenery:
**The Abandoned Thicket:** A wild area near the magic school, little is known about this area because of the poisonous plants such as the **Joomb Berry** bush inside.
**Kynzol Rainforest:** One of the more humid areas, given the closeness of the trees, on the southern coast. **Kyzal Lily**, is abundant here, it grows only in the most humid of areas and is said to give he(or she) who plucks it the ability to sing beautifully for as long as the petals remain intact. It is pure white, has 5 long broad petals, and a bright red center.
Otherwise the plants throughout the region include **Yuga Tree**, which is akin to a cactus except it generally larger than most cacti. It is also a source of water for those skilled in tapping it and it is the main source of ingredients for the Siccitatibus Conveniunt potion.

## Tourism

Given the harsh, humid climate of most of the kingdom, tourism isn’t one of Stoniel’s strongest assets. They welcome any visitors from other kingdoms but most will come just to trade or do other business rather than “see the sights”.

**Home | Stoniel**
Chellearenth Geography

### **Mainland**

* City
	+ Aeberuthy
	+ Edona
	+ Wimborne
	+ Loukussa
* Town
	+ Vladena
	+ Moling
	+ Kinallen
	+ Alverton
	+ Aldridge
* Village
	+ Marclesfield
	+ Faydenn
	+ Vandemere

### **Rhincliffe Island**

* Town
	+ Runswick
* Village
	+ Caerleon
	+ Ventus

### **Botines Island**

* City
	+ Balerno

### Other Features

* **Green Areas**
	+ Jyyll Grove (Rhinecliffe)
	+ Ylep Woonland
	+ Lynx Woods
* **Water**
	+ The Forbidden Tides
	+ Srilm Lake
* **Desert**
	+ Blade Desert (Rhincliffe)
* **Mountains**
	+ Darguay Peaks
	+ The Iron Mountains
	+ Okorich Mountains

**Home | Chellearenth**
Serelian Clothing

Clothing in Serelia is incredibly pragmatic, minimalist. Serelian's are a hard-working society so their clothing tends to lean towards function more than fashion. Many also often wear fur-lined cloaks or other garments due to the colder temperatures. Browns and black with maybe hints of icy blues are the common colour scheme.

**| Home Page | Serelia |**
Bakaneko

A medium-sized cat-like creature whose eyes change shape and colour depending on the time of the day.  In the morning they are small, almond-shaped and typically blue or green. In the evening they are big, round and yellow, they also tend to have a bit of a nightlight like glow to them in a 5ft radius. In winter when stroking the Bakaneko, little sparks can appear on their fur. They are usually white cats and can be mistaken by Earthlings as normal cats.
Corikyp Pass Mechanics

Because of the Magical Barrier constructed and maintained by Thallian **Kulaxe**, traversing the Corikyp pass can be difficult for those not of Thallian-blood

**From 60 ft. Away/ Inside Pass**

Non-Thallian born will see: An immense, sheer, gapless, unclimbable mountain face --> super imposed as if an illusion over a clearly marked, but rough, mountain pass roughly 15 - 20 ft wide with high mountain walls. (Think of this similar to if your wearing the old red/blue lenses 3D glasses and looking at something not for their intended use) - there is an extra image over another image, but they don't line up.

* A perception check (suggested DC 16) would show glowing orange arcane sigils going up both sides of the pass on the mountain walls (Abjuration).

### Non-Thallian Born Mechanics

First and foremost, a **Thallian-Born** creature must remain within **60 ft** of any non Thallian-born. Should they not be the following effects happen

1. Firstly, should a Non Thallian-Born approach the Mountain they will not be able to see the Pass, they will see the Sheer Mountain face, it will even feel real.
2. Should a Thallian-Born creature at any point in time get more then **60 ft away** **from non-Thallian-Born's** those non Thallian-Born's will find themselves stuck in place, as if within solid rock. No amount of strength can cause movement.

Should a Thallian-Born escort other through the following conditions are placed upon the non Thallian-Born.

* Disadvantage on all **attack rolls**
* Disadvantage on all **Dexterity** saving throws/Checks
* Disadvantage on Ability checks relying on **sight**
* **Half-Speed**
* Passive Perception, **Halved** (relying on **sight**)

\*\*\* If **fully** within a building or cave (cannot see outside at all) this is **NOT** in affect \*\*\*

These rules are due to the obstructed vision caused by the illusory barrier that is keyed in to Thallian bloodlines.

