recursal/Fanatic-Fandom huggingface dataset:
Drannor Whitehelm

## Tznumhorst Drannor

Drannor, the Snow King, a hard and strong ruler, even by Dwarven standards.

Tznumhorst **Drannor Whitehelm** is the lord and monarch of Stavendelft. Unlike most of the world's present rulers, Drannor had a personal role in the collapse of the Imperium, a fact that gives him great satisfaction, especially when he refers to himself in relation with his younger peers, such as Gold King Khordin Rockheart.

## Description

### Appearance

Drannor is an old man, and though the strength and stamina of his youth has long faded, the intensity of his gaze and the power of his hammer-arm continue to astound and surprise many, especially those of the green-skinned variety.

### Personality

Drannor knows death is coming, and thus acts as a man with little to gain--but nothing to lose. During centuries of rule, his iron fist has grown tighter rather than laxer. Stavendelft under his rule has entirely dismantled the threat of both greenskin and ratman in the north of Erideon. With a keen political mind and an even keener grasp of military affairs, Drannor is feared and respected throughout the continent.
Grand Library

The **Athenaeum of Lycias the Founder in the Eternal City of Vaer, the Greatest City of This or Any Age**, and more often known as the **Grand Library of Vaer** or simply the **Grand Library**, is a library, planetarium, research facility, transpositoral forge, cultural hub, educational center, scientific association, arcane fraternity, and political institution in Vaer that houses the most renowned and complete collection of knowledge in the world and the planescape.
Forsaken Realms Wiki

**Welcome to the Forsaken Realms Wiki!**
The Forsaken Realms Wiki is a hub for all lore and information related to the Dungeons & Dragons 5th Edition "Dragons, Dragons, and Chaos" campaigns and extended universe. All lore for the Forsaken Realms exists within the Forgotten Realms Campaign Setting except where otherwise noted.

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Muk The Strangler

#### Early Life

Muk was born to in Baldur's Gate in a time between 1467-1475. He was born to an absent human father, and a Grung mother Egram. Who was attending college and was very young at the time. Muk grew up faster than most humans, though still much slower than Grung. Reaching maturity at around 10 years old. During his youth Egram taught him many things, including languages, Skills, fighting techniques, and later on how to bring out his talent as a bard.

#### Middle Life

After Muk's comprehensive education Egram encouraged Muk to follow his dreams of becoming a professional wrestler, and thus Muk left home and joined the Baldur's Gate Wrestlers Guild. He quickly realized that his physical strength alone wasn't enough to win most matches. Muk began illegally using illusionary magic to trick his opponents. Eventually he rose to the top of the Baldur's Gate Wrestlers Guild. Though this did not last as he was eventually caught and run out of town. Muk then vowed to return and reclaim his title once he was a proper wrestler. Following this he began Monk training. As he did not have a mentor this work was initially very slow.

#### Presumed death

Muk was thought to have been killed by the events at the end of DDaC. However Muk had managed to escape the prison Team Greenfield was held in.

#### Post-DDaC

Muk after escaping the Dragon Cult fled the Sword Coast enrolling in a bard college for a few years. After this Muk was combat trained by his father, a hill giant named Gromer. During this time Muk also learned how to make giant runes. After Muk trained for several years he set out with one of the giants winter wolves, Money Mind, to return to the Sword Coast and kill Aryte. However at this point Aryte was too powerful for Muk to reasonably contest. Aryte simply sent one of their minions, Goose, who ultimately just sent them through a portal to Avernus.

#### Avernus

Muk, after being dropped into Avernus with no clear escape found out the Dragon Cult was operating there. Muk with Money Minds assistance decided to weaken the cult in whatever manner possible until they could find a method of escape. Muk targetted higher ups like lesser generals to try to disrupt them. This saw short term success however it ended with the Cult Paralyzing Muk and Money Mind being imprisoned.

#### Dragons Dragons & Chaos - Aftermath

Muk awoke when an unknown party dropped Muks paralyzed body into the courtyard of Skyreach Castle. He was quickly revived, and he successfully set out to rescue Money Mind from an odd fort on the ground level of Avernus.
M2S25

## The Angel of Light

The party lifts the madness afflicting the Abbot and learns of Strahd's past.

“
*"Well, cuckoldry and daddy issues, this is starting to explain a lot.".*
”
— Thalia, upon learning of Strahd's past.
**Angel of Light** was the 25th session of the Strahdborne campaign. In this session, the party lifted the dark powers possessing the Abbott, learned of Strahd's past, and set forth to Argynvosthold and Berez to investigate those areas.

## Quests

### Ongoing

* **Treasures of Yore (Everyone):** Recover the other two gems of the Wizard of Wines.
* **Under New Management (Everyone):** Investigate the coven of hags at Old Bonegrinder mill.

### The Deck of Fate

* **The Symbol of Hope (Everyone):** Claim the holy symbol by finding the tomb of a great wizard with a famous staff. Possibly located in Castle Ravenloft.
* **The Shadow of Barovia (Everyone):** Defeat Strahd. Optional: Suplex Strahd.
* **The Moon (Aellun):** Find the place filled with bones, for the clues you seek lie there.
* **The Headsman (Gromash):** Find the fortress within the fortress, which contains the treasure you seek.
* **The Phantom (Lo-thak):** Find the location of the one who gave birth to evil, for she is the key to your goals. Could this be Baba Lysaga, tormentor of the wilds of Barovia and resident of Berez?
* **The Balance (Thalia):** Discover the whereabouts of Lautrec and Gascarde.

