recursal/Fanatic-Fandom huggingface dataset:
Gray Ooze

Image credit WOTC

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

## Gray Ooze

A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike.
Earth Genasi

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*Subrace of Genasi*

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.

* **Ability Score Increase.** Your Strength score increases by 1.
* **Earth Walk.** You can move across difficult terrain made of earth or stone without expending extra movement.
* **Merge with Stone.** You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Connas Tascer

Connas Tascer (Human Scholar / Male - Eccentric)

Black, short hair slightly covers a fine, charming face. Glittering gray eyes, set buried within their sockets, watch enthusiastically over the stronghold they've become enchancted by for so long. A goatee delightfully compliments his nose and mouth and leaves a gracious memory of his fortunate looks.
Copper Dragons

## Copper Dragon

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

A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper Dragons resemble glowing turquoise orbs.

***Good Hosts.*** A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn’t laugh at its jokes or accept its tricks with good humor.

Copper Dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a Treasure to be coveted.

***Cautious and Crafty.*** When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.

A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send Curious Treasure hunters on a wild goose chase to Search for the object while it watches from afar for its own pleasure.

## A Copper Dragon’s Lair

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

## **Appearance**

Eliot is now a Middle Aged man, standing around 5'10". Rugged and seasoned adventurer, it is a given that this man is a wilderness and wild man from the forest. Half-Elf by birth, as well as having long dark brown hair that drapes near his eyes. He always has this blank stare about him as well as a long beard down to his collar bone. Eliot  has Tan skin, Green eyes, as well as a deep scar on his left cheek on his face. His cloak Dark green and Armor studded deep brown leather armor cover his torso. Not built and almost thin, Eliot carries two short swords and Longbow and Quiver. His hood is mainly always down as he has a leather wrap with beads around his forehead and feathers of a eagle along the side

   **Age:** 32 **Birth:**August, 25th

## Misc Information

### Affiliation

Greenback Hunting Orginization, Amarthan Nost

## **Background**

Eliot has spent most of his lands up in the mountain Forest Region. After he came of age at 20. The young Half elf Exiled himself from society living on the outskirts. He lived off the land as a hunter and game. Never finding a real place in life. He is stuck between humans and Elf's, Seeking his own path and what is to come on his journey ahead.
Underground Mylo

**Occupation**
 **Genres**
 **Known for**

**Underground Mylo** is the stage name for **Finlay Davis Hall**, a Scottish heavy metal musician. He is best known for Niggers & Tools, a controversial album of his, recorded in 1988. Mylo was charged and convicted for the murder of his ex-wife in 2001 and has since spent time in a prison somewhere.
Goddard Nergal

## Appearance

Goddard is human, standing at about 5’11”, he wears a pitch black battered cloak that covers his facial features from plain sight, looking like a dementor while moving his battered cloak often hides the man beneath the cloak. Under the cloak is a blonde haired and yellow eyes man, littered with more scars than is reasonable, practically a patchwork of scarring Goddard is upright and quiet. Under the cloak he wears a formal suit with a waistcoat, the only things not black are the waistcoat, tie and his holy symbol.

## Personality

Goddard is often a little out there, his mood is as he feels it should be, he is often grumpy and miserable but can be a little more cheerful when it is required. He has mellowed out some because of events that he has endured. But he has little patience for those who believe they are entitled to the healing of a cleric.

## Childhood

Goddard had an average childhood, he was the child of farmers, however one day he located a damaged flute and tried to play it, catching the attention of a passing bard. The two quickly become inseparable, the young goddard learnt from the bard every moment he wasn’t helping around his parents farm. Then one day a horrible sickness tore through the town.

