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	<title>Dream's Reach TTRPGs - User contributions [en]</title>
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	<updated>2026-06-14T13:21:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Vezenhold&amp;diff=843</id>
		<title>Vezenhold</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Vezenhold&amp;diff=843"/>
		<updated>2023-08-24T14:14:34Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vezenhold.jpg|thumb]]&lt;br /&gt;
[[File:Vezenhold flag.png|thumb]]&lt;br /&gt;
Vezenhold is the Nation's capital, the seat of the Empire and the largest city in Aarden.  The Emperor and Imperial Senate both hold court in this central city.  Vezenhold is the birthplace of the Empire, the home of innovation, and a cultural Mecca for artists and inventors alike.  Merchants, tourists, and people from all over the Empire come to the capital to see its tall towers and billowing airships.&lt;br /&gt;
&lt;br /&gt;
== People of interest ==&lt;br /&gt;
None so far&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
&lt;br /&gt;
* [[Akerton]]&lt;br /&gt;
* [[Crest]]&lt;br /&gt;
* [[Crosspoint]]&lt;br /&gt;
* [[Noxfeld]]&lt;br /&gt;
* [[Solace]]&lt;br /&gt;
* [[Suthael]]&lt;br /&gt;
* [[Three Bridges]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Locations_in_Aarden&amp;diff=842</id>
		<title>Locations in Aarden</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Locations_in_Aarden&amp;diff=842"/>
		<updated>2023-08-21T14:53:48Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Aarden Counties.jpg|thumb|1546x1546px|The Counties of Aarden]]&lt;br /&gt;
[[Empire of Aarden|Back to the Empire table of contents.]]&lt;br /&gt;
===&amp;lt;u&amp;gt;[[Seftmire]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
===&amp;lt;u&amp;gt;[[Vezenhold]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
*[[Akerton]]&lt;br /&gt;
*[[Crest]]&lt;br /&gt;
*[[Crosspoint]]&lt;br /&gt;
*[[Noxfeld]]&lt;br /&gt;
&lt;br /&gt;
*[[Solace]]&lt;br /&gt;
**[[Solace Cave]]&lt;br /&gt;
*[[Suthael]]&lt;br /&gt;
*[[Three Bridges]]&lt;br /&gt;
===[[Nostors Keep|&amp;lt;u&amp;gt;Nostors Keep&amp;lt;/u&amp;gt;]]===&lt;br /&gt;
===&amp;lt;u&amp;gt;[[MidWeld]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
*[[Kernsby Field|Kernsby]] (Destroyed)&lt;br /&gt;
===&amp;lt;u&amp;gt;[[Sutherfane]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
===[[The Mournlands|&amp;lt;u&amp;gt;The Mournlands&amp;lt;/u&amp;gt;]]===&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Church_of_the_Creator&amp;diff=841</id>
		<title>Church of the Creator</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Church_of_the_Creator&amp;diff=841"/>
		<updated>2023-08-20T21:12:50Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* The Nostors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Church of the Creator Cathedral Interior.png|thumb|The symbol of the Church, an eight-pointed star on a blood-red background.]]The Church of the Creator was established over a thousand years ago following a short period of political and religious strife known as the Reclamation.  Various religions and sub-groups therein vied for power, and one by one were absorbed or destroyed by the now dominant monotheistic faith''.''  The Reclamation would become a defining point in history, as the calendar still followed today counts its years in the time since with the annotation AR.  With representatives in every village, town, and city, the Church of the Creator provides comfort and a sense of security to citizens all over the Empire.  From its holy fortress of Nostors Keep, the elected leader of the church, called the &amp;quot;Nostfather,&amp;quot; Sixtus IV oversees the operations of the massive organisation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Creator,&amp;quot; as he is known, is believed by the faithful to be an omnipotent, omnipresent, and omniscient being who created the world and set it in motion, and who now watches and judges without interference as events unfold.  The Nostfather is an elected leader within the Church said to &amp;quot;speak in the Creator's voice,&amp;quot; as he interprets various happenings around the world, looking for potential signs from the Creator.&lt;br /&gt;
&lt;br /&gt;
The Church has three sub-factions: the Nostors, the Hand, and the Tenders.  The Nostors are the highest ranking officials within the Church, ranging from those who may run a single church up to the Nostfather himself.  The Hand is the name given to the militant wing of the faith.  Tenders, the lowest ranking members of the church, are those working in administrative capacities or youth in training, with aspirations to join the ranks of either the Nostors or the Hand.&lt;br /&gt;
&lt;br /&gt;
[[File:Sixtus IV.png|thumb|Nostfather Sixtus IV]]&lt;br /&gt;
&lt;br /&gt;
== The Nostors ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nostor&amp;quot; is a broad-reaching title given to many different ranks of religious leaders within the Church of the Creator.  Typically, each Nostor will have a sub-title, denoting their rank within the church through context.  For example, the Nostor of the Flock of Tars would be a low ranking holy man, managing a single Church in the town of Tars.  The Nostor of the Northern Reaches, however, would have a larger region under his purview and therefore be ranked above the former.  The Nostors ranks and progression within them are predictably political, and petty squabbles and political in-fighting are commonplace.  In extremely rare situations, subterfuge, backstabbing and assassinations have taken place within the Nostors to secure (or stop) the advancement of one man or another.  As the religion itself is patriarchal, the Nostors are exclusively male.      &lt;br /&gt;
&lt;br /&gt;
 [[File:Gallows.png|thumb|A Nostor at the Gallows]] &lt;br /&gt;
[[File:Hand, Witchhunter.png|thumb|A Creator's Hand Witchhunter]]&lt;br /&gt;
&lt;br /&gt;
== The Hand ==&lt;br /&gt;
The Church's controversial military wing is called The Hand.  The Hand of the Creator employs many trained holy Paladins and devout soldiers whose primary duties are both seeking out and destroying rogue Fadebeasts and rooting out and arresting or destroying those who would seek to use, study, or are naturally gifted in Magic.  The latter of those two duties is the reason for the controversies surrounding the Hand and their colloquial nickname, The Fist.  Magic users have been hunted and imprisoned or slaughtered for nearly seventy years, and that includes children born with Magical abilities.  Despite this, decades of propaganda and strong-arm enforcement by the Hand of the Creator have caused the majority of people to accept the arrest of these children as a necessary sacrifice.  Devout parents are even known to have turned in their own children, seeing it as their solemn duty as commanded by the Creator himself.  The Hand's Witch Hunters, those tasked with the retrieval of children, wear masks to hide their identities.  Reprisal from angry parents is rare, but the sinister nature of their job - regardless of how necessary people may view it - invites backlash, and as such their faces are covered with silver masks while on duty.  Unlike the Nostors, both men and women make up the membership of the Hand.&lt;br /&gt;
&lt;br /&gt;
== The Tenders ==&lt;br /&gt;
Comprised of men and women of all ages, the Tenders are low-level servants working within the Church of the Creator.  Dressed in drab brown robes, they cook, clean, and aid both the Hand and the Nostors alike, as well as anything the citizens of the Empire may need.  Service to the Church is a humble path, and the Tenders make up the most populous group of the three sub-factions.  Most will spend their entire lives as Tenders, and are happy to do so - however many have aspirations of becoming a Nostor or a member of the Hand and will spend their time training to do so.  Both the Hand and the Nostors recruit exclusively from within the ranks of the Tenders, however not at the same rate.  Due to the stress and the dangerous nature of the job, the Hand is is constant need of new recruits - while the Nostors only bring in new members when one of them dies.  As a result, there are many Tenders with ambitions of becoming a Nostor who are seen as &amp;quot;higher ranked&amp;quot; than some of the Nostors themselves.  For example, Tender Jakub Kretskin in Vezenhold aids in the management of all the Churches in the capital city, and as such would unofficially be seen as a higher-ranking member within the church than the Nostor of a small village.&lt;br /&gt;
&lt;br /&gt;
Tenders can be seen all over the Empire performing duties ranging from administrative duties to physical labour.&lt;br /&gt;
&lt;br /&gt;
[[File:Tender, Studying.png|thumb|A Tender, studying.]]&lt;br /&gt;
[[File:Hand Paladin2.png|thumb|A Paladin from the Hand]]&lt;br /&gt;
&lt;br /&gt;
== Apostasy vs Heresy ==&lt;br /&gt;
&lt;br /&gt;
Despite having an official religion, the Empire of Aarden maintains a secular leadership and rule of law. The one area of life in the Empire in which the Church of the Creator is given complete control is that governing magic, its use, and combatting the Fade.&lt;br /&gt;
&lt;br /&gt;
Apostasy, Atheism or Agnosticism are fairly common throughout the Empire, particularly in the larger capitals. There are those who believe there are scientific explanations for magic that we do not yet understand - and that its use by Religious practitioners is no different than that by the magi prior to the Breach. To the apostates, the act of &amp;quot;calling on a deity&amp;quot; before casting a spell lies somewhere between delusion and theatre. It's generally accepted that magic and those with the ability to wield it draw power from a dimension beyond our own, Apostates merely take it a step further and attribute that same source of power to those who would credit it to their faith in a God. They would argue that the lack of an explanation or definition does not mean that a specific omnipotent god-like being exists to grant the prayers of the faithful. If the Creator exists and is the benevolent being the Church claims it to be, then why did the Breach happen, what are Fade Beasts, and beyond that - disease, evil, suffering around the world - what benevolent Creator would allow these things to happen?&lt;br /&gt;
&lt;br /&gt;
Heresy, however, is the illegal belief in a religion, god, or gods outside the Church of the Creator. Heresy is very rare, but there have been instances of smaller cults gaining traction in one place or another, claiming connections to new gods or spirits, or even worshipping the Fade or Breach itself.&lt;br /&gt;
&lt;br /&gt;
In addition, magic practitioners have been branded Heretics, as well as children unfortunate enough to display magical abilities even beyond their control. This connection to magic has several dogmatic explanations, and if it cannot be severed (something easier to do when the person is younger), the Heretic is put to death.&lt;br /&gt;
&lt;br /&gt;
[[File:Nostors Keep.png|thumb|Nostors Keep in Northern Aarden]]&lt;br /&gt;
&lt;br /&gt;
==The Tenets of Nostor==&lt;br /&gt;
&lt;br /&gt;
The Tenets of Nostor is the name of the Church of the Creator's central holy text.  Many other books and studies have been written over the centuries, however, the millennium-old Tenets of Nostor remain the central focus of the religion.  Written in simple point-form sentences, the Tenets of Nostor is one of the earliest examples of the written word in history.  The most famous elements of the Tenets of Nostor include &amp;quot;The Declaration of Innocence,&amp;quot; a series of sixty nine statements one must make before the Creator upon their death without lying in order to be allowed entry into the afterlife.  For each statement they cannot make without lying, a penance must be paid depending on the severity of both the Declaration disobeyed, and the degree to which it was done.&lt;br /&gt;
&lt;br /&gt;
# I have not done falsehood against men.&lt;br /&gt;
#I have not impoverished my associates.&lt;br /&gt;
#I have done no wrong in the Place of Truth.&lt;br /&gt;
#I have not learnt that which is not.&lt;br /&gt;
#I have done no evil.&lt;br /&gt;
# I have not made daily labour in excess of what was to be done for me.&lt;br /&gt;
# My name has not reached the offices of those who control slaves.&lt;br /&gt;
#I have not deprived the orphan of his property.&lt;br /&gt;
# I have not done what the Creator detests.&lt;br /&gt;
#I have not slandered a servant to his master.&lt;br /&gt;
#I have not caused pain.&lt;br /&gt;
# I have not made hungry.&lt;br /&gt;
# I have not made to weep.&lt;br /&gt;
#I have not killed.&lt;br /&gt;
#I have not turned anyone over to a killer.&lt;br /&gt;
#I have not caused anyone's suffering.&lt;br /&gt;
#I have not diminished the food offerings in the churches.&lt;br /&gt;
#I have not debased the offering cakes of the Creator.&lt;br /&gt;
#I have not taken the cakes of the blessed.&lt;br /&gt;
#I have not copulated illicitly.&lt;br /&gt;
# I have not been unchaste.&lt;br /&gt;
#I have not increased nor diminished the measure.&lt;br /&gt;
#I have not diminished the palm.&lt;br /&gt;
#I have not encroached upon fields.&lt;br /&gt;
#I have not added to the balance weights.&lt;br /&gt;
#I have not tempered with the plumb bob of the balance.&lt;br /&gt;
#I have not taken milk from a child's mouth.&lt;br /&gt;
#I have not driven small cattle from their herbage.&lt;br /&gt;
#I have not snared birds for the Creator's harpoon barbs.&lt;br /&gt;
#I have not caught fish of their lagoons.&lt;br /&gt;
#I have not stopped the flow of water in its seasons.&lt;br /&gt;
#I have not built a dam against flowing water.&lt;br /&gt;
#I have not quenched a fire in its time.&lt;br /&gt;
#I have not failed to observe the days for haunches of meat.&lt;br /&gt;
# I have not kept cattle away from the Creator's property.&lt;br /&gt;
#I have not blocked the Creator at his processions.&lt;br /&gt;
# I have not been rapacious.&lt;br /&gt;
#I have done no crookedness.&lt;br /&gt;
# I have not been sullen.&lt;br /&gt;
#I have not transgressed.&lt;br /&gt;
#I have not killed a sacred bull.&lt;br /&gt;
#I have not committed perjury.&lt;br /&gt;
#I have not stolen bread.&lt;br /&gt;
#I have not eavesdropped.&lt;br /&gt;
#I have not babbled.&lt;br /&gt;
#I have not disputed except concerning my own property.&lt;br /&gt;
#I have not fornicated with a child.&lt;br /&gt;
#I have not misbehaved.&lt;br /&gt;
# I have not made terror.&lt;br /&gt;
#I have not transgressed.&lt;br /&gt;
# I have not been hot-tempered.&lt;br /&gt;
# I have not been deaf to words of truth.&lt;br /&gt;
# I have not made disturbance.&lt;br /&gt;
#I have not hoodwinked.&lt;br /&gt;
# I have not been neglectful.&lt;br /&gt;
# I have not been quarrelsome.&lt;br /&gt;
# I have not been unduly active.&lt;br /&gt;
# I have not been impatient.&lt;br /&gt;
#I have not washed out the picture of the Creator.&lt;br /&gt;
# I have not been voluble in speech.&lt;br /&gt;
#I have seen no evil.&lt;br /&gt;
# I have not made conjuration against the King.&lt;br /&gt;
#I have not waded in water.&lt;br /&gt;
# I have not been loud-voiced.&lt;br /&gt;
#I have not reviled mankind.&lt;br /&gt;
# I have not been puffed up.&lt;br /&gt;
# I have not made distinctions for myself.&lt;br /&gt;
#I am not wealthy except with my own property.&lt;br /&gt;
#I have not blasphemed the Creator in my city.&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=The_Mournlands&amp;diff=840</id>
		<title>The Mournlands</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=The_Mournlands&amp;diff=840"/>
		<updated>2023-08-20T21:12:04Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mournlands Map.png|thumb]]&lt;br /&gt;
Formerly known as Garenland, it was completely destroyed by a fade breach.&lt;br /&gt;
&lt;br /&gt;
== People of Interest ==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Places of Interest ==&lt;br /&gt;
None&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=The_Pantheon&amp;diff=839</id>
		<title>The Pantheon</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=The_Pantheon&amp;diff=839"/>
		<updated>2023-08-20T20:31:44Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pantheonimage.png|thumb]]&lt;br /&gt;
Faenos, Morphaeos, Aethiros, and Erebos are gods of immense power, each with their own distinct sphere of influence. Mortals have tried for centuries to understand them and their motivations, but ultimately, the gods remain beyond mortal comprehension.&lt;br /&gt;
&lt;br /&gt;
'''Faenos''', the god of creation, destruction, life, and chaos, is a force to be reckoned with. Some mortals interpret his influence as a call to create, innovate, and explore new horizons. Others view him as a destructive force, whose influence is responsible for war, famine, and destruction.&lt;br /&gt;
&lt;br /&gt;
'''Morphaeos''', the god of darkness, [[The Dreaming|dreams]], art, and inspiration, is a fascinating figure. Mortals interpret his influence in many ways, from a muse inspiring great works of art to a harbinger of nightmares and fear. Morphaeos is a deity that brings out the deepest emotions in mortals, leading to both great beauty and great terror.&lt;br /&gt;
&lt;br /&gt;
'''Aethiros''', the god of light, heat, industry, and pride, is a god that is often worshipped by those seeking success in their lives. Some mortals view his influence as a call to industry, to work hard and achieve great things. Others may view him as a god of vanity and pride, whose influence leads to arrogance and a sense of superiority over others.&lt;br /&gt;
&lt;br /&gt;
'''Erebos''', the god of death, stillness, peace, and liberation, is a figure that mortals often fear and avoid. However, his influence is not necessarily evil, despite its association with death. Some mortals interpret his influence as a call for stillness, to rest and reflect on one's life. Others view him as a liberator, freeing souls from the cycle of life and death.&lt;br /&gt;
&lt;br /&gt;
However, mortal interpretations of these gods can be misguided or even dangerous. For example, a cult that interprets Faenos' influence as a call to destroy everything in their path, even innocent lives, would use their gods name to commit terrible acts.  Similarly, a society that views Aethiros' influence as a call for extreme individualism, without regard for the well-being of others, can lead to societal unrest and inequality.&lt;br /&gt;
&lt;br /&gt;
The gods themselves do not care about mortal interpretations of their influence, nor do they actively seek the worship of mortals. They exist on a plane beyond mortal comprehension, their motivations and nature beyond mortal understanding.  The people's understanding of them is limited by their own biases and cultural context, leading to vastly different interpretations and forms of worship.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the concepts of good and evil are not attributed to the gods themselves, but to mortal actions and interpretations, as well as the potential harm that can arise from misinterpretation and misguided worship.&lt;br /&gt;
&lt;br /&gt;
== Associated Religions ==&lt;br /&gt;
While these gods do not directly observe or seem to care about the lives of mortals, worshipers who seek boons, signs, or judgement from them are occasionally rewarded.  Whether these rewards for their servitude are granted by the Old Gods themselves, by powerful otherworldly servants of them, or whether they're just misinterpreted mundane coincidences is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the [[Empire of Aarden]], the dominant religious force in the Empire is the [[Church of the Creator]] - a monotheistic faith that rose to power over the nation after the bloody events of the Reclamation, when competing belief systems and religions were silenced in a bloody intra-national religious war.  Whether &amp;quot;The Creator&amp;quot; as he is known in their faith refers to Faenos or any of the other gods of the pantheon is uncertain; however it's unlikely any of the Tenets of Nostor or other religious texts or teachings were handed down from on high as they're purported to have been.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In [[Xulthraxis]], the Arcanists were well aware of the Old Gods and of their complete indifference to the lives of mortals.  As such, over millennia even those dwelling within the surface nations of Gosusia have become aware of the greater Pantheon, and many churches espousing devotion to one god or another are fairly common - though their interpretations of their Patrons will may vary from place to place based on the intentions or beliefs of the church in question's foundation.&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Important_Characters&amp;diff=838</id>
		<title>Important Characters</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Important_Characters&amp;diff=838"/>
		<updated>2023-08-20T19:38:15Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Kasim ibn Ahmed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AFawkes.png|thumb|&amp;quot;If the Church followed the teachings of the Creator, there'd be no Church.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Alistair Fawkes ==&lt;br /&gt;
Alistair Fawkes was born to a pair of Merchants in the capital of [[Vezenhold]] in 1187.  When he was twelve years old, his parents were killed by Fadebeasts while on a business trip, and he was sent to Three Bridges to live with his Uncle.  Obsessed with Fadebeasts, his anger has been tempered into genuine curiosity over the years, and he's spent his entire life attempting to study the strange otherworldly creatures.  The study and curiosity regarding the animals have drawn the attention of the Hand of the Creator on more than one occasion - seeing it as potential heresy and questioning his motives.&lt;br /&gt;
&lt;br /&gt;
In 1219, Alistair was returning to Three Bridges to visit his Uncle and Mentor only to learn that the ageing scientist had also been killed since their last meeting.  After a period of mourning, he took up residence in his Uncles old home and continued his research - enlisting the aid of [[Aarden Campaign Main Page|The Party]] on their arrival to capture a Fadehound.  After a brief fight with a small pack, they succeeded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alistair is both skilled and intelligent, however, he can also be impulsive and reckless - overconfident in his own ability to keep himself or those around him safe.  He keeps a [[Bestiary|ledger]] filled with detailed information on every Fadebeast he's been able to encounter as well as information gleaned through interviews with other hunters or survivors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alistair is never seen without his companion, [[Goodest Boy Fan page|Aluat]].  A strange flying dog of a species Alistair says is called a ''&amp;quot;Hainu,&amp;quot;'' and is adamant that his companion is not a Fadebeast.  The animal is friendly, excitable, and behaves exactly like any other dog.  (The absolute goodest boy.)&lt;br /&gt;
&lt;br /&gt;
== The Fade Knight ==&lt;br /&gt;
[[File:Fadeknight.png|thumb|&amp;quot;Give.  Us.  Key.&amp;quot;|left]]&lt;br /&gt;
The Fade Knight, a being who's true identity is not known, was first encountered by the party during the massacre of Solace.  The Knight appeared to be leading a group of Fadebeasts, including Wyverns and some strange burrowing creatures.  This was the first time the fadebeasts had ever been seen showing any signs of organization or intelligence, as they're widely known to be essentially wild animals, and will often even attack each other.&lt;br /&gt;
&lt;br /&gt;
After murdering a young man from the town, the Fade Knight approached the party and &amp;quot;with a voice that sounded like thousands of echoing screams,&amp;quot; it repeated three words:  &amp;quot;Give.  Us.  Key.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When Solomon used his rifle to shoot the knight, blowing a bullet hole through his breastplate - there was no blood to be seen.  Instead, dozens of tiny black maggots fell from the wound.&lt;br /&gt;
&lt;br /&gt;
The Fade Knight had disappeared by the time the Hand Paladins arrived, and outside of a few [[Church of the Creator|Nostors]] with the privileged information, very few people in the world are even aware of his existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:Merek.png|thumb|&amp;quot;If I see that dirtbag again, the Fade'll be the least of his problems.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Merek Sallworth ==&lt;br /&gt;
While not an official Governor appointed by the Imperial Senate, Merek Sallworth is referred to as &amp;quot;The Governor&amp;quot; by most residents of [[Midweld]].  Now in his late sixties, the man is considered largely responsible for Midweld's growth over the past few decades - and deservedly so.&lt;br /&gt;
&lt;br /&gt;
Born in the frontier town of [[Kernsby]], a young Merek Sallworth left his hometown to pursue a career in the Imperial Guard, seeking to aid in the defense of the Empire and the frontier towns from the ever-present threat from both the Fade and the opportunistic bandits and highwaymen known to frequent the eastern roads.  While stationed in [[Crest]] on the Vezenhold - [[Seftmire]] border, news came to the lieutenant about the destruction of Kernsby.  The fade collector network had, for the first time in history, failed, and his hometown had been completely consumed by the Fade.&lt;br /&gt;
&lt;br /&gt;
Sallworth resigned his commission and was discharged from the service of the Guard, returning to the southern frontier towns to aid in the relocation of the Kernsby refugees.  While in Midweld, a slowly growing community on the cliffs overlooking the Pelmoore Bay, he began making a point of sending word to numerous smaller farming communities and townships, imploring them to uproot and join the easily defended community in the heart of the Empire.  &lt;br /&gt;
&lt;br /&gt;
For the past thirty years, Merek has been considered the de-facto leader of the burgeoning city-state, having earned the respect of the citizens of the many frontier towns across the Empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Augustus Stone.png|left|thumb|&amp;quot;Today my blood-stained fingers tremble as I document a revelation that has shattered the boundaries of my understanding...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Augustus Stone ==&lt;br /&gt;
The Imperial appointed Governor of [[Noxfeld]] and the Eastern Reach, Augustus Stone held his position for more than 30 years.  Maintaining strict rules regarding the admission and duration of stay for outsiders, he managed to keep Noxfeld quietly off the radar of most of the Empire for the duration of his tenure.  Greeted at the wall, people from outside the township the wall were given directions on which parts of the town they'd be permitted to access, and how long they'd be allowed to stay.&lt;br /&gt;
&lt;br /&gt;
A devout worshiper of the dark demigod Orcus, Augustus Stone would work in the shadows with other occultists to sabotage efforts of the Noxfeld citizenry to expand their defensive wall - a structure that had kept their city safe for over a century, however limited the growth of the town, and therefore it's population.  This allowed Stone to justify and maintain a controversial law in the region that anyone in the town proper who reached the age of 40 would be asked to leave; given a celebratory feast as a going away party, a stipend from the Governor to aid them in their travel and new life in a new city, and a night's stay in a ceremonial and luxurious suite in the city's Hall of Laws.&lt;br /&gt;
&lt;br /&gt;
Many of these people were never allowed to leave town, as Stone would drug them and use them in ritualistic blood sacrifices in a chamber attached to the basement of the courthouse.  When confronted by Solomon Fairbeard, Stone led them into his chamber and showed them his work.  He laughed as his body was thrown into coughing fits, spitting up blood.  As he stared down Fairbeard he lamented the fact that &amp;quot;you chose today, of all days, to speak with me.&amp;quot;  His body began to rapidly decay in front of them, his skin and flesh peeling from his body and taking the form of wriggling black leeches as it dropped to the ground.  In just moments, Stone was dead - and his skeletal remains stood before them, glowing with dark energy, resulting in a brief but decisive battle.&lt;br /&gt;
&lt;br /&gt;
Over the decades, Stone kept a detailed [[The Journal of Augustus Stone|journal]].  While for the most part it contained the ramblings of a madman, the journal did however provide considerable insight into Stone's patron and the occult operating in the shadows of the Empire.  Sorting through the pages as they traveled, Solomon Fairbeard and his party were able to learn about the enemy they faced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mara Tisette Jostenbury ==&lt;br /&gt;
[[File:MTJ.png|thumb|&amp;quot;A protective suit for a horse?  ''A protective suit for a horse! Yes!''&amp;quot;]]&lt;br /&gt;
Mara Tisette Jostenbury made a name for herself as a mechanical genius and engineering wizard at an extremely young age.  By her tenth birthday, she was building clockwork machinery and had successfully designed her first steam engine.  When most children were wrapping up primary school, she'd already been enrolled and was excelling at the prestigious Vezenhold University.  Mara quickly became bored of the slow pace of academic life (and with their refusal to allow her to play with bombs) and she left the University before graduating, heading southward to Midweld, where word of the growing city-states need for enterprising engineers had reached the Capital.&lt;br /&gt;
&lt;br /&gt;
Mara has been in Midweld for over a decade, now.  Her initials, MTJ, can be found inscribed on ingenious devices she's invented across the empire, and her eccentric workshop in the clifftop community is one of the most sought after locations for apprentice artificers, engineers and inventors.  From exploding weaponry to massive construction equipment, Jostenbury's ingenuity has yet to reach a plateau.&lt;br /&gt;
&lt;br /&gt;
Her impulsiveness, however, has led to many accidents or failed experiments.  Each success has a dozen forgotten or failed attempts behind it, and the weight of some of these mistakes weighs heavily on her shoulders.&lt;br /&gt;
&lt;br /&gt;
For example, the first elevator installed onto Midwelds northern Cliffdocks moved so quickly on it's first lift that it was launched into the distance, sailing out of sight into the fade along with the two dockworkers screaming from inside it.  Her second attempt bounced up and down the suspension cables like a six hundred pound yo-yo.  Her third, and so-far-successful iteration, has yet to malfunction or result in any untimely deaths.&lt;br /&gt;
&lt;br /&gt;
Merek Sallworth has since limited her experiments to require unmanned attempts before public implementation.&lt;br /&gt;
&lt;br /&gt;
[[File:Kasim Edited.png|left|thumb|&amp;quot;It is good to find that we are on the same side of this issue, as I had just finished cleaning my spear and do not wish to dirty it so soon.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Kasim ibn Ahmed ==&lt;br /&gt;
From the nation of Tunerica on the other side of the Mournlands, Kasim has made the treacherous journey to Sutherfane many times over.  A key member of Aarden's underground resistance, he works diligently and at great risk to his own life to ferry children from Aarden to his western homeland, where those born with magical powers can receive training and live free and prosperous lives.  While he was born to a moderately wealthy family, Kasim chose not to follow the easy route and become a gemcutter as his parents had - and instead sought martial training at some of the most well respected institutions his homeland had to offer before signing on with a group of privateers.  Defending merchant vessels along Tunerica's eastern coast from raiders and pirates, it was during his time onboard these ships that he first came across an Aardenian vessel bound for Tunerica with a handful of terrified children onboard.&lt;br /&gt;
&lt;br /&gt;
Having heard of the draconian laws of Aarden and their treatment of those with magical gifts, Kasim's life forever changed that day - and he has since dedicated the last 20 years of his life to ferrying as many children to safety as possible.&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Important_Characters&amp;diff=837</id>
		<title>Important Characters</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Important_Characters&amp;diff=837"/>
		<updated>2023-08-20T19:37:57Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Kasim ibn Ahmed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AFawkes.png|thumb|&amp;quot;If the Church followed the teachings of the Creator, there'd be no Church.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Alistair Fawkes ==&lt;br /&gt;
Alistair Fawkes was born to a pair of Merchants in the capital of [[Vezenhold]] in 1187.  When he was twelve years old, his parents were killed by Fadebeasts while on a business trip, and he was sent to Three Bridges to live with his Uncle.  Obsessed with Fadebeasts, his anger has been tempered into genuine curiosity over the years, and he's spent his entire life attempting to study the strange otherworldly creatures.  The study and curiosity regarding the animals have drawn the attention of the Hand of the Creator on more than one occasion - seeing it as potential heresy and questioning his motives.&lt;br /&gt;
&lt;br /&gt;