**Home | Thallian Travel | Thallian**
Hollow One & Reborn

**Hollow ones** on Atemnity are those creatures who have died within, or during a period of particularly wild magics. Most Hollow ones were created/born during the **Battle of Driedal,** the great celestial battle between Chaos and Harmony where the two prime deities met their match and hubris - forever becoming shells of their former selves.

However, Hollow Ones have been known to be created wherever a creature has died due to wild magics, most notably on the Plains of Driedal.

**Reborn**, on the other hand, can be reborn/created in the same manner and circumstances as a Hollow One. However, they can also be brought back by other twisted, necromantic magics as well.

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Ficus Ogeche

Is a rare, huge plant and can be found almost exclusively in dark caves. It blooms in early winter. It has tiny, pine-green, toothed leaves. It also grows large flowers, which can be light blue, light grey, red and purple. These plants grow separated by a fair distance from each other, but it's a bit tricky to control and maintain their growth. They can be used as a cooking ingredient, similar to herbs. As a defence mechanism, the Ficus Ogeche tastes horrible when eaten raw.

**Home | Flora**
Chellearenth Environmental Affairs & Tourism

## Environmental Affairs

The Weather and Environmental Association (WEA) is the board established in (year) which has the sole purpose of preserving the beauty, natural resources, and environment of Chellearenth. One of their main problems, with the amount of rain we get is managing stormwater runoff and ensuring that it is able to reenter our streams, rivers, lakes, and drinking supplies without picking up pollutants and toxins. They regulate the use of materials deemed hazardous to the environment. One such example was several years ago a new sealant for roofs became popular in (city/town) however, when it rained the water would pick up on some of the material and become toxic. Several hundred people grew sick before the source of the problem was discovered and the sealant is now being regulated by the WEA.

## Tourism

As for tourism, several of our major cities are popular tourist destinations for both Chellerin citizens and citizens from other kingdoms. For many, seeing the glistening blue towers in the capital city of Aeberuthey are a sight many Chellerin’s hope to see one day and many do. Apart from the many historical monuments, museums, and other attractions garnered from it being the capital of Chellearenth.

In addition the island of Botines is a popular destination for those looking to explore the seashore. The town of Vladena also garners quite a few tourists looking to see the location where the Children of Vladena supposedly came from. There’s a monument featuring the brother and the sister standing together in the town square which is a very popular destination.

