recursal/Fanatic-Fandom huggingface dataset:
The Empire

## Description

The Empire is a powerful nation that occupies the western regions of The Golden Continent. It controls much of the Dark Lands and the forests on the west coast. The Empire is ruled from the obsidian castle at Imperium.

## Political Structure

The Empire is governed by the Praetor Publius, also known as Ilkios Zylon. A mildly democratic body known as the Imperial Senate also exists, but it has no actual power. The castellan of Imperium, the demon known as Onyx, is the second most powerful person in the Empire.

## History

### Founding

The Empire was founded in 213 B.A. when Cleon I united several of the warring and nomadic tribes of the Dark Lands. His success was due in part to the divine guidance of the Face of Evil, which orchestrated the Empire's creation to wreak havoc on the world. The Empire expanded in secrecy until it controlled all the Dark Lands during the rule of Cleon III in 157 B.A..

### The First Imperial War

Imperial ambitions then turned east. Under Cleon V, Imperial forces lauched a surprise attack on the Confederation city of Venzor in 13 B.A.. The Battle of Venzor was a stuning victory for the Imperial Army and it marked the start of the First Imperial War. The Empire scored more victories against the Confederation and the Golden Kingdom. Most notable are the Battle of Redwater, the Battle of Westerly, and the Battle of Balmoral. The Imperial war machine was finally thwarted at the gates of the City of the Sun in 5 B.A., when the Ancients intervened and helped the Golden Army to repulse the attackers. The war was concluded when the Imperial Army was crushed at the Battle of the Tower in 4 B.A.. Simultaneously, the Emissary, a servant of the Ancients, infiltrated Imperium. They killed Cleon V and banished the Face of Evil from this plane.

### Interregnum

Following the Emperor's death, the Imperial Senate took control of the Empire. They governed for only one year before they were overthrown by the charismatic Colonel Ilkios Zylon, who declared himself Praetor.

### The Second Imperial War

In 2 B.A., Richard, Duke of the West, successfully persuaded the Golden Kingdom to launch an attack on the Empire to remove the threat to its western border. This launched the Second Imperial War. Initially, the Golden Army successfully drove the Imperial forces back along the northern coast. Finally, the Praetor himself took command of the Imperial Army during the Battle of the Peaks, and the Golden Army's advance was halted. As of 2 B.A., the war rages on.
The Dukedom of the South

## Description

The Dukedom of the South is one of five dukedoms in the Golden Kingdom on the Golden Continent. It is governed by Bridget, Duchess of the South. She governs from Southfront. The Southern Dukedom's economy is largely agrarian and is complemented by the major trade routes that pass through the region from the Confederation to the south.

## Points of Interest

* Southfront
* The Great Tower
Venzor

## Description

Venzor is a large city in the Confederation in the Golden Continent. It lies near the Confederation's western border, on the edge of the Dark Lands. It it predominantly populated by dwarves, but other species exist and are tolerated. Venzor's economy is largely sustained by mining operations.

## The First Imperial War

In 12 B.A., Venzor was the target of a surprise attack by the Empire that launched the First Imperial War. The city's defenders were completely overrun and the city was pillaged. A significant portion of it's inhabitants were killed and the rest endured eight years of Imperial occupation.
Avaria

## Description

Avaria is a largely abandoned city in the center of the Avarian continent. It is inhabited primarily by zombies summoned by a magical charm. Portions of the city are occupied by the Remnant, which struggles to survive and wrest control of the city from the undead.

## History

Avaria was founded in 100,000 to serve as a trading post with the divine power known as the Ancients. Once per month, the Ancients would emerge from the west with powerful magical goods and artifacts which they would trade for mortal goods. Why the Ancients ever wanted mortal goods is unknown.

### The Battle of Avaria

In the year 111 B.A., the wizard Bastion arrived in search of the Tribe of the Ember. Unfortunately, it proved to be a trap set by the dark wizard Moryr. The two wizards engaged in an epic battle that wreaked havoc on the ancient city. A large portion of the city's population was killed during the battle. One of the final spells cast raised the dead throughout the city. In the end, Bastion has the chance to kill his opponent but he hesitated at the critical moment. Moryr then cast a spell that would have completely annihilated the city. Bastion took the time to counter it, after which Moryr cast a spell stripping Bastion of his magical powers. Defeated, Bastion departed.

### The Remnant

Only a handful of people survived Avaria's fall. They banded together to form the Remnant. The remnant is currently run by Raine and her lieutenant Penumbra.
Policy

This covers all policies on the Mystic Messenger Fanon Wikia. If you are unsure about something or have a question, please contact the admin before acting on an assumption. For tagging guides, pleas see this article.

## Writing Policy

### Title Creation

* We ask that titles do not feature any sexual content

### Story Creation

* If mature content is on any area of the page, put a warning at the top of the page using the "Mature Content Warning" template. This also goes for characters which contain alcohol consumption, addiction, drug usage, rape, and abuse of any kind.)
* Changing canon's plot is prohibited unless within a fanfiction is set in an alternate timeline.

### Collaboration

* Collaborations are highly encouraged to get to know your community better, but not required.
* If you want to introduce a character from another story, you must get permission from the original creator.
	+ If the creator/author has not contacted you back for at least a month, you may get an admin's permission unless the author declines when he/she returns
The Dukedom of the North

## Description

The Dukedom of the North is one of the five dukedoms in the Golden Kingdom on the Golden Continent. The dukedom is governed from the Northern Hall. Alastair is the current Duke of the West.

