recursal/Fanatic-Fandom huggingface dataset:
Astaina

## Description

The Imperial city of Astaina is located on the Eastern coast in the middle of Ooskil. It is a vast city with a large arena known for holding major events of all kinds.

## Current Government

### Autocracy

An autocracy is a system of government in which supreme power is concentrated in the hands of one person, whose decisions are subject to neither external legal restraints nor regularized mechanisms of popular control.

### Notable Laws

* Magic is tolerated but not common
* Begging is a profession
* There is a small thieves guild
* Haggling is frowned upon

## Day to Day Life

Local life is centered around trade and luxury. The arena keeps people satisfied when they are not making a living. The docks are always busy with fisherman from a nearby town bringing in their wares.

Nobles spend their days admiring each other and themselves while the king and his Royal Guard keep the city in relative peace.

There is a truce between the Royal Guard and a small local Thieves Guild and those considered poor are well looked after and given odd jobs to keep them from starving. As such, there are no slums per say.

## Points of Interest

* Fountain in center of town
* Church of Chauntea to the South of the Fountain
* Palace and noble district are West of the fountain
* Market district is the to North of the Fountain
* Docks are to the East of the Fountain
* Residential area is South of the Church of Chauntea
* Church of Kord is South of the residential area
* Arena is North of Markets
* Teleportation circle building is directly East of the Fountain
* Thieve's Guild is located in an undisclosed place within the city
* The Jovial Dragon - On Fishmonger's Circus, just outside the docks. It stands next to an tavern called The Sly Knave.
* The Sly Knave - On Fishmonger's Circus, just outside the docks. The street outside is filled with a sense of dark foreboding. It stands next to The Jovial Dragon.
* The Emerald Thorn - In a residential district known for its courteous residents. The street outside is filled with the scent of damp earth.

## History

Said to be the first city founded on Ooskil after Sylsalor Encyne crossed Lyroc's Barrier from Western Ooskil.

## Interactions

### Events

Astaina Arena

* Archery
* Auction
* Circus
* Gladiator
* Races
* Theater
Behemoth Ridge Lookout: A quest for the Trident

## Overview

Wyn’s Trident a weapon of Heritage thought to be lost during the Frost Giant’s Attack on Malbec, has apparently been found after two years of being lost to the world. Her brother appears with a task and a proper location, even though Sindle attempts to leave by herself the group heads into the frozen north. Will they find her fallen brothers Trident?

## Locations

* Bobby's Tavern
* Ahkillor Tundra
* Rimegulch
* White Tips

## Enemies Encountered

* Frost Giant
* Young Remorhaz

## Adventurers

* Sindle Malbec
* Bogle
* Alduin (Dragonborn Monk)
* Forgrim (Dwarf Fighter)
* Bogis (Halfling Rogue)

## Quotes

*“He runs up and jumps up like Michael Jorden, shield out in front and delivers a resounding thud as he says”* - Sevv09 *“Your mother took a better pounding then that last night*” - Fogrim on the kill shot of the Frost Giant.
Bear King

Dressed in hunting leathers with a thick bearskin cloak around his shoulders, the bearded king sits upon a throne carved from a whole tree trunk. A crown of holly leaves wreathes his head, and a blackened maul rests near his hand. An ornate clay pot filled with honey hangs at his hip at all times.

Mesikammen the Bear King, called “Old Honey Paws,” rules the northern kingdom of Bjeornheim. The Kingdom of the Bear is home to a great population of its namesake. The forests are thick with bears, and werebears are common among its people.

**Abuzz with Bees.** The country’s chief product and export, thanks to the Bear King’s insatiable appetite for sweets, is honey. The Bear King’s hive-keepers harvest rich, blossom-sweet honey from the hives of giant bees they tend. The land’s brewers use the honey to create the finest mead, and the most potent brews are infused with fey glamour.

The Bear King and his court of bear jarls, witches, and oracles spend most of their time hunting in the hills, feasting, brawling, and drinking mead. Old Honey Paws maintains his rulership over this court by besting all rivals in a yearly series of challenges. The challenges are open to anyone, but the Bear King has defeated all comers since he rose to the throne.
Ancestor's Day

## Root

Originally a number of different days and practices were celebrated culturally across the Phrelle. Each held in their own way for sometime as they were all strict to their beliefs.

