recursal/Fanatic-Fandom huggingface dataset:
Hana Adachi

**Hana Adachi** is a secondary character in *Holiday Love*.

## Personality

Friendly and upbeat, she cheerfully greets Azu upon seeing her again and sets about speaking warmly on how things are going for her. Azu states that she exudes vitality.

## Appearance

She has long light colored hair that is tied into a ponytail. Hana wears a long sleeved, one piece dress reaching her thighs and high heeled boots nearing her knees.

## Story

Hana is at a manicure course when she notices and instantly sets about speaking to her friend Azu. She has heard Azu is expanding her salon having read it on her blog and wholeheartedly compliments her on this achievement. Hana goes onto to happily state matter of fact that she has got to make a living, she is divorced after all.

Noticing Azu properly, Hana observes that she has lost weight and inquires whether she has done one of those crazy diets.

## Relationships

### Azu Takamori

A friend of hers who she meets again at a manicure course and asks how her salon is doing. She speaks casually to her and confides in Azu like a close friend would.

### Junpei Takamori

She hears Azu's husband is being divorced, but understands the affair considering Junpei to be popular, sincere and passionate.
Minami

**Minami**is a manager at the site Junpei works, and then Rina as well when she begins works there.

## Personality

Quite happy at a work party when possibly intoxicated with alcohol, and pleased Rina was speaking to him.

## Appearance

He has his hair swept back over his head and wears a jacket over a collared shirt.

## Story

With Rina sitting on the other side of Junpei he tries his luck speaking with her offering his hand for her to touch. Minami's nails are complimented with Rina taking ahold of his hand much to his delight. He is so happy at this gesture that he is oblivious that Rina is being very friendly to him so that she has to lean over Junpei and draw closer to him, under the pretext of being nice to Minami.

## Relationships

### Rina Izutsu

A new employee where he works, overhearing her interest in nail designs and with people admiring Rina's looks he jokingly offers his nails to practice with.
Adventures

**Adventures** are stories of note.

## **The Night Guard**

During the year 575 AC, the small Imaran  town of Greensward Gate was home to a whole host of bizarre and perilous incidents. The town would've been torn apart - if not for its protectors.

## **Treasures of Fathom**

Deep below Cleocadia an ink-black sea stirs with monsters, while steamboats ferry salt and treasure through the dark. This is Fathom, the Leviathan’s Eye - an underground, eldritch ocean travelled mostly by the brave, the mad, and the desperate.
Interlude: Lucia

**Interlude: Lucia** was a set of events relevant to the Night Guard that transpired on the 15th of Third-Summer 994 AC.

With Dain  investigating Wester Caine in Allport, Debt, Wervell, Eye  and Ash  are taken to High Celsus by Rubrik, with the intent of meeting the Daydreamer. Barbosse, now free, takes care of Dain's house. Debt and Wervell convince Calico to watch the Cat's Cradle in their absence. With Maya and Rubrik, they teleport into Lucia.

The group meets with Atilia Nero, one of the Cella Solaris. She welcomes them, though it comes out that the organisation uses cats in the laboratory for 'equivalent exchange' ('the ratio for rats to cats it about 5 to 1') - which she says is a price for keeping High Celsus fed. Atilia leads them to the resting place of the Daydreamer, where they find him resting.

The group falls asleep and joins him in his Dreamscape - a boundless field which the dreamer affects into different seasons around them. Though initially skittish, he opens up more to the group, advising Wervell  to find her own, and Vlal Zio's, harmatia - the source of a Dream Eater's and their weakness. They muse about the meetings they have had. Their best dreamscape was that of the Unyielding - one of the three gods of the old empire. The worst was that of Erhan's, who the Daydreamer says was 'an awful man' who 'tucked himself into bed' in 'the space between space'. They also mention knowing the Evil Eye, an entity called Prelude, and, apparently, the Abyss. Additionally, they say that the most powerful Dream Eater they met was someone who could 'turn back time'.

He also tells Debt about a recipe for Dreaming Wine, a kind of broth made from specific tree branches that enhances other foods (including alcohol). Eye hands him an evil eye charm on her, and says that he will give it to the actual Evil Eye. Noticing Ash's dreamscape, he remarks that it is from the 'Obsidian Citadel' - or 'Mancynnes Bael' (humanity's fire) - some kind of organisation related to humankind now destroyed by the Cascade.

Despite his initial trepidation, he tells the party that he can get lonely, and that it would be nice for him to be friends, saying that he will talk to 'his friends'. With their relationship formed, the party awaken, but not before Wervell says 'sweet dreams'.

Afterwards, the party go around High Celsus. They buy strange, polygonal food (that isn't as bad as they thought it would be), and Wervell gets a postcard for her family. Rubrik finds a winery recommended by Presto called the Ruby Flask, and the party buy wines: bottles of golden-red Diviso, and a bottle of dark blue Turchino. In the evening, the party get drunk in their room. Rubrik takes a Pictograph picture with his Mage Hand and drunkenly explains Spellbinders. Maya cries because she feels that she's not a good guard, but Debt consoles her, saying that she wanted to be like her.
Nanaka Takamori

**Nanaka Takamori** is a secondary character in *Holiday Love*. She is the daughter of Azu and Junpei.

## Personality

She is generally very cheerful in terms of personality and vibrant in asking what she would like such as ideas for dinner. Nanaka is also friendly to others such as her teacher and forward in her interactions.

