recursal/Fanatic-Fandom huggingface dataset:
Mandrakes

Mandrakes are small animated plants who lie underground, with their strangely humanoid root bodies buried most of the time. Occasionally they will uproot themselves and move to the next field, or find a nicer fertilized field to rest in, but they do not last long outside of the dirt. Mandrakes are highly sought after as an ingredient in potions and as a sedative or hallucinogen, but the harvesting of these creatures is highly dangerous.

Mandrakes when first pulled scream loudly, this scream has the ability to kill nearby creatures. According to some, a humanoid who pulls a mandrake by hand from the ground is damned by Alrunes to the Abyss. As a precaution, many who would wish to procure their own mandrakes fill a beast of burden's ears with wax and tie their tail to the top of the mandrake, then get a suitable distance away. Mandrakes are somewhat frail despite their deadly reputation, as their scream when pulled can only happen once as the internal organ that creates the sound ruptures from the intense blast of sound. Once uprooted a mandrake slowly dies over the course of the next hour.
Gond

Gond, the self proclaimed Lord of All Smiths, is one of the gods responsible for ingenious inventions and artisan expertise. The Church of Gond and its primary followers in Nexxis were once tolerated in all of Nexxis, but recent advances of the cult of Mystra in areas like Bellsk and Teocrista have led to mass exile of prominent members of the religion. Most practicing temples of Gond now take the outer facade of museums and workshops, testaments to the power of creation. In rock gnome culture Gond is still worshiped with fervor through his avatar Nebelun, an outsider to the Gnomish Pantheon that has stirred up trouble in recent years.

### The Cult of Xathamar

One of the most ill-fated cities was founded by the powerful artificer and wizard Xathamar, who founded a city over a powerful leyline and made thousands of ingenious creations and technological improvements in Gond's name. After the destruction of the city of Xathal, his former followers still tend to worship Gond in their day-to-day lives, tending to broken machines and creating mechanical weapons to defend their lands. There are some who believe that Gond will someday give them the ability to restore their land to its former glory without the use of the Ley-forge.

### Relationships to other deities

Gond lives within the home of Oghma where his craftsmanship is admired and his intellect respected and his avatar (turned demigod) Nebelun often travels from his workshop to the home of the Gnomish Pantheon (most of whom grow exhausted of his constant meddling). Gond also has a positive relationship with Milil and Deneir.

Mystra has a deep dislike for Gond and believes that he is arrogant, holding magic to be below technology. This is a misunderstanding, as Gond believes that the two should work in perfect concert, but has still led to violent conflict between the gods and their followers.

### Nebelun

Nebelun was a master artificer and is an aspect and avatar of Gond. Her unruly nature has made her a sort of lightning rod among the gnome gods, but Flandal seems to find her amusing. There are rumours that Gond and the other gods of craft desire to sponsor Nebelun's apotheosis.
Kakamora

Kakamora are small island-dwelling goblinoids that tend to live in trees or underground caves. They look like bugbears but are smaller than ordinary goblins, standing around three feet tall. They are considered docile, mostly spending their time eating fruits and berries, occasionally catching slow mammals like possums and sloth to eat. There are stories of, during periods of long monsoon, the Kakamora taking children (presumably to eat, however some reports claim that these were orphaned children that the goblins raised as their own).
Lythalia

Lythalia was created at the same time as Istasha by the Outer Gods, who were studying the gods of our world and sought to recreate them. Lythalia was a kind and compassionate example of a Great Old One, born of a strange mixture of the temperament of Aphrodite and the sentiments of Nuada. Nuada would later take her as his wife.

She taught him the true nature of the Outer Gods, and perhaps inspired some of his late-life eccentricities. When Nuada died in battle, she could not bear life without him and withered away into nothingness.
Njordr

One of the Vaenir, the ex-husband of Skadi. He tried to enjoy the mountains she called home, but the endless call of the sea kept him awake. When they split he returned to watching over the sailors and ensuring that fishermen have hearty catches each morning. His greatest pleasure is feeding others.
Liu

Liu is a Shen Deity of health and fortune who serves under Caishen. Liu was once a human who learned the secrets of alchemy and concocted a medicine so potent it could make a human functionally immortal with a single pill. Liu became sought after by emperors and magistrates, a wildly wealthy and powerful man who was soon conscripted into the world of politics. Upon seeing the harsh realities of politics, of war, and of the difference in material conditions between those who ruled and those who were ruled over, Liu gave up his riches and began wandering the world as a monk. He lived alone for many years until reaching a transcendance that few mortals have attained. Now Liu, working as an aspect of Caishen, wanders and finds those who feel as he did in order to guide them towards enlightenment, or provides those in need with opportunities to thrive. It is said that Liu presents himself in the form of a monk in road-worn robes and shoes, with a string of coins along his belt and a three-legged toad on his shoulder.
Incabulos

In the layer of Hades known as Oinos there is an unassuming stone mausoleum and inside that there is a single small room that is wall to wall with bones, laid out in simple arrangements around a modest ossuary wherein sleeps Incabulos, the lord of evils. Where the Reaper of souls wields the scythe that brings in the harvest, Incabulos is He who Sows. When it is dark and quiet and things in the material plane have grown too quiet, Incabulos stirs up disasters and plagues to let them loose among the world. Incabulos largely disregards the Raven Queen, as he disregarded Nerull before her. As long as the death is there to finalize his acts, to stamp his deeds and mark them, he is satisfied.

