recursal/Fanatic-Fandom huggingface dataset:
Baba Yaga's Hut

**Baba Yaga's Hut** was a magical hut that Baba Yaga and her pets resided within. The small, thatched structure stood on two enormous chicken legs, and could sprout equally large bird-like wings in order to fly. Inside, the cottage seemed to be much more spacious than its external appearance indicated. Though it answered to Baba Yaga, it did sometimes act of its own accord.

The hut had protections outside of it, which varied in each location that Baba Yaga decided it should land. In Spielburg Valley, a fence of skulls protected it -- skulls of slain members of the Spielburg Baronial Guard, with one skull given limited sentience in order to act as a gate guard. Convincing the skull to open the gate, however, was only part of protections. The hut itself could only be entered if the specific rhyme was recited:

> "Hut of Brown, Now Sit Down!"
>
>

Uttering this phrase would cause the hut to step forward and sit, opening its door. Anyone standing too close to the hut would be crushed under its weight.

## Real World

Baba Yaga's Hut is derived from *Quest for Glory*. For canon information, please visit:

* Quest for Glory Omnipedia
Genasi

**Genasi** were planetouched humans infused with the power of the elements. Most often, these were only touched by one element although para-genasi, infused with two elements, did exist. Air genasi, earth genasi, fire genasi and water genasi were by far the most common, with no recorded instances of a pizza genasi in history. Much of the time, the planar beings that led to the birth of a genasi were genies -- dao, djinn, efreet, marid, or jann had all been known to infuse their power into humans.

Much like the similarly planetouched aasimar and tieflings, no two genasi looked alike. Some were able to pass as ordinary humans, others could not. Sometimes, rather than hair, they would have an expression of their element atop their head.

Unlike other planetouched races, genasi felt a sense of superiority over other races. This, however, made them even more mistrusted by other mortals than tieflings were.

## Real World

Genasi are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Satyrs

**Satyrs**, also sometimes called **fauns** or **Free Folk**, were a species of fey that had the appearance of male humanoids with the legs and cloven hooves of goats. They also had goat-like horns growing from their heads. They often wore facial hair. There were no female satyrs.

Satyrs were known for their hedonism -- they enjoyed celebrating anything and everything with singing, dancing, feasting, drinking, and debauchery. Satyrs lived in the moment, seldom considering consequences of their actions, and going to any lengths to achieve whatever they desired in a given moment.

As an all-male species, satyrs required mating with other creatures to reproduce -- typically these would be other fey, such as dryads, nymphs, or oreads. They could also mate with humans, and often enjoyed doing so, though these unions would rarely lead to the birth of a satyr.

## Real World

Satyrs are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Amblin

**Amblin** was the name of a man from Spielburg who became renowned for his delicious cider, produced by his company Amblin Entertainment. His cider was one item that made Spielburg a popular stop for trading caravans. When the Spielburg brigands began to organize under the Brigand Leader, Amblin left the valley.

## Real World

Amblin is derived from *Quest for Glory I: So You Want to be a Hero?* For canon information, please visit:

* Quest for Glory Omnipedia
Warforged

The **warforged** were a race of magical constructs, created during times of bitter war. They were fully sapient, and granted free will, and thus were treated as any mortal species in the lands that they defended. Many warforged did maintain their original purpose, as soldiers, as a core part of their identity and enjoyed following orders. They had a strong work ethic and loathed failure of any kind.

Warforged were built to be over six feet tall, constructed out of stone, metal, or darkwood infused with magic. Their eyes were made from crystals and often glowed. They all had built-in defenses, though these systems varied individually. Many warforged also wore armor and could integrate the armor of their choice into their body. Beneath this surface was "musculature" comprised of leather and wooden fibers. They also possessed a "circulatory system" through which flowed a fluid like blood. Warforged hands had two fingers and a thumb, whereas they had two toes on their feet.

Warforged faces were simple, with vague features. They had a jaw, heavy brows, and most importantly a number of runic markings etched into. Of these markings, the most important was called the *ghulra* or "truth" -- this was a unique rune to each warforged located on their foreheads.

As free-willed beings, warforged were susceptible to mind-altering magical effects, however they were also able to be healed by healing magic. They did not eat, drink, or sleep but entered an inert, but fully aware, state in order to "rest." Warforged were incapable of reproduction, and few even saw the need to identify with a sex or gender.

## Real World

Warforged are derived from *Dungeons & Dragons*. For canon information, please visit:

* Eberron Wiki
* Forgotten Realms Wiki
Anna

**Anna** was the beloved wife of Nikolai, though she was a dear friend to most of the people in Mordavia -- even Dr. Cranium. She would occasionally help the mad scientist by getting supplies from his from the woods. On one such venture into the woods, Anna was killed -- though she did not realize it. She became a ghost, haunting the place of her death, unable to recall who she had been or why she was there.

## Real World

Anna is derived from *Quest for Glory IV: Shadows of Darkness*. For canon information, please visit:

* Quest for Glory Omnipedia
Yazka

**Yazka** was a member of the Dripping Fang Clan who participated in the raid of Hilltop. When they were attacked by gnolls, Yazka fled into the Ascalhorn crypts behind Urko. Despite following Urko, Yazka believed he was stronger and smarter and ought to have been the leader.

