recursal/Fanatic-Fandom huggingface dataset:
Satyr's Day

## Roots

A druidic day of celebration, Satyr’s day is a day in which twilight is in the material plane the longest. A day in which druids would seek out and celebrate the pure nature’s energy where the barrier between the material plane and the Feywild is at it’s weakest, druids would have large parties and honor what ever good or neutral fey would wander into the plane.

## Transition to General Holiday

One of the newer holidays in Phrelle for the common people it was a day in which was largely misunderstood at the basis of it. People would come across large groups druids celebrating and began to adopt this before understanding.

## Current Practice

While druids still largely celebrate Satyr’s day near the weakest barriers to the Feywild, the common man treats this more as a day of revelry and song. While there is more information about it’s roots in common society, most celebrate the day as the last large gathering before the upcoming winter.
Remorhazes

Image credit WOTC

## Overview

From beneath the snow and ice bursts a ***remorhaz*** in a cloud of steam, its body pulsing with internal fire. Winglike fins flare from the back of the creature’s head, and its wide mouth brims with jagged teeth.

## Lore

#### ***Arctic Predators.***

***Remorhazes*** live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can’t tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn’t melt its cover.

***Young Ones.***

Frost Giant hunters scour the icy wastes for remorhaz nests and eggs. The Giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants’ icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole.

## Notable Monsters

Credit: Wizards of the Coast, Monster Manual for Overview, Lore, Image
Riversford

Inside Section 2

## Description

*Riversford seems to stretch from the marshy shoreline to buildings propped up over the river with wooden stilts. Most of the buildings are Thatch made with wood obviously used from the Marsh Trees.*

## Current Government

**Gerontocracy.** Elders preside over this society. In some cases, long-lived races such as elves or dragons are entrusted with the leadership of the land.

## Day to Day Life

Most of the Day to Day life of Riversford consists purely of tasks deemed necessary to survival, while they live inside The Kingdom of Teustea they almost function as an independent tribe thus far only doing what is necessary for their life.

## Points of Interest

* The Big Wife Tavern
* The High Temple of Semuanya
* Pita Pan
* Fish Markets
* Mick Dundee's Marshland Tours

## History

Only Settled recently as a village, Riversford was created around the High Temple to Semuanya which has stood within the Marsh for an unrecorded amount of time. As the threats have lowered many of the wandering tribes have settled down to form this society.

## Rumors

* There is wandering tribes who wish to wage war with all who travel the Bohumir Marsh, seeking to Honor Semuanya by out surviving others.

## Interactions

* Distrusting of non scale kin without a guide.
* They hold their laws of survival and their customs above all else.
Overgrown Atoll

## Brief Overview

The **Overgrown Atoll** sat inside the eye of a massive storm from the 4th Tenebrae Era until the 6th Tenebrae Era. A lush island full of nature holds a mysterious culture mainly forgotten to time, at the center of the island sits a Temple of which is in disrepair.

## Lore

Discovered by adventurers from Penrith, the **Overgrown Atoll** was sat in a divine storm of protection gifted by Heironeous for his sister Ehlonna. The Storm protected the fallen god Ehlonna as she was grievous wounded by the Heralds of Darkness. The large temple in the center was the High Temple of Ehlonna. The area was settled by faithful, rangers, and druids who followed her.

Heironeous and Ehlonna would take refuge on the **Overgrown Atoll** as they would attempt to survive the 6th Tenebrae Era against the Heralds of Darkness. **Bariel** (Solar of Heironeous) and **Ainsel** (Unicorn of Ehlonna) would help protect the pair, before they would make the sacrifice to seal the Hearlds of Darkness away.

## Notable Areas

* High Temple of Ehlonna
* Horned Crest Cliffs
* Ruins of Wildfront

## Events

* To be added from Youtube
* High Temple in the 3rd Era
Ser Nimue Moonbrooke

## Nimue Moonbrooke

"I fight for a brighter future."

**Nimue Moonbrooke** is a soldier from the Moon Elf homeland in Northern Laikka, Sige Suoress. Her family has served the Royal House of Amakiir for many generations. She may seem cautious, quiet and emotionless to some, but as people get to know her, or rather, as *she* gets to know *them*, she will let down her guard somewhat. She is new to Ezora, and has decided to stay in Penrith, finding the people there "intruiging."
Riyokav Kova

## Appearance

Mousy blonde hair and 5-oclock shadow, one left pale blue eye and one right green emerald eye, average build, silent, calculating, and determined.

## Events of Childhood

As a child growing up in a temple in the wilderness with monks, Riyokav Kova was taught the way of the monk starting with keeping the temple clean and maintained. After he became of age around 11 he started his training as a warrior monk.

