recursal/Fanatic-Fandom huggingface dataset:
Bloody Goods

The most popular butchers in town. A small storefront with dozens of different cuts of meat and fish on display, with a large back storeroom. Owned and run by a human and gnome pair that swear on the gods they are brothers. Both look in their mid-twenties, and actually quite similar to each other. Light brown, almost blonde hair and green eyes.
Aska

## Appearance

Aska appears to be human of about 17 or 18 years old, and is only 5ft tall, with long black hair dyed red at the ends. She wears a black stone symbol of a Mask on a choker round her neck and wears leather trousers and a lose, white, cotton tunic. She has a slingshot tucked in her belt at the base of her back and a pouch on her hip. She has a B Rank pin on her shoulder.

## Personality

Aska can be brutally honest and blunt, people often seeing her as standoffish until they get to know her.

## Family

Father: Reiko (alive)

Mother: Toshiko (alive)

No siblings

## Childhood

Askas childhood was like any other, nothing major happened

## Adolescence

As a teenager she discovered her clerical abilities. A child fell over and she went to help them, her words healing the graze on the childs knee. It was because of this she was taken to the Temple of Mask north of her village where she learned her skills. She was the only cleric at the time and felt like her healing skills were being taken for granted and because of this she decided to leave and travel to the material plane to find her own way in the world.

## Adulthood Prior to Discord

When she arrived on the material plane she spent some time wandering before finding Illiyanna, Eliot and Clay, who she adventured with for some time before going their seperate ways. She was reunited with them when she moved to Penrith.
Bone Devil

Image credit WOTC

### Special Notes

Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weaponsDamage Immunities fire, poison

## Bone Devil (Osyluth)

Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells. They set weaker devils to work, taking Special delight in seeing Fiends that defy them demoted. At the same time, they long for promotion and are bitterly envious of their superiors, attempting to curry favor though it irks them to do so.

A bone devil appears as a humanoid husk, with dried skin stretched tight across its skeletal frame. It bears a fearsome skull-like head and the tail of a Scorpion, and a foul odor of decay hangs in the air around it. Though they are devastating in Combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous tails.
Cerulean Taps

The Cerulean Taps is a small alehouse just outside of Paramount Square. The door is dark oak and the windows are both darkened from the outside. When you step inside there are a number of unusual scents, and the flair of a desert culture in the decoration of the establishment. The first floor has a number of lower tables with pillow style seating. There are also a few tables with sofas and four private rooms. The bar is a single piece of some sort of polished stone carved with decorations, and a number of rare bottles on the shelves with a few kegs ready on tap. There are a few meeting rooms upstairs and the owner's private apartment on the third floor.

**The Shop is Now Closed.**
Chloe Gold

## Appearance

Before you is a gorgeous woman standing at 5'3" with hair so white it looks to be silver and her eyes shine a bright gold. The elven features on her face are thrown off by the rounded ears that she has. She wears a dark blue velvet cloak over her clothing, but she still seems to pull the eyes of those she passes.

## Personality

Chloe is charming, even when she shouldn't be. She is a flirt, but with more of a lady-like way of approaching people. Her voice is soft and soothing, so people can't help but be charmed by her.

## Childhood

Chloe was born to an eladrin family in Cankorn on Alithrya. They knew she was different from the moment she was born, her eyes glowing a bright gold and her hair so white it was almost silver. She was a beauty in the city and she had many friends.

She aged faster than her parents, which worried them, so they decided Chloe would be their only child. They spoiled her and taught her of their lives in the Fey Wild.

When she hit her teen years, she began her bardic training, charming her way into her teachers hearts and becoming one of the more recommended bards to perform in festivals and events.

As she grew, it became more apparent of her beauty and her parents soon learned why. Hanali Celanil, the beauty aspect of Angharradh had bless her at birth. But trouble soon followed the learning of this information as one night, Chloe was taken from her home as her parents slept and taken to the lair of a drow woman. The woman looked at Chloe with such disdain as she cut into her body, pulling blood samples from the young aasimar. No one knew the name of the woman, but everyone called her Widow. The woman experimented on her for weeks and Chloe was about to run out of hope before a man by the name of Killian showed his face. Killian was another drow who worked for Widow. Hypnotized by her beauty and the sound of her voice, he opened the lock on her cage and before he could realize what he had done, she escaped. She ran and ran as fast as she could, exhausting herself until she could see the gates of the city she loved. When she returned, she was surrounded, the citizens of the city welcoming her with love. Then she heard it. Her parents had been taken to the Underdark to be slaves. She ran home, hoping it was all a joke, but it wasn't. Her home had been completely trashed and remnants of a struggle were clear. She spents months trying to figure out a way to get her parents back, but in her distress, she couldn't seem to charm her way into the Underdark

