recursal/Fanatic-Fandom huggingface dataset:
Qesnef

Qesnef was a monstrous being of unknown origin. It occupied a lavish room underneath the zigurrat within White Plume Mountain and guarded Blackrazor. When the Cloned Three first arrived there he took the form of a friendly halfling, attempting to trick the party into splitting up. When they grew confrontational he revealed his true form and attempted to slay them, perishing in the endeavor
Amphail

Amphail lies north of Waterdeep on the Long Road. The town is named after one of Waterdeep’s early warlords, who is said to haunt the surrounding hills in spirit form, frightening away monsters. Horses are bred and trained here, rich Waterdhavians maintain secluded estates in the hills, and farmland is plentiful. Stands of dark duskwood and spruce trees are everywhere.

In one corner of the town square stands the Great Shalarn, a black stone statue of a famous war stallion bred in Amphail long ago. Gelded by a prankster, the rearing stone horse is often painted in bright colors by high-spirited locals. Children are allowed to hurl stones at birds perched on the statue, to help keep it free of droppings. The children often climb it themselves and cling precariously to the high, tilted saddle, waving their arms and commanding imaginary armies into battle. Within spitting distance of the statue is the Stag-Horned Flagon, a cozy tavern run by an gray-haired, middle-aged woman with a wry sense of humor named Arleosa Starhenge.

The three Waterdhavian families with the most influence in Amphail are Houses Amcathra, Ilzimmer, and Roaringhorn. These houses rule the town, with the controlling family changing each Shieldmeet. The current Lord Warder of Amphail is Tylander Roaringhorn, a bombastic family man who loves a good party. Thanks largely to the influence of its nobles, Amphail is a member of the Lords’ Alliance and enjoys the protection of Waterdeep’s city guard. The lord warder also hires adventurers from time to time to take care of pesky bandits and monsters.
Ochre Jelly

**Encountered:** Wave Echo Cave

Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies. An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal.
Delimbiyr Vale

The Delimbiyr Vale, also known as the Shining Valley, was an area in the North, encompassing the upper reaches of the Delimbiyr River. The vale was a nigh-endless stretch of sweeping valley that attracted travelers and settlers who could brave life in the Savage Frontier. The Vale was bound on the north by the Nether Mountains and to the south by the South Wood. The western edge was the High Forest but no part of the High Forest was considered a part of the Vale. The eastern edge was ill-defined but did include the Fallen Lands, once a part of Netheril
King Grol

Chief of the Cragmaw Tribe. King Grol ruled over most of the goblin-holds in the region of the southern Neverwinter Woods and the Sword Mountains. He maintained a tense alliance with the Black Spider who used his tribe as hired muscle. King Grol was a fierce old bugbear. He ruled the Cragmaws through pure intimidation. Age had stooped his shoulders and hunched his back, but he remained surprisingly agile and strong. He was demanding and vindictive, and no Cragmaw dares to cross him. He met his end in his castle at the hands of the party. With his death it is unclear who, if anyone will lead the remaining Cragmaws
Mirabar Warehouse

The warehouse was a windowless storage facility near the southeastern river docks of Mirabar that the party traced an associate of Istrid Horn's to in a bid to find the abducted Dana Orcbraid. It was stacked full of crates of mining supplies, including tools, lanterns, rails, timbers and ceramic jars of a strong smelling solvent.
Gargoyle

**Encountered:** Serving the Blue Dragon Imyrith

Gargoyles appeared to be winged statues of demon-like or draconic humanoids. They are imbued with with elemental spirit and considerable malice and are magically capable of flight despite their great weight. These creatures had mastered the ability to stand motionless for long periods of time, which added to the façade of their statue-like appearance.
Mister Dory

Mr. Dory is one of the ruling councilors of the Styes, a position that is practice closer to a mob boss than a politician. He maintains control over much of the trade and shipping passing through the Styes and makes his home in a ship suspended behind one of his warehouses. His staff indicated that he rarely left his home and was rumored to be responsible for numerous murders and other crimes. When encountered in his flooded home he confessed to associating with the Children of Slarkrethel to advance his position.
Stefanie Hearts

Stefanie Hearts, also known as "The Dinner Gypsy" is 18 years old and born and raised in Port Llast by her father. A recent graduate of a fencing academy she is on the road to Neverwinter to seek a job with the guard. She is a gifted artist who enjoys scaring people whenever possible. The party offered to put a good word in with Sildar Hallwinter for her if she and her fried Chee Nin proved themselves against the goblins inhabiting the area.
Leilon

