recursal/Fanatic-Fandom huggingface dataset:
Trast

## Trast, the Gateway to Terrinoth

### Known For:

Known as 'The Gateway to Terrinoth', it forms the South-Western Border between Terrinoth and Lorimar.

The Barony of Trast is located east of the Lorim’s Gate Mountains, and its lands extend to the borders of the Tanglewood. Its proximity to the Aymhelin, and to Summersong specifically, have resulted in greater interaction between its residents and the Latari Elves than most Humans of Terrinoth have experienced— not all of it friendly. Trast draws its wealth from silver and iron mines in the foothills of the mountains, and its people do some limited hunting and logging within the outskirts of the Tanglewood, although many claim the forest is haunted by werewolves.

As of late, the Latari Elves have been more active—or at least more visible to Humans. Their scouting parties have been spotted emerging from the northern edges of the forest with greater frequency. While fearful peasants blame the Elves for a number of attacks on isolated farmsteads, belligerent nobles rail against this encroachment on Trastian lands. Baron Rault can easily reject the fears of peasants, but cannot ignore aristocratic saber-rattling when it arises.

The baron rules from his seat at Castle Artrast. Rault is a just man, but quick to take offense at any perceived sleight to his honor. Visitors do well not to insult his hospitality, even when circumstances might better preclude proper etiquette. The barony's population (both commoner and nobility) is split between two distinct opinions on the Baron. One faction views Rault as a weak leader, too ready to acquiesce to the demands of Latari and Lorimor envoys. Others, however, criticize his heavy-handed approach to treating with the Elves, arguing that his unnecessary provocation risks war with the forest denizens.

Agitators on both sides seek to sway the baron. Some folk also whisper of a conspiracy to unseat Rault—although nobody knows for sure which side, if any, the plotters side with.

In the foothills of Lorim’s Gate, ancient menhirs rise from the tops of a rough circle of earthen mounds. It is said that twice a year, adherents of forbidden beliefs gather in this spot to commune with unknowable entities, in a ceremony led by dark and twisted priests. Baron Rault has expressed some interest in discovering the truth of these rumors and halting the perpetrators if so, but the isolated nature of the location prevents any sort of routine patrol.
'unnamed Mercenary Group

The Group is owned and run by the younger brother of Earl Castigan.

They are unscrupulous and will worth with/for anyone for the right price. They have worked for evil forces such as the undead in the past.

Recently, they were employed by persons unknown for a mysterious purpose in an area known as 'The Fracture', a volcanic wasteland near the Tanglewood Forest and the Misty Plains. During this time, the Company was using a number of Dragon Hybrid members.

Basic Uniform - MaleBasic Uniform - FemaleDulam - a Dwarven Mercenary in the Uniform of the CompanySubtle Sting, a Dragonkin Officer working with the Company
Lady Bellia Sephone

Steward of Allerfeldt

Widow of former Baroness, Lady Bellia is a former diplomat from Al-Qalim. After her wife was murdered she was acused by her Step-son, Valcum, of the murder and spent months on the run. She was vindicated at the Conclave when evidence was brought forward implicating Valcum of the murder, and she has been given the stewardship of the Barony until the matter of Vacum's trail can be finalized.

She is the mother of Lord Digatto Alghero, who Bellia has ppromoted to knight and General to the armies of Allerfeldt.
Forthyn

## Forthyn, the Last Civilized Land

### Known For:

Its hardy folk who, in some ways, resemble their Northern neighbours in Isheim moreso than their fellow Baronies.They are also renowned for the Baron's Roc Cavalry.

Forthyn marks the furthest north boundary of Terrinoth, stretching from the Broken Crags to the Blind Muir Forest. The people of this barony are hardy folk, toughened by the harsh northern winters. The Free City of Frostgate falls within the bounds of Forthyn, which leads to some tension. The barony can’t officially issue commands to Frostgate and its fiercely independent ruling council, but the Free City relies on the barony’s goodwill for its imports, both in trade with the barony and traders traveling through its lands.

From her home at Highmont, Baroness Adelynn personally oversees the raising and training of Forthyn’s famed rocs, as her lineage has done for centuries. The rocs are massive eagles, domesticated long ago and bred for use as war mounts. Adelynn provides these trained rocs to certain other baronies in accordance with longstanding traditions and alliances. Great artificial eyries in the mountains are home to expert breeders and trainers, who have themselves adjusted to the thin, cold mountain air and perfected their arts over many generations.

Recently, however, these folk have faced a new challenge. Unknown thieves have made several attempts to steal rocs, including hatchlings and eggs. Thus far, the roc-masters and the baroness’s men-at-arms have foiled these attempts. The persistence of the thieves and the very difficulty of absconding with such fearsome creatures in such perilous terrain speaks to the determination and resourcefulness of the culprits, and some Forthyners fear this indicates a darker power behind the rustlers. For the mighty rocs to fall into the hands of Terrinoth’s enemies would bode ill for the Land of Steel.
Blank Chr Sheet