Then one day, she heard a knock on the door. One of her friends held a letter from the Burning Phoenix with Chloe's name on it, saying they had heard about her bardic talents from one of her teachers and wanted to invite her to the guild. She battled with herself for weeks, but ultimately came to the decision that the guild could help her, so with that, she boarded a boat to the island, hoping that with the power of both the Fey Wild and Mount Celestia, she could fight to get her parents back.
Ceres Silvershield

## Character Basics

**Name:** Ceres Silvershield

**Age:** 26

**Race:** Half-Elf

**Socioeconomic level as a child:** Middle Class (?)

**Socioeconomic level as an adult:** Still Middle Class.

**Hometown:** Silvervine

**Class:** Fighter

**Subclass:** Champion

**Talents/Skills:** Lances, Care and Riding of Horses, Childcare

**Birth order:** Eldest of 8 Children

**Parents:**

* **Father:** Scorpius Silvershield. Elven. Also Silvervine Guard. Taught her almost everything she knows about combat. Advice-giver when it comes to strategy and morality when it comes to the law.
* **Mother:** Evelyne Greengrass-Silvershield. Human. Runs a farm/winery in the Silvervine countryside. Taught her about animals and their care. Advice-giver on everything but what her father gives advice on.

**Siblings (describe relationship):**

* **Kaslir**, Age 22, Male - Wizard in Training
* **Thralia**, Age 21, Female - Aspiring Ranger
* **Barofan**, Age 19, Male - Budding Druid
* **Safinnia**, Age 16, Female - Fledgling Bard
* **Frayn**, Age 15, Male - Career Undecided
* **Thetius**, Age 13, Male - Career Undecided
* **Vienna**, Age 12, Female - Career Undecided

**Extended family (describe relationship):**

**Relationship skills (all relationships, not just romantic ones):'**

## **Physical Characteristics:**

**Distinguishing features:**

**How do they dress and what is their style (elegant, shabby etc.)?:**

**Mannerisms/habits (smoking, drinking etc.):**

**Hobbies:** Horseback Riding and Painting.

**Favorite sayings/speech patterns:**

**Greatest flaw:** Klutzy when not riding Snowbell

**Best quality:**
Aeroniil Azaloth

## Backstory

Aeroniil was 50 when he struck out on his own, taking a man in under his arm as his younger brother, Raven. Aeroniil was the kind of guy who cared, sometimes a bit too much, but it was within this place that he called upon his strength. After Aeroniil had nearly enough coin to pay for his younger brother's mage school tuition, goblins attacked the city of Vylerac, located north of Cortea, taking all his coin, leaving him desperate and penniless. Aeroniil wanted to do nothing more than to hunt this tribe and kill every last one of them, Aeroniil applied every strategy he was knowledgeable of and he was still easily overwhelmed. Aeroniil felt that metallic taste of crimson in his mouth as his vision went dark, yet a woman called to him. "You arrogant fool, you knew never hunt alone yet you did it. I will bring you back if you say 'may she who pulls the strings of fate guide you', destroy an agent of Orcus, cure the plaguelands, and bring me more followers, and in return, I will make sure your brother becomes a divine sorcerer, as well as grant you power to fulfill my duties."
Aeroniil was then resurrected in Cortea, nobody knew how, or why, but he needed to train hard, so Aeroniil set out for more bounties, this time for information, rather than coin. Given time, Aeroniil caught wind of the burning phoenix guild, and knew this would be an opportunity to become stronger. So he joined the rescue right after the dragon attacks and surprisingly, his brother, raven still lived. Aeroniil has been arrested a few times for carving his patrons symbol int buildings, but he hadn't a choice, even if Aeroniil wanted to, he had to do this, he was bound by contract.

## Appearance

Aeroniil stands before you 6'8, smiling upon you like you'd wish to be smiled upon, his expression believing in you like you'd like to be believed in. Aeroniil appeared to be about 145lbs, most of it muscle, yet he looked lean and scrawny, a pale celtic hue lied into his skin, as his solid golden eyes shimmered in the night. Raven's body seemed so strong, so full of power, that he had no problem exerting force when needing to. Aeroniil's ears would always fold back at the sound of Raven's voice. His hair a ginger in color.
Aspiration "Red Mist"

## Personality

Snarky. hates aasimar. respects women. courtly but a drunkard most times. carefree off duty. on a job, much more serious.

