recursal/Fanatic-Fandom huggingface dataset:
Darkling

Image credit WOTC

Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from History, but the stories call him Dubh Catha (“Dark Crow” in Common). So great was the Summer Queen’s wrath that she Cursed every member of his house. Other fey refer to the descendants of Dubh Catha’s house as the dubh sith—or, in Common, “darklings.” Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.

***The Killing Light.*** The Summer Queen’s curse causes a darkling’s body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions.

***Love of Art.*** Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny Candle to glimpse the colors in a painting or a jewel.

***Elder Transformation.*** A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing Tattoos, channeling some of the darkling’s absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails.
Duran Lefford

## Appearance

Black, short hair hangs over a thin, radiant face. Shining green eyes, set a-symmetrically within their sockets, watch cautiously over the ancestors they've watched over for so long. A beard charmingly compliments his cheekbones and leaves a delightful memory of his fortunate upbringing.

## Personality

Reserved if not a bit skittish, **Duran** is considered a kind man who has a knack for getting himself into trouble. A follower of Oghma, Duran wishes to share the knowledge and history of his home Harmengild.

## Family

**Duran** is the last remaining member of his family. Nothing else about his family has been discovered.

## History

Nothing about his history has been discovered.

## Storyline

* The Saint's Demand (Currently Progressing)
Grenpoli

Violence is forbidden within the walls of Grenpoli, the City of Guile. Much like the city of Dis on the second layer or Tantlin in the fifth, Grenpoli is a place where commerce and intrigue come together. It lies on a broad and easily navigable portion of the Styx, and trade bound from the middle hells to the lower hells often passes through its dilapidated storehouses.

The politics of the Nine Hells flowers in Grenpoli because this city is the place where the infernal bureaucracy established by Asmodeus carries out its business and the emissaries of the Lords of the Nine (and other powers) meet. Grenpoli is ruled in Baalzebul’s name by a powerful cambion named Mysdem, but the true power in the city is the pit fiend Lenphant, the chief administrator of the infernal bureaucracy.
Grimlock

Image credit WOTC

The degenerate subterranean Grimlocks were once human, but their worship of the Mind Flayers over generations of prowling The Underdark transformed them into blind, monstrous cannibals long ago.

***Debased Cultists.*** The empire of the Mind Flayers once spread across many worlds, enslaving countless races. Among those were human cultures whose high Priests the Mind Flayers subverted using their insidious powers of thought control. Those leaders gradually turned the faiths of their followers toward the illithids, which they worshiped as blasphemous deities.

Over time, the Rituals of these enslaved humans created fervent cannibal cults that regarded the brain eating of the Mind Flayers as a holy sacrament. The illithids commanded their worshipers to abduct other sentient creatures to be sacrificed. After the victims’ brains had been consumed, the Mind Flayers gave the lifeless bodies to the Cultists.

***Blind Hunters.*** When the rule of the Mind Flayers crumbled, their cults faced constant warfare from their enemies, the same creatures that had once been their victims. The cults fled into The Underdark domains of their illithid gods. Over generations in that lightless realm, the Cultists learned to rely on their other Senses for Survival. In time, their eyes withered away and eyelids sealed, leaving only covered eye sockets behind.

A grimlock’s ears prick up at the faintest footfall or Whisper echoing down stone passageways. It can speak in tones too low for most other humanoids to hear. The odors of sweat, flesh, and blood Awaken its hunger, and it can track by such scents like a Bloodhound. To enhance their Senses, Grimlocks leave trails of blood, piles of dung, or the viscera of slain prey in places far from their lairs. When intruders pass through those areas, they carry the foul scents with them, warning the Grimlocks of their approach.

For most creatures, blindness is an enormous hindrance. For a grimlock with its other heightened Senses, sightlessness is a boon. A grimlock isn’t fooled by visual illusions or misperceptions. It is fearless as it stalks prey.

