recursal/Fanatic-Fandom huggingface dataset:
Huldar Frostbeard

Name: Huldar Race: Hill Dwarf Age: 63 Alignment: Lawful Good Class: Cleric Sub-Class/Archetype/Path: Life Domain Background: Huldar was born and raised in a small orc tribe in Cloak Wood, south of Candlekeep. When he was young, he always wanted to join the older orcs on their raids on visitors to the library. Eventually, he got his wish. he was still young, even by orc standards, when the tribe came across hard times. The chieftain ordered that they should attack the Temple itself. The day Huldar got his axe and helmet, he thought it would be the proudest day of his life. It didn't last. The attack was a disaster. Only a few escaped, while the rest were wiped out by the temple. After the battle, one of the clerics found Huldar under a tipped over cart, scared and hurt. The clerics debated what to do with the boy, and eventually decided to take him in. The first few months were... rough,he wouldn't let anyone get close, hiding in the corner every time someone entered his room, and attacking anyone who tried. Eventually, a firbolg cleric managed to reach out to him. He brought him a book about the orcish pantheon, one of the few books written in orcish, and sat down to read it aloud. Over time, they grew closer. He taught him common, how to read, and how to write. When he came of appropriate age, he was welcomed into the order as one of their own.

Adventure Hook: After the temple heard about the new lands, Huldar was sent there to try to start a new temple for his god. Relationship to other PCs: none
Nighthaven

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A coastal town in the region of Tosima, based within Tosima's Reach in the north-west.

## Description

Nighthaven was founded in 30EF by Midnight's Edge, following the great migration of adventurers from Eskarya. Seeking autonomy from the rule of others, Merric Ashwhisper led the guild across Tosima in search of home but found little signs of civilised life in the region. Eventually, following the western coast, the guild entered a region of Tosima known as Tosima's Reach, a branching stretch of land to the north-west where a an abandoned coastal town was left in disarray. Upon clearing the ruins of monsters and other creatures, the guild went about restoring the settlement as best they could.

In the proceeding years, many would follow the calls of Midnight's Edge and seek refuge in the town, as many had heard of the exploits of Alton Elenaur and trusted those he would call friend, even if he was not amongst them. At the town's centre, the Starfall Lodge would be built again, initially in the identical form it had taken in Eskarya, though would slowly but surely expand and grow into a magnificent guildhall. In the courtyard of the Starfall Lodge, memorial statues were raised in respect to Manyn Runda, Slink and Alton Elenaur.

## Government

Since the establishment of the town, Merric Ashwhisper along with the rest of Midnight's Edge would establish a bureaucratic council, with each member being charged with personal responsibilities in the town. Whilst each position was treated as equal, many looked to Merric as the defacto leader of the town and sought his council and aid when in need.

## Culture

A town of free-people, where citizens are beholden to few rules or legislation, there remains a strong sense of community spirit and peace within the town. With temples rising in worship to many gods including the Red Lady, Alara, Kol, Dystava and Dagda. Whilst Nighthaven preaches an open mind to all race and faith, worshippers of Zitus and Kaarin have been to known to be met with intense suspicion, with planning permission to build temples to the faith denied on multiple technicalities.

## The Midnight Schism

Around the year of 35EF, it is believed that one of the founding members of Nighthaven, Rhe’blaeyd’kii’lleek, grew tired of bureaucratic life and sought a life less boring and with far more bloodshed and "edge". Breaking away from Midnight's Edge in acrimonious fashion, Blaeyd and some twenty followers formed a new guild by the name of the Blades of the Nightfury. Rumours tell that the guild was much less an organisation, and more perceived to be that of a cult for hire.
Adventurer's Guild of Eskarya

The Adventurer's Guild of Eskarya was established following the founding of the City of Eskarya. Made up of travellers and adventurers from the Sword Coast, Eberron and beyond.

The exploits and achievements of the guild are recorded by Zevarak Bravenheim within the central Fort's **library**. They are accessible by anyone within the guild to garner better knowledge of what awaits them outside the walls of the City.

The current roster and fallen adventurers of the guild are similarly recorded and are available to public **access**.
Mind Flayer Lair

Lurking beyond the waterfall in the amphibian settlement of Bra'bot, the lair of an elusive and powerful Mind Flayer lurks. A village of weak minded creatures, kept in line by Slaad who in turn were controlled by the Elder Mind Flayer within.

Upon the Guild's exploration of the lair, they found numerous traps within, sending off psionic blasts of energy to stun and paralyze those who entered. Greeted by Grell, Intellect Devourers and other Aberrations, the adventurers made their way through the lair of the Elder Mind Flayer until they came face to face with the Illithid. Exchanges of great shows of power, the party eventually defeated the Illithid. Searching the lair, the adventurers would find many forms of alien technology, much of which was imbued with psionic power.

A great power was sensed beyond a great seal, lurking behind it a Insanity Behemoth of corrupted alien matter awaited them, illuminated by the emerald hue of a Lachla Shard. A close battle against a new great threat, a Lachla Shard was kept safe by the Mind Flayers of the Ariser.
Mogur

Mogur was a half-orc barbarian that was among the first to explore the frontiers of Eskarya.