**Home | Chellearenth**
Chellearenth

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(Shell - e - heir - enth)

```

## Flag

The flag of Chellearenth has changed numerous times throughout the Kingdom’s history. This is the current flag of Chellearenth with each diamond representing a different part of the Kingdom. The top two diamonds represent Botines and Rhinecliffe, while the lower diamond represents the mainland of Chellearenth.

The flag is required to be flown on all Chellearenth ships and vessels, at every town and city hall, at every government building, and throughout the castle.

*Note: When Councilmembers get sworn into the Council they take their oath holding the flag of Chellearenth in their right hand and the Chellerin rose in their left hand.*

The blue background will always remain the same though because blue is the official color of Chellearenth. It is why all Council of Chellearenth cloaks are blue and why the crown jewels are blue as well.

## Etymology

Chellearenth derives its name from the story that details the founding of Chellearenth where the two brothers, one from the Northern Waters and one from the Southern Winds came together to build the kingdom. The name quite literally translates roughly to “From wind and sea”.

*Note: That just goes to show how deeply rooted elemental magic is in Chellearenth culture. While not as widely practised today as it once was, it still has left its mark on our kingdom.*
Hisoniac Fern

A mystical plant with many uses, principle among them are its curative properties. It can cure someone of any poison, disease or even some curses known to man, if prepared correctly. This plant is exclusive to Everagil, it cannot grow anywhere else and the people there are very protective of it as a rare and strictly controlled plant.

It is in the Fern family and each branch ends in a peacock like eye.

**Home | Flora**
Serelian Postage Rates

## Intrakingdom

* Letter: 5 Silver
* Package: 7 Silver

## Interkingdom

### Stoniel

* Letter (During Infiltration): 5 Silver
* Package (During Infiltration): 1 Gold
* Letter (Other Times): 5 Gold
* Package (Other Times: 10 Gold

### Everagil

* Letter (During Infiltration): 5 Silver
* Package (During Infiltration): 1 Gold
* Letter (Other Times): 5 Gold
* Package (Other Times: 10 Gold

### Relarian

* Letter (During Infiltration): 8 silver
* Package (During Infiltration): 2 gold
* Letter (Other Times): 3 Gold
* Package (Other Times: 11 Gold

### Chellearenth

* Letter (During Infiltration): 1 Gold
* Package (During Infiltration): 2 Gold, 5 Silver
* Letter (Other Times): 4 Gold
* Package (Other Times: 12 Gold

### Caivia

* Letter (During Infiltration): 2 Gold
* Package (During Infiltration): 3 Gold
* Letter (Other Times): 5 Gold
* Package (Other Times: 13 Gold

### Thallian

* Letter: 3 Gold
* Package: 9 Gold, 5 Silver

**| Home |**
Relarian Environmental Affairs & Tourism

## Water Affairs & Foresty

There is no specific government agency or body that oversees this. Each local region handles their own issues as needed, although it is a culture of conservation, so those who seek to destroy the environment are outliers usually treated by the penal system. For example, Zikwimmeo’s local Konassim body keeps an eye on waterways within the province, Nuveneo monitors the Forest of Mist’s northern and western borders, etc.

## Tourism

Tourism is not very a popular aspect of Relerian industry. Some artisans and artists will take “pottery tours,” touring older clayware and dishware makers’ shops to observe them in practice, but otherwise, there are few who visit Relerian for leisure. Indeed, it can be difficult for tourists to get portaling privileges. All who want to visit Relerian, whether for business or pleasure, must apply to the portaling office in the capital to receive permission. This application also requires a detailed itinerary of all anticipated portals and occasionally payment of portal taxes.

Adventurers from other kingdoms occasionally come to explore parts of the Forest of Mist. Although none have gone further than a few kilometres into forest - even the few members of the Aerial Guard who have flown over the entire forest have little to report through its thick mist and mysterious lights and sounds - it is a popular item on many daredevils’ “bucket list.”

Researchers also come to the kingdom from abroad to study the Enchanted Basin and the Forest of Mist. The researchers rarely interact with the people of Relerian, however, staying in the shade of the Forest until they return to their home kingdoms.

The primary source of foreign visits and tourism actually comes from families visiting students at Hawthorne Institute of Legends, as approved by the school. Additionally, Hawthorne occasionally brings in foreign experts and guest speakers for short-term research and special lectures. There is a small town called Extabanim that includes an inn, a few taverns, and various shops located just outside the neutral territory of the school grounds. The shops include both necessaries that visiting families and guests of the school may have forgotten, such as toiletries or spare undergarments, and also a few “touristy” shops that boast inexpensive *aruchyanae*, jewelry, and other souvenir knick-knacks.

**Home | Relarian**
Gruindit

### Synopsis

> This is considered the day of the birth of humanity. It is generally celebrated in major cities/capitols and there is always a speech about life from those who rule/run the kingdom. *\*This is a legally mandated Holiday\**