## Becoming a Cleric

The sickness tore through the Village and left everyone, bar Goddard himself, sick and dying. Huddled in the increasingly run down farmhouse  Goddard is tending to his family and the bard while doing so he prayed to any who would help him stop his loved ones pain. He was answered, they all stilled, and drew contented breaths, before they stopped breathing, the bard cracked open his eyes for a long moment, and saw the symbol now adorning Goddard’s neck and hie whispered to the new cleric, “Now the Twin Gods guide you. I am so sorry young one” \*Before he too expired peacefully, Flute in hand extended toward Goddard. Goddard took the flute, gathered as much as he could carry in supplies and set off, he buried the dead over the next several days, then left the village. He wandered for many years. Before arriving in Penrith during the Plague issues.
Drake Grayson

Description

Drake is a human male who stands 6'2 tall and appears to be about 195 lbs. His skin is pale and his eyes are heterochromia iridium one red and one blue with dark ebony hair, a trait of the Grayson family line. He is dressed in black chainmail and wears a black hoodie cape, you can see two long swords on his back in their scabbard.

 Family

The Grayson are the only noble family located in Riverfalls, Sohm Al, Yedria, a small village. They have a strong genetic traits consisting of ebony hair, pale skin and heterochromia iridium, meaning one red eye and one blue eye. His father is Dominik Grayson (strain relationship) and his mother is Aelia Caesius-Grayson (passed away), He has a younger sister named Florentia Grayson age 10 and Cato Grayson, a brother age 5. Drake is the oldest.

## Other Details

Religion: Follows bahamaut but generally he isn't a religious man.

Fears that he deep down is truly weak and useless. What scares him is that deep down he is a failure who will never amount to anything.

Fav Memory is taking care of his brother and sister playing on a warm spring day with them.

From Riverfalls is a city in Sohm Al in Yedria.

Skills in Military Strategies,  Duel Wieldling and Fighting.

A person who has made an impact in his life would be the man who taught him swordsmanship - Agrul Winterhand

His greatest strength is fighting skills.

Weakness is he can underestimate his challenges in life at times.

What makes him happy is seeing his brother and sister happy and taken care of.
Anubis Wolf

## ***Character Apperance***

Black skin Red eyes Black wings Tiefling.

## ***Events of Childhood***

Childhood me and my family are running for our lives against dragons

## ***Events of Adolesence***

Family dies as result of dragon attacks I survive

## ***Events of Adulthood***

I start trying to find anyway to raise my dead parents so I start to teach my self necromancy

## ***Defining Events***

On my journey to find a mentor to help me with my magic I help save a city from a dragon attack
Fire Snake

Image credit WOTC

### Special Notes

Vulnerabilities coldDamage Resistance bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities fire

***Fire Snakes.*** Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a Salamander is ready to hatch, it melts its way through the egg’s thick shell and emerges as a fire snake. A fire snake matures into a Salamander adult within a year.
Flind

Image credit WOTC

> *When Gnolls are weakened, they seek out isolated settlements, maim and disable its inhabitants, and feed upon them as they rest and regain Strength.*
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> —Elminster
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A gnoll war band might include one or more of the Special kind of gnoll described in the entry below.

A flind is an exceptionally strong and Vicious gnoll that commands and directs the war band it is a part of. It wields a flail imbued with powerful magic by Yeenoghu himself.

A war band can have only one flind, and that creature sets a war band’s path. Because of its Special connection to Yeenoghu, a flind uses god-given omens and demonic Insight to guide the Gnolls toward weak prey ripe for slaughter.

Unlike other humanoid leaders that might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those struck by it.
Ezora

#### **Founding**

> *“A wild but beautiful shoreline we found as our boats smashed into rocky cliffs. It was as if Ehlonna herself guided me, your sister nearly as mighty as you my lord Heironeous. We came some of us fleeing the wrath of these demons hunting gods, but some like myself have come seeking a way to send them back to the hells they crawled out of…”*
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- From the Journal of Oxton “The Fearless” Wolf

During the 4th Tenebrae Era, year 3400 a group of refugees and a handful of heroes crashed upon the shores of southern **Ezora**. Some members were seeking an unknown part of the world hoping to flee from the oppressions of countries, others trying to run from the demons (heralds) assault. Oxton Wolf, a cleric of Heironeous was the man who took control once the ships smashed into the cliffs to the south west of where modern day Penrith stands.

