recursal/Fanatic-Fandom huggingface dataset:
Fauna Flora

### Siblings

Lilah (Sister - 148), Violet (Sister - 142), Ezra (Brother - 135), Drake (Brother - 127), Birch (Brother - 119), Fiery (Sister - 110), Miles (Brother - 103), Scarlet (Sister - 96)

## Appearance

Before you stands a young elven figure with long dark brown hair standing at 5'6". Her eyes two different colors, one a light violet and the other a light green. She has tribal tattoos scattered around her body and her face. A head dress sits on her head with feathers sticking up and hanging down. She wears leather armor and carries on her back a beautiful long bow that glows a green aura. Written about the bow is Sylvan writing. Those who can read Sylvan, read many names.

## Personality

Fauna feels much more comfortable in the forest than she does in crowded room. When she gets crowded, she can get very nervous and begin rambling until she possibly couldn't ramble anymore. She is quiet, but will stand to defend her views and practices if she needs to. She is very fascinated by the Material Plane and will ask many questions about peoples experiences there. She will questions about many things, from actions to motivations.

## Childhood/Adolescence

Fauna was born and raised in the Fey Wild with a tribe of rangers and druids of all sorts. She's a middle child in a home of eight siblings and has a wonderful relationship with them all. The only stories she ever heard and was fascinated by growing up was the stories that the plane travelers brought back from the different planes they visited. She always fought the urge to jump in to one of the portals, but one night she was awoken from a trance, feeling a pull towards a large opening in the forests. Before her stood a portal with people looking into it. She was tackled to the group by a member of the tribe, forcing to keep quiet while they watches a group of folks leave the portal and begin exploring the Fey. She was worried about them. They sat and watches them for hours before leaving to tell the tribe about what they had seen. She never forgot that day, but she put the experience into the back of her mind.

## Adulthood Prior to Discord

Fauna heard about the new guild system from her sister, Violet, who traveled frequently to the Material Plane. She snuck an application to Fauna who filled it out in private and her sister took the application back with her the next time she traveled. When Violet returned, she returned with an acceptance letter for Fauna. Fauna was overjoyed. Her parents were not. Fauna was barely an adult and her parents didnt want her getting hurt, but eventually they gave in. She packed her things and her father gave her a very special long bow. His long bow. Made from fey wood, it glowed a slight green aura and had Sylvan texts throughout it with all her siblings names. A large farewell party was given for Fauna and at the end of it, her sister opened a portal to the Material Plane.
Dao

Image credit WOTC

Dao

"Welcome to the Great Dismal Delve, gem of the Inner Planes. You are now Slaves of the mighty and merciful Khatun Zafara al’Yil jin Zarain, Queen of the Mantled Depths, Pontiff of the Diamond Cathedral, Protector of the Malachite Scepter, and so on and so forth."

—Gargoyle seneschal’s standard greeting

Dao

Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become columns of swirling sand. A dao isn’t happy unless it is the envy of other dao.

All That Glitters. The dao dwell in complexes of twisting tunnels and glittering ore-veined caverns on the Elemental Plane of Earth. These mazeworks are continually expanding as the dao delve into and reshape the rock around them. Dao care nothing for the poverty or misfortune of others. A dao might grind powdered gems and gold dust over its food to heighten the experience of eating, devouring its Wealth as mortals consume a precious spice.

Lords of the Earth. A dao never assists a mortal unless the genie has something to gain, preferably Treasure. Among the genies, dao are on speaking and Trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane of Earth avoid the dao, which are always seeking new Slaves to mine the mazeworks of their floating earth islands.

Proud Slavers. The dao trade for the finest Slaves that money can buy, forcing them to work in dangerous subterranean realms that rumble with earthquakes.

As much as they enjoy enslaving others, the dao hate being enslaved. Powerful wizards have been known to lure dao to The Material Plane and trap them in the confines of magic gemstones or iron flasks. Unfortunately for the dao, their greed makes it relatively easy for mages to cozen them into service.
Dis the Second Hell

## Brief Overview

A road littered with skulls leads twenty miles or so from the Gates of Malsperanze down to the vast cavern of Dis. The cavern is illuminated by the ruddy glow of sluggish lava streams and red-hot iron. The cavern is more than a hundred miles wide and easily ten miles tall, and jagged mountains and sheer ravines break up its floor. Bridges of iron span dizzying drops until the road reaches the walls of the Iron City of Dis, from which the whole layer takes its name.

