recursal/Fanatic-Fandom huggingface dataset:
Konoko Village

## Synopsis

Konoko Village is a satellite settlement of Mycorrhiza, located on the Jewel Coast of the Alviren Kingdom. As the name implies, the village is mostly comprised on Konoko, a half-kobold subrace of tortles indigenous to Kameshima.

## Leadership

Konoko Village is governed by Mayor K.T. Cooper, elected by the residents of the village. By agreement between Mycorrhiza and the Alviren Kingdom, Konoko Village is largely autonomous, but technically under the jurisdiction of Mycorrhiza.

## Notable History

Konoko Village was formed as a place of refuge for Konoko defectors from the army of King Daimao of Kameshima. The village sprung up organically, but an arrangement was made between Mycorrhiza and the Alviren Kingdom for the village to function as a satellite settlement of Mycorrhiza. Since its formation, it has become a popular destination for refugees and defectors from Kameshima, both Konoko and otherwise.
Sahuagin

**Ability Score Increase.** Your Strength score increases by 2, and your Wisdom score increases by 1.

**Age.** Sahuagin mature to adulthood by 10 years old, and can live to be over a century old.

**Size.** Sahuagin usually stand around 7 feet tall. Your size is medium.

**Speed.** Your base walking speed is 30 feet.

**Aquatic Adaptations.** You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating. You have a swim speed of 40 feet.

**Darkvision.** Accustomed to life in the deep sea, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Shark Telepathy.** You can communicate telepathically with any shark within 120 feet of you. Once per short rest, you can cast the *dominate beast* spell, targeting a shark that you can see within 120 feet of you. Wisdom is your spellcasting ability for this spell.

**Blood Frenzy.** As a bonus action, you can enter a blood frenzy, which lasts for 1 minute. While in this frenzy, you have advantage on melee attack rolls against any creature that doesn't have all its hit points. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you complete a long rest.

**Languages.** You can speak, read, and write Common and Sahuagin.
Inkling

**Ability Score Increase.** Your Dexterity score increases by 2, and your Charisma score increases by 1.

**Age.** Inklings reach maturity around age 20, and generally live to be over a century old.

**Size.** Inklings are about the size of halflings, averaging about three feet tall. Your size is small.

**Speed.** Your base walking speed is 25 feet.

**Amphibious.** You can breathe air and water.

**Squid Form.** As a bonus action, you can transform into the shape of a brightly-colored squid. Everything that you are wearing or carrying is merged into your squid form. While in this form, your base walking speed is reduced to 5 feet, and you gain a swim speed of 60 feet. You can use this swim speed to move through any body of water that is at least one inch deep, including shallow puddles of water, etc. If you use your movement to jump out of a body of water, your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. While in your squid form, you cannot speak or take any action that requires hands, and the only actions you can take are the Dodge, Dash, and Disengage actions, or a bonus action to revert to your normal form.

**Ink Spray.** Once per short rest, you can use an action to spray brightly colored ink at a creature. Make a ranged weapon attack against the target. You are proficient with this attack, and it has a range of 30/60 feet. On a hit, the creature is blinded until the start of your next turn.

**Languages.** You can speak, read, and write Common and Aquan.
Sarenrae

## Synopsis

Sarenrae is the goddess of atonement, compassion, and healing.

## Activities Prior to the Severance

Sarenrae, like most of the gods, spent much of her time on the Material Plane amongst the elves of Ayn Sitael. Though she often returned to the Outer Planes, and also occasionally visited other parts of the world, the elves were her most devout worshipers, and she spent much of her time amongst them.

## Role in the Gods' War

Sarenrae was hesitant to join into the Gods' War, and averse to violence. When she finally joined, she engaged only in healing and care for the wounded. She sided with the Aegis Deities in the final battle of the war, which took place in Ayn Sitael, where the Severance took place and the Divine Gate was created.
Mordus Moonbeard

## Synopsis

Mordus Moonbeard is the Paragon of the Circle of Rune Carvers at the College of Mimrinoth. He is the founder of the newly-formed Circle, and the contemporary discoverer of Rune Magic.

## History

Mordus Moonbeard grew up in Mimrinoth, and had a passion for magic from a young age. For the most part, his interest is more academic than practical - he fascinated more with the history and lore of magic than with its application. As soon as he was old enough to do so, he joined the College of Mimrinoth, and became a student of the Circle of Divines.

About 160 years ago, Mordus achieved the rank of Scholar of the Circle of Divines for his discovery of an ancient warhammer that was etched with runes, which ended up being an example of Rune Magic - a mysterious and ancient magic that had been lost since the Age of Arcana.

Since this discovery, Mordus has dedicated his life's work to the study and practice of Rune Magic. Shortly after achieving the rank of Scholar, he was permitted to form the College's newest Circle - the Circle of Rune Carvers - and was named its Paragon.
Titan of Sapphrius Bay

## Synopsis

The Titan of Sapphrius Bay is an inert colossus of iron and wood from the Age of Arcana, which stands in the center of Sapphrius Bay. It has been inactive for centuries, and stands as a vestige of a lost era of high magic.

