recursal/Fanatic-Fandom huggingface dataset:
Markovad's Bottle of Djinn

> "This bottle, while at first glance, entirely non-descript, is yet a work of unparalleled craftsmanship. Mortal eyes will see only the barest glimpse of its potency, sliding from graceful curves of glass and an azure sheen, as though caught on a slick of oil. Still, if inspected more closely, one may discern a shift in appearance from one moment to the next. At first, realizing that the clear liquid within has assumed the appearance of clouds floating in a blue sky, which, if shaken, become stormy, crackling with forks of lightning. Yet, on another day these clouds may condense into a swirling vortex of bubbling waves or solidify into what appears to be rocks and sand and stone. At times the contents even seem to disappear entirely, replaced with an emanating glow of warmth. So vastly different does the bottle appear day to day that one may be forgiven for wondering if it is even the same bottle at all, except for the strange writing etched onto the glass, which remains stubbornly consistent."
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### *Wondrous Item, Very Rare*

The bottle has four different forms, corresponding to the four elements: Air, Earth, Fire, and Water. When the bottle is found, it is in a random form or one of the GM’s choosing. The form determines its damage type and additional effects. While holding the bottle, you can use a bonus action to change its form.

As an action, you can throw this bottle at a point within 60 feet, shattering it on impact and releasing a 5-footradius, 10-foot-high elemental force in the vague shape of a genie. Each creature within 30 feet of the bottle when it shatters must succeed on a DC 15 Dexterity saving throw or take 1d10 damage of a type determined by the bottle’s current form.

When a creature enters the elemental force’s area for the first time on a turn or starts its turn there, it must make a DC 15 Constitution saving throw. On a failure, a target takes 2d6 damage of a type determined by its form and suffers its additional effect. On a success, a target takes half as much damage and suffers no additional effects (with the exception that the elemental force of Earth always generates an area of difficult terrain around it, as described in the table above).

The elemental force persists for 1 minute or until your concentration ends (as if concentrating on a spell). On each of your turns for the duration, you can use a bonus action to move the elemental force up to 30 feet in any direction. After the effect ends the bottle reforms in the middle of the area where the effect ended.

Part of: Aizendore's Vault of Tragic Treasure
Ombre

Extension 5: Nuits Dangereuses

*TBA*

Chaque nuit, l'Ombre choisit un Loup-Garou qui ne sera pas vu comme un Loup-Garou pour cette nuit. Voici l'impacte que cela aura sur les personnages conernés:

* La Voyante ne va voir qu'un Simple Villageois (ou un rôle au hasard choisit par le Maître du Jeu s'il n'y a pas de Villageois en jeu.)
* Le Loup-Garou Blanc ne réussira pas à le manger.
* Le Renard ne réussira pas à identifier un Loup-Garou et perdra son pouvoir.
* L'Ours ne grognera pas au matin
Staff of the Inept Enchanter

#### Staff, Uncommon (Requires Attunement by a Spellcaster)

Adorning this simple wooden staff is a glowing arcane sigil related to enchantment magic. The golden glow of the eye-shaped sigil flickers and sparks at random, as though malfunctioning.

While holding the staff, you can cast the friends cantrip as an action. In addition, you can cast the dissonant whispers and sleep spells from the staff using your spellcasting ability and spell save DC. Once a spell has been cast from the staff, it can’t be cast from the staff again until the next dawn.

When you cast one of the above spells, roll a d20. On a 6 or above, the spell functions normally. On a 5 or lower, the spell is cast at 3rd level and you take 3 force damage.

Magic School: Enchantment.
The Key of Conjuration

> "A curious green glow lights the valley, a sickly thing of unnatural pallor that waxes and wanes with the voices. Some say that the king’s host still lives, trapped in the forest and ever trying to cut themselves free. Others say Cassian and Illyria lie enmeshed in body and soul, melded to the forest itself, and that Illyria’s madness drives the eldritch growth. Whatever the truth, most adventurers fear to go there, though tales of the orb still tempt those with the stomach for such a quest." *Aizendore's Vault of Tragic Treasure*
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A bright green orb fabled to hold within it the souls of Prince Cassian, the elven mage Illyria, and half the forest that surrounded her home inside Harstland, found within the borders of the ancient Shanri Empire. The Key of Conjuration is an artifact attuned to the arcane art of conjuration.

This key factors into any adventurers quest to open Aizendore's vault and is considered one of The Eight Keys.
Petite Fille

Jeu de Base

*Ayant entendu des histoires étranges concernant des évenements qui se sont passé à Thiercelieux, la Petite Fille voulait découvrir d'elle-même si tout ce que l'on raconte était vrai. Lorsque la nuit tombe, elle réussi à sortir en cachette de chez elle pour explorer les rues sombres et tranquilles du Village. Malheureusement, elle réalise que les histoires étaient vraies et qu'il y a bel et bien des Loups-Garous qui se promènent la nuit, pire encore, ce sont des habitants du village qui le sont.*

Lorsque les Loups-Garous sont appellés à décider une victime elle peut essayer de les espionner en étant le plus subtile possible. Elle n'a pas le droit de garder les yeux grand ouverts et se faire passer pour un Loup-Garou.

