recursal/Fanatic-Fandom huggingface dataset:
Hobgoblins

## Background

Hobgoblins are a race of goblinoids with red skin who are commonly found within the Easterlands. Hobgoblins are defined by their martial society and close adherence to an organized military. Their ancestors once inhabited the plane of Gorakan but were stranded on Penastria after Orgrim's failed invasion of the mortal plane. Following his defeat at Lothol Loren, his warband dispersed and the highly organized Hobgoblin Legions established their kingdoms along the northern edges of the Easterlands.

Following the establishment of the Imperium within the Easterlands, many of the Goblinoid tribes within the region were subjugated and absorbed by the growing nation. These goblinoids were forced to adjust to a new way of life with the Hobgoblins making up the bulk of the Imperium's military. In the aftermath of the Eternal Ritual, the Elkud tribes of goblinoids led an uprising against the magisters of the Imperium, this uprising led to the abolishment of slavery within the Easterlands as well as the establishment of the Elkud Confederation along the northern edges of the Easterlands. The confederation was made up of the newly liberated Goblinoids, with many of them finding a new voice within their society.

## Properties

* **Average Lifespan.** 90 to 100 years.
* **Size.** Medium.
* **Ability Score Increase.** Your Constitution score increases by 2 and your Intelligence score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
* **Martial Training.** You are proficient with two martial weapons of your and light armour.
* **Saving Face.** If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you cannot use it again until you finish a short or long rest.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
Changelings

## Background

Little is truly known about Changelings, they are an extremely rare race of ashen skin humanoid with light grey hair and milky white eyes. They possess the innate ability to change their appearance to mimic that of any other humanoid they wish, changing it at a whim.

Their origins can be traced to the Combine of Vermos, where they are created to serve the Illithid Hives beneath Vermos. The vast majority spend their entire lives in service to these hives, acting as hidden agents and infiltrators when needed. This fact, in tandem with their abilities and their naturally alien appearance makes them the targets of fear and suspicion.

## Properties

* **Average Lifespan.** 80 to 100 years.
* **Size.** Medium.
* **Ability Score Increase.** Your Charisma increases by 2, and one other score of your choice increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Shapechanger.** As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
* **Changeling Instincts**. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
* **Languages.** You can speak, read and write Common and two other languages that you and your DM agree is appropriate for your character.
The Blessed Wilderness of Elysium

## Background

Elysium is a plane that embodies pure good without being overly restricted by law. The celestials that dwell within this plane are considered by some to be of a more chaotic nature, however, they are not as chaotic or mercurial as the fey, rather they desire the freedom to express love and compassion.

The plane is described as a chaotic assortment of untouched wilderness, the terrain varies from wild forests to foam-peaked seas to impossibly high mountains, among which are interspersed picturesque valleys. The most common inhabitants of Elysium are the azata, celestial beings who are described as having golden skin and silver hair, however they are known to possess the ability to change their form, with many preferring the forms of humanoid creatures. It is also home to other celestial beings such as couatls, pegasi and unicorns.

Elysium is home to three prime deities, these being the Guiding Mother, the Coiled Serpent, and the Beast King, each ruling their own specific layer within Elysium. The plane is divided into three distinct layers, the topmost layer is known as Amoria and is home to the Coiled Serpent, the central layer is known as Arboria and is ruled by the Beast King, the lowest and largest layer is known as Oceania and is ruled by the Guiding Mother. The Golden Tree of Elysium passes through each of these layers, its roots starting from deep beneath Oceania and its canopy towering above Amoria.

## The Celestial Trinity

The three prime deities that rule the divine domain of Elysium are referred to as the Celestial Trinity, whilst their origins are mostly unknown, the three of them have had a profound impact on the mortal plane of Penastria, where all three are revered as deities.

 Tezcal, The Father of Beasts | Chaotic Good
 Nuhra, The Guiding Mother | Neutral Good
The Remnants

The Remnants are a loosely associated organization made up of a group of cultists who are devoted to the Undying King and seek to facilitate his return to Penastria. However, due to the organization's scattered nature and their decentralized leadership the methods of doing so differ greatly from one cell to another. Necromancy is the most commonly practiced school of magic within the cult, and many of their bases tend to be within forgotten crypts or graveyards where corpses can be easily procured.