## History

In the Age of Arcana, the Titan of Sapphrius Bay was built by the great arcanists of Saltcrest, on behalf of the Alviren Kingdom. Its purpose was to guard the northern shores of the kingdom, protecting primarily from the divine sages of Ayn Sitael, but also from occasional conflicts with Aerzen. The titan deflected sever naval incursions over the course of its active existence, and its presence turned Sapphrius Bay into a bulwark against northern invasion for centuries.

As the Weave waned in the wake of the Gods' War, insufficient power remained to fuel the Titan of Sapphrius Bay. Over centuries, the knowledge of how to operate the titan was lost, and it became little more than a towering vestige of a bygone era.

## Plot

Israphel plans to activate the Titan of Sapphrius Bay, and use it to host an avatar of Aedra to help her bypass the Divine Gate. To do so, he will learn the Song of Awakening from within the Imlaq Colossus, and retrieve the Divine Titanheart Anchor from the Luxturrim Obelisk.
Powderbowl

## Synopsis

Powderbowl is a satellite settlement of Mycorrhiza, located in the frigid heights of the Erdehalt Peaks. The existence of the village is unknown to any outside of Mycorrhiza, and it does not technically fall under the jurisdiction of the Alviren Empire or Aerzen.

## Leadership

Powderbowl is governed by Elder Boru, chosen by the village's native flonflons. The duties of governing the small village are relatively few, and mostly related to maintaining infrastructure. As such, Mycorrhiza maintains an agreement allowing the indigenous locals to govern the village, despite its residents being mostly Mycorrhizan.

## Notable History

Before Myriostoma's pilgrimage to Nimbia, the only residents of the Erdehalt Peaks were the indigenous flonflons, a species of thick-furred, mountain-adapted humanoids (see Mario Shiverians, use Goliath stats). After Myriostoma solved the elemental crisis in Nimbia and the Tremella Circle was formed, Myriostoma returned to the Erdehalt Peaks, and set up the settlement of Powderbowl to be a Mycorrhizan outpost with easy access to Nimbia. The flonflons, a curious and hospitable folk, helped to build the settlement, and in turn it became home to both the Mycorrhizans and the flonflons.
Shaeserin

## Synopsis

Shaeserin is an independent city-state located on a large island far to the west of mainland Materi. It is a reclusive, cloistered, and deeply religious city, home almost exclusively to elves.

## Leadership

Shaeserin is governed by an Archpriest, anointed by the city's Council of Seven Sages, who also serve as advisers to the Archpriest. The current Archpriest of Shaeserin is Elion Valyra. The full Council is listed below.

## Arcane Magic Ban

Shaeserin is independent from the Alviren Empire, and does not participate in the Weavers Conclave's magic regulations. The city of Shaeserin bans the use of all arcane magic, allowing only divine magic to be used within its jurisdiction.

## Notable History

During the Gods' War, the elves of Materi largely aligned themselves with the gods and divine magic, considering themselves the First Children of the gods, and closest to deity among mortals. The great elven kingdom of Ayn Sitael did war against the more arcane-focused kingdoms of the world, and powerful elven sages fought alongside the gods themselves against the arcane.

In the wake of the Severance, the great elven kingdom of Ayn Sitael was largely destroyed. The vast majority of its residents perished in the cataclysmic destruction of the Gods' War, leaving only a few thousand elven refugee sruvivors.

As a result of the elves' siding with the gods in the Gods' War, the rest of the world, by and large, looked at the elves with scorn and disdain. They became pariahs in the first years of the Age of Rest, and found themselves unwelcome in most parts of the newly-formed Alviren Empire. The elves left mainland Materi in search of a new home, and founded Shaeserin, where they began to rebuild their society and culture.
Deena Sarlin

## Synopsis

Deena Sarlin is the mayor of Hillenbrook, and mother of Levi Sarlin, who was mistakenly killed by Malkoth during his defense of the town against bandits. She was a dedicated and passionate mother, who placed her duty as a mother above all else. The loss of her son devastated her, and despite the circumstances, she wants justice for his death, for which she holds Malkoth responsible.

## Plot

After Malkoth left Hillenbrook, Deena held a great deal of resentment towards his mentor, Immanuel Belder, as well as the blacksmith who helped him escape town, Thordral Heskin.
Ymana

## Synopsis

Ymana is a jungle island in the Southern Ocean, off the coast of Chwaka. It is home to native kuo-toa and grung, as well as many fearsome monsters.

## History

During the Age of Arcana, the island of Ymana was home to a settlement called Salrosza. Salrosza was an internal settlement, which primarily served as a place of worship for followers of Asmodeus.
Imlaq Amulet

## Synopsis

The Imlaq Amulet is an amulet carried by Malkoth, bequeathed to him by his mother as a memento of his father. It serves as his arcane focus. Unbeknownst to him, it is also the key required to enter and operate the Imlaq Colossus.

## Properties

The Imlaq Amulet is required to open and enter the Imlaq Colossus. It is also required to operate some of the titan's controls. The device is arcanomechanical, based on ancient and lost technology. Its magical properties are minor, but sufficient to allow it to be used as an arcane focus, and to prevent it from degrading over time.