## Real World

Yazka is derived from *Neverwinter Nights: Shadows of Undrentide*.
Earth genasi

**Earth genasi** were a race of genasi imbued with the element of earth. Earth genasi varied distinctly, but some common traits were stony-looking skin or blocky features. Typically, an earth genasi was descended from a union of a dao and a humanoid, though there were other ways one might be created.

Earth genasi were strong, tough, and stubborn to a fault. They were often indifferent to others, even of their own kind, and therefore tended to isolate themselves. They had darkvision and were able to walk on the ground without leaving any trace.

## Real World

Earth genasi are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
The Northern Four Adventuring Troupe

**The Northern Four Adventuring Troupe** is a book detailing the band of adventurers known as the Northern Four.

## Excerpt

> "The Northern Four is the name of a band of adventurers that have each gone on to become key citizens of the Sword Coast. Led by Nasher Alagondar, who became Lord of Neverwinter, the group also consisted of Dumal Erard, who went to found watch over Helm's Hold, Ophala Cheldarstrorn, matrone of the Moonstone Mask who was thought to be an important figure among the mages of the Many-Starred Cloak, and Kurth, who has become a High Captain of Luskan.
>
>
> The band adventured together successfully for many years, and spawned many tales in their adventures around the region. One popular tale depicts the successful rescue of the Black Raven Tribe from a foul white dragon. As a symbol of gratitude from the tribe, Nasher was gifted with the noted Neverwintan Morregence as a "debt-child."
>
>
>
> The success of the troupe eventually came to an end with a leadership struggle between Nasher and Kurth. Ophala was torn between her love for Kurth and her loyalty to Nasher, but after Kurth left, Ophala settled in Neverwinter, unwilling to compromise her hatred for Luskan and its Arcane Brotherhood; many assume that she still bears resentment against Nasher for the way things turned out. Regardless, Nasher and Erard have remained close, and Ophala still serves her lord loyally. The same cannot be said of Kurth, who has joined fores with an army that would love nothing more than to see Neverwinter destroyed."
>
>

## Source

*The Northern Four Adventuring Troupe* is derived from *Neverwinter Nights.* For canon information, please visit:

* NWNWiki
Aziza

**Aziza** was a very powerful enchantress and wizard residing in Shapeir. She was renowned for her insistance on manners, and for the powerful protections which surrounded her home. To enter her home, for instance, one had to first answer a series of questions honestly -- the first simply being the guest's name, the second being who sent the guest to her, the third a question relating to the sender, and the fourth a riddle to ensure that they knew who they were visiting. She was also well-respected for her knowledge and wisdom and served as one of the advisors to the Sultan Harun Al-Rashid.

In her home, Aziza kept many magical items -- most important of which was a pool used for Far-Seeing, which also doubled as a table for guests to share tea over. Unfortunately, after the Emir Arus al-Din vanished from Raseir, her mystical table was unable to see through the darkness that surrounded the city.

## Real World

Aziza is derived from *Quest for Glory*. For canon information, please visit:

* Quest for Glory Omnipedia
Abdel Adrian

**Abdel Adrian** was a human fighter raised at Candlekeep by Gorion.

## History

### Early Life

Abdel Adrian was born to a priestess of Bhaal named Alianna who sought to fulfill their deity's plan. Before they could sacrifice the child, however, a group of Harpers interrupted the ritual -- a group that included Gorion. Gorion himself killed Alianna. He took the infant Abdel on as his ward.

Though Abdel trained as a fighter, he was fairly sheltered in his upbringing at Candlekeep under Gorion's watchful eyes, growing up alongside Imoen who would become his lifelong friend.

When Gorion received word that Abdel's life was in danger, he rapidly arranged for him to be protected by the Harpers -- reaching out to Jaheira, Khalid, and Elminster. Then, in the dead of night, Gorion and the two wards fled Candlekeep -- only to be waylaid by a man in armor and his allies. Gorion ordered Imoen and Abdel to flee, sacrificing himself to buy them the time they needed to escape harm.

## Real World

Abdel Adrian is derived from *Baldur's Gate*. For canon information, please visit:

* Baldur's Gate Wiki
* Forgotten Realms Wiki
Dorna Trapspringer

**Dorna Trapspringer** was an aspiring adventurer who apprenticed under Drogan Droganson. Despite a goodheart, Dorna had a cynical albeit witty personality. Her primary focus while adventuring was always the acquisition of wealth.

## History

Dorna was born and raised among her clan in the Silver Marches, but traveled nearly 200 miles in order to become an apprentice to Drogan.

## Real World

Dorna Trapspringer is derived from *Neverwinter Nights: Shadows of Undrentide*. For canon information, please visit:

* The Forgotten Realms Wiki
* NWNWiki
Baba Yaga

**Baba Yaga** was a powerful magic user and archfey, sometimes described as the most powerful female mage ever known. She was sometimes misidentified as a hag or an ogress. She had a reputation for passing throughout the planes at will with her magic hut, flying mortar and pestle, and myriad of pets and minions.