## Events of Adolescence

During the age of 16 Riyokav Kova was training with his adopted father Herascal Kova, out of a fit of rage due to the intense training regimen that was assigned to him he hurled out a bolt of lighting nearly striking his adopted father. Riyokav was stunned just as much as Herascal was in the event that just taken place. This is the moment Herascal started to train his mind and body more balanced then before so he could control the magical energy inside him. Herascal helped Riyokav take control of his new found powers.

## Events of Adulthood

Riyokav Kova stayed at the monastic temple for many years still honing his magical skills and his body to be a finely tuned weapon. Untill the moment he left at the age of 26

The events that took place upon Riyokav's leave of the temple was not at all what he envisioned for himself and his life. He wanted to stay at the temple and live there for the rest of his life. But that was all changed when one day during training with a perspective student attempting to be added to the temple, he struck and killed him by accident, the magical energy he spent most of his life trying to keep locked away and carefully nurtured erupted from his strikes sending electric shock through out his young opponents body and eventually stopped his heart killing him. He was cast out of the monastic order and was told not to return, his adopted father Herascal pleaded his case with the Grandmaster but with no avail. Riyokav Kova was forced to leave his home and the only place he has ever known.
Rakshasa

Image credit WOTC

### Special Notes

Vulnerabilities piercing from magic weapons wielded by good creaturesDamage Immunities bludgeoning, piercing, and slashing from nonmagical attacks

# Rakshasa

> *Slay me once, shame on you.*
>
> *Slay me twice, shame on me.*
>
>
>
>
> —Rakshasa maxim
>
>

The rakshasa employs delicacy and Misdirection in its pursuit of dominion over others. Few creatures ever see The Fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa’s true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human.

***Evil Spirits in Mortal Flesh.*** Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters The Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a Secret.

***Evil Reborn.*** For a rakshasa, death on The Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms—a process that can take months or years. When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer’s family, Friends, or descendants.

Like devils, rakshasas killed in the Nine Hells are forever destroyed.
Penrith Thieves Guild

## Founding

The exact founding of the **Penrith Thieves Guild** is placed at some point in the 5th Tenebrae Era. After the city of Penrith was large enough to support a thieves guild for money from preying upon on the city itself.

## Leadership

The leadership of the **Penrith Thieves Guild** most recently was Balasar Norixius in charge and Rolen Serpet as second in command prior to the attempted assassination of Rolen. Balasar Norixius did not like being challenged in any regard and was planning on things which Rolen wouldn’t have agreed with.

## Primary Work

The primary work of the **Penrith Thieves Guild** was to gain coin and steal property which could be resold or was otherwise wanted by anyone who was willing to hire them. This shifted after the attempted assassination of Rolen Serpet to taking over the city in the bloody event known as The Collapse.

## Notable Members

* Balasar Norixius
* Rolen Serpet
* Talia Royce
* Jake Ashwood
* Alli Gaege

## Storyline

* Backstory of Rolen Serpet
* Backstory of Peren Nailo
* Return to Penrith
Professional

## Brief Bio

Born in a hamlet outside Penrith, Carsten Sweets Jr (Or Professional as he is more well known) was raised by two loving parents and was installed with a sense of justice at a young age. Trained by his wizard mother in her arts but took another path, when seeing an armed robbery and no one did anything to stop it caused the young Tiefling to take the role of a private detective so nothing like this could happen to anyone (While this robbery didn't have anything to do with his family or even actually effected him physically it still left a lasting impact)

## Family/ Early life

Living with his father, mother and younger sister (Carsten Sr, Glee and Macy in order) His mother was a wizard from Tradehall and his dad was a sailor from Brylone. Carsten jr enjoyed a good life but did struggle with his status as a Tiefling, which he would eventually overcome by always aiming higher though skill and merit.

He would eventually be taken in at the Penrith Academy as a student due to that before mentioned attitude and become it's youngest student to be expelled.

## The Case

Joining up with the Gnome Sami Vinewood as his partner. Professional would take over his business when Sami retired to start a family, the Tiefling took on a gang case involving a smuggled shipment of weapons out of Penrith. This would lead him to fight alongside the Phoenix guild members and join them to continue his case.
Niaq'Mal

> "I thought my days were coming to an end, as I cursed that damn gnome who plane shifted me for sending me into this Tundra... I saw it standing there the walls of ice, breaking from the rolling drifts of snow. Niaq'Mal the city of the Goliaths, my eyes nearly wept for being saved, I mean the name was a bit on the nose." -
>
>

> Belhice Longstrider in Laikka without Direction.
>
>

## Description

***Niaq'Mal*** is the ancestral home of the Goliaths in the Akhillor Tundra of Laikka. Found in 11,611of the 3rd Sanctus Era the "Frozen City" was aptly named in their common tongue being roughly understood as ***Niaq'Mal*** to those who are unable to speak Giant. While the city has never been fully rebuilt a number of the districts outside the Zaig of Ordning have.

