recursal/Fanatic-Fandom huggingface dataset:
Trapper

Image credit WOTC

> *Trappers know when prey draws near, so explore ruins and Dungeons with equal wariness. For dumb Beasts, they know very well what Treasure is, what Treasure chests are, and how these lure the likes of us.*
>
> —Volo
>
>

A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it.

***Versatile Camouflage.*** A trapper can alter the color and texture of its outer side to match its surroundings. It can blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can’t change its texture to that of a grassy or snow-covered surface, but it can change its color to match and then conceal itself under a thin layer of vegetation or actual snow.

***Stationary Hunters.*** A trapper needs to eat about a halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes through The Wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and begin creeping along, abandoning its old territory in Search of better hunting.

***Beware of Leftovers.*** When its prey is dead, a trapper dissolves and absorbs the fleshy parts, leaving a scattering of bones, metal, Treasure, and other indigestible bits in the place where the creature had been. A trapper that lurks on the floor of its hunting grounds can cover these remains with own body, making them look like irregularities in the surface. The creature might also attach itself to a wall or a ceiling close to a recent kill, effectively using the remnants as bait: a creature that stops to investigate the bones for valuables stands a good chance of becoming the trapper’s next meal.
Vaunea "Wallsmasher"

## Appearance

Wallsmasher is a big muscular boy with a bald head. There are some scars along his body from his previous battles. There are some tattoos along his body that goes down to his chest. He wears a loincloth around his waist that is made out of animal skin and fur.

## Personality

Wallsmasher is a big hearted man but doesn’t have big brains. He thinks with his weapon and uses his head if necessary. Wallsmasher can be a big hugger if he finds something or someone he likes.

## Events of Adulthood

Wants to do good for the world and find bigger things to smash
Timeline (Overview)

The world has a distinct way in how they handle time. There are four different events in the timeline, and time is counted in eras: the two most important, typically made up of several centuries, are the Sanctus Era, and the Tenebrae Era . Defining events are The Emorior and The Redimere, the fall and the rise, which can take years or be a single, powerful event. All of these years are counted after the initial demon war and the victory of the gods. When a new era begins, years are started again at 1, so someone's date of birth could be January 4th, 1245, 5th Tenebrae Era. The years listed are how many years the era lasted, for example the 2nd Tenebrae was only 512 years long, but the 3rd Sanctus was 11,680 - that year started at 1, and ended at 11,680. The months and days have the same names as their real-life equivalent, but each are named after great heroes, warriors, and saints (see the Pantheon for details).
The World of Phrelle

The **World of Phrelle** is our Material Plane, which consists of eight continents and eight major oceans and seas. There are various islands and two major polar ice caps. The world has seen major changes in the forms of calamities and thus we have multiple versions of the world map.

## Continents

Almost all of the continents are inhabited, the exception to this is The Blaze which is currently without any major civilization. To see specific information about the continents please visit their pages.

* Alithrya
* Cantomer
* Ezora
* Laikka
* Northern Chain
* Southern Chain
* The Blaze
* Yedria

## The Oceans & Seas

The large spans of water hold various islands and underwater civilizations. While above the waves the waters are ruled by sailors and pirates alike, below the waters holds vast civilizations which many who travel the seas will never know.

* The Coral Ocean
* The Crystal Ocean
* The Foaming Seas
* The Gleaming Seas
* The Surging Sea
* The Teal Ocean
* The Turbulent Tides
* The White Tides

## The IceCaps

Unexplored by most little is known about the ice caps of Phrelle.

## The Middle & Underdark

Outside of the surface areas of the world, there are three distinct layers of subterranean areas of Phrelle.

 50-99
 100+
William "Bill" Shoemaker

## Appearance

White, sleek hair clumsily hangs over a thin, radiant face. Hollow silver eyes set gracefully within their sockets, watch enthusiastically over the natives they've rarely felt at home at for so long. A beard gorgeously compliments his eyes and mouth and leaves a captivating memory of his reckless luck.

## Personality

There's something ambiguous about him, perhaps it's his friendly demeanor or perhaps it's simply his painful past. But nonetheless, people tend to pretend to be his friend, while jealousy consumes them.
Titus Armenius

Runs the teleportation circle with his apprentice. One of the only arcane practitioners in the city. Very old man, often hunched over or seen floating along on a magical rug. Most of the time he is away from his tower, when there he can be found giving out to Ellen for making a mess in the wizards tower.
Zavier Winston

## Appearance

A tall strong frame adorned in platinum and blue in respect to his god Bahamut, **Zavier Winston** and his short blonde hair was an intimidating presence off the battlefield as much on it.

