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Afterlife

According to the description given by TaeBahk (see legendary entry), it is cold and dark, where it is
possible that the definition of “place” does not apply. The reventa specified, however, that there are
no gods in the after life, as they are not dead.
(source: (5E D&D) The Sinlyn Trials - Session 4: Into the Woods)

Allegiant
It is a group of people, including Bartimaeus (see legendary entry) and Vaden (see entry) who
protected the area of Olbhurn, alongside other formations like the Doomguard (see entry) of the
Souls of Fortune (see entry), from threats such as the Unrepentant (see entry).
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Bartimaeus' Box
It is an ornate item with a metallic plaque, containing one pot of Blaze's father's Miracle Ink (see
entry), one jar of healing salve and three parcels of Disappearance Dust.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Battle Above Olbhurn


It is the name that Kihki Weathers gave in her article on the Daily Eel (see entry) to the
confrontation in the skies above the city, where Bartimaeus (see legendary entry), alongside the two
Doomguards Chalicia and TaeBahk, fought Mathias and Lake (see entry), both members of the
Unrepentants (see entry) and two unknown figures, one of them in black armor, who the Paladin
eventually managed to slay thank to the sudden arrival of his allies.
As to Bartimaeus' later words, the Unrepentants known as Thrash, Seneese and Chaz where also
present. He told the heroes that he had felt Mathias' presence in the evening before the battle, and
then, when investigating it, found the article on the Daily Eel (see entry) about the death of the
Loxian priest. He then tried to distract Mathias from the heroes' attempt to retrieve the book in
Nyrese's custody, but was ambushed and then the Battle ensued.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite, “Fire in the sky!” article on the Daily
Eel)

Begarra, City of Smoke


It is the capital of Palant (see entry), in the far east from Olbhurn (see entry). It is the only known
place with a great concentration of goliaths, dragonborns and tiefling and probably the only one
with the kind of slums depicted in the images shown to the heroes in their Dream (see entry).
(source: (5E D&D) The Sinlyn Trials - Session 4: Into the Woods)

Black Cloak
It is made of a fabric slicker than silk, giving the impression of being woven (correct tense?) of
shadow. To those who can feel magic it emanates a dark and cold aura.
(5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends) addendum: When worn, it gives the
wearer a very strong sensation of cold, as if ti was sucking heat away from them.

Black Guardia Constructs


They are black armored figures, with green light glowing from their plates joints and helmet's
visors, who happen to mount guard at the Mining Facility (see entry) close to the Grayguard
Mountains (see entry). The heroes saw them for the first time in the Dream (see entry).
They wield a long, jagged and curved sword and a shield and appear to be left-handed, something a
fencer should always be aware of. They appear of being endowed with a particularly high level of
combat capability, such as actively deflecting blows and calling for reinforcements. When they are
defeated, their green light ebbs. È
Inside them, there are wires that run green energy to and from the twelve green gems which
probably generate the energy that makes them function. They can keep fighting even when an arm
has been torn off, but as many armors go they suffer bludgeoning damage.
Although the majority of their components is hand-made, some standard pieces of armor appear to
have been casted to expedite production times, while one of their weak spots is the top part of each
limb where the gem is socketed.
(source: (5E D&D) The Sinlyn Trials - Session 5: Mute Shoot Riot)

Black Iron Sword


A crudely made but extremely well-balanced weapon. It is larger and heavier than normal and bears
many dents and scars from use. It emanates both magic and black magic, particularly a malevolent
aura of some sort. It was found sitting on a rack in the Temple of Lox. It appears that it draws its
powers from those it kills.
+2 Sword of Black Iron (2d4 damage one handed, 2d6 damage two handed, with a will save of 15)
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: Bartimaeus (see legendary entry)
told Blaze that the sword is almost useless in its current state, although it could be used in a
divination ritual to discover the position of its past owner. When held by Bartimaeus, it appeared to
strongly vibrate and shake as if it did not want to be in his grasp.
(5E D&D) The Sinlyn Trials - Session 4: Into the Woods addendum: it is probable that it does not
feeds on souls to increase its power. When attacking the Lost Souls (see entry), the sword showed
contempt and unwillingness to keep fighting them, perhaps due to their undead nature.
(5E D&D) The Sinlyn Trials - Session 5: Mute Shoot Riot addendum: against the black armored
black armored constructs (see entry) both found in the Dream (see entry) and in the Mining Facility
in the Greygarden Mountains (see entry), it still sent Blaze the feeling of haughtiness he felt before,
when fighting the Lost Ones (see entry) in the Fair-be-not Forest (see entry). It is probable that it
disdains being used against enemies that it thinks are below its status or power.

Blaze's Father's Home


It is a three-storied building in Olbhurn's outskirts, sitting on the lake and close to the city's docks,
leaning a little bit on one side. There are bricks scattered around in the withered-looking yard and
the door is smashed in splinters.
The inside is a wreck: there are scorch marks left everywhere by very powerful magical
conflagrations, the entire back wall seems to have been blasted off into the lake, hence the weird
angle the tower is leaning in, the staircases are almost destroyed and the place is devoid of life. In
Blaze's father's office, Bartimaeus (see legendary entry) is sifting through the debris, piling things
on a table.
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: the battle in Tapion's office is likley
to have involved the mage himself, Bartimaeus, his assailant who used gunpowder and a fourth
person, as alongside the former's magic signature there was another, whose owner wove (correct
tense?) fire spells, characterized by a flowing pattern, akin to magic songs sung by bards. The
north-west wall, the one that had been torn outward, met that end because of the saturation and
mixing of those signatures, where probably happened a tremendously powerful explosion.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Blaze's Father's Note


It was handed to Blaze by Bartimaeus (see legendary entry).
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Blue Orb
A smooth fist-sized blue orb with blue energy faintly pulsing inside it, warm to the touch, nestled in
a bed of straw. It is a much more powerful version of the green crystals created by gnomish
technology, almost as if it contained a whole lightning storm that, allegedly, can only be forced into
the purest of crystals.
(5E D&D) The Sinlyn Trials - Session 5: Mute Shoot Riot

Book of Secrets
A leather bound book written in invisible ink, with a black cover, where the Loxians note down in a
cypher the important information they collect.
On the final page, there are seventeen listings and four columns. The left one is filled with gibberish
and letters matching those on the back of the folders in the safe-room, on the right one are numbers
followed by letters such as Qs, Cs and Ss, looking like a receipt with amounts.
The letters are supposed to stand for Queens, Copper Kings and Sons.

Chalicia
She is a Doomguard member (see entry) who took part in the Battle Above Olbhurn (see entry)
alongside Bartimaeus and her comrade TaeBahk.
She is a tall, very pale woman with long black hair, wearing extremely tight leather pants, a shirt of
black silk and dark eye make up smudged upon her face. On her left arm, she has runic bangles that
allow her an easier access to the weave of magic.
Her eyes glow a faint amber as she attempts to see magical energies.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Chopper
It is a broad bladed cutting implement used to cut through vines, branches and low-hanging foliage
to open routes in dense woodlands.
(source: (5E D&D) The Sinlyn Trials - Session 4: Into the Woods)

Children rime
Is a very common children rime that they usually dance to as well as sing.
Its first stanza reads “Fair be not the forest, within preside the dead. We drove them out before us,
into the dark they fled. Their king, their queen, their daughters, it mattered not to us. They fled into
the forest, and now we list them thus: the king, the queen, his brother, a tail to make you blush, their
seven comely daughters, to huddle in the brush. Their faithful staff of servants, of which there
fourteen. We drove them out before us, and lived without a Queen.”
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: the rhyme actually narrates events
that happened three centuries before the current period.