## Family

A son.Jasper. A dead wife named Iridescence. (elven)

## Childhood

From his home city, he and his family lived on the outskirts. simple farmers until one day a group of Aasimaar attacked the city claiming they were 'purging the devils and demon touched of the land'. he was about 8 and could only watch as his mother scrambled for him to get under and into the cellar below their house, only managing to hide the family rug once he was under. He heard the sound of his mother and father screaming then silence. it was several hours before he dared to venture out. Finding his house empty but blood everywhere he headed into the city to get some help, finding others who had hidden just coming back out and a detachment of the guard working with a group of mercenaries.

## Adolescence

Becoming part of the city was no small task and he wanted to keep up the land where his house was. by the age of 14 he gained the attention of the Flames of Sutor the mercenary band who had been roaming around the town and he begged telling them that he would join up if they would help him keep possession of the place. The leader at the time, Gershwen 'Smokey' Alabaster a coal black tiefling looked over the land and agreed if he joined up he could use his month's pay to keep paying for the land. he agreed and his adventure was off.

## Adulthood Prior to Discord

When he was young. he never needed anyone. and making love was just for fun but those days are done. Now he's all by himself! He worked as a mercenary for many years. met his then wife on a bounty, then worked to provide coin for his ailing wife till her death.

## Defining Event

he was invited to join the guild After his mercenary guild disbanded due to the plague. he was working in Sutor when the burning phoenix group moved through. having been contacted to deal with the nest of purple worms that had been found. He lead them to the nest and ended up providing a distraction to allow the cleric time to heal the party.
Bryce Hunt

## Appearance

A 5'11" inch Humanoid dressed in green dyed leathers with a cowl up stands before you. His armor is light and sleek and to the right eye padding has been lessened to allow for more mobility to the armor. His brown beard pokes out from his cowl  his green eyes being seen as they scan the room.

## Personality

Bryce is a bit of an outsider by nature though most people don't understand that about him due to him not letting it show in most interactions. He attempts to give everyone a fair shot, however he does tend to stumble his way around explaining his points in social situations. The last major aspect of his personality is that he is unafraid to take risks.

## Childhood

The youngest child of Curtass Hunt and Alira Hunt was born in a brothel within the city of Clearhill on Ezora. While his family was rarely ever whole through during his childhood. Most of his young life was him attempting to teach himself to read in the countryside and exploring around the farm.

While most of the older children would learn skills and crafts, tensions of war would begin to rise by the time he was 12 years old The Assassination of King Jaddon Cassel would transpire causing The Kingdom of Estaria to begin sending troops out to instill a draft. Being the child who could not bring home any coin Bryce was sent to the draft and taken to Clearhill.

## Adolescence

While being trained as a soldier he was noticed by Carn Bigglestone, who noticed his potential from the recent group of drafted recruits. He was taken from the normal army and began undergoing training with The Brotherhood of Mist.

## War of Ezora

Once war broke out across the continent of Ezora, Bryce was sent into territory in the lands of The Kingdom of Athein. While he spent most of his time scouting and bringing back tactical information. He would witness the invasion of the Nost during the final moments of the War of Ezora barely escaping with his life.
CADAVER COLLECTOR

Image credit WOTC

### Special Notes

Damage Immunities necrotic, poison, psychic; bludgeoning,piercing, and slashing from nonmagical attacks that aren'tadamantine

## CADAVER COLLECTOR

The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.

**Sweeping the Dead.** Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle-either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor.

**Conjured Berserkers.** Corpses that accumulate on
the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.

**Constructed Nature.** A cadaver collector doesn't require air, food, drink, or sleep.
Ahkiilor Tundra

## Brief Overview

Essentially a frozen desert, the Ahkillor Tundra is a simple place with few resources. There are huge expanses where not a living creature can be seen for miles.

## Lore

The snow elves leave markers in the form of stacked stones called *inukshuk*, they point to sources of water, shelters, roads or hunting grounds.

The orcs who live in the area are difficult to trust. While there are orc tribes who work alongside the elves and humans who reside there, there are others who are violent and cruel, stamping out anyone who ventures in their territory.