Dis sprawls over miles of steep hillsides. It is a tangled maze of iron ramparts, black towers, and ramshackle alleyways. Vast dungeons of iron lie beneath the crowded streets. Travelers must be carwful to avoid brushing up against walls, gates, and there such objects within the city, for most are searing hot.

## Lore

The master of Dis is the Archdevil Dispater Father of Strife.

## Notable Areas

The Fetters

Mentiri

The Iron Tower

## Beasts Encounter

* Bearded Devil
* Cambion (Hellsword)
* Hell Hound
* Legion Devil (Grunt, Hellguard)
* Pain Devil
* Spined Devil
* Succubus
Foral and Hardy

Floral and Hardy is a small building or dark wood with large glass windows near the bottom of the middle district. The light shines though the large windows highlighting the rare plants and herbs. At the back of the room there is a dark wooden counter. Stood behind the counter is a human named Christina a tall lanky women with long dark hair hangs down her back. She wears simple clothes with an apron She is constantly writing in a book, part of her work of creating new plants.
Darkwoods

## Brief Overview

The Darkwoods are a very dark and creepy place. The trees twist and turn in odd ways and when entering it always seems to be dark. Only the bravest of people enter and when they do most do not return.

## Lore

The Darkwoods was once apart of The Great Forest until the vampires corrupted it. The vampires used it as a grave site for their dead slaves. Since then nothing has been done to try and rid it of its corruption. Every time the people of HinderFall try something pushes back. I seems that like The Great Forest something or someone is protecting it.

## Notable Areas

There are mass grave sites in the Darkwoods. a few ruined building that have been overgrown and destroyed. One part of the forest his blocked by the ground there is an old cathedral in that section.

## Beasts Encounter

You might find werebears, werewolves, any type of undead, banshees, hags, vampires, ghosts, ghouls, shadows

###
Elan "Mouse" Malbec-Amakiir

The adopted daughter of Tenninand Sindle , Mouse was discovered in a ruined ghost town, starving and terrifed, hiding in a tiny hole in the wall. Tennin saved her and brought her back home to nurse her back to health, then discovered he could not let her go. They have officially adopted her in to the family.

She is an adorable six-year-old sun elf with dirty blonde hair and green eyes. She is excitable, but very shy around new people. She loves animals, drawing and reading.
Crawling claw

Image credit WOTC

> *"Makes you wonder what can be done with all those other murderer parts, doesn’t it?"*
>
> —Evangeliza Lavain, necromancer
>
>

Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. Wizards and warlocks of a dark bent use crawling claws as extra hands in their labors.

***Magical Origins.***Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer’s spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails.

The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers.

***Creator’s Control.*** A crawling claw can’t be turned, nor can it be controlled by spells that control undead. These foul monsters are entirely bound to the will of their creator, which can concentrate on a claw in sight to mentally command its every action. If the crawling claw’s creator doesn’t command it, the claw follows its last command to the best of its ability.

Commands given to a crawling claw must be simple. A claw can’t be tasked with finding and killing a particular person, because its limited senses and intelligence prevent it from tracking and picking out specific individuals. However, a command to kill all creatures in a particular locale works. A crawling claw can easily feel out the contours of keys and doorknobs, crawling from room to room on a blind killing spree.

***Malign Intelligence.*** A crawling claw possesses little of the intellect and memories of the individual of which it was once a living part. The hate, jealousy, or greed that drove that person to murder lingers on, however, amplified by the claw’s torturous fragmented state. Left to its own devices, a crawling claw imitates and recreates the same murderous acts it committed in life. Living Claws. If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer’s soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed.

Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw.

***Undead Nature.*** A crawling claw doesn’t require air, food, drink, or sleep
Dretch

Image credit WOTC

Dretches are among the weakest of demons—repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low Intelligence makes dretches unsuitable for anything but the simplest tasks. However, what they lack in potential, they make up for in sheer malice. Dretches mill about in mobs, voicing their displeasure as an unsettling din of hoots, snarls, and grunts.
Draroth the Golden Scales of the Sun

## Appearance

Golden scales cover the define broad head of the Dragonborn, burning gold eyes set deep within their sockets break up the furrowed ridges set above. Heavy shining armor with golden details depicting the sun on the pauldrons almost seems to radiate the heat of the sun.