The cult can trace its origins to the aftermath of the Undying King's defeat at the hands of the Heroes of Ankararam, following the lich's defeat and subsequent banishment, many of his followers were left leaderless and faced annihilation at the hands of the Makhusa. With this, many of them were forced to abandon their holdings within the Pyrean Easterlands and scatter to the four winds. Now forced into the hiding, many of the survivors established cults throughout Penastria, in the hopes that they may one day return to power.

## Organization

### Notable Members

Since the cult is scattered throughout Penastria, there are no real leaders beyond the individual cells, however it is commonly believed that they possess the greatest influence amongst the Arzani along the eastern edges of the Bronze Sea. In fact many believe that they are loosely tied to the Worm King's Chosen, an influential religious organization within said region. It is unknown if the Remnants have a supreme leader, and their ruthless and secretive nature means that any information regarding its members is very difficult to come by.
Imperial Lawbringers

Established during the early years of the Imperial Golden Age, the lawbringers were originally tasked to hunt down any insurrectionists that could jeopardize the unified empire during these early years following the reunification. They operated directly under the Emperor and answered only to him and the High Arbiter.

During the later centuries of the golden age, the lawbringers took on a more judiciary role within the empire, the Order of the Burning Claw sought out heretical threats, whilst the lawbringers brought more mundane criminals to justice. Due to them becoming a far more widespread institution it was decided that the organization should become far more streamlined and thus a clear chain of command was created.

At the top, are the lawmasters, distinguished individuals that are sworn in by the Emperor himself and report directly to him or his High Arbiter. Each county has its own lawmaster, who then chooses five distinguished individuals, these individuals are granted the rank of justiciars**.** Each justiciar is charged with leading investigations into any criminal elements that the empire may face, as well as working with imperial guardsmen in order to bring justice to such threats. Whilst lords do have the power to arrest and pass judgment on those that break the emperor’s peace, their word does not overrule that of the lawmaster as they are not exempt from the emperor’s justice. A justiciar’s authority cannot be stressed enough as they are considered representatives of their lawmasters and thus their word is law. Each justiciar has a squadron of elite gunners, known as lawkeepers, each of them handpicked from the imperial army in order to aid the justiciars in their endeavours.

Due to the enormity of the empire, each county tends to track its own crimes, and in most cases justiciars tend to keep to their own counties, preferring to deal with threats within their own jurisdiction. That being said, lawbringers from different counties have been known to work together especially in order to deal with threats that are considered to be a danger to the empire as a whole.

## Laws of the Draconic Empire

As judged by the eyes of the local lawmaster, appointed hands of that lawmaster, any criminals discovered and/or convicted of crimes within the halls of judgement within the empire are subject to punishments befitting the crime. All fines and punishments for crimes against an Imperial Guard, soldier or noble are doubled. All fines and punishments for crimes against an imperial official or associate of the clergy are tripled.

## Organization

### Notable Members

The following table provides a list of the Imperial Lawmasters and the counties that fall under their jurisdiction.
 The Imperial County of Freyenkuste
 The Imperial County of Barenkuste
 The Imperial County of Talbecberge
 The Imperial County of Wissenland
 The Imperial County of Hessenkuste
 The Imperial County of Nordberge
 The Imperial County of Athelsen
Epic Boons

The problem with mortals, is that they hit ceilings. They have limits. They have thresholds that seperate them from the Gods and the Godly.

Welcome to the realm of Godhood. Below are a list of Epic boons you can take on your journey beyond mortal ken.

Some Boons may be taken multiple times, in which case it is stated in the Epic Boon description.

Each boon has a domain, signifying the domain circles you are heading towards. These will change your character, impact the story you play, and affect where you can get devotion from and which Prime Deities you form circles around. These Boons are meant for beyond level 20 play, but even so, they also require the character to have some form of divinity, or prolonged exposure to the Gods. Epic Boons are meant to be "bought" with boon points, which are awarded by the DM. All boons are worth a number of Boon points equal to their level.

Choosing these boons impact your character's ending, as it does which Gods they will strive towards and which Gods seek them.