***Endless War.*** Grimlocks still venerate the Mind Flayers, serving them whenever possible. Grimlocks also recall the war in which they were driven Underground. To them, it has never ended. They continue to return to the surface world to abduct captives for their illithid masters.
Dispater Father of Strife

The master of Dis is the Archdeil Dispater, Father of Strife. Disputer rarely leaves his Iron Tower, preferring to govern his domain through minions and functionaries. Patient, deceitful, and meticulously careful of his personal safety, Dispater has survived the politics of the Nine Hells for ages uncounted. He rules over a small court of lesser Archdevils, including Titivilus, Nuncio of the Iron Tower, and Biphant, the provost of Dis.
Giants

## Overview

***Giants*** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.

## Lore

Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

#### **Old as Legend.**

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.

Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.

### **The Ordning**

Each of the main giant races- the cloud, fire, frost, hill, stone, and storm giants- are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.

Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.

At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.

Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.

## Sub Types

Cloud Giants

Cyclops

Ettin

Fire Giants

Fomorian

Frost Giants

Half-Ogre

Hill Giants

Mouth of Grolantor

Ogre

Oni

Stone Giants

Storm Giants

Troll
Giant Strider

Image credit WOTC

In regions that contain hot springs, volcanic activity, or similar hot and wet Conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.

***Heat Seekers.***Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.

Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.

The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it.

***Religious Militants.*** Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a Firenewt Warrior in Combat can become “touched by the Fire Lord,” entering a nearly unstoppable battle rage.

Warlocks of Imix Command warriors to prove their worth by going on raids to bring back Treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as Slaves for a while before meeting the same fate.

When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result.

***Giant Striders.*** Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them—borne out by the creatures’ ability to send a gout of flame against distant enemies. Called giant striders, these Monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers.
Creation of the World & Planes

*I found myself the first to leave this new home, traveling across the lands up into the mountains we only saw dot the horizons. These creatures odd short, but stout, a strength shown but in their laughs. Far from anything we had encountered in The Feywild under Corellon’s blessing. One such ancient dwarf was willing to share his people’s knowledge of this plane. His hair grey hanging from his skull like the leaves of a willow. His beard well kept and adorned with gems and metals, this seemed to be a place of pride.*

“You wish to know how all this became I take it?” *Thokyl spoke as he moved across the stone floor of his home carved into the very mountains of the Horizon*

“Yes, Master Farwalker. I have but our teachings from Corellon and what the Fey has shown us.” *I quickly replied almost having hoped what we had learned was the same.*

*He made his way to the table with a large mug of some sort of potent ale at hand, as he rumbled with laughter* “You see Luric, before Dwarves, Elves, Humans or any other of these races our worlds were nothing but the night’s sky. Your people would love to credit your Corellon Larethian as my people would love to credit Moradin with bringing about the life to this world.”

*A bit flustered at the notion that these dwarves would not obviously see that Corellon is the father of all Elves and obviously he would be the one to bring such beauty to the world, it must have been painted on my face because I quickly looked up to see another hearty laugh and smile as if he could read my mind.*

“And why would the father of Elves, bring life to the dwarves Luric? Or better yet the humans and orcs?” *I searched for an answer unable to find one which would make sense to someone outside of my people I simply decided to keep an open mind and listen to his story.*

“Before any mortal walked this world or the inner planes before the gods would rise to give mortals their blessings, the eldest of all creatures inhabited the outer planes.” *As if he knew I was about to ask of these planes he pulled out a small pouch of gems setting from them a diagram for his explanation.*

“Dragons, who we know as Bahamut and Tiamat. Where they came from is something we have no understanding, but all things in balance. Siblings caught in an eternal conflict Luric. They waged a war across the stars as if by his and her very nature of creation and destruction their breathes met the power knocking them both back in a massive explosion.” *He slammed his fist onto the table, I jumped the sound of this big bang nearly toppling me over in my chair.*

“Thus The Elemental Planes, all in balance… The Feywild and it’s opposite The Shadowfell… and the Material plane came into existence. That is what we know of our world, by design or by happenstance we were given these realms to walk on.” *I sat there stunned such thinking, such knowledge even of The Feywild while not being of an Elf. I understood somehow this Thokyl Farwalker, has found some way to see beyond his mortal vision, and it is my duty to find out how.*

An excerpt from the book: "The Codex of Heritage" by Luric Orelwa
Culler Wyl

## Appearance

Red, short hair is pulled back to reveal a chiseled, time-worn face. Woeful gray eyes, set handsomely within their sockets, watch delightfully over the homes they've protected for so long. Fallen debris left a mark reaching from just under the right eye, running towards the other eye and ending on his right cheek leaves a pleasurable memory of a great reputation.
Crystalline Warforged

Additional Information to be released.