## History

The Imlaq Amulet was created and owned by Mahadi during the Age of Arcana. It is the only one of its kind. When Mahadi died during the Gods' War, and was reborn in the Nine Hells, the amulet came with him. Many centuries later, he gave it to Louche as a gift, in part out of a secret hope to spark his memory.

On one occasion, about fifty years ago, Louche had a one-night stand with a human adventurer named Natalie Shaw in the city of Sigil, whom he was trying to tempt into accompanying him back to the Hells. When Louche awoke the following morning, the amulet was missing - presumably having been stolen by Shaw. He has not seen it since.

Later, Natalie Shaw bequeathed the amulet to her son, Lane Coronato - the bastard son of Louche. Lane would go on to give it to Miriam Arkin, the first mortal that he seduced, who would subsequently give it to her son, Malkoth. It remains in his possession currently.
Molefolk

**Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1.

**Age.** Molefolk reach maturity around age 10, and rarely live longer than a century.

**Size.** Molefolk are about the size of dwarves, averaging between 4 and 5 feet tall. Your size is medium.

**Speed.** Your base walking speed is 25 feet.

**Burrower.** You have a burrow speed of 25 feet, and you have advantage on Dexterity (Stealth) checks made to hide underground.

**Darkvision.** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Natural-born Builder.** You gain proficiency with the artisan's tools of your choice: carpenter's tools, mason's tools, or smith's tools.

**Timberwalk.** Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.

**Languages.** You can speak, read, and write Common and Terran.
Patches' Matches

## Synopsis

Patches' Matches are the signature magic item of Patches, the patron of Ice. After Ice retrieves the Phaelux Beacon, Patches will reward him with a box of the matches (in addition to the Dice of Time and Space).

## Physical Description

Patches' Matches look like fairly nondescript wooden matches. They come in a large wooden box, about the size of a large brick, with a wood-burned logo of a cartoon Patches winking, and the name "Patches' Matches."

## Properties

This large wooden box contains 500 of Patches' signature matches. As an action, you can draw a match from the box and ignite it by striking it on the side of the box. The match remains ignited for 1 minute, shedding dim light in a 5 foot radius. The flames of the match are magical, and cannot be extinguished by mundane means such as wind or water. The flames of the match do not emit enough heat to deal damage, and fail to ignite any objects other than candles, as described below.

As part of the same action used to ignite the match, or as a subsequent action, you can use the match to light any nonmagical candle. Roll on the Patches' Matches table to determine the effects. Any effect that requires a saving throw or a spell attack roll uses your cleric spell save DC and spell attack modifier. Once you use one of Patches' Matches to light a candle, you cannot do so again until you complete a long rest.
Sigil

## Synopsis

Sigil is a great city that exists in the Outland, the plane of true neutrality that sits at the center of outer planes. It is known as the City of Doors, owing to the fact that all of the other outer planes can be accessed from within Sigil, making it a major hub for interplanar travel.

## Cosmography

Sigil sits at the peak of a great mountain in the center of the Outland, called the Spire. From Sigil, it is possible to access a vast network of pathways that connects the planes. The planar network is known by many names, including the Infinite Staircase, the Divine Path, the Great Mycellium, the Crosswinds, and The Star Road.

## Notable Residents

The goddess Aedra is said to reside in Sigil, watching over it from above.
Harper Wood

## Synopsis

Harper Wood is one of the passengers accompanying the party aboard the Tide King at the beginning of the campaign. He is standoffish, untrusting, sulky, and short-tempered. Generally keeps to himself, and would prefer to be left alone - although this belies a hidden desire to find belonging. In combat, he is capable of manifesting psionic powers, but he does not understand their nature or origin, and keeps them hidden, relying on his mundane abilities as much as possible.

## History

Harper grew up in Avallon. His parents went mysteriously missing when he was very young, and he had to fend for himself in the streets of Avallon after losing his home. His psionic powers manifested in his early teens. He didn't understand these powers, and at first was unable to even control them, which frightened both him and his peers, making him an outcast. Eventually, as a teen, Harper ran away from the orphanage, and has since scraped together a scant living as a gambler ever since.

About a month ago, Harper was approached by a group claiming to be Weavers Conclave representatives (actually the Inquisitors), who questioned him about his magic. When he admitted to his intrinsic magic abilities and asked for help, they drew weapons and tried to kill him, but he managed to escape. He fled Natalie Shaw shortly thereafter. Before he departed, he told his only friend, Pravi Redroot, about what had happened. She told him that he should find his way to Paxeter and seek out the Free Arcanists Lodge. When he asked how he could find them, she told him to look for Snake Eyes, and tell him "volo noscere" (which means "I wish to know" in ancient draconic, although Harper does not know this).
Death Cap Temple

## Synopsis

Death Cap Temple is an ancient ruin in the depths of the Taruki Jungle. It was created by the myconid hero Myriostoma to protect the Chaos Core, which lies at its center, protected by a trial only passable by a conduit.