The Northern Dukedom borders Aelyria, which has produced several border disputes.

## History

The Dukedom of the North has often been in conflict with Aelyria. After Aelyria declared independence in 15 B.A., several battles were fought in the northern dukedom.

## Point's of Interest

* The Northern Hall
* Arthric's Hall
* Port Harmon
* Northrand Village
* The Forest of the Night
Red Roost

## Description

The Red Roost is a temple dedicated to Vilstrom. It is found on the North Western Border of the Marsin Forest.

The Roost consists of three towers, each with an open air roof. The middle tower is 7 stories tall, and the flanking towers are 1 and 2 stories respectively. The grounds are laden with packed soil areas for training, and the back is set up as a functional food garden.

The Roost is home to all manner of religious beings, Clerics, Paladins, and Monks train and live in the tower. They dress in the bright red garb of those dedicated to Vilstrom, and are almost exclusively Destruction Gifted.

It functions as a place of warship for near by towns, and also as a guard tower to watch the Marsin Forest for signs of revolt or attack.

## Occupants

1. Kretchen Skirtfoot
	* Head of the Roost
	* War Ambassador of Ru
	* Lightfoot Halfling
	* Level 12 Monk: Way of the Four Elements
		+ Elemental Attunement, Fist of Unbroken Air, Clench of the North Wind, Ride the Wind
		+ Ring of Lightning Strikes (+1d8 Lightning Damage on Unarmed Attacks)
		+ Belt of Jumping
2. Danti Skirtfoot
	* Lightfoot Halfling
	* Level 7 Cleric: Tempest Domain
3. Zerk Brazen Tongue
	* Blue Dragonborn
	* Level 6 Monk: Way of the Long Death
4. Aria Smithe
	* Knight Commander of the Roost
	* Human
	* Level 9 Paladin: Oath of Devotion
Westerly

## Description

Westerly is a large city in the Dukedom of the West in the Golden Kingdom. It has a predominantly human population but also a significant number of other species. Non human prejudice is alive and well.

## History

Westerly was the site of the Battle of Westerly, a major battle in the First Imperial War. After the battle, Westerly came under Imperial occupation for several years. Most of the forests surrounding the city were destroyed during the battle.
Tutley

Tutley (AKA the hung cuck, the dangling dirge, and the roped rapscallion) was a master Bard who specializes his magic in the beauty and power of sound. He was also the master to Eragor and the former entertainer in the court of Redwood, specifically to Norman and Katherine Redwood. He quickly became a hollow shell of his former self after he betrayed the Redwood family, and played a direct part in the House Redwood Tragedy, as he let in the assassins that killed Eragor's parents, and played the songs that drowned out their screams. After encountering Eragor in the streets, guilt consumed the master bard and led him to taking Eragor on as a pupil. Consumed by the darkness of treachery and bereft of the beauty behind sound, Tutley taught Eragor the darker sides of bardic magic, focusing on the arts of deception and manipulation. Shortly after, he hung himself with a guitar string from the roof of his favorite brothel, while his throne of lutes sat in the background aflame. The famous bard song "That guy kinda sucked" is dedicated to him.
HeartRoot

The town of HeartRoot is a small farming town, roughly 80 people. It is primarily human and elvish. They primarily grow Jackfruit, in orchards that surround the town. The town center hosts one Inn, one general store, and one building of governance. There are a total of two royal Guardsmen. From the town you can see the beginnings of the Eetil to the North East.

### Wyrm Seed Inn

The Inn is run by a half-elven woman named Jayleen. During the day she runs the whole space by herself. During the night, there are three staff members: An older human named Earl, and a pair of young elven twins named Vheel and Dam. There are 4 room to rent, and mostly wine and mead for drinks.

Expenses:

* Room: 5sp
* Standard Drink: 1sp
* Fine Wine: 1gp

People in the tavern:

During the day, there is not much business to be had. A few older folks who no longer work on their families farm.

During the night, the tavern is flooded. Workers from the orchards come in spades to the tavern to drink, and gamble. A few bring instruments and play plucky folk tunes. Not at the skill level of a true bard, but enough! Some dance, some simply bop their feet or heads, some pay no attention to the music and continue with their drinking.

### Jaque’s (general store)

The general store has all things you would find in standard adventuring stores, and at those prices. The owner, Jaque, is a human man with a thick Slayian accent. He is surprised to see outsiders, and a bit weary of the non-human/elves in the party.
Haven

## Description

Built by Illusionists for Illusionists. Due to the stigma against illusion magic found in almost all of the Vostian Empire, a group of illusionists came together to earn their rights to have Haven as a safe haven. This was a long hard fight, but resulted in the gain of an Island for Illusionists. Illusion mages frequently flee from the Vostian Empire to seek refuge in Haven.