Incabulos can not be negotiated with, he does not lie, he does not cheat, he just is. Incabulos is poorly regarded by the Plutarei.
Leprechauns

Leprechauns are small fey humanoids with a natural affinity for craftsmanship and healthy senses of humor. They stand as tall as halflings with similar builds, but their faces give them away as fey, with slightly pointed features and round, large ears.

Leprechauns are mostly solitary creatures. Many leprechauns enjoy new technologies and fashions but hold onto their old traditions as well, this is apparent in their dress which is modern and often quite fine, but is almost always red which is the traditional symbol of a non-trooping fey.

Leprechauns have minor illusory spells on hand at all times, and are capable of enchanting the objects they craft in often creative and surprising ways. Leprechauns often use their magical abilities for largely frivolous ways, such as creating rainbows and playing small practical jokes on others. Leprechauns have a reputation for lewd and very public drunkenness, which they blame on the 'curse of the Clurichaun'.

Leprechauns typically bury their important possessions underground, a habit they picked up during the Long Night, when their belongings were frequently stolen by malicious fey. Many Leprechauns have been ransomed and murdered by other creatures who believe that they are entitled to the gold of the leprechaun if they catch one, a myth some Leprechauns have decided to use their illusions to perpetuate, in the hope that they can use their abilities to escape danger. A common trick against an assailant is to turn something in their pockets into gold coins (often little more than seeds or nuts) and then use it to barter for their lives (with the illusory enchantments later fading when the leprechaun has gotten to safety).
Otiax

Otiax is a Great Old One and an aspect of Yog-Sothoth. To further his existence the Outer God sealed himself away in different aspects, allowing the Elder Gods to hide his key somewhere even he could never find it.

Otiax is able to be summoned as a spirit from a vestige, but it is an enigmatic figure, with most information known about it being from the records of the Elder Gods' cults or merely guessed at by those who have summoned and bound themselves to them.

Otiax has its own motivations (near as anyone can tell, for the entity never speaks).

### Summoning Otiax

Otiax binds to whoever it feels like binding to (as long as they want it) so the only real necessity for summoning the spirit is adequate space. When Otiax is summoned a golden gate appears, cloaked in swirling blue mist that obscures the path beyond. The summoner and those near them hear ragged breathing and watch as the gate is slammed by an unseen force, its chains rattling and banging against the edge until the sound reaches a crescendo- the mist passes through the gate and the tumbler on the gate's lock can be heard noisily clicking open. Those bound to Otiax are surrounded at all times by the blue mist, which hangs off of their body in tendrils.

### Abilities of Otiax's Vestige

Air Blast: You can make melee touch attacks against enemies within ten feet of you. This ability does 2d6 force damage (with no modifiers) but can be used the same as any weapon, meaning you can use it for bonus attacks and attacks of opportunity if you would be granted them.

Wind Reflexes: You can make attacks of opportunity against enemies that walk within melee range of you (once per round per creature).

Concealing Mists: Your enemies have to make an additional 1d20 check on attacking you as you become swirled by mists and obscured. Any roll under a 5 on this roll is an automatic failure, regardless of whether they passed your AC or not. It takes a full attack action to turn this ability on or off and you can not use this ability to take the Hide action. Strong gusts of wind either natural or magical will suppress this ability.

Open Portal: As a bonus action you can open any door or container that you can see as though you had the Open/Close cantrip.

Unlock: Once every minute you can unlock a magical or non-magical lock (depending on your binder level). This ability takes both your attack and move actions for the round. To succeed, the DC of opening or dispelling the lock must not exceed two times your binder level. (a level 10 binder could open a DC 20 lock and so on). This is done at your DM's discretion.
Kuroth

Kuroth was once a human and the greatest thief to ever live. He stole from liches and vampires the world over before completing a quest for Olidammara to steal from another god. When he succeeded he was sponsored by the god of trickery and his apotheosis brought him newfound powers over luck and theft.

### Dogma of Kuroth

The best thing to steal is that which its owner does not wish to part. Escalate your theft, for there is more sport in robbing a dragon than a common shopkeep. Do not become complacent, steal even when you don't need it (you can throw it away or give it to an orphan later). Never destroy something valuable, for that deprives someone else of a chance to steal it later.
Incy Wincy Spider In The Kingdom Of Rhymes

**Incy Wincy Spider In The Kingdom Of Rhymes** is a UK VHS release by Carlton on 30th August 1999.

## Songs

1. See-Saw Margery Daw
2. The Wheels on the Bus go Round and Round
3. Here We Go Looby Loo
4. If you're happy and you know it
5. Ding Dong Bell
6. A Frog He Would A-Wooing Go
7. The Farmer's in His Den
8. Incy Wincy Spider
9. Ring a Ring a Roses
10. Humpty Dumpty
11. Pat a Cake Pat a Cake
12. The Grand Old Duke of York
13. Mary, Mary Quite Contrary
14. This Is the House That Jack Built
15. Lavender's Blue
16. There Was a Princess Long Ago
17. Oranges and Lemons
18. Ride a Cock Horse To Banbury Cross
19. Pop Goes the Weasel
20. The Big Ship Sails on the Alley, Alley Oh
21. Rock a Bye Baby
22. Girls and Boys Come Out to Play
23. Skip to My Lu
24. Miss Polly Had a Dolly
25. Here We Go Round the Mulberry Bush
26. The Hokey Cokey
27. In and Out the Dusty Bluebells
28. Head, Shoulders, Knees and Toes
29. There's a Hole in my Bucket
30. Bobby Shaftoe's Gone to Sea
31. Jack and Jill
32. I Wrote a Letter To My Love

