recursal/Fanatic-Fandom huggingface dataset:
Seraph Blade

### Powers

Can harm or kill all supernatural entities, including Higher Angels, Greater Demons, Ancient Monsters, Elite Fairies, or Chief Deities. It can only harm Primordial Species Level Entities.It must be used by an angelic being otherwise its rendered useless as the blade will vanish.

### Location/Status

Carried by all Seraphims at all times

A Seraph Blade is the primary weaponry for all Higher Angels, the Seraphim. The Seraphim is forged by Empyrean Steel but also another angelic metal known as Adamas. It is blessed with greater power that can kill all Higher Angels, Greater Demons, Ancient Monsters, or other majority of supernatural entities except for only harming Primordial Level Entities.

The sword has a long silver blade with angelic runes craved to the side of the blade and glows in a green fashion color. The hilt is magnificently crafted as well. The failsafe for such a powerful weaponry is that it can only be wielded by angelic beings only. If used by a human, or anything that's not an angel, the Seraph Blade will be rendered useless and the blade will simply vanish unless its used by any being that is an angel, at least part angel such as a Nephilim or other angelic half breeds. Humans that carry angel blood in their veins can wield it as well.
Brown Bear

Brown bears have shaggy brown-to-orange fur and sharp claws. They are omnivorous, but enjoy a diet rich in small mammals and fish as well as berries, roots, and grasses.

They live in colder forests. It includes the famous grizzly bear, which is frequently ill-tempered and certainly deadly to even well-prepared adventurers.

## Behaviour and Tactics

They favor the tactic "the best defense is a good offense" when feel threatened.
Charognelle

La cueillette de la charognelle est une activité des plus périlleuses, puisqu'il s'agit d'une variété de flagellant ; une espèce de plantes carnivores et ambulatoires. Elle rôde exclusivement dans le bois de la Pénombre et a récemment attiré l'attention d'Oliver Harris, un alchimiste gilnéen qui cherche à guérir les worgens sauvages de la région.

## Trivia :

* La charognelle serait apparue au même moment que la malédiction qui frappe le bois de la Pénombre et pourrait donc être liée au Cauchemar d'émeraude.
* Particulièrement nauséabonde, il est facile pour ceux qui ont du nez de la débusquer.
Rose of God (Rise of the Fallen)

## Rise of the Fallen

### Book Cover Characteristics

Alexandra stands in the background with a rose covered in blood next to her. She represents the series's literal title as her true name is Raziel, which means Rose of God. The blood of the rose is a reference mentioned a few times. With the blood combine stands for Alexandra's heritage of her being a hybrid cross between an angel and demon.

## Book Series Introduction

Rose of God tells the story of a girl, on her eighteenth birthday, she experiences new changes throughout her body, mind, and soul. She learns of a dark secret of who her parents really are and thus marking the first step of her destiny. Throughout her journey she will meet all kinds of creatures, places, and people.

Some will guide her, some will become allies, and some will become the obstacles of her pathway. Alexandra and the six other chosen saviors will rise up to the challenge to face off against good and evil.

She didn't ask God to give her this life. God chose this life for her.

## Story Background

Alexandra Sunday is a high school eighteen year old girl who is destined for a positive future until on the exact day of her birthday, she begins to exhibit these strange abilities of being able to perceive all of the supernatural world.

Learning the devastating truth of her parental heritage, she is a Nephalem, an angel-demon hybrid known as the Bringer of Light and Darkness. Her father is the Archangel of Death, Samael and her mother is the Mother of all Demons, Lilith.

Heaven and Hell are set out to capture her or want her for her power. Other individuals that are somewhat like her just want Alexandra to pick a side and win a war. Alexandra must learn to accept her true parent's identities and fight back and fulfill a prophecy that has chosen her and other special individuals like her that also have a part to play as well.