In 1219, Alistair was returning to Three Bridges to visit his Uncle and Mentor only to learn that the ageing scientist had also been killed since their last meeting.  After a period of mourning, he took up residence in his Uncles old home and continued his research - enlisting the aid of [[Aarden Campaign Main Page|The Party]] on their arrival to capture a Fadehound.  After a brief fight with a small pack, they succeeded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alistair is both skilled and intelligent, however, he can also be impulsive and reckless - overconfident in his own ability to keep himself or those around him safe.  He keeps a [[Bestiary|ledger]] filled with detailed information on every Fadebeast he's been able to encounter as well as information gleaned through interviews with other hunters or survivors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alistair is never seen without his companion, [[Goodest Boy Fan page|Aluat]].  A strange flying dog of a species Alistair says is called a ''&amp;quot;Hainu,&amp;quot;'' and is adamant that his companion is not a Fadebeast.  The animal is friendly, excitable, and behaves exactly like any other dog.  (The absolute goodest boy.)&lt;br /&gt;
&lt;br /&gt;
== The Fade Knight ==&lt;br /&gt;
[[File:Fadeknight.png|thumb|&amp;quot;Give.  Us.  Key.&amp;quot;|left]]&lt;br /&gt;
The Fade Knight, a being who's true identity is not known, was first encountered by the party during the massacre of Solace.  The Knight appeared to be leading a group of Fadebeasts, including Wyverns and some strange burrowing creatures.  This was the first time the fadebeasts had ever been seen showing any signs of organization or intelligence, as they're widely known to be essentially wild animals, and will often even attack each other.&lt;br /&gt;
&lt;br /&gt;
After murdering a young man from the town, the Fade Knight approached the party and &amp;quot;with a voice that sounded like thousands of echoing screams,&amp;quot; it repeated three words:  &amp;quot;Give.  Us.  Key.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When Solomon used his rifle to shoot the knight, blowing a bullet hole through his breastplate - there was no blood to be seen.  Instead, dozens of tiny black maggots fell from the wound.&lt;br /&gt;
&lt;br /&gt;
The Fade Knight had disappeared by the time the Hand Paladins arrived, and outside of a few [[Church of the Creator|Nostors]] with the privileged information, very few people in the world are even aware of his existence.&lt;br /&gt;
&lt;br /&gt;
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[[File:Merek.png|thumb|&amp;quot;If I see that dirtbag again, the Fade'll be the least of his problems.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Merek Sallworth ==&lt;br /&gt;
While not an official Governor appointed by the Imperial Senate, Merek Sallworth is referred to as &amp;quot;The Governor&amp;quot; by most residents of [[Midweld]].  Now in his late sixties, the man is considered largely responsible for Midweld's growth over the past few decades - and deservedly so.&lt;br /&gt;
&lt;br /&gt;
Born in the frontier town of [[Kernsby]], a young Merek Sallworth left his hometown to pursue a career in the Imperial Guard, seeking to aid in the defense of the Empire and the frontier towns from the ever-present threat from both the Fade and the opportunistic bandits and highwaymen known to frequent the eastern roads.  While stationed in [[Crest]] on the Vezenhold - [[Seftmire]] border, news came to the lieutenant about the destruction of Kernsby.  The fade collector network had, for the first time in history, failed, and his hometown had been completely consumed by the Fade.&lt;br /&gt;
&lt;br /&gt;
Sallworth resigned his commission and was discharged from the service of the Guard, returning to the southern frontier towns to aid in the relocation of the Kernsby refugees.  While in Midweld, a slowly growing community on the cliffs overlooking the Pelmoore Bay, he began making a point of sending word to numerous smaller farming communities and townships, imploring them to uproot and join the easily defended community in the heart of the Empire.  &lt;br /&gt;
&lt;br /&gt;
For the past thirty years, Merek has been considered the de-facto leader of the burgeoning city-state, having earned the respect of the citizens of the many frontier towns across the Empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Augustus Stone.png|left|thumb|&amp;quot;Today my blood-stained fingers tremble as I document a revelation that has shattered the boundaries of my understanding...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Augustus Stone ==&lt;br /&gt;
The Imperial appointed Governor of [[Noxfeld]] and the Eastern Reach, Augustus Stone held his position for more than 30 years.  Maintaining strict rules regarding the admission and duration of stay for outsiders, he managed to keep Noxfeld quietly off the radar of most of the Empire for the duration of his tenure.  Greeted at the wall, people from outside the township the wall were given directions on which parts of the town they'd be permitted to access, and how long they'd be allowed to stay.&lt;br /&gt;
&lt;br /&gt;
A devout worshiper of the dark demigod Orcus, Augustus Stone would work in the shadows with other occultists to sabotage efforts of the Noxfeld citizenry to expand their defensive wall - a structure that had kept their city safe for over a century, however limited the growth of the town, and therefore it's population.  This allowed Stone to justify and maintain a controversial law in the region that anyone in the town proper who reached the age of 40 would be asked to leave; given a celebratory feast as a going away party, a stipend from the Governor to aid them in their travel and new life in a new city, and a night's stay in a ceremonial and luxurious suite in the city's Hall of Laws.&lt;br /&gt;
&lt;br /&gt;
Many of these people were never allowed to leave town, as Stone would drug them and use them in ritualistic blood sacrifices in a chamber attached to the basement of the courthouse.  When confronted by Solomon Fairbeard, Stone led them into his chamber and showed them his work.  He laughed as his body was thrown into coughing fits, spitting up blood.  As he stared down Fairbeard he lamented the fact that &amp;quot;you chose today, of all days, to speak with me.&amp;quot;  His body began to rapidly decay in front of them, his skin and flesh peeling from his body and taking the form of wriggling black leeches as it dropped to the ground.  In just moments, Stone was dead - and his skeletal remains stood before them, glowing with dark energy, resulting in a brief but decisive battle.&lt;br /&gt;
&lt;br /&gt;
Over the decades, Stone kept a detailed [[The Journal of Augustus Stone|journal]].  While for the most part it contained the ramblings of a madman, the journal did however provide considerable insight into Stone's patron and the occult operating in the shadows of the Empire.  Sorting through the pages as they traveled, Solomon Fairbeard and his party were able to learn about the enemy they faced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mara Tisette Jostenbury ==&lt;br /&gt;
[[File:MTJ.png|thumb|&amp;quot;A protective suit for a horse?  ''A protective suit for a horse! Yes!''&amp;quot;]]&lt;br /&gt;
Mara Tisette Jostenbury made a name for herself as a mechanical genius and engineering wizard at an extremely young age.  By her tenth birthday, she was building clockwork machinery and had successfully designed her first steam engine.  When most children were wrapping up primary school, she'd already been enrolled and was excelling at the prestigious Vezenhold University.  Mara quickly became bored of the slow pace of academic life (and with their refusal to allow her to play with bombs) and she left the University before graduating, heading southward to Midweld, where word of the growing city-states need for enterprising engineers had reached the Capital.&lt;br /&gt;
&lt;br /&gt;
Mara has been in Midweld for over a decade, now.  Her initials, MTJ, can be found inscribed on ingenious devices she's invented across the empire, and her eccentric workshop in the clifftop community is one of the most sought after locations for apprentice artificers, engineers and inventors.  From exploding weaponry to massive construction equipment, Jostenbury's ingenuity has yet to reach a plateau.&lt;br /&gt;
&lt;br /&gt;
Her impulsiveness, however, has led to many accidents or failed experiments.  Each success has a dozen forgotten or failed attempts behind it, and the weight of some of these mistakes weighs heavily on her shoulders.&lt;br /&gt;
&lt;br /&gt;
For example, the first elevator installed onto Midwelds northern Cliffdocks moved so quickly on it's first lift that it was launched into the distance, sailing out of sight into the fade along with the two dockworkers screaming from inside it.  Her second attempt bounced up and down the suspension cables like a six hundred pound yo-yo.  Her third, and so-far-successful iteration, has yet to malfunction or result in any untimely deaths.&lt;br /&gt;
&lt;br /&gt;
Merek Sallworth has since limited her experiments to require unmanned attempts before public implementation.&lt;br /&gt;
&lt;br /&gt;
[[File:Kasim Edited.png|left|thumb|&amp;quot;It is good to find that we are on the same side of this issue, as I had just finished cleaning my spear and do not wish to dirty it so soon.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Kasim ibn Ahmed ==&lt;br /&gt;
From the nation of Tunerica on the other side of the Mournlands, Kasim has made the treacherous journey to Sutherfane many times over.  A key member of Aarden's underground resistance, he works diligently and at great risk to his own life to ferry children from Aarden to his western homeland, where those born with magical powers can receive training and live free and prosperous lives.  While he was born to a moderately wealthy family, Kasim chose not to follow the easy route and become a gemcutter as his parents had - and instead sought martial training at some of the most well respected institutions at his homeland before signing on with a group of privateers.  Defending merchant vessels along Tunerica's eastern coast from raiders and pirates, it was during his time onboard these ships that he first came across an Aardenian vessel bound for Tunerica with a handful of terrified children onboard.&lt;br /&gt;
&lt;br /&gt;
Having heard of the draconian laws of Aarden and their treatment of those with magical gifts, Kasim's life forever changed that day - and he has since dedicated the last 20 years of his life to ferrying as many children to safety as possible.&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Important_Characters&amp;diff=836</id>
		<title>Important Characters</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Important_Characters&amp;diff=836"/>
		<updated>2023-08-20T19:37:39Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Kasim ibn Ahmed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AFawkes.png|thumb|&amp;quot;If the Church followed the teachings of the Creator, there'd be no Church.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Alistair Fawkes ==&lt;br /&gt;
Alistair Fawkes was born to a pair of Merchants in the capital of [[Vezenhold]] in 1187.  When he was twelve years old, his parents were killed by Fadebeasts while on a business trip, and he was sent to Three Bridges to live with his Uncle.  Obsessed with Fadebeasts, his anger has been tempered into genuine curiosity over the years, and he's spent his entire life attempting to study the strange otherworldly creatures.  The study and curiosity regarding the animals have drawn the attention of the Hand of the Creator on more than one occasion - seeing it as potential heresy and questioning his motives.&lt;br /&gt;
&lt;br /&gt;
In 1219, Alistair was returning to Three Bridges to visit his Uncle and Mentor only to learn that the ageing scientist had also been killed since their last meeting.  After a period of mourning, he took up residence in his Uncles old home and continued his research - enlisting the aid of [[Aarden Campaign Main Page|The Party]] on their arrival to capture a Fadehound.  After a brief fight with a small pack, they succeeded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alistair is both skilled and intelligent, however, he can also be impulsive and reckless - overconfident in his own ability to keep himself or those around him safe.  He keeps a [[Bestiary|ledger]] filled with detailed information on every Fadebeast he's been able to encounter as well as information gleaned through interviews with other hunters or survivors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alistair is never seen without his companion, [[Goodest Boy Fan page|Aluat]].  A strange flying dog of a species Alistair says is called a ''&amp;quot;Hainu,&amp;quot;'' and is adamant that his companion is not a Fadebeast.  The animal is friendly, excitable, and behaves exactly like any other dog.  (The absolute goodest boy.)&lt;br /&gt;
&lt;br /&gt;
== The Fade Knight ==&lt;br /&gt;
[[File:Fadeknight.png|thumb|&amp;quot;Give.  Us.  Key.&amp;quot;|left]]&lt;br /&gt;
The Fade Knight, a being who's true identity is not known, was first encountered by the party during the massacre of Solace.  The Knight appeared to be leading a group of Fadebeasts, including Wyverns and some strange burrowing creatures.  This was the first time the fadebeasts had ever been seen showing any signs of organization or intelligence, as they're widely known to be essentially wild animals, and will often even attack each other.&lt;br /&gt;
&lt;br /&gt;
After murdering a young man from the town, the Fade Knight approached the party and &amp;quot;with a voice that sounded like thousands of echoing screams,&amp;quot; it repeated three words:  &amp;quot;Give.  Us.  Key.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When Solomon used his rifle to shoot the knight, blowing a bullet hole through his breastplate - there was no blood to be seen.  Instead, dozens of tiny black maggots fell from the wound.&lt;br /&gt;
&lt;br /&gt;
The Fade Knight had disappeared by the time the Hand Paladins arrived, and outside of a few [[Church of the Creator|Nostors]] with the privileged information, very few people in the world are even aware of his existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Merek.png|thumb|&amp;quot;If I see that dirtbag again, the Fade'll be the least of his problems.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Merek Sallworth ==&lt;br /&gt;
While not an official Governor appointed by the Imperial Senate, Merek Sallworth is referred to as &amp;quot;The Governor&amp;quot; by most residents of [[Midweld]].  Now in his late sixties, the man is considered largely responsible for Midweld's growth over the past few decades - and deservedly so.&lt;br /&gt;
&lt;br /&gt;
Born in the frontier town of [[Kernsby]], a young Merek Sallworth left his hometown to pursue a career in the Imperial Guard, seeking to aid in the defense of the Empire and the frontier towns from the ever-present threat from both the Fade and the opportunistic bandits and highwaymen known to frequent the eastern roads.  While stationed in [[Crest]] on the Vezenhold - [[Seftmire]] border, news came to the lieutenant about the destruction of Kernsby.  The fade collector network had, for the first time in history, failed, and his hometown had been completely consumed by the Fade.&lt;br /&gt;
&lt;br /&gt;
Sallworth resigned his commission and was discharged from the service of the Guard, returning to the southern frontier towns to aid in the relocation of the Kernsby refugees.  While in Midweld, a slowly growing community on the cliffs overlooking the Pelmoore Bay, he began making a point of sending word to numerous smaller farming communities and townships, imploring them to uproot and join the easily defended community in the heart of the Empire.  &lt;br /&gt;
&lt;br /&gt;
For the past thirty years, Merek has been considered the de-facto leader of the burgeoning city-state, having earned the respect of the citizens of the many frontier towns across the Empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Augustus Stone.png|left|thumb|&amp;quot;Today my blood-stained fingers tremble as I document a revelation that has shattered the boundaries of my understanding...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Augustus Stone ==&lt;br /&gt;
The Imperial appointed Governor of [[Noxfeld]] and the Eastern Reach, Augustus Stone held his position for more than 30 years.  Maintaining strict rules regarding the admission and duration of stay for outsiders, he managed to keep Noxfeld quietly off the radar of most of the Empire for the duration of his tenure.  Greeted at the wall, people from outside the township the wall were given directions on which parts of the town they'd be permitted to access, and how long they'd be allowed to stay.&lt;br /&gt;
&lt;br /&gt;
A devout worshiper of the dark demigod Orcus, Augustus Stone would work in the shadows with other occultists to sabotage efforts of the Noxfeld citizenry to expand their defensive wall - a structure that had kept their city safe for over a century, however limited the growth of the town, and therefore it's population.  This allowed Stone to justify and maintain a controversial law in the region that anyone in the town proper who reached the age of 40 would be asked to leave; given a celebratory feast as a going away party, a stipend from the Governor to aid them in their travel and new life in a new city, and a night's stay in a ceremonial and luxurious suite in the city's Hall of Laws.&lt;br /&gt;
&lt;br /&gt;
Many of these people were never allowed to leave town, as Stone would drug them and use them in ritualistic blood sacrifices in a chamber attached to the basement of the courthouse.  When confronted by Solomon Fairbeard, Stone led them into his chamber and showed them his work.  He laughed as his body was thrown into coughing fits, spitting up blood.  As he stared down Fairbeard he lamented the fact that &amp;quot;you chose today, of all days, to speak with me.&amp;quot;  His body began to rapidly decay in front of them, his skin and flesh peeling from his body and taking the form of wriggling black leeches as it dropped to the ground.  In just moments, Stone was dead - and his skeletal remains stood before them, glowing with dark energy, resulting in a brief but decisive battle.&lt;br /&gt;
&lt;br /&gt;
Over the decades, Stone kept a detailed [[The Journal of Augustus Stone|journal]].  While for the most part it contained the ramblings of a madman, the journal did however provide considerable insight into Stone's patron and the occult operating in the shadows of the Empire.  Sorting through the pages as they traveled, Solomon Fairbeard and his party were able to learn about the enemy they faced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mara Tisette Jostenbury ==&lt;br /&gt;
[[File:MTJ.png|thumb|&amp;quot;A protective suit for a horse?  ''A protective suit for a horse! Yes!''&amp;quot;]]&lt;br /&gt;
Mara Tisette Jostenbury made a name for herself as a mechanical genius and engineering wizard at an extremely young age.  By her tenth birthday, she was building clockwork machinery and had successfully designed her first steam engine.  When most children were wrapping up primary school, she'd already been enrolled and was excelling at the prestigious Vezenhold University.  Mara quickly became bored of the slow pace of academic life (and with their refusal to allow her to play with bombs) and she left the University before graduating, heading southward to Midweld, where word of the growing city-states need for enterprising engineers had reached the Capital.&lt;br /&gt;
&lt;br /&gt;
Mara has been in Midweld for over a decade, now.  Her initials, MTJ, can be found inscribed on ingenious devices she's invented across the empire, and her eccentric workshop in the clifftop community is one of the most sought after locations for apprentice artificers, engineers and inventors.  From exploding weaponry to massive construction equipment, Jostenbury's ingenuity has yet to reach a plateau.&lt;br /&gt;
&lt;br /&gt;
Her impulsiveness, however, has led to many accidents or failed experiments.  Each success has a dozen forgotten or failed attempts behind it, and the weight of some of these mistakes weighs heavily on her shoulders.&lt;br /&gt;
&lt;br /&gt;
For example, the first elevator installed onto Midwelds northern Cliffdocks moved so quickly on it's first lift that it was launched into the distance, sailing out of sight into the fade along with the two dockworkers screaming from inside it.  Her second attempt bounced up and down the suspension cables like a six hundred pound yo-yo.  Her third, and so-far-successful iteration, has yet to malfunction or result in any untimely deaths.&lt;br /&gt;
&lt;br /&gt;
Merek Sallworth has since limited her experiments to require unmanned attempts before public implementation.&lt;br /&gt;
&lt;br /&gt;
[[File:Kasim Edited.png|left|thumb|&amp;quot;It is good to find that we are on the same side of this issue, as I had just finished cleaning my spear and do not wish to dirty it so soon.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Kasim ibn Ahmed ==&lt;br /&gt;
From the nation of Tunerica on the other side of the Mournlands, Kasim has made the treacherous journey to Sutherfane many times over.  A key member of Aarden's underground resistance, he works diligently and at great risk to his own life to ferry children from Aarden to his western homeland, where those born with magical powers can receive training and live free and prosperous lives.  While he was born to a moderately wealthy family, Kasim chose not to follow in the easy route and become a gemcutter as his parents had - and instead sought martial training at some of the most well respected institutions at his homeland before signing on with a group of privateers.  Defending merchant vessels along Tunerica's eastern coast from raiders and pirates, it was during his time onboard these ships that he first came across an Aardenian vessel bound for Tunerica with a handful of terrified children onboard.&lt;br /&gt;
&lt;br /&gt;
Having heard of the draconian laws of Aarden and their treatment of those with magical gifts, Kasim's life forever changed that day - and he has since dedicated the last 20 years of his life to ferrying as many children to safety as possible.&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Important_Characters&amp;diff=835</id>
		<title>Important Characters</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Important_Characters&amp;diff=835"/>
		<updated>2023-08-20T19:37:01Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Kasim ibn Ahmed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AFawkes.png|thumb|&amp;quot;If the Church followed the teachings of the Creator, there'd be no Church.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Alistair Fawkes ==&lt;br /&gt;
Alistair Fawkes was born to a pair of Merchants in the capital of [[Vezenhold]] in 1187.  When he was twelve years old, his parents were killed by Fadebeasts while on a business trip, and he was sent to Three Bridges to live with his Uncle.  Obsessed with Fadebeasts, his anger has been tempered into genuine curiosity over the years, and he's spent his entire life attempting to study the strange otherworldly creatures.  The study and curiosity regarding the animals have drawn the attention of the Hand of the Creator on more than one occasion - seeing it as potential heresy and questioning his motives.&lt;br /&gt;
&lt;br /&gt;
In 1219, Alistair was returning to Three Bridges to visit his Uncle and Mentor only to learn that the ageing scientist had also been killed since their last meeting.  After a period of mourning, he took up residence in his Uncles old home and continued his research - enlisting the aid of [[Aarden Campaign Main Page|The Party]] on their arrival to capture a Fadehound.  After a brief fight with a small pack, they succeeded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alistair is both skilled and intelligent, however, he can also be impulsive and reckless - overconfident in his own ability to keep himself or those around him safe.  He keeps a [[Bestiary|ledger]] filled with detailed information on every Fadebeast he's been able to encounter as well as information gleaned through interviews with other hunters or survivors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alistair is never seen without his companion, [[Goodest Boy Fan page|Aluat]].  A strange flying dog of a species Alistair says is called a ''&amp;quot;Hainu,&amp;quot;'' and is adamant that his companion is not a Fadebeast.  The animal is friendly, excitable, and behaves exactly like any other dog.  (The absolute goodest boy.)&lt;br /&gt;
&lt;br /&gt;
== The Fade Knight ==&lt;br /&gt;
[[File:Fadeknight.png|thumb|&amp;quot;Give.  Us.  Key.&amp;quot;|left]]&lt;br /&gt;
The Fade Knight, a being who's true identity is not known, was first encountered by the party during the massacre of Solace.  The Knight appeared to be leading a group of Fadebeasts, including Wyverns and some strange burrowing creatures.  This was the first time the fadebeasts had ever been seen showing any signs of organization or intelligence, as they're widely known to be essentially wild animals, and will often even attack each other.&lt;br /&gt;
&lt;br /&gt;
After murdering a young man from the town, the Fade Knight approached the party and &amp;quot;with a voice that sounded like thousands of echoing screams,&amp;quot; it repeated three words:  &amp;quot;Give.  Us.  Key.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When Solomon used his rifle to shoot the knight, blowing a bullet hole through his breastplate - there was no blood to be seen.  Instead, dozens of tiny black maggots fell from the wound.&lt;br /&gt;
&lt;br /&gt;
The Fade Knight had disappeared by the time the Hand Paladins arrived, and outside of a few [[Church of the Creator|Nostors]] with the privileged information, very few people in the world are even aware of his existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Merek.png|thumb|&amp;quot;If I see that dirtbag again, the Fade'll be the least of his problems.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Merek Sallworth ==&lt;br /&gt;
While not an official Governor appointed by the Imperial Senate, Merek Sallworth is referred to as &amp;quot;The Governor&amp;quot; by most residents of [[Midweld]].  Now in his late sixties, the man is considered largely responsible for Midweld's growth over the past few decades - and deservedly so.&lt;br /&gt;
&lt;br /&gt;
Born in the frontier town of [[Kernsby]], a young Merek Sallworth left his hometown to pursue a career in the Imperial Guard, seeking to aid in the defense of the Empire and the frontier towns from the ever-present threat from both the Fade and the opportunistic bandits and highwaymen known to frequent the eastern roads.  While stationed in [[Crest]] on the Vezenhold - [[Seftmire]] border, news came to the lieutenant about the destruction of Kernsby.  The fade collector network had, for the first time in history, failed, and his hometown had been completely consumed by the Fade.&lt;br /&gt;
&lt;br /&gt;
Sallworth resigned his commission and was discharged from the service of the Guard, returning to the southern frontier towns to aid in the relocation of the Kernsby refugees.  While in Midweld, a slowly growing community on the cliffs overlooking the Pelmoore Bay, he began making a point of sending word to numerous smaller farming communities and townships, imploring them to uproot and join the easily defended community in the heart of the Empire.  &lt;br /&gt;
&lt;br /&gt;
For the past thirty years, Merek has been considered the de-facto leader of the burgeoning city-state, having earned the respect of the citizens of the many frontier towns across the Empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Augustus Stone.png|left|thumb|&amp;quot;Today my blood-stained fingers tremble as I document a revelation that has shattered the boundaries of my understanding...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Augustus Stone ==&lt;br /&gt;
The Imperial appointed Governor of [[Noxfeld]] and the Eastern Reach, Augustus Stone held his position for more than 30 years.  Maintaining strict rules regarding the admission and duration of stay for outsiders, he managed to keep Noxfeld quietly off the radar of most of the Empire for the duration of his tenure.  Greeted at the wall, people from outside the township the wall were given directions on which parts of the town they'd be permitted to access, and how long they'd be allowed to stay.&lt;br /&gt;
&lt;br /&gt;
A devout worshiper of the dark demigod Orcus, Augustus Stone would work in the shadows with other occultists to sabotage efforts of the Noxfeld citizenry to expand their defensive wall - a structure that had kept their city safe for over a century, however limited the growth of the town, and therefore it's population.  This allowed Stone to justify and maintain a controversial law in the region that anyone in the town proper who reached the age of 40 would be asked to leave; given a celebratory feast as a going away party, a stipend from the Governor to aid them in their travel and new life in a new city, and a night's stay in a ceremonial and luxurious suite in the city's Hall of Laws.&lt;br /&gt;
&lt;br /&gt;
Many of these people were never allowed to leave town, as Stone would drug them and use them in ritualistic blood sacrifices in a chamber attached to the basement of the courthouse.  When confronted by Solomon Fairbeard, Stone led them into his chamber and showed them his work.  He laughed as his body was thrown into coughing fits, spitting up blood.  As he stared down Fairbeard he lamented the fact that &amp;quot;you chose today, of all days, to speak with me.&amp;quot;  His body began to rapidly decay in front of them, his skin and flesh peeling from his body and taking the form of wriggling black leeches as it dropped to the ground.  In just moments, Stone was dead - and his skeletal remains stood before them, glowing with dark energy, resulting in a brief but decisive battle.&lt;br /&gt;
&lt;br /&gt;
Over the decades, Stone kept a detailed [[The Journal of Augustus Stone|journal]].  While for the most part it contained the ramblings of a madman, the journal did however provide considerable insight into Stone's patron and the occult operating in the shadows of the Empire.  Sorting through the pages as they traveled, Solomon Fairbeard and his party were able to learn about the enemy they faced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mara Tisette Jostenbury ==&lt;br /&gt;
[[File:MTJ.png|thumb|&amp;quot;A protective suit for a horse?  ''A protective suit for a horse! Yes!''&amp;quot;]]&lt;br /&gt;
Mara Tisette Jostenbury made a name for herself as a mechanical genius and engineering wizard at an extremely young age.  By her tenth birthday, she was building clockwork machinery and had successfully designed her first steam engine.  When most children were wrapping up primary school, she'd already been enrolled and was excelling at the prestigious Vezenhold University.  Mara quickly became bored of the slow pace of academic life (and with their refusal to allow her to play with bombs) and she left the University before graduating, heading southward to Midweld, where word of the growing city-states need for enterprising engineers had reached the Capital.&lt;br /&gt;
&lt;br /&gt;
Mara has been in Midweld for over a decade, now.  Her initials, MTJ, can be found inscribed on ingenious devices she's invented across the empire, and her eccentric workshop in the clifftop community is one of the most sought after locations for apprentice artificers, engineers and inventors.  From exploding weaponry to massive construction equipment, Jostenbury's ingenuity has yet to reach a plateau.&lt;br /&gt;
&lt;br /&gt;
Her impulsiveness, however, has led to many accidents or failed experiments.  Each success has a dozen forgotten or failed attempts behind it, and the weight of some of these mistakes weighs heavily on her shoulders.&lt;br /&gt;
&lt;br /&gt;
For example, the first elevator installed onto Midwelds northern Cliffdocks moved so quickly on it's first lift that it was launched into the distance, sailing out of sight into the fade along with the two dockworkers screaming from inside it.  Her second attempt bounced up and down the suspension cables like a six hundred pound yo-yo.  Her third, and so-far-successful iteration, has yet to malfunction or result in any untimely deaths.&lt;br /&gt;
&lt;br /&gt;
Merek Sallworth has since limited her experiments to require unmanned attempts before public implementation.&lt;br /&gt;
&lt;br /&gt;
[[File:Kasim Edited.png|left|thumb|&amp;quot;It is good to find that we are on the same side of this issue, as I had just finished cleaning my spear and do not wish to dirty it so soon.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Kasim ibn Ahmed ==&lt;br /&gt;
From the nation of Tunerica on the other side of the Mournlands, Kasim has made the treacherous journey to Sutherfane many times over.  A key member of Aarden's underground resistance, he works diligently and at great risk to his own life to ferry children from Aarden to his western homeland, where those born with magical powers can receive training and live free and prosperous lives.  While he was born to a moderately wealthy family, Kasim chose not to follow in the footsteps of his forefathers - and instead sought martial training at some of the most well respected institutions at his homeland before signing on with a group of privateers.  Defending merchant vessels along Tunerica's eastern coast from raiders and pirates, it was during his time onboard these ships that he first came across an Aardenian vessel bound for Tunerica with a handful of terrified children onboard.&lt;br /&gt;
&lt;br /&gt;
Having heard of the draconian laws of Aarden and their treatment of those with magical gifts, Kasim's life forever changed that day - and he has since dedicated the last 20 years of his life to ferrying as many children to safety as possible.&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Important_Characters&amp;diff=834</id>