## Opening (Original 1999 release)

1. Carlton Warning Screen (1994-2003)
2. Carlton Home Entertainment children's trailer from 1999 [announced by Nick Mercer and Jade Chaston]
3. Incy Wincy Spider In the Kingdom Of Rhymes title card
4. Incy Wincy Spider In the Kingdom Of Rhymes intro
5. Start of Seesaw Margery Daw (1999)

## Closing (Original 1999 release)

1. End of I Wrote a Letter to My Love (1999)
2. Incy Wincy Spider In Kingdom Of Rhymes closing credits
3. Produced for Carlton Video Ltd by Jo Pullen Programming Ltd
4. Carlton Home Entertainment Ident (1999-2003) (silent)

## Trailers and info

Children's Videos from Carlton trailer from 1999 with clips of "Jellikins", "The Fairies", "Dream Street", "Kingdom Of Rhymes: Incy Wincy Spider", "The Big Garage", "Beatrix Potter", "Tots TV", "The Wind in the Willows", "The Willows in Winter", "Bananas in Pyjamas", "Rudolph the Red-Nosed Reindeer: The Movie" and "Annabelle's Wish".
Huehueteotl

Huehueteotl is a deity of life that provides his followers with longevity, warmth, and times of plenty. As with the other deities he is affiliated with (Quetzalcoatl, Xoatl, and Tezcatlipoca) his immense power offered to followers does not come without a price.

### Worship

His worship is generally in the form of lighting braziers and observing a month long holiday of feasting and general revelry, but once every 52 years he requires greater offerings. At the beginning of the 52 year cycle he is revered as a young man draped in purple cloth and wearing jewelry of gold and turquoise, full of youth and exuberance and as it passes he is depicted as an old man, full with wisdom and loving eyes but weak in body, draped in fine red silks and silver.

When he has reached the end of the 52 year cycle and nears senility it is time for the covenant to be renewed. Sacrifices are chosen, their beating hearts are removed and placed within the ceremonial braziers of Huehueteotl and the covenant between god and mortal is renewed once more through blood and fire. A wooden torch is placed in the open cavity of the body where the heart once lay and ignited, the bodies are burned as long as they will and left on display until they eventually rot and decay. The altar of bones and ash sits as a reminder of the price that is paid for their bounteous lives.

### Relationships

He is close with the aforementioned deities and his sacrifice is considered the bare minimum for their kind to recognize mortals, but he does not begrudge his fellows their own additional offerings.

He is seen as brutal and disgusting by Hathor and Yondalla, who see his influence as an affront to the life domain.
Goblins

### Abilities

Nimble Escape- The goblin can make a disengage or hide action as a bonus action.Fury of the Small- When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Improvised Scavenging- A goblin can make a survival check (regardless of proficiency) and attempt to find food or some small useful item inside of a dungeon or urban setting. The food found may only be of use to a goblin and the found items may seem like trash to non-goblin allies.

Goblins are the smallest of the Goblinoid races and by far the greatest in number.

Goblins are small, bat-eared, and considered by most to be wholly unpleasant. They typically have brown, black, or red hair and their skin is anywhere from an olive green to a bright crimson.

### Culture

Goblins tend towards more insular cultures because in some parts of the world they are known only as scavengers and marauders. This is not to say that they are inherently violent or unintelligent, merely that violence and unintelligence tends to follow them.

Those goblins who have gone to found their own villages and cities have done so with spectacular results, creating structures and machines with maddeningly complex designs made of whatever happened to be around. It's rare to see a goblin throw anything away, most things that can't be eaten can be repurposed.

Goblins enjoy one another's company but some goblins wish to see what lies beyond the walls of their city or their village, joining military groups or adventuring parties in order to see what they can find.

As the smallest of the goblinoids they are often taken advantage of by hobgoblins and bugbears, who conscript them into wars they have no interest in and decimate the structures of their society. Many of the bands of goblins that give innocent folk trouble are the remnants of these armies or even their descendants, thrown into chaos by their larger cousins' schemes.
Garmr

Garmr was once the guard-dog of Helya's realm in Hades, named after a rag because he sopped up so much blood with his fur after a kill. Garmr was destined to slay and be slain by Tyr at the ragnarok, but this never came to pass, as Tyr survived his injuries.

Garmr's fur was used to make the grip of the legendary sword Gramr that was used to slay Fafnir.
Lendor

Lendor is a deity that is nearly completely uninvolved in the affairs of mortals and has no interest in them. He spends all of his time scouring the Astral Sea for more information he can use, looking for lost knowledge and forbidden tomes. It is said that he can undo the effect of any spell and can dispel any spell cast by a mortal.
Hlal

### Patron of

Dragons, Free-Thinkers, Messengers, Bards, Sprites, Grigs, Pixies, Pseudodragons, Faerie Dragons

Hlal, the dragon goddess known as Nathair Sgiathach to the Archfey and known as Aasterinian across the Outer Planes, is the unreliable messenger of Io (creator of dragons). Where she goes, her followers light lamps that burn bright white, in honor of her wit.

