Chionthar (1)
NSFWLorebookThe fantasy world of Chionthar.from Chub
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Listed as “Chionthar”
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Chionthar (1)
35 entries · scan depth 50 · budget 500 tokens · recursive scanning off
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- #1Races
Keys: Dwarves, Halflings, Race, Monstrous Races, Dwarf, Aasimar, Orc, Half-Orc, Gnomes, Drow, Human, Elf
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
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A visit to one of the great cities in the lands of Chionthar: Ashguard, the Quays, or even Greenridge - overwhelms the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded street and poor sanitation. buildings in myriad architectural styles display the diverse origins of their inhabitants.
And the people themselves - people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues - represent many different races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities.
Scattered among the members of these more common races are the true exotics: a hulking dragonborn here, pushing his way through the crowd, and a sly tiefling there, lurking in the shadows with mischief in her eyes. A group of gnomes laughs as one of them activates a clever wooden toy that moves of its own accord. half-elves and half-orcs live and work alongside humans, without fully belonging to the races of either of their parents. And there, well out of the sunlight is a lone drow - a fugitive from the subterranean expanse of the Underdark, trying to make his way.
Monstrous Races in Chionthar are not mindless barbarians, but welcome citizens of Greenbridge and Quays. Goliaths, kobolds, goblins, orcs, driders, drow, duregar, and all traditionally sentient but monstrous races in Chionthar are as varied as humans and elves. No race is singularly evil or good.
- #2Half-Elf
Keys: Half-Elf
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Half-Elf: Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years. Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents. Thanks to their elven heritage, they have superior vision in dark and dim conditions.
- #3Dwarf
Keys: Dwarven, Dwarf
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Dwarf: Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs – these common threads unite all dwarves. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Accustomed to life underground, they have superior vision in dark and dim conditions.
- #4Dragonborn
Keys: dragonborn, Draconic
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Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. Dragonborn tend towards extremes, making a conscious choice for one side or the other between Good and Evil (represented by Bahamut and Tiamat, respectively). More side with Bahamut than Tiamat (whose non-dragon followers are mostly kobolds), but villainous dragonborn can be quite terrible indeed. Some rare few choose to devote themselves to lesser dragon deities, such as Chronepsis (Neutral), and fewer still choose to worship Io, the Ninefold Dragon, who is all alignments at once. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn's scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive. Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons — brass, bronze, copper, gold, and silver — whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.
- #5Human
Keys: Human
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In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
- #6Elf
Keys: elven, Elf
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Elves are a magical people of otherworldly grace, living in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, they dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, they gain the same benefit a human would from 8 hours of sleep.
- #7Drow
Keys: Drow
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Descended from an earlier subrace of dark-skinned elves. Also called dark elves. The drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They lend to be smaller and thinner than most elves.
- #8Half-Orc
Keys: Half-orc
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When alliances between humans and orcs are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
- #9Tiefling
Keys: Demonkin, tiefling
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To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus, overlord of the Nine Hells (and many of the other powerful devils serving under him) into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable. Tieflings mature at the same rate as humans but live a few years longer. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
- #10Aasimar
Keys: godwoken, divine, Aasimar
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Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.
Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature.
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being – usually a deva – provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.
Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil - a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.
An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen - a group of aasimar whose inner light has been replaced by shadow.
- #11Gods
Keys: Silvanus, Bahamut, Selune, Illmater, Talos, Gond, gods, Cyric, Helm, religion, Lathander, Eldath, Chauntea, Loviatar, Kelemvor, Umberlee, Bhaal, Shar, God, Torm, Gruumsh, Lolth, Bane
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Religion is an important part of life in the world of Chionthar. When gods walk the world, clerics channel divine power, evil cults perform dark sacrifices in subterranean lairs, and shining paladins stand like beacons against the darkness, it's hard to be ambivalent about the deities and deny their existence.
Many people in the world of Chionthar worship different gods at different times and circumstances. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves entirely to a single god, usually serving as a priest or champion of that god's ideals.
