recursal/Fanatic-Fandom huggingface dataset:
Bowtie of the Bat

### Description

*This well made bowtie is designed to look like two bat wings extending from the center, expert stitching seems to have imbued some magic into the piece of apparel.*

### Abilities

*While attuned to and wearing this bowtie, you gain the following:*

* *Taking thunder damage deafens you for 1 hour.*
* *While you can hear, you have blindsight out to 30ft.*
* *You can use your action to screech. Until the end of your next turn your blind sight reaches out to 600ft. Additionally, creatures in a 30ft cone must make a constitution saving throw or become deafened for 1 minute.*
Adventurer's Guild Wiki

## **Welcome to the Adventurer's Guild Wiki!**

The AG was founded in 2017 by Eremick, Tompson, and Hoeflinga. The server started as a way to teach new players the D&D 5e system. They began with a few simple games, which later on evolved into pre-written campaigns. However, they had a desire to provide more structure to the system, and options for more character progression. Together they discussed an open world setting in which characters would maintain their levels after the game was done. They decided a living campaign world - based just after the events in the Lost Mines of Phandelver, would be perfect. An Adventurer's Guild, where many people could come and join and play as they please, keeping their characters persistent and slowly adding new stories to the world. The Adventurer's Guild is based in Phandalin, a small farming community nestled near the Sword Mountains between Neverwinter and Waterdeep. As the Guild has grown, so has it's influence - resulting in a Waterdeep branch opening. Later, the Guild was gifted Everlund Keep; a circular dwarven structure wrapping around a mountain just east of the Evermoors. The Guild's doors are always open to new Adventurers, and the troubles of the world seem endless...

## **What is this?**

The AG is an online community of nerds who all decided, to heck with it, let's create a place where we can all play D&D, even halfway across the world from each other! Thus, the Adventurer's Guild was born. With members ranging from Norway to America, to Poland and back, we're an incredibly large community of D&D players online. We combine discord and roll20 for the best experience out there. With our dedicated team of Moderators, World Builders, and Rules Experts, we've hand crafted a unique Dungeons and Dragons experience for all types of players to enjoy. This fandom site features community content as well as our guidelines and rules, crafting systems, and more. **Want to join?**

## **Getting started is simple!**

Register with our Discord Server at Discord

In the newcomer channel, feel free to say hi, and post the following message on it's own: +register

After submitting the command, the Adventurer's Guild Bot will send you a Private Message. Follow the instructions it gives, and you will be registered.

## Start Here

* Character Creation
* Rules
* Server Guide

## RP Related Pages

* Player Characters
* Non Player Characters

* Locales

* Adventurer's Guild Original Lore
Thirlak Agnarson

Stout of mind and body, Thirlak is the co-owner of the AG, alongside his best friend and companion, Marseille. In older years, he served as the bartender, but as paperwork started to pile up, his face was seen less and less often.

## Appearance

His most noticeable physical characteristic, besides his incredible red hair and beard, is his peg-leg. Having lost it to the Ancient Red dragon from all those years ago, he prefers to leave it the way it is, serving as a reminder of that time.

## Personality

Thirlak, while as tough as you'd expect a dwarf to be, has a kind heart. He has an almost father-like demeanor, and he cares deeply about every member of the guild, though he rarely has the time to go meet them all.

## History

Thirlak was once a member of the Adventuring party called the Shadows of the West. The only other living member is his good friend, and co-owner of the Guild, Marseille. After their story came to an end, they founded the Adventurer's Guild under the hope that one day, all Adventurer's of the world could one day have a place to call home.

Thirlak is on good terms with many powerful figures on the Sword Coast, as is the AG itself.
The Pool

The Pool is a locale in Phandalin, just outside the Phandalin Tavern

## Description

*You’d expect the copious amounts of training both physical and magical performed here to cause quite the stench, wouldn’t you? Gods if anything, smells better out here than in the tavern*

The Pool is the area directly outside the Phandalin Tavern, containing the pristine pool that it gleans its namesake from. Perfect for taking a swim in, the cool and crisp waters regularly maintained to stay as pristine as possible, always as refreshing as can be. At the depths therein exists a magical door that leads to the lodgings for those that prefer to live in the comfort of the water. Surrounding the pool is an area of kept grass, one end with rows of training dummies for the budding adventurer to test their mettle on. Beyond the open field lies the tree-line to the forests that surround Phandalin. A beautiful area to take a stroll through when one is done with their practice.

