recursal/Fanatic-Fandom huggingface dataset:
Cromm Wyvernblight

**Appearance:**

Cromm Wyvernblight is 6"2 male human, His face and body are covered in scars. His skin tanned and his hair white and long.

Personality: Cromm is a caring individual who watches out for woman and young children. He would sacrifice himself for someone he calls friend or family. Those who acquire his ire will know it rather quickly. When it comes to jobs he does his best to remain as professional as he can.

Family: [Unknown]

Childhood: Cromm grew up in slavery. He was born into it, never knowing his real mother he was bought and sold eventually ending up in the hands of a heartless and greedy slaver known as Kenaston. Whom used him as bait to lure out monsters, bandits and even rival slavers who would try to raid his caravan. Cromm would be sent out front of the caravan and marched on ahead, he was one of the few slaves that would come back alive repeatedly. This enraged Kenaston who would then let loose his attack dogs on him and would laugh.

Eventually a certain merc group raided and slew Kenaston's slavers. They entered Kenaston's to find cromm standing over the mans body. His shackles tossed to one side.

Adolescence: Once found by this merc group they brought him in, the leader believing that an education is probably the most important thing a mercenary will ever use. They had him educated by different members of the group. One for maths, another for reading and writing. He excelled at hunting having gotten quite proficient in spotting monster tracks over his time as a slave. He spent most of his time with this group working hard. He met other groups when they'd trade information on jobs and other important bits of info.

Adulthood Prior to Discord: He worked as a merc. He became cold, professional if a job needed doing he'd get it done. Mind you he would turn any jobs that involved children or women in it finding those distasteful so his mentor and captain wouldn't bring them to him instead handing them over to the less morally upstanding.

Defining Event: His defining even happened when he was an adventurer his fiance was killed by a titan. He vowed never to let anyone he cared for to die around him again, which led to his death at the gaze of a Death Tyrant keeping his party alive.

Adventures: Titan war, Battle at the Irt Atol
Pages

This was at one point a magnificent bookshop made of stone with marble lions out front, inside there was a number of reading rooms for the best clients. Now only the front room is open, books stacked neatly on shelves. While currently going though the rebuilding process, Paige, a prim and proper human female with long blonde hair in a beehive wearing thick framed black glasses can be seen running about trying to get her shop back in order. She dislikes loud noises and will ask people to speak quietly in the shop.
Osseia, Palace of Glasya

Glasya governs her layer from a lustrous white palace whose walls and archways are lavishly decorated with baroque ornamentation. Only on close inspection does it become clear that the structure is made from the lacquered bones of countless victims. Glasya’s court includes many succubi as well as reckless mortal courtiers, damned souls of wit or nobility, and high-ranking devils who have fallen out of favor with the other Lords of the Nine. When she tires of her playthings, her guard of brazen devils whisk them away to imprisonment or execution in virtual forests of the impaled
Nycaloth

Image credit WOTC

### Special Notes

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

## Nycaloth

The elite airborne shock troops of the yugoloths, nycaloths look like muscular gargoyles. Powerful bat wings bear them swiftly aloft in battle, and the razor-sharp claws of their hands and feet cut through flesh and bone with ease. A nightmarish foe, a nycaloth strikes hard and fast without warning, then teleports away. It uses its innate magic to turn Invisible or create illusory doubles of itself, further confounding its enemies.

Nycaloths are the most loyal of the yugoloths. When they find an evil Master that treats them well, they are unlikely to break their agreement unless the reward for doing so is extreme.
Sanctus Era

A Sanctus Era is a time in which the Upper Planes (home of the gods of good) has more influence on the material plane. These eras are ones of great prosperity, growth, and advancement of the mortal races. Many of the greater achievements happen during these eras of time, and stories of heroes and saints are born.

* 1st Sanctus Era
* 2nd Sanctus Era
* 3rd Sanctus Era
* 4th Sanctus Era
* 5th Sanctus Era
* 6th Sanctus Era
Neshminaar

This secretive city hides behind towering walls of black stone broken only by a single small gate. Within its gloomy halls a cabal of cambions and devils learned in arcane lore experiment with the breeding of monsters, the creation of infernal constructs, and the perfection of dark rituals. Damned souls brought to Neshminaar are consumed in the most terrible ways imaginable, sometimes as nothing more than feed for hellish monstrosities as yet unknown beyond the citadel walls. The pit fiend Neshm rules over the city and supervises the dark studies of its foul lords.
Myconid Sprout

Image credit WOTC

## Myconids

Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.

