recursal/Fanatic-Fandom huggingface dataset:
Terminal Archives

The Terminal Archives are the 82nd Layer of the Abyss. This is the former realm of Gargauth (while he was still Astaroth) and is where he collected the works of both the upper and lower planes before destroying them and leaving the ruined library behind. The then unprotected plane was occupied for a time by forces of Dispater before demonic forces began to pour back into the layer. It is now occupied by agents of Demogorgon who appreciate the ruins as a monument to madness and ignorance.
The Negative Quasi-Elemental Plane of Salt

The Plane of Salt is on the borders of the Plane of Negative Energy and the Plane of Water. It is a dried ocean, an endless desert of alkaline minerals with an unending thirst. Much of the plane is solid like the Plane of Earth, requiring visitors to travel by tunnel, but there is a wide expanse of open desert contained in one of the largest pockets of the plane.

### Hazards

Exposure to the plane is enough to dry most living creatures out internally. Some pockets of minerals found on the plane are highly toxic and can be inhaled if stepped on or disturbed. There is very little oxygen on the plane.

### Inhabitants

The plane is inhabited primarily by salt elementals, archons, genasi, and mephits. Devils, Demons, and evil-aligned entities have especially difficult times maneuvering the planes for some reason, making the plane also home to communities of former warlocks, hoping to hide from those they owe debts to. There are gangs of bounty hunters that make the plane their territory in hopes of picking up one of the especially large bounties on these warlocks.

### Locations

The largest pocket of open desert is also one of the ones with the most oxygen and is called the Salt-flats, which is near the Plane of Vacuum. This is where most settlements are located in the plane.

There is a supersaturated sea on the boundary with the Plane of Water. It is incredibly dense, so most things can float with ease on its surface.

The boundary to the Plane of Dust is known as Consumption and is a realm of unending sandstorms where flesh decays as it is stripped away.

On the border of the Plane of Ooze there is the Stagnant Sea, a semisolid sea that is incredibly toxic.

On the border with the Plane of Ice is the Stinging Storm, where constant flurries of both ice and salt rain down constantly, and many things freeze on contact with the ice-cold rocksalt.

On the border of the Plane of Mineral is the Crystal Range, a beautiful collection of pink and yellow salt mountains. This area is home to Citadel Sealt, the Doomguard's safest stronghold and bastion, led by the Doomlord Roth. It is inside of a hollowed-out salt mountain.
Syrul

Syrul is a goddess of lies and treachery. She appears to others as a hag with her dagger in hand (made of the horn of a black unicorn), her staff at her back (made with the crystallized soul of a Gold Dragon) and riding her steed, a giant Nightmare called Flamedevil. This appearance is, of course, illusory and she actually looks quite plain. Syrul is the patron goddess of skulks.

### Relationships

Syrul is the mother of Kord from her former lover, Phaulkon. She is hated by Ioun because false witness obscures the truth. She is allied with Pyremius.

### Worship

Clerics of Syrul are those who call themselves 'Oathbreaker' as are Paladins, they bear false witness, manipulate the foolish, and exploit the weak.

### Dogma of Syrul

The shield of lies is a solid protection. Speech is a deadly weapon. Trust is for fools and honesty for the dull-witted. Make promises when convenient, but break them when that falls.
Surtr

Surtr was one of the first beings that existed, one of the Titan children of Annam. While training with the flame-sword Surtalogi, the fire fell through Niflheim's glaciers and woke the primal Rime-Giant Ymir and the cow Audhumla. Surtr was the ruler and guardian of the fire-world Muspelheim and the Fire-Giants. At the time of Ragnarok, he led an army of fire beings to the Ysgardian battlefield. The rainbow bridge Bifrost was broken, fire spread to all nine realms of Ysgard and gods, humanoids, and animals all over were burned to  ashes and Surtr returned to Muspelheim.

Surtr's children are the Fire Giants and he is a proud guardian of his people.

### Dogma of Surtr

Fire is pure, cleansing, and strong. The weak and impure burned, while the strong survived. Fire is useful as a tool, but must be respected. It is dangerous when uncontrolled.
The Dustmen

The Dustmen are a faction that preaches the belief that everyone, in the entire multiverse, is dead.

All of existence in the multiverse is tinged with pain, suffering, and that is evidence for the entire multiverse being, in reality, a complicated version of an afterlife. A prison for souls who have convinced themselves that they are 'alive' because of its authenticity and seeming realism. Instead they 'live', they suffer, and then they 'die' before anti-reincarnating to follow the cycle all over again, trapped in the hopeless and endless nightmare that is existence.

The only way to break the cycle is embracing death. The members of the Cabal strive to be stoic, emotionless, and bland in order to someday achieve true death.

> *"Do not enjoy your stay with us. I would be alone now." -**Skall***
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### Relations with Other Factions

While being disliked by almost everyone and disliking everyone else they have few enemies due to being stoic and not being reactionary.