Daily Eel
An Olbhurnian newspaper known for its focus on gossip and low quality content, usually read by
old women and “gossipy” people, and rival to the Swordfish Trombone. On its pages was published
an article titled “Murder in the dark!” by a certain Kihki Weathers (?), reading:
“The body of an as of yet unknown priest was found dead by poison dart in the modest temple of
Lox, located in the south-east corner. Seekers estimate his death to have occurred at some point
during late End Day, but are unwilling to share any information with me at this time. Could this,
perhaps, be some sort of cover-up by a sinister personage of unknown origin?
Dead men tell no tale, after all… usually.
More on this as my investigation continues, your reporting heart-throb, Kihki Weathers.” (can you
tell Hark that “heart-throb” was a stroke of genius? I kind of stood there for several seconds trying
to figure its spelling in my mind xD)
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: a couple of days later, another
article, by the same author, was published:
“Fires in the sky! By Kihki Weathers.
Many of you, dear readers, are likely to have seen the flashes of multi-colored light in the sky above
Olbhurne las evening. It is my solemn duty to report to you that those flashes of light were actually
magical discharges from an astounding rooftop battle! The legendary Paladin, Bartimaeus, was
witnessed by myself and many others to single-handedly defend himself against Mathias and Lake,
both members of the infamous Unrepentants, as well as two unknown assailants.
But there's more.
Bartimaeus was eventually joined by two members of the Doomguard, our own local group of
defenders. Chalicia and TaeBahk engaged the enormous figure of Lake, giving Bartimaeus the
opportunity to slay an unknown figure in black armour.
Be sure to check tomorrow's edition of this first-hand account of the Battle Above Olbhurne. Also
soon to be reported is the violent burglary of Nyrese Bootwah, as well as the mysterious
circumstance surrounding the sudden explosion of a tower in the northwest Quarter.
Your thoroughly excited and slightly terrified fan girl,
Kihki Weathers.”
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends))

Darmac (?), the Godslayer


He is one of those few fighters famed for their usage of the relatively new gunpowder and a
gunslinger.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Deathpeppers
One of the strongest breeds of pepper, which only a fool would try spicing a kach (see entry) with.
According to Kit the Cat, one shop that sells them, for a very high price, is Grave's Emporium
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends))

Djin
Very bitter Olbhurnian drink similar to green tea (extra source: Hark's Vlog #1)

Doomguard
It is group of warriors who hunt daemons and supernatural beings in the areas surrounding Olbhurn.
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: so far, its members who made an
appearance are Skulko (see legendary entry), Chalicia (see entry) and Tae'Bahk (see entry).
(5E D&D) The Sinlyn Trials - Session 4: Into the Woods addendum: it is possible that Skulko (see
legendary entry) chose the group's name, according to TaeBahk (see legendary entry).

Dragonborn Warrior
A tall person emerging out of a swirl of silver mist via the Misty Step spell, wearing enameled
black armor with a full helmet, all in pitiful conditions as if they had been through a most intense
battle, and armed with a shattered sword that might have been a mighty weapon in its integral form.
It has a strap hanging from its left arms, presumably the remnants of a shield that got blasted away.
Its skin appears to be glistening black and its countenance is closely resembling the one of a
draconian creature, with black scales, yellow eyes.
It probably is a paladin of some deity, as it is capable of casting Thunderous Smite.
When it appears in Nyrese' office, it takes a few steps before falling on one knee for its wounds. It
appears that it was sent by Nyrese to do something that did not end well. Although its conditions
were not optimal, it was capable of landing on its own feet without any visible damage even after a
two-stories jump and heal its wounds at a tremendously fast pace.
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: according to Bartimaeus (see
legendary entry), her name is Acraw and she is Mathias' own apprentice.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

End Day
The equivalent of Friday.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Everdark
It is a concept or a god connected to Keris the Regretful (see entry), or perhaps even an alternative
name for the same deity.
If TaeBahk (see legendary entry) and his demeanor are a reliable source, it is possible to interpret it
as Keris' dark side or moment before becoming the Regretful, when he committed the acts he is
famous for regretting and looking redemption for.
Its symbol is a black version of Keris' one, a black circle with twelve jagged points jutting from it at
odd angles and one of his core tenets is that there is always darkness and a dark side even.
(source: (5E D&D) The Sinlyn Trials - Session 4: Into the Woods)

Fair-be-not Forest
It is a dense forest to the west of Olbhurn, where the common children rhyme is set (see entry), and
usually avoided by the normal townsfolk as it is generally considered a very dangerous place. Only
huntsmen and lumberjack tend to enter it, and even they try to avoid staying there longer than
necessary. Every now and then it is heard that someone entered the forest and never came back,
especially hunters venturing deeper than the latter. Other tales tell of ghouls that roam the trees, who
once were the royal family the children rhyme spoke of.
(5E D&D) The Sinlyn Trials - Session 4: Into the Woods addendum: the trees have dark leaves and
bark, dense and close to one another, with vines hanging from their branches. The grass is roughly
thigh-high. If traveling cautiously and on foot, it takes around two days to arrive to the foothills of
Graewatch Mountains by cutting through the forest. If one pays attention, they can note that the
normal wildlife sounds one would normally expect from a woodland are either greatly reduced or
downright absent, as its present inhabitants, the Malevolence (see entry) and its Lost Souls minions
(see entry) are of such a nature that does not allow natural life to prosper in addition to the effects of
the sentient races thinking of it as a dangerous and dark place.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Godhand Mountains
It is a place inhabited by rock serpents (see entry).
(source: (5E D&D) The Sinlyn Trials - Session 4: Into the Woods)

Godslayers
They are the most praised and sung about group of heroes in Vey, even superior to both the
Unrepentant and the Allegiant.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Golden Son
Known as liar, depicts the first council member who helped organize the present-days council.

Grave's Emporim
It is a shop where deathpepper (see entry) can be bought. According to Kit the Cat, it is a place
where dangerous people can be found.
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: it is a 15 by 15 conical gray tent
sitting in the city's docks, with a pole at its center, jabbed into the ground, from which hangs a sign
reading “Grave's Emporium”, and a little curl of smoke comes out ot of the top. The inside is much
larger than the outside and it is packed full with crates, boxes and shelves, the floor cover in
checkered black and red tiles. There is a haze smelling of incense. Graves appears out of nowhere,
wearing black pants and shoes, with a purple coat and a white shirt, but his face is covered by both a
scarf and a pulled down hat. He holds a cane resembling a swagger stick in his right hand. He
appears to know things about his customers before they even speak. In fact, he plainly states of not
being human, as he feeds on souls to prolong his existence. Although his manners are jovial a
humorous, he is not a figure to be trifles with.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Grae
A very powerful population living in the norther lands from Olbhurn. The most common story
about them is that they are monster who consume magic, but instead, truth is much different.
Many centuries before the current age, even before their region was renamed “Graewatch”, they
were disillusioned mercenaries, who believe that magic was better left alone for, although it had the
potential for great marvels, it was sparingly and begrudgingly used by a single few individuals,
most often to destroy. Their beliefs became so strong that they affected the magic around them,
causing it to react strangely, and the gods themselves. So the local people rose and drove them away
to the north, in the Cold Wastes, where they have lived ever since.
Although they are still men, their culture has developed peculiarities that make it unwelcoming to
most visitors.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Greybox
A local place to drink beer (I guess that's what a beer-garden is?). It is a small, dark-grey building,
on the north side of an octagonal courtyard with a sloped roof and a large food stand, three window-
ledges from where food and drinks can be served. In the courtyard's center there is a shallow
fountain with dark water, surrounded by circular tables with swirls of black iron adorning them as
lacy skirts, with benches to sit.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends))

Healing Tonic
A small glass bottle containing a fluid used to help the body recover from bruises, scratches and
general minor injuries. It counts a normal Healing Potion.