## Magical Effects

* There is a 50 ft. radius area blessed by clerics of Tyr, allowing honorable duels and sparring between the Adventurer's Guild members to take place within. When knocked to 0 hit points while in this circle, an Adventurer's Guild Member is instantly stabilized and brought to 1 hit point. Does not work with NPCs.
Stormingstar

### Description

*This morningstar takes the form of an adamantine rod topped by a sphere of raging storm clouds surrounded by several adamantine spikes.*

### Abilities

* *This weapon deals an additional 2d6 lightning damage when you hit.*
* *You can cast the Absorb Elements spell at will, but only when you take lighting or thunder damage.*
* *You can cast the Call Lightning spell (save DC 16) once with this weapon. The weapon regains this ability daily at dawn.*
Glamerdye

### Description

*Glamerdye is a fine powder that shifts in the light as if iridescent, contained in a small metal pan.*

### Abilities

* *To use the glamerdye, you apply it to your hair over the course of 1 minute, using all of the powder in this process. After you apply the glamerdye, the powder will naturally match the hue of your current hair color, you may also use an action to have your hair take on any color you wish.*
* *While the glamerdye is in your hair, you can use a bonus action to command an illusion to appear around your head, such as a trail of smoke or a glowing halo. You may choose to have this illusion shed dim light in a 5 foot radius. The illusion continues until you choose a different illusion or until you choose to end it (no action required).*

* *You can remove the glamerdye by washing it from your hair. It takes 10 minutes to be fully removed from your hair, and when you do so the powder magically teleports back into its pan.*
Axel

*"I have traveled the great sea and seen many things but I still haven't seen it all so the sea is still a mystery for me."*

**Axel** is a member of the Adventurer's Guild, played by @Owl Of Chaos.

## Appearance

Axel is a 5'7 tall blue skinned tiefling. He wears a Kimono with the top part hanging down revealing a slim fit sleeveless shirt. He also wears a pair of black gloves that almost reaches to his upper arm and has with him 4 rapiers but one of them is wrapped in bandages so not to be stained by blood. He has a long brown hair tied into a singular braided low pony tail, his eyes are blue and he has a tattoo on his left arm.

## Personality

This is where you describe your character's vibe.

## History

### Backstory

This is where you put your backstory! Any information here can be seen by all other players OOC, so if you have secrets, don't put them in plain view!

### AG History

This is where you can write about their time in the AG. This section should hopefully get bigger over time, and it won't take long to outgrow their backstory in size.

## Magic Items

#### Attuned:

* Adapter's Medallion
* Dancing Sword (Rapier)
* Fire-Weaver Gloves

#### Unattuned:

* Circle of Blasting
* Vicious Weapon (Rapier)
* +1 Rapier
* Cast-Off Studded Leather Armor
* Driftglobe
* Mask of Cold Snap
* Waveslayer (Longbow)
* Silverlight (Rapier)
* Pipes of the Sewer

## Trivia/Facts/Whatever Else You Want

* You can put bullet points here
* Useful for little facts that don't fit elsewhere
* Look at how much info you can have
Bartram Spencer

*"Maybe put a cool quote from your character here? That'd be rad."*

**Sample Name** is a member of the Adventurer's Guild.

**Note: Please adhere to this template when creating a new character page! Here's how to do that so that dei doesn't lose their mind, and so we can have a cohesivity across all pages!**

**Step One: Click "Add new page" This will be your character's page, so name it something appropriate.** Firstname Lastname is preferred, though if they don't have a last name simply Firstname will suffice.

**Step Two:** In the edit field, simply put a placeholder letter and save. This will create the page on the wiki but do no formatting.

**Step Three:** Go to this page. The one right here. Click the down arrow next to edit on the page. Click "Classic Editor." Then, in the top tab above the bar where you can choose your formatting options, click the tab that says Source. Then, copy that entire thing. **DO NOT SAVE OR EDIT THIS PAGE IN ANY WAY**

**Step Four:** Go to your own page and into the source editor the same way. Delete your placeholder letter and paste the copied code in. On the right hand side you will see a "publish" button. Go ahead and click that. Then it'll bring you back to the page.

**Step Five:** Click the regular edit button when you want to make changes to your page! You can change small things about the code on your page if you want to add more categories and image fields, but try to keep it similar to the base code!

((If you need help with any editing on your page, contact dei))

**Thank you!**

## Appearance

This is where you describe your characters physical appearance

## Personality

This is where you describe your character's social appearance.

## History

### Backstory

This is where you put your backstory! Any information here can be seen by all other players OOC, so if you have secrets, don't put them in plain view!

### AG History

This is where you can write about their time in the AG, super cool, I know.

## Relationships

### Sample Name

Sample Name is a friend/enemy/ally/acquaintance of yourcharacter

### Unlinked Sample Name

Unlinked Sample Name is a friend/enemy/ally/acquiantance of yourcharacter

## Magic Items

#### Attuned:

Those three special items that make your build purr

#### Unattuned:

Do we... even have room for all this stuff in our backpacks? How deep those pockets go?

## Trivia/Facts/Whatever Else You Want

* You can put bullet points here
* It's really great
* Look at how much info you can have

## Art

Because of copywrite laws, do not post art that you do not have permission to use in this field.

Image Description!!Aother Image Description!
Shifting Weapon

### Description

The weapons that comprise this magical item appear as if they're made of multiple interlocking and shifting parts. With proper maniuplation, this weapon can be shifted into the other form chosen at its creation.