Haven is currently ruled by Archmage Kitit Romen.
Eastport

## Description

Eastport is a sprawling city on the east coast of the Golden Continent. It serves as the center of government for the Dukedom of the South within the Golden Kingdom. Eastport is the largest city on the entire continent. It is also one of the few cities in the Golden Kingdom that does not have a majority human population. It is the largest artery of trade on the eastern seaboard.
Entrai and Vitzi

Outside of the city, in the midsts of the desert, there is an area known as the Dragon Mounds. These are huge rocky or sandy formations which simply pop out of the desert landscape. One of these Dragon Mounds is, in fact, actually a dragon. Entrai had been sleeping for about 10 years. However, several days before Calean saw her, her son, Vitzi, was stolen from her. In exchange for their second mind stone, Entrai sent Caelan on a quest to reclaim her son from the necromancer who had kidnapped him. To show his gratitude, Vitzi pledged to help Caelan when they needed it, and helped save them and their group from a flash flood during their adventure at the Inner-Mountain River.
The Ninth Realm Wikia

## Welcome to the The Ninth Realm Wikia

The Ninth Realm is an extended universe created as a setting for Dungeons and Dragons campaigns.

## Continents

* The Avarian Continent
* The Golden Continent
* The Northern Continent
* The Southern Continent
* The Continent of Quéremi

## Quests

* A City
* A Battle of Gods
* A Sea of Trouble
* Peninsula Magic
* The Book of Faedream
* The Saga of the Emissary
* The Golden Book
* Armageddon's War
* Flowers For Hours
* Kidnapped King

## Timeline

* The Grand Timeline of Everything
* Grand Quest Timeline
Maps

This is a place for maps that are of areas that do not have their own page. It is possible that they will move once pages are made. Until then, this will be the landing area for maps that do not fit on any other pages of the wiki.

This is also a place for maps that are not fairly current. If a map is over 100 years out of date, or if there has been a major change in the geography of the area depicted in the map, it is wise that it be put here with the rest of the maps.

## Quéremi

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Norsity

Norsity, named for being the Northern most city state on the continent, has its origins in fishing. It is also a major port for travelers and ships coming in to the continent from the east.

The city has a political allyship with the occupants living in Maiden Forest, which allows them free travel though the forest so long as they respect the forest and do not linger within without permission.

## Government:

Norsity is a monarchy, and while it is not patriliniar, there is at the moment a King.

The current ruler is Averem Stoneshed, a dwarf.

Averem is the latest ruler in a line of Stonesheds going back 500 years, took rulership in 21 BA, at the age of 35. He married his wife, Storsi Ambriali the elvish princess from maiden forest, in 12 BA which was a bit of a scandal. Dwarves and Elves have not been known to produce offspring, and the lack of an heir would break the Stoneshed liniage. The elves do not care about having an heir, but the princess is next in line to lead their people back in Maiden Forest. They are concerned that city will attempt to claim control of their Forest, breaking their truce.
The City of the Sun

## Description

The City of the Sun is the capital and administrative center of the Golden Kingdom in the Golden Continent. It is the seat of government for both Queen Catherine I and Godric, Duke of the Sun. It is the second most populous city in the Golden Kingdom after Eastport, but it's population is far less diverse and significantly less tolerant.

### Districts

The Kingdom is divided into several districts and other areas. The city lies sprawled around the Grand Plaza in front of the Royal Palace. Immediately to the west lies the Market District, which includes the Royal Bazaar. Further west lies the upper class Residential District. Due south is the less-than-reputable Residential District, in which lies the Cloak and Dagger. The Commerce District lies to the east, along the banks of the River of the Sun. Adjacent to the Royal Palace lie the Royal Museum and the Royal Library.

## History

### Origins

The City of the Sun was founded in 65,000 B.A. by humans from the region near Redwater to the southwest. It steadily became the largest of the human city-states in the land. In 7,854 B.A., Nelson I, a nobleman from the city, established the Golden Kingdom. For nearly eight millennia, the City of the Sun has served as the kingdom's capital.

### The First Imperial War

During the First Imperial War, the Golden Army was driven to the gates of the city after a series of crushing defeats in 4 B.A.. The army prepared for a last stand in the Battle for the City of the Sun. Thanks to an intervention by the Ancients, the Golden Army carried the day and won a critical victory against the Empire.
The City on the Lake

## Description

The City on the Lake is a moderately sized town in the northeast region of the Golden Continent. Politically, it falls within the Dukedom of the East and the Golden Kingdom. It it predominantly populated by humans but is fairly tolerant of other races as well.

## The Vampire Incident

In 2 B.A. the City on the Lake was targeted by a large clan of vampires who were attempting to convert Queen Catherine I during a royal visit. The attempt was thwarted by members of the Guild of Champions and Fiona, Duchess of the South.
Crimson Edge

Crimson Edge, or the Red Wolf, is the House Redwood family sword and has been so since the beginning of the house. It was crafted by the founder of the Redwood house, Leothan Redwood, using the heat from a dragon's fire-breath. It was then enchanted during sunset while completely submerged in a pool of blood, and although the blade is purely metal, there is always a slight crimson tinge in the blade. The blade is sentient and has been so throughout the entire history of House Redwood. Other than knowing all of the house history, the blade is sharper than most and has the ability to both commune with its wielder (it will only allow itself to be wielded by true heirs of House Redwood), but it can also detect magical properties within a certain distance. As of recently (2 BA), the blade's pommel was re-sculpted into a wolf's head, and has now taken the name the Red Wolf. It is wielded by Aidar Redwood currently.
The Continent of Quéremi

## Regions

* Omarr
* Barshii
* Arkam
* Mamil
* Xtolm
* Zhalük
* Wilyok
* Ikore
* Nabol
* Bequer
* Shütan
* Cozar
* Gulepe

* Veshin
* The Isle of Dreams

## Description

The continent of Quéremi is settled in the southwest of the world, but not nearly as far west as the Avarian Continent. It has a population of people who live primarily in the night and are more favorable to the moon and stars than the sun. People on this continent although being of the same race as those on other continents, have opposing visual traits, as they have learned to see best in the dark, but have issues seeing much in daylight. No one is quite certain why the switch occurred, but it occurred early on in Quéremi history, as there are few to no records of daylight dwellers.

