recursal/Fanatic-Fandom huggingface dataset:
The Golden Dunes of Arkoria

## Background

The Arkorian Dunes are said to have once been allied to the Celestial Trinity, a demiplane built along the border of the Elemental Plane. The Celestial Trinity had hoped that Arkoria would be a home for the celestials that followed them from the Golden City of Valastia, however, its proximity to the chaos of the Elemental Plane made it a volatile creation. Because of this volatility, they chose to abandon the plane and would eventually move on to inhabit the plane of Elysium.

In their absence they left behind a group of powerful celestial beings to oversee the plane, following the Astral Fracture, the boundary between Arkoria and the Elemental Plane continued to grow weaker allowing more of the elemental chaos’ essence to seep into the demiplane. As a consequence of this, the demiplane began to grow larger, its characteristics shifting to more closely resemble those of the Elemental Plane.

The growing elemental influence on Arkoria, gave life to strange new types of elemental beings known as genies. Born from a melding between the spirits of celestial beings and the primordial matter of the elemental plane, they possessed innate magical abilities that were usually tied to a specific element. The more powerful genies who came to be known as Noble Genies, also possessed the ability to grant wishes, an ability that is greatly coveted by mortals.

While the different subraces of genies came to be the most populous race in Arkoria, the celestial beings left behind by the Celestial Trinity still came to see them as their charges. Because of this, they took a more direct role in the leadership of the plane, left to their own devices by their old celestial masters, the Golden Suns as they came to be known, ascended to form a pantheon of minor deities, solidifying their grasp over Arkoria, and expanding into the mortal plane of Penastria.

Arkoria is described as being a massive desert, its sand made of pure gold. The dune sea that makes up the plane is dotted with oases that provide some comfort from the scorching heat. In addition to this a massive river runs through the entirety of the plane, along which are built various settlements and temples governed by the Golden Suns. The chaotic influence of the elemental plane has led to the desert being home to many dangerous beasts and savage elementals that make travel within the desert a difficult proposition for the unprepared.

## The Golden Suns

The golden suns are a pantheon of divine beings that are most commonly revered within the Free Cities of Norvosh. During the eternal ritual all of the Golden Suns, save for Hazoret were defeated and subsequently enslaved by the Undying King. And although they were freed from their enslavement by the Heroes of Ankararam, they have not returned to Arkoria and Hazoret herself has disappeared. However, they are still heavily worshipped by the people of Norvosh who undergo trials in order to earn their divine favour.
Murzukk Skull-Splitter

## Description

*Murzukk was a bulky orcish individual with dark green skin, covered with a variety of vicious scars from the dozens of battles that he had taken part in. His hair was arranged in a series of dreadlocks which bound into a knot at the back. He was missing his left eye, replaced by the scarred flesh that he usually covered with a patch.*

## Summary

Murzukk and Bric share a long and storied history, during his time at Tytos' Crossing, Bric found Murzukk to be a sort of father figure, urging Bric to hone his fighting skills all the while exercising self-control so as not to give in to his rage. Murzukk coached Bric and pushed him to take part in the underground fist-fights that were prevalent in the region, and while Murzukk did make a large amount of money from Bric's matches, he did genuinely care for him.

After years working together, Murzukk would leave, explaining that some old associates required his assistance dealing with a group of bandits and mages, although promising Bric that he would return. Bric would once again encounter Murzukk years later, after the incident at the crossing that would put the the former on a path of vengeance against the denizens of the Abyss. Now having re-joined the Desolate Order, Murzukk offered Bric a place amongst them, an offer which Bric immediately accepted.

As a hellknight centurion, Murzukk led the expeditionary force into the Abyss, and during his short time there would show a softer side, a side that genuinely cared for those around him both when discovering Fion's disability and especially when Bric disappeared. Bric's disappearance especially showed how much the centurion cared for him, as he confided in Fion that he blamed himself for this and he was genuinely worried for him.

Murzukk would meet his demise in a demonic arena where the expeditionary force faced off against the Master of Cruelties. The demonic champion, cut down the centurion in the hopes of causing as much pain to Bric as possible, relishing in the pain it caused him and adding yet another hellknight to his tally.
Chulz

## **Description**

*Standing at well over 6ft in height with captivating silver scales as the light of the sun reflects off of them, Chulz is a broad and rather intimidating individual. His face, indicative of his draconic lineage is decorated with deep blue eyes and a spiked jaw. He is clad in a worn chain hauberk decorated by various archaic symbols from his homeland. Strapped to his back is a round oaken shield and a curved longsword hangs from his hips.*

