The villains spend their time sparingly as they could until they settle for their rooms. Overall most folks stuck on castle so maid Melphy was to assist them. As Hayate headed to city, Glysora accompanied him to circus and watch the spectacle in audience with him.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Elias</div><div class="spoiler_body">Thanks visiting library Elias has one time usage of advantage to any history rolls regarding Darklands culture/politics and Arcane rolls regarding magical events in Darklands (present or past).<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Political info</div><div class="spoiler_body">In Darklands politics the Dark Council has existed millenia, albeit membership has changed and it's gained usually by murdering/killing present member of the Dark Council. The original dark council formed after the departure of entity known as <em>Lord of Darkness</em>. Original dark council members were lieutenants of single most powerful entity which approached in power of a god in world at the time but yet was mortal being and died. Lord of Darkness own personal keep disappeared and has since re-appaered few centuries in between them. It's sort honored tradition for all power hungry individuals in Darkland to race and reach the keep before it disappears again, always re-appearing random and hard to reach location in Darkland. Attended by one lieutenant/concubine who swore oath to safeguard the keep which is resting place to remains of Lord of Darkness.<br/><br/>Reason for race is simple; for prestige and get gifted with dark blessing (or improving one if already got it). From the original dark council (which was six originally and has shifted between three and twenty since aeons), only one original lord remains; Lord Chargoth the demilich. Purpose of dark council is set common ground rules and laws in Darklands so it does not fall entirely on anarchy. But largely each member of dark council rules large domain and they set own rules besides basic ground rules (like not attacking one another is popular one). Customs and culture thus shifts every era basically. But still some neutral territories between domains do exist as means to just have neutral negotiation grounds. Sanguine Market is one such places.<br/><br/>Overall though the politics in any region boils down to simple fact which rules Darklands; those powerful make rules and thus they respect power and listen accomplished individuals requests and each lord or ruler of a domain (whether a dark council member or not) then makes own judgement. Nobody likes bullied around and so if you plan make quick or forceful decision someone to make, better back it up with a sounding threat which other believes your capable of doing. May it be political or physical sort threat.<br/><br/>Usually if someone starts be powerful, often lesser/weaker factions unite and form alliances around such people. Often dark council members had 'internal conflicts' even inside own domains against such alliances if they were not thorough enough purge the dissenters from their lands or those even capable thinking able to defy them. So dark council members often employed espionage and subtle threats and paranoia as means to spy/keep tabs or place false rumors or even attacks done by other lords in domains to create atmosphere where united alliance is impossible.<br/><br/>Darklands in shortly can be summarily called land ruled by strong and powerful rulers who besides personal power are very Machiavellian in mindset. Each ruler is concentrated on their own personal interest and so one way unite any rulers is if they have shared personal interest (survival) but even that is not always guaranteed depending definition of 'survival' and even betrayal of own former allies is form of survival if the traitor thinks can win or gamble better in doing such plot.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Magical Events info</div><div class="spoiler_body">In magical events there are dozen but following facts are common; curses hold especially strong influence to many events and curses in general hold strongest potency and power when cast on Darklands. Even non-caster who utters a death curse in Darkland causes manifestation of <em>somekind</em>. In sort Darklands makes curses to happen but potency also depends on source of the curse. A curse of a farmer at best causes sense of dread or odd shadows around cursed target for while where as death curse cast by a lich can cause loved one rise from dead as banshee who comes kill you.<br/><br/>Other renown magical events are called <em>Blood Moon</em> which occurs once every ten years, it lasts for a week and during it sun does not rise in the world and in that times lycantrophes go into insatiable bloodlust (or horny some cases). Also any necromancy spells are double as potent (in harm, effect, duration or amount undead controlled/raised). Also during those nights vampires are empowered (gaining advantage to all rolls and doubled regeneration/fast healing) and in legend original blood moon was potched attempt create eternal night by ancient vampire lords. Next one should occur in present calendar in two years and it always occurs in same time as Halloween is in normal world. Vivid nightmares are common occurrence before and during blood moon week.