## Notable Areas

There is a large rock like a massive turtle shell that stands at an angle in the centre of the tundra. The rock is positioned at an angle, and so offers shelter from the wind and snow. This area is a respected neutral ground among the tribes that reside in the area. On the full moon (weather permitting), there are markets and trade, the small local population gathering together to expand their meagre stores.

## Beasts Encountered

You will find winter wolves, arctic foxes, polar bears, and rarely, a remorhaz. The orcs are of great concern and should be treated with both respect and distace.

## Climate

The winter in the tundra is nearly eternal, with only the months of July and August bringing any warmth. The snow melts quickly, and what flora there is blooms profusely. The rest of the year, the temperature is below freezing, and the weather is unpreditcable and violent, sometimes reaching extremes of cold.
Bulette

Image owned by WOTC

## Overview

A ***bulette*** is a massive predator that terrorizes any lands it inhabits. Also called a “land shark,” it lives only to feed. Irascible and rapacious, ***bulettes*** fear no other creature, and they Attack with no regard for superior numbers or Strength.

## Lore

#### ***Underground Hunters.***

Bulettes use their powerful claws to tunnel through the earth when they hunt. Heedless of obstruction, they uproot trees, cause landslides in loose slopes, and leave sinkholes behind them. When vibrations in the soil and rock alert a bulette to Movement, it shoots to the surface, its jaws spread wide as it attacks.

#### ***Wandering Monster.***

A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing what they are. A bulette loves Halfling meat the most, and it is never happier than when chasing plump Halflings across an open field.

A bulette has no lair, but roams a hunting territory up to thirty miles wide. Its sole criterion for territory is availability of food, and when it has eaten everything in an area, a bulette moves on. These creatures often home in on humanoid settlements, terrorizing them until their panicked residents have fled, or until the bulette is slain.

All creatures shun bulettes, which treat anything that moves as food—even other predators and bulettes. Bulettes come together only to mate, resulting in a bloody act of claws and teeth that usually ends with the male’s death and consumption.

***Arcane Creation.***

 Some sages believe the bulette is the result of a mad wizard’s experiments at crossbreeding snapping turtles and armadillos, with infusions of demon ichor. Bulettes have been thought to be extinct at different times, but after years without a sighting, the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world.

## Notable Monsters

Credit: Wizards of the Coast, Monster Manual for Overview, Lore, Image
Barbed Devil

Image credit WOTC

### Special Notes

Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weaponsDamage Immunities fire, poison

## Barbed Devil (Hamatula)

Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for Objects and creatures it might claim for itself. These Fiends welcome any chance to fight when victory promises reward.

Barbed devils are known for an alertness that makes them difficult to Surprise, and they attend to their duties without boredom or distraction. They use their sharp claws as Weapons or hurl balls of flame at foes that try to flee them.
Breanne Dragonsbane

## Appearance

Breanne is a human woman standing at 5'3" with dark brown hair and green eyes. She wears a blue shirt underneath chain shirt armor. She wears a robe with eyes unblinking that gives off an erry feeling. A glaive is strapped to her back and a crossbow attached to her hip

## Personality

Breanne is a woman of few words. Everything she does and is doing is in memory of the family she lost.

## Childhood/Adolescence

Breanne, in her younger years, spent much time with her father in his shop, learning the craft and about her possible life fighting dragons. She rejected this life, until Morreal, Taker of Life, attacked the city. Her parents forced her through an escape route through Thor Lidor and she ran as far as she could before stopping in a forest outside Cortea. Exhausted and scared until a group of bounty hunters found her.

## Adulthood Prior to Discord

Breanne trained with the bounty hunters for a few years before receiving her papers for the guild. She thought hard before finally officially joining, in hope that she could find allied to help bring justice for her family.
Cambion

Image credit WOTC

### Special Notes

Damage Resistance cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks

# Cambion

> *"They crawl from their mothers’ wombs to spread corruption throughout the multiverse. What’s not to love?"* —Baba Yaga
>
>

A cambion is the offspring of a fiend (usually a Succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both Parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage.

***Born to Be Bad.*** Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in Towns and Cities, gathering gangs of humanoids and lesser devils to serve it.