### Abilities

* You have a +0/+1/+2 bonus to Attack and Damage rolls made with this weapon. (This line does not exist for the +0 variant).
* With the creation of the item, choose a weapon set up that meets the criteria of one of the formats below. Your choice will determine which type of weapons it will switch between for both the split form and merged form.

1. Two One-Handed Melee Weapons ←→ A Two-Handed Melee Weapon
2. Two One-Handed Melee Weapons ←→ Ranged Weapon
3. Shield and a One-Handed Melee Weapon ←→ A Two-Handed Melee Weapon
4. Shield and a One-Handed Melee Weapon ←→ Ranged Weapon

* This weapon is always in one of its two forms. You must have both hands free when switching to the split form (the dual wielding or shield forms), and you automatically equip the shield when you do. Additionally, you must be weilding both weapons, or weilding the weapon and shield (or have it donned) to switch to the merged form.

* As a bonus action, you can switch which form the weapon takes. After switching forms, if you are capable of two weapon fighting, you can make an attack with one of the weapons you are holding. If you aren't, this weapon gains an additional damage die on the next attack made with the weapon before the end of your turn.

* Effects that target any portion of this item will affect all parts of this item*.*
Wildskin Belt

### Description

*This leather belt is fitted with many ring holders, pockets, and pouches that bend, twist, and stretch to fit the wearer.*

### Abilities

*While wearing this belt you are always considered to be wearing the equipment within. The belt can hold: A helm or headpiece, A cloak, A necklace or amulet, up to 10 rings, one pair of gauntlets or gloves, and one pair of shoes or boots.*

*If the item normally requires attunement to use, you must be attuned to use it in the belt.*
Dress of Black Thorns

### Description

This cursed dress seems to be made of writhing black vines and brilliant red petals. It serves as a reminder that beauty can be dangerous.

### Abilities

*Curse: While you are attuned to this dress, you cannot don armor or wear a shield.*

*While you are attuned to this dress and wearing it:*

* *You gain a +2 bonus to armor class.*
* *After making a your first ranged weapon attack on your turn, make make a ranged spell attack at a target within 120ft. On hit, the target takes 5d6 piercing damage as the dress pelts them with thorns.*
Marsaille

Canny and cunning, Marsaille is the co-owner of the Adventurer’s Guild together with her old adventuring buddy Thirlak Agnarson. Marsaille takes care of everything around the guild that doesn’t involve talking with people face to face. This includes bookkeeping, reports, letters, contacts.

## Appearance

Fair-skinned and with dark black hair tied into a braid behind her head, Marsaille's most distinguishing feature is a disfiguring burn mark across her face, likely earned in her fight with Klauth.

## Personality

Bureaucracy makes her feel at home and she has expert knowledge in all types of laws and procedures. Opposite to Thirlak, Marsaille has no problems bending the laws to the guild’s gain , but she refrains to do so in order to avoid a bad reputation.

## History

In the past, both Marsaille and Thirlak were members of an adventuring party that went by the name Shadows of the West. They were a party composed of 6 members who'd spent years together working and helping people all over the North, making allies all around.

One day the party accepted a job that took them towards the Klauthen Vale, which attracted the attention of a certain Ancient Red Dragon which ended up killing everyone but the two of them, who Marsaille teleported out.
After grieving for their lost friends, they decided on the creation of a guild of adventurers, so adventurers always had a home to come back to at the end of a dangerous mission.
Armament of the Broken

### Description

*The Armament is a prosthetic built around the bones of a dire wolf and plated in cast iron. It is animated by intricate systems of threads and pullies magically driven by wearer's ki. It is attached to its user by a harness and is mystically linked through the use of specially prepared script, written on specially prepared parchment and inked using the user's blood, this parchment is wrapped around the bones.*

### Abilities

*This item must be attached to the stump of a missing arm, while attuned to the item it functions as a normal arm for you, in addition while attuned you gain access to the features below:*

* *An easy access compartment, up to 4 weapons with the light property may be stored in the compartment in the arm, drawing a weapon from this compartment does not require an item interaction, stowing an item in the compartment takes an action*
* *A built in Slingshot and tensioner, this counts as a sling, can can be used to throw the same ammo or objects a sling can*
* *The following tools*
	1. *a set of thieves tools*
	2. *A folding leverage arm, granting the same effect as a crowbar*
	3. *a flint and steel a small magnifying glass*
* *A Canister of needles, with magically refreshing poison. as an action, you may fire the canister of poisoned needles, the needles spread in a 15ft cone, creatures in the cone, take 1 piercing damage, and must make a DC 15 con save or take 7d6 poison damage, taking half on a successful save, one used the canister must be reloaded during a short rest.*
Gauntlet of the Battle Weaver

### Description

*This gauntlet fits on the right hand, the fingertips wrapped in a light silver thread. Magically reinforced threads stream from a reel on the back of the hand to the finger tips, glowing with enchantment magic.*