## Background

Mogur’s tale was a tale old as time. His father, an orc soldier for the Eskarian Empire was felled in battle along the boarders of the empire leaving his human mother to raise him. Mogur was always an outcast, the humans didn’t want him because he was an orc and the orcs didn’t want him because he wasn’t a pure blood. Growing up the first friend he made was a young half elf who was getting the shit beat out of him by some other orcs. Mogur stepped in, outwitting them and getting them to stop attacking the half-elf. From that point on Mogur would dedicate his life to defend the weak.

Mogur grew up strong and healthy, and eventually following his fathers footsteps and became a soldier in the Eskarian Empire. He has fought in several boarder wars and served the empire faithfully.

Mogur now has been deployed to the west marches on the orders of his superior officers after getting into an altercation with other soldiers after the battle of Caldurn.
Chalk & Charm

**Chalk & Charm** was an enchanter and magic shop based in the settlement of Freehearth.

## Description

Built not far from the centre of the settlement, Chalk & Charm was a joint venture between Killian Kir’we, Alzara Yewdorei & Anastasia Renat, as they each sought to bring about a supply of arcane components and items to Freehearth for study, sale and use.

Whilst the majority of stock comprises of mundane components, ink and parchment, the store was known to bring in a regular supply of both common and uncommon magic items. Displays, cabinets and storage of such supplies lined the outer walls until the corner, where an enchanter's circle stood for practitioners to practice the enchantment of items, or indeed the dispelling of magics.

## History

In the earlier day of its construction, it was commonly known as 'The Unnamed Magic Shop', as the joint owners could not agree upon a name.

After both Anastasia Renat and Killian Kir’we travelled north in an attempt to heist a vault in the capital of the New Elysian Empire and failed to return, Alzara Yewdorei has become the sole owner and operator, although spends much of her time instead in the Silk & Grace - with a sign at the Chalk & Charm directing would-be patrons accordingly.

## Destruction

During the attack on Freehearth in Verdair 202EF, the Vale Blazer Kildrid and their army destroyed the town in its entirely, claiming the lives of most of the residents - Alzara included - and destroying the Chalk & Charm.
Kalandaer

The Watcher of the Forest

The Most Beautiful Creature in the Worlds

A handsome Archfey and proclaimed Prince of the Feywilds, though commonly referred to as a King by his followers. Known for his flamboyant yet trickery nature, Kalandaer is known for being overly narcissistic and his parsimonious nature. Taking joy in the misery of others who do not attend his court, Kalandaer spends his days creating tension in the realms of his siblings, with whom he enjoys imparting misery upon the most.

Whilst he cares little for the material plane and its inhabitants, he has recently shown greater interest as his son Barandir has chosen to walk the plane as a mortal within the realm, waging war against the Demon Lords and undoing the bureaucracy of Eskarya. Seeing him as a pawn in a great game, he revels in the chaos his offspring brings to Elysa in his name.

Until recently, he acted as father and patron to Barandir, until his oath of servitude was ended to make a new union with the essence and soul of Heartcleaver, for which Kalandaer oversaw proceedings and governed the ceremony of their union.

Upon attempts to steal the Seed of Kaarin and gain the the remaining power of Kaarin by bathing in her pools of divinity, the arching portal doors that led to the domain were broken by Vyodros whilst he bathed inside, trapping him for eternity with no hope of escape from the now celestial prison.
Illithid Tadpole

Found in fossilised form in a chest beneath Vester Keep. It was researched by Vyodros. Chipping away at the encrusted rock, studying the anatomy, Vyodros was able to deduce that the tadpole has potent transmutation abilities able to inhabit a humanoid being for a long periods of times, granting them psionic abilities before being turned in a mindflayer during a transition period known as ceremorphosis.

Upon its awakening, the creature attempted to inhabit Vyodors, but he was able to pull the creature away before it made its escape. Tearing through the floorboards of the guildhall, Vyodros was able to capture to the tadpole before it could find a new host to enslave.
Empire of Eskarya

A formation of a feudal state in the land of Elysia, commissioned by the Lord's Alliance, was quickly stripped from the hands of the Sword Coast faction and directly ruled by Aldwin Thorne who broke free of his prior standings and established his own rule of the new found land. Marking the Empire as Eskarya under the governing of the Thorne family, the incursion into the new land would become that on conquering and establishing a continent under a new banner.

The Empire of Eskarya and its leading officials disavowed the gods of their ancestors and sought the Order, Justice and Control that came form the manifesto of Zitus. Shortly after the founding of the Empire and establishment of their new faith, a holy order named the Templars of Zitus was formed and led the justice and keeping of peace in Eskarya.

All lands within Elysia have been claimed in name by the Empire of Eskarya, with conquered territories stretching as far as Alekas Keep, Vester Keep, Fort Kroideyn and Nel Kuldohr.

Within the empire, there is an inherent prejudice and dislike for the unfaithful and races deemed to be monstrous by the ruling nobles.

The lineage of the Eskaryan Emperors are listed below.

Emperors of Eskarya
Bocánach

**The Bocánach** was a fey creature and ruler of the Bocá that terrorized the western region of Elderfall before waging war upon the capital itself as Bocá hordes descended through the city and took many citizens as slaves for the Bocánach's machinations.