### Completed

* **Watchful Eye (Everyone):** Investigate the Abbey of Saint Markovia.

## Quotes

* Arbrek: Alcohol exists to be consumed, and consumed it will be - if not by us then by some future drinkers.
* Thalia: I must admit I am dissapointed - the great Strahd van Zarovitch, nothing more than a common cuckold.
* Cloven: "You know, a man who reads too much goes nutty in the head, that's why I always told my family never to do so if they could help it!"
* Thalia: (upon Aellun only getting 6 healing as opposed to her 20 lay on hands) "Thank you Aellun, your contribution is noted and appreciated"
* Cloven: My ma said good things come to those who wait. I'm glad to only have to have waited 300 years before looking handsome again!

## Appendix

Strahdborne Sessions
**Chapter 1: The Gates of Barovia**
 Session 1 · Session 2 · Session 3 · Session 4 · Session 5 · Session 6

 **Chapter 2: The Fall of Vallaki**
 Session 7 · Session 8 · Session 9 · Session 10 · Session 11 · Session 12 · Session 13 · Session 14 · Session 15 · Session 16 · Session 17 · Session 18 · Session 19 ·

 **Chapter 3: The Muster at Krezk**
 Session 20 · Session 21 · Session 22 · Session 23 · Session 24 · **Session 25** · Session 26 · Session 27 ·
Ellenien family

**Ellenien** is a notable Elven surname corresponding to the **Ellenien family**, which is a notable Elven family of Nivelor. They claim direct provenance to none other than Sinvariol through matrilineal line.

During the Fourth Age, however, the family scattered throughout the world, its members systematically hunted by the Dragons.

## Notable members

* Archdruid Lavandula Ellenien (birth name: Sinfariol Ellenien), leader of the Primeval Circle.
Timeline

**Anybody Involved in the Forsaken Realms World can edit this article**

Anything not mentioned is to be assumed the same as base Forgetten Realms lore.

This article is currently mostly a placeholder

#### 1467 DR

* At around this Time Egram leaves their tribe due to disagreements with the leadership.

#### 1489 DR

* The events of Dragons, Dragons, and Chaos/The Planar War happen, much of what happened is still unknown.
	+ The Dragon Cult attacks Greenest, and a group of adventurers who would later become known as Team Greenfield fend off the invasion, including killing a dragon known as Lennithon, after cutting its wing off when Muk The Strangler leaped onto the dragon carrying two other adventurers.
	+ Team Greenfield traveled to Berdusk for reasons I don't remember.
	+ Team Greenfield ventured into Baldur's Gate, a primary reason for this was Muk The Strangler visiting the Baldur's Gate wrestlers guild, of which he used to be champion in, in hopes of rejoining the guild
	+ at some point Quixotical Riddle is kidnapped and put on a boat heading to Waterdeep. He however managed to escape
	+ Team Greenfield experiences resistance in the form of several dragons attacking them, they manage to barely escape.
	+ (placeholder)
	+ Team Greenfield is ambushed, then overpowered when they try to escape. It is unknown what happened to them after this point, but they are assumed dead.

After this one city after another were quickly taken, and the Sword Coast fell.

#### 1516 DR

* Edgar Green is born in the Sword Mountains, near Thornhold.
* Martin Tamaros begins a crusade northward to Ten Towns, beginning in Luskan.

#### 1534 DR

* Edgar Green dies and is resurrected on the edge of Reghed Glacier, directly after the Fall of the Heaven Hounds.

#### 1539 DR

* The events of Dragons, Dragons, and Chaos - Aftermath occur, and Revaan's Mercenaries are formed together.
Gnomes

Gnomes are a humanoid race native to Vosel.

## Biology

### Appearance

A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.

A gnome’s personality is writ large in his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.

## Appendix

The Common Peoples
**Dwarves** (Deep, Hill, Mountain) • **Elves** (Deep, High, ShadowHB, Sylvan, Wild) • ****Gnomes**** (Deep, Forest, Rock) • **Halflings** (Lightfoot, Stout) • **Half-Elves** (Half-Elf, Quarter-Elf) • **Half-Orcs** • **Humans**

### References

1. ↑ Player's Handbook.
2. ↑ Player's Handbook.
Draconic

**Draconic** is a language spoken throughout Vosel and elsewhere. Spread throughout the land during the Fourth Age, the era of the Draconic Imperium, it is perhaps the most widely-spoken language of the land. These days, however, most of those who used to speak it, especially humans and dwarves, have abandoned and in places even banned its use. In the present, the language is mostly spoken through the world of the academia.
2018 Fiji earthquake

The **Fiji earthquakes of 2018** occurred on August 19, 2018, at 00:19:40 UTC. The epicenters were located close to the Fijian island Lakeba, and around 270 km from the small town of Levuka on Ovalau. The first earthquake registered a magnitude of 8.2 Mww and is the largest earthquake of 2018. The earthquake had a focal depth of 600 km, making it the second largest earthquake ever recorded at a depth greater than 300 km, a tie with the 1994 Bolivia earthquake, and behind the 2013 Sea of Okhotsk earthquake. Earthquakes are common in the region as the Pacific Plate is still seismically active under the Fijian Islands, even after subduction along the Kermadec–Tonga Trench. An Mww 7.9 event hit the islands again on September 6 the same year, this time at a depth of 670 km, this earthquake was a mainshock of its own. Both earthquakes may be considered a doublet event.