Baba Yaga was fickle, unpredictable -- as likely to help an adventurer as to eat them. Being polite would not necessarily spare one from her ire, but being rude did not necessarily mean incur her wrath. She was often willing to offer some of her secrets in return for favors -- and her bargains were often much more transparent than those made by other fey.

Baba Yaga did have something of an ego and would not tolerate open insults without inflicting her idea of a just punishment. Her other constant motivation, however, was her insatiable appetite and her love of cooking.

## History

Baba Yaga has traveled this world, and many of the other Planes of Existence, for as long as history itself is recorded. Most stories of her history are little more than legend.

On one occasion, Famous Adventurer encountered her. She called him "Sweet Prince Ivan" but when he refused to eat the meal she was serving, he was forced to flee from her.

Later, she arrived in Spielburg Valley -- deciding to settle there for some time. Almost immediately, Baron Stefan von Spielburg decided to drive her out of his land. Initially, he went to her and demanded she leave himself. When she refused, he sent a contingency of the Spielburg Baronial Guard led by the captain of the guard to drive her out by force.

The guards did not return, save the captain who was only animated by Baba Yaga's magic. Through his body, but in her voice, she delivered the Spielburg Curse:

> "Upon von Spielburg and all his clan
>
>
> This curse I now demand.
>
>
> What I will shall come full measure,
>
>
>
> So shall ye lose all that ye treasure."
>
>

She decorated the fence outside of her hut with the skulls of the fallen guards and continued living in the valley, even as her curse afflicted it. She began playing cards with Erasmus, though both of them cheated.

## Real World

Baba Yaga is derived from *Dungeons & Dragons* and *Quest for Glory*. For canon information, please visit:

* Forgotten Realms Wiki
* Quest for Glory Omnipedia
Acid arrows

**Acid arrows**, also called **arrows of acid**, were magical arrows that were coated in acid, so that once they had pierced the flesh of an opponent, the acid would slowly burn the flesh -- causing the wounds to deepen and become even more severe. Some could even splash acid onto the area surrounding the victim.

## Real World

Acid arrows are derived from *Dungeons & Dragons*. For canon information, please visit:

* Baldur's Gate Wiki
* Baldur's Gate 3 Wiki
* Forgotten Realms Wiki
* Icewind Dale Wiki
Aasimar

**Aasimar** were rare planetouched humans whose blood carried good, otherworldly traits. Typically they were descended from celestials, though sometimes they were sometimes the result of a good deity or daedra's interference. In many respects, they were a counterpart to tieflings.

Aasimar were nearly always astonishingly beautiful, typically taller than humans, but otherwise were often indistinguishable from ordinary mortals save for one unusual feature, which was unique to each aasimar. Some had pupil-less eyes, unusually colored hair or skin, some had feathers mixed in with their hair. It was not uncommon for an aasimar to have a light covering of feathers on their shoulders, where an angel's wings might have been. On rare occasions, an aasimar might have wings.

Aasimar were typically wise and charismatic, with an allure that other races could not resist. They were often very perceptive, and many could see in perfect darkness. Beyond that, aasimar were widely varied in their powers and abilities, as well as their alignment.

Although aasimar were not as maligned and vilified in society as tieflings, they still faced significant prejudices and biases. Most aasimar had been deeply hurt several times in their life as a result.

## Real World

Aasimar are derived from *Dungeons & Dragons*. For canon information, please visit:

* The Forgotten Realms Wiki
Water genasi

**Water genasi** were, mostly, descended from a union of a marid and a humanoid, and so were imbued with the elemental power of water. On rare occasions, a water genasi might come to be without the djinn ancestry, though this was uncommon. Water genasi looked generally humanoid, except for some distinguishing features that varied wildly for each member of the race -- some had lightly scaled skin, or blue skin, some had blue-green hair or blue-black eyes. Some simply had clammy skin, or seemed to always be sweating. Still others had a voice that always sounded as though they were underwater.

Water genasi were typically very patient, willing to take a long time to solve their problems. They were very independent and were used to relying only on themselves. They had little interest in others of their race and considered themselves above humans and other land-dwelling creatures. They often presented a tranquil front, no matter what emotions they were harboring -- though when angered, they were fierce and destructive like a storm.

Water genasi often left their parents to be raised by aquatic creatures -- sea elves, tritons, locathah, merfolk, sahuagin, dolphins, or even aboleths. Most left their adoptive families by adulthood, seeking to explore the world and travel the seas.

## Real World

Water genasi are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Athelas

**Athelas**, sometimes called **kingsfoil**, was a medicinal herb used primarily by elves, though Amelia Appleberry grew the herb and used it in her potions. It had a refreshing scent that could clear the mind and calm nerves. It was often crushed into hot water and administered as a tea.

## Real World

Athelas is derived from *Quest for Glory*. For canon information, please visit:

* Quest for Glory Omnipedia
Prince Heinrich XXXIII Reuss

Prince Heinrich XXXIII Reuss at the age of 21 in 1976

## Activities

### Occupation

Businessman, Managing Director of a Forestry and Agricultural Business (1987-Present)

###  Patronages

Member of the Board of Trustees of the Thuringian Castle and Gardens Foundation

**Prince Heinrich XXXIII Reuss** (born 1st December 1955) is a member of one of the oldest noble families in Germany, the House of Reuss. His full name is Heinrich XXXIII Fürst Reuß zu Köstritz, and he was born on December 1, 1955, in Hamburg, Germany. He is the head of the House of Reuss-Köstritz, one of the branches of the House of Reuss.