***Circles and Melds.*** The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.

A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids’ rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.

***Myconid Reproduction.*** Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores’ release to avoid overpopulation.
Redcap

Image credit WOTC

> *As subtle as a flung Battleaxe.*—Volo
>
>

A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable Strength, which they use to hunt and kill without hesitation or regret.

***Blood Lust Personified.*** In the Feywild, or where that plane touches the world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings.

Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal Combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in a Vicious swing of its weapon before the target can react.

***Steeped in Slaughter.*** To sustain its unnatural existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is born, its hat is coated with wet blood, and it knows that if the blood isn’t replenished at least once every three days, the redcap vanishes as if it had never been. A redcap’s desire to slay is rooted in its will to survive.

***Bloodthirsty Mercenaries.*** Redcaps don’t usually operate in groups, but in some circumstances they might be found in the employ of hags and dark mages that know methods to call redcaps out of the Feywild and put them to work as grisly servants.

Also, some redcaps can sense the being whose murderous acts led to their birth. A redcap might use this innate connection to find its creator and make that creature its first victim. Others seek out their maker to enjoy proximity to a kindred spirit. An individual responsible for the Creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that creature’s murderous handiwork.

In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap’s natural and necessary urge for blood risks becoming the redcap’s next target.
Queen of Night and Magic

A fey lady of stunning beauty with hair the color of midnight stands before a shining field of stars. A gown seemingly wovern from the night sky drapes her flawless ivory skin. Bright lights glitter like diamonds in her crown and raiment, and some drift about her body and dance near her hand.

Her Celestial and Royal Majesty, Sarastra Aestruum, Queen of Night and Magic, is also Duchess of the Heavens, Countess of Thorn, Mistress of Air and Darkness, Lady of the Summer Palace, and Bride of Shadows. The Queen rules the Court of the Shadow fey with grace and majesty - most of the time. Queen Sarastra is the head of the Summer court, which rules the shadow fey in its season. On the rare occasion when the courtly season turns, Sarastra steps aside in favor of her husband and rival, the Moonlit King.

Shadow Sorceress. The Queen of Night and Magic does not bear her moniker lightly. She is a devastatingly potent sorceress, augmented with command over the stuff of shadows. Though her nature is undeniably dark, Queen Sarastra is hardly unreasonable. She is quick to recognize the value in any supplicant, mortal or fey, who manages to catch her royal eye. She is never one to ignore an opportunity to further her agenda or to gain further power over the Moonlit King.
Prime Cuts

One of the few building that survived the collapse primarily intact. While the building is a bit less fancy in terms of the structure then the shops around it, spending any time around it quickly tells you why it survived. Run by a large hulking goliath named Butch he very much enjoys his job as he uses a great axe to cut the meat up. He has a playful disposition which seems to be in almost irony to his size and looks.
Nasnys Chertbreaker

## Appearance

Blonde, flowing hair almost fully covers a craggy, warm face. Bloodshot gray eyes, set far within their sockets, watch yearningly over the castle they've befriended for so long.

An old tattoo resembling a rose is almost hidden on the right side of her neck leaves a bittersweet memory of her fortunate survival.
Mockingbird

## Appearance

Long brown hair that's tied up to keep it from getting in the way of a fight, worn chain mail that's seen wear and tear over it's time. Deep green eyes that always seems to be in motion. A large book off to her side that's in a leather pouch.

## Personality

Reserved but not without humour, has a tendency to rush into situations she deems important. Attempts to be optimistic but often fails.

## Events of Childhood

Raised within a struggling mercenary company stretches back to the start of Tiamats conquest.
Trained to use weapons and armor at a young age.

## Events of Adolescence

Was originally aiming to become the company's Master of Arms but was persuaded to follow the way of magic under Retches guidance to eventually serve as the Chronicler after his death

## Events of Adulthood

A year after Retches death (Natural, old age) Mockingbird took up the mantle of her mentor.
The company took work protecting a small village but were sold out by the towns mayor.