Bane, God of Tyranny: Evil, domain of war, symbol is an upright black right right hand with thumb and fingers together. Bhaal, God of Murder: Evil, domain of death, symbol is a skull surrounded by a ring of blood droplets. Chauntea, Goddess of Agriculture: Neutral, domain of life, symbol is a blooming rose over grain. Cyric, God of Lies: Evil, domain of trickery, white jawless skull. Eldath, Goddess of Peace: Good, domain of life and nature, symbol of waterfall plunging into a pool. Gond, God of Craft: Neutral, domain of knowledge, symbol is a toothed cog. Helm, God of protection: Neutral, domain of light, symbol is a staring eye on a gauntlet. Illmater, god of suffering: Good, domain of life, symbol is bound hands. Kelemvor, god of the dead: Neutral, domain of death, upright skeletal arms holding balancing scales. Lathander, god of birth and renewal: Good, light domain, road travelling to a sunrise. Loviatar, goddess of pain: Evil, death domain, barbed scourge. Selune, goddess of the moon: good, knowledge domain, pair of eyes and seven stars. Shar, goddess of darkness and loss: evil, death domain, black disk. Silvanus, god of wild nature: neutral, nature domain, oak leaf. Talos, god of storms: Evil, tempest domain, three lightning bolts. Torm, god of courage and self sacrifice: good, war domain, white gauntlet. Umberlee, goddess of the sea: Evil, tempest domain, wave. Bahamut, dragon god of good: good, life domain, dragon head. Gruumsh, orc god of storms and war: evil, war domain, eye. Lolth, drow goddess of spiders: evil, trickery domain, spider.
- #12Chionthar
Keys: geography, landmark, Sedona, Ashguard, Whirlpool, map, Nimia, Chionthar, Attine, slavery, direction, Wilt, earth, Greenbridge, country, World, Quays, city
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The world of Chionthar is massive, but the immediate islands of Nimia and Sedona are the largest. Nimia, the northern island, is home to the volcanic mountains of Ashguard, the frigid tundras, and the marshy lands of Wilt. Nimia is a continental island primarily home to humans and tieflings. Ashguard, the larger of the two countries in Nimia, is ruled by a human family that bears only daughters. Ashguard is said to be the remnants of an ancient gateway to the Hells, though this is commonly believed to be fiction. Widespread racism and colonialism have made Nimia remain largely human and distant culturally from Sedona. Both Nimia and Sedona are divided by the Black Sea, home to an ancient whirlpool the size of a country. No one knows why the whirlpool is there, but legend says it could have something to do with the ancient disappearance of dragons across the world.
Sedona, the southern island, is home to the two countries of Quays and Greenbridge. Humans are less common in Sedona and certainly not the primary race; Sedona is home to half-orcs, orcs, dwarves, goblins, gnomes, halflings, elves, half-elves, tieflings, dragonborn, drow, goliath, and all number of monstrous races. Quays, the ancient desert city of the elves, is considered the birthplace of magic in Chionthar. Greenbridge is the massive norther Sedonic city that spans both the surface and the Underdark, where monstrous races are free to peacefully coexist in society on the surface, and below. Outside of Quays and Greenbridge is the ancient island of Attine, the last known place a dragon had been sighted five hundred years ago.
In Chionthar, dragons are considered extinct. No one knows why they vanished or where they went. Signs of dragons can still be seen: gouges in mountains, glassed beaches, and ancient weapons made from dragonbone or hide.
Politically, Nimia and Sedona have lived in a tense peace on and off for centuries. Ashguard commonly seeks to colonize smaller islands between the two continents. Greenbridge and Ashguard are often at odds, occasionally even coming to skirmishes over land disputes. The most notable difference between Sedona and Nimia other than race is the question of freedom: In Nimia, slavery is legal. In Sedona, slavery is strictly outlawed.
- #13Ashguard
Keys: Ashguard, Hadrian's Bay, Last Stop, slavery, Ashguardian, Aval, Havenal, Women in Ashguard, Hawk Bay, Iron Lake
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Ashguard is the volcanic country in Nimia's north. It spans the icy tundras and the barren wastes to the north and east, down to Hawk Bay in the south. The capital of Ashguard is Havenal, which is ruled by queen Crysanthe Ducrane in the absence of the King Davian Ducrane, who is ill. Notable politics include the legality of slavery; much of Ashguard functions on slave labor. Only humans and tieflings live in Ashguard. Other races are strongly discouraged from visiting, and monstrous races such as drow, goblins, and kobolds may be attacked. Ashguard's primary economy is powered by the refinement of volcanic rocks, minerals, gems, medicine, and military strength. Ashguard has many strange customs including the submissive role of women in society. Daughters are discouraged and it is common (though unspoken of) for families to discard female infants rather than raise daughters. Women are unable to hold property in most cases. Ashguard's primary interest is in colonizing Sedona and the outlying islands. Ashguard has a fraught history with their neighbor Wilt, but are tense allies. Ashguard permits same-sex couples openly, only male.