**Name**:

**Race**:

**Career**:

**Organisation**:

**Player**:

## Characteristics

**Brawn** 0

**Agility** 0

**Intellect** 0

**Cunning** 0

**Willpower** 0

**Presence** 0

## Derived Stats

**Soak** 0

**Wound Threshold** 0

**Strain Threshold** 0

**Defence** 0/0

## Skills

### General

Alchemy 0

Athletics 0

Cool 0

Coordination 0

Discipline 0

Mechanics 0

Medicine 0

Perception 0

Resilience 0

Riding 0

Skullduggery 0

Stealth 0

Streetwise 0

Survival 0

Vigilance 0

### Magic

Arcana 0

Divine 0

Primal 0

Runes 0

Verse 0

### Combat

Brawl 0

Melee -Heavy 0

Melee - Light 0

Ranged 0

### Social

Charm 0

Coercion 0

Deception 0

Leadership 0

Negotiation 0

### Knowledge

Adventuring 0

Forbidden 0

Lore 0

Geography 0

### Custom Skills

[skill name]

\*Indciates Career Skill

## Heroic Ability

Ability Name:

Power: Basic

Upgrades: None

Ability Points: 0
Bogga

Male Gnome - Tinkerer and (Former) Innkeeper

**Personality:** Inquisitive, put-upon, helpful.

### Background:

Bogga is a gnomish inventor, tinkerer and artificer who owns/owned The Broken Beacon Inn, a popular stop for travellers and wayfarers in Ballinford. While his main occupation was in running the inn, his chief passion was invention, and he kept a substantial workshop in the Inn's basement, where he tinkered on a number of projects. Probably his main interest was in repairing and refitting so-called Ironbound, humanoid machine which could perform the work of a human, however, he had had only minimal success. Besides various fragments of Ironbound units, his workspace contained many lesser inventions and a great many tools, many of which were specifically crafted by him for his own purposes. He also kept a number of higher security storerooms hidden in the various tunnels running beneath the Inn.

Prior to Recent Events *(See Below)*, he had a business partner, a mage named Joanne. Little is known of her, but that she served to maintain many of the wards used to keep inhabitants of the tunnels from invading the basement level, that she had mysteriously vanished 3 years ago (and in the absence of her magical wards, Bogga had been forced to physically wall up the various tunnels), and that at the time she went missing, several of Bogga's concealed stashes had been raided.

### Recent Events:

Recently, The Broken Beacon had come under attack by mysterious forces, These forces sent a team of assassins to recover a scholar who had been staying in the inn while he worked on a translation of ancient Prophetic Writings on behalf of Giana Delakin, a Priestess of Kellos. Fortunately, between Priestess Delakin, her retinue and a number of wanderers, this wave was able to be repelled *(See Session 1 for details)*.

Unfortunately, a second wave, consisting of a horde of the undead then proceeded to lay siege to the inn. Unable to repel this many attackers, the inhabitants were forced to flee through the tunnels, and partially bring down a section of the Inn to seal off their retreat *(See Session 2 for details)*. The inhabitants were able to successfully make their escape, but it is unknown to what extent, if any, the Inn survived, or what its fate, and that of Bogga, were after that.
Rush Hour

*Rush redirects here*.

**Rush Hour** is a type in the game. It has power, but boosts workers production and boxes you pack.

## How do it work?

It takes about 2 minutes or less to get it. Keep packing boxes and upgrading your stuff so you can get an **Rush Hour**. And also, your packing skills will be better to get extra Coins and Holy Boxes. Use **Holy Boxes** to instantly get an **Rush Hour**.

## Trivia

* It is useful to earn much profit and you can get over 9000 coins or above with high upgrades in this feature.

* And has perfect boosts to your factory so the workers will get more coins per second.
Prince's Garden

## The Prince's Garden

The Prince's Garden is a high-end inn, tavern, restaurant and public establishment, possibly the most opulent of its kind in Terrinoth. It is located in the Riya district of Archaut. During Conclave, it is frequently used as a social meeting place for members of the various Baronial retinues.

### Location

The Riya District is the substantial central region of the city, better known by most inhabitants as the 'Citadel' Region or 'Parks' Region. The area in which it is located is the centre of one of the large area of ornamental parks for which the region is known.

### Economy

Renowned throughout Terrinoth, The Prince's Garden is a destination point for nobles and their retainers all year round, however, during Conclave, it becomes incredibly busy. Many of the rooms, kept sealed for the rest of the year, are opened up and aired out as wealthy merchants, renowned performers, politicians, nobles and the well-to-do make the Garden their home away from home.

### Description

Initially, the area in which The Prince's Garden is located was a residential area, however, many of the buildings which previously stood here have long since been cleared out to make way for open squares, public parks or garden areas. The Building now known as The Prince's Garden was originally a large manor house owned by a Royal heir famous for their love of decoration and aesthetics. As a result, the building's architecture and the ornamental garden which surround it, are among some of the finest examples of their type in Mennara.

### Rooms

The building itself has a large central section, with wings extending to the left and right. The whole thing stands five storeys high, with the lower level mostly being at home to a number of larger, open areas including a restaurant, common seated area, tavern, a great many meeting rooms of varying sizes and degrees of privacy, a conservatory and several ballrooms. The rear opens up to a large, formal atrium renowned for its collection of statuary sourcesd from across Mennara and well-maintained ornamental gardens. From there, multiple paths extend out into the grounds where guests and visitors can explore the grounds. The whole exterior is liberally decorated with ornamental plants, colourful flowers, fountains, statuary and topiary, and there are many clusters of tables, benches and even small gazebos about for guests to make use of.

The Upper Levels feature more meeting and function rooms in the Central Area, with a variety of rooms in the wings. As you get higher, the rooms become smaller in number and larger and more opulent in decor and presentation until the Upper Level, which is entrely composed of various large, rambling suites suitable for a visiting Baron and more than capable of serving them and their entire retinue.