## Defining Event

The company was slaughtered but thanks to her parents the young girl, now 23 at the time was alone and wandered around the world. She has the codex of the company on her at all times, desperately looking for someone to take up the role of the commander and help her rebuild.
Shadow Mastiff

Image credit WOTC

These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and The Material Plane is thinnest, they can cross over into the dark realms of the world.

***Ravenous Lurkers.*** Shadow mastiffs hunt in packs on the Shadowfell, so when one of them enters a rift between the planes, several more are sure to follow. Each pack is led by an alpha (male or female) that is the smartest and toughest one of the group. The alpha must remain sharp to keep the rest of the pack in line, lest it be killed and replaced.

When a Shadow Mastiff pack is hungry and Senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby Beasts and humanoids. Its howl is also a signal to the rest of the pack to move in for the kill. Gloom provides a Shadow Mastiff with supernatural Protection, granting it Resistance to nonmagical Weapons while in dim light or Darkness. Shadow mastiffs can tolerate bright light, but they shun sunlight.

***Summoned for Service.*** Some faiths devoted to deities of gloom and night, such as Shar in The Forgotten Realms, perform unholy rites to summon Shadow mastiffs from the Shadowfell and then put them to work as Temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing Shadow mastiffs into the world is also known by other strong-willed and evil-minded individuals, who find use for the hounds as guards in their strongholds.

***Ethereal Sight.*** In addition to its other capabilities, a Shadow Mastiff can see creatures and Objects on the Ethereal Plane. This extraplanar Perception makes a Mastiff an especially Skilled Guardian, especially in situations when magical or spiritual incursion is likely.
Shadow

Image credit WOTC

### Special Notes

Vulnerable to radiantResistant acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacksImmune necrotic, poison

# Shadow

Shadows are Undead that resemble dark exaggerations of humanoid shadows.

***Dark Disposition.*** From the Darkness, the shadow reaches out to feed on living creatures’ vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the Darkness where the shadows hunger. As a shadow drains its victim’s Strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free, becoming a new Undead shadow hungry for more life to consume.

If a creature from which a shadow has been created somehow returns to life, its Undead shadow Senses the return. The shadow might seek its “parent” to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed.

***Undead Nature.*** A shadow doesn’t require air, food, drink, or sleep.
Peryton

Image credit WOTC

Although this monstrous carnivore feeds on any creature, it prefers humanoids, especially elves, half-elves, and humans. When it kills a humanoid, a peryton rips out its prey’s heart and takes it back to its nest to be devoured.

The peryton is a bizarre creature that blends the body and wings of a bird of prey with the head of a stag. Its strangest feature is its Shadow, which appears humanoid rather than reflecting the creature’s physical form. Sages postulate that the first perytons were Humans Transformed by a hideous curse or magical experiment, but bards tell a different tale of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband’s heart. The ritual succeeded until the woman’s villainy was exposed. She was hanged for her crime, but the lingering magic of her foul ritual caused the carrion birds that feasted on her corpse to transform into the first perytons.

***Unnatural Hunger.*** A peryton’s reproductive cycle depends on the heart of a freshly killed humanoid. The organ must be consumed by a female peryton before she can reproduce. When a peryton consumes a heart, its Shadow changes for a brief time to reflect its true monstrous form.

When attacking a humanoid, a peryton is single-minded and Relentless, fighting until it or its prey dies. If a peryton is somehow driven away, it stalks lost prey from afar, attacking again when the opportunity arises.

***Bane of the Mountains.*** Perytons roost atop Mountain ridges and lair in high caves. They prey on creatures living or wandering in the vales below, and travelers on lonely Mountain roads learn to keep a wary eye on the sky. Because normal Weapons are less effective against perytons, the folk of the mountains know to avoid confrontations with these Monsters at all costs.

Established settlements are attractive to perytons as a renewable food source. As such, village councils and local nobles often hire adventurers to eliminate peryton nests.
Ruskin Durtigar

## Appearance

Black, greasy hair awkwardly hangs over a fresh, cheerful face. Dead black eyes, set graciously within their sockets, watch wearily over the lands they've nearly died for for so long.

A scar reaching from just under the left eye , running towards his left nostril and ending on his right cheekbone leaves a lasting memory of a failed assassination attempt.