Leilon is a small town near the High Road, straddling the distance between mines in the mountains and the mudflats on the Sword Coast from which its people would send out barges of ore to waiting ships. For many years, the town stood abandoned after a sacking by marauding Orcs. The few travelers still taking the High Road and braving the expansion of the Mere of Dead Men had to travel for miles around Leilon to avoid the infested ruins. When Lord Neverember decided to reopen the High Road to travel, purging the town became a top priority. It is now safe to pass through Leilon, and it is once again a working town, but all who live there owe allegiance to Lord Neverember.
Karnan Orcbraid

Karnan Orcbraid is Diva's father and a well-off owner of a mining claim near Mirabar. After the death of Diva's mother he remarried Ava and fathered a second child Dana. While stern and direct he is purportedly a capable mine owner and businessman though he found himself deeply in debt to Istrid Horn. He faked his own death in a gambit to avoid loosing the family holdings, one that became more complicated when his estranged daughter came to pay her respects.
Lords Alliance

Various settlements of the North have banded together to form the Lords’ Alliance, a shaky coalition that proactively eliminates threats to their mutual safety and prosperity. A number of their agents are active in the North, ostensibly advancing their common interests.

## Known Members

**Sildar Hallwinter** - Former Captain in the Griffon Calvary of the city of Waterdeep. Originally tasked with establishing order in Phandalin he now leads Neverwinter's response to the Giants.

**Gale Harpell** - A lord alliance commander and member of the Harpell family of Longsaddle

**Iarno Albreck** - (Former Member) - Iarno was an agent of the Lords Alliance sent to the growing mining town of Phandalin to bring order to the frontier and secure the trade route to the Dessarin Valley, he instead attempted to enrich himself by making some manner of deal with the Black Spider.

**Daratha Shendrel** - Lord Protector of Triboar and a Harper Agent

**Lord Dagult Neverember** - Former open lord of Waterdeep and current Lord Protector of the city of Neverwinter
High Road

This well-traveled highway follows the Sword Coast from Luskan to Waterdeep, connecting with Neverwinter along the way. For years, the stretch of the High Road between Neverwinter and Waterdeep fell into disuse and disrepair because of frequent monster attacks. When he was both the Lord Protector of Neverwinter and the Open Lord of Waterdeep, Lord Dagult Neverember hired adventurers to make the old road safe and spent considerable coin to repair it. Many now consider the High Road a safer means of travel than a sea voyage.
Manus Kost

Unknown to the party Magister Manus Kost is the senior Red Wizard of Thay operating in the North. Along with his second, Octavious, he cloned The Three creating Defective Diva, Malformed Melech and Verminous Vohrun. He dispatched them on a mission to recover legendary weapons stolen by the mad Red Wizard of Thay Keraptis from the vault of Zulkir Szazz Tam. He is also the father of Hamun Kost, who the party slew at Old Owl Well. He described his use of the Cloned Three as a type of vengeance against their progenitors.
Rassalantar

Many a traveler has come upon the quiet village of Rassalantar on the Long Road and taken comfort in the soft beds and rich ale of the Sleeping Dragon, a cozy roadside inn. Few pay much attention to the walled farms and grazing sheep around the town, and fewer still take notice of the ruined keep hidden among the stand of trees west of the village. Yet Waterdeep has long maintained a large contingent of its City Guard here, using a nearby barracks as the base for outriders who infrequently patrol the road north as far as Amphail and south to Waterdeep.
Dread Warrior

**Encountered**: Within the Thayan Enclave beneath Waterdeep

Dread Warriors are the undead shock troops utilized by the Red Wizards of Thay. They are typically sturdier and more cunning that base skeletal counterparts. Their lack of need for material support such as food, water, or even air make them ideal for reinforcing the hidden enclaves of the Thayans. Control of these warriors is maintained by a control item, such as a necklace or circlet.
Malar's Mantle

The pieces of armor in this set are rough hewn and worn. When worn they subtly shift their coloration and texture to help the user blend into the background when stationary. It functions as Leather Armor +2 and gives the user advantage on stealth checks to hide.

**Found:** Malar's Mantle was the personal armor of Ziraj the Hunter until he was defeated by the party and it was seized by Melech

**Carried By:** Melech
Remorhaz

**Encountered:** At the Eye of the All-Father

From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Wing-like fins flare from the back of the creature's head,
and its wide mouth brims with jagged teeth.
**Arctic Predators**. Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather, having
adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover.
The Morkoth

The Morkoth is a Spell-Jamming ship that was stolen from it's Captain "The Blind" when it docked at the Styes for repairs. It was described to the Cloned Three as a narrow vessel with a long thin body, a pointed arrow-shaped bow and trailing arms. The combined appearance apparently resembles a squid from above.
Bramdur Battlehammer

Bramdur Battlehammer is the envoy from King Bruenor of Gauntlgrym to Neverwinter. He is dedicated to improving relationships between the Dwarven holds and the Human lands. He viewed the partnership as being key to establishing a true dwarven kingdom in the north once more in the style of the lost Kingdom of Delzoun. He extended an invitation to Diva to visit Gauntlgrym at her convenience
Harshnag