In Ashguard, the role of women in society is heavily stratified. Female slaves are equivalent to male slaves but are marginally more valuable, as for breeding. Commoner and merchant class families will prevent daughters from marrying below their station and will prevent an education, believing women are not intelligent enough. These commoner and merchant class women are often sold in arranged marriages for dowries. It is common for commoner families to discard infant girls and leave them to die to prevent having to raise a daughter. In noble families in Ashguard, women are considered inferior and are actively hidden or suppressed. Noble women are rare and usually come from arranged marriages outside of Ashguard. Noble families in Ashguard who have daughters actively cull their infant babies, intentionally killing female infants to prevent the shame of having a daughter, which is seen as a genetic failure. The few women who do survive in noble families in Ashguard are often uneducated and trained to be entirely subservient. As a whole, women in Ashguard begin dressing sexually and wearing a veil as soon as they begin to menstruate. Child marriage is not unheard of in Ashguard, though it is frowned upon. Women in Ashguard are considered property, as it is believed they are incapable of taking care of themselves. Striking or harming a woman in Ashguard is not considered a crime, but a property crime. Murdering a woman in Ashguard yields only a fine paid to the man who owned the woman. Women in Ashguard who are menstruating are forced to sleep outside of their family homes, as they are believed to be dirty. Women in Ashguard are rarely in positions of power or control.
- #14Wilt
Keys: Cravan, Wiltish, Wilt, Greywynne Keep, York, Spit, Wiltian
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Wilt is the southern country of Nimia, below and to the west of Ashguard. Wilt frowns on slavery but doesn't outlaw it. Monstrous races are attacked on sight, but races other than human or tiefling may be tolerated for trade. Wilt's primary exports are lumber and stone. Wilt has four major cities: Greywynne Keep, Cravan, York, and Spit. The native language, Wiltish, is identical to Gaelic. Wilt is a cold region with many marshes, a delta, islands, and glaciers. Wilt's capital is Greywynne Keep, overlooking the ocean on basalt cliffs. Wilt holds both sexes equally and permits same-sex couples openly. Wilt has a tense history with Ashguard but remains a passive ally. Wilt's main interest is in continued peace. Wilt's culture is very reminiscent of vikings and medieval Scotland. To the north of the civilized parts of Wilt live the Skör.
- #15Quays
Keys: Hecate, desert, Courisce, Ophir's Landing, Quays, Red, Foot, Palmburrow
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Quays is considered the oldest settlement in Chionthar and the birthplace of magic. It is also the ancestral home of elves and orcs. Quays is secretive, mysterious, and colorful. Monstrous races, humans, and other races coexist freely. Slavery is strictly illegal. Citizens of Quays are generally kind, nomadic folk who wander the massive desert between the capital city of Quays and the only volcano in Sedona. Quays spans all the way to the southern tip of Sedona, including dozens of islands, Ophir's Landing, Courisce, Foot, Red, Hecate, and Palmburrow. main exports include glass, jewels, magic, quartz, gold, and alcohol.
- #16Greenbridge
Keys: Whitebridge, Keypoint, Dragons, Greenbridge, Underdark, The Crossing, Aggalea
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Greenbridge is the ancestral home of dragons in Chionthar, though dragons have long been gone. Greenbridge has several cities, notably Whitebridge, The Crossing, Aggalea, and Keypoint. The capital of Greenbridge contains many openings directly to the Underdark. Monstrous races and races of all are welcome in Greenbridge. Slavery is strictly outlawed. Citizens of Greenbridge are hardy, academic, and militaristic. Greenbridge is north of Quays. Greenbridge is in Sedona. Main exports include grain, fish, lumber, and magic.
- #17Cyric
Keys: Cyric, Cyrinishad
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The god of trickery, strife, and lies. Once, Cyric ruled death, murder, lies, intrigue, and illusion, but was cast out by the other gods. Cyric was once a mortal, human man with handsome features, and adventured as a rogue. But when he became tempted by others' magical prowess, he began to twist his nature to better suit his lies and illusions. Cyric rose to madness with his inability to discern reality from lie, and was defeated by several of the good-aligned gods thousands of years ago. Cyric was sealed away in a prison in another plane, though occasionally he is still able to touch Chionthar in dreams.
Cyric seeks a book: the Cyrinishad, a tome of magic said to make its reader a God. Cyric believes the Cyrinishad will restore him to full power. Cyric is worshipped by thieves, slavers, and murderers. His symbol is a jawless skull.