## Earthquakes

Further information: Deep-focus earthquake and Wadati–Benioff zone

Deep earthquakes are commonly defined as events occurring at a depth of 300 km or greater. These earthquakes occur within subducting slabs that are descending into the mantle. As these plates bend or flex, faults break out to accommodate the deformation and along with it, occasionally producing earthquakes.

### August 19

Initially reported as an 7.9 earthquake, it was later revised by the United States Geological Survey to an 8.2. Due to the earthquake being a deep-focus event, no damage was reported but it was widely felt. Small "tsunami" waves were also spotted along the coast, although it was too deep to generate more than a negligible tsunami. More than 250 aftershocks were seen 34 days after the main event. Focal mechanism solution suggest the earthquake had a complex rupture process and fast rupture velocity of 4.1 km/s. Rupture was observed along multiple faults in a mainly north northeast striking plane for a suggested length of 102 to 152 km.

### September 6

Eighteen days after the 8.2 event, another earthquake struck closer to the island of Viti Levu. The Mww 7.8 earthquake was a downgrade from an initial magnitude of 8.1. The earthquake had a complex combination of strike-slip and dip-slip during rupture within the slab. It was an unusual event the portion of the slab is rather aseismic. The depth of this event was slightly deeper than the first quake, and the rupture velocity was much slower, at 2.5 km/s. It was suggested that coulomb stress transfer from the 8.2 quake may have triggered the 7.9 earthquake however, stress from the first quake was not sufficient to generate the next event alone. The Mww 7.9 event may have been dynamically triggered by the Mww 8.2 quake but the 18-day interval period was longer than usual as triggered quakes usually nucleate within a few hours to days.
Transmutation

**Transmutation** is a school of magic encompassing the use of magic to alter the properties of creatures, objects, and environments.

Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
Dexterisu god of lore

> "His books are unlimited his mind is unending, Anger him and your life may become permanent." -A note at the start of the Books of VIle Darkness
>
>

Dexterisu is the good of lore and Knowledge. Nothing happens with out Dexterisu's intervention. Dexterisu has a perfect recollection of every piece of History. Dexterisu's Avatar is an Allip. A creature cursed for seeing forbidden knowledge. Allips are commonly seen by adventures who are exploring very old ruins, temples, and sites.

## Books of Vile Darkness and Exhalted Deeds.

Dexterisu with the assistance of Cinder the goddess of fire and Bundian the god of death. Created the books of Vile Darkness and Exalted deeds. He then hid the books away as fear if Mortals should even peak at the books could spell choas and ruin. Lucina helped create temples where these books were hidden guarding them were allips. The books of Vile Darkness were discovered by human races and started to courrupt them. While the books of Exhalted deeds were only found by the Golden Champion in Feyrune. The Books allowed him to turn into his Avatar a Golden Dragon. He stopped the Dragon Wars and helped the Dragonborn defeat the lich and his Black Dragon. The books of Exhalted deeds were said to be taken to Dexterisu's personal realm.

## The great read

The great read is the personal realm of Dexterisu. Allips that are slain are taken here reading from the many bits of lore found in the great stackes of books that lie in his realm. The Great Read looks more like a giant book from a sky veiw. The great read has even book ever written. Except ones that contain illegal lore.

## illegal lore

Dexterisu is the god of lore. But there are some bits of lore he is unable to comprehend. Some of these inculde, Lore written in the Far realm, Lore made before Father. Lore written in the blood of a Virgin and Lore written useing a Tentical from a Mind Flayer. The lore written in the far realm is so unable to make sence and lore written there is impossible to comprehend even by god standers, Lore made before the Father is impossible to understand as it doesnt exist. Lore written in the blood of a virgin is so vile that those books are sent to Cinder's plane of fire. Books written useing a tentical of a mindflayer is impossible to understand.

Dexterisu rewards his servents and sages with powerful Artifacts such as

The Eight rings of Sageric lore

The Books of Vile Darkness and Exhalted Deeds

Clerics

Dexterisu is Neutral and has the divine domain of Knowledge.
World

The **World**, known in Draconic as **Vosel**, and also as the **Prime Material**, is the principal location of the Material Plane. Life as it is known is believed to be native to this place.

The World itself, the planet, is of roughly spherical shape, and its surface is primarily composed of water. Where land does emerge, it does so in large regions known as continents. Many believe the world to be flat, or to have even more strange and peculiar shapes, but scholars have categorically disproven these ridiculous assertions insofar as they have proved the spherical nature of the world.
Divine Council

The **Divine Council** was summit held every 100 years by the Divines during the Second Age. A diplomatic gathering of deities both weak and strong, its chief aim was to ensure that no great catastrophe or cataclysm would threaten the safety and security of the world, akin to the Elemental invasion at the latter stages of the Elemental War.

The term itself has become synonymous with the Divine Order and the Divine Empires of the same age, even though it was little more than an occasional diplomatic summit. Regardless, the "Divine Council" and the "Council" are used as bywords for the defending side of the Godfall.
Khordin Rockheart

## Gendhorst Khordin

Khordin, the Gold King, a stern and bitter man, even by Dwarven standards.