## Personality

A radiant personality of warmth and caring for those around him, he is easy going and willing to talk to anyone. His determination is where you actually see the depth of his personality, he as driven as the sun is to rise in the morning and will make sure he is able to put down his quarry.
Flumph

Image credit WOTC

> *"Trust a flumph."*
>
> —X the Mystic’s 1st rule of dungeon survival
>
>

The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger.

***Intelligent and Wise.*** Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects.

Flumphs are sensitive to the emotional states of nearby creatures. If a creature’s thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees.

***Psionic Siphons.*** Flumphs feed by siphoning mental energy from psionic creatures, and they can be found lurking near communities of mind flayers, aboleths, githyanki, and githzerai. As passive parasites, they take only the mental energy they need, and most creatures feel no loss or discomfort from such feeding.

Consuming psionic energy reveals the thoughts and emotions of the creatures on which the flumphs feed. Since so many of those creatures are evil, flumphs are often subjected to thoughts, emotions, and hungers that sicken their pure nature. When flumphs encounter good-hearted adventurers, they eagerly share the dark secrets they have learned in the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment.

***Flumph Society.*** Flumphs live in complex and organized groups called cloisters, within which each flumph has a place and purpose. These harmonious groupings have no need for leaders, since all flumphs contribute in their own way.
Flying Sword

Image credit WOTC

## Animated Objects

Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.

***Constructed Nature.*** An animated object doesn’t require air, food, drink, or sleep.

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

## Flying Sword

A flying sword dances through the air, fighting with the confidence of a warrior that can’t be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form.
Eagle's Nest Orphanage

## Brief Description

From the outside this house looks intimate and cozy. It has been built with wood covered in render and has tan stone decorations. Small, rounded windows add to the overall look of the house and have been added to the house in a mostly symmetric way.

The house is equipped with a large kitchen and three small bathrooms, it also has a spacious living room, numerous bedrooms, a large dining room and a spacious storage room.

The building is rectangular shaped. The house is half surrounded by cloth sunscreens. The second floor is bigger than the first, which creates a stylish overhang around the entire house. This floor has a slightly different style than the floor below.

The roof is low and rounded and is covered with red roof tiles. One small chimney pokes out the center of the roof. Rows of small windows let in plenty of light to the rooms below the roof.
The house itself is surrounded by a modest garden, with mostly grass and one large oak tree.

## Miscellaneous Information

* Was used in the Discord event: The missing ones.
Gorgon

Image credit WOTC

Few creatures that encounter a gorgon live to tell about it. Its body is covered in iron plates, and its nostrils fume with green vapor.

***Horrific Structure.*** A gorgon’s iron plates range from steely black to gleaming silver, but this natural armor in no way hinders its movement or mobility. The oils of its body lubricate the armor. A sick or inactive gorgon gathers rust like fungus or mange. When a rusty gorgon moves, its plates squeal as they rub together.

***Monstrous Predator.*** When a gorgon spots potential prey, it charges with a hideous clamor of metal on metal. When the gorgon hits, it pulverizes the foe and sends its sprawling, then tramples it to death with its cruel hooves. Faced with multiple foes, the gorgon exhales its deadly vapor to overcome the creatures it touches by turning them to stone. When it grows hungry, it smashes its petrified prey to rubble and uses its strong teeth to grind the stone into a powder that provides nourishment. The crisscrossing network of trampled trails and splintered trees that surrounds a gorgon lair is strewn with the uneaten fragments of its shattered foes.
Gillehena

### Population

roughly 80,000 people in the city of gillehena. overall population could be 100,000

## Gillehena

Gillahena island  is a temperate island centered around two mountains. It is located between the southern chain and what used to be wytomer it was once a port town known for their maple syrup, lobster and unique variant of tuna

## Lore

nearly all of the islands face changed when activities from a small number of people living in the mountains were confirmed to be a cult in servitude to a beholder named Euka. After they were found out the local militia had chased them out towards the mountains. Where Euka was suspected to be staying as well

