recursal/Fanatic-Fandom huggingface dataset:
Missing Merchants in the Shadow

## Overview

Clayton an emissary from Titan’s Crossing arrives in Bobby’s Tavern. With news of about fifteen missing merchants who have apparently all gone missing in the Rolling Hills of Shadow. Our party is encounters things which they were not expecting, and mistakes which might haunt characters till their death beds occur.

## Locations

* Bobby's Tavern (Hub Location)
* Rolling Hills of Shadow
* Titan's Crossing (Pre-Destruction)

## Enemies Encountered

* Water
* Gnoll
* Gnoll Pack Lord
* Hill Giants

## Adventurers

* Devin Mercer (Human Ranger)
* Treekill (Kenku Bard)
* "Bogle"
* Thorin Ironwall (Dwarf Fighter)
* Thordak Ironwall (Dwarf Barbarian)

## Quotes

*"Think I'll create a small rabbit and a baby dear bouncing through the woods... let's call them Bambi and Thumper"* -Treekill on his major Image to see if the Gnolls are Hostile.

*"Bogle you look up to see this younger Gnoll in this clearing and he has now witnessed this brutality to his entire pack."* - Sevv09 on the Slaughter of the Gnolls.

*"It can no longer communicate with it's own kind, thanks to the blow of your great sword on the Gnoll child"* - Sevv09 on the state of the Gnoll Child.

*"It looks up and if it hadn't lost it's intelligence it would be able to speak common to you, as it lips the words Why? Dear god Why? It doesn't say anything because of the savage beating from Thordak as you cleave it's head clean off"* - Sevv09 on the last moments of the Gnoll Child.

*“You find a common dictionary as this child was trying to learn common to communicate”* - What Bogle finds while looting a Gnoll Child.
Scarecrow

Image credit WOTC

### Special Notes

Vulnerabilities fireDamage Resistance bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

At harvest time, when death revisits the twilit world and summer’s blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these stoic sentinels hold their posts through wind, storm, and flood, bound to their master’s Command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws.

***Spirit-Powered Constructs.*** A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to inspire fear in those it gazes upon. Hags and witches often bind scarecrows with the spirits of Demons, but any evil spirit will do. Although aspects of the spirit’s personality might surface, a scarecrow’s spirit doesn’t recall the memories it had as a creature, and its will is focused solely on serving its creator. If its creator dies, the spirit inhabiting a scarecrow either continues to follow its last commands, seeks revenge for its creator’s death, or destroys itself.

***Construct Nature.*** A scarecrow doesn’t require air, food, drink, or sleep.
Moonlit King

Dressed in archaic nobleman’s finery, this elf lord has wildly unkempt
bluish hair and pale, almost luminous skin. His eyes bulge slightly from
 their sockets as they stare vacantly. The lord’s Shadow moves slightly out of sync with his body, which appears solid in some portions and nearly transparent in others.

His Lunar and Royal Majesty, Ludomir Imbrium the XVI, is also known as the Moonlit King of the Shadow Fey, Lord of the Shadow Realm, Lord Protector of the Black Elves, Duke of the Elf
 Ironcrags, Baron of Bratislor, Earl of Zobeck, Master of the Winter
Palace, and Count-Palatine of Salzbach. A creature consumed by Madness,
 the Moonlit King is an ephemeral vestige of greatness lost. He barely
lives in reality anymore, and is beset by phantoms from his own mind
conjured from shadows and regret.

**Dwindling Power.** The Moonlit King lost the favor of his wife, the Queen of Night and Magic, long ago. When he fell from power, the Queen exiled him, banishing him from his seat in the Courts of the Shadow Fey. Now he endures in the crumbling, far-flung Tower of the Moon. The King has sunk deep into Madness
 during his isolation and has turned to bargains with demons and devils,
 including Alquam the Demon Lord of Night, in a desperate bid to regain
freedom.
Silentscar

## Silentscar

* The Silent Citadel - Keep
* The Spiders Hole - “Merc Bar”
* The Laughing Dune - “Traveling Bar”
* The Hidden Oasis - “High Scale Tavern”
* The Mushy Bowl - “Restaurant”
* The Brass Scale - “General Store”
* The Bitter Phantom - “Components”
* Temple of Shaundakul - “Caravans, Exploration” “Common - CN”
* Temple of Notus - “Yedrian”

Eckehart - Human M Minister of Tracel

Grandiose Dream Resort

-> Solstice (Restaurant)

- > Harlquin's Gentleman's Club

-> Syndrome Nightclub

Emerald Ampitheater

Bootleg Craft Ales

Silver Tongue Brewing Co.