The Walls while of stone often have multiple feet worth of ice on them in most months of the year. Even in day time, prolonged exposure to the elements is enough to kill most mortals, and the city streets are often lined with braziers to keep some ability to move about.

## Current Government

The current government of ***Niaq'Mal*** is considered a
Militocracy and is run by the greatest warrior within the city. Judged not only by the physical strength of combat but by strategy and ability to inspire this leader is known as "**Great General**".

The Trial of Storms only occurs after a defeat in combat and is used to remove any weakness from the leadership of ***Niaq'Mal***. Should a "**Great General**" die while in power a Trial of Storms also takes place to seat the next Great General.

 During the 6th Year of The Age of Heroes ***Niaq'Mal'***s great general known as Jorageir, the Exalted joined his people with the Laito Alliance.

## Day to Day Life

The day to day life of ***Niaq'Mal*** is generally a hard life based on the climate and structure of the civilization. With most of the area in a semi-permanent freeze, it comes down to many different combinations of people to complete tasks which are handled easier in other areas. Most of the action in the city happens a few hours after daybreak until dusk as that is when the outside temperature is the warmest.

There is a distinct racial hierarchy in the city of ***Niaq'Mal*** even after their joining the Laito Alliance. Goliaths are at the top of the hierarchy followed by Orcs and Half-Orcs. From there most other races are on the same footing but culturally seen as lesser until proven to the people.

The common language in use is Giant, followed by Orcish. However, some guards do speak common. Guides can be found in some of the bars and inns which will help people find their way about town.

## Points of Interest

The city of **Niaq'Mal** is broken up into four separate districts which each serve not only their own purpose but those who are allowed to work and move around them varies as well.

* Zaig of Ordning
* The Lower Zaig
* The Central Zaig
* The Upper Zaig

## Misc

* Shimmering Festival (July 1st - July 7th)
Quinton Brass-scale

**Appearance**

***Before you stands a dragon born, his Scaled features reaching even the tip of his tail, his mouth lined with razor sharp teeth as smoke escapes the sides of his mouth and nostrils, his Platinum Blue eyes looking angered but controlled, atop his head rest a crown of three horns that protrude from the back of his ear slits to the the back of his head, following them down you come to a branded symbol of Bahamut on his brass scaled back, the symbol taking up most of his back, from his shoulders down are his brute muscled arms that are only covered by two fur Bracers, from his torso to his clawed feet her wears a pair of Direwolf pelt britches, the head of the direwolf being used as the clasp for the pants, his tail, oh his tail, down the center of his tail is a trail of solid black protrusions, that contrast with his Brass scales, tied loosely to his back is a greatclub that has on the end of the pummel two scales tied to it, one brass and one black.***
Ora Wood Shoppe

**Carpenter**: Melwen She'alti'el: [HGT: 6ft, 11in; WGT: 208 lbs] She is a mature female moon elf that is dirty in appearance. She has curly, black hair.  She is generally friendly. Her disposition is cheerful but she is hard-hearted by nature. She is quite cowardly in the face of danger. she comes off as being quite slothful. She has a great interest in handicrafts.

DRESSED IN: dark-red fur boots, light-red long pants, blue bonnet, and a red tunic.

POSSESSIONS: brass knuckles, copper necklace

FOR SALE: A rowboat, birdcages, buckets, knife blocks, cutting boards, other household items, chairs, tables, all beautifully carved with the traditional elven styles. Will do custom woodworking.
Piercer

Image credit WOTC

Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in Silence to impale unsuspecting foes on the ground below.

A piercer is the larval form of a roper, and the two creatures often Attack in tandem. A rock-like shell encases a piercer’s body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations.

Patient Hunters. Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then Falling to Attack. A piercer that misses its chance to kill must make its slow way back to the ceiling. A fallen piercer excretes a foul-smelling slime when attacked, making most predators think twice about eating it.

Piercers gather in colonies to maximize the effectiveness of their attacks, dropping simultaneously to increase the odds of striking prey. After a piercer successfully slays a creature, the others slowly creep toward the corpse to join in the feast.
Shoosuva

Image credit WOTC

### Special Notes

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

# Shoosuva

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

A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful gnoll (typically as a fang of Yeenoghu). A shoosuva manifests shortly after a war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another one. A creature immobilized by the poison becomes easy pickings for any Gnolls nearby.