## History

Death Cap Temple was formed in the early years of the Age of Rest, by the legendary myconid hero Myriostoma. She created to temple to safeguard a artifact important to her people, known as the Chaos Core. The temple is safeguarded by a series of trials that require the powers of a conduit to pass.

In the past thousand years since the temple was built, it has largely fallen to disuse and ruin. A conduit has not been heard of for centuries, and the original function of the temple has been almost entirely lost to history.

Presently, the temple serves as a sacred place to the gnolls who inhabit the Taruki Jungle.

## Trials

At the heart of Death Cap Temple is the Chaos Core, a source of powerful elemental energy which fuels the trials of the temple. Completing the trials drains the power from the Chaos Core.

Having been left unattended for centuries, the elemental energy of the Chaos Core has spawned some wild elemental monsters unrelated to the intended trials of the temple.
Snake Eyes

## Synopsis

Snake Eyes is the proprietor of the tavern that shares his name, in the city of Paxeter. His tavern also serves as a front for the Free Arcanists Lodge.

## History

Snake Eyes was born Satszahtah, in the Taruki Jungle, to a small tribe of yuan-ti. After his brother was killed by the Inquisitors, he made his way to Paxeter, where he found the Free Arcanists Lodge - at the time, a much smaller group with little organizational structure, operating in secret wherever they could find a discrete meeting place. Snake Eyes joined the Lodge, and eventually purchased the building that would become his tavern, and the headquarters of the Lodge.
Avara Wasanthi

## Synopsis

Avara Wasanthi was a powerful elven sage and arcanist at the end of the Age of Arcana, and the inventor of Rune Magic. She is an ancestor of Gragnok, who is one of her last living descendants.

## History

Avara Wasanthi lived and practiced magic throughout the Age of Arcana. Even in an era of high magic, when powerful arcanists were numerous, Avara was reputable as one of the great mages of Materi. She lived in the flying elven capital of Volus, where she practiced magic.

Avara was unmarried, but was the mother of one child - Halimath Wasanthi. The child was born from a romantic relationship with Alusfaen Orion - a legendary hero of Ayn Sitael. Their relationship, and their illegitimate child, were kept a secret, for fear of either of them facing the retribution of the devout of Ayn Sitael.

Unlike the vast majority of magic practitioners of her time, Avara did not regard arcane and divine magic as inherently conflicting. On the contrary, Avara practiced a unique combination of arcane and divine magic, which she eventually developed into Rune Magic. She intended this form of magic as a tool to facilitate peace between arcanists and the religious faithful, while also making magic more accessible to common folk for simple industrious and self-defense purposes.

## Death

Avara's work on Rune Magic was highly controversial at the end of the Age of Arcana. The religious devout of Volus, in particular, viewed it as heretical, impure, and a bastardization of divine magic. At the height of the Gods' War, the faithful of Volus orchestrated a plot to assassinate Avara. Her home was invaded, and she was killed. Her son, Halimath Wasanthi, was able to escape. Her life's work was purged and destroyed, and Rune Magic was effectively lost to history for centuries.
Cremini

## Synopsis

Cremini is Mycorrhiza's ambassador to the Alviren Empire, and also serves as its representative Senator on the imperial senate. He is responsible for imperial oversight of Mycorrhiza, but is notoriously lax in these duties, rarely enforcing the Empire's laws on magic regulation throughout the kingdom.
Star Shard

## Synopsis

The Star Shard is a relic of great power, provided to the surface myconid by the astral spirit Heartsong. It is sealed behind the Thousand Year Door in Mycellium Palace, after Heartsong prophesied that it would some day protect the surface myconid from the dangers of the Earthstar.

## Physical Description

The Star Shard looks like a star-shaped gem, about the size of a dinner plate, with a metallic golden sheen. It radiates golden light, and is warm to the touch.

## Power

The Star Shard emanates an aura that protects from mind-altering effects, such as the mind control spores of the Earthstar.

## History

After the surface myconid established the kingdom of Mycorrhiza, with the aid of the astral spirit Heartsong from The Star Road, Heartsong and the legendary myconid conduit Myriostoma went on a pilgrimage to gather elemental power. When they returned, Heartsong gave the myconid a powerful magical artifact, the Star Shard. Heartsong gave the myconid a prophecy, foretelling that in a thousand years, the time would come when the myconid would need to return to the Earthstar. When that time came, Heartsong said, the Star Shard would protect them.

With Heartsong's guidance, Myriostoma worked with the first queen of Mycorrhiza, to lock the Star Shard in a vault within Mycellium Palace for safekeeping, behind a magical door dubbed the Thousand Year Door. The door was sealed with the elemental energy that Myri had absorbed from the places of power, and an elementally-charged key - the Chaos Core - resulted. The Thousand Year door can only be opened with a combination of the Chaos Core, and a magical gemstone that has been passed down through the generations of Mycorrhiza’s royal family, which currently adorns the crown of Princess Porcini.
Pelor

## Activities Prior to the Severance

Pelor spent much of his time in the Outer Planes, even before the advent of the Divine Gate. However, he also spent a fair amount of time on the Material; specifically, his domain was the Emerald Highlands, and most of his followers resided in Avallon. He also had many devout followers amongst the elves of Ayn Sitael.

