recursal/Fanatic-Fandom huggingface dataset:
The Inner Ring (Graman)

Placeholder till city map made

## Description

Stone and hardened mud-built structures encompass the inner ring district of Graman. Older structures here seemingly have been repaired multiple times and living is more compacted than that of the Outer Ring, Most structures seem to be built into the earth. The smell of smoked meats and other exotic smells dot the air.

## Defenses

The outer most buildings of the Inner Ring almost serve as a small wall with four major entrances in each of the cardinal directions. Guards patrol the streets but many scuffles (those without weapons being used) are allowed to be resolved by strength over law.

## Day to Day life

The day to day life in the Inner Ring resembles an odd combination of Orc Culture and more common city living. While most of the district consists of full blooded Orc craftsmen or Orc Warriors and their families, few high standing half-orcs do dot the land scape of the distrcit. While the busiest times still consist of sunrise to sundown the warrior caste is known for keeping the Inns open late when they are not on duty the next day.

## Points of Interest

#### **Taverns & Inns**

* The Dire Clock Inn
* The Painted Sky Inn

#### **Temples**

* Temple of Gruumsh
* Shrine of Yurtrus

## Interactions with Visitors

* Orcs, Half-Orcs, and Goliaths are allowed entrance into the Inner Ring without any deeds done for the city.
* Those not Orc, Half-Orc, or Goliath might encounter some prejudice ranging from minor to major depending on both the reknown of a person and the distance of the guards.
Swamp (Travel)

## Chart

#### 1-2 Monsters!

* 1 Easy Win
* 2 Trivial
* 3 Normal
* 4 Tough
* 5 Hard
* 6 Deadly

#### 3-4 Travel Mishap (D12)

* 1- “Deep thick bog”(Athletics)
* 2- “Swinging between trees” (Acrobatics)
* 3- “Predators” (Stealth)
* 4- “Magical Item or Artifact” (Arcana)
* 5- “Ruins of some structure” (History)
* 6- “Tracks of beast” (Nature)
* 7- “Shrine or effigy” (Religion)
* 8- “Hunting Trap”(Investigation)
* 9 - “Lost/Off Path” (Survival)
* 10- “Injured Animal/Find a baby angry mother” (Animal handling)
* 11- “Poisoned/Afflicted” (Medicine)
* 12- “Being Stalked by predator” (Perception)

#### 5-6 Weather

* 1- Winds (Moderate)
* 2- Winds (Major)
* 3- Heat/Cold (Minor)
* 4- Heat/Cold (Moderate)
* 5- Heat/Cold (Major)
* 6- Rains (Moderate)
* 7- Rains (Major)
* 8- Flash Flooding/Crocnado

#### 7 Random Npc (D6)

* 1- Evil (Intentionally messes with travel)
* 2- Bandit or Thug
* 3- Neutral
* 4- Ranger or Traveler
* 5- Good or Righteous
* 6- Helpful (Helps with Travel)

#### 12 Positive Event (D20)

* 1-6 Shortcut
* 7-9 Abandoned Supplies
* 10-16 Friendly Travelers
* 17-19 Traveling Salesman
* 20- Mage/Druid who knows the exact location you are traveling to
Tanarukk

Image credit WOTC

> *An orc life is a god-ridden life. Luthic’s at birth, Luthic’s at death, and striving to prove themselves to Gruumsh in between.*
>
> —Elminster
>
>

To the Common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.

Orcs know better. Different groups of orcs exist within a tribe, the Actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the Darkness of their den.

In addition, orcs have Special relationships with two creatures that are sometimes found in their company: the Aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it.

When demonic corruption taints a tribe’s leadership, orcs might turn to Abyssal magic to make Tanarukks. Evil humans who control orcs also use such power to bolster their followers’ Strength.

The demon lord Baphomet gladly shares the Secret of creating Tanarukks with those who entreat him for power. The process corrupts an unborn orc of the tribe, transforming it at birth into a creature much more savage than an orc.

Although Tanarukks are fearsome fighters, they are a threat to their allies off the battlefield. Within the tribe’s lair, a tanarukk is destructive and volatile, and best kept imprisoned. Sooner or later, a free tanarukk rampages through the tribe, attempting to take over by force. Most such coups fail, but at great cost to the tribe. If a tanarukk does seize the leadership of a tribe, reckless war is the course it inevitably chooses.

