recursal/Fanatic-Fandom huggingface dataset:
Kingsday

Name: Kingsday.

## Description

### When

Time of the year: the anniversary of the coronation of the first king ( and all subsequent kings)

### Length

Length: Half-a-tenday, with the actual day towards the end.

### Where

Who runs it: The kingdom of Marragard, though it is more widely celebrated in the capital, where a festival takes place with various booths and games, not to mention a play set up by the bards guild depicting the founding of the kingdom by the First-King.

Outlying villages differ in ways of celebrating, but the Kingsday itself always seems to rack up a nice profit in the tavern, all in the name of the king of course. *- fohtastic*
Dirty Fighter

You have mastered the techniques of dirty fighting. You know how to fake out your opponent and where to strike to cause the most damage in a hurry. When making a standard melee attack, you may choose to perform a feint, pretending to make a certain strike, then twisting the attack at the last minute and striking a vital area. For this attack, you may apply your Sneak Attack damage even if you do not have advantage on the strike. You must take a short rest before using this ability again.

My thought is to use this as a sort of baseline ability to be built off of at higher levels, sort of like the Channel Divinity ability. Perhaps at higher levels the strike can become a called strike that causes lingering effects on top of the Sneak Attack (or instead of it) damage. A strike to eyes may cause blindness for a round; a strike to the leg may hamper movement, things like that. And/or they may get more uses of the Dirty Fighter strike. - *Friartook*
The Plague Witch

The Plague Witch: Rumor has it that deep in the swamps of the eastern delta, the Plague Witch makes her home. She draws her power from the slow decay and corruption of life. It is said she was once a powerful priestess and healer, on a path to become head of her order.

Weeks before she was to be anointed the High Healer, she met the love of her life; a great hunter, trapper, and woodsman whose charge was defending the borders of the land from the horror that came out of the swamps of the eastern delta. As the High Healer is sworn to never have a lover (she is supposed to love all equally) nor bear children (all the peoples of the world are to be as children to her), the Priestess declined the position of High Healer and left the order to live in happiness with her lover in his home at the edge of the eastern delta. Within months she was pregnant, and all was well for her in life.

Until the day her lover returned form a scouting foray with a deadly wound. He had been attacked by a horrid lizard beast of the swamp, and the beast had bitten off one arm and caused many other horrific wounds. The creature's venom caused the wounds to rot and turn green.

The former Priestess sought aid in her faith, but she had left her order and not practiced her powers in some time. All her attempts to heal the wounds failed, and her prayers for intervention went unanswered. So, she turned to darker arts. Her schooling and preparation for the post of High Healer had brought her much knowledge of forbidden arts. Secret teachings, in which the healing essence of life is twisted and corrupted. But she was desperate, her lover was dying and there was nothing she could do!

So she made a terrible choice. She knew of a ritual through which the life essence of an unborn child could be channeled into a living creature, restoring and revitalizing it. She convinced herself that she had no choice; she would sacrifice her unborn child for the life of her lover. After all, if he lived, they could kindle new life. There would be children. Many, many children, in time.

So she performed the ritual in the deep darkness of a moonless night. She felt the life of her unborn child ebb and flow within her; dark phantoms visited the hut, and her belly began to swell. Suddenly, though she was only a few months into her pregnancy, her belly swelled to a fullness that was agony. And the birth pains began. But when her "child" came forth in agony, it was not a single child. Oh no. There were many, many children, and each was a grub or worm or beetle or fly. They gushed forth in a foul stream and swarmed over the body of her love. They burrowed into his wounds and crawled under his skin. He began to twitch, then to spasm.

His eyes opened. And they were the black and yellow of dead things.

It is said that the Plague Witch and her foul lover live still, deep in the darkness of the delta's swamps. No longer do they seek to defend the kingdom from the beasts and monsters of the swamps.

Instead, they, and their many, many children, *are*the beasts and monsters of the swamp. - *Friartook*
Coffinspire

Coffinspire, is it a place, a disease, a monster?

A subtype of Mimic that assumes the form of a Coffin. They like to hide in catacombs and tombs, and wait for grave robbers to stumble upon them. Upon being disturbed, a Coffinspire will begin a grapple, and if successful will engulf the victim into it's body. A Coffinspire's stomach is lined with very thick tissue that makes the insides of it's body soundproof to the outside world. Poor victims who were alone when engulfed by a Coffinspire are doomed to death by the stomach acids of the monster, of which usually is a slow death, around 2d6 days. - *DM Mitch*

A mind-affecting disease that creates an unhealthy fascination with death. The character is continually motivated to be in an area where creatures have been buried. They have an innate ability to find where creatures have been buried, and will do whatever is necessary to get to those places. - *Joatmoniac*

The name of the Palace for the dead that are hanged in special ways. Tied by their hands and their feet onto long wooden boards, they are hung in the air, face down. Throughout the palace one can hear the cries of freshly hanged victims who twist and writhe. Woman, men, and children scream and cry for freedom. But they hang instead, strips of meat and flesh dripping to the ground of Coffinspire. The Coffinspire looks like a jagged tooth with a long staircase running along the outside of it. Inside it is impossible to see the ceiling, only the hanging bodies stretching into darkness. - *Almarianknight*