After nearly a month of searching (4,943 6th sanctum era) for the cult Euka and his followers were found dead, their bodies were twisted and warped but worst of all they had been covered in a tiny mushrooms and spores. Though the cult disappeared the fungus had spread across the island, in a matter of 7 years more than half the island had been covered in fungus, the mountains had yellow mold sprouting from the top of the mountains, all life in the north had been replaced by a poisoned gas mushrooms. The fungus was so numerous that islands fog became poisonous to most people who were within 600 meters from the spore lands. the only truly intelligent beings in the spore infected areas are the  nocturnal Myconids who once served and betrayed Euka

## Notable Areas

“As you walk further past the wall and into the island the air starts to become heavy and eerily still… yet you continue to walk further in, the leaves on the pines become more bridle, sickly and rigid. the further you go until there's nothing but fungus covered twigs. You climb to  the top of a tree for a better view and only then do you see the canopy of mushrooms in the distance, the fields known as the Bloom”

**the bloom:** The Bloom is the name given to the areas that have been taken over by fungus and in the eyes of the people it's a constant reminder of the ways of life that were forever lost or changed. There are many expeditions into the bloom done by the rangers and bloodhunters of last line on a daily basis. Unfortunately not all return the same way they entered, people who die in the bloom are likely to become one with the bloom one way or the other if left for extended periods of time.

Gillehena city

https://penrith.wikia.com/wiki/Gillehena/\_Undertown\_(city)#

## Beasts Encountered

molds

myconids

spore servants

## Religion

Pre bloom: before the bloom the majority of the island worshiped (from most popular to least) Chauntea, Flandal Steelskin, Berronar Truesilver, and Celestian

Post bloom: after the invasion of the bloom many traders, warriors and workers rushed to the island looking for opportunities and as a result new religions were brought to the island the ones that stuck had usually reflected the need of the people. Now the most popular gods are Obad hai, Boldrei, Berronar Truesilver, and Celestian

## Events

October 12th of 3,843 of the 6th Sanctus Era: the founding

December 1st of 4,944 6th sanctum era: the week of silent harvest
Crow Bellmount

## Appearance

Black hair, grey eye's, modestly handsome but mostly hidden away via the wrappings he wears to keep his face and appearance masked. Has a tattoo of a blade on each of his arms. Theives can't tattoo which he keeps hidden under his collar that basically designates him as a fixer.

## Personality

Cold, Quite and Driven. He wants to deal with the dragons to bring safety for his family. Nothing will stand in his way to achieve this.

## Events of Childhood

Carter would train Crow and his siblings daily on subterfuge and combat, on top of the daily brainwashing to hate dragons and their kin. Not that much is needed for that in the current year. But it had to be reinforced.

## Events of Adolescence

His father took a bolt to the neck fending off bounty hunters, on his deathbed he handed crow a key to a chest telling him that this is his inheritance and to seek out other's to use for the cause.

## Events of Adulthood

Crow spent most of his time taking jobs from different thieves guilds. Just to keep food on the table for his siblings and himself. His brother less of a combatant and more a milk drinker escaped into books. His sisters now growing up to be beauties and ruthless in their own rights. Alissa having become known as a heart breaker, not the sharpest tack but cunning in her own right using her suitors to gain gifts and clothes. Alexa a battleaxe of a woman became known as her sisters keeper and just as beautiful. She was cold and vicious and skilled probably more so then Crow with daggers. He once saw her split a man from his groin to his throat in less then a second because he had the nerve to place a hand on her arse.

## Defining Event

He hasn't been invited he sought them out, His family living in there tiny wagon with him as they make there way away from any dragon sightings or attacks. Wanting to remain as low key as possible. Seeking for somewhere safe for them.
Faern Music Shop

One Who Practices Art’ **Musician**: Daudolliel Naess: [HGT: 4ft, 10in; WGT: 91 lbs] She is a young female moon elf that is tidy in appearance. She has long black hair.  She is generally trusting, but also abrasive when crossed. Her disposition is sweet but she is scrupulous by nature. She is quite timid in the face of danger. she comes off as being quite driven. She has a great interest in history.

DRESSED IN: dark-green fur boots, a tan belt, brown skirt, forest-green cloak, and a yellowish-green formal shirt.