“
*What is that, Shortbeard? The Drobhnar have us surrounded? Excellent! Now, there is no excuse for Bearded men to remain idle!*
”
— Khordin, the Stern, upon learning of the encirclement of his forces at the Siege of Gtaftenhand.
Gendhorst **Khordin Rockheart** is the lord and monarch of Mzundelft. He has ruled the realm since 278, and many credit his six-decade reign with the return of Mzundelft to worldwide relevance.

Despite his many achievements, the Gold King counts few among his friends and many among his enemies, for his controversial rise to power during the Ale Revolts, and the gruesome murder of his predecessor Thorvend II at the hands of an angry mob, have led many of his enemies to describe it as the result of foul play.

## Description

### Appearance

The youngest king in modern Mzundian history, the grim creases of his face and the unusually voluminous and extensive beard that frames it suggest a man of many years beyond his count. His lone eye is the color of steel, with fibres of red and orange that resemble veins of molten iron. His other eye, cloven out of his face and eaten by none other than the vile Deep Elf Anthraparas the Cannibal, is framed with a deep scar, and seldom covered with an eyepatch or magical oculus. His hair is the color of molten metal in the crucible returning to a solid state.

### Personality

The Gold King is a stern and reserved man, loath to speek idly or waste time in merrymaking.

## Biography

Khordin is young for a king, at a mere 230 years of age, but his reign has seen the dramatic resurgence of Mzundelft to the status of a regional power.

He became monarch after an angry mob murdered Thorvand II in a gruesome fashion at Tzand, during the Ale revolts in the capital. Those revolts, in turn, were caused after Thorvand's revocation of the Ale Dole and the crushing defeat of his lieutenant, Thurdin of Clan Blackcloak, at the battle of Durend's Lode under the Opal Tower.

After Thorvand's gruesome assassination, Khordin was invested King by the Clanpact of 278. The youngest King in modern Mzundian history, some allege that Khordin orchestrated Thorvand's murder, and paid a King's ransom in bribes to secure the title for himself. These rumors are, of course, the vile and slanderous lies of his many enemies, who remain recalcitrant and envious of his momentous rise to power and tremendous success as monarch.

## Quotations

“
*Let no man follow me who is not prepared to lay down his life for his people.*
”
Sandfall

> "The sandstone pillars held through a massive gate, we treded lightly through the many tough brutes that stood there, our small halfling went to the tavern and singal handedly beat up everyone there. -A recount of the many journeys of an old party of adventurers.
>
>

Sandfall is a small town located in Quarian.
Sinvariol

## Sinvariol, Soul of the Arcane

Sinvariol establishes the territories of Nivelor from the essence of magic.

**Sinvariol**, known by many names throughout the realms, is a deceased Primordial Divine widely considered to be the foundress of the Arcane.

## Biography

### Pre-Enlightenment

Little is known of Sinvariol before the discovery and harnessing of Magic.

### The Arcane

Sinvariol discovered the Arcane at an unspecified point of time in the First Age. According to her writings (which are now lost, and are only available via secondary sources), Sinvariol postulated the existence of Magic as a result of the characterizable and categorizable assortments of arcane effects produced by the primordials.

### Primordial War

During the great war with the Primordials, it was Sinvariol who assumed the soul and essence of Aetheriul, the great Primordial of the Air. And it was thus that the Highfell was founded by her hand.

### First Arcanist of Nivelor

Following the victory of the Divines over the Primordials, Sinvariol finished the reclamation of Nivelor from the waters and established the Arcane Palace, near present-day Avaras. Many thousands flocked to her banners, Elves in particular. Once population densities escalated, Sinvariol decided that the politically stratified population of Nivelor required a loose confederacy in order to stay the threat of Lizardmen to the south, Ratmen in the underground, and Dwarven prospectors and colonizers. As such, she accepted the mantle of First Arcanist of Nivelor.

### Assassination and aftermath

Sinvariol is believed to have perished when an experiment was sabotaged by agents of the Mortal Pact, at the behest of the Nameless One. Very little is known of the dark deed, as Sinvariol and her entire palace were displaced from existence as a result of the event. Her sudden and dramatic assassination shattered the uneasy geopolitical balance between the various rival Elven kingdoms of Nivelor, leading to all-out internal conflicts that allowed the Mortal Pact to easily gain power and control over the continent shortly afterwards.

### The Soul of the Arcane

Many believe that Sinvariol did not perish, but instead became one with the Arcane, her essence transfused into the very Magic she studied with such zeal in life. As such, many wizards of a religious bent seek her approval and favor.

## Quotations

“
*We shall not cease until we know all that we can know.*
”
Odengard

“
*Tonight, we settle a grudge!*
”
— Mzund.
**Odengard**, occasionally spelled **Oadengard** and **Odengart**, and known as **Odngar** to Deep Dwarves, is the common name of the outer plane most closely associated with a law and order. The ancient abode of Tzulft, who the Dwarves call the All-Father, it is now ruled by his inheritor, Mzund, the Dwarf-Father.

## Cosmography

Odengard is connected to the remainder of the universe through the boundless depths of the Plane of Earth, from which only the greatest of miners are able to uncover the caverns and tunnels .