## Items

* Amulet of Proof against Detection and Location (formerly)
* Helm of Comprehending Languages (formerly)
* The Dragon Slayer (formerly)
* Revenant's Bond
The Prime Material Plane

The Prime Material Plane is the central component of the great wheel cosmology, and is made up of Penastria, the Ethereal Plane, and the Elemental Planes. The mortal plane of Penastria lies in the very centre of this arrangement, and around it one finds the Border Ethereal. The Ethereal Plane then permeates outwards through the different elemental planes by using the Deep Ethereal. The Deep Ethereal then gives way into the Astral Sea, where the webway allows the flow of the weave to be linked to the Outer Planes of Existence.
Vannion

## Description

*Vannion is a relatively young looking elf with pale white skin and a surprisingly slender build. He has soft facial features, curly silver hair and light blue eyes. He is typically seen clad in his elven plate and wearing a cloak made from the pelt of a white lion.*

## Summary

The party first encountered Vannion during their visit to Atheluin, after learning of the demonic attack against Athelburg they were directed to Vannion by Beranabus who explained that as the Elven War Leader, Vannion would be their best bet to hopefully secure help for the defenders.

Heading to the elven capital, the party was greeted by Vannion who surprisingly enough seemed to understand and empathize with their situation. After a short back and forth, they came to an agreement, and while Vannion could not redirect the entirety of the elven army to fight in Athelburg he would be able to use the elven stag knights. The party would have to aid the defenders until their arrival, which the party agreed to.

The party would later meet Vannion again after they broke the siege of Athelburg, where Vannion distributed some magic items amongst them. After seeing the map that Elise had found within the warlord's camp, Beranabus discerned that the areas marked were possibly other war camps however, he also noted that some were dragon burial sites which had been set up by the Draconic Empire. While the party ventured into the Abyss, Vannion chose to lead a detachment of stag knights to investigate the nearest burial sites in order to unearth what the demonic forces were trying to accomplish.
Kraft Brandt

## Description

*Kraft was an elderly individual with greying skin that seemed to indicate some form of sickness, an assumption that was further reinforced by his scrawny appearance and bloodshot eyes. His grey skin was also covered in various liver spots and his rugged beard was speckled with flecks of dried skin.*

## Summary

The party first met Kraft on the 13th of Hisimer, during the first day of their investigation, the court wizard had investigated some of the aether found within the remains of the guild hall. He worked alongside Thomas in order to help investigate the properties of aether, however, when questioned further Khetakar noticed that he knew more than he was letting on.

 Reyna later approached the wizard regarding the potential of her illegally learning magic, something that seemed to catch the wizard off guard. This led to him kicking her out, wanting nothing to do with anything illegal. Later as they were making their way through the town, the party noticed the court wizard slinking throug the streets, trying his best to be as anonymous as possible. Rojer quietly followed him and noticed that he entered a rundown house through one of the side-doors.

 During their venture into Krom's estate, the party found a note written by Vincent which detailed a transaction that he had with Kraft. The transaction involved information regarding demons and notes on summoning them.  After reporting back to Sebastian with their findings, Reyna's pet pseudodragon, Ievres, followed the wizard through the keep in order to monitor his goings. Here she confirmed the party's suspicions as Ievres heard a conversation he had with an individual (whom the party surmised to be the lord of Vendermunde), the conversation was about the summoning of demons although the wizard was apprehensive of attempting anything.

 Upon their return to Vendermunde, the party recognised that it seemed as if Lord Sigmund was moving forward with his plan to summon a demon. At the behest of Sebastian, the party proceeded to interrupt the ritual that was being held in one of the keep's lower chambers. Inadvertently unleashing the shadow demon, Kraft attempted to escape through one of the castle's hidden passages. He almost succeeded in doing so but was ambushed by the weakened demon that possessed him. His disguise almost fooled the party but by blind luck, Reyna stabbed Kraft, ultimately putting an end to the ruse and killing the wizard.

 The party would later encounter a revenant of the wizard during their venture into Lauronne, where the demonic revenant of Vincent Krom approached the party with an offer from his master. Upon questioning him as to why he had been sent, an apparition of Kraft appeared in the darkness, revealing that the chaos weaver could utilise them to suit his needs.
Leonard Hale (Fear)