Wonderlust Brewers

The Oasis

Manny's Magical Monstrosities
Phyrran Dalear

## Appearance

Blonde, short hair double braided to reveal a full, worried face. Darting blue eyes, set sunken within their sockets, watch anxiously over the city they've felt at home at for so long. Soft skin handsomely compliments her hair and leaves a gracious memory of her fortunate destiny.

The is the face of Phyrran Dalear, a true warrior among drow. She stands common among others, despite her narrow frame.

There's something enthralling about her, perhaps it's her persistence or perhaps it's simply her attitude. But nonetheless, people tend to ask her to tell stories, while secretly training to become more like her.

## Personality

Cruel, Harsh, Determined will all aspects of her mother, **Phyrran** seems to wield them but in such a different way then her mother. She inspires confidence in her fellows, almost held upon a pedestal due to her natural leadership and charisma. Many who have come and spoken against her have found themselves.

## Family

The only known family that **Phyrran Dalear** has was her mother Jharess Dalear. She is unaware of who her father is as she has never met him. Thus she considers The Oathkeepers as her only family.

## History

She was born in The Oathkeeper stronghold, and thus her mother Jharess Dalear spent her entire upbringing training her to become a leader within the order. She accompanied Blane Winston to **Penrith** for the hunt of Peren Nailo. She witnessed the fall of her mother Jharess Dalear and Zavier Winston and was later mocked by *Andulia Owlspeaker*. Since then she has had a burning passion to help Blane Winston build The Oathkeepers to a stonger and more deadly force.
Roc

Image credit WOTC

At first sight, a roc’s Silhouette looks much like any other bird of prey. As it descends, however, its unearthly size becomes terrifyingly clear. In flight, a roc’s wingspan spreads two hundred feet or more. At rest, perched upon the Mountain peaks that are its home, this monstrous bird Rivals the oldest Dragons in size.

***Sky Titans.*** In the ancient days when Giants battled Dragons for control of the world, Annam, the father of the giant gods, created the rocs so that his worshipers might Challenge the dragons’ dominance of the air. When the war ended, the rocs were freed from giant domination and spread throughout the world.

Though Cloud Giants and Storm Giants sometimes tame these great birds, rocs treat even Giants as potential prey. They fly great distances in Search of food, soaring high above the clouds to reach their favored hunting grounds. A roc seldom hunts swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, a whale, or an Elephant, a roc dives down to snatch its prey in its massive talons.

***Remote and Alone.*** Rocs are solitary creatures that can live for centuries. They lair in nests made from trees, tents, broken ships, and the remains of caravans they carry off, placing these massive tangles in Mountain clefts out of the reach of lesser creatures.

Sometimes a roc’s nest contains treasures from the caravans or ships they raid, but these creatures are heedless of such baubles. More rarely, a nest holds eggs that are taller than a human, produced by the rocs’ infrequent mating.
Mystique Ralonan

## Appearance

Before you is a short woman standing at 4'3". She has tan skin and short brown hair. Two fox ears extend from the top of her head, brown fur covering them. She wears red monk robes and on her hip is a white fox mask. From her robes, a fluffy brown tail moves from side to side as she walks.

## Personality

She is a very quiet girl until she goes into a fight. When she fights, she fights with such determination and force that people can sometimes forget that she is a quiet as she is.

## Events of Childhood

She was very shy. Her mother taught her how to make clothing and personalize the clothing she does have to better fit her and to better fit with her tail.

## Events of Adolescence

She found Artio, the white fox thats quite larger than normal foxes would be, and connected with her. Rather than thinking of Artio as a pet, she is her partner. Artio helps her and she helps Artio.

## Evens of Adulthood

Before she decide to begin adventuring, she spent a lot of time in the forgegarde guild, spending time with the tinkerers and learning from the artists that reside there. Her father, in their downtime, taught her his ways so that she could protect herself and the family if the need arose, The way of the Open Hand. He taught her special pressure points that she can hit to stun her enemies and how to channel the peace inside of her to cause her opponents to tremble.

## Defining Event

She decided to begin adventuring when the starfallen began to arrive. The strange, yet brave adventurers that walked into the guild asking about work.
Nero's Coffee House

A quaint little shop that stocks rare coffees grown across Laikka. Background music plays as from a resident bard, to make you coffee drinking experience a thing of beauty.They often have poetry nights and the artists of the city also show work here.