## Personality

Charming, Intelligent, and persuasive are the pillars of Lord Durtigar’s personality. A man whose family amassed great wealth in the older regime of the lands, his ability to adapt have seen his family be able to maintain the wealth.
Rusty Jagger

## ***Character Personality***

Loud and belligerent, Rusty is a mercenary at heart and always up for a scrap. Very much a hammer of a man, he's generally upfront and clear about his intentions unless ordered to do otherwise, but lying is not exactly his strength. If at all possible, he will seek to fight it out, because haggling is for tossers and they're going to try to off you eventually anyway.

## ***Character Appearance***

A big, burly half-orc built of pork and fat bacon, he looks like what you'd get if you shaved a bear. Tall and broad, he's ugly in the extreme and battle-scarred with hands like shovels, fiery eyes and a mop of lank, greasy hair.

## ***Events of Childhood***

Born and Whelped on the docks with his siblings, often got into fights with other children of a similar lineage. Was soundly beaten by his parents on a regular basis because he was a right little toerag and troublemaker. They were proud of him for standing his ground though, because it was that kind of neighborhood. Also his father found it funny.

## ***Events of Adolescence***

His adolescence began with more of the same, but since he grew up quick like others of his kind, he fell in with the gangs right quick and often moonlighted as a bouncer and general heavy. Never got rumbled for anything he felt was serious, as a certain amount of grievous bodily harm was part of the job, both giving and receiving, but it's not a life without conflict or scrutiny from the authorities. At fifteen, he felt the urge to travel and he signed on with a merchant navy vessel as a marine and later with a privateer after the merchant vessel got boarded at sea. Piracy seemed like something he was good at, so he stuck with it over time.

## ***Adulthood before Guild***

After putting in his time with the forecastle hands, he felt he was going to have to up-skill if he was going to make any real money in this racket, so he knuckled down, often quite literally in harbor bars with rivals, and eventually made first mate after strangling the previous candidate to death over a staffing dispute. The captain wanted someone with a firm hand and thought Rusty was just the man needed to put a fire under the crew.

## ***Events Leading to Guild Recruitment***

His vessel took part in a joint operation with the guild to cripple gang activity by seizing or sinking vessels smuggling in arms and contraband through Neverdale and Cloudcross. When cornered, the head of the operation club hauled and decided to fight it out rather than surrendering, Rusty and crew drew the short straw and ended up boarding after their ship got rammed and entangled with the enemy vessel. The guild team leader was impressed by fighting prowess displayed, and being a talent scout, offered Rusty and a bunch of others the opportunity to join up. Rusty felt a change was needed to stay sharp, so he followed up on the offer and now here he is.
Revenant

Image credit WOTC

A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a Zombie. However, instead of lifeless eyes, a revenant’s eyes burn with resolve and flare in the presence of its Adversary. If the revenant’s original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its Adversary always recognizes the revenant for what it truly is.

***Hunger for Revenge.*** A revenant has only one year to exact revenge. When its Adversary dies, or if the revenant fails to kill its Adversary before its time runs out, it crumbles to dust and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it seeks worthy allies to help it fulfill its quest.

***Divine Justice.*** No magic can hide a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one Adversary, it pursues them one at a time, starting with the creature that dealt it the killing blow. If the revenant’s body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt.

***Undead Nature.*** A revenant doesn’t require air, food, drink, or sleep.

### Variant: Revenants with Spells and Weapons

Revenants that were spellcasters before they died might retain some or all of their Spellcasting capabilities. Similarly, revenants that wore armor and wielded Weaponsin life might continue to do so.
Penrith

Needs to be updated

## Description

Considered the first settlement on the mainland of Ezora, ***Penrith*** is the oldest non-druidic settlement. While ***Penrith*** itself has been rebuilt a number of times in its history, it is often regarded as the capital of the continent. While it has always been the capital of The Kingdom of Athein, with the mainland united it now has no arguments. A city in which was always one to try and keep nature within it, the city has finally been brought back to its historical beauty after rebellion and war.

## Current Government

The Kingdom of Athein employs a Monarchy style government but with their own sort of balances. While the Northern Council might limit and discuss the policies of Northern Ezora, the Penrith Council balances Queen Liliyana Tarlarys power over the citizens within ***Penrith*** proper. While a Southern Council deals with the overall politics of Southern Ezora, this ***Penrith*** council deals with most day to day issues of the city.