> *“It has been a few weeks since we have arrived on these shores, I know not why my lord or his sister guided us to these lands but I feel that these lands are watching us. Jalthal Rada has not stopped patrolling for but the few hours I have to make him rest… I worry because Jalthal has always been able to see things coming and been much more relaxed… what does Istus show him are fates are?”*
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-From the Journal of Oxton “The Fearless” Wolf

The settlers would encounter a large enclave of Druids during the first winter on **Ezora**. The druids would allow them to stay in Southern **Ezora** should they live in harmony with nature. While the heroes would look to the druids as allies, a rather important meeting had happened.

#### Settlements

* Clearhill
* Braedon
* Dewside
* New Alverton
* Timber's Cross
* Candor's Rise
* Dustfell

#### Regions

* The Dark Timberland
* The Plaguelands
* The Sheltered Fields

#### Ruins

* Lanercost
* Thornlight
* Strongfair
* Steepmore
* Half-Elf Camps
* Timbermire

#### Regions

* The Emerald Tears
* Western Vatrak Mountains
* Eastern Vatrak Mountains
* Refuge Waters
* Vatrak's Pools

## Southern Ezora

Reserved for General blurb

Settlements

* Candor's Rest
* Swifthorn
* Fairview
* Eastborough
* Willowdale
* Mistford
* The Broken Axe
* Merciful Wife
* Penrith

Regions

* Heroes Lake
* The Wild Timberlands

Ruins

* Easthallow

#### Inhabited Islands

* Crowsharbor
* Irt Atoll
* Overgrown Atoll

#### Uninhabited Islands

Underwater Settlements

* Tethys

## Old Locations of Ezora

* Crowfall
* Gillamoor
* Stathmore
* Timeston
* Lancaster
* Taernsby
* Candor Hold
* Cromerth
* Ruthorham
* Old Alverton
* Swanford
* Garen's Well
* Emerald Enclave (Old)
Glasya

The archdevil **Glasya**, daughter of Asmodeus, rules Malbolge. She is brilliant, seductive, manipulative, and thoroughly wicked. She delights in playing with those who fall into her power by mixing subtle mockery and cruel teasing with queenly hauteur. She may seem decadent and uncaring, but **Glasya** surrounds herself with devils (and other servants) who leap to do her bidding. Her chief lieutenant is Tartash, the high marshal of Malbolge. He is an archdevil who commands the elite palace guard of brazen devils and war devils.
Gold Dragon

Image credit WOTC

The most powerful and majestic of the metallic Dragons, gold Dragons are dedicated foes of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A Gold Dragon Wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

***Devourer of Wealth.*** Gold Dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn’t need to gorge itself on such Wealth to feel satisfied. Gifts of Treasure that it can consume are well received by a gold dragon, as long as they aren’t bribes.

***Reserved Shapeshifters.*** Gold Dragons are respected by the other metallic Dragons for their Wisdom and fairness, but they are the most aloof and grim of the good-aligned Dragons. They value their privacy to the extent that they rarely fraternize with other Dragons except their own mates and offspring.

Older gold Dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.

***Master Hoarders.*** A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

## A Gold Dragon’s Lair

Gold Dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.
Deep Scion

Image credit WOTC

> *If you meet a human and there’s something fishy about them, they might be a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink is just fish stink.*
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> —Volo
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Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a Shapechanger that can take a form that is fully at home beneath the waves.

***Spies from the Sea.*** A deep scion emerges from the depths in service to its Underwater Master, which is likely a Kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master’s desires. Sometimes a deep scion returns to its former home and a hero’s welcome—unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion’s duty to infiltrate the air-breathing world and report back to its Master. When set to its task, a deep scion worms its way into the life of an unsuspecting enemy as a new best friend, an irresistible lover, the perfect candidate for a job, or in some other role that enables the minion to carry out its master’s commands.