### Staff

The Staff at the Prince's Garden are amongst some of the most well-trained, disciplined and professional in all of Terrinoth. During Conclave especially, but throughout the year, famous chefs, entertainers, sommeliers and others strive for the privilege of plying their trade for the best and brightest that Terrinoth has to offer.
Castigan

## **The Castigan Family -**

The Castigan Family is an extremely powerful Human Noble family based in Vynelvale. They are one of the most powerful families in southern Terrinoth (after the local Barons, and even then, the Barons are careful to take them into consideration when making decisions.). They own considerable lands and are extremely wealthy and well connected.

**Earl Castigan** -

Human, Male - Noble

Personality: Forthright, Stubborn, Does not suffer fools.

The Earl is in his mid 40's, and has a powerful jaw and stern eyes. He is a military veteran, and presents himself as very physically powerful and intimidating. Behind this, however, he has a sharp wits of a shrewd campaigner and is adept in the political arena as he was on the battlefield. His luxurious estate in Vynelvale contains his extensive collection of historical and arcane objets d'art.

Currently, he is trying to find a suitor for his daughter, but won't accept anyone but the very best and is very protective of her.

**Lady Taffney Castigan** -

Human, Female - Noble Heir.

Personality: Shrewd, independent, diplomatic.

The Lady Taffney is renowned through Southern Terrinoth as a great beauty and, between this and her father's political power, she is much sought after by potential suitors. While she loves her father and is well aware of her responsibilities as the heir to the Castigan lineage, she has not been impressed so far with the quality of suitors who have come calling.

She is a keen admirer of Baroness Harriett, who rose to her Baronial position after leading a commoners' revolution, and often wishes to be able to abdicate her familial responsibilities, but would hate to put her parents in such an untenable position.

Lady Taffney CastiganCastigan Manor, VynelvaleCastigan Manor Grounds, VynelvaleEarl Castigan's Treasure Chamber
Ballinford

Ballinford is a small, frontier town lying in the foothills of the Mountains of Despair and on the border of the Moonglow Marsh. The village, such as it is, chiefly operates as a stop-off point for travellers to rest-up and re-supply before pushing on Northward to Skydown, Dawnsmoor, Redbridge and Tamalir, and Southward to Riverwatch, Vynelvale and Sundergard.

**Region**: Southern Terrinoth, Barony of Otrin.

**Close to**: Moonglow Marsh, Mountains of Despair, Waterford, Skydown. The nearest large city is Riverwatch.

**Status**: Hamlet.

**Population**: 50-100 Permanent Residents, a great many transient. (89% Human, 4% Gnome, 7% other).

**Produce**: Fishing, Trade Goods.

**Known for**: Frontier atmosphere, frequent travellers coming through.

**Government**: None to speak of. Any disputes that can't be resolved by the major local business-holders can be referred to the forces of Skydown Fortress or the Riverwatch.

**Features**:

* The Broken Beacon Inn.
* Fish Market.
* Trade Good Outpost.
* Blacksmith and Saddlery.

**Locations:**

* The Broken Beacon Inn. A small and humble, but comfortable, rest-stop for travellers.

**People:**

* Bogga, the owner of the Broken Beacon Inn, is a gnome artificer. Years ago, he had a business partner, Joanne, a mage, but she vanished 3 years ago.

**Recent Events**: Recently, a number of assassins, backed up by hordes of the undead, laid siege to the Broken Beacon and Bogga and his guests were forced to flee. Substantial damage was made to the building on the way out, and it is uncertain if the business is still in operation.
Archpraetor Lucian Kalmides

Human Male - Priest of Kellos

Personality - Cautious, Pragmatic, Conservative.

### Background

Born to family of scholars and functionaries in Lorim, Lucian Kalmides' otherwise blissful life was marred by petty intrigues and vendettas. An uncle who was unwise enough to throw his support behind a radical political movement laid a black mark against the family name, and Lucian was packed off for his own safety to study at the Kellosian Academy in Vynelvale.

After a few years, he became relatively well-known as a dedicated and disciplined acolyte with a flair for fiery and passionate oratory. He was earmarked for placement within the church's militant arm, where it was believed that he would soon advance to a leadership position. This future was stymied, however, when he became embroiled in a scandal. The inquisitorial records of the scandal are sealed to any below the rank of Justicar, but in its aftermath, he spent several decades in administrative work, frequently in relatively minor postings, gradually climbing the ladder of advancement within the church.

He had changed fundamentally, however. No longer the empassionated devotee of the faith, he had become one of its more diligent administrators. He spent time in the Ordo Archival, Ordo Scholaris and the Inquisition and spent many years travelling the length and breadth of Mennara conducting a vast forensic overview of Church records, many of which had become corrupted or been destroyed over time. During this period, he gained a reputation for rigorous and strict attention to detail. Many historical texts were called into query, and subsequently re-classified as 'suspect' or 'apocryphal'.

As a result of this work, he was raised to the position of Praetor (Ordo Templi) and, after a decade of service in Vynelvale, was dispatched to Archaut. His keen eye, digiligence, insistance on bureaucratic stricture and political pragmatism made him an ideal appointment for liaising between the Church and Terrinoth's nobility. Since then, he has risen to the position of Arch-Praetor, and currently serves as chair of the Praetorial Council in Archaut.