Harshnag is a Frost Giant exile and member of the Gray Hands, a group assembled by the Blackstaff of Waterdeep to defend it from threats too great to be handled by the city watch or guard. He sought out his friends Zephyros and Felegos to stop the chaos caused by the shattering of The Ordening, eventually recruiting the party to his goal. Harshnag was particularly burly-looking, even for a frost giant. He has skin as white as snow, light blue eyes and pale blue hair which he often kept tied back in a braid. He wore a helm fashioned from the skull of a white dragon and carried a massive greataxe with him.
Mr Dory's Warehouse

Mr. Dory's warehouse in the Styes houses one of his shipping businesses in a three-story windowless structure operated for him by Birsk Chumwell. Mr. Dory himself resided in a ship suspended from a crane on the back side of the building. The ship hung high over a pit of fetid mud and was fed a continuous supply of water from a tank mounted on the roof of the warehouse. Inside the ship the Cloned Three found boilers and tanks of water, keeping a constant veil of steam throughout the ship. The quarters of Mr. Dory were composed of little more than a large heated tub of water and a small desk pulled alongside. It was guarded by a number of deformed creatures that Dory refereed to as "his gaolers".
Perin Falcrest

The face of Perin Falcrest was shown to the party through a mirror of ice summoned by the Banshee Agatha at Melech's request. He was seen on a ship and Agatha implied that he sailed the length of the Sword Coast. He is the eldest son of the venerable Falcrest Family. Several weeks later the party would encounter and slay his brother Nathan Falcrest in a warehouse in Waterdeep.

When they finally met face to face Melech learned that Perin was a Devil and former servant of Mephistopheles who had escaped the Hells with knowledge the Archfiend desired. Furthermore he claimed to be Melech's father, having sired him in another form on a previous venture into the physical world.
Cloud Giants

**Notable Examples:** Zephyros, Countess Sansuri

**Encountered:** Descending from a floating castle to the ruined Temple of Helm south of Neverwinter

 Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.

Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs. Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants.
Evermoor Way

The Evermoor Way has long been a vital trade route, connecting the settlements of the Dessarin Valley with those of the Silver Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a little too close to the Evermoors for most merchants’ comfort. Between Olostin’s Hold and Everlund, the trail passes through an area that used to be forest and is now full of tree stumps. Efforts to turn this long stretch into a proper road have long been thwarted by disagreements between the leaders of Yartar and Everlund, and Everlund’s exit from the Lords' Alliance has dashed all hope.
Chee Nin

Chee's parents were travelers roaming through the region selling goods from town to town. On one auspicious day they found themselves ambushed by fire giants and killed. After that dark day Chee traveled to Port Llast ask to learn to fence as her father an Elven fencing master once had. She had previously never had the time to learn from him as she had devoted most of her studies in the Arcane Arts. She has recently graduated and is on the road to Neverwinter to seek a job with the guard. The party offered to put a good word in with Sildar Hallwinter for her if she and her friend Stefanie Hearts proved themselves against the goblins inhabiting the area.
Horeak

Melech's closest friend from Beggar's Nest. Horeak was arrested following the fight with Perin Falcrest that left Melech badly hurt. Melech has not seen him since. Prior to the fight he helped Melech with his various endeavors and worked part time for Sharn Bliss running a low-level protection racket out of the docks.

Horeak was arrested in the aftermath of the fight with Perin, and was given a lengthy sentence at Neverwinter Prison after traveler's dust was found in his residence. He was broken out of his cell by Melech and sent to Phandalin to seek shelter at Tresendar Manor. During this escape it became clear that his memories of the encounter with Perin differ significantly from Melech's.
Fire Giant

**Encountered:** Assaulting the town of Triboar to recover an artifact buried below the center of town.

Fire Giants are about 18' tall and have stocky squat bodies that resemble massive ebony colored dwarves with flame red hair. The Fire Giants that the party have encountered wearing plate armor and massive greatswords. They are rumored to be master crafters and organized warriors, ruthless militaristic brutes whose mastery of metalwork is legendary.
Wyvern

**Encountered:** Along the Long Road, ridden by "LD"

Travelers in the wild sometimes look to the skies to see the dark-winged shape of a wyvern carrying its prey. These cousins to the great dragons hunt the same tangled forests and caverns as their kin. Their appearance sends ripples of alarm through the borderlands of civilization. A wyvern has two scaly legs, leathery wings, and a sinewy tail topped with its most potent weapon: a poison stinger. The poison in a wyvern's stinger can kill a creature in seconds. Extremely potent, wyvern poison burns through its victim's bloodstream, disintegrating veins and arteries on its way to the heart. As deadly as wyverns can be, however, hunters and adventurers often track them to claim the venom, which is used in alchemical compounds and to coat weapons.

