recursal/Fanatic-Fandom huggingface dataset:
Chalbo Malbo

### Flaws

I'm a sucker for a pretty face. I am easily distracted by the promise of information.

## Combat

### CHA

8 (-1)
20 (+5)
15 (+2)
9 (-1)
16 (+3)
18 (+4)

## Attacks and Spellcasting

### 2 Damage/Type

1d4 Piercing

==Backstory==Chalbo Malbo grew up in the Boarhart Lands as an inquisitive child with a curious mind and a big stomach. His love for food would see him 'borrow' pies and pastries, and his ability to hide from those seeking to get their food back turned him into an even better hider than he already was. Years later he began to use his skills as a freelancer for anyone who needed information, something, or even someone found. From criminals to local lords, he shied away from no contract, but outright refused "hits". He was a spy. A mole. A detective. Not a contract killer.

For reasons unknown to anyone but him for now, he found himself on Valencion for a short period with a friend, but quickly returned back to the Boarhart Lands by himself. Although he cares little for the Third Crusade and its politics, he's determined to get passage back to the island for one of his investigations, and doesn't intend to leave until his own personal contract is over.

Notes: After an ambush against the Dawn's Inquisition, he threw his favorite dagger into the back of one of their knights. The knight, however, escaped after thrashing Chalbo. He wants his knife back.
Boarhart Lands

### Inhabitants

Ruled by House Boarhart. Hillborn and Frostborn Humans, Littlefolk, Dire Razorback, Razorback Riders, Mammoth Boars

The kingdom ruled by House Boarhart.

### People of the Boarhart Lands:

**Hillborn**

The ruling family of the *Boarhart Lands* and many of their subjects are of the Hillborn race of humans. They are a proud people with villages and keeps high in the hill country of their nation. Their skin tones range from pale, freckled, and tan, and their hair ranges from yellow, reds, oranges, and browns. Hillborn are usually tall, vast, and mighty compared to most other humans. Some are followers of the Valenzi, but many hillborn follow the gods of their frostborn cousins. Their clothes are often thick and insulated, made from whool and leather from the sheep and goats herded in their country.

**Frostborn** Unlike their Hillborn neighbors, the Frostborn are more rugged, fierce, and barbaric. They live across the eastern coasts and mountains of the *Boarhart Lands*, often living as raiders and sailors across the *Fathering Sea*. They worship their own gods (Grimöha), rather than the Valenzi, and take pride more in glorious combat than reverence and prayer. Their skin tones range from pale to tan, and their hair ranges from yellows, oranges, and browns.

They don't have temples, their priesthoods are hermits that watch over eternal flames and when heroes need help they travel and seek out them.

**Littlefolk** "Littlefolk" is a term used by many Hillborn and Frostborn to describe the inhabitants of the *Boarhart Lands* belonging to the Dwarf or Halfling races. Although not as numerous as the humans in the region, there are a handful of towns and villages belonging to the dwarves and halflings. While the Hillborn are not as friendly towards the littlefolk, the Frostborn are quite protective of them. Most of the settlements of either dwarves or halflings are deep within Frostborn territory, and sometimes their existences are kept secret from the rest of the world so they may stay hidden.

### Razorback Warmounts

The Razorback Riders are a rare and specialized warrior of the Hillborn. These riders tame wild Dire Razorback Boars and train them into their warmounts. Often chariot-pulled or saddled, a warrior mounted on these beast knows little fear, and their might is unrivaled by most. The boars are said to be descendants of the Mammoth Boars and the mighty Brilaculous.

## Noble Houses

House Boarhart - The ruling house of the Boarhart Lands, led by King Rupert Boarhart.

House MacTíre - Of Greyback Hall, led by Alexander MacTíre.

House Parvol - Of Golden Peak.
Rovania

*Rovania* is the kingdom to the west of the Fathering Sea and who controls the southern west end of  *Valencion*. They gained control over their *Valencion* territory in the 1st Valencion Crusade over 800 years ago. They are ruled by House Rovan.

#### People of Rovania

*Rovania* is a western kingdom known for its military strength and tact. Both men and women are welcome to join the military. It is often expected for boys starting at the age of ten to begin training for combat, and when they turn fourteen they are expected to serve three years within the armies, allowing them to settle down around seventeen or continue their military career and move up in the ranks. By law at least one son from each family must serve in the military. Their physical appearances differ wildly as they have citizens from all over the world due to a long legacy of conquest.

*Rovania* is famous for its wines, foods, and gardens. The prized possession of the Moja Tribe are the famous *Glimmering Water Gardens, who the Rovanians have developed an alliance with since they are the only ones who know how to make use of the gardens. Luckily for the royal family theses beautiful gardens are within view from the Palace.*

Most Rovanians worship the Valenzi Court, and their current king; Martulius Rovani-Aricarte. Martulius was raised for part of his childhood on the island, learning from the priests there. Rovania was also responsible for the spreading of the Valenzi faith, carrying the religious texts to the lands they conquered and establishing priesthoods around the world.