***Cold-Hearted Killers.*** The Training to which a deep scion is subjected rids it of empathy for those whom it spies on. Though one might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. It believes that its true form is the shape it takes when it returns to the sea that it thinks of as home. Ironically, however, a deep scion that is killed when in its piscine form is stripped of the magic that robbed it of emotion, leaving behind the corpse of the person the deep scion once was.
Durion

## Appearance

Durion is a 6'1 wood elf with deeply tanned skin, dark green eyes and dirty blonde hair. An intricate tattoo of a black dragon can be seen coiling itself up his right arm and a pair of entangled vines that sometimes appear to move and shimmer covers his left forearm. He wears a set of charcoal gray robes that continuously smolder as if alight in flame cover most of his legs before it splits, running across the left side of his torso, coming to hood that hides most of his facial features when its pulled up. A black staff with small specks of white that appear to move across the surface rarely leaves his side

## Personality

Slow to trust those he initially meets but loyal to those that have earned it Durion is outwardly friendly but keeps information he views as personal to himself. While skilled in fights he prefers to stay to the shadows where he can fully make use of his talents.

## Family

Discovered on the steps of the Dark Moon Monastery as an infant, he never knew his family and still to this day has no idea about their location or condition. His family in his eyes were those responsible for his teachings and survival in the monastery.

## Childhood

Raised by the other monks in the monastery, much of his young days were spent either training or talking with the others who were there. As he grew older the training became more and more intense, his body carries some of the scars and marks of lessons hard learned. In spite of this his mastery of skills grew quicker then those of his peers and this garnered the attention of the two masters that would ultimately grow into parental figures in Durions eyes. They spent long hours drilling him repeatedly until his technique approached perfection.

## Adulthood Prior to Discord

Though still barely an adult by elven standards Durion has traveled much of Northern Laikka in the search for knowledge and influence. This search eventually led him to becoming the security adviser for the royal family of Kaayset albeit under the name of Daelen. The position gave him the opportunity to both gain what he sought and then act on it without the risk of it beseeching his name with the locals.

## Defining Event

Near the completion of his training both of his masters at the monastery were mysteriously killed while out to visit a nearby town. Upon finding out about their deaths Durion vowed that he would find those responsible and return the favor, it was with this in mind that he left the Monastery and began his search for any information regarding the identities or location of those involved in the murders. It was this search that ultimately lead him to an encounter with the Burning Phoenix Guild which has postponed his mission temporarily.
Crystal Sanctum

The Queen of Witches makes her lair in a cavern deep beneath a
windswept, rocky mountain. Near the mountain's peak is an enormous
quartz Crystal that grows down to the lair. This Crystal
 channels the light of the moon into Nicnevin’s home on nights when she
doesn’t emerge into the night sky. Her hags and attendant witches
perform powerful rites in this magic-saturated Sanctum.
Froghemoth

Image credit WOTC

A froghemoth is an amphibious predator as big as an Elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions.

***Otherworldly Entities.*** Froghemoths are creatures not of this world. A journal purportedly written long ago by the Wizard Lum the Mad describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist.

***Hungry from Birth.*** Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg, and might eat it the hatchling. A young froghemoth’s Survival is most often predicated on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several Targets at once, keeping them at bay while it wraps its tongue around another one and pulls it in to be devoured.

***Revered by Bullywugs.*** If a Bullywug tribe comes across a froghemoth, the bullywugs treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. Bullywugs gather food as tribute for it, provide it with a comfortable lair, fanatically protect it from harm, and try to ensure that any young froghemoth reaches maturity.
Corvo Uricorin Pendragon

The skies were dark and crisp with cold as the droplets of rain tumbled from the skies which the young man forgot what they looked like in the time he was in the confines of the cell. Amidst a sea of silence and rampant torture he had found himself shackled in the cell in a period of time that had been and proven long lost and rampantly forgotten. Each droplet of water feeling like a needle of ice piercing the exposed flesh of the body that lay slumped and unmoving in a wheel barrow by a guardsman who was snickering at the weakness of the man who had apparently 'died' in his cell after the course of time he had spent isolated and hopeless there.