Prince Heinrich XXXIII Reuss was educated in Germany and the United States. He studied forestry and business administration and then joined his family's forestry and agricultural business in Thuringia. He became the managing director of the company in 1987 and has been running it ever since.

Apart from his business activities, Prince Heinrich XXXIII Reuss is also active in various cultural and charitable organizations. He is the president of the German Nobility Association. He is also a member of the board of trustees of the Thuringian Castle and Gardens Foundation, which is responsible for the preservation of historic castles and gardens in the state of Thuringia.

Prince Heinrich XXXIII Reuss is married to Princess Marie-Louise zu Salm-Salm, and they have three children, Princess Felicitas Reuss (born 1990), Prince Constantin Reuss (born 1993) and Princess Johanna Reuss (born 1996).
Mischa Waymeet

**Mischa Waymeet** was a naive human paladin, dedicated to the deity Mystra. She was the youngest of the pupils studying under Drogan Droganson. Despite her determination and focus, her lack of experience was often a hinderance as were her black-and-white views about good and evil.

## Real World

Mischa Waymeet is derived from *Neverwinter Nights: Shadows of Undrentide*. For canon information, please visit:

* Forgotten Realms Wiki
Barnie Blue

**Barnie Blue** was a man who was murdered by his lover after he was untrue to her. What was left of him was buried in the Mordavia Cemetery, where his headstone read:

> "Here lies the spirit of Barnie Blue
>
>
> To his lover was untrue
>
>
> So she knew just what to do-
>
>
>
> Fixed herself a Barnie Stew."
>
>

## Real World

Barnie Blue is derived from *Quest for Glory IV: Shadows of Darkness*.
Brothers bin Ma'amar

The **Brothers bin Ma'amar** were the four human sons of Abu bin Ma'amar, two of whom were members of the city guard of Shapeir. All four of them lived in the same home with their father. They were:

* Abdul bin Ma'amar - the youngest, Abdul was fairly naive and sheltered and not particularly bright.
* Jabbar bin Ma'amar - one of the city guards, he often patrolled the city streets with his friend Baddhi Slama. His father had crafted him a silver dagger.
* Kamar bin Ma'amar - the eldest of the four, Kamar was also a city guard.
* Kareem bin Ma'amar - a drunkard. His father had created a silver tea set for him.

## Source

The Brothers bin Ma'amar are derived from *Quest for Glory II: Trial by Fire*. For canon information visit:

* Quest for Glory Omnipedia: Abdul; Jabbar; Kamar; Kareem
Badders/Statblock

**Badder** *Small aberration, unaligned*

* **Armor Class** 12
* **Hit Points** 5 (1d6 +2)
* **Speed** 20 ft., fly 40 ft.

* **STR** 6 (-2)
* **DEX** 15 (+2)
* CON 14 (+2)
* INT 2 (-4)
* WIS 10 (+0)
* CHA 3 (-4)

* **Senses** darkvision 60 ft., passive perception 10
* **Challenge** 1/4 (50 XP)

*Pack Tactics.* The badder has advantage on an attack roll against a creature if at least one of the badder's allies is within 5 feet of the creature and the ally isn't incapacitated.

*Venomous Bite*. The badder can deliver a dose of venom with its bite. The badder has a number of doses equal to its Constitution modifier (minimum of one). A creature that is bitten by the badder must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The badder regains all expended doses when it finishes a long rest.

*Actions*. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus venom if available.
Toriliana Wiki

**Welcome to the Toriliana Wiki!**
Toriliana is a homebrewed setting for a D&D campaign that is primarily based on Forgotten Realms but with the addition of various aspects of other sword & sorcery worlds. This includes aspects from:

* Dragon Age
* Dungeon Siege
* Quest for Glory
* Warhammer Fantasy

We're a collaborative community website about Toriliana that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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.
Arken Tenna

**Arken Tenna** was an individual buried in the cemetery of Mordavia. Their tombstone read:

> *Arken Tenna died at night*
>
>
> *Arken saw a frightful sight*
>
>
> *Now the question seems to be*
>
>
>
> *What in the world did Tenna see?*
>
>

## Real World

Arken Tenna is derived from *Quest for Glory IV: Shadows of Darkness*. For canon information, please visit:

* Quest for Glory Omnipedia
Goblins

**Goblins** were a small goblinoid species, commonly found in nearly every corner of Toriliana. They often lived in underground caverns or warrens, usually in settlements that were run by members of other goblinoid species -- frequently hobgoblins.

Goblins were typically under 4 feet tall, weighing between 40 to 55 pounds. They had flat, sloped faced, broad noses and sharp teeth, including fangs. Their skin could range from various shades of green, to hues of yellow, orange or red. Typically, goblins tribes all had the same skin color.

Goblins had short tempers and were inclined to be greedy -- these intrinsic behaviors in this species made heroic or altruistic goblins extremely rare to find. Goblins were also prone to be sadistic, enjoying pain they inflicted on others.