## The 3rd Valencion Crusade

The Bannerman Houses of Rovania have been summoned to the call of war by Martulius Rovani-Aricarte, King of *Rovania* and head of House Rovan. Rovania marches into the Holy War to reclaim their territory which they've held by treaty with Aebros since the 1st Valencion Crusade. Rovania worships many of the same gods as the Aebrosian Saltborn from the Valenzi Court, first founded faith of *Valencion*.

## Bad Blood

It is widely rumored among the commoners of the world that the reclusive rulers of House Rovan are secretly vampires plotting to take over the world. This theory however has never been proven, as the members of House Rovan often made appearances in day light festivities. No man or women has ever witness a Rovan noble drinking blood or attempting to devour another human. The most obvious denier of this rumor is that each ruler of House Rovan has been reported to visually age and die just like any other human. Their remains are then buried downriver of the Glimmering Water Gardens in the Royal Tombs.

 War Encounters/Sessions

The Troops of ***Rovania*** are of the most trained in the world. The Rovanian citizens are required to have at least one son of each family serve in the military. Both men and women make of their armies' ranks and commanders.
Blight Slums

The Blight Slums is a district on Valencion, originally in the Aebros territories along the southern coast. The laws of the island state that a Blightborn must not been slain on the island, for they are unfit for sacrifice to the gods, instead they must be thrown into the pits of the slums with the other blighted to stay until their curse takes them or they die of starvation and disease.

### The District's Layout

The gate lay on the top of the walls surrounding the slums, a solid wooden portcullis leading to a outlook over the slums, there the blighted would be thrown below among the other Blightborn. The slums are filth-ridden, along the low coast of the Aebros shores, walled off completely from the rest of the island, and the beachhead open to the slums was closed off by a fence of wooden coral-encrusted spikes, should anyone attempt to swim out they’d be shredded upon this swash fence. Once in the slums there is no getting out, food is sent down over the walls once every other day, but the monstrosities that grow there preyed upon the others freely.

The platoon of guards man the walls constantly, watching to ensure no creature escapes to plague the rest of the island.
Orothus Burugatza III

### Relatives

Enara Burugatza (daughter and heir), Queen Regent Kistine Burugatza (wife), Orothus Burugatza II (father), Enartha Boarhart (mother), Orothus the Dragonslayer (Great great great grandfather).

## Physical Description

### Gender

Male

Orothus Burugatza III was the fifth high king of Aebros, descendant of Orothus the Dragonslayer, and defender of the Valenzi Faith. Third of his name, he was the son of King Orothus Burugatza II, son of King Horatius Burugatza, son of King Proteiros Burugtza, the son of Orothus the Dragonslayer. He was the husband of Queen Kistine, and father of Enara Burugatza, who was his heir to his throne upon his death.

## Boarhart Invasion of Saint's Sanctuary

In the year 288e5 the Boarharts invaded the small island off the coast of Valencion called "Saint's Sanctuary". The lesser island had been dedicated to the Valenzi Priesthood, a place where only the clergymen were permitted to enter and live in peace. Being close to the Boarhart Embassy, however, King Rupert "The Brutish" Boarhart grew paranoid that this island was a way for Orothus III to spy on him and his ships coming to and fro the embassy.

Rupert launched an assault to take the island under Boarhart control, starting a short war against the Saltborn and Aebros. Orothus III answered this assault by rallying his army and the knights of the Valenzi Temples, claiming that by favor of the gods they would restore the sanctuary to Aebros's control and give it back to the priests.

### Death of Orothus III

In the following battles for the island of Saint's Sanctuary, King Orothus lead his army to victory in reclaiming the island for the priesthood. However, on the 25th of the Harvest Moon, 288e5, Orothus met Ser Cedric Boarhart face to face in combat and was struck down by the Razorback Riding prince, slain.

His death led his counselors within a fortnight to named his daughter Enara Burugatza heir to the throne, and crowned her Queen of Aebros on the 7th day of the Haunting Moon, 288e5.

Orothus III was given a king's funeral like his fathers before him. Placed in a funeral barge on the Salt Bay and set ablaze. "*From salt he was born, to salt he returned.*"
All Pink

- Nana Shimura (mother)
- Shimura (brother; deceased)
- Hana Shimura (niece; deceased)
- Tomura Shigaraki (nephew)
- Rosemary Scarlet Yagi (future daughter)
 **Powers and Abilities** | - Strength Calling
- One For All

**All Pink**, real name **Akemi Shimura Yagi** is a superheroine who is very similar to her husband All Might. She is married to All Might and has 2 children.
Archer

*Medium Humanoid (any race), lawful evil*

* **Armor Class:** 16 (Studded Leather)
* **Hit Points:** 75 (10d8+30)
* **Speed:** 30ft.