Nero is a artisan of coffee who believes it will truly make a day. A human male aged around twenty three, his passion for coffee is renown.
Nalfeshnee

Image credit WOTC

### Special Notes

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

## Nalfeshnee

The Nalfeshnee is one of the most grotesque demons—a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable Intelligence and cunning.

Nalfeshnees are devastating in Combat, using their wings to soar above the front ranks and reach vulnerable adversaries that can be dispatched with little effort. From the thick of battle, they telepathically bellow commands to lesser Demons, even as they inspire a sense of dread that forces their foes to Scatter and run.

Nalfeshnees feed on Hatred and despair, but they crave humanoid flesh above all else. They keep their larders filled with humanoids abducted from The Material Plane, then eat those creatures alive during elaborate feasts. Thinking of themselves as refined and cultured, nalfeshnees employ stained and rusted cutlery when they dine.
Obad-Hai

Icon of Obad-Hai

## Description

Obad-Hai (*oh-*bod-*high*), deity of nature, is most often shown as a lean and weathered man of indeterminately old age, dressed in brown or russet and looking like a hermit, although nonhuman communities depict him as one of their own race. Because Obad-Hai strictly adheres to neutrality, he is a rival of Ehlonna. Obad-Hai plays a shalm (a double-reed woodwind musical instrument, also spelled "shawm") and takes his title from this instrument. He also carries a staff. His holy symbol is a mask of oak leaves and acorns

## Realm

Obad-Hai’s realm is known as “The Hidden Wood” on the plane of The Beastlands.

## Personality

Obad-hai loves nature and wilderness. He is a patron of druids and a friend to those who dwell in harmony with their natural surroundings. Characters or creatures who despoil or wantonly harm either animal or vegetable life are his foes

## Relationships

Obad-Hai’s primary rival in the world of Phrelle was that of Ehlonna, however their rivalry was more so that of intellectual then aggressive and taking up arms against one another. While Obad-Hai is the Common Pantheon’s chief nature deity his brother Rillifane Rallathil of The Seldarine is worshipped by the Elves.

## Worshipers

A wide variety of peoples serve as Obad-Hai's clerics, including humans, gnomes, halflings, and sylvan fey. They serve as protectors of nature, acting as the agents of retribution when their protection is insufficient or too late.

### **Clergy**

Clerics of Obad-Hai have no hierarchy. They treat all those of their order as equals. They wear russet-colored clothing and maintain hidden woodland shrines that are usually located far from civilization. They keep to the wilderness and to themselves, rarely getting involved in society.

### **Orders**

* The Hidden Watchers
* The Warriors of the Wood

## Temples

Temples to Obad-Hai can be located nearly anywhere but are usually located amid groves of oak trees.

## Dogma

Obad-Hai rules nature and the wilderness, and he is a friend to all who live in harmony with the natural world. He expects his followers to live in harmony with nature in all its variety. Those who destroy or otherwise harm nature deserve swift vengeance in an appropriate manner, says Obad-Hai. Those who are one with nature, however, have little to fear, although the well-meaning but foolish are sometimes brought down by a danger they could not avoid or divert. Obad-Hai teaches that the wilds can sometimes be ugly, dangerous, or terrible, but that these things are a part of nature and should be respected as much as those that are beautiful, harmless, or wonderful, for these characterizations mark a newcomer's perspective.

## Rites

* **The Awakening:** Those who are attempting to gain acceptance of Obad-Hai, are often taken into the woods to attune and survive in nature. This rite is one which is generally not dangerous, however they can as Obad-Hai teaches turn dangerous.

Parts of the lore repurposed from the world of Greyhawk.
Sea Elves

Image from Feuron Wiki, Credit to the Artist

A Subrace of Elves.

**Sea elves** (also called Aquatic Elves), are water-breathing cousins to land-dwelling elves. They live amid the waves and the ocean depths with allies such as dolphins and whales. **Sea elves** fight underwater with tridents, spears, and nets.

## Description

Although they are of the same subrace, **sea elves** from the northern seas have a different appearance to those from the southern seas. The *Northern Seas* have deep green skin, mottled and striped with brown. The *Southern Seas* have blue skin with white strips and patches. Both groups are robust and tall with long limbs, and long, thickly webbed digits. Their hair is usually thick and somewhat stringy, and can be blue, black silver or even occasionally red. The most unusual feature is the gills visible in their necks and over their ribs.