## Personality

**Zavier Winston** was considered to be the most ruthless member of the clan, prior to his death. While this gained him his position it also drove him once lines had been set, and never had an oathbreaker escaped his judgement. He was known for extending a single offer to repent before the order to kill was levied.

## Family

* Rique Winston (Ancestor)
* Tyeis Winston (Brother)
* Blane Winston (Son)

## History

**Zavier Winston** was the 4th of his family line to hold the position of Commander in The Oathkeepers. His ancestor **Rique Winston** was the founder of the orders while, two other Winston’s once also held the mantle of commander. During his climb to power within the order his brother **Tyeis Winston** broke his oath to his god Iomedae. **Zavier** demanded he would put him down, ruthlessly putting down his own brother without any quarter granted him the title of commander. **Zavier Winston** was survived by his son Blane Winston, the 5th Winston in the line to be the commander of The Oathkeepers.
Thri-kreen

Image credit WOTC

Thri-kreen wander the deserts and savannas of the world, avoiding all other races.

***Thri-Kreen Communication.*** Thri-kreen employ a language without words. To show emotion and Reaction, a thri-kreen clacks its mandibles and waves its antennae, giving other thri-kreen a sense of what it is thinking and feeling. Other creatures find this manner of Communication difficult to interpret and impossible to duplicate.

When forced to interact with creatures of other intelligent species, thri-kreen employ alternative methods of Communication, such as drawing pictures in sand or making pictures out of twigs or blades of grass.

***Limited Emotions.*** Thri-kreen experience the full range of emotions but aren’t as prone to emotional outbursts as humans. Thri-kreen with psionic ability often demonstrate a wider range of emotions, particularly if they live near or interact with humans or other highly emotional creatures.

***Isolationists and Wanderers.*** Thri-kreen consider all other living creatures as potential nourishment, and they love the taste of elf flesh in particular. If a creature might be useful for something other than food, the thri-kreen aren’t likely to Attack it on sight. Thri-kreen kill to survive, never for sport.

***Sleepless.*** Thri-kreen don’t require sleep and can rest while remaining alert and performing light tasks. Their inability to sleep is thought to be the reason why thri-kreen have such short lifespans, the average thri-kreen life expectancy being only thirty years.

## Variant: Thri-kreen Weapons and Psionics

Some thri-kreen employ Special Martial Weapons. A gythka is a Two-Handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light Thrown weapon). A thri-kreen armed with a gythka and chatkchas gains additional Action Options, noted in the Actions section below.

A few thri-kreen manifest psionic Abilities, using their powers to aid the hunt and communicate more easily with outsiders. A psionic thri-kreen has Telepathy out to a range of 60 feet and gains an additional Spellcasting trait, noted in the Traits section below.
Twitchy

An old gnome that runs Twitchy's, a stall in the market of Vertsea. Has spiky white hair, with one lazy eye and a twitch that causes him to look left and blink his good eye frequently. Caused by his history with drugs. Prices the items in his shop randomly, often saying a number and then adding hundred, thousand, or -ty thousand after a few seconds. Loves trying to invent and tinker random items that he sells. Has a secret stash of 'chalk' in his stall.
Violet Fungus

Image credit WOTC

This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi’s central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.
The Knights of the Mystic Fire

Founding
Leadership
Primary Work
Notable Members
History
Storyline

The Knights of the Mystic Fire often accompany members of the clergy on quests to locate lost hoards of ancient magic. These paladins also form the cadre of leaders for small groups of armed forces who guard Mystra's larger temples and workshops.
Zombies

Image credit WOTC

*"After Beek died, we cast an Animate Dead spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would’ve found that hilarious."*
—Fonkin Hoddypeak, on friendship

## Zombies

From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.

***Dark Servants.*** Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator’s bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.

Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can’t be restored to life except by powerful magic, such as a resurrection spell.

A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.

***Hideous Forms.*** Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.

***Mindless Soldiers.*** Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.

A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won’t retrieve a dropped weapon or other tool until told to do so.