## Killed Victims

* Bob Feldman *(Caused)*
* Reggie
* Ronan *(Caused, Zombified)*
* Kurtis Locke *(Zombified)*
* Wanda *(Out of Mercy)*
* Chavez
* Gael *(Before Reanimation)*
* Darrell Monroe
* Flint Markus *(Alive)*
* Bowen *(Alive)*
* Oggy
* Jiro *(Before Reanimation)*
* JoJo
* Kobe
* Alex Weston *(Caused)*
* Butch *(Alive)*
* Garrett Sturgis
* Geoff
* Murphy *(Indirectly Caused)*
* Miche
* Albert
* Gareth Weston
* Kirishima *(Caused)*
* Jesse Kipper *(Zombified)*
* Joel Kipper *(Zombified)*
* Levante
* Rachel *(Zombified)*
* Akiro
* Proctor One
* Proctor Three
* Wilde *(Indirectly Caused)*
* Walter
* Pete Parker
* Carter *(Before Reanimation)*
* Sturgess *(Before Reanimation)*
* Egerton *(Zombified)*
* Markus *(Zombified)*
* Dorie *(Zombified)*
* Oscar
* Sawyer Goldman] *(Zombified)*
* Morales
* Miller
* Preston
* Simon *(Alive)*
* Reilly
* Yago *(Caused; Before Reanimation)*
* Dwight
* Maximiliano *(Alive)*
* Norris *(Zombified)*
* Kathy *(Zombified)*
* Truman Horvath
Helmut Weindorf

## Description

*A towering humanoid who holds himself in a very regal posture that reinforces his already very authoritative presence. He has sharp, angular features and cold brown eyes, his expression unreadable. He is balding but has straw coloured hair that is cut short.*

## Summary

Initially the party had heard very few details regarding the count, learning that he is a stern individual that had enjoyed a youth of adventure and travel. His experiences had taught him much and had a direct influence on his no nonsense attitude. In addition, the party also learned that he had led the party that had infiltrated the Dreadfort and had successfully defeated the Shadow Sorcerer.

Upon their return from the mines of Voralsdum, the party was tasked by Sebastian to stop whatever Sigmund was doing, being provided by the a signed letter from the count, granting them permission to stop his cousin. They first met the Helmut after defeating the demon, when Sigmund attempted to shift the blame onto them, however, thanks to the evidence provided by Thomas, Helmut learnt of his cousin's treachery and executed him on the spot. Helmut then requested the party's presence claiming that he had a more lucrative job offer planned.

The party would later take him up on his invitation, meeting with the count in the castle's main hall. Upon meeting him, they immediately realised that he was well-informed about them, especially Thomas. After dealing with their payment for the services rendered thus far, he offered them a job that would be far more dangerous than their previous one. They would be tasked with infiltrating the rebellion in Parascent, and finding some way to deal with the leadership so that the rebels would capitulate. The party would have till the 5th of Narvinyer 1954, at which the count would arrive with his army and deal with the insurgents himself.

In exchange he offered each of the party a favour, he offered Rojer and Okeanos one of his own ships, a Sloop that he had in Freyen. Chulz requested that in exchange for his service, Helmut would use his extensive network of spies to locate the dragonborn's estranged father, to which Helmut accepted, claiming that if Chulz's father was within the borders of the empire he would find out. Thomas requested information regarding his family's whereabout as well as information on whoever might be trying to usurp the gangs of the Midden. Reyna did not request anything, claiming that she would decide something in the future, to which the count complied.

After their meeting, Thomas spoke to the count privately, learning that his family was currently being held in a safehouse, although Helmut did not know their exact location. Helmut also revealed that he believed that Thomas had been framed, revealing that he knows more about the goblin's predicament than he appeared to let on.
Fion Winddancer

## Description

*Fion is a tall but thin elf with tanned skin. He is gracious and calm in his movements and his facial expressions bely a serene calmness. He has long, well kept platinum gold hair, and an equally long well kept beard to match. He dresses in off whites and grays, mostly leather but also cloth and linen. The most remarkable thing about Fion however, is his eyes, which are deep set, innocent and made of stars.*

## Items

* Cloak of Protection (formerly)
* Earring of Message (formerly)
* Jewel of the Astromancer (Awakened) (formerly)
* Mosshide Troll Belt (formerly)
* Laeveris, The Wave Splitter
* White Chromatic Rose (formerly)
Tabaxi

## Background

The Tabaxi are a race of feline humanoids that are natives of Norvosh. They are traditionally a nomadic people with many of them tending to be travellers, they seek treasures, artifacts and adventure rarely staying one place for too long. However, they are fickle creatures, quick to lose interest and trading one obsession for another on a whim. And while most Tabaxi prefer a peaceful resolution, they should never be taken lightly in the midst of combat.