### Ranks of the Dustmen

The Dustmen are open to anyone who accepts their central conceit and buys into the idea that they need to escape their strange un-life. The philosophy ends up proving especially convincing to members of plane-touched races like tieflings, and any who experienced far more suffering than the average person. Dustmen know certain secrets about undeath and gain mastery over it (somewhat) while also gaining the ability to be completely ignored by mindless undead. Their leadership is almost exclusively composed of higher level undead, but currently the Dustmen have no factol, and haven't since their leader Skall (a fairly powerful lich) was Mazed by the Lady of Pain during the Faction War. The zealous faction members believe that they achieved true death and have martyred Skall, making them a defacto saint in the eyes of the devoted.

### State of the Dustmen

After the Faction War the Dustmen's resolve was only strengthened by the seeming enlightenment of Skal, who in their eyes had broken the chain of rebirth. Due to this new evidence they saw a growth in membership and due to the fact that no other faction wants control over the Mortuary, with most seeing it as a public service that the Dustmen care about the proper interment of the dead at all.
Solonor Thelandira

Solonor Thelandira is an Elven deity of hunting and survival, but is most focused with the matters that directly affect the Wood Elves. Solonor supports his chosen people through providing protection and guidance to survive in difficult places, supporting farming and traditional survival skills, maintaining a balance between nature and society and practicing safe and sustainable methods for agriculture. He is worshiped by the Wood Elves as a tall copper-skinned elf in a cloak of leaves, but the Wild Elves also revere him in the form of a bear. In his home known as Pale Tree, he will rarely sit at his throne, a practical guard post for the elven sub-realm of Arvandor. Leaves taken from this realm are said to be incredibly tough, a material stronger than steel.

### Relationships

Solonor is still on good terms with Corellon Larethian, but needed to take his place among the Wild Court. He is a friend to Silvanus, Mielikki, and Eilistraee (he was possibly romantically involved with the latter two).

Solonor is an enemy of the Drow who killed his Wood Elf followers without mercy, and he hates Talos and Malar for their destruction of the wilds. He is thoroughly opposed to the more evil members of the fey and hated The Queen of Air and Darkness before her disappearance and apparent death.
Raijin

Raijin is a Yomi kami of storms, the last born child of Izanami, born from her corpse. Raijin rides upon a cloud and summons thunder with his levitating taiko.

It is not unusual to see him with Fujin but he is considered the more benevolent of the two and most of Sendoru regard him with a cautious respect or even a playful reverence. Parents of young children tell them to cover their navels during storms so Raijin doesn't take them (but it seems unlikely he has ever done so).

Raijin considers the Shen Pantheon's Guanyin to be an enemy for her role in capturing him within Fujin's stolen bag of winds in order to coerce him into ending a storm caused by Susanoo during the time of darkness.

### Raijin Protecting Sendoru

Sendoru was once under assault by ships from the Tolvaari Khans and Raijin protected the islands with a storm, throwing lightning bolts at the ships as fast as a volley of arrows and preventing the horde's invasion.
The Society of Sensation

The Society of Sensation is a faction founded on the principle that the multiverse's existence is contingent on what you have experienced from it based on your own senses, and that the point of existence is to experience as much as you can. Contrary to popular belief, this is not an excuse for endless hedonism and debauchery (the Sensates have a special prison for those who enter the society purely for their own pleasure), likewise the Sensates do not throw themselves into the face of danger needlessly or disregard the agency of others when searching for new experiences.

The Society of Sensation's members prefer to think of themselves as explorers. They want to try the new, the exciting, sometimes even the painful or unpleasant, or things they were apprehensive about. The beauty of the Society's work is that the goals set by its members are always personal, and by setting out to experience a full array of sensations its members are refined by them. Old Sensates are filled with natural acceptance for others and a general level of wisdom that many could not hope to attain.

### Relations with Other Factions

The Sensates are disliked by the Bleak Cabal, the Dustmen, and the Mercykillers.

### The Ranks of the Society of Sensation

The Sensates accept anyone who wishes to join. A Sensate who is an adventurer tends to start to branch out further in their specializations, choosing to use a wide array of weapons or spells. To advance in the faction a member must donate one memory for each of the five senses that is sufficiently interesting and unique, in some situations this has been waived in exchange for one especially incredible memory of sensation. The current factol of the Sensates is a Drow named Karathir.

### The State of the Sensates

The Society of Sensation is regarded as one of the most influential since they have complete control over the entertainment industries of Sigil and a wide degree of presence in the rest of the Outlands as well. They are one of the few factions who could be considered as well-known outside of Sigil as they are inside of Sigil and despite losing much in the Faction War have retained power over the last century.
Talos

Talos, known formerly as Kozah to the Arcanists' Pantheon, is a god of chaos and natural disasters. He was created from the ensuing fury of the war between Shar and Selune, which tore at the boundaries of the planes and caused their divine sparks to coalesce with energies from the Elemental Chaos. After the truce between the members of his pantheon was broken by Moander's corruption of Tyche, Talos sided with Shar in the battle that followed. He appears as a broad-shouldered and bearded man and in later years is said to have appeared missing an eye, instead showing a hollow hole filled with stars, an affectation in his form that some find quite telling.

Despite his penchant for evil and disaster, the Storm Lord seems to be fashioning himself after Odin of Ysgard, something that greatly distresses Odin's surviving family. Some believe that he has taken upon the appearance in order to convert barbarians to his cause (something he has always been successful in) while others wonder if he is planning an invasion of Valhalla.