Si les Loups-Garous pensent avoir découvert la Petite Fille, ils peuvent faire signe au Maître du Jeu:

* Si les Loups-Garous ont raison, la Petite Fille est automatiquement éliminée et les Loups-Garous peuvent choisir une autre victime.
* Si les Loups-Garous se trompent, il n'y aura pas de victime pour cette nuit.

## Trivia

Avant le Boulanger dans l'Extension 2: Le Village, la Petite Fille était le seul personnage à se réveiller la nuit sans être appellée par le Maître du Jeu, elle doit toutefois être subtile en faisant ainsi.
The Vault

> "Berenthia would tell of an armory housing all manner of weapons she had never before seen, let alone held. Arafrey would claim to have spied treasures so abundant that he half expected to see a dragon draped atop the mound." - Excerpt from *A Tale of Discovery by Trenton’s Traveling Troupe*, by Eustace Morvovere
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Every tale of the vault’s discovery, every song that details its appearance, every adventurer’s claim of a treasure taken from thence, must be considered through a skeptic’s monocle, for it is unlikely that any adventurer who was fortuitous enough to find his way into the vault would be fortuitous enough to find his way back out again. Indeed, one’s fortune must end somewhere.

For, when villagers are merry in their cups they love nothing more than regaling one another with various depictions of Aizendore’s vault. They tell of vast sections that are said to be given over to the cultivating of magical plants, each sub section with its own distinct climate and ecosystem. They describe rows upon rows of itemized magical artifacts encased in beams of light. In the lowlands, they even joke of great brewing stations within the vault, where Aizendore invents new teas and tipples – because even a powerful wizard must appreciate the simple pleasures of a strong ale, a decent brew, and a smooth, peated whiskey.

Yet there are darker legends that surface only as the night wears into the wee hours. In these, the vault is described as being riddled with innumerable tunnels that have no depth or end. They twist and lengthen and warp over the passage of time. Set into the walls of these tunnels are doors and windows and gates that grow from nothing and shrink back to nothing even as you set your eyes upon them. Each door leads, as legend has it, to another realm or dimension as unlike ours as night is from day. If one could navigate through this labyrinth of infinite tunnels and resist the pull of the other dimensions, he would at last find himself before a door behind which lies all the mysteries of arcanum, the secrets of creation, and the powers of Void and Being themselves – the very door to the Stardawn Forge.
The Puppeteer

The Puppeteer is a name spoken in hushed whispers throughout the Land of Malnevones. With Malnevones isolated by sea and maelstrom, his name is little known throughout the rest of Andovan, though legends percolate from those travelers who make the perilous journey back to civilization.

Perhaps one of the stranger threats to the fledgling colonies of Malnevones is the Puppeteer. During an era of particularly robust activity, the predominantly Skovan settlement of Hardpoint made significant headway into the forest, carving ancient trees from their roots using a magical technique invented in the Free City. There is some record of a meeting with the native Malnia and the Skovans, though by all accounts it did not go well. The Malnia insisted that the Skovans had insulted the forest, and must make reparation for their transgressions. Unfortunately for the settlement, their headfolk seemed more concerned with coin than safety, and ignored the Malnian’s warnings.

The next day, the Skovan lumber teams traveled to their place of work, but never returned. The settlement sent search parties, but they too went missing. Eventually, the headfolk enlisted a wizard from the school of abjuration and a group of mercenary adventurers to inspect the area. The wizard was the only one to return. He gabbled about carvings in the wood, of a green, glowing hand that hovered as though of the strings of a puppet. Without taking payment, he left Malnevones in a ship barely worthy of the title, and was reportedly drowned at sea.

What happened next is something of a mystery, and will likely to ever remain so. Drawn by smoke on the horizon, nearby colonists trekked to their neighbor’s holdings, only to find the village razed to the ground, a field of slaughter yet unwitnessed on the continent. Disturbing enough, even for folks well used to a hard life. Yet, more unsettling, the perpetrators of the butchery lay among the dead. Throughout the village, Skovan had fought Skovan, the evidence a red deluge upon the fertile soil.

Yet, strangest of all, was the missing children. None of the dead were aged below their fifteenth summer, and a line of small footprints was marked heading away from Hardpoint, towards the looming forest. Some of the braver colonists followed these tracks to the forest’s edge, as close as they dared go. Here the tales of fancy run amok, with mentions of a slender, inhumanly-tall Malnian wearing a luminescent jade glove.

