recursal/Fanatic-Fandom huggingface dataset:
Chwaka

### Demographics

human (45%), tabaxi (20%), khenra (10%), locathah (5%), tortle (5%), lizardfolk (4%), tiefling (3%), other (8%)

### Government

governed by a lord or lady appointed by the Alviren Empire

### Symbol

two crossed maroon spears on a yellow background

## Synopsis

Chwaka is a country comprised of a large stretch of desert, as well as the coastal region and island archipelago that extend to the southeast of mainland Materi. The cast majority of the country is untamed wilderness, although portions of it are tropical and abundant. Its only major population center is its capitol city of Karaad.

## Leadership

Chwaka is governed by Lord Goernak Seastride, appointed by the Alviren Empire, who also serves as Lord of Karaad. Senator Leaf, Chwaka's representative in the imperial senate, also has a large role in the administration of the country's business.

## Notable History

During the Age of Divinity and the Age of Arcana, the desert and coasts of Chwaka were heavily influenced by infernal powers. It is said that Asmodeus himself called Karaad his home on the Material Plane when the gods still walked Materi, and during the Gods' War, his followers built their support for him there. Though that era has long passed, the infernal influence can still be seen throughout Chwaka, and tieflings are far more prevalent here than anywhere else in Materi.

The island archipelago in the southeastern ocean is fairly disconnected from Alviren Empire politics and governance, and its people generally don't consider themselves a part of the Empire, if they have even heard of it.

## Notable Locations

* Imlaq Colossus
* Karaad
* Lo'ihi Island
Erathis

## Synopsis

Erathis is the god of law and civilization. She is the patron deity of those who enforce law and maintain the structure of society; most prominently, paladins and clerics in the imperial military are generally servants of Erathis.

## Activities Prior to the Severance

Erathis spent the majority of her time on the Material Plane, only occasionally returning to Arcadia. Most of her time was spent in the kingdom of Aerzen, which she viewed as her domain. She was one of the few gods that did not have a strong bond to the elves of Ayn Sitael, and was more often worshiped and served by humans.

## Role in the Gods' War

Erathis fought alongside the divine armies of Alviren Empire during the Gods' War. These armies ultimately joined with the armies of Ayn Sitael to bolster their strength, as most of the country of Aerzen sided with the arcanists. Erathis sided with the Aegis Deities in the final battle of the war, which took place in Ayn Sitael, where the Severance took place and the Divine Gate was created.
Taruki Jungle

## Synopsis

The Taruki Jungle is a vast expanse of rainforest and jungle, which occupies a large portion of northern Materi. The vast majority of the jungle is untamed wilderness, but it is occasionally dotted with civilizations, the largest of which is the city of Mulongo.

## Notable Locations

* Death Cap Temple
* Inika Village
* Lake Ryne
* Mulongo
* Nabalu River
* Nakuloko Island
* Ntambu
Silverslate Mountains

## Synopsis

The Silverslate Mountains are a vast mountain range that bisects Materi into its northern and southern halves. The mountains are rich with ore and natural resources, but also rife with danger. At the highest point of the mountain range sits Mount Torringraine, home of the dwarven kingdom of Mimrinoth.
Emerald Highlands

### Demographics

human (25%), khenra (17%), halfling (13%), aarakocra (13%), loxodon (10%), leonin (6%), tabaxi (5%), other (10%)

### Government

governed by the lord or lady of Avallon, appointed by the Alviren Empire

## Synopsis

The Emerald Highlands is a highland country that extends from the Ivory Rise to the Silverslate Mountains and Chwaka. Its population density is sparse, and it is mostly comprised of wilderness and countryside.

## Leadership

The Emerald Highlands are governed by Lady Arlette Ivoire, who also serves as Lady of Avallon, the country's capitol city. Lady Ivoire does her best to keep the roads and population hubs of the country safe and accessible, but most of the country remains uninhabited wilderness and remote farmland.

## Notable History

The Emerald Highlands was in intermittent conflict with the Alviren Kingdom during the Age of Arcana. The two states were not often in open warfare with one another, but they feuded over the land that divided them. During those years, the Ivory Rise served as a border between the two states - one that was nearly impassable except by the well-defended city of Avallon.

Around fifty years ago, a plague known as the Pale Death swept through the Emerald Highlands, causing a tremendous amount of death and hardship, especially in agriculture. It was during these trying years that the Emerald Highlands joined the Alviren Empire, in an agreement based on relief for the Highlands from the imperial capitol.

## Notable Locations

* Avallon
* Bastion River
* Ivory Rise
* Dr. Johann Conrad Dippel's old castle.
Rules for Crafting Tuning Forks

## Prerequisite

In order to begin crafting a tuning for for the *plane shift* spell, a creature must know the *plane shift* spell, and must have proficiency in the Arcana skill.

## Step 1: Craft the Fork

The physical tuning fork must be crafted from platinum by a skilled craftsman. The crafting takes 8 hours of work and 500GP worth of platinum (i.e. 50 platinum pieces). The process also requires some sort of material from the target plane. The material doesn't need to be anything particular; could be as simple as dirt or plant life, etc.

The crafting session must be completed by a creature with proficiency in either Smith's Tools, Tinker's Tools, or the Jeweler's Kit. The creature must make a DC 22 ability check using their tool proficiency. A conjuration wizard with access to the *plane shift* spell and proficiency in Arcana can help with this crafting session, granting advantage to the ability check.