### Talents and Abilities

Arch-Praetor Kalmides is renowned for his disciplined approach to scholarship. He is exceedingly knowledgeable on matters of legality and church doctrine. While some many have cause to find his cautious and conservative nature vexing, they cannot fault his knowledge or ability to compose and deliver judgment, even if such judgment may not be presented as quickly as a supplicant may prefer.
Emily

**UK/US Voice Actor:** Jules de Jongh (US; 2009-2020; UK; 2016)

**Emily** is a green Stirling Single tender engine who works on the North Western Railway and is the railway's number 12 engine. She has her own set of coaches given to her because of her bravery saving Oliver on her first day. Following her rescue of Gordon from a collapsing bridge, and James, Percy, and Rebecca from a derailment, Emily was rewarded with being appointed safety engine, gaining her number with it.

## Official Description

*Emily is a beautiful engine with shiny paintwork and gleaming brass fittings. After she rescued Oliver and Toad when they were stuck on the tracks, Sir Topham Hatt rewarded her with a brand new pair of coaches.*
Alchemy Loot

## Alchemical Loot

In Session 57, the heroes returned to the Alchemist's Lair beneath the streets of Archaut to ransack his laboratory for anything of use. Here, for the sake of kept records, is a list of the items taken:

### Identified Potions:

* Immunity Elixir x2\*
* Regeneration Elixir\*
* Potion of invigoration x3
* Transformation Potion x2
* Lesser Potion of Transformation x4
* The Sated Traveller Elixir x2

### Unidentified Potions:

* Potion in an orange flask shaped like a flame\*\*\*
* Acrid smelling Potions x6
* Potion decorated with tools, smells like old cabbage

### Usable Ingredients:

* Troll Eye in preservation jar.
* Crushed Gems (Diamond x1, Emerald x2, Opal x4, Sapphire x2)
* Box of assorted Animal’s teeth
* Preserving fluid, 1 Litre
* Several bags (3.5kg) of collected hair -mostly Dwarven
* Vials of Acid (weak x3, moderate x5 and highly caustic x2)
* A tiny vial of fresh-looking blood (Doppelganger blood)
* A sack of varied shells
* Ancient Grave Dust (Possibly illegal)

### Partially Useable Ingredients:

(Using any of these components in their current state will add a [black die], or more, to the alchemy roll.)

* Liquefied Animal parts in fluid x14
* Aged Tools - Glass Vials (12), ‘Airtight’ Jars (23), Mortar and Pestle (6 varieties), Cutting implements (7)
* 12 Mould-filled jars - possibly former organic components.
* 20 Large jars of various unidentified ‘goop’
* A barrel of dwarven alcohol which smells not-quite-right.

**Miscellaneous Other:**

* 3x 1-inch Cubes of a thick wax-like substance
Allerfeldt

## Allerfeldt, the Breadbasket of Terrinoth

### Known For:

Allerfeldt is known as 'The Breadbasket of Terrinoth' as it is a vast source of produce for the entire realm.

Large, powerful, and critical to the efforts of the other baronies, Allerfeldt benefits tremendously from its fertile soil and expansive, flat land that allows for easy travel and rapid communication. Goldhall is the traditional seat of the Sephone family, the castle from which, until recently, Baroness Katrin ruled over her lands. Goldhall is the result of several hundreds of years of construction, and represents the legacy of the Sephone family. High spires, grand halls, vast storehouses, and immense barracks all serve to make Goldhall one of the most impressive castles in all the baronies, a veritable fortress defending the whole of Allerfeldt from its enemies.

In recent times, Goldhall has taken on a more administrative than military role. Owing to its vast complexes, immense library, and facilities to host dignitaries and state functions, Goldhall often serves a first point of contact for many important diplomatic actions in the baronies. The High Seat of Goldhall has been the site of many a treaty and declaration of war, while the Weeping Causeway, built by a Sephone ancestor as a memorial to his slain father, has long served as a mustering ground for the combined armies of Allerfeldt.

Ruled by Count Oszric Cunningham, Haverford County has a poor reputation across Allerfeldt. Though the Cunninghams have strong relationships with the other counties and their rulers (with many intermarriages to aid in the stability of Allerfeldt), over the generations they have become notorious for the new obsession each Cunningham brings to their thrown. Half-finished buildings dot the landscape, each the site where one count or countess began a grand project only to perish before its completion. Others exist only as ruins, the remains of spectacularly unsuccessful attempts at duplicating Lorimor Fire or fashioning new alchemical potions. While some have been productive, such as Countess Ygraine Cunningham's reinforced training hall for battlemages, most only lost coin. The county's finances grew so poor that Oszric was forced to take the wealthy merchant Elene as his wife to bolster the treasury.

Fortunately, the two have acted to reclaim many of the ruins, mines, and other lost regions from past years, and have funded dozens of excavations and masonry work. Unfortunately, these have uncovered hordes of goblins and other creatures that have taken residence in them over the generations. Having been disturbed, these foul beings are now threatening local villages.

In recent months, the entire realm has been thrown into disarray, with the murder of Baroness Katrin Sephone. Her son, Valcum Sephone is currently acting as administrator, but is awaiting the decision of the Conclave at Archaut before his ascension can be formalized.
Carthridge

## Carthridge, the Silver Barony

Abutting Rhynn, the barony of Carthridge extends across the river of Korina’s Tears, encompassing the larger part of the Carthmounts. Taking advantage of both abundant farmland and the famed silver mines scattered throughout the mountains, Carthridge enjoys great wealth and influence. This abundance of food and coin attract wild creatures and bandits, respectively. The people seldom worry, however, as Baron Zachareth’s knights and foot soldiers are some of the best-equipped and most trained in all Terrinoth. While no serious threat has challenged the troops in centuries, Zachareth requires that they drill ceaselessly and maintain a state of constant readiness.