Hem
She is a young pale girl, wearing a mask, and she is apprentice to Lake (see entry) and Thrash (see
entry), of the Unrepentant (see entry), heading to Greyguard when she made her first appearance.
She is capable of using firearms and, although she is no match for a legend such as TaeBahk (see
legendary entry), she is a challenge hard enough for the heroes.
It is possible that she is the girl who appeared in the pictures the heroes were shown in the Dream
(see entry), thus making her a goliath, and that she also is somehow linked to Lake and Thrash in a
stronger way than simply being their apprentice or that she even grew with them in Begarra (see
entry).
(5E D&D) The Sinlyn Trials - Session 5: Mute Shoot Riot addendum:
(source: (5E D&D) The Sinlyn Trials - Session 4: Into the Woods)

House Guards
As a general rule, those households that can afford private security personnel hire mercenaries and
other sellswords, who have no link with the sanctioned local security and police forces.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends))

Human Girl
She is a five feet tall and pale girl, has very long, fine dark hair and wears a purple mask with
metal-rimmed dark lenses over her eyes, a long purple and white coat with sleeves cut at the
forearms and metal-plated fingerless gloves, and appears to be in her late teens.
If her thoughts are probed, they appear to be of a teenager, artistic but numbers-grounded nature and
tactically minded as if she was used to combat. Under he coat she wears a leather armor with a
harness to hang her weapons from.
Her initial plan was to attack the heroes by shooting them, hiding in the branches to reload and then
hit them from another angle, although after her initial exchange of blows with, especially, Blaze and
Quinn, her plan shifted into the angry desire to kill them all.
She is capable of using a very small and elaborate design of dart-firing flintlock pistol with high
speed and agility. She also appears to have a pistol with the word “Lanuca” etched on its stock, that
fires spears or harpoons linked to the weapon by a woven metal wire chord for increased damage or
mobility. Under her coat she keeps a double barreled, long-stocked kind of a shotgun that fires a
hail of pellets.
(source: (5E D&D) The Sinlyn Trials - Session 5: Mute Shoot Riot)

Kach
A very common and very spicy piece of local cuisine that can be carried around easily, usually
wrapped in a particular kind of sticky paper, particularly popular when hunger strikes and
traditional eating is not possible. It resembles a pastry dough with very spicy baked meat and
vegetables filling (extra source: Hark's Vlog #1)
(5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends addendum: It appears the Weeping
Wheel Inn's kaches are medium-tier in terms of spicing.

Keris, the Regretful


He is the god of dawn and redemption. His holy symbol is a golden disc with twelve off-kilter
spikes jutting from its edges mimicking sun rays. His is a very easy story to remember, appealing to
many working class people as many others popular gods in the area.
Keris is worshiped in particular by judges as they take him as an example of behaviors to or not to
take.
(5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends) addendum: he is worshiped at sun set
and rise, burning a foul-smelling incense in a piramid-shaped black censer.
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: he has a couple of temples in
Olbhurn (see entry), where can be found particularly hardy and tough people.
(5E D&D) The Sinlyn Trials - Session 4: Into the Woods addendum: his followes are renowned for
taking on themselves tasks that can never end, such as TaeBahk's hunt for those who do not seek
redemption (see legendary entry). He is supposed to be the creator of the sun.
(extra source: (5E D&D) The Sinlyn Trials: Session 0 - The Seeds of Greatness)

Kihki Weathers
A reporter working for the Daily Eel (see entry), who, according to Quinn, lacks talent, skill and
artistic value.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Lady Bridgis
She is the goddess of chaos and nemeses of Lady Sinlyn. Along with her, she is supposed to be the
gods' conscience.

Lady Sinlyn
She is the goddess of loyalty, responsibility and honorable self-sacrifice. Her alignment is Lawful
good. Her tenets hold that sparing others pain is the greatest act of kindness, achieved by taking that
burden on oneself. Because of this, women are naturally more attuned to her as they bear children
and often act as mid-wives and healers, earning great respect amongst the Sinlyans. Most men are
either healers or soldiers, as enduring wounds and bearing the mental pain of taking another's life
are deemed worthy causes. Sinlyn is a contemporary of Lady Bridgis. Her nemeses, and is supposed
to be gods' conscience.
(extra source: (5E D&D) The Sinlyn Trials: Session 0 - The Seeds of Greatness)

Lake
He is the brother of Thrash (see entry) and a member of the Unrepentant (see entry). He is
described by Kihki Weathers in her article about the Battle Above Olbhurn (see entry) as a very
bulky individual.
According to Skulko (see legendary entry), unlike his brother Thrash (see entry), he is a very
talented craftsman in the field of merging machines and magic. His right arm was severed below the
elbow, so he replaced it with a whirling blade powered by magic gems he encrusted in his own
armor.
(5E D&D) The Sinlyn Trials - Session 4: Into the Woods addendum: he is smaller than his brother
Thrash (see entry), but still around seven feet high (2.1 meters), dressed in all black. He wears a
black leather and metal mask with little green-glowing viewports that, along with a hood, hide his
facial features, an ankles-long black coat cut back at his left elbow his right forearm is replaced by a
saw-blade that glows green, with silvers wires running along his other hand.
As the heroes were shown in their Dream (see entry), he grew in Begarra (see entry) along with his
brother and, possibly, Hem (see entry).
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Landis Bootwah
He is a councilman, more the “man of the people” type.
(5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends) addendum: He is renowned for being
fair and honest, testified by his decision not to have life standards higher than those of the common
people he represents. He is a burly man with a dark stubble, black hair and gray eyes.