* **Skills:** Acrobatics +6, Perception +5
* **Senses:** passive perception 15
* **Languages:** any one language (usually Common)
* **Challenge:** 3 (700 XP)

***Archer's Eye (3/Day).*** As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.

### Actions

***Multiattack.*** The archer makes two attacks with its longbow or shortsword.

***Shortsword.** Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit:* 7 (1d6+4) piercing damage.

***Longbow.** Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 8 (1d8+4) piercing damage.
House Rovan

House Rovan is the ruling house of Rovania, led by the Rovani Family and currently headed by Martulius Rovani-Aricarte.

 The 3rd Valencion Crusade

The Bannerman Houses of Rovania have been summoned to the call to war by Martulius Rovani-Aricarte, King of Rovania and head of House Rovan. Rovania marches into the Holy War to reclaim their territory which they've held by treaty with Aebros since the 1st Valencion Crusade. Rovania worships many of the same gods as the Aebrosian Saltborn from the Valenzi Court, first founded faith of Valencion.

## Bad Blood

It is widely rumored among the commoners of the world that the reclusive rulers of **House Rovan** are secretly vampires plotting to take over the world. This theory is ill-proven, as the members of House Rovan often make appearences in day lit festivities, none has ever witness a Rovan noble drinking blood or attempting to devour another human, and the Glimmering Water Gardens in Castle Rova are fabled across the world for their natural beauty and for their prized flowers that bloom there. The most obvious denier of this rumor is that each ruler of House Rovan has been reported to visually age and die just like any other human, and their remains are buried downriver of the Glimmering Water Gardens in the Royal Tombs.

 War Encounters/Sessions

The Troops of *Rovania* are of the most trained in the world. The Rovanian citizens are required to have at least one son of each family serve in the military. Both men and women make of their armies' ranks and commanders.
Leyofan Nalath

==Backstory==Leyofan Nalath in his mid life era. He serves as a priest of Indamma. As the Dawn's Inquisition moves forth to take Valencion he marches with them to spread the light of Indamma and to bolster the courage of the Knights. He is a staunch follower of Indamma and will do anything necessary to help keep the Harbingers of Indamma safe as they go to war.
Isle of Rinascita

The Isle of Rinascita is mostly considered as a myth within a myth. The Isle of Rinascita, or Island of Rebirth, appears multiple times within legends and texts surrounding the Cult of the Three Fangs. Leading some to speculate the island is both the birth and death of the Cult. Though do to it's mysterious prescence within legends the Isle of Rinascita has never been found. One plausible reason to this is that the myth of the island states its existence is beyond the burning sea. No known ship has successful tried to make this voyage and returned. Perhaps the Spellscarred Lands once had info upon this mystery, but due to the events of the Spellblast such hopes have been squashed into dust.
Sacking of Saint's Sanctuary

### Sacking of Saint's Sanctuary, 288e5

In the year 288e5 the Boarharts invaded the small island off the coast of *Valencion* called "Saint's Sanctuary". The lesser island had been dedicated to the Valenzi Priesthood, a place where only the clergymen were permitted to enter and live in peace. Being close to the Boarhart Embassy, however, King Rupert "The Brutish" Boarhart grew paranoid that this island was a way for Orothus III to spy on him and his ships coming to and from the embassy.

Rupert launched an assault to take the island under Boarhart control, starting a short war against the Saltborn and *Aebros*. Orothus III answered this assault by rallying his army and the knights of the Valenzi Temples, claiming that by favor of the gods they would restore the sanctuary to *Aebros*'s control and give it back to the priests.
Thaddicus Gapperwind

Thaddicus is a retired sailor and barkeep in the tavern called the *Grinning Banshee* in a small cove on Rakultfreth.

## Backstory

Thaddicus was a traveling sailor working on many ships in his younger years. He was obsessed finding riches in sea life, especially with a tale of "Grogtongue's Trove", a dragon's treasure hord said to hold riches from all around the world, but which the lair had never been found and the riches left unclaimed.

He eventually found his way to Rakulfreth and the cove port near the Rovanian territory and the *Grinning Banshee*. He fell in love with the owner's daughter, Jesslia, and sought to marry her and put sailing behind him for good. The tavern owner of the *Banshee* however asked for a fortune for the right to his daughter's hand, and Thaddicus being a poor young sailor had naught but empty pockets to show for his love.

Thaddicus struck a bargain with the tavern owner, agreeing to manage and work his tavern until his debt would be paid, all the while being allowed to take his beloved Jesslia as wife. Her father agreed and they were wed, and within a year she was with child, this pleased her parents as it assured that Thaddicus would stay behind and continue to work for them.

However, when the time came for the baby to be born Jesslia grew ill, and she and the child were killed in labor. Thaddicus, still indebted to the now childless tavern owners, now remains at the *Banshee* unsure if he'll ever be pardoned to leave the cove or continue his search for Grogtongue's Trove.

### SPOILERS: For Dungeon Masters' Eyes only:

Thaddicus is secretly the adult bronze dragon "Grogtongue" using the Change Shape feature to turn himself into a human.