## Appearance

A young girl who has her hair trimmed medium length, Azu has large eyes and tends to wear dresses both casually and as part of her school uniform. She is also seen wearing panda designed pyjamas.

## Story

She is held by her mother Azu as she says goodbye to her father Junpei who has relocated due to work.

Three years later Nanaka is picked up by her mother from the Himawari nursery where she waves goodbye to her teacher. Holding onto her mother as she sits on an attached seat to a bicycle, she says she wants to stop for hamburgers on the way home for dinner.

Happy to see her father come home they have dinner together before she begins reading a book. She falls asleep after having played around in the bath.

She is quite keen for her mother to check a smiley face drawn with sauce on a piece of bread whilst Azu is one the phone.

Nanaka is tended to by Junpei after she accidentally spills her milk.

## Relationships

### Junpei Takamori

Her father who she is very fond of. She joyfully greets him when he returns home. Azu comments that when he returns home each week she wants to stay up all night.
Reika Sakaguchi

**Reika Sakaguchi** is one of the main characters of *Holiday Love*.

## Appearance

She has long black colored hair that reaches down to her shoulders. Reika is seen wearing a floral printed dress.

## Story

Reika calls Azu over the phone to book an appointment for her nails. Reika asks if that was Azu's husband and child after hearing them and states that a household salon sounds lovely.

Arriving in person she shares with Azu that she is currently undergoing a divorce from her husband. Asking Azu about her own husband after hearing some background on the situation she requests Azu's phone. Reika adds a dating app to Azu's phone and tells her that she is every bit a woman to other men out there and she has the right to find happiness.

## Relationships

### Azu Takamori

A mother who runs a nail salon in her house who Reika calls to book an appointment.
Holiday Love (manga)

***Holiday Love: The Distance between Husband and Wife*** (ホリデイラブ～夫婦間恋愛～; "Horidei Rabu: Fūfukan Ren'ai") is a Japanese manga by Yukari Koyama and Eliza Kusakabe. It began running in 2014 and currently has five volumes.

## Overview

Can a relationship survive after an affair? Azu Takamori is a thirty year-old stay at home mom. Running a nail salon at home, and raising a child, she wonders if her husband Junpei still loves her.

Requesting to borrow her phone one say, a customer shows something enticing. Days later, Azu is contacted by an unknown man with dire results for Junpei and Azu's relationship.

## Characters

* Azu Takamori
* Junpei Takamori
* Nanaka Takamori
* Rina Izutsu
* Wataru Izutsu
* Reika Sakaguchi
The Commons

**The Commons** are a large number of small, Coalition-controlled islands on the Great Dark Sea. These islands make up most of Cleocadia when put together, so 'the Commons' often refers to the area of sea controlled by the Coalition, or even just the civilisation on the Great Dark Sea. Each island in the Commons possesses different cultures and levels of education, technology and magic.

## **The Common Tongue**

The language of the Commons is the predominant language spoken in Cleocadia: the Common Tongue, more often called 'Common'. Having developed and spread over many centuries, the Common Tongue is spoken in almost every corner of Cleocadia. While Coalition nations cater to their native languages first (Elven, Dwarven and so on) almost every Cleocadian can be expected to speak Common.
Azu Takamori

**Azu Takamori** is the main character of *Holiday Love*, she is thirty one years old, works at a nail salon and looks after their daughter Nanaka after her husband Junpei relocated for work.

## Personality

Overall cheerful in her everyday life. Azu cares deeply for her daughter, she has a wary side reminding her husband not to cheat on anyone whilst away.

## Appearance

She has long pink hair reaching down near her back and similarly pink colored eyes. Azu is seen wearing red lipstick.

## Story

With their daughter, Azu says goodbye to her husband Junpei who is relocating due to his work. Some parting words are that she will not forgive him for cheating.

Three years later Azu finishes a clients nails at her salon. Satisfied with the money she has made she checks the time realizing she needs to pick up her daughter Nanaka.

She is complimented on her youthfulness by another parent before cycling herself and Nanaka on a backseat home. Junpei is returning so they are having hot pot for dinner, but she still needs to buy the ingredients.

Preparing for the event, Azu replies to a text from Junpei and thinks of her current life at thirty one years old, which is still on track.

Everything is ready for when Junpei returns home and they have dinner together. Afterwards Nanaka is given a bath and falls asleep in bed before Azu proceeds to have one herself. She plans to have time for Junpei before hearing that he is going straight to bed.

## Relationships

### Junpei Takamori

Her husband who she gets along well with even after three years when he was relocated by his company. When they have time to themselves she expresses frustration that he falls asleep and remembers a long time ago he was so passionate and wanted her regardless of the time. She wonders if he does not see her as a woman anymore.

### Nanaka Takamori

Azu's young daughter who she takes care of, they are very cheerful and happy when together.