A euphemism for the feces of ghouls, and a sure sign they are lurking around whatever location it is found. - *Nevvur*
Rainicron Armor of Golden Light

Originally the Rainicorn Armor of Golden Light was just called the armor. After the noble warrior had completed enough quests for the Rainicorn people he was allowed to have his armor enchanted by a Rainicorn wizard. The

Rainicorn wizard infused the armor with the power of the sun itself. The armor shines with bright light at all times (it casts light as that of a well lit torch) and can't be hidden easily. The light can penetrate most barriers, but is blocked by 1foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
The armor allows the wearer to cast Light and Dancing Lights at will. The armor allows the wearer to cast the Daylight and Faerie Fire spells equal to Spell Ability Bonus/day (i.e. Cha, Wis, or Int.) The armor allows the wearer to cast the Sunbeam, Sunburst, or Prismatic Spray at increasing risk to the magic of the armor. If one of these spells are cast there is a 5% chance that the magic of the armor is used up, and the Rainicorn Armror of Golden Light becomes the armor once again. With each additional spell cast of from those three the % chance of lost magic increases by 5%. Only the power of a true Rainicorn wizard can restore the magic of the armor, and reduce the % chance of magic loss.
Lao Yu

Name: Lao Yu

## Details

* **Alignment**: True Neutral
* **Power Level**: Greater
* **Domain(s)**: balance, seasons, tides, change, internal struggle

## Description

"*I am you. You are me. We are all ourselves.*" Followers of Lao Yu can be heard chanting the god's motto in nearly every city. Loa Yu's principles are often simple on the surface, but grow increasingly complex as one delves deeper into their precepts. Many do not understand the seemingly random behaviors that Lao Yu's adherents often exhibit, but the more discerning can see that they are guided by a desire to bring all things into balance in the universe.

Neither male nor female, Lao Yu is always referred to by name. Lao Yu prefers neither light nor dark, but sees the value of both, and strives for both in equal measure. Chaos and order both serve their purpose, and when either begins to grow too strong, Loa Yu sets out to correct the imbalance. Because of this, Loa Yu has been found allied with and in opposition to almost every god in the pantheon at one point or another. The gods who value loyalty tend to view Loa Yu as incomprehensible and dangerous. But Loa Yu can be a significant ally to those who find themselves opposed to a greater power than themselves. The god of balance communicates almost entirely in riddles and proverbs. The god's symbols are Yin and Yang, as well as a triangle inside a square inside a circle.

## Relationships

Lao Yu recognized the imbalance of power that Voddahil represented in the realm of the gods, and assisted with his imprisonment, but the other gods are always wary of Lao Yu, and are careful to keep their plans and ideas out of Lao Yu's ears. While Lao Yu respects Croatos' meticulous record-keeping (it's important to know what has happened in order to know what should come after to bring balance), Lao Yu views time as cyclical rather than linear. Their debates are always in good spirit, though, and the two gods share a common long-term view of history.

Lao Yu appreciates the perspectives of each god, and doesn't feel as though terms like "good" and "evil" are useful. Each god, and each creature (alive, dead, or undead), exists as a counterpart to an opposite.

"Light is the left hand of darkness. The stars and the moon will always need the darkness to be seen." *- whipstache*
Maiden's Deceit

"This be a part of the massive expanse that is known as the Ebonheart ocean. Known for its violent currents and waters, as well as strange fauna and flora. Many'a ship has gone down in these waters, pirates and sailors alike tell too many ghost stories to count about the place. Word has it that a rising captain has found away to navigate these cursed waters. But what'll shake ye soul is the map that this good ole captain carries on 'em! It is rumored this map be markin the last treasure of a grand and ancient empire that was once swallowed by the sea itself. Only to emerge again! The corvette was called the "Maidens Deceit" and the ship was run by captain Blythe Jarlson (Yar-l-son). But to his men he was known as 'Wild Bill'. The crew was so loyal to their captain, that any one of-em would take an arrow for Wild Bill! The same could be said for the captain. The Maidens Deceit is a fast vessel that carries a good bite. It is best that you keep an eye out for-em, and turn tail if you earn her wrath!" - *Dmmadmaxi*
Ned and Ted

Arr! These are me mates, Ned and Ted. Ned is that tall, skinny one back there. 'E is as dumb as a box of squid beaks. Ned is a master swords man, even if 'e don't know what to stab. Ted, we call him Stumpy, thinks 'e is more of a thinker then he act'ly thinks. Ted's the ring leader 'o the two. They actually think that bringing that fish into the midst 'o a raid will give 'em luck. Either that or they's tryin to fly with it, heh heh.