***Undead Nature.*** A zombie doesn’t require air, food, drink, or sleep.

Types of zombies

Zombie

Zombie Ogre

Beholder Zombie
The lapis dogs mercenary company

## The Lapis Dogs Mercinary Guild

A large mercenary group based in Ramona, known for their enjoyment of gems and vanity and blue uniforms a majority of the soldiers are fighters, rogues and rangers with the occasional bard or blade singer. The lapis dogs are fairly selective of their clients and wish to keep a clean reputation. they usually hire vets, adventurers and the sort and train them and eventually send them to be contracted into the local armies

## Faction Info

### Main Focus

brings many soldiers from the nation together

## Ranks

The Platnum Two

Thrive

Legend

General

Brancher

High Lieutenant

Freeman

Jewel Note

Captain Jewel

Blue Lieutenant

Chain

Lock

Ball

Link

   Red Initiate

## Mottos

"For glamor, honor, or gold a Lapis Dog is always built for the occasion"- original motto from Braebad Adiel (the original founder).

## Uniform and Essential / Special Items

Formal uniform colors: khaki and lapis blue, made of linen and imported cotton, depending on your specialty you can wear a shemagh scarf (enforcers of internal affairs or quartermaster), or an arm sash (cavalry or medic), each soldier is given a jumbiya dagger or a whip to wear at their side
Willow Dreamstrider

## Appearance

Tall and Slender with a clear natural beauty, Willow's body is comprised almost entirely of bark and vines running upwards. Black eyes and long, shoulder length green hair made from the vines yielding to leaves as they pass her bust. While not wearing anything its evident that there are portions of the barky skin that is much thicker then others, grown to purpose over time to serve as protection from various threats in the woods. Occasionally making use of her natural weapons when her magics are not suited for a particular task.

## Events of Childhood

Lived and raised fairly uneventfully during her childhood, preferring to spend her days among the trees and near the local lakes when not helping around town.

## Events of Adolescence

Deciding to capitalize on her childhood love of the forest and its creatures she began working towards serving as a cleric of Obad-Hai, succeeding in this goal shortly before reaching her first century of age.

## Events of Adulthood

While finding joy in her clerical work, willow decided to try and make more of a difference in the helping of that she loves. Ultimately volunteering for the ritual that would transform her into an Ent and enhance her capabilities. After its completion shortly after her 130th birthday she took the mantle of Nature's Keeper, leaving behind her life in the city and transitioning to the forest proper. Due to the prolonged solidarity continuing the path of her clerical service fell to the wayside and she instead began to gravitate towards one of the numerous druidic circles that called the shadowloom their home. Taking up the tutelage of the circle of dreams she fit the teachings into her very name, becoming a dreamstrider. Sent to assist the siblings in the northern chain shortly after the collapse of the age of heroes, she finds herself in a long period of slumber, cut off from time waiting for the day to be right to continue caring for and protecting the wildlife and nature of the islands to the best of her abilities during the multitude of centuries that have passed for the rest of the world.
Uriel Thorsten

## Appearance

A tall and proud man with tied back ginger hair stands before you, shining chain mail over simple white robes which themselves hide drab clothes that make Uriel look more as if he were more used to common field work than taking up arms. Said arms are a matching pair of shield and sword, the shield having a design of a stern elderly face impeded in it

## Events of Childhood

Made a friend with a half Elf bard
Learned about healing from new mother, started to follow her religion.

## Events of Adulthood

A relative bequeathed me a simple weapon of my choice. (My mothers shield and sword)
Thor Lidor

It sits in lakkia, rebuilt under the stern watch Queen H. Emberforge. After the savage attack by the ancient black dragon. Moarrael the black.

Having spent five years rebuilding it from the ground up. Facing Drow and Duergar raids. Venturing into combat against their hated cousin's.

Its built into a mountain. Its inhabitants while formally mostly dwarves is now to a host of different races. The entire city is built around a cravasse which holds at the bottom the foundry which not only heats the entire city but is where most of the crafting is done.

Above ground is a small settlement where other races gather. Quite a few stalls and other shops are built there. It is walled, with some rather large ballista’s.

Underground outside the cites gates its surrounded by 3 separate walls, getting larger and larger as they go in.
Thornreach

## Description

Thornreach is the gateway to the Kingdom of Sohm Al. It stands where the country was founded between The Spine of Bahamut and The Crown Peaks of Bahamut, and has been built into the very mountains themselves. The city itself was built up into the clouds allowing as many citizens to live within the comfort of the protection as possible. The city is also home to The Azure Dragoon the head of the military for the country. Each tier of the city serves a unique purpose to allow all to safely inhabit the area.

## Current Government

Thornreach while not only functioning as a city is the main military outpost guarding the Kingdom of Sohm Al, thusly the local government is handled by The Azure Dragoon. While the Eight Noble families form the Thornreach Council to advise The Azure Dragoon on the non-military side of Thornreach, the safety of the country and city always trump the economic side of the city. The Thornreach Council would report to a representative of The Azure Dragoon if his responsibilities take him from the city.