This music shop, dedicated to the god Corellon Larethian, sells locally made drums and other instruments.
Great Rippling Hall

The Court of the River King is a pair of small islands in the middle of a
 wide, swift river that flows from the mortal realm through a dimension
of fey magic. The western keep houses servants, and the eastern is built
 above the Great Rippling Hall. The Great Rippling Hall is a bubble
whose walls and ceiling are the river itself. A driftwood throne
dominates the main hall.
Eeron Tyrn

## Appearance

A pale firbolg, Eeron Tyrn stands at a tall 7' 5". While he is tall, his has a very lithe frame with some muscle definition under his armor. He has long, shaggy white hair that he typically keeps in a high ponytail to keep it somewhat in order.

## Personality

Eeron is a cautious individual that isn't going to immediately trust someone. While he will not trust someone at first glance, he will always give others the chance to earn his trust, and to be honest, it is not the hardest thing to do. He has an interest in others unlike himself, which isn't a stretch, and is easily excitable when met with new experiences.

## Family

Eeron has a mother, a father, and two sisters.

## Childhood

Eeron's childhood was fairly calm. Nothing really of note.

## Adolescence

This the time that his connection with Obad-Hai manifests and his life starts to turn sideways slightly. In the forest, where he always felt the most calm, he wasn't as interested in the magical energy that the plants had or ability to become a member of the wildlife, he was more interested in using the power of nature to *defend* nature. The silver necklace that his mother gave him as a birthday gift started to warm around his neck, and the voice of his newly found patron filled his head.

## Adult Life and Defining Event

He was starting to hear whispers from his fellow clan members about his lack of nature-based magic, even though he could perform a handful of spells that could be labeled as nature-based. The rumors didn't bother him that much, but his family was starting to worry. They were worried that their son/brother was going to be ostracized from their clan and that he wouldn't be happy. When Eeron found out about this, his heart broke. There was no reason why his family shouldn't have to deal with this. No way. So, during the night, he had packed his things and said goodbye to his home, and made his way through the forest, to whatever Obad-Hai had in-store for him.
Dryad

Image credit WOTC

Travelers entering a Forest might catch a glimpse of a feminine form flitting through the trees. Warm laughter hangs on the air, drawing those who hear it deeper into the emerald shadows.

***Treebound.*** Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden.

A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world. As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into Madness.

***Reclusive Fey.*** Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be Charmed.

Dryads work with other Sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryads’ devotion to the woods they call home.

***Woodland Magic.*** Dryads can Speak with Plants and animals. They can Teleport from one tree to another, luring interlopers away from their groves. If pressed, a dryad can beguile humanoids with her enchantments, turning enemies into Friends. They also know a handful of useful Spells.
Glabrezu

Image credit WOTC

### Special Notes

Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poison

## Glabrezu

A glabrezu takes great pleasure in destroying mortals through Temptation, and these creatures are among the few Demons to offer their service to creatures foolish enough to summon them.

Although glabrezus are devastating in Combat, they prefer to tempt victims into ruin, using power or Wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the Strength to fight and win.
Death Kiss

Image credit WOTC

True Beholders are isolationists that despise others of their kind, but their dreams can give rise to a variety of lesser beholder-like creatures, one of which is described in this entry.

A death kiss is a lesser Beholder that might come into being when a Beholder has a vivid Nightmare about losing blood. Instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. In coloration and shape it is similar to the Beholder that dreamed it into existence, but its hue is more muted.

***Blood Drinker.*** A death kiss survives solely on ingested blood, which it uses to generate electrical energy inside its body. Paranoid about dying from starvation, it obsessively drains even little creatures such as rats in an effort to stave off this fate for as long as possible. After it drains its prey, it abandons the corpse to scavengers. A death kiss prefers to hunt alone. If it meets another death kiss, it might fight, flee, or team up, depending on its health and pride. When Underground, it uses its tentacles as feelers, prodding and examining The Environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out and extends them to their full length to catch opponents off guard.

***False Tyrant.*** In poor lighting and with its tentacles extended, a death kiss can be mistaken for a true Beholder. It might purposely present itself as a Beholder to an ignorant creature, but this behavior is rare, since it usually is focused on hunting and lacks the self-importance and paranoia of a true Beholder. It can speak through any of its tentacle-throats, and its voice sounds nasal and high-pitched. A true Beholder has little to fear from a death kiss, since it can easily kill or subdue the death kiss long before the death kiss gets into melee range. Thus, out of self-preservation, a death kiss usually submits to the rule of a Beholder that it encounters, though it might attempt to escape as soon as its Master is preoccupied.