		<title>Important Characters</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Important_Characters&amp;diff=834"/>
		<updated>2023-08-20T19:34:28Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Mara Tisette Jostenbury */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AFawkes.png|thumb|&amp;quot;If the Church followed the teachings of the Creator, there'd be no Church.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Alistair Fawkes ==&lt;br /&gt;
Alistair Fawkes was born to a pair of Merchants in the capital of [[Vezenhold]] in 1187.  When he was twelve years old, his parents were killed by Fadebeasts while on a business trip, and he was sent to Three Bridges to live with his Uncle.  Obsessed with Fadebeasts, his anger has been tempered into genuine curiosity over the years, and he's spent his entire life attempting to study the strange otherworldly creatures.  The study and curiosity regarding the animals have drawn the attention of the Hand of the Creator on more than one occasion - seeing it as potential heresy and questioning his motives.&lt;br /&gt;
&lt;br /&gt;
In 1219, Alistair was returning to Three Bridges to visit his Uncle and Mentor only to learn that the ageing scientist had also been killed since their last meeting.  After a period of mourning, he took up residence in his Uncles old home and continued his research - enlisting the aid of [[Aarden Campaign Main Page|The Party]] on their arrival to capture a Fadehound.  After a brief fight with a small pack, they succeeded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alistair is both skilled and intelligent, however, he can also be impulsive and reckless - overconfident in his own ability to keep himself or those around him safe.  He keeps a [[Bestiary|ledger]] filled with detailed information on every Fadebeast he's been able to encounter as well as information gleaned through interviews with other hunters or survivors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alistair is never seen without his companion, [[Goodest Boy Fan page|Aluat]].  A strange flying dog of a species Alistair says is called a ''&amp;quot;Hainu,&amp;quot;'' and is adamant that his companion is not a Fadebeast.  The animal is friendly, excitable, and behaves exactly like any other dog.  (The absolute goodest boy.)&lt;br /&gt;
&lt;br /&gt;
== The Fade Knight ==&lt;br /&gt;
[[File:Fadeknight.png|thumb|&amp;quot;Give.  Us.  Key.&amp;quot;|left]]&lt;br /&gt;
The Fade Knight, a being who's true identity is not known, was first encountered by the party during the massacre of Solace.  The Knight appeared to be leading a group of Fadebeasts, including Wyverns and some strange burrowing creatures.  This was the first time the fadebeasts had ever been seen showing any signs of organization or intelligence, as they're widely known to be essentially wild animals, and will often even attack each other.&lt;br /&gt;
&lt;br /&gt;
After murdering a young man from the town, the Fade Knight approached the party and &amp;quot;with a voice that sounded like thousands of echoing screams,&amp;quot; it repeated three words:  &amp;quot;Give.  Us.  Key.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When Solomon used his rifle to shoot the knight, blowing a bullet hole through his breastplate - there was no blood to be seen.  Instead, dozens of tiny black maggots fell from the wound.&lt;br /&gt;
&lt;br /&gt;
The Fade Knight had disappeared by the time the Hand Paladins arrived, and outside of a few [[Church of the Creator|Nostors]] with the privileged information, very few people in the world are even aware of his existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Merek.png|thumb|&amp;quot;If I see that dirtbag again, the Fade'll be the least of his problems.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Merek Sallworth ==&lt;br /&gt;
While not an official Governor appointed by the Imperial Senate, Merek Sallworth is referred to as &amp;quot;The Governor&amp;quot; by most residents of [[Midweld]].  Now in his late sixties, the man is considered largely responsible for Midweld's growth over the past few decades - and deservedly so.&lt;br /&gt;
&lt;br /&gt;
Born in the frontier town of [[Kernsby]], a young Merek Sallworth left his hometown to pursue a career in the Imperial Guard, seeking to aid in the defense of the Empire and the frontier towns from the ever-present threat from both the Fade and the opportunistic bandits and highwaymen known to frequent the eastern roads.  While stationed in [[Crest]] on the Vezenhold - [[Seftmire]] border, news came to the lieutenant about the destruction of Kernsby.  The fade collector network had, for the first time in history, failed, and his hometown had been completely consumed by the Fade.&lt;br /&gt;
&lt;br /&gt;
Sallworth resigned his commission and was discharged from the service of the Guard, returning to the southern frontier towns to aid in the relocation of the Kernsby refugees.  While in Midweld, a slowly growing community on the cliffs overlooking the Pelmoore Bay, he began making a point of sending word to numerous smaller farming communities and townships, imploring them to uproot and join the easily defended community in the heart of the Empire.  &lt;br /&gt;
&lt;br /&gt;
For the past thirty years, Merek has been considered the de-facto leader of the burgeoning city-state, having earned the respect of the citizens of the many frontier towns across the Empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Augustus Stone.png|left|thumb|&amp;quot;Today my blood-stained fingers tremble as I document a revelation that has shattered the boundaries of my understanding...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Augustus Stone ==&lt;br /&gt;
The Imperial appointed Governor of [[Noxfeld]] and the Eastern Reach, Augustus Stone held his position for more than 30 years.  Maintaining strict rules regarding the admission and duration of stay for outsiders, he managed to keep Noxfeld quietly off the radar of most of the Empire for the duration of his tenure.  Greeted at the wall, people from outside the township the wall were given directions on which parts of the town they'd be permitted to access, and how long they'd be allowed to stay.&lt;br /&gt;
&lt;br /&gt;
A devout worshiper of the dark demigod Orcus, Augustus Stone would work in the shadows with other occultists to sabotage efforts of the Noxfeld citizenry to expand their defensive wall - a structure that had kept their city safe for over a century, however limited the growth of the town, and therefore it's population.  This allowed Stone to justify and maintain a controversial law in the region that anyone in the town proper who reached the age of 40 would be asked to leave; given a celebratory feast as a going away party, a stipend from the Governor to aid them in their travel and new life in a new city, and a night's stay in a ceremonial and luxurious suite in the city's Hall of Laws.&lt;br /&gt;
&lt;br /&gt;
Many of these people were never allowed to leave town, as Stone would drug them and use them in ritualistic blood sacrifices in a chamber attached to the basement of the courthouse.  When confronted by Solomon Fairbeard, Stone led them into his chamber and showed them his work.  He laughed as his body was thrown into coughing fits, spitting up blood.  As he stared down Fairbeard he lamented the fact that &amp;quot;you chose today, of all days, to speak with me.&amp;quot;  His body began to rapidly decay in front of them, his skin and flesh peeling from his body and taking the form of wriggling black leeches as it dropped to the ground.  In just moments, Stone was dead - and his skeletal remains stood before them, glowing with dark energy, resulting in a brief but decisive battle.&lt;br /&gt;
&lt;br /&gt;
Over the decades, Stone kept a detailed [[The Journal of Augustus Stone|journal]].  While for the most part it contained the ramblings of a madman, the journal did however provide considerable insight into Stone's patron and the occult operating in the shadows of the Empire.  Sorting through the pages as they traveled, Solomon Fairbeard and his party were able to learn about the enemy they faced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mara Tisette Jostenbury ==&lt;br /&gt;
[[File:MTJ.png|thumb|&amp;quot;A protective suit for a horse?  ''A protective suit for a horse! Yes!''&amp;quot;]]&lt;br /&gt;
Mara Tisette Jostenbury made a name for herself as a mechanical genius and engineering wizard at an extremely young age.  By her tenth birthday, she was building clockwork machinery and had successfully designed her first steam engine.  When most children were wrapping up primary school, she'd already been enrolled and was excelling at the prestigious Vezenhold University.  Mara quickly became bored of the slow pace of academic life (and with their refusal to allow her to play with bombs) and she left the University before graduating, heading southward to Midweld, where word of the growing city-states need for enterprising engineers had reached the Capital.&lt;br /&gt;
&lt;br /&gt;
Mara has been in Midweld for over a decade, now.  Her initials, MTJ, can be found inscribed on ingenious devices she's invented across the empire, and her eccentric workshop in the clifftop community is one of the most sought after locations for apprentice artificers, engineers and inventors.  From exploding weaponry to massive construction equipment, Jostenbury's ingenuity has yet to reach a plateau.&lt;br /&gt;
&lt;br /&gt;
Her impulsiveness, however, has led to many accidents or failed experiments.  Each success has a dozen forgotten or failed attempts behind it, and the weight of some of these mistakes weighs heavily on her shoulders.&lt;br /&gt;
&lt;br /&gt;
For example, the first elevator installed onto Midwelds northern Cliffdocks moved so quickly on it's first lift that it was launched into the distance, sailing out of sight into the fade along with the two dockworkers screaming from inside it.  Her second attempt bounced up and down the suspension cables like a six hundred pound yo-yo.  Her third, and so-far-successful iteration, has yet to malfunction or result in any untimely deaths.&lt;br /&gt;
&lt;br /&gt;
Merek Sallworth has since limited her experiments to require unmanned attempts before public implementation.&lt;br /&gt;
&lt;br /&gt;
[[File:Kasim Edited.png|left|thumb|&amp;quot;It is good to find that we are on the same side of this issue, as I had just finished cleaning my spear and do not wish to dirty it so soon.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Kasim ibn Ahmed ==&lt;br /&gt;
From the nation of Tunerica on the other side of the Mournlands, Kasim has made the treacherous journey to Sutherfane many times over.  A key member of Aarden's underground resistance, he works diligently and at great risk to his own life to ferry children from Aarden to his western homeland, where those born with magical powers can receive training and live free and prosperous lives.  While he was born to a moderately family, Kasim chose not to follow in the footsteps of his forefathers - and instead sought martial training at some of the most well respected institutions at his homeland before signing on with a group of privateers.  Defending merchant vessels along Tunerica's eastern coast from raiders and pirates, it was during his time onboard these ships that he first came across an Aardenian vessel bound for Tunerica with a handful of terrified children onboard.&lt;br /&gt;
&lt;br /&gt;
Having heard of the draconian laws of Aarden and their treatment of those with magical gifts, Kasim's life forever changed that day - and he has since dedicated the last 20 years of his life to ferrying as many children to safety as possible.&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=File:Kasim_Edited.png&amp;diff=833</id>
		<title>File:Kasim Edited.png</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=File:Kasim_Edited.png&amp;diff=833"/>
		<updated>2023-08-20T19:32:11Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kasim&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Sutherfane&amp;diff=832</id>
		<title>Sutherfane</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Sutherfane&amp;diff=832"/>
		<updated>2023-08-19T18:08:28Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sutherfane.jpg|thumb]]&lt;br /&gt;
[[File:Sutherfane flag.png|thumb]]&lt;br /&gt;
Sutherfane is a city-state located in the southernmost part of Aarden. It is run by an oligarchical council of ship captains and wealthy merchants who are notorious for their piracy on the high seas. While they do not prey on Aardenian ships, they often tell stories of plundering the lost wealth of the Mournlands and of attacking ships of Tunerican origin.&lt;br /&gt;
&lt;br /&gt;
The citizens of Sutherfane are fiercely independent and have little loyalty to the Empire. They see the Empire as a tedious bureaucracy rather than an authoritative figure. The city's ruling council is more concerned with their own personal wealth than with anything to do with the Empire. Despite being a member &amp;quot;nation,&amp;quot; the leaders call it &amp;quot;the free city&amp;quot; and operate as such.&lt;br /&gt;
&lt;br /&gt;
Sutherfane is regarded as an extremely hostile place to magic, the idea of magic, or magic users, second only to Nostor's Keep. Everyone in Sutherfane has lost someone to the beasts of the Mournlands or the Sea of Serpents. Knowing that magic was at the root cause of all of those things, the city's ruling council turns over any magic user found in the city to the Church of the Creator, which has little power or influence in Sutherfane. However, if a magic user is ever found in the city, they are turned over by the city to the church immediately. While they have managed to keep the Hand out of their business, that could change if they are found to be harboring magic users.&lt;br /&gt;
&lt;br /&gt;
Sutherfane is an almost lawless city, a pirate haven more similar to early Caribbean ports like Nassau. The city is home to many gambling establishments and fighting pits, as well as a thriving black market trade in illegal goods. While the city has a reputation for being hostile and dangerous, it is also home to some of the most skilled shipbuilders and sailors in the Empire, and its shipyards are renowned for their craftsmanship.&lt;br /&gt;
&lt;br /&gt;
== People of interest ==&lt;br /&gt;
None so far&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Sutherfane&amp;diff=831</id>
		<title>Sutherfane</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Sutherfane&amp;diff=831"/>
		<updated>2023-08-19T18:08:16Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sutherfane.jpg|thumb]]&lt;br /&gt;
[[File:Sutherfane flag.png|thumb]]&lt;br /&gt;
Sutherfane is a city-state located in the southernmost part of Aarden. It is run by an oligarchical council of ship captains and wealthy merchants who are notorious for their piracy on the high seas. While they do not prey on Aardenian ships, they often tell stories of plundering the lost wealth of the Mournlands and of attacking ships of Tunerican origin.&lt;br /&gt;
&lt;br /&gt;
The citizens of Sutherfane are fiercely independent and have little loyalty to the Empire. They see the Empire as a tedious bureaucracy rather than an authoritative figure. The city's ruling council is more concerned with their own personal wealth than with anything to do with the Empire. Despite being a member &amp;quot;nation,&amp;quot; the leaders call it &amp;quot;the free city&amp;quot; and operate as such.&lt;br /&gt;
&lt;br /&gt;
Sutherfane is regarded as an extremely hostile place to magic, the idea of magic, or magic users, second only to Nostor's Keep. Everyone in Sutherfane has lost someone to the beasts of the Mournlands or the Sea of Serpents. Knowing that magic was at the root cause of all of those things, the city's ruling council turns over any magic user found in the city to the Church of the Creator, which has little power or influence in Sutherfane. However, if a magic user is ever found in the city, they are turned over by the city to the church immediately. While they have managed to keep the Hand out of their business, that could change if they are found to be harboring magic users.&lt;br /&gt;
&lt;br /&gt;
Sutherfane is an almost lawless city, a pirate haven more similar to early Caribbean ports like Nassau. The city is home to many gambling establishments and fighting pits, as well as a thriving black market trade in illegal goods. While the city has a reputation for being hostile and dangerous, it is also home to some of the most skilled shipbuilders and sailors in the Empire, and its shipyards are renowned for their craftsmanship.&lt;br /&gt;
&lt;br /&gt;
== People of interest ==&lt;br /&gt;
None so far&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
&lt;br /&gt;
* [[Aftonby]]&lt;br /&gt;
* [[Bern]]&lt;br /&gt;
* [[Fennshaw]]&lt;br /&gt;
* [[Hakshore]]&lt;br /&gt;
* [[Hilloch]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=File:Sutherfane.jpg&amp;diff=830</id>
		<title>File:Sutherfane.jpg</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=File:Sutherfane.jpg&amp;diff=830"/>
		<updated>2023-08-19T18:08:11Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sutherfane&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Nostors_Keep&amp;diff=829</id>
		<title>Nostors Keep</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Nostors_Keep&amp;diff=829"/>
		<updated>2023-08-19T18:07:11Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nostor's Keep is the seat of power to the [[Church of the Creator]]. &lt;br /&gt;
&lt;br /&gt;
== People of interest ==&lt;br /&gt;
None so far&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
None so fare&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Vezenhold&amp;diff=828</id>
		<title>Vezenhold</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Vezenhold&amp;diff=828"/>
		<updated>2023-08-19T18:06:33Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Points of interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vezenhold.jpg|thumb]]&lt;br /&gt;
[[File:Vezenhold flag.png|thumb]]&lt;br /&gt;
Vezenhold is the capital city of the Empire of Aarden. It is a bustling and thriving city, known for its innovative spirit and cultural diversity. The city is located in the heart of the empire and is the hub of commerce, politics, and culture.&lt;br /&gt;
&lt;br /&gt;
Vezenhold is steeped in history and tradition. It is home to many iconic landmarks and attractions, including the Grand Aardenian Palace, which serves as the emperor's official residence. The palace is a stunning example of Victorian-era architecture and is renowned for its opulent interior decor.&lt;br /&gt;
&lt;br /&gt;
The city is also home to a thriving arts scene, with many theatres, museums, and galleries that showcase the best of Aarden's artistic talents. The city's many parks and gardens provide a welcome escape from the hustle and bustle of city life, offering residents and visitors alike a place to relax and unwind.&lt;br /&gt;
&lt;br /&gt;
The city is known for its innovative spirit, with its residents constantly pushing the boundaries of what is possible. The city is a hub of technological advancement, with clockwork and steam-powered inventions dominating the industrial district. The city's inventors and entrepreneurs are constantly pushing the boundaries of what is possible, with many of their innovations profoundly impacting the world beyond Aarden.&lt;br /&gt;
&lt;br /&gt;
Despite its reputation for innovation, Vezenhold is not without its challenges. The city is home to a significant criminal element, with organized crime syndicates operating within the city's industrial district. These groups are known for their violent tactics and their influence over the city's politics and economy.&lt;br /&gt;
&lt;br /&gt;
Overall, Vezenhold is a city that is defined by its diversity, innovation, and cultural richness. It is a city that has played a central role in shaping the history of the Empire of Aarden, and it is a place that continues to shape the world beyond its borders.&lt;br /&gt;
&lt;br /&gt;
== People of interest ==&lt;br /&gt;
None so far&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
&lt;br /&gt;
* [[Akerton]]&lt;br /&gt;
* [[Crest]]&lt;br /&gt;
* [[Crosspoint]]&lt;br /&gt;
* [[Noxfeld]]&lt;br /&gt;
* [[Solace]]&lt;br /&gt;
* [[Suthael]]&lt;br /&gt;
* [[Three Bridges]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Vezenhold&amp;diff=827</id>
		<title>Vezenhold</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Vezenhold&amp;diff=827"/>
		<updated>2023-08-19T18:06:06Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vezenhold.jpg|thumb]]&lt;br /&gt;
[[File:Vezenhold flag.png|thumb]]&lt;br /&gt;
Vezenhold is the capital city of the Empire of Aarden. It is a bustling and thriving city, known for its innovative spirit and cultural diversity. The city is located in the heart of the empire and is the hub of commerce, politics, and culture.&lt;br /&gt;
&lt;br /&gt;
Vezenhold is steeped in history and tradition. It is home to many iconic landmarks and attractions, including the Grand Aardenian Palace, which serves as the emperor's official residence. The palace is a stunning example of Victorian-era architecture and is renowned for its opulent interior decor.&lt;br /&gt;
&lt;br /&gt;
The city is also home to a thriving arts scene, with many theatres, museums, and galleries that showcase the best of Aarden's artistic talents. The city's many parks and gardens provide a welcome escape from the hustle and bustle of city life, offering residents and visitors alike a place to relax and unwind.&lt;br /&gt;
&lt;br /&gt;
The city is known for its innovative spirit, with its residents constantly pushing the boundaries of what is possible. The city is a hub of technological advancement, with clockwork and steam-powered inventions dominating the industrial district. The city's inventors and entrepreneurs are constantly pushing the boundaries of what is possible, with many of their innovations profoundly impacting the world beyond Aarden.&lt;br /&gt;
&lt;br /&gt;
Despite its reputation for innovation, Vezenhold is not without its challenges. The city is home to a significant criminal element, with organized crime syndicates operating within the city's industrial district. These groups are known for their violent tactics and their influence over the city's politics and economy.&lt;br /&gt;
&lt;br /&gt;
Overall, Vezenhold is a city that is defined by its diversity, innovation, and cultural richness. It is a city that has played a central role in shaping the history of the Empire of Aarden, and it is a place that continues to shape the world beyond its borders.&lt;br /&gt;
&lt;br /&gt;
== People of interest ==&lt;br /&gt;
None so far&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
&lt;br /&gt;
* [[Akerton]]&lt;br /&gt;
* [[Crest]]&lt;br /&gt;
* [[Crosspoint]]&lt;br /&gt;
* [[DevinsCliffe]]&lt;br /&gt;
* [[Hixon]]&lt;br /&gt;
* [[Lornstowne]]&lt;br /&gt;
* [[Mensberg]]&lt;br /&gt;
* [[Noxfeld]]&lt;br /&gt;
* [[Poskin]]&lt;br /&gt;
* [[Ryleigh]]&lt;br /&gt;
* [[Solace]]&lt;br /&gt;
* [[Sonderlake]]&lt;br /&gt;
* [[Suthael]]&lt;br /&gt;
* [[Tars]]&lt;br /&gt;
* [[Three Bridges]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=File:Vezenhold.jpg&amp;diff=826</id>
		<title>File:Vezenhold.jpg</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=File:Vezenhold.jpg&amp;diff=826"/>
		<updated>2023-08-19T18:06:00Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vezenhold&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Seftmire&amp;diff=825</id>
		<title>Seftmire</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Seftmire&amp;diff=825"/>
		<updated>2023-08-19T18:04:54Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seftmire.jpg|thumb]]&lt;br /&gt;
[[File:Seftmire flag.png|thumb]]&lt;br /&gt;
Seftmire is an island nation located to the north of the Aarden Empire, known for its vast mineral and gemstone deposits. The Seftmirians are a hardy people, accustomed to the harsh living conditions of their tundra environment.&lt;br /&gt;
&lt;br /&gt;
The above-ground landscape of Seftmire is arid and unforgiving, but beneath the surface, the island is home to a network of underground cities carved into natural caves. The Seftmirians have thrived in these Petra-like cities, relying on mining, mushroom farming, and fishing for their sustenance.&lt;br /&gt;
&lt;br /&gt;
Seftmire's vast mineral and gemstone deposits have made it the wealthiest member nation of the Aarden Empire. The people of Seftmire are almost universally involved in the mining industry, with many others involved in the mushroom farming industry. The Seftmirian mushrooms called kirtski are abundant and nutritious, and the people of Seftmire consume them daily, despite their unpleasant taste.  The kirtski mushroom is unique to the depths of the Seftmirian tunnels, growing very quickly and producing caps sometimes nearly a meter in diameter.  As a staple of Seftmirian cuisine and culture, different parts of the kirtski have been used for a wide variety of things, including fabric from the outer membrane, and cigarettes from the dried inner fins.&lt;br /&gt;
&lt;br /&gt;
Seftmirians are best known outside their homeland for one primary cultural difference - the casual and blunt nature of their conversations.  A compliment from a Seftmirian could, and often does, come off as an insult to someone from anywhere else.  An example would be telling someone they're lucky that their spouse is unattractive because they won't have to worry about infidelity, resulting in them widely being considered tasteless and humourless people by the rest of the empire. &lt;br /&gt;
&lt;br /&gt;
The people of Seftmire are renowned for their architectural and sculpting skills, producing some of the most skilled architects and sculptors in the empire. However, their artwork is often seen as gaudy and over-the-top by the rest of the world due to the vivid colors used in low-light environments.  Seftmirian music is dominated by a droning throat singing, similar to Mongolian throat singing, and every song sounds like a dirge, even the happy ones. Despite their reputation for being dour and unfriendly, some Seftmirians enjoy painting, and Seftmirian artwork is known for its vibrant colors, which can be overwhelming when viewed in the light of day.&lt;br /&gt;
&lt;br /&gt;
Sefmirians are met with distrust and suspicion the further from their homeland they travel - particularly in the southern frontier towns.  Pejoratives relating to, or accusing someone of &amp;quot;behaving like&amp;quot; a Seftmirian are often casually thrown around.  It's not uncommon to hear colourful phrases like &amp;quot;Mushroom eating dirt-fucker&amp;quot; or &amp;quot;Mud-humping tunnel-rat&amp;quot; or &amp;quot;You lyin', rock-bitin', dirt-eatin', yeller-belly, sumbitch ditch-pig,&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== People of Interest ==&lt;br /&gt;
&lt;br /&gt;
* Nostor Sidorov&lt;br /&gt;
&lt;br /&gt;
The Church of the Creator's top ranking official for the Seftmirian Region. &lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=File:Seftmire.jpg&amp;diff=824</id>
		<title>File:Seftmire.jpg</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=File:Seftmire.jpg&amp;diff=824"/>
		<updated>2023-08-19T18:04:44Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Seftmire&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Locations_in_Aarden&amp;diff=823</id>
		<title>Locations in Aarden</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Locations_in_Aarden&amp;diff=823"/>
		<updated>2023-08-19T18:03:34Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Aarden Counties.jpg|thumb|947x947px|The Counties of Aarden]]&lt;br /&gt;
[[Empire of Aarden|Back to the Empire table of contents.]]&lt;br /&gt;
===&amp;lt;u&amp;gt;[[Seftmire]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
===&amp;lt;u&amp;gt;[[Vezenhold]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
*[[Akerton]]&lt;br /&gt;
*[[Crest]]&lt;br /&gt;
*[[Crosspoint]]&lt;br /&gt;
*[[Noxfeld]]&lt;br /&gt;
&lt;br /&gt;
*[[Solace]]&lt;br /&gt;
**[[Solace Cave]]&lt;br /&gt;
*[[Suthael]]&lt;br /&gt;
*[[Three Bridges]]&lt;br /&gt;
===[[Nostors Keep|&amp;lt;u&amp;gt;Nostors Keep&amp;lt;/u&amp;gt;]]===&lt;br /&gt;
===&amp;lt;u&amp;gt;[[MidWeld]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
*[[Kernsby Field|Kernsby]] (Destroyed)&lt;br /&gt;
===&amp;lt;u&amp;gt;[[Sutherfane]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
===[[The Mournlands|&amp;lt;u&amp;gt;The Mournlands&amp;lt;/u&amp;gt;]]===&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=File:Aarden_Counties.jpg&amp;diff=822</id>
		<title>File:Aarden Counties.jpg</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=File:Aarden_Counties.jpg&amp;diff=822"/>
		<updated>2023-08-19T18:02:56Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aarden Counties&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Locations_in_Aarden&amp;diff=821</id>
		<title>Locations in Aarden</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Locations_in_Aarden&amp;diff=821"/>
		<updated>2023-08-19T16:57:44Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Empire of Aarden|Back to the Empire table of contents.]]&lt;br /&gt;
[[File:Counties.jpg|thumb|496x496px|The Counties of Aarden]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;[[Seftmire]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
===&amp;lt;u&amp;gt;[[Vezenhold]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
*[[Akerton]]&lt;br /&gt;
*[[Crest]]&lt;br /&gt;
*[[Crosspoint]]&lt;br /&gt;
*[[Noxfeld]]&lt;br /&gt;
&lt;br /&gt;
*[[Solace]]&lt;br /&gt;
**[[Solace Cave]]&lt;br /&gt;
*[[Suthael]]&lt;br /&gt;
*[[Three Bridges]]&lt;br /&gt;
===[[Nostors Keep|&amp;lt;u&amp;gt;Nostors Keep&amp;lt;/u&amp;gt;]]===&lt;br /&gt;
===&amp;lt;u&amp;gt;[[MidWeld]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
*[[Kernsby Field|Kernsby]] (Destroyed)&lt;br /&gt;
===&amp;lt;u&amp;gt;[[Sutherfane]]&amp;lt;/u&amp;gt;===&lt;br /&gt;
===[[The Mournlands|&amp;lt;u&amp;gt;The Mournlands&amp;lt;/u&amp;gt;]]===&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=820</id>
		<title>Empire of Aarden</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=820"/>
		<updated>2023-08-19T16:56:41Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Aarden 2.0.jpg|right|frameless|1080x1080px]]&lt;br /&gt;
The Empire of Aarden is a low-fantasy steampunk world.  Players and DMs who participate in games in Aarden can expect to encounter all the massive, clunky, steam-powered machinery typically associated with that aesthetic, as well as the victorian-era technology, fashion, and culture.&lt;br /&gt;
&lt;br /&gt;
Aarden features two kingdoms, two city-states, and a plethora of re-skinned or homebrewed monsters as well as the ever-encroaching threat of the Fade, steeped in mystery and a dark past.&lt;br /&gt;
[[File:Aarden ducat.png|left|thumb|228x228px|An Aardenian Ducat.  While most transactions are done via the more modern paper bank notes, the Aardenian Ducat is still the base representation of the nation's currency.]]&lt;br /&gt;
&lt;br /&gt;
==The Lore==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=WiM2xhEHtL4 History]&lt;br /&gt;
*[[Locations in Aarden]]&lt;br /&gt;
*[[Important Characters]]&lt;br /&gt;
*[[Church of the Creator]]&lt;br /&gt;
*[[The Fade]]&lt;br /&gt;
*[[The Dreaming]]&lt;br /&gt;
*[[The Pantheon|The Old Gods]]&lt;br /&gt;
*[[The Journal of Augustus Stone]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting]] Guide&lt;br /&gt;
* [[Unique Materials|Aarden Specific Materials]]&lt;br /&gt;
* [[Aarden Campaign Main Page|The Campaign]]&lt;br /&gt;
&lt;br /&gt;
== GM Resources ==&lt;br /&gt;
&lt;br /&gt;
* Maps&lt;br /&gt;
* [[Bestiary|Stat Blocks]]&lt;br /&gt;
* [[Plot Hooks]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=File:Aarden_2.0.jpg&amp;diff=819</id>
		<title>File:Aarden 2.0.jpg</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=File:Aarden_2.0.jpg&amp;diff=819"/>
		<updated>2023-08-19T16:56:24Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aarden 2.0&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=817</id>
		<title>Empire of Aarden</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=817"/>
		<updated>2023-08-02T18:36:56Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Player Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AardenMap.png|right|frameless|720x720px]]The Empire of Aarden is a low-fantasy steampunk world.  Players and DMs who participate in games in Aarden can expect to encounter all the massive, clunky, steam-powered machinery typically associated with that aesthetic, as well as the victorian-era technology, fashion, and culture.&lt;br /&gt;
&lt;br /&gt;
Aarden features two kingdoms, two city-states, and a plethora of re-skinned or homebrewed monsters as well as the ever-encroaching threat of the Fade, steeped in mystery and a dark past.&lt;br /&gt;
[[File:Aarden ducat.png|left|thumb|228x228px|An Aardenian Ducat.  While most transactions are done via the more modern paper bank notes, the Aardenian Ducat is still the base representation of the nation's currency.]]&lt;br /&gt;
&lt;br /&gt;
==The Lore==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=WiM2xhEHtL4 History]&lt;br /&gt;
*[[Locations in Aarden]]&lt;br /&gt;
*[[Important Characters]]&lt;br /&gt;
*[[Church of the Creator]]&lt;br /&gt;
*[[The Fade]]&lt;br /&gt;
*[[The Dreaming]]&lt;br /&gt;
*[[The Pantheon|The Old Gods]]&lt;br /&gt;
*[[The Journal of Augustus Stone]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting]] Guide&lt;br /&gt;
* [[Unique Materials|Aarden Specific Materials]]&lt;br /&gt;
* [[Aarden Campaign Main Page|The Campaign]]&lt;br /&gt;
&lt;br /&gt;
== GM Resources ==&lt;br /&gt;
&lt;br /&gt;
* Maps&lt;br /&gt;
* [[Bestiary|Stat Blocks]]&lt;br /&gt;
* [[Plot Hooks]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=816</id>