Landis Bootwah's Home


It is located in a much less opulent side of Olbhurn than his brother's manor (see entry), in the
north-eastern side. It has a yard in the front and in the back, with a five foot tall wall, and it is small
and square, with blocky windows and a path leading to the through the grass. It appears it does not
have any staff as its master is against such practice.
source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Legends
According to TaeBahk (see legendary entry), the birth of a new legend follows certain known
patterns. When it happens, the other living legends know who the new one in going to be, but not
how they will attain the legendary status and what will be their purpose.
In addition to that, when legendary individuals gather in groups, they need to choose a name in
order to be considered such, like the Allegiant (see entry), Doomguard (see entry), Deathwatch,
Godslayers (see entry), Souls of Fortune (see entry), Poetic Justice and the Unrepentant (see entry).
Although the same TaeBahk said that it is usually the loudest member of the group who chooses the
name they will be ultimately be known for, it is unsure whether he was being sarcastic or simply
referring to the origin of his group's, the Doomguard (see entry), name.
(5E D&D) The Sinlyn Trials - Session 4: Into the Woods

(Legendary) Bartimaeus
He is a paladin, sung about in ballads where heroes singlehandedly kill dragons and a natural
military strategists, known for leading a multitude of armies in at least two hundred and fifty years
and being either unbeaten or loosing at a very high price for his enemies. People follow him for his
personality, so powerful he managed to sway the will of kings and queens to his favor.
(5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends addendum: according to Kit the Cat (see
legendary entry), the shattered sword used by the dragonborn warrior (see entry) was in his
possession when the two conferred and sent him for the heroes.
He used to visit Blaze's father and talk to him about the painting he made on the future he saw or
the magic inks the old mage brewed. He was found by the heroes in Blaze's father's house (see
entry) before it was attacked and sacked. He gave Blaze a note from the latter's father (see entry)
and a box (see Bartimaeus' Box entry).
Although being a legendary character, he has a much humbler countenance than the other legends,
willing to appear as a simple monk, and he is paladin to Lady Sinlyn.
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: he took part in the Battle Above
Olbhurn, and it appears he knows Seneese (see legendary entry). He is known for having cut both
heads off of an ettin with a single cut.

(Legendary) Chaz
A tiefling known for being a member of the Unrepentant (see entry) and for his intention of using
magic to enhance himself to become akin to a god. Although he lacked the natural talent to do it, he
wanted to achieve his goal through the usage of magical artifacts, and had a mortal hatred for a
wizard named Baden, who bested him in many of their confrontations.
According to Chalicia (see entry), fire is one of his obsessions.
(5E D&D) The Sinlyn Trials - Session 4: Into the Woods addendum: he once disintegrated TaeBahk
(see legendary entry), although even pulverization proved not enough to finally kill the revenant.
(sourche: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

(Legendary) Crake
He is a Grae (see entry), who once escorted Bartimaeus in the former's people's lands, and a
member of the Godslayers. He is known for being extremely tough and resistant and, supposedly, he
possesses the capability of eating magic.
According to Bartimaeus, he does not share the violent ways of his kin
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

(Legendary) Drah Blackhand


He is a man entirely covered in black cloth, with the only exception of the left arm, which seems to
be mechanical, a metallic shell covering pulleys and wires. He carries a longsword, Dealbreaker, in
his other hand that looks like it absorbs the light around and is renowned for being capable of
slicing rifts in the fabric of time and space.
Legends state he is the best thief and assassin ever to exist, his presence meaning certain death in
whatever manner he chooses. He lost his arm fighting Bartimaeus (see legendary entry), who was
defending a king the former had as quarry: although the monarch died, Drah lost his left arm and
had to replace it with a prosthetic made by one of his allies. He was sent for the dragonborn warrior
(see entry), who Kit the Cat suspects being his apprentice.
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: he is the last member of the
Unrepentant (see entry).
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

(Legendary) Kit, the Cat


A halfling with dark hair and pointy ears, wearing a brown coat decorated with red shawl-like
inserts around the shoulders and tassels hanging from his wrists and elbows. He had a gentle and
affable manner as he told the heroes that Skulko (see legendary entry) sent him to warn them about
the trouble they were to embark themselves on and help them. He thinks the death of the priest of
Lox was to cover secrets that could have been revealed and was preoccupied that the heroes might
have been the next in the line of the mysterious assassin's death list.
His price as a “heister” is two silver pieces/hour, but offered to go after deathpeppers for free after
his main task with Bootwah's Manor (see entry) had been dealt with.
The stories, not yet legends, surrounding him tell that he is a clever thief, part of the Souls of
Fortune (see entry) and it is possible that he might have a romantic interest in Lenalia the Fox (see
entry).
Along with Skulko (see legendary entry), he attacked Drah Blackhand (see legendary entry) for no
known reasons. During the fight, he was punched square in the face by Drah's mechanical arm,
resulting in a severe cut that left him heavily dazed, although it was not enough to put him out of
commission before being helped by Quinn.
He said that to summon him is enough to say his name three times, although ti later proved to be a
joke as he was keeping an eye on the heroes in the first place, suggesting that he is capable of
manipulating magic to appear and disappear on control.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends))

(Legendary) Lenalia the Fox


She, along with Kit the Cat (see entry above) and Kaywee the Hound, is a member of the Souls of
Fortune (see entry). It is possible that Kit the Cat is interested in her, although he hinted that she
probably does not reciprocate.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

(Legendary) Mathias
He is Bartimaeus' opposite (see legendary entry) and one of the six people making the Unrepentant
up (see entry).
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

(Legendary) Seneese, the Last Queen


Supposedly, she is Queen Grakiel, the one featured on the Silver Queen coin, who managed to
become a mortal through unknown circumstances, although truth has never been found.
All reports about her, however, confirm that she is incredibly beautiful an charming and possess the
capability to put both men and women under some sort of thrall.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

(Legendary) Skulko
He is a dwarf of the Doomguard (see entry) who appears often in stories alongside other people,
handling the things they do not want to or cannot do themselves. He is of incredibly muscular build,
his entire body is tattooed to resemble the one of a demon and with his teeth filed to be needle-
sharp. He appears to wear a leather sleevless apron, 2 short swords on his back that the legends tell
he took from an elf (was it a joke? XD). He is best known for choking a troll barehanded to win a
bet with fellows Doomguards and beating a stone giant in a boulder throwing competition.
He showed great nimbleness and agility despite his contitution when he climbed the walls of
Bootwah Manor (see entry), while carrying a barely conscious and wounded Kit the Cat (see
legendary entry) on his shoulders.
Perhaps in line with the norm of his race, he can be gruff and usually treats people with a no-
nonsense attitude.
(5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends) addendum: as to Kit the Cat (see
legendary entry), he is not only a mighty warrior, but one of the best thieves in Olbhurn. Along with
Kit the Cat (see legendary entry), he attacked Drah Blackhand (see legendary entry) for no known
reasons.
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: he is one of Bartimaeus' informants
(see legendary entry) and, according to the paladin himself, a trickster as he had intention to charge
the heroes a heavy sum of money to decode the ledger recovered in the Temple of Lox (see entry)
while being incapable of such a thing and then task to recover for him from Nyrese Bootwah's
custody (see entry) the other book he needed to actually decipher the first one.