Goblins also had a reputation for being rather stupid. While that was often true, it was not necessarily a racial trait shared universally amongst the species. Some goblins were actually capable engineers.

## Sub-Races

* Goblin Pygmies - small goblins from East Fricana who mainly survived through using traps to capture food and defeat their enemies.

## Real World

Goblins are derived from *Dungeons & Dragons,* *Quest for Glory*, and *Dungeon Siege*. For canon information, please visit:

* Dungeon Siege Wiki
* Forgotten Realms Wiki
* Quest for Glory Omnipedia
A Brush with Evil: On Hags

***A Brush with Evil: On Hags*** was a book written by Elizabeth M. Soot, in which she shared her first-hand experiences with hags.

## Excerpt

> *It has been too long, dear reader, since we last sat together. I wish it was because I'd been travelling far and wide, working to bring you more tips and tricks on how to triumph over evil. Alas, that was not the case.*
>
>
> *For I fell prey to a Green Hag.*
>
>
> *Worry not, I am alive and well. But I have spent the last two years in her service. One day, I will share what happened in that darkened cell. But not this day.*
>
>
> *Instead I come to you with a warning. We have discussed hags before, be they of the Night, Green, or Sea variety, and how they are not to be trifled with. But even with all my research, I never truly understood what it meant to encounter one.*
>
>
> *Evil beings, hags rely on magic, deceit, illusion and even blackmail to lure their victims in. I knew this. I repeated it many times to you, dear reader. But I did not realise their charm, their allure. I did not know I would come to love her. That I would yearn to please her. She strung me along, tempting me with my wildest dreams. I thought myself clever, that I would be able to outmanoeuvre her. I once bested a glabrezu - surely I could handle a Green Hag? And she let me believe it. Until she sprung her trap.*
>
>
> *Hags delight in suffering, priding themselves on creating new and inventive ways to torment those in their 'care'. And while I have escaped, I spend every waking moment in fear that either her or one of her 'sisters' will come for me. For a hag coven does not let even the smallest of slights go unpunished.*
>
>
>
> *And so I rescind my previous guides to dealing with a hag, my suggestions for clever language and deceit. Instead, I offer these words should you ever encounter a hag: run. And pray she does not follow.*
>
>

## Real World

*A Brush with Evil: On Hags* is derived from *Baldur's Gate 3*. For canon information please visit:

* Baldur's Gate 3 Wiki
* Forgotten Realms Wiki
Toman Bross

**Toman Bross** was a relatively poor human resident of the village of Hilltop, who worked as a woodcutter. He was not well-liked or popular among others within the village, and tended to keep to himself.

Despite having a general dislike and mistrust of adventurers, his small home was just outside the gates to Drogan Droganson's home. When the kobolds of the Dripping Fang Clan raided the village, he locked his door and stayed hidden inside his home.

## Real World

Toman Bross is derived from *Neverwinter Nights: Shadows of Undrentide*.
Zombies

**Zombies** were a variety of undead that became animated due to any number of unnatural phenomena, but most often through sinister magic or necromancy. They were mindless walking corpses, determined to attack any living thing they encountered. Because of this profound lack of intelligence, any instructions given to zombies had to be exceedingly simple.

Zombies did not leave clear footprints, as they did not lift their feet as they walked. Instead, they dragged their feet along the ground. They often left bits of decomposing flesh in their wake, as they continued to decay. Because of this, zombies also gave off a terrible stench.

Zombies did not feel pain, which made them relatively difficult to kill.

## Varieties of Zombies

There were innumerable varieties of zombies, including some of the ones listed below:

* Ash zombies
* Gravehounds
* Juju zombies
* Sea zombies
* Tyrantfog zombies
* Zombie dragons

## Real World

Zombies are derived from *Dungeons & Dragons* and *Quest for Glory*. For canon information, please visit:

* Forgotten Realms Wiki
* Quest for Glory Omnipedia
Dwarves

**Dwarves**, also called **Stout Folk** or **Deep Folk**, were a species of short humanoids standing at just about 4 or 4 1/2 feet tall. Dwarves were primarily noted for their toughness -- their ability to withstand both physical and magical damage. They were incredibly industrious; hard workers but also hard partyers who were famous for imbibing incredible amounts of ale.

Dwarves were typically relatively humorless -- especially compared to other shorter humanoid species such as gnomes and halflings -- and nearly all were suspicious of strangers.

## Real World

Dwarves are derived from *Dungeons & Dragons: Forgotten Realms* and *Quest for Glory*. For canon information, please visit:

* Forgotten Realms Wiki
* Quest for Glory Omnipedia
Kender

**Kender** were a small humanoid species, roughly the size of halflings, known for their curiosity, fearlessness, and their innate ability to find trouble. Halflings considered them "honorary cousins" in their communities -- though most kender were far more adventurous than most halflings.

## Characteristics

Kender were utterly without fear, unshakeable in the presence of danger or even certain death. They would walk headlong into trouble, with no apparent sense of self-preservation. Kender were uncontrollable through tactics of fear or intimidation -- which made them undesirable as slaves. As such, kender villages were seldom invaded.