### Abilities

*While wearing this gauntlet:*

* *You may as an action summon a spear of silk threads to your hand and throw it at an enemy within 120 feet of you. The creature must make a DC 15 Dexterity saving throw or take 6d6 piercing damage and be restrained until the end of your next turn; the target takes half as much on a successful save and is not restrained. After using this ability, it can’t be used again until you finish a short or long rest.*
* *Additionally, as a reaction to being hit by a critical hit you may have the threads wrap around your body and make the attack a normal hit. After using this ability, it can’t be used again until you finish a long rest.*
Shraya

*“I will tell you what I know and help where I can, but I make no guarantees about this city.”*

## Other

### Abilities

Change Shape, Divination

Shraya is the owner of the building the Sigil Guild Hall currently resides in, in addition to being the guild branch leader for Sigil. She is often found upstairs in the Sigil Guild Hall, or out in the city proper acting as a guide.

## Appearance

Shraya is a couatl with black feathers and a gold head, but typically takes the appearance of a dark-skinned woman with glowing golden eyes. She wears a dark robe with a gold trim in her humanoid form.

## Personality

Shraya is a pessimist, but it is in her nature to help. She issues many warnings about the city of Sigil, but when asked directly, will not hesitate to act as a guide or be of help.

## History

She once believed herself to be the chosen of a god that will one day find her and take her away from her post in Sigil to join them in Celestia. Shraya went undercover, acting as a barkeep and guide in the city, operating out of what is now the Sigil Guild Hall. One day she received a divination that a great good would arrive, so she closed down the tavern and waited for that day. It came and passed, an with it, Shraya's hopes were crushed. Her feathers turned from all sorts of bright and vibrant colors to pure black, and she never found the will to reopen the tavern, until it was transformed into the Sigil Guild Hall.
The Song of All

### Description

*The instrument is a violin made from wood from the feywild, a reddish hue that shimmers in the rainbow's colors at times. It has golden strings made from the hair of a unicorn, a lining around it made out of osmium gathered from the plane of earth and it has 5 essence/elemental gems. One in each of the four corners of the instrument, and one in the middle of the instrument*

### Abilities

* *A creature not attuned to this instrument that tries to play it must make a DC 20 Wisdom Saving throw or take 12d12 psychic damage*

* *You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.*

* *It adds +2 to your spellsave DC for your bard spells*

* *Whenever a performance check is rolled using this instrument, you can choose to double the end total after all addittions*

* *When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.*

* *The user can use a action to transform the instrument into a different one, changing the proficiency required to use it, but otherwise not altering the item's functionality*

* *The Song of All can be used to cast the following spells: Gate, Wind Walk, Heroes' Feast, Fly, Invisibility, Levitate, Protection from Evil and Good*

* *This item can only be attuned to the first person who attunes to it after it’s creation.*
Oriza

*"You can deal with it either of two ways.*

*A: You shut up.*

*B: You don't, and I will shut you up."*

**Oriza** is a member of the Adventurer's Guild. She travels as she pleases, yet recently has found herself lingering around the premises of the tavern in Phandalin.

## Appearance

Oriza stands at 5' 9" with a slender frame. There rests an ever-present smirk of mischief on her lips. She has lavender skin, and hair of which the color seems to be a variety of shades of pink.

Her right horn and ear have been visibly damaged due to past occurrences. Rather than masking it by magical or material means, she seems unfazed by the disfigurement - displaying it proudly.

### Clothing and equipment

Oriza usually is wrapped in her navy-blue cloak, adding quite some bulk to her lithe figure, for under it she carries an array of instruments. The tools of the trade seem to be collected over the years, all in various states of use (and misuse) - much like the tales she has gathered and shaped alongside them.

Apart from the cloak she dresses in simple yet refined clothing, more suited for performance than for combat. From her belt hangs her trusty albeit rusty rapier, just as worn as the instruments.

## Relationships

### Damron Sirha

Damron Sirha is Oriza's self-declared waifu. WIP.

## Magic Items

#### Attuned:

- Ioun Stone of Sustenance. The perfect item for someone who forgets to eat when she drinks her wine, isn't it?

## Trivia

* Yes, her hair-color is natural.
* No, she won't play Wonderwall.

## Art

So innocent.Oriza as drawn by the wonderful Liabella Hercyne
Gloves of Amphibios

### Description

*These gloves come in many different colors and meld seamlessly into your hands when you don them.*

### Abilities

* *While wearing these gloves, climbing doesn't cost you extra movement, you gain a +2 bonus to Strength (Athletics) checks made to grapple a creature*
* *Any creature grappled by you that is not wearing armor takes 1d4 poison damage at the end of each of your turns.*
The Twins

### Description

*These small hand crossbows are identical to each other in every way save for their coloration. One of these crossbows is black and gold in coloration, the other silver and grey.*

### Abilities

*You have a +3 bonus to Attack and Damage rolls made with these weapons.*

*These crossbows do not have the loading and ammunition properties. One of these crossbows does radiant damage, the other does necrotic damage. You cannot fire either of these crossbows if its counterpart is not in your other hand.*