## History

Fae existed on the continent starting in 80,000 B.A. Merfolk congregated in shore areas, particularly those around the Isle of Dreams around 60,000 B.A. and the merfolk and fae's worship brought the gods of the Quéremi pantheon into existence around 55,000 B.A. Faytali convinced the other gods to help her crash ships headed for Byzantium into their continent rather than let them crash into the rock formations of the Isle of Stone in the middle of the sea as they were planned to in order to gain more worshipers in 20,000 B.A. The continent is thriving after it established itself as a set of countries with different governments with a prestigious college in Omarr. The continent opened major trade back up with other continents around 12,000 B.A. after some countries and governments were established.

## Pantheon

* Overall Information
* Power Structure
* List of Gods
Redwater

## Description

Redwater is a large coastal city in the Confederation in the Golden Continent. The city's population is largely human, but other races are present and more or less tolerated. Redwater's economy is sustained largely by trading and fishing. Before Avaria's destruction, Redwater was the Golden Continent's main commercial link to the Avarian Continent.

## History

Redwater was originally settled in 90,000 B.A. by humans from Avaria. It was the first settlement on the entire Golden Continent. The original settlements were largely destroyed in the War of the Ember, but Redwater is still the oldest settlement on the continent.

Redwater was an original member of the Confederation following the Summit of Exeter in 613 B.A..

During the First Imperial War, Redwater was attacked by the Imperial Army in the Battle of Redwater in 12 B.A.. The Confederation was routed emphatically and Redwater was pillaged. Many of Redwater's residents were killed and the survivors endured eight years of Imperial occupation.
Imbrian and Embrian

Imbrian, the God of dreams.

Embrian, the Goddess of nightmares.

Being twins, the two illusion gods have many similarities and, much to their chagrin, they are often mistaken for one another by those who do not have a strong knowledge of Northern Illusionist religion.

Their manifestations as sea snakes are difficult to tell apart except to the trained eye, as not only are they the same dimension and animal, they are also similar but opposite in color.

They both have influence over the sleeping minds of mortals, and this is their main method of communication with the mortal world, planting thoughts and emotions into dreams, and where Imbrian uses this for good, inspiration, and love, Embrian uses her nightmares to create fear, hatred, and evil.

Together, and though their bitter rivalry, they create a balance.

They also both have the ability to shape shift into mortal forms when manifested, which is an ability not held by most Northern Gods. Imbrian manifests into whatever for he knows would most please the person he is attempting to influence (Most notably, his manifestation as Brian for Luike Seaborn). When there is not one particular person, he may appear differently in the eyes of everyone around, which can cause confusion. Embrian takes the form of the person's worst fear, and similarly, when she is not attempting to influence one particular mortal, she appears differently to the eyes of everyone who can see her.
Delphinius

## Description

Nicknamed the Haven of Thieves, the Isle of Delphinius is built around a system of people who do not believe in the same system of gods, generally. It is a religiously open country, where followers of both the Northern Pantheon and the Southern Pantheon are accepted. However, it is also literally built on and maintained by pirate money, the thieves guild and other unsavory peoples. There are basically no rules. There is a general understanding that thieves belong in the thieves guild, and the assassins belong to the assassins guild. The head leads and is respected. Whatever head says, goes, and the Sub-heads (who are truly only in charge because of their relationship with the head) are also respected and, as long as they do not contradict the head, are also able to make rules and delegations.  The majority of the country is standard, there are farmers and fishers and other normal tradesmen, but they thieves and their associates run the country. Much of what they do consists of planning raids and attacks.

The current head is Misted Cave, a destruction mage. She is assisted by sub-heads Shadow Mare and Poison Tongue, who are creation and illusion mages, respectively.

The main city is named the eye, because it is the Eye of the Dolphin.

The champion, Jaymiff Duskdreamer, was born there.
The Great Tower

## Description

The Great Tower is an ancient watchtower and fortification that guards the pass through the mountains that divide the Golden Continent. Politically, it sits within the Dukedom of the South and the Golden Kingdom. The tower is a key strategic location for military control of the continent.

## History

The Great Tower was constructed some time before the War of the Ember. Records of the tower and the people who originally built it were destroyed in that war. Some archaeologists have speculated that the tower may have been central to the battle that ended the war.

In 4 B.A., the tower was the location of the Battle of the Tower, which saw a coalition of eastern armies defeat the Imperial Army and end the First Imperial War.
Skyria

Skyria, the shining pride of Alii. The city is named for the sky because it is built not next to but over the fork in the Skayria River. This puts it high up enough in the sky that the more spired buildings are known to collect clouds and mist at their tips. It is esteemed as the most beautiful city in all of the Kingdoms, some would deem it more beautiful than Vostanthia itself.

Unfortunately, Skyria was destroyed during Armageddons War: burned to the ground by a zealot army. Now it is in the process of being rebuilt. The cloud height palace still stands, but much of the market and surrounding town was destroyed.