If a tanarukk manages to breed, its blood taints numerous subsequent generations, so its female descendants randomly produce Tanarukks. Rather than risk raising a natural-born tanarukk, most tribes slay such abominations.
The River Styx

The Styx is a dark and dismal stream that meanders through the Nine Hells. Born in a bitter lake amid basalt cliffs on Avernus, it is linked to the Astral Sea by a seething funnel of storm clouds dense enough to bear astral vessels down to the plains of Hell. It races in a reckless black torrent through steep gorges in Avernus before disappearing into a fuming cavern and plummeting down to the fetid marshes of Minauros. Slow and sluggish at that point, it wanders on a long, dark journey before emerging again in the icy sea of Stygia. The Styx then flows through Malbolge and Maladomini before it ends in the great glaciers of Cania, missing only Dis, Phlegethos, and Nessus in its travels.

Although it is a deadly perilous path, the Styx offers bold adventurers a road leading deep into the Nine Hells, especially if they can find or build a sturdy vessel. The plunges from Avernus to Minauros and from Minauros to Stygia are precipitous and can only be navigated by an expert boater no larger than a keelboat. Riding the Styx may seem like the course of a lunatic, but few devils patrol its shored, and it's the best way to reach the middle hells without fighting through legions of devils first.
T'Chala

Wakanda (Fence)
T'Chala is a black Tabaxi which resembles a panther. The has one ear which is bitten in half, with mithril tipped claws and fangs. His ears are adorned with various mithril earrings and sports a mithril fange necklace.

Description Ideas:

* One Ear bit off half blames his cousin
* Mithril tipped claws, fangs, earrings down his ears
* Mithril Fang necklace

History:

* Misphiti’s Cousin
* Wakanda Forever (Wakanda is the name of small fishing row boat made of mithril) (NOT CANON)
* Sells most of his stolen merchandise which is not valuable to his cousin for copper on the gold coin.

Personality:

* Sides with War Criminals over good old Cap’N (NOT CANON)
* Very Sneaky
The Nimble Tuna

## Brief Description

The Nimble Tuna is a Dive Bar if there was ever a medieval dive bar. Settled right alongside the docks the front of the bar has dark stained glass and noise coming from it all day. Outside generally stand a few ruffians who act as bouncers. The inside has a large bar with tons of tables and a stage. Two more ruffians stand by the stairs leading up, only allowing those with a key or an employee to traverse upstairs.

## Owner

Thorn Ravenwood is a fabulous halfling entrepreneur who is lively in his purple flowing shirt with gold chains and jewelry. He is constantly sitting behind his purple roped off VIH (very important halfling) area with a pair of Half-Orc bodyguards named Shock and Awe.
The CounterSpell

The CounterSpell is a ostentatious shop of bright blue, red, yellow, or in fact any colour depending on the day or the mood of the owner. As you enter, the door chimes, alerting the staff of your presence. The wares do not hang on the wall and are not displayed; as you approach the counter there are a couple of identical leather-bound books. When you open the book, images of the available products appear.

The owner of of the magic shop is sun elf called Therius. A whimsical person by most accounts, his work is fabulous and has been in the city many years.
The Emerald Thorn

## Location

In a residential district known for its courteous residents. The street outside is filled with the scent of damp earth.

## Description

The inn is a grand stone-walled building, with several stained glass windows. Accommodations consist of several large rooms with beds and feather mattresses.

## Innkeeper

Berna Eyioldur - Owner

Aben Yanott - Bartender

## Menu

1. Baked Shark with Coriander and Curd Cheese, Glass of Gin (3 gp)
2. Boiled Eggs and Bitter Cheese, Tankard of Cider (11 sp)
3. Pickled Cod and Hazelnut Bread, Tankard of Bitter (9 sp)
The Kingdom of Belmont

## Government:

The Kingdom of Belmont is an absolute Monarchy, with the King having the final say in what goes on in the realm, with his council of 14 Lords to enforce any decision that is made the king can rule by whim alone. The council of Lords owe their power to the King, however there is intrigue and power play at court, each lord is trying to gain favour and not show any sign of treachery to a paranoid king.

## Landscape:

The landscape of this island is hilly and heavily forested, aside from areas cleared for farming and the roads to allow safer travel between the different towns and areas the Forest is left undisturbed. People taking only what is needed from it. At the heart of the Island is an untouched mountain range.

## Population:

The Kingdom of Belmont consists of singularly of Humans.

## Settlements:

The Kingdom has several towns across its land, one for each Lord and a single mighty Citadel City within one sheltered harbour.
Wraith

Image credit WOTC

### Special Notes

Resistant to acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weaponsImmune to necrotic, poison

# Wraith

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.

***Vile Oblivion.*** When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith—a malevolent void trapped on the plane where it died. Almost nothing of the wraith’s former existence is preserved; in this new form, it exists only to annihilate other life.