## Interactions between districts

While many of the districts of ***Penrith*** are open to moving about with little issue to any citizen there are a few exceptions. Oxton's Ward the temple district of ***Penrith*** is open to all citizens from sunrise to about midnight in most circumstances. The Royal Ward is restricted to those council members, heroes with standing, or direct invitation. Drennon's Ward being the last requires residence, direct invitation, or hero status with ***Penrith***.

## Districts

* Drennon's Ward
* Losho Ward
* Nailo Ward
* Oxton's Ward
* Paramount Square
* Rada Ward
* Royal Ward
* Tarareon Ward
* Outside the Walls

## General History

#### 4th Era

* **Tenebrae** **3400:** The Founding of Penrith

#### 6th Era

* **Sanctus 4946:** The Collapse
* **Sanctus 4946:** The Uprising
* **Tenebrae 2:** The War of Ezora

## Misc

* List of NPCs
* Hometown
Spectre

Image credit WOTC

### Special Notes

Resistant to acid, cold, fire, lightning, thunder damage; bludgeoning, piercing, and slashing damage from nonmagical attacksImmune to necrotic, poison damage

A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body.

***Beyond Redemption.*** When a ghost’s unfinished business is completed, it can rest at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely life in forlorn places, carrying on forgotten through the ages of the world.

***Undying Hatred.*** Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a specter with sorrow and wrath, which can be abated only by destroying said life. A specter kills quickly and mercilessly, for only by depriving others of life can it gain the slightest satisfaction. However, no matter how many lives it extinguishes, a specter always succumbs to its hatred and sorrow.

***Dwellers in Darkness.*** Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return. At the first light of dawn, they retreat back into the darkness, where they remain until night falls again.

***Undead Nature.*** A specter doesn’t require air, food, drink, or sleep.

### Variant: Poltergeist

A poltergeist is a different kind of specter — the confused, invisible spirit of an individual with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche
Outside the Walls (Penrith)

## Description

Outside the grand walls of Penrith stands small communities, and many farms which supply a good deal of the required food for the city. Like any countryside it’s open air and large distance between buildings at a point really allow the feel of nature and non-city living to be a common. The small communities of buildings are almost hamlets operating independently at times from the city of Penrith it self.

## Defenses

Outside of the walls defenses are almost non-existent. Relying on infrequent guard patrols and a few watch posts the land is very seldomly with a defensive strength outside of war times. Situations which arise tend to be handled as the main barracks is neath the north gate but it could take upwards of hours for the troops to respond to the outer edges.

## Day to Day life

Day to Day life on the farms is one of work and responsibility, while most of their lives is spent on their given land farmers do tend to take one day a week to venture into the city either to sell their wares or buy supplies. The rare occasion of fairs, normally sees the Queen pays for the farmers to enjoy the festivities as a thanks for their hard work year round. This small kindness seems to keep these people very loyal to her.

The small hamlet like communities which sit outside the city each almost have their own little economy with variations on their distinct day to day lives. While there is about four of these small hamlet like groupings each is self sustaining and trades with the main city of Penrith and one another. The Queen does recognize their independence to govern themselves as much as any other settlements in her lands but does provide them a small group of guards in a guard house.

## Points of Interest

#### **Hamlets**

* Bayside
* Eagle's Nest
* Ravenwatch
* Southarce

#### **Institutions**

* Penrith Academy
* Sunshield Exploration Guild
Natural Warforged

Process to be added

## Natural Traits

* **Ability Score Increase.** Your Dexterity score increases by 2.
* **Speed.** You have a base movement speed of 35, and a climb speed of 20.
* **Natural Armor.** Your Natural armor is equal to 12 plus your Dexterity modifier.
* **Semi-mutable Form.** Your form can't be changed by others, however you can change your own form allowing for self polymorph or wild shape.
* **Vulnerability.** You are vulnerable to Fire damage.
Quaggoth

Image credit WOTC

Savage and territorial, Quaggoths climb the chasms of The Underdark. They maul their foes in a Frenzy, becoming even more murderous in the face of death.