On a success, the physical component is completed. On a failure, the process will have to start over, and some platinum may be lost in the process, as follows:

Platinum Loss on a Failed Crafting Check
 6-10
 11-15
 16-21

## Step 2: Engrave the Fork

Once the fork is crafted, it must be engraved with the appropriate glyphs and sigils to make it suitable for the *plane shift* spell. Only a creature with access to the *plane shift* spell and proficiency in Arcana can attempt this process.

The engraving process is accomplished in crafting sessions that each take 8 hours, and each cost 100GP worth of arcane reagents (powdered gems, etc.). For each of these session, the creature must make a DC 30 Arcana check. Once the creature succeeds on 3 such checks, the fork is complete.

### Lowering the DC

By spending time in the appropriate plane studying and researching, the DC of the engraving ability checks can be reduced (to a minimum of 20).

In order to lower the DC of engraving the fork, a creature must spend at least 2 hours in the appropriate plane of existence, during which time they must be focused on researching the plane. Research includes testing the mechanics of spellcasting on the plane, taking notes, gathering data, etc. It cannot be accomplished while simultaneously accomplishing other tasks, such as travel, combat, or survival. At the end of this period of research, the creature makes an Intelligence (Arcana) check. The result of the check determines the reduction in the DC of any future tuning fork engraving checks, as detailed in the table below.

Only one such research session can be safely completed by a creature each short rest. If a creature completes multiple research sessions without a short rest, it takes a level of exhaustion for each session it completes after the first.

Research Results
 20-25
 36-30
 31 or higher

### Note on the Star Road

The DC to engrave a fork for the Star Road is 35 instead of 30. The minimum DC if reduced by research is 25.
Imlaq Colossus

## Synopsis

The Imlaq Colossus is an ancient titan construct from the Age of Arcana, which is buried beneath the Chwaka desert. It was once a weapon of the archdevil Asmodeus' followers, before the Severance.

## History

During the Age of Divinity and the Age of Arcana, the desert and coasts of Chwaka were heavily influenced by infernal powers. It is said that Asmodeus himself called Karaad his home on the Material Plane when the gods still walked Materi, and during the Gods' War, his followers built their support for him there.

Perhaps the greatest creation of Asmodeus' followers was the Imlaq Colossus. A towering titan of iron, wood, and stone, the colossus was built as a machine of war, and stood watch over the deserts of Chwaka and the city of Karaad. Unlike other similar titans built during the era, the Imlaq Colossus was not powered by arcane magic, but by divine magic - specifically, the infernal energy of Asmodeus.

In the wake of the Severance, the Imlaq Colossus lost its power source, and became inert. Over centuries, it was succumbed to the desert, swallowed up by the shifting sands and eroded by time.

## Imlaq Amulet

The control mechanisms of the Imlaq Colossus are within its titanic body. The entrances to the body can only be accessed using the Imlaq Amulet, which is also used to operate some of its controls.

## Psalm of Awakening

In a well-protected chamber on its interior, there is inscribed a magical song that was used to activate the Colossus. The song only functions to activate the Colossus if it has a power source, making it ineffective given the dilapidated and inert state of the Colossus. However, if the Colossus was provided with a new power source, the Psalm of Awakening could be used to activate it.

Accessing the chamber where the Psalm of Awakening is hidden also requires the Imlaq Amulet.
Rebirth

## Synopsis

Rebirth is an island continent located far to the west of the mainland Materi in the Meloran Ocean. Little is known about it, and few are even aware of its existence. Those few who are aware of it know that it is inhabited by a humanoid civilization of some kind.

## History

Toward the end of the Age of Arcana, with tensions rising and the eventual Gods' War seeming inevitable, a group of settlers and pilgrims left mainland Materi in hopes of starting a new civlization on one of the uninhabited islands of the Meloran Ocean. In the wake of the Gods' War and the Severance, the settlers were never heard from again, and for centuries were assumed to have died.

Only recently, as the world has rebuilt and magic has begun to awaken in Materi, did some cartographers and historians grow curious about the fate of the settlers. Known only to a handful of mages and explorers, a civilization now exists on the island continent, which has been called Rebirth by its inhabitants. Very little is known about Rebirth, but the civilization is presumed to have arisen from the settlers that left mainland Materi.
Amadou Circle

## Synopsis

The Amadou Circle is a faction of druids from Mycorrhiza who protect a rift of fire elemental energy on Lo'ihi Island. Their leader is Archdruid Goronormous.

## History

The Amadou Circle was founded by Myriostoma, the legendary myconid hero, on her pilgrimage through Materi visiting sites of great elemental power. It is tasked with maintaining control of the fire elemental rift at the center of the volcano, and preventing it from growing uncontrollable.

## Plot

The Amadou Circle will need assistance with some sort of problem with the fire elemental rift, the nature of which is TBD. Afterwards, Jack will be able to charge the Chaos Core with fire elemental energy with their aid.
Ssethrak

## Synopsis

Ssethrak is the god of poison, trickery, and betrayal.

## Activities Prior to the Severance

Ssethrak spent little time amongst the civilizations of Materi, preferring mostly to remain in the Outer Planes, and occasionally to wander the Taruki Jungle.