Beyond it's previous beauty, Skyria is also known for the unique practice of sky fishing. Citizens sit on the edge of the city and throw impossibly long lines over the edge into the river below. It is known to be either incredibly peaceful, which involves taking safety precautions, or incredibly thrilling and dangerous, which involves the risk of being tossed over edge. There are designated areas for each type.

On Autumn and Spring solstices the city takes takes a day of and holds the Sky Festival. This involves your standard feasting, drinking and celebrating. Kites are a heavy theme on this day. Kite shows by powerful mages, kite art competitions for builders and artists. General kite flying activities by everyone else.
Phula

Phula grew up in Quiberon, where she discovered a passion for the more beautiful things in this world. She was picked up by the Guild of Champions, and moved to the Vostian Empire. She settled In Skiri, Alii, a small town bordering the west side of the Eetil forest, and set up her extensive garden and runs a little flower store called Fleurs Par La Forêt.

Phula is increadibly excited by any and all kinds of Flora. She is a bit flamboyant in nature, and loud in voice. She gets what she wants, but she is rather patient and is willing to wait even years for the more important things in life.

She brought her friend Kulgin, a fairy who lost both her right arm and leg in an explosive accident, with her to help her run her shop. Kulgin is much more level headed and straight laced than her friend, she is known to hide in the flowers and watch the shop for thieves, despite the relative lack of crime in the quaint town.

Phula was an influential character in Flowers for Hours, and played a very small part in Armageddon's War.
The Confederation

## Description

The Confederation of Free Peoples (CFP) is a large nation in the southern region of the Golden Continent that extends to several islands off the southeastern coast. The Confederation is less densely populated than the neighboring Golden Kingdom, but it has a much higher level of diversity in terms of species. Local cities and towns within the Confederation are often predominantly populated by one species, but a wide variety of species have settlements within the Confederation. The Confederation's capital is in Exeter.

## Government

The Confederation's cities and towns are governed almost entirely by the local rulers and leaders. Each locality within the Confederation sends a representative chosen however they wish to the Parliament of the Confederation, which meets in Exeter. The Parliament is authorized to deal with matters of trade, foreign relations, and defense, but otherwise has very strict limitations on its powers. The leader of the Parliament's ruling coalition is called the Doge and representatives to Parliament are Deputies.

## History

The Confederation was founded in 613 B.A. after the fall of the Banking Conglomerate and the end of the First Banking War. The constitution creating the Confederation was signed following the Summit of Exeter, where the Parliament of the Confederation first met.

The Confederation remained fairly stable and began to prosper, surprising many observers who believed that large republic could not function effectively.

In 421 B.A., the Confederation collapsed into civil war following an extended dispute over tariff levels. The Second Banking War ended in 414 B.A. in a draw.

The Third Banking War erupted in 34 B.A. when banking oligrachs attempted to forcibly overthrow the Parliament. The bankers were quickly defeated by the Army of the Confederation, as well as a mercenary force hired by Parliament that included the Order of the Rusty Gauntlet.

## The Fourth Banking War

The Confederation is currently embroiled in a civil war known as the Fourth Banking War. The war was launched in 3 B.A. when a group of oligarchs (predominantly the banking lords) overthrew the Parliament at Exeter and seized control of the government. They then hired a massive army of mercenaries, including the Order of the Rusty Gauntlet to subjugate the Confederation. Their fleet destroyed the Confederation's fleet off the coast of Redwater, which was seen by many as the end of the old regime. A number of rebel groups arose and soon coalesced into the Resistance. The Resistance was led by Calara, a former deputy of the Parliament, and she quickly became a popular symbol of opposition. The Resistance scored a major victory in 2 B.A. when they destroyed the fort at Exeter and regained control of the city, although Calara was assassinated during the battle.

## Points of Interest

* Exeter
* Venzor
* Redwater
* Balmoral
* Sarnn
* Aston
* K'var
* Oosterick
The Northern Pantheon

The Vostian Empire is founded on the belief of a pantheon of gods which are inconsistent with the rest of the world. While the gods have their individual domains, there are three broad categories which connect the magic of the mortals to the power of the gods: Creation, Destruction and Illusion.

For More specifics see: Northern Pantheon (Worship)

## Creation Gods

Creation gods manifest in the form of land mammals, and their influence manifests itself in the green color of new plant growth. Tillilli is considered the most powerful of the Creation Gods, and has the largest following of the category.

### **Tillilli**

Domain: The Earth

Totem: Silver Monkey

Alignment: True Neutral

### **Quivi**

Domain: Birth

Totem: Green Rabbit

Alignment: Neutral Good

### **Vimir**

Domain: Rebirth

Totem: Skeletal Bat

Alignment: Chaotic Neutral

### **Mayali**

Domain: The Sun

Totem: Yellow Lion

Alignment: Lawful Neutral

## Destruction Gods

Destruction Gods manifest in the form of birds, and their influence manifests itself in the red color of freshly drawn blood. Vilstrom is considered to be the leader of the Destruction Gods, and has arguably the largest following of the entire Pantheon.