The fate of those children remains unknown, though they are now considered cursed and forsaken by surrounding villages. Hardpoint’s fate is rarely spoken of in Malnevones, except by those unfamiliar with its history.
Harstland Forest

> "A curious green glow lights the valley, a sickly thing of unnatural pallor that waxes and wanes with the voices. Some say that the king’s host still lives, trapped in the forest and ever trying to cut themselves free. Others say Cassian and Illyria lie enmeshed in body and soul, melded to the forest itself, and that Illyria’s madness drives the eldritch growth. Whatever the truth, most adventurers fear to go there, though tales of the orb still tempt those with the stomach for such a quest." -- *Aizendore's Vault of Tragic Treasure*
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At one time, the Harstland Forest was described as dense, cold and as full of danger as it was riches. Before the woods fell under a spell due to what transpired in their borders, they offered a vast resource that its people – in conjunction with the elves – carefully managed.

The forest's most notable inhabitant at one time, Illyria, lived inside the woods and acted as a cultivator and shepherd. She was a potent elven mage, and yet a soft-hearted cultivator of life.

When Prince Cassian of Harstland found himself drunken, nearly dead, and lost inside the boundary of the forest in the dark, it was Illyria who brought him to her woodland home and saved his life.

The dramatic battle between Cassian, his father, and his lover Illyria resulted in the loss of all three of them, including the green orb that had encouraged the healthy growth of the forest.

Without the orb's influence, managing the forest has become an almost impossible task. The creatures there run wild, and without the stabilizing influence of their king, the local lords take from nature without any return. Since the withdrawal of the Shanri Empire, there has been little to halt the tide of deforestation and exploitation.

Today rumors abound from beyond the failing woods of a new growth of forest that is dark, uncontrolled and dangerous. At night, weeping can be heard from its very center, reverberating around the valley in which the darkness spreads. Some say the tears belong to Cassian. More disturbing are the times where curses boil out of the darkness in a high, keening voice. Like the sound of an elven maiden howling in pain and hate.
Subterranean Staff

#### *Weapon (Quarterstaff), Legendary (Requires Attunement by a Monk, Druid, or Anyone Capable of Casting Shillelagh)*

While attuned to this item, you can communicate telepathically with any subterranean creature as if you share a language.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

While holding the staff, you have advantage on Intelligence (History) checks to recall information about anything related to subterranean locations or its inhabitants.

Additionally, if the staff is touched by a creature other than you, that creature must make a DC 15 Dexterity saving throw or take 2d8 lightning damage.

***Curse.*** This staff is cursed, a fact that is revealed only when an identify spell is cast on the staff or you attune to it. Attuning to the staff curses you until you are targeted by the remove curse spell or similar magic. As long as you remain cursed, you are unwilling to part with the staff, keeping it on your person at all times.

Additionally, while cursed, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Magic School: Divination.
Ghil Sasundra

> "The menagerie is watched over by a stern-looking drow who has spurned the circus’s motley in favor of more practical garb. In her hands, she cradles what appears to be a normal chicken." -- *Aizendore's Vault of Tragic Treasure*
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Ghil Sasundra (chaotic good drow commoner) is the circus’s animal keeper and takes her charges very seriously. She is strict and permits no disrespect to the creatures in her care. However, she does love telling people about them (all while making a great play that they should stop bothering her) and has particular affection for the old manticore she has named “Lionel”. She is one of the few in the circus who openly dislikes and distrusts Marlow, but fears what he would do to her animals if she stood up to him. Any mention of him produces a tight-lipped silence. The chicken is called Mildred, a victim of magical experimentation which gave her fire breath, something Ghil is happy to demonstrate.

The Magical Menagerie sits in a cordoned off part of the circus, well away from the other tents. Here, a set of cages on wheels are arranged in a circle, each one filled with some strange creature. A series of stalagmites open baleful eyes to watch you as you pass; a tiny, bright dragon with butterfly wings grins out from its silver birdcage; another cart with walls of glass contains nothing except a strange, green liquid in which scraps of bone hang motionless. Pride of place is given to the largest cart, in which a skinny manticore blinks out at the passers-by, its once blood-red coat now hoary with age.

Part of: Aizendore's Vault of Tragic Treasure, Marlow's Magical Cavalcade
Duneclaw

A fifteen-foot, bone construct in the shape of a scorpion, Duneclaw was Korva the Famine's mount. The stinger in his tail is described in a most peculiar fashion, not as a poison-beaded spear, as might be expected, but intricately carved, with oddly regular ridges. Almost like the teeth of a key.

The scorpion was a horror not witnessed before or since. To this day, scorpions are considered a sign of evil in Ganyoo, and the criminal underclass hang them on the doors of victims as the direst of warnings.