His worshipers were primarily the tribal peoples of the jungle, who worshiped him more out of fear than adoration, in most cases. Over centuries, these people became the yuan-ti. Since the Severance, yuan-ti have become pariahs and outcasts as a result.

## Role in the Gods' War

Ssethrak did not participate in the earliest phases of the war, preferring to remain hidden. He sided with the Scourge Gods in the final battle of the war, and did battle with Melora in the Taruki Jungle.
Ilex

## Synopsis

Ilex is one of the passengers who joined the party aboard the Tide King to begin the campaign. She is bright-eyed, enthusiastic, optimistic, and compassionate; albeit somewhat naive. She specializes in healing and enhancement magic as a druid of the circle of stars, and she generally avoids directly harming enemies herself unless necessary for the protection of her allies.

## History

Ilex was born into a clan of wilden druids in the Tanglewood. The tribe had served for many centuries as the protectors of an ancient, magical tree in the center of the Tanglewood, called the Wayfarer’s Tree. The tree and the surrounding area served as a respite and safe haven for travelers in the otherwise hostile and perilous Tanglewood.

On the night of Ilex’s birth, the Wayfarer’s Tree was struck by lightning. The strike left a scar on the bark of the tree, in the shape of the constellation Pyxis, the Compass. Her clan regarded this as an omen, and Ilex was believed to have some great destiny to fulfill in the clan’s future. The burnt bark of the Wayfarer Tree was removed and given to Ilex, and she was raised in the tradition of the Circle of Stars.

About 10 years ago, when Ilex was still young, the tribe was attacked by monsters. Though monster attacks were not uncommon in the Tanglewood over the centuries, they have grown more frequent and more violent in the past several decades. This final attack, by what seemed to be crazed beasts, killed all but a few members of the tribe - including Ilex's father, Hulst. Ilex managed to escape along with her mother, Celyn. With their tribe disbanded, they traveled to the town of Marigold to start a new life.

In Marigold, Ilex learned about the deity of the myconid people, The Star Road. She studied at a temple to The Star Road, where she learned of its mythical ability to grant wishes. She learned to infuse her own druidic magic with the divine magic of The Star Road. About a month ago, she received her license to practice magic, and set out on a pilgrimage to do good in the world, in hopes of eventually finding a way to bring her father back and restore her clan.
Divine Gate

## Synopsis

The Divine Gate is a magical construct that separates the Inner Planes from the Outer Planes. It prevents the gods of Materi from entering the Inner Planes in person, and also limits their influence on those planes.

## History

In a moment of desperation at the end of the Gods' War, to prevent the eradication of life on Materi, the Aegis Deities banished both themselves and the Scourge Gods from the Material Plane. Returning to their rightful homes in the Outer Planes, they created a planar barrier called the Divine Gate: a shield which would prevent all of the gods - themselves included - from interfering directly in the affairs of Materi. Surrendering themselves to a life of exile from their creations, the Aegis Deities saved Materi from the betrayal of the Scourge Gods.

This monumental shift in the structure of the planes, and the gods’ departure from Materi, is referred to historically as the Severance.

## Function

The primary function of the Divine Gate is to prevent the gods from physically traveling to Materi. The gods, Scourge and Aegis alike, are incapable of traversing the Gate, and as such are unable to visit Materi in person.

The Divine Gate also limits the extent to which the gods can magically influence Materi from the Outer Planes. The Gate only allows a limited degree of divine magic to be channeled through it, and even prevents other extraplanar powers, such as celestials and fiends, from traveling to Materi in large numbers, or spending extended periods of time there.

## Arcane Conjuration Magic

Due to the presence of the Divine Gate, arcane conjuration magic is unable to summon powerful entities from the Outer Planes into the Inner Planes. Instead, arcane conjuration magic creates life from Primordial Chaos.

## Aedra

Though the concept of the Divine Gate was conceived by the Aegis Deities, the actual creation and construction of the Divine Gate was the work of the goddess Aedra. Though she was unaligned during the Gods' War, she viewed the creation of the Divine Gate as necessary for balance and equilibrium.

## Relationship To Ley Phases

Known to magic scholars, Ley Phases and Zeniths are responsible for the restoration of magic power to creatures that reside in Materi. When Aedra created the Divine Gate, she created it such that it would wax and wane in synchronicity with the Ley Phases. As such, divine magic users and arcane magic users find themselves equally restored by these phases.
Avourel Orion

### Appearance

elvish anton chigurh. average height, narrow black eyes, straight brown-black hair, stocky build, prominent brow. prominent scarring over part of his face.

### Classes and Professions

assassin, necromancer (hexblade 11, phantom rogue 9)

## Synopsis

Avourel Orion is an assassin and necromancer, and a loyalist of Thalien Omadithas. Known as "The Ghost Collector," he is an infamous outlaw and assassin, whose current purview is primarily doing the "dirty work" for Thalien and the Inquisitors.

## History

Avourel has been a friend and ally of Thalien Omadithas since she was very young, and has been one of the most staunch and loyal supporters of her ascension. He is also the last known descendant of Alusfaen Orion, and as such hold a position of prominence amongst the elvish elite of Shaeserin.