### **Vilstrom**

Domain: The Sky

Totem: Red Condor

Alignment: Chaotic Neutral

### **Kaliali**

Domain: Flames

Totem: Flaming Peacock

Alignment: Chaotic Neutral

### **Arkha**

Domain: Death

Totem: White Bat

Alignment: Lawful Neutral

### **Havdon**

Domain: Stars

Totem: Silver and Black Falcon

Alignment: Lawful Neutral

## Illusion Gods

The Illusion Gods manifest as sea creatures, usually but not always reptialian in form. Their inflence manifests as a mysterious purple color, a rarity in nature. Mayrary is considered the most dominant of the Illusion gods, and her power over the sea gains her both great following, and great fear.

### Wayül

Domain: The Sea

Totem: Purple Sea Turtle

Alignment: Neutral Neutral

### **Imbrian**

Domain: Dreams

Totem: White and Black sea snake

Alignment: Chaotic Good

### **Embrian**

Domain: Nightmares

Totem: Black and White sea snake

Alignment: Chaotic Evil

### **Nayu**

Domain: The Moon

Totem: White Water Spider

Alignment: Neutral Neutral

## Minor Gods

### **Aezurr**

Category: Creation

Domain: Nurture

Totem: Entish Bear

Alignment: Neutral Good
Shugamar

The goddess of thieves and lightning; appears as a cheetah with light yellow fur and orange eyes, and her heralds are often cats. Known as a goddess of great cheer. She promotes drug usage. True Neutral.

## Activity and Power

Shugamar is rather active, especially for e lower god, and has a decent amount of power, although she doesn't flaunt it like Ealimaa does. She is quieter about her actions and likes to give those who worship her her blessing, only allowing them slightly more access to luck and deftness than hey would normal have. She also enjoys joining mortals in the material plane for recreational drug usage.

## Following and Worship

Most thieves worship her, so she has a larger following than most of the minor gods, which she doesn't brag about. Most offerings to her are of stolen goods, lightning based objects, and drugs. Those who worship her often wear small bracelets with lightning bolt charms on them, and dance in the rain during thunderstorms.
Hilenn

## Special Gamic Abilities

Beings born in Hilenn have the abilities of the plant domain, in addition to the one all other lands have, the animal domain. Beings from Hilenn cannot cast any metal, or metal related spells.

Common wild shapes (unknown).

## Spell List

### Animal Domain

##### Granted Powers

You can use speak with animals once per day as a spell-like ability.

Add Knowledge (nature) to your list of class skills.

#### Animal Domain Spells

1. **Calm Animals:** Calms (2d4 + level) HD of animals.
2. **Hold Animal:** Paralyzes one animal for 1 round/level.
3. **Dominate Animal:** Subject animal obeys silent mental commands.
4. **Summon Nature’s Ally IV\*:** Calls creature to fight.
5. **Commune with Nature:** Learn about terrain for 1 mile/level.
6. **Antilife Shell:** 10-ft. field hedges out living creatures.
7. **Animal Shapes:** One ally/level polymorphs into chosen animal.
8. **Summon Nature’s Ally VIII\*:** Calls creature to fight.
9. **Shapechange F:** Transforms you into any creature, and change forms once per round.

\*Can only summon animals.

### Plant Domain

##### Granted Powers

Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

#### Plant Domain Spells

1. **Entangle:** Plants entangle everyone in 40-ft.-radius.
2. **Barkskin:** Grants +2 (or higher) enhancement to natural armor.
3. **Plant Growth:** Grows vegetation, improves crops.
4. **Command Plants:** Sway the actions of one or more plant creatures.
5. **Wall of Thorns:** Thorns damage anyone who tries to pass.
6. **Repel Wood:** Pushes away wooden objects.
7. **Animate Plants:** One or more trees animate and fight for you.
8. **Control Plants:** Control actions of one or more plant creatures.
9. **Shambler:** Summons 1d4+2 shambling mounds to fight for you.
A Sea of Trouble

A Sea of Trouble was a quest which took place at approximately 6 B.A. on the Grand Timeline. A hodgepodge group of people was selected in The City of the Sister, to go on a quest to find The Sisters missing "item", which turned out to be her royal concubine, which had been stolen.

The group traveled and argued their way to The City of the Brother, following a magical compass, and with the help of some outlaws and a bit of magic, eventually made it inside. After a lot of running around, and being confused and confusing, they found the concubine Lucindian. However, they also set off the alarms. In escaping the city half of the party was killed by guards, the other half ran off on their own. No one ever went back to the City of the Sister.

## Characters

### Party Members

* Aesin (Crimson) Sol
* Ateliphis Ellis
* Izalea
* Peix Tugevus

### Major NPC's

* Tavian, and awakened octopus
* Ravis, an ex-wear-serpent
* Lucindian, a reluctant concubine
* The Sister
* Skel, the eyes of the Inlaws

### Minor NPC's

* Ragna, the leader of the Inlaws
* Illerio, a random member of the Inlaws
* Nayla, the fae messenger and servant of The Sister
* Jili, a poor college student in The City of the Brother
* Orun Sol, a healer and Aesin's brother
* Viz, a renegade musician in The City of the Brother

## Artifacts

* Compass of Locating
* Vivit
* Fae Glow Pendant
* Hypnotic Hang Drum
* Pearl Mermaid

## Locations

* The City of The Sister
* The City of The Brother
* The Inlaws Underground
* The Wilds

## Major Events

* The Summoning
* The Sisters Quest
* Preparing to Leave the City of The Sister
* Meeting Tavian
* Leaving the City of The Sister
* Meeting Ravis
* The Great Skeleton Battle
* Finding the City of the Brother
* Outlaws for Inlaws aka the Great Divide
* The Market Place
* The Search
* Find Ravis, Find the Castle Aka The Great Divide Part 2
* Castle Misadventures aka Sex Workers Galore
* Viz and the Search for Music
* Escaping the Castle
* Where the fuck are our friends aka "how many ways can we fake out the guards?"
* Jili's House
* There the fuck are our friends
* Fleeing the City of the Brother
* The Standoff aka The Slaughtering
* Lovers Amidst the Turmoil
* The End
Veralin

The goddess of music and death; she appears as a wolf with golden fur and her heralds are often wolves. She is known as a clumsy yet kind woman when she takes a humanoid form on the material plane. Chaotic Good.