Though Korva was defeated by her tribe the Yetse and various other tribes who united to fight her, legends persist of the bone construct scorpion still haunting the land. Where Duneclaw hides now is open to speculation, but the most likely place is the site of Korva’s final defeat. When the tribe’s magi finally beat their way through her defenses, they blasted a swathe of true death in the Ganyoo’s center, a field of bones that lies undisturbed save for a few brave adventurers. Those that return describe a desolate and spirit-ridden place, filled with the laments of the dead. At its core lies a hole so dark none have ventured inside, but the scent of fouled water can be tasted on the air. Perhaps Duneclaw hides there still, powered by the key fused to his tail. Others say he awaits the resurrection of his master. Whatever the truth, Korva’s End is a place of cold myth and hard reality, and perhaps a necessary step on the path to the vault.
Arcmount Monastery

> "But there is more going on at Arcmount. Something hidden, deep as the mountains upon which it rests. I shudder to think what moves in the dark. Perhaps it is time to travel there, and seek an audience myself…" Alef, *Aizendore's Vault of Tragic Treasure*
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Libraries are a source of wonder, strongholds of knowledge in uncertain times. They are also keyholes through which one might glimpse the future, if only through the lens of the past. Of all the libraries on all the continents, Arcmount Monastery is perhaps the most astonishing, though the décor is a little austere. Set into the side of the Arcane Range, on the remote eastern edge of the Northern Reaches, Arcmount has attracted some of the most impressive minds of the last thousand years. It spears into the sky, where the dry air slows the decay of delicate parchment. Walls of scrolls and books line a needle-like tower, catalogued and tended by the monks who live there. It is said some more potent tomes lie in a vault in the keep’s cellars, but only those invited to study there have seen them.

How this forbidding monastery became a choice destination for inquisitive scholars is unclear, but it seems to be linked to an ancient discovery in the heart of Arcmount’s cavernous tunnels, a discovery upon which the monks are sworn to secrecy when they are inducted into the order.

The monastery itself is presided over by a group of devotees, guardians of knowledge and higher learning. Though in times long past the devotees have generously shared their teachings with the populations of both the Shanri Empire and Aragos, the use of that knowledge has been put to the manufacture of weapons and slaughter, particularly by the more industrialized Aragosians. Recent tensions have seen the devotees retreat into Arcmount, seldom coming into the world to serve the people, as they would in better times.
Aizek Aizendore

> "As an artificer he may never have achieved the greatness of Markovad but, as a collector he managed to cleanse Andovan of great evil, both in the form of cursed items and in the form of cursed men. He cut short the rule of tyrants, cleaving great powerful artifacts from their hands. Cults of necromancy and nihilism were razed to the ground and their sources of arcane power stowed safely in the vault." --Gimel, *Aizendore's Vault of Tragic Treasure*
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Aizek Aizendore was a powerful wizard, artificer, and collector of treasures and relics in Andovan. Amongst these professions, he was also a prolific writer, keeping various logs, ledgers, and journals, some of which were written in Common or Sylvan. Among other texts, he appears to have kept a detailed travelogue, carefully penned amidst great adventures; schemas drawn up for forging magical items when he still dabbled in artificery; and of course, his series of journals. Copies of Aizendore’s translated texts are included within for your own perusal.

If legend is to be believed, he was singled out by the Great Maker and is now the only living being to whom the secrets of the Vault, the Stardawn Forge, the Anvil and the Hammer have been revealed.
Mildred, the Giant Fire-breathing Chicken

A victim of magical experimentation which gave her fire breath, looked after by a drow in the employ of Marlow. The drow, Ghil is happy to demonstrate Mildred's fire-breathing abilities. She is an otherwise normal-looking chicken that can grow to giant-size and wreak havoc on circuses at the behest of her master.

In Marlow's circus act, Mildred plays a vicious manticore. Players have a chance to fight against the giant during an adventure in *Aizendore's Vault of Tragic Treasure*.

Part of: Aizendore's Vault of Tragic Treasure, Marlow's Marvelous Cavalcade
Wiki Loup-Garou - Version TheMapBlamer

**Bienvenue sur le Wiki Loup-Garou - Version TheMapBlamer !**
Pour les gens de tout âge qui adorent le jeu de table "Les Loups-Garous de Thiercelieux"!

Depuis un certain temps j'ai commencé à faire ma propre version du jeu de Loups-Garous avec plusieurs nouveaux personnages qui s'ajoutent au grand nombre qui éxiste déja! Certains de ces personnages sont mes propres idées, d'autre sont inspirés d'idées de la communauté ou de mes amis, d'autre sont inspirés de jeux similaires au loup-garou et ont été adaptés pour qu'ils fonctionnent dans ce jeu!

Les images des personnages ont été dessinées par moi-même, TheMapBlamer!

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Northern Reaches

> "In the Northern Reaches, where Darkness reigns unbroke for half the year, devotion festers in the night. A cleric’s anthem rings out across the inky land, calling followers of Darkness to make a stand against the coming light." -- The Great Battle of the Cults, *Aizendore's Vault of Tragic Treasure*
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The very northern region of Midestra. Generally considered to be a frozen wasteland, the Northern Reaches are home to the Arcane Range, the fjords of Skatgratner, the Last Village, and Arcmount Monastery. As such, this geographical region figures into the lore surrounding the arcane, whilst their icy climes are rumored to be home to many a relic. Rugged hills, treacherous marshes, and coarse grasslands give way to the Teeth of Mawlek. Apart from a few hardy human tribes in the Shucky Highlands and estranged dwarven clans in the Burren Foothills, little else dwells there.
Aizendore's Fluctuating Rock

#### Wondrous Item, Rare

This unassuming grey rock, small enough to fit in a pocket, looks like any ordinary pebble.
As a reaction, you can speak the rock’s command word and choose an unoccupied space you can see within 5 feet of you. The rock is magically flung to that space and grows in size, granting cover to creatures and objects within 5 feet of it.

