recursal/Fanatic-Fandom huggingface dataset:
Guildsworth

**Guildsworth** is a small town of 2800 approximately 100 miles northwest of Nova Aurora. A minor trade stop along one route from Nova Aurora to the Riverlands, it has had little in the way of excitement before a black-clad figure disrupted its harvest festival. The Second Party first met in the tavern of the town of Guildsworth.

## General Information

### Leader(s)

* Mayor (Deceased)
* Captain Clyde

## Location Information

### Points of Interest

* Tavern
* Blacksmith
* Town Hall
* Aziz's Magical Emporium

## Description

### Location

Guildsworth is one of the northernmost settlements under the influence of Nova Aurora. It is located close to the Gatford river, a tributary of the Flumen river. It has large forests to the northwest.

### Society

The town is informally organized, with a population of around 2,500. The town's mayor is appointed by a magistrate closer to Nova Aurora, and the only other official is a captain of the guard appointed by the mayor.

### Architecture

Most structures in Guildsworth are made of wood in a classic farmhouse style. The town hall is notably more extravagant, and has a base of stone walls.

### Economy

Guildsworth's only industry of note is agriculture, with some logging. Most wealth comes through commerce rather than industry. There are few major businesses, with local stores numbering a butcher, a blacksmith, and a small general store. The sole exception is Aziz's Magical Emporium.

## History

### The Harvest Festival Incident of 904 PW

In the autumn of 904 PW, Guildsworth was preparing to celebrate the annual Harvest Festival, while a strange sickness was spreading around. The Second Party assembled in Guildsworth for the Harvest Festival, when a black-clad figure attacked. The seven heroes drove off the figure, slaying two giants and five zombies in the process. The Mayor suspected that The Second Party was behind the attack, and thus ordered the guard to put them under house arrest.

To convince the mayor, Reynard de Fer, Brune Copperbottom, and Elwin Blinkspire attempted to treat with him. They were wildly unsuccessful until Reynard and Brune charmed the mayor and secured payment if they could capture the Black-Clad Man. The trio then took 700 gold pieces from the treasury, which they distributed amongst themselves, and 800 gold pieces which they gave to the townsfolk. However, Brune's charm on the mayor had expired an hour later, and Reynard went to entertain the mayor. Reynard brought the mayor to his bedroom. While the doors were closed, something occurred there that caused the mayor to have a heart attack and die. May the Raven Queen have mercy on his soul.
Malbolgia

**Malbolgia** is the sixth layer of the Nine Hells, serving as the main commerce and trade in the Nine Hells.

## Geographic Description

One can typically refer to the layer of Malbolgia as an oyster, with a tough exterior guarding a pearl inside. The exterior being a labyrinth made of blood, bone, flesh, and infernal runes, and the peral being the city of Al'Ghieri, the central network of commerce and trade in the Nine Hells.

## Places of Importance

The city of **Al'Ghieri**, much like the City of Dis, is the only place of notable importance in the realm. With impenetrable walls outside of teleportation magic (which no devil in this layer save for the higher-ranking devils possess), anyone inside the maze has little to no means of escape.

## Architecture

Malbolgia primarily features a Revivalist architecture, with federal buildings managed by the Conclave Infernia boasting a more Federal type of building layout.

## General Inhabitants

Malbolgia serves as a prison realm for those not associated with Al'Ghieri and its commerce network.

## Inhabitants of Note

The Marquis of Malbolgia, **Moranon**, is the prime archduke of Malbolgia. Moranon is one of the few fang devils left in existence, with spiked horns erupting from his temples and twisting to pierce his eyes, and his flesh splits open to reveal bloody gashes filled with teeth. His dripping blood turns to poison as it drips from the maws in a profane salivation. Moranon's wicked powers twist and corrupts everything he touches, but Moranon is one of the most loyal archdukes to Asmodeus, often keeping progress reports for the Lord of the Hells.

The **Conclave Infernia** is are the noblemen magistrates of the city, serving as high priests and enforcers to keep coin flowing throughout the city. The Conclave are noticeably corrupt even by creatures with lesser intelligent, often bribing each other for personal gain and the pursuit of coin. They also impose harsh fines to keep the money rolling upon the few citizens who live there, with no means to provide as they simply cannot pay. Made up of pit fiends, balors, and other greater devils, the lesser devils squabble for scraps to survive. Yet, all of them are under the control of the malconvoker **Dante**, a being similar in stature to humans, but taller and more resilient to the harsh physiology of the realm. Poverty is high in Malbolgia, and those who run the stocks essentially run part of their own miniscule dominion of their realm.

The outside Labyrinth is filled with lesser devils of all kinds, thrown in as prisoners, goristros to hunt said lesser devils, and pit fiend wardens strewn about at the top of the labyrinth to monitor any outsiders or suspicious activity.

## Trivia

* The reason the Nine Hells are different than their respective 5e canon appearances are because Ben felt dissatisfied that several of the layers felt so similar.
* Malbolgia is spelled "Malbolge" in its 5e canon, but Ben decided to change it to Malbolgia because he thought it sounded cooler.
* The city of *Al'Ghieri* is a reference to Dante Alighieri, author of the infamous epic poem the *Divine Comedy*.
Nessus

**Nessus** is the ninth and final layer of the Nine Hells, the blasted and perilous realm where the archdevil Asmodeus resides.