***Pawns of the Mighty.*** A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer Strength and force of will.

***Spawn of Graz’zt.*** The demon lord Graz’zt is fond of procreating with humanoids who have made pacts with Fiends, and he has sired many cambions who help him sow chaos across the multiverse. These cambions are characterized by charcoal-black skin, cloven hooves, six-fingered hands, and unearthly beauty.
Aberrations

## Overview

***Aberrations*** are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind fiayers, and slaadi.

## Monsters

Aboleth

Cloaker

Balhannoth

Beholder

Berbalang

Choker

Chuul

Death Kiss

Elder Brain

Flumph

Gauth

Gazer

Gibbering Mouther

Grell

Intellect Devourer

Mind Flayer

Mind Flayer Arcanist

Mind Flayer Psion

Mindwitness

Morkoth

Neogi

Neothelid

Nothic

Otyugh

Blue Slaad

Death Slaad

Green Slaad

Gray Slaad

Red Slaad

Slaad Tadpole

Spectator

Ulitharid
Cloaker

Image credit WOTC

Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.

***Camouflaged Lurkers.*** Like a stingray, a cloaker’s body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl resemble bone clasps.

When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail whips behind it.

***Opportunistic Predators.*** When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling.

Cloakers strike quickly and consume their meals as swiftly as possible, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added defense, cloakers can create illusory duplicates of themselves.

***Haunting Moan.*** Cloakers’ thoughts are alien to other life-forms, and they communicate with one another through subsonic moans inaudible to most creatures. At higher intensities, a cloaker’s haunting moan becomes audible, evoking sensations of doom and dread in creatures that hear it.

***Cloaker Conclaves.*** Cloakers prefer isolation, but they sometimes convene with other cloakers for defense or to exchange information about new dangers, suitable hunting grounds, or developments that might affect their habitats. When this convergence is complete, the cloakers separate again.
Aliyax Scaleshot

> “I don’t know about the legends or if they are nothing but a drop of water in the sea. However I’ve seen the fabled *Bronze Deadeye*. Sitting in port one day, the former captain had a knife to a young girls neck threatening to give her another mouth to use… from what must have been a thousand yards away there was a sound like thunder crashing down before the captains head exploded like a man stepping on a grape. There he stood with that bronze death tube over one shoulder, a roar fit for a dragon crashing through the town.” - Former Pirate
>
>

## Appearance

Bronze scuffed and scared scales cover a distinguished, expressionless face. Piercing blue eyes, set nearly to the forefront of their sockets, scan across the waves for any sign of the hunt. The scales give way to a dark blue captains coat with gold trim, unbuttoned showing his scales on his chest, the coat flows past the top of his oak colored pants which fringe at his calves. Over his back sits a long bronze plated rifle, and his hips hold a pistol and a scimitar.

## Personality

Since the legends included *Aliyax*, he has always been told to be not only on the hunt for pirates but that of a worthy challenge. Stoic and scanning he stands at the bow of the Morning Star, always on the hunt his face almost having forgot how to smile, deep within those scales sits a quiet rage burning and yearning to be unleashed.

## Family

 Soshann Telder
 Belmyse Telder

## History

#### Early Life

The clan lived on a small island comprised of fishermen and hunters. Was a gifted youth with bows. He would meet Valyassa as a hatchling, they know they were scalemates almost if sharing one soul.

#### Adulthood

* The pair had their first children at 18 years old, and being twins were seen as a major anomaly and celebrated by their people.
* Year 4,941. During a hunting trip, the coastal village was raided by pirates, he returned he found his dead family in their houses, the pirates not seeing a reason to sell them killed them brutally. Full of rage *Aliyax Telder* would run to the end of their docks picking up a bow he fired an impossible shot killed the first mate. The pirate ship would turn to unleash their cannons on the unmoving Aliyax. The docks would explode shattering the bodies and wood as splinters erupted across the white sandy beaches.
* What seemed like a dream in the throw of death's embrace, a young human woman named Beylee Swyft would stand over the broken body of Aliyax. "Your rage alerted me young Dragonborn, but it was your resolve which called me Aliyax Telder. I invite you to join my crew and protect those in the same situation". His body able to move he stood and spoke "Aliyax Telder died here this day his soul shattered and died with the loss of his scalemate. I bear his face so I will be known as Aliyax Scaleshot."
Bearded Devil

Image credit WOTC

### Special Notes

Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weaponsDamage Immunities fire, poison

## Bearded Devil (Barbazu)

Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their Infernal saw-toothed glaives carve a path through their foes.