<br/><br/>Another magical event are spellstorms, which can occur across globe but in Darklands are especially vicious as epic scaled spell duels (either powerful or many casters) can conjure one. In spellstorms magic goes haywire and effects can be random in very diverse manner. Also even if you do not cast there are random magical effects occurring in bad spellstorms (like rip portal to hell and dozen fiends pop out into barn). But they are unpredictable.<br/><br/>One more beneficial albeit rare magical event in Darklands are Bloodshard eruptions, they are followed after earthquakes and some cases a crimson/pink mist erupts from cracks, inside those cracks are dark crimson/pinkish shards which are invaluable for creation of several magic item creations or extra potent potions. They occur three or five times a year random locations in Darklands. However crystals need harvested in 24 hours after quake before they loose potency (harvested crystals do not loose it so it's likely connected to soil why shards loose power). Even diminished crystals sell decently but not as good as 'fresh harvested' ones.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Guan</div><div class="spoiler_body">Thanks visit to library Guan has one time advantage to any roll regarding history which details elven arts/warfare, history of humanity/heroes and one advantage roll on religion regarding old gods.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Elven Arts</div><div class="spoiler_body">Elven arts of warfare favor their nimble and dexterous physique but also sharpness on information and patience. In short elves can be very annoying foes to face as they take defensive stance and does not make offensive move unless they are certain to eliminate risk or minimize the gamble. As heart most elves are perfectionists to fault but exceptions do exist. In direct combat elves favor accuracy over raw power, so their attacks may sting regularly but they rarely end fight in single blow and rather wear foe down while avoid own injuries.<br/><br/>So thus favoring polearms and bows, swords are rarer but they favor the rapiers and short swords (often in pairs as they like use shorter blade for parries and other to strike). Only time when elves favor heavier weapons is when they are unusual robust or are bladesingers who's choice of weapon is dictated by tradition. Also some weapons elves wear in battle are family heirlooms, so even if it does not exactly match they carry the weapons in battle none the less but it's perhaps only flaw in otherwise perfectionist nature how they train. However even if elf has trained for 80 years, most of those years had been done by doing traditional routines and repeats of very basics. So actual combat experience may be lacking so elves are vulnerable to improvisation or very unusual tricks. But beware veterans who actually have experience and have waged and adventured decades as those fighters have seen and survived all odds, even longer than most human or short lived race counter parts. As old credo among fighters go; <em>beware those who live long in profession where most die or retire young</em>.<br/><br/>Often elves, even non-wizards, know cantrip or two but rarely use it directly in fight. But in warfare this common trait shows in even file and rank soldiers in majority in units having someone capable casting utility or simple cantrips. Example squad of five elves may have two people with cantrips thanks their experimental years in studying under wizard uncle and thus may silently commune with message cantrip or conjure illusionary terrain features to hide themselves or conceal their camp better. Magic is very internal part of elven warfare, even it's not often flashy as with human armies war wizards but more sinister and unseen. Mists conceal infantry approach, illusions or even divinations to predict your movements are common as sending nightmares to plaque strategist or use conjured decoys mislead troops or occupy them for brief amount time to disrupt formations.<br/><br/>This stems from fact attack spells damage surroundings and most battles with elves happen in woodlands and thus elves wish not harm their environment and less offensive spells cause less spellstorms (reference to magical events). Elves can easily retreat on casualties and they often than not seek rescue any prisoners of war with skilled elven spies and scouts. Very least crueler times end their suffering in hands of captors as they did once when orcish horde captured larger elven settlement to end suffering of women and children when rescue was seen impossible.