***Quaggoth Origins.*** Quaggoths were never an enlightened species, but they were not always the brutal Underdark denizens they are today. In a distant age, quaggoth tribes dwelled upon the surface as nocturnal arboreal hunters, possessing their own language and culture. When elves appeared in the mortal realm, they clashed with the Quaggoths, eventually driving them to near extinction. Only by fleeing deep into The Underdark did the Quaggoths survive.

As they passed the ages deep beneath the world, the quaggoths’ fur lost its color and their vision adapted to the Darkness, even as the constant danger and Weird Magic of their new realm transformed them. Turning increasingly brutal and savage, they ate whatever food they could find—and when they could not find it, they preyed on each other. As cannibalism became part of their culture, their past was abandoned.

***Servants of the Drow.*** The ancient enmity between Quaggoths and surface elves makes them easy converts to the dark elf cause. In recent years, the drow have taken an interest in breeding Quaggoths, encouraging their ferocity while strengthening their obedience. Wealthy drow houses have legions of Quaggoths at their Command. Even worse, the drow cultivate the quaggoths’ Hatred of the elves by leading them on surface raids against known elven enclaves.

***Thonots.*** Some Quaggoths absorb psionic energy that suffuses certain parts of The Underdark. When a tribe discovers that one of its own has inherited such powers, they press it into the role of tribal shaman, or thonot. A thonot keep a tribe’s lore and ensures its superiority against enemies. A thonot that fails the tribe is slain and devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.

***Poison Immunity.*** Generations of hunting venomous subterranean creatures and perpetual exposure to the molds and fungi that grow in the depths have forced Quaggoths to adapt immunities to Poisons of all kinds.
QuarterNickel Biku Penydime

## Sir. Quarternickel Pennydime

### Appearance

Sir. Pennydime is a short young raven haired male with obsidian hair, bright brown eyes and pale sand freckled skin. Hes known to wear a breastplate and a fancy padded jacket with his family crest on his collar ( a fur seal emblem). He has a silent aura of pride in his stare but appears to be completely fun loving in nature, the guy who would attempt to reverse pickpocket candy  into someone’s pocket, he doesn’t seem to hide this at all. His bard instrument is a three octave kalimba mounted on his side by his rapier on his other hip is his messenger bag

### Greatest moment

Becoming a knight so he didn’t have to become a wizard

### Adventures

* Killing two axe beaks in an arena and earning his rank as knight

* He once fought a fire elemental with two knights and dropped his sword, instead of grabbing it again he proceeded to punch it to death healing it occasionally. He wasn’t able to fight for another year as a result of the damage

####

### Outlook on the world

Sir pennydime is a  very social and dependable individual if not a bit too friendly he is known to compliment  others without any known reason other than buttering them up, he doesn’t insult people as a habit. As well he rarely asks questions on magic due to his lack of interest in the subject of arcana.

### Backstory

Quarternickel was born and raised in Alihana as the eldest of three children, he spent most of his free time on the streets brawling and roughhousing with the other kids and getting into trouble just as any kid, secretly he knew it would not last for long because it all have end when he turned 14 he would have to study to become a wizard. Biku would have to study for many hos of the day and watch time pass by occasionally he would see the knights sparring when traveling from his home to the library. And the idea of abandoning his books for the prestige of being a knight so he secretly trained to be a knight while he claimed to be studying and eventually one day he just disappeared. Since then he had been disappearing so he could go an any mission available. Currently he's just returned from an advised leave absence and has decided to actually respond to the pile of letters at his door (mostly junkmail)  and found a guild invite and decided to join so he can get back into shape and in the long term earn enough gp to build a castle outpost.
Olaf Jr. Grimmbeard

## ***Character Apperance***

Olaf is 5ft tall mountain dwarf. He has Green eyes, Pale skin, and orange hair. His hair is short and receding, His beard is thick and long in a single braid down from his chin to belt waist. He wears two battleaxe, on his back with a Greataxe in the middle of the two. He wears a large breast plate with his insignia rank implemented in his armor.

## ***Character Personality***

Quiet when he is needed to be, But will be ready to brawl anyone who shows a form of disrespect to himself or his kinsmen. Its always nice to have a good fight.