You can find the full list of Epic Boons here. Remember, this is a fully homebrewed list intended for post level 20 play. Stuff might break, which means the DM may change some of the mechanics as the play goes along.
The Big 'Un

## Bahrg, The Big 'Un

The son of Lolthak and Orgrim, referred to by some as the Mud Orc or the Big ‘Un; Bahrg is the orcish deity of war. The brown orc is said to have inherited an insatiable lust for battle, growing larger in the aftermath of each combat. Bahrg is considered by many orcs to be the ideal orc constantly seeking to improve and grow bigger. It is said that his red eyes brought fear to the hearts of all those that came across him and only the strongest and bravest opponents dared to stand in the way of his rampage.

Of all the orc deities, it could be argued that whilst Orgrim was at the top of their pantheon, Bahrg has long since superseded him and has grown to be the most influential with all orcs following in his footsteps and indulging in endless battle. It is said that should an orc prove worthy and earn an honourable death in combat, their spirit will be taken to Bahrg’s arena where they will indulge in glorious battle with the orc until the end of time.

Of the old orcish pantheon, only Bahrg had a major impact during the eternal ritual, his champion, Ukkoh the Dreadmaw, was instrumental in the defeat of the Undying King. Thanks to the intervention of her and her companions, many of the orcish tribes of Asshan united with the Imperium in order to defeat his undead host. Through this, the worship of Bahrg was renewed amongst many orcs that followed the old ways leading to Bahrg’s divine power swelling and him growing to be the most powerful of the savage lords, eventually taking his place as the one true orcish divine.
Alfred

## Description

*A large ogre that seems to be smarter than his peers, clad in an oversized shirt and wearing a comedically large monocle on his left eye. Close by is a crudely crafted club that is stained with dried blood.*

## Summary

The party encountered the ogre and his brethren along their journey eastwards to Altenberg. Expecting a fight, they were initially on edge but attempted to parley. They were surprised to find that these ogres were smarter than they expected and a fair bit friendlier as they invited the party to sit by their fire. Alfred spent most of the evening writing in a large leatherbound book, which he later revealed to be a cookbook. When questioned as to what they were doing, Alfred replied by stating that the three of them are currently travelling the world in order to sample its culinary delights, in the hopes that Alfred may someday release his cookbook and garner a fair bit of fame. After actually sampling his food, Okeanos and Rojer were surprised to find that it was rather delicious, much to Alfred's enjoyment.
Tortles

## Background

Tortles are a race of humanoids with turtle like appearances. They are a peaceful race, of natural born adventurers, a life that they see as simple would be considered a life of adventure. They are born in tribes near the sandy coastlines of Chultan but as soon as they are able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test and make new acquaintances. After decades or centuries, they return to their tribe and share their experiences with the younger generation, guiding them in their own journeys.

## Properties

* **Average Lifespan.** 300 to 350 years.
* **Size.** Medium.
* **Ability Score Increase.** Your Strength score increases by 2 and your Wisdom score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Nature's Intuition.** Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
* **Claws.** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Hold Breath.** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
* **Natural Armor.** Due to your shell and the shape of your body, you are ill suited to wearing armour. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armour, but if you are using a shield, you can apply the shield's bonus as normal.
* **Shell Defense.** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
Sigmund Bauer

## Description

*An obese man that is clearly uncomfortable in his plate armour which seems to barely fit him. The signs of self-neglect are clear from his appearance, his beard and moustache, once well-groomed are now scraggly and unkempt. His baggy eyes are bloodshot, clear indications of just how tired he is as well as how desperate he is.*

## Summary

The party had first heard about Lord Sigmund Bauer long before their arrival in Vendermunde, having been informed by their guild master that it was at his behest that they had been dispatched to Vendermunde. And whilst they did learn a bit about him during their time in the town, they had no direct interactions with him, dealing instead with his chamberlain, Sebastian Drachfeld.

During the party's encounter with Vincent Krom, they learnt that Sigmund was involved with demonology, as they found a rather incriminating letter. Learning later on, that Sigmund had been amongst the party that had slain the Shadow Sorcerer, although the experience had changed him. Upon returning from their venture into the mines of Voralsdum, they were tasked by Sebastian to stop whatever Sigmund was trying to summon beneath the castle. Heading to his chambers they found more incriminating documents and a hidden passage leading down into the depths, eventually finding that they were too late as the ritual had been completed. The summoned demon had possessed Sigmund and his guards, however, thanks to the party, the lord was saved from the possession and together they managed to beat the demon.