Despite the unnatural threats lurking within the Mistlands, the people of Carthridge continue to farm the fertile soil that extends to the very edges of the shrouded bogs, as they have for centuries untold. Still, life at the doorstep of the Betrayer has taken its toll on these people, who bar their doors at night and mistrust strangers as a matter of course. Those few visitors to these isolated farms and hamlets often wonder if the residents know of some hidden danger or perhaps have their own secrets to hide.

As across Terrinoth, many ancient wonders can be found in the remote parts of Carthridge. The otherwise small and unremarkable Lake Falstar holds a single island at its center, home to the Temple of Four Storms. Seldom visited, this ancient temple is a monument to a long-forgotten religion. On some nights, amid howling winds blinding rain, flashes of lightning reveal mysterious figures assembled on the small island across the water.

Likely owing to Carthridge’s ancient border with the Thirteenth Barony, of all the barons, Zachareth is the only one to speak regularly and emphatically of the threat posed by the Mistlands. While others fail to recognize the threat or choose to downplay its significance, Baron Zachareth agitates for a preemptive invasion of the Mistlands, one he bravely volunteers to lead. So far, the other barons have refused to support such an endeavor. Privately, Barons Xarles and Echard fear that such an action, successful or not, would make a hero of its general, upsetting the balance of power in the council.
Nerekhall

This is a city of paranoia, though some might say for good reason. Long ago, in a titanic fall from grace, a member of its Council of Wizards fell to the corrupting influence of the Ynfernael and opened a portal to that blighted realm. Otherworldly monsters poured forth in a massive tide, threatening the western regions of Terrinoth. Unwilling to allow the forces of darkness to gain a foothold, the Daqan Lords delivered a swift and brutal response. Whole families of sorcerers were eradicated in a brutal purge to force the portal closed. Those who were allowed to live did so under careful, unceasing watch.

Haunted by the fear of once again falling to the lure of the Ynfernael, the Priests of Pollux, who have a large cult in Nerekhall, created the Ironbound: living suits of armor beyond the corruption of mortal beings, immune to magic both malign and beneficial. Made from black iron, these constructs exceeded the expectations of the artificers involved in their creation and soon replaced most of Nerekhall’s militia. Today, they are a common sight on the streets and safeguard the citizenry against flagrant acts of evil magic. Those who dare speak of witnessing malfunction or failure in the metal automatons are harshly punished for spreading malicious rumors.

Despite its dark past, Nerekhall has flourished, much to the suspicion of the inquisitors and templars of the baronies and the Church of Kellos. Its magistrates rule harshly, insisting that fear and control are the only protections against corruption. No stone goes unturned, no experiment unnoticed, no tome unmarked as they surveil nearly every aspect of life in Nerekhall and promote its image. Nevertheless, they are especially proud of their renowned school, known only as the Academy. This trusted wellspring of cultured learning is a place where society’s elite can engage in exotic experiments and research rare tomes free of petty scrutiny due to their exalted rank. Its faculty members seem even more eager than their students to explore every aspect of magic and other arts in their quest to establish Nerekhall’s great legacy.
Leather Bottle

## The Leather Bottle

Until recently, was known for being the oldest still-operating Inn in Vylnelvale. Recently was the site of a miracle during the most recent Festival of Cleansing. What happened is, during a scuffle, a large urn was knocked over, and a mystic flame burst forth from within. Thankfully, one of the people involved was able to keep the flame alive and re-locate it to a more suitable location. Upon evaluation from members of the local Church of Kellos, the incident was declared an official miracle, but is still being subjected to further study.

### Location

A couple of streets away from the major market square in Vynelvale.

### Economy

Located in one of Vynelvale's major Commercial Districts, it's an older area with a lot of older, but humble buildings. The area is solidly working class with most of the residents working nearby or living in res

### Description

'The Leather Bottle' is a humble, but comfortable inn and drinking establishment. Its architecture is simple, but has a vaguely old-fashioned air to it.

### Rooms

The Bottle is largely a drinking establishment. It does have a small number of fairly spartan rooms suitable for short-term travellers, but most people staying overnight are satisfied with sleeping on the floor of in the common room.
Allies and Associates

## Allies & Associates

Occasionally, our heroes manage to make friends along the way. Here are some of them.

Amnir Stormborn, Dwarven Scholar and Agent of the Heirs of TimmoranDondras Stormborn, Dwarven Warrior, Amnir's Husband and PartnerGiana Delakin (Heroforge Version)The redoubtable Al Beorn & his Trained Owl BearCaptain Barnabus Timon DeConneauHippa, Guardian Druid of Tanglewood Forest
Dwarven Rangers Guild

### Overview.

The Dwarven Rangers' Guild is one of the 10 Guilds that rules Dwarven Society. Their main role is to roam far and wide, identifying potential threats to Dwarven Society, gathering information, and dealing with them as needed.

### Gallery.

Dwarven Rangers - Lokkhari and DhojnitMounts used by Rangers Lokkhari and Dhojnit
Primus Corrado Vozzi

Human, Male - Diplomat

Personality: Prideful, Status-Conscious, Dedicated to his Wife.