 **Sea elves** are either lightly clad or wear no clothes at all. Their clothes are formed from underwater plants, in blacks, browns and greens. Warriors clip their hair, but other sea elves wear it long and flowing.

A certain type of mutated sahuagin, called a *malenti*, look like **sea elves** and occasional infiltrate sea elven society

## Psychology

**Sea elves** are isolationist by their physical nature, and by choice – though they are not quite as reclusive as the wild elves. They trust only themselves, their clan, and no others. They cannot understand why the surface elves do not understand that community and alliances mean survival, whereas rivalry and factionalism means death. Their alliances with other elves are not based on racial affinity but on gain. However this caution is tempered with curiosity and sea elves can spend much time secretly observing the land bound races.

## Culture

**Sea elven** society is based on family and clan – and although females can and do wield power they are patriarchal. Noble families rule, but in a benign and loose fashion rather than with an iron fist. Families or individuals may own their dwelling but most other property is held in common. Such communal ownership means theft is almost unknown.

Most **sea elves** revere Deep Sashelas, an undersea god of The Seldarine who watched over Seas, Oceans, Rivers, Lakes, and tempests. Some **sea elves** do find other gods of The Seldarine and follow them, even rarer is those **sea elves** who form sects and follow Talos.

## Phrelle Sea Elves

### **The Northern Seas**

* The Foaming Tides
* The Crystal Ocean
* The Gleaming Sea
* The White Tides

### **The Southern Seas**

* The Turbulent Tides
* The Teal Ocean
* The Surging Sea
* The Coral Ocean

## Sea Elf Traits

* **Ability Score Increase.** Your Constitution score increases by 1.
* **Extra Language.** You can speak, read, and write Primordial (Aquan)
* **Of the Seas.** Sea Elves gain a swim speed of 30 feet, this increases with any feat or ability which increases movement speed.
* **Amphibious.** You can breathe air and water.
* **Sashelas' Blessing.** You gain proficiency with trident's and resistance to cold damage.

General Write up credited to Forgotten Realms Wiki.
Order of the Shooting Star

Founding
Leadership
Primary Work
Notable Members
History
Storyline

The rangers, known as the Order of the Shooting Star, serve as long-range scouts and spies for the church. They also deal with magical threats against the natural order of things, such as unloosed fiends and creatures born of irresponsible arcane experimentation.
High Walker. Mizzen Pias laysenth

## CHILDHOOD

mizzen was born and raised by a small farm with her father  Aleta Fiver Laysenth who was a former ranger but never knew her mother. Every morning she was allowed, she would walk a trail to the base of one of the mountains and watch the sunlight shine through the trees and fog though she did not know this at the time, these things would be the biggest influence on the next 10 years of her life. when she was just over 11 the bloom had begun to invade the island and she was forced to move into the city and her father joined the wing of the bow.

Pias at the time had to take some time to adapt to her new life, she made new friends and blended in well despite having a tail and ears. But she soon came to realize that every friend she knew was united by the fact that the bloom had ultimately changed their lives. Around her early 13th year she studied to become a mechanical engineer but soon after her father's scouting group had gone missing she realized the severity of the situation and joined the last line under the wing of the syringe. Along that time a friend of her father's, a gnome named Jexim Scott had taken her into his house and trained her in his families craft.

## Career

As a member of the syringe she was sent to assist a large number groups from other wings , of all the groups she took her work in the wing of the bow it was said she she spent so much time exploring that they had to lower the amount of filters she received specifically for her. In her travels she she ran into chuul, brown mold, myconids and flailsnails on multiple trips.

## Personality

Mizzen is energetic inquisitive and creative, when she learns something will apply it to her everyday life, her primary sense is smell and uses it to identify objects people and objects.

Though Mizzen is a  mild germaphobe she loves the smell of other people from the guild simply because they do not have the lingering scent of disinfectant she has been raised to know so well. By nature she could be seen as intrusive by some more reserved individuals.

Mizzen had never met her mother, in her place her she had looked to her gnomish godparents for advice. She has claimed a number of habits from her godmother as well as her godfather's crafting skills. She keeps her knowledge clans knowledge as a personal secret from all people she deems unworthy especially to outsiders. Even more fortified are her beliefs in humanity which was strongly embedded by the troubles of the island and later from her ranger chapter.