Ned/(Ted)
Armor Class: 11 Leather/(13)
Hit Points: 37/(52)
Speed: 30ft./(30ft.)
STR: 16/(15)
DEX: 12/(11)
CON: 14/(17)
INT: 9/(10)
WIS: 9/(10)
CHA: 9/(7)
Language: Pirate Common!
Idiot: Ned will flee the scene if Ted dies or flees. (Reckless: at the start of his turn, Ted can gain advantage on melee rolls, but attack rolls on Ted have an advantage. Ends at the end of turn).
The Star Blade

There was a time when Wizards of the Nightmare were slowly corrupting the land, putting entire kingdoms into eternal

slumbers where they would be terrorized by horrendous dreams. Knowing this spreading nightmare would engulf all the lands eventually, the Archangel Lucifer, which means "Morning Star" or "Light-bringing", stole a star from the heavens and forged it into a blade. Before the gods could stop him, he threw the blade down from heaven where it landed with a flash of light, before the feet of a lone knight from an isolated kingdom. Using the Star Blade that knight and allies where able to defeat the Wizards of the Nightmare and awaken the lands that laid in slumber.

Inscribed into the blades hilt are the words "Only one with pure intent can dispel the Nightmare". The Star Blade is an irregularly shaped sword where the end of it is shaped like a 4 pointed star. Unless the wielder is using the sword to try and kill evil aligned creatures or mind altering magics or their casters, it acts like a regular long sword. If you are fighting those kind of enemies with the intent to kill, the Star Blade can emit a flash of brilliant light that will daze targets for 2 turns if they fail a reflex save. This sword also can be used to dispel nightmares and will allow its wielder and allies to enter magically induced nightmares to fight and banish them.
Dayeimbe Pantheon

Within the world of Dayeimbe, there is a complex pantheon of gods that watch over almost all aspects of the world and universe. To help make sense of these gods and goddesses, this will be a compiled list with some simple bullet points dealing with the nature of the deity, the deities they have defined relationships for, and links to their individual pages.

This is currently a work in progress.
Moshe "Whispers" Delitar

Moshe "Whispers" Delitar is a human wizard of dubious fashion taste and crass humor, but one of the best illusionists ever to lend his skills to Encriss' numerous, illicit enterprises. He's a middle aged man with a bald pate and twinkling blue eyes, and affects an air of derision toward the suckers of the world out there trying to make an honest living, especially fellow spellcasters. He earned his nickname for the various sleights he mutters in their presence. When he's not using magic to run a con or outright burglarize a place, he enjoys an easy life of relative anonymity and quiet hedonism in the city.  - *Nevvur*
Raven Jayne Snowborne

**Nickname:** Doll

Monster Slayer

Killed 21 trolls, 22 orges, 6 oni, 5 owlbears, 8 displacer beasts, 3 beholders, 15 zombies, 10 ghouls, and 9 yetis and 1 mind flayer. And those 100 were enough to fill her trophy room there are many more dead beasts and vile things that were left in her wake.

She was at one time in league with the "Blades of Dawn" who fight against evil creatures but due to some differences has moved on and formed her own band of monster slaying compatriots known as the "Skrimsli Slayers"

She recieved her training and education from joining the army in the northern part of the continent where she was born and raised. Her father was a smith so she had exposure to blades and weapons from a young age.

To hire Doll alone for her monster slaying services would range from 1 gold piece to 10,000 gold pieces depending on the type of monster as well as the distance need to travel in order to find and track the prey.

Her tagline is "I may look as pretty as a doll, but when it comes to killing monsters i'm better than them all."

Worst experience was cleansing a town of a witches coven that had taken up residence near there. She hates witches, they are gross, always spewing there bodily fluids everywhere, its downright unsanitary.
Isperixatl

Average Party Level= Level 5 to 9 range

    Name = Isperixatl, also known by the honorifics, "Rider on the Plaguetide" and "King of the Rotting Depths"

        Race = Merrow with undead traits

        Class = Warlock. Patron is the demon who created the merrow.

    Location = The Rotting Depths

        Lair Actions = Increase water pressure: causes the effect of a fireball spell but force damage not fire

        Regional Effects = Little to no current, but moved at the will of Isperixatl

        Traps  = Razor kelp. Undead Clams.

    Minions = Lacedons aka aquatic ghouls
Filum Ingenium

A spell that calls to the forces of nature to smite down the enemies of the caster. After the spell is incanted, a breeze

of flowers will spin around the caster. Speeding up and whipping the wind in a display of vibrant colors and beautiful motion. It only takes a second to realize that the flowers are moving fast... too fast. The petals can cut through armor like butter and passes through flesh as if it is not even there.
The spell was made by a race of flower-like people who live in very small groups in Hyem Forest. A place that is cold and harsh, but trees grow in great numbers, a sea of white snow covering the evergreen grass of the forest. - *Almarianknight*
Bo'unde al-Mahfek

Bo'unde al-Mahfek (known more widely as Baneday the Blind) rallying the Southern forces after a victory against Grand Seer Wlindenspire the Terrible.