Each shoosuva is bonded to a particular gnoll and fights alongside its Master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band.
Sir Josephine "joey" Anastasia Lucas II

## Appearance

### Siblings

Roswald (younger brother, deceased) Derrill (Younger brother Deceased),Alan (older brother,Alive) Gwendolin (younger sister Deceased) Rachelle (young sister Alive) Alexandria (young sister Deceased)

## Misc Information

### Affiliation

The burning phoenixThe House of LucasThe People of ??? (to be added later)

She is a impressive woman Standing at 5' 11" wearing shining breastplate with a dull red cloak or a simple but well made dress depending on the situation. Her hair a warm Dark brown and her one visible eye a dark green. She carries herself in a proud manner and unless she is focused on something she is constantly looking around keeping her eye on her surroundings to compensate for her deafness

## Sir Josephine "joey" Anastasia Lucas II

* born on the sea

* had a brief but pleasant relationship with a undersea person
* fights with a unusual style
* suffered a traumatic event as a child
* helped defend a fishing village
Sapphire Moon

At first glance the Sapphire Moon is an unassuming shop, plain on the outside, but containing incredible beauty within. When you enter you are greeted with the smell of fresh flowers and an apprentice who takes your cloak, seats you, and gets you a drink. The apprentices discusses your jewelry options with you, and you are presented several options to choose from - each piece unique, beautiful, and tailored to the customer's needs. Jewelry from the Sapphire Moon doesn't come cheap, but it is built so well you will pass it down to your grandchildren.

A gold dragonborn named Wunderbar Goldforged runs the store, usually remaining in the back rooms to work. He is regarded as the one of the continant's foremost jewelry makers.
Oldhaven

## Current Government

Thoreo Sorrin - Ambassador (human male)

Adario Essohr - Court Mage (human male)

Speaker Vellela Ostel - “Ruler” (human female)

Pazlirra Ehno - Guard Captain (human female)

## Day to Day Life

#### Naval Yard

* Airship Docks
* Navy Docks
* Merchant Docks
* Free Docks

#### Markets

* The Glittering Blade (Weaponsmith - Aeran High Elf)
* A Salt & Battery (Spice - Valsatra Wood Elf)
* The Antique Word (Book - Sharona High Elf)
* A Windless Sale (? - Venna Moon Elf)
* Dornan's Stall (Tinker - Golden Spiders - Dornan Elf)
* Ye Olde Fiddle Inn (Nandega Aqaq - Human)

#### Temples

* Temple of Talos (Oldhaven)
* Temple of Zephyrus (Oldhaven)
* Temple of Bahamut (Oldhaven)
Sahuagin

Image credit WOTC

Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn—a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them, slaughtering the crews of ships and decimating Coastal villages.

***Devils of the Deep.*** Sahuagin are a predatory, piscine race that ventures from the ocean’s black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.

The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.

***Way of the Shark.*** Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god’s power, and priestesses hold tremendous sway in sahuagin communities.

Sahuagin are driven into a Frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a Special kinship with sharks, which they train as Attack animals. Even untrained sharks recognize sahuagin as allies and don’t prey on them.

***Elven Enmity.*** The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody Conflict.

So intense is sahuagin Hatred for the aquatic elves that the sea devils have adapted to Combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti—a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves—or whether it preceded or even began the conflict—none can say.

The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere Shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion.
Morald Fetcher

## Appearance

A short, red haired soldier, Morald is almost always seen accompanied by his black mule, Breeze. The two share an inseparable bond. Morald wears a Thor Lidor insignia on his shoulder, on top of his scale mail, under a black riding cloak.

Armed with longbow and shortsword, he is also often seen carrying superstitious tokens that supposedly ward of demons.

## Personality

Constantly battling between his inner kindhearted Halfling nature and proud dwarven virtues, Morald always tries to do the right thing- but is occasionally prone to impulsive decisions by his unseething hatred for Demons.

Curious and protective, his Mule shares a lot of his personality- always eager with a greeting and quick to protect his friends.

## Family

Adoptive Dwarven Father, Kalar Kylelaes (Deceased)

Halfling Mother, Elsidian Fetcher

## Childhood

Grew up in Thor Lidor, raised with Dwarven Ranger Lore

(Instead of nature magic revolving around plants, the focus is more on metal and geothermal magic)

## Adolescence

Morald tried to join the dwarven army, just like his father, but was rejected. He instead turned to a profession as an Auditor.