## Appearance

the woman stands at an average height of 5'4 white hair, freckles, pale skin and pink eyes, and a balled tail. Mizzen wears almost air tight  leather armor and has a insulating abominable mass of tissue kept in a necklace around her neck
Pit Fiend

Image credit WOTC

### Special Notes

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

# Pit Fiend

> *"Your war-torn kingdom is rife with corruption, its people dying from starvation and strife. They cry out for new leadership—someone with the Charisma and the courage to put an end to the turmoil and suffering. You could be that someone!"*
>
> —Herobaal the Pit Fiend
>
>

## Pit Fiend

The undisputed lords of most other devils, pit Fiends attend the archdukes and archduchesses of the Nine Hells and carry out their wishes. These mighty devils are the generals of the Nine Hells, leading its Infernal legions into battle.

With an inflated sense of superiority and entitlement, pit Fiends form a grotesque aristocracy in the Infernal realm. These domineering and manipulative tyrants conspire to eliminate anything that stands between them and their desires, even as they negotiate the convoluted and dangerous politics of the Nine Hells.

A pit fiend is a hulking monster with a whip-like tail and enormous wings that it wraps around itself like a cloak. Armored scales cover its body, and its fanged maw drips a venom that can lay the mightiest mortal creatures low. Fearless in battle, a pit fiend takes on the most powerful foes in single Combat, demonstrating its supremacy and an arrogance that prevents it from acknowledging any chance of defeat.
Nailo Ward (Penrith)

> "Today we finally pay honor to the founders of our city whom all came across the seas in a world without hope. Lead by their gods each of the chosen arrived and placed our future before their own lives. Eyasa Nailo was one member of the chosen who did not make a trip across the seas to protect us. She was a native to Ezora and one of the finest druids I ever had the chance to meet. She gave her life for us against the Titans during the 6th Tenebrae Era. I name this ward not only for her sacrifices but that of her family." - Queen Liliyana Tarlarys (May 27th, Year 7 Age of Heroes)
>
>

## Points of Interest

#### Institutions

* Penrith Council
* Saint Lymirin's Home for Children
Owlbear

Image credit WOTC

> *"The only good thing about owlbears is that the Wizard who created them is probably dead."*
>
> —Xarshel Ravenshadow, Gnome Professor of Transmutative Science at Morgrave University
>
>

An owlbear’s screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head.

***Deadly Ferocity.*** The owlbear’s reputation for ferocity, aggression, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears. Even Monsters that outmatch an owlbear in size and Strength avoid tangling with it, for this creature cares nothing about a foe’s superior Strength as it attacks without provocation.

***Consummate Predators.*** An owlbear emerges from its den around sunset and hunts into the darkest hours of the night, hooting or screeching to declare its territory, to Search for a mate, or to flush prey into its hunting grounds. These are typically forests familiar to the owlbear, and dense enough to limit its quarry’s escape routes.

An owlbear makes its den in a cave or ruin littered with the bones of its prey. It drags partially devoured kills back to its den, storing portions of the carcass among the surrounding rocks, bushes, and trees. The scent of blood and rotting flesh hangs heavy near an owlbear’s lair, attracting scavengers and thus luring more prey.

Owlbears hunt alone or in mated pairs. If quarry is plentiful, a family of owlbears might remain together for longer than is required to rear offspring. Otherwise, they part ways as soon as the young are ready to hunt.

***Savage Companions.*** Although they are more intelligent than most animals, owlbears are difficult to tame. However, with enough time, food, and luck, an intelligent creature can train an owlbear to recognize it as a Master, making it an unflinching guard or a fast and hardy mount. People of remote frontier settlements have even succeeded at racing owlbears, but spectators bet as often on which owlbear will Attack its handler as they do on which will reach the finish line first.

Elven communities encourage owlbears to den beneath their treetop villages, using the Beasts as a natural defense during the night. Hobgoblins favor owlbears as war Beasts, and Hill Giants and Frost Giants sometimes keep owlbears as pets. A starved owlbear might show up in a gladiatorial arena, ruthlessly eviscerating and devouring its foes before a bloodthirsty audience.