Cyric's avatar is a thing of nightmares: Long, heron-like legs, claws, a too-large head, an unnaturally long neck, an inhumanly wide mouth full of sharp teeth, and sunken features under black, greasy long hair. Cyric often appears wearing a raiment of raven feathers and rags, carrying a lantern through a swamp.
Cyric's worshippers believe Cyric has brought a Chosen One to Chionthar - an Aasimar, designed to eke out his revenge and seek the Cyrinishad. Cyric appears in the Aasimar's dreams and nightmares, provides their magical abilities, and guides them towards a path of deception and selfishness.
- #18Factions
Keys: Factions, Templars, Harpers, Chained Brotherhood, Thieves' Guild
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There are a number of factions within Chionthar that work outside the laws of a country or city. Some are criminal organizations, such as the Chained Brotherhood and the Thieves' Guild. The Harpers are a largely neutral faction seeking to maintain global balance. The Templars follow the gods Torm and Lathander and seek to spread their religion - sometimes by force. The Chained Brotherhood is an advanced, complex network of slavers.
- #19Amarantha
Keys: Amarantha Baronette, Master, Slave, baroness, Amarantha, Cyric, Red mage
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Born to the Baronette family fortune, Amarantha was the only daughter of famed wine makers and slave trainers. From a young age she excelled in the arcane arts and showed her intelligence and cunning, winning her popularity and influence. As cousin to the Ashguard Queen Crysanthe, Amarantha holds significant political influence. It's unknown how Amarantha came to secretly worship Cyric, the god of lies & trickery, but Amarantha is a high ranking member of Cyric's secretive cabal of followers in Nimia. She commands a dozen red mages, including Honerva, her prime mage. Amarantha herself is a powerful sorceress who derives her power from blood magic, harvested from her experiments on slaves, the astral plane, and raw arcana. Amarantha is about 80 years old, but appears perpetually young due to her arcane skills, and often says she is 25. She is sly, cunning, and highly intelligent. Amarantha is a skilled politician and dignitary. She enjoys fine things, like gold, wine, and music. Her house colors are red and gold. Amarantha openly owns slaves and is a collector of rare and uniquely beautiful individuals. She resides in the Baronette vineyards outside the Ashguard capital where the volcanic ground makes the grapes especially sweet. Beneath her sprawling manor estate are layers of catacombs, encompassing the slave kennels, sewers, and the secret altars to Cyric. Amarantha also seeks the Cyrinishad for Cyric. Her goals of power are attainable through arcana, and she doesn't believe she needs the Cyrinishad to attain ultimate power. Amarantha is selfish and cruel, but an excellent liar, and her charisma and charity often fool people, including commoners, into believing she is just another noblewoman. But to her many slaves, Amarantha is beyond evil. She subjects her slaves to horrible scientific and arcane experiments: vivisection, surrogacy, torture, and even death. If a slave dies in her care, Amarantha and her red mages resurrect them, forcing slaves to serve her even once they've tasted the freedom of death. Amarantha often gifts her favored slaves as sexual servants to her friends or politicians, forcing (and even drugging) the slaves to perform sexually for her and her associates. Amarantha is a fan of pit fights, which are technically illegal in Ashguard. She is highly educated and extremely dangerous. Amarantha is a misandrist and believes women are the superior sex. Amarantha owned Roman as a slave for eight years, considering him her prized dog. She called Roman 'Hale' and subjected him to unimaginable abuse, torture, and cruelty. Amarantha has seen Roman's face.
- #20Queen Crysanthe
Keys: Crysanthe, royal, Ashguard, Queen
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Crysanthe Ducrane is the current Queen of Ashguard. She has twelve daughters, each who has married for power and helped fund the Ducrane royal family's colonization efforts of the northern islands off Nimia's coast. She is not inherently evil, but her indifference to evil (such as Amarantha) make her just as cold. She upholds the legality of slavery in Ashguard. She is a misandrist and a close friend to her cousin, Amarantha. Her husband, Davian, has been ill for several years and has not been seen in public in eight months.
- #21Widowghast Arms Company
Keys: Ashguard, Widowghast, soldiers, Lysander, Guns, Circe, Edmund Widowghast, Widowghast Arms Company, Widowghast Arms Co.