**Aerial Hunters**. A wyvern doesn't fight on the ground unless it can't reach its prey by any other means, or if it has been fooled into a position from which aerial combat isn't an option. If forced into a confrontation on the ground, a wyvern crouches low, keeping its stinger poised above its head as it hisses and growls.

**Tamed Wyverns**. A wyvern can be tamed for use as a mount, but doing so presents a difficult and deadly challenge. Raising one as a hatchling offers the best results. However, a wyvern's violent temperament has cost the life of many a would-be master.
Alexander Hebar

Alexander is a recent acquaintance of Melech's. Melech prepared a sonnet for Alexander to woo a woman named Cecelia Roaringhorn in exchange for an introduction to Alexander's employers at the Lionshield Coster where he works as a clerk. Alexander delivered on his promise arranging a meeting with a bondholder Boln Condar who provided more information on the operation of the Coster to the party.
Westbridge

A village strung out along the Long Road between Red Larch and Triboar, Westbridge (so named because it lies to the west of the Stone Bridge) is home to the Harvest Inn, on the west side of the Long Road facing the Stone Trail. The inn's proprietor is the affable halfling Herivin Dardragon, a curly-haired collector and reseller of paintings and statuettes of questionable taste
Watchful Order of Magists and Protectors

The Watchful Order of Magists and Protectors was the guild of wizards and sorcerers for the city of Waterdeep. However, while technically a guild, the Watchful Order functioned primarily as a mage academy. The Watchful Order also policed the use of magic within Waterdeep, encouraging wizards to use magic wisely and accompanying the city guard to intervene when magical threats were detected. Members of the Order were responsible for apprehending the party after the death of Nathan Falcrest in Waterdeep.

## Known Members

**Brienna** - A mage accompanying a detachment of Waterdavian Guards that apprehended the party.
Halia Thornton

Halia Thornton was a prickly woman who ran the Phandalin Miner's Exchange. She certified the party and Gundren's claim on Wave Echo Cave. For reasons unknown she appears to have participated in the escape of The Black Spider from his cell in Phandalin which led to her death, apparently at his hands.
Dead Rat Gang

The Dead Rats are a street gang operating in Neverwinter from the Sewers. They are notable for being composed of Wererats, passing their curse onto new members. The party found one of their hideouts in the Sewers beneath the Tower District of Neverwinter while investigating odd kidnappings.

## Notable Members

**Don Shipsail** (Deceased) - A rival of Melech's from his time on the streets of Neverwinter
Wormblod

Chief Wormblod was the leader of the Uthgardt Great Worm tribe. He led his followers from the back of his Remorhaz mount to the Eye of the All-Father intending to loot the ancient temple. He arrived shortly before the party and was slain by them before he was able to access the interior of the temple.
Travelers Dust

Traveler's dust is a deadly, addictive drug. Traveler's dust was transported and sold in the form of tiny roseate crystals, each a bit bigger than a grain of salt. Traveler's dust was used by dropping a single grain of the drug onto the eye and letting it dissolve. Anyone using traveler's dust showed these telltale signs: trembling hands, sometimes slurred speech, and—most telling—eyes the color of blood. The narcotic would elevate the pulse of the user leading to a euphoric feeling paired with a sensation that the world was slowing down around them. The high would last for several minutes but those under the influence would report it feeling like hours, they would often wander during these times, winding up in places they had never been before, leading to the name of the drug. There are few long-time addicts since the drug triggers cardiac arrest in frequent users or overdoses as Nathan Falcrest learned. Those that used traveler's dust were said to be *"walking the crimson road"*.
Solecittà

**Solecittà** (Engels: *Suncity*, Nederlands: *Zonnestad*) is de hoofdstad van de provincie Isola di Capitale en hoofdplaats van de gemeente Solecosta in Lapos. De stad telt 79.439 inwoners.

## Vervoer

Als provinciehoofdstad heeft het een aantal grote wegen om zich heen. De ringwegen van Solecittà zijn de A2 en de A3. De A2 komt geheel van Villagio di Sabbia/Leonavilla af, en komt langs Solecittà omzijn weg te vervolgen over de car ferry naar Emiliocittà. De A3 begint bij Solecittà en gaat via een car ferry en langs Mattodiga, naar Sudaeso. ook begint de N3 naar Casenora bij Solecittà.
Yartar

The fortified city of Yartar stands on the east bank of the Dessarin River. On the west bank is a walled citadel under the city’s control. Between them stretches a wide stone bridge. Travelers must move through the citadel and pass inspection before continuing west to Triboar or crossing the bridge to the city’s west gate. The Evermoor Way cuts through the heart of Yartar, connecting the city’s western and eastern gates. East of the city, the trade road becomes a gravel trail.