(Legendary) TaeBahk
He is a Doomguard member who took part in the Battle Above Olbhurn on Bartimaeus' side. He is
supposed to be an undead soul of a man who was done wrong who keeps its body animated to hunt
down evil doers, marking and then hunting them until he finds them, even if it took him decades to
accomplish his goal. Almost nobody can remember a time where TaeBhak was not present and
hunting someone.
His fighting style is characterized by his unnatural resilience, that was instrumental in him surviving
everything that his quarries threw at him: he has been inflicted tremendous injuries that would have
felled even other legends, but every time he rose to continue his hunt until either he killed the prey
or won the war of attrition, as he did in those cases where he took on much physically stronger or
more skilled enemies. He is capable of extremely narrow and intense focus on certain things.
(5E D&D) The Sinlyn Trials - Session 4: Into the Woods addendum: his skin almost gray, crumbling
away in many parts of his body such as his left cheek, where yellow teeth have been exposed, and
his hair is a long, tangled, mass, making him look very similar to a zombie. However, he moves in a
surprisingly agile way for what should be and undead and his eyes seems to burn with hate and fury.
His voice is hoarse and difficult to understand, at times, probably because he suffered damage to his
vocal chords during his long years of hunting, so that every word he speaks seems to cause either
pain or discomfort to him. He wears a mismatch of what looks like leather armors from different
people and regions.
It is known that many people have tried mind control, bribing, persuasion and the like to stave off
his pursuit, but nothing has ever been able to stop him from slaying one of his quarries, and his
spirit is said being so powerful that who falls around him can be called back into the fight by his
might, as he clearly is a revenant. As it is known, revenants are almost impossible to kill while they
still have a vengeance to quell, but on the other hand conventional healing, both magical and not,
has no effect on them. His bones have shown signs of self healing through a black-ish ichor.
He appears to know rather well the Fair-be-not Forest (see entry) and frequently mutters to himself
the sentence “Paradise lost”, not meaning that the forest was once a paradise and then turned in
something different, but in the sense that it has to be a place of ill-repute so that other can prosper
and be blessed by the light. He sustains that for everything there is always a dark side and that one
should not kill what is not worth it.
He hunts those who do not seek redemption, wearing the symbol of Everdark (see entry) branded on
his left hand. He his derisive in the regards of those who show excessive cockiness.
The stories and legends surrounding him tell of his great feats of endurance and dogged
perseverance. Once, when he was stalking a target in the Godhand Mountains (see entry), he was
swallowed whole by a great rock serpent: five minutes later, he carved his way out of the creature's
stomach, while a normal person would have been long-dissolved. Another time, when he was
fighting a demon with his fellow Doomguards (see entry), he was cut completely in half diagonally,
only to hamstring his enemy, climb on its back with only his upper body and decapitate it. He was
even completely pulverized, during a confrontation with Chaz (see legendary entry), but somehow
he managed to survive and come back yet one more time.
(5E D&D) The Sinlyn Trials - Session 5: Mute Shoot Riot addendum: he is concerned by Thrash and
Lake (see entries), but not by the reasons of their presence in the Greyguard Mountains (see entry)
vicinity. He is capable of turning into an ethereal form to pass though solid objects for a short
amount of time or short distance.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Leila
She is a medium-height woman, with short hair kept in an unusual style, wearing a blue coat over a
white shirt tucked into a belt and blue trousers with black boots. At her first appearance, she did not
have make-up, but a very professional look about her.
She appears to be wary of Quinn's attitude about her master, to whom she is book-keeper.
She is not sure her master sees them as people, and has suspicions about the origin's of Nyrese'
wealth as his brother, Landis, stopped giving him money but it still kept arriving. Although she did
not feel confident in telling Quinn her suspicions about that particular aspect, she tells her that
Nyrese is gong to have an important meeting after dusk.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends))

Lost Souls
They are undead creatures who inhabit the Fair-be-not Forest (see entry) along with their
Malevolence masters (see entry). They are not raised through traditional necromantic magic, but by
the Malevolence, that leaves them as byproduct of its feeding, and they are known for swarming
their preys with great numbers.
For the most part, they appear to be skeletal, zombie-like humanoids wearing tattered rags and
wielding foresting tools like lumber axes and choppers (see entry), although they appear to be
tremendously resilient to non magical damage.
(source: (5E D&D) The Sinlyn Trials - Session 4: Into the Woods)

Lox, the Silent


God of pain and secrets. He collects secrets but does not divulge them, his priests earning the fame
of being excellent secrets-keepers as their duty is to be silent and watchful. In his life, Lox had the
habit or spreading gossip about whoever he could in the gods' society, but got his tongue ripped out
by the king of the gods as he had gone to the point of divulging even the divine ruler's secrets. Lox's
mouth was then sown shut and he was shackled to the courtroom floor, completely exposed to the
other gods' words.

Loxian Code
It is the code that protects the folders the heroes recovered from the Temple of Lox (see entry) in
their first night together. When the Loxians craft a new code, they firstly create the cipher where
individual books' pages and words are key, and then they scramble it in their own unique coding
system.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Malevolence
It is the form assumed by the evil present in the Fair-be-not Forest (see entry), a thing that twists its
inhabitants, mainly tree, to capture the living, consume its soul and then bodily excrete the body as
an undead servant called Lost Soul (see entry) by the locals. The trees under its control usually use
their vines to immobilize their targets.
(source: (5E D&D) The Sinlyn Trials - Session 4: Into the Woods)

Mechanicals Safes
Very new and innovative combination locks, requiring thieves and the like to master the very rare
and recent skill of safe-cracking over lock-picking.

Medallion of Lady Bridgis


A dark iron disc with three red jewels on a downward pointing triangle, opposite-mirroring Lady
Sinlyn's one. It has magic properties, probably divine in nature, but still unknown to the heroes.
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: it is an ancient medallion of
Bartimaeus' (see legendary entry) faith, capable of warning its wearer of the presence of gods, as
they can walk undetected among mortals, when worn around the neck. It is cold to the touch.

Medallion of Lady Sinlyn


A silver chain with a disc of the same material bearing three rubies shaped like a teardrop arranged
at the points (vertices?) of an upwards-pointing triangle.