***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.
Undeath Plague

## Brief Overview

The ***Undeath Plague*** as it is now referred to was the cause of a Gnome Alchemist by the named "Insert Name Here". While stated by her she was attempting to create a plague which magic couldn't solve but medicine could. This would be weaponized by the Brotherhood of Mist but due to a catastrophic event, it was unleashed in Thornlight.

## Prelude

While in the Irt Atoll a Gnome Alchemist was working hard on developing cures and non-magical remedies to the vast majority of lifes problems. However, she made a massive mistake and ended up creating a disease that she would later be forced to refine into the ***Undeath Plague***.

## Locations changed or involved

* Lanercost
* Thornlight
* Strongfair
* Steepmore
* Half-Elf Camps
The Great Forest

## Brief Overview

The forest is the largest on the island and is also the nicest. Its great trees tower over you as you walk through it. The forest stretches across the island and ends at The Misty Mountain.

## Lore

During the vampire wars The Great Forest help many escape into the north because of its size and the locals knew how to navigate it. However the vampires did try and take it over and corrupt it but it seemed that either something or someone was preventing them to do so. The vampires did manage to take part of the forest which is now known as the Darkwoods.

## Notable Areas

Since the wood of the Darkwoods is not good to use the people of HinderFall had to zone off a part of The Great Forest for wood to use for building, crafting, ect.

## Beasts Encounter

You might find deer, wolfs, bears, elk, wisps, blights, owlbears, treants, and maybe dryads
Steth Moonwater

Human male

Mayor of Blaocia

Chestnut, frizzy hair clumsily hangs over a lean, friendly face. Expressive blue eyes, set low within their sockets, watch fondly over the ancestors they've have been separated from for so long.
Several moles are spread beautifully across his whole face and leaves a pleasurable memory of his reckless luck.

This is the face of Steth Moonwater, a true hero among humans. He stands common among others, despite his brawny frame.

There's
 something enthralling about him, perhaps it's his decency or perhaps it's simply a feeling of guilt. But nonetheless, people tend to invite
him into their homes, while hoping to one day follow in his footsteps.
Temple of the Exiles (Adventure)

## Overview

A group of adventurers are sent forth to the Temple of Exiles, as they are directed to its location by a Deva of Istus. What puzzles and conflicts lay inside for them as they merely crack but the entrance to this long forgotten temple?

## Locations

* Bobby's Tavern
* Grinn Wood
* Temple of Exiles

## Enemies Encountered

* Bulette
* Gargoyle
* Timeless Rogue
* Talia (Timeless)

## Adventurers

* Bogle
* Chrystal Skybreath
* Nancy Locke (Human Rogue)
* Allie (Dragonkin Wizard)
* Mr. Red (Tiefling Cleric)
* Gribrolth (Rakasha Wizard)
* Lyra (Sea Elf Rogue)
* Mercy (Tiefling Paladin)
The Third Canary Pub

## Brief Description

From the outside it looks inviting, modest and pleasant. Plastered walls and marble pillars make up most of the building's outer structure. It's difficult to see through the stained glass windows, but the enthusiastic noises from within can be felt outside.

As you enter the tavern through the old, wooden door, you're welcomed by a sense of home and excitement. The bartender is extremely busy, but still manages to welcome you with a smile.

It's as enchanting inside as it is on the outside. Wooden beams support the upper floor and the rows of small candles attached to them. The walls are full of paintings, all in a different style, but all of the surrounding area..

The tavern itself is packed. Tourists seem to be the primary clientele here, which often indicates great food. Several long tables are occupied by seperate groups of people, all enjoying themselves, but they keep to themselves. The other, smaller tables are also occupied by people who are probably starting to reach the point of having drunk too much, though nobody seems to mind. Even most of the stools at the bar are occupied, though nobody seems to mind more company.

You did hear rumors about this tavern, supposedly it's famous for something, but you can't remember what for. Though judging by the music and how many people are dancing, it must be the live band who just started playing. You manage to find a seat and prepare for what will undoubtedbly be a great evening.
Temple of Kord (Penrith)

The building is square, squat, and but beautiful in its simplicity. The entrance is a red leather double door with handles made from spears. Upon entering, there is a small nave with a reception desk, but the main, central square of the building is open for all to see. Opposite the front doors, there is a huge statue ofKord battling a wyrm. There are several rows of pews, but most of the space is occupied by a huge indoor training ring. All manner of weapons, both practice and sharpened, are in neat racks and rows around the ring, sporting goods stacked and stored alongside. Along the sides are conference rooms, and the upper floor, open to below, houses the priests, paladins, and clerics. The design at first appears simple and practical, but closer inspection reveals fine workmanship and subtle details – handles in the shape of weapons, mounted heads of creatures and other trophies proudly and creatively displayed. Everything is study, and designed to take a beating, the focus on items being built to last. Several trophy cases keep special items behind lock and key, and the square windows are barred with an attractive metal grid in the shape of Kord’s symbol. The backyard opens on to a walled training ground, mostly a large open space with a few training dummies and plenty of sporting goods for the priests to use in training or exercise.
Southern Dhig Buldor Range