Pelor and his followers considered it their sacred duty to stand against Asmodeus, and his kingdom of Chwaka. As Asmodeus' kingdom and his influence on the Material Plane grew, Pelor spent an increasing amount of time on the Material Plane as well, to check and balance Asmodeus' power.

## Role in the Gods' War

Pelor fought alongside the divine armies of Avallon during the Gods' War. He sided with the Aegis Deities in the final battle of the war, doing battle against Asmodeus in the desert of Chwaka.
Mahadi

### Appearance

Desert tan with dark brown stripes, dark crimson eyes, goggles, giant final fantasy claymore

## Synopsis

Mahadi is a rakshasa friend and ally of Louche from his time in the Nine Hells. The have been close friends for centuries, and are celebrated war heroes in the Hells.

## History With Louche

Louche and Mahadi first met about 850 years ago on the battlefront of the Blood War between devils and demons, where they worked together to survive a demon assault that killed the rest of their battalion. After surviving the battle, they subsequently delivered a key blow that turned the tide of the Blood War for centuries. The events of this battle are some of Louche's earliest memories of his existence as a devil.

After the battle, Louche and Mahadi became comrades and partners, and developed a close kinship. Louche was already a high-ranking devil at the time - the prophesied "Trumpeter of the Apocalypse." But Mahadi, who had formerly been a lower-ranking devil, was promoted and honored with a title: Mahadi the Dreadnought.

In the centuries that followed, Louche and Mahadi undertook many heroic excursions and missions against the demons in the Blood War, and became famous war heroes throughout the upper layers of the Hells.

## Louche's Ring

While not on the front lines of the Blood War, Mahadi runs a traveling emporium in Avernus, where he sells various trinkets and treasures collected from throughout the planes. For Louche's most recent birthday, Mahadi presented him with a *ring of djinni summoning*, offering to let him make a birthday wish. This was the wish that Louche used to become mortal, vaguely telling Mahadi he intended to use to go on vacation.

## Capabilities

In battle, Mahadi wields a tremendous arcanomechanical claymore of his own design, and also wield destructive magic. Like all rakshasas, he benefits from partial immunity to magic. His specialty, however, is in tinkering and artificery. He has designed and created many siege engines and other pieces of advanced arcanomechanical technology and weaponry that are used in the Blood War.

## Secret History

Unbeknownst to Louche, Mahadi was also a mortal before he became a devil. Much the same as Louche himself, Mahadi - who was a leonin in life - fought in the Gods' War in the army of Asmodeus. In fact, the two were allies and friends in their previous lives as mortals as well, and worked together to construct the Imlaq Colossus - which Mahadi built, and Louche piloted with his divine magic.

Unlike Louche, when Mahadi was reborn in the Hells, he retained his memory of his life as a mortal - as granted to him by Asmodeus. Asmodeus tasked Mahadi with monitoring Louche and reporting to him about his development. He was given explicit instructions not to reveal the true nature of Louche's past to him, for fear that knowing his past would influence his fulfillment of the prophecy.

Mahadi has always resented Louche to an extent, for his role as the "chosen one," which has relegated Mahadi to a back seat role. He feels unappreciated for his own contributions to the Gods' War and the Blood War, and overshadowed by Louche's prophetic destiny.
XV

XV
--

## Synopsis

XV was a fellow servant of Dr. Johann Conrad Dippel, alongside XVIII. He remains in the service of Dr. Dippel currently.

## History

XV doesn't remember his life before Dr. Dippel. In truth, he was adopted by Dippel from an orphanage in Avallon. His name before being adopted was Oenan.

XV was the first of Dr. Dippel's experiments to successfully produce a stable, compliant, and intelligent undead creature (specifically, a reborn). Unfortunately for Dippel, while XV was the pinnacle of his work at the time, he found the child could not be turned into a phylactery. The arcane ritual that Dippel attempted to turn XV into a phylactery failed, as the boy was incompatible. Dippel chalked XV up as a loss, but kept him as a personal servant.

During their years of slavery to Dr. Dippel, XV and XVIII were the closest thing that each other had to friends. Though XV's emotional complexity is severely stunted by Dippel's experiments, he felt some sadness when XVIII died and was discarded.

## Plot

When Dippel was forced to flee from his castle, he took XV with him, and set out to research the great mages of the Age of Arcana, in hopes of finding a new lead on creating a living phylactery. Years of research and divination led Dippel to learn of a great necromancer named Tamrius Grimm, who was said to have dabbled with similar experiments to create a living phylactery, with some degree of success.

Dippel was eventually able to find the old manor of Tamrius Grimm, in the city of Saltcrest. Exploring the manor for clues, and also using repeated castings of *legend lore*, Dippel was able to learn that Grimm was imprisoned by the elves in the city of Volus during the Gods' War. Dippel set out to find Tamrius Grimm and rescue him from imprisonment in exchange for his secrets. He left XV behind at Grimm's manor, ordering him to protect it and kill anyone who came around asking questions.