## Transition to General Holiday

As cultures began to mix many of the town’s began to blend their paying of respects as families were blending. This is where Ancestor’s Day was first born a day in which the entire community would reflect on the lost loved ones.

## Current Practice

There is still a large amount of variation in the celebration of Ancestor’s Day depending on where you are celebrating the day. Generally a large festival is held in squares at night which play more traditional music and has dancing. Depending on the culture people may dress up to scare away restless spirits. It is generally considered an honor to come across a “death” cleric on this day.
Azer

Image credit WOTC

> *"Give me a hundred azer Slaves, and I can forge an empire that would make the gods tremble."*
>
> —Arakses al-Saqar, Efreeti pasha
>
>

Natives of the Elemental Plane of Fire, azers are Master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic-looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.

***Made, Not Born.*** Azers don’t reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter’s inner flame. Each azer is sculpted with unique features. This Crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare.

***Volcanic Dwellers.*** Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire—a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath Mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the Salamander raiders whose efreet masters order strikes against the azer kingdom.

***Enemies of the Efreet.*** Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in Creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out Conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check.

***Masters of Metal and Gems.*** Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones.

When azers are called by magic to The Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal.

***Living Fire.*** An azer doesn’t require food, drink, or sleep.
1st Sanctus Era

The 1st Sanctus Era is the start of recorded history. The Era lasted for 14,802 years which saw many major events which shaped the World of Phrelle to this day. While information on these events is loose and taken from very crude information. This Era would come to an and when the 1st Emorior began and the races of the world began to wage war against one another.
Cassel family

## Founding

The Cassel Family rose to power during the 6th Sanctus Era, a predominant Slaving family they began to draw more and more power. As they ascended the ranks of Nobility they began to set their sights on The Kingdom of Estaria’s Throne. When the previous ruling family named the Yarwyck’s king only produced a female heir, the young master Davith Cassel won her hand securing the Cassel’s rulership.

## Leadership

The Cassel Family is considered a dead lineage to most across Ezora. While there is rumors of a heir somewhere in Exile some loyalist of The Kingdom of Estaria are in search for the young man to try and break away from The Kingdom of Athein.

## Notable Members

 King Barroth Cassel
6th Tenebrae Era

## Historical Events

 The Assassination of King Jaddon Cassel | 6th Sanctus | 4,946
 Alliance with Irt Atoll's Sidhe Court | 6th Tenebrae | 1
 The War of Ezora | 6th Tenebrae | 2
 The Night the Cassels Fell | 6th Tenebrae | 2

## Storylines

* The War of Ezora
* Unsettled Business
Abner

## Abner Rehael Silverwind

### Appearance

a man with sun darkened skin of weathered brass, eyes like pine quills that are always darting the room and cutting like knives, though he is a small and narrow only standing at a unimpressive 5'5 he releases, an air of power and control. This man of clear noble lineage always is known to wear bright white, dark green, brass jewelry and his long hair tied in a long flowing ponytail. not only is the man confident dandy he is always caries a whip and shield, much like his sister he is always armed to the teeth.

### Personality

Rehael as a well traveled price he has developed an enjoyment for the the cultures of the world, his ideals are always flexible and can change depending on his environment. Abner is more than a little bit of a dandy and will always do his best to be in control of the situation and as a worshiper of Leira Abner is willing to lie to his friends and family if it means to get them out of trouble.

### history

Abner has served many years as a knight in his homeland, his weapons of choice are his words and his his rather impressive number of skill gained from working in the shadows.

###
Ale Father's Day

## Root

Ale Father’s Day has always been a day to celebrate dwarven culture, the day of Saint Thoor Ironheart who was known as the Ale Father. It is said that Moradin himself blessed Thoor Ironheart with the knowledge of brewing creating Ale and alcohol in the world for consumption.

## Transition to General Holiday

While it took a decent amount for the holiday to translate towards the general public, the grand parties and celebration of their dwarven allies has become a great day of drinking and celebration.