## Brief Overview

The *Southern Dhig Buldor Range* is often considered the ancestral lands of the dwarven race. With the current cultural capital of the dwarven race in Thor Lidor, and the large human settlement of Everwind built into the range life still flows through the mountains of this range. While the northern side of the mountains are often frozen, they are seen as a bulwark to the life which settled to the southern slopes.

## Lore

The *Southern Dhig Buldor Range* is often thought of as the birthplace of the dwarven race. With many legends and stories of the religion of Moradin having some sort of route in either this range or the Northern Dhig Buldor Range the lore of the range is often thought of over the history of the range. Many of these ancient stories are thought to be within the range or said to take place in the range. The recent discovery of an ancient dwarven city is now giving the potential for these stories to be an accurate retelling of history.

## Notable Areas

####  Ruins (Lost City of Thom Lodahr)

* The Gates of the Dwarven Empire
* Bogh Lador
* Gontrum
* Ker Daral
* Vogbadir
* Thom Lodahr

#### Settlements

* Everwind
* Thor Lidor
The Elder Race Era

The Elder Race Era, is generally referred to as the time and beliefs shared amongst all pantheons and races of the events transpiring before recorded history as people now know it in Phrelle. Encompassing the creation of the world, gods, mortals and events in belief the exact duration of this Era is unknown.
The Material Plane

## Brief Overview

The Material Plane or otherwise known as the World of Phrelle is the main setting for the Roleplay and Adventures of the game.

## Lore

Most of the associated lore for the material plane can be found in the Timeline Article.

## Notable Areas

##### Continents

* Alithrya
* Cantomer
* Ezora
* Laikka
* Northern Chain
* Southern Chain
* The Blaze
* Yedria

##### Seas

* The Coral Ocean
* The Crystal Ocean
* The Foaming Seas
* The Gleaming Sea
* The Surging Sea
* The Teal Ocean
* The Turbulent Tides
* The White Tides

Misc.

* Enclave of Valor
Winter Wolf

Image credit WOTC

The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost Giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.
Travel options Land

One of the largest parts in any Dungeons & Dragons setting is the need to travel across the land. With the majority of non-tabletop games having the options to explore the world passively, we have had to sit down and create mechanics for people to travel amongst the world. With a table created for the DM side of things below is a chart for effecting the speed of travel.

Travel Mechanic

## Travel by foot

#### Walking

Walking is the base pace at which we determine our travel distances. Each day you are able to cover one hex worth of distance. This also uses just one singular food and water resource. This makes no difference in encounters or difficulties of what you would find.

#### Quick Pace

Quick Pace allows the user to cover one and a half hexes per day, at the cost of two water resources and one singular food resource per day. The quicker travel means that dice may be rerolled if they land on a positive result one time as you may not have slowed down, however you would also gain an advantage from running from creatures.

#### Slow Pace

A slow pace allows you to move half of a hex per day, using one food and one water resource. This slower pace allows you to avoid all combat occurrences however you will still have to deal with any mishaps and weather which occur.

## Travel by Horse/Beast

#### Horse/Beast

You move two hexes per day at the cost of one food and water resource for yourself and one food and water resource for the horse or beast. While riding a horse or beast any war trained animal allows you to automatically flee from combat while any untrained animal requires an animal handling check to stop the animal from trying to flee from you as well.

#### Wildshaped

While traveling in wildshape you must be able to hold the shape for at least eight hours. You move at a rate of the difference between single movement so if a normal speed is 30 feet per round and the beast is 60 you would move two hexes compared to the normal one. This ability requires two food and water resources to move at the quickened pace.

## Travel by group

#### Caravan

The group mechanic travels at 3/4 of a hex per day, as you spend one food and one water resource per day. This group mechanic involves npc traders, civilians, guards, or anyone else who may be making a trip. This travel mechanic gives you an advantage on any checks for mishaps, additionally, you can sacrifice someone in the caravan to escape combat.