As the wheel borrow tipped back towards the incline where corpses were frequently being dumped away from the main confines of the darkened form of the prison proper he felt the chill sweep of air body slamming against the incline where the hardened soil descended. Slamming and rolling down the roughened terrain adorned in litlte more than a ragged cloth loincloth - but it was as he slammed to the solid ground at the base of the pit that the sudden shock of pain caused him to draw in breath. The world in which he had found himself was cold and unforgiving as fingers flexed into the tractless mud slowly pulling himself up onto his knees and glanced back towards the prison.

"Dont forget your way..." Corvo whispered to himself wincing slightly as he finally pulled his wounded half frozen form from amidst the pile of rotting corpses as the mud smeared and stained across his flesh and body - this was not the situation he wanted to find himself in - but it was giving him an opportunity to escape the prison in which he had spent the last few years in an effort to break him.

Rising slowly to his feet he know it would take some doing to sneak past the patrols and get out of the pits where the corpses were being dumped - the fiends wanting to turn the broken among the prison against their path but for Corvo it enhanced his willingness to take a stand on behalf of others. He would need to find equipment - supplies - it would be fruitless to go home just yet.

It was weeks later when passing through Penrith that much to his surprise a letter would be left for him with the tavern keeper to be granted to him - an invitation to take a stand against the greater evils of the world.

Oath Sworn to: Undying Court

MOTHER: Viessa (Elf)

FATHER: Tamiel (Celestial)

GRANDMOTHER (Mother): Jastria

GRANDFATHER (Mother): Eldar

GRANDMOTHER (Father): Appolyon

GRANDFATHER (Father): Aithen

SIBLINGS: Arturia
Elise Silverlord

## Family Information

### Siblings

Brother: Mentani. Guild Politician.Brother: Gherdin. DeceasedSister: Sierra. DeceasedBrother: Moon. Deceased

## Appearance

Elise Silverlord is a witty, pale-skinned tiefling with impressively curled horns and flowing silver hair. Her right arm appears to be simply missing, just above the elbow, a condition she has been born with. Often attired in elaborate garments and robes, Elise's gait resembles more that of a large feline than a humans. When wearing her enchanting mantle, her appearance changes dramatically- appearing either fully human, or fully devil.

## Personality

Elise is full of witty aphorisms and has a proverb for every occasion. She believes her talents were given to her so that she could use them to benefit the world. However, she still holds a resentful grudge against her old guild, hoping to one day to return and outshine those who antagonized her.

## Events of Childhood

Elise grew up in a squalid encampment on the outskirts of Mythpoint with her father. She was gifted in enchantment and attracted the attention of a master bard who schooled her in the old magics.

## Events of Adolescence

A distant relative left Elise an inheritance that enabled her to live in the comfort of higher society for many years. Using this stipend, she rose up to become a court functionary in the Forgegarde craftsmens guild, despite her disfigurement.

## Events of Adulthood

Elise reportedly left the craftsmens guild over a internal dispute, and has taken to offering her services freelance as a therapist and counsellor to those who need support. Her methods are a reclamation of therapeutic practises long forgotten.

## Defining Event

Elise's very presence seems to exude a calmness on those around her. Her skill with words and magic marks her as an exemplary candidate, with a strong work record. Her claims indicate that she would be a strong cohesive factor to any party who ventures out in search of adventure.
Coastal (Travel)

## Chart

#### 1-2 Monsters!

* 1 Easy Win
* 2 Trivial
* 3 Normal
* 4 Tough
* 5 Hard
* 6 Deadly

#### 3-4 Travel Mishap (D12)

* 1- “High Tide quickly attempt to sweep you away”(Athletics)
* 2- “Loose Sand” (Acrobatics)
* 3- “Predators or maybe wading through water” (Stealth)
* 4- “Magical Item or Artifact” (Arcana)
* 5- “Ruins of some structure” (History)
* 6- “Tracks of beast” (Nature)
* 7- “Shrine or effigy” (Religion)
* 8- “Hunting Trap”(Investigation)
* 9 - “Lost/Off Path” (Survival)
* 10- “Injured Animal/Find a baby angry mother” (Animal handling)
* 11- “Poisoned/Afflicted” (Medicine)
* 12- “Being Stalked by predator” (Perception)