In the aftermath of the battle, Sigmund returned to his quarters in a panic where he was confronted by his cousin, the count. Out of desperation, Sigmund attempted to shift the blame onto the party, however, his lie was immediately revealed when Thomas gave

Sigmund's journal to the count, putting to rest any doubts as to the lord's heresy. Seeing this, Count Helmut wasted no time in executing his cousin, much to the surprise of the party.
Penastria Wiki

**Welcome to the Penastria Wiki!**
A D&D 5e world-building project.

## Campaign 2: Age of the Dragon

*Need help building out this community?*

* Rules of this wiki
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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
The Maelstrom

## Background

The Maelstrom or Qliphoth, sometimes also referred to as the Far Realm, is a plane of madness that is situated along the outer borders of the known cosmos, Qliphoth acts as an alien barrier that separates the known cosmology from what many refer to as the Great Beyond.

The Maelstrom is described as being made up of an infinite amount of layers, each of varying thickness from inches to miles, each home to various aberrant creatures and alien monstrosities. These layers are said to be highly morphic, their existence dependent on the whim of the alien entities that govern them. The layers continuously evaporate, divide, spawn and breathe, with changes in their elemental and energetic traits continuously occurring. These changes can be seen from far off, moving from layer to layer like a storm drifting across the natural world.

Within Qliphoth, landmarks and entities are seen as multidimensional, existing within multiple layers at once. When viewing a single layer, they may appear as a strange mark without any discernible meaning, however when viewed across different layers, they coalesce to form three-dimensional objects. The plane is full of dark nothingness; however it is also home to bizarre scenes which are its equivalent of wilderness. Rivers of translucent fluid float freely, piercing through the different layers. Colourful orbs drifted along the edges of these layers, bursting to release horrific alien creatures that disappear deeper into the maelstrom. Very few beings have ventured beyond the first few layers of the Maelstrom and those that have, described forests of writhing tentacle vegetation encrusted by parasitic moss that grew along the edges of an amoebic sea. They claimed to have glimpsed gargantuan beings that drifted along the edges of their vision, horrifying creatures that paid them no heed as they traversed the infinite layers of madness. Gravity and time have no meaning within the maelstrom and movement could only be accomplished through thought as one passes through each layer, disappearing into the chaos.

The inhabitants of the planes enclosed by the Maelstrom have attempted to break through the barriers of Qliphoth, the greatest of these incursions led to the Astral Fracture, and the release of some of these creatures into the inner planes. This incursion allowed alien creatures such as aboleths and beholders to pierce through, although it is uncertain as to whether they are truly inhabitants of this plane or from the Great Beyond.
Veyleth Voss

## Description

*Veyleth is a slender elven individual, a bit on the shorter side with a warm complexion and long straw coloured hair. He has soft facial features, and a small scar runs along the base of his jaw on the right side; he also has deep blue eyes. He is typically seen clad in chainmail adorned with various arcane symbols written in elvish script.*

## Summary

The party first encountered Veyleth during their time in Aquille, where he had led a group of elves, known as the Deepwood Wolves in order to work alongside the mages in their rebellion. The necromancer, Lydia, had arranged for the party to meet Veyleth so that he could smuggle them out of the region. However, things went south due to the "incident", and the party alongside Veyleth were sucked into the bags of holding and transported to the Feywild.

During their time in the Feywild, Veyleth was mostly quiet and reserved, seemingly unable to process what had just happened. However, as the party were exploring the wizard's tower, Elise and Thomas realized that he was in fact affected by a powerful charm which they then proceeded to break. Upon doing so, he revealed that he had been charmed into servitude by a devil, which Sienna recognized to be Davriel. Once he realized that Sienna was affiliated with devils, and upon discovering their plan for Parascent he moved to kill her. But the situation was defused by the rest of the party who pointed out that they needed to work together to escape. Here the party would also learn that Veyleth was Beranabus' son, however unlike his father, his magical aptitude was quite limited, a fact that seemed to weigh heavily on his mind.