## Crystalline Trait

* **Ability Score Increase.** Your Dexterity and Constitution increase by 1.
* **Speed.** Your walking speed is 30 feet.
* **Natural Armor.** You have a natural armor class of 10 + Constitution Modifier + Dexterity Modifier.
* **Integrated Weapon.** You have a natural wrist mounted blade (long sword) which can be hidden by spending an action to retract it, and bonus action to deploy it. You are always proficient with this blade.
* **Vulnerability.** You are vulnerable to Thunder damage.
Gargrim Shalequarry

## Appearance

Black, short hair neatly coiffed to reveal a fresh, wild face. Hollow hazel eyes, set handsomely within their sockets, watch longingly over the ancestors they've defended for so long.

Tribal marks in the form of a stripe above and below his left eye marks his lineage but, more importantly leaves an aching burden of unfortunate adventures.

## Personality

Friendly and direct, **Gargim** is the local bartender of The Tipsy Cart Pub in Harmengild. He tends to look over his regulars as family and is willing to tell a good story.
Girallon

Image credit WOTC

A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator.

***Forest Hunters.*** Girallons are most Common in temperate or warm Forestenvironments abundant with life. They share the ape’s adeptness at climbing, although these half-ton creatures shy away from scaling trees that can’t support their bulk. Instead, they stalk the Forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.

Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others, to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill. If they succeed, everyone in the group shares the spoils, with the best parts going to mothers caring for their young.

***Wall Climbers.*** The Ruins of humanoid habitations, especially those found in deep forests and jungles, seem to attract girallons. They move effortlessly along stairs and balconies, as well as on the sloped rooftops and buttresses of such formations. To a girallon, a city’s buildings are just another sort of forest—and better yet, one whose uppermost “branches” can easily support the creatures. In such a setting, the girallons take full advantage of their skill in climbing. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.

***Magical Origin.*** The social habits of wild girallons are unusual for apes, as is their instinctive attraction to humanoid structures. These facts, together with the girallon’s appearance, lead sages to believe that girallons were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world.

In the time since then, numerous creatures have tried to tame, subjugate, or cooperate with the Monsters. For instance, Yuan-ti enslave girallons, turning them into border sentinels for their serpent kingdoms. Because girallons are known to be peaceful among their own kind, some humanoids have learned how to approach a group’s leader, offering food and other gifts in hopes of establishing an alliance with the creatures.

Girallons that are well treated might be willing to serve as guards, though they lack the Intelligence to take on tasks more complicated than attacking strangers that enter their domain. If one is taken young and properly trained, a girallon could end up in a seemingly unlikely place, such as guarding the entrance to a city’s thieves’ guild. Those who would keep a girallon as a pet must always be wary, because the creature could revert to its predatory Nature at any time.
Duagrin Frelyl

***Personality:***

Dark and silent, he's not one to talk much. While usually avoiding others unless they are part of his race, or already close to him. He usually won't try and make relationships, or even acquaintances. Usually avoids interacting people, but he's ruthless in a fight.

***Appearance:***

A tall human, he wears a mostly leather cloak, buckled to keep it close together and tightly woven where there is cloth to keep rain off of him. With long and shaggy Brown hair, usually a mess if even put together.