#### 5-6 Weather (D8)

* 1- Winds (Moderate)
* 2- Winds (Major)
* 3- Flooding (Minor)
* 4- Flooding (Moderate)
* 5- Flooding (Major)
* 6- Hurricane (Moderate)
* 7- Hurricane (Major)
* 8- Typhoon

#### 7 Random Npc (D6)

* 1- Evil (Intentionally messes with travel)
* 2- Bandit or Thug
* 3- Neutral
* 4- Ranger or Traveler
* 5- Good or Righteous
* 6- Helpful (Helps with Travel)

#### 12 Positive Event (D20)

* 1-6 Shortcut
* 7-9 Abandoned Supplies
* 10-16 Friendly Travelers
* 17-19 Traveling Salesman
* 20- Mage/Druid who knows the exact location you are traveling to
Green Hag

Image credit WOTC

The Wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of Deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce Beasts.

***Obsession with Tragedy.*** Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations.

***Covens.*** A green hag that is part of a coven (see Hag Covens) has a Challenge rating of 5 (1,800 XP).
Ghanames Hearthfire

## **Appearance**

Art taken from the official Final Fantasy Type-0 book

Before you stands a Goliath, the size of which you've never seen before standing at 9'2"ft. Clad in red armor, a dark cloak around his body and a greatsword taller than most humans stands before you. He looks at you and says:

"**HEH... HEH... HEH...**

There are many tales of valor told throughout the universe about my fantasical deeds and unbelievable exploits! I am a traveler of the world, a gentleman collector, and legendary blademaster. My weapons are mine, and your weapons are mine, too, if you lose against me! I am the warrior that everyone's been waiting forever to fight! You... You call me... **GHANAMES!"**

## Personality

Ghanames is loud, rude, boastful and takes pride in his skill as a warrior. Though despite all this he's a kind individual at heart, standing side by side to who he considers allies and friends in battle.

## Backstory

Ghanames grew up in The White Tips where he grew alone in a tribe where he learned to fight, and learned to fight he did. Having heard many tales of the outside world he decided to strike out on his own wanting to prove himself, collect weapons and duel strong opponents and by god did he fight opponents, none coming close to ever beating him until that faithful day on a where he met with an Orc named Oghahod on a big bridge, he issued this Orc for a challenge feeling the spirit of a worthy opponent inside of said orc. After hours of battling, Ghanames nearly got beat but managed to bring down the Orc as they both stood on their last leg and this drove Ghanames to become stronger and find even stronger weapons.
Grick

Image credit WOTC

The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak.

***Passive Predators.*** Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone.

***Roving Ambushers.*** Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate.

***Spoils of Slaughter.*** Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these telltale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures’ victims.
Albert Parks

**Died**
 **Occupation**
 **Known for**

**Albert Sander Parks** or **Albert Parker**, was a conspiracy analyst and the initial figure in The Baxing Band, a very secret music group. After his murder in 1977, Loke Upp was formed, a conniving propaganda organization that exposed the New World Order and Illuminati puppets in today's era.

## Death

Parks was murdered after he revealed the order to commitment publicly at a rally in 1976. In Honduras with his wife, Parks sustained injuries when the perpetrator behind other attacks, shot him twice in the back and hip. He fell to the ground, and the assailant shot him once again, but in the face. Parks death sparked controversy as soon as the news hit the media by storm. Following numerous events, Loke Upp was formed by connivers.
Faefyra The Devoted

Faefyra The Devoted (Eladrin - Female - Paladin)

Red, shoulder-length hair gently hangs over a skinny, sad face. Woeful brown eyes, set appealingly within their sockets, watch fondly over the families they've come to appreciate for so long. Several moles are spread beautifully on her right cheek and leaves a lasting burden of her fortunate destiny.

NPC Store
Craven's Cove

A village beset by Pirates and Dismay

## Overview and General Description

Craven's Cove is a small fishing village of Seventy plus people.Though the place is primarily a human settlement, a handful of Sea Elves and Halflings have also made their homes here. Most of Craven's Cove's inhabitants earn a living fishing in
the shallows of the bay or venturing farther
out to sea if they're after more impressive catches. The village boasts an unusually large port for its size, used both for its own fishing boats and for the trading vessels and most recently by the Neogi Pirates that frequently harass the area.