After their return to Penastria, Veyleth established contact with Beranabus and managed to secure safe passage for the party, and the refugees that they had found, to Atheluin. Here he introduced them to his father, the Archmage of Atheluin, Beranabus. Following this he also told Thomas that he owed him a debt for freeing him from the charm, a debt that he aimed to repay in the future.
Star Signs

## Background

Astronomy is a field of science which deals with the study of celestial bodies and phenomena, in order to derive a deeper understanding of the great wheel cosmology, and how extraplanar phenomena interact with Penastria. A key aspect of this field is the study of constellations or star signs, these are groups of visible stars that are perceived as taking a particular shape.

Throughout history these star signs have been an integral part of many cultures throughout Penastria. Many of the Guiding Mother’s devotees use these constellations to divine future events as well as delve into the deeper meanings behind specific events. Other scholars believe that these constellations may provide a deeper insight into Dunam, leading to some practiced dunamancers attempting to delve into the meaning behind these star signs.

## List of Constellations

The mapping out of constellations has mostly been done by the Star Seers of Nuhra, because of this a great many seek the council of these seers when deciphering the meaning behind these clusters of stars.
Vincent Krom

## Description

*Vincent was a tall human with long black hair tied to form a short ponytail. His attire reflected his wealth, a sapphire blue coat lined with golden trimmings beneath which was cream doublet. To his side is a cane with an elk head at its top.*

## Summary

Vincent Krom was a noble that oversaw the creation and distribution of Vardmensfal Red wine throughout the county. The party first heard whispers that Vincent Krom was involved with the cult when Thomas interrogated one of the cultists. And as their investigation continued they discovered more and more links between him and the kobolds as well, revealing that he was working alongside Barb-Tail directly.

After destroying the kobold outpost, the party decided to investigate him directly, heading towards his estate near Kaperstein. Here they were joined by the burning claw acolyte, Cheryll, and together they infiltrated his estate where they found that the lord indulged in various unsavoury activities to say the least, as his basement was more of a dungeon with various tortured victims and a troll. It was here that the party actually encountered Vincent, who had been meeting with a group of cultists.

Initially Vincent attempted to bargain with the party, claiming that this had turned into a failed venture but to no avail as the party attacked him and his cultists. During the fight, he released the troll, an action that he wo

uld regret as Rojer managed to befriend the troll. At the end of the fight, the party knocked the lord unconcious, and after a brief interrogation which led them to Voralsdum, they fed him to the troll.

The party would later encounter Vincent again during their journey through Lauronne when they were approached by the noble's revenant. Acting as a messenger the revenant offered the party the chance to walk away, promising that there would be no retribution if they chose to do so. The party immediately rejected his offer, earning them the ire of his demonic master. During their time in Altenberg, Byron also informed Thomas that the shade had appeared to him and his rangers, offering them safety in exchange for hunting down the party.
Lizardfolk

## Background

Lizardfolk are a cold and alien race, they have more akin to the saurus and dragons than they do with humans, dwarves or elves. Native to the swamps and jungles of Chultan, the lizardfolk were once enslaved by the Empire of the Sun. This enslavement had lasted for centuries before the lizardfolk finally rose up and pushed the Yuan-Ti back exiling them from Chultan. They lack any internal emotional reactions and view all other humanoid races with cold indifference.

## Properties

* **Average Lifespan.** 50 to 100 years.
* **Size.** Medium.
* **Ability Score Increase.** Your Constitution score increases by 2 and your Wisdom score increases by 1.
* **Speed.** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* **Bite.** You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
* **Cunning Artisan.** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
* **Hold Breath.** You can hold your breath for up to 15 minutes at a time.
* **Hunter's Lore.** You gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
* **Natural Armor.** You have tough, scaly skin. When you aren't wearing armour, your base AC is 13 + Dexterity modifier. A shield's benefits apply as normal while you use your natural armour.
* **Hungry Jaws.** You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
Willard

## Description

*Willard was a slightly shorter male human that had a slight hunch in his posture. He had short brown hair that was combed to the side and a very well-trimmed moustache.*

## Summary

The party met Willard during their second day in Vendermunde, in the aftermath of the cultist ambush. As acting captain of the guard, Willard expressed gratitude at the party's help with the cultists, treating them with a surprising degree of respect. Upon hearing their interest in possibly procuring some gunpowder, he put in a good word for them with Sebastian, making their procurement of the gunpowder far easier.