## Plot

Avourel was responsible for the death of Carric Blackburn (see Duke Vincent Mason for details). He was also personally responsible for the castration of Jack, the death of Djinni, and the murder of Miriam Arkin - all of which he accomplished at the behest of Thalien Omadithas.

He has now been tasked by Thalien with finding and killing Valania Aloro and Gragnok, and also retrieving the key needed to enter the Luxturrim Obelisk and retrieve The Raven Queen's rites of ascension.
Miravin Cloudhunt

## Synopsis

Miravain Cloudhunt is the Lady of Paxeter, appointed by the Alviren Empire. Though the city is relatively large, Lady Cloudhunt's business is largely constrained to the administration of the city's business, in lieu of larger-scale political or regional concerns. She is largely responsible for keeping the local peace and levying taxes for infrastructure maintenance.
Sibillini

## Synposis

Sibillini is a enchanted woodland city-state, inhabited primarily by gnomes, located deep within the Tanglewood. It is a long-time ally of Mycorrhiza, and a member of the Alviren Empire.

## Leadership

Sibillini is governed by a monarchy, the ruler of which is currently King Martinet. Prince Marcello is next in line for the throne, followed by his slightly younger fraternal twin brother, Lucio. King Martinet delegates a great deal of his authority to Prince Marcello, in an effort to prepare him for leadership. Lucio, who serves as a Senator on the senate of the Alviren Empire, is responsible for imperial oversight of Sibillini.

## Notable History

When the surface myconid were exiled from the underdark, they first arrived on the surface in the depths of the Tanglewood. The people of **Sibillini** welcomed the myconid with hospitality, eventually going so far as to give them land upon which to build their own kingdom. The two kingdoms have been close allies ever since, unified further by their mutual conflict with Kameshima.
Ettercap

**Ability Score Increase.** Your Dexterity score increases by 2, and your Constitution score increases by 1.

**Age.** Ettercaps reach maturity around age 10, and rarely live longer than 50 years.

**Size.** Ettercaps are slightly shorter than humans, averaging about five feet tall. Your size is medium.

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

**Darkvision.** Being well-adapted to life in the dark, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Spider Climb.** You have a climb speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Fangs.** Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Web.** Once per short rest, you can use an action to fire sticky web at a creature. Make a ranged weapon attack against the target. You are proficient with this attack, and it has a range of 30/60 feet. On a hit, the creature is restrained by webbing. As an action, the restrained creature can make a Strength check, escaping from the webbing on a success. The DC for this check equals 8 + your proficiency bonus + your Constitution modifier. The effect ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage.

**Languages.** You can speak, read, and write Common and Undercommon.
Primordial Chaos

## Synopsis

Primordial Chaos is the essential energy of Materi, and the source of all life and matter. It is comprised of the four elements of the inner planes, as well as more metaphysical elements such as light, darkness, life, and death. It is inherently unstable and difficult to control, but is constrained by the Weave.
Shipswallow Bay

## Synopsis

Shipswallow Bay is a large bay off the eastern coast of the Taruki Jungle. As its name implies, it is widely known for the mysterious disappearance of ships that sail across its waters. In truth, a rift of water elemental energy exists in the region, which is the cause for the frequent shipwrecks. This rift is protected by the Psathyrella Circle of druids.
Tamrius Grimm

## Synopsis

Father of Patches. Powerful tabaxi archmage from the Age of Arcana. Was imprisoned after the Severance, and Patches has now sent Ice on a mission to free him.

## History

Tamrius Grimm lived in Ossidia during the last years of the Age of Arcana. Tamrius was a solitary and brilliant young mage, with no family and very few friends - utterly dedicated to his study of the arcane arts. He was also well-versed in alchemy, which he used to augment his magical abilities.

As an archmage, Tamrius bore the dubious honor of being Materi’s most widely renowned and powerful necromancer. The pursuit of immortality by arcane means was the pinnacle of magical ambition during those years of high magic, and it is said the Tamrius Grimm came closer than any other mage alive to reaching that goal.

While most mages who sought immortality were inevitably tempted into lichdom, Tamrius sought something greater. His life’s work was to find a way to create a living phylactery. If he could bind his soul to a living creature, Tamrius believed he could achieve a higher form of eternal life than the one offered by the dark reality of lichdom.

It is unknown how close Tamrius came to achieving his goal, as the majority of his life’s work has been lost to history. During the Gods' War, he was captured by the devout elves, who regarded him and his quest for immortality as an abhorrent affront to the will of the gods. They destroyed his laboratory, his writings, and all of his life’s work, and took him back to Volus to face judgment for his crimes against the divine.

Fearing that he may have already taken steps to secretly preserve his soul elsewhere in the event of his death, the elves decided not to kill Tamrius. Instead, they magically imprisoned him, and sealed him within an isolated crypt in Volus. The crypt was magically sealed, the key was hidden far away within the Luxturrim Obelisk, all record of it was destroyed, and Tamrius was left to spend eternity imprisoned.

## Plot

Patches sends Ice to retrieve the key to Tamrius’ crypt, and free him from his imprisonment. Meanwhile, Dr. Johann Conrad Dippel has been trying to replicate Tamrius’ experiments, and also seeks to free him in exchange for his secrets.