Hlal is a natural shape-shifter, and takes many forms to suit her needs, especially for pranks. When she is able to act in a casual capacity she often takes the form of a faerie dragon or a lithe and happy copper dragon, but as Aasterinian she is a formidable and imposing brass dragon.

Hlal searches the multiverse for a good time, whether that be good conversation, interesting bits of lore (good stories and dirty poems), or bits of unknown arcana, and her favorite pastime of base pranks and general tomfoolery.

### Relationships

Hlal answers only to Asgorath (which is to say she answers to seemingly nobody at all), but is often seen with Erevan Ilesere and the members of the Seelie Court. Hlal once played a prank on Null that was so widely heard of and so humiliating that the black dragon god will stop at nothing to have her head.
Phaulkon

Phaulkon is a proud deity of the skies. He appears as a muscular and proud Solar with two sets of beautiful wings, clean-shaven and bare-chested with a bow never far from his side. He is a champion of Good, and seeks to eradicate all evil.

### Relationships

Phaulkon is the son of Lendor and the father of Kord by his former consort Syrul. He is a proud ally of Jascar, Murlynd, Atroa, and Aerdrie Faenya. He is an enemy of Yan-C-Bin and Asmodeus.
Inari

Inari is the Yomi deity of prosperity and the guardian of those things which create wealth, particularly in the merchant and peasant classes. Inari is a shapeshifter, known to take the form of a dragon, an old man, a young woman, a fox, and once a spider. Only the Kami know Inari's true form, but peasants like to think it's the fox.

Inari is closely related to the kitsune and their shrines are typically given offerings of fox statues, usually made of wood, while the kitsune are left offerings of rice, sake, and fried tofu.
Naome

Naome was the consort of Belial and mother of Fierna. They guided Belial to give control of the layer Phlegetha to Fierna in order to reduce his profile when the other Arch-Devils were beginning to grow nervous of his position (in order to avoid demotion by Asmodeus). Naome became Fierna's most trusted advisor. The golden-skinned devil was a master of diplomacy and helped guide her up until Asmodeus discovered the reason behind Fierna being given power in the first place and orchestrated Naome's death, for she had become far too cunning for his liking.

### Relationships

Naome's mannerisms prevented them from becoming reviled by their peers, but they disliked Glasya, Lilith, and Cozbinaer. Naome was friendly with Baftis.
The Converts

The Converts are a sect founded on the principle of general confusion. They see value in the beliefs of almost everyone and so they periodically join and abandon factions as they see fit, since they believe that the universe is too large for any one group to have true wisdom. By joining all of the groups they hope to put together cosmic truth for themselves. Needless to say this is very unpopular among the factions.
Golothess

Golothess was a Great Old One created from the flesh of Gloon who had successfully infiltrated the church of Dionysus and was soon a respected member of his court and the Bacchae. Over time his feigned enthusiasm turned into real loyalty for the god.

Golothess put himself in between Dionysus and Yig in an act of self-sacrifice and was split into ten pieces which each became a different artifact with his vestige trapped between them. One of the pieces that has been found was an alabaster dish that was recovered in Menmenis and moved to Teocrista.
Mormo

Mormo is a Great Old One created in the image of a lamia and implanted into mortal civilization with no memories or apparent greater purpose. Her name to this day is used to frighten naughty children who don't go to bed on time or eat their vegetables.

She became renowned as a powerful sorceress but eventually other rumors began to spread about her- supposedly she fled Teocrista after devouring her own children.

Mormo became the queen of a race of titans called the Laestrygonians until they were brought to near-extermination by the lesser giants adhering to the then-recently founded Ordning and Mormo was forced to travel elsewhere.

Mormo is a consort of Hecate and was considered for a time to be an equal of Cegilune. It is possible that Mormo inspired Hecate to create the Empusa.
Inanna

Inanna was a former duchess of the Nine Hells and a former member of the Zigguraxian Pantheon married to Enlil. She created Ishtar from her own spirit.

Inanna was denied power by Anu initially, she was sheltered and left ignorant of the ways of the multiverse and finally she could take no more. She begged Utu to take her to the realm of Ereshkigal where she could taste the fruit of knowledge, which he did begrudgingly, and by the knowledge she received she was awakened, body and mind.

She and Utu would both become dispensers of justice, but her justice was the complete kind, the kind that turned cities to ashes and mountains to rubble. She left her family for a time, dispensing justice from the Nine Hells, but ultimately she returned when her former Pantheon was in need. She settled down, created Ishtar and married Enlil, and for a time things were quiet once again. But she noticed something, old patterns reemerging, and ultimately when he seized power her godly husband began ignoring her.

It was only by Ereshkigal that she was calmed, by the memory of the fruits of knowledge and of how since then she had flourished.

When Gilgeam seized control from Enlil and began to lead the pantheon with poor judgement, Inanna this time did not complain. She readied her army and when the moment came she fought to the death. Many Orcs died before she fell.
Malar

Malar is obsessed with the spread of lycanthropes and wants to ensure that the law of beasts comes before the laws of mortals.