Kender were well-muscled, especially for their size, with pointed ears that looked very much like those of elves. Though kender had fair skin, they tanned quickly in the sun. Kender typically kept their hair long but tied it up in knots or ponytails, which they decorated with colorful ribbons, beads, flowers, or other adornments.

Kender had high-pitched voices, which would turn shrill if they were angry, excited, or taunting others. The pitch of their voices allowed them to easily imitate bird calls and often other animals.

Kender society was built entirely around the family unit. Children stayed with their parents until they began to experience wanderlust -- this compulsion led most kender onto the road as adventurers until they reached 50 or 60 years of age, at which point they would choose settle down, pair up, and -- for most -- have children. Kender families only raised one child at a time.

Kender also valued friendship above all else and would feel the suffering of their friends deeply.

## Real World

Kender are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Ansel

**Ansel** was a student of the clerical arts at the Neverwinter Academy. Although he was near to graduation at the time of the attack on the Academy, he had not quite reached that point yet. He attended the Academy hoping to bring an end to the Wailing Death through use of his healing magic and his faith. He believed that the plague was simply a trial sent by the gods, and he was outraged that people would turn to magic for a cure. He was especially disappointed in Aribeth de Tylmarande who, as he saw it, had betrayed Tyr by turning to Khelben "Blackstaff" Arunsun for a cure.

## Real World

Ansel is derived from *Neverwinter Nights*.
Anna Bibi

**Anna Bibi** was an aging merchant with a stall in the Tarna bazaar. Though she was not fluent in Common, she spoke enough to sell her beads. She would not haggle, only giving her wares to those who could meet her price.

## Real World

Anna Bibi is derived from *Quest for Glory III: Wages of War*. For canon information, please visit:

* Quest for Glory Omnipedia
Clerics

**Clerics** were the servants of deities, devoting themselves entirely to their chosen god(s). Among adventurers, clerics were relatively rare -- as many clerics remained in temples and serving communities. As adventurers, however, clerics could serve their gods with both martial prowess and divine magic.

Due to the very real and powerful influence of the gods over the world, clerics inspired reverence or terror -- depending on which god they followed.

## Abilities

The primary skill of any cleric was their access to divine magic through prayers, though many clerics were also skilled with light or medium armor, as well as simple weapons. Clerics were experts at performing ritual spells which, despite taking more time and resources than many spells, could have truly profound effects.

Many good clerics were also capable of turning undead, though it was not uncommon for evil clerics to learn to control undead instead. Another common ability amongst clerics was the capability of healing others. Prayers such as "healing word" were simple for an experienced cleric.

However, clerics possessed a wide variety of skills and abilities that were largely based upon the nature of the deity they followed.

## Real World

Clerics are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Anubis

**Anubis** was a god of the dead who judged the souls of his worshippers and sent them to their afterlives. Many followers of Anubis hailed from the lands of Fricana. He was known to bear particular hatred towards thieves, most especially tomb robbers. He also could not tolerate those who would raise the dead, such as necromancers.

The avatar of Anubis had the appearance of a humanoid with the head of a jackal, and was often adorned in gold armor, armlets, and bracers.

## Real World

Anubis is derived from *Dungeons & Dragons* and *Quest for Glory*. For canon information, please visit:

* Forgotten Realms Wiki
* Quest for Glory Omnipedia
Augment

The **Augment** spell was a spell that an arcane magic user could cast in order to enhance the power of the next spell they cast.

## For the Player

The Augment spell will allow the player to cast any spell they have prepared with the effects of casting it one spell level higher than the spell slot they are using. It is still possible to upcast a spell -- for example, one could upcast magic missile to use a level 3 spell slot, but the spell would have the effects of a level 4 casting.

## Real World

Augment is derived from *Quest for Glory V: Dragon Fire*. For canon information, please visit:

* Quest for Glory Omnipedia
Kenku

**Kenku** were a species of flightless avian anthropomorphs -- they had the appearance of humanoid ravens, albeit without wings. They had arms like a humanoid, though ended in bird-like talons -- as did their legs. Kenku were often secretive and selfish, often scheming for wealth or power. Kenku were also gifted with the ability to mimic sounds and voices, including accents. They were innately stealthy. Kenku made gifted assassins and thieves, and often worked in small gangs.

## Real World

Kenku are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Aziza's Home

**Aziza's home** was a residence at the end of Sitt Tarik in Shapeir. Its door was unique in the city, as it was purple and painted with an eye. Aziza tolerated no impertinence, and therefore any visitor to her home would need to answer four questions before being allowed within:

1. Who is it that seeks to enter?
2. Who is it that sent you here?
3. A question about the person who sent the visitor
4. A riddle, the answer to which would be Aziza's name.

Aziza kept her home very tidy, and well in-keeping with the aquatic nature of her magic. The central feature of the central room of her home, however, was a table with which she could conjure illusions, see through illusions, or far-see to other places.

She also kept a collection of water-based plants and numerous books.

## Real World

Aziza's home is derived from *Quest for Glory II: Trial by Fire*. For canon information, please visit:

* Quest for Glory Omnipedia
Winthrop

**Winthrop** was the portly innkeeper at the Candlekeep Inn. He was friendly, with a jovial sense of humor. He often joked about having an "10,000 gold piece book entrance fee" for stepping into his inn.