## Main Characters of Rise of the Fallen

### Major Characters

* Alexandra Sunday
* Cassiel
* Samael
* Lilith
* Adriel

### Antagonist

* Valdus
* Apollyon
* Michael
* Princes of Hell
	+ Lucifuge
	+ Beezlebub
	+ Asmodeus
	+ Mammon
	+ Amon
	+ Belphegor
	+ Leviathan

### Recurring Characters

* Jonathan Sunday
* Lauren Sunday
* Bruce Edmon
* Nelson Newman
* Ezekiel
* Uriel

## Creatures, Objects, and Weapons throughout the story

### Angels

* Archangel
* Powers
* Grigori

### Demons

* Empress of Hell/Blue-Eyed Demon
* Duke/White-Eyed Demon
* Incubus/Gray-Eyed Demon
* Succubus/Pink-Eyed Demon

### Monsters

* Vampire
* Werewolf

### Hybrids

* Nephalem
* Nephilim
	+ Elioud
* Cambion

### Others

* Hellhounds
* Holy Hounds

### Weapons

* Flaming Sword
* Standard Angel Blade
* Seraph Blade
* Angel Sword (Powers/Grigori)
* Samael's Scythe
* Archangel Blade

## Locations

* Quebec City
* Heaven (Silver City)
* Hell (Edom)
* City of Hebron
* Blessed Church Base
Knuckleduster

Knuckleduster is pieces of metal shaped to fit around the knuckles. Designed to preserve and concentrate a punch's force, increase likelihood of fracturing the victim's bones on impact. The extended and rounded palm grip also spreads the counter-force, reducing the likelihood of damage to the attacker's fingers.
Light Crossbow

A light crossbow is a simple bow-like (called the "prod" or "lath") mounted on a stock made of a single piece of wood, usually ash or yew.

It is small enough to be fired (disadvantage attack) from one hand, and a pair of them can be wielded and fired simultaneously, but two hands are required in order to reload a light crossbow, usually by inserting a bolt and pulling a lever.
Noble

Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of Guards, as well as servants who are commoners.

This can also be used to represent courtiers who aren't of noble birth.
Lance

Lances are 12 feet long spears which can deal devastating damage from the back of a charging mount. But there have been many battles where soldiers dismounted and used these weapons with great success.

**Special.**

* While mounted, you can wield a lance with one hand.
* If the wielder moves at least 20 ft. straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 1d10 piercing damage.
Scarecrow

A typical scarecrow is created by binding an evil spirit into a physical effigy roughly shaped like a humanoid. The spirit bound to a scarecrow could retain some traces of its former personality, but it did not carry any of its memories.

Scarecrows are stalwart defenders of their creators. They have an unwavering allegiance to them, following their commands even long after their masters' deaths. Some scarecrows are loyal to the point of even seeking revenge for a slain master.

## Behaviour and Tactics

The unnerving sight of a scarecrow alone could terrify its victim to the point of paralysis. They were expert fighters with their razor-sharp claws, which were particularly effective against paralyzed targets.
Club

The club is considered one of the oldest weapons known. Other materials can be used to reinforce the wood of the weapon, such as bands of metal or resinous materials.

There are many type of club, such as:

* A *nunchaku / nunchuck* is a pair of short wooden sticks connected by a rope or chain.
* A *tonfa* is a wooden club with a perpendicular grip that allows the shaft to rest along the wielder's forearm.
Copper Dragon Wyrmling

Copper dragons are metallic dragons, and are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.

A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. From their chins, layers of triangular blades grow downward, growing more numerous as they aged. Their wings are manta-like, mottle with red and green discolorations near the end.

### **A Copper Dragon’s Lair**

Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.

#### **Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects. The dragon can’t use the same effect two rounds in a row:

* The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
* The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 DEX saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 STR check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

#### **Regional Effects**

The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

* Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair.
* Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
* Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing.

If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.
Flame Tongue

This razor-sharp blackened whip is fashioned after the sand vipers found in the deserts. While grasping the hilt, you can use a bonus action to speak this whip's Command Word, causing flames to erupt from it, or cause the flame to disappear. The flames can easily burn paper, parchment, dry wood, and webs, and ignite oils.

* You gain a +2 bonus to Attack and Damage Rolls made with this weapon.
* These flames shed bright light in a 20-foot radius and dim light for an additional 20 ft.
* While the whip is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or sheathe the weapon.
Cavalier

Cavaliers probably are professional fighters from a distant land or serve as cavalry in military units. Their mobility and resilience make them of great value on the battlefield.

### **Variant Equipment:**

1. Swift Cavalier (Set A): An excellent harasser with hit-and-run tactics.
2. Assault Cavalier (Set B): Distinguished by their aggressive and striking power.
Hobgoblin Captain

Hobgoblin captains have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader, a warlord. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.