## Geographic Description

Nessus is what one would imagine a typical hell would look like. A red sky, with volcanoes and geysers erupting, a rocky terrain, and eternally chasms spewing lava and hellfire. The air is hard to breathe thanks to all of the smoke coming from the fire.

## Places of Importance

The floating fortress of **Malsheem**, the personal domain of Asmodeus and his court, lies in the exact center of the layer. vertically and horizontally. It is a giant, obsidian-black Gothic castle with red lights, on top of a floating chunk of earth torn from the ground. Surrounding Malsheem are four miniature suns around 20 or so feet in diameter, orbiting the fortress like electrons. These suns act as turrets, firing upon any who tread too close to the fortress or any unwelcome guests.

## Architecture

Nessus' general architecture can only be observed based on the fortress of Malsheem - obsidian black buildings with red glass, windows, and lights. The symbol of Asmodeus is on every door of the castle, and by the front gate are statues depicting the archdevil's greatness.

## General Inhabitants

Devils of all kinds inhabit Nessus, typically infighting or wandering the realm. However, layer specific devils are not present in this layer, such as the stone devils/gargoyles of Avernus, the Swampdwellers of Minauros, and the eye devils and reapers of Phlegothos.

## Inhabitants of Note

The Fallen God Asmodeus resides in Nessus, inside the fortress of Malsheem. Ruler of all the Hells and imprisoned by the Prodeans to the deepest layer for his acts against them in the War of the World, Asmodeus longs to merge the Nine Hells with the Prime Material Plane, and destroy the races that the Gods created.

## Trivia

* The reason the Nine Hells are different than their respective 5e canon appearances are because Ben felt dissatisfied that several of the layers felt so similar.
* The redesigning of Nessus was inspired by Layer 6, *Heresy*, in *ULTRAKILL*, as both have similar black and red Gothic architecture.
Azrael

**Azrael** is a fallen Solar and former warrior of Celestia. He was banished to the Shadowfell before the War of the World, and slept through several thousands of years up to the present, occasionally hearing whispers of other beings around his realm.

## Description

### Appearance

Azrael is a noticeably huge, muscular, and beautiful angel, with pale skin and long silver hair with black streaks throughout it. He wears a black kimono stained with ash and dust, and his wings are gray, tarnished, and sport some blackened feathers throughout. His eyes' sclera are pitch black, and his irises are purple, signifying the corruption of the realm.

### Personality

Azrael was once a radiant soul, feared for his efficiency in combat yet respected by his peers for his honesty and joyous attitude. However, after his banishment at the hands of Pelor and the Court of Celestia, Azrael has become quite bitter about his past.

Azrael's time in solitude has left him slightly deranged and crazy, and it is unknown if most of his words are true or not. When he first awoke, he had forgotten some of his past, most noticeably his name.

## Trivia

* If The Forsaken were struggling against the Deacons in Part 2, Azrael would have shot arrows from his tarnished greatbow from over several miles away to pin down the shadow wyverns. This was cut due to being unnecessary, as the fight was over within a few rounds with the Forsaken emerging victorious.
Prisoner Cat (Catnip Cat)

**Prisoner Cat** is a Aldo Boomer animated short film that was released in 1945.

## Availability

* (2023) Streaming - FilmxshowsMAX Plus (Restored)

## Sound Effects Used

* RICOCHET - CARTOON RICCO, 10
* Valentino Plane Dive And Crash
* ALDO BOOMER - BOMB FALLING WHISTLE
* ALDO BOOMER - THIN JEWS HARP BOING
* ALDO BOOMER - QUICK WHISTLE ZIP 01
* ALDO BOOMER - SLIDE WHISTLE WHIRLS
* ALDO BOOMER - BRAKE DRUM HIT
* ALDO BOOMER - SEVERAL VOCAL SWISHES
* ALDO BOOMER - DRUM HIT CYMBAL
* ALDO BOOMER - WACKY SPROING
* ALDO BOOMER - OLD POLICE SIREN WAILING
* ALDO BOOMER - WARBLY SLIDE WHISTLE UP
* ALDO BOOMER - ARROW SWOOSH
* ALDO BOOMER - RATCHET CRANKING

## Characters

* Catnip Cat
* Warden
* Prisoners

## Voice Characterizations

* Mel Blanc - Catnip Cat
* John McLeish - Warden

## Credits

* Director: Burt Gillett
* Story: Ford Banes, Howard Dietz
* Animation: Jules Engel, Bill Higgins, Tom Johnson, Rudy Larriva
* Layouts: Nick Gibson
* Backgrounds: Robert Gentle
* Music: Eric Maddox
Aster

**Aster**, formally known as **Astarion**, is a young barbarian and member of the Second Party.

## History

### Guildsworth and Before

Aster wandered around Chronaetas before reaching Guildsworth.

## Character Description

### Appearance

Aster's normal appearance is that of a brawny 12-year-old boy with flaxen hair, wearing oversized golden armor and carrying a greataxe. In battle, he transforms into a Minotaur, for whom the armor and greataxe naturally fit.

### Beliefs

Aster aspires to be a "hero," but appears to have little idea what that truly entails.
Stygia

**Stygia** is the fifth layer of the Nine Hells, a cold realm pelted by ice and hail.

## Geographic Characteristics

Stygia is a cold, barren land, similar to Endymia's Actick of Ilula. The region is made up of glaciers, snow, ice floes, and various icebergs scattered throughout. No one has mapped Stygia, so none of the islands are recognizable unless one was to live there. Hail and blizzards are not uncommon in this realm of absolute zero.