Primus Corrado Vozzi is a Diplomat to Terrinoth From Alben in The Torue Albes, Lorimor. He and his wife are, as far as is known, currently stationed in Vynelvale. His wife, to whom he is utterly dedicated, is from a prominent and wealthy, but poorly thought-of, family, and he would do anything to erase that burden of familial shame.

He is extremely aware of the overall structures of rank amongst noble society and is well-versed in etiquette, with the down-side that this awareness can result in him being snooty and dismissive of those he considers 'beneath him' or 'not worth his time'..
Tivram's Sheet

**Name**: Tivram

**Race**: City Elf

**Career**: Envoy

**Organisation**: The Great Travelling Show

**Player**: Lois

## Characteristics

**Brawn** 2

**Agility** 3

**Intellect** 2

**Cunning** 2

**Willpower** 2

**Presence** 3

## Derived Stats

**Soak 2**

**Wound Threshold** 11

**Strain Threshold** 12

**Defence 1**/1

## Skills

### General

Alchemy 0

Athletics 0

Cool\* 1

Coordination 0

Discipline 0

Mechanics 0

Medicine 0

Perception 0

Resilience 0

Riding 0

Skullduggery 0

Stealth 0

Streetwise\* 1

Survival 0

Vigilance\* 1

### Magic

Arcana 0

Divine 0

Primal 0

Runes 0

Verse\* 1

### Combat

Brawl 0

Melee -Heavy 0

Melee - Light\* 1

Ranged 0

### Social

Charm\* 1

Coercion 0

Deception\* 1

Leadership\* 1

Negotiation\* 0

### Knowledge

Adventuring 0

Forbidden 0

Lore 0

Geography 0

### Custom Skills

[skill name]

\*Indciates Career Skill

## Heroic Ability

Ability Name: Bard's Tongue

 Power: Basic

Upgrades: None

Ability Points: 0

## Talents

Duelist -r1

Finesse -r1

## Racial Traits

Additional skills (Streetwise)

Nimble (bonus defence)
Kurnos

### Lord of the Hunt

During the Years of Hunger, the primitive people who lived in the lands which would become Terrinoth turned to Kurnos to provide them with the bounty of the forest, and in turn the Lord of the Hunt taught them to take only what they need from the land and honor the animals whose deaths brought them life. Some claim Kurnos was an Elf who, upon exile to Mennara, soon grew enchanted with the trackless forests and abandoned his fellow Latari. Such was his love of the wild that when he encountered one of the mortal races, he taught them to live as one with nature. Given the endless nature of the Elves, he may wander the world still, but such musings hold little interest for his followers. To them, Kurnos is simply their patron, and every hunt is an act of worship.

These days, the farms and cities of Terrinoth rely on farming for sustenance, and often only rangers, nomads, and isolated villages remember Kurnos. Although shrines to Kurnos are scattered throughout the countryside, his devotees claim that everything beneath the canopy is his sacred domain. When a hunter wants to honor Kurnos, they often hide a portion of their kill as cleverly as they can. The Lord of the Hunt always tracks down these offerings, but the more challenging the hunt, the greater the reward he may grant in return.

### The Clergy

The druids of Kurnos are known to also work miracles of healing, and they are capable of controlling the behavior of wild beasts and can find shelter even in the most hostile of environments. They roam the wilds and tend to the needs of the land, ensuring that harmony between peoples, plant, and beast is preserved. The most devout of Kurnos' followers sometimes also gather to celebrate the full moons at Hunter's Circle by Kurnan Lake, where they howl at the moon beside their animal companions.
Baron Echard

Though Baron Echard rules Telor, Countess Sela’s stewardship of Jenda's Harbor has granted her greater influence throughout Terrinoth and beyond. This is of no small frustration to Echard, who grows bitter as he frets away his days in the crumbling halls of Grandor’s Hold.

Sela, meanwhile, continues to cultivate relationships with earls and barons from across Terrinoth, merchants and princes from across the sea, and even the Empress of Lorimor.
Nordros

### Master of Cold & Death

Some temples of Kellos teach that the undead are the agents of Nordros the Cold, the ruler of winter who is antithetical to the primary aspects of Kellos. According to their accounts, Kellos had a twin brother named Nordros, whose jealousy of Kellos led him to fall to Waiqar's dark promises. When Nordros joined the Betrayer, he unlocked a terrible power within himself: a mastery over the chill of death. As the twin flames of justice and hope flicker and dim, Nordros' power grows. Only when Nordros is defeated, the temple faithful hold, will Kellos return and winter will be forever banished from the realms.

The Weik of Isheim say that Nordros long predates Waiqar, and came down from the north at the dawn of the world, blizzards roaring at his heels. They say that the doughty warriors of Isheim kept him at bay, but each year when the sun grows weak, he returns. The Weik and the cult of Kellos both believe that if Nordros is not kept in check, he will finally gain dominion over the realms and see the entire world encased in ice.