## ***Events of Childhood***

Olaf Grimmbeard is the first born of his two other siblings. Growing up he was taught the ways of a dwarf, Kinship and Honor amongst his Clan. Being the oldest he was raised quickly and thought to be more mature to help raise his younger brothers.

## ***Events of Adolesence***

Living in Thor Lidor, life was normal and busy. The large city life and military stories were shared. Driving Olafs Passion to follow in Clan Honor, tradition and his Fathers Influence in Military. After the split of Thor Lidor during the Morreal, Black Dragon attack. His father was killed. As Thor Lidor split into Military and crafters. He joined the Military when he became of age. Leaving his mother to watch over his two brothers. Sending pay to support her as he served.

## ***Events of Adulthood***

Olaf served many long years in the military of Thor Lidor. Engaged in countless battles underground, very few above ground. As the years went by, he found his brothers following in their fathers footsteps as well. Joining the military one after the other in different branches and groups. Olaf was as hard a working Dwarf as any, in hopes to bring Honor to his Clan name Grimmbeard.

## ***Defining Event***

In the last moments of being in the Age of Hero's, Olaf was fighting against Tiamat's forces. He found himself in a losing battle, as his men died for Thor Lidor. His Brothers also on the Battlefield. And Just before he was about to be fell to the dragon hordes. A Platinum light appeared. He disappeared not knowing if his brothers and kinsmen did as well. Vanishing 1,000 years into the future, He left the Era he knew, going forward in time to lands unknown. As well as unknown to his Dishonored Clan Name, disappearing from the battle, disgracing Grimmbeard name.
Ochre Jelly

Image credit WOTC

> *“The dungeon’s floors were spotless. That should have been our first clue.”*
>
> —from the journal of Jaster Hollowquill, on his first exploration of Undermountain
>
>

## Oozes

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often the searing pain of its acidic touch.

Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

***Slow Death.*** An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.

***Unwitting Servants.*** Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze’s need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

***Spawn of Juiblex.*** According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

***Ooze Nature.*** An ooze doesn’t require sleep.

## Ochre Jelly

Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies.

An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal.
Tarrasque

Image credit WOTC

### Special Notes

Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks

# Tarrasque

The legendary tarrasque is possibly the most dreaded monster of The Material Plane. It is widely believed that only one of these creatures exists, though no one can predict where and when it will strike.

A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing tail for balance. Its cavernous maw yawns wide enough to swallow all but the largest creatures, and so great is its hunger that it can devour the populations of whole towns.

***Legendary Destruction.*** The destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath. Legends tell how the tarrasque slumbers in its Secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path.
Sara Todd

## Appearance

Chestnut, shaggy hair braided to reveal a bony, warm face. Bulging brown eyes, set concealed within their sockets, watch vigilantly over the orphanage they've looked after for so long.
Fire has left a mark stretching from just under the right eye , running towards the left side of her lips and ending on her right cheekbone leaves a pleasant memory of deceased loved ones.

The is the face of Sara Todd, a gentle soul among half-elves. She stands small among others, despite her slim frame.

There's something enigmatic about her, perhaps it's her gentleness or perhaps it's simply her unusual choice of how to spend her time. But nonetheless, people tend to hit it off with her, while spreading stories about her.

## Personality

Caring, Warm, and protective are the pillars of Sara Todd’s Personality. She embraces nature and balance in her life attempting to help her charges be able to survive in their adult lives. While mostly caring she is known to be a bit strict and protective of her children as a mother bear is with their cubs.

## Family

While her father **Toby Todd** (human) and her mother **Birie Todd** (Wood Elf) had no other children, they both perished in the attack on the Emerald Enclave.

## History

Born in the Emerald Enclave, Sara Todd was raised by her parents spending most of her time in the Enclave. She was one with nature but picked to help raise the younger members of the Emerald Enclave instead of setting out into nature. Present during the attack on the Enclave in which she lost her family and was scared by the fire, she helped many children escape the devastation.

When the Enclave decided to change their ways and spread across the world Sara Todd settled in the new Candor’s Rise and began Eagle’s Nest Orphanage. She has been overlooking the orphans ever since.

## Storyline

* She was a bounty giver of: Missing Ones
Petren (Tradehall)

## Appearance

Silver, frizzy hair tight in a ponytail reveals a furrowed, warm face. Dancing brown eyes, set sunken within their sockets, watch hungrily over the storefront they have worked.