Yartar is prosperous and becoming increasingly crowded. Some of its old buildings have been torn down and taller ones built—four stories high, in some cases.

The headquarters of the Lionshield Coster is found within its walls.
Rond Arrowhome

Rond is the leader of an Elven scouting party in the Ardeep Woods. He informed the party that Orcs moved into the Ardeep Forest in the last two weeks and hundreds of their number were slain by the Elvish defenders of the wood. Rond has been pursuing the stragglers and trailed them to Nightstone. He allowed the Orcs to dash themselves against the defenses of the town, saving the Arrows and Elvish lives it would have taken to dispatch them himself. He told the party that the missing villagers tracks led to the north but did not enter the forest. Before leaving he gave the party instructions on the proper etiquette to contact him without being slain by the defenders of the wood
Waterdeep

The City of Splendors is a bustling, walled city on the Sword Coast. Some merchants have dubbed Waterdeep the best supply center in the world, with the largest collection of superb craft workers, experts, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren't careful-and everyone agrees that its wide, crowded streets are full of spies.

Waterdhavian noble families and guilds hold tremendous political and economic sway up and down the Sword Coast, but within the city itself, true power lies with the Masked Lords of Waterdeep-rulers who convene in secret and whose identities are largely unknown.

The public face of this ruling body is the Open Lord of Waterdeep. The current Open Lord, Lady Laeral Silverhand, has held the position for only a few months. Many of the city's nobles and guildmasters are vying for her attention while conspiring to wrest power away from her office. There's also trouble brewing between a number of upstart criminal organizations and the venerable Xanathar Thieves' Guild, which controls much of the city's criminal underworld.
Vohrun Deepshale

Dwarves rarely take up the bardic life, preferring deep earth and cold steel to the wide open spaces of the world. Vohrun seems to be a wellspring of stories, jokes, songs, and lore - though where he came upon this information he rarely says. He originated in far-off Vaasa but following a series of tragedies found himself in Neverwinter. He was dispatched by Eamon Targ to investigate Thayan activity near Phandalin. For the rest of the story, you'll need to buy him a pint.

## Key Abilities (Level 12 Valor Bard, Level 2 Paladin)

Spellcasting - Level 12 Bard, Level 2 Paladin

Combat Bardic Inspiration - Enhances allies - Playing the hits

Extra Attack - The hits keep coming

Jack of All Trades - Across the board skills - A man should have his hobbies.

Song of Rest - Additional healing on rest - He knows how to help people unwind after a long day

Countercharm - Disrupts Charm Effects - Allows Vohrun to remain the center of attention

Magical Secrets - Who are you calling a dilettante?

Divine Sense - Detects evil beings - Is that a hint of Sulfur?

Lay on Hands - Healing touch - He's got magic fingers

Defense Fighting Style - The key to a good offense is surviving long enough to have one

Magic Initiate (Wizard) - He is a consummate dabbler

Divine Smite - Righteous fury in a small package

Dwarven Resilience - Resistance to poisons - He's got an iron stomach to go with a silver tongue

Expertise in Deception, Intimidation, Performance and Persuasion.

Proficient in Acrobatics, History and Perception.

## Magic Items

Dragonguard - Stylish protection from wyrms of all types.

Treebane - An axe with an unreasonable hatred of forests.

Ring of Water Walking - He's light on his feet

Doss Lute - Tool of the trade

Gauche Gauche - Better embarrassed then dead
Uthgardt

The Uthgardt barbarians are a black-haired and blue-eyed people-large, hale, bloodthirsty folk with inhuman dispositions. Few Uthgardt are willing to trade with civilized folk. Most are vicious raiders who pillage and destroy any caravan or homestead they come across. Uthgardt barbarians take their name from Uthgar Gardolfsson, a great hero-chief who battled giants and conquered much of the North before ascending to godhood.

In addition to revering Uthgar, each tribe venerates a totem animal spirit after which the tribe is named. Numerous Uthgardt tribes have been vanquished over the years, and at least one tribe previously thought to be extinct has returned in force. There are currently eleven known Uthgardt tribes scattered throughout the North. Each tribe claims a vast tract of wilderness as its hunting grounds-territory that often overlaps with the hunting grounds of other Uthgardt tribes as well as land claimed by civilized races, orcs, dragons, goblinoids, and other monsters.
Stone Bridge

This gigantic stone archway (two miles long and four hundred feet high) comfortably spans the widest spring flood of the Dessarin River. The Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. It was built to connect the eastern and western parts of the surface dwarven realm of Besilmer, an ancient and short-lived dwarven kingdom that predated Delzoun. The entire edifice is considered a temple to the dwarven pantheon.
The Trackless Sea

The Trackless Sea was the name of the vast ocean due west of the continent of Faerûn. It largely devoid of land masses save for a few scattered island chains. It's northern reaches, west of the were noted for harsh, cold winds and deadly storms that appeared with little warning. It stretched from the Sea of Moving Ice to the north all the way to Tropical Chult in the south.
Wraith

**Notable Examples:** Mormesk, the spirit of a mage of the Phandelver Pact.

**Encountered:** Wave Echo Cave

A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence.