<br/><br/>In general art the elven perfectionism is high as it can be; a elven painter can work on complex multilayered painting for years where as human painter works at most a year. So reason why elven work is more valued is not necessary always by quality; as human talent can match it. But by rarity itself how often finished works are ever published. Same goes for other fields; weapons, armor, jewelry. However this overall creates the fact that elves almost never own junk; every item even poorest elf home is result of years work from past artisan and family members and so often elves hold emotional and personal value above actual quality of item. Albeit in general quality of items even said house hold is higher than humans. So next time you handle a elven crafted longsword, it either was passion project of a understudy elven smith or heirloom from past generation which present generation holds no wish to keep (or need cash for something more meaningful things). As elves never work for labor alone, they work for passion for craft. As elven children get experiment a lot before they set course what they pursue at least decade and do it three more times before reaching first century mark before settling on new project.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">History of Humanity&amp;Heroes of old</div><div class="spoiler_body">History of humanity is diverse subject as there had been lots kingdoms. Albeit in present form Thrune Kingdom has been central human civilization for 1,000 years but it was predated 8,000 years of various empires and kingdoms before it. Present Thrune Kingdom was formed by single conqueror who forcefully united the kingdom (same as done earlier era grand empires, as anything past 500 years is counted as 'era' and anything less than that was not noted as much).<br/><br/>Dunes of Sekesh is more stable as it has got solid human habitation for 2,000 years but it started as nomad tribes until it evolved into cities which turned sand to gold; in form of valuable gold mines and thus nomad tribes grew rich. However it involved employing dirty tactics; in raiding and capturing slaves they employed slaves to mines and they continued to do so until 200 years ago one heroes put stop to it and now only criminals or hired laborers are found. However slavery existed to this day in other forms in form of debts and it lead to sex business industry or debtor slavery in general. Dunes of Sekesh has no standing army; unless not count larger mercenary companies who had served the richest sultans for decades and even those can change rapidly.<br/><br/>Alderan was once part of larger empire (pre-dating Thrune Kingdom) but later in larger civil war broke off from main empire and became own thing since 1,500 year ago. They have ancient ideals of codes, nobility and royalty which creates deep social gaps between commoners, nobles and deeper gab to nobles and royalty. In 500 years ago church gained more influence and power thanks plaque which only clergy could deal with and as part to pay expenses nobles sold lands for cure and in end church then owned all land and started dictate how to run them. This led many nobles seeking cloths of clergy just sake of ruling and political power gain. Also church started rule on military and thus church codes got involved with military as well. Thus leading the present mix of nobles and church ruling and difference is very subtle but in end church rules over nobles and royalty even in court matters.<br/><br/>Sefyl was once part larger kingdom like Alderan was but they split off over 3,000 years ago. The land became for long time haven for banditry, warlords and overall 'wild borderland' zone. Involving even piracy until a powerful pirate/warlord united the land and founded present kingdom and married a princess to make land legit trade partner to Thrune Kingdom. Thanks roots of piracy nation formed into power house naval force, until new pirates started show up which formed from providences deeper at ocean (island towns/ports) who desired more independence because taxes felt too harsh, which end caused all islanders becoming pirates and it made cease exist their former lifestyle now that they were wanted criminals and did not want cause their native homes harm. But after couple generations even this token of protection of own home islands have vanished altogether and all what's left selfish sea marauders. In recent lineage last ruler had three daughters but died without naming either one heir and it was usually men who inherited the throne. The three siblings rivalry then split nation to three parts and had been in civil war since then and piracy had grown out of hand thanks years of fighting with lack of unity.<br/><br/>In regards past heroes; the large volume had pictures of <em>most</em> heroes (some lacked it but got description). No information on present heroes. Heroes however have been diverse bunch; some were truly heroic while others barely different from villains. However each heroes were summoned by eight powerful mages, often as united work by other human nations and summoned heroes varied in gender and species greatly. But couple of times one or other nation had 'hogged' all heroes for personal gains and used heroes as means win their own internal conflicts than fight 'great evil'. So always heroes did not fight Darklands and often than not they fought for humanity in their wars, even rare couple times even each other! But usually those direct confrontations caused heroes turn upon their 'patrons' and kicking their asses. While some heroes 'mysteriously' fell in battles or assassinations or ambushes for nameless demons or blamed this or that king for deeds. Some heroes even became publicly orchestrated either by choice or by design and becoming outcastes who barely struggled while other heroes flourished (similar to rise of shield hero, the shield hero was).