However, the rock is defective and may shrink or grow at random.

Part of: Aizendore's Vault of Tragic Treasure
Divination

> "Of divination there is much to say, but three lines here must suffice.
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> From nought two lethal stars appear - one fire, one of ice.
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> Their paths is what you must divine, safely to proceed, divine, will you learn how to proceed.
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> To move wherein the two align, lest you burn or lest you freeze." *The Eight Seals* by Trenton of Trenton's Traveling Troupe
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Divination is a form of magic that illuminates or enlightens the spellcaster through revealing knowledge. This can be done through dreams, runes, scrying or other tools. This may mean learning to speak to animals, learning a previously unknown language, or having the weave of the future or past given to the spellcaster. While divination is often considered a weak form of magic, the ability can lead to destruction of an enemy's defenses quickly. How information is used determines the strength and power of this school of magic.

Can be accentuated and influenced by relics and items such as runes or magically enhanced artifacts like the Subterranean Staff.

A mastery of this school of magic is required to access Aizendore's vault using the Key of Divination.
Stardawn Forge

> "The First Celestial took a breath and every soul was consumed to oblivion, even as the Second Celestial exhaled and every stone in the kingdom was razed to the ground. Yet, as they retreated to the Stardawn Forge, they felt the beat of a single heart thrumming through the island." -- *Holy Text of The Order of Equilibrium*
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Only the vaguest stories exist of the Stardawn Forge, cobbled together from oral traditions which pre-date even the Chroniclers of Antiquity. What little can be gleaned paints an image of wonder, beauty, and power measured on the cosmic scale. Ancient sagas describe the forge as a cradle of the stars, their kaleidoscopic sprawl of reds, blues, and whites so pure it strains the eye. But, though incomplete, a thread of stern warning runs through each tale. For, to step inside the forge without the proper wards tests the will of even the most powerful adventurer. There is no consensus on the fate of those who disappear inside the forge, and credit is due the ancient bards for their ingenuity when it comes to their embellishment. Some describe the lost wandering eternally, beholden to the beauty of the forge and striding like giants across a star-strewn haze for all of time. Others claim those souls become part of the forge, and find their way into the artifice it births.

Whatever the truth, the forge itself has purportedly fallen silent, its cradles dimming with every passing century. Perhaps, one day it will be claimed by Darkness itself. One shudders to think what might happen on that day. How fortunate then, that we believe the Stardawn Forge is a creation myth, albeit one that grew from a seed of truth.

Associated relics: Anvil of Celestial Light and Hammer of Cosmic Darkness.

Located in: Aizendore's Vault
Blazemaster

Blazemaster is a Buildron general who’s… morally ambiguous to say the least.

## Character Profile

***Blazemaster** doesn't place particular stock in the inherent value of anyone's life, herself included. Due to her being known for such stratagems as "death from above", many of her fellow Buildrons consider her to be fairly corrupt or even cruel (not that she particularly disagrees), but as some say, a long-lived life of war could jade any person. Even then, her stern belief in "the end justify the means and acts that don't benefit their cause are pointless" sure alienates a lot of people. In short, war is bad, kids.*
Magic Adventure theme park

>
>  “*We went to that Magic Adventure theme park a mile away, and on the Corkscrew, the train derailed like he was in Final Destination 3.*” - Bottle Cap in A Taste of Paint
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## Magic Adventure theme park

### Inhabitants

Blueberry Poptart (formerly, killed in roller coaster crash)

Magic Adventure theme park is a portmanteau of Six Flags: Magic mountain in Valencia, California and Six Flags: Great Adventure in Jackson, New Jersey.
Evocation

> "Of the seal of evocation, yield ye ice or yield ye fire,
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> Ye will find just as wise Eustace did, ‘tis balance ye require.
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> Equal parts of light and dark, or equal thunder, lightning,
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> Half aglow, half in shadow, the runes will be enlightening." *The Eight Seals*, by Trenton of Trenton's Traveling Troupe
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Evocation magic is considered to be the school of power. It's this form of magic that can reorder the physical realm and the weave in order to create spells of all types, whether they're damage inducing spells or spells that heal.

While evocation spells can look like the spells from other schools of magic, what distinguishes them from other schools is the way they manifest. A fire spell from the school of conjuration pulls the fire from another plane, while in the school of evocation, the spell creates the fire from the magical energy around the spellcaster. An evocation can taper quickly while a spell from the school of conjuration can last until the conjurer dismisses it.

This type of magic an be imbued into objects, sigils, potions, and relics such as staffs that are attuned to the magic. See the Staff of the Inept Evoker.

A mastery of this school of magic is required to access Aizendore's vault using the Key of Evocation.
Tides of Earthsky Wiki

**Welcome to the Tides of Earthsky Wiki!**
The Tides of Earthsky is a multiverse whose cosmology spans numerous publications including novels, comics, tabletop and RPG campaigns, and more. The world Andovan and one of its continents Midestra exists in this realm.