***Background:***

Born of a small town, he grew up a reasonably normal life, before being tricked into forming a pact with a Fiend. Growing up in his now forceful warlock life, he ran from his community, afraid of what people would do to him if they knew, or what he might do to others. After running from his community, he looked for ways to get past his Fiend forcing him towards evil acts. After searching, he eventually found a monastery to teach young monks, learning to work with his suffering, and how to help others. After learning his new life styles, he eventually left his monk friends, thanking them for the help on dealing with his patron, he left, heading for else where, taking a boat towards Laikka, as he still didn't completely trust himself to not follow the tempting voice with his head.
Guard Drake

Image credit WOTC

A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watchbeast that can follow simple commands.

***Gifts from Dragons.*** The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are Skilled in Arcana and associated with Dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.

The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours.

***Eager to Learn.*** A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.

A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard Drakes.

## Variant: Chromatic Guard Drakes

Each type of chromatic dragon’s scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique Abilities related to that type. Each has the Special features described below.

***Black Guard Drake.*** A Black Guard Drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has Resistance to acid damage.

***Blue Guard Drake.***A Blue Guard Drake has a burrowing speed of 20 feet and Resistance to lightning damage.

***Green Guard Drake.*** A Green Guard Drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has Resistance to poison damage.

***Red Guard Drake.*** A Red Guard Drake has climbing speed of 30 feet and Resistance to fire damage.

***White Guard Drake.*** A White Guard Drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and Resistance to cold damage.
Dewhurst

### *Mayor: Talbot Grofskin*

Talbot Grofskin is a human male who stands 5'10 feet tall, with brown hair that reaches down to the base of his neck. He is also a farmer but he has a lot of other activities to do to make sure that the town is in good running condition. Talbot wants to make sure that things are on schedule and try to help the citizens to catch up to the schedule so they won't fall behind.

### *Life in Dewhurst*

Dewhurst is a small town south of Evershore where most of the farm lands with raw materials for certain things to make a living out of like leather and cotton for clothing and fresh produce or seeds for food. The people in Dewhurst are famers and they make sure that the materials are together before shipping it to other cities. The citizens also has jobs to make sure that they are on schedule, if they are falling behind they would have to let the traders and Mayor Talbot know. They also have a small warehouse for them to make their own set of clothes for the citizens who reside there. If the crops aren't growing in the fields for some reason, the farmers will try their to bring the nutrients back into the soil. When it doesn't work, they will have to make a different field to regrow their crops.
Gnolls

Image owned by WOTC

## Overview

***Gnolls*** are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.

## Lore

#### **Demonic Origin.**

The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.

#### **Nomadic Destroyers.**

Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured. Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor.

#### **Thirst for Blood.**

No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls.

## Sub-types

* Flind
* Gnoll Fang of Yeenoghu
* Gnoll Flesh Gnawer
* Gnoll Hunter
* Gnoll Pack Lord
* Gnoll Witherling

## Groups

#### **Gnoll Shadow Traders**

This small group of gnolls was cast out by their more ferocious kin, finding a much more “ranger” approach to living off the land they would trade with certain traders in the Rolling Hills of Shadow. Acting as fur brokers they were driven from their home by Hill Giants, which ended up with them being cut down by a group of adventurers. No members of the pack survived.

## Encountered

* Missing Merchants in the Shadow

Credits: Monster Manual by Wizards of the Coast, for image, overview, lore.
Evershore

### **City: Evershore**

A city that is close by to the Heartwood Grove, which is believed to be the center of the island. It is one of the main cities where it's felt that the birth of the Heartwood tree took place. There lies a library, a few inns, and some villages nearby it, shops and the Master house, which the central head of the government currently lives and the heart where their meetings take place.

### **Government**

The government in this town is a Representative Democracy, the citizens can choose to vote on the new mayor in town and even vote on certain laws on the land to pass if they find it eligible. Current Mayor: Julian Auclair

### **Life in Evershore**

Evershore is a bustling town where people come to trade or sell things in the city. People from other towns come into the main square to sell some food or material to the people. Time to time a few tourists come in and visited gift shops to get trinkets to take home. For those who live in the city has their jobs to go to and manage the town to make the towns people comfortable. Sometimes a young girl decides to burst out in a song which makes other citizens to join along in the song as if they were in one huge performance.