## Places of Importance

All across the realm, Stygia is nothing more than a bitter cold realm of snow and ice. The only place of relative importance would be the prison of the Styigan Prince, the **Tomb of Levistus**.

## Architecture

There are no buildings inside Stygia, but a series of near-endless tunnels reveals a structure called **The Tomb of Levistus**, a carved out cave of ice imprisoning the archdevil Levistus.

## General Inhabitants

Cania's only inhabitants are giant **Ice Titans**, wandering aimlessly around the arctic land. They often fight amongst each other, their brawls ending only in catastrophe for the land around them. A fight with them is certainly one to behold, as they tear chunks of the icy earth and hurl them at one another.

## Inhabitants of Note

The only living being known in Stygia is **Levistus**, Prince of Stygia. Levistus was imprisoned in a quarter-mile thick glacier for betraying Asmodeus' trust one too many times for trying to overthrow the Lord of the Hells. Making deals with devils outside his icy panopticon, Levistus eventually regained power as an archduke, proclaiming himself as a prince and taking charge of the realm. Now Levistus rules over a frozen rock, discontent and craving release from his icy tomb.

## Trivia

* The reason the Nine Hells are different than their respective 5e canon appearances are because Ben felt dissatisfied that several of the layers felt so similar.
	+ However, Stygia's homebrewed layout is nearly the same as Cania's 5e canon counterpart, with some slight modifications.
Nelson

Nelson, officialy the Reorganized State of Nelson, is a province, on the island of Monterra, of the Republic of Caprera, bordering the province of Monterra aswell as the Pacific Ocean. Its largest city and capital is Asquith with Thorpe being the second largest city. It is the smallest province by landmass and the least populated province with only 614,000 inhabitants.
Flesh Hellion

## Stats

**Flesh Hellions**, or **Shades**, are abberant monstrosities seemingly native to The Other Side.

## Description

### Appearance

The Flesh Hellions initially appeared as young children, no more than five years old, showing some semblance of general knowledge. However, this was canonically confirmed to be an illusion by Ahgregoil. Upon death, the Flesh Hellions were turned back into children to mentally torture the Forsaken yet again.

In their true state, Flesh Hellions are grotesque red creatures, made of composite eyes, mouths, teeth-ridden tentacles, liquified matter, and muscle tissue, resembling twisted mockeries of human beings.

### Behavior

Flesh Hellions burble and screech incoherently, and will typically attack the closest enemy towards them they deem as a threat.

## History

### Campaign 1: The Forsaken

A group of five Flesh Hellions ambushed the Forsaken inside the ghost town near the reactor containing the Dark Spark.

## Abilities

### General Abilities

* Immune to being Charmed, Frightened, and Poisoned
* Bound to The Other Side: The Flesh Hellion is immune to any spell or effect that would transport or banish it outside of The Other Side.
* Carcosan Chorus: If the Flesh Hellion takes 20 bludgeoning, piercing, or slashing damage, a new mouth opens up on it. Any creature that starts its turn within 10 feet of the Flesh Hellion that can hear its babbling laughter must make a DC 16 Wisdom saving throw, or be frightened and have its speed reduced to 0. If the creature succeeds on its saving throw, it is immune to the laughter of the Flesh Hellion and any other Flesh Hellions for 24 hours. Each time it takes this piercing or slashing damage, the DC increases by 1.

### Actions

* Multiattack: two Morphic Weapon and/or Torrent of Teeth attacks (both have 10 ft. reach)
	+ Morphic Weapon: (damage dependent on Adaptive Defense weapon plus two dice)+5 bludgeoning/piercing/slashing damage, plus 1d6 acid damage.
	+ Torrent of Teeth: 3d6+5 piercing damage and 1d6 acid damage. If the target is killed by this damage, it is absorbed into the Flesh Hellion, and cannot be resurrected until the Hellion is killed.

### Bonus Actions

* Adaptive Defense: If the Flesh Hellion takes damage from a melee or ranged weapon, it can change part of its body to resemble the weapon that hit it or a different simple or martial weapon, and can roll two extra damage dice when rolling the weapon damage. For example, if it morphs into a greataxe, it deals 3d12 slashing damage, plus its additional 1d6 acid damage and +5 modifier to damage rolls.
* Flesh Teleport: The Flesh Hellion begins to crumple and liquify through the ground, reappearing and remolding itself up to 30 feet away to a point of its choice.

## Trivia

* A *hellion* is a rowdy, mischievous, or troublemaking person, especially a child.
* The Flesh Hellions are based on the Cognouza Flesh Horrors from Critical Role: The Mighty Nein.
* The Flesh Hellions' *Adaptive Defense* ability was based on Durge from the first 2003 Clone Wars movie and Rubilax from Season 3 of *Wakfu*.
The Other Side

**The Other Side** is a demiplane presumably created by Ahgregoil, serving as a safe place to perform his experiments unbothered.

## Geographic Description

Ahgregoil stated that this demiplane was a perfect copy of the Material Plane as of 3499 BW (the year before the War of the World). It has displayed notable similarities between the Material Plane, but the area the Forsaken were transported to was more ashen and stripped of its natural resources. The sky is also purple, and is filled with nebulas and auroras.