***Simple Tactics.*** A death kiss lacks the Combat Finesse and Intelligence of a Beholder. It might attempt an unusual maneuver to control its prey (such as flying up while grappling), but in most cases, it attaches one or more of its tentacles to a creature and drains blood until its prey collapses. If it is in a superior position and its opponent poses no threat, it might toy with its food, slowly squeezing and draining the life out of a creature.
Dreric Heartgaze

## Appearance

a human male sits before you 6' 3" at his full height with blonde hair that's longer on top then on the sides. his fair skin is tanned from spending long days in the sun as well as mostly covered in brass scales. he has a charming smile with pointed teeth like a dragon and bright yellow eyes with lizard slits. Coming from his mouth is a constant stream of sweet smelling smoke. he has a dagger hanging of one side of his belt and a Fancy cutlass on the other. Also has earrings one shaped like a teardrop the other is a thin chain that has two charms on it. one the symbol of bahumat and the other that of celestian.

## Personality

The best way to describe Dreric is a flirt. having said that, when the going gets tough he can be trusted to hunker down and get stuff done. if for no other reson then the faster work gets down the sooner play can begin. He is loyal to his crew and would stand by them and sail into anything to protect them.

## Family

Dreric's only family is his mother Zara Heartgaze. his father he has never known, and the rest of his mom's side of the family he's never met

## Childhood

Dreric's homelife was never easy or simple. how could it be for a child who could set his world on fire with a tantrum? His mother covered in the scars of both the hard work she does to provide for them as well from Dreric's fire. This has always filled him with regret and led to his work and later adventuring.

## Adolescence

Dreric spent his time on the streets of cankorn. doing odd jobs for a copper or two he also accidentally on purpose found himself the leader of a gang of kids his age and while they never got into serious trouble (because dreric could talk his way out of practically anything) they where a little infamous for causing mischief in the neighborhood.

## Adult life and adventuring

Dreric started life at sea from a young age. Starting as a cabin boy,his later his duties expanded and by the time he left the ship to join the enclave he was essentially the quartermaster and also acted as a intermediary between the ship and crew and any creatures or ships that they met on the seas, and if things went bad he rally them in the fight.

## Defining event

when he was 4 and he and his mother were walking the streets of cankorn to buy food they were accosted by a pair of thieves who pulled knives and demanded their belongings. Dreric got scared and exploded killing the thieves and injuring his mother with burns to the arms and half of her face. The event scared him and he learned to mature and take control of his fire. and in adventuring life the memories of this moment drive him to both do good to make up for his mystake and to acquire wealth to give his mother (and eventuly himself) a comfortable retirement.
Dragon Eel

Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.

## Appearance

The dragon eel’s unmistakable slender form sports a powerful single finned tail and wicked jaws like a matched pair of serrated blades. Dragon eels vary widely in color from browns and blacks to brilliant iridescent hues in mottled patterns.

## About

*Fond of Servants*. While most dragon eels are solitary and irascible, on rare instances some form pairs or small bands-and some gather humanoid servants.

*Magnetic and Lightning*. Dragon eels make their natural homes in twisting underwater cave systems and prefer magnetically-aligned, metallic cavern formations navigable with their refined electric-sight. Some dragon eels use their constant electric auras combined with acquired alchemical reagents to electroplate portions of their golden hoard onto the walls of their dwellings.

*Pirate Fleets and Dominions.* Dragon eels claim large swaths of shoreline as their demesne. Although neither particularly cruel nor righteous, a dragon eel often lords over awed tribes, allowing locals to revere it as a mighty spirit. Some dragon eels use such tribes as the core of a pirate fleet or raiding parties carried on their backs. Their ability to swim through air during storms adds to their reputation as terrible thunder spirits.