The Dvaerkar believe their ancestors originated from Odengard and that their souls were created by the Dwarf Father in the Soulforge at the beginning of time.

## Notable Locations

* **The Hall of the Ancestors:** It is said that beer and blood are the two most important liquids in Dvaerkar society. In Oadengard, these are found in great abundance through the many drinking halls and fighting rings throughout the plane. The Hall of the Ancestors is the eldest drinking hall in Odengard, where beer and blood can be enjoyed by all of Dwarvenkind. The stories about the drinking hall claim it was built by the first wielder of the primordial soul of law. Although this figure's name has been lost to time, there are old carvings into the stone walls of this building that depict great battles of the past. In the new Dwarven golden age, new statues and carvings of great feats and Dwarven heroes have began to decorate the walls. In the center of the Hall of the Ancestors, is the throne of the Dwarf Father, where Mzund can often be found drinking and boasting with his kin.
* **The Soul Forge:** The Dwarves believe that the Dwarf Father once used this forge to create the souls of the entire Dwarven race. In the old days, the Dwarf Father could draw upon the fires of creation and use extremely rare metals to create the souls of his children. This legendary forge is where the powerful artifact arms and armor of the Dvaerkar originated. It is tended by none other ...

## Inhabitants

Odengard is inhabited by the Dvaerkar and the Dwarven pantheon. Mzund, the Dwarf Father, watches over his realm and people from Odengard. Although most of the deities can be found in the Hall of the Ancestors drinking with their kin, they each have special temples where Dwarves are able to venerate these powerful beings individually.

* Mzund, the Dwarf-Father.

## History

Odengard was created at some point in the First Age, although it is impossible to know when, exactly, this happened.

## Appendix

### Refs

 Middle Planes
 Lower Planes
Dragons

**Dragons** are large, reptilian creatures native to the Material Plane. Beings of ancient power and latent magical talent, they have been both liberator and tyrant in the history of the world.

Creature Types
Aberrations • Animals • Celestials • Constructs • **Dragons** • Elementals • Giants • Humanoids • Infernals • Monstrosities • Oozes • Plants • Primordials • Sylvans • Undead
Alignment

**Alignment** is a system used to rapidly summarize the ethical and moral tendencies of one or more creatures. The system consists of a chart with two axes and nine values; the horizontal axis measures ethics in a range from lawful to chaotic, while the vertical axis measures morals in a range from good to evil.

## Ethical axis

The horizontal axis measures ethics from lawful to chaotic.

## Moral axis

The vertical axis measures morals from good to evil.

## Appendix

Alignment
Lawful good • Neutral good • Chaotic good

Lawful neutral • (True) neutral • Chaotic neutral

Lawful evil • Neutral evil • Chaotic evil
Inner Planes

The **Inner Planes** are a collection of planes distinguished by physical rather than spiritual travel. At its center lies the Material Plane and its subplanes, such as Sylvania and Penumbra; the Elemental Planes are often included in this category as well. In these planes, that which moves around, even if it is ethereal, is body and not soul.
Spring 2023 rainfall record

Wild weather die out event of spring 2023 will be incredibly wet after the following of the "2020–2023 La Niña event", positive Southern Annular Mode and negative Indian Ocean Dipole, on two consecutive winters and springs in 2021 and 2022. July 2022 had an Indian Ocean Dipole of –1.19°C, making this the most severe Negative Indian Ocean Dipole since November 1917. The places in Australia that are rivals such as Numinbah (QLD), Gippsland (VIC), Darkes Forest (NSW), Lismore (NSW), Rosebank (NSW) and Gray (TAS). The wild weather die out flooding will starts on September 1 and finishes on December 24, 2023.

Weather stations highest daily rainfall for Australia during 14 March 2023, Drink In My Hand is producing exceptionally wicked torrential rain's up to 8,947.3 mm or as low as 4,707 mm In 24 hours to midnight. At the time the Eric Church song Drink In My Hand was 71 times wetter than Taree, New South Wales. And 11 May 2023 received up to 9,661.5 mm of rain.

There is a theoretical upper limit to the rainfall within 24 hours can reach, the maximum daily rainfall is typically 9,600 mm (380 inches), just like was measured on May 11, 2023. The wettest place in Australia of 2022 was Doon Doon in New South Wales with 4607.6 mm (181.4 inches) of rain in total. The comparison to the wettest locations in Australia of 2022. The list of Australian weather sites annual total rainfall with at least 150 inches (3,810 mm) of the following.