XV remains at the manor still, having been guarding it for months uneventfully.
Daisy Hackett

### Appearance

similar to XVIII in build and height, but a little more muscular, red-brown fur, wolf fur pattern, sky blue eyes

## Synopsis

Daisy Hackett was the mother of XVIII. She and her husband, Freddie Hackett, sold XVIII to Dr. Johann Conrad Dippel as a very young child, in a moment of desperation. She took her own life a few years later.

## History

Daisy and her husband Freddie were farmers in the Emerald Highlands. They lived far from the cities, and managed a meager lifestyle on their small farm.

About 48 years ago, when Freddie and Daisy were both in their late teens, they had a child. The child was born sickly and weak - infected with the Pale Death - and the Hacketts did not expect the child to live long. Nevertheless, they named the child Robin, and made their best effort to give them the best life they could, however short it might be. Circumstances were made even worse by the fact that their farm had seen a number of consecutive years of poor harvests due to the pestilence, and their very way of life was in jeopardy.

Shortly after Robin's birth, Dr. Johann Conrad Dippel visited the Hackett's farm, introducing himself as a traveling apothecary. Dr. Dippel examined Robin, and told the Hacketts that, unfortunately, the child's illness would claim their life in only a number of weeks. The Hacketts were devastated, but Dr. Dippel made them a grim proposal: to purchase the sickly child in order to study their illness. In despair, but also desperate for a windfall to help them through the rough stretch of years on the farm, Freddie and Daisy agreed to the arrangement. Dr. Dippel took Robin, paid the Hacketts, and was never seen by them again.

Freddie and Daisy continued their life on the farm for the next few years. The money that they received from Dr. Dippel was enough to sustain them through the Pale Death, but they never fully recovered from the loss of their child. Daisy, especially, felt extremely guilty for having given up Robin. This tension drove a wedge into their marriage, and left Daisy in a deep depression.

About 3 years after the loss of Robin, Freddie returned home to find that Daisy had hung herself. He took his own life shortly thereafter, by ingesting a large amount of poison.
Tremella Circle

## Synopsis

The Tremella Circle is a faction of druids from Mycorrhiza who protect a rift of air elemental energy in Nimbia. Their leader is Archdruid Garro.

## History

The Tremella Circle was founded by Myriostoma, the legendary myconid hero, on her pilgrimage through Materi visiting sites of great elemental power. The reclusive city of Nimbia allowed the circle to be formed, and continues to host it within their walls, after Myriostoma helped the kingdom in a time of elemental crisis.

## Plot

The Tremella Circle is under siege by Kameshimans, who found the kingdom with their new airship. They have taken the painting from Powderbowl, and coerced the druids into activating it for them in order to gain access to Mycelium Palace. Jack will be able to charge the Chaos Core with air elemental energy with their aid.
Dryad

**Ability Score Increase.** Your Charisma score increases by 2, and your Wisdom score increases by 1.

**Age.** Dryads are born from fey magic, and they do not age.

**Size.** Dryads are similar to humans in height and stature. Your size is medium.

**Speed.** Your base walking speed is 30 feet.

**Speak with Beasts and Plants.** You can communicate with beasts and plants as if they shared a language with you.

**Lesser Tree Stride.** Once on each of your turns, you can use 10 feet of movement to step magically into one living tree within 5 feet of you, and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least large.

**Languages.** You can speak, read, and write Common and Sylvan.
Daimao's Castle

## Synopsis

King Daimao's Castle sits at the base of the great volcano Taru Kazan, at the farthest northern end of Kameshima. It sits behind moats of lava and perilous defenses. The castle is partially built into the base of the volcano itself, and connected to a network of subterranean tunnels that eventually delve into the underdark. These tunnels are inhabited by a large colony of kobolds that revere King Daimao as a demigod.
Nimbid

**Ability Score Increase.** Your Dexterity score increases by 2, and your Charisma score increases by 1.

**Age.** Nimbids reach maturity around age 15, and can live up to 200 years.

**Size.** Nimbids are about the size of dwarves, averaging between 4 and 5 feet tall. Your size is medium.

**Speed.** Your base walking speed is 25 feet.

**Cloud Walk.** You have a flying speed of 25 feet.

**Wind Speaker.** You can call on the magic of elemental air. You can cast *fog cloud* with this trait. Starting at 3rd level, you can cast *gust of wind* with it, and starting at 5th level, you can also cast *call lightning* with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

**Languages.** You can speak, read, and write Common and Auran.
Zinnowitz

## Synopsis

Zinnowitz is the largest port town of Aerzen, located on the northern shores of Sapphrius Bay. It serves as Aerzen's trade hub with the Alviren Kingdom and the rest of the southern Alviren Empire, and is the only major trade port in the kingdom.

## Leadership

Zinnowitz is governed by Lady Sofia Adler, appointed by Lord Eckhardt Heldt of Hartwell. Lady Adler is also a high-ranking military official, ranking only below Duke Vincent Mason.
Qaz

## Synopsis

Qaz the Proclaimer is a grung hermit that the party encountered on the jungle island from the campaign's first arc. He offered them omens channeled from Primordial Chaos, which gave them magical boons, and also warned them of the island's dangers. His personality is scatterbrained and unemotional, bordering on insanity.