## Properties

* **Average Lifespan.** 80 to 100 years.
* **Size.** Medium.
* **Ability Score Increase.** Your Dexterity score increases by 2 and your Charisma score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
* **Cat's Talent.** You have proficiency in the Perception and Stealth skills.
* **Feline Agility.** Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
* **Cat's Claws.** Because of your claws, you have a climbing speed equal to your walking speed. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
Flavius

## Description

*A copper dragonborn with sapphire eyes and garbed in mages' robes. Strapped to his hip is a small pouch filled with spellcasting components. Compared to Brutus, he is far skinnier, his physique resembling that of Draconbloods save for one defining trait, he lacks a tail.*

## Summary

The party encountered Flavius during their journey into Voralsdum where they met him alongside Brutus. The latter had succumbed to the madness that permeated that place, and Flavius was attempting to calm him down. Before they could teleport away, the party ambushed them as Thomas blew off Flavius' hand. During the fight, Flavius attempted to convince the party to spare Brutus to no avail at which point he cast a fireball which instantly killed Thomas. As the fight wore on however, it was clear that the party held the upper hand but before the final blow could be struck he managed to grab Brutus' amulet and the two of them teleported away.

The party would later note a dragonborn who very much resembled Flavius whilst scrying on the dragonborn survivors that were transported to Azeir. They currently believe that he may know the location of the two Hearts of Dunam that the Silver Host had collected.
The Web of Lies

## Background

The Web of Lies is a smaller plane of existence that is home to the Endless Weaver. It is described as being a plane filled with dark chasms and rocky gorges, the desolate landscape is filled with pits and craters, along which one finds innumerable petrified spiders covered in webs. During the day, a red sun illuminates the plane while eight bright red stars can be seen in the night sky.

The Weaver’s palace is said to lie deep beneath the surface of the plane and is described as being a massive palace made of crystalline webs within which are cocooned the souls of those sacrificed to her. The primary inhabitants of the weaver’s plane are those who have sworn their soul into her service, most of whom tend to be the drow.

As the patron deity of the drow, the majority of the dark elves willingly sell their souls and sacrifice the souls of many slaves to it in exchange for its favour. Those who served the spider queen faithfully in life are reborn in its plane, taking on the form of monstrous spiders or shadow elves. These beings are eternally bound to the weaver, forever to destined to act as its agents throughout the planes.
Chuck Ogle

46 Jahre, Wohnhaft in London

Wohlhabend, Kränklich

Nach seinem Dienst in der Schlacht an der Somme mussten ihm beide Beine Amputiert werden. Seither ist er auf den Rollstuhl angewiesen.

Matilda von Löffelholz, Herbert Lothar Schmauser, Elisabeth Irrler und Harry Bunsen lernen ihn auf seiner Party kennen, wo er sich plötzlich unerwartet in ein Monster verwandelt, nachdem er von einer neuartigen Behandlungsmethode der Gebrüder Anak berichtet und sie attackiert. Im Laufe des Kampfes gelingt es ihm zu fliehen. Später wird er von Grace Hallow, Edward Crowlington und Alfie Solomons getötet.
Tyshana

### History:

Tyshana is a famous Silvaneth Handmaiden of the Lunar Queen, Sarastra. The first handmaiden, she served the Lunar queen both as a concubine as well as a bodyguard.

She died defending the Queen from one of Voluthruud’s poisoned arrows. She was put in stasis inside the glaive and channels her power through so that she may serve the Lunar Queen through its wielders and remain alive as well. She has served many handmaidens and followers of the Lunar Queen, before finally being lost in the Beastmen-Athel Loren Wars. It was recovered by Archmeunder Spirez, an antiquarian, who then sold it to Fenlaros for a prodigious amount of gold. Eventually, it fell into the hands of Arranis, and later on Elyria.

The relationship between Elyria and Tyshana was always sour. The latter has a unforgiving and petulant attitude mixed with anger at not being at her homeland. Elyria last saw the Glaive in the Fortress of Wissenland, but saw Elyria later on in a dream, while in the Feywild, where she handed Elyria a silver crescent moon amulet.

#### Description:

Last Elyria saw her, Tyshana was dressed in a long fur cloak and armour made from bark and leaves. Lunar light flowed through her body.
Armoury

## Light Armour

Light armour is generally made of thinner and lighter materials, favouring flexibility and agility to offer some protection without sacrificing mobility. When wearing light armour, the player's Dexterity modifier is added to the Armour Class listed in the table below.

## Medium Armour

Medium armour generally uses bulkier material to offer more protection than lighter armour, at the cost of impaired agility. When wearing medium armour, the player's Dexterity modifier (up to a maximum of +2) is added to the Armour Class listed in the table below.

## Heavy Armour

Heavy armour is explicitly created to offer the best possible protection to its wearer, designed to stop a wide range of attacks. The trade-off is a reduced mobility and less opportunity for agile manoeuvres, due to the dramatically increased weight of materials. When wearing heavy armour, no modifiers are added to the Armour Class listed in the table below.