### *Points of Interest*

* Tavern: The Gorgeous Midget Tavern
* Library: Stellar Library
* Evershore Town-hall
* Shops
	+ The Evangeline Toy-store
	+ The Heartwood Gift Shop
	+ The Elegant Carriage outfitter (Clothing Store)
	+ The Calm Door Diary (bookstore)

* Temples
	+ Pelor
	+ Oghma
	+ Istus
	+ Kord
* Eveershore Square
	+ Within the square on the fountain are statues of three people wearing fish costumes, Tabby in a flounder costume, Seamus in a lobster costume, and Morkai in a narwhal/unicorn costume along with his crab friend with a chef's hat with a crown on top and a staff in his claw.

### *History*

Once the town of Eveershore was built on Heartwood, it was decided that it will be the main city of this island because it was close to what they believed the tree was in the story of Heartwood. Slowly as soon as the city of Evershore flourished, the towns around Evershore start to grow as well and became a small trading city.

### *Rumors*

The only rumors known to the town are the rumors that the heartwood tree actually exists and is in the Heartwood Grove.

### *Interactions*

There are only interactions and gossips within this city and the other parts of the town around Evershore. There isn't a lot of interactions from the outside because they hardly have any adventurers visiting the island.
Devourer

Image credit WOTC

> *I’ve heard of “rib-sticking,” but this is ridiculous.*
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Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like Fiends wander the planes, consuming souls and, by example, spreading Orcus’s creed of replacing all life with everlasting death.

***Instruments of Orcus.*** A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer’s first foray into the planes. Most devourers remain in the Abyss, or on the Astral or Ethereal Plane, pursuing Orcus’s schemes and interests in those realms. When Orcus sends devourers to The Material Plane, he often sets them on a mission to create, control, and lead a plague of Undead. Skeletons, Zombies, Ghouls and ghasts, and shadows are particularly attracted to the presence of a devourer.

***Tormentors of Souls.*** Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer’s body to begin its new existence as an Undeadservitor of the monster that spawned it.

***Fiendish Nature.*** A devourer doesn’t require air, food (other than souls), drink, or sleep.
Gnoll Fang of Yeenoghu

Image credit WOTC

Gnolls celebrate their victories by performing demonic Rituals and making blood offerings to Yeenoghu. Sometimes the demon lord Rewards his worshipers by allowing one of them to be possessed by a demonic spirit. Marked as Yeenoghu’s favorite, the lucky recipient becomes a fang of Yeenoghu, the chosen of the Gnoll Lord. In much the same way Yeenoghu created the first Gnolls, a hyena that feasts on a fang’s slain foe undergoes a horrible transformation, becoming a full-grown adult gnoll. Depending on the number of Hyenas in a region, a fang of Yeenoghu can lead to a startling increase in the gnoll population. Finding and killing the fang is the only way to keep that population in check
Gnoll Pack Lord

Image credit to WOTC

## Overview

The ***Gnoll Pack lord*** is leader of any band of Gnolls. There is always one behind any group which is causing any trouble in the area unless something more sinister has encountered the group.

## Lore

The alpha of a gnoll pack is the pack lord, ruling by might and cunning. A pack lord earns the best of a gnoll pack's spoils, food, valuable trinkets, and magic items. It ornaments its body with brutal piercings and grotesque trophies, dyeing its fur with demonic sigils, hoping Yeenoghu will make it invulnerable.

## Interactions with others

Gnoll Pack lords serve as the Alpha and there is only one in terms of most “packs” in the World of Phrelle. They have been known to follow if Yeenoghu spawns a Gnoll Fang of Yennoghu or has sent a Flind as a great blessing. If two pack lords encounter one another there is generally a standoff which leads to a battle to the death.

In rare circumstances, a Gnoll Warband is formed which might see a number of Pack lords each take groups of Gnolls to raid larger fortified settlements. While this is a rare circumstance it has been recorded when food is dreadly scarce.