### Relationships

Malar seeks to destroy and usurp the Fey deity known as The Cat Lord, and once was very close to being successful. His servant, one now forgotten to time, took his chosen artifact, a powerful object called the Claw of Malar that gave them the power of demigods. Their mission would have been successful had they not run afowl of Tyr, who began to set events in motion. A rogue came into possession of the Claw by accident and unexpectedly became the chosen of Tyr, who gave him the strength to end the cult of Malar's inquisition on the followers of the Cat Lord.

After his failures here, he turned his attention to Nobanion and suffered another loss at the hands of the Lion King, assisted by Vidar.

Malar lost control over werecrocodiles to Sebek, and seeks to destroy the son of Set for this insult.

Malar's obsessions now turn to Ysgard, and he hopes to one day bring about its end.

His allies include Auril and Umberlee, and he takes orders from both Talos and Silvanus (when it suits him). He has a long-standing alliance with Lolth as well as Bane and Loviatar. Almost all other deities, both evil and good, despise Malar.
Labelas Enoreth

Labelas Enoreth is an elven deity that watches over the flow of time and ensures that nothing alters that flow when it considers the elves and their long lifespans. They appear as an androgynous elf with silver wispy hair and an eye-patch.

They believe in the teaching of knowledge through subtle hints.

Their Vanishing Tower is a demiplane in Arvandor that is only visible to the rest of the plane if the elves are in trouble. Labelas can trap creatures in stasis with a single glance.

### Relationships

Labelas Enoreth is annoyed by Erevan Llesere. They are an ally of Mystra, Sehanine Moonbow, and several deities of knowledge: Cyrrollalee, Shekinester, Null, Savras, Deneir, Milil, and Oghma. They are an enemy of Dumathoin and are hated by Clangeddin Silverbeard.
Lord Andromansis

Lord Andromansis is one of the first Death Knights, turned very last during the revolt and betrayal of Saint Kargoth (being the last to join and the most hesitant about the betrayal).

Andromansis has spurned Demogorgon, instead choosing to follow Orcus upon his rebirth. Since becoming a Death Knight he has relentlessly searched for a way to reverse his affliction, as well as that of the Animus. Andromansis long ago cast away his armor, instead wearing a tattered set of wizard's robes that cling to his charred skeleton. He is a master of the art of necromancy.
Obox-Ob

Obox-Ob was the first and extremely short-lived Demon lord. In the early days of the Abyss a shard of the Seed of Evil had been revealed with spectacular power and at once the Obyrith went to claim it.

Dagon was the strongest and closest to retrieving the shard when he was set upon by Demogorgon, the Tanari'i pet of the Queen of Chaos. During the confusion Obox-Ob seized the shard and the power within it, becoming the first Lord of Demons until his short reign was unseated by the Queen of Chaos who set upon him both Demogorgon and Orcus who were still her loyal servants. It is suspected that Obox-Ob's corpse, along with the shard of evil, are both deep within the Steaming Fen.

Obox-Ob's vestige grew in power over time, likely due to the influence of holding the seed of evil for just a short time. He was reborn in Zionyn as a lesser being and now plots to amass an army of ekolid to someday return his corpse to his new form, fusing the two into a glorious new creature with the shard of evil. In the meantime he plots with his assassin Lascer to strategically eliminate those in his path to overthrowing the tanar'ri once and for all.
Hathor

Hathor is the matriarch of the Heliopolan Pantheon and one of the Elder Gods. It was her influence that tempered the anger of Sekhmet and it is her constant cool that keeps tensions from rising among the other members of her pantheon. She is the wife of Ra-Horakhty (having married when he was just Horus) and her jovial spirit keeps him elevated to complete his duties as leader of the pantheon. She resembles a human woman with the head of a white cow.

### Relationships

Hathor is a being of joy, ecstasy, and comfort that makes those around her feel emboldened and empowered. She has an excellent relationship with her husband, and a good relationship with her sisters (Sekhmet and Bast especially). It was her principle of protecting the innocent and embracing love for love's sake that Bast adopted into her own dogma.

Hathor is well known across the planes. She is a friend to Aphrodite, Njordr, Sune, and Selune.

She is despised by Istus for ending her culling plague of judgement, and by Talona for the healing ability she possesses, which makes the tortured and dying whole again.
Odin

'Odin' by Christian Kiddle

Odin is the father of the Aesir. He slew the rime-giant Ymir to help bring form to their corner of the multiverse. His home was Ysgard, where honourable dead would go after falling in battle, to forever hunt, fight, and feast at his side. He had drank from the well of knowledge and spoke with the head of Mimir the all-knowing until he could see all. He plucked his own eye from his head in the pursuit of greater knowledge and learned every magic rune, every spell, and every combination of spells. He also held in his power magic ale that would unlock someone’s potential for excellent poetry, helping them discover the beauty in all things. He was devoured whole by the wolf Fenrir, son of Loki.

## **Dogma of Odin**

Respect anyone who can help you further your knowledge but don’t lose sight of your personal goals and values. The rush of battle reminds you that you are alive. A death outside of battle is the last whisper of a wasted life. Good drink and soothing song has mended many a disagreement.
Nut

Nut is a goddess of life and light who caused the first iteration of Ra to fear his eventual succession. The god-pharaoh decreed that she could not have children with her husband Geb on any of the 360 days of the year, under penalty of that child's death.