		<title>Empire of Aarden</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=816"/>
		<updated>2023-08-02T18:36:50Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AardenMap.png|right|frameless|720x720px]]The Empire of Aarden is a low-fantasy steampunk world.  Players and DMs who participate in games in Aarden can expect to encounter all the massive, clunky, steam-powered machinery typically associated with that aesthetic, as well as the victorian-era technology, fashion, and culture.&lt;br /&gt;
&lt;br /&gt;
Aarden features two kingdoms, two city-states, and a plethora of re-skinned or homebrewed monsters as well as the ever-encroaching threat of the Fade, steeped in mystery and a dark past.&lt;br /&gt;
[[File:Aarden ducat.png|left|thumb|228x228px|An Aardenian Ducat.  While most transactions are done via the more modern paper bank notes, the Aardenian Ducat is still the base representation of the nation's currency.]]&lt;br /&gt;
&lt;br /&gt;
==The Lore==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=WiM2xhEHtL4 History]&lt;br /&gt;
*[[Locations in Aarden]]&lt;br /&gt;
*[[Important Characters]]&lt;br /&gt;
*[[Church of the Creator]]&lt;br /&gt;
*[[The Fade]]&lt;br /&gt;
*[[The Dreaming]]&lt;br /&gt;
*[[The Pantheon|The Old Gods]]&lt;br /&gt;
*[[The Journal of Augustus Stone]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting]] Guide&lt;br /&gt;
* [[Unique Materials|Aarden Specific Materials]]&lt;br /&gt;
* [[Aarden Campaign Main Page|The Campaign]]&lt;br /&gt;
&lt;br /&gt;
== GM Resources ==&lt;br /&gt;
&lt;br /&gt;
* Maps&lt;br /&gt;
* [[Bestiary|Stat Blocks]]&lt;br /&gt;
* [[Plot Hooks]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=815</id>
		<title>Empire of Aarden</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=815"/>
		<updated>2023-08-02T18:36:37Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Player Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AardenMap.png|right|frameless|720x720px]]The Empire of Aarden is a low-fantasy steampunk world.  Players and DMs who participate in games in Aarden can expect to encounter all the massive, clunky, steam-powered machinery typically associated with that aesthetic, as well as the victorian-era technology, fashion, and culture.&lt;br /&gt;
&lt;br /&gt;
Aarden features two kingdoms, two city-states, and a plethora of re-skinned or homebrewed monsters as well as the ever-encroaching threat of the Fade, steeped in mystery and a dark past.&lt;br /&gt;
[[File:Aarden ducat.png|left|thumb|228x228px|An Aardenian Ducat.  While most transactions are done via the more modern paper bank notes, the Aardenian Ducat is still the base representation of the nation's currency.]]&lt;br /&gt;
&lt;br /&gt;
==The Lore==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=WiM2xhEHtL4 History]&lt;br /&gt;
*[[Locations in Aarden]]&lt;br /&gt;
*[[Important Characters]]&lt;br /&gt;
*[[Church of the Creator]]&lt;br /&gt;
*[[The Fade]]&lt;br /&gt;
*[[The Dreaming]]&lt;br /&gt;
*[[The Pantheon|The Old Gods]]&lt;br /&gt;
*[[The Journal of Augustus Stone]]&lt;br /&gt;
*x&lt;br /&gt;
*x&lt;br /&gt;
*x&lt;br /&gt;
*x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting]] Guide&lt;br /&gt;
* [[Unique Materials|Aarden Specific Materials]]&lt;br /&gt;
* [[Aarden Campaign Main Page|The Campaign]]&lt;br /&gt;
&lt;br /&gt;
== GM Resources ==&lt;br /&gt;
&lt;br /&gt;
* Maps&lt;br /&gt;
* [[Bestiary|Stat Blocks]]&lt;br /&gt;
* [[Plot Hooks]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=814</id>
		<title>Empire of Aarden</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=814"/>
		<updated>2023-08-02T18:36:31Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Player Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AardenMap.png|right|frameless|720x720px]]The Empire of Aarden is a low-fantasy steampunk world.  Players and DMs who participate in games in Aarden can expect to encounter all the massive, clunky, steam-powered machinery typically associated with that aesthetic, as well as the victorian-era technology, fashion, and culture.&lt;br /&gt;
&lt;br /&gt;
Aarden features two kingdoms, two city-states, and a plethora of re-skinned or homebrewed monsters as well as the ever-encroaching threat of the Fade, steeped in mystery and a dark past.&lt;br /&gt;
[[File:Aarden ducat.png|left|thumb|228x228px|An Aardenian Ducat.  While most transactions are done via the more modern paper bank notes, the Aardenian Ducat is still the base representation of the nation's currency.]]&lt;br /&gt;
&lt;br /&gt;
==The Lore==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=WiM2xhEHtL4 History]&lt;br /&gt;
*[[Locations in Aarden]]&lt;br /&gt;
*[[Important Characters]]&lt;br /&gt;
*[[Church of the Creator]]&lt;br /&gt;
*[[The Fade]]&lt;br /&gt;
*[[The Dreaming]]&lt;br /&gt;
*[[The Pantheon|The Old Gods]]&lt;br /&gt;
*[[The Journal of Augustus Stone]]&lt;br /&gt;
*x&lt;br /&gt;
*x&lt;br /&gt;
*x&lt;br /&gt;
*x&lt;br /&gt;
*&lt;br /&gt;
==Player Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting]] Guide&lt;br /&gt;
* [[Unique Materials|Aarden Specific Materials]]&lt;br /&gt;
* [[Aarden Campaign Main Page|The Campaign]]&lt;br /&gt;
&lt;br /&gt;
== GM Resources ==&lt;br /&gt;
&lt;br /&gt;
* Maps&lt;br /&gt;
* [[Bestiary|Stat Blocks]]&lt;br /&gt;
* [[Plot Hooks]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=813</id>
		<title>Empire of Aarden</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Empire_of_Aarden&amp;diff=813"/>
		<updated>2023-08-02T18:36:05Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AardenMap.png|right|frameless|720x720px]]The Empire of Aarden is a low-fantasy steampunk world.  Players and DMs who participate in games in Aarden can expect to encounter all the massive, clunky, steam-powered machinery typically associated with that aesthetic, as well as the victorian-era technology, fashion, and culture.&lt;br /&gt;
&lt;br /&gt;
Aarden features two kingdoms, two city-states, and a plethora of re-skinned or homebrewed monsters as well as the ever-encroaching threat of the Fade, steeped in mystery and a dark past.&lt;br /&gt;
[[File:Aarden ducat.png|left|thumb|228x228px|An Aardenian Ducat.  While most transactions are done via the more modern paper bank notes, the Aardenian Ducat is still the base representation of the nation's currency.]]&lt;br /&gt;
&lt;br /&gt;
==The Lore==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=WiM2xhEHtL4 History]&lt;br /&gt;
*[[Locations in Aarden]]&lt;br /&gt;
*[[Important Characters]]&lt;br /&gt;
*[[Church of the Creator]]&lt;br /&gt;
*[[The Fade]]&lt;br /&gt;
*[[The Dreaming]]&lt;br /&gt;
*[[The Pantheon|The Old Gods]]&lt;br /&gt;
*[[The Journal of Augustus Stone]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting]] Guide&lt;br /&gt;
* [[Unique Materials|Aarden Specific Materials]]&lt;br /&gt;
* [[Aarden Campaign Main Page|The Campaign]]&lt;br /&gt;
&lt;br /&gt;
== GM Resources ==&lt;br /&gt;
&lt;br /&gt;
* Maps&lt;br /&gt;
* [[Bestiary|Stat Blocks]]&lt;br /&gt;
* [[Plot Hooks]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=File:Aarden_ducat.png&amp;diff=812</id>
		<title>File:Aarden ducat.png</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=File:Aarden_ducat.png&amp;diff=812"/>
		<updated>2023-08-02T18:34:24Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aardenian Ducat&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Main_Page&amp;diff=811</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Main_Page&amp;diff=811"/>
		<updated>2023-07-20T22:11:54Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sup nerds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I write my prep in point form notes, sometimes on a scratch pad, so it's taking some time to put my &amp;quot;Charlie Kelly in the Mail Room&amp;quot; web of insanity into proper paragraphs.&lt;br /&gt;
&lt;br /&gt;
I'll get there.  If you're ''perusing'' this lil wiki and you see something neat that you might use, but it looks unfinished, just DM me on discord.&lt;br /&gt;
&lt;br /&gt;
Hugs n'kisses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nket&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Aarden|The Empire of Aarden]]==&lt;br /&gt;
[[File:Aarden.png|left|thumb|225x225px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aarden is a low-fantasy, steampunk world and a constant work in progress.&lt;br /&gt;
&lt;br /&gt;
* Features four capital cities, dozens of villages, and over 100 NPC's.&lt;br /&gt;
* [[Aarden Campaign Main Page|Aarden's first campaign]] started on Jan 19th, 2023&lt;br /&gt;
* Content for the Aarden wiki will be uploaded as players experience it&lt;br /&gt;
* Race and Class limitations are suggested to avoid lore conflict&lt;br /&gt;
* '''''Finished, updating wiki slowly.'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Xulthraxis|Xulthraxis: The Withered Realm]] ==&lt;br /&gt;
[[File:Xulthraxis.png|left|thumb|223x223px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xulthraxis is a devastated world and a high-fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* Heavily inspired by early versions of Arcanists in the [https://forgottenrealms.fandom.com/wiki/Netheril_trilogy Netheril Trilogy] and bears many similarities to [[wikipedia:Dark_Sun|Dark Sun]]&lt;br /&gt;
* Three nations on the surface vie for control over what fertile land remains&lt;br /&gt;
* An overbearing sorcerer caste has drained the planet of resources&lt;br /&gt;
* Very few, if any, restrictions on ancestry / class choices.&lt;br /&gt;
* Xulthraxis' first campaign started on May 7th, 2023&lt;br /&gt;
* 1980's science-fantasy heavy metal hair-band vibes.&lt;br /&gt;
* '''''Very early stages of development'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extras==&lt;br /&gt;
[[File:34t4yextras.png|left|thumb|link=[[Extras]]|225x225px]]&lt;br /&gt;
&lt;br /&gt;
====== Links! ======&lt;br /&gt;
* [https://talestavern.com/userprofile/6170/ TalesTavern Profile]&lt;br /&gt;
* [https://drive.google.com/drive/folders/10d3JJfkdYlkGBjuZTrKIdRBDE4tl2geF?usp=share_link Nket's Google Drive]&lt;br /&gt;
* [https://www.paypal.com/donate/?hosted_button_id=TLT2D7ZJMXUPQ Tip Jar]&lt;br /&gt;
&lt;br /&gt;
====== Player Resources ======&lt;br /&gt;
&lt;br /&gt;
* [[Crafting]] Guide&lt;br /&gt;
* [[House Rules|Nket's Table Rules]]&lt;br /&gt;
* [[Travel]]&lt;br /&gt;
&lt;br /&gt;
====== GM Resources ======&lt;br /&gt;
&lt;br /&gt;
* [[Bestiary|Stat Blocks]]&lt;br /&gt;
* [[Plot Hooks]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=810</id>
		<title>Plot Hooks</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=810"/>
		<updated>2023-07-20T22:08:35Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Noxfeld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Separate from the rest of the wiki pages, here are a list of suggested plot hooks in the various locations around the Empire of Aarden.&lt;br /&gt;
&lt;br /&gt;
I've never written anything for use by ''other people,'' before - so if anything here is confusing or doesn't seem usable within the context I've provided, please feel free to reach out to me on discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Xulthraxis is still in very early stages of development, I don't yet have anything really usable for that space - but I'll put them here when I do.&lt;br /&gt;
&lt;br /&gt;
=== '''----- ----- ----- ----- -----  Spoilers below  ----- ----- ----- ----- -----''' ===&lt;br /&gt;
&lt;br /&gt;
== A Note on Fadebeasts, spellcasters, and the Breach ==&lt;br /&gt;
 &lt;br /&gt;
Hastus Vos (spoiler) was a worshiper of the ancient god Morphaeos, an entity associated with Dreams, Inspiration, Darkness, and Art.  Attempting to open a portal to a realm he believed to be associated with Morphaeos, he accidentally tore a hole between Kemetus Major (the planet Aarden is located on) and the ''Ether,'' a space between spaces, a realm that exists and does not exist all at once.  The fog / mist known as &amp;quot;The Fade&amp;quot; pours from this hole, from the Ether itself, and as a result is endless and infinite in supply.  Fadebeasts are monsters or animals from other worlds who have in one way or another wound up in the ether, and left through the breach into KM. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fadebeasts and magic users should be rare, extremely rare.  The primary antagonist in Aarden is ultimately meant to be mankinds misinterpretation, or invention, of religion or otherworldy messages.  The concept of Lovecraftian &amp;quot;old gods&amp;quot; with no regard for, or desire to interact with, human life allows for a multitude of interpretations by humans covering a wide array of possibilities.  Several of the villains I've used have just been people trying in vain to attain magic powers through worship, strange behavior, or even blood sacrifice.  People are awful and do awful things. &lt;br /&gt;
&lt;br /&gt;
Magic users should be limited to a bare fraction of the NPCs you introduce - and keep in mind that with no instruction, schools, or solid information to learn their craft, many of these spellcasters should be inexperienced and improvising. &lt;br /&gt;
&lt;br /&gt;
Fadebeasts themselves are extra-dimensional beings, Aberrations in 5e terms, however they are not inherently malevolent.  These could be simple animals, predators or prey, from a variety of different worlds or universes that were ultimately deposited somehow through the Breach into Aarden.  The neutrality of these animals is important, because humans misunderstanding, and therefore fearing them, is equally important.&lt;br /&gt;
&lt;br /&gt;
That being said, throw in some evil as hell bastards if you want.&lt;br /&gt;
&lt;br /&gt;
In addition, with the exception of the Solace Massacre and animals typically associated with packs, fadebeasts should almost never work together.  Keep in mind any two fadebeasts could be just as alien to each other as they are to the people in Aarden.&lt;br /&gt;
&lt;br /&gt;
One final thing to bear in mind is that not Aarden is not located on Earth and the world associated with Aarden isn't meant to replicate or ''be'' Earth in any way.  Strange creatures are sure to exist, native to Aarden, within reason.  I've used giant spiders and centipedes, hinted at owlbears, and introduced a flying dog that are all supposedly native to Aarden.  (The flying dog is not.)&lt;br /&gt;
&lt;br /&gt;
== Aarden ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Solace]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Solace was placed within the woods and directly next to the Fade, with the explanation that it's proximity to the stronghold monastery of Nostor's Keep made it a first-stop and high priority for the maintenance of the Fade Collector network.&lt;br /&gt;
&lt;br /&gt;
With that in mind, I also used the town for fodder to jumpstart a campaign.  It's isolation and the boldness of having a town in a location that obviously risky make it an easy target for destruction.&lt;br /&gt;
&lt;br /&gt;
I had a dark knight leading a small group of monsters attack the town during a festival, causing the players to have to run away.  I used a death knight and wyvern stat blocks for this so that it would very clearly be something the players could not defeat at their level - giving them a much larger payoff down the road when they finally beat the bad guy they had to run from in the beginning.&lt;br /&gt;
&lt;br /&gt;
The Solace Massacre factors into many of the other plot hooks available in other cities, as increased fear regarding the concept of organized fadebeast attacks, or the introduction of refugees from the forest town could upset the balance in other places.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Three Bridges]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Three Bridges is a goof name, as there are only two bridges.  The people behind the town's name had intended on a third bridge, crossing the Istun Inlet south of the town, but it was never built.&lt;br /&gt;
&lt;br /&gt;
* '''The Miller is ripping off the refugees'''&lt;br /&gt;
&lt;br /&gt;
Following the massacre of Solace, Jakub Gondwright been asked to provide his services to the Solace Refugees free of charge and that he'll be reimbursed by the town's coffers once the crisis is over.  He chooses to disregard this, and instead has jacked his prices for grain and flour up - not believing the town has enough to cover the cost that would be incurred.  His mill is old, clunky, and the grain he keeps in exchange for his services to farmers takes time to mill and sell.  On the party's arrival in town, there will be a clerk, or perhaps even the mayor herself, positioned near the gatehouse taking in refugees from Solace, stressed at the influx of people and trying to keep track.  They'll request the party's help with convincing Jakub, although insist they do so peacefully.&lt;br /&gt;
&lt;br /&gt;
Jakub is a coward, but knows the guards will intervene if he's at risk for violence.  He's also a bit of a scumbag, so appealing to his sense of decency will be difficult.  As a result, I set the DC's for my players to intimidate and persuade him in these ways a bit higher, around 18 for their level 3 characters.  Jakub is not especially bright, however, and a deception attempt to do something like make him think the guards wouldn't intervene, that the mayor had sent you to issue a threat, or that you can guarantee the coffers can cover his fees - these all would have been easier, around a 12 or 14.&lt;br /&gt;
&lt;br /&gt;
Additionally, a player skilled in masonry, carpentry, tinkers tools, engineering, etc - could offer to increase the productivity of his aging, clunky windmill.  A successful DC15 check in any of these skills to do so, along with committing to working on the Mill over the course of a day - will convince him that he'll be able to make up any losses with the increased production.&lt;br /&gt;
&lt;br /&gt;
* '''The West Empire Company'''&lt;br /&gt;
&lt;br /&gt;
Immediately to the left of the entrance to the town will be a large walled-in storage yard with a building behind it, marked with the emblem of the WEC - a well known caravan company that ironically operates mostly on the eastern side of the Empire, maintaining freight routes where boats and trains cannot go.  There are a few notes for this building:&lt;br /&gt;
&lt;br /&gt;
# Colton Smythe will be standing outside the building, attending to horses or smoking.  He does the hiring for the caravan company and will approach anyone who enters the yard to see what they need, or if they're in search of employment.  He's a gruff, pragmatic man.  He is also a ''relic'' dealer - the term used in Aarden for black-market magical or enchanted items, however the party will need to earn his trust in order to find this out.  The DM can decide on what he has and how much it costs, depending on your own loot tables and how much money you're dolling out.&lt;br /&gt;
# The WEC will be hiring people to investigate a missing caravan headed towards the town from the east.  Should they choose to pursue this, they'll find the caravan only a few hours east from town - it had been stopped by the Hand of the Creator, and witch-hunters had hauled it's drivers away for questioning.  The caravan was known to have been moving a few crates of illegal materials including Bloodstone Dust, Dried Bat Wings and Newt Eyes, and runes made from bone - all materials associated with spell components, particularly for necromancy.  The Witch-Hunters still investigating the caravan will have no questions for the party - but will give them the above information to take back to Smythe.&lt;br /&gt;
# If they '''''did not'''''  take the job from Smythe, there is a woman waiting inside the office for the shipment from the missing Caravan named Susanna Grimsby, because I name things like a child.  She'll claim to know nothing about the spell components, and that she was just waiting for a gift of spices from her sister.  As a warlock, Grimsby is skilled in deception, set an insight check DC high for this one, as she's lying and is definitely waiting for the crates containing the spell components.&lt;br /&gt;
&lt;br /&gt;
* '''Amalia Efterstone and the Istun Ruins'''&lt;br /&gt;
&lt;br /&gt;
A wealthy looking woman visiting from the capital city of Vezenhold is meeting two bodyguards at the WEC building, having hired them through Smythe to escort her to the Istun Ruins.  Her name is Amalia Efterstone, and her family has owned the deed to these ruins for generations - without ever making any attempt to renovate or rebuild, as the manor there was destroyed centuries ago during the panic following the Breach.  She's looking to see the former grounds of Istun Manor as she plans on renovating them herself now that she's inherited the deed.  The bodyguards hired through the WEC are, in fact, bandits - intent on finding a way to acquire the deed for themselves.  If they can get Efterstone to sign it over to them before having an ''unfortunate accident,'' they could then sell it off and be rich.  Smythe is not aware of this - these men offered their services knowing Efterstone would be making the visit.  &lt;br /&gt;
&lt;br /&gt;
If the party somehow determines the bodyguards are untrustworthy they can accompany Efterstone to the ruins, where an ambush will be lying in wait for them.  There are a few ways this could be done.&lt;br /&gt;
&lt;br /&gt;
They look shady.  That sounds silly, but it works.  A relatively easy insight check of around 14-16 could determine that these guys look more like highwaymen than what you'd expect for a bodyguard hired to protect nobility.&lt;br /&gt;
&lt;br /&gt;
If they offer their services in addition to the bodyguards, they'll have to pass a persuasion check on Efterstone of around the same 14-16 range.  The bandits will quit on the spot, and go wait ahead of the party.&lt;br /&gt;
&lt;br /&gt;
They could follow the trio, seeing the ambush group and Efterstone being tied up.&lt;br /&gt;
&lt;br /&gt;
Not only is Efterstone grateful for her rescue - but she's disappointed in the state of the Istun Ruins, stating that her manor in Akerton is on a parcel of land twice the size of this.  She'll gift the party the deed in exchange for saving her life.  (alternatively, you could just give them a large sum of gold, if you don't want to bother with player housing / homesteading.)  If the players try to sell the deed, they'll learn pretty quickly that it's actually relatively worthless.  People in the frontier towns won't be able to afford it - and the wealthy elites from the Vezenhold area are unlikely to ever want to move that close to the Fade.  They could, potentially, sell it off for '''''however much gold you would've given them instead of the damn thing in the first place.'''''&lt;br /&gt;
&lt;br /&gt;
* '''The Necromancer, or the Rectangular-Mouthed-Fade-Beast'''&lt;br /&gt;
&lt;br /&gt;
Someone in town - be it the Mayor, Colton Smythe, the local Nostor at the church, etc - will tell the party that there have been mysterious graverobbings happening over the past few months.  Entire graves, hollowed out, without piles of dirt or anything left behind - perfectly squared out empty graves.  A local sergeant in the Vezenhold Militia, who I voiced like a slowed-down foghorn leghorn and made as dumb as a brick, very strongly believes that it is, in fact, a rectangular mouthed fadebeast.  One that flies.  &amp;quot;And what he does is, see, he comes up to this grave, see, and he fits his whole mouth around the grave and he sucks all that dirt up into his mouth, see.  But he only does it at night, or he's invisible, or he's flyin', or both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are a number of ways your players could figure out the identity of the necromancer, who is in fact '''''Susanna Grimsby,''''' mentioned above.  If they already suspect her, they could sneak into her home, watch her movements, or confront her directly.  Players could try to post up overnight and watch the graveyard - where they might find evidence of undead minions moving about the shadows on the outskirts of town.  These minions could be followed back to Grimsby's home, or perhaps their tracks could be followed if the party destroys them. &lt;br /&gt;
&lt;br /&gt;
Grimsby herself will attack the players and absolutely fight to the death if confronted or found out.  If she figures out before a confrontation that she's being investigated, you could choose to have her leave town and go into hiding somewhere.  She will not give herself up or surrender under any circumstance, as to do so would guarantee the rest of her life being spent enduring painful torture until her execution by the Hand of the Creator.  Better to take her chances here and die fighting than have her spirit severed by those red robed freaks in their frozen monastery. &lt;br /&gt;
&lt;br /&gt;
Grimsby is a potential place for your players to find one of the '''''Nua-Stones,''''' a set of five ancient stone orbs of extradimensional origin scattered throughout the Empire, believed by occultists to be fragments of an ancient world that was completely shattered and destroyed. &lt;br /&gt;
&lt;br /&gt;
* '''Alistair Fawkes wants to capture a Fadehound'''&lt;br /&gt;
&lt;br /&gt;
Alistair Fawkes is an [[Important Characters|important character]] in the Aarden setting.  An archaeologist, alchemist, and cleric, he'll offer the party a small reward in exchange for their aid in capturing a fadebeast alive for use in his research into their origins, behavior, and anatomy.  He's heard of a small pack of [[Bestiary|Fadehounds]] outside of the city that he believes they could handle in order to capture one of them.  He'll bring his flying dog, Aluat, and a horse + carriage with a large wooden crate to store the beast in, and lead them to the edges of the Istun Ruins where the fadehounds are rumored to be hunting.&lt;br /&gt;
&lt;br /&gt;
To make the combat encounter more difficult, you may wish to place additional, unengaged enemies around the ruins.  A pack of bandits, or a wandering monster, as when one of the fadebeasts are killed, the rest will scatter and run (see their stat block) and the potential for having them alert other enemies is a risk your players will have to take into consideration to avoid focus-fire.&lt;br /&gt;
&lt;br /&gt;
Alistair will reward them however you see fit for your campaign - I used his expertise in alchemy and herbalism to give the players the option of adding those proficiencies during their stay in town, however if you aren't using a [[Crafting|crafting system]] you may want a more traditional reward scaled to the party's level instead.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Noxfeld]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
* '''Outsiders!'''&lt;br /&gt;
&lt;br /&gt;
Noxfeld is extremely untrusting of outsiders - and Guards are posted on towers at the gates in this wall, and will refuse anyone entry unless they're working for the West Empire Company.&lt;br /&gt;
&lt;br /&gt;
If the players are not working for the WEC, Charisma skill check attempts to get past these guards should be set exceptionally high, however they could earn their way into the walls for a night's say should they agree to handle a local threat.  A group of highwaymen have been &amp;quot;taxing&amp;quot; WEC caravans on the western road out of town.  The Hand doesn't patrol that road, and Noxfeld is remote enough that nobody else comes here.  The leader of these highwaymen is called One-Eyed Jack, and if they bring his signature eyepatch as proof of his defeat, the guard will let them pass.&lt;br /&gt;
&lt;br /&gt;
* '''The Farewell Festival'''&lt;br /&gt;
&lt;br /&gt;
When the party enters the town, they'll be instructed to stay strictly within the market, church, or WEC compound.  They'll be recognized and asked to leave should they enter any of the other areas of town, and one of those areas is currently celebrating something being referred to as a Farewell Festival.  People will mostly refuse to explain what the festival is about to the outsiders, but with a bribe or medium-difficulty charisma check, they could change their disposition.&lt;br /&gt;
&lt;br /&gt;
Noxfeld has, as one of my players put it, &amp;quot;A Logan's Run Kinda Situation?&amp;quot;  When residents reach the age of 35 years old, they're the celebrated guests at a feast that the entire town partakes in, and given a generous stipend from the Governor, Augustus Stone, before they leave the town of Noxfeld.  As the walls of the town have never been expanded outward, generations of Noxfeld's citizens have accepted the reality of the Farewell, and have waved goodbye to dozens, if not hundreds of citizens over the past century and a half.&lt;br /&gt;
&lt;br /&gt;
Nobody in the town knows, though some may suspect, that Augustus Stone is a member of the &amp;quot;Enlightened,&amp;quot; a secretive cult that worships the Blood Lord, Orcus.  These citizens have almost all been killed in ritual sacrifice in the small dungeon beneath the town's Hall of Laws.  Several of the town guard are also members of the cult, as well as some of its leadership.  These sacrifices empower their Patron, giving him more of the strength he needs - believing, ''falsely,'' that with enough sacrifices Orcus will come to Aarden and liberate them from the oppressive Church, and their false god &amp;quot;The Creator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
None of these people are magic users, and most of their stat blocks should be barely stronger than Commoners - they're just dumb, misguided zealots.  There are a few ways you can pursue your party learning the truth, outlined below.&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Main_Page&amp;diff=809</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Main_Page&amp;diff=809"/>
		<updated>2023-07-20T22:08:20Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sup nerds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I write my prep in point form notes, sometimes on a scratch pad, so it's taking some time to put my &amp;quot;Charlie Kelly in the Mail Room&amp;quot; web of insanity into proper paragraphs.&lt;br /&gt;
&lt;br /&gt;
I'll get there.  If you're ''perusing'' this lil wiki and you see something neat that you might use, but it looks unfinished, just DM me on discord.&lt;br /&gt;
&lt;br /&gt;
Hugs n'kisses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nket&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Aarden|The Empire of Aarden]]==&lt;br /&gt;
[[File:Aarden.png|left|thumb|225x225px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aarden is a low-fantasy, steampunk world and a constant work in progress.&lt;br /&gt;
&lt;br /&gt;
* Features four capital cities, dozens of villages, and over 100 NPC's.&lt;br /&gt;
* [[Aarden Campaign Main Page|Aarden's first campaign]] started on Jan 19th, 2023&lt;br /&gt;
* Content for the Aarden wiki will be uploaded as players experience it&lt;br /&gt;
* Race and Class limitations are suggested to avoid lore conflict&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Xulthraxis|Xulthraxis: The Withered Realm]] ==&lt;br /&gt;
[[File:Xulthraxis.png|left|thumb|223x223px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xulthraxis is a devastated world and a high-fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* Heavily inspired by early versions of Arcanists in the [https://forgottenrealms.fandom.com/wiki/Netheril_trilogy Netheril Trilogy] and bears many similarities to [[wikipedia:Dark_Sun|Dark Sun]]&lt;br /&gt;
* Three nations on the surface vie for control over what fertile land remains&lt;br /&gt;
* An overbearing sorcerer caste has drained the planet of resources&lt;br /&gt;
* Very few, if any, restrictions on ancestry / class choices.&lt;br /&gt;
* Xulthraxis' first campaign started on May 7th, 2023&lt;br /&gt;
* 1980's science-fantasy heavy metal hair-band vibes.&lt;br /&gt;
* '''''Very early stages of development'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extras==&lt;br /&gt;
[[File:34t4yextras.png|left|thumb|link=[[Extras]]|225x225px]]&lt;br /&gt;
&lt;br /&gt;
====== Links! ======&lt;br /&gt;
* [https://talestavern.com/userprofile/6170/ TalesTavern Profile]&lt;br /&gt;
* [https://drive.google.com/drive/folders/10d3JJfkdYlkGBjuZTrKIdRBDE4tl2geF?usp=share_link Nket's Google Drive]&lt;br /&gt;
* [https://www.paypal.com/donate/?hosted_button_id=TLT2D7ZJMXUPQ Tip Jar]&lt;br /&gt;
&lt;br /&gt;
====== Player Resources ======&lt;br /&gt;
&lt;br /&gt;
* [[Crafting]] Guide&lt;br /&gt;
* [[House Rules|Nket's Table Rules]]&lt;br /&gt;
* [[Travel]]&lt;br /&gt;
&lt;br /&gt;
====== GM Resources ======&lt;br /&gt;
&lt;br /&gt;
* [[Bestiary|Stat Blocks]]&lt;br /&gt;
* [[Plot Hooks]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Main_Page&amp;diff=808</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Main_Page&amp;diff=808"/>
		<updated>2023-07-20T22:08:07Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Xulthraxis: The Withered Realm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sup nerds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I write my prep in point form notes, sometimes on a scratch pad, so it's taking some time to put my &amp;quot;Charlie Kelly in the Mail Room&amp;quot; web of insanity into proper paragraphs.&lt;br /&gt;
&lt;br /&gt;
I'll get there.  If you're ''perusing'' this lil wiki and you see something neat that you might use, but it looks unfinished, just DM me on discord.&lt;br /&gt;
&lt;br /&gt;
Hugs n'kisses.&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Aarden|The Empire of Aarden]]==&lt;br /&gt;
[[File:Aarden.png|left|thumb|225x225px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aarden is a low-fantasy, steampunk world and a constant work in progress.&lt;br /&gt;
&lt;br /&gt;
* Features four capital cities, dozens of villages, and over 100 NPC's.&lt;br /&gt;
* [[Aarden Campaign Main Page|Aarden's first campaign]] started on Jan 19th, 2023&lt;br /&gt;
* Content for the Aarden wiki will be uploaded as players experience it&lt;br /&gt;
* Race and Class limitations are suggested to avoid lore conflict&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Xulthraxis|Xulthraxis: The Withered Realm]] ==&lt;br /&gt;