***Owlbear Origins.*** Scholars have long debated the Origins of the owlbear. The most Common theory is that a demented Wizard created the first specimen by crossing a Giant Owl with a bear. However, venerable elves claim to have known these creatures for thousands of years, and some fey insist that owlbears have always existed in the Feywild.
Lower Celestian

## Notable Areas

**Points of Interest**

**Ruins**

* Ruins of Malbec

**Settlements**

* Falls Port
* Ionze
* Nalmel
* Struggleton

**Sub-Areas**

* Adamantine Slopes
* Grey Coyote Territory
* Malbec Valley
* Meysonniers Mountains
* Olm Mountains
* Rillifane's Woods
* South Meysonniers Mountains
* Viridian Vale

**Water Ways**

* Araunshnee's Fall
* Bay of Nalmel
* Cloaker's Cove
* The Celestian River
* Torm's Well
Paramount Square (Penrith)

## OLD

**Paramount Square** is considered the market districts around the large central cobblestone square. This square is known for hosting many of the countries fairs and other celebrations. Filled with a number of pop up shops the large bazaar area this the center of life in Penrith. Fully restored to it’s glory before most places in the city after The Uprising as a symbol of the fight in Penrith it has been well maintained ever since.

## Defenses

The only defenses in **Paramount Square** is the guard presence, without separating walls or any real defensive buildings it relies on the guards only. The saving grace of these defenses is simply its location in the center of the city.

## Day to Day life

Most of the day to day life in **Paramount Square** is based around trade or entertainment. With very few people actually residing in the district outside of the shopkeepers it does not see a consistent flow of daily life. Most of the people living or staying in the square are staying in the inn or visiting dignitaries.

## Points of Interest

#### **Institutions**

* Penrith Arcana
* Penrith Courts
* The Golden Hunt

#### **Shops**

* Ash's Aria
* General Trinkets
* Merlin's Magics
* Pages
* Prime Cuts
* The Angelic Eagle
* The Brewer's Library
* The Defiant Anvil
* The Earthen Grasp
* The Famous Mirror
* The Glowing Gnome

#### **Taverns & Inns**

* Cerulean Taps
* Emerald Plates
* The Fearless Wolf
* The Rare Kettle
* Wyn's
REN Aurduune

## **Appearance**

Ren is a human male with blue eyes. He has light brown hair that is always messy no matter how hard he tries to maintain it. He has a rough and

## **BAAAAAAAAAAAACK Story**

Ren isn't the bravest soul, he relies on his brother TAVRICK a little to much. Growing up with his brother in the dwarven kingdom, REN never bothered looking for friends because he had his brother there. Nothing to outstanding happened to REN during childhood, he relied on his brother to do things for him, and the day would end. One day, however, when his brother started going to the forges to learn smithing, (around early 20’s) REN realized he wouldn't be able to accomplish the feats his brother could. REN is soft spoken, and very weak physically, the forge being no place for him. An elderly dwarf saw potential though. He took REN on as a disciple of alchemy. REN wasn't satisfied though. Learning the craft of potion making made his thirst for knowledge in this art unquenchable. He soon procured an herbalist kit, and became the self-study of gathering the ingredients that he would then use to make potions.By day, he was taught by the elder dwarf on alchemy, but by night, he was in the nearby forests and sometimes even the mines, collecting random herbs and mushrooms to be used. Roughly a year into his training, another dwarven man took notice of REN’s determination. This man told REN that, with practice, he would be a thief like no other. During the days REN’s mentor on alchemy was to busy for teaching, REN would go to the new teacher and learn lock picking. Still having free time, REN also began the tedious study of learning the language DRACONIC. Sooner or later, 6 total years had passed, and REN had learned everything he needed to know and more. Being taught  by both alchemist and thief, REN learned that witt is valued more than strength in any situation. While REN is still by no means independent, he learned how to think without relying solely on his brother. It was at this time, that his brother came to REN with an idea to start trading the goods that they were making. REN continued his research into natural ingredients, and thanks to his self-study of herbalism, he found himself being able to find the plants he read about easier than imagined. Knowing this, he accepted his brothers proposal and together the started Ren and Tavrick’s Apothecary and Anvil.
Night’s Fall

## Statistics

* +3 Shortsword
* Extra Damage Die
* Circle of Death, after casting roll a d6, 1-5 lose the ability until the next dawn
* +1 to AC
* Advantage on attacks in dim or less light

## Lore

“Night’s Fall” was a short sword forged for a human thief named Lizbeth Morningreaper. This blade was reknown for it’s sharpness and ability to bring death to those who stood against the wielder, in the absence of light it became the most deadly.
Shay

## Appearance

Shay is a 5' bipedal humanoid bird. His hands and feet each have claws on them. The majority of his feathers are close shades of brown, however the inside feathers of his wings are white. He has yellow eyes, and a short beak. If one were to compare him to a bird, he'd look similar to an owl. He is carrying a quarterstaff, and wearing simple loose midnight blue winter short robes and loose brown pants.
Slaad Tadpole

Image credit WOTC

> *Embedded in a slaad’s brain is a magic gem. Acquire it, and the slaad is yours to Command.*
>
>

## Slaadi

In the Ever-Changing Chaos of Limbo, bits of Forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.