## Current Practice

Most Dwarven families or establishments brew a special brew known as Ironheart Ale for just this day. Special casks for the batch are usually purchased and finely crafted for these places or families. If possible people will travel towards dwarven cities and taverns to enjoy in the festivities.
Cahal Laken

Picture drawn by Tisi

## Appearance

Cahal is a tall strong human man. His shoulders are wide, his skin tan. A slight yellow shine can be seen in his hazel eyes from certain angels. His brown hair goes down to his shoulders, a full beard on his face. He wears a light brown shirt with black pants and leather boots. On his right collarbone is a old scar of what looks like a bite from a large creature. He carries a large hammer around his back

## Backstory (Summary)

Cahal was born in his parents homestead near Pearlside. He grew up in that homestead, learning different things from his parents, and when he was old enough he traveled to a nearby town. Then spent most of his life working a job as a sailor, protecting the ship and being the captain and crews body guard. Though one day he was let go and he just went out into the wilds to wander on from then. He became friends with a dwarven rogue named Jiff and they traveled together. Though an incident with two bears separated them and then he moved on to adventure.

## Personality

Cahal is the definition of gentle giant, though when hes not in combat. He is a big strong man with a soft heart that usually has opinions but tends to keep to himself for whatever reason. He cares dearly for his friends and family, and is a big protector of them.

He is kind of an odd barbarian in that, sometimes, in his rage he can seem quite calm instead of angry but hes actually angry.
A Trial of Hundred Steps

All writing is in Zoulan

"Write up"

"These steps are to prove that you will choose peace over violence that you can and are able to bend without breaking"

"A vow no they are a trial to see if you have the worth of entering the monestary"

"Yedrians are a people forged in battle and blood, however there has to be a better way. Fighting over lands or resources is not wise, a way to come to a neutral position in the world was sought."

"Yes the fabled clan slayer, his greatest triumph was not his battle with Nyzur. Do you know what it was young whitescale?"

"He chose to lay down his axe from a position of power. He did pick it back up of course to fight for the cause of those weaker then him, but he in that moment where violence was easy to choose peace with his enemies"

"When he still served under Nyzur, when he was a warrior of the chromatic queen"

"It was not much after he had the chance to raise back his axe, he suffered great trials of the soul, some even say he was tortured by the Sohmish. He was a terrible figure who committed great crimes against the tribe of the sohmish, however Kaine seemed to see a change in him after crossing blades with him many times."

"He put his faith in peace, he knew that they might kill him but he hoped the story of him saving some of the children would at least buy him a thought outside of execution."
Brownberry Shops

## Main Shops

### The Expensive Pantheon Pub

The largest and most popular inn in all of Brownberry belongs to the dwarven female named Towah Wolfscar and her human husband named Flynn. He tends bar while she takes care of the customers needs above and beyond simple food and drink. The Inn is a little more expensive than the other taverns in town, but people are willing to spend the extra for good food, great drinks and entertainment. Bards travel to the Expensive Pantheon to show off their skills. If you play well there, your name travels to all the surrounding taverns in the town and you will always find a job.

### Sew and Tell

Ari Clearflower, a human female in her 40s, owns and runs the tailor shop. Her daughter, Darlah, helps around the shop but mostly spends her days haggling for wool and cloth. When she has free time, Darlah spins the wool into fabric. Ari's husband, Flem, died at the hand of the half-dragons at the Southeast Fort incident recently.

### The Aching Sole

Asein Dhehrar is the owner of the most popular cobbler shop in the town. His leather is touted as the best around and his shoes last for more than three seasons before needing to be repaired. He is a wood elf and proudly says his age is 146 years young. He has no family he speaks of.

### Tinker While You Wait

Cinna Saz runs the tinker shop. A human in her 50s, she spends each day pounding dents out of pots, sharpening knives and various other small tasks. She is constantly busy as she is the only permanent tinkerer in town. Her husband, Rary and only son, Duog are in the military for the Jadefoot family.

### The Blacksmith

The only dwarf living in Brownberry is Gilm Moltenroar, the owner of The Blacksmith. He has little in the imagination and decided to name it that because that's what it is. He has three apprentices working for him. All three are human males in the age range of 15-25. Their names are Drirlic Shay, Fin Grirov and Stee Crestwoods. Gilm produces the blades and armor for the two military families, but tries his best to stay out of their politics.