**Bereft of Body**. A wraith can move through solid creatures and objects as easily as a mortal creature moves through fog. A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little more than faint impressions, fleeting as half-remembered dreams. A wraith might pause to stare at something that fascinated it in life, or it might curb its wrath in acknowledgment of a past friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become.

**Undead Commanders**. A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die.

**Undead Nature**. A wraith doesn't require air, food, drink, or sleep.
Torm

Torm, known as The True and The Loyal Fury, was the god whose portfolio consisted of duty, loyalty, and righteousness. During the Time of Troubles he was slain in a battle with the god Bane outside the city of Tantras. After the conflict he was restored to existence by Ao who rewarded him for staying true to his portfolio to the end. His followers include the Paladins of Torm, a knightly order operating throughout the realms.
Ziraj the Hunter

Ziraj is a massive half-orc that the party came to blows with in Mirabar. He was working for Istrid Horn guarding Dana in a warehouse when the party tracked another of Istrid's henchmen there. He utilized a massive oversized bow that fired arrows nearly the size of javelins. The party defeated him, questioned him, stripped him of his armor and released him outside of Mirabar
Immortals

An immortal is not a race per se. One can be an immortal and still be a human or elf. An immortal is someone of high moral standing that a particular god takes favor in. If this person dies and the god deems him worthy he is made an immortal. Once immortal this person will not die of natural causes yet can still die in combat, falling off a cliff, etc. If this person does die he has a 25% chance of coming back to life within the year. When the person is made an immortal he becomes a disciple of the god that made him. The disciples are granted the following powers: Shape change (animal form) at will, communicate directly with their deity, and usually granted the power to cast spells if not already a magic-user/cleric (usually clerical spells for non magic-users).

For obvious reasons this race is not available at character creation.
Valley of Khedrun

The Valley of Khedrun is an idyllic valley west of Mirabar. The river Mirar runs through it from it's headwaters in the Spine of the World. The valley is mostly unforested, covered is fields of high grasses and wildflowers. Despite the pleasant environment there are no settlements in the valley more than a half-day's walk from the walls of Mirabar.
Xolkin Alassandar

The party arrived back in Nightstone after rescuing it's people to find the town under the control of Xolkin Alassandar (male half-elf). He keeps a pet winged snake coiled around one his arms. He praised the party's efforts to help the town and offers them a sizable amount of gold to aid, or at least not oppose, the transition of authority in the town to his benefactors.

The party attacked Xolkin and his men, taking him prisoner, they tortured and interrogated him, learning that he served Nelkin "The Snail" Danniker in Daggerford, who in turn represented the Zhentarim. After the interrogation the party killed Xolkin.
Uthgardt Totem Spirits

Each tribe of Uthgardt venerates a different Totem Spirit. When the party desecrated Morgur's Mound they incurred the wrath of all eleven of the totem spirits. With the help of Breolix the party defeated these spirits and they were bound into physical totems. The Spirit totems include:

Black Lion, Black Raven, Blue Bear, Elk, Great Worm, Grey Wolf, Griffon, Red Tiger, Sky Pony, Thunderbeast, Tree Ghost
Stones of Kael

Centuries ago a powerful daemon entered the world, bent on conquest and destruction. It is said he was so powerful that the Gods feared it would sunder the Balance permanently. An equally powerful seraph was allowed to enter the world to combat this threat. In the end the seraph helped a group of wizards to create the Stones of Kael to trap the daemon's soul in five separate parts. If these five stones were ever to be brought together again, Kael would be released and the world would again be in danger.

The stones were sent to different regions of Carabet to be hidden away. Powerful knights and wizards were charged with protecting the sites. Over time some were forgotten, and lost to history. Others became a post of tradition, though the orders do not remember why. To date, two stones have surfaced, one found near a small village in southern Draico, and another in the port city of Barden.

These stones have various powers depending on the part of Kael that inhabits them. They are also intelligent, though since they do not contain the full essence of Kael, all by the mind stone can only influence, not control the wielder.

**Heart Stone**

The heart stone of Kael is a red gem which pulses as if a heartbeat is contained within. It is warm to the touch, and quite obviously magical if it is examined. The heart stone will eventually influence anyone who holds it with minor images and nudges. It feeds on the wielder, though it's power can be beneficial.