## Magical Ability

Qaz has very little understanding of his own magic powers. Somewhat like a conduit, he is able to channel the energy of Chaos and express its state as sentient thought. Essentially a divination conduit. While he is normally scatter-brained and almost incoherent, he becomes very clear and articulate when he prophecies. His eyes roll back in his head, and he becomes completely unaware of his surroundings or even what he’s saying. Afterwards, he tries to play it up as his own prophetic power.

## History

About a decade ago, Qaz foretold of the coming of the corvid. He was shunned and exiled for this prophecy, and bears some enmity toward the other natives of the island for this reason.
Marigold

## Synopsis

Marigold is a satellite settlement of Mycorrhiza within the Alviren Kingdom. It is a quiet, somewhat reclusive town, which serves as an outpost and respite for both kingdoms, as well as Sibillini, on the northern edge of the Tanglewood.

## Leadership

Marigold is governed by Mayor Gaz, elected by the residents of the town. By agreement between Mycorrhiza and the Alviren Kingdom, the town is largely autonomous, but technically falls under the jurisdiction of Mycorrhiza.
Moradin

## Synopsis

Moradin is the god of crafting and creation, and the patron deity of dwarves.

## Activities Prior to the Severance

Moradin spent most of his time in the Silverslate Mountains, amongst his children, the dwarves of Mimrinoth.

## Role in the Gods' War

Moradin helped to defend Mimrinoth from the forces of the arcanists during the first phase of the Gods' War. In the second phase, he battled against Torog in the depth of the mountains.
Alvoril Shukura

## Synopsis

Alvoril Shukura is a prominent alchemist, mage, and doctor from the imperial capitol Ossidia. He is a member of the Weavers Conclave, and a leader of the medical field of study throughout the Alviren Empire.

## History

Alvoril was born in a small farming village on the countryside of the Alviren Kingdom. After his parents died of a fever when he was in his early teens, he decided to dedicate himself to the study of alchemy and medicine. He studied for several years at the College of Mimrinoth, where he learned the basics of his trade. From there, he set out into the world as a traveling apothecary, picking up more knowledge and talent over several decades of work.

After the ousting of Dr. Johann Conrad Dippel from the Weavers Conclave thirty years ago, Alvoril was invited to take his place, having already gained some notoriety as a skilled physician. He accepted the offer, and remains on the Weavers Conclave to date, although he still spends the majority of his time traveling and working.
Araumycos

## Synopsis

Auramycos is the demon god of rot, decay, and mutation.

## Activities Prior to the Severance

Auramycos spent much of its time in the depths of the Underdark, amongst its children, the deep myconid. It also spent a fair amount of time in its native home of the Abyss.

## Role in the Gods' War

Araumycos was not present on the Material Plane during the Gods' War, though many demons fought in the war as its followers. It remained in the Abyss during the final phase of the war, not participating in the last battle.
Potion of Life

## Synopsis

The potion of life is an alchemical formula, infused with necromantic magic, which prevents death. It is under development by Dr. Johann Conrad Dippel - his life’s work in attempting to prevent mortality - though it is not yet completed.

## Properties

If Dippel is able to successfully create the formula as planned, it will have the following properties.

The formula requires medical and alchemical proficiency to administer. A creature with proficiency in both Medicine and Alchemist’s Supplies can attempt to administer the formula to a humanoid creature, requiring a 1-hour medical procedure. At the conclusion of the procedure, the creature administering the formula must make a DC 22 Wisdom (Medicine) check, and a DC 22 Intelligence (Alchemist’s Supplies) check. If either check fails, or if the creature administering the formula does not have the appropriate proficiencies, the creature being treated dies.

If both checks succeed, the creature’s type becomes undead. The creature gains resistance to necrotic damage, and immunity to disease, poison damage, and the poisoned condition. The creature has advantage on death saving throws, it doesn't need to breathe, eat, or drink, and it doesn't age.

### Application to Corpse

The potion of life can be applied to a humanoid corpse, provided that the corpse is not undead, its anatomy is still sufficiently in-tact for the procedure to take place, and it meets the normal requirements for resurrection magic. The same procedure applies, but the DC of the ability checks increases to 24.

If the procedure fails, the creature becomes permanently unable to be restored to life with resurrection magic. If the procedure succeeds, the creature returns to life, its type becomes undead, and it gains the same benefits of a successful procedure on a living creature.
Otto Kilvin

### Appearance

bear of a man, tall and bulky, thick and coarse black hair, big beard, rosy cheeks

## Synopsis

Otto Kilvin is a member of the Weavers Conclave, and a former Paragon at the College of Mimrinoth. He specializes in artificery and tinkering - a pioneer of his profession, which was lost in the Age of Arcana, and is only beginning its renaissance.
Mycorrhiza

## Synposis

Mycorrhiza is the island kingdom of the strange, surface-adapted myconid of Materi. Though the majority of their populace resides on their island kingdom, they also have several outpost towns scattered throughout the Alviren Empire, and even secret settlements in other parts of Materi.