Despite the fact that the war continued for another 12 years, the victory at the Everlasting Keep was the turning point of the Great War. Bo'unde al-Mahfek was one of many heroes involved in the war, but is likely the most well-known. It was Bo'unde that convinced the elders that the battle (and thus the war) would not be won without the aide of the green dragon Norrinde. Despite the fact that Norrinde had been the enemy of the civilizations of the West for generations, Bo'unde was able to not only hold court with her, but convince her to lend her aide against the Grand Seer.

After the battle, Bo'unde stood on the highest parapet and let out the mightiest roar anyone had heard before or since. The Bellow of Baneday is one of the songs every bard learns in their second year at the academy. - *Whipstache*
Lusina Tirion

This town is built like a wheel, with large radial lanes representing the spokes and a tall stone wall around the edge, with gates at the end of each spoke.

At the center of the wheel is a pillar of natural rock with a flat top, like a half scale Devil's Tower. Atop this peak is the tower of Mudutu Jara the Sage. Jara has not been seen in many generations, but strange lights and fires can be seen from the windows high in his tower. Legend says he is a great Wizard and alchemist who consorts with demons or angels (depending who you ask) and has discovered the secret of eternal life. -  *Friartook*

The town is named Lusina Tirion, which is an old form of elvish. The meaning is glowing tower. Most common folk simply refer to the town as tower town, only travelers or outsiders will call it by its old name. - *Dm\_mainprize*

Though the town has a elected figure in charge, the real power lies within a council of the leaders of the various factions in the town.
Merchants guild, Wizard school, etc etc. - *Frohastic*

The nation in which Lusina Tirion resides does not use a currency substantially different than their neighbors, though the silver piece is minted with the image of the tower for which the town is well known. They are officially called Towers, though many people call them Lusies as slang. - *Nevvur*

Given it's old elvish namesake one would tend to think that the primary racial makeup would be elves, but that has not been true for many years. It is instead made up from a wide array of races. There are roughly more humans than any other race, but for some reason the tower draws to it all sorts of people. - *Joatmoniac*

People train all year to participate in the yearly festival's Climber's race in which the participants has to climb up the cliff face the fastest, with climbers kit. Security is provided by the local wizards enclave, though 'accidents' do tend to happen. - *Frohastic*

Due to some form of magic (or engineering), Lusina actually rotates with accordance to the seasons. The stone wall cuts through a cave in the mountain and through some magic, or some great engineering feet, the walls spin counterclockwise to change where the gateways are (aka the spokes and walls spin like a wheel). Some say this was built as a defensive measure, making Lusina a difficult city to conquer, since the entrance ways are constantly shifting. - *Almarianknight*
Diemmich Encriss' Heist

The crew: Moshe "Whispers" Delitar, Squeak 'da Squeak, Brumbur, Ronan McShane

The Target: The Tear of Aldrezal, the single largest cut diamond in the world. Aside from disabling the Whangdoodles, Moshe is expected to use his illusion magic to disguise the diamond after the team has exfiltrated the job site. - *Nevvur*

Infiltration method: It is of course through their magic that the team will enter the mineshaft with little to no equipment. Their spells will also be the way by which they will shield themselves from the prying minds of the Nothics. When push comes to shove though Ronan will spill as much blood as needed without a moments hesitation. - *Joatmoniac*

Protectors: The Vault is stored in a dwarven stronghold. The building itself is an extremely well guarded mineshaft that leads downward into the vault and opens onto a Dwarven labyrinth built with the help of minotaurs. Squeak was brought up in the woods beside the Dwarven stronghold and was rumored, when he was just a babe, to have caved in the entrance to the stronghold with his mighty spells... - *Almarianknight*

Guard personnel type 1: Whangdoodles!

The owner of the target object ordered a fleet of Whangdoodles as a security upgrade several years ago. Moshe bought a few of his own and has been studying them the last couple weeks at Diemmich Encriss' request. He devised a minor magical item infused with illusion magic that will trick the Whangdoodles into recognizing any spoken word as its command password. -  *Nevvur*

Guard type 2: The Dwarves (yet again) delved too deep into the heart of the mines and chanced upon an evil breeding ground of Nothics. Now they have an extra security measure... completely by accident... - *Almarianknight*
Tactician

Here are some of the ideas tossed around the forums for this new Fighter power. How it works for your table is up to you.

How about "Tactician" where your background enables your team to be more well prepared prior to and during combat. Less susceptible to ambush... more successful during movement on a battlefield due to effective covering ranged fire...advantage on planned ops etc.

That would be a really cool power. I would love to Roleplay a Tactician. Maybe it could be for a fighter. Enabling him to not be Suprised in any combat. He could make a move, even when an enemy rolls a 20 and has the jump on the players.

Perhaps add a +x to initiative for those in your party, kinda like the leadership feat.

That +x could be your wisdom or intelligence modifier (obviously this fighter/whatever class this is will have to be a little smarter to be a Tactician).

Could just easily be a background power, though it clearly adds way more than the usualy backgrounds give.