The party would later see Willard upon their return from Voralsdum, watching as he coordinated the guardsmen in an effort to clear out the bodies of various cultists that had been found within a building in the slums. When questioned by the party, he revealed that it seemed as if this was a mass suicide, but he expressed some doubts as to whether this was accurate.
Randolph Carter

Grace Hallow, Edward Crowlington und Alfie Solomons treffen ihn während ihres Aufenthalts im Sanatorium. Der 30 jährige Patient der Nervenheilanstalt scheint augenscheinlich lobotomiert worden zu sein und kann sich selbst nicht mitteilen. Über seine Vergangenheit ist nur wenig bekannt. Andere Patienten sagten er sei bei seiner Einweisung noch nicht so gewesen, habe aber durch seinen untragbaren Zustand und seine ständigen Fluchtversuche sein Schicksal herausgefordert.
Chwinga

Chwingas are a varied group of celestial spirits, a type of azata which are said to originate from the Blessed Wilderness of Elysium. They hold a deep connection to nature and the elements, with many of them preferring lives of solitude in remote locations where nature thrives.

## History

Chwingas have not had a profound effect on the history of Penastria, however, mentions of their presence within the material plane stretch back to the first written records made during the Age of Strife, and some more primitive depictions of them have been found from the Age of Myth before that. Therefore many theorize that they may have been present since the dawn of Penastria's creation, possibly drawn to the conflux of elemental chaos that dominated Penastria during its birth.

Throughout the billions of years leading up to present day, it is widely assumed that Chwingas have mostly spent their existences in solitude wandering the everchanging wilderness of Penastria, rarely travelling in groups instead preferring to celebrate the quiet beauty of nature alone. It is unsure if they directly contribute to nature's bounty and due to their silent nature, they have been depicted in many different lights by the many cultures of the world with some believing them to be spirits of luck, offering them prayer in exchange for good fortune. Others believe that they may be the spirits of travellers, given the gift of an afterlife where they may wander the world eternally.

## Properties

Chwingas usually stand between 0.5 - 1.0 ft tall, and resemble small animated dolls made of multi-coloured strands of light, with masks for faces. No two Chwinga masks are alike and they often possess animalistic qualities. On rare occasions, Chwingas may gather to create massive congregations, whose presence is foreshadowed through mild natural phenomena such as the presence of pleasant flowery scents and brighter greenery in the surrounding region.

Incredibly shy, Chwingas are however naturally curious and seem to be fascinated by humanoid culture, whose structures seem alien to them. And while they are rarely seen by the inhabitants of those structures, their interest may be drawn by the most arbitrary of things such as shapes and heights. Individuals who have piqued a Chwinga's interest may find themselves tailed by one such creature as it silently follows them, observing their journeys. Such instances are rare, but those who have had a Chwinga follow them have mentioned manifesting minor magical abilities after some time, possibly due to the minor chaotic nature of these spirits.

Chwingas have innate spellcasting abilities, along with the power to manifest minor supernatural aid on those who catch their curiosity and compassion. They possess the ability to become one with any natural environment, phasing into trees or stones where they become completely impervious to danger. It is this ability to hide, that makes it so difficult for one to ever truly pin them down.
The Serpent Empress

## Naganar, The Serpent Empress

Sometimes referred to as the "Scaleless Serpent" or the "Pale Devourer", depictions of Naganar vary with such descriptions as those of a gargantuan serpent with a body of slime-covered skin from which protrude spines coated in the deadliest of venoms. Others describe the Serpent Empress as having pale shimmering skin which gives way to eyes of golden emerald which are slitted like those of a serpent. A crown of gold and turquoise sits atop her head, rising from between the serpents that rest upon her scalp.

The Serpent Empress' origins are a mystery, what is known is that she was once a mortal being who achieved apotheosis through unknown means. It is uncertain what vile acts she committed in order to do achieve godhood but what is known is that upon her ascension she erased all traces of her previous life and irrevocably changed the fate of Voltamar. Her ruthlessness allowed her to secure a place as the island's primary deity; where her followers established the Empire of the Sun, with her as its divine ruler.

Her most devout followers conducted fell rituals in order to curry favour with Naganar, who bestowed mighty boons upon them and transformed them into what would eventually be known as the Yuan-Ti. The more widespread her worship became, the more of the snakelike monstrosities began to appear until they eventually became the majority of Voltamar's populace.