***The Spawning Stone.*** Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to Other Planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and Githzerai, to create enclaves in Limbo. However, Primus’s Creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive Creation as the Spawning Stone for this reason.

The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and Attack them on sight. Nonetheless, Primus stands by his Creation and either doesn’t perceive the slaadi as threats or chooses to ignore them.

***Birth and Transformation.*** Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each Green Slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.

***Shapechangers.*** Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to The Material Plane to sow discord in the guise of their former selves.
Skeleton

## Skeletons

Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.

***Animated Dead.*** Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.

While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.

***Obedient Servants.*** Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.

A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.

Although they lack the intellect they possessed in life, skeletons aren’t mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn’t work, it searches for another way through or around the obstacle.

***Habitual Behaviors.*** Independent skeletons temporarily or permanently free of a master’s control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can’t eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.

When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation.

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

## Variants

Skeleton

Warhorse Skeleton

Minotaur Skeleton
Salamander

Image credit WOTC

### Special Notes

Vulnerabilities coldDamage Resistance bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire

# Salamander

## Salamanders

Salamanders Slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces.

Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as Forest fires rage around them, or Slither down the slopes of erupting volcanoes to linger in fire pits and magma floes.

***Fire Snakes.*** Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg’s thick shell and emerges as a Fire Snake. A Fire Snake matures into a salamander adult within a year.

***Slaves of the Efreet.*** Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers’ work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes.

Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders’ Hatred and pitting them against the efreets’ former servants.

The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as Slaves.

***Domineering Nobles.*** Although salamanders follow the destructive impulses of their fiery Nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin.

As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like Desert nomads, raiding other communities for Treasure.

***Living Forges.*** Salamanders generate intense heat, and when they fight, their Weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity.

This inherent heat is an asset to salamanders’ skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their Crafting Skills, or bind them to forges and ovens to generate limitless heat.
Sanguine Valley

## Notable Areas

**Points of Interest**

* Mouth of Talos
* Sanguine Temple

**Ruins**

* Andarian Mines

**Settlements**

* Aiskaraan
* Andaria
* Sutor

**Sub-Areas**

* Anargul Glades
* Bellowing Mountains
* Bramble Pass
* North Death Leap Mountains
* Sanguine Pass
* Seven Roots Forest
* South Death Leap Mountains
* The Spiny Hills

**Water Ways**

* Crryollalle's Channel
* Dranahn Waters
* Talos' Run
* The Still Gulf
* Yondalla's Pool
Sidhe Court

The Sidhe Court is the structure in which powers are handled concerning the Irt Atoll under Shadow Fey rule. There is multiple parts to each of the titles but none of them are in checks or balances against the Sidhe Emperor.

## Sidhe Emperor

The title Sidhe Emperor is currently used in the Irt Atoll as the title of the Dictatorship. The meaning behind the title is “Shadow” Emperor. Brought from their fey beliefs it is a direct reference to the courts of the Summer and Winter which rule their lands.

## Sidhe Judge

The Sidhe Emperor is backed up by the Sidhe Judges a group of loyalists. The members of the court are hand picked and rumored to be as vicious as any under the command of the Emperor. Each member has a direct title and area in which they are aside from the emperor considered the supreme law of the land.
Sirius Thorn

## Appearance

5’8”, yellow eyes, lightskin, shaggy white hair, a long scar down the left side of his face, wears breast plate and a dark cloak, wields a longbow, quiver 20 arrows and a long sword

## Personality

Serous is a rather nice guy and is often quiet and observant in most situations. He isn't the one to u usually start conversions but if someone talks to him he is more then glad to keep a conversation going as long as they like. He also enjoys his personal space and if it is not respected it will result in anger.