Yes. Great suggestions. Also, advanced formal or informal military schooling would have to be part of a Tactician's backstory. This has been a good discussion for me, because it solidifies the need for a storyline requirement prior to allowing the reward of any chosen feat.

You could use it to compliment the Battlemaster... kind of like the operations expert behind the leader... the two would be quite a combination indeed.

Could also have this like a special reward after the completion of a militaristic / strategic quest,
aka leading army or mounting a defense. - *Collab*
Croatos

## Details

* **Alignment**: Lawful Good
* **Power Level**: Greater
* **Domain(s)**: Time, Memory

## Description

Further description needed.

An Artifact worth noting would be the Table, where Croatos will keep the time. If something ever happened to the book, time could stop existing. *- almariankinght*

## Relationships

Details: Croatos, in the beginning with Voddahil, loved keeping track of everything that the gods communicated. When the world was created he was able to communicate this love through an organized system. Ardaxes himself decided on naming it time, as he was intensely interested in its creation.
Croatos is friends and allies with nearly every god, good or evil (minus the ones intent on destroying the world). The only god he is generally wary of is Bilma, The Dream Giver. In his opinion Croatos views sleepiness as a large waist of his system.
An Artifact worth noting would be the Table, where Croatos will keep the time. If something ever happened to the book, time could stop existing. *- almarianknight*
Cordeal Raz

Name: Cordeal Raz. Honeysickle (Core).

Job Class: Though the young Mousefolk took no oath he has the nature, heart, and soul of a paladin and became one by happenstance.

Age:18, relatively young for a Mousefolk

Favorite Cheese: (very important for Mousefolk) Swiss. Core loves nibbling on Swiss wrapped around fresh Hazlenuts with a slight hint of cherry. Just like his great grandmother used to make it.

Qualifications/CareerAccomplishments: Core, as his friends call him, has a big heart and a fiery spirit. He dislikes injustice and so tends to defend the downcast. He had rescued his sister when she was kidnapped as a child. This was done by a band of slave trading pirates who saw profit in the Mousefolk people (and easy prey). Since then he has tried to find work from nobles, with little luck (he is, after all, only 2 1/2 feet).

Organizations: Core had previously been working as a personal guard for the family of some high ranking official. Core soon realized he was treated more as a pet, not a guard and this frustrated him. So he left. It still hurts him though since he did care for the children he protected (Kate and Bruce).

Greatest Interests: Storytelling, Singing (especially to Children)

Greatest Dislike: Slavery

Price for Hire: If the job is noble or grand of scale Core asks for nothing and so tries to tag along with any job he can get. Anything else he offers low wages, due to his size for the heroes usually chosen are usually larger.

Education: Core loves to read and spends his time imagining himself in heroic situations. Though he was taught to read and write by his parents. All his education has been from close family.

Tagline: Give me a sword for my stature and I will give you a partnership that stands the test of time.

Worst Job Experience: being treated as a pet by the sons and daughters of a high rank official. Core has not completely gotten over that fact, though he still does love children.
Màni, Triplet Goddesses of the Moon

The triplet goddesses of the moon known as the Màni.
Often depicted as a giant owl that has the upper body of fair women sticking out of it, though it is also depicted as three women with various bodyparts exchanged with those of owls; one with the head of an owl, one with wings and claws instead of arms, and one with a combination of wings and arms while the feet become talons.

The truth of it however is that these three sisters were high-druids of the order of the Moon and ascended into demi-gods who has the owl and the moon as their symbols and are highly revered of all branches of the order of the moon and is seen as a pinnacle of truly being one with nature.
They are known in some circles as the mother of Owlbears.
Their imagery can often be found amongst druids of the moon, the Illuskan settlements, and Goliaths that venture in the north. - *Frohtastic*
Merryn "Many-Face"

Name:Merryn "Many-Face"
Specialty: Infiltration, Espionage, Seduction, assassination,  you name it, as a doppelganger Merryn is quite adapt at the game of information.

Career Accomplishments: Once to assassinate a minor lord with connections to royalty, Merryn played the part of 5 different people at the same party, all to implicate the various councilmembers in the murder.
Affiliations: Loosely affiliated with various information brokers, League of Assassins.
Education: Merryn learnt the trade of acting whilst in the Bards College, and learnt quite a bit from working various jobs with the thieves guild (aka lvls in bard and rogue)
Price for Hire: Depends on the job, the risk, and the gut-feeling about the client.
Tagline "Now who shall I be today?"
Best or Worst Job Experience?

Worst job experience: Infiltrating and assassinating a corrupt councilmember who ran a series of drugdens and brothels, needless to say that assingment was rather ardous and Merryn took great pleasure in finally giving the councilmember the embrace of death.