## Description

The Bocánach was largely calm and specific when he encountered the adventurers of Freehearth, even leaving them to suffer from their mortal wounds and escape, until Ojiro's Rice Wine was consumed to bring two members back to near full restoration, bringing the Bocánach back to the fray to take them down to a broken state once more, though ultimately met his demise in this way.

His notable power was being able to turn sacrifices into Triboch, that would serve his will and command.

The Bocánach wielded the dark blade, Faoimórach, before his death. The sword now wielded by the Morrígan hexblade, Anastasia Ekatarina.
Latharna

One of three children of Kaarin, the Archfey craves the energy of the forest and wages war against her brother Altair whilst the third sibling, Kalandaer, sniggers from the shadows as he watches them and their forces battle.

*"The Silent Sister, whose forests make no whispers, for the only words spoken are mothers of the forest, the Hags of the Feywilds, their tongues ripped out so their lands suffer no noise. No birds shall chirp and sing, no melodies called and cried. Only the silence that comes with the absence of life. And yet, she manipulates the minds of her followers, to them she is no mother of hags, but a divine beauty and effigy of perfection. Seducing the hearts of man, for only the weak shall die for beauty. But none of sane mind can look into the heart of darkness and call it perfection."*

***- Dorvin Blodeuwedd***
Passage to the Underdark

A detailed journal of a Deep Gnome's travel through the the first layer of the Underdark of Elysia. With crude sketchings, a basic outline of the underdark and its tunnels are revealed across hundreds of pages. With time and patience, the journal can be used to safely and effectively navigate the underdark.

Within the documentation, it notes the locations of five settlements and descriptions of the peoples and communities.

***While travelling as a slow pace, survival rolls are made with advantage and a travel log can be made with known locations and previously travelled tunnels.***

## ***JHAELRYNNA***

The city has a high concentration of Drow population, though slightly saturated by quarters within the location that are born residence to Duergar, Svirfneblin and other races in respected and closed off communities within the city. Jhaelrynna is recorded as the largest underdark city in southern Elysia with the highest levels of trade with those who travel the land. Whilst they are enemies of land-dwellers, it is an unspoken truth both rely on the trade of each other for integral resources.

***Population:*** 250000

***Slaves:*** 400000

## ***DOLBLUNDE***

It is noted that Dolblunde is one of the smaller settlements of the Underdark, but described as a holy ground of their patron deity, Lolth. It is here that that the most divine priestess' are trained for duties and the rituals of Lolthite dogma and tenets.

***Population:*** 5000

***Slaves:*** 15000

## ***ZAUVIIR***

Zauviir is a settlement recorded as a home of a Duergar warlord, noted as having tense relations with the Drow settlements but would find alliances against aberrations when they ventured through the multi-verse or from the lower levels of the Underdark. Whilst they vied for control over smaller settlements between their lands, such issues were put to one side in the face of greater threats.

***Population:*** 15000

***Slaves:*** 25000

## ***TLIN'ORZZA***

A once large and proud city of Drow, Duergar and Svirfneblin alike, in a joined alliance where those who had turned from their inherent race based deities and looked to another that would grant them all their divine blessing. Noted as a patron of darkness, but one whose tenets were sworn to oppose abberations and that the unity between dwellers of the Underdark was essential in the defence of the Underdark against greater beings.

The city is known for regular and high scale attacks from aberrations.

***Population:*** 50000

***Slaves:*** 130000

## ***MEZ'BARRIS***

A city of Kuo-Toa, it is believed that this place is filled with a strong concentration of faerzress, leading to indefinite madness to those who settle in crude and primitive city. It is noted that the Kuo-Toa have deep allegiances to creatures of the Abyss and worship in their thousands across the day, and have sworn that prayers can never stop, meaning that there is always 1 Kuo-Ta praying to each of the Demon Lords of the Abyss at all times to ensure that they are not forgotten and always worshipped.

***Population:*** 4000

***Slaves:*** 600
Shrine of Kol

Noted as one of the few remaining shrines of Kol where the Adventurer's Guild of Eskarya had come across Hobgoblins presenting offerings to the shrine. Without hesitation, arrows flew as the hobgoblins were slain without a word or plea being offered.

Finding a rune proclaiming the words of Kol - "No Bloodshed, No Violence, Only Peace." The command seems to apply to the ring around the shrine, the one they had just indirectly defiled. There are other bodies, reaching for the stone, but none have wounds - and Perven deduced they may have starved. While Vyodros casts detect magic, they find a note on one of the slain hobgoblins making mention of a location called Khokkolun, the correspondence between Edak and Dralvar. The divination magic given off by the shrine seems to falter, evidently desecrated.
Dùn Therra

**Dùn Therra** is a fortress at the foot of the Ravenguard Heights. Known for the regular occupation by bandits and brigands, thought most recently by the Children of Terra.

## Description

Dùn Therra is a ruined fortress in the Ravenguard Heights, large enough to be manned and occupied by near a hundred plus men. Purely a defensive military structure, the fortress acts as a defensive outpost and bears no means to maintain a settlement without outside trade and support, though this was commonly accomplished through banditry by former occupants.