## Childhood

Sirius had a pretty simple childhood. He grew up in Bomanberg not sure on who his dad was and his mother always cursing his name. When he was about 10 years old he met his dad (Eragar Thorn) for the first time it seemed strange how they met and serous didn't understand it much but his dad was gonna take them in and take care of it even though his mom wasn't to happy about it but she got a big house which seemed to change her mind. Over that time serous was opened to many different things but one that was the most was adventure culture. He learned all about how to be an adventurer, bounties, guilds all work. Later on his father became determined in about destroying an old enemy that had risen so it made him un retire and leave again. the last time he say him was at his funeral. His father had been slain in battle against the enemy but they were able to destroy them in the end. Siriuses aunt (Cirilla Rhiannon) was there to keep him company and told him she would take care of him and protect him. After his fathers death Sirius and his mom moved back to Bomanberg and stayed in the Thorn Estate. It was long after that on a fateful day the sky turned red and hordes of undead attacked the city of Bomanberg and also some attacked the estate serous was told to run as his mother and some of the guards defended the courtyard. Sirius ran and a day later his great uncle Oscar Thorn found him and took him to some druids and told him to go with them and wait until it is time. Sirius didn't understand but went with the druids. He doesn't remember much after that except for being older and being thrown out of a tree portal to an unknown place.

## Family

 Abigail Thorn
 Eragar Thorn | 40
 Cirilla Rhiannon | 21

## Goals

Short term: TBA

Long term: TBA
Moradin

Icon of Moradin

## History

**Moradin,**prononced (mor-uh -din), is the Lawful Good God of the Dwarves and the chief decent of their pantheon. A harsh but fair judge, he was strength and force of will embodied. Moradin inspired intelligence, and harmonious existence with other good races while battling their pride and isolationist tendencies. ==

## Realm

Dwarfhome is a lawful good astral dominion, home to the god Moradin and his wife, The Goddess Berronar Located on Mount Celestia, Within its Forth layer Solania, It is the home of the dwarven Pantheon.

Moradin makes his domain, with his wife Berronar Truesilver and the other dwarven deities in a vast dwarven mansion called Erackinor located on the slopes of Solania. Here exists the giant Soul Forges, that Moradin is said to use to temper the spirits of his people.

Solania, The fourth layer, is also called The Crystal Heaven. Many valleys comprise Solania, covered with luminescent fogs and strange scents. The peaks are homes to numerous holy shrines, including monasteries and magnificent cathedrals. Many of the slopes are rich in precious ores and minerals and are mined by populations of dwarves that reside there
Rodrik, Protector of the Brave

> "Massive he stood over Shroudlight, his steps shaking the sands for miles away… Rodrik, Protector of the Brave has risen. The city was in conflict as The Black Rose and the Shadowbrands fought in the streets… The massive brass scales shimmering as the air was charged from that terrifying blue behemoth. Long may he guard this city!" - Shroudlight Commoner.
>
>

## Appearance

#### Dragon Form:

Standing as large as half of a city the brass scales of *Rodrik, Protector of the Brave* shine and gleam in whatever light source illuminates the area. His presence enough to shatter the resolve of even the most hardened veteran of the adventuring community. His massive wings create shade from the front of his body to the back of his almost winged tail.

#### Common Shaped Form

The hardy dwarf stands at five feet tall, his long sandy brown hair and beard adorned with brass rings and jewelry. With hardened work hands and a smile and laugh leaving his lips the wrinkles which create the depth of his face show a life of joy and stories.

## Personality

Rodrik is a curious and caring individual, but is slow to gift or show his true nature to many those he doesn’t know. He is commonly involved in bartending in Shroudlight, and most people who don’t know his actual identity refer to the bartender who wants to hear the stories. While slow to act and put in danger a truce of ancient beings once he believes he must act he acts with honor and valor.

## Family

*Rodrik, Protector of the Brave* is a key being in the grand scale of dragons. While he is a child of Bahamut, he is also credited with being the father of all Brass Dragons. As the first Metallic Dragon of Brass to step upon the material plane even those of his line who have not met him credit him as “The first of Brass”.

## History

Below is a listing of all eras which Rodrik was alive for, while not all information has been uncovered they will be updated as learned.

#### 4th Era

* Began standing guard of Shroudlight as a deal with Serelath, Lord of the Wastes

#### 6th Era

* Aligned with The Black Rose.
* Tending bar in Shroudlight.
* Fought with Serelath, Lord of the Wastes in Shroudlight

## Storyline

* The Titan War
* The Rise of the Chromatic Queen
Running A Business

Adventurers can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly.

A character rolls percentile dice and adds the number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table to determine what happens.

If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a - 10 penalty to subsequent rolls made on this table.

D100+Days

 21-30
 31-40
 41-60
 61-80
 81-90
 91+
Mind Flayer Lich (Illithilich)

Image credit WOTC

The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. So long as a mind flayer lich feeds captured souls to its phylactery, it maintains the muscular power of its tentacles and the ability to extract brains