## Behaviour and Tactics

Hobgoblins deploy all their skills and cunning in battle. They are battlemasters in nature.
Green Drake

Green drakes, or sometimes called ambush drakes, are large reptiles that are created by a magical ritual involving chromatic dragon scales. They also share some of the traits of the original dragon such as the elemental resistance. They are loyal allies to their masters and can be quickly trained to follow simple commands.

They have a sinuous body with frilled spines on its back. They are stunted and wingless and incapable of reproducing.

## Behaviour and Tactics

The green drake is sly. They always try to strike first and fiercely. But once they find the opponents ain't easy, they will flee to hide, regroup and try again.
Human

**Humans** are widespread, could be found in most regions and, in general, are fierce and disagreeable, which could sometimes lead certain other races to view them with contempt. They are renowned for their diversity, adaptable and ambition, and although they lack specialization, they can excel in many areas.

## Appearance

### Hair

Red, blond, brown, black; usually turning gray or white with age

### Distinction

Widespread and diversity

It’s hard to make generalizations about humans, but your human character has these traits.

* **Alignment:** Humans tend toward no particular alignment. The best and the worst are found among them.
* **Speed:** Your base walking speed is 30 feet.
* **Languages:** You can speak, read, and write Common and one extra language of your choice.

### Common One

* **Ability Score Increase:** Your ability scores each increase by 1.

### Variant One

* **Ability Score Increase:** Two different ability scores of your choice increases by 1.
* **Skills:** You gain proficiency in one skill of your choice.
* **Feat:** You gain one feat of your choice.

## Names and Ethnicities

Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.

### **Nord**

Found primarily in the northwest of Faerûn, Nords are moderate height and build, dusky skin that tends to grow fairer the farther north they dwell, with brown hair that ranges from almost brown to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal.

These prideful and headstrong people are descended from a long line of warriors and mystic seers.

### **Breton**

Widespread the entire central lands of Faerûn, around the Inner Sea, Bretons are slender, with skin hues ranging from tawny to fair. Their hair is usually blond or black, and their eye color varies widely, though blue is most common.

They are known for their quickness of foot and mind.

### **Tytherian**

Far to the east of Faerûn, Tytherians are shorter and slighter in build than most other humans. They are yellowish-bronze in hue, with black hair and dark eyes. Tytherian surnames are usually presented before the given name.

It is said that Tytherian are weaned on magic, for it seems to infuse their very being.

### **Damaran**

Native to the southern shore of the Inner Sea, the Damaran people are generally tall and muscular, with light reddish brown to dark mahogany skin, curly black hair, and dark eyes.

They are blessed with hardy constitutions and incredible strengths.
Quarterstaff

The quarterstaff is one of the simplest weapons available to any adventurer. A quarterstaff is about 7 feet long, usually made of wood and can be enhanced with metal-shod ends or textured striking surfaces. They may be plain wood to intricately carved works of art.

There are many type of staff, such as:

* A *three-section staff* is three wooden sticks connected by short chains. You can attempt to strike a creature 10 ft away with disadvantage on the attack roll.
Sanctuary spell

1 Bonus Action

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Kobold Trapper

Kobold trappers, crafty and with quick hands, build improvised traps in the hope of gaining some new advantage in combat. Its creations are sometimes comical in appearance, but - like kobolds' traps - they work a lot better than their materials would suggest.

A kobold trapper has one or two improvised traps at its disposal, but they last for only one or two uses before break.

## Behaviour and Tactics

They avoid direct confrontation with enemies that aren’t mired in traps or engaged with other foes.

If the trapper senses that invaders in its lair are likely to get past its traps, it tries to hide or escape.

A trapper delights in laying traps and snares behind invaders, along tunnels and paths they’ve already cleared and believe to be safe, then luring them back through its handiwork.
Hill Giant

Hill giants are selfish, dimwitted, voracious brutes that hunt and raid in constant search of food. They are the least of the commonly recognized "true giants", the shortest in stature, weakest in mind.

## Behaviour and Tactics

When they go looking for food, hill giants do so alone or with an animal companion, such as a dire wolf, to avoid having to split their spoils with other tribe mates.

A hill giant's preferred combat strategy is to utilize the time-honored giant tactic of throwing rocks at their enemies. They love overrunning smaller enemies at the start of a battle, trampling them underfoot before standing fast and swinging with their clubs.