<br/><br/>Overall though general span of heroes activity are between five to twenty years, never longer than twenty years and never heroes stayed in any lasting positions. Some had children but always if not by death in battle they 'vanished' away. Then between a five or two centuries a new summoning was made. Below are some details of renown heroes of past century;<br/><br/><strong>Jarod Tempest, the pirate king</strong>. This half-elf hero put into end enslaving people in Dunes of Sekesh, but same token he is was among heroes summoned in that era most rebellious one and with mixed motives and was not popular in 'traditional' heroic sense. More as great source for gossip and inspired others grasp their own destinies than ruled by any pre-determined fate, may grasping be person becoming a pirate, warlord or even bandit than just a hero. He is also man responsible uniting pirates in his era and several larger islands and founding kingdom, which crumbled on rebellions and infighting and then Sefyl mass scale naval invasion putting end to the empire which prospered only thanks powerful hero leader leading it. He was powerful storm sorcerer with dark warlock powers related to ocean and his blessing was rumored to be power 'defy laws of magic', even greater extend what most sorcerers can do. By legends he commanded powers of Kraken (or a kraken). Also he was infamous womanizer and left hundreds of bastards. Also as sorcerer he knew wish spell as he granted 'miracles' on regular basis.<br/><br/><strong>San Tarsk, The Iron Mage, grand architect</strong>. This hero was renown human genius, which clearly took inspiration for his heroic persona from Iron Man, Tony Stark. He was renown arcane warrior who wore full plate armor in battle and favored using energy blasts and used wizard's craft along with skills of artificer to create many inventions which are common foundations to present era sciences which are common among dwarves and humans. His chosen inventions which he created were airships, underground railway tunnels powered by lightning elementals and magical electric communication vast distance along with transferred image (in short, radio and television). However these secrets are jealously guarded by the guild which he created and enterprise which gave him foundation to immense wealth. Besides his genius level of intellect and wealth his blessing seemed to be unlimited in regards crafting artifacts and he made all his hero colleagues their legendary tier artifacts with ease and some own inventions which are top wanted across world. One of them called '<em>God's Eye</em>' which allows predict future and see across the world anywhere instantly and even view to past as well. Besides inventions he was renown architect who created Kingdom Thrune capital city which is one most impenetrable fortresses in the world besides dwarven forts. With immense walls and many magitech to provide food and water along with magitech artillery. Besides these accomplishments he was womanizer as well, renown for his dalliances with elven princesses and some royalty at the time.<br/><br/><strong>Wilfred, wielder of Scarsbane</strong>. Wilfred was renown warrior of the past who one earliest deeds was slaying a dragon of steel known as <em>Scarandarron</em> (or just 'Scar' in the way how he scarred landscape and kingdoms to ruin). He slew the dragon but instead making powerful magical mail from his hides he crafted his sword; Scarsbane. The sword was unique it behaved like oversized greatsword shaped like a butcher's cleaver but it could at-will brittle and collapse into jagged edged slender longsword which had power of magnetism on it. Causing the shattered fragments of the sword rise up and create barrage of steel scale which was capable wiping out armies in single swing. It could also affect enemy weapons and armor, doubling the weight whatever was made from metal and thus easily defeat golems or other metal entities as well armored warriors whose armors became too heavy to move in or weapons to wield. Wilfred's blessing was his physical prowess, but he was also none that bright in fields of stragedy and tactics. However he later with aid of his wizard friend wrote manual for tactics and warfare, which thanks his reputation not being too smart did not sell well and most books were lost. However few tomes which were sold and later read, revealed a true tactical genius insight and thus manual became one most wanted and rarest stragedic tomes for any general's collection because magic in books prevented anyone copying their content.