### Reika Sakaguchi

A new customer who calls to book a nail appointment. Azu remarks that she has such a sweet voice but in person feels she is kind of different from how she pictured her, and she sounds a bit gruff in person.
Takeda

**Takeda**is a secondary character in *Holiday Love*.

## Personality

Perceptive, she could tell Rina's reasons for liking nails so much, really as an excuse to be close to Junpei. Takeda is also insightful pointing out that Junpei was drooling over himself during the experience.

## Appearance

She has medium length dark colored hair and is seen wearing a large coat.

## Story

Takeda leaves a work party since her grandchild is coming. On her way out she comes across and points out Junpei's feelings concerning Rina, and explains the real reason she was seemingly so interested in nails.

## Relationships

### Junpei Takamori

A chief at a construction site she works at.

### Rina Isutzu

A new employee joining her, she feels Rina is interested in Junpei but is playing the innocent card to fool him and is in actuality a seductress.
Belliferi

**Belliferi** is a downed airship fortress that floats on the surface of the Great Dark Sea. It was settled during the Age of Piracy and became a micro-nation in the following years. The territory it controls is named Victoria.

## History

Belliferians are known, perhaps unfortunately, for their historically xenophobic practices, given that the airship's magical cannons would often be used to fire at passing ships. These 'policies' have mellowed over the decades, and Belliferi enjoys a tentative peace with the Coalition. That said, very few people native to Belliferi have ever left it.

How and when the fortress fell from the sky is unknown. Though it has been claimed that Belliferi was used during the time of the old empire, its design and constituent materials are not consistent with technology of that era, meaning that it was likely built elsewhere or earlier in time.

## Marshal Law

The leaders of Belliferi - called Marshals - are considered officers and representatives of 'the ship'. They take this to somewhat of an extreme, variously referring to the ship as 'Lady', 'the Grey Lady' and 'Lady Victory'. These Marshals command the Grey Company: the ship's law enforcement, all armed with magical weapons scavenged from further inside. The highest of the Marshals, known as the Mariscalcus, consistently has magical powers, despite the position switching between many generations of people.
Coalition

***As One.*** - Motto of the Coalition.

The Coalition of Cleocadia, better known as **The Coalition**, is the principle government of Cleocadia: an alliance of five powerful nations who, by sea, spell and law, ended the Age of Piracy. They have ruled since 499 AC.

## **Origins**

- united to stop Ulthir

- established them as the greatest naval power in the world

## **Government: the Council**

The Coalition is governed as a mixed democratic and meritocratic republic. Its primary governing body is a Council based in Imara's capital city of Allport, which consists of various leaders of state institutions.
The Councillors are the heads of a number of state institutions. Since they represent many, often conflicting interests, large-scale decisions tend to take a long time to be resolved.

While the Coalition has no central governing figure, Griselda Raleigh, Fleet Admiral of the Marines, has been treated as its de facto leader since its founding.

### **List of Council Members**

* Fleet Admiral Griselda Raleigh of the Marines.
* Commissioner Haster Dommel of the Guard.
* Mage Philmaere Tasmata Phi of the Rinespire.
* Her Majesty's Coroner Vlinderman of the Coroners.
* [ministry of justice]
* [ministry of education]
* [ministry of the arts]
* [ministry of trade]
* [ministry of the Commons]
* [the treasury]

## **Government: the Delegation**

The Delegation represent the interests of the Coalitions constitutent nations, besides Imara, and of the non-Coalition nations. They serve as diplomats and ambassadors.

Delegates don't meet with the Council as often as they meet with each other. They organise independently, and are only expected to bring their interests to the Council occasionally, or in emergencies. Essentially, they act below the Council, so their work is usually much more boring, and involves a lot more deadlock.

Delegates travel around much more than Councillors, however, and tend to live much more varied political lives. They are given sanctuary in Coalition territories.

### **List of Delegates**

* [alstice]
* [titanbath]
* [high celsus]
* [sylvestris]
* [vorsthalland]
* [camanaiada]
* [rijk]
* [mandragoras]
* [hyn-rest]
* [the waterlands]

For a number of reasons, there are no designated Delegates for Deorsa, Victoria, Yan Guo, Satyavarsha and Hayama.
Ostoja

**Ostoja** is a set of two small islands in the Commons. They are located inside a magical thunderhead storm of immense size, seemingly protecting them. The reasons for this protection have eluded scholars: Ostoja is quiet, self-sufficent, and lacks anything of immediate interest.

## History

Ostoja was discovered after the Cascade. It is thought that it could not have existed as it did prior to the Cascade, since the storm seems to protect the islands within quite specifically. Ostoja inhabitants show little knowledge of the history of the thunderhead, however.

Due to the difficulty of accessing Ostoja, the number of diagnostic tests performed in the thunderhead have been low.
High Celsus

**High Celsus** (The Unified City States of High Celsus) is an elven island nation that floats above the clouds, once part of the land that makes up Sylvestris. It is headed by the Cella Solaris, a holy order of alchemists dedicated to the elven sun god Ignata, who operate out of the enclave Lucia. The Elves who live here are known as High Elves, having adapted to the high-altitude conditions.