When face with the prospect of death, they might even fall into incoherent blubbering and sobbing.

## Loot

Despite their voracity, hill giants do engage in the practice of keeping pets (even if the same kinds of creatures could also end up as food) such as oozes, dire wolves, giant lizards and carrion crawlers.
Rat

Rats are faintly clever, light-averse mammals. They are highly adaptable, great climbers and swimmers, able to eat almost anything, and proflic breeders. They also tend to be carriers of disease and plague.

Rats include a wide variety of small rodents, from field mice to great sewer rats.

Sometimes they gather into a Swarm of Rats.
Bramble Blight

Composed mostly of wood and leaves, a bramble blight is an awakened vicious plant that has sharp claw-like appendages that can rend and tear flesh. Some even form faces though without mouths or ears.

As with other blights, bramble blight is a type of malevolent creature created when a plant became corrupted by an evil force. It infest surrounding plants and trees, either killing them or turning them into blights.

## Behaviour and Tactics

They simply hide in plain sight between a tree or shrub until a meal comes by before attacking and then returning to their rest.
Halberd

The halberd is a stout shaft (8-10 feet) with a concave, broad axe head set at an angle which makes it better contact with the target. Halberds also have a fairly long spear point on top and a spike on the back which is angled slightly downward.

Many large city-states also field units of halberdiers for defense.
TaleKeeper's Vault

Good day, travelers! All creatures, NPCs, locations, items, rules, as well as document and archive of all my homebrew stuff. If you have any questions or concerns, message me on Facebook or use Discuss.

Disclaimer: This is not entirely Forgotten Realms setting. It's my version of it (until it's unique enough on its own).

## Playable Race

Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. There're many races considered 'monster'.

## Class

Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling.
War Boar

War boar is bred and raised for their strength and constitution to serve as a mount during times of war. It is noticeably stronger and hardier than the average Giant Boar, while not being much larger.

The boar is a very stubborn creature, so training one as a war boar is not an easy feat, and training often begins when the boar is only a few weeks old.
Food & Drink

When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching Darkness, adventurers face more mundane realities, the basic necessities such as shelter, sustenance, and clothing.

Cuisine and beverage tells more about the culture, the lifestyle than just to satisfies one's basic necessities.

## Drink / Beverage

### **Cheap**

 Ale
 Milk (jug)

## Meal

Meal expenses provide you with a simple way to account for the cost of food and drink per day.

 Poor
 Modest
 Comfortable
 Wealthy
 Aristocratic

## Lifestyle Expenses

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

Your lifestyle might change from one period to the next (week or month), based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.
Joseph Kramer

Usually introduced as Two-Scars, or called Too-Scared, people almost forgot his name - Joseph. No one knows for certain how he got these scars. What is certain, is that he never afraid to speak his mind. With a sharp intellect and a wicked sense of humour, he serves well as Adventurer Guild Master in Triboar.

## Behaviour and Tactics

 Bond
 Flaw
Hippogriff

A hippogriff is a creature possessing the wings and forelimbs of an eagle or hawk, the hindquarters of a horse, and a head that combines the features of both animals. Less intelligent and easier to train than griffons, hippogriffs are highly prized as aerial steeds.

## Behaviour and Tactics

Hippogriffs are extremely territorial and will attack any intruders in their realm, defending their mate or young until death. They attack by diving and attacking with their talons and beak. Though regarded as clumsy attackers, flocks of hippogriffs can attack in concert.

## Loot

A hippogriff egg could fetch 1,000 gp, 2000 gp by some accounts. While young hippogriffs would sell for two to three times that price.
Treant

A treant is a wide variety of awakened trees. Treants typically have face-like features on their bark, a division between their trunk that form legs, and long branches that serve as arms. Treants develop innate magical powers, allowing them to animate plants, using them either as protectors or messengers.

## Behaviour and Tactics

They can move through water easily, and have been known to creep into camps in their range at night to attack.
Gnoll

Gnolls are feral, hyena-headed humanoids that are known for their savage culture and warlike ways.

Packs of ordinary hyenas followed in a demon lord's wake, scavenging his kills. Those hyenas were transformed into the first gnolls, parading after the demon lord until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.