## Places of Importance

Outside of a ghost town populated by Flesh Hellions, there is no observed life in the Other Side. However, there is a reactor near the town, providing energy to keep a skylab above afloat, shrouded by smoke.

→ *Main Article: Alexandria*

## Architecture

The ghost town the Forsaken encountered had old yet futuristic architecture in a way, stripped of its natural resources like housing and walling.

## General Inhabitants

The **Flesh Hellions** were the only primary inhabitants throughout this demiplane, fought by the Forsaken.

→ *Main Article: Flesh Hellions*
Burgesses

The **Burgesses** (also called the **Burghers** or the **Bourgeoisie**, depending on the region) are the wealthy elites of major cities. They comprise what is known as the Third Estate, representing those not belonging to the Nobility or Clergy.

## Membership

### Leaders

Key figures among the burgesses include burgomasters (in parts of the Riverlands) and mayors (throughout Chronaetas, including Nova Aurora, the Riverlands, and Sangetelle). Other key figures are guildmasters, non-noble magistrates and barristers, and the leaders of major trade companies.

### Members

The most common members of the burgesses are wealthy merchants, guild members, and urban officials. They are characterized by their positions of wealth and privilege but their generally-lesser political power compared to the Nobility or Clergy. Oftentimes, membership of the estate is rooted in whether one owns property in one of the cities or is a legal citizen of it.

## Influence

The Burgesses are considered the weakest of the Three Estates, with their power coming from their wealth above all else. They hold some sway over the poor commoners, but just as often will conflict with them.
Nobility

The Nobility are the first and most powerful of the Three Estates. They comprise a large amount of the political and military might of a state.

## Membership

### Leaders

The leaders among the Nobility are the so-called Great Nobles. These are the lords who rule over multiple areas and have other nobles as vassals. These can vary from as weak as Barons to as powerful as Kings or Emperors.

Other contenders to the Great Nobles include highborn advisors. Most common in large realms such as Sangetelle, many unlanded nobility may reach positions of power and influence in the cabinet or council of a high lord. In certain cases, they may even amass enough power to depose the king or turn him into their puppets. Though unlanded nobles are the most common advisors, many of the Clergy and the Burgesses have also attained these positions and become leaders of the Nobility.

### Members

The sole requisite to be considered a noble is bloodline. Any trueborn child of a noble is a noble. The original nobles are either mythical heroes or individuals declared nobles by a sufficiently powerful member of the Nobility or the Clergy. For instance, the Archmage of Arcane Affairs in Nova Aurora could recognize an independent warlord as a member of the nobility, or the Grand Duke of the Riverlands could declare someone a noble and grant them a fief.

## Influence

The Nobility draws its power from three sources: land, bloodline, and existing power. In many feudal societies, the nobility provide military protection and legal order from beasts, bandits, and wars in exchange for taxes and lands. Their long history of conflict and their ancient bloodlines, often descended from heroes or mythical beasts like dragons, has made the nobility more prone to the development of magical talent; sorcerers are very often found amongst the nobility. Finally, their long history of privilege and power has allowed the nobility to persist through momentum alone; nobles often become the founders of major mercantile dynasties or leaders of temples due to their great wealth and top-class educations.

However, in some areas of Endymia, the nobility has no real power. For instance, in Nova Aurora, the Clergy rule instead, and in many of the Republics around it, the Burgesses rule.
Orazio

**Orazio** is a vampire(?) (formerly human) bard in the Second Party. None in the party, save for Lunari, know this fact.

## History

### Guildsworth and Before

Sometime in the summer or early autumn of 904 PW, Orazio met Lunari and the two became traveling companions. A week after that, Orazio discovered that Lunari is a werehyena. Odds are, Lunari likewise discovered Orazio's condition.

## Character Description

### Appearance

Orazio is pale and lanky, standing 6'6", and has long, platinum-blond (nearly white) hair.

### Beliefs

Orazio is fairly arrogant, viewing himself as more sophisticated and cunning than his travelling companion Lunari.
Zones

Welcome to the diverse array of zones within "At the Garden of Incomprehensible." Explore these otherworldly dimensions, each with its own unique characteristics and mysteries.

**Zones 0-10** "The Tutorial Zones" Most of these zones are safes
lack of hostile anomalies
peaceful guardians

* Z-0 "The Gate"
* Z-1 "Frostveil Boardwalk"
* Z-2 "The Apricity"

```
  sub zones - *Z-2.1 "The icy cavern"
            - *Z-2.2 "Froze Tunnel"
            - *Z-2.3 "Snowdrift Peaks"

```

* Z-3 "Void Forest"
* Z-4 "Storage Unit"

```
  sub zones - *Z-4.0001 "Cardboard Heaven"
            - *Z-4.1 "Uility hallways"

```

* Z-5 "Recollection"
* Z-6 "Vantablack"
* Z-7 "Freezing Heaven"
* Z-8 "Eternal Abyss"

```
  sub zones - *Z-8.1 "The Aphotic"

```

* Z-9 "The Office Space"
* Z-10 "Let see your skills"

```
  sub zones - *Z-10.1 "Neon Arcades"

```

**Zones 11-20** "The Beginning"
-Report of hostile anomalies
-Some what unstable

* Z-11 "No data"
* Z-12 "No data"
* Z-13 "No data"
* Z-14 "No data"
* Z-15 "A long hallway"
* Z-16 "No data"
* Z-17 "Route 17"
* Z-18 "No data"
* Z-19 "Unstable Catacomb"
* Z-20 "No data"

Explore the wonders and enigmas of these zones as you uncover the tales that reside within them.
The Sisters of Babel

## Stats

**The Sisters of Babel**, also known as *The Guardians*, were sentries outside Neobabel, protecting it from outsiders.

## Synopsis

Nothing is known about the Sisters prior to The Forsaken encountering them. When the two forces engaged, a bloody battle ensued. The Sisters gutted Rue, Willow, and Herrik, and downed Larold and Sceldran.