## Shields

Shields provide an additional Armour Class bonus to the wielder (listed in the table below), and can be equipped on top of armour. A player can only benefit from one shield at a time. Note that the availability of certain shield types is limited by region, and will adjust in pricing and outright ability to purchase accordingly.

* ***Off-Hand.*** A shield with the "Off-Hand" property allows the wielder to use a bonus action before or after an Attack action to make an additional attack with the shield that deals the damage listed in the property description. This attack has a range of 5 feet, and cannot be used while Mounted.
* ***Bowman.*** A shield with the "Bowman" property can be worn while wielding a bow. This feature is not applicable while wielding two-handed crossbows or two-handed firearms.
* ***Formation.*** A shield with the "Formation" property gains a +1 Bonus to AC when wielded within 5 feet of another shield of the same type.
* ***Planted.*** A shield with the "Planted" property can be planted into the ground as an action. While planted, it provides half-cover in the direction it is facing, and the wielder has both hands free, but only gains the benefit of the shield when standing behind it within 5 ft. It can be retrieved as an action.
Warforged

## Background

Warforged are humanoid constructs that were constructed long ago by the Vedalken scientists of Zenria, the warforged were intended to serve as little more than a labour force and soldiery for the technocracy. In time however, the machines rebelled against their creators and established their own nation across the mountains along the vestrian coast, where many of their kind now live in equality.

## Properties

* **Average Lifespan.** Unknown
* **Size.** Medium.
* **Ability Score Increase.** Your Constitution score increases by 2 and one other ability score of your choice increase by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Specialized Design.** You gain one skill proficiency and one tool proficiency of your choice.
* **Constructed Resilience.** You were created to have remarkable fortitude, represented by the following benefits:
	+ You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
	+ You don't need to eat, drink, or breathe.
	+ You are immune to disease.
	+ You don't need to sleep, and magic can't put you to sleep.
* **Sentry's Rest.** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
* **Integrated Protection.** Your body has built-in defensive layers, which can be enhanced with armour:
	+ You gain a +1 bonus to Armour Class.
	+ You can don only armour with which you have proficiency. To don armour other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armour. To doff armour, you must spend 1 hour removing it.
	+ You can rest while donning or doffing armour in this way.
	+ While you live, the armour incorporated into your body can't be removed against your will.
* **Self Repair.** You know the *mending* spell, and can cast it on yourself without components. If the *mending* spell is cast on you, you can expend a Hit Die to regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). You can cast *mending* on yourself in this way while unconscious, but this requires expending 2 Hit Die while only gaining hit points from 1 of them.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
The Storm Lord

## Kord, The Storm Lord

Unlike traditional depictions of the elemental lords, Kord is depicted as a massive serpent whose body is comprised of a raging storm. Unlike other elemental primordials, Kord does not embody a specific element but rather is a combination of air and water to become the embodiment of the storms. Those who follow Kord, are said to embody the chaotic nature of the storm, with many embracing freedom as a core concept similar to those that follow Akadi.

He is the youngest of the elemental lords, having formed in the aftermath of the Astral Fracture, his storm beginning along the borders of the Planes of Air and Water. His realm is referred to as the Everstorm and is a raging maelstrom that is slowly expanding into the bordering elemental planes. Due to the fact that the Everstorm is constantly expanding outwards, many theorize that it may in time grow to engulf the Elemental Plane, potentially ousting the other Elemental Lords.

The Storm Lord was a key player in thwarting the Eternal Ritual where he imbued his mortal champion, the Living Storm, Kaji am' Shanvah with his primal power. He and the other heroes of Ankararam successfully defeated the Undying King and thwarted his plot to usher in an age of undeath in Penastria.
Rojer Gills

## Description

*Rojer was a young man in his mid-twenties with heavily tanned skin and long black hair that was loosely tied behind his head in a pony tail. He had a long scar that started just under his left eye and ran down across his mouth, all the way to the right side of his chin which gave him this constant appearance of having a lopsided smirk. He had an assortment of jewellery and piercings along his ears, nose and eyebrows. He had slitted eyes that were heterochromatic with one of them being green and the other gold. He was garbed in loose fitting clothing and had a silver chain dangling from his neck. Along his neck, one could see what seemed to be a rash that had a scaly texture.*
Cosmology

## The Great Wheel Cosmology

Cosmology is a branch of study that is centred around understanding the universe through the study of different planes of existence, focusing on their history, layouts, and arrangement within the cosmological model. The Great Wheel cosmological model is the most commonly used model for describing the arrangement of planes within the known cosmos. The Great Wheel is made up of the Material Plane in the centre, and the Outer Planes arranged in a circle around it, their arrangement predominantly shaped through the polar forces of Order and Chaos. In the traditional description, the planes where law dominates are usually placed top, with the planes growing more chaotic the further down one goes.