Most recently, Dùn Therra was the home of Brianna Hyland, where the sister of the Queen was creating Terracotta soldiers for the war against Elderfall for the Terra Stone within.
Chapel of Dagda (Freehearth)

## Chapel of Dagda

**The Chapel of Dagda** in Freehearth is a place of worship to the pagan father god, Dagda.

## Description

Shaped in a circular formation of heav y wooden beams, the chapel curiously forms the shape of a cauldron. Within its centre is a large statue of Dagda holding a cauldron that is kept fresh with new offerings of food to renew the eternal stew.

Tables line the walls around the statue, filled with food, non-perishables, water, wine and ale, so that none may go hungry or need of refreshment when visiting the Chapel of Dagda in Freehearth. The Chapel's construction was a joint venture between two of the devout worshipers of Dagda, Ered & Raisuboi.

What links here
Brochlily

Brochlily was born, granddaughter of the great Badgerfolk warrior, Brochtree though she has not seen her grandfather in some years. Raised under the love of Danu she was raised in the typical Badgerfolk fashion loving nature and her fellow awakened creatures.

As such Brochlily spent her youth digging tunnels beneath the hills of Eskarya so that the awakened creatures of the south could escape the dangers of the empire to the south.  With the power granted to her by Danu, Brochlily swore an oath to defend her fellow awakened creatures from oppression and for the freedom of her people. She has not yet found the focus of her Bloodwrath which makes her a potent combatant not yet having found her true power.
Erutus

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A town in Eskarya, located within the Vester Hills.

## History

Among the wreckage of the fallen town, documents, scrolls and scripture dictate that the settlement, once known as Drokhaven, was a place goblinoids, gnoll and orcs to seek safety from the war lords of their kind. Whilst, perhaps, they had not fully turned away from their ancestor's nature and found the embrace of Kol, they are the very least sought a home away from civilisation, but were fiercely protective of their own and did not hesitate to hunt down intruders to their lands. Finding the name 'Drokhaven' to be primitive and abrasive, what was left of the town was torn down and burnt, before being rebuilt as Erutus.

## Government

Under the territories of the Vester Dukedom, Riffolk Pyley of Greyhawk was named as Lord of Erutus, to oversee the reconstruction of the town in the Vester Hills. Whilst he had taken the holy vows of Zitus, his true love was the preservation of history, lore and artifacts of cultural value.

## Culture

Perhaps, after Port Kolsa, Erutus was one of the more forigiving towns in Eskarya, with many whispering the moniker of 'New Haven' when referring to the town away from the ears of Empire's spies. It has been wildly theorised that many still sought refuge from the zealous authority of the Empire in Erutus, with underground organisations running regular trips through secret tunnels that led across the walls of Badengatt and into Tosima. Lord Riffolk Pyley has personally led multiple investigations in Erutus to root out the underground organisation that aids the wanted criminals of the Templars of Zitus, but is yet to find them. Each year, an immensely detailed report is sent to Vallirk Thorne, that comprehensively covers his investigation before concluding that there is no organisation of its kind in Erutus, and their practice must take place outside of its walls. Thus far, no independant investigation has been sanctioned by the Emperor.

## Black Lotus Monastery

Since the end of the Aberrant threat, the Gith of the Black Lotus have since searched for a place to call home, with their Monastery on the Material Plane being destroyed since the first Aberrant invasion. Due to this deep appreciation for the history of Elysia, Lord Riffolk Pyley welcomed the Gith into the lands of Erutus and granting them a plot of land to rebuild their monastery, under the provision that they aid in the construction of a great library dedicated to the history and lineages of Elysia, and assist the noble in finding texts, scrolls and artiafacts of cultural significance.
Ezekiel T'npress

**Name:** Ezekiel T'nepress **Race:** Yuan-ti pureblood **Age:** 18 **Alignment:** neutral good **Class:** Warlock **Sub-Class/Archetype/Path:** Hexblade **Background:** Ezekiel grew up as the only child of a wealthy landowner. He was a strange kid who didn't show many emotions. Unbeknownst to him for most of his life, his mother Eva was a Yuan-ti pureblood that had seduced his father in order to eventually gain ownership of his land by assasinating him. Ezekiel found out and told his father who didn't believe Ezekiel and berated him. Ezekial was put under house arrenst and was imprisoned within his room for weeks. Having snakes watching his every move, eventually his mother assassinated his father and inherited his property. In desperation Ezekiel made a pact with a dark entity who spoke to him through his dreams and used that power to escape. His mother almost had Ezekiel killed by assassins on several occasssions. He feared his mother and sought any way to escape and live free. **Adventure Hook:** He sought any way to escape his mother and her benefactor in order to live a free life, even if that meant risking his life far to the west. The excitement and freedom of opportunity that awaited him also was an esciting prospect **Relationship to other PCs:** Ezekiel travelled alone but seeks to make new allies and friends in the new world despite his stunted emotions
Achlyne

**Achlyne** is a village settlement in the west of Elderfall.

## Description

Recently restored and reconstructed by Elderfallians, with the guidance of a giant man claiming to be the Avatar of Dagda, Achlyne has seen itself breath life once more and settled by fervent worshippers of the pagan gods and devout followers of Dagda. Upon adventurers arrival at the village, the restoration was well under way but under threat by Fey forces under the guidance of one Drachmas Searnleag.