A bearded devil is humanoid in form, with pointed ears, scaly skin, a long tail, and claws that clearly show its fiendish Nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom.
Abyrimoch

Fierna and Belial rule from their palace in Abyrimoch, a city built in the caldera of an active volcano. Abyrimoch is the home of the Court of the Infernal, a circle of pit fiends who settle disputes between devils (and from time to time, the pleas of a damned soul who thinks he or she has been unfairly condemned). Abyrimoch is the strongest fortress in the middle hells, and its black towers house vast numbers of legion devils and elite cadres of barbed devils, bone devils, and war devils.
Boggle

Image credit WOTC

Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on The Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.

A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower’s house or in the caves of a Hermit.

***Irksome Pests.*** Boggles engage in petty pranks to amuse themselves, passing the time at their hosts’ expense. A boggle isn’t above breaking dishes, Hiding tools, making frightening sounds to startle cows and sour their milk, or Hiding a baby in an attic. Although a boggle’s antics might cause distress and unintentional harm, mischief—not mayhem—is usually its intent. If threatened, a boggle flees rather than stand and fight.

***Oily Excretions.*** A boggle excretes an oil from its pores and can make its oil slippery or sticky. The oil dries up and disappears an hour later.

***Twisting Space.*** A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is Invisible and disappears after a few seconds—enough time for the boggle to step, reach, or Attack through it.

***Unreliable Allies.***A boggle makes a decent servant for a strong-willed Master, and wicked creatures such as fomorians and hags sometimes shelter boggles in their lairs. Warlocks who form pacts with archfey have also been known to Command boggles, and charismatic individuals who make the right offers have enjoyed temporary alliances with these little tricksters. A bored boggle always finds some way to entertain itself.
Broken Scales Islands

## Notable Areas

#### **Settlements**

* Blessedbrook
* Mythpoint
* Windmaw

#### **Regions**

* Dilreon's Gardens
* Dragon's Maw Swamp
* Dunes Calling
* Tempest Plains
* Valley of Riches
* Eastern Windswept Pines
* Lower Windswept Pines
* Upper Windswept Pines

## Events

#### **1st Era**

**2nd Era**

**3rd Era**

**4th Era**

**5th Era**

**6th Era**

**Age of Heroes (7th Sanctus)**

**Reign of Tiamat (7th Tenebrae)**
Chauntea's Day

## Root

Rooted in the religion of Chauntea, it was heavily a holy day of blessing the lands as rebirth would be celebrated due to most places winter being long gone.

## Transition to General Holiday

The holy day would pick up steam as travel increased amongst the lands and more and more people would see this celebration and process take place in the breadbaskets of Phrelle.

## Current Practice

While still primarily practiced in more rural communities, most cities have adopted the practice of celebrating Chauntea’s Day. A day of community many people who are not farmers will assist with the land, and is celebrated as a courting day for young farmers who are ready to start their own families proposing or beginning the courting process of young women in the rural communities.
Bears of Water & Ice

## Lore

Written by Thorinar Aeramirdal in year 40 of the 6th Sanctus Era, ***Bears of Water & Ice*** is just one of the Wood Elf Author's many books. A druid who survived most of his life through the 5th Sanctus Era and the 5th Tenebrae Eras took to his later years to write down the knowledge of his journies during his twilight years.

## History

While ***Bears of Water & Ice*** never gained any real mainstream fame the book was seen as valuable by both the scholars of Oghma and the scribes of the various nature gods. This has seen the book reproduce in various temples and sold at times in various shops.

## Quotes

* "This large beast is not only quick on land, as it dives into the water to chase its prey there is little the creature without a natural affinity can do to escape the Polar Bear."
4th Tenebrae Era

The 4th Tenebrae Era came to light after the Heralds of Darkness began their assault against Heironeous and Ehlonna during the 4th Emorior. The 4th Tenebrae Era lasted for 3,417 years in which much darkness and evil was cast across the world at the hands of the Heralds, until the events of the 4th Redimere.
Bheur Hag

Image credit WOTC

Hags delight in bringing ruin and misery to the world. Malevolence is such a core part of a hag that it shapes her physical form and molds her magical powers.

Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.

A bheur hag’s skin is blue-white, like that of a person who has frozen to death. Her hair is pale white, and she is emaciated, as if she were a person who had survived winter by eating bark and leather. Her eyes are pale and surrounded by dark, bruise-colored flesh. A bheur carries a twisted gray Wooden staff, which she can ride like a flying broom and augments her magical powers.