*Bribable.* Their deceptive moniker sometimes lulls foolish sailors into a false confidence when they expect to face a simple if dangerous eel beast, but instead find themselves dealing with intelligent draconic kings of the coastal shallows. Wise sailors traveling through known dragon eel territory bring tithes and offerings to placate them.
Ellen

Apprentice to Titus Armenius in the mages tower of Vertsea. She is pale, with frizzy, unkempt brown hair. A pair of large thick glasses go over her eyes and she is often seen clutching on to her staff. Has a nervous demeanor but is generally friendly with members of the guild after seeing them so often. Doesn't leave the tower much so if the knowledge isn't in a book, it's unlikely she knows about it. If not given warning of people teleporting to the circle, she is very likely to drop an inkwell on the ground. Is the reason for the tower being in a mess most of the time. Because of this, Titus gave her ink that is actually an Ooze so it can clean itself up.
Delimbiyra Fletchers

‘Shining Bow’ **Fletcher**: Aranion Liron: [HGT: 4ft, 5in; WGT: 71 lbs] He is a young male moon elf that is dandyish in appearance. He has long blue hair.  His disposition is hot tempered but he is pleasant by nature. He is quite timid in the face of danger.  He is a collector of minerals and gems.  DRESSED IN: gray fur boots, a black belt, blue-green short pants, and a dark-gray shirt.

This shop focuses specifically on bows, arrows, and their use in hunting and self-defense. Each item is beautifully made, carved with moon elf designs and feathers from the local birds.
Gargoyle

Image credit to WOTC

## Overview

The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims

## Lore

#### ***Animate Stone.***

Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and they can hold themselves so still that they appear inanimate. Able to maintain this state for years, a gargoyle makes an ideal sentry.

#### ***Deadly Reputation.***

Gargoyles have a reputation for cruelty. Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. A gargoyle might alleviate the tedium of its watch by catching and tormenting birds or rodents, but its long wait only increases its craving for harming sentient creatures.

#### ***Cruel Servants.***

Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a master’s home, torturing and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage.

Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful spellcasters can also easily enlist gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint.

#### ***Elemental Nature.***

A gargoyle doesn’t require air, food, drink, or sleep.

## Notable Monsters

Credit: Wizards of the Coast, Monster Manual for overview, lore, and image
Earth Elemental

Image credit WOTC

### Special Notes

Vulnerabilities thunderDamage Resistance bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poison

# Earth Elemental

## Elementals

Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.

***Living Elements.*** On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like Beasts of The Material Plane, these elemental spirits have no society or culture, and little sense of being.

***Conjured by Magic.*** Certain Spells and Magic Items can conjure an elemental, summoning it from the Inner Planes to The Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.

***Bound and Shaped.*** Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air Elementals bound to a specific form, in the same way that water Elementals can be shaped into water weirds.

The Strength of the magic and materials that bind an elemental determines how well the elemental functions in a bound form. Golems are elemental spirits bound to physical forms, but weaker materials such as flesh and clay can’t bind elemental power sufficiently. Durable materials such as stone and iron require stronger magic, which consequently binds an elemental more securely.

***Elemental Nature.*** An elemental doesn’t require air, food, drink, or sleep.

## Earth Elemental

An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.

Earth Elementals glide through rock and earth as though they were liquid. Earthbound creatures have much to fear from an earth elemental, since the elemental can pinpoint the precise location of any foe that stands on solid ground in its vicinity.
Faerie Dragon

Image credit WOTC

A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.

***Invisible Tricksters.*** The only warning of a faerie dragon’s presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.”

***Friendly and Bright.*** A faerie dragon has a sharp mind, a fondness for Treasureand good company, and a puckish sense of humor. Travelers can play to a faerie dragon’s Draconic Nature by offering it “treasure” in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.

***The Colors of Age.*** A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie Dragons have innate Spellcasting Ability, gaining new Spells as they mature.

 Orange
 Yellow
 Green
 Blue
 Indigo
 Violet
Darkmantle

Image credit WOTC

> *"Remind me again why we’re on this quest?"*—Ethelrede the Fighter, after his first darkmantle encounter
>
>

A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical Darkness as it engulfs and crushes its prey.

Darkmantles are found throughout The Underdark, but they are equally Common on the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on The Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or companions.
Eva Demeir

## Appearance

Tall and well built human female with long shoulder length auburn hair and warm amber eyes. Callouses cover her hands that appear very used to laboring for long periods. Her armor matches the warmness of her appearance with a small fire aglow in the chest piece of her armor. A matching shield and hammer adorn the metal and a deep red cloak hangs from her shoulders.