Careful! As you begin perusing the pages within this wiki, you may be find yourself losing track of where and when you exist inside the deep reaches of our world.

We're a collaborative community website about Tides of Earthsky that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

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

*“Ware the light of a dying star, for*

*light brings heat and unwavering power.”*

The beating heart of Aizek Aizendore's workshop, the altar upon which his most fantastical objects were created. Imagine, if you will, a smithy. A venerable establishment, perhaps dwarven, where all manner of metals are bent to the will of a master. The forge rings both day and night, a furnace of near-unbearable heat that colors skin a sunburnt red and sends rivulets of sweat down brow and neck and chin and chest.

These imaginings are nothing to the anvil’s heat. Hardly surprising, given the engine contained within. For when the Celestials wish to craft, they use elemental powers available only to gods and monsters, and where the mortal imagination is constrained by practicality, they are not. Long before Aizendore set foot inside his workshop, the anvil pulled the essence of the planes into magical items of vast power. Under the guidance of unknowable hands, the anvil forged anything from stars to spears, clockwork dragons to golems with a curiosity for the very weave of reality. Moons of burnished steel with tunnels leading to other realms grew with every strike upon its surface. Some say that Andovan itself is a product of the anvil, and that its darkest caverns lead to a maze-like core that burns with light. This maze contains endless shining corridors lined with innumerable doors. And if the fancy is to be believed, these doors open onto worlds both dangerous and fascinating in equal measure.

The Anvil of Celestial Light is well named, for it sears the eye and burns the mind with equal fervor. Trapped within the burnished surface of the anvil is a star that has died a thousand times. Each death throws heat and life through the reality held inside. This eternal death is a kind of life, as all know that starfire seeds the planes, nourishing mortal and celestial alike. Were a mortal to approach the anvil without the protection granted by the Hammer of Cosmic Darkness, they would be destroyed. Indeed, there are accounts of such deaths. Aizendore describes the fate of one wayward apprentice who sought to prove herself to her master.
Staff of the Inept Evoker

#### Staff, Uncommon (Requires Attunement by a Spellcaster)

Atop this richly polished, blue staff is a ruby crystal ball related to evocation magic. The red light of the crystal flickers and sparks at random, as though malfunctioning.

While holding the staff, you can cast the fire bolt cantrip as an action. In addition, you can cast the burning hands and hellish rebuke spells from the staff using your spellcasting ability and spell save DC. Once a spell has been cast from the staff, it can’t be cast from the staff again until the next dawn.

When you cast one of the above spells, roll a d20. On a 6 or above, the spell functions normally. On a 5 or lower, the spell is cast at 3rd level and you take 3 force damage.

Magic School: Evocation
Aegis of Duvan

#### *(Requires Attunement)*

A metal shield decorated with embossed knotwork and spiral patterns that glow with flames when struck.

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

This shield has 9 charges. When a creature misses you with a melee attack, you can use your reaction to expend some of its charges to cast hellish rebuke (spell save DC 17) on the attacker. The spell’s level is equal to the number of charges expended.

The shield regains 1d4 + 1 expended charges daily at dawn.

Part of: Aizendore's Vault of Tragic Treasure
The Staff of the Inept Conjurer

#### *Staff, Uncommon (Requires Attunement by a Spellcaster)*

This hand-painted staff is intricately overlaid with patterns of gold leaf that weave together to make ancient conjuration runes. Atop the staff is an uncut purple crystal that sparks and flickers at random, as though malfunctioning.

While holding the staff, you can cast the mage hand cantrip as an action. In addition, you can cast the fog cloud and ice knife spells from the staff using your spellcasting ability and spell save DC. Once a spell has been cast from the staff, it can’t be cast from the staff again until the next dawn.

When you cast one of the above spells, roll a d20. On a 6 or above, the spell functions normally. On a 5 or lower, the spell is cast at 3rd level and you take 3 force damage.

Magic School: Conjuration.
The Key of Transmutation

"I wonder what kind of gas you’d need to lift a mountain from its roots and fling it into the skies? The fact that they key can facilitate the conversion of matter from one form to another may suggest some internal mechanism for flotation. Another hint lies in the rain of stone. Could the mountain’s magic be failing? A terrifying thought." Bet, *Aizendore's Vault of Tragic Treasure*

The Key of Transmutation is little understood, but what *is* known is that it has somehow contributed to the ecological wonder, The Wandering Mountain. On the one hand, the mountain itself is seen as something intriguing and magnificent, attracting many to its shadow where it has often provided shade from the intense heat of the Ganyoo desert. Whatever is powering the mountain appears to either malfunction at times or simply emits natural byproducts of the strange magic that lies at the heart of the environmental wonder.

This key factors into any adventurers quest to open Aizendore's vault and is considered one of The Eight Keys.
Markovad's Toy Carriage

#### *Wondrous Item, Legendary (Requires Attunement)*

A luxury toy carriage drawn by two stately white horses with gold barding and extravagant adornments.