Distraught, Nut approached Thoth who came up with an idea. Thoth approached the Moon-God, Khonsu, and challenged him to a game of chance, and every time the Moon lost he lost some of his light. Thoth returned to Nut with enough light for five extra days, creating a window for Nut to bear children. Ra, furious, convinced Shu that Nut and Gebs' union was destined to destroy the barrier that protects Heliopolis from chaos (which Nut herself created) and Shu enforced their exile from that day forward, dutifully keeping husband and wife apart for all of time.

### Relationships

Despite her exile, Nut is on good terms with most of her children, Isis, Osiris, and Nephthys. She is horrified by the actions of her son Set.

Nut longs for Geb even still and dreams of escape, but as long as Shu controls his realm it seems an impossibility.
Jormungandr

Jormungandr was the youngest and largest of Loki’s children with Angrboda, so large he could slip between the oceans of different planes, wrap around worlds, and still clasp onto his tail with his mouth. He was one of the most powerful beings ever to exist.

He was a frequent enemy of Thor and could breathe clouds of poison. During the Ragnarok he would be smashed into hundreds of pieces by the hammer Mjollnir. He killed Thor posthumously when his poison overtook him. Jormungandr was succeeded by his children, which were many.

### The Shards of Jormungandr

The scattered shards of the World Serpent manifested themselves across the multiverse. These manifestations are quite varied, some even manifesting as locales instead of physical entities, a few manifesting as deities.

* The World Serpent Inn
* Merrshaulk
* Yamata no Orochi
* Wadjet
* Apep
* Python
* Damballa
* Ayida-Weddo
* Eopsin
* Ophion
* Ningishzida
* Yig

###
Hodur

Hodur was a lesser Aesir and was born blind. When the Gods would revel in their drunkenness they would throw spears and shoot arrows at Balder, who was invincible. Hodur never joined in. Loki helped him load an arrow and aim it at Baldur, which killed him when it was revealed that the arrow was mistletoe (Balder's one weakness). Odin’s son Valli killed Hodur the next day in retaliation (although Loki's treachery was soon discovered).
Juk-Shabb

Juk-Shabb is a Great Old One who is known for his seeming indifference to the machinations of the planes and is renowned for his psionic ability and knowledge of the arcane. Juk-Shabb is said to manifest as a giant ball of sentient energy and has been known to make pacts with mortals who are granted boons in exchange for small (sometimes odd) tasks.
Mictlantecuhtli

Once, when Merrshaulk was still in power, a young Quetzalcoatl was sent with his twin brother Xolotl to the torn battlefields of Ysgard which had remained untouched for eons. The two young gods were to collect the bones of these long lost deities that had given their lives there, when they came upon the figure of Mictlantecuhtli, a giant skeleton who had sat there for many years, picking his teeth with the bones of the fallen and growing fat off their marrow. He challenged Quetzalcoatl to a game of chance, cheating and swindling his way through many rounds of the game before being tricked himself. The two young gods ran with the bones, and he followed suit, sending his wife Mictecacihuatl after them. She stopped the two in midair and knocked the bones from their hands, shattering them into meal as they landed. Thinking they had thwarted the two, the skeleton gods laid themselves back to rest. Quickly the young ones gathered the meal that they would later be able to use to bring regrowth to the world's jungles with Tezcatlipoca.

When Quetzalcoatl came to power he would track down the skeleton gods and exile them to Hades where they would create their own home of Mictlan. The lord of Mictlan and his wife now fulfill jobs for the Plutarei. The Lord identifies lost souls and gives them a final evaluation that determines where their final place of rest should be (mistakes have been made in the past).

### Worship

Mictlantecuhtli is not commonly worshiped, but there are those who see it as important to leave offerings to him and his wife and he does have places of worship where a common ritual is to engage in the consumption of humanoid flesh. The worship of the God is considered so foul to most that his clergy work in complete secrecy, worshiping both Lord and Lady of bones in deep underground catacombs and in secluded charnel houses.
Nyogtha

Nyogtha is a Great Old One that takes the form of a floating mass of black ichor. It was at one point summoned to the mortal plane by a warlock enclave led by a woman named Abigail Primm. Shortly after the summoning, Nyogtha was exiled back to the Far Realm by interfering wizards and the enclave was killed. Travelers a full century later happened upon the bodies of the cult members, accidentally activating a failsafe mechanism that resurrected Abigail herself, allowing her to once again summon Nyogtha, who caused chaos until being banished again, this time with its followers.
Jovocs

Jovocs are small Tanar'ri that resemble bruised hairless gnomes that have been left to turn into jerky in the hot sun. The presence of a Jovocs is usually detected first by their horrid smell, a mix of rotting meat and sweat.

Jovocs are used in frontline battle in the Blood War. They are surprisingly sturdy despite their small size and decaying appearance, and have fairly weak natural weapons that they use to attack whatever enemies are closest. The real hazard of the Jovoc is their retribution aura, a curse that extends to all nearby non-tanar'ri creatures within thirty feet that makes any damage done to the Jovoc also be done to those nearby.

A mob of ten to fifteen Jovocs can take down a Pit Fiend if they aren't careful.
Pixies

Pixies, sometimes called Sprites (a general term that applies to most fey), are among the smallest of their kin. Pixies are close cousins to Nixies, Atomies, and Grigs. To most humanoids they are the size of a finger, making them one of the smallest humanoid races.