[[File:Xulthraxis.png|left|thumb|223x223px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xulthraxis is a devastated world and a high-fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* Heavily inspired by early versions of Arcanists in the [https://forgottenrealms.fandom.com/wiki/Netheril_trilogy Netheril Trilogy] and bears many similarities to [[wikipedia:Dark_Sun|Dark Sun]]&lt;br /&gt;
* Three nations on the surface vie for control over what fertile land remains&lt;br /&gt;
* An overbearing sorcerer caste has drained the planet of resources&lt;br /&gt;
* Very few, if any, restrictions on ancestry / class choices.&lt;br /&gt;
* Xulthraxis' first campaign started on May 7th, 2023&lt;br /&gt;
* 1980's science-fantasy heavy metal hair-band vibes.&lt;br /&gt;
* '''''Very early stages of development'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extras==&lt;br /&gt;
[[File:34t4yextras.png|left|thumb|link=[[Extras]]|225x225px]]&lt;br /&gt;
&lt;br /&gt;
====== Links! ======&lt;br /&gt;
* [https://talestavern.com/userprofile/6170/ TalesTavern Profile]&lt;br /&gt;
* [https://drive.google.com/drive/folders/10d3JJfkdYlkGBjuZTrKIdRBDE4tl2geF?usp=share_link Nket's Google Drive]&lt;br /&gt;
* [https://www.paypal.com/donate/?hosted_button_id=TLT2D7ZJMXUPQ Tip Jar]&lt;br /&gt;
&lt;br /&gt;
====== Player Resources ======&lt;br /&gt;
&lt;br /&gt;
* [[Crafting]] Guide&lt;br /&gt;
* [[House Rules|Nket's Table Rules]]&lt;br /&gt;
* [[Travel]]&lt;br /&gt;
&lt;br /&gt;
====== GM Resources ======&lt;br /&gt;
&lt;br /&gt;
* [[Bestiary|Stat Blocks]]&lt;br /&gt;
* [[Plot Hooks]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Main_Page&amp;diff=807</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Main_Page&amp;diff=807"/>
		<updated>2023-07-20T22:07:45Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sup nerds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I write my prep in point form notes, sometimes on a scratch pad, so it's taking some time to put my &amp;quot;Charlie Kelly in the Mail Room&amp;quot; web of insanity into proper paragraphs.&lt;br /&gt;
&lt;br /&gt;
I'll get there.  If you're ''perusing'' this lil wiki and you see something neat that you might use, but it looks unfinished, just DM me on discord.&lt;br /&gt;
&lt;br /&gt;
Hugs n'kisses.&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Aarden|The Empire of Aarden]]==&lt;br /&gt;
[[File:Aarden.png|left|thumb|225x225px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aarden is a low-fantasy, steampunk world and a constant work in progress.&lt;br /&gt;
&lt;br /&gt;
* Features four capital cities, dozens of villages, and over 100 NPC's.&lt;br /&gt;
* [[Aarden Campaign Main Page|Aarden's first campaign]] started on Jan 19th, 2023&lt;br /&gt;
* Content for the Aarden wiki will be uploaded as players experience it&lt;br /&gt;
* Race and Class limitations are suggested to avoid lore conflict&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Xulthraxis|Xulthraxis: The Withered Realm]] ==&lt;br /&gt;
[[File:Xulthraxis.png|left|thumb|223x223px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xulthraxis is a devastated world and a high-fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* Heavily inspired by early versions of Arcanists in the [https://forgottenrealms.fandom.com/wiki/Netheril_trilogy Netheril Trilogy] and bears many similarities to [[wikipedia:Dark_Sun|Dark Sun]]&lt;br /&gt;
* Three nations on the surface vie for control over what fertile land remains&lt;br /&gt;
* An overbearing sorcerer caste has drained the planet of resources&lt;br /&gt;
* Very few, if any, restrictions on ancestry / class choices.&lt;br /&gt;
* Xulthraxis' first campaign started on May 7th, 2023&lt;br /&gt;
* 1980's science-fantasy heavy metal hair-band vibes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extras==&lt;br /&gt;
[[File:34t4yextras.png|left|thumb|link=[[Extras]]|225x225px]]&lt;br /&gt;
&lt;br /&gt;
====== Links! ======&lt;br /&gt;
* [https://talestavern.com/userprofile/6170/ TalesTavern Profile]&lt;br /&gt;
* [https://drive.google.com/drive/folders/10d3JJfkdYlkGBjuZTrKIdRBDE4tl2geF?usp=share_link Nket's Google Drive]&lt;br /&gt;
* [https://www.paypal.com/donate/?hosted_button_id=TLT2D7ZJMXUPQ Tip Jar]&lt;br /&gt;
&lt;br /&gt;
====== Player Resources ======&lt;br /&gt;
&lt;br /&gt;
* [[Crafting]] Guide&lt;br /&gt;
* [[House Rules|Nket's Table Rules]]&lt;br /&gt;
* [[Travel]]&lt;br /&gt;
&lt;br /&gt;
====== GM Resources ======&lt;br /&gt;
&lt;br /&gt;
* [[Bestiary|Stat Blocks]]&lt;br /&gt;
* [[Plot Hooks]]&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=806</id>
		<title>Plot Hooks</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=806"/>
		<updated>2023-07-20T22:06:39Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Noxfeld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Separate from the rest of the wiki pages, here are a list of suggested plot hooks in the various locations around the Empire of Aarden.&lt;br /&gt;
&lt;br /&gt;
I've never written anything for use by ''other people,'' before - so if anything here is confusing or doesn't seem usable within the context I've provided, please feel free to reach out to me on discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Xulthraxis is still in very early stages of development, I don't yet have anything really usable for that space - but I'll put them here when I do.&lt;br /&gt;
&lt;br /&gt;
=== '''----- ----- ----- ----- -----  Spoilers below  ----- ----- ----- ----- -----''' ===&lt;br /&gt;
&lt;br /&gt;
== A Note on Fadebeasts, spellcasters, and the Breach ==&lt;br /&gt;
 &lt;br /&gt;
Hastus Vos (spoiler) was a worshiper of the ancient god Morphaeos, an entity associated with Dreams, Inspiration, Darkness, and Art.  Attempting to open a portal to a realm he believed to be associated with Morphaeos, he accidentally tore a hole between Kemetus Major (the planet Aarden is located on) and the ''Ether,'' a space between spaces, a realm that exists and does not exist all at once.  The fog / mist known as &amp;quot;The Fade&amp;quot; pours from this hole, from the Ether itself, and as a result is endless and infinite in supply.  Fadebeasts are monsters or animals from other worlds who have in one way or another wound up in the ether, and left through the breach into KM. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fadebeasts and magic users should be rare, extremely rare.  The primary antagonist in Aarden is ultimately meant to be mankinds misinterpretation, or invention, of religion or otherworldy messages.  The concept of Lovecraftian &amp;quot;old gods&amp;quot; with no regard for, or desire to interact with, human life allows for a multitude of interpretations by humans covering a wide array of possibilities.  Several of the villains I've used have just been people trying in vain to attain magic powers through worship, strange behavior, or even blood sacrifice.  People are awful and do awful things. &lt;br /&gt;
&lt;br /&gt;
Magic users should be limited to a bare fraction of the NPCs you introduce - and keep in mind that with no instruction, schools, or solid information to learn their craft, many of these spellcasters should be inexperienced and improvising. &lt;br /&gt;
&lt;br /&gt;
Fadebeasts themselves are extra-dimensional beings, Aberrations in 5e terms, however they are not inherently malevolent.  These could be simple animals, predators or prey, from a variety of different worlds or universes that were ultimately deposited somehow through the Breach into Aarden.  The neutrality of these animals is important, because humans misunderstanding, and therefore fearing them, is equally important.&lt;br /&gt;
&lt;br /&gt;
That being said, throw in some evil as hell bastards if you want.&lt;br /&gt;
&lt;br /&gt;
In addition, with the exception of the Solace Massacre and animals typically associated with packs, fadebeasts should almost never work together.  Keep in mind any two fadebeasts could be just as alien to each other as they are to the people in Aarden.&lt;br /&gt;
&lt;br /&gt;
One final thing to bear in mind is that not Aarden is not located on Earth and the world associated with Aarden isn't meant to replicate or ''be'' Earth in any way.  Strange creatures are sure to exist, native to Aarden, within reason.  I've used giant spiders and centipedes, hinted at owlbears, and introduced a flying dog that are all supposedly native to Aarden.  (The flying dog is not.)&lt;br /&gt;
&lt;br /&gt;
== Aarden ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Solace]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Solace was placed within the woods and directly next to the Fade, with the explanation that it's proximity to the stronghold monastery of Nostor's Keep made it a first-stop and high priority for the maintenance of the Fade Collector network.&lt;br /&gt;
&lt;br /&gt;
With that in mind, I also used the town for fodder to jumpstart a campaign.  It's isolation and the boldness of having a town in a location that obviously risky make it an easy target for destruction.&lt;br /&gt;
&lt;br /&gt;
I had a dark knight leading a small group of monsters attack the town during a festival, causing the players to have to run away.  I used a death knight and wyvern stat blocks for this so that it would very clearly be something the players could not defeat at their level - giving them a much larger payoff down the road when they finally beat the bad guy they had to run from in the beginning.&lt;br /&gt;
&lt;br /&gt;
The Solace Massacre factors into many of the other plot hooks available in other cities, as increased fear regarding the concept of organized fadebeast attacks, or the introduction of refugees from the forest town could upset the balance in other places.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Three Bridges]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Three Bridges is a goof name, as there are only two bridges.  The people behind the town's name had intended on a third bridge, crossing the Istun Inlet south of the town, but it was never built.&lt;br /&gt;
&lt;br /&gt;
* '''The Miller is ripping off the refugees'''&lt;br /&gt;
&lt;br /&gt;
Following the massacre of Solace, Jakub Gondwright been asked to provide his services to the Solace Refugees free of charge and that he'll be reimbursed by the town's coffers once the crisis is over.  He chooses to disregard this, and instead has jacked his prices for grain and flour up - not believing the town has enough to cover the cost that would be incurred.  His mill is old, clunky, and the grain he keeps in exchange for his services to farmers takes time to mill and sell.  On the party's arrival in town, there will be a clerk, or perhaps even the mayor herself, positioned near the gatehouse taking in refugees from Solace, stressed at the influx of people and trying to keep track.  They'll request the party's help with convincing Jakub, although insist they do so peacefully.&lt;br /&gt;
&lt;br /&gt;
Jakub is a coward, but knows the guards will intervene if he's at risk for violence.  He's also a bit of a scumbag, so appealing to his sense of decency will be difficult.  As a result, I set the DC's for my players to intimidate and persuade him in these ways a bit higher, around 18 for their level 3 characters.  Jakub is not especially bright, however, and a deception attempt to do something like make him think the guards wouldn't intervene, that the mayor had sent you to issue a threat, or that you can guarantee the coffers can cover his fees - these all would have been easier, around a 12 or 14.&lt;br /&gt;
&lt;br /&gt;
Additionally, a player skilled in masonry, carpentry, tinkers tools, engineering, etc - could offer to increase the productivity of his aging, clunky windmill.  A successful DC15 check in any of these skills to do so, along with committing to working on the Mill over the course of a day - will convince him that he'll be able to make up any losses with the increased production.&lt;br /&gt;
&lt;br /&gt;
* '''The West Empire Company'''&lt;br /&gt;
&lt;br /&gt;
Immediately to the left of the entrance to the town will be a large walled-in storage yard with a building behind it, marked with the emblem of the WEC - a well known caravan company that ironically operates mostly on the eastern side of the Empire, maintaining freight routes where boats and trains cannot go.  There are a few notes for this building:&lt;br /&gt;
&lt;br /&gt;
# Colton Smythe will be standing outside the building, attending to horses or smoking.  He does the hiring for the caravan company and will approach anyone who enters the yard to see what they need, or if they're in search of employment.  He's a gruff, pragmatic man.  He is also a ''relic'' dealer - the term used in Aarden for black-market magical or enchanted items, however the party will need to earn his trust in order to find this out.  The DM can decide on what he has and how much it costs, depending on your own loot tables and how much money you're dolling out.&lt;br /&gt;
# The WEC will be hiring people to investigate a missing caravan headed towards the town from the east.  Should they choose to pursue this, they'll find the caravan only a few hours east from town - it had been stopped by the Hand of the Creator, and witch-hunters had hauled it's drivers away for questioning.  The caravan was known to have been moving a few crates of illegal materials including Bloodstone Dust, Dried Bat Wings and Newt Eyes, and runes made from bone - all materials associated with spell components, particularly for necromancy.  The Witch-Hunters still investigating the caravan will have no questions for the party - but will give them the above information to take back to Smythe.&lt;br /&gt;
# If they '''''did not'''''  take the job from Smythe, there is a woman waiting inside the office for the shipment from the missing Caravan named Susanna Grimsby, because I name things like a child.  She'll claim to know nothing about the spell components, and that she was just waiting for a gift of spices from her sister.  As a warlock, Grimsby is skilled in deception, set an insight check DC high for this one, as she's lying and is definitely waiting for the crates containing the spell components.&lt;br /&gt;
&lt;br /&gt;
* '''Amalia Efterstone and the Istun Ruins'''&lt;br /&gt;
&lt;br /&gt;
A wealthy looking woman visiting from the capital city of Vezenhold is meeting two bodyguards at the WEC building, having hired them through Smythe to escort her to the Istun Ruins.  Her name is Amalia Efterstone, and her family has owned the deed to these ruins for generations - without ever making any attempt to renovate or rebuild, as the manor there was destroyed centuries ago during the panic following the Breach.  She's looking to see the former grounds of Istun Manor as she plans on renovating them herself now that she's inherited the deed.  The bodyguards hired through the WEC are, in fact, bandits - intent on finding a way to acquire the deed for themselves.  If they can get Efterstone to sign it over to them before having an ''unfortunate accident,'' they could then sell it off and be rich.  Smythe is not aware of this - these men offered their services knowing Efterstone would be making the visit.  &lt;br /&gt;
&lt;br /&gt;
If the party somehow determines the bodyguards are untrustworthy they can accompany Efterstone to the ruins, where an ambush will be lying in wait for them.  There are a few ways this could be done.&lt;br /&gt;
&lt;br /&gt;
They look shady.  That sounds silly, but it works.  A relatively easy insight check of around 14-16 could determine that these guys look more like highwaymen than what you'd expect for a bodyguard hired to protect nobility.&lt;br /&gt;
&lt;br /&gt;
If they offer their services in addition to the bodyguards, they'll have to pass a persuasion check on Efterstone of around the same 14-16 range.  The bandits will quit on the spot, and go wait ahead of the party.&lt;br /&gt;
&lt;br /&gt;
They could follow the trio, seeing the ambush group and Efterstone being tied up.&lt;br /&gt;
&lt;br /&gt;
Not only is Efterstone grateful for her rescue - but she's disappointed in the state of the Istun Ruins, stating that her manor in Akerton is on a parcel of land twice the size of this.  She'll gift the party the deed in exchange for saving her life.  (alternatively, you could just give them a large sum of gold, if you don't want to bother with player housing / homesteading.)  If the players try to sell the deed, they'll learn pretty quickly that it's actually relatively worthless.  People in the frontier towns won't be able to afford it - and the wealthy elites from the Vezenhold area are unlikely to ever want to move that close to the Fade.  They could, potentially, sell it off for '''''however much gold you would've given them instead of the damn thing in the first place.'''''&lt;br /&gt;
&lt;br /&gt;
* '''The Necromancer, or the Rectangular-Mouthed-Fade-Beast'''&lt;br /&gt;
&lt;br /&gt;
Someone in town - be it the Mayor, Colton Smythe, the local Nostor at the church, etc - will tell the party that there have been mysterious graverobbings happening over the past few months.  Entire graves, hollowed out, without piles of dirt or anything left behind - perfectly squared out empty graves.  A local sergeant in the Vezenhold Militia, who I voiced like a slowed-down foghorn leghorn and made as dumb as a brick, very strongly believes that it is, in fact, a rectangular mouthed fadebeast.  One that flies.  &amp;quot;And what he does is, see, he comes up to this grave, see, and he fits his whole mouth around the grave and he sucks all that dirt up into his mouth, see.  But he only does it at night, or he's invisible, or he's flyin', or both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are a number of ways your players could figure out the identity of the necromancer, who is in fact '''''Susanna Grimsby,''''' mentioned above.  If they already suspect her, they could sneak into her home, watch her movements, or confront her directly.  Players could try to post up overnight and watch the graveyard - where they might find evidence of undead minions moving about the shadows on the outskirts of town.  These minions could be followed back to Grimsby's home, or perhaps their tracks could be followed if the party destroys them. &lt;br /&gt;
&lt;br /&gt;
Grimsby herself will attack the players and absolutely fight to the death if confronted or found out.  If she figures out before a confrontation that she's being investigated, you could choose to have her leave town and go into hiding somewhere.  She will not give herself up or surrender under any circumstance, as to do so would guarantee the rest of her life being spent enduring painful torture until her execution by the Hand of the Creator.  Better to take her chances here and die fighting than have her spirit severed by those red robed freaks in their frozen monastery. &lt;br /&gt;
&lt;br /&gt;
Grimsby is a potential place for your players to find one of the '''''Nua-Stones,''''' a set of five ancient stone orbs of extradimensional origin scattered throughout the Empire, believed by occultists to be fragments of an ancient world that was completely shattered and destroyed. &lt;br /&gt;
&lt;br /&gt;
* '''Alistair Fawkes wants to capture a Fadehound'''&lt;br /&gt;
&lt;br /&gt;
Alistair Fawkes is an [[Important Characters|important character]] in the Aarden setting.  An archaeologist, alchemist, and cleric, he'll offer the party a small reward in exchange for their aid in capturing a fadebeast alive for use in his research into their origins, behavior, and anatomy.  He's heard of a small pack of [[Bestiary|Fadehounds]] outside of the city that he believes they could handle in order to capture one of them.  He'll bring his flying dog, Aluat, and a horse + carriage with a large wooden crate to store the beast in, and lead them to the edges of the Istun Ruins where the fadehounds are rumored to be hunting.&lt;br /&gt;
&lt;br /&gt;
To make the combat encounter more difficult, you may wish to place additional, unengaged enemies around the ruins.  A pack of bandits, or a wandering monster, as when one of the fadebeasts are killed, the rest will scatter and run (see their stat block) and the potential for having them alert other enemies is a risk your players will have to take into consideration to avoid focus-fire.&lt;br /&gt;
&lt;br /&gt;
Alistair will reward them however you see fit for your campaign - I used his expertise in alchemy and herbalism to give the players the option of adding those proficiencies during their stay in town, however if you aren't using a [[Crafting|crafting system]] you may want a more traditional reward scaled to the party's level instead.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Noxfeld]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
* '''Outsiders!'''&lt;br /&gt;
&lt;br /&gt;
Noxfeld is extremely untrusting of outsiders - and Guards are posted on towers at the gates in this wall, and will refuse anyone entry unless they're working for the West Empire Company.&lt;br /&gt;
&lt;br /&gt;
If the players are not working for the WEC, Charisma skill check attempts to get past these guards should be set exceptionally high, however they could earn their way into the walls for a night's say should they agree to handle a local threat.  A group of highwaymen have been &amp;quot;taxing&amp;quot; WEC caravans on the western road out of town.  The Hand doesn't patrol that road, and Noxfeld is remote enough that nobody else comes here.  The leader of these highwaymen is called One-Eyed Jack, and if they bring his signature eyepatch as proof of his defeat, the guard will let them pass.&lt;br /&gt;
&lt;br /&gt;
* '''The Farewell Festival'''&lt;br /&gt;
&lt;br /&gt;
When the party enters the town, they'll be instructed to stay strictly within the market, church, or WEC compound.  They'll be recognized and asked to leave should they enter any of the other areas of town, and one of those areas is currently celebrating something being referred to as a Farewell Festival.  People will mostly refuse to explain what the festival is about to the outsiders, but with a bribe or medium-difficulty charisma check, they could change their disposition.&lt;br /&gt;
&lt;br /&gt;
Noxfeld has, as one of my players put it, &amp;quot;A Logan's Run Kinda Situation?&amp;quot;  When residents reach the age of 35 years old, they're the celebrated guests at a feast that the entire town partakes in, and given a generous stipend from the Governor, Augustus Stone, before they leave the town of Noxfeld.  As the walls of the town have never been expanded outward, generations of Noxfeld's citizens have accepted the reality of the Farewell, and have waved goodbye to dozens, if not hundreds of citizens over the past century and a half.&lt;br /&gt;
&lt;br /&gt;
Nobody in the town knows, though some may suspect, that Augustus Stone is a member of the &amp;quot;Enlightened,&amp;quot; a secretive cult that worships the Blood Lord, Orcus.  These citizens have almost all been killed in ritual sacrifice in the small dungeon beneath the town's Hall of Laws.  Several of the town guard are also members of the cult, as well as some of its leadership.  These sacrifices empower their Patron, giving him more of the strength he needs - believing, ''falsely,'' that with enough sacrifices Orcus will come to Aarden and liberate them from the oppressive Church, and their false god &amp;quot;The Creator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
None of these people are magic users, and most of their stat blocks should be barely stronger than Commoners - they're just dumb, misguided zealots.  There are a few ways you can pursue your party learning the truth, outlined below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- M'nerds.&lt;br /&gt;
&lt;br /&gt;
I write my prep in point form notes, sometimes on a scratch pad, so it's taking some time to put my &amp;quot;Charlie Kelly in the Mail Room&amp;quot; web of insanity into proper paragraphs.&lt;br /&gt;
&lt;br /&gt;
I'll get there.&lt;br /&gt;
&lt;br /&gt;
Hugs n'kisses.&lt;br /&gt;
&lt;br /&gt;
last edit on 20/7/2023&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=805</id>
		<title>Plot Hooks</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=805"/>
		<updated>2023-07-20T19:07:15Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Noxfeld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Separate from the rest of the wiki pages, here are a list of suggested plot hooks in the various locations around the Empire of Aarden.&lt;br /&gt;
&lt;br /&gt;
I've never written anything for use by ''other people,'' before - so if anything here is confusing or doesn't seem usable within the context I've provided, please feel free to reach out to me on discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Xulthraxis is still in very early stages of development, I don't yet have anything really usable for that space - but I'll put them here when I do.&lt;br /&gt;
&lt;br /&gt;
=== '''----- ----- ----- ----- -----  Spoilers below  ----- ----- ----- ----- -----''' ===&lt;br /&gt;
&lt;br /&gt;
== A Note on Fadebeasts, spellcasters, and the Breach ==&lt;br /&gt;
 &lt;br /&gt;
Hastus Vos (spoiler) was a worshiper of the ancient god Morphaeos, an entity associated with Dreams, Inspiration, Darkness, and Art.  Attempting to open a portal to a realm he believed to be associated with Morphaeos, he accidentally tore a hole between Kemetus Major (the planet Aarden is located on) and the ''Ether,'' a space between spaces, a realm that exists and does not exist all at once.  The fog / mist known as &amp;quot;The Fade&amp;quot; pours from this hole, from the Ether itself, and as a result is endless and infinite in supply.  Fadebeasts are monsters or animals from other worlds who have in one way or another wound up in the ether, and left through the breach into KM. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fadebeasts and magic users should be rare, extremely rare.  The primary antagonist in Aarden is ultimately meant to be mankinds misinterpretation, or invention, of religion or otherworldy messages.  The concept of Lovecraftian &amp;quot;old gods&amp;quot; with no regard for, or desire to interact with, human life allows for a multitude of interpretations by humans covering a wide array of possibilities.  Several of the villains I've used have just been people trying in vain to attain magic powers through worship, strange behavior, or even blood sacrifice.  People are awful and do awful things. &lt;br /&gt;
&lt;br /&gt;
Magic users should be limited to a bare fraction of the NPCs you introduce - and keep in mind that with no instruction, schools, or solid information to learn their craft, many of these spellcasters should be inexperienced and improvising. &lt;br /&gt;
&lt;br /&gt;
Fadebeasts themselves are extra-dimensional beings, Aberrations in 5e terms, however they are not inherently malevolent.  These could be simple animals, predators or prey, from a variety of different worlds or universes that were ultimately deposited somehow through the Breach into Aarden.  The neutrality of these animals is important, because humans misunderstanding, and therefore fearing them, is equally important.&lt;br /&gt;
&lt;br /&gt;
That being said, throw in some evil as hell bastards if you want.&lt;br /&gt;
&lt;br /&gt;
In addition, with the exception of the Solace Massacre and animals typically associated with packs, fadebeasts should almost never work together.  Keep in mind any two fadebeasts could be just as alien to each other as they are to the people in Aarden.&lt;br /&gt;
&lt;br /&gt;
One final thing to bear in mind is that not Aarden is not located on Earth and the world associated with Aarden isn't meant to replicate or ''be'' Earth in any way.  Strange creatures are sure to exist, native to Aarden, within reason.  I've used giant spiders and centipedes, hinted at owlbears, and introduced a flying dog that are all supposedly native to Aarden.  (The flying dog is not.)&lt;br /&gt;
&lt;br /&gt;
== Aarden ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Solace]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Solace was placed within the woods and directly next to the Fade, with the explanation that it's proximity to the stronghold monastery of Nostor's Keep made it a first-stop and high priority for the maintenance of the Fade Collector network.&lt;br /&gt;
&lt;br /&gt;
With that in mind, I also used the town for fodder to jumpstart a campaign.  It's isolation and the boldness of having a town in a location that obviously risky make it an easy target for destruction.&lt;br /&gt;
&lt;br /&gt;
I had a dark knight leading a small group of monsters attack the town during a festival, causing the players to have to run away.  I used a death knight and wyvern stat blocks for this so that it would very clearly be something the players could not defeat at their level - giving them a much larger payoff down the road when they finally beat the bad guy they had to run from in the beginning.&lt;br /&gt;
&lt;br /&gt;
The Solace Massacre factors into many of the other plot hooks available in other cities, as increased fear regarding the concept of organized fadebeast attacks, or the introduction of refugees from the forest town could upset the balance in other places.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Three Bridges]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Three Bridges is a goof name, as there are only two bridges.  The people behind the town's name had intended on a third bridge, crossing the Istun Inlet south of the town, but it was never built.&lt;br /&gt;
&lt;br /&gt;
* '''The Miller is ripping off the refugees'''&lt;br /&gt;
&lt;br /&gt;
Following the massacre of Solace, Jakub Gondwright been asked to provide his services to the Solace Refugees free of charge and that he'll be reimbursed by the town's coffers once the crisis is over.  He chooses to disregard this, and instead has jacked his prices for grain and flour up - not believing the town has enough to cover the cost that would be incurred.  His mill is old, clunky, and the grain he keeps in exchange for his services to farmers takes time to mill and sell.  On the party's arrival in town, there will be a clerk, or perhaps even the mayor herself, positioned near the gatehouse taking in refugees from Solace, stressed at the influx of people and trying to keep track.  They'll request the party's help with convincing Jakub, although insist they do so peacefully.&lt;br /&gt;
&lt;br /&gt;
Jakub is a coward, but knows the guards will intervene if he's at risk for violence.  He's also a bit of a scumbag, so appealing to his sense of decency will be difficult.  As a result, I set the DC's for my players to intimidate and persuade him in these ways a bit higher, around 18 for their level 3 characters.  Jakub is not especially bright, however, and a deception attempt to do something like make him think the guards wouldn't intervene, that the mayor had sent you to issue a threat, or that you can guarantee the coffers can cover his fees - these all would have been easier, around a 12 or 14.&lt;br /&gt;
&lt;br /&gt;
Additionally, a player skilled in masonry, carpentry, tinkers tools, engineering, etc - could offer to increase the productivity of his aging, clunky windmill.  A successful DC15 check in any of these skills to do so, along with committing to working on the Mill over the course of a day - will convince him that he'll be able to make up any losses with the increased production.&lt;br /&gt;
&lt;br /&gt;
* '''The West Empire Company'''&lt;br /&gt;
&lt;br /&gt;
Immediately to the left of the entrance to the town will be a large walled-in storage yard with a building behind it, marked with the emblem of the WEC - a well known caravan company that ironically operates mostly on the eastern side of the Empire, maintaining freight routes where boats and trains cannot go.  There are a few notes for this building:&lt;br /&gt;
&lt;br /&gt;
# Colton Smythe will be standing outside the building, attending to horses or smoking.  He does the hiring for the caravan company and will approach anyone who enters the yard to see what they need, or if they're in search of employment.  He's a gruff, pragmatic man.  He is also a ''relic'' dealer - the term used in Aarden for black-market magical or enchanted items, however the party will need to earn his trust in order to find this out.  The DM can decide on what he has and how much it costs, depending on your own loot tables and how much money you're dolling out.&lt;br /&gt;
# The WEC will be hiring people to investigate a missing caravan headed towards the town from the east.  Should they choose to pursue this, they'll find the caravan only a few hours east from town - it had been stopped by the Hand of the Creator, and witch-hunters had hauled it's drivers away for questioning.  The caravan was known to have been moving a few crates of illegal materials including Bloodstone Dust, Dried Bat Wings and Newt Eyes, and runes made from bone - all materials associated with spell components, particularly for necromancy.  The Witch-Hunters still investigating the caravan will have no questions for the party - but will give them the above information to take back to Smythe.&lt;br /&gt;
# If they '''''did not'''''  take the job from Smythe, there is a woman waiting inside the office for the shipment from the missing Caravan named Susanna Grimsby, because I name things like a child.  She'll claim to know nothing about the spell components, and that she was just waiting for a gift of spices from her sister.  As a warlock, Grimsby is skilled in deception, set an insight check DC high for this one, as she's lying and is definitely waiting for the crates containing the spell components.&lt;br /&gt;
&lt;br /&gt;
* '''Amalia Efterstone and the Istun Ruins'''&lt;br /&gt;
&lt;br /&gt;