His secret treasure is not of gold and gems, but of the finest wines, ales, and spirits from across the world. He lost the location of his trove after teleporting it on a drunken night, and only has vague hints about where it could be.

After losing his treasure he searched far and wide for the missing trove, eventually turning into a human to search as a sailor to avoid attention. In his life as a sailor he met and married Jesslia, taking the bargain from her father to work their tavern until her dowry was paid for.

Jesslia's child ended up killing her in labor, and the child's body was deformed with pathes of bleeding scales and gnarly wings sprouting from the back. The midwives feared the child's form to be a demon, and they had the body tossed into the sea to be rid of it. Thaddicus never saw his child's body, and never knew how deformed it was. However, many of the locals in the cove now treat Thaddicus with great suspicion, thinking him some warlock that has come to bring curses down upon them. Despite the hostilities, Thad attempts to perform the best he can, but with the loss of his wife and the tavern owner's daughter, and the reputation he's garnered the tavern's business has started to drop and at this rate Thad's debt might never be paid.
The Blighted Horde

*"There are hundreds of them, thousands even, all twisted and misshapen, gathering in the wasteland. Trolls, ogres, orcs, even ettins, coming together as a cohesive force. Something's coming, mark my words, and when it does, the gods help us all." -Ser Faleon Rethan's scouting report.*

## The Blighted Horde

Observed by the wood elven scouts of House Rethan, the Blighted Horde is the name given to a large congregation of twisted giant-kin and goblinoids amassing in the Spellscarred Lands. Nobody knows for sure their intentions, but for the time being, the Ravens are keeping an watchful eye on their movements and reporting back to their contacts in the south of Tareth.

### Origins

When The Great Spellblast laid waste to the kingdom of Terallia, the humanoids that inhabited the region were mostly (if not entirely) wiped out. Goblinoids and giant-kin, however, were hardier and survived the initial blast. After generations of being exposed to ambient wild magic, their forms began to twist. Not super noticeably at first, but after years of exposure, there were obvious signs: trolls with arms much larger than they should be, orcs with bony protrusions all over their body, ettins with their heads growing together, and the like. At first these twisted now-monstrosities banded together in small clans, finding strength in numbers to be helpful against the hostile environment of the Spellscarred Lands. However, recently, these clans have started banding together as one large force, a massive community of twisted beings forming a leadership hierarchy based on the rule of the strong.

### A Horde is Formed

Gathering in a relatively-safe area of the Spell-cursed Wasteland, there were initially some conflicts between the leaders of individual clans. Soon though, it was clear to see who the leader would be, and Grizzak the Engorged, an ogre who had grown to disturbingly large size, took his place at the head of the horde. Grizzak quickly put down any objection to his leadership, observed by the Tarethi scouts to prefer "manual decapitation" over any other disciplinary techniques. Whether out of fear or respect for his strength, any opposition was short-lived, and under his leadership, the Blighted Horde began building up fortifications and some semblance of a social order. Scavenging parties frequently travel into the ruins of Revalan, the destroyed capital of Terallia, to gather supplies and building materials for the growing horde. A few attempts have been made to access the lower keeps of what used to be the Collegium Arcanum to gather "shiny magic bits," however, all have so far been unsuccessful.
Kultharax

## Kultharax the Greedy

### Current Status

Dead. Slain by Orothus the Dragonslayer in the 2nd Valencion Crusade. His bones now shape Dragonbone Keep

## Physical Description

### Skin Color

Green

Kultharax was a great Emerald Dragon that once came from across the *Burning Sea* to *Valencion* and seized the *Grand Temple* at the start of the 2nd Valencion Crusade.

## Kultharax the Greedy

### CHA

23 (+6)
12 (+1)
21 (+5)
18 (+4)
15(+2)
17(+3)

### Saving Throws

Dexterity: +6Constitution: 10 Wisdom: +7Charisma: +8

### Skills

Deception: +8Insight: +7Perception: +12Persuasion: +8Stealth: +6

### Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 22

## Kultharax, Adult Emerald Dragon

***Amphibious.*** The dragon can breathe air and water.

***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.

### Actions

**Multiattack.** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

**Bite.** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) poison damage.

**Claw.** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

**Tail.** Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

**Frightful Presence.** Each creature of the dragon's choise that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

**Petrifying Breath** **Recharge 5-6).** The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, on a failed save a creature takes 28 (8d6) necrotic damage and becomes Petrified and turns into jade stone, or on a successful save they take half as much damage and remain in the flesh.

### Legendary Actions

**Detect.** The dragon makes a Wisdom (Perception) check.

**Tail Attack.** The dragon makes a tail attack.

**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.YOUR CONTENT HERE
Formation Fighting

***Formation Fighting.\**** this warrior is trained in fighting as a unit with their allies, and has proficiencies with a shield if they did not already have it. When this creature is within 5ft of at least two allied creatures that also have this feature and are wielding shields, they can use a bonus action to get into formation and gain the following benefits:

1. They receive half cover (+2 to AC).
2. They have advantage on Strength and Constitution Saving Throws.
3. If an attack or spell would cause them to be pushed and they are not prone, the distance is halved.
4. They cannot use the Dodge Action.