Becoming a cavalier, he bonded a mule through Ranger magic, named Breeze

## Adulthood Prior to Discord

Morald rose through the ranks as an Auditor, eventually specialising and becoming a qualified demon-hunter, under the theology of Moradin

## Defining Event

Moralds father was killed in a battle against a fiendish army, Morald has left his home to seek out the fiend responsible.

## Adventures

Gnolls at the mouth of Hell

The Darkest Timeline

The Cursed Island

An inquiry by Darling Dark
Shrine to Deep Sashelas (Penrith)

A small shrine to Deep Sashelas in a shack near the water. There is only an old, worn statue, the shrine's most recent priest having just passed away of old age. Many of the sailors stop in and touch the statue for luck, praying for good weather before sailing out, or giving thanks when they return safely. The shrine has recently been renovated, and is now a stacked, smooth stone building with a metal roof. The windows make this building unique, stained glass seascapes made of fabricated recycled beach glass and bottles. Inside, the old statue of the sea god has been cleaned and restored, standing atop a pillar made of seashells and beautiful stones in front of the window facing the ocean. Around the statue, the previous offerings have been restored, and there is now room for more, all of the inner walls of the chapel covered in small shelves, each one only a few inches large, showcasing each of the individual offerings; tiny statues, bits of sea glass, shells, skulls of small sea animals,feathers, and other trinkets collected over the years. Four pews are before the statue, each seating about five, the shrine can hold about 20 people maximum.  A tiny bedroom/study is in one corner, barely big enough for a bed and dresser/desk, ready for the next priest to reside in. The shrine is done in deep blues and greens, a calm and watery haven, the colours darker at the bottom and lighter toward the roof. Along the ceiling rafters hang leaping metal dolphins, each one with a patterned, filigree side, so the candles within throw flickering shapes and waves across the wall. The shrine is clean and sturdy, standing just far enough inland it won't be flooded in the tide.
Baleog Grimmbeard

## ***Character Appearance***

Baleog is taller than most dwarves standing at 4'9" and weighs 235 lbs he has fiery red hair and beard braided into one large braid and tucked into his belt, he wears a breastplate over top of dark blue and grey clothing with the sleeves rolled up to his elbows set off from his jade green eyes. He has a long sword at each hip with a short sword at his back and daggers across his chest with a great sword strapped to his back.

## ***Character Personality***

he is quite calm and demure and enjoys the odd beverage here and there but has a thirst for battle and adventure.

## ***Events of Childhood***

Typical childhood with brothers being the middle child of the three always competing with each other and trying to outdo one another.

## ***Events of Adolescence***

Followed in father's and older brother's footsteps and joined the military and climbed the ranks to become an officer and leading my own regiment and earning the nickname Baleog the Fierce known for my ferocity in the battlefield.

## ***Events of Adulthood***

typical military life, leading attacks into the underdark against the drow.

## ***Defining Event***

Was not invited to the guild but came from the past
Nothic

Image credit WOTC

A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones.

***Cursed Arcanists.*** Rather than gaining the godlike supremacy they crave, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can’t quite understand.

***Dark Oracles.*** Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge.

***Lurkers in Magical Places.*** Nothics are notorious for infiltrating arcane academies and other places rich in magical learning. They are driven by the vague knowledge that there exists a method to reverse their condition. This isn’t a clear sense of purpose, but rather an obsessive tug at the end of the mind. Some nothics are clever enough to realize that this is merely part of the strange lesson for their folly, a false hope to drive them to seek out more arcane secrets.
Sailing

## Weight & Speed

(Write up)

 Medium
 Heavy

## Crew & Officers

(Write up)

 10
 3

## Weaponry

(Write up)

* **Mangonel.** Sailing ships have one mangonel attached to the deck.
* **Hatch.** A covered, 10-foot square opening leads to the lower deck.
* **Railing.** The Main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for small creatures behind it.
* **Rowboats.** Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.

#### **3. Captain's Quarters**

The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.

#### **6. Forecastle**

The forecastle has the following features:

* **Ballista.** A ballista is attached to the deck. Ten ballista arrows are stacked and secured nearby.
* **Figurehead.** Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator.
* **Railing.** The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it

#### **7. Quarterdeck**

The quarterdeck has the following features:

* **Ballista.** On a warship, a ballista is attached to the deck. Ten ballista arrows are stacked and secured nearby.
* **Railing.** The quarterdeck has a 3·foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
* **Wheel.** The ship's wheel stands at the aft of the quarterdeck.

#### **9. Privy**

Benches line the walls of this room. Four holes carved in them house chamber pots.