## Activity and Power

Veralin is a lower god in the pantheon, so she is less active than the three main gods, acting largely in small respects as the god of death in the pantheon. She has the strongest power of any of the lower gods as a god of death.

## Following and Worship

Most worshipers of Veralin are bards, but as with all worshipers, there are some variances.However, as a culture, death is very celebrated in Quéremi. It is thought of as ones' ascension to some place beyond mortal comprehension where one goes until they return to the mortal plane in a new form.
Fae Glow Pendant

Gives you one re-roll per day. Gifted by fae. Entirely unrelated to Youtube teens

Lightlings, water fae known to impart good luck on those who see them, pour a little of their light into pendants for those who join their dance. These pendants glow with the same soft yellow/orange light as the fae who create them.

Wearing this pendant imparts a bit of luck upon the bearer, and allows them to reroll 1 die per day.

*Accompanied by soothing music, the circular dances of the glowing lightlings is a sight unlike any other. Join their circle and be graced by their beauty.*
Venus Flytrap

## Use

In space there are many small spirits, ghosts, monsters and aliens that come out at night, these creatures if not kept away or contained will go through the ears to feast on the brain juices, the Venus Flytrap eats and digests the creatures.

## Appearances

The Venus Flytrap is a protective plant used by the Planet Explorer. However it has not visually appeared in anything yet.
The Forest of the Night

## Description

The Forest of the Night is a small, densely forested region in the Dukedom of the North in The Golden Kingdom. It contains many ancient and powerful magical species. They almost never venture beyond the forest's boundaries, but any mortal who enters the forest will almost certainly not leave it again. It is rumored that the forest also contains a magical passageway to the Northern Continent.
The Dukedom of the West

## Description

The Dukedom of the West is one of five dukedoms in the Golden Kingdom on the Golden Continent. It's seat of government in Westerly. Richard is the current Duke of the West.

## History

The Dukedom briefly came under occupation by the Empire after the Battle of Westerly in 12 B.A. The Golden Kingdom regains control of the territory after the Battle of the Tower and the conclusion of the First Imperial War.
The Avarian Continent

## Regions

* Avaria
* The Avarian Desert
* The Sunset Lands
* Byzantium
* The Thousand Islands

## Description

The Avarian Continent is the westernmost of all the continents in the Ninth Realm. It is largely deserted and covered mostly in desert. What population there is resides largely in the Thousand Islands, Byzantium, the ruins of Avaria, and small coastal fishing villages.

## History

The Avarian Continent is the oldest continent to be populated by mortals in the Ninth Realm. Mortals first arrived on the continent from the west 250,000 years B.A.. The city of Avaria was founded 100,000 years B.A. to serve as a trading post between mortals and the Ancients. As commerce between the Ancients and mortals grew, the city of Byzantium arose as the main port leading inland to Avaria. In turn, Bulwark and the Thousand Islands became infested with all manner of pirates, thieves, and outcasts. In the year 111 B.A., Avaria was destroyed in a battle between Bastion and Moryr. As a result, the trade that sustained the entire continent dried up, causing most of its inhabitants to depart. The Thousand Islands, however, remain a major haven for exiles and pirates.
Arthric's Hall

## Description

Arthric's Hall is a small town in the Dukedom of the North in the Golden Kingdom. It is newer than many of its neighbors, having been constructed by humans on the site of Aelyria's old capital after the defeat of Aelyria in 7,854 B.A.. It is on the current border between Aelyria and the Golden Kingdom.
Alii

## Description

Located in the northeast region of The Vostian Empire, Alii also contains Eetil Forest. Of all the semi-independent groups, the Eetil woods have the best relationship with the kingdom they reside in. This is probably because they share similar values. Alii is known for its ornate decorations. From domed and spired buildings that shine gold and silver, to the people who cover themselves in rich fabric and metal jewelry.

Queen Mabel, a human destruction mage, rules over Alii.

### Cities

Skyria, named because it is built not next to but over the fork in the Skayria River. This puts it high up enough in the sky that the more spired buildings are known to collect clouds and mist at their tips. It is esteemed as the most beautiful city in all of the Kingdoms, some would deem it more beautiful than Vostanthia itself. It is known for the unusual sky fishing practice, of sitting on the edge of the city, with very long fishing lines dipping into the river below.

Seasite City, is despite its tongue twister of a name, a very simple city for the Kingdom it's in. It has all the elegance, but being mostly a port city, it has quirks from the many travelers who decide to stay in the city rather than continuing on. However, it is also Home to the most glorious set of ships known in the kingdom. And there are boat shows at least once yearly. Boats are a big status symbol in that city.