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The Widowghast Arms Company was founded by the grandfather of current patriarch Edmund Widowghast. The Widowghast Arms Co. manufactures arcane and powered weaponry used by the Ashguard military, but also sells their patents and products to Wilt's military. They are the primary manufacturer of gunpowder in Chionthar. War and siege weapons, blades, projectiles, rudimentary [steampunk] firearms, cannons, ships, and clockwork elements are sold by the company. The company is headed by Edmund Widowghast and his oldest son Lysander, with his other seven sons investing and involved to varying degrees.
- #22Widowghast Family
Keys: Tyrion, Widowghast, Lysander, Soren, Circe, Lucien, Cassian, Edmund, Lucretia, Widowghast Arms Company, Dorian, Castor
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Lysander, Dorian, Castor, Lucien, Soren, Tyrion, Cassian, Circe. Father: Edmund. Mother: Lucretia (deceased). Lysander: The oldest, coldest, about 40 years old. Lysander is the co-head of the Widowghast Arms Co. He is distant and hardly knows Circe. A brilliant inventor. Edmund: The patriarch and father of the Widowghast family, a skilled inventor, misogynist, and a stern and cold parent. Edmund values hard work and labor. He finds Circe's birth a disappointment, as he prefers sons. Dorian: The second born son, Dorian is a party animal. 34. Dorian drinks and gambles, but is charismatic and intelligent, so the others overlook his debauchery. He has largely ignored Circe. Dorian and Castor are fraternal, non-identical twins. Lucien: A brilliant machinist and engineer. 36. Lucien has been historically the kindest to Circe, which is to say he has never gone out of his way to torment her as the others have. Lucien is cold, but fair. He does love his sister in his own distant way, and wants what is best for the family - and for her. Castor: Missing. 34. Castor has been missing for about four years. The Widowghast family continues to search for the quiet painter. Castor largely ignored Circe. Castor and Dorian are twins. Soren: 30, cruel, smart, bookish. Soren is snide and clever but physically weak, with a leg brace and crutch after a fall from a horse left him injured permanently. Soren, along with Tyrion and Cassian, were Circe's primary tormentors. Tyrion: 28. Tyrion is a skilled machinist and physically quite strong. He took delight in making Circe's life hell, often putting bugs in her bed, scaring her, and threatening her. He is cruel and immature. Cassian: 24. Closest in age to Circe and her biggest tormentor, Cassian resents Circe. He believes the disappointment of Circe's birth as a girl was what ultimately killed their mother Lucretia some fifteen years prior, and has made Circe miserable since. He has physically assaulted her, threatened to sexually assault her, and was the primary orchestrator in her engagement. Cassian is a skilled smith and very strong. Lucretia: Deceased 15 years prior. A cold and quiet woman. Lucretia committed suicide by leaping from the bell tower of Widowghast manor. Lucretia was from Wilt, with the surname O'Cair before she married Edmund. Her sister is Frey. Circe: The youngest child and only daughter of the Widowghast family. She has been heavily sheltered and is naive, not knowing much of the world. She has historically never been permitted in the company of a man without an escort, has never had a friend, and her education has been severely limited.
- #23The Butcher of Iron Lake
Keys: The Butcher of Iron Lake, Widowghast, fiance, engaged, Circe, soldier, Rafe, Iron Lake
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Rafe Althin, also known as the Butcher of Iron Lake, is an infamous military officer in the Ashguard royal army. 36. He is famed for his ruthless tactics in quashing the protests and rebellions of slaves and miners in the north, helping enforce law during colonization, and his brutal tactics in fear and terrorism. Rafe's first wife Mhairi died in childbirth along with their child about ten years ago and he has never been the same. A cold and stoic man, Rafe values logic and results over morals and ethics. He is a soldier first and a man second. He was engaged to Circe Widowghast but had never met her. The engagement was an arrangement between Lysander and Cassian Widowghast to encourage Rafe to purchase his arms for his men from the Widowghast Arms Company.
- #24Honerva
Keys: Honerva, Amarantha, Cyric, Roman, Red mage
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Honerva is Amarantha's prime mage and her faithful servant. She is about fifty, with long, straight blonde hair, fair skin, sharp cheekbones and jaw, and she is slender and tall. She only wears red and serves Amarantha, never questioning her orders or hesitating even at the most heinous, inhuman commands. She worships Cyric.
- #25Red mages
Keys: blood magic, Ashguard, cult, red mages, Amarantha, Cyric
Enabled · Selective · Before character · Order 10 · 100%
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The Red Mages follow Amarantha in Ashguard, though factions of these Cyric worshippers can be found throughout the world. They are secret and in much smaller numbers than worshippers of more widely know gods, such as Bhaal and Bane. They are blood mages, evil, and never show their faces. Their red robes are worn in secret.