### Relationships

Talos was an ally to Auril and a consort of Umberlee's. He is deeply infatuated with Beshaba, but this is not reciprocated. He has a working relationship with Malar but the two would kill one another in an instant. He has many enemies, mainly Chauntea, Eldath, Lathander, Mystra, Sune, Deneir, Gond, Helm, Mielikki, Oghma, Shiallia, Silvanus, and Tyr.

### Worship

Followers of Talos dress conservatively, wearing simple robes or furs. They practice two major ceremonies of worship that appease their god's appetite for destruction. The first is 'Calling Down the Thunder' which is humanoid sacrifice by lightning and their second is known as 'The Fury' which involves going into berserk furies, destroying everything around them until their spasm ends, then praying.

The Lords of the Tempest are a religious order of elemental wizards associated with Talos' church. Another order associated with his clergy is the Circle of Rust and Worm, which seeks to bring about the complete annihilation of the Material Plane.
The Prolongers

The Prolongers are a former sect that now resembles more of a monstrous type of humanoid. The prolongers are all mortals that prolonged their lives artificially for so long because of their fear of Death. So great was their fear that they somehow had undergone a process that kept the Raven Queen (and Nerull before her) away from them for good. Since the original few even more have found themselves becoming Prolongers over time, fueled by that same fear of Death. Now they sap the life force from other beings to survive, sucking the life from their hosts like parasites.

The Cheaters have a morbid fascination with one another and take joy in knowing that others of their kind exist, but they keep their true nature a secret from most, surrounding themselves with bodyguards and hired thugs in most cases. Anything to hold on to their ill-gotten longevity.
The Guardians

The Guardians are a loose sect based around the principles of doing good for its own sake and spreading the ideals of good, being sure to uphold the reputation of their organization in all they do.

### Relations with Other Factions

Any non-evil being in the Outer Planes probably has a positive response to members of the Guardians, and their reputation is considered worth more than steel on Acheron.

### Ranks of the Guardians

While the members aren't policed much past their initial induction into the organization, each member carries the emblem or totem of a specific Guardinal that they have chosen as their partner in their mission to do good deeds throughout the multiverse. Generally the Guardinal one chooses is reflective of their eventual status in the sect (Lions for leadership, etc.).

### State of the Guardians

When Sigil needed saving from Vecna the Guardians were among those who were ready to fight back. The Guardians are there when they are needed, fighting against cosmic evils or minor injustices wherever they can be. They find themselves spread thin often, but do their best.
The Hidden-Hand

The Hidden-Hand are a wide-spread conglomerate sect of merchants and traders with a reputation for being back-biting and underhanded, even with one another if the motivation is there. They keep their plans close to the cuff, only meeting once every five years to hammer out their negotiations and terms for the next five year period. Their ultimate goal is to break into Sigil's interplanar market, displacing the Free League in the supply of all goods. The only real cost of entry is proof that a new applicant possesses at least 25% of the wealth the current factol possessed when they became the leader (currently 250,000 gold).

The merkhants believe that through the control of wealth they can eventually control the entire universe. After all, there are few things money can't buy.

Since the Faction War, times have been harder on the Hidden-Hand, since without the Fated they have few avenues into Sigil.
Poltergeist (spell)

Components
 Range
 Duration

You call forth a swarm of enraged spirits and bind them to a 30’ radius sphere in range. Within the sphere, the angry apparitions churn and seethe, attacking creatures and hurling any object they can lift or tear free about the area. Objects can include furniture under 40lbs, rocks, branches off trees, clods of dirt, and even adventurers’ gear that isn’t securely grasped or strapped down. Anyone within the area is temporarily deafened by screams, and take 1d8 necrotic and 2d6 bludgeoning damage for each round they begin their turn there. Creatures may make a dexterity save per round for half damage, but the deafening is unavoidable. The area within the sphere is difficult terrain for the duration of the spell, and may be so afterward should the casting location been sufficiently littered with objects (DM discretion), at least until it is cleared.

When the spell ends, roll a d20. On a 1-2, the spirits retaliate against you by hurling a mass of available objects in your direction before dissipating. Suffer 2d6 bludgeoning damage, or half as much if you make a DEX save against your own spell DC. Should you lose concentration due to damage taken while maintaining the spell, this attack occurs automatically.

Undead and anyone under the effect of the spell sanctuary are immune to the necrotic damage. Furthermore, a Cleric can attempt to destroy the poltergeist using their Destroy Undead ability. The poltergeist is counted as CR2 for this purpose. Turning has no effect. At higher levels. When you cast this spell using a spell slot of 5th level or higher, add 1d8 necrotic damage for each spell slot above 4th.
Relkath of the Infinite Branches

Relkath is an Archfey and a close companion to Rillifane Rallathil, known to stand guard over the domain of elves and bring punishments upon those who seek to destroy them or those who threaten the ents. He turns the temples of heretics into forests by turning their priests into trees. On Arvandor his branches are seemingly always growing, as is his influence. Every step he takes seeds the ground with the saplings of a hundred different types of tree depending on his temperament that day.
Tlaloc

Tialoc is revered by his followers as a giver of sustenance and bounty, but is also feared.