### The Grim Blade

The blacksmith who does the grunt work of the town, like hobbling horses and making nails, is En Brightdraft. He has one human female apprentice, 14 years old and just learning the trade. Her name is Lila Oceandust. En isn't completely bitter about Gilm taking the business of the families away from his family business since he has to admit, Gilm's quality is better than his. The name was given to the building by En's grandfather and En is worried he won't have an heir to pass it along to when his time comes.

### Souprise

Opening the door to this business, you are greeting with almost overwhelming fragrances. Molly Wood, a human female in her 60s runs the apothecary in Brownberry and loves the name because travelers often think it's a kitchen but still end up purchasing from her.
Carn Bigglestone

## Appearance

White, oily hair slightly covers a craggy, time-worn face. Bulging gray eyes, set buried within their sockets, watch intently over the lands which they feel were stolen from them.
Tribal marks resembling a cloud of misty skulls under his right eye marks his legacy but, more importantly leaves a memory of a history of service.

This is the face of **Carn Bigglestone**, a true strategist among humans. He stands elegantly among others, despite his lean frame.

There's something extraordinary about him, perhaps it's his odd friends or perhaps it's simply his disposition. But nonetheless, people tend to be curious about him, while trying to avoid him

## Personality

Cool, calculating, and ruthless mark the pillars of **Carn**’s personality. Always with a scheme and an exit strategy, **Carn**’s only losses have come at the hands of the Amarthan Nost and the eventual crushing of his Rebellion. These seem to drive him deeper into his plotting.

## Family

 Landen Bigglestone

**Samantha Bigglestone** was killed by a Half-Elf who was attempting to escape the initial order of The Culling. While not the target of the Half-Elf, she was simply making her day about the markets.

**Landen Bigglestone** fell as an advisor to the King during The Night the Cassels Fell.

## History

While never directly in charge of anything political, **Carn** mainly stayed out of the military affairs of his country. While many times his strategic expertise was sought for conflicts, he maintained to not become in the employ of the country. A calm man by all who knew him back in that time, he was happy with his minor time playing dragon chess and making a honest living. He was known at the time to be very close with Karuk, who was the head of the Brotherhood of Mist.

His wife **Samantha** was killed in the markets, the day The Culling was ordered as a Half-Elf would be the culprit. Full of grief and anger he would turn to seek his friend Karuk, to track the man responsible. Karuk would have fled to Penrith, leaving the widowed and now single parent without a chance to find him.

This would force **Carn**’s hand as he stood before the king demanding to be the head of the Brotherhood of Mist. With his tactics and burning desire for vengeance, most families would quickly be rounded up and forced to see their loved ones die. He would continue on to lead the Kingdom of Estaria in all conflicts including the War of Ezora.

The oversight of Dalmilla knowing the Teleportation Circle and being willing to work with the heroes of Penrith. The Night the Cassels Fell, would provide a turning point in the war and force **Carn** into hiding with his loyalists. It would take nearly three years before he would take over the Central Vale of Clearhill in Carn’s Rebellion.

## Storyline

* Effected by The Culling
* Strategist in the War of Ezora
* Leader in Carn's Rebellion
Babau

Image credit WOTC

### Special Notes

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

# Babau

Demon lords create lesser Demons for the purpose of spreading chaos and terror throughout the multiverse. One such Demons is described here.

Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz’zt. It is said that Glasya wounded Graz’zt with her sword, and the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz’zt’s place as one of the preeminent demon lords of the Abyss.

A babau demon possesses the cunning of a devil and the bloodthirstiness of a demon. It has leathery black skin pulled tight over its gaunt frame, and a curved horn protruding from the back of its elongated skull. A babau’s baleful glare can weaken a creature.
Al'kai'dair Forgehammer

The Holy Hamburger

One Big Mother

The Holy Hamburger

One Big Mother

## Appearance

Al is a huge specimen of a minotaur brought about with decades of smithing in the Forges beneath the Temple of Morodin. He has the occasional burn scar dotted across his body from chips of metal that have broken off during the forging process. Standing at 8'1", the word "beefcake" doesnt begin to describe him with his massive muscled frame. Covered in an auburn gold fur, with auburn hair, and green eyes.