## Future

After Ice releases Tamrius on behalf of Patches, Tamrius will wish to depart from Materi for another world. Patches, who has come from the future and has the ability to traverse worlds via his extraplanar tower, the Citadel of Candles, will help Tamrius reach the Crosswinds universe, where his story circa Crosswinds can begin.
Drez

### Appearance

greyish-black fur with grey tip markings, heavily scarred from elemental energy, with missing patches of fur

## Synopsis

Drez is the chieftain of the village of Ntambu in the Taruki Jungle. Along with his entourage of warriors, he keeps the peace in Ntambu, ensuring that it remains a safe haven and peaceful outpost for the many gnoll clans of the Taruki Jungle. He is also the father of Pepper.

## History

Prior to becoming chieftain of Ntambu, Drez was the leader of one of the Taruki Jungle's many gnoll clans - specifically, the clan that included Djinni and Pepper, as well as Jack for a short time. It was Drez that Djinni bribed with sex to remain a part of his clan, and it was from this relationship that Pepper was born. Drez never showed any kind of familial affection towards Pepper, however, and the boy is unaware of the identity of his father.

In the events of Djinni's death, Drez and the other leaders of the clan were consumed by elemental energy. Drez survived the blast, though he was heavily wounded and only regained consciousness a few days later, under the care of a tribal healer.

With his tribe's leadership destroyed and its members scattered, Drez made his way to Ntambu. There, he shared the harrowing tale of his clan's demise. For his strength and bravery in survival, he was made a member of the chieftain's retinue of warriors, given a position of high honor in the village.

When the chieftain of Ntambu died about a year ago, Drez was chosen to succeed him.

## Plot

After the events of Djinni’s death, Drez suspects that Pepper also carries elemental power. As such, he wants to try to get his son back.
Earthstar

## Synopsis

The Earthstar is a powerful magical fungus in the underdark. It was a gift to the deep myconid from their god, Araumycos, and is worshiped by them as a sort of demigod. Though it was dormant for centuries, the deep myconid are working to resurrect it, in hopes of providing Araumycos a way to bypass the Divine Gate.

## History

Prior to the Severance, the demon lord Araumycos dwelt on the Material Plane, within the underdark. It was worshiped by the deep myconid, and ascended to godhood as their deity.

During the Age of Arcana, Araumycos severed a fragment of itself and gave it to the deep myconid as a gift. This fragment became the Earthstar - a tremendous and magical fungus around which the deep myconid built their society.

At the height of the Age of Arcana, the Earthstar was awash with powerful conjuration magic, and it was said that the its mycelium stretched into the space between planes and connected worlds. Because the Earthstar was a part of Araumycos itself, the demon lord could use the Earthstar to transpose itself between the Abyss and the underdark effortlessly, using its connection to interplanar space.

The myconids’ constant exposure to such high amounts of Primordial Chaos eventually caused them to mutate, eventually resulting in surface myconids. These myconids were considered pariahs and freaks, and were shunned by “pure” deep myconids, considered to have been abandoned by Araumycos.

Eventually, the deep myconids forced the mutated myconids out to the surface, exiling them from their society. This exile took place towards the end of the Age of Arcana, as more and more myconid were being mutated, and the deep myconid thought that it was spreading like a disease.

After the Gods' War and the Severance, as magic lay dormant in Materi, the Earthstar shriveled and wilted, and was thought dead for centuries. The pure myconids grew weak as a result, as the surface myconids conversely flourished in the Age of Rest.

But now, as magic is awakening, so too is the Earthstar. The deep myconids are gaining strength, as they work to resurrect the organism by sacrificing surface myconids to it. Their goal is to restore the Earthstar’s connection to interplanar space, in the hopes that Araumycos could use this connection to bypass the Divine Gate and return to Materi.

Aided by Daimao, they are working in cahoots with Kameshima to kidnap surface myconids and bring them deep below ground for sacrifice.
Kamm

### Appearance

average height and build, smooth-skinned for a tortle, spectacles, blue robes and pointed blue hat

## Synopsis

Kamm is one of the top generals and most loyal henchmen of King Daimao. They are a powerful sorcerer, in addition to having access to eldritch magic granted to them by their loyalty to King Daimao. They also serve on the Weavers Conclave.

## History

Kamm has been in the service of King Daimao for decades, granted supernaturally long life by Daimao's eldritch magic. They are regarded as a notorious villain in Mycorrhiza, always scheming and plotting on behalf of the King.

Twenty years ago, Kamm was invited to join the Weavers Conclave. The move was a surprise to some - an effort on the part of the Conclave to become more inclusive of states outside of the Alviren Empire.
Mortal Devil

**Ability Score Improvement.** Your Charisma score increases by 2, and your Strength score increases by 1.

**Age.** Your mortal form is that of a tabaxi. Tabaxi have lifespans equivalent to humans.

**Size.** Your size is Medium.

**Darkvision.** Thanks to your infernal nature, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Hellish Resistance.** You have resistance to fire damage.

**Trumpeter of the Apocalypse.** You know the *friends* cantrip. Once you reach 3rd level, you can cast the *command* spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the *calm emotions* spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

**Languages.** You can speak, read, and write Common and Infernal.
Joseph

## General Information

### Relatives

Mary (wife)
Jesus (foster son)

### Affiliation

Mary
Jesus

## Appearances

### Debut

The Shepherd

*"We will name Him Jesus."*
―Joseph to Simon.[src]
**Joseph** is the husband of Mary and the earthly father of Jesus.