* **Bellenden Ker Top Station, QLD with 339.03 in (8,611.4 mm) for comparison**
* **Bellenden Ker Bottom Station, QLD with 212.95 in (5,409 mm) for comparison**
* Doon Doon (McCabes Road), NSW with 181.4 in (4,607.6 mm)
* Babinda Post Office, QLD with 178.87 in (4,543.2 mm) in 2022 and 152.47 inches (3872.7 mm) as of September
* Russell River, QLD with 173.44 in (4,405.4 mm)
* Topaz Alert, QLD with 168.5 in (4,280 mm)
* Numinbah, QLD with 166.27 in (4,223.2 mm)
* Rosebank (Upper Coopers Creek), NSW with 163.1 in (4,142.8 mm)
* Mt Sophia, QLD with 160.86 in (4,086 mm)
* Tully Sugar Mill, QLD with 157.88 inches (4,010.3 mm) in 2022 and 200.07 inches (5,081.9 mm) in 2021
* Rosebank (Repentance Creek), NSW with 155.85 in (3,958.6 mm)
* Springbrook Road, QLD with 154.72 in (3,930 mm)
* Innisfail Wharf Alert, QLD with 151.22 in (3,841 mm)
* Numinbah State Farm, QLD with 112.28 in (2,852 mm) for comparison
* Meerschaum Vale (Jenbetdaph) (2,359 mm) for comparison
* Gray, TAS with 92.21 ± 0.56 in (2,342.1 ± 14.3 mm) for comparison
* Mount Baw Baw, VIC with 85.94 inches (2,183 mm) in 2022 and 89.9 inches (2283.6 mm) in 2021 for comparison
* Samuel Hill Aero, QLD with 83.16 inches (2,112.4 mm) in 2021 for comparison
* Taree Airport, NSW with 77.57 inches (1,970.4 mm) in 2022 for comparison

## Daily Rainfall

List of days with at least 3.94 inches (100 mm) Dates: Spring 2023.
 **29/09** | 125.7 mm
Lo-thak

Lo-thak, the Goliath Warlock.

“
*Sometimes you eat the Moorbounder and sometimes the Moorbounder eats you.*
”
— placeholder
**Lothak** is a Goliath Warlock adventurer currently participating in Strahdborne.

## Description

### Appearance

Lo-thak is a well-built goliath who towers over most. Covered in tribal tattoos and adorned in various leathers and furs, Lo-thak has the imposing presence of an elite tribal warrior. However, his most distinguishing feature is one he would consider a sign of weakness: his right arm has been amputated, just above the elbow.

## Biography

### Background

Lo-thak was once a skilled hunter and one of the most proficient archers above Mzundelft. His skill had earned him the title "Steadyhand" among his tribe, and he frequently led hunting expeditions into the mountains. One fateful day, however, on the descent from a successful hunt,

## Appendix

Strahdborne PCs
**Aellun** (Elf Ranger) · **Arbrek** (Dwarf Cleric) · **Gromash** (Half-Orc Barbarian)
 ****Lo-thak**** (Goliath Warlock) · Thalia (Half-Elf Paladin)

 Allies of Strahd: **Lautrec** (Half-Elf Rogue)
Adventuring Adventurer's Guide to Adventure

The **Adventuring Adventurer's Guide to Adventure**, often known as the **Aagta** after its initials, is an an adventuring book in wide circulation. Written by Callan Curioll Nirmarth, legendary Gnome Artificer and former Adventurer, it is an essential companion to new adventurers.

## Out of Character

This is a way for me to break the fourth wall and poke fun at my own worldbuilding. Nirmarth is kinda like the Bilbo self-insert of my setting in case you haven't noticed.
Necromancy

**Necromancy** is a school of magic encompassing the use of magic for the manipulation of vital forces.

Necromantic spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Dragonborn

“
*Dragonborn are much better than they are given credit for. If you know your A's from B's, you'll know not to call them accursed.*
”
— The Aagta on dealing with Dragonborn.
**Dragonborn** are a humanoid race native to Vosel. Dragonborn wander about in a world that hates and fears them as a result of their Draconic parentage: Dwarves and Elves particularly still remember the days of the Tyranny of Dragons, and associate Dragonborn to it, despite the fact that the last Dragonborn to fight for the Draconic Imperium died hundreds of years ago.

## Culture

### The Bond

A Bond is a Dragonborn clan or family. Bonds play a foundational role in Dragonborn society in a way akin to Dwarven Clans. Lawful dragonborn value their Bonds so highly for reasons of honor and oath; chaotic dragonborn value their family out of deep love and gratitude. In a world that hates them, Bonds offer a refuge to Dragonborn. A Dragonborn Band is composed of several Bonds, and is akin to a village or tribe.

### Bond before all

“
Friends before Self. Bond before Friends. Ancestors before Bond. Honor before all.
”
— The Oath of Everax.

Dragonborn are raised from an early age to be altruistic insofar as possible. These codices are not followed by all Dragonborn, but most who have been raised in one of the Bonds follow such codices: some of them emphasize cohesion and order, while others encourage independence and free-thinking, but all of them encourage Dragonborn to be selfless and altruistic with regards to the Bond.

## Subraces

### Chromatic

Chromatic Dragonborn derive most or all of their ancestry from chromatic dragons. Chromatic bonds tend more toward chaos than law. Most of their members are raised to follow their own instinct and intuition.

### Metallic

Metallic Dragonborn derive most or all of their ancestry from metallic dragons. Metallic bonds tend more towards law than chaos, for which reason most of their members are raised along lawful and oathbound creeds. Many of their members are educated to heed the advice of their elders while growing in their own strength and wisdom.

### Intertwined

Intertwined Dragonborn are thus known because they interweave both a chromatic and a metallic ancestry. Dragonborn are seldom superficial enough to be racist, and chromatic and metallic Bonds alike often accept "Blenders" so long as they are not violent or quarrelsome. Bonds composed of Intertwined families often seek a balance between order and chaos.