#### Carriage

This hired carriage allows you to travel in style while you kick your feet up and drink your water resource and eat your one food resource a day. Moving one hex a day you ignore travel mishaps, however, you must deal with weather events. If you spend the extra 15 gold per day and hire armed bodyguards you also ignore the monsters which may or may not attack the carriage. Base pricing for a carriage is 1 gold piece per day.
Stroud

Port Town of Stroud

## Current Government

The town is run by Admiral Frank Crow. He and a couple of judges as well as The Lady of the Seas approval make the rules. There are only really a set of general rules that you must follow. Other then that its all about the trade.

## Day to Day Life

Day to day life is pretty fast paced in **Stroud**. You can find many merchants making deals in the market or sailors on boats working or just your average fisherman fishing trying to make some coin. Guards patrol the docks and upper town looking to stop your typical thief or the shady deals

## Point of Interest

* The Market
* Upper town
* Weather tower
* Shipyard

## History

**Stroud** was the first settlement in HinderFall. It was ideal since it was close to the water. During the Vampire War it was taken over and heavily guarded so a majority of people couldn't escape. After the war it was restored to its original self and used to build the Kings navy. After the Kings reign was over his daughter the new queen elected Frank Crow who fought on her side during the rebellion to run this town.

## Rumors

Will the queen end up like her father?

Whats the catch of the day?

## Interactions

Is the main trading hub for the kingdom. Provides food for the kingdom. Builds boats

## Known Npcs

Admiral: Frank Crow

Dockmaster: Remington
Zenaster Azaloth

Red is a male with almond light green eyes. They have pink hairy skin and shoulder length dyed green hair. They have a beauty mark on their arm, and a upturned nose.

-Gun/blade for hire

all his life he was trained to be an assassin

-Worships the nature spirits

practices druidism due to his connection to nature

-Paints, draws, and sculpts

while in nature he thought the scenery so beautiful that it should be shared with the world, so he painted it

-Writes poetry

he tried to swoon women with his writing

-Brews poultices instead of casting spells

collects herbs unlike other rangers

-Killed his previous master?

shot his previous master twice in the chest twice and ran

-Nearly got mauled by a bear

after he ran, a week into living off the land a bear attacked him and he shot it in the throat as he nearly died

-From Honorhall Orphanage in Vylerac

his mother died during birth, so his father took him to an orphanage

-From Vylerac

from Vylerac, brother to Aeroniil who ran away from home at a young age
The Wicked Mermaid Tattoo Parlor (Penrith)

The Wicked Mermaid Tattoo Parlor - Managed by (human) Dawn VanDawn and her tiefling husband Zero. Their human-appearing tiefling son is a popular kid with the local sailors as he draws brilliantly at his young age in an unusual and creative style. His parents art is skiled, but not spectatularly talented.
The Vulgar Duchess Tavern

## Description

From the outside, it looks dirty, unwelcoming and crude. Timber and thick, stone beams make up most of the building's outer structure.
It's impossible to see through the high windows, but the awkward silence from within can be felt outside.

As you enter the tavern through the dirty, wooden door, you're welcomed by coldness and dirt and dust from all places.

It's as dire inside as it is on the outside. Rounded, wooden beams support the upper floor and the large, old candles attached to them. The walls are littered with all sorts of memorabilia, many of which have become unrecognizable due to dust, cobwebs and other dirt.

The tavern itself is completely abandoned. You did hear rumors about this tavern, supposedly it's infamous for something, but for the life of you, you can't remember what for.

## History

* Was once run by a Kianne Serpet, prior to the events of The Culling.
* Is currently in ruins as it rests in the plaguelands.
Tygrius WildStrype

**Appearance**

Tygrius appears to be a Hairy looking 5'10" Wood Elf, solidly built despite his thin looking frame. He has Blonde hair streaked with black and emerald green cat-like eyes with elongated canine teeth. He is normally dressed in a Black heavy coat with a hood covering his face accented by black gloves and heavy black boots over his Black dyed Studded Leather Armor.

**Personality**

Before joining the guild Tygrius was kind of a lone wolf and kept to himself doing what he could to survive by using his skills here and there to obtain money necessary to eat. Since joining the guild Tygrius has learned that he can open up and rely on people to get goals accomplished.

**Family**

Tygrius was born a weretiger to Throme and Vynesse who were also weretigers while they were slaves under the care of Lara Lesale and her family for entertainment as gladiators.

**Childhood**

Much of Tygrius' youth was spent either fighting as a gladiator for other's entertainment or locked up in a cage as a sideshow freak for a carnival. It is a bit of a touchy subject for him so he will not elaborate more on the subject.

**Adolescence**

After the Carnival I spent a couple years in the wild trying to catch food when i could or eat when i could until i was captured by a group of hunters who decided to take me in after some questioning. I spent a number of years training with them and living with them Laylee: a Halfling rogue who taught me the stealth aspects of a rogue, Yaz't: a Drow elf who taught me the practicality and deadliness of a rogue, and Smythe: a Human who taught me the weapons and armor skills as well as the silver tongue of a rogue.