## Leadership

Mycorrhiza is ruled by monarchs, currently King Trumpet and Queen Chantrelle. The next in line for the throne is Princess Porcini, followed by the crown prince Frog. Ambassador Cremini serves as a Senator on the senate of the Alviren Empire, and is responsible for imperial oversight of Mycorrhiza.

## Notable History

The kingdom of Mycorrhiza was founded in the last years of the Age of Arcana. For centuries prior, myconid as a species were only known to reside deep within the underdark. According to Mycorrhiza's historians, all myconid were born from a powerful magical fungus called the Earthstar, located deep in the underdark beneath Mycorrhiza and the Tanglewood. The myconid's underdark society revolved around the Earthstar, and they worshiped it as a deity.

At the height of the Age of Arcana, many myconid began to mutate and transform into what are now recognized as surface myconid. The "true" deep myconids regarded their mutated brethren as pariahs and abominations, and ultimately exiled them and drove them out of the underdark.

When the exiled myconid reached the surface, they found themselves in the Tanglewood, where they were welcomed by the gnomes of Sibillini. Sibillini became their closest ally, and even led them to an island inhabited by tabaxi to make into their own kingdom. The two city-states have remained close allies ever since, furthered by their mutual conflict with Kameshima.

## Notable Locations

* Mycellium Palace
* Aristoadle's Dojo
Obiruk

## Synopsis

Obiruk is the largest settlement in Kameshima. It serves as the kingdom's main military base, where the armies of King Daimao organize and are mobilized. Though elements of the city include basic infrastructure such as residential areas and businesses, the majority of the city - like the kingdom itself - is military-oriented.

## Leadership

Obiruk lacks a formal local leader; rather, it is governed by the various generals of King Daimao's army. Final authority for all matters ends with the King, but small-scale matters are generally settled by whichever highest-ranking generals are currently present.
Augustin Scherlin

## Synopsis

Augustin Scherlin was a shipwright that died in an airship crash during the Age of Arcana. The party recovered his skull from the wreckage site of the crash.

## History

Augustin was responsible for the maintenance of the airship. The airship was transporting a colossal sword to Saltcrest, commissioned by Basel Anselmo to be used in the construction of a colossus that was going to be used in the war between the Alviren Kingdom and the Emerald Highlands. The ship was shot down by forces from Avallon.
Wilden

**Ability Score Increase.** Your Constitution score increases by 2, and your Wisdom score increases by 1.

**Age.** Wilden lifespans vary greatly. Some live for centuries, while others live only a few decades. Most wilden reach adulthood within their first 5 years of life.

**Size.** Wildens vary greatly in size, ranging from the size of dwarves to taller than orcs. Your size is medium.

**Speed.** Your base walking speed is 30 feet.

**Natural Camouflage.** You have advantage on Dexterity (Stealth) checks made to hide among plants and foliage.

**Plant Lore.** You gain proficiency in the Nature skill, and with the herbalism kit.

**Regeneration.** Once per short rest, as an action, you can activate your regenerative abilities, which last for a number of rounds equal to your level. While regenerating, you gain 1 hit point at the start of each of your turns, unless you have taken fire or poison damage since the end of your last turn.

**Languages.** You can speak, read, and write Common and Sylvan.
Gruumsh

## Synopsis

Gruumsh is the god of slaughter and warfare.

## Activities Prior to the Severance

Gruumsh spent little time in the company of mortals, but he invariably made his presence known any time conflict arose. He chose no particular sides or alignments, merely stoking war and conflict wherever he could do so. Less developed cultures, such as those of gnolls and orcs, which were largely repressed and relegated to the wilderness during the Age of Arcana, often worshiped Gruumsh as their patron deity, and he encouraged them towards violence.

## Role in the Gods' War

Gruumsh took no particular alignment in the Gods' War, but was an active participant in it, engaging in battle on both sides of the war, wherever it was bloodiest. He sided with the Scourge Gods in the final battle of the war, which took place in Ayn Sitael, where the Severance took place and the Divine Gate was created.
Molldorf

## Synopsis

Molldorf is a settlement of Mycorrhiza within the Alviren Kingdom, located in the western foothills of the Silverslate Mountains. Though it primarily serves as a mining outpost, in secret, it is also home to the Dikarya Circle of druids, who protect a powerful undeground source of earth elemental energy.

## Leadership

Molldorf is governed locally by Mayor Montgomery Mole, a molefolk local to the village, elected by the village's residents. By agreement between Mycorrhiza and the Alviren Kingdom, the village's government is effectively autonomous, but technically falls under the jurisdiction of Mycorrhiza.

## History

Molldorf was one of the four settlements established by Myriostoma in her pilgrimage across Materi with the astral spirit Heartsong. The Dikarya Circle of druids was formed at this time to protect the elemental rift, and the rest of the settlement expanded out from it.

## Mutations

Molefolk have been the primary residents of Molldorf for centuries. Although the history of the molefolk species is not well-known, they are actually a mutation of ratfolk, which used to be the most prominent species in the region. The powerful earth elemental energy in the region, combined with a natural need to adapt, drove a rapid mutation of the ratfolk into molefolk over centuries.