## Background

He was taken in by Dwarven Clerics of Morodin when they were passing thru a part of Farrel Forest and came across minotaur babe that had been abandoned there. Feeling sorry for the poor creature they took him to their Cathedral in Eclain. There they taught the young minotaur the ways of the Forge . Lacking experience in the real world the Minotaur wishes to go out and spread the word of his faith and use his forging skills to further his commitment to his God Morodin

or to put it more simply, has reached the capabilities of his forging and needs to learn to forge skulls instead of metal....and to bring healing and faith to those worthy of Morodin

## Traits

Extremely protective of friends, will charge headlong into a fray with horns extended just to reach a friend that needs healing.

Has a portable forge and anvil that can be used during the Long Rest to repair armour and weapons a long with the Mending spell

Treasure is kept only until a worthy recipient is found or a worthy institution.

Al lives very frugally on the coin that he keeps as most of his wealth is donated to the higher cause of the Temple of Morodin
Amanda DeVerin

## Character Basics

**Name:** Amanda DeVerin

**Age:** 1 yr. & 4 mo.

**Race:** Human

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

## **Physical Characteristics:**

**Distinguishing features:**

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

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

## **Intellectual/Mental/Personality Attributes and Attitudes**

**How does the character see themselves? How self-confident are they? :**

**How does the character believe they are perceived by others?**

**Does the character seem ruled by emotion or logic or some combination thereof?**

**What would most embarrass this character?**

## **Emotional Characteristics**

**Strengths/weaknesses:**

**Introvert or extrovert?**

**How does the character deal with anger?**

**With sadness?**

**With conflict?**

**With change?**

**With loss?**

**What would the character like to change in their lives?**

**What motivates this character?**

**What frightens this character?**

**What makes this character happy?**

**Is the character judgmental of others?**

**Is the character generous or stingy? Are they generally polite or rude?**

## **Spiritual Characteristics**

**Does the character believe in a god ? Which one?**

**Does the character's religion match their parents?**

**What are the character's spiritual beliefs?**

**Is religion or spirituality a part of this character's life? If so, what role does it play?**

## **Significant Events**

**Describe an important or life-changing moment for the character:**

**What is their best or most cherished memory?**

**What is their worst or most feared memory?**
Carrion Crawler

Image credit WOTC

Carrion crawlers scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively Attack any creature that trespasses on their territory or disturbs their feasting.

***Carrion Eaters.***A carrion crawler follows the scent of death to its food, but it prefers not to compete with other scavengers. These foul creatures thus hunker down in territories where death is plentiful and other carrion eaters have limited mobility. Caves, Sewers, Dungeons, and forested marshes are their favored lairs, but carrion crawlers are also drawn to battlefields and cemeteries.

A carrion crawler roams on the hunt, its tentacles probing the air for the scent of blood or decay. In tunnels or ruins, carrion crawlers scurry across the ceiling as they move toward food. In this way, they avoid contact with oozes, otyughs, and other dangerous inhabitants of the Darkness, even as they Surprise potential meals that don’t think to look up.

***Patient Predators.*** Whether in subterranean Darkness or while hunting at night, light signals a potential meal. A carrion crawler might follow a light source from a distance for hours, hoping to pick up the scent of blood. Despite their great size, carrion crawlers can also easily set up ambushes by waiting around blind corners for prey to come to them.

When facing potential prey or intruders, a carrion crawler lets its poison do the work. Once a victim goes rigid with paralysis, the carrion crawler wraps it with its tentacles and drags it away to a high ledge or isolated passageway, where it can be killed safely. The monster then resumes patrolling its territory while waiting for its meal to ripen.
Balor

Image credit WOTC

### Special Notes

Damage Resistance cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities fire, poison

# Balor

> *"Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."*
>
> —From the *Demonomicon of Iggwilv*
>
>

Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.