A creature loses these benefits if they become incapacitated or they move more than 5ft. Away from their allies. Creatures in formation can all move at once up to half their speed, as long as none of them have moved this round.

Alternatively, the DM can have all creatures in formation act on the same Initiative.

> \*This is playtest material and is subject to change, please use the most updated version of the trait as feedback is gathered and edits are made.
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Dor-Hamman

Dor-Hamman is the sprawling Lowland of the Umber Mountains. Being inhabited by mostly Dwarves, Haflings, and Gnomes, it has been given the nickname, Little Country. In the lowlands there can be found many a town or city filled with trade and peaceful living. However, though this country is peaceful it still has it's own problems. To the East is the Renegade Coast, a lawless frontier that has been carved out by Bandit Kings and Robber Lords.

The Eastern Reach Reach has been ever the target of roving bands of Orcish, Half-Orc and Goliath raiders. To the West lies the Umber Mountains. The Dwarves of Dor-Hamman long to control that ancient and rich mountain range. They are continuously stymied in this effort by both the Dueregar and the Drow. Both Dueregar and Drow desire to control the mountain to in order to expand their own slaving operations. With the Mountain as their fortress they can continue on with their operations without too much worry of outside interference. The Dueregar and Drow are selfish however, and do not wish to split the mountain range so they fight amongst themselves as well as fighting the Dwarves of Dor-Hamman.
Nottbrook

Nottbrook is a mid sized trade town on the eastern shore of Rovania. Getting a fair amount of trade from merchants avoiding the Renegade's Coast. The port town is home to a number of shops.

Lion's Tooth

Willard's Wares

Erina's Arcanum

Food and Stuff

Nottbrook falls under the jurisdiction of House Cordanta.
Flynt Snapdragon

## Backstory

Flynt Snapdragon is one of the more dramatic members of the Snapdragon clan. Since the age of 5 he has always been able to enthrall his audience with his music and wit. Often tumbling and flipping about in a great show of acrobatics. As he grew up he learned to use his talents to gain trust of people. When he was 30 he received a pin in the shape of a golden hand and was initiated into the Callidan Syndicate, doing all kinds of wet work for them to further their gains.
Saltborn

"Saltborn" is a term typically to describe the culture of Humans that live in *Aebros* and the *Salt Bay*.

In *Aebros*, the humans there are called the "Saltborn" due to their love of the sea. They are predominantly merchants, fishers, and shipwrights along the coast lands, while in the mainlands many are hostlers and vinters. Their skin tones range from light tan to dark like leather, and their hair colors range from browns to dark blacks. Red is a national color of *Aebros* and it is a staple of their fashion. A Saltborn originally discovered *Valencion* and started worshipping the Valenzi there, and it is their main religion, but some still worship the elven gods.

### Playing a Saltborn

To play a Saltborn you may either use the Human or Human Variant races. In addition, you gain the following trait:

***Relentless Endurance*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

### Saltborn Troops

The Kingdom of Aebros has soldiers from both the armies from the country's bannermen, and the Temple Guard of the Valenzi Court.
Callidus' Paradise

Callidus' Paradise is a large casino in the mid district of of Rova. The casino is a place where the wealthy spend their money on extravagent living and the poor try to get rich quick. A rumor has recently sprung up that Brutus Onurus, the owner of the casino, is in league with Callidan Syndicate. Brutus has loudly and angrily denounced such allegations. He is a proud man who tolerates no insult to the reputation of himself, his family, or his business. His son Declan Onurus spends much time within the casino gambling and drinking for hours on end.
Cowardly Corbulo's Point

Cowardly Corbulo's Point is a Boarheart warcamp, home to the famous Lion's Watch Tower. It overlooks a temple to Liutho. While originally controlled by Rovania, after a decisive victory led by Kelpetor Imperious (the Battle at Lion's Watch Bridge) it now lies in the hands of House Boarhart. The settlement was renamed in honor of Gaius Corbulo fleeing and leaving behind his dying comrades.
Ezmodeus

> *I am the wall of secrets, every sound eventually reaches my canyon. I have heard all things. What is it you can offer me?*
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### The Eyes in the Canyon

Ezmodeus is an ancient being. He doesn't have a body in this realm, but manifests himself in canyons and spaces of great walls across the world. When he chooses to appear to you he will appears as a series of eyes of many different geometric shapes and colors. The odds of running into him are slim, but if he knows you are looking for him, he might take pity on you.