## Day to Day Life

The Day to Day life varies heavily depending on the tier of the city you are living in. While the varied day generally consists of work or military duties, there is a good amount of time allotted to the family units for the people there. The streets are very busy most of the day as the populace is much bigger than most cities outside of Yedria.

## Points of Interest

The Azure Pinnacle

The Azure Rise

The Azure Hold

The Azure Gardens

The Azure Ward

The Azure Basin

The Azure Roots

## History

Thornreach is the oldest city or fort in the entire Kingdom of Sohm Al, as it is the place where Kaine Highwind I would rally the “Dragon Souls” to begin The Yedrian Stand. Taking refuge underground was not uncommon for the Yedrian people as it was a safer existence then living on the surface to become some dragon’s snack. Over the years much time and investment was placed into the “Gate of the Azure Kingdom” to protect them from both the dangers of the wilds and potential invasion of other nations. It would seem the seeds Kaine Highwind I planted with his resistance have grown to touch the very skies themselves as a testament to the people’s will.

> “From these Azure Roots, we shall grow the future of our people and drive these Chromatics and their damned Queen to the very Abyss she comes from” - Kaine Highwind I
>
>

## Rumors

* The Azure Prince Lives! Rumors of the presumed dead Azure Prince Griffin Highwind, have begun to hit the city. People in most districts are buzzing about the Prince’s return to the city and the country.
Вервольф

Вервольф один из открываемых персонажей. Его особенность - Трансформация в Вервольфа.

## Характеристики

* Выносливость - 1/4
* Сила - 1/4
* Точность - 1/4
* Скорость - 1/4

## Способность

* Превращение в Вервольфа

* При использовании вы становитесь быстрее и сильнее. При убийстве человека вы лечитесь. Даются множество эффектов. Длится всё это 15 секунд, а после этого полное ошеломление на 5 секунд и перезарядка на 20 секунд.
Young Remorhaz

Image credit WOTC

## Overview

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

## Lore

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

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

#### ***Young Ones.***

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

## Interactions with others

* Can be trained as almost a guard, or a hunting group.
Wight

Image credit WOTC

### Special Notes

Resistant to necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weaponsImmune poison

# Wight

The word “wight” meant “person” in days of yore, but the name now refers to evil Undead who were once mortals driven by dark desire and great vanity. When death stills such a creature’s heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.

Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever dark entity transformed them into Undead, swearing oaths to appease their new lord while retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction.

***Life Eaters.*** Neither dead nor alive, a wight exists in a transitional state between one world and the next. The bright spark it possessed in life is gone, and in its place is a yearning to consume that spark in all living things. When a wight attacks, this life essence glows like white-hot embers to its dark eyes, and the wight’s cold touch can drain the spark through flesh, clothing, and armor.

***Shadow of the Grave.*** Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, Crypts, and tombs where they dwell. Their lairs are silent, desolate places, surrounded by dead Plants, noticeably blackened, and avoided by bird and beast.

Humanoids slain by a wight can rise as Zombies under its control. Motivated by hunger for living souls and driven by the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their hunger for destruction to Overwhelm any creature that stands before them.

***Undead Nature.*** A wight doesn’t require air, food, drink, or sleep.
Tir Na Nog

> "I look upon the island for the first time from a bird’s eye view over the railing of the The Wayfarer... And my breath was purloined. Deserts, grasslands, mountains, jungles, all coexisting on this island. How can such a vast biodiversity fit on this island? What secrets does it hold? Why have these creatures evolutionary change be so divergent from the creatures of the main continents?"
>
>

> Alissa Yllalana - Theories and Mysteries of Tir Na Nog.
>
>

## Notable Areas

* Veiled Jungles
* Whispering Expanse
* Foggy Glades
* Silent Hollow
* Bherna Research Base

## Beasts Encounter

There are a wide variety of creatures unknown and need of recording on this island, however.. The local Felynx have talked of a few rather elusive and highly dangerous creatures.

Embered Emperor

Embered Empress

Dancing Thunder

Black Devourer

Metallic Hurricane

Bringer of Blight

Dark Terror

Oiled Wretch

Invisible Hunter

Emperor of the Deep
Travel

Travel in the world of Phrelle is more advanced than most D&D Campaign worlds. Due to the style of game which we play and operate magical teleportation to various points in the world is more accessible than most campaigns. While this opens up the ability to travel large distances in seconds we limit this to the extremely wealthy and powerful.