Tialoc joined Quetzalcoatl after being urged by Tezcatlipocal to return life to the barren world, which he does in exchange for sacrifice. Tialoc is mercurial and when he gives he also takes. Depending on the favor of the gods food can be made plentiful by his hand or scarce. His followers believe that there are five kinds of rain: that which brings crops, fire-rain, fungus-rain, wind-rain, and flintblade-rain.

### Dogma of Tialoc

The water that brings life is the water that destroys it. Reverence must be shown to Tialoc, who brings us food, joy, and sorrow.
The Positive Quasi-Elemental Plane of Steam

The Plane of Steam is on the borders of the Plane of Elemental Water and the the Positive Energy Plane. Despite its namesake the 'steam' is more like a cool to warm mist, never getting hot enough to burn, and the natural glow of the mist provides a healthy amount of light to the plane. On the plane, gravity is completely subjective and any structures that do exist are free-standing since flight is possible for any creature here.

### Hazards

In some areas the mist gets thick enough to asphyxiate, but this is rare. This is largely considered one of the safest planes.

### Natives

Genasi, Mist and Steam mephits, Faberes, Wavefires, Klyndes, and the occasional Marid are the most common inhabitants of the plane. Some bullywugs and tortles consider the plane to be ideal for them. Many insects, birds, and amphibians that have accidentally wandered onto the plane have flourished, most notable are the giant fireflies that call this plane home.

### Locations

There is a large wheel that is pushed by rising mists and generates some sort of energy that is sent to another plane. It is worked constantly by small constructs that maintain the mechanism.

The Mist and Steam elementals have a city called The Free Gardens built on top of a free-standing hollow cube of wicker laden with vegetation. The structures in the city are also made of scaffold-like wood beams and laid with plants instead of any formal walls or roofs. Leading the city, deep inside of the wicker cube is the lair of a powerful Mist Dragon.

On the border of the Plane of water there are the Islands of Water, which are floating bubbles of solid liquid.

On the border with the Plane of Ooze, there is a land of endless stench where the air hangs heavily and leaves oil on the skin called the Realm of Cloying Fear.

On the border with the Plane of Ice there is a realm called Hoarfrost where one grows all at once damp and cold, a dangerous combination to anyone unprepared. The frozen dew of the region leaves everything with a glassy sheen.

On the border with the Plane of Lightning the clouds get monstrous and storms become active, leading many to call this region the Death Cloud.

On the border with the Plane of Mineral, crystals float in the open air in mesmerizing patterns, making incredible geometric spires. This area is called the Shard Forest.

On the border of the Positive Energy Plane, the mists grow luminous and wisps begin to become common. The frenetic movement of the wisps and the movement of the plane's native giant fireflies leaves many to call this area Raging Mists.
Sukuna-Biko-Na

Sukuna-Biko-Na was a foreigner when he arrived in Sendoru ahead of his people, the korobokuru, before he was recognized among the kami. According to legend when he first stepped off of his small boat he was picked up by Ōkuninushi and he bit him on the cheek. Despite this bad first impression, the two became friends and Sukuna became a valuable asset to the earthly kami, helping to develop medicines, protect against diseases, protect against wild animals, and introducing the creation of sake to Sendoru.
Speex Realms Wiki

## Welcome to Speex Realms!

A homebrew D&D experience that tries to supplement the current 5e experience with a wealth of prior knowledge and some new tricks, a collaboration between multiple Dungeon masters and players with decades of combined experience.

## What is 'Speex Realms'

Speex Realms is a largely home-brewed D&D 5e setting that is built around the Gods, the multiverse, and a focus on merging the past, present, and future. Dungeons and Dragons is a game with over forty years of history and in that time it is easy for canons to grow hazy or muddled, certain parts of established lore haven't been embellished on for decades or for multiple editions and directly contradicts newer lore. This project is meant to compile and streamline that lore, add to it, and then mix it around.

### Featured Pages

* Deities
* Creature Types
* Primordials
* Playable Races in Speex Realms
* Classes and Subclasses
* Prestige Classes
* The Planes
* Nexxis
* Speex Realms Expanded Spellbook
* Speex Realms Expanded Feats
* Timeline of Speex Realms
* Homebrew Weapons
* Artifacts in Speex Realms

### How Can I Request a Page on Speexrealms?

If you like any of the content on this wiki and would like to see more of something specific, please email the head DM at ubernerdgasm@gmail.com or on Discord @Chris Kiddle#7306. I maintain this wiki largely on my own and completely for free, but most of my content is created specifically for my weekly games or those of other DMs in my area, so unless you ask I cannot guarantee that needed pages will be added. Feel free to reach out to me at any time for any reason, and keep playing D&D!
Thuum'ha

The Thuum'ha are the descendants of Bokrug and inhabitants of Dream originating from the Far Realm.

> "It is written on the brick cylinders of Kadatheron that the beings of Ib were in hue as green as the lake and the mists that rise above it; that they had bulging eyes, pouting, flabby lips, and curious ears, and were without voice." - H. P. Lovecraft (Oerth 1890-1937)
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The Thuum'ha have gaping fish-like mouths and resemble Kuo-toa or the Deep Ones from the cult of Dagon, but also have strange bat-like ears that hang at the base of their jaw and instead of scales are covered in the slimy, film-covered skin of frogs and toads.