Wielding a flaming whip and a Longsword that channels the power of the storm, a balor’s battle Prowess is fueled by Hatred and rage. It channels this demonic fury in its death throes, Falling within a blast of fire that can destroy even the hardiest foes.
Black Pudding

Image credit WOTC

> *“The dungeon’s floors were spotless. That should have been our first clue.”*
>
> —from the journal of Jaster Hollowquill, on his first exploration of Undermountain
>
>

## Oozes

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often the searing pain of its acidic touch.

Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

***Slow Death.*** An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late.

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.

***Unwitting Servants.*** Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze’s need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

***Spawn of Juiblex.*** According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

***Ooze Nature.*** An ooze doesn’t require sleep.

## Black Pudding

A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow.

Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean.
Berthold Paege

## Appearance

Chestnut, shaggy hair clumsily hangs over a furrowed, anguished face. Lidded amber eyes, set thightly within their sockets, watch gratefully over the families they've sworn to protect for so long.

## Personality

Trustworthy, Helpful, and Valorous are the pillars of **Berthold**’s personality. He is very ingrained with his community and tends to spend extra time off the books lending a hand when he can. He is often seen trying to balance the law and compassion he has for the people.

## Family

**Berthold** is the eldest son of **Lucien** and **Brette Paege**. He has one younger brother named **Verrell** who is seven years younger then him. His family all still lives in Willowdale.

## History

**Berthold** grew up on a small farm in Willowdale, with his parents and eventually his brother. Having seen the men and women of The Kingdom of Athein fight for them during the War of Ezora he chose to dedicate his life to protecting the people where he could. At 18 he answered the call to travel to Candor’s Rise and become a guard.
Braden Rassal

### Siblings

Tychon Rassal (29 Brother), Madeline Rassal (28 Sister), Cale Rassal (27 Brother), Hettie Rassal (27 Sister), Kristin Stormmore (25 Sister)

### Date of Death

2nd of February, Year 1 of the 6th Tenebrae Era

## Misc Information

### Affiliation

Temple of the First Light (Duskcross), Blackrose (Former Member), Shadowbrand (Enemy)

### Additional

Radiant Fireballs

Place holder
Bullywug

Image credit WOTC

Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs Overwhelm opponents with superior numbers when they can, but they flee from serious threats to Search for easier prey.

Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield Simple Weapons, and can deliver a powerful bite to foes that press too close.

***Foul Aristocracy.*** Bullywugs consider themselves the right and proper rulers of the swamps. They follow an etiquette of sorts when dealing with outsiders and each other, subject to the whims and fancies of their leader—a self-styled lord of the muck. Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors’ favor.

A bullywug has two ways to advance among its kind. It can either murder its Rivals, though it must take pains to keep its Criminal deeds Secret, or it can find a Treasure or magic item and present it as tribute or a token of obeisance to its liege. A bullywug that murders its Rivals without cunning is likely to be executed, so it’s more Common for bullywugs to stage raids against caravans and settlements, with the goal of securing precious baubles to impress their lords and win their good graces. Invariably, such fine goods are reduced to filthy tatters through abuse and neglect. Once a gift loses its sheen, a bullywug lord invariably demands that its subjects bring it more Treasure as tribute.

***Unruly Diplomacy.*** Bullywugs love nothing more than lording over those who trespass on their territories. Their warriors attempt to capture intruders rather than simply slaying them.

Captives are dragged before the king or queen—a bullywug of unusually large size—and forced to beg for mercy. Bribes, Treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its “guests” with the majesty of its Treasure and its realm. Struck with a deep inferiority complex, bullywug lords fancy themselves as kings and queens, but desperately crave the fear and respect of outsiders.

***Amphibian Allies.*** Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude Communication system.

Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimens are sometimes used as mounts as well. The frogs’ ability to swallow creatures whole provides a bullywug hunting band an easy means of carrying prey back to their villages.
Blane Winston

## Appearance

Brown, sleek hair slightly covers a fresh, radiant face. Lidded violet eyes, set a-symmetrically within their sockets, watch discreetly over the organization which his family has founded so long ago.

Fire has left a mark stretching from the bottom of the right cheek , running towards his left nostril and ending under his left eye leaves a burning memory of former failure.

This is the face of **Blane Winston**, he stands towering among others, despite his muscled frame.