## Current Government

Cleric Twilee Dawkins leads her little village in secret prayer to Deep Sashelas

## Points of Interest

Hidden Shrine to Deep Sashelas

The Smacking Crab (Inn)

Those who do spend time in the village might be
drawn to the popular tavern known as the Smacking Crab, a small warehouse converted into a drinking establishment with a dozen modest rooms to rent in the back. The tavern is run by a Halfling called Lumpy Green who brews a powerful Stout called Smacked Keel.

The Fiddler (General Store)

Bobby's Buckles (Blacksmith)

Barry Stea's Carpentry (Shipwright & Carpenters)
Gnoll Hunter

Image credit WOTC

### Gnoll Hunters

When a war band is on the move, the hunters travel in a wide arc around the perimeter of the force. Hunters are more adept than other gnolls at sneaking and moving through an area undetected, which makes them useful for reconnaissance. Sometimes a team of hunters is used to silently pick off sentries on patrol before they can raise an alarm, which makes the upcoming onslaught by the rest of the war band even more lethal. Another function that hunters perform is to trail along behind a war band, making quick work of wounded gnolls and those who can’t keep up the pace.

Hunters are the stealthiest Gnolls in a war band, and they put their talents to use on the battlefield in a number of ways. In the vanguard of a war band, hunters creep around, picking off isolated opposition while clearing the way for the rest of the force to run roughshod over the enemy’s territory.

Hunters are particularly Skilled with the Longbow, and they fire Arrows with viciously barbed heads. Even when a Hunter doesn’t kill its target with its first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away. When a Hunter on the prowl finds prey and isn’t concerned about remaining stealthy, it sounds a horn crafted from bone that produces a keening wail similar to a banshee’s yell.
Gates of Malsperanze

Many caves in Avernus lead down to other hells below, but the most notorious is a great archway guarded by towering gates of iron. Molten runes above the gates read "Abandon hope, all ye who enter here." The gates stand open, and beyond them a road descends steeply to the iron city of Dis, second of the Nine Hells.
East Coast Docks (Cloudcross)

## Description

The ***East Coast Docks*** are the oldest district within the city of Cloudcross. Originally settled and built in year 5,706 of the 3rd Sanctus Era, the small oceanic port saw major growth in the early years of its existence. The ***East Coast Docks*** has a few older buildings which date back to this time but most have been rebuilt either in the 4th Sanctus Era due to (Event Ende v Shannar) or the 5th Sanctus Era (Event Conquering of Neverdale) both which saw large sections destroyed.

Easily known as the nicer of the docks districts, the cobblestone roads, and better structure and construction compared to the West Coast Docks, the Eastern Docks resemble more along that of coastal towns. Full of wide roads for cargo transportation and stone docks which tend to be full of ships outsiders generally stay away from the tight alleyways and the smaller ramshackle docks that the less fortunate use to make their living.

## Defenses

Defenses within the ***East Coast Docks*** are heavily varied depending upon where you are within the District itself. While most of the streets of the district are patroled once a day and in some cases, they might see a guard once a week various parts have a very heavy guard presence at all times.

The large stone docks in the harbor generally have private security based upon the merchant or merchant company which may be using them on a given day. The outer stone docks are patroled most of the day as they generally house a number of the Summergarde Dominion's fleet. The teleportation circle in the southwest of the district always has a detachment of guards on hand as is policy with most teleportation circles.

To the north along the base of the great mesa of Cloudcross is a built wall which is manned at all points. Standing as a barrier to the Eastern Rise the mandated checkpoint almost appears as an area in which people are not allowed.
Death Slaad

Image credit WOTC

> *Embedded in a slaad’s brain is a magic gem. Acquire it, and the slaad is yours to Command.*
>
>

## Slaadi

In the Ever-Changing Chaos of Limbo, bits of Forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.