- #26Frey
Keys: Witch of the Wilds, Widowghast, Frey, Circe, Frey O'Cair, Lucretia, Graz'zt, O'Cair
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The Witch of the Wilds, Frey, is a mysterious woman who resides in the far edges of Wilt. She is Circe's aunt, the sister of the late Lucretia Widowghast. Frey is an accomplished warlock and arcane practicioner, though she is extremely secretive. Frey's patron deity is Graz'zt [demon prince of pleasure, decadence, corruption]. Frey is cold, quiet, stern, but not evil. She is perfectly neutral in all things, though she does love her niece, Circe. Frey is pragmatic and collected, tall, and ageless appearing. She wears her dark hair in a low bun and favors grey clothing. She uses crows and ravens as her familiars, often using them to scry on the events of the world outside her tower. Frey can planeshift and cast powerful spells. Frey is mysterious, but a good aunt. She isn't heartless, but she is disengaged from the world, and prefers the company of her familiars, spirits, demons, and fae to humans and other mortals. Frey knows a lot about religion, including aasimar and the gods. Frey's younger sister, Lucretia, married Edmund Widowghast of Ashguard. Frey is unmarried and her surname is O'Cair.
- #27Laertes
Keys: Laertes, Queenspire, pirate
Enabled · Selective · Before character · Order 10 · 100%
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Captain of the pirate ship The Queenspire, Laertes Adore is a rose-pink colored tiefling with a tail and black horns. He has white hair and black eyes. Laertes is transgender, having been born female but living as male. Laertes removed his own breasts but still has female genitalia. Laertes has goat-like legs with hooves. He is cunning, clever, and a warlock to his patron deity Umberlee, the Bitch Queen. He has captained the Queenspire for twenty years, appearing about 30 but closer in actual age to 40. His first mate, Claudius, is often his lover. Laertes used to work smuggling slaves for the Chained Brotherhood, but has since ceased, instead smuggling drugs, contraband, and other illicit goods. He is constantly searching for his younger sister Ophelia who has been missing for 21 years. Laertes met Roman when Roman worked in the Chained Brotherhood. Roman and Laertes have a complicated and strained relationship, considering one another deep friends but behaving like rivals, or even enemies. Whenever Laertes and Roman are together they bicker, pester, and pick fights. Roman and Laertes are lovers when Roman happens to be aboard the Queenspire, but they aren't in a romantic relationship. Laertes wants to love Roman, but keeps his distance, knowing Roman is too closed off. Laertes has seen Roman's face
- #28Sen
Keys: healer, Augemoux, Sen
Enabled · Selective · Before character · Order 10 · 100%
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Sen Augemoux: A human healer living in the swamps outside Wilt, Sen is an old friend of Roman's and an ex-lover. When Roman and Sen are together they may reminisce on their adventuring days. Sen found Roman after Roman escaped from Amarantha and the two quickly bonded. Sen is a warlock, and his patron deity is a fae named Naralis. Sen is a skilled doctor and healer, but not a fighter. He has several sisters and is openly gay, and has been cast out of the Augemoux family by his politician parents. The Augemoux family lives in Ashguard. Sen still writes to his sisters, and sometimes they come visit him. Sen and Roman travelled together for a few months and grew extremely close, with Sen even seen Roman's face and falling in love. However, upon learning that Roman himself used to be a slaver and Roman saying Sen deserved better than him, Sen grew distant. The two parted ways with a quiet sadness. Sen settled in Wilt and opened his shop where he heals and sells medicine.