The model does not account for the existence of lesser demiplanes, instead focusing on the planes inhabited by known extra planar powers. The great wheel is enclosed by a layer which usually denotes the plane of Maelstrom. This layer separates the known cosmology from the Great Beyond.

## The Planar Webway

The space in between the different planes is referred to as the Astral Sea, which is described as being a void that siphons arcana and prevents any permeation of the weave. The different planes are however connected through the webway which is described as being a series of pathways between different planes of existence that allows the passage of the weave between these different planes and allows for travel through the use of Planar Gates.

These Planar Gates are ancient structures that are found in many different planes of existence, theorized to have been constructed by the ancient axiomites, these gates allow for the easy passage between different planes. After the Astral Fracture, many of these gates were abandoned, their functionality diminished. When utilizing a planar gate for travel, one does not realize that they are travelling through the webway, as transport is instantaneous. Because of this and the general lack of functional planar gates, descriptions of the webway are sparse, although those few who have entered it describe it to be a long maze-like corridor made of clear glass through which one can glimpse the void of the astral sea.

## The Planes of Existence

The planes of existence are various worlds or domains that are found within the wheel, descriptions of these planes vary, however the concepts of order and chaos are core aspects of these planes with the majority of them being bound to one aspect or the other. There are three major divisions when it comes to describing the different planes. The Prime Material Plane, the Outer Planes, and the Anomalous Planes.

The Prime Material Plane is what makes up the centre of the Great Wheel, and is made up of Penastria in the centre, surrounded immediately by the Ethereal Plane and the Elemental Plane. The Ethereal then links into the Outer Planes through the webway. In between the different planes, one finds the Astral Sea and beyond them one finds the Maelstrom which are considered to be the Anomalous Planes.
Yuan-Ti Purebloods

## Background

The Yuan-Ti are a race of monstrous creatures with serpent-like forms. Once the proud rulers of the serpent Empire of the Sun, the Yuan-Ti are the result of an ancient pact with deity known as the Serpent Empress. They are said to have once been humans who were transformed into more snakelike beings through fell rituals in what was perceived to be a form of ascension. Because of this the more snakelike a Yuan-Ti, the higher in regard that individual is held within their society. Purebloods are the most numerous in Yuan-Ti culture and the most human-like. In Yuan-Ti society, purebloods are treated fairly although their needs are seen as secondary when compared to those of more blessed Yuan-Ti. The more traditional Yuan-Ti are a cold and calculating race and all Yuan-Ti seek one thing, to increase their standing within their society and gain the favour of the Serpent Empress.

Yuan-Ti can also be found within the Free Cities of Norvosh where they are well adjusted into Norvoshi culture, and many have severed their ties with the Serpent Empress. The serpent empire's decline has also allowed some of its more distant holdings to gain a high degree of independence, this would eventually lead to the formation of the Arzan Brood along the eastern coasts of the Bronze Sea. The Yuan-Ti from this location are more closely tied to necromancy, and thanks to their pacts with Rakshasa they have found new and innovative ways to utilize the school of magic.

## Properties

* **Average Lifespan.** 80 to 100 years.
* **Size.** Medium.
* **Ability Score Increase.** Your Charisma score increases by 2, and your Intelligence score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
* **Magic Resistance.** You have advantage on saving throws against spells and other magical effects.
* **Poison Immunity.** You are immune to poison damage and the poisoned condition.
* **Serpentine Spellcasting.** You know the *poison spray* cantrip. You can cast *animal friendship* an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast *suggestion* with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
A'vel

## Description

A'vel has long silvery hair cascading from robes of blue, with his face half skeletal, half eerily silvaneth beauty.

## History

A'vel was the master of the Fortress of Wissenland. He managed to keep his domain free from intruders for a great length of time, and as a lich held a fondness for knowledge in all its forms. Every now and then, he abducted individuals who peaked his interest, using a special teleportation device that shot a pillar of white blue light up into the heavens, visible from miles around. In the fortress he held captive a menagerie of creatures, from fiends to aboleths, and eventually abducted Fenlaros, Zefher, Da'ario, Elyria & Trygve.

Later on, he would gift Zefher his awakened spellbook, trusting him to safeguard knowledge from entities that would hoard it only for themselves.
The Ethereal Plane

The Ethereal Plane is a plane that borders Penastria, it is said to be composed from the excess arcana that is brought by the weave from the Outer Planes. It is divided into two distinct areas, the Border Ethereal and the Deep Ethereal.