***The Spawning Stone.*** Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to Other Planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and Githzerai, to create enclaves in Limbo. However, Primus’s Creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive Creation as the Spawning Stone for this reason.

The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and Attack them on sight. Nonetheless, Primus stands by his Creation and either doesn’t perceive the slaadi as threats or chooses to ignore them.

***Birth and Transformation.*** Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each Green Slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.

***Shapechangers.*** Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to The Material Plane to sow discord in the guise of their former selves.

## Death Slaad

Death slaadi are suffused with energy from the Negative Energy Plane and exemplify evil’s corruption of chaos, and they take sadistic pleasure in bringing harm to others. They propagate their race by dragooning mobs of red and blue slaadi and invading Other Planes. Humanoids who survive the incursion become incubators for new slaadi.
Grydir Bloodclub

## Appearance

Chestnut, short hair hangs over a fresh, warm face. Dancing blue eyes, set seductively within their sockets, watch lovingly over the deserts they've befriended for so long.

An old tattoo resembling a small lion is prominently featured on the side of his right cheekbone leaves a stinging burden of reclaimed honor.
Forest of Illusions

An expansive forest northwest of the town of Titan’s Crossing, it has been part of many legends over the years. With the thick forest canopy nearly blocking out the sun from the forest floor, the mists and fog of the terrain reflects the light luring many travellers into bad situations. The name of the forest comes from the many stories from explorers and adventurers who come with great tales of magic and other visions in the mists.

**Nearby Locations**

* Southwest: Titan’s Crossing

## **Notable Areas:**

* Mystic River of the Prophets – A large underground cavern structure some thousand feet under the ground. It is broken up by a river of seemingly magical water. There were once ancient wooden pathways built into the cavern, however cave-ins appear to have destroyed the structures once there.

## **Beasts Encountered**

* Wolves
* Spectators

## **Events**

* The party of Bogle , Sindle , Rilos, and Alduin made their journey north from The Gilded Galgatron. The party found a 15 foot monolith and Alduin found the covered underground entrance. As the party approached the cavern, a voice cried out in Bogle’s and Alduin’s heads giving them a warning. The party were able to defeat two Spectators that were guarding the water, and Alduin proved his combat abilities to the party (and also his ability to get covered in all of the beasts' filth). After gathering the magical water, Bogle transformed into a fish to explore the river. Afterward, he was unable to change back into his normal form until he was completely removed from the water. (To continue this adventure please go to the Titan’s Crossing  page)
Desert (Travel)

## Chart

#### 1-2 Monsters!

* 1 Easy Win
* 2 Trivial
* 3 Normal
* 4 Tough
* 5 Hard
* 6 Deadly

#### 3-4 Travel Mishap (D12)

* 1- “Massive Dune” (Athletics)
* 2- “Loose Sand” (Acrobatics)
* 3- “Predators” (Stealth)
* 4- “Magical Item or Artifact” (Arcana)
* 5- “Ruins of some structure” (History)
* 6- “Tracks of beast” (Nature)
* 7- “Shrine or effigy” (Religion)
* 8- “Hunting Trap”(Investigation)
* 9 - “Lost/Off Path” (Survival)
* 10- “Injured Animal/Find a baby angry mother” (Animal handling)
* 11- “Poisoned/Afflicted” (Medicine)
* 12- “Being Stalked by predator” (Perception)

#### 5-6 Weather

* 1- Winds (Moderate)
* 2- Winds (Major)
* 3- Heat (Moderate)
* 4- Heat (Major)
* 5- Duststorm
* 6- Rain

#### 7 Random Npc (D6)

* 1- Evil (Intentionally messes with travel)
* 2- Bandit or Thug
* 3- Neutral
* 4- Ranger or Traveler
* 5- Good or Righteous
* 6- Helpful (Helps with Travel)

==== 8-11 Uneventful

12 Positive Event (D20) ====

* 1-6 Shortcut
* 7-9 Abandoned Supplies
* 10-16 Friendly Travelers
* 17-19 Traveling Salesman
* 20- Mage/Druid who knows the exact location you are traveling to