They are rail-thin and scrawny, having slight muscular builds from their lives of swimming, but just what they need and nothing more.

They were nearly eradicated by the natives of Sarnath, who took advantage of the docile and meek nature of the Thuum'ha. They live all together in a single pack, eating and mating to pass the days.

The name 'Thuum'ha' literally means 'without voice' and is likely a reference to the fact that they are incapable of speech.
Procan

Procan is the mysterious deity of saltwater who is incredibly ancient but whose origin is unknown. It is speculated that he is a titan who was allowed to roam free, and others believe that he is a primordial being, but he is also strangely enough a member of the Elder Gods. The Titans know him as 'Astraeus'.

Items that fall to the bottom of the ocean are Procan's greatest interest and he is covetous of things that fall beneath the tides. His lair in Limbo (called Seasedge) is filled with lost items from the seas of the multiverse and he wanders the multiverse in search of new things to collect and hoard.

### Worship

The traditional clergy of Procan has dissipated and is no longer practiced formally, but it is common for the symbols of Procan (coral, gold coins, and pearls) to be dropped into the sea by superstitious sailors and captains who observe his traditions before voyage and most ships in Enterris do not leave harbor on their maiden voyages without leaving a sizable amount of riches in the ocean.

Sailors will tell you that Procan is wild enough to match the chaos of the ocean, and that he kind of 'balances' the forces of nature through chaos.

### Relationships

Procan is the father of several wind and sky deities, who largely oversee his former portfolio of storms: Astraea, Velnius, Telchur, Atroa, Sotillion, and Wenta, who were all born to his Titan consort Eos.

Procan has friendly but distant relations with most other ocean deities like Poseidon, Xerbo, Osprem, and Istishia. He maintains a relationship with Aeolus. He ignores the other gods as much as possible but has participated in banishing forces that threaten the oceans such as Panzuriel and the Great Old Ones. He is one of the few deities of the seas that ignores the actions of Umberlee.
The Revolutionary League

The Revolutionary League is a sect (former faction) founded on the basis that the faction system in Sigil was standing directly in the way of truth and progress. They seek to destroy the establishment to give others the freedom to find the truths of existence for themselves.

### Relations with Other Factions

The Revolutionary League has been inactive in Sigil since the Faction War, where it seemed that they had been successful in destroying the faction system for a time. In their complacency the new generation has risen in the Second Wave.

### Ranks in the Revolutionary League

The League operates in cells, which helps protect the members from one another in case one cell gets caught and jailed. Because of this there is not a lot of room to advance and no specific factol at any given time (at least publicly).

### State of the Revolutionary League

With dwindling membership and few active members willing to stir trouble up in Sigil, the faction seems to be on its way out.
The Transcendent Order

The Transcendent Order is a faction that believes that all of existence is really one gigantic entity moving towards a common goal, and that sentience itself is an enemy to that goal. By balancing oneself, learning their position in the universe and training their body to fill that role one can achieve the ultimate level of transcendence: movement without thought. Once you know you can truly be, without thought getting in the way of your actions.

### Relations with other Factions

The Transcendent Order has found much in common with the Beastmen, as their guiding principles are similar. The Transcendent Order's sensibilities is known to offend the Sign of One, who could not imagine a universe without thought.

### Ranks of the Transcendent Order

The Transcendent Order is open to anyone who doesn't wish to think about it for too long. Those who first begin are known as Ciphers while the more advanced among them are called Cipher Adepts. The current factol of the Transcendent Order is an orc named Eunice who thinks so little he supposedly doesn't even speak.

### The State of the Ciphers

The Transcendent Order has retained a consistent level of power over the years and its followers are surprisingly adept at defending themselves when needed.
Quachil Uttaus

Quachil Uttaus is a great old one that resembles a withered mummified humanoid who is decayed beyond recognition. Its hands are grasping ever-forward and is noted for ageing and decrepifying those it comes in contact with. It is said that those who have summoned his spirit have overwhelmingly committed suicide, making him not suitable to the needs of binders.To the Heliopolan Pantheon it was a being known as Ka-Rath 'Keeper of Dust' before he was sealed away by Bast and Sekhmet.

> "It was a figure no larger than a young child, but sere and shriveled as some millennial mummy. Its hairless head, its unfeatured face, borne on a neck of skeleton thinness, were lined with a thousand reticulated wrinkles. The body was like that of some monstrous, withered abortion that had never drawn breath. The pipy arms, ending in bony claws, were outthrust as if ankylosed in a posture of an eternal dreadful groping." - Clark Ashton Smith, Oerth 1893-1961
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Sebek

Sebek is an arch-fey and a member of the Heliopolan Pantheon. He resembles a humanoid with the head of a crocodile and is considered to be among the most vicious and vain members of the pantheon (despite his relatively low power level).

### Relationships

Sebek is hated by Malar for his acquisition of their portfolio over crocodilian lycanthropes.