Under her guidance, the Empire of the Sun would expand past Voltamar and conquer most of Chultan's surface enslaving many of the indigenous reptilian population. Many of these slaves were sacrificed to the Serpent Empress, granting her more and more power. This would eventually come to an end during the Chultani Uprising where the natives of Chultan, under the guidance of the Coiled Serpent, would successfully overthrow their serpent masters, and Naganar would be cast down by Kotahl and sealed within a prison plane where she remains to this day.

Though she is currently imprisoned, many still exist who worship her and seek her release, she is the patron deity of killers and poisoners with many members of her clergy being both expert alchemists who concoct the deadliest of poisons, and masterful assassins who employ a mixture of guile and poisons to conduct their holy work. Many who devote themselves to Serpent Empress are also said to possess a preternatural connection to snakes, using them as a conduit in order to commune with their mistress.
Beranabus

## Description

*Beranabus is an elderly elf of average height with pale white skin, straw coloured hair, and deep blue eyes. He has angular facial features and has a strong chin. His attire commonly consists of the beige robes used by the members of the Crescent Tower.*

## Summary

The party's first interaction with Beranabus was when he contacted Reyna, and invited her to the Crescent Tower in order to hone her skills in order to defeat the Chaos Weaver. Unfortunately, her untimely death in Aquille meant that this was no longer possible.

The party would once more hear reference of Beranabus during their time in the Feywild where Rathair and Percival warned them of what was transpiring throughout the planes and asked the party pass on their findings to the archmage. It would be here that they would also learn that the archmage was in fact Veyleth's father.

Following their return to Penastria, the party contacted Beranabus and successfully secured safe passage to Atheluin. Here they met the archmage who showed a deep interest in the extraplanar and almost obsessive interest in Dunamancy. He enlisted the party's help in defeating the demonic invasion and formed a partnership with Thomas where the two of them would work together to uncover the secrets behind the Hearts of Dunam.
Packard 8 Limousine

Die Packard 8 Limousine ist ein geräumiges Fahrzeug das locker 8 Personen aufnehmen kann. Es ist im Besitz des Chaffeurs Edward Crowlington. Seit seiner Einweisung ins Sanatorium ist der Aufenthalt des Fahrzeugs unbekannt. Es liegt jedoch nahe das es im Laufe der Ermittlungen in der Obhut der Londoner Polizei geraten ist.
The Lord of the Hells

## Asmodeus, The Lord of the Hells

Depictions of Asmodeus vary, some depict him as a being of pure light whose very presence fills those around him with a feeling of warmth and joy, seeing within his form a perfect being who many would strive to emulate. Other depictions describe a massive bestial figure with deep red skin and massive curled horns, whose very presence fills those around him with a need to supplicate themselves before him and see to his every whim. These are but two of the most common depictions, of which there are hundreds. Asmodeus rules from his divine realm of Infernus, where he commands the mighty infernal legions in their endless conquest to destroy chaos and establish order.

This is a common theme with Asmodeus, as none truly know who or what the lord of the hells is, all archdevils owe fealty to him, whether out of loyalty, or fear, they serve him tirelessly and yet none have seen his true form. He rules over the three bottom layers of the hells, where none are allowed entry, even other archdevils. There is scant little information on the first devil, and even the Liber Infernum held no information regarding the archdevil and his domain. His divine domains tend to centre around law, judgment and order.
Owlin

## Background

The Owlin are a race of avian humanoids that possess a distant relation to the giant owls of the Feywild. They come in a variety of shapes and sizes, from petite and fluffy to wide-winged and majestic. They are a relatively young race, having been created by the archfey Vanuu to serve as the keepers of the Arkanus Academia. However, much like their creator, the owlin also possess a deep desire to learn specifically about the weave. And because of this many have enrolled as students at the academy or travel the cosmos in search of furthering their knowledge on the arcane.

Like owls, the owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on the unwary.