## Behaviour and Tactics

Gnolls aren’t sophisticated, but they understand weakness, and bring themselves into the action only to put pressure on a weakened prey rather than an open fight. Gnolls can differentiate between armed and unarmed targets; as with any predator they can also distinguish between healthy and vulnerable targets.

Once all targets considered “vulnerable” have been downed and dragged away, a retreat will be signaled. If their “weak” targets aren’t going down in more than a couple rounds, gnolls will beat a retreat. But this will likely be a temporary measure with the intention of reassessing their prey’s state. And perhaps returning to wear them down further when they let their guard down.
Watch

Watchs are an civil force, charged with keeping the peace, apprehending criminals and preventing fires.

### **Variant Equipment:**

1. Village Watch: Wouldn't risk life or limb for what they're paid.
2. Town Watch: Usually work in watch tower.
	* gain Shield and Quarterstaff
3. City Watch: Called officers, wear helmet and carry badge while on duty.
	* gain Studded Armor, Shield and Quarterstaff
	* wield Mace instead of Club
Riding Lizard

A riding lizard is large, sleek reptile which can be ridden or used as a draft animal. They are used as mounts and pack animals by lizardfolk, drow, duergar, and others.

## Behaviour and Tactics

Riding lizards prefer to take to the walls and ceiling rather than travel on the ground where predators might more easily track them.
Hobgoblin

Hobgoblins are large goblinoids that are prone to violence, hot tempers and find it difficult to be truly altruistic. A hobgoblin measures virtue by physical strength and martial prowess. They are immensely protective of their tribe's reputation and military status.

## Behaviour and Tactics

Hobgoblins deploy all their skills and cunning in battle. They are battlemasters in nature.
Orc

Orcs are savage raiders and pillagers with stooped postures, low foreheads, and pig-like faces with prominent lower canines that resemble a boar’s tusks. They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them.

## Behaviour and Tactics

Easily offended and impatient, orcs generally preferred violent solutions and rarely considered multiple ways of approaching a problem.
Boomerang

The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head.

**Special.** On a miss, a boomerang returns to the thrower's hand at the end of the turn if you still have a free hand. There must be no obstructions (such as walls or trees) in a circle around the target of diameter equal to the distance to the target.
Giant Spider

Giant spider are quite simply enormous versions of regular spiders. Existing in various types and colors, a giant spider could be tarantula, black widow, spitter, spinner, and all manner of others.

Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.
Homunculus

The homunculus is a creature created of magic and alchemy, using the spellcaster's own blood in the procedure. A homunculus’s creator determines its precise features but one thing in common is a special bond between the homunculus and its creator. The construct is completely loyal to its master and can telepathically transmit anything it saw or heard back to its creator. However, there is a drawback in that if the construct is slain, the creator suffers psychic damage equal to the construct Max HP. If its creator dies, a homunculi dies too, and its body swiftly melts away into nothingness.

### **Variant Feature:**

1. Delicated Assistant: is designed for the explicit purpose to aide its creator in the creation of other items, and will hide itself should it be exposed to combat.
	* Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
2. Expeditious Messenger: is designed for one purpose: to quickly ferry messages to and from its creator, and will avoid combat at all costs to continue to ferry its message.
	* Cunning Action: can take a Bonus Action on each of its turns to Dash, Disengage, or Hide.
	* Bite poison CON saving DC is increased to 13.
3. Furtive Watcher: is designed for the express purpose of looking out for any intrusion. fore resembling a wisp of shadow,
	* Arcane Eye: has Truesight and can see into the Ethereal Plane, all out to a range of 60 feet.
	* Might of the Master. The bonuses to hit and damage of its attack is increased by 1 when your proficiency bonus increases by 1.

## Behaviour and Tactics

A homunculus never willingly leaves its master, and if forcibly removed, will do everything in its power to regain contact with its master.
Knight

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes Squire and hirelings who are commoners.

### **Variant Equipment:**

1. Foot Knight (Set A): Standing tall in the thick of combat, the Foot Knight is the epitome of a heavily armoured, front-line melee warrior.
2. Mounted Knight (Set B): Fearsome in offence, the Mounted Knight is able to shatter enemy ranks with a formidable charge.
	* gain mount War Horse
The Crossed Axes

The Crossed Axes is a tavern in Barazar that was built two years ago after the previous tavern was burned to the ground after a rough fight broke out between a group of patrons.