### Nordros' Clergy

The worship of Nordros is almost unheard of in Terrinoth, with only a few pockets in the Howling Giant Hills and Blind Muir Forest. In these areas, some still bring sacrifices to Nordros to keep him appeased and beseech him to spare them from his wrath. A few ambitious individuals in Strangehaven pledge themselves to Nordros and gain dominion over cold and death. Some even count on their resolve to use the magic of ice and death without succumbing to the god's will. The inhabitants of cities like Vynelvale and Dawnsmoor actively persecute any who openly follow Nordros, and the cult of Kellos continues to petition the Citadel to ban the worship of Nordros outright.
Gar-eith Notes

## Gar-ieth 'Gar' Magrasson

### Relatives

Groma (Gran), Douhg (Uncle), Mum, Ant (Older sister), Aunt, and cousins in \*\*city

## Physical description

### Eye color

Grey

**Personality:** Gar feels things deeply and profoundly, especially attachment to people he befriends, but can often hide it behind a veneer of general surliness or self-depreciation. He hates the feeling of being controlled or manipulated and wants to make his own decisions about who he is and what he's going to do.

 **Weight:** | 95kg
 **Distinctive Features:** TBE

### Background

Following a period of study, he was expected by his family to take up familial duties. Instead, he set off into the world after stealing the family's ancestral magical blade.

Currently, he is engaged in trying to construct a temple to Belarus, the Butcher God in a poorer section of Greyhaven's Dockside district.

### Talents

Gar is extremely learned, he's also a deceptively capable fighter, especially when wielding 'Fluffy'.

## Gallery

Gar - HeroforgeGar at Castigan's BallGar under the Draconic CurseGar's Family's Ancestral Blade - FluffyGar - Murderhoboin' Ain't EasyGroma, Gar's GranGroma, Gar's Gran in her Youth
Telor

## Telor, the Port of Terrinoth

### Known For:

Many, prosperous port cities, being a hub of trade and a jumping off point for foreign expeditions of all sorts.

The lands of Telor begin just beyond the walls of Archaut and extend to the Kingless Coast, encompassing both the northern edge of Eventide Forest and the southern portion of the Greatwood. Telor’s greatest feature is its coast, the largest extent of civilized coast in Terrinoth. Unique among the baronies, Telor maintains a small naval fleet to deal with pirates and other seaborne threats.

Telor’s most prosperous city is Jendra’s Harbor, seated on the southern side of the Kingless Bay, where the river of Korina’s Tears meets the sea. The port at Jendra’s Harbor is one of the few reliable for ships arriving from across the sea, and the city hosts travelers from Lorimor and as far as Al Kalim. The port serves as a departure point for ships sailing to the Torue Albes and even the occasional explorer bound for Zanaga.

Though Baron Echard rules Telor, Countess Sela’s stewardship of Jenda's Harbor has granted her greater influence throughout Terrinoth and beyond. This is of no small frustration to Echard, who grows bitter as he frets away his days in the crumbling halls of Grandor’s Hold. Sela, meanwhile, continues to cultivate relationships with earls and barons from across Terrinoth, merchants and princes from across the sea, and even the Empress of Lorimor.

Although Telor benefits greatly from Jendra’s Harbor, its position on the Kingless Coast invites no shortage of troubles as well. Even as wealth and trade flows through the port, so do cursed artifacts, mysterious priests, and wicked things that conceal their nature under long cloaks and deep hoods. While Jendra’s Harbor remains as busy as ever, many of the smaller ports and villages along the coast lie abandoned and half-ruined. Some of these are the results of fierce storms, others the victims of ravening merriods and horrid creatures of the deep. Even the lighthouse of Calem’s Peak is said to be haunted by the spirits of its mad keeper and his many victims.
On The Road To Strangehaven

## On The Road to Greyhaven

### From the Journal of Gar-ieth Magnusson:

*Cold fingers of rain drip down Gars neck, the dreary weather matching his foul mood.* *Gloom pressing down from without and with in, muttering matches his trudging through mud.* "Stupid Underwater Temple. ...the fuck were we thinking?"

*Kicking at a half submerged pebble, mud splatters back-its seemingly impossible to ruin his 'adventure' clothes any further, after being in a snake mouth, and spat at by bloodwyrms,....... but this last insult manages it somehow.*

*Small damp creatures scuttle through the undergrowth, quick to get away from the aura of trudging gloom surrounding the part.* *At one point during the morning Dandy starts chattering almost frenetically...as if her voice could chase away the lose of their friend.* "Shut the fuck up ... ......Please." *the half shout turns into a quiet pleading.*

*Fucking Arik. Fucking Prophesy. Fucking Idiots for thinking that its all stupid nonsense for gullible fools......* *Glaring sullenly at the backs of the others, he whips the wet hair from his eyes. ...Stupid rain...*

... ... *fucking idiots for thinking that because they maybe star in a prophesy everything will work out just fine and dandy.* "IDIOT!" *The yell startles sodden birds from the undergrowth, wet black forms screaming off into the depths of the forest, away from rude interlopers.* *Hooty lets out a mournful, drawn out note of displeasure.*

*An image of Ynfernal tentacle creatures from a recent nasty book they found Gar's read....*

"Shit!" *He stops, with a sudden squelch.* *Something nasty held at bay by Kellios blah blah blah ....* "Shit Arik. You ..We.... fed you to a Big Nasty thing......"

"**GARRRGGHHHHHHHHH**" *Whatever small animals still braved the vicinity of the group, fled at the guttural yell.*
The Remainders

### Overview.

The Remainders are a small adventuring company active in and around settlements near Dawnsmoor, the Misty Plains and the Tanglewood.

When the 'Turtle King' left Willow Hill to return to Tanglewood (Session 13), a number of villagers and visitors to the village (eleven to be precise) accompanied the party in order to see where it would take them. During the long journey, Dandy came up with the idea to forge them into a kind of militia (mostly in order to give them something to focus on so they wouldn't panic).