Mining Facility
It is an abandoned mining facility close to the Greyguard Mountains (see entry), where Thrash and
Lake appeared to be heading. It is around an hour and forty minutes off the Fair-be-not Forest (see
entry): in front of its entrance is a clearing in the brambles, looking like it had been cleared for a
very precise purpose, where sits a four feet tall boulder roughly the shape of a turtle with its limbs
and head retracted inside its shell.
The facility itself is dug inside one of Grayguard Mountains' foothills that looks like having been
sheered off flat, the entrance closed by a high, black iron gate that rises instead of turning on its
hinges; the same in the Dream (see entry), although seen from another angle.
The portcullis opens into a medium sized hall with a small wooden door on the north-east side
partly rotted and then kicked on the doorway, a larger sliding gate on the north-west hiding some
barrels, another long and dark hall on its opposite side, while the floor is littered with discarded bits
of armor and glass, but no blood, meaning the place's guardians possibly were constructs of some
sort, perhaps those seen in the Dream (see entry). There is a faint blood trail leading to the north
hallway: after thirty of forty feet there is a wooden door on the right side and after another ten there
is one on the left one only to abruptly end after roughly ten more feet. Then second door, the one on
the left, opens on a dusty stone room with a black iron staircase to the north-west corner; on the
south-west corner there is a small stone cubicle, 10x10 with a wooden door, dotted by scuffs and
drag-marks as if it had been used but not cleaned. The cubicle is very small, most probably used as
a toilet by the inhabitants of the mine. The stone room hosts also another door on the east side: fifty
feet down the hallway, there is one Black Armored Construct (see entry) guarding an unlocked door.
It leads to a room filled with stack upon stack of small tightly-sealed barrels, possibly containing
gunpowder, and the smell of cordite. The door on the south-east side, across the hall, opnes on a
pitch-black door with a pile of wools and travel-blankets nested together in a sort of communal
sleeping place for roughly three goliath-size beings.
The western door leads to a 25 by a bit more room, with a stone slab at its center with a metal wirde
cage on top filled with green gems similar to those in the Black Armored Constructs (see entry).
Along the walls there are black iron hooks with half-finished suits of armor for the constructs and
some other tools.
The last door is on a room lit by orange light, with a worktable with some crates, a fireplace on the
south wall and some smashed cabinets on the right. It is probably inhabited by more than one Black
Armored Constructs (see entry). On both the left and right of the entrance, there is a construct
poised to decapitate whoever was to enter the room without permission that reset in their initial
position after being sprung once. It appears to be one of the rooms depicted in the last images the
heroes were shown during the Dream (see entry). On a wall there is a stone panel that reveals a
cavity containing two things: a small, one foot by one foot closed metal box and a leather satchel
tucked in a corner. The pouch contains four fist-sized bottles wrapped in wool to keep them from
clinking, three smaller vials, a stack of roughly a hundred gold pieces rolled in parchment. The box
is unlocked and contains the Blue Orb (see entry).
The inferior floor, connected to the entrance floor by the black iron staircase that both ascends and
descends, is host to many great machines made up by large cilindrical containers with a hatch on
their top and a ladder probably used to inspect their content and a metal box that looks like the one
Lake was manipulating in the Dream, containing a tangle of silvery wires, some of which look
frayed, and a spherical slot where it is likely to go the Blue Orb. On the opposite wall, rising high
above the floor, there are crab-like pincers of metal, looking like an unfinished arc, with prongs
jutting out in the space between them. In the south-east corner, there's another tower similar to the
first one, with a spiraling metallic horn similar to an animal one replacing the hatch, inside a swivel
system with two vertical handles behind it. When energized, the horn emits an extremely powerful
ray of energy that is capable of pulverizing entire sections of the foothill's rock.
In the room there are TaeBahk, who is drawing a sword out of Lake's back, Thrash and a bandaged
Hem.
Historically, it was used to have a strategic advantageous control point on the river and at the same
time not make the locals feel too much Olbhurn's (see entry) control and presence. It was then used
as a mining facility when a cache of some minerals was found.
(source: (5E D&D) The Sinlyn Trials - Session 5: Mute Shoot Riot)

Miraculous Ink
A particular kind of ink Blaze's father was famous for producing, using it to draw three-dimensional
images, paint his known renditions of the future and even sculpt small statues.
(5E D&D) The Sinlyn Trials - Session 5: Mute Shoot Riot addendum: it can be used to slice through
some materials.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Misty Step
It is a spell that allows very short range teleportation, enveloping the target item or person in a swirl
of silver mist before releasing it in the intended destination.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Nyrese's Book
It is a leather-bound book the heroes stole from Nyrese Bootwah's manor (see entry). Its cover reads
“A History of Vey”. It contains the key to decipher the code (see Loxian Code entry) of the folders
the heroes recovered from the Temple of Lox, as its pages' numbers and words are the key.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Nyrese Bootwah
He is the brother of councilman Landis Bootwah.
(5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends) addendum: according to Leila (see
entry), he has not been favored by the press in his past. She tells Quinn that he does not pay his staff
well, has squandered his family's fortune, is deeply indebted and close to loose his estate. It appears
that he masked to his brother suspicious transactions as household upkeep costs, the reason why
Landis was not willing anymore to hand him his own councilman revenue.
He likes to be respected, tends to be very particular about how he is addressed to and to react
strongly if he has the feeling of being challenged somehow. He is not a trusting person.
He is a tall, thin, pale man with receding black hair and strong mustaches.

Nyrese Bootwah's Manor


It is located in the wealthiest section of Olbhurn, surrounded by nine feet tall, spiked security gates
guarding vast garden with trees, at which center sit the building itself. It is similar in pattern to the
others, being big and squared with white-washed stone walls, sweeping arches as to the latest
fashion, open windows and the curled decorative metal spires that from the corners run to the roof.
The roof itself is cut out in the middle to accommodate the impluvium, also referred to as “Thieve's
road” by Kit the Cat, making it possible to climb down to a balcony and infiltrate the house if agile
and nimble enough. On the east and north sides there are entrances that are likely to lead to Nyrese'
office in a shorter time, but the latter is usually patrolled by a guard. The window on the northern
side belongs to an ornate room with dark red carpet, candelabra to the walls and a massive desk at
the center. It is around fifty by fifty feet and it has a door leading south, with a drawer containing a
secret safe in the desk, containing fifty gold sons (see entry) in a box.
Inside the gates, the garden is decorated with bushes and shrubberies.
The steward is a man with a white butcher's apron, dirty hands and gruff manners, to welcome
visitors in the manor's entry hall. It is a grand, sixty by sixty ambient with a balcony or breeze-way
running from the west-hand wall through the northern side to the eastern. On the right there is an
entry to an open area with a smooth wooden floor, probably used as a bar or dance hall. On the
bottom left corner there is a small door and another, bigger, one besides another hallway that leads
down. The hallway leads to a smaller room with a fireplace against the wall, couches and arm-
chairs and a liquor cabinet, working as a receptionary. Nyrese' office is in the north part.
As to Leila's words (see entry), the hold's guard is led by a competent officer and, between its
various tasks, it has to avoid that visitors get to places they are not supposed to. It is protected by
eighteen guards, equipped with chainmails, patrolling six at the time in three eight-hours long shifts,
one of which starting right after dusk. Six reside in the guard-room on the west side, six at sleep and
then six on patrol at any given time. Two go back and forward in the top story passing each other,
the other four circle the lower floor in the same directions: none is outside, but the garden is kept
under constant watch from the inside. If there is an emergency, they can be summoned to the place
they're needed in via a signaling bell.
There also are eight servants who know each other well by face and name, so that impersonating
one of them is very difficult.
It is said to contain further evidence about corruption in the City Council's ranks.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends))

Olbhurn
A city in the very far north region. After dusk lanterns glow blue with gas funneled from caverns
beneath the city, network of pipes both underground and surface form carry water and its buildings
are mostly grimstone decorated with black iron.
The population lower-to middle class, so the general atmosphere is rather chaotic. The Swordfish
Trombone is one of its mid-to-lower tier newspapers, one in the ruthless scene of the printing
market.
(5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends addendum: its south-east corner is the
seat of the local temple of Lox (see entry), while outside, to the north-east, there are plains.
Halflings are an uncommon sight in the city, unlike other races.
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: the city's militia is trained to use
muskets and bayonets, as gunpowder is less chaotic than the magical energies that flow in the local
area. It has a couple of temples consecrated to the worship of Keris (see entry). Tieflings, as well as
halflings, are a very rare sight in the local area, while being more frequent in the east.
Down to the south, it runs the Southsweep River. To the west lies the Fair-be-not Forest, the same
where the local children rhyme (see entry) is set. To the east, there are the Dead Plains.
Some of the local blacksmiths are capable of using bone inserts to strengthen armors as well as
metal.
(5E D&D) The Sinlyn Trials - Session 5: Mute Shoot Riot addendum: the Alley of Hands is a not
well famed part of the city.

Palant
It is a a region in the far east, beyond the Dead Sea, which capital is Begarra (see entry).
(source: (5E D&D) The Sinlyn Trials - Session 4: Into the Woods)

Priest of Lox
An elderly man in black robes with very poor hearing, first met by the heroes while humming a
very popular children rime.