*Your first attack with this weapon deals an additional 1d6 damage. Your second attack grants you 10 temporary hp if it was made with the radiant crossbow, or deals an additional 1d6 damage if it was made with the necrotic crossbow.*

*For each attack made after the second, this weapon’s damage die is 4d6, this damage is split evenly between necrotic and radiant damage (your choice). This effect lasts until the end of your turn.*
Cloak of Flies

### Description

*This tattered cloak is made of rotting cloth with several holes within it. A constant, low droning buzz can be heard while wearing this cloak.*

### Abilities

*As an action, you can speak the cloak's command words, causing a magical swarm of insects to emit from the cloak and float about around you, heavily obscuring you from other creatures for. Any creature that enters within 5 feet of you for the first time on a turn or starts it's turn within 5 feet of you while this swarm is active takes 1d10 piercing damage.*

*This effect lasts for 1 minute. Once you use it, it cannot be used again until the next dawn.*
Titus

*"Maybe put a cool quote from your character here? Or post cringe? The world is your oyster."*

**Sample Name** is a member of the Adventurer's Guild, played by @yourself.

**Note: Please adhere to this template when creating a new character page!**

**Step One: Click "Add new page" This will be your character's page, so name it something appropriate.** Firstname Lastname is preferred, though if they don't have a last name simply Firstname will suffice. It helps if this name matches what you use in logs, if that's different from their name in roleplay.

**Step Two:** In the edit field, simply put a placeholder letter and save. This will create the page on the wiki but do no formatting.

**Step Three:** Copy THIS text.

**Step Four:** Go to your own page and open the source editor. You can either directly access it by clicking it from the dropdown in the 3 dots next to "Edit" at the top of the page, or by opening the editor and changing the dropdown of "Visual Editor" into "Source Editing". Delete your placeholder letter and paste the copied code in. On the lower right hand side you will see a "SAVE" button. Go ahead and click that. Then it'll bring you back to the page.

**Step Five:** Click the regular edit button when you want to make changes to your page! You can change small things about the code on your page if you want to add more categories and image fields, but try to keep it similar to the base code!

## Appearance

This is where you describe your characters physical appearance

## Personality

This is where you describe your character's vibe.

## History

### Backstory

This is where you put your backstory! Any information here can be seen by all other players OOC, so if you have secrets, don't put them in plain view!

### AG History

This is where you can write about their time in the AG. This section should hopefully get bigger over time, and it won't take long to outgrow their backstory in size.

## Relationships

### Sample Name

Sample Name is a friend/enemy/ally/acquaintance of yourcharacter

### Unlinked Sample Name

Unlinked Sample Name is a friend/enemy/ally/acquaintance of yourcharacter

## Magic Items

#### Attuned:

Items the character is typically attuned to, or what sets they use in rp vs on a mission.

#### Unattuned:

Of all the other magic items your character has, you can put as much or as few here as you desire.

## Trivia/Facts/Whatever Else You Want

* You can put bullet points here
* Useful for little facts that don't fit elsewhere
* Look at how much info you can have

## Art

Because of copyright laws, **do not post art that you do not have permission to use** in this field. If you do have permission, make sure to **link the artist's credits**.

Image Description!!Aother Image Description!
Antigravity Weapon

### Description

*The weapon gives off a faint purple-ish glow. Whoever is carrying it feels a lot lighter than usual.*

### Abilities

*While wielding this weapon:*

* *You have a +1/+2/+3 bonus to Attack and Damage Rolls made with this weapon. (This line does not exist for the +0 variant)*
* *Your speed and jump distances increase by 5 feet. This increase to movement speed cannot bring your base movement speed above 30ft.*
* *If this weapon has the heavy property, it does not cause disadvantage when used by small creatures.*
Tankard of Challenge

### Description

*This sturdy oak Tankard has the names of many great drinking champions engraved in it.*

### Abilities

*When using this tankard:*

* *When you challenge someone to a drinking contest and the other person accepts, both players make a constitution saving throw. The person with the higher result wins, and you roll again when both creatures have the same result. The winner either grows a beard or their beard elongates by 1 inch , and the loser's beard (if they have one) disappears (as if shaved off).*
Waveslayer

### Description

*Originally created by the sahuagin of the Trackless Sea before the secrets of their creation spread to the surface, these magical weapons are typically made of enchanted coral or the bones of sea creatures.*

### Abilities

* *Ranged attacks made with this weapon do not suffer disadvantage as a result of being used in underwater combat*
* *The creature wielding this weapon gains a swimming speed of 20 feet unless they would otherwise have a greater swimming speed.*
Ring of Minor Magicks

### Description

*This small ring is covered by a number of arcane sigils that signify of the weaker wizard spells. One of these is illuminated at a time.*

### Abilities

*While wearing this ring:*

*This ring has 5 charges, which recharge at dawn. At dawn, chose a cantrip from the following table, which you gain the ability to cast as an action using a charge from the ring until you choose another cantrip. The cantrip has a save DC of 13, or an attack bonus of +5, if required by the spell. The list is:*