A wealthy looking woman visiting from the capital city of Vezenhold is meeting two bodyguards at the WEC building, having hired them through Smythe to escort her to the Istun Ruins.  Her name is Amalia Efterstone, and her family has owned the deed to these ruins for generations - without ever making any attempt to renovate or rebuild, as the manor there was destroyed centuries ago during the panic following the Breach.  She's looking to see the former grounds of Istun Manor as she plans on renovating them herself now that she's inherited the deed.  The bodyguards hired through the WEC are, in fact, bandits - intent on finding a way to acquire the deed for themselves.  If they can get Efterstone to sign it over to them before having an ''unfortunate accident,'' they could then sell it off and be rich.  Smythe is not aware of this - these men offered their services knowing Efterstone would be making the visit.  &lt;br /&gt;
&lt;br /&gt;
If the party somehow determines the bodyguards are untrustworthy they can accompany Efterstone to the ruins, where an ambush will be lying in wait for them.  There are a few ways this could be done.&lt;br /&gt;
&lt;br /&gt;
They look shady.  That sounds silly, but it works.  A relatively easy insight check of around 14-16 could determine that these guys look more like highwaymen than what you'd expect for a bodyguard hired to protect nobility.&lt;br /&gt;
&lt;br /&gt;
If they offer their services in addition to the bodyguards, they'll have to pass a persuasion check on Efterstone of around the same 14-16 range.  The bandits will quit on the spot, and go wait ahead of the party.&lt;br /&gt;
&lt;br /&gt;
They could follow the trio, seeing the ambush group and Efterstone being tied up.&lt;br /&gt;
&lt;br /&gt;
Not only is Efterstone grateful for her rescue - but she's disappointed in the state of the Istun Ruins, stating that her manor in Akerton is on a parcel of land twice the size of this.  She'll gift the party the deed in exchange for saving her life.  (alternatively, you could just give them a large sum of gold, if you don't want to bother with player housing / homesteading.)  If the players try to sell the deed, they'll learn pretty quickly that it's actually relatively worthless.  People in the frontier towns won't be able to afford it - and the wealthy elites from the Vezenhold area are unlikely to ever want to move that close to the Fade.  They could, potentially, sell it off for '''''however much gold you would've given them instead of the damn thing in the first place.'''''&lt;br /&gt;
&lt;br /&gt;
* '''The Necromancer, or the Rectangular-Mouthed-Fade-Beast'''&lt;br /&gt;
&lt;br /&gt;
Someone in town - be it the Mayor, Colton Smythe, the local Nostor at the church, etc - will tell the party that there have been mysterious graverobbings happening over the past few months.  Entire graves, hollowed out, without piles of dirt or anything left behind - perfectly squared out empty graves.  A local sergeant in the Vezenhold Militia, who I voiced like a slowed-down foghorn leghorn and made as dumb as a brick, very strongly believes that it is, in fact, a rectangular mouthed fadebeast.  One that flies.  &amp;quot;And what he does is, see, he comes up to this grave, see, and he fits his whole mouth around the grave and he sucks all that dirt up into his mouth, see.  But he only does it at night, or he's invisible, or he's flyin', or both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are a number of ways your players could figure out the identity of the necromancer, who is in fact '''''Susanna Grimsby,''''' mentioned above.  If they already suspect her, they could sneak into her home, watch her movements, or confront her directly.  Players could try to post up overnight and watch the graveyard - where they might find evidence of undead minions moving about the shadows on the outskirts of town.  These minions could be followed back to Grimsby's home, or perhaps their tracks could be followed if the party destroys them. &lt;br /&gt;
&lt;br /&gt;
Grimsby herself will attack the players and absolutely fight to the death if confronted or found out.  If she figures out before a confrontation that she's being investigated, you could choose to have her leave town and go into hiding somewhere.  She will not give herself up or surrender under any circumstance, as to do so would guarantee the rest of her life being spent enduring painful torture until her execution by the Hand of the Creator.  Better to take her chances here and die fighting than have her spirit severed by those red robed freaks in their frozen monastery. &lt;br /&gt;
&lt;br /&gt;
Grimsby is a potential place for your players to find one of the '''''Nua-Stones,''''' a set of five ancient stone orbs of extradimensional origin scattered throughout the Empire, believed by occultists to be fragments of an ancient world that was completely shattered and destroyed. &lt;br /&gt;
&lt;br /&gt;
* '''Alistair Fawkes wants to capture a Fadehound'''&lt;br /&gt;
&lt;br /&gt;
Alistair Fawkes is an [[Important Characters|important character]] in the Aarden setting.  An archaeologist, alchemist, and cleric, he'll offer the party a small reward in exchange for their aid in capturing a fadebeast alive for use in his research into their origins, behavior, and anatomy.  He's heard of a small pack of [[Bestiary|Fadehounds]] outside of the city that he believes they could handle in order to capture one of them.  He'll bring his flying dog, Aluat, and a horse + carriage with a large wooden crate to store the beast in, and lead them to the edges of the Istun Ruins where the fadehounds are rumored to be hunting.&lt;br /&gt;
&lt;br /&gt;
To make the combat encounter more difficult, you may wish to place additional, unengaged enemies around the ruins.  A pack of bandits, or a wandering monster, as when one of the fadebeasts are killed, the rest will scatter and run (see their stat block) and the potential for having them alert other enemies is a risk your players will have to take into consideration to avoid focus-fire.&lt;br /&gt;
&lt;br /&gt;
Alistair will reward them however you see fit for your campaign - I used his expertise in alchemy and herbalism to give the players the option of adding those proficiencies during their stay in town, however if you aren't using a [[Crafting|crafting system]] you may want a more traditional reward scaled to the party's level instead.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Noxfeld]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
* '''Outsiders!'''&lt;br /&gt;
&lt;br /&gt;
Noxfeld is extremely untrusting of outsiders - and Guards are posted on towers at the gates in this wall, and will refuse anyone entry unless they're working for the West Empire Company.&lt;br /&gt;
&lt;br /&gt;
If the players are not working for the WEC, Charisma skill check attempts to get past these guards should be set exceptionally high, however they could earn their way into the walls for a night's say should they agree to handle a local threat.  A group of highwaymen have been &amp;quot;taxing&amp;quot; WEC caravans on the western road out of town.  The Hand doesn't patrol that road, and Noxfeld is remote enough that nobody else comes here.  The leader of these highwaymen is called One-Eyed Jack, and if they bring his signature eyepatch as proof of his defeat, the guard will let them pass.&lt;br /&gt;
&lt;br /&gt;
* '''The Farewell Festival'''&lt;br /&gt;
&lt;br /&gt;
When the party enters the town, they'll be instructed to stay strictly within the market, church, or WEC compound.  They'll be recognized and asked to leave should they enter any of the other areas of town, and one of those areas is currently celebrating something being referred to as a Farewell Festival.  People will mostly refuse to explain what the festival is about to the outsiders, but with a bribe or medium-difficulty charisma check, they could change their disposition.&lt;br /&gt;
&lt;br /&gt;
Noxfeld has, as one of my players put it, &amp;quot;A Logan's Run Kinda Situation?&amp;quot;  When residents reach the age of 35 years old, they're the celebrated guests at a feast that the entire town partakes in, and given a generous stipend from the Governor, Augustus Stone, before they leave the town of Noxfeld.  As the walls of the town have never been expanded outward, generations of Noxfeld's citizens have accepted the reality of the Farewell, and have waved goodbye to dozens, if not hundreds of citizens over the past century and a half.&lt;br /&gt;
&lt;br /&gt;
Nobody in the town knows, though some may suspect, that Augustus Stone is a member of the &amp;quot;Enlightened,&amp;quot; a secretive cult that worships the Blood Lord, Orcus.  These citizens have almost all been killed in ritual sacrifice in the small dungeon beneath the town's Hall of Laws.  Several of the town guard are also members of the cult, as well as some of its leadership.  These sacrifices empower their Patron, giving him more of the strength he needs - believing, ''falsely,'' that with enough sacrifices Orcus will come to Aarden and liberate them from the oppressive Church, and their false god &amp;quot;The Creator.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
None of these people are magic users, and most of their stat blocks should be barely stronger than Commoners - they're just dumb, misguided zealots.  There are a few ways you can pursue your party learning the truth, outlined below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
heck i hate typing on this wiki and i only do prep in point form notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(I've finished all this, but the wiki is still a work in progress.  The rest of this page will be finished later)&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=804</id>
		<title>Plot Hooks</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=804"/>
		<updated>2023-07-20T18:45:30Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Noxfeld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Separate from the rest of the wiki pages, here are a list of suggested plot hooks in the various locations around the Empire of Aarden.&lt;br /&gt;
&lt;br /&gt;
I've never written anything for use by ''other people,'' before - so if anything here is confusing or doesn't seem usable within the context I've provided, please feel free to reach out to me on discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Xulthraxis is still in very early stages of development, I don't yet have anything really usable for that space - but I'll put them here when I do.&lt;br /&gt;
&lt;br /&gt;
=== '''----- ----- ----- ----- -----  Spoilers below  ----- ----- ----- ----- -----''' ===&lt;br /&gt;
&lt;br /&gt;
== A Note on Fadebeasts, spellcasters, and the Breach ==&lt;br /&gt;
 &lt;br /&gt;
Hastus Vos (spoiler) was a worshiper of the ancient god Morphaeos, an entity associated with Dreams, Inspiration, Darkness, and Art.  Attempting to open a portal to a realm he believed to be associated with Morphaeos, he accidentally tore a hole between Kemetus Major (the planet Aarden is located on) and the ''Ether,'' a space between spaces, a realm that exists and does not exist all at once.  The fog / mist known as &amp;quot;The Fade&amp;quot; pours from this hole, from the Ether itself, and as a result is endless and infinite in supply.  Fadebeasts are monsters or animals from other worlds who have in one way or another wound up in the ether, and left through the breach into KM. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fadebeasts and magic users should be rare, extremely rare.  The primary antagonist in Aarden is ultimately meant to be mankinds misinterpretation, or invention, of religion or otherworldy messages.  The concept of Lovecraftian &amp;quot;old gods&amp;quot; with no regard for, or desire to interact with, human life allows for a multitude of interpretations by humans covering a wide array of possibilities.  Several of the villains I've used have just been people trying in vain to attain magic powers through worship, strange behavior, or even blood sacrifice.  People are awful and do awful things. &lt;br /&gt;
&lt;br /&gt;
Magic users should be limited to a bare fraction of the NPCs you introduce - and keep in mind that with no instruction, schools, or solid information to learn their craft, many of these spellcasters should be inexperienced and improvising. &lt;br /&gt;
&lt;br /&gt;
Fadebeasts themselves are extra-dimensional beings, Aberrations in 5e terms, however they are not inherently malevolent.  These could be simple animals, predators or prey, from a variety of different worlds or universes that were ultimately deposited somehow through the Breach into Aarden.  The neutrality of these animals is important, because humans misunderstanding, and therefore fearing them, is equally important.&lt;br /&gt;
&lt;br /&gt;
That being said, throw in some evil as hell bastards if you want.&lt;br /&gt;
&lt;br /&gt;
In addition, with the exception of the Solace Massacre and animals typically associated with packs, fadebeasts should almost never work together.  Keep in mind any two fadebeasts could be just as alien to each other as they are to the people in Aarden.&lt;br /&gt;
&lt;br /&gt;
One final thing to bear in mind is that not Aarden is not located on Earth and the world associated with Aarden isn't meant to replicate or ''be'' Earth in any way.  Strange creatures are sure to exist, native to Aarden, within reason.  I've used giant spiders and centipedes, hinted at owlbears, and introduced a flying dog that are all supposedly native to Aarden.  (The flying dog is not.)&lt;br /&gt;
&lt;br /&gt;
== Aarden ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Solace]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Solace was placed within the woods and directly next to the Fade, with the explanation that it's proximity to the stronghold monastery of Nostor's Keep made it a first-stop and high priority for the maintenance of the Fade Collector network.&lt;br /&gt;
&lt;br /&gt;
With that in mind, I also used the town for fodder to jumpstart a campaign.  It's isolation and the boldness of having a town in a location that obviously risky make it an easy target for destruction.&lt;br /&gt;
&lt;br /&gt;
I had a dark knight leading a small group of monsters attack the town during a festival, causing the players to have to run away.  I used a death knight and wyvern stat blocks for this so that it would very clearly be something the players could not defeat at their level - giving them a much larger payoff down the road when they finally beat the bad guy they had to run from in the beginning.&lt;br /&gt;
&lt;br /&gt;
The Solace Massacre factors into many of the other plot hooks available in other cities, as increased fear regarding the concept of organized fadebeast attacks, or the introduction of refugees from the forest town could upset the balance in other places.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Three Bridges]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Three Bridges is a goof name, as there are only two bridges.  The people behind the town's name had intended on a third bridge, crossing the Istun Inlet south of the town, but it was never built.&lt;br /&gt;
&lt;br /&gt;
* '''The Miller is ripping off the refugees'''&lt;br /&gt;
&lt;br /&gt;
Following the massacre of Solace, Jakub Gondwright been asked to provide his services to the Solace Refugees free of charge and that he'll be reimbursed by the town's coffers once the crisis is over.  He chooses to disregard this, and instead has jacked his prices for grain and flour up - not believing the town has enough to cover the cost that would be incurred.  His mill is old, clunky, and the grain he keeps in exchange for his services to farmers takes time to mill and sell.  On the party's arrival in town, there will be a clerk, or perhaps even the mayor herself, positioned near the gatehouse taking in refugees from Solace, stressed at the influx of people and trying to keep track.  They'll request the party's help with convincing Jakub, although insist they do so peacefully.&lt;br /&gt;
&lt;br /&gt;
Jakub is a coward, but knows the guards will intervene if he's at risk for violence.  He's also a bit of a scumbag, so appealing to his sense of decency will be difficult.  As a result, I set the DC's for my players to intimidate and persuade him in these ways a bit higher, around 18 for their level 3 characters.  Jakub is not especially bright, however, and a deception attempt to do something like make him think the guards wouldn't intervene, that the mayor had sent you to issue a threat, or that you can guarantee the coffers can cover his fees - these all would have been easier, around a 12 or 14.&lt;br /&gt;
&lt;br /&gt;
Additionally, a player skilled in masonry, carpentry, tinkers tools, engineering, etc - could offer to increase the productivity of his aging, clunky windmill.  A successful DC15 check in any of these skills to do so, along with committing to working on the Mill over the course of a day - will convince him that he'll be able to make up any losses with the increased production.&lt;br /&gt;
&lt;br /&gt;
* '''The West Empire Company'''&lt;br /&gt;
&lt;br /&gt;
Immediately to the left of the entrance to the town will be a large walled-in storage yard with a building behind it, marked with the emblem of the WEC - a well known caravan company that ironically operates mostly on the eastern side of the Empire, maintaining freight routes where boats and trains cannot go.  There are a few notes for this building:&lt;br /&gt;
&lt;br /&gt;
# Colton Smythe will be standing outside the building, attending to horses or smoking.  He does the hiring for the caravan company and will approach anyone who enters the yard to see what they need, or if they're in search of employment.  He's a gruff, pragmatic man.  He is also a ''relic'' dealer - the term used in Aarden for black-market magical or enchanted items, however the party will need to earn his trust in order to find this out.  The DM can decide on what he has and how much it costs, depending on your own loot tables and how much money you're dolling out.&lt;br /&gt;
# The WEC will be hiring people to investigate a missing caravan headed towards the town from the east.  Should they choose to pursue this, they'll find the caravan only a few hours east from town - it had been stopped by the Hand of the Creator, and witch-hunters had hauled it's drivers away for questioning.  The caravan was known to have been moving a few crates of illegal materials including Bloodstone Dust, Dried Bat Wings and Newt Eyes, and runes made from bone - all materials associated with spell components, particularly for necromancy.  The Witch-Hunters still investigating the caravan will have no questions for the party - but will give them the above information to take back to Smythe.&lt;br /&gt;
# If they '''''did not'''''  take the job from Smythe, there is a woman waiting inside the office for the shipment from the missing Caravan named Susanna Grimsby, because I name things like a child.  She'll claim to know nothing about the spell components, and that she was just waiting for a gift of spices from her sister.  As a warlock, Grimsby is skilled in deception, set an insight check DC high for this one, as she's lying and is definitely waiting for the crates containing the spell components.&lt;br /&gt;
&lt;br /&gt;
* '''Amalia Efterstone and the Istun Ruins'''&lt;br /&gt;
&lt;br /&gt;
A wealthy looking woman visiting from the capital city of Vezenhold is meeting two bodyguards at the WEC building, having hired them through Smythe to escort her to the Istun Ruins.  Her name is Amalia Efterstone, and her family has owned the deed to these ruins for generations - without ever making any attempt to renovate or rebuild, as the manor there was destroyed centuries ago during the panic following the Breach.  She's looking to see the former grounds of Istun Manor as she plans on renovating them herself now that she's inherited the deed.  The bodyguards hired through the WEC are, in fact, bandits - intent on finding a way to acquire the deed for themselves.  If they can get Efterstone to sign it over to them before having an ''unfortunate accident,'' they could then sell it off and be rich.  Smythe is not aware of this - these men offered their services knowing Efterstone would be making the visit.  &lt;br /&gt;
&lt;br /&gt;
If the party somehow determines the bodyguards are untrustworthy they can accompany Efterstone to the ruins, where an ambush will be lying in wait for them.  There are a few ways this could be done.&lt;br /&gt;
&lt;br /&gt;
They look shady.  That sounds silly, but it works.  A relatively easy insight check of around 14-16 could determine that these guys look more like highwaymen than what you'd expect for a bodyguard hired to protect nobility.&lt;br /&gt;
&lt;br /&gt;
If they offer their services in addition to the bodyguards, they'll have to pass a persuasion check on Efterstone of around the same 14-16 range.  The bandits will quit on the spot, and go wait ahead of the party.&lt;br /&gt;
&lt;br /&gt;
They could follow the trio, seeing the ambush group and Efterstone being tied up.&lt;br /&gt;
&lt;br /&gt;
Not only is Efterstone grateful for her rescue - but she's disappointed in the state of the Istun Ruins, stating that her manor in Akerton is on a parcel of land twice the size of this.  She'll gift the party the deed in exchange for saving her life.  (alternatively, you could just give them a large sum of gold, if you don't want to bother with player housing / homesteading.)  If the players try to sell the deed, they'll learn pretty quickly that it's actually relatively worthless.  People in the frontier towns won't be able to afford it - and the wealthy elites from the Vezenhold area are unlikely to ever want to move that close to the Fade.  They could, potentially, sell it off for '''''however much gold you would've given them instead of the damn thing in the first place.'''''&lt;br /&gt;
&lt;br /&gt;
* '''The Necromancer, or the Rectangular-Mouthed-Fade-Beast'''&lt;br /&gt;
&lt;br /&gt;
Someone in town - be it the Mayor, Colton Smythe, the local Nostor at the church, etc - will tell the party that there have been mysterious graverobbings happening over the past few months.  Entire graves, hollowed out, without piles of dirt or anything left behind - perfectly squared out empty graves.  A local sergeant in the Vezenhold Militia, who I voiced like a slowed-down foghorn leghorn and made as dumb as a brick, very strongly believes that it is, in fact, a rectangular mouthed fadebeast.  One that flies.  &amp;quot;And what he does is, see, he comes up to this grave, see, and he fits his whole mouth around the grave and he sucks all that dirt up into his mouth, see.  But he only does it at night, or he's invisible, or he's flyin', or both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are a number of ways your players could figure out the identity of the necromancer, who is in fact '''''Susanna Grimsby,''''' mentioned above.  If they already suspect her, they could sneak into her home, watch her movements, or confront her directly.  Players could try to post up overnight and watch the graveyard - where they might find evidence of undead minions moving about the shadows on the outskirts of town.  These minions could be followed back to Grimsby's home, or perhaps their tracks could be followed if the party destroys them. &lt;br /&gt;
&lt;br /&gt;
Grimsby herself will attack the players and absolutely fight to the death if confronted or found out.  If she figures out before a confrontation that she's being investigated, you could choose to have her leave town and go into hiding somewhere.  She will not give herself up or surrender under any circumstance, as to do so would guarantee the rest of her life being spent enduring painful torture until her execution by the Hand of the Creator.  Better to take her chances here and die fighting than have her spirit severed by those red robed freaks in their frozen monastery. &lt;br /&gt;
&lt;br /&gt;
Grimsby is a potential place for your players to find one of the '''''Nua-Stones,''''' a set of five ancient stone orbs of extradimensional origin scattered throughout the Empire, believed by occultists to be fragments of an ancient world that was completely shattered and destroyed. &lt;br /&gt;
&lt;br /&gt;
* '''Alistair Fawkes wants to capture a Fadehound'''&lt;br /&gt;
&lt;br /&gt;
Alistair Fawkes is an [[Important Characters|important character]] in the Aarden setting.  An archaeologist, alchemist, and cleric, he'll offer the party a small reward in exchange for their aid in capturing a fadebeast alive for use in his research into their origins, behavior, and anatomy.  He's heard of a small pack of [[Bestiary|Fadehounds]] outside of the city that he believes they could handle in order to capture one of them.  He'll bring his flying dog, Aluat, and a horse + carriage with a large wooden crate to store the beast in, and lead them to the edges of the Istun Ruins where the fadehounds are rumored to be hunting.&lt;br /&gt;
&lt;br /&gt;
To make the combat encounter more difficult, you may wish to place additional, unengaged enemies around the ruins.  A pack of bandits, or a wandering monster, as when one of the fadebeasts are killed, the rest will scatter and run (see their stat block) and the potential for having them alert other enemies is a risk your players will have to take into consideration to avoid focus-fire.&lt;br /&gt;
&lt;br /&gt;
Alistair will reward them however you see fit for your campaign - I used his expertise in alchemy and herbalism to give the players the option of adding those proficiencies during their stay in town, however if you aren't using a [[Crafting|crafting system]] you may want a more traditional reward scaled to the party's level instead.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Noxfeld]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
* '''Outsiders!'''&lt;br /&gt;
&lt;br /&gt;
Noxfeld is an old city surrounded by a tall, thick wall - the wall itself is extremely well built, however the materials used look off, or unusual.  The Pelmoore River used to run through the center of the city - however after the Breach, the eastern half of the city was abandoned, it's buildings cannibalized for materials to build the wall surrounding the western half.  Over the course of the following two centuries, the wall was reinforced, thick rope and iron banding hold everything firmly in place, however it has never been expanded outward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(I've finished all this, but the wiki is still a work in progress.  The rest of this page will be finished later)&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=803</id>
		<title>Plot Hooks</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=803"/>
		<updated>2023-07-20T15:38:24Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Separate from the rest of the wiki pages, here are a list of suggested plot hooks in the various locations around the Empire of Aarden.&lt;br /&gt;
&lt;br /&gt;
I've never written anything for use by ''other people,'' before - so if anything here is confusing or doesn't seem usable within the context I've provided, please feel free to reach out to me on discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Xulthraxis is still in very early stages of development, I don't yet have anything really usable for that space - but I'll put them here when I do.&lt;br /&gt;
&lt;br /&gt;
=== '''----- ----- ----- ----- -----  Spoilers below  ----- ----- ----- ----- -----''' ===&lt;br /&gt;
&lt;br /&gt;
== A Note on Fadebeasts, spellcasters, and the Breach ==&lt;br /&gt;
 &lt;br /&gt;
Hastus Vos (spoiler) was a worshiper of the ancient god Morphaeos, an entity associated with Dreams, Inspiration, Darkness, and Art.  Attempting to open a portal to a realm he believed to be associated with Morphaeos, he accidentally tore a hole between Kemetus Major (the planet Aarden is located on) and the ''Ether,'' a space between spaces, a realm that exists and does not exist all at once.  The fog / mist known as &amp;quot;The Fade&amp;quot; pours from this hole, from the Ether itself, and as a result is endless and infinite in supply.  Fadebeasts are monsters or animals from other worlds who have in one way or another wound up in the ether, and left through the breach into KM. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fadebeasts and magic users should be rare, extremely rare.  The primary antagonist in Aarden is ultimately meant to be mankinds misinterpretation, or invention, of religion or otherworldy messages.  The concept of Lovecraftian &amp;quot;old gods&amp;quot; with no regard for, or desire to interact with, human life allows for a multitude of interpretations by humans covering a wide array of possibilities.  Several of the villains I've used have just been people trying in vain to attain magic powers through worship, strange behavior, or even blood sacrifice.  People are awful and do awful things. &lt;br /&gt;
&lt;br /&gt;
Magic users should be limited to a bare fraction of the NPCs you introduce - and keep in mind that with no instruction, schools, or solid information to learn their craft, many of these spellcasters should be inexperienced and improvising. &lt;br /&gt;
&lt;br /&gt;
Fadebeasts themselves are extra-dimensional beings, Aberrations in 5e terms, however they are not inherently malevolent.  These could be simple animals, predators or prey, from a variety of different worlds or universes that were ultimately deposited somehow through the Breach into Aarden.  The neutrality of these animals is important, because humans misunderstanding, and therefore fearing them, is equally important.&lt;br /&gt;
&lt;br /&gt;
That being said, throw in some evil as hell bastards if you want.&lt;br /&gt;
&lt;br /&gt;
In addition, with the exception of the Solace Massacre and animals typically associated with packs, fadebeasts should almost never work together.  Keep in mind any two fadebeasts could be just as alien to each other as they are to the people in Aarden.&lt;br /&gt;
&lt;br /&gt;
One final thing to bear in mind is that not Aarden is not located on Earth and the world associated with Aarden isn't meant to replicate or ''be'' Earth in any way.  Strange creatures are sure to exist, native to Aarden, within reason.  I've used giant spiders and centipedes, hinted at owlbears, and introduced a flying dog that are all supposedly native to Aarden.  (The flying dog is not.)&lt;br /&gt;
&lt;br /&gt;
== Aarden ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Solace]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Solace was placed within the woods and directly next to the Fade, with the explanation that it's proximity to the stronghold monastery of Nostor's Keep made it a first-stop and high priority for the maintenance of the Fade Collector network.&lt;br /&gt;
&lt;br /&gt;
With that in mind, I also used the town for fodder to jumpstart a campaign.  It's isolation and the boldness of having a town in a location that obviously risky make it an easy target for destruction.&lt;br /&gt;
&lt;br /&gt;
I had a dark knight leading a small group of monsters attack the town during a festival, causing the players to have to run away.  I used a death knight and wyvern stat blocks for this so that it would very clearly be something the players could not defeat at their level - giving them a much larger payoff down the road when they finally beat the bad guy they had to run from in the beginning.&lt;br /&gt;
&lt;br /&gt;
The Solace Massacre factors into many of the other plot hooks available in other cities, as increased fear regarding the concept of organized fadebeast attacks, or the introduction of refugees from the forest town could upset the balance in other places.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Three Bridges]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Three Bridges is a goof name, as there are only two bridges.  The people behind the town's name had intended on a third bridge, crossing the Istun Inlet south of the town, but it was never built.&lt;br /&gt;
&lt;br /&gt;
* '''The Miller is ripping off the refugees'''&lt;br /&gt;
&lt;br /&gt;
Following the massacre of Solace, Jakub Gondwright been asked to provide his services to the Solace Refugees free of charge and that he'll be reimbursed by the town's coffers once the crisis is over.  He chooses to disregard this, and instead has jacked his prices for grain and flour up - not believing the town has enough to cover the cost that would be incurred.  His mill is old, clunky, and the grain he keeps in exchange for his services to farmers takes time to mill and sell.  On the party's arrival in town, there will be a clerk, or perhaps even the mayor herself, positioned near the gatehouse taking in refugees from Solace, stressed at the influx of people and trying to keep track.  They'll request the party's help with convincing Jakub, although insist they do so peacefully.&lt;br /&gt;
&lt;br /&gt;
Jakub is a coward, but knows the guards will intervene if he's at risk for violence.  He's also a bit of a scumbag, so appealing to his sense of decency will be difficult.  As a result, I set the DC's for my players to intimidate and persuade him in these ways a bit higher, around 18 for their level 3 characters.  Jakub is not especially bright, however, and a deception attempt to do something like make him think the guards wouldn't intervene, that the mayor had sent you to issue a threat, or that you can guarantee the coffers can cover his fees - these all would have been easier, around a 12 or 14.&lt;br /&gt;
&lt;br /&gt;
Additionally, a player skilled in masonry, carpentry, tinkers tools, engineering, etc - could offer to increase the productivity of his aging, clunky windmill.  A successful DC15 check in any of these skills to do so, along with committing to working on the Mill over the course of a day - will convince him that he'll be able to make up any losses with the increased production.&lt;br /&gt;
&lt;br /&gt;
* '''The West Empire Company'''&lt;br /&gt;