High Celsus is one of the five constituent nations of the Coalition.
Ulthir

**Ulthir** was the most powerful necromancer in the world during the Age of Piracy, and one of the Seven Pirate Warlords. With his undead Armada, he threatened to rule all of the Great Dark Sea. He was only stopped by the newly-formed Coalition at the Battle of Banecastle where he was killed, resulting in all his undead being freed from his influence.

## **History**

Little is known about Ulthir's life before he became the Warlord known to the world today. It is speculated that he was alive before the Cascade, and devised his methods over the next centuries.

## **Legacy**

Ulthir is sometimes known as the First Necromancer, since he was the first mortal in known history to develop arcane necromancy as it is known today - a brutal, uncaring method of magic that shatters bodies and minds, reshaping them to the caster's desire. The Rinespire does not teach necromancy to its students; this is partially to avoid another figure like Ulthir from coming to power, but it is also because little development has gone into the method besides those devised by Ulthir.

Though Ulthir was evil, he was, undoubtedly, a genius. A single mortal who conceiving of an entire magical method on their own - such a thing is unheard of in history, and has never been repeated. His necromancy survives on in his surviving collection of students, who experiment in forgotten corners of the world. Though they continue to push the method further, it is unlikely that they will ever achieve the same heights of power as Ulthir. Such a mortal appears only once in a millennium.
Rina Izutsu

**Rina Isutsu** is is one of the main characters of *Holiday Love*.

## Personality

She can come across as somewhat whimsical detailing how it was raining and how it's cold where she is. Junpei explains that it is partly because of this and her fun personality which is what makes her popular with on-site labourers.

## Appearance

She has long light colored hair reaching to her shoulders.

## Story

Rina has been a work colleague of Junpei's for an unstated length of time where she has enjoyed work parties with him along with casual and open conversations. Her existence is first made known to Azu through text messages.

Inviting Junpei round it transpired that her own husband returned whilst they were talking.

It turns out that she was not talking with Junpei but sleeping with him. It is revealed by her husband Wataru that she has met Junpei on a dating app before joining him at his work.

## Relationships

### Wataru Izutsu

Her husband who comes across her affair with Junpei.

### Junpei Takamori

A work colleague who she is friendly with texting him about seemingly trivial matters such as the possibility of catching a cold. She invites Junpei over to hers when her own husband is away.

It is remembered that she gained Chief Takamori's phone number because she thought it sensible to ask for everyone's numbers in case there is an emergency and she needed to contact crew members. Rina appears very happy to be connected again upon acquiring Junpei's number.
Djinn

**Djinn** are a collection of humanoid ancestries who embody what the world is made of, and are attuned to the Elemental Wilds. Most Djinn resemble Water, Earth and Air - the three greatest Wilds - while a select few resemble the Wild of Fire, and others still resemble various elemental combinations and oddities. As opposed to Dwarves, Djinn are almost entirely composed of their native element, and are often far less stable.

While most ordinary folk cannot travel to the Elemental Wilds without injury, Djinn can.

## **Minds Carved in the Elements**

While most mortal folk find their minds inscribed on meat, Djinn have theirs embodied by the raw materials which the world is made of.

A Water Djinn might embody a dark ocean, a clear river, an algae-covered pond, a muddy swamp, or any other body of water. However, Water Djinn in Clecoadia share a connection with the Leviathan, spirit of the sea.

Though Earth Djinn can sometimes resemble Dwarves, they can also sand, strata of stone, fissures in earth, molten rock and so on. Djinn born in Dwarf communities can often live in ignorance of their slightly different condition.

Air Djinn often embody various hues of the sky - pink, purple, orange, blue, or black, spotted with stars.

Fire Djinn tend to incorporate flammable materials into their bodies: kindling, coal, oil, dead tree branches and so on. There is little flame without fuel, after all.

## **Djinn Statistics**

Djinn statistics will largely stick to those described in the Elemental Evil Player's Companion, with the following additions.

**Earth Djinn: Walk the Earth**

As a bonus action, you can pass through earth uninhibited. Until the start of your next turn, you gain the following benefits:

* You can move across difficult terrain made of earth or stone without spending extra movement.

* You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this effect ends, and you are stunned until the end of your next turn.

Once you have used this feature, you can't use it again until after you finish a long rest.

**Water Djinn: Leviathan's Favour**

As an action, you can petition your primordial benefactor, the Leviathan, for aid. You can ask it one question relating to the Great Dark Sea: for instance, the route of a particular ship or sailor across it, or the rough location of a sea monster whose name you know. You will receive a short, blunt answer. Once you have used this feature, you can’t use it again until a week has passed.

**Air Djinn: Elemental Lightness**

Your connection to elemental air weakens gravity's effect on you. Your jumping distance is doubled, you fall at half the normal rate, and the damage you take from falling is halved.

**Fire Djinn: Ignition**

As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
Memento

**Mementos** are objects associated with memories.

In the modern day, mementos are objects made from the ashes of a cremated person, kept to remember them by. This practice is most common in Cleocadia, since Ulthir's widespread raising of the dead caused a culture-wide shift from burial to cremation. A memento is kept in lieu of a tombstone, and often bears similar engravings. It is not usual for a memento to be worn or carried on one's person.