**Prior to Joining the guild**

Before joining the guild Tygrius was out hunting and honing his skills for a while until he came back to the hunter's cabin to find his compatriots slain and the sigil of a bandit group on the walls of the cabin, so he gathered what gear he could and infiltrated the bandits to take them out from the inside he succeeded in doing so and went on to help anyone he could after the feeling of vengeance he got from taking down those bandits responsible for his parents and mentors' deaths.

**Defining Event**

Tygrius' most proud moment was when he received the letter to join the guild for his deeds done in helping people around the Wild Timberlands despite the fact he is a weretiger.
The Tipsy Cart Pub

## Description

From the outside it looks well maintained, beautiful and warm. Small stones and carved stones make up most of the building's outer structure. It's hard to see through the large, stained glass windows, but the happiness and joy from within can be felt outside.

As you enter the tavern through the heavily used, wooden door, you're welcomed by aromas of roasted meats and excitement. The bartender is engaged in a conversation, but still manages to welcome you with a wink.

It's as engaging inside as it is on the outside. Several walls support the upper floor and the lanterns attached to them. The walls are swarming with photographs, some of what undoubtedly must be famous people and others of happy customers..

The tavern itself is packed. Locals seem to be the primary clientele here, which often means great company. Several long tables are occupied by, what seems to be one large group of people. The other, smaller tables are also occupied by people who seem to be close with the owner, though they happily welcome others among their midst. Even most of the stools at the bar are occupied, though nobody seems to mind more company.

You did hear rumors about this tavern, supposedly it's famous for something, but you can't remember what for. Though judging by the smells of grilled and cooked food coming from the kitchen, it must be the food. You manage to find a seat and prepare for what will undoubtedly be a great evening.

## Miscellaneous Information

#### Frequent Customers

* Culler Wyl
* Aden Lolliston
Wolf.

## ***Background:***

***Background***

Wolf was raised on a farm in the Fields of Chauntea region. He lives a simple life with his grandfather. Learning the ways of the lands and horse back riding to heard sheep, Wolf soon came of age to head off on his own. Once he came of age he decided to venture out in adventure, his grandfather gave him a shield and sword along with armor he once used to fight previous years before Wolf was born.He left his home land and headed west. Looking for new foods of different cultures, and adventure.At times he stops from place to place to help the common people in different task.
The Thoughtful Moustache

This prominent feature within the middle district stands tall and as you open the doors and head in you are greeted to a warm and inviting room. Paintings hang on the walls, an enchanted fireplace is always lit and changes colour on the hour. It is said a drunk sorcerer had a mishap and Cam liked it so never had it changed back. The bar runs along one side of the room, candles hang down from the ceiling in glass jars.

The Thoughtful Moustache is run by a human gentleman by the name of Cam Timthy. Cam is an odd fellow who often is known to break out different accents to make a point or simply when he doesn't realise he is doing it. His wife runs the kitchen, rarely coming out, though she is apparently the one doing most of the work. A black cat called Elvis Osborn can usually be found curled up by the fire, ignoring people except when he requires cuddle time (until he has had enough, of course).
Wyvern

Image credit WOTC

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 Combatisn’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.

***Aggressive and Reckless.*** A wyvern intent on its prey backs down only if it sustains serious injury, or if its prey eludes it long enough for another easier potential meal to wander along. If it corners a fleeing creature in an enclosure too small to enter, a wyvern guards where the quarry hides, lashing with its stinger whenever opportunity allows.

Although they possess more cunning than ordinary Beasts, wyverns lack the Intelligence of their Draconic cousins. As such, creatures that maintain their composure as a wyvern hunts them from the air can often elude or trick it. Wyverns follow a direct path to their prey, with no thought given to possible ambushes.

***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.
Uscana

## Description

Uscana is a bustling town that caters mostly to farmhands of various types. Most buildings are either one or two story made of stone walls and wooden roofs.

## Current Government

Mayor Lestha Nortu currently runs the town smoothly. He has sworn fealty to King Ganamede Quinala.

## Day to Day Life

Approximately half of the population work on a farm that produces crops. A quarter tends to animal farms and about half of who is left keep the city running.

This city delivers the bulk of the crops and meat that Astaina imports. A fair number of traders, merchants and caravans move through the town on a regular basis so they are friendly to travelers who stay within the laws.

No Laws outside the general ones.

Nightlife consists of taverns and the occasional street party.