*Powers*

The stone has the ability to heal, but the use of its power can slowly eat away at the wielder. The stone can cast any *cure wound* spell, *heal*, *raise dead*, and *resurrection*. The cost of using this power is temporary (1 hour) con damage equal to the spell level cast, which is cumulative if used consecutively. This ability damage can only be restored by time, not by any magical means.

**Eye Stone**

The eye stone of Kael is a clear glass sphere in which swirls a dark mist. Touching the stone will cause the mist to move faster and visions to appear in the holder's mind.
Treebane

Treebane is a magical handaxe +2 which always deals maximum damage to plant based foes. It can be used to fell an average tree in a single round. It's user feels a sense of unease whenever they enter a forest. It was reforged by the spirit of Durgeddin Foehammer with additional enchantments that allow Vohrun to attack more quickly when he is seriously wounded.

**Found:** In a chest in King Grol's chambers in Cragmaw Castle

**Carried By:** Vohrun Deepshale
New Prestige Classes

**Blue Knight**

The Blue Knights of Draico are a military order founded to fight the Daemon Knights that follow Gartham Shadowshade. They are made up of warriors who have chosen to follow the Cavalier path and have been knighted by the highest ranking member of the order. They are tasked with hunting down the remains of the Daemon order and protecting Draico from the return of a similar threat.

**Field Medic**

Field medics are clerics who specialize in battlefield healing.  hey have developed specialized skills in dealing with healing and combat at the same time.  Field medics are commonly found traveling with footmen squads, adventuring groups, and in the employ of merchant caravans.

**Rune Weaver**

A rune weaver is a spellcaster who has taken the extreme step of enchanting his own body through the use of magical tattoos. They have been able to transfer permanent enchantments such as mage armor, bull's strength, or cat's grace to themselves, essentially making magical items out of their own limbs and flesh.
Plains of the Endless Wind

**Capital:**  None

**Population:**  Unknown

**Government:**  Scattered Tribes (nomadic humans, horse warriors)

**Currency:**  Horses, hides, other trade goods

**Religion:**  Pantheistic; The Great Horse (Illeander), The Uncaring Wind (Farandal), The Consuming Fire (Karratos)

**Imports:**  Metal weapons, vegetables, alcohol

**Exports:**  Horses

**National Languages:**  Trade Common, Mythgarin

**National Alignment:**  Chaotic Neutral

The Plains of the Endless Wind is just as its name suggests.  The Plain is a flat, mostly treeless expanse of grassland, constantly swept by winds off the northern glacier.  The Plain covers a large portion of the eastern continent from the mountains in the west to Wujingta in the east.  Its northern boundary is the great glacier, while the southern expanse meets the forest of Khoranne.

The people of the Plains, known as the Mythgar, are a race of small humans of dark complexion with dark hair and eyes.  They have slightly narrow eyes, probably an evolutionary change due to constant squinting against sun, dust, and wind.

**Culture**

 The tribes of Mythgar that roam the plains are a nomadic horse people.  Each tribe is really an extended family, who travels with their horses for good grazing lands.  Conflict between tribes is common but all hostilities are set aside when its time for the great gathering every year.  Young men select wives from other tribes, and the equine gene pool is kept clean by trading horses.

The Mythgar are a fiercely warlike people, and fighting over grazing lands is common.  Horse stealing is considered an art form, and has led to many blood feuds over the generations.  Intentional killing of horses is considered blasphemy and punishable by a horrible, slow death.

**Regional History**

 There is very little detailed history known among the Mythgar.  They maintain their culture and traditions through stories, and records of horse bloodlines are kept by sacred breeders in each tribe.
Wave Echo Cave

This cavern was at one point the center of power for the mages of the Phandelver Pact. It was destroyed centuries ago by an invading force of Orcs. The location was lost until it was rediscovered by Gundren Rockseeker and his brothers. The Black Spider tried to seize the cavern but was unable to defeat the undead defenders of the place before the Three arrived, defeated the Black Spider and purged the undead from the forgotten halls.
Thornhold

Thornhold is a coastal fortress, a castle of gray stone with a thick, curved wall and a two-towered central keep on the southern tip of the Mere of Dead Men. The cliff facing the sea is so sheer and smooth that no wall need be built on the side of the hill where Thornhold sits. The castle is without adornment; only crenelations and arrow slits break its solid face of stone. Inside the walls, surrounding the bailey, are small buildings of wood and plaster that house animals and are used for smith-work, candle-making, gemcutting, repairing wooden items (including wagons and the like), and brewing beer.

Its current occupants are the shield dwarves of the Stoneshaft clan. They refer to the castle as Stoneshaft Hold. The Stoneshaft dwarves are reclusive and secretive.