When gods might have granted resurrections in the past, they may have once been made to make such resurrections easier.

The term 'memento' also refers to an object that assists in the accuracy of teleportation.
The Overworld

**The Overworld**is a major Insula believed to be the home of gods and other higher beings.

It is not believed that any mortal has successfully travelled to the Overworld post-Cascade. Descriptions of it from Circadian texts are scant and inconsistent. It's quite possible that no-one has been to the Overworld at all.
Imara

**Imara** is an island nation in Cleocadia, founded by the Coalition in 867 AC. It is central in the Great Dark Sea, and is the most diverse nation in the world.

## **Map**

1. **Skora**, the north-west province. So-called for being ‘scored’ by its numerous rivers.
2. **Alstician Arakan**, the north-east province.
3. **Dwimor**, the south-west province.
4. **Nova Lucia**, the south-east province.
5. **Armata**. Home to a Mer  community known for their shipwrights.
6. **Halholm**. Site of the University of Halholm, the foremost bastion of scholarship post-Cascade.
7. **Silkey Islands**. Supposedly once the home of mystical Selkies (seal-folk).
8. **Turtle Rock**. Resembles a turtle.
9. **Allport**, the capital of Imara.
Aires Exeter

**Aires**was one of the four members of the Night Guard, having joined the Coalition Guard to further his skills as a private investigator. His rank was Detective while they were solving their most famous cases.

## **Character Information**

**Name**: Aires Exeter

**Creature Type**: Humanoid

**Ancestry**: Human

**Age**: [unknown, likely early to mid 20s]

**Place(s)**: Imara

**Family**: Sister, Mother, both in Spokeforth

**Profession**: Coalition Guard

**Status**: Alive

**Character Type**: Player Character

**Player**: Legs

## **Description**

### **Dreamscape**

Aires' dreamscape was a town that somewhat resembled Greensward Gate. It was populated with various people and, more importantly, many mysteries. In this space, he would go over cases and thought experiments unresolved during the day. By solving mysteries, he would figure out how to cast new spells. The section where he conversed with Vlal Zio, for instance, was a long corridor with various doors along its length, which represented his thoughts concerning the Doors of Erhan.

Aires also had a 'companion' who he talked to during his dreams.

## **Background**

- Aires was born and raised in Greensward Gate.

- Learnt many skills from various people in the town, and those who were passing through along the Highway.

- Taught himself Speechcraft  as an extension of that, and forged his way into correspondance with the Academy  at Spokeforth.

## **Equipment**

Aires wielded a rapier with a wand that clipped into its hilt, an arrangement of his own design. He wore Floriani's  Glamoured Clothing following his arrest, since no one but Floriani would miss it.

#### **Glamoured Clothing**

*Wondrous item, rare (requires attunement)*

This magical outfit resembles a white two-piece suit, with boots and gloves to match. While you are wearing it, you can use an action to change its physical form into any outfit you desire. You decide what this outfit looks like, including color, style, and accessories, but it retains its normal bulk and weight. While the changes superficially hold up to physical inspection, you cannot transform the clothes into effective armor.

While wearing these clothes, you gain a +1 bonus to your Armor Class.

## **Meta Information**

Statistically, Aires is a Human with the College of Lore subclass. He is currently level 5. As a player character, Aires is played by Legs.
Iris

**Iris** was a bounty hunter working out of Mussel Bay. She is known for collecting the bounty for the notorious thief 'Blondie' Gilligan, and for retrieving what was left of the Second Lagoon for Petrick Livingstone.

## **Character Information**

**Name**: Iris

**Creature Type**: Humanoid

**Ancestry**: Water Djinn

**Age**: 25

**Place(s)**: Mussel Bay

**Family**: [unknown]

**Profession**: Bounty Hunter

**Status**: Alive

**Character Type**: Player Character

**Player**: Lorna

## **Description**

### **Appearance**

Irs is a female, 25-year-old Water Djinn. She is 5’11’’ with a slim build despite her strength. Her skin is periwinkle-coloured, and she has light blue eyes. Her hair is a collection of dark blue rivulets of salt water. They are usually pinned together behind her head in a bun by her dagger, but they wildly flow and wave about her head in combat once the dagger is removed. Unpinned, it resembles very long, wavy hair that is parted down the middle, which goes down to the middle of her back and halfway down her torso to the front.

She wears a sleeveless, hanfu-like dress, made of dark red fabric. It consists of different folds of cloth that end just above the ankle, blooming slightly around the legs. The folds of the dress are split at the chest, with black lace lining the insides. There is a long black sash tied around the waist. She wears black boots beneath.

### **Personality**

...

- Femme fatale

## **Background**

Iris has worked as a bounty hunter for several years. She primarily collects bounties put up by the Coalition, going to areas of Cleocadia where the law is weaker and taking criminals in for the Ministry of Justice. Her efforts are appreciated by the government, and the two are on good terms.

## **Equipment**

Iris uses few weapons, relying instead on her elemental hair to drown people in horrific close combat. However, the dagger which pins up her hair is a **Dagger of Divining**.