## Description

### Appearance

The Sisters were dark, slender women who had long black hair tied up in ponytails, and wore white porcelean Noh masks. Each wear studded leather armor made of scales and a mantle of raven feathers, as well as witch-like hats pointed upwards. Beneath their masks were pale faces, black lips, and bloodied blindfolds covering their eyes.

### Personality

The Sisters were sadistic in nature, going in for the kill on nearly everyone in the party. When Karasu was incinerated by Larold's Fire Bolt, Itami went into a rage and nearly killed Larold and Sceldran before Elaric gunned her down.

## Character Information

### Notable Items

* +2 Katana with a spatial coating
* Two scythes linked by a chain
* Studded Leather Armor of Psychic Resistance

### General Abilities

* Evasion
* Legendary Resistance (3/Day, shared pool instead of separate)
* Mobile
* Sneak Attack (4d6)

### Actions

Multiattack: 2 attacks with their respective weapon.

* Itami: Sword, 1d8+7 slashing damage plus 1d6 force, or only 1d10+7 force damage as a ranged attack.
* Karasu: Scythes, 2d6+7 slashing damage plus 1d6 psychic. Can restrain target on hit, but only one creature at a time.

### Bonus Actions

* Shadow Leap: Sister gains a flying speed of 60 ft until the end of her current turn, but must end her turn on the ground. Opportunity attacks are made with disadvantage against her until the end of her current turn if she uses this ability.
* Cunning Action: Dash/Disengage/Hide as a bonus action.

### Reactions

* Parry: If a Sister is hit with a melee or ranged attack by a creature she can see, she can use her reaction to make an attack roll against that creature instead, using her weapon's bonus to hit. If she rolls above the creature’s total roll, the target deals no damage to her, and she deals appropriate damage with her weapon to that creature (including Sneak Attack, if applicable), making a counterattack or parrying the projectile back to the creature. If she and the creature’s rolls are the same total, the sister takes half the total damage (rounded up) from the creature’s attack. If she rolls below the creature’s total roll, the sister takes full damage from the attack.

### Legendary Actions (3/round, shared pool instead of separate)

* Attack (1)
* Cunning Action (1)
* Shadow Leap (1)

## Trivia

* As of the current session, the Sisters have the record for most deaths caused between a party, killing Rue, Willow, and Herrik.
	+ They also knocked Sceldran and Larold unconscious, leaving only Elaric and Cragmaw left standing.
* The Sisters' battle theme was *The Owl* from *Sekiro*.
Cragmaw

## Stats

**Cragmaw** is a Tortle Barbarian, who was captured by the Remnants, and is a member of The Forsaken. Cragmaw searched for answers and vengeance down the dark path they all followed.

## Character Description

### Appearance

Cragmaw is a tall, 6'5" Tortle with dark green skin. Carved on the back of his shell are three "tally marks" indicating the count of how many times he has died and been resurrected, which strangely disappeared following his psychic break. Initially there were three, then none after his psychic break, then five after Cragmaw's personality remained dominant.

Following his nightmare in the final sickle room, Cragmaw's right hand had a brand of the Roman Numeral "I" on it. The brand disappeared after Ahgregoil's defeat.

### Personality

Cragmaw was raised in The Maw, a village where roles are typically given to specialized members. As such, Cragmaw was bred as a warrior, and values strength above intelligence. However, Cragmaw understands that with age comes wisdom, and will respect those older than him. After learning that his fellow party member Willow was 120+ years old, Cragmaw apologized for mistaking her as a child.

After the fight with the Sisters of Babel, Cragmaw is now extremely protective over his fellow party members and is more than willing to lay down his life for them, willingly knocking himself unconscious to bring a downed Sceldran back up so he could resurrect the party.

After his forced state of unconsciousness to bring back Sceldran, Cragmaw had a psychic break, splitting his personality into three different parts: *Cragmaw* (his original self)*, Craggy* (a younger, more innocent version of himself who perceives the Forsaken as his deceased siblings), and *Deadmaw* (Cragmaw's dark thoughts openly discouraging his own actions and berating him for his failures). After facing his fears in Neobabel, Cragmaw has regained control over himself, removing the *Craggy* and *Deadmaw* personalities from himself.

While under the effects of a Rage, Cragmaw has a more sadistic side, openly taunting his enemies and typically swinging recklessly.

## Backstory

Cragmaw comes from a village in the Jungle of Crux called "The Maw," a section of Melora-worshipping Tortles who live a tribal life, hunting game and training warriors. At one point, Cragmaw described a "man in black" who led an assault of his home, known as the Purge of the Maw. Cragmaw was killed during the purge, and resurrected following its events.

After this purge, Cragmaw was also killed twice more before the events of the campaign starting. Once, he was burned to death in an inn, and the other he drowned (Cragmaw does not remember dying in this instance).