He is an outcast among his pantheon, although sometimes he gets caught up in the schemes of his father, Set. His mother Mornach seems proud of his strength.

### Worship

All of Sebek's clerics are given the 'blessing' of being werecrocodiles. The church of Sebek is in shambles, its temples destroyed with the destruction of the final village that housed them. Their clergy are almost all exiles and nomads who are searching for new cities they can survive in, in order to rebuild in a vulnerable city that won't contest their acquisition of power.
Ratatoskr

Ratatoskr is one of the oldest beings in Ysgard, it is believed that he was once an ordinary squirrel who drank from the waters pooling around Yggdrasil's roots. He is the messenger for the Ysgardians and has been the one to hold messages of great importance to dark and evil places, like the realms of Nidhoggr and Helya. He is so skilled at traveling along the roots of the World Tree and passing in between planes that those who have tried to harm him have found themselves woefully ill equipped. He is a fan of poems and jokes, which is perhaps how Odin befriended him in the first place, though his own jokes come out more crude than he intends.
The Forgotten Land

The Forgotten Land is the third Abyssal layer and a place avoided by the other denizens of the plane.

A barren wasteland of dust and brown skies, this is the realm of Zzyczesiya, and afflicts would-be intruders with a plague of lost memories.

This layer has an excellent writeup from u/cornman0101 on Reddit, and I will definitely use it for this layer if I run it in the future.
Sixth Pyre

The Sixth Pyre is the 21st Layer of the Abyss, ruled by Kardum, Lord of Balors. The realm is made up of an expanse of rocky and barren landscape surrounded by everburning flames. Across the expanse are the trophies of Ansitif the Befouler, who, in his mission to conquer and eliminate all religions, had taken to transporting entire complexes of temples to his realm. The ruins of these churches and temples create the appearance of a ghoulish abandoned city, surrounded by piles of burning holy relics and infested with the ghosts of the damned parishioners. The oldest ruin, Ansitif's former home, is said to be the temple of Ansitif's own former god, long before he joined the ranks of the Tanar'ri. The temple now serves as a fortress for Kardum and his legions.
Tyr

Tyr was one of the Aesir, brother to Thor and Balder. He sacrificed his hand to Fenrir in order for his brethren to bind him with Gleipnir. His wife Zisa, a mortal, was killed before the Ragnarok. He knew from Heimdall that he was fated to kill and be killed byGarmr, the guard-dog of Heljya, but when the Ragnarok came he slew the dog and was uninjured. This filled Tyr with insurmountable grief and guilt. Why should he avoid the preordained fates that each of his brothers and sisters succumbed to? He roamed the multiverse with a band of Deva after the Ragnarok, unable to stand being in Ysgard without his family. One of his many quests involved a rogue named Conner who became his avatar briefly and who Tyr taught the values of Justice. Later Tyr found himself in the plane of Faerun where their gods were being put on trial by the leader of the plane, Ao, the Overgod. Tyr protested the verdict, which punished all the gods on the plane for the actions of Bane, a mortal who had recently ascended to godhood. Tyr had his eyes plucked out by Ao in retaliation. Touched by his fierce sense of justice, the Gods Ilmater and Torm took a liking to him, inviting him to rule with them in their elemental plane, which became known as the House of the Triad. After the crisis with Kezef the Chaos Hound, Tyr returned to Ysgard to retrieve the Gleipnir once more. When he came back to his mountain home he regaled his new allies with the stories of his old ones, of his family and their adventures. One of the members of his court was in actuality the shape-shifted form of Cyric, who became very interested and obsessed with the tales of Loki. Tyr’s tale of Fenrir became associated wrongly with Kezef and his followers grew even greater when the Deva and his clerics began to spread these tales of his past greatness. With his newfound celebrity among these young Gods the love goddess Sune encouraged a relationship between Tyr and Tymora, the Goddess of Luck. Helm, the watchman of the Triad, was their chaperone until Cyric, still acting as one of Tyr’s court, poisoned Tyr against him, filling his mind with insane jealousy. Tyr slew Helm in a rage. When Tyr’s mind finally became clear he was horrified and abdicated his throne and gave up his Godhood and immortality. His best student and master of the nearby mountain of Celestia, Bahamut the Platinum Dragon, would fill his place as judge of the Triad. As a mortal, Tyr journeyed to the Abyss where he fought wave after wave of demons alone. When he finally fell he awoke in Valhalla, his eyes returned to him. After earning a glorious death he finally felt worthy and he stayed in Ysgard with his remaining family.

Returned to Ysgard, Tyr and his general Militiades are amassing an army for the purpose of rebuilding Valhalla to its former glory.

### Dogma of Tyr

One must respect fallen enemies, never make sacrifice of a corpse, and always obey the laws of the righteous.
Shabbith-Ka

Shabbith-Ka is an Outer God that takes the form of a roughly humanoid-shaped cloud of purple gaseous energy that constantly emits sparks of eldritch blasts from its form. It is said that one who beholds Shabbith-Ka for an extended period of time will begin to comprehend a face, or humanoid features in its visage, but this is likely a symptom of encroaching madness and the mind scrambling to make sense of that which is incomprehensible.