#### **Dagger of Divining**

*Weapon (dagger), rare (requires attunement)*

When you damage a creature or object with an attack from this dagger, you can choose to mark it. For the next 24 hours, the dagger will point in the direction of the marked target when you hold it flat in the palm of your hand, so long as they are within 1000 feet of you. A *remove curse* spell ends this effect.

You can only mark one creature at a time with the dagger. A marked target is not necessarily aware that they have been marked.

## **Meta Information**

Statistically, Iris is a Water Djinn Monk, with the Way of Shadow subclass. She is currently level 5. As a player character, Iris is played by Lorna.
Fathom

**Fathom** is an underground ocean in the Underdeep. It is sometimes called the Leviathan's Eye, or just the Eye.

## Reputation

To the surface world, Fathom is a bogeyman of a place, home to black markets, cut-throats and unspeakable horrors best kept out of sight. This is all true of course, but the towns at Fathom's edges are far more hospitable than those rumours would imply. Chief among these is Sundown, one of only a few places in the world fully illuminated by gaslight. It's somewhat of a local hub for various denizens of the Underdeep, making it a melting pot of ancestries less accepted in the wider world: grey folk, hollows, and even occasional humans.

Traversing Fathom is no small task. The ocean is home to so many horrors that some suspect its seafloor is a portal to the Abyss. Sailors bring back tales of sea serpents, giant squids, and mad black dragons that hide in the dark. Compasses have been known to fail, and strange fog has eaten ships whole. Not to mention the stories of Cirein-Cròin.

## Loch Luim

People travel Fathom for treasure. The sea holds the ruins of an undersea city, Loch Luim, once built by Selkies  – white-garbed and long-lived shapeshifters. Their whitecoats – shimmering, magical garments - fetch a high price back at shore as ingredients for magical items. More importantly, however, threads of these coats are used to make Sea Charts: magical maps which allow Fathom to be navigated consistently.
Hollow

**Hollows** are undead restored with humanoid minds. They gain their faculties but lose their memories, maintaining some of their undead nature through the methods used to heal them.
Hollows are mostly found in the Shale, where they live out of sight of the rest of the world.

## **Hollow Traits**

Your Hollow character has the following racial traits.

***Ability Score Increase***.Two ability scores of your choice increase by 1.

***Age***. Since their creation, Hollows have shown no signs of ageing. Some suspect them to be as immortal as any other undead, though the Coroners who raised them are hesitant to assert this.

***Size***. Hollows' heights range depending on their previous ancestry. Your size is the same as that ancestry.

***Speed***. Your base walking speed is 30 feet.

***Darkvision***. You retain the senses granted by your necromantic creation. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

***Hollow Resilience***. You have maintained some, though not all, of your undead strength. You have advantage on saving throws against poison, you have resistance against poison damage, and you are immune to disease.

***Undead.*** You don't need to breathe, and you don't require food or drink. You sleep as you did in life.

***Innate Necromancy.***You can cast the false life spell as a 2nd level spell once with this trait, requiring no material components. You regain the ability to cast it this way when you finish a long rest.

***Past Life Inheritance.*** You gain one racial trait from the ancestry you had in alive (this is up to the DM's discretion).

***Hybrid Nature***. You have two creature types: humanoid and undead. You can be affected by a game effect if it works on either of your creature types. Additionally, you can benefit from magical healing, even if undead cannot do so normally.

***Languages***. You can speak, read, and write the languages you knew in life. These are likely Common and one other language of your choice.
Red Keg Roscoe

**Red Keg Roscoe** was the most powerful of the Seven Pirate Warlords during the Age of Piracy up until her death in 499 AC. Responsible for the agreement that carved up the Great Dark Sea into the Warlords' territories, she was forced to collaborate with the Coalition to fight Ulthir  at the Battle of Banecastle, and was executed in the months after.

Roscoe's vessel was called the Thunderkraken, since the sheer number of cannons that it fired sounded like peals of thunder.

### Affiliates

Salazander, the Disintegrator, Lilias Cragg, Theseus Lagrande, Xavier Lefevre, Oriana de Lastra, Ryoma Watanabe
Miasma

The **Miasma** is a colossal sheet of dark clouds that chokes access to the northern hemisphere. The weather from the Miasma - whether that's black rain, snow, or lightning - is cursed, withering away anything it touches. However, it is also responsible for an abundance of monsters in the waters to the north, as well as those found on the island of L'Empieta. The Sylvestrian Vigil keeps these monsters at bay.

The root cause of the Miasma is not known. However, scant records have discovered that the Miasma existed prior to the Cascade. The exact mechanics of the Miasma's weather are not known, and tests made to discern it are incredibly risky. The Miasma manifests in the Emerald Sea and the Black Bog in the same locations as it appears on the Waking World.

Because of this combination of traits, the Miasma is currently considered impassable.
Chapter 1

## Monday at 2pm

"**Monday at 2pm**" is the first chapter of the *Holiday Love* manga written by Eliza Kusakabe.

## Characters

* Azu Takamori
* Junpei Takamori
* Nanaka Takamori
* Reika Sakaguchi

## Overview

Azu's husband Junpei relocates due to his company, leaving her and their daughter. Though they discuss not seeing other people three years have passed whilst Azu works at a nail salon.