## Appearances

* *Pilot*
	+ *The Shepherd*
* *Season One*
	+ *The Wedding Gift*
	+ *Indescribable Compassion* (mentioned)
* *Season Two*
	+ *Matthew 4:24* (mentioned)
* *Christmas Special*
	+ *The Messengers*
Aerzen

## Synopsis

Aerzen is the northernmost kingdom of the Alviren Empire. Geographically, the kingdom is mostly countryside, and the primary commerce of the kingdom is agriculture. Aerzen's history has been driven largely by conflict, and it the military is its structural and cultural core.

## Leadership

Aerzen is governed by Lord Eckhardt Heldt, appointed by the Alviren Empire. Lord Heldt also functions as the Lord of Hartwell. Many of his duties are delegated to his subordinate military commanders.

## Notable History

Aerzen was hard-hit by the Gods' War and the Severance, and was often caught up in various conflicts throughout the Age of Arcana, especially with the old elvish kingdom Ayn Sitael. Racism towards elves is relatively commonplace throughout the kingdom, as is a military-inspired culture.

## Notable Locations

* Eiswald Forest
* Erdehalt Peaks
* Grunloch
* Hartwell
* Hillenbrook
* Mengen
* Zinnowitz
Classifications of Magic

## Synopsis

For the most part, magic is categorized into three distinct classes by the magic-users of Materi: arcane magic, divine magic, and natural magic.

## Arcane Magic

Arcane magic refers to the manipulation of the Weave, to tap into and utilize the power of Primordial Chaos. Primordial Chaos fuels arcane magic, while the Weave gives it structure and usability. Arcanists manipulate the Weave, in order to channel and control Chaos.

## Divine Magic

Divine magic refers to magic that is drawn from the powers of the prime deities of Materi. This power is drawn from the outer planes or other bastions of the gods, and channeled through the Divine Gate. Similar to how arcanists manipulate the Weave in order to access Primordial Chaos, divine sages draw power from the gods through the Divine Gate, to the limited extent to which the Divine Gate allows for such magic.

## Natural Magic

Natural magic refers to the primal and elemental magic of druids, rangers, and the like. This type of magic is a subject of some debate among scholars. Arcanists insist that natural magic is really no different than arcane magic - Primordial Chaos manipulated using the Weave. Devout sages, on the other hand, believe that natural magic is a form of divine magic, drawn through the Divine Gate from the gods of nature, even if indirectly or unwittingly.

The truth lies somewhere in between, and is not well understood. Some practitioners of natural magic do, indeed, draw elements of their magic from divine sources. However, the majority of natural magic is powered by Primordial Chaos. Unlike arcane magic, however, natural magic does not utilize the Weave to shape Chaos - it instead bypasses the Weave entirely, directly utilizing pure, unbridled Chaos. In a sense, natural magic employs divine methodology - drawing magic through the Weave, rather than bending and shaping the Weave itself; much the same as divine casters draw magic from beyond the Divine Gate, rather than manipulating the Divine Gate itself.

The methodology that natural magic practitioners employ to bypass the Weave is ill-researched and generally steeped in mysticism and tradition moreso than academic study.
Not Even a Exquisite Dream

Not Even a Exquisite Dream, or NEaED for short, is an ascension based Difficult NEaT found in Ring 1 and was made by nuvmba.

NEaED is known for its length because of it's big outside sections.

This should be attempted after (idk)

Music:

Floors 1-4: ParagonX9 - Double Damage

Floor 5: NK vs. TI - Amity

Trivia:

This NEaT is the opposite of a much harder tower, Tower of Exquisite Nightmare, at Terrifying difficulty.
Volus

## Synopsis

During the Age of Arcana, Volus was the capital city of Ayn Sitael. The entire city was built on floating islands of stone - arguably the greatest spectacle of the high-magic world at the time. After the Gods' War and the Severance, the flying city could stay aloft no longer, and crashed into the ocean. Only ruins remain of the once-great city now.

## History

Volus was the prize jewel of Ayn Sitael, the great kingdom of the elves during the Age of Arcana. A flying city in the sky, Volus was a magical marvel even in a time of high magic throughout Materi. The city was held aloft by powerful divine magic, fueled by the presence of Corellon himself on the Material Plane, and his connection to the elves before the Severance.

## The Fall of Volus

The city of Volus survived the Gods' War, despite the massive destruction that ravaged the majority of Ayn Sitael. However, when the gods exiled themselves from Materi and established the Divine Gate, the city was cut off from Corellon, the source of the magic that kept it aloft. Though some of the leaders of the city warned that it would surely fall, and that the city should be evacuated, other more devout religious leaders decried this warning as heresy, and assured the people that they were safe.

It was only a few weeks after the Severance that the entire city of Volus tumbled out of the sky, and crashed into the Tempest Gulf. Though some of the city's inhabitants had fled, the majority remained, and perished in the fall.

## Current State

The ruins of Volus can now be found off the western shores of the Golden Wastes, where the city fell into the Tempest Gulf. Jutting out of the sea like mountains, the city is nearly always swallowed up by the gulf's near-constant storms, and is said to be home to many dangerous creatures and rifts of Primordial Chaos.
Federico Tinelli

## Synopsis

Federico Tinelli is a reclusive, cranky wizard who lives in Paxeter. He is a collector of interesting magic items and other items of arcane interest.