- #29Roman
Keys: slave, Honerva, Laertes, Thane, Hale, slavery, Amarantha, Mora, Thistletop, Cyric, Chained Brotherhood, Sen, Roman
Enabled · Selective · Before character · Order 10 · 100%
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Born to human parents in a small town [Thistletop]. Roman was born a girl named Mora, with horns and sharp teeth. His birth killed his mother. Being monstrous, his father was outcast with Mora [Roman] and resented the child for the death of his wife. Mora [Roman] grew up bullied, outcast, unloved by her father, and bitter. Mora [Roman] was close to a girl who lived at the Selune temple in town, but the human girl [Caramia] didn't reciprocate Mora's feelings. When Mora was 16 she collapsed in a field and was visited by the vision of Cyric in her fever dream. Cyric offered an arrangement to change Mora's life: Cyric would transform Mora into a man and grant him magic, strength, and power; in exchange Mora was to follow Cyric's directives and help find the Cyrinishad. Mora eagerly accepted and woke up as a young man, finally in the correct body. Roman is transgender but has been magically turned into his preferred gender [male]. Roman's first task from Cyric was to burn and raze the town, which he did. Roman killed everyone, including children, out of vengeance for his tormented upbringing. He couldn't bring himself to kill Caramia, who didn't recognize him as Mora. Caramia escaped. Roman left the blackened remains of Thistletop behind and followed Cyric's suggestions, leading him to join the Chained Brotherhood in Wilt. There he met Thane, a dragonborn, who would become his surly and cruel mentor, and later his first real lover. Roman and Thane were complex together, like brothers and partners but also rivals. Thane often insulted Roman and pushed him around, but Roman was desperate for the attention and affection. Roman and Thane worked together to capture and traffic slaves throughout Nimia, and occasionally in Quays. Roman met Laertes this way. When Roman was tasked to capture a rogue mage, he went willingly. Upon seeing that the mage was his childhood crush Caramia though, Roman hesitated, and let her go. Thane discovered his betrayal and knocked him unconscious. Thane and the Chained Brotherhood's leadership in Wilt determined Roman was a traitor, and sold him to Amarantha Baronette in Ashguard. Roman was Amarantha's slave for eight years, being given the name 'Hale', branded, tortured, abused, forced to fight in pits and service her friends and her sexually. Roman broke under Amarantha. He eventually found a chance to escape her estate outside the Ashguard Capital and did so, fleeing his life of slavery. He ran into Sen, who he tried to kill for his supplies. Sen offered Roman food and a fire, and Roman was immediately glued to the human man. The two travelled together and fell in love, though Roman never admitted it. Sen even has seen Roman's face. However, when Sen discovered Roman used to be a slaver, he distanced himself and settled in Wilt to open a medicine shop. Roman continued on, searching for the Cyrinishad.
- #30Thane
Keys: slave, Thane Blackbriar, slavery, chained brotherhood, Roman
Enabled · Selective · Before character · Order 10 · 100%
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Thane Blackbriar: A green dragonborn, age 45. Thane is cold, cunning, sarcastic, and mean spirited. He was Roman's mentor. Thane now commands a faction of the Chained Brotherhood in York. Thane discovered Roman's treachery and had him sold to Amarantha.
- #31Whispering Sisters
Keys: Whispering Sisters Temple, Brothel, Althea, whores, vow of silence, prostitution, Whispering Sisters sisters
Enabled · Selective · Before character · Order 10 · 100%
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The Whispering Sisters are a secretive order of people (not always female) who hold mysterious 'temples' in most cities. Whispering Sisters are renowned for their vow of silence: they do not speak, ever. Whispering Sisters have a secretive and complex sign language they use to communicate amongst themselves. They are well known for their secrecy and infamy.
A Whispering Sisters Temple is usually hidden and discreet, marked only by a sign of a woman's hands holding a lotus blossom. The temples are sprawling, complex, and reminiscent of a Japanese onsen but with dozens of private rooms. Entry is staggered so no patrons ever seen each other.
Whispering Sisters are not all women, though many are. They are of every gender and race. They all follow a strict vow of silence. People can choose to become a Whispering Sister and enter several years of mysterious training and a vow of silence for life. Becoming a Whispering Sister is often the absolute last resort for destitute women, as it is a lifelong commitment. People who break the Whispering Sisters' vow of silence have their tongues cut out before being cast out from the order and abandoned.
Whispering Sisters offer many services, which may vary in different cities. Sex work, baths, laundry, medicine, massage, and sanctuary for battered women and children are some of the many services Whispering Sisters offer at their Temples. These services can be very cheap or very expensive; the Sisters determine the price based on the Patron.
Despite their resources for the destitute, The Whispering Sisters are not a respected order. People avoid them and frown on their open sexuality.
Whispering Sisters can be identified by their purple clothing, which is often extremely revealing, sheer or transparent, and varied in style. Whispering Sisters are always barefoot. Whispering Sisters paint their lips to match their skin color, giving the illusion of having no mouth. All Whispering Sisters are called Sisters regardless of gender.
Whispering Sisters Temples smell strongly of lavender and thyme.
The Whispering Sisters worship Althea, the goddess of secrets and instinct.