At the beginning of the campaign, he has made remarks about the cultists being similar to the ones who caused bloodshed among his kin and family.

## Character Information

### Barbarian Abilities

* Rage (3 uses)
* Unarmored Defense
* Danger Sense
* Reckless Attack

### Path of the Zealot Abilities

* Divine Fury
* Warrior of the Gods

### Tortle Abilities

* Claws
* Hold Breath
* Nature's Intuition
* Shell Defense
Horror

## Stats

**Horrors** are humanoid monstrosities created by the Remnants. They are the mindless husks of creatures with strong wills, with their souls extracted from them.

## Description

### Appearance

Horrors look vaguely humanoid, except with an elongated jaw reaching to the bottom of their chest, hollow sockets for their eyes (which melt upon their transformation), and red-orange skin of their muscle tissue exposed. Their hands and feet are also webbed.

Upon Herrik's autopsy of its body, its organs were mostly the same as a humanoid, but something to him felt "less there" on a spiritual level about the creatures, and before he conducted further research, he turned away, sickened by the creature due to its biological makeup reminding him of his past.

### Behavior

Horrors will attack the closest enemy towards them they deem as a threat. Otherwise, they will run aimlessly away from danger.

## History

### Campaign 1: The Forsaken

The Forsaken encountered a half-elf and watched it transform into a horror before their eyes after he "died" in their arms. The party easily killed it, and encountered six more in the next room, three of which were clawing at each other. All of them were killed, and the party thought to themselves that they weren't human anymore.

## Abilities

### General Abilities

* Rigor Mortis: When killed, curls up into a ball and flies 15 feet backwards.

### Actions

* One Claw Attack: Deals 1d6+3 slashing plus 1d4 acid damage.

## Trivia

* The Horrors are based on the enemy of the same name from *DUSK*.
	+ Intentionally, the Forsaken campaign is based heavily off of DUSK.
Deacons

## Stats

**Deacons** are flying monstrosities seemingly native to the Shadowfell.

## Description

### Appearance

Deacons are terrifying, winged predators resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth.

### Behavior

The Deacons are likely simple hunters, attacking easy prey that will not put up a fight.

## History

### Campaign 1: The Forsaken

A pack of three Deacons attacked the Forsaken on their way to the Crypt of Whispers, and were all killed.

## Abilities

### General Abilities

* Resistance to Necrotic, Poison, and nonmagical Bludgeoning/Piercing/Slashing damage
* Sunlight Sensitivity: disadvantage on attack rolls/ability checks/saving throws while in sunlight.

### Actions

* Multiattack: One Bite, one Snatch/Claw
	+ Bite: 2d8+6 piercing damage plus 2d6 necrotic.
	+ Claw: 2d6+6 piercing damage plus 2d6 necrotic.
	+ Snatch: Functionally identical to Claw, but grapples and restrains target on hit (escape DC 15).
* Shriek (Recharge 5-6): Each creature within 120 feet of the Deacon must make a DC 14 Con save or be stunned until the end of its next turn. Creatures who save are immune to other Shrieks for the next 24 hours, and can repeat the save if they take damage while stunned.

### Bonus Actions

* Shadow Warp: Teleports 40 feet as a bonus action.
Willow Cormyr

## Stats

**Willow Cormyr** is a Drow Ranger, who was captured by the Remnants, and currently travels with The Forsaken. Willow searches for answers down the dark path they all follow.

## Character Description

### Appearance

Willow is a dark-skinned elf who wears dark clothing and a hood covering twin stark-white pigtails.

Following her death by the hands of the Sisters and her resurrection, Willow's right hand had a brand of the Roman Numeral "I" on it. The brand disappeared after Ahgregoil's defeat.

### Personality

Willow is distrustful and stand-offish, but also cautious, not taking Herrik's Healing Word vials until she was absolutely sure what they did. She also is willing to go to extreme lengths to find out what is happening, evident by intimidating Rue into revealing what she knows.

After meeting Azrael, Willow and Rue have seemed to develop a closer friendship.

## Backstory

Willow has not openly revealed much of her backstory to the party. However, the Sisters of Babel have called her a "deserter," implying a previous connection to them or the Remnants.

The party's suspicions were indeed confirmed by Willow following the Sisters' deaths, as Willow revealed she was responsible for being an enforcer for the cult.

## Character Information

### Ranger Abilities

* Favored Foe (Undead)
* Natural Explorer
* Primeval Awareness
* Extra Attack (1)

### Gloom Stalker Archetype Abilities

* Dread Ambusher
* Umbral Sight

### Drow Abilities

* Superior Darkvision
* Keen Senses
* Fey Ancestry
* Trance
* Sunlight Sensitivity
* Drow Magic
* Drow Weapon Training
Lunari

Lunari is a human monk and werehyena in the Second Party.

## History

### Guildsworth and Before

Born in a forest cabin with her mother and father, Lunari was trained by her mother, who was also a Were hyena, on how to control her abilities. One day a group of monks from a nearby area in the forest visited her family and beckoned them to join their community at the Minds Rest Monastery.

After joining, Lunari trained alongside the monks for years and met many people including one of her closest friends, Vio and his older sibling, Blair. Though all three of them were close, Blair acted different when the two weren't around Vio. They insulted Lunari and would try and make her look bad in front of other people.