Primarily a village of agriculture, the settlement still has some way to go before their produce can aid in supporting the Elderfall Kingdom and its populace.
Gimble Waddleduck

Gimble Waddleduck was a rock gnome sorcerer that was among the first to explore the frontiers of Eskarya.

## Background

Few have embraced the ever-present flow of circumstances known to many as fate more so than Gimble. From the moment that his feet first had strength to support his weight, it has been the will of the world that has driven each step they took. Many were quick to call him simple, but few have seen through the pretence to appreciate the truth that Gimble does.

The best way to experience the world is to allow it to guide you, without imposing your own will upon it.

And so Gimble has allowed the world to show him its wonders for near three hundred years. He spent a decade in the company of druids, conversing with them them as man, squirrel, bat and duck alike, visiting hidden groves, dancing within forest clearings bathed in the moonlight, weaving wide-leaved ferns into broad-brimmed hats. On some days Gimble found that he too could mimic the form of the beasts of the trees, but upon the morn the ability seemed to fade, lost to him.

Moving from the sprawling forests of green, Gimble found himself guided towards the winding abyssal form of the Underdark, quickly captured by Drow Marauders and placed into a life of servitude. His hands had a natural talent for working with tools, he found and so he served faithfully for a few months before the city of Galghaass was attacked by a mindflayer-commanded army. Thick clouds of fog filled the chambers in which Gimble worked, and in the confusion, he once again found himself returned to the surface, quickly falling in with a passing caravan.

At the first city the group passed through, Gimble found himself drawn in by the celebrations, the vibrant fireworks filling the sky above, and the splendid merriment in the streets below. With his gaze set firmly upwards, he stumbled headlong into a cavalcade of a passing noble and nearly trampled under foot. Though his wounds were grievous, his arm and ribs shattered, his recovery was far quicker than expected - although by some odd measure the wounds had also caused his hair to fall from his head and chin, and its skin take a vibrant blue hue.

What merriment indeed!

After winning a drinking contest a few nights later, Gimble and his winnings departed the city alone. As ever, each step would be guided simply by the road ahead and the wonders upon it, leading him to many adventures further still.

After falling asleep in a trade caravan, Gimble has awoken to find himself upon a ship bound for Eskarya, bringing supplies from the mainland. Believing it to be the will of the world and the endless intricate chaos that brings it such infatuating complexity, Gimble sets forth in a new lands, seeking new experiences and adventures alike.

## Adventures in Eskarya

### Bound for the Mines

During his first adventure in Eskarya, Gimble was involved in an ill-fated party that marched forth to explore the mines to the northeast of the home-fort. During this journey, the group was ambushed by Drow Marauders, to which Gimble fell.
Port Kolsa

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A once wreckage of a costal town, south of the Peaks of the Vale on the western coast of Elysia, Port Kolsa was earmarked by the Empire as having great potential for the future trade and prosperity of Eskarya. With the town situated on the coast, dockyard not beyond a state od disrepair and proximity to the mountains, a great deal of time, energy and investment went into restoring town and beyond.

## Description

High stone walls protect the coastal town from outside threats, and that of squalored commoners who seek work amongst the elite and wealthy of Eskarya. Whilst the town of Port Kolsa cannot be compared to the town of Vester, the shanty towns that have built up around the walls expand the population beyond the Duke's own home. Within the walls, great markets stand all hours of the day, with the streets rarely dark and lit from dusk until dawn, for trade never sleeps in Port Kolsa. As a Republic, in governence of their own laws, goods that are percieved to be illicit in Eskarya are permitted to be traded within Port Kolsa between the hours of 10PM and 5AM.

## Government

A wealthy and affluent merchant from the Menagerie Coast in Wildemount was tasked with overseeing the reconstruction and development of the town's ports, trade routes and treasury. Named as a Republic under the banner of the Empire, a council of wealthy merchants would rule over the town and its trade and governence.

## Culture

Home to merchants, sailors and even pirates, the culture of Port Kolsa is indeed diverse, perhaps the most diverse of all Eskarya, with races outside those noted as 'Eskaryan Allies' to be welcomed at Port Kolsa, for the weight of man's flesh matters not in Port Kolsa, only the weight of their coinpurse.

Where an openness to race is permitted, so too is the open arms of religions and deities. For in Port Kolsa, the doctines of Zitus do not align with the values of its people and ruling merchants. The prominent worship in Port Kolsa includes Óvaedyr, Alara, Fortubo and Kiara. Though it is known that small temples to Uhemis and Vyodros have been constructed in the shanty towns outside the walls, with raging tensions between the two cults across the years.

Due to the proximity to the mines of the Peaks of the Vale, there is a larger percentage of Dwarves in Port Kolsa, compared to any other settlement, bar Nel Kuldohr. It is believed that the King of Nel Kuldohr sends regular excavation teams to Port Kolsa, with the intention of searching for a safe route to Dûrandur. There have yet to be any survivors from these exploratory mission.s
Lakhumu

The Draconic Contessa

## Technical Information

### Depiction

A dark-skinned woman in scaled steel armor, horned helm with the black tail of a dragon.