## Points of Interest

The Affordable Pawn Shop (Pawn) - Gnome (m) Nycoluar Wynrie

Ali Barber (Barber/Dentist) - Half Elf (m) Gregril Shaceran

The Temporary Cake Inn - Half-Elf (m) Michis Sylran

## History

Not much history other than boasting the second town founded as a way to produce large quantities of food for the thriving Astaina.
Thorinar Aeramirdal

## Appearance

Nothing has been uncovered about this npc.

## Personality

Nothing has been uncovered about this npc.

## Family

Nothing has been uncovered about this npc.

#### 6th Era

* During the early years of the 6th Era, ***Thorinar*** set out to write down his life's work of learning about the natural world. While he did not have a flair in his writing the books are a first-hand account of his observations.
Zeref Van Hellsing

Image Credit: Tisi

## Appearance

Zeref is a tan 6'0 Half-Elf with misty gold eyes. He has long Salt & Pepper hair with a full trimmed beard and mustache. His armor is layered black leather, dagger pockets adorn the entirety of his armor, a hooded cloak hangs from it, while a scarf that would perfectly fit his face lays around the neck. A longbow and quivers sit on his back, a short sword is sheathed across his lower back behind a quiver.

## Personality

He is friendly and well informed. Willing to share information so long as he trusts you. He cares deeply for those he is close to. Will do what is necessary to protect those in his party. A strategist in combat and a thorough study.

## Family

Ashera his mother, a gorgeous Elven woman and accomplished blacksmith. Draven his older brother

## Childhood

Grew up together with my older brother running around the city and assisting mother when she needed it. I spent a lot of the time around the smith looking at books and learning while my brother worked on his muscles. One day mother helped us craft our own weapons and we began training together.

## Adolescence

My brother and I found ourselves in service to The Undying Court. While he followed the temple life I thought it was time to put my knowledge and skills to better use. I chose to seek out The Scribes of Knowledge, I used my mind and quickness to learn from them and aid them in acquiring more knowledge. When I joined I took the name Zeref to keep my identity hidden if needed.

## Adulthood Prior to Discord

I used my newly learned abilities to aid me in my work for The Scribes, I had become an unstoppable force, unseen, unheard, in and out without anyone knowing. After 30 or so years, it was this work that lead me to find my brother again, I found him marked for death and I was not about to lose another member of my family. I moved to him slaughtering those in my way without a hint of remorse. We returned to Y'hanora to find letters waiting for us to join The Burning Phoenix.

## Defining Event

It was through the scribes I met a man named Zartan whom taught me the ability to always watch out for my surroundings flawlessly blending in, to be quiet when moving and always keep a watchful eye for anything useful, potentially dangerous and on my surroundings in general. He taught me to sneak and be adept at learning and finding information in secret as well as about various poisons and how to best use them.
Yokai "Flame" Kobayashi

## Appearance

Stands at 5'1" he has a charming quality about him, usually dressed in common clothing, mostly things that are traditional to Haipan. His hair as well as the fur on his ears and tail is long and black, on the tip of his tail there is a bit of white that offsets the black. His eyes are red and have a faint glow, his pupils slited like that of a lizards. Its most noticeable on his torso, but also adorning and decorating his cheeks and framing his eyes it is easy to notice red scales.

## Personality

Cheerful until provoked, when it comes to business he is hyper focused on that

## Family

Mother- Altessa Kobayashi (Elf)

Father- Naoto Slipshade (Kitsune)

## Childhood

Mostly uneventful, though many treated him with disdain even as a baby because of his fox ears and tail.

## Adolescence

As a teenager he had discovered his use of magic through his bloodlines and worked to hone it and to completely control it.

## Adulthood Prior to Discord

As an adult he spent time as a street performer using his magic in new and unique ways when the political atmosphere changed and left him with fear and ruin at the warring over territory he left home, taking a ship he wound up in Yedria

## Defining Event

He helped to fend off a young dragon wyrmling attack and then donated most of the gold he had saved over his years of performing to help rebuild what was destroyed

## Adventures

He spent a little time in the Burning Phoenix but he did not really get to go out much. When the war with Tiamat came to fruition the Kitsune fought with all his might only to be bested. Instead of dying by a dragon he decided to try and take him and the white baby dragon he was fighting out together incinerating them both to ash.
Yun Fei

## Appearance

Yun Fei is 24, 5'6", bald, pale blue, lithe, and seemingly unbothered by cold winds despite his simple clothing. He has the symbol of air on his forehead and other symbols along his arms that glow light blue when he accesses his ki.