## Personality

Determined perfectionist in terms of her work and creations, envious of those more skilled then her in her job

## Events of Childhood

Born to a human family living near a dwarven settlement, family was mostly dealing with trading goods between cities

## Events of Adolescence

Trained under dwarven craftsmen in various techniques for crafting

## Events of Adulthood

Worked in repairing, maintaining, and crafting weapons, items and other resources for her home
Gradey Osnan

Gradey Osnan

Image from

https://www.pinterest.com/pin/364228688587743031/

Appearance

He is a very young(31), short male half-elf with white hair and blue eyes. He keeps a quarterstaff near and is dressed in red festive robes with a small symbol of Obad-Hai sewn just above his heart.

Personality

With an “Oh ho” at the beginning of an excited sentence, Gradey is a very happy go lucky man. He tries to get along with everyone and trusts any follower of Obad Hai completely. He is also very protective of his friend Eruraina and her friend Niski the ten foot long python

Childhood

Grady grew up in a very militaristic city and born on 7/22. He was introduced to fighting styles when he was of age to be ‘drafted’, yet soon was allowed to leave due to his inability to grasp most weapons. He stuck with the staff and still uses it to this day. When released from training to be a fighter, he joined the clergy for Pelor yet did not feel this to be in his right calling. Upon leaving the clergy, he happened upon a wandering priest of Obad Hai and felt the connection right there. That evening he received a dream like omen for what he was to do and has been trying to experience that same feeling again ever since.

Goals

At present, Gradey has recently built the first temple to Obad Hai on Yedria. He plans of maintaining the temple and helping his friend Eruraina keep from following the path of her father.

Adventures

Other than moving from village to village through Yedri, healing the sick then being run out of the town for his heritage of being a half elf, Gradey had no true adventures until he joined the Penrith War.
Ettin

Image credit WOTC

An ettin is a foul, two-headed giant with the crude characteristics of an orc. It never bathes if it can help it, and its thick skin is usually encrusted with a thick layer of dirt and grime beneath the stinking hides it wears. Its long stringy hair hangs in an unkempt mess about its faces, and its breath reeks from mouths filled with crooked teeth and tusks.

***Dual Personality.*** The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks. Bound from birth, both minds only rarely experience privacy or solitude. This familiarity breeds contempt, and an ettin bullies and argues with itself constantly, its two heads each taking constant offense at the other’s slights.

When other creatures refer to an ettin, they combine its double names to form a single compound name that applies to the creature as a whole. If an ettin has one head named Hargle and another named Vargle, other creatures call the ettin Harglevargle.

***Solitary Lives.*** As much as an ettin argues with itself, it is even less tolerant of other ettins, since a conversation between two ettins almost always amounts to a shouting match between a crowd of four belligerent heads. Most ettins are solitary creatures as a result, tolerating one another only to reproduce.

An ettin’s twin heads are always the same gender, with a body to match. Females are the dominant gender among ettins, and they initiate the ettins’ mating Rituals. After finding a suitable den, a female ettin hunts and conquers a male, which cares for and feeds her during her six-month pregnancy. Once the child is born, the male ettin is released from servitude. When the child is old enough to hunt for itself, the mother sends it away and abandons the den.

***Two Heads are Better than One.*** When focused on a mutually beneficial purpose or united by a Common threat, an ettin can resolve its personality differences and dedicate itself fully to a task. An ettin fights with a weapon in each hand, making twin attacks directed by its respective heads. When an ettin sleeps, one of its heads remains ever alert, gaining its only moments of privacy and keeping two eyes open for any creature that disturbs its precious solitude.

***Orcish Ties.*** In ancient dialects of Common, the word “ettin” translates as “ugly giant.” Legends tell of orcs that once stumbled upon a Temple to Demogorgon, the magic of which transformed them into giant mockeries of the twin-headed Prince of Demons. Driven to near Madness, these creatures scattered into The Wilderness to become the first ettins.

Whatever the truth of the ettins’ Origin, orcs treat them as distant cousins, and orc tribes often entice ettins to serve as guards, scouts, and marauders. An ettin isn’t particularly loyal to its orc handlers, but the orcs can win it over with the promise of food and loot.