***Cold Hearts.*** Bheur hags are attracted to selfish Actions justified by deadly cold, such as murdering a traveler for a winter coat, chopping down a dryad’s grove for firewood, and so on. These Actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding more food for the winter than he could possibly eat while others starve. Bheurs love to seed such ideas and thoughts in mortals. They use their ability to manipulate weather to batter villages with snow and freezing cold, hoping to instill despair that turns the villagers against each other.

A bheur hag loves watching unprepared people suffer and die for their mistakes during the winter. She is delighted when mortals make petty, pathetic attempts to survive, such as eating boots and leather scraps when no real food is to be found.
Awful to Behold. When a bheur hag is fully in the throes of Combat and has recently slain one of her foes, she often forgoes a direct Attack on her remaining enemies and instead takes a moment to feed on the corpse, dismembering it and tearing meat from bone. The sight of this savagery is enough to render witnesses temporarily insane.

***Covens.*** A bheur hag that is part of a coven (see the “Hag Covens” sidebar in the *Monster Manual*) has a Challenge rating of 9 (5,000 XP).

## Traits

**Graystaff Magic**: The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a *Broom of Flying*. While holding the staff, she can cast additional Spells with her Innate Spellcasting trait (these Spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.
Cania the Eighth Hell

## Brief Overview

The winding tunnels of Maladomini eventually connect to the vast, cold cavern of **Cania**. This great vault is a mountain-floored gulf several hundred miles across and dozens of miles in height, an icy kingdom shrouded in eternal night. Only a dim blue-white radiance glimmering from the mighty glaciers of the layer alleviates the darkness. In places where no  glaciers are nearby, **Cania** is lightless. Violent, howling winds that quickly overcoming all but the hardiest of creatures blow a stinging spray of ice and dust over **Cania**’s mountains and icefields.

Much like Maladomini above, **Cania** was once a realm of great cities before the rebellion of Asmodeus. Although the cities of the seventh hell have crumbled into unrecognizable ruin, the cities of **Cania** are preserved in the icy depths. Here the remnants of the ancient domain that existed before the fall of the devils still exist in the form of icy tombs, forgotten libraries, and ghost-haunted palaces. Many of the angels who refused to rebel were condemned to torment and death here, and they linger in **Cania**’s depths as undead creatures of terrible power. Even devils fear to delve too deeply into **Cania**’s depths, preferring to leave these ancient ruins alone.

## Lore

Because of this legacy of buried powers, the archdevil Mephistopheles—second in might only to Asmodeus himself—chose Cania for his own realm millennia ago.

## Notable Areas

* Mephistar
* Kintyr

## Beasts Encounter

* Bone Devil
* Cambion (Hellfire Magus)
* Ice Devil
* Legion Devil (Veteran, Legionnaire)
* Storm Devil
* War Devil
Aksel Wagemueller

Class: Fighter

Race: Human

Age: 52

Height: 6'2"

Weight: 210

Background

Aksel Wagemueller comes from a moderately successful farming family, but upon coming of age joined the military, where he served without much distinction before returning to the area in which he was raised to serve as a gendarme for several years, after which he decided to use his experience to go into the field of private security before retiring altogether to a larger town near his birthplace and opening a small tobacconist's shop. Aksel is a widower, with 2 grown sons that have left to make something of themselves abroad, one as a merchant mariner and one as a soldier. He is now forced into coming out of retirement because his nephew, who runs the family farm, and his nephew's wife suddenly passed away due to an illness, leaving Aksel to fend for their many children, which cannot be done on his savings and meager income alone.

Physical Description

Aksel is an older man of above average height and heavy build, and it's visually obvious that when he was a younger man he was in fairly good shape but is past his prime. He has closely cropped blonde hair, a short beard, and blue eyes. He typically prefers to wear simple clothing in muted, low key, colors such as grey, brown, green, or blue, and is rarely seen without his favorite jacket, a well worn dark grey item with capacious pockets that has served him well over many years; this is worn under plain, practical armor. Most of his gear is that which he has used as a soldier, sturdy if not somewhat old fashioned.