Best job experience: The party to assassinate the minor lord, the fallout of it resulted in a minor war within factions in the town, all the while turning quite a bit of profits for both the thieves guild and the league of assassins.
The Jersey Devil

There have been a rash of dead livestock in the area, and it is assumed that there is a large animal, like a bear or lion, with some sort of affliction killing them. However, the kills have been abnormally gruesome and frequent to fit with it only being a deranged animal. Instead, the farmers believe that it is none other than the Jersey Devil that has been murdering their livestock with reckless abandon. These rumors have existed for many generations, and the origin story of the monster varies from telling to telling. Most claim that a local woman was bearing her 13th child and having a very difficult labor when she shouted “Oh, the devil take this babe!” Some say the child was more deformed, and others claim that it was born a normal child and transformed later.

Regardless of the origin story the physical description seems to remain the same. The Jersey Devil is described as a bipedal, humanoid creature. It has short arms like those of a kangaroo, bat-like wings covered with small feathers or scales, and a head like a horse. Its legs are powerful and its feet are cloven. The creature is most often described as between 8 and 10 feet tall.

Jersey Devil
Large (aberration), chaotic neutral

TACTICS
*Before Combat:* The Jersey Devil enjoys causing fear in its targets, and often lets its targets catch a glimpse before attacking. The Jersey Devil uses its piercing howl ability before closing in to use its other attacks.
*Morale:* The Jersey Devil flees if reduced to one-quarter or fewer of its normal hit points.

Armor Class 18 (natural armor)
Hit Points 114 (12d8+60)
Speed 25ft., fly 40 ft.

STR 20, DEX 14, CON 20, INT 4, WIS 14, CHA 15

Skills Athletics +6, Perception +4, Intimidation +4
Damage Resistances bludgeoning, piercing, and slashing from non-silvered weapons
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 60 ft.
Challenge 9 (5,000XP)

Magic Resistance. The Jersey Devil has advantage on saving throws against spells and other magical effects.

ACTIONS
Multiattack. The Jersey Devil makes two melee attacks and a bite, or it makes one melee attack and Disengage using its wings.
*Claw. Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 10 (2d4 + 5) slashing damage. If two claw attacks hit in one round the Jersey Devil can rend its target for 12 (2d6 + 5) additional slashing damage.
*Bite. Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 7 (2d4 + 2) piercing damage.
*Unearthly Howl:* Once per minute, the Jersey Devil can let out a high pitched screeching noise that unnerves all living creatures and can be heard up to a half-mile away. Living creatures within 120 ft. of the Jersey Devil must succeed a DC 16 Wisdom check or be stunned for one round, then frightened for 1d4 rounds. On a successful save, the target is immune to this ability for 24 hours.
Abdalas' Shurikens

These shurkien's belonged to a fabled thief who was able to vanish without a trace during several high end robberies. The Shurikens are a +1 and are made with a black colored metal. To the naked eye these shuriken's look and feel like very plain and everyday items. However with a little research the weapons special ability quickly comes to light. One shuriken is considered the 'anchor' while the other must be kept on person for the ability to work. When the keyword is spoken the 'anchor' magically pulls the other shuriken and anything touching it back to it. The thief Abdala used this as a sort of 'jumping' ability, where she could be in once place and then a second later somewhere entirely different. This ability has saved her skin more than once. Abdalas' Shurikens are highly sought after for this reason. The keyword to activate the shuriken's power is "Déjà vu"
The Fungal Expanse

There, at the gateway to the darkened expanse that is the Illithid city Drl'kullatihk, lies an almost endless field of fungi. So endless, in fact, that it is its mere expansive nature that drew its common name. It is not uncommon for the Illithid to have their cities surrounded by the protective spores of some of the myriad of perpetually deadly fungus that roots within the Underdark but there is something about the Expanse that makes it unique, the very veins of magic that

channel through this area gives the fungus a truly unearthly glow, iridescent and at times, blinding amongst the blackness of the Illithid interior. But mixed in with the clouds of toxic spores and the free flowing magic is the ever present influence of the Illithid Elder Brain, seeking any sentience it can grasp its tendrils around and indeed, the nature of the fungus and the corruption of the Underdark seeps into the expanse giving rise to almost mindless spore husks that surround the city and inhabit the expanse. Fungal drones, driven by the command of the Elder Brain to protect the city from all comers.

Of course the beauty of the Expanse can not be denied, after weeks of travelling through the Underdark to be met with a rainbow of colours reflecting off the mithril rich ceiling of the cavernous maw of the chamber, one would almost be forgiven for being momentarily distracted as you take your first steps within the fungal forests, that is until the fungal drones come upon with an eerie stillness, forcibly choking spores down your resisting gullet, if the act itself does not suffocate you then you'll wish it did, as mere hours after the occurrence the fungal spores will erupt from beneath your flesh and consume your mind, making you into yet another of the countless husks that serve the Elder Brain.

I imagine this being in the lower Underdark, and that it has been around for longer than the Illithid city was set up. Indeed I like the idea that it may even be possible that the Elder Brain has been somewhat affected by long exposure to the spores and may itself be a part of the expanse. Think "The Last of Us" but with Illithid. - *Andywmason*
Karumak the Fallen

Name (Nickname)

: Karumak the Fallen (formerly Karumak the Hunter)

Preferred Job Responsibilities: scouting, dispatching enemies quietly

Qualifications/Career Accomplishments
: "I have done nothing of which I am proud. My life is only sadness and dishonor."