Pixies have varying temperaments leaning towards the chaotic side. They are mischievous to a fault but most are considered an absolute joy to be in the presence of. They tend to get in trouble, do and say the wrong things, but ultimately most are also compassionate and friendly.

The strongest characteristic of pixies is their curiosity, which leads them into the trouble they may find themselves in.

In appearance they are as varied as humans with similar characteristic changes, but have sharply pointed ears and can have skin and hair resembling any flower, bark, or leaf one might encounter in nature.

Pixies are one of the fey races most likely to stay and fight if seriously threatened, with surprising strength for their size and natural magic affinity, although it often suits them better to befuddle the senses of a would-be attacker and escape.

Pixie culture is fiercely free, typically in wild places where they can make friends with other creatures. That unfortunately does not stop the occasional pixie from falling to an unseen bird of prey.
Pale Night

Pale Night is an Obyrith Demon Lord. She rules both Androlynne and the Endless Maze of the Abyss, although she lives in the latter because the former was no longer safe for her.

From her palace, a giant grasping skeletal hand, she sits at her throne, appearing as an incorporeal woman draped in a sheer shroud. It is said her true form is enough to drive one insane.

Pale Night is strongly allied with Baphomet, with the two being pledged to protect one another's interests on the 600th layer.
Neraph

### Abilities

Neraphim Camouflage: A Neraph is able to use a special technique to make a moving object appear to be a still one, in this way they can disguise the movement of themselves or of thrown weapons. This method can be used once per encounter to gain a +6 hit chance on an attack. This method can be used for sneak attacks from enemies not yet in initiative. Neraph Leap: Neraphs gain advantage on acrobatics and athletics checks that involve jumping.Racial weapon: Neraph are especially skilled at the use of the annulat, which is a ringed blade that can be used as both a thrown and melee weapon. Much like a boomerang the annulat returns to the wielder’s hand after being thrown. The annulat passed down by Neraph clans to their offspring are especially powerful, getting critical strikes on a natural 19 and 20. Thrown, the annulat deals 1d4+dex damage, and as a melee weapon it deals 1d6+dex.Outsider’s Resistance: Neraphim are immune to being charmed

The Neraph are outsider natives to the plane of Limbo and at first glance they resemble the other limbo natives- the disgusting and foul Slaad. The Neraph survive the Maelstrom through their use of strict rules and well-practiced tactics and their clans are matriarchies kept together by the adherance of these rules.

Neraph clans are only as strong as their weakest member and to keep themselves from death at the hands of slaadi or other predators they regularly exile the weak or otherwise insubordinate. Most of these exiles fall victim to the dangers of the Limbo but occasionally one can survive on its own or become thrown out of Limbo by a planar anomaly.

Neraphim that have successfully left Limbo find success in new lives as adventurers and mercenaries, and most seek to form new clans of their own through the bonds of friendship and companionship. Neraphim treat social situations as life or death situations (because in Limbo they often are) and Neraph adventurers will strictly follow all codes of honor, respect, and manners and upon discovering the greater worlds of the cosmos will often refuse to regress to what they consider the more primitive ways of their old life, preferring to stick to the highest and most sophisticated version of things.
Meyanok

Meyanok is a dark spirit created by Breeka's labor pains mixed with her fears. His powerful emotions of lust and hate mixed to form the seeds that would become his children: Vara, Damaran, and Berna. His children have minds of their own, but in their youth he used them as puppets in his mission of corrupting mortals, causing chaos, and indulging his vile vices.
Nagpa

The Nagpa are an ancient race of avian humanoids resembling hunched vultures with skeletal hands and leathered skin. They are cursed to while away the eons in their hideous forms until they come to an unnatural end, and are utterly unable to innovate, create, or invent anything. They are forced instead to gain knowledge and ideas from the refuse of society and the lost knowledge of fallen empires. All Nagpa are exceptionally gifted at utilizing arcane magic, particularly those that require use of the Shadow-weave. The Nagpa do not reproduce, their numbers will one day end when the last of their kind has fallen. They cling to life out of self-interest and greed, their most powerful motivations.

### The History of the Nagpa

The Nagpa were once elven mages who were devoted to a powerful queen (rumored to be she who ascended to become the Raven Queen). While she was attempting to perform a ritual to restore the shattered courts of the Seldarine, they had made arrangements with another entity (believed to be Lolth or Shar) to sabotage this ritual, preventing the elves from returning to Arborea and instead draining the very life essence from their kin. The spell backfire was so great that nearly every individual involved in the ritual was obliterated in an instant, including onlookers.

Centuries later when the Raven Queen ascended, she restored those who supported her to life and made them in the forms of the Shadar-Kai. Those who opposed her on the other hand, the thirteen arch-mages who plotted against her along with their followers, were turned into the Nagpa and forced to wander the Material Planes.
Insectoids

### List of Insectoids

* Abyss ants
* Addazahr
* Advespas
* Ankheg
* Carrion beetle
* Chasme
* Diopsids
* Dromites
* Ear seekers
* Formians
* Fyreflies
* Giant Fire Beetles
* Goldbugs
* Grubbers
* Hellwasps
* Hook horrors
* Insectoid Gargantua
* Kruthiks
* Maggris
* Pasari-niml
* Pernicons
* Plague gnats
* Rot grubs
* Rust Monsters
* Stink beetles
* Thri-keen
* Umber Hulks
* Wizard lice
* Xill
Laestrygonians

Laestrygonians are a race of Titans who long ago disconnected themselves from their traditional hierarchies and gods, creating their own city-state in the material plane that predated most other civilizations. Their Irda bloodline was introduced to the bloodline of Mormo, who was drawn to their king by their mutual belief in the sustainability of cannibalism and using lesser humanoids as food sources. Over time the Laestrygonians came to resemble huge Lamia, growing more serpentine.