Fallen debris left a mark reaching from the top of the left cheek, running across the nose and ending under his right eye leaves an amusing memory.

## Personality

They say Petren's tongue is as silver as the hair which grows from his head. The charm of Petren would make the slyest used horse salesmen swoon with pride.
Mordekaii Sorazar

## Appearance

Jet black fur with orange spits sprinkled through out. The fur around my eyes is stark white and makes my golden eyes pop that much more. I walk with a purpose all while having a rather gentle face.

## Events of Childhood

I had a childhood that most would die for. Not many struggles, parents who loved me and a sister I loved to annoy. Also my parents were very knowledgeable and quick to teach me about many of the trinkets that
found their way into the shop. At the age of 10 I expressed my interest in learning more about the balance of life and learning the histories of the world to which my parents reinforced strongly. They immediately sent me to the Aerurus Monastery. Here I began to study about the history of the world and the elements that created it while sparring with my brothers and sisters

## Events of Adolescence

Throughout these years I continued studying at the Monastery and honed my skills. Some may have called me a brown noser but I prefer the term studious.

## Events of Adulthood

At the age of 23 I left the monastery packed up my belongings and headed out into the world. I wandered through the continent of Yedria studying all of its natural inhabitants and the geography. Bringing up many questions of how the elements shaped the world I was so lucky to be walking through. I found my way through the ravines and peaks of the Spine of Bahamut mountain range. Upon exiting the range I found myself in the Quiet Wyvern Woods. Here I set up home and loved off the land. At age 27 while meditating by the creek I had a vision that would set me on the move again.
Rider Goldhelm

## Description

Rider is a young dwarf male, standing 3'4'' tall, and weights in at 38 pounds. He has long dark auburn hair in a single low braid. He wears a green outfit that has a white detailing and an orange decorative trim. His belt has the symbol of thor lidor which is a flying boar with an ale barrel on it's back on his belt.

## Family

Rider's parents are the miners in Thor Lidor. He has two younger sister, Melody age 8 and Cindy age 2. His Parents are Ric and Connie Goldhelm.

## Personality

Rider is a happy and slightly mischievous dwarf boy. But he enjoys learning things and doesn't hide his emotions well. He is easily amazed and enjoys hearing tales and hopes to become a knight just like Percival.

## Background

Rider's father was saved during a mine collapse and amazed by Percival's act, Rider strive to become a knight just like Percival.
Penrith Arcana

Penrith Arcana is a massive school of the arcane arts. Much of the building is still being repaired but the staff has started to teach small classes. Much of the lore held within the halls is missing as the books were stolen during the Collapse. Headmistress Odaxi, an older female gnome with short red curly hair, is in charge of the school and is known for being stern but fair. During the Collapse Odaxi was known for helping hide the innocents from the streets with her arcane prowess.

The Arcana hosts a small cafe for the students, but is kept separate from the library to protect the books. The library offers outsiders the ability to read and research books inside, but books may not be removed from the grounds.

Headmistress Odaxi a older female Gnome, with short red curly hair is in charge of the school and is known for being stern but fair. During the Collapse Odaxi was known for helping hide the innocents from the streets with her arcane prowess.

Narissa is a female tiefling who stands at about 5 foot 4 inches tall and speaks in a deep accent while talking in common. She hails from a large city called Thornrest on the continent of Yedria. Specializing in planar and evocation magics, she came to the Arcana only recently to teach at the great school. She is very tough and demanding of her students but those who survive her classes tend to rave about her methods.

Benam Sringer is a human wizard who stands at 5 foot 8 inches tall. He has slightly curly brown hair falling from his head which always seems to fall in his face when he is reading his book almost acting as a vail to his face. He is a new teacher recently hired by Odaxi and is in charge of the library at the Arcana. He is kind and helpful with students research but is a bit abrasive to any person in the library who is not enrolled in the school.

Drennon Cale is a human mage who stands a 6 feet tall with long white hair and a beard to match. He is considered the founder of the Arcana while Penrith was still just a small fishing town, he dissapeared long ago but has recently returned to the city and taken back his place as the head of the establishment. His office overlooks the entrance way and he generally will be gone for days at a time