It is said that the Fomorians once made a pact with Shabbith-Ka, one that destroyed their race and left them deformed beyond recognition.
Ruby Rod of Asmodeus

The Artifacts known as Ruby Rods of Asmodeus are one of the greatest boons that the ruler of the Nine Hells bestows upon his followers, and are giant rods made wholly of ruby which are exact replicas of the devil's personal scepter (his being made of a tendril of the Seed of Evil itself tipped by a ruby soaked in the blood of a thousand mortals and forged by the bile of Tiamat and the tears of 777 Angels). The rods are four and a half feet in length, tipped by a claw clutching a skull with a bottom that appears as though it were snapped off of a larger whole. The rod is inscribed in the names of good deities and celestials' names written backwards in black blood from a pit fiend. They give off a slight red glow at all times.

Many 'lesser' rods have been discovered but it is believed that these have all been petty forgeries. The real rods have only been created for Avatars and champions of Asmodeus, with very few being in existence. The value of a rod's base components themselves are said to be worth over a million gold pieces.

The mere act of coming into physical contact with one of the rods is the same as an inflict critical wounds spell and only those chosen by Asmodeus can wield one of the rods without being injured this way.

The rods are treated as +6 Unholy Greatclubs in combat as melee weapons and deal both the physical and magical damage in tandem.

Once per day the Rod can cast Cone of Cold, Lightning Bolt, and Acid Arrow which appear as beams of energy from the end of the rod.

There are three defensive abilities of the rod. The first was a Hold Person spell that causes the bodies of those who face the wielder to contort and bow before them. The second is a Wall of Force spell that doubles as an anti-magic field that casts Regenerate upon the caster. The third is a Counterspell that would be automatically activated if the wielder fell prey to an enchantment spell but can be used at will.
The Tacharim

Formerly an organization of knights from Gehenna, the Tacharim are a loose sect waning in strength since the total destruction of their original homeland. Rumor has it that they were decimated by the Primus after attempting to interfere with the Great Modron March at the behest of the former factol of the Doomguard during the period just before the Faction War. Needless to say the help never arrived and those that remain ride through the Outlands, fueled only by the power of their hatred for anything that reminds them of Sigil.
Ulaa

Ulaa is a member of the Dwarven Pantheon and the wife of Bleredd who lives in the Golden Hills with the Gnomes. Interestingly it is said that Ulaa has features that are both gnomish and dwarven.

Ulaa believes in just rewards for actions and thus hides rubies under the earth to reward miners for following her husband's advice and uses Skullringer to knock the heads of those who disobey the teachings of Moradin.
Tiandra

Tiandra is one of the most powerful Archfey and is the leader of both the Summer Court and the entire Court of Stars. She appears as an eladrin with all of the beauty of the fairest fey, with golden hair and honey-colored skin her yellow-gold eyes are said to be able to charm those who look into them into pure delighted madness. Tiandra was once a captive of Neifion during the long night and it was through her power over sunlight that he was permanently trapped in his collapsing castle. Tiandra organized her kin and helped take down the Queen of Air and Darkness, earning her place as leader through her true skill- unerring intelligence. Tiandra is a master strategist on both the political battlefield of the court and in the field of battle, with the beauty and inherent sensuality of her palace in Senaliesse being partially a smokescreen to distract from this fact. She is outwardly dry with a biting wit and internally is inscrutable.

### Relationships

Tiandra is the daughter of Verenestra and an unknown eladrin lord, the mother of the Prince of Frost. Occasionally she is the consort and overall lover of Oran, the Green, but their relationship is tempestuous.

Tiandra is very fond of mortals for she craves the urgency that comes from knowing your time could end at any moment. She commissions performances and poems from mortal authors, she purchases paintings and statues from mortal artists, and she occasionally takes mortal consorts when it suits her. Tiandra's attitude towards mortals is considered unique among most of the fey, who are known to be fickle in all of their dealings, but Tiandra rewards those who serve her with returned loyalty.
Sseth

Sseth is a son of Merrshaulk and was his father's closest and most loyal general.

Sseth sent an avatar, a Yuan-Ti Abomination named Sybil, to his father’s former worshippers preaching his name, and while Sseth required small sacrifices he offered much in return. Under Sseth’s watchful gaze the Yuan-Ti became powerful beyond their wildest dreams and were able to become the rulers of their lands. More humans took notice of this powerful God and they too took his rites and transformed into Yuan-Ti, thirsty for the power that he provided. The followers of Sseth were granted boons of knowledge that would further their causes, be it military domination of an enemy, or simply court intrigue. Sseth speaks to all of his followers directly and is able to exorcise his will through Sibyl, but recently Sibyl has gone missing and the visions have grown more disturbing and violent among his most faithful. For the other followers, most not noticing any change, many have started receiving new visions of glory, some more accurate and stronger than the ones before. The spells of his clerics have gotten stronger and the answers of their prayers have started being granted with or without sacrifice.