After emerging in Tanglewood and discovering that the Heart Grove was under siege, just over half of the villagers elected to leave, and were escorted to safety by Hippa. The rest elected to remain behind (hence their name) to take up arms and defend the Heart Grove and Kurama the Tortoise Spirit. Following the successful transition of power to Kurama's daughter (the doubly inaccurately named 'Turtle King'), the members remained behind briefly before leaving. Finding their brief taste of action alluring, the five members elected to remain together.

During Zorsha's attack on Dawnsmoor (Session 21), The Remainders were active in helping to bolster the local militia, rescue citizens, put out fires and generally help where they could. In the wake of the battle, they were instrumental in helping to organize repair and recovery crews, and assist with helping refugees (Ampersand's natural gifts for logistics game in particularly handy).

Since then, they have continued to be active in the area. They are under no illusions about their ability, but try to help where and whenever they can and have proven to mostly well-thought-of, with a high rate of success with their admittedly humble endeavours so far.

### Members.

The original Membership of the Remainders consisted of:

* Ampersand (&) - Group Leader. A former accountant with a disturbing fondness for and large collection of knives.
* Jimbo - In a band with Stubby and Bruno. Armed w sword. Good-hearted but dim.
* Stubby - In a band with Jimbo and Bruno. Armed w ‘tarnished’ sword. Short, stocky and pugnacious.
* Bruno - In a band with Jimbo and Stubby. Armed w sword. Big and burly, but soft-spoken.
* Big Tina - Is a very large woman. Armed with a Two-handed Hammer. Protective of Little Tina.
* Little Tina - Small and psycho. Armed with an exotic sword (Scimitar)

However, in the wake of their successes in Dawnsmoor, they were able to add several additional members to their ranks.

### Gallery.

AmpersandJimboStubbyBrunoBig TinaLittle Tina
Baroness Adelynn

From her home at Highmont, Baroness Adelynn of Forthyn personally oversees the raising and training of Forthyn’s famed rocs, as her lineage has done for centuries. Adelynn provides these trained rocs to certain other baronies in accordance with longstanding traditions and alliances. Great artificial eyries in the mountains are home to expert breeders and trainers, who have themselves adjusted to the thin, cold mountain air and perfected their arts over many generations.

Recently, however, these folk have faced a new challenge. Unknown thieves have made several attempts to steal rocs, including hatchlings and eggs. Thus far, the roc-masters and the baroness’s men-at-arms have foiled these attempts. The persistence of the thieves and the very difficulty of absconding with such fearsome creatures in such perilous terrain speaks to the determination and resourcefulness of the culprits, and some Forthyners fear this indicates a darker power behind the rustlers. For the mighty rocs to fall into the hands of Terrinoth’s enemies would bode ill for the Land of Steel.
Session 44?

**Previously...**

## And Now...

*(Note: As we're trying to re-construct this session from scattered recollections, It's probably not a bad idea to (a) try and just recall incidents that happened, and (b) try and get them in some kind of order, before re-structuring it as prose.)*

* The party arrived at the ceremony, and were each presented to the party crowd by the Archmagus, and presented with a gift1.
* Ceremony was had.
* As Dragonheart were invited, it was not unexpected to see some turn up. Dragon Heart arrived with Marshals intent on arresting Goldie and Nyarduke. Just not Vrutha actually armed up, leading a troop of town guard, plus her own peaple, all set to aresst the party on some charge2. Half the troops wanted to accompany Vrutha, half wanted to hold back and see what was going to happen.
* The half that wanted to accompany Vrutha was persuaded that it was not a good time to go causing a ruckus and trying to arrest people when the university mages alone might kick up a nasty fuss.
* This shat Vrutha right off. She approached the party on their platform, where they had just sat down to eat, and was about to get all up in their faces.
* Dandy cut them off. She brought one of the University's antiquarians onto the stage to verify the sword and its abilities. She then ntroduced Vrutha and presented her with the Sword of Virtue, or Sword of Judgement, It worked as planned. and told the story of Vruthas past deeds.
* This sent Vrutha into a rage and she unleashed a huge gout of dragonsbreath at the platform.
* Some of the ganfg dodged, some not so well.
* Dandy ended up hiding under the platform after being very badly burned while diving to protect the Antiquarian professor.
* At one point, from her vantage point under the platform, she noticed Vrutha nearby and stole the potions off her belt without her knowing. She drank some in order to heal from her burns and offered some some to others.
* This would mean that later, when Vrutha would reach for the potions, they would be gone when she needed them.
* Goldie https://tenor.com/view/burn-it-all-down-kiki-burn-kiki-fire-walk-away-fire-gif-10506929
* Nyarduke jumped at Vrutha, while Gar tried to distract her minions, allowing him a chance at the kill. Duke then attempted to assist gar instead of taking on Vrutha. Ailduin attacked her, and Duke resumed the attack, killing her, but not before she was able to kill Ailduin, who owed the party for stopping Arik from killing him some weeks earlier.
* She fell into her own fire as she died, and Duke reached in to make sure she was finished, burning himself in the process, until he was dragged off.
* She was dead. He had avenged his brother.
* When dust settled no one was arrested. Vrutha and Ailduin are both dead.
* The PC's have the DH gem. The Rest of DH escaped, and the Lich (who tried to escape again) was put back in her bottle.

### Continued in Session 45....

- 15xp (530)

*(1 - list gifts)*

*(2 -charges?)*