Puurrsia
She is a persian cat who got inside the Temple from the outside, profiting of some of the doors left
open by the heroes.

Quest giver
An almost shifty and unknown individual with a black robe who did not give details about the heist
the heroes were to carry out safe for the basic essential.
(5E D&D) The Sinlyn Trials - Session 3: Re-Ignite addendum: he appears to be name Wombock.

Red Mask
It appears to give the wearer a sudden feel of total accomplishment before taking it away, leaving
them twitching and shaking, stunned and with close to no memory of the visions. After that, its eyes
turn black and the rest red.

Reigknights
They are the heroes of the story, the soon-to-be legends: Quinn T Sentials, half elf bard who works
as a reporter for the Swordfish Trombone (see entry), Sarrune Thrustra, priest of Keris (see entry)
and historic memory of the group, and Blaze, Tapion's son (see entry).

Renewal Day
The equivalent of a Sunday.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Rest Day
The equivalent of a Saturday.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Rock Serpent
They are a particular kind of creature, known for the strong acid substances of their stomach, that
inhabits the Godhand Mountains (see entry).
(source: (5E D&D) The Sinlyn Trials - Session 4: Into the Woods)

Seekers
A particular body of the Olbhurnian police forces, tasked with going after dangerous murders and
criminals. They are known to follow a rather secretive course of action in their investigations.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Sewer Tunnel
Seven feet tall and eight feet wide tunnel, with pipes running along the walls and ceiling. The floor
slopes down at the center to form a dry troth, while walkways are tiled in the side walls. Most exits
tend to lead to the bottom of tenements, such as the Weeping Wheel Inn (see entry).

Souls of Fortune
It is a group of thieves formed in recent times in the far east lands, starting to accrue fame for their
skill in infiltrating and slipping through security to do whatever they are supposed to. Its members
are Kit the Cat (see legendary entry), Linalia the Fox and Kaywee the Hound.
According to Skulko, they are ready to move east to other adventures.
(source: (5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends)

Tapion
He is Blaze's father, a wizard of particular renown, specialized in divination magic, while deeply
disliking the evocation one, and a member of the Allegiant as well as Bartimaeus (see legendary
entry). He was the one who created the formula for the Miraculous Ink (see entry) and probably a
close friend or advisor of Bartimaeus' (see legendary entry). During his battle against the
Unrepentants, he probably used very advanced forms of magic that converted magical energy into
pure force. His body's location is yet unknown, but it was probably destroyed when the old wizard
broke his staff and the ensuing explosion destroyed his office and he was either consumed or sent in
another plane. It is possible that he took Chaz with him.
It was lately revealer by Bartimaeus (see legendary entry), that his true name was Vaden and that,
alongside the paladin himself, he was a member of the Allegiant.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Tapion's Spellbook
It is a very extensive repository of spells, encompassing magics from all of the schools while he
often focused Blaze's attention and study on the Divination ones as they were his forte.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Temple of Keris
A very sturdily built and plain building, with a circular map that has two entrances, one a large gate
in the front facing east and the other a side-gate in the west-side. The inside is polish black stone,
with jagged-looking suns hanging from the ceiling that reflect the sunlight; from the walls in the
entrance hall brackets hold torches to help shed light.
The main sanctuary has the altar that looks like a hammered steel item resembling a hefty chunk of
rock in the middle, hammered in a squarish shape.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Temple of Lox
It is a gray brick building decorated with gray iron, where “what the heroes seek” is located. There
are two entrances, both of black iron: double gates on the front and a single door in the back. As all
Lox's other temples, its doors are locked from the inside and not the outside, so that whoever enters
cannot leave unless the priests allow them to do so (personal opinion: excellent for assassination
attempts). Its floor is black stone.
Since it is frequently used as a place where secret talks can be held and dangerous or not necessarily
legal deals cut for the right price, a temple of Lox is protected with the most powerful anti-scrying
spells its priests can afford and the newest more mundane security technologies, such as
combination locked vaults.
The main sanctuary is accessed by the dark-wood double doors: it is the largest room in the
building, about forty feet wide and sixty long, with a line of dark gray carpet at the center leading to
a padded area where to kneel and show devotion. In addition to the gate, each of the four sides of
the room has a door.
The base of the altar is made with a statue of the temple's patron: a man kneeling, his ankles and
wrists shackled to the plinth, with his head bowed, hi eyes closed and his mouth sown shut.
The left door leads to a dark corridor and a short hallway. On the left side of the hallway, there are
restrooms for the clergy; on the right one, a kitchen with a fireplace, a rack for cooking, a locked
iron door leading to the backyard, a water troth, a table with a white persian cat (see Puurrsia entry),
a door to the left leading to the end of the hallway was it longer and another one on the far right
corner, perhaps connecting the room to the sanctuary although it appears to be no such link on what
would be the chapel's side. It is worth noting that it contains enough lemons to turn visible the
writings in the temple's Book of Secrets (see entry). On the table there is a lunch-pail with a kach.
A door on the far right corner, looking like it connects the room to the sanctuary, instead leads to a
forty feet long dark corridor that runs beyond the chapel's far side with another door at its end. It
leads to a vestiary room (twenty by fifty feet at least), full of boxes, crates, and a wardrobe with
dusting equipment.
On the north-east corner, there i a wardrobe with black robes and on the southeast corner an
unlocked and rusted, very heavy trapdoor on the floor opened with big iron ring leads to the
basement.
There is another door connecting to a hallway twice the length than the one leading to the kitchen
and sleeping quarters, with a door on the right, to an office, another one on the far side and an open
stretch on the left one ending in a brick wall. The office is carpeted, with gray stone walls, has a
desk in the far-left corner with three locked drawers and an empty ink-well; to the right, a large safe
door with a flat area on its front. The safe has no key-holes, instead a large wheel with knobs
numbered from 0 to 9. Once opened, its combination being 3 to the left, 7 seven to the right, 1 to the
and 4 to the right, it reveals a ten by ten room with its walls covered in shelves bearing dusty folders
with stamped gibberish letters from the temple's filing code on their backs. The folder labeled 600S
is almost a thumb thick and has very good quality paper, treated to last for decades, written in the
temple's filing code. The 50Q one, instead, is much thinner.
The desk itself is in the shape of a horseshoe, with the drawers on the thicker side, some sort of
empty space underneath and a backing to the wall, although there is no chair. The desk's bottom
hosts a switch that partially unlocks the drawers. The other device is a small hook lever that
completely opens the three drawers, covered by another panel of wood between the desk's back and
the wall it hugs.
The top drawer contains a Book of Secrets (see entry). The middle one contains two healing tonics.
The third has a black flask with enough liquid for three mouthfuls, smelling like forest loam; it is
some sort of potion, not of alcoholic or poisonous nature, possibly meant for drinking.
The basement smells of papers and musk: floor-to-ceiling stacks and stacks of crates,the
architecture built of black stone. Hugging the north wall there is a heap of crates containing folders
and documents, with scrape marks on the dust around them. Inset in the western wall there are a
key-hole and a pressure plate. If pressed, it also takes to use the key relative to the key-hole to make
the mechanism work and move aside a panel in the brick wall to open a passage to the sewers
tunnel. On the opposite wall, however, behind the stack of crates and boxes, there is a black gate
requiring a very solid key to open, connecting to a dark room full of shelves arranged in precise
rows, packed with all manners of relics and emanating strong dark magic. In particular, a medallion
of Bridgis (see entry below), a black iron sword (see entry), a red mask with black jewels set in its
eyes (see entry) and a black cloak hanging besides the door (see entry).
(5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends addendum: it is located in the south-east
corner of Olbhurn.