This toy has been carved from the tusks or hooves of a magical creature. When an action is taken to speak its command word, this tiny toy transforms into a full-sized carriage complete with a clockwork driver and drawn by two draft horses. The fully transformed carriage and its horses occupy a 20-foot-by-20-foot area. If there is not enough room for the toy to grow to this size, it does not transform.

The driver is fixed in place in its driving seat and cannot speak. The driver obeys your directions and can only answer with a nod or shake of its head. It uses the duodrone stat block but cannot attack or leave its seat.

Up to eight Medium creatures can fit comfortably inside the carriage. The carriage can be reduced to its original size by taking an action to speak the command word again. If the carriage is occupied when the command word is spoken, its occupants, as well as any objects inside, are deposited in the nearest unoccupied spaces before the carriage shrinks.

Before entering the carriage, you can choose to order the driver to travel to a destination that is within 72 miles (12 hours) of your current location. If the driver believes that it can take you to your destination, it will nod. If the driver believes that it cannot take you to your destination, it will shake its head.

After the driver nods its head and you and up to seven other creatures you designate enter the carriage, the door locks for the duration of the journey. At the start of the journey, roll a d4 and consult the following table. Until such time, the carriage remains motionless.

The door cannot be opened without being destroyed (AC 15, 15 hit points). If the door is destroyed from the inside, the carriage automatically reverts to its toy form. While in its toy form, the carriage weighs less than a pound.

While in its enlarged form, the carriage has an AC of 15 and 52 hit points. If its hit points are reduced to 0, occupants and objects inside are deposited in the nearest available space as it reverts to its toy form. In the case that the carriage returns to its toy form in this fashion, roll 1d20. On a roll of 1 to 9, the toy is cracked and the next time the carriage is returned to its toy form by damage, it turns to dust. On a roll of 10 or higher, the carriage is unaffected.

Once you have used the carriage, you can’t use it again until the next dawn.

Part of: Aizendore's Vault of Tragic Treasure
Great Flash

> *"One of the longest and most well-preserved texts from Aizendore’s journal concerns the phenomenon he called the “Great Flash”. This pivotal moment in our history and in Aizendore’s life has been captured and preserved almost too perfectly for belief."* -- Bet, Aizendore's Vault of Tragic Treasure
>
>

The fallout from the Great Flash rippled further than Aizendore could contemplate at that time. He had a sense that the missing items had been dispersed across Andovan, but it took years for him to realize that the rip in the fabric of time and space was much deeper. Indeed, it tore through each plane and dimension, leaving nigh every nation with some tale to tell about the apparition of a magical item. Such a slew of malformed Aizendore items appeared across Andovan and beyond, that experts today still use him as a cautionary tale of magic gone awry, long after his disappearance.

I can no more conceive of what I have seen today with my very eyes than I can conceive of all the unseen forces at play. I had gone at Markovad’s behest to the caverns of Minehelm to retrieve a certain metal she called “fey’s obsidian”. She was wrapped up in her head as she is wont to do when she is artificing a new creation, and she insisted no other metal would do. Afterall, the ruler of the Shanri Empire had himself commissioned the creation, hoping Markovad might produce a ward allowing the elves to thrive further east as they had in times of yore.

When I returned, fey’s obsidian in hand, I unsealed the door to the Stardawn Forge, entirely unprepared for what I was about to witness. As the door slid open, the entire vault instantly glowed with a pulsing, flickering light from within. I threw the door wide, fearing the worst – nay – fearing what I thought was the worst. And what I beheld was infinitely more terrible.

In the forge, amidst a tempest of crackling lightning and clashing thunder, Markovad was held in a great glowing sphere of flames. I heard a voice – if a voice it can be called, for it felt to me as if the very rumble and sway of the earth had been marshaled to form a semblance of wordless utterances. Yet, this voice called to her with crystal clarity, beckoning her to join them, to become one of them, to become one with them.
Dragons of Midestra

Though dragons existed in myth for as long as man could paint or talk, they were believed to be beasts of legend, or at best, long made extinct by early man’s quest to dominate and subdue. Yet, somehow the ancient pearl and sable dragons (for that is surely what the beasts were), reemerged from extinction at this particular time in religious history, only to fade once again into the realms of folklore. How this came to happen, no science, history, or arcane textbook can explain. Indeed, only religion has sought to offer any answer to the question.