The Border Ethereal is the section of the plane that is directly bordering Penastria and is a spectral mirror image of Penastria. The deeper one delves into the Ethereal Plane however, the less of a projection it becomes, as one enters the Deep Ethereal which is described as being a dense mass of arcana.

Many theorize that the liquid known as Aether and solid Felsite may in fact be deposits that form from this dense arcana in areas where the veil between the Ethereal Plane and Penastria is at its weakest. As of now there are two known areas, these being the Mourning Peaks and Zenria.
Null

## Description

*Null was a slender individual who had light grey skin and silvery white hair, her eyes were a milky white and werre constantly shifting from the left to the right. She was an extremely energetic individual who could barely contain her excitement at the thought of murder and was known as an exceptionally efficient mistress of cruelty.*
Reginald

## Description

*A large ogre wearing a bloodstained apron, he is a fair bit more muscular than his brethren and stands a fair bit taller. He is also a fair bit gruffer and seems to constantly have this air of annoyance about him.*

## Summary

The party encountered the ogre and his brethren along their journey eastwards towards Altenberg. Expecting a fight, they were initially on edge but attempted to parley. They were surprised to find that these ogres were smarter than they expected and a fair bit friendlier as they invited the party to sit by their fire. Reginald seemed to be hard at work chopping up various gnolls in smaller bits, some of which he chucked into the stew, others he placed in a cart. He was the least talkative of the ogres, rarely speaking and mostly doing so to reprimand Stewart.
Barb-Tail

## Description

*Far more regal in his bearing than the other kobolds, he is garbed in robes that are reminiscent of Khetakar's shamanistic robes. He has white scales and a long snout that is slightly crooked at the end. He wields an ashenwood staff and wears a horned headdress with furs running down his back.*

## Summary

The party first encountered the white scaled kobold, after the party had been ambushed by cultists and kobolds in the dead of night. Seemingly acting as their leader, he served a figure known as the Silver Tyrant whom he zealously followed. When Thomas followed one the cultists into the sewers beneath Vendermunde, he noted that Barb-Tail was some sort of mage, although he had no idea of what power he possessed, noting that he was at least using a silver necklace to teleport.

Following their first encounter, the party heard more references to Barb-Tail from his other associates such as various kobolds that they encountered, as well as Vincent Krom. The evidence seemed to be pointing towards the mining village of Voralsdum, where apparently Barb-Tail sought some artifact deep within. The party followed this lead, and after losing Thomas during an encounter with Brutus and Flavius, at long last met with Barb-Tail. The mage seemed to be in the midst of a ritual as he bargained with the party to let him finish, and in exchange he would use the power of the artifact to resurrect Thomas. Whilst apprehensive at first, the party accepted his offer and after the ritual was completed Barb-Tail began working on resurrecting Thomas. At the end, the kobold, true to his word resurrected the goblin and used his necklace to escape the mines.

The party would later encounter Barb-Tail during their descent into the depths beneath the Temple of the Undying King, where Barb-Tail descended ahead of the party in the hopes of uncovering the secrets before them. However, the party would later form a tenuous alliance with Barb-Tail when the former had unwittingly unleashed a Glabrezu. Barb-Tail would however, lose his life during the fight against the Glabrezu.
Goblins

## Background

Goblins are a race of diminutive creatures with a slender build whose skin tends to be in different shades of green. Goblins have suffered much throughout the ages, but have also exhibited exceptional cruelty. For centuries, the greenskins were seen as nothing more than a savage race of warmongers, a view that has however, changed significantly in the past centuries. This is mostly thanks to the actions of the Heroes of Ankararam, and due to this greenskins have come to be cautiously accepted throughout the world, although many greenskins still follow the old ways, and choose to assault neighbouring settlements.

## Properties

* **Average Lifespan.** 50 to 60 years.
* **Size.** Small.
* **Ability Score Increases.** Your Dexterity score increases by 2, and your Constitution score Increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness only as shades of grey.
* **Fury of the Small.** When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
* **Nimble Escape.** You can take the Disengage or Hide action as a bonus action on each of your turns.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
Garm, The Spiteful

## Description

*A minotaur that was old and frail, his muscles seemingly having atrophied such that he required help to stand on its own. A large scar ran across the side of his ruined face as white wisps of hair adorned his otherwise bald head. After he was granted a boon by the Chaos Weaver, the minotaur's body was transformed and is now far more muscular. His skin is cracked with what seem to be small streams of molten rock running along his surface. His claws are now far sharper and his ruined face has now been replaced by a horrifying mask of bone.*

## Summary

Reyna first saw the minotaur during the vision she had the day after the battle in the village, she watched as during the fell ritual, Garm was carried to the cauldron by two other minotaurs, requiring their help to even walk. Garm was offered the chance to lead the warherd with the blessing of the Chaos Weaver, so long as he pledged himself to the demon. Garm did not hesitate and after bathing in the cauldron, was reborn, his form now imbued with demonic power. In addition, the minotaur was granted a wicked axe, its edges lined with blackened flames.