### Towns

HeartRoot

Eskir

### Other

The largest water features in this area are:

The Skaryria River, The Iuthos River, and Lake Rulu
Abilene

## Description

A land of rolling meadows. The best image to give is the Shire, mostly minus hobbit houses. There are many small hills, though they start to turn into foothills when you get closer to Bergen. There are two rivers that run through this land, heading to the sea. The sea and mountains are visible to each other if you are as keen-eyed as an elf.

More images can be found here:

http://gamicanpeninsula.tumblr.com/tagged/abilene

## Cities and Towns

Kielmo is the largest city in the area, and the only one with a major magic market.

Harmill is a coastal town towards the north, and has a decent fishing market.

Ronami is to the south, and does not have much going for it besides a high population of drow elves from Gamaliel.

## Alliances

Abilene is only loosely allied with Bergen and Gamaliel, and itself has no central government.

## Races Found Within

Primary races are, in order of prevalence:

1. Humans
2. Elves (very high percentage of drow, almost 75%)
3. Half-elves
4. Centaurs
5. Half orcs

Most any other races would be from another nearby land.

## Special Gamic Abilities

Beings born in Abilene have the abilities of the healing domain in addition to the one that all other lands have, the animal domain. Beings from Abilene cannot cast death, or death related spells.

Common wild shapes from this land include wolves.

## Spell List

### Animal Domain (3.5)

##### Granted Powers

You can use speak with animals once per day as a spell-like ability.

Add Knowledge (nature) to your list of class skills.

#### Animal Domain Spells

1. **Calm Animals:** Calms (2d4 + level) HD of animals.
2. **Hold Animal:** Paralyzes one animal for 1 round/level.
3. **Dominate Animal:** Subject animal obeys silent mental commands.
4. **Summon Nature’s Ally IV\*:** Calls creature to fight.
5. **Commune with Nature:** Learn about terrain for 1 mile/level.
6. **Antilife Shell:** 10-ft. field hedges out living creatures.
7. **Animal Shapes:** One ally/level polymorphs into chosen animal.
8. **Summon Nature’s Ally VIII\*:** Calls creature to fight.
9. **Shapechange F:** Transforms you into any creature, and change forms once per round.

\*Can only summon animals.

### Healing Domain (3.5)

##### Granted Power

You cast healing spells at +1 caster level.

#### Healing Domain Spells

1. **Cure Light Wounds:** Cures 1d8 damage +1/level (max +5).
2. **Cure Moderate Wounds:** Cures 2d8 damage +1/level (max +10).
3. **Cure Serious Wounds:** Cures 3d8 damage +1/level (max +15).
4. **Cure Critical Wounds:** Cures 4d8 damage +1/level (max +20).
5. **Cure Light Wounds, Mass:** Cures 1d8 damage +1/level (max +25) for many creatures.
6. **Heal:** Cures 10 points/level of damage, all diseases and mental conditions.
7. **Regenerate:** Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8. **Cure Critical Wounds, Mass:** Cures 4d8 damage +1/level (max +40) for many creatures.
9. **Heal, Mass:** As heal, but with several subjects.
Mind Stones

## Description

The mind stones are an incredibly powerful artifact which were originally from the Celestial Plane, but were brought through to the Ninth Realm during the Planar Rift. Long ago they were scattered amongst the lands surrounding The City, with only rare and unusual legends telling of their power and origins. They were brought back together by Caelan during A City and used to reverse the effects of another powerful extra-planar artifact The Gloves of Beetle Mind, and save The City and possibly the world. Afterwards the Mind Stones were embedded in a circle in the catacombs beneath The City, which were since collapsed during The Battle of The City.

There are two states of the mind stones, each granting different powers:

### Separate:

Even when separated the individual Mind stones have great power. They can be attached to a creature at birth, and over time become fused with their minds. This grants them great wisdom ("awakening" them if they are a species without human-like intelligence) and magical presence.

Instances of this include:

* Imbriette, the leopard who accompanied Caelan for the last part of their journey
* The Great Snake, for whom created Snake Canyon and whose for skeleton the place was named, died several centuries ago
* The attempt of the mother Rock-Bug who fused it to one of her eggs, the mother was slain by Caelan, the rock-hard egg is now a mind stone itself, though the growing bug within was killed when the Mind stones were used

### Together:

When all of the mind stones are brought together, and activated by force of will, they create a force with unimaginable power, which can be focused to complete fantastic and impossible tasks. However, the force feeds and is fueled by the life-energy and the matter of the one who wields it, and they are ultimately consumed in entirety by the stones. A mortal has the energy to enact one task from the mind stones, and in their wisdom, they are merciful and will allow the mortal final words before completely consuming their being.

A mortal consumed by the mind stones will not appear in any realm of the dead, for their spirit and soul have also been devoured.

There is only one recorded instance of The Mind Stones being used in this form, and that is by Caelan in the campaign A City.
The Sunset Lands

## Description

The Sunset Lands are a gateway to another plane of existence, which is inhabited by the Ancients. For many millennia, the Ancients would emerge from the Sunset Lands to trade with mortals in the city of Avaria. Mortals who followed the Ancients back to the Sunset Lands would vanish permanently.

To date, only one mortal has ever returned from the Sunset Lands. The Ancients summoned Aux to study with them in 4 B.A. and sent them back in 2 B.A..