Organizations Currently/Previously Affiliated With
: Having worked briefly with Fighter's Guilds shortly after striking out on his own, Kuramak had a difficult time cooperating and taking direction. He prefers jobs that lend themselves to quiet isolation so he has time to think.

Education
: Karumak was once the most celebrated and accomplished hunter in the Skullclaw Orc tribe, having learned how to track prey from the clan's chieftan.

Price for Hire: "You will decide what you think my skills are worth. I suggest you choose a reward that I agree is fair."

Tagline?: "..."

Worst Job Experience: Karumak fled his tribe after he was wrongfully accused of negligence that resulted in the death of his youngest brother, Thadak, when a neighboring clan attacked without warning while he was out on a bear hunt. Karumak had been counted upon to discover and relay the whereabouts of nearby tribes, and to constantly be aware of all movements within the Skullclaw's borders. He spent years searching for information about the incident until he discovered that it the chieftan himself colluded with the nearby human city leaders to stir up conflict between the five local orc clans. The humans culled the orc population and the chieftan received mounds of gold. Killing the chieftan was easier than Karumak expected, and far less satisfying than he had hoped.

Best Job Experience: Several years ago Karumak took a job to track down an old monk, lost for decades, for a large temple in the city of Whiteriver. The task required spending nearly a month traversing the ridge of a mountain range at over 15,000 ft. Eventually, Karumak found the monk living in a tent in the middle of the woods. He had spent so long on top of the mountain amidst the birds and wolves that he had forgotten about his life before he became a hermit. The reunion with his protege, who was now the head priest at the temple in Whiteriver, was moving as the memories of his former life returned to the monk.
Earllong

## Details

* **Alignment**: Lawful Neutral
* **Power Level**: Demi-
* **Domain(s)**: Etiquette, Orderliness, and Tea

## Description

Earllong isn't worshiped that much in all races (except for halfling). There are quite a few nobles who do know of him, however. In Halfling society it is customary to look up with your eyes, fix your pocket square, and then sip a cup of tea in his favor. *- almarianknight*
Hissho

## Description

“Tradition, Honor, Victory”

The Hissho are a race of humanoid life forms that evolved from avian creatures in
the early days of the world. For much of their history they existed as several
tribes spread across the region they now claim as their kingdom. But in recent
times have unified under a single monarch. In addition to rule from this
monarch, Hissho culture follows strict ritual and protocols, holding honor of
oneself and one's family being as important as one’s own life. Sacrifices
especially those that deal with blood are still practiced regularly and are a
large part of Hissho culture. In addition to these things Hissho feel that they
are superior to all others and aim to prove this through war and combat. Being
a competent warrior is very important to being a member of the Hissho kingdom.

## Racial Abilities

* Your STR and DEX increase by 1 each, or you can increase either STR or DEX by 2.

* **Age**: Mature at the same rate as humans and live to be about 200.

* **Alignment**: You lean towards lawful, as honor and protocol were a large part of your culture.

* **Keen Vision**: Due to being evolved from avian creature you have very keen eyesight and gain advantage on in perception check involving sight.

* **Ranged Experts**: You gain proficiency with all ranged weapons.

* **Death before Dishonor** - If you fail 2 death saving throws and will die, you can make one final attack against any target of your choice. You can choose to attack yourself.
Cordiun Vale

Name: Corduin Vale

Job: Research, Battlefield Control

Qualifications/Accomplishments: Almost graduated at the top of his class at the Cimain Academy of Arcana, then there was... the incident.

Organizations: Unaffiliated, barred from the Academy

Education: Did I mention the Academy?

Price for Hire: "I will work for material and research components, and a modest living wage." He's honest about the modest living wage, 40-50 GP/mo, but rather evasive about the cost of material components!

Tagline: "Have you ever heard of an Omni-elemental?"

Notable Experience: Corduin has been selling his magical talents here and there, since being barred and discredited from the Academy for his theories on fusing multiple element types, particularly the theory, "It's easy!" which he tried to demonstrate with nearly catastrophic results. He seeks employers that provide an opportunity to access rare and exotic components as he refines that theory (which currently states, "It's not as easy as I first thought, but I just need to run a few more experiments...")

His studies focus on conjuration magic, and he proved himself especially useful during an expedition into a subterranean complex neighboring a live volcano. His summoned minions bought the expedition time to escape when a swarm of fire elementals threatened to overrun them. Despite being terrified by the whole incident, he was also exhilarated, and actively seeks 'adventurous' employers, rather than the stuffy libraries and laboratories he normally patronized. He's still young at 24 years, soft around the middle and round-faced, but has an unnerving, almost manic bearing when he starts talking about conjuration magic, particularly the fabled omni-elemental.
Elendae

An former heirloom of the kingdom of Raemia. Thus sword is one of the few surviving relics from the rise of the arch-fae Galibrix who lead the underdark in a mercelious campaign to extinguish all light in the world, it last true owner King Falco the deathless led the falcon guard to guard the gates of elysium to give his wife enough time to evacuate the eternal city.