## Teleportation Circles

With the ability to travel anywhere in the plane in mere seconds we have placed Teleportation in various cities. While most people are unable to travel these large distances due to financial reasons we allow the guild to pay for the travel to set up an adventure.

## Lists of Travel Resources

* Teleportation Circles
* Travel Options by Land
* Travel Options by Boat
Tyrannosaurus Rex

Image credit WOTC

This enormous predator terrorizes all other creatures in its territory. Despite its size and weight, a tyrannosaurus is a swift runner. It chases anything it thinks it can eat, and there are few creatures it won’t try to devour whole. While prowling for substantial prey, a tyrannosaurus subsists on carrion, and on any smaller creatures that try to dart in to steal its meal.
Urban (Travel)

## Chart

#### 1-2 Monsters!

* 1 Easy Win
* 2 Trivial
* 3 Normal
* 4 Tough
* 5 Hard
* 6 Deadly

#### 3-4 Travel Mishap (D12)

* 1- “Running down a pick pocket”(Athletics)
* 2- “Escaping a Tail” (Acrobatics)
* 3- “Predators” (Stealth)
* 4- “Magical Item or Artifact” (Arcana)
* 5- “Ruins of some structure” (History)
* 6- “Tracks of beast” (Nature)
* 7- “Shrine or effigy” (Religion)
* 8- “Hunting Trap”(Investigation)
* 9 - “Lost/Off Path” (Survival)
* 10- “Injured Animal/Find a baby angry mother” (Animal handling)
* 11- “Poisoned/Afflicted” (Medicine)
* 12- “Being Stalked by predator” (Perception)

#### 5-6 Weather

* 1- Winds (Moderate)
* 2- Winds (Major)
* 3- Heat/Cold (Minor)
* 4- Heat/Cold (Moderate)
* 5- Heat/Cold (Major)
* 6- Rains (Moderate)
* 7- Rains (Major)
* 8- Cortea (For real tho)

#### 7 Random Npc (D6)

* 1- Evil (Intentionally messes with travel)
* 2- Bandit or Thug
* 3- Neutral
* 4- Ranger or Traveler
* 5- Good or Righteous
* 6- Helpful (Helps with Travel)

#### 12 Positive Event (D20)

* 1-6 Shortcut
* 7-9 Abandoned Supplies
* 10-16 Friendly Travelers
* 17-19 Traveling Salesman
* 20- Mage/Druid who knows the exact location you are traveling to
Xorn

Image credit WOTC

### Special Notes

Damage Resistance piercing and slashing from nonmagical attacks not made with adamantine weapons

# Xorn

> *"Keep a few gems in your pocket. A hungry xorn is a helpful xorn."*
>
> —X the Mystic’s 6th rule of dungeon Survival
>
>

Bizarre creatures native to the Elemental Plane of Earth, xorn sniff out gemstones and precious metals, then tunnel through earth and rock to consume those treasures. On The Material Plane, xorn must range far and wide through The Underdark to sustain themselves, becoming aggressive toward miners and Treasure hunters when the valuable minerals of their diet are scarce.

A xorn’s unnatural Origins are suggested by its unusually heavy body and the large, powerful mouth sitting atop its head. Its three long arms are each tipped with sharp talons, and its three large, stone-lidded eyes see in all directions.

***Elemental Travelers.*** Possessed of the power of elemental earth, a xorn glides through stone and dirt as easily as a fish swims through water. It doesn’t displace earth or stone when it moves, but merges with and flows through it, leaving no tunnel, hole, or hint of its passage.

Xorn prefer not to leave their home plane, where they easily eat their fill of gemstones and precious metals. When a xorn winds up on The Material Plane, whether by accident or from curiosity, it seeks sustenance and a way home.

***Beggars and Thieves.*** Xorn scour the depths of the earth for precious metal and stones. Because they are unable to consume organic material, they ignore most other creatures. However, a xorn’s ability to sniff out metals and stones often draws its attention to adventurers carrying coins and gems. Because a xorn isn’t evil, it pleads or bargains in the hope of convincing owners to give up their Treasure, offering up information it has learned from its travels in exchange. A xorn whose requests are ignored might resort to threats and bullying. If starving or angered, it resorts to force.
Timber's Cross

## Description

Timber’s Cross is a medium sized village of about 4,500 residents. With a large wall and watchtowers on the land which borders The Plaguelands. Timber’s cross has a number of farms on the outer edge of the city producing a small bit of food for the residents of the town to sustain themselves. The deal primarily in serving as a safe haven between Clearhill, Dustfell, and the newly built Candor’s Rise.