* *Acid Splash (DC 13)*
* *Dancing Lights*
* *Mage Hand*
* *Message*
* *Prestidigitation*
* *Ray of Frost (+5)*

*You can't benefit from multiple instances of this ring.*
Lotus

*"[Killing] is a means to an end. A tool that I just happen to be proficient in. I do not think too much about whether or not I enjoy the act of killing, just how I may best be able to survive and accomplish whatever my objective happens to be."*

-Lotus

**Lotus** is a member of the Adventurer's Guild. He spends most of his time acting as a "mysterious ranger person" of sorts, scouting out areas with potentially dangerous creatures to send adventurers to exterminate. While in Phandalin, he can occasionally be seen at the the tavern playing dragonchess or the pool practicing his fighting skills.

## Appearance

This is where you describe your characters physical appearance

## Personality

This is where you describe your character's social appearance.

## History

### Backstory

This is where you put your backstory! Any information here can be seen by all other players OOC, so if you have secrets, don't put them in plain view!

### AG History

This is where you can write about their time in the AG, super cool, I know.

## Relationships

### Sample Name

Sample Name is a friend/enemy/ally/acquaintance of yourcharacter

### Unlinked Sample Name

Unlinked Sample Name is a friend/enemy/ally/acquiantance of yourcharacter

## Magic Items

#### Attuned:

Those three special items that make your build purr

#### Unattuned:

Do we... even have room for all this stuff in our backpacks? How deep those pockets go?

## Trivia/Facts/Whatever Else You Want

* You can put bullet points here
* It's really great
* Look at how much info you can have

## Art

Because of copywrite laws, do not post art that you do not have permission to use in this field.

Image Description!!Aother Image Description!
Willowshade Oil

### Description

*A dark blue oil can be extracted from the rare fruit of the willowshade plant.*

### Abilities

* *A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature's next turn.*
Protector of Sha'sal Khou

* While holding this weapon you are under the effect of the Jump spell and the Feather Fall spell.
* Your mental fortitude strengthens this weapon. While you are concentrating on a spell this blade deals an extra 3d4 psychic damage to any target it hits.
* If you were to fail a concentration check, as a reaction you can choose to succeed instead. When you do this all creatures of your choice within 10 feet must make an Intelligence saving throw using your spell save DC. A target takes 6d6 psychic damage on a failed saving throw or half as much on a successful one. Once you use this reaction you cannot do so again until the next dawn
Sir Dalton Crawford

**Sir Dalton Crawford** is an NPC of the Adventurer's Guild who is the appointed branch leader for the Neverwinter Guild Hall.

## Appearance

* A human man in his mid fifties. Sir Crawford has jet black hair with a few grey hairs, he wears heavy plate armor and carries a longsword and a shield with him.

## Personality

* He is a kind hearted man and is always friendly with guild members. Dalton really enjoys talking to the adventurers and

## History

* Sir Crawford joined the Order of the Gauntlet at a young age and has been a member for over 30 years. He decided to retire just a couple of days after finding out that he is now a grandfather.
Elin Sorley

## Appearance

Elin is a raven-haired woman standing approximately five foot seven inches tall. Her eyes are of a dark hue that appear violet when cast in the right light. The fair skin of her shoulders is adorned with tattoos of symmetrical arcane symbology which she believes will bring her luck and favor in the eyes of Azuth. She bears minor scars from previous jobs, but has few noteworthy ones save for a large scar running the length of her outer left forearm from elbow to the back of her hand.

While not outwardly muscular, Elin exhibits a sinewy strength and dexterity honed from countless hours in the field.

When not in combat scenarios, Elin wears utilitarian clothing, tailoring it to the needs of her missions and endeavors. She does not concern herself with the styles of the locales she visits unless it would negatively affect people's opinions of her or her colleagues. When in the field she wears a well cared for suit of black leather armor, which was tailored to her specifications.

## Personality

Elin is affable and even tempered, although she can come off as aloof or detached until she gets to know someone. This is because she gets caught up in internal running conversations as she tries to parse out problems, rather than any sort of arrogance. She developed this habit working long days and weeks by herself in the field before taking up work with adventuring guilds and she still gets lost in thought more than she'd like to admit.

She is a rather private and guarded person, preferring to learn about her colleagues and friends rather than speak about her past, save for her previous Mercenary work.

## History

### Backstory

Elin spent much of her late adolescence on the road as part of the merchant caravan owned and operated by her adoptive relatives Geoff and Helena Sorley. She was exposed to many cultures and people and generally holds other races in high regard because of her experience living and working in their lands. Elin was always fascinated by the more exotic creatures of Faerun and went on to study and work with a mercenary organization specializing in the study, capture, and eradication of exotic beasts.

Her willowy frame proved rather well suited to stealth and being found to have an aptitude for the study of magic, the woman learned to augment her physical abilities with the arcane arts as she grew into her chosen profession.