Travelers are free to visit Thornhold, up to a point. The Stoneshaft dwarves allow adventurers and caravans to make camp within their walls, but they forbid access to the keep and the extensive caves below.
Worg

**Encountered:** Nightstone

A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins, hobgoblins or orcs. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language as well as the language of their handlers.
Wyvern Tor

Wyvern Tor was a crag in the hills northeast of the Sword Mountains, and was easily seen by any on the Triboar Trail near the vicinity of Conyberry. It was used as a staging area for a party of Orcish Raiders from the Many Arrows Tribe until the Three slew them, making the Triboar Trail safe once more.
Zombie

**Encountered:** Old Owl Well

**Dark Servants**. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.

**Hideous Forms**. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.

**Mindless Soldiers**. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.

**Undead Nature**. A zombie doesn't require air, food, drink, or sleep .
Zhentarim

The Zhentarim, also known as the Black Network, is an unscrupulous shadow network that seeks to expand its influence and power base throughout the North.

## Known Members:

**Davil Starsong** - A Zhentarim agent dealing with the Frost Giants

**Yagra** - Davil's Bodyguard

**Tashlyn Yafeera** - The magistrate of Loudwater

**Xolkin Alassandar** (Deceased) - Leader of a mercenary company employed by the Zhentarim, Slain at Nightstone by the party.

**Kella Darkhope** (Deceased) - An associate of Xolkin and sister of "LD". Slain at Nightstone by the party.

**"LD"** - Wizard and Wyvern rider that attacked the party on the road. Sister to Kella.

**Nelkin "The Snail" Danniker** - An agent of the Zhentarim in Daggerford and seemingly the employer of Xolkin, Kella and "LD"
Watchful Knight

The Watchful Knight was a suit of armor on display within, and the namesake of the Watchful Knight Inn. When the party called for volunteers to end the Hill Giant threat the Suit animated and stepped out of it's case to join the party on their adventure. The Watchful Knight has not demonstrated an ability to speak but seems to understand common.
Spectator

**Encountered:** Wave Echo Cave

A spectator is a lesser beholder that is summoned from another plane of existence by a magical ritual. A spectator has four eyes talks, two on each side of the wide eye at the center of its four-foot diameter body.

**Magical Guardians**. A summoned spectator guards a location or a treasure of its summoner's choice for 101 years, allowing no creature but its summoner to enter the area or access the item, unless the summoner instructed otherwise. If the item is stolen or destroyed before the years have all passed, a summoned spectator vanishes. It otherwise never abandons its post.

**Glimmers of Madness**. Though it can speak, a spectator communicates primarily by way of telepathy. It is civil while on guard, openly discussing its orders and its summoner. However, even a brief conversation with a spectator is enough to reveal quirks in its personality brought on by its years of isolation.

**Freed from Service**. When a spectator has fulfilled its service, it is free to do as it pleases. Many take up residence in the places they previously guarded, especially if their summoners have died. With the spectator's loss of purpose, the flickers of madness it displayed during its servitude flourish.
Wererat

**Encountered:** In the sewers below Neverwinter

Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat.

A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed. Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds.
Yorrick Farren

Knight-Commander Yorrick Farren is a high-ranking officer within the Paladins of Torm, based out of Neverwinter. During his initial meeting with the party he demanded to know why they had strayed from the task that Eamon had given them and demanded the Arcane Cypher. When they refused he didn't force the issue, warning them instead that Torm sees all dereliction of duty, and punishes those he see fits accordingly. As he left he took Rhenda Thistlehill with him, depriving the party of further support from the Paladins of Torm.

When they next met him in the city of Neverwinter he agreed to watch after Sirac Cimber and confessed that the "erratic" behavior of Eamon Targ, who had apparently gone missing in recent weeks had worried him. He stated that he wanted the Arcane Cypher because he thought that might lure Eamon back to the temple to explain himself.

At the ruined temple of Helm south of Neverwinter the party learned that he had attacked that temple during the Time of Troubles and was being blackmailed by Hamun Kost into serving the interests of the Red Wizards. He was last seen in the temple preparing to cover the party's retreat.
Zephyros's Tower

The Tower of Zephyros is the home of the reclusive Cloud Giant Zephyros. The tower was nearly three hundred feet tall but, while massive, it was a simple structure consisting of only three rooms. The tower was controlled by a navigation orb that could be manipulated by one of Zephyros's family, or as it turns out, by using the magic of the Arcane Cypher.
Zephyros

Zephyros is a Cloud Giant Scholar and wizard who, along with his friend Harshnag, set out to end the chaos caused by the shattering of The Ordening. He made his home in a massive tower with a conical roof that was constructed onto a mobile cloud. He uses his spells to consult with extra-planar entities to aid his research.

He was a distant relation of Countess Sansuri.