## Real World

Winthrop is derived from *Baldur's Gate*. For canon information, visit:

* Baldur's Gate Wiki
* Forgotten Realms Wiki
Imoen

**Imoen** was a rogue, born in the city of Baldur's Gate. Her mother died during childbirth, and she was adopted by Winthrop. They soon traveled to Candlekeep on the Sword Coast, where Winthrop opened the Candlekeep Inn.

As Imoen reached adulthood, her father's friend Gorion -- one of the sages at Candlekeep -- abruptly insisted that Imoen leave Candlekeep with him and his own ward Abdel Adrian. They left the keep in the middle of the night, only to be confronted by Sarevok Anchev. Gorion commanded the two orphans to flee and find his allies Jaheira and Khalid at the Friendly Arm Inn. Imoen did as she was told -- perhaps for the first time in her left -- leaving Gorion to his fate.

## Real World

Imoen is derived from *Baldur's Gate*. For canon information, please visit:

* Baldur's Gate Wiki
* Forgotten Realms Wiki
Hobgoblins

**Hobgoblins** were a goblinoid species -- larger, stronger, and smarter than goblins, though not as powerful as bugbears. Although the alignment of hobgoblins varied, most were evil -- they were prone to anger and violence, and their society was similarly harsh and cruel. Hobgoblins were vindictive and enjoyed inflictnig pain on others.

Hobgoblins were often found in communities of other goblinoids and were usually the ones in charge. They were, after all, smarter than bugbears and most goblins, and certainly stronger than goblins. They also had a long tradition of breeding creatures like worgs for their service.

Hobgoblins were very protective of their tribes -- so much so that their tribes often entered into conflicts due to perceived disrespect over territory or protocol. The tribes typically only worked together to war against non-goblinoids.

## Real World

Hobgoblins are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Famous Adventurer

### Aliases

Famous Explorer; Prince Ivan; Davy Jones; Gypsy Davy; Black Jack Davy; Raggle Taggle; Silvertongue; Eros; Don Juan; Casanova; Famous Wizard; Infamous Filcher; Infamous Computer Programmer

### Affiliation

Famous Adventurer's Correspondence School

## Physical description

### Gender

Male

**Famous Adventurer** was the name taken on by a series of human adventurers who eventually gave up his life or travel to publish the materials for the Famous Adventurer's Correspondence School, as well as several travel guides. Whichever adventurer bore the title Famous Adventurer would take on the stories of the previous one, telling them as if they were their own stories. As a result, Famous Adventurer seemed to have had a remarkably long life. The Famous Adventurer was also always the headmaster of the Correspondence School.

## Stories

The most recent Famous Adventurer told many stories -- most of which it was unclear if he had experienced himself. He claimed to have been called "sweet Prince Ivan" by Baba Yaga, and is known to have visited numerous locations across the world -- from Spielburg Valley to Tarna. He claimed to have traveled with a group of gypsies, taking on several aliases per their naming traditions.

Despite other Famous Adventurers having traveled through Shapeir, this most recent Famous Adventurer had not been to that land. However, it is known that he had a romantic affair with Queen Hippolyta, ruler of the Tritons in the waters around Marete.

## Real World

Famous Adventurer is derived from *Quest for Glory*. For canon information, please visit:

* Quest for Glory Omnipedia
Faerûn

**Faerûn** was one of the largest continents on the planet of Toriliana, and had some of the most varied terrain and ecosystems. While the most populated area of the continent was the western coast, it contained a myriad of people across it. The inland of the continent was kept fertile by an inland sea called the Sea of Fallen Stars.

## Regions

### Northwest

Northwest Faerûn was largely wilderness, and was commonly referred to as "the North." This area contained:

* High Forest
* Frozenfar - this area included the Spine of the World and the Sea of Moving Ice, as well as the Ten Towns of Icewind Dale.
* Silver Marches - a loose confederation of settlements including Spielburg, Hilltop, Blumberg, and the city of Silverymoon.
* Sword Coast North - this half of the Sword Coast was far less civilzed than the southern part of it, but did include several cities such as Waterdeep, Neverwinter, and Luskan.

### North

To the east of the northwestern region was a largely unpopulated area that included a lot of open space, though not in the most welcoming of environments or climates.

* The Anauroch - a massive desert that was once the land of the Netheril Empire.
* The Dalelands - fertile farmlands, and the most populated part of the region.

## Real World

Faerûn is derived from *The Forgotten Realms*. For canon information, please visit:

* Forgotten Realms Wiki
Bears

**Bears** were a family of ferocious, omivorous ursine mammals that could typically be found in wooded areas or caverns. They were sometimes tamed, especially by druids or rangers. Wild bears were typically happy to ignore travelers or adventurers near them -- unless they were hungry.

## Species

There were a number of species of bears found on Toriliana. Some common species included:

* Black bears
* Brown bears
* Cave bears
* Dire bears
* Grizzly bears
* Polar bears

## Real World

Bears are derived from *Dungeons & Dragons* and *Quest for Glory*. For canon information, please visit:

* Forgotten Realms Wiki
* Quest for Glory Omnipedia
Afterlife

Upon death, a mortal's soul would separate from their body. The fate of the soul after this depended on numerous variables -- their beliefs, the geographic regions of the world in which they died, and their own actions during life.