## Notable Monsters

Credits: Wizards of the Coast, Monster Manual for Image and Lore.
First Light

## Root

Once scholars finally had plotted the calendar system for the World of Phrelle, the first day of each year slowly was celebrated amongst the more educated. This was a time of great celebration and balls.

## Transition to General Holiday

As with all things in culture the word the knowledge spread towards the general populace and began to become a bigger celebration. As this transitioned to more celebrations towns began almost competing to have the best celebrations.

## Current Practice

Grand celebrations are held in most major cities, where even the people who live in the countryside will attend. Many cultures bake special treats from their racial standpoints to give out to everyone they meet. It is a day of great charity shown from the nobles towards the less fortunate.
Couatl

Image credit WOTC

### Special Notes

Damage Resistance radiantDamage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical weapons

# Couatl

Couatls are benevolent serpentine beings of great intellect and Insight. Their brilliantly colored wings and gentle manner speak to their Celestial Origins.

***Divine Caretakers.***Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl’s task, it prefers to remain hidden, revealing itself only as a last resort.

***Truth Tellers.*** A couatl can’t lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the Secret of its existence.

***Ancient and Few.*** A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no Insight into the manner of its demise.

If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring.

The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished.
Empyrean

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Empyreans are The Celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured.

***Manifest Emotion.*** An empyrean can experience deity-like fits of serenity or rage. It can affect The Environment around it by its mood. When an empyrean is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby Forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs.

***Evil Empyreans.*** A few empyreans have turned to evil after venturing to the Lower Planes and becoming corrupted, or as the result of being Cursed by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to The Material Plane, where it can rule over a kingdom of mortals as an Indomitable tyrant.

***Immortal Titans.*** Empyreans don’t age but can be slain. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death’s door. When an empyrean dies, its spirit returns to its home plane. There, one of The Fallen empyrean’s Parents resurrects the empyrean unless he or she has a good reason not to.
Galeb Duhr

Image credit WOTC

### Special Notes

Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poisonCondition Immunities exhaustion, paralyzed, poisoned, petrified

# Galeb Duhr

The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered in rocky terrain.

Powerful magic allows a spellcaster to summon a galeb duhr from the Plane of Earth. Some galeb duhr also form naturally in places touched by that plane. The galeb duhr is imbued with greater Intelligence than most Elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area.

***Stone Guardian.*** A galeb duhr doesn’t age or require sustenance, making it an excellent Sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an Underground tomb or a wizard’s tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time.

A galeb duhr is permanently bound to The Material Plane, so that when it dies, it doesn’t return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its Environment with creatures it doesn’t regard as threats.

***Stone Connection.*** A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect. When it needs to move close to those intruders, it presses its limbs tight to its body and rolls forward at a furious pace.
Erinyes

Image credit WOTC

### Special Notes

Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weaponsDamage Immunities fire, poison

## Erinyes

The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite Swords and bows. A few also use ropes of entanglement to ensnare powerful foes.

Legends tell that the first erinyes were angels that fell from the Upper Planes because of Temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for Celestials in their missions of conquest and corruption.
Fleur de Blanc

> "...........Fleur...........I am...................."
>
>

## Description

An extremely slender 5'8 female elf with a unsociable feel about her. She has toned arms, a thin torso with modest breasts, and toned legs. On her right hand a tattoo if a Eurasian lynx covering her hand but not the palm. Her pale light blue skin gleaming against her pair of large white eyes almost glowing. She has an angular face with softly shaped jaw, high cheekbones, full lips, tiny nose, high forehead, and a pair of neat eyebrows. Her long wavy ebony hair is style in a 'skrillex' hair cut (half shaved hairstyle), her hair reached all the way down to her waist. She wears smokey eyeshadow, black intense eye liner, the shiny highlight on her cheek glowing, and complimentary lipstick. She wears a black flowing cloak and beneath a loose, mostly white, flowing, and clean long sleeve gown that just barely touches the floor.

Hidden - Against her pale light blue skin are scars of many deep gashes on her back.