### Portfolio

Dragons, Deception, Manipulation, Dark Magic

### Domains

TrickeryPleasure

Pain

Draconic

A draconic goddess known commonly as the Keeper of Dark Wonders and the Princess of the Draconic pantheon and chromatic dragons. What is known of the deity has been uncovered from the Scales of Lakhamu, which describes a cult and faith in worship of the Dragon Princess.

*We are the sons and daughters, just as our beloved was born. Under her wings we shall see her might and talons rule the land of Elysia. Where the Queen failed, the Princess shall find victory. An army in her name shall be gathered and bring order through destruction, as the lands shall be pillaged and razed and when all is gone, a new world shall be born under the wings of the dragon.*

*We are voice of Lakhamu, we are her messengers. We shall see her army gathered. The dragons of Elysia shall unite behind the Avatar of our Princess. And upon her ascension and arrival into the material plane, she will rule as Queen of Elysia.*

*Lakhumu has called upon us, after years of silence as she tested our faith and resilience. But at last she has spoken to all of us. Guided by the High Wyrmlord, Nilrundair, we shall bring about an age where the Avatar shall be born. She has granted him the sight to a gift from the Princess, a gift that shall be born into her avatar. Deep into the Bowels of Tal'Dosh the Scales ventured, until the fallen lair of a woeful specimen of dragon was slain, but with the surviving offspring, we will see the avatar born.*

*She asked the Wyrmlord to give her voice, to take his mind and spirit to complete her vision. And so, in the most beautiful sight you will ever see, Nilrundair WAS our Princess. Her words were divine, pure and beyond our comprehension, and yet, she bore life to the ovum. As black scales broke free from shell, through her voice she was named The Dark One. She would bring about the age of dragons and see Lakhumu ascend as Queen of Elysia.*

*We serve Lakhumu, we serve the Dark One, we serve Gruveir.*

*We are the Scales of the Darkness.*

*We are the Scales of Lakhamu.*
Fervour

Fervour was a Fire Genasi Druid that was among the first to explore the frontiers of Eskarya.

## Background

In stark contrast to his fiery and bold appearance, Fervour has never been the brightest individual. While proud of their Elemental heritage, his parents instead made a point of living upon the fringes of society - save they garner the ire of the less-accepting residents of the villages along the southern bank of the River Ith. The lifestyle suited them, giving young Fervour a chance to run wild without fear of unwanted and judgemental eyes.

Imagine therefore Fervour’s surprise when he spied a glimmering sight on the forest’s edge. Golden-yellow, an aura of the arcane lingering around it - just like him. The canine beast seemed to blink in and out of existence as he watched, and with a contented chuckle, he gave chase. How very terribly lost the encounter with the creature got him. After the best part of a week eating naught but berries and bark- most of which gave him nausea for foraging was simply another thing he had limited talent for - he would find salvation in the arms of a Firbolg Nordan. Try as the kind-spirited Druid did, he would have limited success in his teachings of the Fire Genasi, but Fervour soon adapted to his new way of life in their shared mountain home.

Fervour never had a good sense of direction. Whilst wandering the usual tracks and routes in the Marching Mountains, it became suddenly obvious to him he neither recognised the stones at his feet, the valley before him, or the stars above. Naturally distressed by this, he headed for the distant lights of civilisation. Upon arrival, he found himself predictably overwhelmed by the cacophony of such a place and the mass of individuals present. Eager to escape it all, he bartered passage onto the first ship he could find, and in doing so found himself bound for Eskarya.

## Adventures in Eskarya

### Into the Underdark

Sent out in pursuit of an ill-fated adventuring party in Marpenoth 1495 DR, Fervour would find himself within the Underdark, accompanied by the Rock Gnome Jebeddo Oneshoe and Gael Eserrah. There, they managed to rescue the explorers Lost Flame and Carnifex from the clutchs of the maruading drow that had taken them captive, fleeing for the overground once more.
Cytherea

* Humanoid
* Draconic

**Cytherea** is a draconic entity and former slave of the Dao, Sadanna al-Baahish. It is known that she has warlock power granted upon her by the Dao himself.

## Description

Cytherea presented herself a playful creature, thought shown a scorn and mistrust of Dazomar as she sensed the presence of one with draconic blood amongst a hoard she had laid claim to. She revealed herself to be a slave of the Dao, and one whose home was the Kingdom of Sameria, though she had never seen it, for it was Sadanna al-Baahish that had raised her.

In exchange for helping her escape the hourglass vessel, with the insurance policy of items of tremendous value and importance the the adventurers, she and the party were able to escape, where upon she took her true draconic form and flew east back to the lands known to be Sameria.

Adorned almost entirely in gold, iconography of her armour and the staff she wielded were all engraved with markings of serpent idols, much alike the temple itself.
Alekas Estate

The Alekas Estate is a well kept mansion home in western Eskarya, and home to the Vampire Noble known as Alekas. Adventurers did not stumble upon the estate, as much as they were guided there. During a battle against a black dragon, a bourgeois looking gentleman intervened and politely threatened the dragon into leaving with its tail tucked between its talons. An oddity, for a dragon to be so afraid of a humanoid creature. Offering the party sanctuary, a warm meal and bed, they follow the noble to his stately home.