1d10 slashing +2 to hit

Once every day the wielder may call forth the vengeance of the eternal plane of light for 2d12 radiant damage in a 30ft cone, all evil aligned creatures within 60ft must make a d. 14 Con save of be blinded.

The wielder may use this effect again in a day buy will be moved two levels of exasution per use.
Moradin

Name: Moradin

## Details

* **Alignment**: Lawful Neutral
* **Power Level**: Superior
* **Domain(s)**: Creation

## Description

Being the God of Creation, Moradin and his spouse Erathis (Goddess of Civilization) were once the ruling gods of Etheria. Moradin conceived of the flat disk world and upon it Erathis bore him two children Pelor (God of Life) and Ravinquen (Goddess of Death). He created the Dwarves as a gift to Erathis. He is also the creator of both Vecna (God of Secrets) and Ioun Goddess of Knowledge out of pure thought. Ioun bore him two more children Corellon (God of Arcana) and Bahamut (God of Justice). His daughter Ravinquen took a lover Tharizdun (God of Madness) and without Moradin's permission to create bore Tharizdun four children of evil. Moradin went to war with Tharizdun only to be slain by him but he gave an opening for the rest of the gods to kill Tharizdun and imprison his sons in the moon. His eldest son Pelor took his place as the Superior God. The Dwarves still worship him as their creator and take up many of his tactics by crafting and creating kingdoms, armory, and ales. *- geekydm*

## Relationships

See above, maybe we re-write this for formatting.
Envelopmental

Created by high elf cleric, Tenya Silinal, she originally designed the spell to trap undead in place. The spell has

evolved over time; the most common use now is as a defensive spell against elemental creatures.

A glowing orb of light forms and spins around the targeted creature, and if the creature has an elemental or undead nature, it is restrained for the duration of the spell (concentration) and must succeed on a WIS saving throw to free itself. Non-undead or elemental creatures are slowed and all movement is as though it is through difficult terrain. If the spell is successfully cast on an elemental creature, the caster can choose to transform the creature into an elemental creature of the same type but representing a different element (i.e. Air Elemental changed into an Earth Elemental, Ice Mephit changed into Dust Mephit). On a subsequent turn, the caster can use a bonus action to roll a saving throw using their spellcasting ability. If successful, the caster can drastically alter the temperature within the orb. - *Whipstache*
Barbarians of Northfell - Northfell Clans - Ragnar's Kin

The Barbarians of Northfell are the men and women that make up the Northfell Tribes of the far north.  They live and die in the frozen north, following migrations of great beasts that provide them with everything from food and clothing, to insulating their shelters from the winter storms.  They are divided into family Clans that often war between each other.   They consider battle to be a the greatest test of a man, and often settle differences with violence from the individual level to the clan level.  Their Clan Leaders and Shamans lead the men and women of the Northfell Tribes.

The Shamans guide them spiritually for the God\* (to be determined) have specialized in weather and tempest magic to help the clans survive, or retreat the the many known caves in the north when great storms are coming.  The Clan leaders are the strongest, boldest of the Clan members.  Family lineage does not play a part, although Clans won't follow the leaders of other Clans (except in exceptional circumstances) but any clan member can become the new Leader through physical force, displays of strength, or in a contest when the current Clan Leader decides he is no longer fit to lead the Clan (Or would like to live out his days before a challenger would be stronger then he).  The women of these tribes are nearly as fierce as the men, and if in a situation where they must fight, have no problem wielding the nearest weapon with deadly efficiency.

Once a summer they gather at Ragnar's Hold, to commemorate Ragnar Stormhammer leading them from the Great Blight and into the North, from which all Clan's can trace back to this originating event and all differences are put aside and a week long celebration is had by all Clans together.   In the centuries since this migration north from some great threat, most of the history has been lost as to what actually led them there, but many consider them to be an old empire of men, that faced some great calamity and had to leave their lands.

For the most part the Northfell Clans rarely venture out of their lands, and despite their warlike nature usually do not threaten the nearest realms, but once in a great while a "Ragnar Reborn" will rise in their ranks and combine all the tribes on war path in honor of some tradition, perceived slight, or the will of their "war god\*" - *DM Kiado*
The Great Expanse

The 50ft wide bridge spans a gap countless as many times as long. Who built this bridge in the middle dark to span this gap? Are they watching us right now? The bridge is immaculately maintained, but is it simply magic or something

more sinister? It was in fact built by the magic of a long lost wizard, and maintains itself through the creatures that live beneath the bridge. They are trolls because the wizard thought it most ironic to do, and they keep the area lit to attract things from throughout the Underdark as well as to allow them to see what is happening. The trolls have set up living areas beneath the bridge, and do well to gauge the power of those that are crossing and leave well enough alone when the odds aren't quite in their favor. Their population is culled because they get too ambitious from time to time when their numbers are too great. - *Joatmoniac*