## Current Government

The Northern Council is overall responsible for the governance of the cities and settlements of northern Ezora. Gregor Tarbeck is the Mayor and Commander of Timber’s Cross, a former ranger from Penrith, he was granted this position due to his ability to lead successful excursions and connect with the people.

## Day to Day Life

The vast majority of the citizens are the Militia which operates as security and lookouts along the wall. Outside of the general militia, most citizens go about either logging, minor farming or working in the smaller trades which are in the village

## Points of Interest

* Temple of Kord
* Temple of Obad-Hai
* Tavern
* Stables

## History

With the fall of Strongfair, and the rise of the threats from The Plaguelands. Timber’s Cross started out as a defensive outpost, which has bloomed into a community taking in some of the refugees from the fallen villages and towns. Being the gateway to the largest northern city it has bloomed into what it currently stands with some small shops starting to grow.

## Rumors

* The Plaguelands still holds a large amount of wealth in the fallen cities.

## Interactions

Timber’s Cross is mainly a midpoint of trade with the surrounding villages, towns, and cities.
Twitchy's

A movable stall sitting on the outskirts of the market. Filled with odd trinkets and baubles that have been crafted or invented by the owner. Run by an old erratic gnome with spiky white hair. Has a twitch in his right eye caused by his wild drug-fueled youth, coming to him being known as Twitchy around town.
Vorwor Storm-Walker

Physical Characteristics;

Credits

jiweisaw

https://www.picruby.com/media/Bh0TMF-n9V0

Backstory:

Vorwor was born in a mid sized village, named Drake's Landing on the laikka continent in the Region of Silver Expanse , his life was a calm and peaceful one. he studied under his father, Balmash , the village leader and head paladin of his class.

One day it all changed in an instant, he returned from a hunting trip with two of his friends, Shamash Oakland and Sora Lightning-Seeker, to see orcs burning the village to the ground and raping the village women.

Balmash, Elaine, and a few other of the paladins were on their way back from a meeting two towns over when the orcs came.

Outraged, him and his friend pulled out they're swords and slaughtered them like they did to countless others.

Mourning the lost of his loved ones. he valid to stop this from happening to as meany lives he could.

Vorwor head out to save everyone they could from monsters like the orcs here . Shamash and Sora said behind to rebuild their home

Goals:

To hunt down all of the Black Water orc tribe. (the tribe in the backstory)

To protect anyone who can not protect themselves.

To serve Bahamut the best that he can.

Relationships:

Balmash Storm-Walker ( father and trainer in the paladin ways)

Elaine Storm-Walker (mother)

Shamash Oakland (brother in arms and best friend)

Sora Lightning-Seeker ( sister in arms and Fiancée of Shamash)
Zaig of Ordning (Niaq'Mal)

## Description

The **Zaig of Ordning** is the only section of Niaq'Mal which has never suffered a collapse. Being the district in which the Goliaths long had chosen as their personal home, it is widely believed that the settling of the lesser races has caused the collapses of the other districts because of their lack of Giant heritage.

The center of the district holds the Halls of Ordning, the governmental building of the Militocracy. A large training ground surrounds the Halls which then gives way to the various buildings which have been standing since the 3rd Sanctus Era.

## Defenses

The defense of the ***Zaig of Ordning*** is the best of all of Niaq'Mal. To the west of the city sits the oldest section of Ilavhal's Wall. While guards do patrol the streets of the ***Zaig of Ordning***, the large stone staircase from The Central Zaig has guards posted at attention every 10 feet of height.

## Points of Interest

#### Defenses

* Ilavhal's Wall
* Koralig's Watch
* Aremi's Vigil
* Skystriker's Tower

#### Temples

* Temple of Grolantor
* Temple of Skoraeus Stonebones
* Temple of Surtur
* Temple of Thrym
Timeless Rogue

## Overview

*“They came out of the streets, thieves covered faces eyes almost burning with a single desire. The guards charged lashing out and striking against them cutting them deep into the belly, but no blood nothing until they slashed the neck of the guards.”* - Civilian account of The Collapse

## Lore

A dark ritual stolen from somewhere in Penrith, created these “unkillable” rogues. Having taken the promise of riches the Penrith’s Thieves Guild took place in this dark magic. Becoming near invincible the street rats rose up from the streets in a bloody massacre. Only able to be killed from seemingly being decapitated in a single blow they wreaked havoc across Ezora.
Twin Peaks Inn

## Brief Description

The Twin Peaks Inn was the main tavern in the town of Hofsa prior to The Reclamation. One of the primary targets during the Shadow Fey invasion of Hofsa lead by Svegard. Once standing as a beautiful and well kept building it has fallen to a lesser state much of where interrogations currently take place on captured individuals.