## Properties

* **Average Lifespan.** 100 to 120 years
* **Size.** Medium.
* **Ability Score Increases.** Your Intelligence score increases by 2, and your Dexterity score Increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Flight.** Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armour.
* **Superior Darkvision.** You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness only as shades of grey.
* **Silent Feathers.** You have proficiency in the Stealth skill.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
Die Gebrüder Arnak

Zum jetzigen Zeitpunkt ist über die Gründer des Pharmazie Unternehmens ZyMed, Ulysess und Jefferson Anak nur wenig bekannt. Chuck Ogle berichtete von einer bahnbrechenden, neuen Behandlungsmethode mit dem revolutionären Medikament Zylaktis. Kurz nach Chuck Ogles Therapie trat dessen rätselhafte Verwandlung ein.
Marina Kolga

Die junge Juristin besticht durch ihr eindrucksvolles Äußeres und Ihr selbstsicheres Auftreten. Sie ist die der juristische Beistand von Chuck Ogle. Beruflich ist sie als Chefsekräterin von ZyMed tätig und ist dort unter anderem für die Suche nach neuen Geldgebern zuständig. Elisabeth Irler, Harry Bunsen, Matilda von Löffelholz und Herbert Lothar Schmauser trafen sie erstmals auf Chuck Ogles Party.
Trishalia

## Description

*Trishalia is a royal eladrin with dark blue skin, its exterior possessing a texture akin to the bark of a tree. The upper half of her elegant face is covered by a porcelain mask, and those who catch sight of her can’t help but find themselves staring into the deep blue glow of her eyes, unable to ignore that subtle yet powerful attraction that is inherently present when gazing upon any of the nightingales in Sarastra’s court. She is typically garbed in her silken dress of silver adorned with emeralds that trails behind her.*

## Summary

Trishalia is a royal eladrin and one of the most prominent members of the Lunar Court, where she serves as the Lunar Queen's right hand. She is Elise's patron, having struck a pact with her after Elise had escaped her illithid captors.

She is seen to possess a great deal of influence within the court, and is working tirelessly to secure her mistress' position within the pantheon. After the party returned to Penastria from the Feywild she contacted Elise and informed her that the Lunar Queen was planning to host the other great rulers of the Feywild on the eve of the Summer Solstice, in the hopes of uniting them in the face of this most recent abyssal incursion. To that end she expects Elise to be there, and has offered her the chance to invite her comrades should she find them trustworthy.
WAKEONE

**WAKEONE Entertainment** (Hangul: 웨이크원엔터테인먼트), better known simply as **WAKEONE**, is a South Korean record label under CJ ENM. It is currently home to artists such as Jo Yuri, Davichi, and Roy Kim and formerly managed acts such as Kang Daniel, Yoon Jisung, and IN2IT.

## Artists

### Groups

* TO1 (2021-present)
* Kep1er (with Swing Entertainment) (2021-present)

### Soloists

* Jo Yuri (2021-present)
* Ha Hyun Sang (2021-present)
* Roy Kim (2021-present)
* Mia (2021-present)
* Song Suwoo (2021-present)

### Trainees

* Kim Chaehyun (2021-present)
* Suh Jimin (2021-present)
* Cho Haeun (2021-present)
* Kobayashi Daigo (2021-present)
* Nishijima Renta (2021-present)

## Former Artists

### Groups

* IN2IT (with Stone Music Entertainment) (2017-2020)
	+ Jinsub (2017-2018)
	+ Sunghyun (2017-2020)

### Soloists

* Son Ho Young (with Stone Music Entertainment (2014-2021)
* Kim Feel (with Stone Music Entertainment) (2014-2021)
* Park Boram (2014-2018)
* Kang Daniel
* Yoon Jisung

## Official Links

* Instagram
* Facebook
* Twitter
Mary Fuller

Mary ist 27 Jahre alt und war vor ihrer Einweisung ins Sanatorium als Krankenschwester tätig. Grace Hallow, Edward Crowlington und Alfie Solomons freundeten sich mit ihr im Sanatorium an. Nach dem Vorfall im Speisesaal folgten sie Mary in die Keller der Anstalt um gemeinsam den rätselhaften Ereignissen auf den Grund zu gehen.
Jo Yuri Wiki

Hello there! We are a collaborative encyclopedia dedicated to the South Korean singer Jo Yuri!
This wiki is currently under construction; thank you for your patience as improvements are being made.
There are currently **22 articles**, **930 edits** and **0** active users on this wiki.

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The1000young Wiki

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