## Appendix

Soulbound Peoples
****Dragonborn**** (Chromatic, Dual, Metallic) • **Heavenborn** (Aasimar) • **Hellborn** (Tieflings) • **Khem** (Yuan-Ti) • **Lycanthropes** (Werebears, Wererats, Werewolves, etc.) • **Vampires** (Trueborn, True, Thralls)
Arbrek

Arbrek, the ale-addicted forge cleric.

“
*I need more ale.*
”
— Arbrek, always.
**Arbrek Frostbeard** is a Dwarf Cleric adventurer currently participating in Strahdborne.

## Description

### Appearance

Arbrek is a short and stout individual clad in his handcrafted and well maintained armor. His steel pauldrons sport his clan emblem, two identical mountains with a Dwarvish rune in-between the snow-capped mountain peaks. A well used, but still shining, hammer hangs about his belt along with his personal drinking horn and pipe, which is safely stored in a leather pouch. Arbrek has long hair and a well maintained beard that goes right below his belt. His beard is expertly braided and clasped in place with thick and decorated silver bands.

### Personality

Arbrek is a stoic and reserved individual often staying silent around the campfire and enjoying his pipe while polishing his armor and fixing any damage it has taken during the day. When he can be heard, he is often grumbling about something, whether it be the air or incessant walking. He is also a determined individual who will work tirelessly at a problem until it has been overcome in the best way possible, as anything less is not good enough. This dedication to his craft and tasks he sets himself to complete has also made Arbrek proud of his handiwork, and he will often brag about its superior qualities when prompted

## Biography

### Background

"I can feel this air making me weaker. Too many trees and not enough coal. Only a matter of time before I've got stone overhead and the heat of the forge on my skin. Anyways, what was it you asked again lad? Ah, I'm an apprentice smith for my clan. Us Frostbeards have been making fine arms and armor for generations, and I've been working in the clan forges all my life. They were built by my great grandfather Halgar. And yes, I did make this gear myself." Arbrek pats his armored chest.  "Fine mail that will turn a blade and a hammer that'll sunder my foes armor! Now if only I could move on and continue my smithing instead of faffing about up here..." Arbrek returns to smoking his pipe and enjoying the ale in his drinking horn before grumbling to himself quietly in Dwarvish.

## Quotations

"Should have packed more Ale" - Arbrek grumbling to himself while having to travel overland.

## Appendix

Strahdborne PCs
**Aellun** (Elf Ranger) · ****Arbrek**** (Dwarf Cleric) · **Gromash** (Half-Orc Barbarian)
 **Lo-thak** (Goliath Warlock) · Thalia (Half-Elf Paladin)

 Allies of Strahd: **Lautrec** (Half-Elf Rogue)
Arcadia

The plane of Arcadia is comprised of endless floating isles suspended over an ocean that reaches beyond the horizon.

## Special Properties

### Faith

Priests of local Divines receive great boons.

“
*If a law is unjust, a man is not only right to disobey it, he is obligated to do so.*
”

**Arcadia** is the common name of the outer plane associated with a selfless and virtuous morality and a strong sense of the autonomy of the individual.

## Description

An uncountable number of hovering isles overflowing with water and lush vegetation grace the gentle chaos of the Hunting Grounds, magically suspended over the lapping waves of an endless ocean.

## Cosmography

Arcadia is connected to both the Plane of Water and the Plane of Air.

## Inhabitants

* Ceros, a Lesser Divine with a canine appearance and an eccentric demeanor.

## History

Arcadia was created at some point in the First Age, although it is impossible to know when, exactly, this happened.

## Appendix

### Refs

 Middle Planes
 Lower Planes
Sylvania

**Sylvania**, occasionally known as the **Feywild**, is a plane of existence connected to the Material Plane in deep forest dells, virgin valleys and landscapes, and beautiful, pristine reef. A place of light and wonder, Sylvania is nevertheless exceedingly dangerous for novice adventurers.

Sylvania is the archenemy of Penumbra. Both realms have been at war since time immemorial.
Universe

The **Universe**, on occasion known as the **Multiverse**, is a loosely-defined term generally taken to mean the entirety of existence. The only meaning attributed to this term by scholars is the collection of planes of existence: Inner and Outer planes alike. For a comprehensive review of these planes, please visit Portal:Geography.
Odradeen god of terror

> "Your bleeding heart trembels before me, as I shove a dark dagger down your throut. You can't escape me for I am inveitable and Immortal. -Common nightmare
>
>

The great dagger, Jaws, Odradeen, and Askapaul are all names given to the Devil. Odradeen is seen as the evil god of terror. Odradeen haunts the minds of Mortals from his home of Raeb. Odradeen is seen giving nightmarish dreams to mortals who dare show any courage.

## 12 Torments of Dexterisu

Odradeen and Dexterisu were said to be created near the same time shortly before the death of Ilithus. Odradeen decided to torment Dexterisu. He gave him 12 torments and if he had failed the torments he would be forced to give up a portion of his power and give it to Ordradeen. The torments consisted of.

1. Dagger in the Throut
2. Burning of books
3. Chasing by Dragonfire
4. Scourge of the Outrealm
5. The Curse of the Black sun
6. The path not traveld.
7. The wounded lover
8. The book unreadable
9. The purging of minds
10. The mind of the mindless
11. Eyes of the Void
12. The blood soaked pages

These torments were completed by Dexterisu with great effort. With completion Odradeen was forced to make a blood oath to never torment the mindfull. After this Dexterisu recorded these trials with assistance from Lucina who marked it in a great painting found in Kala.