### Capturer of Whispers

The winds carry sounds for far longer than most realize, and the winds always reach the Ezmodeus, He has heard all and his memory is infinite. There is little knowledge beyond his reach,
Goliath Legion of Rutor

The Goliath Legion of Rutor is one of the five Allies of Rutor. Hailing from the surrounding mountainous region, they were sought after by the Gnomish Parliament for their immense strength. The Gnomes were smart for their inventions, but they were even smarter to realize that the natural strength of the Goliath would be much easier to utilize during the reconstruction of their kingdom. In return, the Goliath received Gnomish innovations that gave them comfort and ease of living they could never find in the mountains.
Stone Golem Bear

> *Listen just run, you don't get paid enough for this.*
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The Bear Lord blessed Stone Statues made in his image with life and they are his followers ultimate defenders. It takes a lot of resources to sustain their magic away from The Claw so hopefully you never have to meet them.

## Stone Golem Bear

### CHA

20 (+5)
9 (-1)
19 (+4)
2 (-4)
12 (+1)
5 (-3)

### Damage Immunities

poison, psychic; bludgoning, slashing, and piercing damage from nonmagical attacks that aren't silvered

### Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

### Languages

Understands the Languages of Its Creator but it can only speak Bear

Large construct, unaligned

AC: 17

HP: 190 (17d10 + 97)

Speed 35 ft., climb 25 ft., swim 15 ft

STR 20 DEX 9 CON 19 INT 2 WIS 12 CHA 5

Challenge 11 (7,200 XP)

#### Skills

Damage Immunities: Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 120 Ft., passive Perception 10

Languages Understands the Languages of Its Creator but it can only speak Bear

#### Abilities

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Keen Smell. The stone golem bear has advantage on Wisdom (Perception) checks that rely on smell.

Strong Build. The bear has advantage on saving throws against attacks that would push it or knock it prone.

Mauling Charge. If the bear moves at least 20 feet straight toward a target and then hits it with its bite on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the bear can make one bite attack against it as a bonus action.

#### Actions

Multiattack. The golem makes two attacks. One with its bite and one with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d10 + 8) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (4d6 + 4) slashing damage.

Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Helvvartia

### Domains

death, the void, dark magics, widows, torture, death in battle, funeral rights and herald of the "waking"

## Relationships

### Family

Grimöha (Mother), Tryrmur (Husband), Five Demon Sons

> *Helvvartia then replied to him "Death cannot seek nor be swayed so easily, it merely is."*
>
>

The Frostborn goddess of death, daughter of Grimöha, herald of "the waking".

###  The Birth of the Gods:

Grimöha with her newfound knowledge saw this world needed stewards to govern. From her womb and by herself, she birthed her many children, each child holding a piece on her blue flame, for they were all a reflection of her.

####  Helvvartia

Grimöha gave birth to her second child, **Helvvartia**, goddess of death, the void, dark magics, widows, torture, death in battle, funeral rights and herald of the "waking". She is commonly depicted with four faces on one head to represent the four points to burial. She is frightening, with a long black tongue, cat-like eyes, sharp teeth, horns and holding a long curved sword. She had dark armor which is cloaked in nightmares. On her hip is a golden horn. It is said that if a warrior sees her on the battlefield, he is promised an honorable death and a welcome pass into paradise, but only if she bares her teeth at him. If she smiles, he is damned to oblivion, to always be forgotten. When Helvvartia came to be, Grimöha told her how the world must end. Helvvartia must blow her horn to wake Grimöha up to the apocalypse to begin also known as ”the waking”.

#### Children

Tryrmur, Ro-Martö’s firstborn son and god of chaos, married Helvvartia, to whom she bore five demons:

1. Surturin, chief of the black flame
2. Golme, master of the endless drowning seas
3. Joordgun, king of the killing frost
4. Tarthon, lord of thundering earth
5. Galtrus, the eternal devourer
Fos

Fos is an island just north east of the Spell Scarred lands. It is the home of the Protector Aasimar. They are the leaders of the Divine League who are a group of Aasimar that have been led to the islands by Uriel, The Golden Sage. The Protector Aasimar are Uriel's most loyal servants and embrace his charge to make the world a better place and to defend the weak. Fos is allied with the island of Nikri. The home of the Scourge Aasimar. They keep in good relations with the surrounding nations. Occasionally sending raiding parties to help stave off the creatures that come out of the Spell-Scarred lands. On top of dealing with the spell scarred lands they also have frequent dealings in trying to keep the Fallen Aasimar of Skoteino in check.
Guard, Dawn's Inqusition

## Guard, Quarterstaff

*Medium, humanoid (Dawn's Inquisition), any lawful alignment*

**Armor Class**  15 (scale mail)

**Hit Points** 9 (2d8)

**Speed** 30 ft.

**Skills** Perception +2, Stealth (disadvantage)

**Languages** any one language (usually Elvish)

**Challenge** 1/8 (25 XP)

### Actions

***Quarterstaff.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.

## Dawn's Inqusition Guard, Lanterneer

### Type

 *Medium, humanoid (Dawn's Inquisition), any alignment*

### CHA

12 (+1)
15 (+2)
10 (0)
10 (0)
11 (0)
10 (0)

### Challenge

1/8 (25 XP)