## Location

This tavern is located in the village of Barazar, on the northern side of town.

## Description

The wooden logs that comprise the building appear to be well-maintained and clean, giving off a rustic feel for those that favor a pint or two. Hanging just outside the door is a solid wood panel from two iron hinges, a pair of hand axes crossing.

Inside the tavern itself, there are an assortment of well-made wooden tables and chairs. As it does get colder in this northern region, there is a large stone fireplace that usually homes a roaring flame to keep the interior a comfortable temperature, especially at night. Accommodations consist of four rooms with queen sized beds and feather mattresses and an additional six rooms with single-sized beds and straw mattresses.

## Menu

The Axes has a very simple menu, usually stocked enough to handle the day-to-day amount of patrons that choose to visit from down.

### Food

* Boiled eggs and cashew bread, 4 cp
* Roasted chicken and barley biscuits with a pepper gravy, 6 cp
* Roasted pork loin with boiled potatoes, 8 cp
* Venison steak with steamed yams and barley biscuits, 11 cp

### Drinks

* Tankard of Mead, 4 cp
* Tankard of Dwarven Stout, 3 cp
* Tankard of Spiced Cider, 2 cp
* Tankard of Pale Ale, 4 cp
* Tankard of Fire Wine, 7 cp
Gnoll Pack Lord

Gnoll pack lord is the alphe one, ruling by might and cunning. Often acting behind the front lines, the pack lord lead their pack brothers and pack sisters with total authority.

## Behaviour and Tactics

Gnolls aren’t sophisticated, but they understand weakness, and bring themselves into the action only to put pressure on a weakened prey rather than an open fight. Gnolls can differentiate between armed and unarmed targets; as with any predator they can also distinguish between healthy and vulnerable targets.

Once all targets considered “vulnerable” have been downed and dragged away, a retreat will be signaled. If their “weak” targets aren’t going down in more than a couple rounds, gnolls will beat a retreat. But this will likely be a temporary measure with the intention of reassessing their prey’s state. And perhaps returning to wear them down further when they let their guard down.
Greatbow

This 6-foot tall bow is made of composite materials, making it astonishingly stiff, large and strong, and equally capable of use for long and short shooting.

**Special.** At start of your turn, you can use a Bonus Action to steady yourself and forfeit any movement. While you're steadied, your attacks with the greatbow becomes (1d10 + STR mod + DEX mod) piercing damage. While not steadied, you have disadvantage on the attack rolls.
Panther

Panthers are black-furred jungle wildcats similar to jaguars, leopards, and mountain lions. Panthers are nighttime hunters, relying on their strong sense of smell and alert senses. They are expert climbers and have superb balance.

## Behaviour and Tactics

Panthers will pounce on their prey after stalking them and will hold tightly with their jaws while raking with their claws.
Animated Armor

Ponderous but persistent, this magical guardian is almost always a suit of plate armor. This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight.

To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation.
Wolf

Wolves are canine pack hunters that were excellent trackers by scent. They are shrewd hunters and work as a team, surrounding and tripping their prey.

## Behaviour and Tactics

Their tactics includes harrying their prey into an area where the pack can surround it and slowly weaken it with attacks that come one at a time from each wolf until the prey is dropped to the ground. At this time, the entire pack converges in for the final kill and feasting.
Couatl

Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins.

Due to their intelligence and devotion to good, they are sometimes worshiped by people who inhabit the same area as them.

## Behaviour and Tactics

***Divine Caretakers.*** Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Regardless of a couatl’s task, it prefers to remain hidden, revealing it true self only as a last resort.

***Truth Tellers.*** A couatl can’t lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence.

***Ancient and Few.*** A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise.

If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring.

The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished.
Orc Chieftain

The chieftain of an orc tribe, also called war chief is its strongest and most cunning member. The reign of a war chief lasts only as long as it commands the fear and respect of other tribe members, whose bloodlust must be regularly satisfied lest the chief appear weak.

## Behaviour and Tactics

Easily offended and impatient, orcs generally preferred violent solutions and rarely considered multiple ways of approaching a problem.
Orc Shaman

Orc shamans are spiritual visionaries of tribes and clans. These gifted orcs can see into the world of spirits and communicate with creatures invisible to the eyes of normal beings.