<br/><br/><strong>Oswald the Hermit God</strong>, this half-orc druid/monk lived in solitude in forests, at times hunted by human kingdom hunters as he sabotaged their efforts to cut down trees and hunt wildlife regular basis and was viewed more as annoying pest than a hero for most of his career. A crazy one. However a old god awakened in ancient forest thanks greed for power by one king guided by witch who was cabal member to insane cult, Oswald alone with feys and his animal friends faced this great evil and facing the abomination titanic horror he declared himself as a god and great battle ensued. But details are sketchy as none other races got involved and all details are fanciful to epic over top tales told by feys. He had nymph companion according the tales (or elven druid). In end after the great battle he disappeared but even to this day many druids revere him by his self-chosen title as sacred defender of wildlands. Also many monks (who seek wisdom and inspiration from nature) seek inspiration from him when studying animals as he used very animalistic sort style to his martial arts. In end creating a druidic society where are hermits and druids living isolation from civilization and caring only for greater balance than matters of evil or good. His blessing was power to reincarnate in forest each time he died, in effect he could not die permanently but for a time yes.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Old Gods</div><div class="spoiler_body">Old Gods refer to gods to monstrous beings like krakens, elementals and other primordial races and entities. According lore world was created from abyssal energies by gods and then left unattended as gods 'focused something else' (no better idea what). But during gods hiatus the old gods infiltrated the world and made it as their home; alien life forms taking place and living in world created by creator gods. However gods then found out and it led to god wars era where old gods and creator gods battled. Old gods fought alongside their subjects while creators one reason or another did not personally fight but through creating entities capable defeating old gods.<br/><br/>In end creator gods creations defeated the old gods, which none were 'killed' for good as during hiatus the old gods had become part of the world and so thus destroying them would destroy significant portion or even function from the world. So old gods were beaten senseless to fall into eternal slumber or banished to own dimension yet retain connection to the world someway. Also progeny of old gods do remain in the world. Some hiding and some thriving even. After this conflict the mortal eras began, creator gods bringing first civilized (more and less) races to inhabit the world and then grow distant again. Only god of balance is only god which actually interact with the world as now.<br/><br/>However the faith of old gods do exist; as they are connected to world they can grant powers and boons to mortal races and they whisper either directly or their progeny does and thus seduce mortal races revere these ancient behemoth beings in deific status. Some scholars theorize the 'old gods' is perhaps wrong term call these entities but rather call them primordial 'giant monsters' which have achieved unbreakable bond to the world which not even gods could not sever away. Some example old god entities are;<br/><br/>Panzuriel (https://en.wikipedia.org/wiki/Panzuriel), progenitor father of kraken race and most krakens form cults around themselves as cult persona as itself (one renown one is queen of krakens)<br/>Ilsensine (https://forgottenrealms.fandom.com/wiki/Ilsensine), patron of mind flayers<br/><br/>Many aberrations (aboleths example) had old god representative which was either sealed or put dormant. The gods creations were dragons and titans and giants in general. Ogres had also old god entity.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ja'rok</div><div class="spoiler_body">Ja'rok gets one time advantage to religion roll for regarding any information on gods/pantheons. Also one time advantage to history roll regarding orcs.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Religion</div><div class="spoiler_body">God of Balance is only god which has interacted with mortals and world in general. All other gods serve more as icons and ideals which follow and get inspired from. However god of balance does not support anyway his own faith or church. However many judges and other peoples who need either balance or make split decisions in grand scheme of things (kingdom rulers included) invoke prayers to him and some clerics follow ideology albeit hold no church or other official faith.<br/><br/>God of Balance role overall has been in keeping good, law, chaos and evil in balance in the world. Keep the forces so they all remain in balance and none grows dominant. His form intervention is in allowing summoning of the heroes. Albeit eight mages are asked for raw power but it's all on god's decision allow it happen or not. So humanity has always taken gamble when they attempt summoning without pleading or checking god of balance for approval.<br/><br/>Also summoned heroes haven't fought evil or Darklands directly; the heroes have fought against other human kingdoms or even other races at times. As means restore balance and bring peace. God of Balance is viewed as god of peace and pacifism overall. Those who follow his teachings seek create balanced utopia where everyone is welcome and happy; to most view it as impossible dream as you simply cannot make <em>everyone</em> happy.