*Medium, humanoid (Dawn's Inquisition), any lawful alignment*

**Armor Class**  18 (scale mail, shield)

**Hit Points** 9 (2d8)

**Speed** 30 ft.

**Skills** Perception +2, Stealth (disadvantage)

**Languages** any one language (usually Elvish)

**Challenge** 1/8 (25 XP)

***Spellet, Light.*** Each Lanterneer has 1 Spell Pellet with the spell Light prepared on it.

### Actions

S***ling.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

## Dawn's Inqusition Guard, Javelin

### Type

 *Medium, humanoid (Dawn's Inquisition), any alignment*

### CHA

15 (+2)
12 (+1)
10 (0)
10 (0)
11 (0)
10 (0)

### Challenge

1/8 (25 XP)

*Medium, humanoid (Dawn's Inquisition), any lawful alignment*

**Armor Class**  17 (scale mail, shield)

**Hit Points** 9 (2d8)

**Speed** 30 ft.

**Skills** Perception +2, Stealth (disadvantage)

**Languages** any one language (usually Elvish)

**Challenge** 1/8 (25 XP)

### Actions

***Javelin.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

 File:DI Banner Square.png
Orothus the Dragonslayer

Orothus Burugatza I, the Dragonslayer, hero of the 2nd Valencion Crusade, slayer of Kultharax, patriarch of House Burugatza, and the people's king of *Aebros*.

### The Second Valencion Crusade, 87e5-99e5

After nearly six hundred years of peace for the island, war came once more to Valencion, but it was not brought in by any of the Kingdoms around the *Fathering Sea*.

A Dragon named Kultharax, from far away across the *Burning Sea*, traveled to the holy city covered in golden altars and shrines, temples stockpiled with offerings and holy treasures, and sacked the Grand Temple. The inhabitants either fled or were burned, and the dragon held the island for nearly twelve years, while also wreaking havoc on the coasts of *Aebros* and *Rovania*.

The Kingdoms around the Fathering Sea longed to reclaim their holy island and wipe out the evil of the dragon. The Three Kingdoms rallied their armies, and called on the temples around the world to send troops and supplies to fund the war. With the armies of Three Kings and a host of warriors from a thousand Priesthoods, the Kings of the Fathering Sea drove out the dragon and slayed Kultharax. **Orothus Burugatza** I was the hero that slew the dragon and was named King of Aebros. The Grand Temple was restored and the remains of Kultharax were buried south of the Temple, in a place name "Dragonbone".

## Crowning of the King

The Saltborn of *Aebros* praised Orothus for slaying the dragon, and on 18th of the Wolf Moon, 99e5 they named Orothus the new high king of *Aebros*. His brother-in-arms Leonius Harthfel, the half-elf knight, was named lord of Briny Gate Isle and ambassador to the elves of Tareth. He established House Burugatza as the ruling house of the nation, and vowed to be the protector of the Valenzi Faith. As the "Dragonslayer", he was praised like a god, Saltborn merchants and sailors brought riches to him and to the Grand Temple of *Valencion*. He used his riches to rebuild the temples, and built the castle of Dragonbone Keep out of the remains of Kultharax.

### Death of Orothus Dragonslayer

Orothus was blessed with long life by the gods and at the age of eighty-eight he passed away peacefully on the 30th of the Withering Moon, 163e5, brought to his royal ship to watch the sun set over the Salt Bay one last time. Afterwards he was given a king's funeral, brought on a funeral barge to the bay and set alit by pyre. "*From salt he was born, to salt he returned.*"

His son, Proteiros Burugatza, was named King of *Aebros* before the Dragonslayer's death.
Escanor Seaworth

## Backstory

Escanor was born in *Aebros*, He spent the first 10 years of his life with his parents on the sea. After a storm separated them he was washed up on the Tarethi shore. He was taken in by the elves and raised to be a knight of the Dawn's Inquisition. Now he strikes out to gain glory and favor for his house in glorious battle with The Boarhart and Rovanians.
Bear Lord

The Unhungry, The Unbroken, Protector of the Forest

> *​First of his name, King of the Bears. The Unhungry, The Unbroken, Breaker of the Necks of Salmon , and Protector of the Forest.*
>
>

The Bear God is elusive and mysterious. Very few have seen his real image. He will on occasion make an appearance by possessing a bear and turning it into a direbear. The Bear God has one goal and that is to protect forests and all life that resides within.

The Bear Lord doesn't gift his followers with the abilities of a bear but finds other ways to give them blessings, usually involving food and materials. This of course doesn't stop his followers from attempting to take on abilities of the bear themselves, and the Bear Lord does not think less of his followers that do.