If the orc plucks out one of its eyes, Gruumsh might grant the orc spellcasting ability and special favor, along with the right to call itself an Eye of Gruumsh.

## Behaviour and Tactics

Easily offended and impatient, orcs generally preferred violent solutions and rarely considered multiple ways of approaching a problem.
Shambling Mound

A shambling mound is an intelligent, carnivorous, animated plant with predatory tendencies. It was also known as a shambler.

They appeared to be moving, vaguely man-shaped mounds of rotting vegetation. Their brains and sensory organs are located in their upper regions. Shambling mounds fed off of the flesh and blood of living creatures they had engulfed and crushed within their own bodies.

Shambling mounds are usually about six feet tall, with an eight foot girth, when they stand erect.

## Behaviour and Tactics

They can move through water easily, and have been known to creep into camps in their range at night to attack.
Mount

A good mount can help you move more quickly through the wilderness, or to carry the gear that would otherwise slow you down. But its primary purpose is providing the benefits of speed and mobility in a combat.

**Mount Proficiency**. If you have proficiency with a certain kind of mount (land, flying or aquatic), you can add your proficiency bonus to any check you make to control that kind of mount in difficult circumstances.

**Creature Size.** The price is not the same for different mounts. The list below is for Large creatures.

 Small
 Medium
 Large
 Huge
 Gargantuan

## Equipment

A good set of gears give better mount controlling and increasing its abilities.

### **Saddle**

 Riding
 Military
 Exotic Modification
 Bastion

### **Barding**

Barding is armor designed to protect an animal’s head, neck, chest, and body.

Barded animals require special attention. You must take care to prevent chafing and sores caused by the armor. The armor must be removed as night and ideally should not be put on the mount except to prepare for a battle. Removing and fitting barding takes five times as long as the figures given on Donning Armor.

**Barding Proficiency.** Only those proficient in the armor's use know how to wear it effectively. If a mount wear armor that it lack proficiency with, it have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity. In most cases:

* Light barding won't slow the mount down.
* Medium barding -10 movement speed. Can not fly or swim.
* Heavy barding -20 movement speed. Can not run/dash, fly or swim.

### **Others**

 Tack and Harness
 Saddlebag
 Feed, carnivore
 Feed, herbivore

**Creature Size.** Some creatures eat more than its look. But like a ration for people, feed is a fixed amount.

* Medium creature: Feed x0.5
* Large creature: Feed x1
* Huge creature: Feed x5
* Gargantuan creature: Feed x20

### **Drawn Vehicle**

A mount pulling a drawn vehicle can move (cannot run) weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple mounts pull the same vehicle, they can add their carrying capacity together.

## Common Mount

These land mounts are available widely and can be purchased.

## Exotic Mount

You may desire something a bit tougher than typical mount. Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

### Flying Mount

 Griffon | -
 Hippogriff | -

## Mount Training

A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount.
Pixie

Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. They are often confused with sprites.

Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles.

## Behaviour and Tactics

Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie's fear of being captured or attacked stays its hand.
Pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy.

## Loot

* ***Pixie Dust.*** When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber. Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power.
Greater Totem

Greater totem is an mysterious design - a spirit vessel to hold the magic essences or entrap souls. It might be an inscribed urn, sacred jar or cask, or imbued stone.

**Special.**

* The totem regains 1d6 expended Charges daily at dawn.
* Allows you to cast cantrips while wearing it in Wild Shape form by expending charges.
* You can use an Bonus Action to convert unexpended Charges from the totem into temporary HP for one creature, including yourself. It lasts one hour.
Ochre Jelly

An ochre jelly is a yellowish ooze that can slide under doors and through narrow cracks in pursuit of creatures to devour. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal.

## Behaviour and Tactics

These creatures are mindless underground-dwelling scavengers that wandered and absorbed whatever they found. An ooze engulfs creatures to prevent escape and kills its prey slowly. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late.

An ochre jelly follows at a safe distance as it pursues its meal. They have enough bestial cunning to avoid large groups of enemies.

## Loot

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.
Novice Staff

Staff is specially constructed focus weapon that has traditionally been used primarily by spell casters. The appearance doesn’t always convey its potential power, though, it can be used as means of attack and defense.