<br/><br/>Also for reasons heroes summoned by his aid are powerful but heroes themselves are 'balance breakers' in power and influence; granted extraordinary powers beyond mortals as means create strong current of change. But once change is done, heroes have been send back where they came (but even so some had children in span of ten or twenty years and children and spouses remained behind). But always first patch of heroes do not succeed; some have died and perished and in short as five years new patch has been summoned. There is no recorded incident where heroes have opposed god of balance but author theorized there must had been conflicts.....but they simply haven't been recorded or that heroes were powerless in preventing their return where they came from.<br/><br/>Overall faiths in world are based in inspiration, icons, philosophy and personal faith. Whether your druid, cleric or paladin. As all their divine power comes from themselves or from shared faith from others. Where as arcane draws from world's latent magical power but overall tapestry of magic is called <em>weave</em>. It just manifests differently based on a lens used (faith by divine or force of personality/intelligence of manipulation of magical laws by arcane).</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Orcish legends</div><div class="spoiler_body">There was the basic legends of 'man from mountain' but there was also tales of their children which all were viewed as demigod status, icons, in orcish culture.<br/><br/><strong>Torug Blackstone</strong> became renown for figuring out secrets of dwarven forges and creating first orcish items. Which may be crude in appearance but effective in orcish hands to maximize orcs natural strengths.<br/><br/><strong>Orgoth Shadowlord</strong> became a hermit which communed with shadow realms and rumors by demons. Becoming renown seer and become icon for secret knowledge (and dark magic) and wisdom and scheming as in tales he long plotted on murder of his brother Ulam and succeed without being caught until much later.<br/><br/><strong>Ulam Beastlord</strong> was renown as hunter who is icon of orc masculinity and primal prowess of the hunt. He had largest collection of brides among the iconic legendary orcs and yet died on illness in relative young age. Illness formed from overdrinking and eatting while in truth was Orgoth's scheme get revenge on past slight.<br/><br/><strong>Morr The Cave Mother</strong> is icon of orcish women fertility, sexuality/seduction and as role as devoted mates. But she's fierce guardian icon for children as Morr is told adopted many children and fiercely protected them to her final breath. So she is icon of bonds beyond blood as well.<br/><br/><strong>Dura the Wanderer</strong> is icon for orcs who wander or are outcaste, as unlike her rest siblings she did not raid or harm other races and took mate from outside orcish tribe and is icon for half-orcs. She presents wandering nature of tribes and promises good winds and weathers on travels as blessing or harsh seasons as means test orcish tribe resolve to survive.<br/><br/>In orcish legend the tanarruks, demonic orcs, came to be as result of one female orc called Bashuk the Vile who had sold her soul for magical powers and corrupted her own tribe with demonic blood as means to empower them against her enemies, but also enslave the tribe to her demonic patron who gave the slave leash to her hands. There's lots speculation on tale which demon prince was behind this but large scale it does not matter to the story. Bashuk's tribe thrived and grew, even taking orc captives which were tortured and tormented to either fuel rituals or convert and drink taining demon blood.<br/><br/>Eventually group of heroes slew Bashuk and dismantled her horde, for good and bad, tanarruks came free from binding since slave mistress of theirs fell. However thanks dark deeds the tanarruks are this day viewed on suspicion and viewed tainted by darkest of evils. While others acknowledge that tanarruks were powerless, slaves, to Bashuk and thus their offsprings very least cannot blamed for their ancestors crimes.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">In slave markets</div><div class="spoiler_body">Your search for specimen comes true, there is a slave called Misri (https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcThRYbVubJeGARISWyTFYKYMsMcAuTLyuVZxoIMGIXBwZ67npj8), female aasimar. Besides her beauty her skill with martial prowess is described as 'divine fury'.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hayate</div><div class="spoiler_body">Spectacle in circus inspired you. You get one point of inspiration (a re-roll on any d20 roll).</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Keiyurikyouu</div><div class="spoiler_body">Thanks library trip you gain one time advantage on arcane rolls regarding magical events or magical items (or identify magic item once perfectly without needing know identify).<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Magical events</div><div class="spoiler_body">In magical events there are dozen but following facts are common; curses hold especially strong influence to many events and curses in general hold strongest potency and power when cast on Darklands. Even non-caster who utters a death curse in Darkland causes manifestation of <em>somekind</em>. In sort Darklands makes curses to happen but potency also depends on source of the curse. A curse of a farmer at best causes sense of dread or odd shadows around cursed target for while where as death curse cast by a lich can cause loved one rise from dead as banshee who comes kill you.