## The 10 C(laws) of the Bear Lord

1. **Eat or be eaten**
	1. *The Bear Lord encourages his followers to enjoy food because food is wonderful and also warns them about the dangers of becoming prey.*
2. **Nurture and protect the cubs**
	1. *The young are the future and must be protected above all else.*
3. **Anything smaller than you is prey**
	1. *Those weaker than you are yours to devour if you choose. This doesn't apply to clan members.*
4. **Anything larger than you is a challenger**
	1. *Be wary of those that have more power than you. This doesn't apply to clan members because they are your allies.*
5. **Everyone has the right to bear arms**
	1. *Guests are always allowed to keep their weapons when they visit your lands.*
6. **Respect and Protect the land**
	1. *Work with nature and protect wildlife. Your relationship with nature should be complementary.*
7. **Celebrate the hunters**
	1. *Those who gather food and those with many victories should be cherished for their efforts.*
8. **Food, water, and shelter should be shared in all times of need**
9. **The strength of the sleuth is the bear, the strength of the bear is the sleuth**
	1. *Do not betray a clan member and always serve the clan. The clans gets its strength from our god and we are not to disappoint him.*
10. **There is only one Bear Lord**
	1. *Recognizing the religions of other people is fine, but do not acknowledge any other bear-related Gods for they are blasphemous.*
Vedalken Syndicate of Rutor

The Vedalken Syndicate is one of the five Allies of Rutor. Interested much more in research and creation than protecting or managing their kingdom, they joined the Mending of Rutor with the expectation that they could focus on their discoveries and let the other races protect and feed them. The Vedalken of Rutor rival or even surpass the Gnomes in intelligence - the Vedalken invented many of the feats of engineering Rutor is known for. Their emotional intelligence leaves much to be desired.

In an effort to reduce the amount of mental energy expended on politics, in 1194e4 the ruling group of Vedalken constructed a machine to calculate who of their society is most fit to represent them. This leader is known as 'The Fittest', and is chosen impartially to family or status, the only parameter is that said leader be a Vedalken over the age of 60. This representative is recalculated every 10 years, or when the current Fittest dies. While technically this appointment can be overturned by a vote, the majority of the populace is apathetic.
1st Valencion Crusade

### The First Valencion Crusade, 729e4-736e4

Occuring nearly eight hundred years ago, the first Crusade began when the rulers of *Aebros* claimed the island as their territory, taxing the temples for the protection of the Saltborn armies. The countries of *Rovania* and the *Boarhart Lands* responded by waging war against *Aebros*, as they, too, had temples built on the island, and most of their people followed the Valenzi Court and made pilgrimages to the island to pay respects. The war lasted seven long years, and much of the island was reshaped.

The war concluded with a treaty signed by the three rulers of *Aebros*, *Rovania*, and the *Boarharts*, all gathered in the Grand Temple under truce. The treaty allowed each kingdom to build an embassy on the island, and for the temple taxes to be equally paid to each embassy. In return, the three kingdoms promised to forever protect the island so that all may come to worship in peace.
Sworn Sisters

The Sworn Sisters are an order of all female knights who defend *Aebros* from outside Threats. Their order was forged during the events of the Second Crusade. Fearing the dragon would come and terrorize *Aebros*, the Sworn Sisters were formed to defend the country should the dragon turn its gaze on them. Some of the bragon's kin did attempt to make *Aebros* their domain and it was Leanna, The Flame Wielder, who led the Sworn Sisters to vanquish the dragon's children. Now the Sisters' primary goal has been to defend *Aebros* from the raiding Frostborn. Led by Lagotha the Warrior Maiden, they seek out any and all able bodied Saltborn women who desire to defend their land against the Boarhart Raiders.

 File:Aebros Lady Knight-02.png
Cronothos

## Relationships

### Family

Beritia (Wife), Martimo (brother), Hiralta (daughter), Tariessa (daughter), Estilma (daughter), Bojen Castrada (alleged demigod son)

### Notable Servants

Sons of Thunder

Cronothos is the King of the Valenzi Court, Ruler of the Heavens, and Lord of the Storm. Cronothos's priests teach that the god when he was young lead the other Valenzi into a campaign to destroy and conquer all other gods, obliterating those you resisted and subduing those that surrendered.

## King of the Valenzi

After conquering the other gods, Cronothos named himself king over gods and mortals. He made his presence known to the Saltborn on Valencion, The Sacred Island, and there the humans created a temple for him and his twelve members of the court. Above all other gods he reigns, and though some of the others feud with him his might and authority over the others solidify his reign

### Ruler of the Heavens

All things of the sky and heavens are ruled by Cronothos, all flying creatures, storms, stars, and more are under his domain. His daughters were each given a part of the heavens to manage: Hiralta his eldest was given charge over the sun, Estilma was given charge over the stars, and Tariessa over the moon.

### Lord of the Storm

Cronothos's true power is shown in storms, lighting is his favorite weapon and thunder answers his every blow. Though sea captains, especially those of the Saltborn, usually revere his brother Martimo and pray to him for safe passage, they often offer a sacrifice to Cronothos as well to quell the god king's temper and hope for a voyage safe from a storm. His most devoted of followers become knights of his kingdom among the mortals, they are the Sons of Thunder, lead by his demi-god bastard son: Bojen Castrada, and they gather in Oronthos Hall, created and given to them by Cronothos.