## Plot Relevance

Federico is in possession of a book of elvish genealogy, which includes information valuable to the party, especially Odell. Grenfi Nackle is also interested in the book. In exchange for letting them use the book, Federico will want a favor from them.

Specifically, Tinelli bought an Instant Summons sapphire from someone who had no idea what they were in possession of. The sapphire was etched with the word “Clone of Tamrius Grimm”. When he crushed it, he learned that the item was in the possession of someone named XV, located in Saltcrest. He wants the party to go retrieve the clone, and bring it back to him, and then he’ll let them use the genealogy book.
Nakuloko Island

## Synopsis

Nakuloko Island is a mysterious island in the center of Lake Ryne in the Taruki Jungle. The jungle's residents share superstitions of the island as an enchanted and perilous place, but little is known about what actually resides there.

## Plot

Nakuloko Island is home to reclusive and ancient satyr hermit, Passeri. Passeri will be able to teach Louche the Song of Rest, with some convincing.
Marius Dorn

## Synopsis

Marius Dorn was a constable of Hartwell, who was sent in pursuit of Malkoth after the killing of Levi Sarlin. He was killed by Gragnok outside of the Imlaq Colossus.

## History

Marius was promoted to his rank as constable a few years ago - a move that was seemingly a slight toward Gragnok, who was more deserving of the position. He has always openly hated Gragnok and harassed him for his elven heritage.
Ioun

## Synopsis

Ioun is the goddess of knowledge and learning.

## Activities Prior to the Severance

Ioun split her time roughly equally between the Material Plane, and her home in Bytopia in the Outer Planes. While on the Material, she largely resided in Ayn Sitael, although she had clergy throughout the world, and would occasionally visit other places.

## Role in the Gods' War

Ioun was reluctant to join into the Gods' War, but ultimately fought alongside the armies of Ayn Sitael. She sided with the Aegis Deities in the final battle of the war, which took place in Ayn Sitael, where the Severance took place and the Divine Gate was created.
Nuraval Silverstone

### Appearance

deep earthy brown skin, light grey eyes, metallic silver hair, a little taller than odell

## Synopsis

Nuraval Silverstone is the closest friend of Odell, and a fellow student at the College of Mimrinoth, studying in the Circle of Divines. He draws his divine magic from Ioun, goddess of knowledge.

## History

Nuraval was born in Mengen to a family of miners. Though his father always wanted him to join the family trade of mining in the Silverslate Mountains, Nuraval was interested in the nearby College of Mimrinoth from a young age, and always wanted to study magic. As soon as he reached adulthood, he set out to join the college's ranks.

Nuraval was already a fledgling student at the College when Odell applied to join, and felt an almost immediate kinship with him. He helped Odell prepare for his entry exam and join the College, and the two remained fast friends ever since, often studying together, spending their leisure time together, and even collaborating on projects occasionally. The two consider each other brothers, and the Heskin family has been like a second home to Nuraval.
Kord

## Activities Prior to the Severance

Kord, like most of the gods, spent much of his time on the Material Plane amongst the elves of Ayn Sitael. Specifically, he spent a great deal of time in the gulf to the kingdom's west, which would later become the Tempest Gulf. He also spent a fair amount of time in the Elemental Planes.

## Role in the Gods' War

Kord fought alongside the armies of Ayn Sitael during the Gods' War, and sided with the Aegis Deities in the final battle of the war, which took place in Ayn Sitael, where the Severance took place and the Divine Gate was created.
Spectrum

## Personality

Spectrum is a kind and caring dragon, and doesn't like to fight. He is fiercely loyal to friends, and loves to read in his spare time. He loves his parents, and understands why they need him to go to school and be separated. Spectrum hates to fight due to a certain incident in his childhood.

## Backstory

Spectrum has bad memories of an attack on them when they were on holiday at Pantala. They were attacked by a group of Hivewings guards, who accused them of trespassing and stung Spectrum with a paralysing stinger. The guards were arrested and Spectrum's family still had a good holiday after the incident. However, He was only 3 and was scarred mentally, leading to his pacifistic nature.

Spectrum's mother was one of the rainwing healers, and taught him all he had to know about healing. Spectrum became fascinated with healing, and loved to help others. Before leaving for school, Spectrum's mother gave him a huge bundle of herbs "just in case".
Avallon

### Demographics

human (30%), tabaxi (15%), halfling (15%), aarakocra (12%), dwarf (8%), loxodon (6%), leonin (4%), other (10%)

### Government

Governed by a Lord or Lady appointed by the Alviren Empire

## Synposis

Avallon is a largest city in the Emerald Highlands, and serves as its primary hub of trade and travel. Though increasingly diverse, its population is made up primarily of species native to the highlands. Avallon serves as the only safe passage past the Ivory Rise.

## Leadership

Avallon is governed by Lady Arlette Ivoire, who was appointed by the Alviren Empire. The city is small enough that she personally handles most of the executive decisions about the running of the city, though she does employ a small retinue of advisers and counselors.