The most powerful of Sseth’s followers have learned a secret. Their God has been put to sleep by another God (Set the vile usurper) who is moving into his sphere and usurping his power. They know that the real Sseth will soon die. Sseth’s most loyal servants don’t know where to look to save their God. The most intelligent know that their new source of power wouldn’t want them to start looking, and have started using this new source of power to their advantage. As Sseth’s sleep continues his dreams grow more fevered and his time in the multiverse grows ever shorter.
Zargon

Zargon is a Great Old One, identified by the Elder Gods as one of the Elder Evils. While his exact origin is unclear it is rumored that he was once the despoiler and creator of the infernal hovel that, once ordered by Zoroaster, came to be called Baator by Ahriman (he who would be known as Asmodeus). This ordering was distasteful to Zargon, who left the Ur-Hells and attempted to siege the material plane, only to be sealed away by the forces of the Titans in a volcano. Over eons this volcanic prison cooled and morphed around him until the space above became a valley filled with loam and beauty. A kingdom flourished above the surface, eventually building below ground a series of mine shafts that unfortunately breached the prison of Zargon. As his influence seeped into the soil itself, the valley began to become corrupted and those within it as well, finding themselves bent to the will of the Immortal Tyrant. The Olympians attempted in vain to kill him, but each time he would return just as strong as before. What happened from here exactly is unfortunately lost to time, but it is believed that one of the Olympians banished Zargon to that place he had laid the foundation for- the Nine Hells, and Zargon was sealed again, this time by Asmodeus and his court in the Blackstone, hidden somewhere deep in the Hells. It is said that the valley that was once tainted by Zargon was engulfed in molten lava from the re-activated volcano in the hopes that the corruption would not return.
Umberlee

Umberlee is a goddess of ocean who is worshiped by those who travel and live in and near the sea mostly out of fear. She has terrible destructive power and uses it freely, drowning those who displeased her.

She is known for being vain, ambitious to a fault, and wanting to be adored, flattered, feared, and despised all at once. Her deals made with mortals often reflect her whims

### Relationships

Umberlee once was the consort of Iakhovas and she created weresharks in his image. She since has only desired to see him completely destroyed.

She is an enemy of Selune whose starlight guides sailors safely, of Valkur who guides sailors home, of Sune whose adoration makes her envious, and Chauntea who holds dominion over land.

She is allied with Silvanus, Auril, and Malar. She was briefly the consort of Talos, but mostly out of self-interest to distract him from her taking parts of his portfolio over storms. She is ignored by Procan but hated by most deities of oceans and water.

### Worship

Umberlee is worshiped openly by weresharks out of adoration, but most of the rest of her clergy are motivated by fear.

Across the coasts of the world there are shrines to the Bitch Queen who demands sacrifice and offerings at the behest of her clerics who constantly call across the piers, giving tides of warning and forecasting the doom of those who give nothing. Particularly cautious sailors bring one of these clerics with them on long journeys.

A great many of Umberlee's evil followers who dwell inside the sea are former worshipers of Panzuriel who was banished by Deep Sashelas and Procan for his horrific crimes and locked out of the material planes. While Umberlee is evil, her subsuming of his followers has been seen as positive by the other gods of oceans because they are slightly less terrible.
Ralishaz

Ralishaz is not a popular god, especially not among other gods. While he has no particular ill will towards the other deities, he is so absorbed in his own machinations that he seems to shun all others. Ralishaz is obsessed with fate, with random chance, and with chaos.

### Dogma

There is no such thing as order in the universe. Only chaos. The insane are the only ones in tune with the universe.

### Worship

A cleric of Ralishaz tends towards differing emotional responses to every event. Something that was fun one day may be boring the next. Loyalty may be replaced with malice in an instant. Ralishaz's clergy see no value in being polite to anyone as they will inevitably be victims to poor fortune regardless.

Ceremonies and rituals to Ralishaz involve dischordant harmonies played on untuned instruments, random notes being hummed or strummed and the use of a tainted psychoactive substance known only as 'the juice'.
Plutarei

The Plutarei are the Court of Hades that mostly live within Pluton and serve the Lord of the Underworld. They have a myriad of different purposes and reasons for preferring the Underworld to other domains but in many ways are a court of outsiders and those for whom life inside an ordinary court of Gods would not be possible.

### Members of the Plutarei

* Hades, Lord of the Underworld
* Kelemvor, Lord of the Dead
* Ereshkigal
* Helya, Lady of Niflheim
* Mictlantecuhtli
* Mictecacihuatl
* Nergal
* Raven Queen
* Nyx
* Erebos

### Former Members of the Plutarei

* Anaroggg
* Cyric
* Hypnos

### Deceased/Destroyed Members of the Plutarei

* Thanatos
* Aurom
* Myrkul
* Nerull
Sighing Cliffs

The Sighing Cliffs is the 297th layer of the Abyss. The Cliffs are the realm of Lynkhab, shaped by her inner turmoil, depression, and deep desire. A plateau, surrounded by a dark black void makes up the entirety of the demiplane. In the center of the plateau is Lynkhab's palace, the City of Forlorn Desire, a place for the desperate and hopeless. Within the City, all forms of self-destructive acts are commonplace yet no lasting damage is done. Many of those who find themselves in the plane, fiend and mortal alike, inevitably find themselves at the precipice of the Cliffs, staring endlessly into the black void, feeling the slight tug of the wind urging them onwards yet unable to make the final jump that could bring them to oblivion.