After picking Nanaka up from play school, Azu preapres dinner for Junpei who returns home weekly now. In this instance they enjoy the family time together but later Junpei falls asleep when Azu had time together in mind. The situation remains amicable the next day as Junpei realizes, much to his satisfaction on what the situation is. Though he assures Azu he loves her it has been years since they were married and the normality of their lives is not as exciting as the attention Azu gets from other men.

Thinking further that when they stopped being just a man and woman and became a family, Azu feels like she stopped paying attention to her feminine side.

On Monday Azu welcomes a client to her nail salon, Sakaguchi. Hearing that she is going though a divorce, Azu has it suggested that her own husband does not value her before adding a cutie lovers dating app onto her phone. Azu is told she has the right to find happiness too.
The Cascade

**The Cascade** was an apocalyptic event caused by the death of Astra. Since her domains were the oceans, humanity, and the moon, this brought doom to each of these realms in turn:

* The tides were unbound, and the ocean swallowed the land of the South, turning what was a great continent into a few scattered islands. Many suspect that Astra's will bound the Leviathan, who was unleashed upon her death.
* Humanity began to rapidly die out, though in no single way. Whether they happened to live in place consumed by the flood, were afflicted with plague, or simply died on the spot, humans lost their patron to catastrophic consequence. They remain near extinction today.
* The moon shattered into fragments. Though it still hangs in a roughly circular form, it brings little order to the tides, and little comfort to those who sleep under its shattered light.

With Astra's death, the gods left the world.

Yet no-one seems to know how Astra died. Theories have abounded amongst theosophers and common folk alike in the centuries since. None bring them closer to the truth.

The scholars of Halholm mark the calender as BC and AC - for Before and After the Cascade, respectively.
Lagoons (Vessels)

'**Lagoons'**is the collective term for a number of small sailing vessels designed by Petrick Livingstone. When the First Lagoon sank, Livingstone named the next vessel the Second Lagoon, thus starting a tradition. He has currently reached the Third Lagoon.

## Fates of Each Lagoon

### **First**

Sank in the harbour of Mussel Bay due to a breach in the hull. A natural consequence of the engineering process.

### **Second**

Fell down a waterfall and destroyed at the direction of 'Blondie' Gilligan, who stole it and its cargo. Though the cargo was returned to Livingstone by the bounty hunter Iris, the remnants of the ship were beyond repair. An unfortunate but unforeseen accident.
Interlude: Glimtide

**Interlude: Glimtide** was a set of events relevant to the Night Guard that transpired on the 3rd of Second-Summer 994 AC.

These main events were:

1. A Psypol officer (secret police) - Agent Bräuheim, an Air Djinn brought by Rubrik - said that the party were dealing with a Dream Eater: a powerful entity with immense control over thought and dreams (a catch-all for such things). They listed Archfey and Kal'ahr the Daydreamer as examples, the second of which Wervell recognised as the druid mentioned by The Shore in High Celsus.
2. Agent Bräuheim told the party to stay in touch, and if they can draw out Vlal Zio somehow, to call them in to take them down.
3. Rubrik was convinced to stay in the town to help the party, in turn regaining his respect with the Rinespire.
4. Rhys was cremated, his ashes to be sent to his family in Alstice.
5. Flower was inaugurated as 'The Warden'. The Night Guard suggested keeping it as 'The Warden Flower' or 'Flower, the Warden'. She now protects the tiny Green.
6. The party learn that the railway is being built at a rapid pace, and looks to be going through Greensward Gate within a month or so.

## **Misc. Events**

* At the mention of Infinite Weights, the party remembers the Miracles - Worldbreaker (a sword), Material Alliance (a circlet), Time-Piece (a stopwatch that can stop time), Longevity (lets you live forever) and Flocksaway (a crook that controls all minds).
* Debt asked whether Bräuheim could use Calico to teach people to speak 'cat'. Bräuheim said that 'that's classified'.
* Bräuheim mentioned that he had 'implants' - both physical and mental, apparently.
* Bräuheim said that they have trained dogs to be psychically resistant, though cats have failed their loyalty tests.
* Debt asked Bräuheim about magic ball bearings, and he said that some may have been confiscated from Lasco.
* Rubrik gives Wervell a pocket from Deep Pockets for help. If she reaches through or passes objects through it, Rubrik will get them.
* He talks about Door 3, 'A Door Into Dark', which he thinks connects all the spaces. He also suggests that thinking of conjuration as 'doors' was a simple visualisation tool that allowed Erhan to conjure so effectively.
* Rubrik describes his dreams as tasting like 'force - water... but more'.
* Rubrik reveals his background with the Rinespire - how he got drunk with some collegues and lost Door 96, which he got back. The others were kicked out, but he was kept on. He wants to earn his respect back, and thinks that Night Guard can help him do it.
* Rubrik talked about his failed love life. He is a bachelor.
* Rubrik gets drunk with the party at the Weary Horse, where he is now staying. He talks about how Ulthir tore apart minds for his necromancy, and assembling his 'squad' to take down Vlal Zio.
* The Night Guard expresses their desire to find a spouse for Rubrik.
Meta Information

### **Tone**

The South is not meant to model the real world, though a lot of its cultures have basis in it. Campaigns will generally have a serious - though not necessarily dark – tone, but there will always be room for chaos, eccentricity and humour.