#### **10. Medical Cain**

Hooks and shelves on the walls hold medical instruments. bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.

#### **11. Guest Cabin And Brig**

This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles attached to its frame.

#### **12. Hold**

This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.

#### **13. Armory**

The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers
Amator Twinleaf

Father: Eldarin Twinleaf- Deceased
 (12 / 21 / 4,300 6th Sanctus - 2 6th Tenebre)

Twin Sister: Kara Twinleaf
(11 / 8 / 4,654 6th Sanctus- Present)

 Starfallen

 Hero Council

## Appearance

He stands at 5'6 and wears the the most patched up hand-me-down clothing that anyone would have ever seen. His red hair is shaved on the sides and sweeps down his face in the front. His skin is of a milky white complexion that is dotted with many freckles. There are likes that decend down his face from his forehead reaching down to connect together at the base of his nose. The lines themselves are a birthmark that connect together and look like a tree on his face. The pointed ears give away his hearatage. There is a silver pendant around his neck shaped in a crescent moon. As he moves and the pendant sways there is a scar that can be seen underneath his pendant.

## Early Life

Amator has lived a fairly simple life of a farmer as he grew up. He spent most of his adolescent days learning how to cultivate and survive off of the land for the most part. His father tried to teach him how to hunt, however he never was able to learn how to shoot a bow, or aim with anything properly. From a very young age he got to know the bad side of humanity as his father taught him that well. His father being a alcoholic rager, would often get drunk and take his rage out on both Amator, and Thridia. Growing up Kara and Amator were inseparable twins, they went and did everything together, until Kara started learning how to brew alcohol, Amator took that as a slap to the face, because of his father. The two started to go their own seperate ways.
Phlegethos the Fourth Hell

## Brief Overview

Dripping steps cut into the muddy geysers of Minauros descend for scores of miles to the fiery cavern of Phlegethos. Curtains of lava pour down from fissures in the ceiling of this hell to pool in great lakes of molten rock or race riverlike along slag-splattered courses. Mountainous volcanoes that contribute to the fiery destruction rise from the cavern floor. The air is scorching hot and flecked with ash.

Phlegethos is a long, twisting cavern world about thirty miles wide, two hundred miles long, and one to ten miles in height. It descends steeply from its upper end - where stairways from Minauros emerge at the feet of great rocky columns - down to a black plain of cracked and cooling lava. Amid this desolation stands the city of Abyrimoch, the only one in this nightmarish landscape. The Road of Cinders runs from the depths of Abyrimoch. The road is broken maze of old lava tubes that wind into the darkness. This maze server as the corridor linking Phlegethos to Stygia, the Fifth Hell, but it is a dangerous path indeed. Sudden floods of lava spill down into this maze often to overtake travelers far from the layer's normal boundaries.

## Lore

The archdevils known as Fierna and her father Belial rule this layer of the Nine Hells.

## Notable Areas

The Lake of Fire

Abyrimoch

Tymphalos, the Mouth of Iron

## Beasts Encounter

* Chain Devils
* Barbed Devils (Enforcers)
* Bone Devils
* Hell Hounds (Firebred)
* Legion Devils (Hellguards, Veterans)
* Hellstinger Scorpion
Player Resources

General Info to be written

## Staff

* ***East Coast Moderators***

**Sevv09**(World DM - Head of Project)[discord: Sevv09#2018]

**Kraege** (DM - New DM liaison)[discord: Kraege#7120]

**FireflyArc** (Keeper of Notes/Historian)[discord: FireflyArc#5290]

* ***Central US Moderators***

**Nossiemann** (Cruncher of Numbers/Prices)[discord: Nossie#0736]

* ***West Coast Moderator***

**Spartans282** [discord: Spartans282#7037]

* ***EU Moderators***

**Moonie** [discord: Moonie#7203]

**Epi** [discord: o0epimetheus0o#0553]

* ***Asia-Pacific Moderator***

**Strugglebus** [discord: Struggle l3us#2710]

## Rules

* House Rules
* Rules Index

* #5e-rules-answers (On discord)

## Player and System References

These are the temporary systems which we are using. Understand a new page will be generated as these are polished.

* Crafting
* Inventing
* Mythic Hero Progression
* Property
* Research: Skills & Tools
* Running a Business
* Travel & Exploration
Rimegluch

The hunting village of Rimegluch, lies about fifteen days northwest of Hillcrest. The journey starts off in nice roads and forests, until about day four. Once you break the fourth day the journey becomes much more treacherous as the roads disappear from the landscape and the ground and climate begins to change into tundra. In the middle of a clearing sits a smaller village with more permanent hunts and a tavern in the center. Large humanoids known as the goliaths call Rimegluch home.