## Torments of Mortals

Odradeen delites in the suffring of mortals to where is pleases him. Simmaler to Gunder except Odradeen doesnt carry out with his dreams. Odradeen only can effect the dreams of Mortals. These dreams can effect the actions of Mortals. Odradeen is seen as the Devil in places such as the Austanian pantheon and others but he has no affilation with the Devils and Demons of the Void and the Nether.

Clerics are rare amoung Odradeen and consist of mortals who fear the nightmars. Odradeen has the Divine Domain of Trickery and the Alignment Choatic Evil.
Mortals

**Mortals** are beings susceptible to death, and therefore, eventually destined to perish.

Strictly speaking, all known beings in the universe are mortals (to varying degrees), but as a term, the word "mortals" is generally used to describe certain humanoids, such as dwarves, elves, halflings, humans, and saurians.

The use of this term has a long and checkered history, and the word "mortal" has meant different things in different ages.
Portal:Organizations

Lore portals
Adventuring • Creatures • Geography • History • Magic • **Organizations** • People

**Organizations** are groups of like-minded individuals. They band to pool their knowledge and resources together to achieve goals simple and complex. Many such groups populate this setting: The most powerful of these are spread across the globe, controlling enormous resources and counting hundreds of thousands of members. The smallest may only populate a single building or dungeon, with no more than a couple of followers.

## The Big Names

As per the Pareto principle, a handful of organizations wield incredible power through the world:

* The Divine Concord is the ruling religious authority through most of the civilized world. Established by the gods themselves after their self-imposed exile into the Outer Planes, the Divine Concord seeks to uphold their proper reverence and worship. The Concord is primarily composed of Clerics and Paladins, although some Barbarians, Fighters, and Wizards are members too.
* In the wilds, the Primeval Circle occupies a stronger role than the Divine Concord. Primarily composed of Druids and Rangers, many Clerics, Paladins, Barbarians, and even Fighters and Wizards champion the cause of nature against civilization.
* The Hermetic Society is a cadre of influential Artificers and Wizards who seek to study and discover the transmundane. In a neverending search for fulfillment, they champion intellectual advancement at any and all costs. Because of its deep involvement in the occult, the Hermetic Society is to be considered a clandestine organization, with secret membership and protocol.

StatesCountries: Category:States.

SchoolsPlaces of lore and learning, there are hundreds of colleges and academies throughout the world. For a list, see Category:Schools.

ShopsA long list of shops and other storefronts peddle their wares to commoners and adventurers alike. For a list, please visit Category:Shops.
Secret SocietiesSee Category:Secret societies.

GuildsMany powerful guilds play a key role in the politics and economy of Vosel. For a list of these, see Category:Guilds.

FamiliesMany families have played key roles in the history of the world. For information about these, see Category:Families.
Penumbra

**Penumbra**, also known as the **Shadowfell** and the **Greyfell**, is a plane of existence connected to the Material Plane in dark and musty places of shadow. A barren and sunless diorama, adventurers rarely feel welcome in this languishing and barren environment, the home of many undead and other accursed creatures.

Penumbra is the archenemy of Sylvania, and both realms have been at war since time immemorial.
Revaan

## Appearance

Revaan covers his face with a mask following the style of plague doctors, he wears mostly black attire with accents of purple. It seems that nobody knows his true race or face, but he has been shown to have deathly pale skin.

## Personality

Revaan is a fairly reserved individual, only occasionally showing emotions such as anger and sadness. He does however, consistently show compassion towards those who cannot help themselves, and has a righteous opposition to acts of cruelty.

### Religion

Revaan is a personal emissary of the god Ilmater, the god of those who suffered, the oppressed, and the persecuted. He takes his mission with devout severity and seeks to free the sword coast from the tyranny of the dragons and liberate it's people from the suffering they are subject to.

## Fighting Style

Revaan's way of fighting is in line with Way Of Mercy monks, he strikes efficiently and precisely. He dislikes having to injure others and if he must fight he will make an effort to disable his opponents in the least painful way possible. Revaan also possesses healing abilities which he uses to aid his allies.

### Abilities

Revaan has potent healing and damaging abilities. He can apply healing to his allies and poison his foes with necrotic strikes. He possesses mastery of advanced monk techniques such as wallrunnig and multistrikes.
Homebrew

This page categorizes the **Homebrew** content we will be using.

For an overview of all the house rules we are to use, please visit the following Google Doc.

For a list of pages with homebrew material, please visit the Category:Homebrew.

## Classes

### Barbarian

#### Berserker

* The Frenzy ability does not give you 1 exhaustion. Rather, you can only frenzy up to a number of times equal to half your rages rounded down.

### Ranger

#### Beast Master

* **Ranger's Companion**. Your beast is presented to you by the Druid circle you serve, and may be resurrected by them when it dies. In this setting, I highly recommend you use the Primal Companion as in Tasha's Cauldron rather than the PHB Beast Master.
Schools of Magic

Schools of MagicAcademies of magic group spells into eight categories called Schools of Magic. The Schools of Magic, also known as the Classical Schools, contain all of the most typical magical effects, from mighty fireballs to bountiful healing and enchanting suggestion to terrifying raise dead.

AbjurationConjurationDivinationEnchantmentEvocationIllusionNecromancyTransmutation