Personality

Aksel is quite stubborn and fairly quiet, without being brooding, but decently friendly once one gets to know him and very kind to children. He is maybe a bit more comfortable with violence than one should expect, due to his career and prior experiences, yet doesn't seek out danger or take undue risks; that being said he is perfectly fine with being as brutal as necessary to protect his family and secure their future well being. He is known to be blunt but has no real issues being tactful or even flat out untruthful if need be. Despite being a lawman for part of his career, bending or breaking the law does not bother him unless it's done needlessly or for very dubious purposes. Aksel is not a fan of red tape, bureaucracy, or the crowdedness and noise of city life. He finds joy in the wilderness, small town life, his pipe, local beer, and his ever growing collection of books, and would like to get back to enjoying these things as a retiree as quickly as he can.
Acquired Goods

## Brief Description

#### **False Front**

The Acquired Goods shop is right on the docks in the Eastern Coast section of the docks. The building is made up of driftwood, and the wall closest to the water is covered with barnacles. On top of the building sits the bow of the merchant ship, a sign hanging from the bowsprit has a chibi sailor mascot with the words "You crate it we ship it" on it. If you look at the right angle and can read thieves cant it says "Safe Harbour". The figurehead is a mermaid which resembles Soul3ater and the name of the ship is S.S. Soulless.

Inside the false front of the shop, it resembles a shipping company. Tables are put together using planks and barrels, the main counter has a ships wheel attached to the counter.  The roof is covered with fishing net and in there is a massive swordfish (there is a hidden sword in the sword part). At night the shop is lit by a number of hooded lanterns which hang from the net. Behind the counter is a sign with prices however if you read thieves cant the sign says "Everything is legal when the guards aren't around". The floor has a massive cannon, however, the corner chairs and the cannon are ways down to the real shop.

#### **Real Shop**

The Aft of the S.S. Soulless is where the real shops and stalls of Acquired Goods sit. The Ship is below the water encased in some sort of permanent wall of force spell which allows you to see out into the water, with a hallucinatory terrain spell cast on the area. Occasionally a shark might swim and slam into the wall of force. On the Deck of the ship sits a small tavern which most of the information trading takes place known as "Down We Go".

The Cargo hold of the ship has multiple small rogue shops which are connected by scaffolding. The floor of the cargo hold is generally used for games of chance or fights during the day and turns into spots for sleeping at times if you can't obtain one of the hammocks which hang down.

## Staff

* Salty Pete
* Jayna Merlowe
* Smokey
* Nightshade
* T'Chala

## Miscellaneous Information

Sections of the Rogue Guild

* False Front
* Down we Go (Tavern)
* The Broken Tool (Locksmith)
* For those with bad aim (Poisoner)
* Wakanda (Fence)
Astral Dreadnought

Image credit WOTC

ASTRAL DREADNOUGHT

Enormous and terrifying monstrosities known as astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. They have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter.

As big as an ancient red dragon and covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in razor-sharp pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine, armored tail trails off into the silvery void.

An astral dreadnought lives a solitary existence. On the rare occasion when two dreadnoughts meet, they typically fight until one tires of the conflict and departs. Some mighty villains have enslaved astral dreadnoughts and used them to terrifying effect.

**Ant/magic Eye**. Astral sailors claim that insanity awaits anyone who gazes into the eye of an astral dreadnought. What one sees reflected in that starry void is the sudden, terrifying realization of one's own mortality. Spellcasters have cause to fear the eye more than others, since it emits a continuous antimagic field. The dreadnought can shut off the effect by simply closing its eye, though it seldom has reason to do so.

**Astral Predator.** A remorseless, indiscriminate hunter, an astral dreadnought employs terrifying, if unimaginative, tactics. It uses its teeth and claws to tear apart its prey. Instinctively aware of how dangerous spellcasters can be, it maneuvers to keep as many opponents as possible within its antimagic gaze.

An astral dreadnought doesn't have a gullet or a digestive system. Anything it swallows is deposited in a unique demiplane- an enclosed space that contains eons worth of detritus, as well as the remains of dead planar travelers. The place has gravity and breathable air, and organic matter decays there. Although escape from the demiplane is possible with the aid of magic, most creatures arrive here only after they have died. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. An astral dreadnought doesn't communicate. It simply consumes any prey it finds, then continues its silent patrol. It can't leave the Astral Plane, nor would it want to.

**Titans of the Chained God**. Tharizdun, the Chained God, created astral dreadnoughts to devour planar travelers who were seeking portals that lead from the Astral Plane to the Outer Planes portals they might use to gaze upon their gods or realize some dream of godhood. Astral dreadnoughts don't procreate, so their population can't grow. Even though githyanki and other astral voyagers hunt the creatures, they rarely see any success, and the dreadnoughts aren't in danger of becoming extinct anytime soon.

**Titanic Nature**. Although it eats and sleeps if it so
desires, an astral dreadnought doesn't require air, food,
drink, or sleep.