>
>

### Decorations

* Vary, representative of each person/family but generally soemthign representing humanity

### Events

* Private Meditation, primarily
	+ Some use it as an excuse to go drinking

**Home | Calendar**
Serelian Land Defense

Now, while Serelia does not have a cavalry, generally due to lack of landmass, this does not mean they do not have some semblance of a land defence force. The land defence force comprises a series of strategically located towers and outposts that, alongside the steep, jagged cliffs of the islands, are designed to deter any invasions and attacks.
Everagilian Agriculture & Land Affairs

## Agriculture

Agriculture in Everagil consists of foods that can be grown in shade and little to no light due to the heavy tree cover. As such, many of the foods grown here are leafy green vegetables such as Lettuce, Spinach, Arugula, Broccoli, Kale, Cabbage, Turnip's, Carrots, Rhubarb, Beansprouts and of course Fungi - they have even managed in some areas to grown corn. This lends to the very vegetable based diet of Everagilian's.

## Land Affairs

Land in Everagil is watched over by a Lord and or Lady in each district. The Lord and/or Lady of each district is responsible for ensuring not only are crops spread evenly among the people, but that also the local wildlife is not damaged to an unsustainable degree. In addition, because of the very strong connection to the Feywild, organizations like **The Watchers** exist to protect the portals and any creatures who may stray through them to Atemnity from harm. There is a strong relationship to both the Seelie and Unseelie courts with the Everagilian nobility - in particular the ruling family.
Potions and Poisons Course

Potions and Poison's is a mandatory course for all students to provide at least an understanding of potions and poisons for the ability to recognize them out in the world. Some students apply this knolwegde to their career's some do not.

### Year 1 - Basic Overview

 *Lesson 2*
 *Lesson 3*
 *Lesson 4*
 *Lesson 5*
 *Lesson 6*
 *Lesson 7*
 *Lesson 8*
Potion Recognition (Perception of Organoleptic Properties, Categorization, Empiric Research Assignment - Theoretical Creation)

### Year 2 - Protective Potions

 *Lesson 2*
 *Lesson 3*
 *Lesson 4*
 *Lesson 5*
 *Lesson 6*
 *Lesson 7*
 *Lesson 8*
Magical Lock Potions (Applications, Connections with Magic Theory, Practical Lab)

### Year 3 - Body and Mind Alteration

 *Lesson 2*
 *Lesson 3*
 *Lesson 4*
 *Lesson 5*
 *Lesson 6*
 *Lesson 7*
 *Lesson 8*
Feedback Loops and Recursive Potions (System, Applications, Practical Lab)

### Year 4 - Poisons and Antidotes

 *Lesson 2*
 *Lesson 3*
 *Lesson 4*
 *Lesson 5*
 *Lesson 6*
 *Lesson 7*
 *Lesson 8*
Counter-Poisons (Theory of Counter-Poisons, Poison-Antidote Correspondence, Unknown Poisoning Agent)

### Year 5 - Antithetical Potions

 *Lesson 2*
 *Lesson 3*
 *Lesson 4*
 *Lesson 5*
 *Lesson 6*
 *Lesson 7*
 *Lesson 8*
Explosive Potions (Danger Categorization, Uses, General Notions on Thermochemistry of Combustion)

### Year 6 - Advanced Potioneering

 *Lesson 2*
 *Lesson 3*
 *Lesson 4*
 *Lesson 5*
 *Lesson 6*
 *Lesson 7*
 *Lesson 8*
Lesson 8 - Toxicology and Experimental Potion Brewing (Analysis of the Toxicity of Experimental Potions, Use of Principles in Potion Brewing, Final Practical Exam)

**Home | Hawthorne | Courses | Relarian**
Flora

There are several different Atemnity specific flora.

## Flowers

* **Midnight Poppy**
* **Heaven Petals**
* **Angelica's Bane**
* **Bastille Rose**
* **Datura Sinensis**
* **Kyzal Lily**
* **Evening Primrose**
* **Everlasting Bloom**
* **Hettie Lillies**

## Trees

* **Atisla Tree**
* **Follaregon**
* **Yuga Tree**
* **Yohimbe Tree**

## Bushes & Shrubary

* **Joomb Berry Bush**
* **Welford Wigs**

## Herbs

* **Ella**
* **Ravenia**

## Other

* **Acid Asparagus**
* **Barometz**
* **Ficus Ogeche**
* **Mandrake**
* **Poor Man's Umbrella**
* **Hisoniac Fern**
* **Ziloom Shrooms**
* **Shrool**

**Home Page | Notable World History**
Chellearenth Education

The average child in Chellearenth starts their schooling at the age of 5 or 6 and most will attend the nearest school to them. At the age of 14 or 15 they can decide whether or not to finish their education at the school they have always been in or move onto several of the larger schools in the cities. From there, some continue to pursue a University education. Most who decide to do this will leave the kingdom unless they wish to attend the **Aldridge University of Science and Technology** or the **Chellearenth University of Government, Politics, and Military Affairs**. Students wishing to attend these academies will start around the age of 12 or 13.

*Note: Many children of nobles attend this school in hopes that they’ll be able to make it onto the Council of Chellearenth or get a commander position in the Chellerin military.*

Other schooling options include attending Hawthorne. Royals in particular are home schooled by a variety of tutors and their parents before either attending **Hawthorne** or continuing their studies at home. It is expected that the first two heirs are well versed in the skills needed to rule a kingdom by the time that the current king/queen step down.

*Note from Madeline Kinsley: When my oldest brother lost his claim to the throne my second brother Nathaniel had to leave Aldridge where he was studying so he could make up for lost time in case anything was to happen to Charlotte. He has since returned to Alridge.*

**Home | Chellearenth**