## Events of Childhood

The monks of the Haipan mountains raised me and brought me up in their order. As the effects of my Genasi heritage began to manifest, I became interested in the nature of wind, how it moves and adapts and can either be completely imperceptible or sweep a person off the ground. The wind high up in the mountains became a spiritual experience for me, and I would often climb its rocky face unassisted to better feel the open air on the quiet summit.

Once, I lost my handhold on the cliff side and thought I would fall to my death, but a sudden updraft buffeted me from below and lifted me to safety. After I landed, the wind was completely still.

## Events of Adolescence

While training, I studied the secrets of herbalism with my mentor, Master Yue, and developed into a capable healer. I became a model student to her, and invaluable for my ability to instantaneously warm and cool poultices, and light and extinguish small fires. She was equally impressed by my ability to hold my breath seemingly indefinitely when handling foul smelling smokes and medicines.

Master Yue instilled in me the importance of healing those in need and gifted me with the simple joy of providing the right medicine to treat them.

## Events of Adulthood

My tutelage was complete on my 18th birthday, and I said my farewells to the monastery. Instead of integrating into society, I chose to stay high in the mountains in solitude to further develop as a monk. My lifetime of austerity and knowledge of plants helped me live completely self-sufficient for multiple years. I meditated deeply to contemplate how to transcend my mortal frame and become completely formless like the wind.

Years of meditation later, I achieved a breakthrough in my path to enlightenment. Through my inner ki, I became able to channel the wind on command. I could summon bursts of air strong enough to send a grown man off the mountainside, and even achieved limited flight, though it is far from perfected. I began to incorporate my wind channeling into a new style of martial arts, using air currents interchangeably with my speed and strength to be able to fight against many foes simultaneously.

As I became comfortable in my newfound ability, I grew interested in stories of a dragon of air, on a chain of islands in the north. Intent on further developing as a disciple of wind, I set out to travel there and see the air dragon for myself.
The Clever Cloak

## Brief Description

From the outside it looks dull, dire and depressing. Plastered walls and thick, hardwooden logs make up most of the building's outer structure. It's hard to see through the large, stained glass windows, but the quiet sorrow from within can be felt outside.

## Miscellaneous Information

#### Stock

* Ring of Shooting Stars
* Dragon Slayer Short Sword
* Sun Blade
* Fochlucan Bandore (Instrument of the Bards)
* +1 Quarterstaff
* Deck of Illusions
* Potion of Mind Reading
* Elixir of Health
* Wand of Secrets
* Potion of Animal Friendship
* Rope of Climbing
* Talking Doll
* Instrument of Illusions
Yochlol

Image credit WOTC

### Special Notes

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

## Yochlol

The Yochlols are the Handmaidens of Lolth, extensions of the Spider Queen's will dedicated to acting as her spies, taskmasters, and agents of villainy. They attend their goddess in the Demonweb Pits, but Lolth sometimes dispatches Yochlols to The Material Plane to guard her temples and to aid her most devout Priestesses. Yochlols don't form outside Lolth's realm of the Demonweb, and they serve no demon lords except their queen.

Outside the Abyss, a yochlol can assume the guise of a female drow or monstrous Spider to conceal its demonic form. In its true form, The Fiend appears as a pillar of yellow slime with a single malevolent eye. In its drow and true form, a yochlolís touch carries the same venomous touch as its Spider formís bite.
The Valordran Collective

## Government:

The government of The Valordran Collective is that of a parliament with each area electing their own representatives to sit in this parliament. These representatives are then given specific area to oversee as well a representing their people, these areas often include; Defence, Production, Farming, Resource Gathering and other such areas that require oversight. These governmental representatives sit for about 10 years before they have to be reelected.

## Landscape:

The Collective is on the most sheltered of the isles and perhaps the most idyllic of the chain, it doesn’t suffer from the howling gale and has remained mostly undisturbed, it has rolling hills and beautiful forests, during the summer it is a bright but often chilly place, it is often windy but never unbearably so. The winters can be unbearably cold and snowy but it looks idyllic in every season.

## Populations:

The primary species that live in the area are Gnomes and Halflings.

## Settlements:

### The Town of Valordran:

The Largest settlement in The Collective is the Town of  Valordran itself, the centre of the Island's infrastructure and governance, it is situated in the centre of the island sprawling over several hills, the city is built for its residents and anyone larger is going to have an interesting time interacting with the town infrastructure.
Water Genasi

Image owned by WOTC

*Subrace of Genasi*

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

* **Ability Score Increase.** Your Wisdom score increases by 1.
* **Acid Resistance.** You have resistance to acid damage.
* **Amphibious.** You can breathe air and water.
* **Swim.** You have a swimming speed of 30 feet.
* **Call to the Wave.** You know the shape water cantrip (see chapter 2). When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.