### **Level of Technology**

**Yes**: Steam engines, steam paddlers, steam trains, pocket watches and chronometers, hot air balloons, firearms (with cartridges, not past revolvers), cigars, respirators, thermometers, newspapers, gaslights, waterproof coats.

**No**: Electricity, synthetic rubber, plastic, batteries.

The real-world cut-off for technology is around 1850, though you can always play a character inventing something new. Anachronisms (like steam trains) are only occasionally intentional on my end, and I'm no historian. Things will slip through, I'm sure.

### **Level of Magic**

Moderate, varies from place to place. You can play a caster anywhere – anyone can dream, after all.

### **The Average Person**

An average Southerner knows: the major nations, what magic is in a rough sense, a few public figures and recent events (from newspapers). They are not necessarily religious.

### **Demographics**

The most common peoples in the South are Cadians  (Half-Elves), Dwarves, Elves  and Halflings. Uncommon folk are Vellin  (Steel Folk), Mandrakes  (Dragonborn), Orcs and Mer. Outlanders are rarely seen. Humans  are rarer still, since they are almost extinct.

### **Gods?**

Nowadays, Gods are considered no more special than any other object of folk belief. Higher beings like The Leviathan, the Evil Eye and Ignata might be spoken of in the same breath, since their impact on reality is considered equal. Since gods left the world, their sway over people’s lives has diminished, and continues to dwindle.

### **Scope of the World**

The South is a large portion of the southern hemisphere of an earth-sized planet. Cleocadia is (approximately) the central third of this. Many adventures will just be run in Imara, however, which is roughly the size of Ireland.

The speed of transport around the world is mostly determined by boat. Teleportation circles do exist, but they have proven impractical for mass transport. Airships have been contemplated, but a practical way of creating them has not yet found. The skies contain their own dangers - Miasma included.

### **Who Are You?**

It is rare that people distinguish themselves as just ‘adventurers’. But people set themselves apart as mercenaries, thieves, guards, inventors, pirates, business owners and musicians.

You will likely be a member of a coherent organisation and have a specific role in it. This organisation might be as large as the Coalition Guard or as small as a band of thieves. A set-up like this makes it easier for the party to have a reason to collaborate, and gives a clear direction to what the campaign will actually be. However, if you do want to play as adventurers, you might be Freelancers – the term used in Cleocadia  for such people, often meaning ‘unemployed’, or ‘once-employed’.
Vampire

**Vampires** are a powerful variety of undead. Once holy knights fashioned by the Sanguine Prince, Vampires rose to power during the Bloody Years before gradually disappearing following the ruin of the Aladar Dynasty.

## **Origins**

In the time of the old empire, Vampires were the creation of the Sanguine Prince. Called the Maradandok, or the Deathless, they were fashioned to be beautiful paragons of virtue, capable of infinite power. So much power, in fact, that the gods laboured to curse them with weaknesses. Their most famous weaknesses - the sun, running water and stakes - are thought to have been crafted by Ignata, Astra  and the Chimera respectively. Whether these weaknesses remain true in the modern day is not known.

The Prince left the world after the Cascade like the other gods, but the Vampires stayed.

## **Vampiric Undeath**

Vampires take small parts of many different minds, extracting select memories from those they feed upon. While Vampires are superficially related to blood, their bite actually pierces through to the spinal column, allowing them to extract memories through nerves. This is, of course, extremely painful, and can prove to be fatal on its own.

The more powerful the thing a Vampire feeds upon, the more powerful its own mind grows. Essentially, they have the potential to become exponentially powerful.

## **Vampire Hunters**

A culture of Vampire-hunting developed during the Bloody Years. This was a tradition that began with the Family  Isambard, who are famed for their vampire hunters. Such hunters outside of the Family are sometimes called 'Isambards' as a result.

## **Famous Vampires**

* Gizella a Maradandó
* Virág
* Zsombar of Heaven
Wonders of the World

**The Wonders of the World** are nine structures considered the most spectacular by authorities in Cleocadia. The 'official' list was compiled by DreamwalkerJin Hagihara, a Coalition  Ranger.

## **List of the Nine Wonders**

1. The Great Alstician Railway.
2. The Spokes  of Imara.
3. The Hall of the Dead in Titanbath.
4. The labyrinthian fortress Selva Spira in Sylvestris.
5. The floating cities of High Celsus.
6. The Last Walk in Hyn-Rest.
7. The Thesaur, Salsaia's treasury.
8. The roads of Vorsthalland.
9. The Eternal Antiquarium.
Cadian

**Cadians**, also known as Half-Elves or Half-Humans, are the common folk of Cleocadia. Their features are slightly Elven, but they have the same variety that Humans might. Their prevalence is owed to the old empire, since Cadians first arose between the unification of humanity and elvenkind.

## **Cadian Traits**

Cadian traits are identical to the Half-Elf traits found in the Player's Handbook, as well as their variants found in the Sword Coast Adventurer's Guide.