<br/><br/>Other renown magical events are called <em>Blood Moon</em> which occurs once every ten years, it lasts for a week and during it sun does not rise in the world and in that times lycantrophes go into insatiable bloodlust (or horny some cases). Also any necromancy spells are double as potent (in harm, effect, duration or amount undead controlled/raised). Also during those nights vampires are empowered (gaining advantage to all rolls and doubled regeneration/fast healing) and in legend original blood moon was potched attempt create eternal night by ancient vampire lords. Next one should occur in present calendar in two years and it always occurs in same time as Halloween is in normal world. Vivid nightmares are common occurrence before and during blood moon week.<br/><br/>Another magical event are spellstorms, which can occur across globe but in Darklands are especially vicious as epic scaled spell duels (either powerful or many casters) can conjure one. In spellstorms magic goes haywire and effects can be random in very diverse manner. Also even if you do not cast there are random magical effects occurring in bad spellstorms (like rip portal to hell and dozen fiends pop out into barn). But they are unpredictable.<br/><br/>One more beneficial albeit rare magical event in Darklands are Bloodshard eruptions, they are followed after earthquakes and some cases a crimson/pink mist erupts from cracks, inside those cracks are dark crimson/pinkish shards which are invaluable for creation of several magic item creations or extra potent potions. They occur three or five times a year random locations in Darklands. However crystals need harvested in 24 hours after quake before they loose potency (harvested crystals do not loose it so it's likely connected to soil why shards loose power). Even diminished crystals sell decently but not as good as 'fresh harvested' ones.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Legendary magic items (of Darkland)</div><div class="spoiler_body">There are many ancient magical artifacts from past dark council members and their lieutenants which are unconfirmed in location wise.<br/><br/><strong>Scepter of Graverealms: (https://i.pinimg.com/originals/5c/3b/45/5c3b450af3a84e116ac0d1ed5e93ef14.jpg)</strong> This legendary scepter made from hand of a lich with soulgem of thousand souls bound to it allows it's wielder cast animate dead at-will (9th level slot). Just only needing bodies to animate and no components and undead remain permanent until slain/destroyed or new patch conjured. Besides this undead created have user's profiency to their AC, saves and attack rolls. Also scepter protects user from all negative energy based effects/spells.<br/><br/>Scepter once belonged to Lord Chargoth but since ascending to demilich status he gave it to his apprentice who wrecked havoc in world outside Darklands for good century before put down by heroes who then hid the artifact as they were incapable (or unwilling) to destroy it.<br/><br/><strong>Throne of Dragon King: (http://ambermorant.com/wp-content/uploads/2016/05/by-kerem-beyit.jpg)</strong> Infamous warlord Lord Bas'guk, male tiefling, took a hobby of dragonslaying and collected many elder wyrm bones and build a magical throne from said bones. While sitting on throne it granted him several benefits;<br/><br/><ul class="bbc_list"><li>Resistance to all magic damage</li><li>Immune to frightened, paralyze and charm conditions</li><li>True Seeing (constant)</li><li>Advantage on insight and perception checks</li><li>Able spy location as casting scrying (at-will)</li><li>Sending (works through scrying)</li></ul><br/>As warlord was eventually killed in massive battle with dragonborns and dragons who were related to wyrms he slew, the throne disappeared in chaos of battle and it's speculated one his lieutenants took and hid it but died before uncovering the artifact for own use.<br/><br/><strong>Coat of Ilpharizz:</strong> (https://i.pinimg.com/originals/fb/9a/0d/fb9a0d420391ed628b0d0589e3553b5b.jpg) This coat belonged to male drow assassin/shadow sorcerer Ilpharizz, the coat has ability conjure mirror image (at-will) and it counts as +3 leather armor which provides resistance to poison damage and advantage to saving throws against webs and poisons. As special feature anyone who slays mirror image gets poisoned condittion, suffering 10pts dmg per turn until 10 rounds passes. Also coat gives advantage to stealth checks and allows climb walls like spider.<br/><br/>Ilpharizz wore this coat and on his last mission for drow matron mother he had to slay a hero, he returned with failure without coat and hero still alive and matron mother killed him on the spot. Coat's fate and exact details what came down between Ilpharizz and hero (and how coat was lost) is unknown expect to matron mother who slew Ilpharizz. Either case matron mother one reason or other was unable or unwilling retrieve the item. Or does not know about it. Hero in question was Amber Goldlance, a elven battle bard named after using a golden legendary spear/lance in battle.</div></div></div></div>