## Family

Grandpa White de Blanc. Alive: Grandma Sarah de Blanc-Levitt. Her father is the youngest of 3 brothers and 1 sister. Uncle  Patrick de Blanc, Uncle Edwards de Blanc, and Aunt Fleur de Srow-Blanc (who she was named after). Uncle Pat is married to Aunt Jamie de blanc-Rosenthran - 2 kids (boys) - twins Ginn and Finn older than fleur. Uncle Edward is a widow, was married to Aunt Cora de blanc-Chalor (dead), they have 5 kids, twins (boy/girl) Bale and Cara (older than fleur), Henry (younger than fleur - preteen), Quinn (toodler girl younger than fleur) and (newborn girl younger than fleur) Cora. Aunt Fleur de Srow-Blanc - married to Undine de Srow - children : John de Srow (same age as Fleur) and Trina de Srow (preteen younger than fleur)

## Personality

Fleur is a careful person who twitches alot when nervous, she doesn't do well in social settings and is paranoid easily. She often checks her moon charts looking out for a full moon. During battle, she is able to focus and is serious, she doesnt twitch and she do what needs to be done. She care what her peers thing of her so she tends to be careful how she acts around them.
Gelatinous Cube

Image credit WOTC

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

## Oozes

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often the searing pain of its acidic touch.

Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

***Slow Death.*** An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.

***Unwitting Servants.*** Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze’s need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

***Spawn of Juiblex.*** According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

***Ooze Nature.*** An ooze doesn’t require sleep.

## Gelatinous Cube

Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved.
A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims’ bones, coins, and other objects can be seen suspended inside the creature
Drax Ironscale

## Appearance

Before you at 8'5 this massive Dragonborn wearing rustic armor, his scales are dull and lack color other than paint. A huge shield made of a dragon scale rests on his back and artful dragon claw sword is attached to his hip.

## Personality

Drax is ruthless on the battlefield and unforgiving of those that oppose him. He does his best to work with his allies. He absolutely despises Tiamat and her followers and often confuses chromatic dragonborn for followers of Tiamat.

## Childhood

Drax had a rather easy childhood. Though he was born on the battlefield his family was very well off and saw to his care and well being. He was exiled by his parents temple and accused of defacing and destroying the temple. Despite this his parents still have great expectations for him.

## Adolescence

Drax sought asylum from a temple of Bahamut while evading his those chasing him for the false accusation. While there they gave him care and asylum and he would often go there learning and training. The paladins at this temple were very ruthless with their teachings both on and off the battlefield. This led Drax to his current beliefs and ideals.

## Adulthood

Around the age of 18 Drax had married and had a child. For a long time the cult of Tiamat had sought after Drax for his power on the battlefield and his ways of teaching hoping to bring him to their side to spread the teaching for Tiamat instead of Bahamut. They captured him and his family and worked tirelessly to try and make him change sides. Realizing it was not possible they cast a spell on Drax and locked him in a room with his family, Drax ruthlessly murdered his wife and son as tears streaked down his face. Overcome with anguish he took the relics the cult housed there and swiftly moved through the area wiping out the cult leaving only one survivor as they stared at him in fear. He made his way across the countryside towards his home, wiping out any cult or members of Tiamat he came across, his home had been burned to cinders, he made his way to the stables where his sons horse had been killed he knelt down and spoke to the spirit of the horse and called it forth once again using his divine magic. As he swept through the countryside ridding it of cults and cultists he chose to spare one of the leaders a woman by the name of Tazanna, who remains very loyal and had fallen in love with him. Drax eventually made his way to a port city where he was met by a courier who gave him a letter leading him to the Burning Phoenix.
Egon, Priest of Chauntea (Graman)

## Appearance

The diminutive priest is adorned in the robes of Chauntea, his balding head circled by a tuft of thicker brown hair. His robes which never seemed to have been sized for him tend to drag along the ground like a child dressing up in their parent’s clothes.

## Personality

Verbose and profound are the best ways to describe Egon’s personality, if left to his own devices each and every conversation will turn into a multi houred sermen of some sort.