As they adventurer's discovered the estate, they find the windows boarded up, and the Estate flanked by small chapel. Within, passing by marble busts of Alekas, Niklas Alekas, Margaery Alekas, Delia Alekas and Timmot Alekas, they are guided into a grand dining room with silver, gold and gemstones decorating ornaments and fine china. They share their stories with the noble, whom revels in such tales and shows great interest in the community growing in southern Elysia.

Upon discussion, and the aid of a potion of detect thoughts, they find that Alekas has ruled the estate for some seven hundred years, prompting the party to ask if he was truly a vampire as they had suspected, to which he colloquially admits without issue or care. He does note and reinforce they he has no desire to kill them or drain them of their life for his pleasure, for he is above such unpleasantries and have other means of sustenance. He invites the party to explore the manor and grounds, though asks they do not enter the dungeons.

Enjoying the mass of wealth within the library, skipping through pages and appreciating the breadth of knowledge on show. Barandir enjoys a walk in the courtyard, appreciating the Chapel of Alara, where he meets one of the vampire's wives whom takes a tasteful interest in the elf, quickly incapacitating him and hauling him somewhere secret to feed on.

Upon discovery of their missing friend, Alekas profusely apologised for his wive's behaviour and maintains that he is safe from any transformation and his most recent wife was having difficulty with impulse and asked that they would not judge him and his wives for their affliction.

Upon talk of Mind Flayers, Alekas smiles and guides them into the basement of the manor house and shows them an imprisoned Mind Flayer, frail and gaunt, with a device about his neck which deafens his psionic powers and rendering him useless.

Wishing them a pleasant journey, the party leave for Eskarya safe and with a new ally, perhaps.

Alekas has since been named a noble of the Empire of Eskarya and has opened his lands as a settlement for its citizens.
Mallacht Coven

The **Mallacht Coven** is a coven of Night Hags residing within the continent of Elysia.

## Description

Malevolent and cruel, the Mallacht Coven prey on the prayers of the of the innocent, intercepting the words of the faithful and spiting them with the curse of being transformed into trolls. Many are later captured and experimented on with their bones harvested at the Bone Mill and seemingly used on some form of ritual in the Feydark in Idirghuí.

The head of the Coven, Bolva, the bulbous and large hag still remains alive after fleeing the Feydark when adventurers came to save their companions, though her sisters Kirous and Forbanna have both been slain. Though notably, Bolva appears a great deal stronger than her sisters with the capacity to cast spells without the necessity of a coven.
Kimberlite

* Genasi
* Dragon

**Kimberlite** is an elemental being capable of shifting between her Earth Genasi and Stone Dragon forms. She is written to have served the King and Queen of Dun Therra and an entity known as Onyx.

## Description

A calm creature whom sought to parley with the party from Freehearth prior to Kobar's relentless rock attacks. Despite the attacks, the genasi retained her composure and restated her desire for peace and to not engage in war. She had fervently denied that she or her people had stolen any relics from the Giant clan. A lie that had initially been believed by the party, but not by Kobar, who responded by throwing another rock at her.

When it was clear that peace would not be had, her followers turned into elementals forms as Geonid, Gargoyles and Earth Elementals, before she herself turned into a huge dragon of stone, mineral and rock.

She found herself enthralled with the kobold, Pickle, whom she sought as a 'new family member' because of the gemstone he held, before revealing a marking of a jagged crown beneath one of her scales, to show they served the same patron.

Upon her death, Kimberlite turned to gravel, stone and rock. Though rock that pulsated by a beating heart remained and was taken by Dazomar as a trophy.
Otto d'Lyrandar

An artificer from the Eberron family House Lyrandar. Found in a warforged factory in the Eskaryan Peaks. He had been hired by Estelar to forge an army of constructs to take back Elysia. Using a fragment of the red Lachla Shard, the psionic power within had unstable effects on the warforged soldiers and he had lost control of a titan. With the help of members from the Guild of Eskarya, they were able to disable the titan.

Following their battle, finding a moment of peace, Viakane arrived demanding his warforged titan. Refusing the demon orc's request, Otto was thrown thousands of feet from the factory to his death.
Pendant of Ak'balai

Found in a simple chest on the back of a wagon in a Gnoll outpost, amongst many other stolen wares and relics, this obvious primitive looking yet regal and ornate panther pendant emanates with radiant and transmutation magic.

When attuned, the gentle and sultry voice flows like music in tandem with a tribal beat.

*"I seek the hunter... for the hunt will be soon upon these lands. And Ak'Balai will join your hunt, if you promise yourself to me here and now..."*

1. *Increase your Dexterity score by 2, to a maximum of 20.*
2. *You learn to speak, read, and write Tabaxi, as well as communicate with all feline beasts.*
3. *You learn the Conjure Animals spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. The spell is limited to conjuring Panthers, Tigers, Lions and Sabre-Tooth Tiger.*

***Can only be attuned by Tabaxi.***
Complex Mechanical Notes

Discovered in a chest beneath Vester Keep, the blue prints for a clockwork like mechanism was uncovered and later research by Lost Flamne, a member of Midnight's Edge.
Research

**Wondrous item, very rare (requires Attunement by a creature missing a hand or an arm)**

This prosthetic appendage was developed by Artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it’s replacing.

While attached, the prosthetic provides these benefits:

The prosthetic is a fully capable part of your body.