A typical staff measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick. Most staves are made of imbued wood, but some are bone, metal, or even crystal.
Owlbear

Owlbear is a monstrous beast with a serrated beak and a body of bear covered in thick fur and feathers. An owlbear’s reputation for ferocity and aggression makes it one of the most feared predators of the wild.

Elven communities encourage owlbears to den beneath their treetop villages, using the beasts as a natural defense during the night. Hobgoblins favor owlbears as war beasts, and hill giants and frost giants sometimes keep owlbears as pets. A starved owlbear might show up in a gladiatorial arena, ruthlessly eviscerating and devouring its foes before a bloodthirsty audience.

## Behaviour and Tactics

These creatures are incredibly aggressive, going so far as to slay any living creature they saw. This territorial attitude causes many folks who live with nature to purposefully hunt owlbears before they has a chance to destroy the local wildlife.
Kobold

Kobolds are industrious, craven, yet agressive reptilian humanoids. They make up for their physical ineptitude with a cleverness for trap making, preparing ambushes, and mining.

## Behaviour and Tactics

They prefer to lay traps or ambushes, and will only engage a foe directly after it is weakened.

They dislike gnomes to such an extent that they will attack on sight.
Dryad

Dryads are fey-maidens who acted as the protectors of forests and trees. They appear to be beautiful women with delicate features seemingly made of soft wood. Their hair seem to be made of leaves and foliage that changed color with the seasons.

## Behaviour and Tactics

Shy and reclusive, they watch interlopers from the trees. If pressed, a dryad can beguile humanoids with her enchantments, turning enemies into friends.

***Treebound.*** Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden.
Gelatinous Cube

A gelatinous cube is a transparent ooze composed of mindless, gelatinous matter in the shape of a cube.

Gelatinous cubes scour passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved.

## Behaviour and Tactics

These creatures are mindless underground-dwelling scavengers that wandered and absorbed whatever they found. An ooze engulfs creatures to prevent escape and kills its prey slowly. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late.

Gelatinous cubes can not see or hear, but are capable of sensing vibrations and are attracted to warmth.

## Loot

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.
Skeleton

Skeletons are undead animated corpses but completely devoid of flesh and did not feed on the living. Although skeletons are most typically created from humanoid remains, many other varieties existed.

The undead form of skeletons are held by necromantic energy, which keep otherwise loose bones and joints together and confer on the undead corpse a glimmer of vitality and rudimentary intellectual capabilities.
Gnoll Hunter

Gnolls are feral, hyena-headed humanoids that are known for their savage culture and warlike ways.

## Behaviour and Tactics

Gnolls aren’t sophisticated, but they understand weakness, and bring themselves into the action only to put pressure on a weakened prey rather than an open fight. Gnolls can differentiate between armed and unarmed targets; as with any predator they can also distinguish between healthy and vulnerable targets.

Once all targets considered “vulnerable” have been downed and dragged away, a retreat will be signaled. If their “weak” targets aren’t going down in more than a couple rounds, gnolls will beat a retreat. But this will likely be a temporary measure with the intention of reassessing their prey’s state. And perhaps returning to wear them down further when they let their guard down.
Red Drake

Red drakes, or sometimes called battle drakes, are large reptiles that are created by a magical ritual involving chromatic dragon scales. They also share some of the traits of the original dragon such as the elemental resistance. They are loyal allies to their masters and can be quickly trained to follow simple commands.

They have a larger bodies with two side horns and frilled ears. They are stunted and wingless and incapable of reproducing.

## Behaviour and Tactics

If attacking lone or separated targets, it focus on that creature until the target is incapacitated. If fighting an opponent it can't easily defeat, it flee to safety, but will return and attack again later.
Giant Seahorse

Like their smaller kin, giant seahorses are shy, colorful fish with elongated bodies and curled tails. Tritons train them as mounts.

## Behaviour and Tactics

Giant seahorses are naturally shy creatures and try to avoid contact with surface creatures.

Giant sea horses defend themselves by headbutting an opponent. They can be trained to use their strong tail as a weapon in melee combat.
Black Bear

Black bears have large bodies with stocky legs, shaggy black-to-cinnamon fur. They are carnivore.

They live in warmer climates, but still can't tolerate the warmth of the tropics.

## Behaviour and Tactics

They are quite intelligent and less aggressive than other larger bears. They only fight for self-defense or their cubs was threatened.