&lt;br /&gt;
Immediately to the left of the entrance to the town will be a large walled-in storage yard with a building behind it, marked with the emblem of the WEC - a well known caravan company that ironically operates mostly on the eastern side of the Empire, maintaining freight routes where boats and trains cannot go.  There are a few notes for this building:&lt;br /&gt;
&lt;br /&gt;
# Colton Smythe will be standing outside the building, attending to horses or smoking.  He does the hiring for the caravan company and will approach anyone who enters the yard to see what they need, or if they're in search of employment.  He's a gruff, pragmatic man.  He is also a ''relic'' dealer - the term used in Aarden for black-market magical or enchanted items, however the party will need to earn his trust in order to find this out.  The DM can decide on what he has and how much it costs, depending on your own loot tables and how much money you're dolling out.&lt;br /&gt;
# The WEC will be hiring people to investigate a missing caravan headed towards the town from the east.  Should they choose to pursue this, they'll find the caravan only a few hours east from town - it had been stopped by the Hand of the Creator, and witch-hunters had hauled it's drivers away for questioning.  The caravan was known to have been moving a few crates of illegal materials including Bloodstone Dust, Dried Bat Wings and Newt Eyes, and runes made from bone - all materials associated with spell components, particularly for necromancy.  The Witch-Hunters still investigating the caravan will have no questions for the party - but will give them the above information to take back to Smythe.&lt;br /&gt;
# If they '''''did not'''''  take the job from Smythe, there is a woman waiting inside the office for the shipment from the missing Caravan named Susanna Grimsby, because I name things like a child.  She'll claim to know nothing about the spell components, and that she was just waiting for a gift of spices from her sister.  As a warlock, Grimsby is skilled in deception, set an insight check DC high for this one, as she's lying and is definitely waiting for the crates containing the spell components.&lt;br /&gt;
&lt;br /&gt;
* '''Amalia Efterstone and the Istun Ruins'''&lt;br /&gt;
&lt;br /&gt;
A wealthy looking woman visiting from the capital city of Vezenhold is meeting two bodyguards at the WEC building, having hired them through Smythe to escort her to the Istun Ruins.  Her name is Amalia Efterstone, and her family has owned the deed to these ruins for generations - without ever making any attempt to renovate or rebuild, as the manor there was destroyed centuries ago during the panic following the Breach.  She's looking to see the former grounds of Istun Manor as she plans on renovating them herself now that she's inherited the deed.  The bodyguards hired through the WEC are, in fact, bandits - intent on finding a way to acquire the deed for themselves.  If they can get Efterstone to sign it over to them before having an ''unfortunate accident,'' they could then sell it off and be rich.  Smythe is not aware of this - these men offered their services knowing Efterstone would be making the visit.  &lt;br /&gt;
&lt;br /&gt;
If the party somehow determines the bodyguards are untrustworthy they can accompany Efterstone to the ruins, where an ambush will be lying in wait for them.  There are a few ways this could be done.&lt;br /&gt;
&lt;br /&gt;
They look shady.  That sounds silly, but it works.  A relatively easy insight check of around 14-16 could determine that these guys look more like highwaymen than what you'd expect for a bodyguard hired to protect nobility.&lt;br /&gt;
&lt;br /&gt;
If they offer their services in addition to the bodyguards, they'll have to pass a persuasion check on Efterstone of around the same 14-16 range.  The bandits will quit on the spot, and go wait ahead of the party.&lt;br /&gt;
&lt;br /&gt;
They could follow the trio, seeing the ambush group and Efterstone being tied up.&lt;br /&gt;
&lt;br /&gt;
Not only is Efterstone grateful for her rescue - but she's disappointed in the state of the Istun Ruins, stating that her manor in Akerton is on a parcel of land twice the size of this.  She'll gift the party the deed in exchange for saving her life.  (alternatively, you could just give them a large sum of gold, if you don't want to bother with player housing / homesteading.)  If the players try to sell the deed, they'll learn pretty quickly that it's actually relatively worthless.  People in the frontier towns won't be able to afford it - and the wealthy elites from the Vezenhold area are unlikely to ever want to move that close to the Fade.  They could, potentially, sell it off for '''''however much gold you would've given them instead of the damn thing in the first place.'''''&lt;br /&gt;
&lt;br /&gt;
* '''The Necromancer, or the Rectangular-Mouthed-Fade-Beast'''&lt;br /&gt;
&lt;br /&gt;
Someone in town - be it the Mayor, Colton Smythe, the local Nostor at the church, etc - will tell the party that there have been mysterious graverobbings happening over the past few months.  Entire graves, hollowed out, without piles of dirt or anything left behind - perfectly squared out empty graves.  A local sergeant in the Vezenhold Militia, who I voiced like a slowed-down foghorn leghorn and made as dumb as a brick, very strongly believes that it is, in fact, a rectangular mouthed fadebeast.  One that flies.  &amp;quot;And what he does is, see, he comes up to this grave, see, and he fits his whole mouth around the grave and he sucks all that dirt up into his mouth, see.  But he only does it at night, or he's invisible, or he's flyin', or both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are a number of ways your players could figure out the identity of the necromancer, who is in fact '''''Susanna Grimsby,''''' mentioned above.  If they already suspect her, they could sneak into her home, watch her movements, or confront her directly.  Players could try to post up overnight and watch the graveyard - where they might find evidence of undead minions moving about the shadows on the outskirts of town.  These minions could be followed back to Grimsby's home, or perhaps their tracks could be followed if the party destroys them. &lt;br /&gt;
&lt;br /&gt;
Grimsby herself will attack the players and absolutely fight to the death if confronted or found out.  If she figures out before a confrontation that she's being investigated, you could choose to have her leave town and go into hiding somewhere.  She will not give herself up or surrender under any circumstance, as to do so would guarantee the rest of her life being spent enduring painful torture until her execution by the Hand of the Creator.  Better to take her chances here and die fighting than have her spirit severed by those red robed freaks in their frozen monastery. &lt;br /&gt;
&lt;br /&gt;
Grimsby is a potential place for your players to find one of the '''''Nua-Stones,''''' a set of five ancient stone orbs of extradimensional origin scattered throughout the Empire, believed by occultists to be fragments of an ancient world that was completely shattered and destroyed. &lt;br /&gt;
&lt;br /&gt;
* '''Alistair Fawkes wants to capture a Fadehound'''&lt;br /&gt;
&lt;br /&gt;
Alistair Fawkes is an [[Important Characters|important character]] in the Aarden setting.  An archaeologist, alchemist, and cleric, he'll offer the party a small reward in exchange for their aid in capturing a fadebeast alive for use in his research into their origins, behavior, and anatomy.  He's heard of a small pack of [[Bestiary|Fadehounds]] outside of the city that he believes they could handle in order to capture one of them.  He'll bring his flying dog, Aluat, and a horse + carriage with a large wooden crate to store the beast in, and lead them to the edges of the Istun Ruins where the fadehounds are rumored to be hunting.&lt;br /&gt;
&lt;br /&gt;
To make the combat encounter more difficult, you may wish to place additional, unengaged enemies around the ruins.  A pack of bandits, or a wandering monster, as when one of the fadebeasts are killed, the rest will scatter and run (see their stat block) and the potential for having them alert other enemies is a risk your players will have to take into consideration to avoid focus-fire.&lt;br /&gt;
&lt;br /&gt;
Alistair will reward them however you see fit for your campaign - I used his expertise in alchemy and herbalism to give the players the option of adding those proficiencies during their stay in town, however if you aren't using a [[Crafting|crafting system]] you may want a more traditional reward scaled to the party's level instead.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Noxfeld]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(I've finished all this, but the wiki is still a work in progress.  The rest of this page will be finished later)&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=802</id>
		<title>Plot Hooks</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=802"/>
		<updated>2023-07-20T15:22:27Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* A Note on Fadebeasts, spellcasters, and the Breach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Separate from the rest of the wiki pages, here are a list of suggested plot hooks in the various locations around the Empire of Aarden.&lt;br /&gt;
&lt;br /&gt;
I've never written anything for use by ''other people,'' before - so if anything here is confusing or doesn't seem usable within the context I've provided, please feel free to reach out to me on discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Xulthraxis is still in very early stages of development, I don't yet have anything really usable for that space - but I'll put them here when I do.&lt;br /&gt;
&lt;br /&gt;
=== '''----- ----- ----- ----- -----  Spoilers below  ----- ----- ----- ----- -----''' ===&lt;br /&gt;
&lt;br /&gt;
== A Note on Fadebeasts, spellcasters, and the Breach ==&lt;br /&gt;
 &lt;br /&gt;
Hastus Vos (spoiler) was a worshiper of the ancient god Morphaeos, an entity associated with Dreams, Inspiration, Darkness, and Art.  Attempting to open a portal to a realm he believed to be associated with Morphaeos, he accidentally tore a hole between Kemetus Major (the planet Aarden is located on) and the ''Ether,'' a space between spaces, a realm that exists and does not exist all at once.  The fog / mist known as &amp;quot;The Fade&amp;quot; pours from this hole, from the Ether itself, and as a result is endless and infinite in supply.  Fadebeasts are monsters or animals from other worlds who have in one way or another wound up in the ether, and left through the breach into KM. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fadebeasts and magic users should be rare, extremely rare.  The primary antagonist in Aarden is ultimately meant to be mankinds misinterpretation, or invention, of religion or otherworldy messages.  The concept of Lovecraftian &amp;quot;old gods&amp;quot; with no regard for, or desire to interact with, human life allows for a multitude of interpretations by humans covering a wide array of possibilities.  Several of the villains I've used have just been people trying in vain to attain magic powers through worship, strange behavior, or even blood sacrifice.  People are awful and do awful things. &lt;br /&gt;
&lt;br /&gt;
Magic users should be limited to a bare fraction of the NPCs you introduce - and keep in mind that with no instruction, schools, or solid information to learn their craft, many of these spellcasters should be inexperienced and improvising. &lt;br /&gt;
&lt;br /&gt;
Fadebeasts themselves are extra-dimensional beings, Aberrations in 5e terms, however they are not inherently malevolent.  These could be simple animals, predators or prey, from a variety of different worlds or universes that were ultimately deposited somehow through the Breach into Aarden.  The neutrality of these animals is important, because humans misunderstanding, and therefore fearing them, is equally important.&lt;br /&gt;
&lt;br /&gt;
That being said, throw in some evil as hell bastards if you want.&lt;br /&gt;
&lt;br /&gt;
In addition, with the exception of the Solace Massacre and animals typically associated with packs, fadebeasts should almost never work together.  Keep in mind any two fadebeasts could be just as alien to each other as they are to the people in Aarden.&lt;br /&gt;
&lt;br /&gt;
One final thing to bear in mind is that not Aarden is not located on Earth and the world associated with Aarden isn't meant to replicate or ''be'' Earth in any way.  Strange creatures are sure to exist, native to Aarden, within reason.  I've used giant spiders and centipedes, hinted at owlbears, and introduced a flying dog that are all supposedly native to Aarden.  (The flying dog is not.)&lt;br /&gt;
&lt;br /&gt;
== Aarden ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Solace]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Solace was placed within the woods and directly next to the Fade, with the explanation that it's proximity to the stronghold monastery of Nostor's Keep made it a first-stop and high priority for the maintenance of the Fade Collector network.&lt;br /&gt;
&lt;br /&gt;
With that in mind, I also used the town for fodder to jumpstart a campaign.  It's isolation and the boldness of having a town in a location that obviously risky make it an easy target for destruction.&lt;br /&gt;
&lt;br /&gt;
I had a dark knight leading a small group of monsters attack the town during a festival, causing the players to have to run away.  I used a death knight and wyvern stat blocks for this so that it would very clearly be something the players could not defeat at their level - giving them a much larger payoff down the road when they finally beat the bad guy they had to run from in the beginning.&lt;br /&gt;
&lt;br /&gt;
The Solace Massacre factors into many of the other plot hooks available in other cities, as increased fear regarding the concept of organized fadebeast attacks, or the introduction of refugees from the forest town could upset the balance in other places.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Three Bridges]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Three Bridges is a goof name, as there are only two bridges.  The people behind the town's name had intended on a third bridge, crossing the Istun Inlet south of the town, but it was never built.&lt;br /&gt;
&lt;br /&gt;
* '''The Miller is ripping off the refugees'''&lt;br /&gt;
&lt;br /&gt;
Following the massacre of Solace, Jakub Gondwright been asked to provide his services to the Solace Refugees free of charge and that he'll be reimbursed by the town's coffers once the crisis is over.  He chooses to disregard this, and instead has jacked his prices for grain and flour up - not believing the town has enough to cover the cost that would be incurred.  His mill is old, clunky, and the grain he keeps in exchange for his services to farmers takes time to mill and sell.  On the party's arrival in town, there will be a clerk, or perhaps even the mayor herself, positioned near the gatehouse taking in refugees from Solace, stressed at the influx of people and trying to keep track.  They'll request the party's help with convincing Jakub, although insist they do so peacefully.&lt;br /&gt;
&lt;br /&gt;
Jakub is a coward, but knows the guards will intervene if he's at risk for violence.  He's also a bit of a scumbag, so appealing to his sense of decency will be difficult.  As a result, I set the DC's for my players to intimidate and persuade him in these ways a bit higher, around 18 for their level 3 characters.  Jakub is not especially bright, however, and a deception attempt to do something like make him think the guards wouldn't intervene, that the mayor had sent you to issue a threat, or that you can guarantee the coffers can cover his fees - these all would have been easier, around a 12 or 14.&lt;br /&gt;
&lt;br /&gt;
Additionally, a player skilled in masonry, carpentry, tinkers tools, engineering, etc - could offer to increase the productivity of his aging, clunky windmill.  A successful DC15 check in any of these skills to do so, along with committing to working on the Mill over the course of a day - will convince him that he'll be able to make up any losses with the increased production.&lt;br /&gt;
&lt;br /&gt;
* '''The West Empire Company'''&lt;br /&gt;
&lt;br /&gt;
Immediately to the left of the entrance to the town will be a large walled-in storage yard with a building behind it, marked with the emblem of the WEC - a well known caravan company that ironically operates mostly on the eastern side of the Empire, maintaining freight routes where boats and trains cannot go.  There are a few notes for this building:&lt;br /&gt;
&lt;br /&gt;
# Colton Smythe will be standing outside the building, attending to horses or smoking.  He does the hiring for the caravan company and will approach anyone who enters the yard to see what they need, or if they're in search of employment.  He's a gruff, pragmatic man.  He is also a ''relic'' dealer - the term used in Aarden for black-market magical or enchanted items, however the party will need to earn his trust in order to find this out.  The DM can decide on what he has and how much it costs, depending on your own loot tables and how much money you're dolling out.&lt;br /&gt;
# The WEC will be hiring people to investigate a missing caravan headed towards the town from the east.  Should they choose to pursue this, they'll find the caravan only a few hours east from town - it had been stopped by the Hand of the Creator, and witch-hunters had hauled it's drivers away for questioning.  The caravan was known to have been moving a few crates of illegal materials including Bloodstone Dust, Dried Bat Wings and Newt Eyes, and runes made from bone - all materials associated with spell components, particularly for necromancy.  The Witch-Hunters still investigating the caravan will have no questions for the party - but will give them the above information to take back to Smythe.&lt;br /&gt;
# If they '''''did not'''''  take the job from Smythe, there is a woman waiting inside the office for the shipment from the missing Caravan named Susanna Grimsby, because I name things like a child.  She'll claim to know nothing about the spell components, and that she was just waiting for a gift of spices from her sister.  As a warlock, Grimsby is skilled in deception, set an insight check DC high for this one, as she's lying and is definitely waiting for the crates containing the spell components.&lt;br /&gt;
&lt;br /&gt;
* '''Amalia Efterstone and the Istun Ruins'''&lt;br /&gt;
&lt;br /&gt;
A wealthy looking woman visiting from the capital city of Vezenhold is meeting two bodyguards at the WEC building, having hired them through Smythe to escort her to the Istun Ruins.  Her name is Amalia Efterstone, and her family has owned the deed to these ruins for generations - without ever making any attempt to renovate or rebuild, as the manor there was destroyed centuries ago during the panic following the Breach.  She's looking to see the former grounds of Istun Manor as she plans on renovating them herself now that she's inherited the deed.  The bodyguards hired through the WEC are, in fact, bandits - intent on finding a way to acquire the deed for themselves.  If they can get Efterstone to sign it over to them before having an ''unfortunate accident,'' they could then sell it off and be rich.  Smythe is not aware of this - these men offered their services knowing Efterstone would be making the visit.  &lt;br /&gt;
&lt;br /&gt;
If the party somehow determines the bodyguards are untrustworthy they can accompany Efterstone to the ruins, where an ambush will be lying in wait for them.  There are a few ways this could be done.&lt;br /&gt;
&lt;br /&gt;
They look shady.  That sounds silly, but it works.  A relatively easy insight check of around 14-16 could determine that these guys look more like highwaymen than what you'd expect for a bodyguard hired to protect nobility.&lt;br /&gt;
&lt;br /&gt;
If they offer their services in addition to the bodyguards, they'll have to pass a persuasion check on Efterstone of around the same 14-16 range.  The bandits will quit on the spot, and go wait ahead of the party.&lt;br /&gt;
&lt;br /&gt;
They could follow the trio, seeing the ambush group and Efterstone being tied up.&lt;br /&gt;
&lt;br /&gt;
Not only is Efterstone grateful for her rescue - but she's disappointed in the state of the Istun Ruins, stating that her manor in Akerton is on a parcel of land twice the size of this.  She'll gift the party the deed in exchange for saving her life.  (alternatively, you could just give them a large sum of gold, if you don't want to bother with player housing / homesteading.)  If the players try to sell the deed, they'll learn pretty quickly that it's actually relatively worthless.  People in the frontier towns won't be able to afford it - and the wealthy elites from the Vezenhold area are unlikely to ever want to move that close to the Fade.  They could, potentially, sell it off for '''''however much gold you would've given them instead of the damn thing in the first place.'''''&lt;br /&gt;
&lt;br /&gt;
* '''The Necromancer, or the Rectangular-Mouthed-Fade-Beast'''&lt;br /&gt;
&lt;br /&gt;
Someone in town - be it the Mayor, Colton Smythe, the local Nostor at the church, etc - will tell the party that there have been mysterious graverobbings happening over the past few months.  Entire graves, hollowed out, without piles of dirt or anything left behind - perfectly squared out empty graves.  A local sergeant in the Vezenhold Militia, who I voiced like a slowed-down foghorn leghorn and made as dumb as a brick, very strongly believes that it is, in fact, a rectangular mouthed fadebeast.  One that flies.  &amp;quot;And what he does is, see, he comes up to this grave, see, and he fits his whole mouth around the grave and he sucks all that dirt up into his mouth, see.  But he only does it at night, or he's invisible, or he's flyin', or both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are a number of ways your players could figure out the identity of the necromancer, who is in fact '''''Susanna Grimsby,''''' mentioned above.  If they already suspect her, they could sneak into her home, watch her movements, or confront her directly.  Players could try to post up overnight and watch the graveyard - where they might find evidence of undead minions moving about the shadows on the outskirts of town.  These minions could be followed back to Grimsby's home, or perhaps their tracks could be followed if the party destroys them. &lt;br /&gt;
&lt;br /&gt;
Grimsby herself will attack the players and absolutely fight to the death if confronted or found out.  If she figures out before a confrontation that she's being investigated, you could choose to have her leave town and go into hiding somewhere.  She will not give herself up or surrender under any circumstance, as to do so would guarantee the rest of her life being spent enduring painful torture until her execution by the Hand of the Creator.  Better to take her chances here and die fighting than have her spirit severed by those red robed freaks in their frozen monastery. &lt;br /&gt;
&lt;br /&gt;
Grimsby is a potential place for your players to find one of the '''''Nua-Stones,''''' a set of five ancient stone orbs of extradimensional origin scattered throughout the Empire, believed by occultists to be fragments of an ancient world that was completely shattered and destroyed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(I've finished all this, but the wiki is still a work in progress.  The rest of this page will be finished later)&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=801</id>
		<title>Plot Hooks</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Plot_Hooks&amp;diff=801"/>
		<updated>2023-07-20T15:19:38Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* ----- ----- ----- ----- -----  Spoilers below  ----- ----- ----- ----- ----- */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Separate from the rest of the wiki pages, here are a list of suggested plot hooks in the various locations around the Empire of Aarden.&lt;br /&gt;
&lt;br /&gt;
I've never written anything for use by ''other people,'' before - so if anything here is confusing or doesn't seem usable within the context I've provided, please feel free to reach out to me on discord!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Xulthraxis is still in very early stages of development, I don't yet have anything really usable for that space - but I'll put them here when I do.&lt;br /&gt;
&lt;br /&gt;
=== '''----- ----- ----- ----- -----  Spoilers below  ----- ----- ----- ----- -----''' ===&lt;br /&gt;
&lt;br /&gt;
== A Note on Fadebeasts, spellcasters, and the Breach ==&lt;br /&gt;
Hastus Vos (spoiler) was a worshiper of the ancient god Morphaeos, an entity associated with Dreams, Inspiration, Darkness, and Art.  Attempting to open a portal to a realm he believed to be associated with Morphaeos, he accidentally tore a hole between Kemetus Major (the planet Aarden is located on) and the ''Ether,'' a space between spaces, a realm that exists and does not exist all at once.  The fog / mist known as &amp;quot;The Fade&amp;quot; pours from this hole, from the Ether itself, and as a result is endless and infinite in supply.  Fadebeasts are monsters or animals from other worlds who have in one way or another wound up in the ether, and left through the breach into KM. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fadebeasts and magic users should be rare, extremely rare.  The primary antagonist in Aarden is ultimately meant to be mankinds misinterpretation, or invention, of religion or otherworldy messages.  The concept of Lovecraftian &amp;quot;old gods&amp;quot; with no regard for, or desire to interact with, human life allows for a multitude of interpretations by humans covering a wide array of possibilities.  Several of the villains I've used have just been people trying in vain to attain magic powers through worship, strange behavior, or even blood sacrifice.  People are awful and do awful things. &lt;br /&gt;
&lt;br /&gt;
Magic users should be limited to a bare fraction of the NPCs you introduce - and keep in mind that with no instruction, schools, or solid information to learn their craft, many of these spellcasters should be inexperienced and improvising. &lt;br /&gt;
&lt;br /&gt;
Fadebeasts themselves are extra-dimensional beings, Aberrations in 5e terms, however they are not inherently malevolent.  These could be simple animals, predators or prey, from a variety of different worlds or universes that were ultimately deposited somehow through the Breach into Aarden.  The neutrality of these animals is important, because humans misunderstanding, and therefore fearing them, is equally important.&lt;br /&gt;
&lt;br /&gt;
That being said, throw in some evil as hell bastards if you want.&lt;br /&gt;
&lt;br /&gt;
In addition, with the exception of the Solace Massacre and animals typically associated with packs, fadebeasts should almost never work together.  Keep in mind any two fadebeasts could be just as alien to each other as they are to the people in Aarden.&lt;br /&gt;
&lt;br /&gt;
One final thing to bear in mind is that not Aarden is not located on Earth and the world associated with Aarden isn't meant to replicate or ''be'' Earth in any way.  Strange creatures are sure to exist, native to Aarden, within reason.  I've used giant spiders and centipedes, hinted at owlbears, and introduced a flying dog that are all supposedly native to Aarden.  (The flying dog is not.)&lt;br /&gt;
&lt;br /&gt;
== Aarden ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Solace]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Solace was placed within the woods and directly next to the Fade, with the explanation that it's proximity to the stronghold monastery of Nostor's Keep made it a first-stop and high priority for the maintenance of the Fade Collector network.&lt;br /&gt;
&lt;br /&gt;
With that in mind, I also used the town for fodder to jumpstart a campaign.  It's isolation and the boldness of having a town in a location that obviously risky make it an easy target for destruction.&lt;br /&gt;
&lt;br /&gt;
I had a dark knight leading a small group of monsters attack the town during a festival, causing the players to have to run away.  I used a death knight and wyvern stat blocks for this so that it would very clearly be something the players could not defeat at their level - giving them a much larger payoff down the road when they finally beat the bad guy they had to run from in the beginning.&lt;br /&gt;
&lt;br /&gt;
The Solace Massacre factors into many of the other plot hooks available in other cities, as increased fear regarding the concept of organized fadebeast attacks, or the introduction of refugees from the forest town could upset the balance in other places.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;[[Three Bridges]]&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Three Bridges is a goof name, as there are only two bridges.  The people behind the town's name had intended on a third bridge, crossing the Istun Inlet south of the town, but it was never built.&lt;br /&gt;
&lt;br /&gt;
* '''The Miller is ripping off the refugees'''&lt;br /&gt;
&lt;br /&gt;
Following the massacre of Solace, Jakub Gondwright been asked to provide his services to the Solace Refugees free of charge and that he'll be reimbursed by the town's coffers once the crisis is over.  He chooses to disregard this, and instead has jacked his prices for grain and flour up - not believing the town has enough to cover the cost that would be incurred.  His mill is old, clunky, and the grain he keeps in exchange for his services to farmers takes time to mill and sell.  On the party's arrival in town, there will be a clerk, or perhaps even the mayor herself, positioned near the gatehouse taking in refugees from Solace, stressed at the influx of people and trying to keep track.  They'll request the party's help with convincing Jakub, although insist they do so peacefully.&lt;br /&gt;
&lt;br /&gt;
Jakub is a coward, but knows the guards will intervene if he's at risk for violence.  He's also a bit of a scumbag, so appealing to his sense of decency will be difficult.  As a result, I set the DC's for my players to intimidate and persuade him in these ways a bit higher, around 18 for their level 3 characters.  Jakub is not especially bright, however, and a deception attempt to do something like make him think the guards wouldn't intervene, that the mayor had sent you to issue a threat, or that you can guarantee the coffers can cover his fees - these all would have been easier, around a 12 or 14.&lt;br /&gt;
&lt;br /&gt;
Additionally, a player skilled in masonry, carpentry, tinkers tools, engineering, etc - could offer to increase the productivity of his aging, clunky windmill.  A successful DC15 check in any of these skills to do so, along with committing to working on the Mill over the course of a day - will convince him that he'll be able to make up any losses with the increased production.&lt;br /&gt;
&lt;br /&gt;
* '''The West Empire Company'''&lt;br /&gt;
&lt;br /&gt;
Immediately to the left of the entrance to the town will be a large walled-in storage yard with a building behind it, marked with the emblem of the WEC - a well known caravan company that ironically operates mostly on the eastern side of the Empire, maintaining freight routes where boats and trains cannot go.  There are a few notes for this building:&lt;br /&gt;
&lt;br /&gt;
# Colton Smythe will be standing outside the building, attending to horses or smoking.  He does the hiring for the caravan company and will approach anyone who enters the yard to see what they need, or if they're in search of employment.  He's a gruff, pragmatic man.  He is also a ''relic'' dealer - the term used in Aarden for black-market magical or enchanted items, however the party will need to earn his trust in order to find this out.  The DM can decide on what he has and how much it costs, depending on your own loot tables and how much money you're dolling out.&lt;br /&gt;
# The WEC will be hiring people to investigate a missing caravan headed towards the town from the east.  Should they choose to pursue this, they'll find the caravan only a few hours east from town - it had been stopped by the Hand of the Creator, and witch-hunters had hauled it's drivers away for questioning.  The caravan was known to have been moving a few crates of illegal materials including Bloodstone Dust, Dried Bat Wings and Newt Eyes, and runes made from bone - all materials associated with spell components, particularly for necromancy.  The Witch-Hunters still investigating the caravan will have no questions for the party - but will give them the above information to take back to Smythe.&lt;br /&gt;
# If they '''''did not'''''  take the job from Smythe, there is a woman waiting inside the office for the shipment from the missing Caravan named Susanna Grimsby, because I name things like a child.  She'll claim to know nothing about the spell components, and that she was just waiting for a gift of spices from her sister.  As a warlock, Grimsby is skilled in deception, set an insight check DC high for this one, as she's lying and is definitely waiting for the crates containing the spell components.&lt;br /&gt;
&lt;br /&gt;
* '''Amalia Efterstone and the Istun Ruins'''&lt;br /&gt;
&lt;br /&gt;