The time soon came for a new Grandmaster to be chosen with Lunari, Blair, and Vio being the top candidates. Before the decision could be made though, monster hunters came looking for Lunari as they knew she was a Were hyena. She was able to escape thanks to the help of Vio and made her way southeast where she met Orazio and came upon the city of Guildsworth.

When Lunari met Orazio he was also being harassed by hunters and decided to help him. One of the Hunters, a male ork, lost his tusk in the fight and Lunari took it as a trophy. After the battle, the two decided to travel together for both safety and security.

## Character Description

### Appearance

Tall brown skinned woman with white marks dotting her face, hands, and feet. Hair tied up in a long braided ponytail that reaches down her back. She's not wearing any shoes but wears bracers on her hands and feet. She has spiral white tattoos on both her arms.

In her werehyena form, she is taller with white spots dotting her brown fur.

### Beliefs

Lunari is relatively comfortable with her werehyena form and is keen to train others struggling with their bestial natures, particularly the juvenile Aster. This is due to her following of the goddess Selûne who helps those with bestial powers as long as they use them for good.
Rue Tamiel

## Stats

**Rue Tamiel** is an Aasimar Sorcerer, who was captured by the Remnants, and currently travels with The Forsaken. Rue searches for answers down the dark path they all follow.

## Character Description

### Appearance

Rue has grey-ish skin and bright eyes, sporting dark clothing. Azrael revealed she is a fallen Aasimar.

Following her death by the hands of the Sisters and her resurrection, Rue's right hand has a brand of the Roman Numeral "I" on it. Following her death by the hands of Project WENDIGO-2 and her resurrection, Rue's right hand now has another brand of the Roman Numeral "I" on it, alongside her previous one. Following her nightmare in Neobabel, Rue's right hand had another brand of the Roman numeral "I" on it, alongside her previous one. The brands disappeared after Ahgregoil's defeat.

### Personality

Rue possesses a fear of the Remnants due to her past, warning the other members of the Forsaken to run and to get away from them early on. When they questioned her further, Rue tensed up and did not elaborate despite their best efforts at intimidation.

Rue also possesses both a compassionate and fierce side, shown by her conversation with Azrael and her efficiency in combat against the three Deacons.

After meeting Azrael, Rue and Willow have seemed to develop a closer friendship due to their similar pasts.

## Backstory

Rue has not openly revealed much of her backstory to the party. However, her actions and speech correctly implied a previous connection or run-in with the Remnants, as well as the Sisters' taunts openly calling her an "apostate."

The party's suspicions were indeed confirmed by Rue following the Sisters' deaths, as Rue revealed she was partly responsible for feeding innocents to the Remnants' Thresher beneath Neobabel. When she realized what she had done, she ran as far as she could, but to no avail, as she was captured along with the rest of the party eventually.

## Character Information

### Sorcerer Abilities

* Font of Magic (5 Sorcery Points)
* Metamagic
	+ Quickened Spell

### Shadow Origin Abilities

* Eyes of the Dark
* Strength of the Grave
The Fallen

The **Fallen** are the Creator dieties who are scattered and banished across the Lower Planes of Existence, and fought against the Prodeans in the War of the World. Asmodeus and Tiamat are also typically grouped with the Fallen, despite not being one of the original Creators.

## History

### Creation

Like the Prodeans, the Fallen were created by the birth of the universe.

### Genesis and the War of the World

The Prodeans and Fallen shaped the Planes of Existence in their image. But after their infamous schism, they declared war on the other, starting the events of the War of the World.

During the first third of the War, Asmodeus ascended among the ranks of the Fallen after his falling, his fellow archangels becoming the first archdevils, and aided in the Fallens' struggle. Tiamat was also created during this time, and so were the chromatic dragons.

### Evermore

After they won the War of the World, the Prodeans banished the Fallen to the Lower Planes of Existence, and created the Megakrosm to prevent divine interference throughout the Planes of Existence.

## Trivia

* The Pantheon of Endymia is taken from the Dawn War Deities and Matthew Mercer's Exandrian Pantheon. Some of the Fallen are the evil-aligned deities from these pantheons.
Malodomini

**Malodomini** is the seventh layer of the Nine Hells, an eternal ashen battleground where blood and dust is all the eye can see.

## Geographic Description

Malodomini is a stormy desert made of white and gray ash, with storms always brewing in the red sky. From the endless clouds above, red lightning bolts strike the ash, forming tree-like fulgurites, laced with red veins of lightning. Once a realm of relative peace, Malodomini has been ruined and discarded by its inhabitants, who only care about fighting one another for a forgotten source of conflict.

## Places of Importance

The only building whose name is remembered by few is **Kasyrgan**, a former panopticon where much of the warmongers were held in before the Blood War broke out. The Blood War was a civil war in Malodomini whose main cause was unknown and forgotten. Now, all sides involved fight mindlessly for their own different causes: power, peace, dominion, or simply the adrenaline and thrill of battle.

## Architecture

If one is to look closely in Malodomini, beyond the endless infighting between devils, they can see what remains of the Ancient Roman-like architecture, coated in the gray ash by storms and black blood of the devils slain near them. Not much is left of civilization in this blasted realm of mindless war.