The Dream
It is the domain of the Lady of Dreams, an entity who is said to sometime come in their sleep and
help the adventurers in their hour of need by giving information that might prove to useful in the
future so that they might be led to greater insight.
When the heroes were granted access to this oniric place, they found themselves into a stone room
with tapestries that blur when stared at, which dimensions looked like stretching in all directions
and looming over its occupants at the same time. It was filled with hazy colors that compelled the
heroes to close to its center, where there were two pictures: one of Thrash (see entry) and one of his
brother Lake (see entry). It then turned into a dark room with a brazier containing three glowing
orbs that emanated a faint light, the ceiling too elevated to be seen, and circular walls adorned with
three murals.
The first one depicted two young, almost skeletal, goliath boys, bald with gray skin, probably Lake
and Thrash (see entries), crouching in a muddy puddle watching a craw-fish and surrounded by dirt,
while the background resembles crumbling slums of a city that probably is the capital of Palant (see
entry), Begarra, known as the City of Smoke (see entry). The kid on the left, roughly five years old,
looks engrossed at the fish, while the one on the right, around three years older, has a look of raw
need and hunger on his face. If one of the three orbs was inserted in it, the picture animates, the
latter bashing the fish on his knee to kill it and then tear its tail off to hand it to the former who
starts eating.
The second one showed the same two kids, this time in a rickety shack: the older lying on the floor
with a hand on his face and blood drippling from his ears and nose, and the younger, in the far right
corner, staring blank-eyed at the viewer as he cups his hands over the ears of a goliath girl with
black hair, possibly Hem (see entry), all while a shadow looms from outside the pictures. If another
orb is inserted, in the room enters a sturdy goliath woman who kicks the younger kid in the ribs,
who curls onto himself while she vehemently shouts silent words at him.
The third murals renders all the three kids, in a soot-stained street possibly in Begarra, surrounded
by a mob of dark-skinned dragonborns naked except for various forms of loincloths. The elder child
is expression-less and almost blank-eyed, covered in scars and is in front of the two others, while
the girl, roughly three years old, looks terrified, hiding behind the younger kid who stares stoically
at their aggressors.
When animated with the third orb, the dragonborns sneer at the kids as they show their empty
pockets as a proof they have nothing to be robbed of, when on the dark-scaled creatures steps
forwards and casually backhands the eight years old, who does not react. The girl then starts crying,
the younger kid attempts to comfort her and eventually the mob moves out.
Once all of the murals were consulted, the room faded into blackness before three softly glowing
lights appeared above, with colors spreading to form a long hallway with dark-wood floors and
white-washed stone walls, its end beyond sight. That time, only two orbs hung from the ceiling,
although there still were three more pictures on the left. The first one was Thrash, snarling, with his
cannon slung across his back, holding a blue sphere in his right hand. When moved by an orb, an
orange background light casted shadows on his face as the blue sphere in his hand pulsed with
cerulean energy before he took a step forward and dropped it in a metallic container on a table.
The second picture figured Lake, his back turned to the viewers, stooped over a box of gently
curved metal as if he was looking inside. When the other orb was spent on it, blue sparks escaped
the box as Lake took them in his left hand without a flinch, as he looked like rummaging inside the
container for something.
Although the metal box from the first to the second picture changed, the blue sparks were exactly
the same, suggesting that the two brothers might have obtained their power from the same source.
The third one depicted four figures in black armor, green light glowing from their visors and armor
joints, standing guard to a towering gate of black iron, although there were not enough orbs to see
what that one had to reveal.
The entire room then stretched back and forth several times, turning into another stone floored-
room with an obsidian pedestal holding a single orb on top. Around the plinth, there were three
more pictures: one of Greygarden Mountains (see entry) fading in and out, another one of arcing
motes of blue light that then turn into lightnings which then impacted Thrash's body that stands in a
room filled with mechanical items before it exploded into dust leaving only shadows in the
surrounding area. The third image, finally, showed the Fair-be-not Forest, and then the dream
ended.
(5E D&D) The Sinlyn Trials - Session 5: Mute Shoot Riot addendum: the light emitted by Lake's
mask (see entry) is probably the same as the one glowing from the joints in the black armors of the
guardians of the black iron gate. The blue energy appearing in Thrash's image, instead, looked like
lightning attacking the goliath, but meeting failure thanks to his natural resistance to the element.
(source: (5E D&D) The Sinlyn Trials - Session 4: Into the Woods)

Thrash
He is a goliath known for using a cannon, member of the Unrepentant (see entry) and a person of
ill-repute. He has a brother called Lake.
(5E D&D) The Sinlyn Trials - Session 4: Into the Woods addendum: he is a hulking goliath, roughly
eight feet tall, bald headed and with deep eyes dermal deposits all over his gray skin. He tends to
wear a harness with many tools over his bare chest covered in battle scars and burn marks, spiked
boots and leather trousers with metal plates sown into them. The cannon he is famous for using is a
two-barreled contraption that he carries slung on his back, with its rear covered in gears.
He grew in Begarra (see entry) with his brother and, possibly, Hem (see entry).
(5E D&D) The Sinlyn Trials - Session 5: Mute Shoot Riot addendum: he is resistant to lightning,
although he appeared to be killed by the lightning cannon in the last room of the Mining Facility
(see entry), at the hands of the heroes.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Unrepentant
It is a group that Bartimaeus (see legendary entry) and Tapion (see entry) spent much time and
effort fighting against. It accounts Thrash (see entry) its brother Lake (see entry), a certain Mathias,
Seneese, (see legendary entry), Draw Blackhand (see legendary entry) and Chaz (see legendary
entry). Many took part in the Battle Above Olbhurn (see entry) against Bartimaeus (see legendary
entry) and his Doomguard allies, Chalicia and TaeBahk, (see entries). After the Battle, they split
into three groups: Draw went south, down the Southsweep River, pursued by Wombock, the two
brothers went west, in the Fair-be-not Forest, and the others went east across the Dead Plains for
unknown reasons, each taking their apprentices with them. Mathias and his, although, are currently
missing.
They gained their nickname after refusing to worship any sort of god and trying to master the world
in their own way. They also appear to have taken an apprentice each, multiplying their nefarious
potential to the point where even a powerful legend such as Bartimaeus is worried that they are to
form up once again.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Vey
It is the game world.
(source: (5E D&D) The Sinlyn Trials - Session 3: Re-Ignite)

Weeping Wheel Inn


An inn in the south-east quarter of town, in Stone Street (did not quite get the name right, I think). It
is a large stone building, a cart-wheel splattered with red paint as post, and curlicues of black iron
set in the outside walls to host torches or horses' reins.
Inside, there is a single blue lantern in the center, up on a pedestal, the floor is made of stone and
the back wall is a one whole piece with the long wooden bar. Furniture is heavy wood, probably
meant to resist frequent brawls, and most of the tables are of rounded shape for four people.
(5E D&D) The Sinlyn Trials - Session 2: Dawn of Legends addendum: It appears its kaches are
medium-tier in terms of spice quantity.

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