### AG History

Elin was contracted to work as a guide for a party of Adventurers from the guild in the Kryptgarden Forest. After a harrowing week alongside the adventurers she took an interest in joining the guild and traveled to Phandalin soon after to see about joining up.

###
Waterdeep Locales

The Waterdeep Locales refers to the different places of interest in Waterdeep, Shops, Taverns, and other such establishments in the City of Splendor.

## Description

*Ah yes.. I got just what you need right here... Fresh made too! Now remember before you go, no refunds!*

Within the city of splendors are numerous shops, taverns, and towers built to host all walks of life. The market in the Castle Ward is home to numerous stalls selling exotic goods, but all throughout the city are interesting businesses just waiting to be uncovered by adventurous spirits.

## Non Player Character Run Stores

The brimming businesses of Waterdeep function in the Waterdeep Locales, anything one might thing of from restaurants to zoos, this city has one somewhere in its various winding districts. These are ran by general **NPCs**, the detailing of goods owned, and any other shop features are all free to be imagined as you like. As long as it's reasonable for such an establishment to exist in the city.

## Magical Effects

* There are no general magical effects residing over all of Waterdeep, but one is free to dictate the various Arcane Locks or other arcane shenanigans that the people of Waterdeep might employ to protect their belongings and places of living.

## NPCs

* The people vary widely depending on the environment of the locale one might choose. Dingy pub? One might not be so surprised to find a few thieves or rogues loitering at the tables. High end guild hall? Noble adventurers just like ours. The **NPCs** that you use rely on where in Waterdeep you go, but there are no specifically named ones you need include.
The Shrine

The Shrine is a locale in Phandalin, at the green outskirts of the town.

## Description

*Gods, the source of power for many adventurers, and the source of hope for many others. So keep your bloody voice down.*

The shrine to many gods is isolated from the noise of the day-to-day Adventurer’s Guild life at the far end of the town green. A place of worship and peace allows for many gods of the non-evil variety to be represented here. Members of the Adventurer’s Guild come from many creeds and faiths, this place of worship a symbol of the unity which comes from bleeding beside your fellow adventurers. Several altars to the major gods rest with alms boxes in front of them, the stained glass windows or banners to gods watching over their offerings. Off to the side of this main hall is another room, dedicated to the minor gods of the Forgotten Realms and beyond. Symbols to gods both nearly forgotten and newly born hang beside each other as equals in the hearts of their worshipers. Pews and prayer mats in the middle of the room face the many gods of this world, and in this place a being of faith may find solace.

## NPCs

* There are no named NPCs, but there are workers that spend their time at the shrine, providing various low level clerical services that might be required.
Seeker's Compass

### Description

*This brass compass has two needles: one large, and one small. The large needle always indicates magnetic north and is unaffected by magical effects that would otherwise mislead it. The small needle remains motionless until activated.*

### Abilities

* *While holding this compass, you can speak its command word as an action to cast the locate object spell from it and activate the smaller needle. This version of the spell has a duration of 1 hour, does not require concentration, and causes the smaller needle to indicate the direction of the object located by the spell. Once used, this property of the compass can't be used again until the next dawn.*
Dimensional Anchor

### Description

*This adamantine and cylindrical construction has pulsing magical energy that seeps through open parts of its construction, the color of which slowly shifts. It has a number of straps that allow it to be worn on the back as a backpack.*

### Abilities

* *While you are within 5ft of the Dimensional Anchor you may use an action to activate or deactivate it. While it is active any creature within 60ft who attempts to teleport or change planes must succeed on a DC17 Charisma saving throw in order to do so. Creatures attempting to teleport into this area must also make this saving throw. If the creature fails the saving throw, the ability or spell fails, wasting any charges or spell slots used in the attempt. When you activate the device you may designate any number of creatures you can see to be unaffected by it. You can use the Dimensional Anchor for up to 2 hours, all at once or in several shorter activations, each one using a minimum of 1 minute from the Duration. The Dimensional Anchor regains 1 hour of capability for every 12 hours it isn't in use.*
Mold of Planar Tuning

### Description

*Molten metals are poured into this magical stone mold as part of its crafting process*

### Abilities

* *A creature can use its action to make a DC 15 Strength check, breaking the mold on a success and releasing a flash of coloured light. The nonmagical remains of the mold will contain a forked, metal rod attuned to the plane of existence the mold was broken on. This rod is a valid material component for the Plane Shift spell.*
Sigil Guild Hall

The Sigil Guild Hall is a locale in Sigil, in the Guildhall Ward. It's the main base for the Sigil branch of the Adventurer's Guild. The guildhall allows unrestricted access to gold rank members and up only, silver and lower must be on a mission and accompanied by a guide while in Sigil.