Since the recession of the cults, the dragons have never been seen again. To some this is because they were temporary avatars of Durkados and Solastra. To others, they were destroyed by one another in the battle, though not a single claw or scale was found to support this theory. Still others suggest they were drawn back to their home in the Stardawn Forge and could reemerge at any given time. Whatever brought these creatures to being and whatever fate befell them, one must at least consider the explanation within the holy texts.
Scientifique

Extension 4: Nouveaux Alliés

*TBA*

Possède 2 échantillons. Durant la nuit, il peut désigner une personne qu'il soupçonne d'être un Loup-Garou afin de lui faire boire un échantillon. On ne connait pas encore les effets de chaque échantillon, ils seront déterminé par le lancer d'un dé à 6 faces. Voici les résultats selon le dé:

1. Effacement: Le joueur perd son pouvoir.
2. Mort: Le joueur meurt au matin.
3. Dévoilement: Le scientifique connait le rôle du joueur.
4. Poison: Le joueur est malade, il meurt dans 2 nuits.
5. Monstre: Le joueur devient un Loup-Garou, s'il ne l'était pas déja.
6. Aucun effet
Hammer of Cosmic Darkness

> *"The hammer’s true face can only be glimpsed when it sounds upon the anvil, where the anvil’s heat scours away the ice and bares the carven visage of a beautifully wrought surface. In these moments, hinted at in Aizendore’s journals, we can see the very essence of Darkness etched into coldest steel. Though what exactly this looks like, Aizendore fails to capture in words."* Aizendore's Vault of Tragic Treasures researchers
>
>

If stars can dream, the hammer must be their nightmare. Few credible reports exist of this dread tool, but the stories that claw their way from myth and fable are shocking in their consistency. The hammer’s purpose is to balance the anvil, to counter its life and vibrancy with the cold nothing of the void.

The hammer itself is difficult to describe, for how does one describe nothing? Perhaps its most prominent feature is the ice that shards the head; jagged, blue-white sheets that give some hint as to the hammer’s shape. Description is further hampered by the wisps of vapor roiling from its surface, like smoke from a deadened bog. Some say the hammer is so cold, it sucks the very moisture from the air. Others - sources one might charitably describe as “colorful” - ascribe a more sinister appetite to the hammer. Rather than merely removing airborne water from its vicinity, the void inside the hammer can purportedly draw an adventurer’s soul from their body, freezing and sealing it for all eternity in a tomb of unending nothing. While at first this seems the kind of exaggeration typical of a malodorous tavern denizen well into their fifth cup, it is worth heeding these tales as a warning of the hammer’s power. For what is clear is that many a powerful adventurer has perished in search of the Hammer of Cosmic Darkness, and for those whose whereabouts remain unknown, it is hard to imagine a more hideous end than to become trapped within the very prize they sought.

Legend purports that, like so many other magical items, the hammer was lost in the Great Flash.
Blot

A good natured Destron, Blot is friendly to everyone around him. However, his incredibly poor hygiene leads to everyone avoiding him like the plague, making him desperate for approval.

## Character Profile

*No one likes **Blot**, but he doesn't try to be hated. He's nice enough, does what he's told, and is an okay fighter. The problem becomes apparent when one spends time near him. He constantly leaks fluid, and has a horrible stench, driving everyone away from him. This has left him very insecure, and he'll follow anyone who will just be his friend.*

## Capabilities

### Skills

Blot's alternate mode is a sprayer tank, capable of making quick turns. In robot mode, he possesses an incredible physical strength, and since his weapon is highly corrosive, Blot's armor is reinforced with special alloy that gives him a higher tolerance to corrosive liquids of any kind.

### Arsenal

Equipped with a slime cannon, Blot can effectively use in both of his modes to shoot Tox-En - a corrosive, foul-smelling liquid that is considered a biohazard for organic beings, as well as using it to spray any other liquids. However, due to Blot's poor maintenance, he is constantly leaking Tox-En, leading to most other beings avoiding him at all costs.

## Trivia

* Blot's robot mode combines the overall proportions of his *The Transformers* incarnation's monster mode with elements of his robot mode.
	+ Meanwhile his vehicle mode is inspired by his namesake from *Transformers Animated*.
* RapidFirestormer's ideal voice for Blot would be Bill Fagerbakke.

 Blindside • Gutcruncher • Octopunch • Sky Shadow • "Steelnugget"
\*Former member|^Double agent
The Island

> "There is but one Chronicler who has ever purportedly set foot on the Island. Armed with a map of Olde Baiselmore, he charted the terrain and sought the arcane vault and the Stardawn Forge within." Gimel
>
>

There is a particular fable, the first in a series, that tell of how a floating island came to be the homeplace of Markovad the Maker, and the Stardawn Forge supposedly became her workshop. The Island of Baiselmore is believed to float high above the land, traveling across planes and dimensions, all the while concealed in a veil of clouds. Within the Island there is said to be an arcane vault, built to protect the world from the infinite power of the Stardawn Forge.

As depicted, the Island is believed to have been cleaved from the continent in the First Flash, leaving behind a crater which became Baiseldon Lough. As the Chronicling Expert in Mapping, I have studied the ancient maps of Olde Baiselmore and can confirm that it is shaped distinctly akin to that of the lough, leaving even this most cynical skeptic believing there is some truth in the fable.

Now we turn our attention to the circumstances surrounding the greatness of Markovad the Maker – her home, her workplace, her tools, and her mentor. Long have many of these legends languished beneath the sands of time. However, as is our calling, we have tested them through personal research and measured them against all known arcane laws. Thus, included herein are only those myths that add truth to the history of Markovad and Aizendore.