The Laestrygonians were considered exiles when the Ordning was created, and so the enterprising races of lesser giants banded together by rank and attempted to cull the exiles to curry favor with their gods. Mormo was forced to abandon her people and they were nearly exterminated.

Few of the Laestrygonians now live, and each of them is exceedingly ancient. With every incursion into their lairs that results in one of their deaths they become closer to extinction, and no breeding couples yet remain of their species.
Ilneval

Ilneval, the War Maker of the Orcish Pantheon, is Gruumsh's right hand and a master of military strategy. It was by Ilneval's hand that the war in Zigguraxis was won, when he cornered Gilgeam (although unfortunately, Tiamat stole his prize that day). Ilneval is wiser and more cunning than Baghtru and because of this intelligence is kept at arm's length by Gruumsh.

### Worship

Ilneval is worshiped primarily by Half-orcs, Orogs, and Tanarukks as the patron of half-breeds. The church of Ilneval takes a special role in Orcish society as inquisitors, oppressing dissident faiths and discouraging worship of gods outside of their pantheon. The church of Ilneval leads a yearly celebration known as Greengrass, which is a reenactment of a great military victory through raiding a settlement and razing it to the ground. After the embers have cooled, the orgy of mayhem and destruction is ended and back at the village a new orgy of debauched revelry begins, with pilfered food and drink being front and center, coin and love flowing freely.

### Dogma of Ilneval

Strength is the full utilization of the mind, body, and soul. Train hard and plan well. Unite the tribe for strength in numbers, overrun the enemy. Charge valiantly and without fear, for your brothers and sisters stand at your side and the blood will fall where it must. Leadership is earned by example.
Graz'zt

Graz'zt is one of the most powerful demons in existence and is the Lord of Azzagrat. He believes himself to be the most powerful, clever, and attractive being in all of the Abyss, and there are few who could challenge him on any front. Graz'zt is a nine foot tall slender and muscular humanoid with obsidian-dark skin, pointed ears, horns, and yellowed fangs. He has piercing green eyes that often are complemented by his fine clothing. On each hand he has six fingers, one of his signature traits. In battle he wields a tower shield and a greatsword that constantly drips acid and he is an excellent spellcaster. While Graz'zt is not considered a deity, he is certainly close to achieving apotheosis. Graz'zt's origins have been up for debate among scholars but it is believed that he was born in the Abyss, served as a devil under Asmodeus, and then later returned to the Abyss in a successful raid that compelled him to stay and hold the territory he conquered.

### Relationships

Graz'zt is believed to be the child of Pale Night to an unknown father (rumored to be any number of beings) and a sibling to Lupercio, Vucarik, Rhyxali, and Zivorgian. He has known many consorts, being said to keep all manner of beings close to him in order to fulfill his sexual desires, but chief among them are Unhath, Reluhantis, and Iggwilv (also known as Tasha) and through these consorts he has had many children, most of which have grown into renowned scholars, fighters, and lovers in their own right, with some rising to great levels of success. Among Graz'zt's more successful children are Athux, Thraxxia, Iuz, and Arzial.

Graz'zt counts every denizen of his territories as a follower and has many mortal followers as well, particularly among Lamia and sexually deprived warlocks and sorcerers of all genders and races. He is considered patron deity of the Vasharans. His greatest generals of note are Ebulon, Orwantz, Rule-of-Three, and Verin.

Raxivort was formerly his treasurer before his betrayal (but in truth he was more akin to a janitor). He is considered an enemy to Demogorgon and Orcus foremost, and is covetous of the title 'Prince of Demons' that Demogorgon currently holds. He has gotten on the wrong side of most other demon lords as well, from Ansitif and Malcanthet to Baphomet, most recently he had Athux overthrow Adimarchus and imprison him in Carceri which took some doing.

Outside of the Abyss Graz'zt has become an enemy of Gwynharwyf and through a scheme of infiltration that nearly decimated their church, an enemy of Waukeen.

### The League of Six Rings

Graz'zt spread all manner of rumors about Waukeen after she was imprisoned under his orders in the Abyss and the League of Six Rings was his way of disseminating these rumors in the material plane. The rumors suggested that to free herself of her debt to him (and her bonds in the Abyss) she traded pieces of her divinity to Graz'zt. The heretics believe that anyone who worships Waukeen is in actuality worshiping Graz'zt who has absorbed her entire portfolio and subsumed her symbols.
Great Ones

The Great Ones are former gods enslaved by Nyarlathotep that reside in the plane of Dream in the temple of Kadath on Moon. The Great Ones were the council in Dream created by Nuada before his death. Not much is known of them now, save their madness.

* Hagarg Ryonis, The Lier-In-Wait, Scaly general of the Great Ones
* Karakal, the Elf of Moon
* Lobon, the Victorious
* Nath-Horthath, Beloved of Celephais
* Oukranos, The Unknowing
* Tamash, the Dwarf of Moon
* Zo-kalar, Goddess of the Cycle of Life