The party would later be tasked by the Blackthorn Grove to slay the minotaur, and would encounter him during their assault on the hag's lair. During the battle, the minotaur appeared to defend his mistress and almost succeeded in killing the party before finally falling to Reyna. As the minotaur let out its dying breath it erupted outwards in a fiery blaze that almost consumed the already beaten and bloodied members of the party.

The party would once again encounter Garm during the defense of the cove after their return from the Feywild, during the battle the minotaur would return its body further mutated into an amalgamous mixture of fire and shadow. Here he would issue a challenge to Chulz and would almost fell the paladin before falling due to the combined efforts of Chulz, Sienna and Veyleth.
Sienna

## Description

*Sienna is a relatively short woman, in her late twenties, with a somewhat arabic cast to her features; dark brown skin, heavily tanned, thick eyebrows, and black hair tied into a bun at the back of her head and held in place with a wide bronze ring. She has eyes the colour of sand, a golden brown type of colour, and one of them - the left eye - has a pupil in the shape of a fang, almost like someone took the circular pupil and dragged out one corner.*

*She's dressed in loose fitting clothing, baggy trousers, leather sandals with greaves that come up to her knees, and bare arms under a sleeveless leather vest studded with bronze. Her frame is lean with muscle, and you can see severe burn scars running up the entire length of her left arm, up her neck and even the base of her jaw and ear. The rest of the exposed skin has a variety of other scars, some thin and precise, other jagged and heavy. With her she carries a few weapons, a bow and some arrows, but she's clearly not heavily armed or armoured, nonetheless she has the gait of someone confident in their abilities to fend off danger.*

## Items

* Earring of Message
* Javelin of Lightning (formerly)
* Prosthetic Limb
* Wanderer's Mistblade
Kalashtar

## Background

Kalashtar are compound humanoids, they resemble humans but possess slightly alien and angular features, the whites of their eyes tinged with the barest hint of starlight. Some believe that they may in fact be a form of Aasimar bound to an alien celestial entity. They are much like Aasimar born from the union of humanity and celestial beings that are bound to dreams. The largest concentration of Kalashtar can be found within the Henzhau Valley, although they may still be encountered in other regions of the world. The Kalashtar are often seen as a wise, and spiritual people with a great deal of compassion for others, however they also possess an unmistakable quality as though they are haunted by the conflicts of their celestial connection.

## Properties

* **Average Lifespan.** 90 to 100 years.
* **Size.** Medium.
* **Ability Score Increase.** Your Wisdom score increases by 2 and your Charisma score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Dual Mind.** You have advantage on all Wisdom saving throws.
* **Mental Discipline.** You have resistance to psychic damage.
* **Mind Link.** You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
* **Severed Dreams.** Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the *dream* spell, but not to spells and effects that put you to sleep, like the *sleep* spell.
* **Languages.** You can speak, read and write Common and two other languages that you and your DM agree are appropriate for your character.
Tritons

## Background

Tritons are race of aquatic humanoids with skin that's usually shades of blue and eyes that are shine with the vibrant colours of the ocean. They guard the ocean depths, appearing during the Age of Myth during which they fought off the demonic hordes of Dagon alongside the Sea-Elves. And after the end of the first demonic incursion, they established themselves as a great empire in the depths. Driven by a sense of duty, Tritons possess a bitter rivalry against the sahaugin which has led to many wars beneath the oceans. Despite all this, few races know of the Triton, and due to their isolation, they come off as haughty and arrogant.

## Properties

* **Average Lifespan.** 250 to 300 years
* **Size.** Medium.
* **Ability Score Increase.** Your Strength, Constitution and Charisma scores increase by 1.
* **Speed.** Your base walking speed is 30 feet and you have a swimming speed of 30 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
* **Amphibious.** You can breathe air and water.
* **Emissary of the Sea.** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
* **Guardians of the Depths.** Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
* **Control Air and Water.** You can cast *fog cloud* with this trait. Starting at 3rd level, you can cast the *gust of wind* spell with this trait. Starting at 5th level, you can also cast the *water walk* spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.