You can take an action to remove the prosthetic, and it removes itself if your Attunement to it ends. It can’t be removed against your will.

The prosthetic is a magic melee weapon with which you’re proficient. It deals 1d8 force damage on a hit and has the Thrown property, with a normal range of 20 feet and a long range of 60 feet. When Thrown, the prosthetic detaches and flies at the target of the Attack, then immediately returns to you and reattaches.
Icarus

Name: Icarus ~~(Formerly Bornaf Aldr)~~ Race: Fire Genasi Age: 25 Alignment: Lawful Evil Class: Artificer Sub-Class/Archetype/Path: Armorer (UA) Background: (Clan Crafter) *Code of the Leorm Hrounvors (Light Smiths)* *Joth gorth jr joth arth. Goth ekk mjuva dath* ***Your word is your honor. Do not give it easily.*** *Aldr insegk eth zylvum. Goth ekk latt dath euj.* ***Fire makes the soul. Do not put it out easily.*** *Ta vur zanna rithar eth hef atur stund e dath.* ***Those who stand against the future have no place in it.*** *Veroldr rir veroldr zakkje monmur thungthis ilv navott* ***Deaths for deaths sake will lead to nothing.*** *Stjar avor okumudov jr eth hyst arth hugund* ***Creation of knowledge is the most honorable goal.*** **Aldr molds vok lurlom!** It has been said that the oldest of Dwarves were crafted by the gods to be their smiths. To build their castle, forge their weapons and craft their crowns. The oldest dwarves would use the heat of the earth that spilled into the world through volcanoes to craft their masterpieces. The volcanoes were the oldest forges of the world and it was from that forge that Icarus sprung forth from. Born in the Dwarven Fortress of *Kuridir Bezmadan*, Icarus was an oddity between himself and his dwarven kin, though they held a different name then. A Dwarven one. Taller than most, with flaming red hair and eyes that glowed like embers, the young Genasi spent the majority of his youth deep within the forges which formed his mountain home. Taken as an apprentices by a master of the forge, Icarus learned the code of his masters which guided his creations into the future.

During an incursion of Black Drakes deep into the fortress, Icarus devised a plan to stop the threat, crafting a set of armor fueled by fire within his own body. The Elders cried against his plan, claiming it was heresy and defiling the very will of the gods. Banishment was to be his punishment if he continued with his "foil" creations, even against such a deadly foe. The Genasi could care less. Common Magic Item: Cast-off Plate Armor (Turned into Power Armor) Adventure Hook: Driven from his home, Icarus seeks to find a new volcano to call that will fuel his inventions into the future, exterminate all Dragons who would threaten his progress with their greed and fly as close to the Sun as he can. Relationship to other PCs: None ATM, Tag me to talk about any potential relationship
Anastasia Renat

My Lord al'Hesan,

My master once told me "All magic is just potential, potential all of you hold in service of the Emperor. Those that realize this  potential will go far. Those who do not will have it accessed in other ways." - Archmage Nidre, 188 EF Their words rang true then, as they do now.

I owe your family everything. When our community was razed by the Fangs of the Beggar King due to our isolation outside Voskia, it was your family that offered sanctuary and it was your influence that raised me to the Conclave as a child. I hope that my service over the last year would show that this investment was worthwhile.

Archmage Nidre trained me in more than just Dunamancy and to use our potential in whatever way most beneficial for the Empire, thus I apologize for the haste of my departure, but a series of visions necessitate my travel to Tosima immediately. I have seen the Fangs exploiting the riches of Tosima while continuing their slander. Hopefully, I will return with proof of the identity of the Beggar King, if not their head.

Tasia Renat
Alara’s Truth

A holy book filled with Elysian scripture, including the doctrine and dogma of a faith of truth within the Elysian pantheon.

Written in celestial, using a vibrant maya blue ink, the holy text outlines the doctrine in expressive form with intricate illustrations and notations on every page.

*"They who crave knowledge, must be patient. For greatness comes with serenity. The truth cannot be broken, nor can the truth be forced into submission and to the will the bearer of arms. They who are patient, shall see what they seek fall unto them with grace and glory".*

**"***Silence before words, words before action, action before violence. To learn, we must listen to our friends, mentors, allies and most importantly, our enemies. Peace cannot be made without the making of peace. Tranquillity can not be forged if our eyes are shut and ears of stifled with the hate of our enemies. First we listen, then we speak, then we act and finally dispense justice or mercy in name of truth".*

*"Every creature has the protection of Alara, no matter their creed, race or history. Every living thing must be awarded the truth and the chance tell their truth. If a creature believes their truth is not heard in silence, then in the name of Alara she will guide them in their trial and demand their truth be heard. Refuse the truth further, and there is right to combat in which mercy or justice shall be dispensed. The duel of truth is unwavering but not without fault. Only when one is not heard, and a judgement refuses silences, is the crossing of blades in the name of truth necessary".*

1. *Literature and scripture must be protected, no matter the content or author.*
2. *Words are wisdom, silence is elder.*
3. *Knowledge comes to the patient.*
4. *Silence before speaking, parley before war, mercy before damnation.*
5. *Mercy granted is wisdom exercised.*
6. *Lies and falsehood serve only the damned.*