## Description

*Amidst the creatures and chaos that make up Sigil is the Sigil Guildhall. Old creaky wood and an ominous blue glow from within distinguish the structure from the many tall and tightly packed buildings of the city.*

The Sigil Guild Hall is the main area within the Sigil Branch of the Adventurer’s Guild, an old tavern filled with creaky wood and furniture that looks a bit concerning to sit upon. An enchanted L-shaped bar surrounds a large tank of glass filled with blue glowing lights. On contact, the colors shift and flutter magically to match the nature and mood of the one touching it. The tables upstairs are scattered and disorganized, but allow anyone sitting at them to gaze directly into the tank from above.

## Magical Effects

* There is a door on the first floor that leads back to the Guild Resource Center.
* The glass tank in the middle of the room is normally filled with slow moving blue lights, but will shift in color and motion to match the mood and nature of any creature that touches it.
* The bar and kitchen are enchanted to serve any guild members that request food or drink from it. Any creature wearing a guild badge can request a drink or dish and it will magically pour or cook itself and float over.

## NPCs

* Shraya spends most of her time acting as a guide in the city, but can occasionally be found upstairs in her office.
* Rhys occasionally stops by to hire adventurers or to chat with Shraya about events in the city.
Spellguard Staff

### Description

*This staff is formed from vibrant coral and imbued with defensive enchantments.*

### Abilities

*It can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you gain a +1 bonus to Armor Class.*

*The staff has 10 charges, and regains 1d8 + 2 charges daily at dawn. You can use your reaction when a creature within 30 feet of you is targeted by a spell or magical effect to expend up to 5 charges from the staff. The target gains a number of temporary hit points equal to five times the number of expended charges. While a creature has these hit points, it has advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against it. These hit points are applied to the target before the effects of the spell or magical effect targeting it.*
Spell-Forged Weapon

### Description

*When a wielder attunes to this weapon, it adapts to match the wielder's class, subclass and other features, reflecting their talents and interests. The attuned user gains the following benefits while they hold the weapon:*

### Abilities

* *Attacks with this weapon have +2 to hit and to damage*

* *Your spell save DC and spell to-hit bonus are increased by 2 - this increase does not stack with increases from other items*

* *The weapon may be used as a focus for spellcasting*
Mask of the Cold Snap

### Description

*While wearing this mask the user's breath seems to billow as if their surrounding environment is freezing.*

### Abilities

* *You are immune to the effects of extreme mundane cold.*

* *The mask has 3 charges recovered daily at dawn.*

* *You may use your action to expend a charge and expel a breath of cold air in front of you. Each creature in a 10 ft cone originating from you must make a dc 13 dexterity saving throw or take 2d6 cold damage.*

* *As a reaction to being hit by an effect that would deal cold damage you may expend two charges to roll 3d4. The amount of cold damage you take is reduced by that amount, and creatures within 5 ft of you must make a dc 13 constitution saving throw or take cold damage equal to the number rolled.*
Weapon of Patience

### Abilities

*You have a +0/+1/+2/+3 bonus to attack and damage rolls made with this weapon.*

*The calming aura of the blade lets you enter a meditative state that enhances your combat ability. After you finish taking the attack action, you can use your bonus action to enter this meditative state. While in this meditative state you have advantage on the next attack you make with the weapon, after which, this meditative state ends. Additionally, while in this meditative state, you gain a bonus to your AC equal to the bonus of this weapon. The effect ends early if you move or use any action that doesn’t involve an attack.*
Standard of Courage

### Description

*From this pike hangs a woven banner bearing the symbol of a god. Upon being attuned to by a cleric or paladin, the original banner changes to the symbol of their own god; the threads change color and are charged with power by the standard bearer’s devotion.*

### Abilities

*While wielding this weapon:*

* *You have a +1 bonus to attack and damage rolls made with this weapon.*
* *As an action, you may thrust the standard into the ground and create a safeguard for yourself and your allies. You may choose up to 4 creatures that gain a +3 to saving throws while within 15 feet of the standard for 1 minute. You may use this feature once per long rest. You may not use this item as a weapon while this effect is in place.*
Nalonia

*“You are to address me as Admiral or ma’am, or Admiral ma’am, understood?”*

She is proud, strong-minded, and scornful of flattery. Her quick-wit and force of will led to her rank of admiral in the Triton army, and her eventual nomination for Waterdeep Branch Guild Leader.

## Appearance

Nalonia is a blue-skinned Triton woman. She has all of the traits of a usual Triton, as well as long blue hair and a piercing gaze. She's always wearing her uniform when she's out and about.

## Personality

When speaking she is courteous but to the point, commanding an air of authority with each word. Despite her disciplined upbringing, she does enjoy interacting with people, especially about foreign cultures and swordsmanship. On a ship or in the guild, she has a high demand of her crew and expects their very best, because she sees much potential.

## History

Her young adult life was spent training in the Triton army, and her adult life was spent in service as a high ranking official in it. She climbed through the ranks quickly, gained respect quickly, and took the nomination for Waterdeep Guild Branch leader with poise and dignity.

She was a character created in a poll to determine to to place as branch leader when the guild was expanding to Waterdeep.