## **Current Leader: Keothi “Stronghunter” Nugalakume**

Large by even goliath standards Keothi is surprisingly intelligent. Keothi is covered in furs from a number of dangerous beasts of the arctic and generally can be found leading the hunting patterns. He is cautious in his dealing with outsiders, however responds better to strong-willed characters or those of great strength.

**Heir – None Directly**

In a situation in which Keothi would fall, a tournament would be held to determine the next leader of Rimegluch.

## **Lore**

The land that Rimegluch currently sits on is of great importance for the goliaths of the north. Great leaders of the tribe have all been said to have been born at this location.

## **History**

Rimegluch was founded nearly 30 years ago, as the wandering tribe of the north decided that they had found a great central camp site and could provide a better haul for the people of the tribe. While they are looking to currently improve their town they still need some practice with permanent structures.

## **Economy**

While gold is used for many trades and purchases, the people of Rimegluch still generally prefer to barter goods and skins in most dealings.

## **Tavern: The Jagged Hag**

Barkeep: Kikeo Bearfinder Veomugate

A tall female goliath with tribal markings on her face hiding her icy blue eyes, a dreadlocked pony tail falls behind her like a mane of a wild horse.

* 1 Gold – shared room bunks
* 10 Gold – private room bunks
* 25 Gold – private room and goliath bunk mate (wink wink)

## **Events**

* A goliath attempted to buy Bogle (who was in dire wolf form), as Boggis attempted to run a scam. Brother Alduin attempted to teach the rogue a lesson and was left cold and covered in snow.

* Boggis paid for a 25 gold room as the five and a half foot difference was take of note. His performance while in his mind was great, didn’t leave the impression he wanted, but escaped with only minor bruises.
Lok Ghost Axe (Graman)

## Appearance

Standing before you is a six foot five inch tall orc of a light green complexion. His long white thin hair is moved by the smallest breeze like that of a sprinting horses mane. His face shows you that of a hard life, which is juxtaposed when he smiles as he has nearly a sickeningly sweet smile. Those with a keen eye will notice that his canines are not pronounced like most orc but filed down.

## Personality

While loud and charming (for an orc) are the words which many outsiders would use to describe him many people over the course of business learn a much larger pillar of his personality. Lok is very sensitive to criticism of himself or his products. He does hold a bit of a different ideology on life then most Graman natives.

## Family

There is no information about his family uncovered.

## History

* As a younger Orc (13) he committed a crime and was put into a trial of combat.
* He was so outmatched, he didn't land a single blow. This gained him the name Ghost Axe.
* He would work himself as a slave so hard when his owner passed he left him the wealth and freedom, starting the Azgok trading company.
Nightshade

For those with bad aim (Poisoner)
 The half-kitsune with purple hair named Nightshade is the poison selling and crafter of acquired goods.

Description Ideas:

* Purple Hair
* Casual Dress
* Things around shop smoke from time to time she tells you not to breath.
* Just random powders around, every now and then a bug skitters by one and dies.

History:

* She used to work in Penrith.
* She supplied the Poison to Blackblood to kill the Tabaxi leader.

Personality:

* Excitable
* High Energy
* She loves playing Ragna Darts (Russian roulette with one poisoned dart in a bag you throw at an opponent)
Mistward

### *Mayor: Tassarion Olakin*

Tassarion Olakin is a male elf with blonde hair, bright green eyes and stands at 5'10 feet tall. He is a wood elf and a leader to the citizens in Mistward, as Olakin makes sure that the trainees that are training as a ranger or druids to be ready to protect the island. Tassarion is a calm guy elf as he does his best to work with those who are teaching the new trainees of the forest.

### *Life in Mistward*

Mistward is a small city for druids and rangers in the middle of the Free Grove, where the citizens lived in trees. The rangers in Mistward are protectors of Heartwood forest region when certain enemies would try to invade the island. The rangers are trained in Mistward along with the druids before they are able to set out for their purpose of the island. The druids go to different parts of the island to heal the land or to protect it if harm comes their way for nature or the citizens.
Rhen Stormraven

Rhen was born to an established ancestry of tieflings (devil blood heritage)...a family who were known as dark mages...Rhen thought much of his life that what they did was normal and everyone did it until as a child he was possessed by a demon...captured by a church they tried to torture and beat the demon out of him...but he escaped using the power it offered...and started to travel and venture beyond the dominion of his newly disowned family trying to find his path in life and a place where he could belong.