A wealthy looking woman visiting from the capital city of Vezenhold is meeting two bodyguards at the WEC building, having hired them through Smythe to escort her to the Istun Ruins.  Her name is Amalia Efterstone, and her family has owned the deed to these ruins for generations - without ever making any attempt to renovate or rebuild, as the manor there was destroyed centuries ago during the panic following the Breach.  She's looking to see the former grounds of Istun Manor as she plans on renovating them herself now that she's inherited the deed.  The bodyguards hired through the WEC are, in fact, bandits - intent on finding a way to acquire the deed for themselves.  If they can get Efterstone to sign it over to them before having an ''unfortunate accident,'' they could then sell it off and be rich.  Smythe is not aware of this - these men offered their services knowing Efterstone would be making the visit.  &lt;br /&gt;
&lt;br /&gt;
If the party somehow determines the bodyguards are untrustworthy they can accompany Efterstone to the ruins, where an ambush will be lying in wait for them.  There are a few ways this could be done.&lt;br /&gt;
&lt;br /&gt;
They look shady.  That sounds silly, but it works.  A relatively easy insight check of around 14-16 could determine that these guys look more like highwaymen than what you'd expect for a bodyguard hired to protect nobility.&lt;br /&gt;
&lt;br /&gt;
If they offer their services in addition to the bodyguards, they'll have to pass a persuasion check on Efterstone of around the same 14-16 range.  The bandits will quit on the spot, and go wait ahead of the party.&lt;br /&gt;
&lt;br /&gt;
They could follow the trio, seeing the ambush group and Efterstone being tied up.&lt;br /&gt;
&lt;br /&gt;
Not only is Efterstone grateful for her rescue - but she's disappointed in the state of the Istun Ruins, stating that her manor in Akerton is on a parcel of land twice the size of this.  She'll gift the party the deed in exchange for saving her life.  (alternatively, you could just give them a large sum of gold, if you don't want to bother with player housing / homesteading.)  If the players try to sell the deed, they'll learn pretty quickly that it's actually relatively worthless.  People in the frontier towns won't be able to afford it - and the wealthy elites from the Vezenhold area are unlikely to ever want to move that close to the Fade.  They could, potentially, sell it off for '''''however much gold you would've given them instead of the damn thing in the first place.'''''&lt;br /&gt;
&lt;br /&gt;
* '''The Necromancer, or the Rectangular-Mouthed-Fade-Beast'''&lt;br /&gt;
&lt;br /&gt;
Someone in town - be it the Mayor, Colton Smythe, the local Nostor at the church, etc - will tell the party that there have been mysterious graverobbings happening over the past few months.  Entire graves, hollowed out, without piles of dirt or anything left behind - perfectly squared out empty graves.  A local sergeant in the Vezenhold Militia, who I voiced like a slowed-down foghorn leghorn and made as dumb as a brick, very strongly believes that it is, in fact, a rectangular mouthed fadebeast.  One that flies.  &amp;quot;And what he does is, see, he comes up to this grave, see, and he fits his whole mouth around the grave and he sucks all that dirt up into his mouth, see.  But he only does it at night, or he's invisible, or he's flyin', or both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are a number of ways your players could figure out the identity of the necromancer, who is in fact '''''Susanna Grimsby,''''' mentioned above.  If they already suspect her, they could sneak into her home, watch her movements, or confront her directly.  Players could try to post up overnight and watch the graveyard - where they might find evidence of undead minions moving about the shadows on the outskirts of town.  These minions could be followed back to Grimsby's home, or perhaps their tracks could be followed if the party destroys them. &lt;br /&gt;
&lt;br /&gt;
Grimsby herself will attack the players and absolutely fight to the death if confronted or found out.  If she figures out before a confrontation that she's being investigated, you could choose to have her leave town and go into hiding somewhere.  She will not give herself up or surrender under any circumstance, as to do so would guarantee the rest of her life being spent enduring painful torture until her execution by the Hand of the Creator.  Better to take her chances here and die fighting than have her spirit severed by those red robed freaks in their frozen monastery. &lt;br /&gt;
&lt;br /&gt;
Grimsby is a potential place for your players to find one of the '''''Nua-Stones,''''' a set of five ancient stone orbs of extradimensional origin scattered throughout the Empire, believed by occultists to be fragments of an ancient world that was completely shattered and destroyed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(I've finished all this, but the wiki is still a work in progress.  The rest of this page will be finished later)&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Unique_Materials&amp;diff=800</id>
		<title>Unique Materials</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Unique_Materials&amp;diff=800"/>
		<updated>2023-07-19T21:48:34Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Metals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Both the worlds of Kemetus Major (Aarden) and Xulthraxis are home to the same set of four unique metals and many herbs and other reagents for use in any of the crafting professions by either players or NPCs.&lt;br /&gt;
&lt;br /&gt;
== Metals ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;200&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Encorium.png|Encorium: Extremely rare, Encorium is the lightest of the rare metals in the world.  Strong, inflexible, but lightweight, encorium has many uses to artisans who can afford it.&lt;br /&gt;
File:Canisite.png|Canisite: Another rare metal, canisite is a dull brownish-red metal that can be mistaken for raw iron to the untrained eye.  Also known as &amp;quot;Curse-Stone,&amp;quot; canisite has strange, supposedly otherworldly properties giving it a corrosive nature when it comes in contact with moisture, including that on the skin (or beneath it.)&lt;br /&gt;
File:Terranite.png|Terranite: This rare and incredibly dense bright silver metal is found in crystal-like formations and is among the heaviest and hardest metals known.  Popular among tinkerers and engineers, this dense metal requires intense heat to work with - however it forges the strongest bonds and creates nearly indestructible machine parts.  Its density and weight make it extremely impractical for use in protective armour.&lt;br /&gt;
File:Middium.png|Middium: This uncommon, deep red metal is known for its ability to rapidly absorb heat and hold it for longer than any other naturally occurring metal on the planet.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Unique_Materials&amp;diff=799</id>
		<title>Unique Materials</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Unique_Materials&amp;diff=799"/>
		<updated>2023-07-19T21:47:55Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Terranite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Both the worlds of Kemetus Major (Aarden) and Xulthraxis are home to the same set of four unique metals and many herbs and other reagents for use in any of the crafting professions by either players or NPCs.&lt;br /&gt;
&lt;br /&gt;
== Metals ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Encorium.png|Encorium: Extremely rare, Encorium is the lightest of the rare metals in the world.  Strong, inflexible, but lightweight, encorium has many uses to artisans who can afford it.&lt;br /&gt;
File:Canisite.png|Canisite: Another rare metal, canisite is a dull brownish-red metal that can be mistaken for raw iron to the untrained eye.  Also known as &amp;quot;Curse-Stone,&amp;quot; canisite has strange, supposedly otherworldly properties giving it a corrosive nature when it comes in contact with moisture, including that on the skin (or beneath it.)&lt;br /&gt;
File:Terranite.png|Terranite: This rare and incredibly dense bright silver metal is found in crystal-like formations and is among the heaviest and hardest metals known.  Popular among tinkerers and engineers, this dense metal requires intense heat to work with - however it forges the strongest bonds and creates nearly indestructible machine parts.  Its density and weight make it extremely impractical for use in protective armour.&lt;br /&gt;
File:Middium.png|Middium: This uncommon, deep red metal is known for its ability to rapidly absorb heat and hold it for longer than any other naturally occurring metal on the planet.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Unique_Materials&amp;diff=798</id>
		<title>Unique Materials</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Unique_Materials&amp;diff=798"/>
		<updated>2023-07-19T21:45:43Z</updated>

		<summary type="html">&lt;p&gt;Nket: /* Metals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Both the worlds of Kemetus Major (Aarden) and Xulthraxis are home to the same set of four unique metals and many herbs and other reagents for use in any of the crafting professions by either players or NPCs.&lt;br /&gt;
&lt;br /&gt;
== Metals ==&lt;br /&gt;
[[File:Middium.png|left|thumb|103x103px]]&lt;br /&gt;
[[File:Terranite.png|left|thumb|105x105px]]&lt;br /&gt;
&lt;br /&gt;
=== Middium ===&lt;br /&gt;
This uncommon, deep red metal is known for its ability to rapidly absorb heat and hold it for longer than any other naturally occurring metal on the planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terranite ===&lt;br /&gt;
This rare and incredibly dense bright silver metal is found in crystal-like formations and is among the heaviest and hardest metals known.  Popular among tinkerers and engineers, this dense metal requires intense heat to work with - however it forges the strongest bonds and creates nearly indestructible machine parts.  Its density and weight make it extremely impractical for use in protective armour.&lt;br /&gt;
&lt;br /&gt;
[[File:Canisite.png|left|thumb|107x107px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Canisite ===&lt;br /&gt;
Another rare metal, canisite is a dull brownish-red metal that can be mistaken for raw iron to the untrained eye.  Also known as &amp;quot;Curse-Stone,&amp;quot; canisite has strange, supposedly otherworldly properties giving it a corrosive nature when it comes in contact with moisture, including that on the skin (or beneath it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Encorium.png|left|thumb|109x109px]]&lt;br /&gt;
&lt;br /&gt;
=== Encorium ===&lt;br /&gt;
Extremely rare, Encorium is the lightest of the rare metals in the world.  Strong, inflexible, but lightweight, encorium has many uses to artisans who can afford it.&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=File:Encorium.png&amp;diff=797</id>
		<title>File:Encorium.png</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=File:Encorium.png&amp;diff=797"/>
		<updated>2023-07-19T21:45:13Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encorium&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=File:Canisite.png&amp;diff=796</id>
		<title>File:Canisite.png</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=File:Canisite.png&amp;diff=796"/>
		<updated>2023-07-19T21:42:53Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Canisite&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=File:Terranite.png&amp;diff=795</id>
		<title>File:Terranite.png</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=File:Terranite.png&amp;diff=795"/>
		<updated>2023-07-19T21:42:15Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Terranite&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=File:Middium.png&amp;diff=794</id>
		<title>File:Middium.png</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=File:Middium.png&amp;diff=794"/>
		<updated>2023-07-19T21:41:18Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Middium&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
	<entry>
		<id>https://ttrpg.dreamsreach.com/index.php?title=Crafting&amp;diff=793</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://ttrpg.dreamsreach.com/index.php?title=Crafting&amp;diff=793"/>
		<updated>2023-07-19T21:39:44Z</updated>

		<summary type="html">&lt;p&gt;Nket: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of this system were taken from '''[https://www.gmbinder.com/share/-MNG6P6I8-1tJM3aroaV here]''' - slight edits and variations were made to fit the worlds and personal preferences!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In both Aarden and Nua, a robust crafting system is available to players.  Put together from a variety of different sources from all over the internet, a collection of hundreds of ingredients and dozens of recipes are available, in addition to anything the players may dream up on their own.  In D&amp;amp;D Beyond, most ingredients are available with homebrew sharing enabled and all are labelled with the word &amp;quot;Component.&amp;quot;  The currently available homebrew consumables can also be found on D&amp;amp;D Beyond, and if more are dreamed up or created by players, they'll be added there as well.&lt;br /&gt;
&lt;br /&gt;
Included among the many materials used are several components unique to this universe, which can be found [[Unique Materials|here.]]&lt;br /&gt;
&lt;br /&gt;
== [[Schematics]] ==&lt;br /&gt;
Schematics can be purchased from merchants all over the world, most craftsmen are willing to teach their schema, for a price.&lt;br /&gt;
&lt;br /&gt;
A full host of recipes are available for those proficient in Alchemy, Brewing, Herbalism, and Poisoner's Tools.&lt;br /&gt;
&lt;br /&gt;
Suggested plans and recipes are available for those proficient in Blacksmithing, Cobbler, Jeweler, Leatherworking, Woodcarving, and Weavers tools.&lt;br /&gt;
&lt;br /&gt;
Carpenters and Masons have additional benefits while exploring, and can contribute their skills to save time and money should the party decide to pursue a Homestead.&lt;br /&gt;
&lt;br /&gt;
Calligraphers, Cartographers, Glassblowers, Painters, and Potters can also find ways to use their skills in the world to earn additional coin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether you're cooking up consumables, crafting equipment for the party, building a house, or using your skills to make money - all of the Artisan's tools have some use in the worlds of Aarden and Nua.&lt;br /&gt;
&lt;br /&gt;
== Alchemists ==&lt;br /&gt;
Alchemists create consumables with arcane or magical effects.  Creating these items will require proficiency in Alchemist's Supplies, however, proficiency in Herbalism will increase your yield and chance for success in finding components while exploring.&lt;br /&gt;
&lt;br /&gt;
While exploring, Alchemists gain Advantage on '''Arcana''' and '''Investigation''' skill checks when these checks are used to determine what potions, chemicals, or other substances might have been used in a given situation.&lt;br /&gt;
&lt;br /&gt;
There are several recipes available for Alchemists, and all common recipes are granted upon becoming proficient with the tools.&lt;br /&gt;
== Herbalists ==&lt;br /&gt;
Herbalists create consumables with physical or healing effects.  Creating these items requires proficiency in Herbalists Supplies, and proficiency in Herbalism will increase your yield and chance for success in finding components while exploring.&lt;br /&gt;
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While exploring, Herbalists gain Advantage on '''Nature''' and '''Investigation''' checks when attempting to identify plants and ingredients, and they can also use Investigation checks to taste a potion or ingredient to try and discern its properties.&lt;br /&gt;
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There are several recipes available for Herbalists, and all common recipes are granted upon becoming proficient with the tools.&lt;br /&gt;
== Poisoners ==&lt;br /&gt;
Poisoners create poison.  It's in the name.  Proficiency in Alchemy and Herbalism can both be used to increase your yield when attempting to harvest reagents while exploring or from the parts of fallen creatures.&lt;br /&gt;
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While exploring, Poisoners gain advantage on '''History''' checks to recall infamous poisonings.&lt;br /&gt;
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They also gain advantage on '''Investigation, Perception, Medicine, Nature''', and '''Survival''' checks when these checks are relating to poisonous objects, ingredients, victims, plants, or venomous creatures.&lt;br /&gt;
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There are several recipes available for Poisoners, and all common recipes are granted upon becoming proficient with the tools.&lt;br /&gt;
== Brewers ==&lt;br /&gt;
Brewers can create Ale, Mead, and Wine - provided they have a space to store it for a sufficient amount of time to do so.  After they have those base items, they can use other ingredients to infuse their beverages with a variety of different properties, however all of the consumables created this way have drawbacks in addition to their positive effects - not to mention the possibility of intoxication or a brutal hangover.&lt;br /&gt;
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While exploring, Brewers gain advantage on '''History''' checks concerning events that involve alcohol as a significant element.&lt;br /&gt;
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They also gain advantage on '''Medicine''' checks to treat alcohol poisoning or if attempting to use alcohol to dull someone's pain, as well as '''Persuasion''' checks when they offer a home-brewed beverage to their target.  Brewers also have the ability to purify water that would otherwise be undrinkable, as part of a long rest they can purify up to six gallons of water.&lt;br /&gt;
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There are several recipes available for Brewers, and all common recipes are granted upon becoming proficient with the tools.&lt;br /&gt;
== Carpenters ==&lt;br /&gt;
Should the party decide to pursue a homestead or home-base, carpenters can lend their skills to the construction of the place, reducing the time and cost of the project.  In addition, they may offer their services to various people while exploring in exchange for cash, goods, services, or information.&lt;br /&gt;
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In addition, while exploring Carpenters gain advantage on:&lt;br /&gt;
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'''History''' checks used to identify the origins or use of wooden buildings and large objects.&lt;br /&gt;
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'''Perception''' and '''Investigation''' checks to spot irregularities in wooden walls or floors, making it easier to find traps, trap doors, and secret passages.&lt;br /&gt;
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'''Stealth''' checks when moving along a wooden floor.&lt;br /&gt;
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Carpenters can '''fortify''' a door or window on a wooden structure, making it more difficult to open, and as part of a long rest they can construct a lean-to or similar shelter to provide additional protection during that rest.&lt;br /&gt;
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== Calligraphers ==&lt;br /&gt;
Proficiency in Calligraphy allows you to craft spell scrolls, given that you know the spell being inscribed and you have the appropriate ink.  (See Alchemist Recipes)&lt;br /&gt;
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While exploring, Calligraphers gain advantage on '''Arcana''' and '''Investigation''' checks used to identify who wrote something, especially if it's magical in nature or from a prominent source.&lt;br /&gt;
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They also gain advantage on '''History''' checks to analyze ancient writings, scrolls, or other texts - including runes etched into stone or other material, and frescoes or other displays.&lt;br /&gt;
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Proficiency in Calligraphy gives you the ability to decipher written messages using '''Thieves Cant.'''&lt;br /&gt;
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In addition, this tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, and whether a map includes any hidden messages or similar facts.&lt;br /&gt;
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== Cartographers ==&lt;br /&gt;
Proficiency in cartography's main benefit is the ability to read and craft maps, as well as advantage on checks used to recall routes the party may have taken without a map - or the immediate ability to do so with one.&lt;br /&gt;
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Cartographers gain advantage on '''Arcana, History,''' and '''Religion''' checks to use their knowledge of maps to unearth more detailed information.  They may be able to spot hidden messages, find where or when a map was made, or be able to determine if geographical features have changed since then, and so forth.&lt;br /&gt;
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Their familiarity with physical geography makes gives them advantage on '''Nature''' checks to answer questions or solve issues relating to the terrain around them, as well as '''Survival''' checks to find paths to civilization or avoid becoming lost.&lt;br /&gt;
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== Cobblers ==&lt;br /&gt;
Cobblers make shoes!  Or boots!  Or sandals!  Or some weird kind of boot-shoe-sandal combined monstrosity!&lt;br /&gt;
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While exploring, Cobblers gain advantage on '''Arcana''' and '''History''' checks used to identify the magical properties of enchanted footwear, and on '''Investigation''' checks used to examine footwear or footprints, potentially giving more information about the wearer.&lt;br /&gt;
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Cobblers also gain the ability to '''Maintain Footwear''', as part of a short or long rest, the Cobbler can go to work providing regular maintenance on their companion's shoes.  For the next 24 hours, up to six creatures of your choice with footwear you worked on can travel up to ''ten hours'' per day without making saving throws to avoid exhaustion, instead of the usual ''eight.''&lt;br /&gt;
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Cobblers can craft hidden compartments inside shoes or boots, granting the ability to conceal anything the footwear is large enough to conceivably hold.&lt;br /&gt;
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Cobblers can also craft footwear as equipment for themselves, their companions, or for sale - given they have the appropriate materials.  Proficiency in Leatherworking will provide a better understanding of what properties various types of hides may hold.&lt;br /&gt;
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== Cooks ==&lt;br /&gt;
Cooks can craft various types of food and rations, potentially providing themselves and their companions with various small but long-lasting bonuses.&lt;br /&gt;
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While exploring, Cooks gain advantage on '''History''' checks used to assess the social patterns involved in a culture's eating habits.  ''This is actually a thing from the DMG, and I have no idea why.''&lt;br /&gt;
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In addition, they gain advantage on '''Medicine''' checks when administering treatment to transform medicine that is bitter or sour into a pleasing concoction.  ''Again, DMG weirdness.  Just take the buckley's, kid.''&lt;br /&gt;
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'''Survival''' checks used to forage for food can give the cook additional ingredients that others would be unable to transform into nourishing meals.  ''Who wants a cockroach pie?''&lt;br /&gt;
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Cooks can also '''Prepare Meals,''' as part of a short rest they can provide a meal that helps companions regain their strength.  The cook and up to five creatures of their choice can regain 1 extra hit point per Hit Die spent during a short rest, provided they have access to their utensils and sufficient ingredients.&lt;br /&gt;
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== Glassblowers ==&lt;br /&gt;
Glassblowers can craft bottles and flasks, vials or phials, or phvials.  Fvphials.&lt;br /&gt;
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While exploring, Glassblowers gain advantage on '''Arcana''' or '''History''' checks when they examine glass objects, like potion bottles, windows, or glass items in a treasure hoard.  For instance, they may be able to determine a bottle's ingredients by studying how the glass has been changed by its contents.  They also gain advantage on '''Investigation''' checks used to determine the meaning of clues that involve broken glass or glass objects, as well as find weaknesses in glass objects or more easily determine ways to break or remove glass structures quietly.&lt;br /&gt;
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Ultimately, while Glassblowing may be one of the more lackluster professions, its potential can be expanded by one's imagination, possibly allowing the crafting of enchanted trinkets or glass jewelry, or in selling fancy goods for a tidy profit.&lt;br /&gt;
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== Jewelcrafters ==&lt;br /&gt;
Jewelcrafters can craft jewelry, or use their skills to cut gems, crystals, or jewels into intricate designs for use or sale.  These items can be sold for a much larger profit than the gems would have on their own, or could even be enchanted for use by themselves or their companions.&lt;br /&gt;
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While exploring, they gain advantage on '''Arcana''' checks to gain knowledge about mystical uses of various gems; potentially allowing them to identify objects that may use them.  They also get advantage on '''Investigation''' checks when inspecting jeweled objects, in determining their origin or purpose or any clues they may hold, as well as having the ability to identify gems and determine their value at a glance.&lt;br /&gt;
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== Leatherworkers ==&lt;br /&gt;
Leatherworking involves the tanning of hides and the crafting of items from hide or leather.  Different hides from different creatures, be they beasts, fiends, monstrosities or dragons, may give different physical or magical properties to the equipment made from them.  Leatherworkers have a more in-depth understanding of hides, allowing them a better yield when attempting to gain hides by skinning.&lt;br /&gt;
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While exploring, they gain advantage on '''Arcana''' and '''Investigation''' checks regarding leather items, equipment, or clues - and they can identify the source of various types of hides or leathers simply by looking at them.&lt;br /&gt;
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Equipment crafted by Leatherworkers can be sold or used by themselves or their companions.&lt;br /&gt;
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== Masons ==&lt;br /&gt;
Similar to Carpenters, Masons have more in depth knowledge about the construction of buildings.  A mason can more easily identify weak spots in brick or stone walls, and can also lend their skills to the construction of a home or structure, reducing the time and cost of the work.&lt;br /&gt;
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They gain advantage on '''History, Investigation,''' and '''Perception''' checks when inspecting stone structures, being able to determine age, material, or even irregularities in construction, making it easier to find trap doors or secret passages.&lt;br /&gt;
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Finding weak spots and secret doors is the main benefit for masons, and an obviously invaluable advantage to have when delving into stone-walled dungeons or castles.&lt;br /&gt;
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== Painters ==&lt;br /&gt;
You're an artist!  Neat!&lt;br /&gt;
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Painters gain advantage on '''Arcana, History, Religion, Investigation,''' and '''Perception''' checks when inspecting paintings or similar works of  visual art.  Their expertise will aid them in uncovering lore or magical properties relating to artwork, such as a strange mural found in a dungeon.&lt;br /&gt;
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As part of a short or long work, painters can produce a simple work of art, or put some time into a more complicated one.  They can capture scenes or visuals to more easily demonstrate the location of a door, the face of a fugitive, or identifying landmarks of strange locations.  They can also sell their work, should they choose to, to make some extra coin.&lt;br /&gt;
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== Potters ==&lt;br /&gt;
It's hard to read the word without spitting it like Draco Malfoy, but a ''Potter'' makes... pots.  Ceramics!  Clay, stuff like that.  Into, you know, receptacles or whatever.&lt;br /&gt;
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Potters gain advantage on '''History, Investigation,''' and '''Perception''' checks when examining or identifying ceramic objects, and they can easily reconstruct broken ceramic objects in order to see what they may have been, or what information or imagery they may have held.&lt;br /&gt;
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Potters, like Glassblowers, might seem boring or limited at face value, but the benefit of being able to sell work, or use your imagination to attempt to craft interesting or usable items cannot be understated.&lt;br /&gt;
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== Blacksmithing ==&lt;br /&gt;
&amp;quot;Why isn't this list in alphabetical order?&amp;quot; you ask.&lt;br /&gt;
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&amp;quot;Because I'm an idiot.&amp;quot; I reply.&lt;br /&gt;
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Blacksmiths are adept at making weapons and armor from various metals.  Different metal may imbue those pieces with different physical or magical qualities, and this equipment may be used or sold.&lt;br /&gt;
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Blacksmiths gain advantage on '''Arcana, History,''' and '''Investigation''' checks used when examining metal objects like tools, armor, weapons, or other metalwork.  A broken metal railing may be more easily examined for points of sabotage by someone educated in its construction.  Blacksmiths can also repair equipment, should it be damaged, with access to tools and a flame hot enough to make metal pliable.&lt;br /&gt;
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== Tinkers ==&lt;br /&gt;
Tinkers Tink.  They Tink about this, they Tink about that, always Tinking.&lt;br /&gt;
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Tinkers gain advantage on '''History''' and '''Investigation''' checks to determine the age and origin of objects, gadgets and gizmos.  If it's got moving parts, a Tinker has a better chance of figuring out what the heck it is.  They can also repair these objects if need be, over a short or long rest.&lt;br /&gt;
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&amp;quot;Tinkering&amp;quot; is a fairly generic term most commonly associated with engineering, and as such the variety of objects possible with this profession is too broad to describe here.  Just spend some time Tinking about it and you'll come up with a few ideas.&lt;br /&gt;
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== Weavers ==&lt;br /&gt;
Weavers create fabric, and for the purpose of these games, things ''made from'' that fabric.  Fabric is made from various animal or plant parts, and different furs, wools, or varying rarities of plant fibers may give their crafted fabrics or equipment varying physical or magical properties.  Cloaks, clothing, backpacks, tents, bedrolls, or '''''cool hats,''''' if it's made from cloth - Weavers can make them.&lt;br /&gt;
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Weavers gain advantage on '''Arcana, History,''' and '''Investigation''' checks used to inspect or understand clothing or objects made from cloth, potentially finding clues or information that wouldn't be available to someone without the knowledge of their construction.  They can also repair goods.&lt;br /&gt;
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Weavers may craft cloth and clothing from various items - but they aren't particularly skilled at gathering the required materials.  Herbalists, Woodcarvers and Carpenters may have a better understanding of gathering relevant plant parts, and Leatherworkers understand hides much better.  These professions will increase the yield from attempts to gather those resources.&lt;br /&gt;
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== Woodcarvers ==&lt;br /&gt;
Finally, the last profession (on this list.)&lt;br /&gt;
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Woodcarvers can craft trinkets and objects from wood, but are also able to construct a handful of tools or weapons made solely from wood.  Woodcarvers can craft Bows, quarterstaves, shields or clubs, and the type of wood used to craft these items may give them increased magical or physical ability.&lt;br /&gt;
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While exploring, they gain advantage on '''Arcana, History,''' and '''Nature''' rolls to gain additional insight when examining wooden objects, such as figurines, weapons, or arrows, and can more easily identify the potential physical or magical properties of the wood from various trees.  They can repair wooden objects or craft arrows over a short or long rest, and these arrows may also be granted additional properties depending on the wood used to craft them.&lt;/div&gt;</summary>
		<author><name>Nket</name></author>
	</entry>
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