## General Inhabitants

Oddly, the battlefield of Malodomini has an unspoken caste system based on strength. **Lesser Devils** make up the lowest tier, **Narzugon** and their **Nightmares** make up the middle tier, and **Greater Devils** take the highest rank under Baron Rakat. **Howlers** are considered scavengers and war beasts loyal only to the ones who mercilessly command them, be it friend or foe. If not actively fighting, howlers will pick the scraps during the aftermath of a battle.

## Inhabitants of Note

The "Archduke" of the realm, **Rakat**, is nothing more than a balor who claimed dominion over Malodomini once the previous forgotten ruler was murdered in the midst of the Blood War. He resides in the ruins of Kasyrgan, the last "city" standing in this realm. Rakat, a member of the Court of Seven Cities, possesses sizable physical power, planning to pit the court against itself and destroy it from within to hold supreme power over it. Rakat resides in the ruins of Kasyrgan, biding his time for opportunity to present itself.

## Trivia

* The reason the Nine Hells are different than their respective 5e canon appearances are because Ben felt dissatisfied that several of the layers felt so similar.
	+ Malodomini was Ben's favorite yet most challenging layer to reflavor.
Prime Material Plane

The **Prime Material Plane**, commonly shortened to the **Material Plane**, is the plane of existence in which the world of Endymia exists.

## Endymia

→ *Main Article: Endymia*

Endymia is the world in which most events of Ben's campaigns take place.

### Satellites

Endymia has three moons: *Emesis*, *Syras*, and *Onyxia*.

### Sun and stars

Endymia and the other planets rotate around a primary star, *Soluna*, at the proper distance to allow life on the planet's surface. This star is often associated with the Prodean Gods Pelor and Sarenrae.

### Other Planets

Celestial bodies can be seen in the night sky that may be mistaken for stars but are actually planets, close enough to Endymia to be seen without a telescope. According to astronomers throughout Endymia, there are at least seven other planets: *Phobos*, *Deimos*, *Alevus*, *Calypso*, *Hyperion*, *Oberon*, and *Umbrasyl*.

Outside academic circles, there are different races who do not accept that there are different planets, or simply do not know.

## Relationships with other planes

In some places, the barriers between the Material Plane and other planes become thin or are simply punched through. Some rifts are stable for long periods: there are settlements around long-lasting rifts with the Elemental Plane, and known portals to the Feywild, for example. The barriers regularly become thinner during the annual solstices: the *Warming* and the *Cooling* (Endymia's summer and winter solstices, respectively). The barriers become especially thin under a *Celestial Solstice*, a period of time where leyline energies merge. However, the barriers become thicker during the *Ripening* and the *Withdrawing* (Endymia's spring and autumn equinoxes, respectively).

The Material Plane lies in the center of the World Tree Cosmology, and is commonly reffered to as the oak of the metaphorical tree.
Julius Morrow

### Cause(s) of Death

* First body decapitated by Larold Normalman, consumed by his own Ravenous Void spell

**Julius Morrow** was the former Archmage of Arcane Affairs of Nova Aurora, notable for his accomplishments early on in his career and being forcibly impeached from his position of power after dabbling in the powers of Necromancy under the possession of Ahgregoil.

## Description

### Appearance

As a human, many people knew Julius as a handsome man, with short-ish brown hair styled in a fringe-up hairdo. He also had a lightly shaven beard. He wore the red and gold robe of the Archmage Arcane, and had blue eyes.

### Personality

Before his undead transformation by the hands of Ahgregoil, Julius was known as a very good person, and helped the people of Nova Aurora through various challenges, and improved living conditions of the city.

Eventually, Julius seemed to care less about the people, mostly sticking to himself after the incident in *The Edge of Imagination*, becoming cold and secluded.

## Synopsis

### Background

Julius Morrow was born in Nova Aurora, and was a prodigy under the Wizard College of Nova Aurora, majoring in three schools, Chonurgy, Graviturgy, and Evocation. Eventually, he was elected to be the next Archmage Arcane of Nova Aurora, the central leading figure of the city. He increased living conditions and cut down poverty for his citizens, and launched a new age of prosperity. Julius also built a skylab known as *The Edge of Imagination*, and performed magical experiments there. One of such was the *Temporal Retractor*, a device capable of reversing time to a limited extent. From the little information the public knew, it backfired, aging Julius' family to dust who had watched his progress. Horrified and guilt-stricken, Julius remained in the tower for months, and society dwindled.

Eventually, Julius' approval rating went down, since he stayed in his skylab for months. When archmages of the Arcanist Assembly were sent to investigate, they caught Julius dabbling in necromancy, and a brief fight ensued, ending in Julius transporting much of his laboratory to an unknown plane of existence, and him escaping. That was the last the public had heard of Julius.

### The Forsaken

The Forsaken learned of Julius' involuntary possession at the hands of Ahgregoil inside Alexandria.

After Ahgregoil used the tortured souls of Julius' deceased family to attack the Forsaken amidst their fight against Project WENDIGO-2, his consciousness revolted for a brief moment, and prevented any lair actions from occurring on the next round.

In the midst of the battle with Ahgregoil, Larold reached out to Julius within Ahgregoil's subconscious, notably affecting him by forcing him to lose Legendary Actions. Julius broke free before the moment he was decapitated by Larold, before his body fell into a Ravenous Void spell he created, atomizing it just before the singularity collapsed on itself.

## Trivia

* Julius' name is based on two people: Julius Novachrono from *Black Clover* (another time wizard) and Eli Morrow from *Agents of S.H.I.E.L.D.*