## Afterlives

### Reincarnation

Through acts of magic, or through acts of deities who ensured it of their followers, sometimes souls would be reborn into a new body. This mostly happened to dragons, elves, and a certain type of aasimar called devas.

### Abyss

The Abyss was one of the Outer Planes, the home of demons. The souls of chaotic evil beings would sometimes be doomed to an eternity in this plane.

### Hades

Hades was one of the Outer Planes, a lower plane where the souls of evildoers could go. The River Styx flowed through Hades, as it did through many of the Outer Planes, but also the River Lethe which could allow good souls to forget their lives. Most souls that arrived in Hades were those of evildoers, but certain deaths could guarantee a good soul arriving there -- often by mistake. The denizens of Hades, such as the yugoloths, were loath to allow these souls to escape.

## Source

Afterlives have been derived from *Dungeons & Dragons* and *Quest for Glory*. For canon information, please visit:

* Forgotten Realms Wiki
* Quest for Glory Omnipedia
Halflings

**Halflings**, also known as **Hin**, were a diminutive species of humanoid. They were also sometimes called the "quick folk" (mostly be themselves), the "sly folk" or the "good folk" (mostly by other races.) They looked very much like humans, save for being roughly half the size. Halflings were even shorter than most gnomes.

Despite their overall human-esque appearance, it was rare for a halfling to be able to grow facial hair other than long sideburns. Halflings often wore their hair in complicated braids, often adorning themselves with jewelry. This was counter to their habit of wearing very comfortable clothing.

Halflings tended to be very jovial and amicable, but eminently practical. They enjoyed simple things -- a good meal, a strong pipe, a warm fire, and spending time at home. They typically lived in small, very tight knit communities. Halflings went out of their way to avoid notice by members of larger species and were often underestimated or deemed not to be dangerous. Because of these tendencies, halfling adventurers were relatively rare. Those that turned to a life of adventure often did so out of curiosity -- and occasionally out of boredom.

Halflings were extremely dextrous, fast on their feet and able to recover rapidly from sudden danger. They could be very courageous and were more likely to resist magical effects that might make them lose their nerve than other species. Halflings also seemed to generally luckier than members of other species.

## Subraces

There were several subraces of halflings, including:

* Anadian Halflings
* Ghostwise Halflings
* Lightfoot Halfings
* Strongheart Halflings

## Real World

Halflings are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Amon Tillado

**Amon Tillado**, also known as "the **Mad Monk**" was the first mortal of Toriliana to hear the dark whispers of Avoozl. In response, he founded the Cult of the Dark One and led his followers to the valley of Mordavia. Once they had arrived, Tillado convinced the local boyar, Sergei Borgov, to join his cult.

As the days went on, and the Dark One Monastery was constructed, Amon Tillado's mind slipped further and further into instanity. He wrote out the Dark One Rituals in preparation to summon Avoozl -- though shortly afterwards he was found dead in a pool of his own blood.

## Real World

Amon Tillado is derived from *Quest for Glory IV: Shadows of Darkness*. For canon information, please visit:

* Quest for Glory Omnipedia
Tritons

**Tritons** were a humanoid species native to the Elemental Plane of Water, that -- after driving many monsters into the Prime Material plane -- sought to defend it from the creatures they had unwittingly unleashed there. They were visually distinctive from humans, most obviously because their skin was commonly in shades of deep blue, though sometimes it was pearl or light green. Their hands and feet were webbed, and a small dorsal fin ran from their mid-calf down to their ankle. Most tritons were about five feet tall, just a little shorter than the average human.

Triton hair was usually dark blue or green, and usually worn in braids to keep it out of their eyes -- though women sometimes allowed their hair to flow freely. They would also weave pieces of coral or metal into their hair, as an emergency makeshift tool or weapon. Triton ears were pointed, and hair did not grow near them so it appeared that they had shaved. Their eyes were brilliant, shining shades of green or blue. In normal lighting, their eyes appeared almost human -- in low light or darkness, however, their pupils expanded greatly allowing for natural darkvision. Their eyes also had a nicitating membrane which protected them from sudden changes in or flashes of light.

Tritons were a proud species, believing they were entitled to respect and fealty from the species of Toriliana whom they had been protecting for centuries from terrible evils under the waves. They were isolated from the cultures of the surface, and this left them largely unaware of the accomplishments of other species or of the great evils that plagued the world above the waves.

Most tritons existed in a patriarchal, theocratic feudal system, the government of which shared power with the military and the priesthood who led worship of Persana. They were divided into sovereign protectorates. The settlements were built with an attention to logical orderliness, beginning from a single garrison and expanding systematically. The exception to this was the sprawling underground kingdom of Atlantis, which was populated by a unique race of tritons who had once been human spellcasters and whom were governed by a queen. These tritons, having created themselves with magic, did not worship Persana. This was a point of contention between the tritons of Atlantis and the tritons of the rest of the world.

## Real World

Tritons are derived from *Dungeons & Dragons* and *Quest for Glory*. For canon information, please visit:

* Forgotten Realms Wiki
* Quest for Glory Omnipedia