**WEAPON:** Quarterstaff (I call it 'Ser Twig')

**ARMOR:** Leathers (but no Assless Chaps)
Nilbog

Image credit WOTC

When Maglubiyet conquered the Goblin gods, he intended to leave only Khurgorbaeyag alive as a harsh overseer who would keep the Goblins under heel. But the goblins’ pantheon included a trickster deity who was determined to get the last laugh. Although its essence was shattered by Maglubiyet, this trickster god survives in splintered form as a possessing spirit that arises when Goblinoids form a host, causing disorder in the ranks unless it is appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their Other Deities. They call the possessing spirit, and the Goblin possessed by it, a nilbog (“goblin” spelled backward), and they revel in the fear that a nilbog sows among the ranks of the Bugbears and Hobgoblins in the host.

***Goblins’ Revenge.***When Goblinoids form a host, there is a chance that a Goblin will become possessed by a nilbog, particularly if the Goblin has been mistreated by its betters. This possession turns the Goblin into a wisecracking, impish creature fearless of reprisal. It gives the Goblin strange powers that drive others to do the opposite of what they desire. Attacking a Goblin possessed by a nilbog is foolhardy, and killing the creature just prompts the spirit to possess another Goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.

***No Joking Matter.*** The possible presence of a nilbog in a host has given rise to a practice among Goblinoids that each host include at least one Goblin jester. This jester is allowed to go anywhere and do whatever it pleases. The position of jester is a much sought-after one among the Goblins, because even if the jester is obviously not a nilbog, Hobgoblins and Bugbears indulge its manic behavior.

## Nilbogism

A nilbog is an Invisible spirit that possesses only Goblins. Bereft of a host, the spirit has a flying speed of 30 feet and can’t speak or be attacked. The only action it can take is to attempt to possess a Goblin within 5 feet of it.

A Goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed by the spirit, the goblin’s Alignment becomes chaotic evil, its Charisma becomes 15 (unless it was already higher), and it gains the nilbog’s Innate Spellcasting and Nilbogism traits, as well as its Reversal of Fortune Reaction. If the save succeeds, the spirit can’t possess that Goblin for 24 hours. If its host is killed or the possession is ended by a spell such as Hallow, Magic Circle, or Protection from Evil and Good, the spirit searches for another Goblin to possess. The spirit can leave its host at any time, but it won’t do so willingly unless it knows there’s another potential host nearby. A Goblin stripped of its nilbog spirit reverts to its normal Statistics and loses the traits it gained while possessed
Sion Loral En Cinder

## Appearance

Sion is a 6’8” human male. His form is slender, with broad shoulders. He wears leathers mainly, along with a dark red poncho draped around his shoulders and down his back as well as a darker purple blue scarf to cover his face when he hunts. He has a headband wrapped around his forehead, to cover his missing eye. His hair is a reddish brown, with Hazel eyes. He has his claymore sheathed and the hilt wrapped in brown rags to cover its hilt, on his back.

## Personality

He is a man who expresses and courtssy. He believes nothing is given, but earned. Hates the mention of the Tribute, as well dislike for open waters.

## Events of Childhood

Growing up in Mythpoint, Sion was raised by his uncle. His parents died on a sea voyage when he was born. Being brought to Mythpoint, he was taken in and raised by his Uncle Jack Volo En cinder. Teaching him how to hunt at an early age, as well as his heritage and past as a noble. He taught him how to be etiquette to a fault, as well as to respect his fellow man. Kindness might prove to return to the world. Learning to survive and adapt was also taught.

## Events of Adolescence

As the years progressed, he spent many days among other hunters, getting food for the town. Growing up more so a wild man than his nobility lineage. During one of the hunts, a Boar rushed him as a kid where he was wounded badly and lost an eye. He survived only by sheer luck, thanks to his Uncle. Learning this harsh lesson of what the wilds are like, he quickly noted and trained to fight harder.

## Events of Adulthood

Sion was old enough to learn more of his families history. His uncle passed down his family heirloom, being a great sword with a small red gem embedded in the pommel. He trained and used this weapon for a few more years. He came back from a hunt, dragging in a large boar for the town to sell, but upon his arrival. The tribute had started this year, his Uncle Jack in his old age was now taken as their payment. Sion helplessly watched his Uncle be taken away.

## Defining Event

After a few years of his uncle being taken away. Sion woke up noticing shooting stars. Soon the rowdy adventurers appearing from the Past legends. Over several days he pushed himself in forest during hunts. Using his families weapon and coming across a large animals gathering around his forest hunting grounds. Slaying the large beast. He took this as a sign of change, winds picking up and he decided then, he needed to finally be involved in change.