## Personality

It was said that his father was ruthless and driven, and that passion burns deep within **Blane Winston**. If anything could make that passion burn deeply, it is the memory and mocking of which he suffered upon the day his father was slain and he was forced to bury him in the forest. A slight which only serves to show him that showing quarter leads to him having even less empathy to others than his father.

## Family

* Rique Winston (Ancestor)
* Zavier Winston (Father)
* Tyeis Winston (Uncle)

## History

**Blane** was brought along to Penrith during the events of his father’s demise to learn first hand on a considered a dangerous hunt. While specifically told he would not join the hunt, he was in charge of holding the Temple District with Phyrran Dalear who was also being groomed for leadership. Once his father was slain in combat he rose to take the position of commander and build the organization to be more powerful over the course of the transition to the Age of Heroes.
Allip

Image credit WOTC

### Special Notes

Damage Resistances acid, fire , lightning, thunder; bludgeoning,piercing, and slashing from nonmagical attacks

Damage Immunities cold, necrotic, poison

## ALLIP

When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony.

**Blasphemous Secrets**. Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary madness. The survivors of an allip's attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, sometimes years after their fateful encounter.

**Undead Nature**. An allip doesn't require air, food, drink, or sleep.

### INSIDIOUS LORE

An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by manic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world-and its terrible secret hides somewhere in the scholar's text,
waiting to be discovered by its next victim.
Leonhardt Raglan

**Leonhardt Raglan** (レオンハルト・ラグラン *Reonharuto Raguran*), more commonly referred by his nickname **Leon** (レオン *Reon*), is the deceased father of Julius Raglan who died prior to the beginning of *Daybreak Chronicles* and is one of the primary main characters in the prequel, *Daybreak: Twilight Story*.

## Powers & Abilities

### Physical Abilities

#### Physical Prowess

**High Strength**:

**High Durability & Endurance**:

**High Speed**:

* **Incredible Reflexes & Acrobatics**:

**Enhanced Instincts**:

#### Other Abilities

**Natural Prodigy**:

* **Highly-Perceptive Combatant**:
* **Notable Intelligence**:
* **Advanced Growth Rate**:

**Expert Tactician**:

### Magical Abilities

**Immense Magical Power**:

* **Transmigration: Aura's Will** (他生・オーラの意志, *Tashō: Ōra no Ishi*):
* **Aura Sensory**:

**Astral Link** (アストラルリンク, *Asutoraru Rinku*):

#### Lost Magic: Synch Blade

**Ancient Spell** (失われた魔法 (エンシェントスペル), *Enshento Superu* lit. *Lost Magic*):

* **Lost Magic: Synch Blade** (失われた魔法・シンクブレード, *Rosuto Majikku: Shinkuburēdo*):

### Sword Style

**Sword Style** (剣の芸術 (ソードスタイル), *Sōdosutairu* lit. *Art of the Sword*):

* **Bloodline Skill: Zero Stance** (血継技量・ゼロスタンス, *Kekkei Giryō: Zerosutansu*):

#### Astral Sword Style

**Astral Sword Style** (星剣流, *Seiken-ryū*):

### Unison Arts

**Unison Arts** (共振連携攻撃 (ユニゾンアーツ), (*Yunizon Ātsu*) lit. *Resonating Combination Attack*):

* **Heaven Seal: Rising Dragon Fangs** (天国封印・竜座の牙, *Tengoku Fūin: Ryūzanokiba*):
	+ **Extension: Kuzuryūjin** (追加攻撃・九頭龍陣, *Ekusutenshon: Kuzuryūjin* lit. *Additional Attack: Nine Dragons Formation*):
Besshumnyy

Bessh, as he likes to be known, is a Firbolg from a tribe based in the Fae Wyld. He has taken a vow of silence to allow him to better hear and respond to Natures signs and calls. He is a Druid of the land (Forest) and is in Penrith because of twist of fate after being kidnapped while out on a quest to help his people.

He was told to explore, find a new forest in need of protecting, in need of a Firbolg. He ventured fairly far from his home, through the forests and away, searching as he was asked to. Until he was attacked and kidnapped. He was imprisoned and moved out of the Fae and after some help and a distraction, He and another escaped and made their way to Penrith. Bessh has made a home for himself in the Northern Forest.