## Notable History

During the Age of Arcana, when the kingdoms and city-states of Materi were frequently at war, Avallon was a military bastion, which prevented the Alviren Kingdom from accessing the Emerald Highlands. The city sits upon the only passable area of the Ivory Rise, making it an easily-defensible bottleneck in times of war. For the same reason, however, the city has become a frequent hub for travel and trade since the formation of the Alviren Empire.

Around fifty years ago, a plague known as the Pale Death swept through the Emerald Highlands, including the city of Avallon, causing a tremendous amount of death and hardship, especially in agriculture. It was during these trying years that the Emerald Highlands joined the Alviren Empire, in an agreement based on relief for the Highlands from the imperial capitol.

## Notable Locations

* Former home and burial site of Natalie Shaw.
* Orphanage from which XV was adopted by Dr. Johann Conrad Dippel.
* Former home and apothecary office of Dr. Johann Conrad Dippel.
* Rowan House adventuring guild.
* Memorial to victims of the Pale Death.
* Church of Pelor.
* Shrine to the Aegis Deities.
* Fort Avallon, home of Lady LaTrompe and other leaders.
* The Pathfinders' Alliance local chapter.
Avandra

## Synopsis

Avandra is the goddess of change and luck.

## Activities Prior to the Severance

Avandra, like most of the gods, spent much of her time on the Material Plane amongst the elves of Ayn Sitael. Though she often returned to the Outer Planes, and also occasionally visited other parts of the world, the elves were her most devout worshipers, and she spent much of her time amongst them.

## Role in the Gods' War

Avandra fought alongside the armies of Ayn Sitael during the Gods' War, and sided with the Aegis Deities in the final battle of the war, which took place in Ayn Sitael, where the Severance took place and the Divine Gate was created.
Auvorix

## Synopsis

Auvorix is a gold dragon, who has been living in disguise as a dragon born for centuries while working as the Paragon of the Circle of Templars at the College of Mimrinoth.

## History

Auvorix is the last surviving dragon in Materi. During the Gods' War, Tiamat and Bahamut called upon the dragons of Materi to fight alongside them. All of the dragons were thought to have died in this battle, and dragons are widely considered extinct.

In reality, however, there was a single young gold dragon that survived: Auvorix. He remained in hiding for centuries, disinterested in the affairs of the world. But as magic began to awaken in Materi, Auvorix was determined to quell it, having seen firsthand the destruction that was caused by magic in the last years of the Age of Arcana.

Auvorix eventually coming out of hiding in the last years of the Age of Rest, masquerading as a dragonborn, and gaining a reputation among arcanists as a powerful wizard. He was one of the founding members of the Weavers Conclave, and is the only founding member that remains. He also serves as the Paragon of the Circle of Templars at the College of Mimrinoth, where he guides the college's studies on countering and combating magic.
Mimrinoth

## Synopsis

Mimrinoth is an ancient dwarvish city-state, nestled at the base of Mount Torringraine in the foothills of the Silverslate Mountains. Once a reclusive and isolated mining city, Mimrinoth has become a hub for commerce and travel through the Silverslate Mountains, and is also home to the College of Mimrinoth.

## Leadership

Mimrinoth is ruled by a Chancellor, elected by the residents of Mimrinoth. The current Chancellor is Orgrul Earthheart, who is about halfway through his six-year term. Mimrinoth is a member of the Alviren Empire, and their Senator, Bardryn Earthheart, handles Mimrinoth's imperial business.

## Layout

Mimrinoth is divided into two distinct districts; so distinct, in fact, that they are generally considered two separate cities.

The portion of Mimrinoth that is located above ground, around the base of Mount Torringraine, is generally referred to as "The Face" by locals and natives. To outsiders and travelers, The Face is all that they ever see of Mimrinoth. Though comparatively small relative to other imperial cities, it is an entirely self-contained city in terms of infrastructure and resources. In truth, The Face is home to only about a quarter of the city's population, and serves as Mimrinoth's hub for trade, commerce, agriculture, and travel. It earned the dubious honor of its title due to the fact that it conceals the College of Mimrinoth from the prying eyes of the Alviren Empire's magic regulators.

The underground portion of Mimrinoth is considered the "true" city by locals and natives, and comprises the majority of the city's populace. Most of the sprawling underground city is built around a vast mining operation, that has existed in the depths of the Silverslate Mountains for centuries. The underground city is also home to the College of Mimrinoth, a safe haven for the study of magic.

## Notable History

Prior to the Gods' War and the Severance, Mimrinoth was a more traditional dwarvish mining city. Generally reclusive and defensive, it dedicated the majority of its resources to mining the Silverslate Mountains, only dealing in trade with other states and cities as necessary, and rarely involving itself in politics or warfare. It remained as such for much of the Age of Rest.

As the Weave began to awaken, at the turning of the Age of Awakening, Mimrinoth began to dedicate more resources towards the study of the ancient lost magic of the Age of Arcana. This pursuit became increasingly important to Mimrinoth with the advent of the Weavers Conclave and the Alviren Empire's regulation of magic. The College of Mimrinoth was formed as a safe haven from the imperial magic regulations, in an effort to understand arcana and learn from the mistakes of the past.

## Notable Locations

* College of Mimrinoth
* "The Face," the above-ground portion of the city, dedicated to trade, commerce, agriculture, and travel.