## Owner

The owner of the Twin Peaks was Salna Blackmont, whose current whereabouts and status is unknown.

## Miscellaneous Information

The Twin Peaks Inn was home to the Hofsa Thieves Guild. As their base of operations the current status of the island has seen the location left behind by what ever remnants remain of it.
Бандит (Кровяные)

Бандит (Кровяные) - обычный бандит банды Кровяных. Предпочитает разгуливать по городу с своими братками, ведь лучше быть в стае, чем в одиночестве.
Члены противоположной банды тоже так думают, и это ещё одна причина ходить с напарниками.

## Описание

Присоединился к банде Кровяных, увидев, как Невалидные жестоко убивают его отца. На самом деле это были не Невалидные, а просто голый мужик, чокнувшийся после падения в бочку с черникой. Этому парню явно стоит проверить зрение.

## Как открыть

Для открытия персонажа надо:

* Нейтрализовать Бандита (Невалидные) 10 раз за одну игру.

## Прочее

* Бандит (Кровяные) и Бандит (Невалидные) полностью одинаковы, если не считать внешний вид и названия банд. Это даже подмечает Бандит (Кровяные) на базе сопротивления этими словами: "***У нас с этим синим парнем много общего: мы оба стоим на одном месте!***"
Treant

Image credit WOTC

Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats.

***The Sleeping Tree Awakens.*** A tree destined to become a treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature’s magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home.

***Legendary Guardians.*** After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances.

***Protectors of the Wild.*** Even after awakening, a treant spends much of its time living as a tree. While rooted in place, a treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby.

Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest’s bounty are unlikely to arouse a treant’s ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant’s wrath.
Warin

Warin is an akita , a guard dog from a long line of well-trained dogs bred to join the snow elves on missions in the frozen Nar'Talas mountains. He is alert and very protective of Riniya in particular, as well as anyone else in the household and his friend Arvidae. He is obdient and loyal to Riniya, Tasar, Tennin  and Sindle . He will also obey basic instructions given by the twins . He has learned to open the inner doors in the house by turning the doorhandle with his mouth. He can't open the outside doors...yet.
The moretta greys foundaton

the moretta a grey foundation or grey morettas are a quasi secret circle of bountyhunters that function function similar to a workers group for bounty hunters, however they often form agendas beyond the improvement of their career paths. the morettas have two circles in both Lafayette and Ramona each circle has very little relation to the other and are completely unalike. the majority of jobs from the moretta are silent favors from or between nobles, they operate in a very velvet mask like manor, attending fancy parties and masquerades under new names only long enough to get what or who is needed and vanishing in the night a little richer than before. when they turn in their bounties they al use the alias lotus greyfield.

## Faction Info

### Main Focus

improve the careers of the bounty hunters inside the union

## Membership

### Misc. Info

though many people in the circle have been in the Lapis dogs, or are considered as future recruits, they are still treated as competitors in some aspects

when the moretta form a meeting they usually enter a large manor at night and in a mask and they dress as if they were to attend a party. the one oddity is that the manor is dimly lit and there is no music, in this manor the moretta discuss their agendas and collaborations in secret. releasing these secrets can have punishments that may vary from a personal debt/ fine to being unmasked and removed from the circle. very few adventurers and associates actually are allowed to know their secrets about their daily lives.
Сюжет

Действие игры происходит в городе под землёй. Город был идеальным, пока им не стал управлять злобный мэр, который выиграл на выборах благодаря обещаниям о бесплатном пиве и снижении налогов, а в итоге он повысил налоги и конфисковал всё пиво. Заявив о том что конфискация денег и пива нужна была для крутой вечеринки, он соврал! Пиво и деньги были нужны для создания собственной армии. Против него собирается сопротивление. Главный герой это новичок в сопротивлении которого отправляют на задания которые включают в себя получение тех или иных предметов, уничтожение генераторов и убийство одного или больше НПС. Путешествуя на лифтах персонаж за которого мы играем пройдёт через трущобы наполненные бомжами, через залитый огне-опасной жидкостью завод, сразится с обезумевшими каннибалами на полях сада и наконец встретится с богачами в центре. После выполнения всех заданий на всех уровнях главного героя попросят войти в лифт, где он взорвётся из-за ограничений по уровням,так как это была только альфа.