## Biographical information

### Cause of Death

He stands at 8 Feet tall and weighs in at 280Lbs. His hair and beard are black and his skin a light grey. He wears unremarkable common travelling clothes, that have seen better days and carries a quarter-staff with him.
Chasme

Image credit WOTC

This loathsome demon resembles an unspeakable crossing of humanoid and fly. A chasme shuffles about on four spindly legs that can find purchase on walls and ceilings. A droning sound precedes the approach of a chasme, inflicting foes with a terrible lethargy that leaves them open to Attack.

The lowly chasmes serve more powerful masters as interrogators or taskmasters. A chasme lives to dole out torture as punishment, and has a knack for spotting Demons that have deserted their lords. Capturing and returning such traitors allows a chasme to torment the victim without fear of reprisal.
Bomanberg

City of Bomanberg

## Current Government

Bomanberg is the capital of HinderFall where Sofia Boyle the ruler of HinderFall live. She oversees much that goes on in the city as well as the whole country. Although managing an country as well as a city can be tough. So she rely on some of her royal advisers to mange the city for her.

## Day to Day Life

Day to Day Life in Bomanberg is quite relaxing. Many people work as Lumberjacks to cut down trees for wood but they make sure to replant each session so that the supply will not run out. Lumberjack may be the most common job but there are alot more jobs that make the city run how it does.

## Points of Interest

* Palace
* The Great Forest
* Diamond Square

## History

Bomanberg didn't exist until the Vampires took over the island. They built the city with the slaves they captured. It was the capital city of the island where the ruler would live. When the people of HinderFall finally took it back and drove the vampires out they kept it the way it was since it was a nice city and it would be too much work to start over. It kept its Gothic architecture during The Reign of the King and also throughout the Rebellion. Once the queen was crown she made a few changes but it is still mostly the same.

## Known NPCs

Queen: Sofia Boyle

Bartender of the Wanders Rest Inn: Mavvir

Waiter of the Wanders Rest Inn: Katrina
Brass Dragon

Image credit WOTC

The most gregarious of the true Dragons, brass Dragons crave conversation, sunlight, and hot, dry climates.

A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.

***Boldly Talkative.*** A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of Treasure. If an intelligent creature tries to leave a brass dragon’s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon’s thirst for small talk is slaked.

A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game.

***Prized Treasures.*** Brass Dragons covet Magic Items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a Djinni bound inside it are among the greatest treasures a brass dragon can possess.

Brass Dragons conceal their hoards under mounds of sand or in Secret places far from their primary lairs. They have no trouble remembering where their Treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a Treasure cache tucked away in a half-buried Desert ruin, for these might be parts of a brass dragon’s hoard.

## A Brass Dragon’s Lair

A brass dragon’s Desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
Barlgura

Image credit WOTC

The barlgura represents the savagery and brutality of the Abyss. Barlguras gather in packs to take down tougher foes, keep gruesome trophies from their victories, and decorate their territory with such Objects.

A barlgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing just under 8 feet tall, it has broad shoulders and weighs 650 pounds. It moves apishly along the ground, but it climbs with great speed and agility.
A Fez of the Heart

This millinery in the middle district is bright and warm, enticing shoppers inside with its displays. The inside walls of the small shop are completely covered in hats of various colors and styles ranging from the comically small to the stylishly elegant - from functional to fanciful.

It is run by a young gnome gentleman named Glimfink Sparkleblast, whose amazing purple hair is decorated with a different tiny hat every day. He is a very friendly and welcoming person, and believes much can be discovered about someone's personality by the kind of hat they wear.
Choker

Image credit WOTC

The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest. Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by.

**Sly Trappers**. A choker's usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious humanoids explorers, drow, duergar, or the choker's favorite prey, goblins- to come within reach.

When a target presents itself, the choker's starfish-shaped hands dart out of its hiding spot, wrap around the victim's throat, and pin the unfortunate creature against the cavern wall while choking out its life. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons.

**Lone Hunters**. Chokers tend to set their ambushes alone, rather than working in concert, but where one creature is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through rock but are difficult to identify or locate in a typical echo-filled cavern.