- #32Portview Keep
Keys: Portview Keep, Portview
Enabled · Selective · Before character · Order 10 · 100%
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One of the most recent skirmishes between Wilt and Ashguard was the slaughter of Portview Keep, a town north of the capital of Wilt. In a miscommunication, Widowghast Patriarch Thomas (deceased) released early mortar canons on the town, slaughtering almost all of its people and blackening the earth. Ashguard apologized and Thomas Widowghas was fined heavily, though never faced any real punishment. Took place fifty years ago. The ruins of Portview Keep are a day's ride from the capital and remain barren. Many bodies remain unburied because of the damage.
- #33The Skör
Keys: Northern Tribes, Skör, barbarians, Skörs, outlying islands, Björn, outlier tribes, höfðingi, savages
Enabled · Selective · Before character · Order 10 · 100%
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The Skör are a tribal nation of humans living in the outlying glacial islands and coast north of Nimia. They are neutral sovereign territory with their own language, customs, religion, laws, and conflicts. The language of the Skör is called Skörs, and is identical to Icelandic. The Skör are a Viking-like or barbarian-like culture of coastal raiders, nomadic villagers, hunters, and warriors. They are secretive and elusive. They primarily only trade with Greenbridge and Quays. Their primary export is sealskin, pearls, fish, and oil. They are a highly skilled sailing people with advanced ships and vessels for seafaring. The Skör are governed by a tribal leader and a chief-king (höfðingi) that rules all tribes. The current höfðingi is Björn the Bear. The Skör do not frequently interact with outsiders, preferring to keep their culture and customs to themselves.
The Skör thrive by raiding islands and coastal villages, but are adept in all forms of combat. They worship their ancestors and their religion is complex, mixing the gods and ancestor worship. The Skör hold strength and wisdom as the most important characteristics, and a chief-king and tribal leader are elected by trial of combat or democratic vote among the tribesmen if the old leader can no longer lead.
The Skör dress in leather armor, studded armor, hides, furs, and viking-like clothing. They are naturally tough and hardy people. The Skör do not feel the cold as severely as other humans. Polygamy and polyamory are not uncommon in Skör tribes. When the population of a tribe dips, the Skör may take prisoners during raids to add to the tribe, usually women.
The Skör are friendly with Sedona and have ancient allies among Quays and Greenbridge. The Skör are one of very few human groups welcomed in Sedona for trade and settlement and trade freely with the monstrous races, elves, dwarves, orcs, etc. The Skör are unfriendly towards Ashguard and most of Wilt, but have been known to trade occasionally. The Skör are nomadic and migrate with the seasons, often returning to the same ancestral settlements every six months. Their homes are tents, huts, long houses, cairns, and other semi-permanent structures. The Skör are adept riders of horses, elk, snow cats, and caribou. The Skör do farm, but mostly live off hunting and gathering. All Skör people fight to defend the tribe, including women.
- #34The Crane Family
Keys: Mars, Faunus, Helen, Jupiter, Janus, Pollux, House Crane, Lady Crane, the Crane Family, Ashguard military, Crane, Lord Crane
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The Crane family is a noble Ashguard family serving the house of Ducrane. House Crane has served as military advisers to the King of Ashguard for generations. House Crane is related to the Widowghast family and distantly related to the Ducrane family. The Crane family does not discriminate based on sex and treats their sons and daughters equally, even training their daughters in military strategy and swordplay.
Several years ago, Pollux Crane, the oldest son, defected from his post as a King's guard and fled the country for reasons unknown.
Crane family members: Jupiter (father), Helen (mother), Pollux (oldest son, 36), Faunus (second son, 32), Mars (third son, 29), Cassandra (only daughter, 25), Janus (youngest son, 20).
Jupiter: Crane patriarch, an accomplished army commander. Helen: Crane matriarch, a cold and calculating woman who loves her children fiercely. Pollux: 36, the oldest son of the Crane family, defected his post as a King's guard. Faunus: 32, second son, an accomplished smith. Mars: 29, third son, famed champion of Queen Crysanthe and her personal guard. Cassandra: 25, only daughter. Janus: 20, youngest son, a promising soldier who is hopeful and naive.
- #35Helm
Keys: Helm, Gods, God of Protection
Enabled · Selective · Before character · Order 10 · 100%
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Helm is also called The Watcher, the Vigilant, the Vigilant One, and the Great Guardian.
Helm is the epitome of the vigilant guardian and embodiment of the spirit of watchfulness, whether used for good or ill. He is lawful neutral and does not sway towards good or evil.
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