## ПЕРСОНАЖИ

* ЛИДЕР СОПРОТИВЛЕНИЯ - эгоцентричный лидер который отправляет главного героя на задание заведомо**зная что отправляет его на самоубийство**
* **МЭР - является главным антагонистом игры**
* **БОМЖ - является протагонистом игры**
Sea Hag

Image credit WOTC

Sea hags live in dismal and polluted Underwater lairs, surrounded by Merrow and other aquatic Monsters.

Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply Attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair. If it inspires courage, the sea hag wants it to Cause Fear.

***Ugly Inside and Out.*** Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag’s hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll’s. Although a sea hag can hide her true form under a veil of Illusion, the hag is Cursed to forever appear ugly. Her illusory form appears haggard at best.

***Covens.*** A sea hag that is part of a coven (see Hag Covens) has a Challenge rating of 4 (1,100 XP).
Tsukiko Hoshi

## Tsukiko Hoshi (Inazuma)

The storm is coming to a tavern near you!

Tsukiko Hoshi, is a fey touched child. During the night of a storm that ripped through most of Laikka, she was born as the elements went into chaos. The couple Takeo and Masami Hoshi found the strikingly blue hair child wrapped in a bundle near a lake. They adopted the little girl and loved her as such.

Her parents raised her in the typical fashion, but she was mischievous and a trickster, and a joker. Her parents had managed to hide her for a few years but renegade child was so curious of the world around her... to her later detriment.

During the night of a bad storm, Tsukiko saw the wall of water from the horizon and unlike most wanting to evacuate inward, she ran to the water and glowed bright. The storm calmed before the loving heart of the child and the village was saved.

Her heroism was rewarded, as pirates who had taken shelter in the village saw the young child and her powers and stole into her house and kidnapped her.

Days went by and the next time Tsukiko saw daylight she was clasped in irons and brought before a slaver who saw her interesting heritage as a way to make money. Scared and alone the girl tried to run away, and once she made it to the outer decks, a man jumped in front of her.

This man saved her life that day and welcomed her onto his ship until they could find her parents. But the young girl didn't know much about her parents except that they were "Mommy and Daddy".

In time every time the retired naval officer wanted to give the girl to an orphanage she managed to sneak her way back on board. Wanting to learn how to beat up bad men who stole her.

The officer having no children of his own and the persistence of this powerful child, took her under his wing and together they formed the crew of the Silver Raisa.

Tsukiko is petite of frame and almost frail looking. Her long black hair, is perfectly straight and decorated by small ribbons to keep it from falling into her face. Her eyes are a powdered blue, wide and kind. Her skin is a pale peach, with a few scars that are normally hidden by her clothes.

While in her half kitsune form her eyes become electric blue, dark blue ears are perched on her head with two golden rings in her left ear. Her hair loses its straight perfection and becomes thick and volumous waves for blues clashing together like a storm cloud. An impish slightly fanged smirk takes the place on her more full lips. Her body is toned and limber, made for getting into small spaces, and places she shouldn't be.
Von Silks Dance Academy

Von Silks Dance academy is run by famed dancer Vitra Von Silk a blue tiefling. She teaches a variety of dance with flair and panache. She is completely oblivious to any one who would differentiate her because she is a tiefling.

It is fairly newly opened after fighting in the war of Malbec she decided to leave the life of adventuring and open a dance school. On Saturdays she teaches the poorer children free of charge because everyone should have the opportunity to be fabulous.
Thokyl Farwalker

Thokyl Farwalker is a figure from a single story known as The Codex of Heritage. While this was penned by a Luric Orelwa and his life work from the 1st Sanctus Era, there is no proof of Thokyl Farwalker ever being a real person. This location as well as the any reference to the man outside of the book has never been found in any excursion since.
Windlass, Cry of the Phoenix

Credit to Artist Rebekah Madison.

## Stats

* +3 Longbow
* While attuned to the artifact, you can use an action to cast Conjure Barrage from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn. 3rd Level Spell (d6) Conjure Barrage
* While attuned to the artifact, you can use an action to cast Swift Quiver from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.5th level spell (d6) Swift Quiver
* While attuned to the artifact, your Dexterity increases by 2, to a maximum of 24.

## History

#### **Age of Heroes**

* Given to Kiraan Namir, for their efforts in Chikuk.
Tower of the Moon

The Moonlit King currently has been exiled by his wife, the Queen of Night and Magic,
 to the Tower of the Moon, which is hidden in a spiral labyrinth deep
within the plane of shadows. The tower is a run-down, forlorn place,
filled with false whispers and Shadow ghosts of the mad fey lord’s own Creation.