recursal/Fanatic-Fandom huggingface dataset:
Saint Cuthbert

Brought from another world by the power of Rao, Saint Cuthbert is a force for good that is unrivaled.

Cuthbert works to educate the ignorant in order to change their ways and influence them towards the path of righteousness but knows that sometimes the only answer is a good hit to the skull. Thus Cuthbert the Cudgeler is one of the chosen gods of Lawful Good paladins who thirst for a chance to convert the masses, and an excuse to hit people with hammers in the name of law and order. His paladins are known to be at odds with the clerics of Pholtus, who have a hard-line stance on law that differs from his vision.

### Worship

The worship and church of Saint Cuthbert is split into three separate factions that work together.

#### The Chapeau

Under the sigil of a crumpled hat, the Chapeau are those who seek to convert others to the fold and are evenly split between lawful good and lawful neutral members. Most paladins of the faith also fall into this group, for the hand that defends against evil may bring new allies to the cause.

#### The Stars

The symbol of a searing starburst represents those who are in the Stars, the ones who are devoted to ensuring purity of thought and alignment within the ranks of the church. They are known to read the minds of members in order to identify those who may be future problems for the religion.

#### The Billet

The symbol of the club and the most numerous of the members of Cuthbert's clergy, the billet are the masses of the followers and friends to the common folk. They occasionally favor the faithful to the religion over non-believers more than the Chapeau would like, which is understandable as their goals run parallel and occasionally resources are tight.
Selvetarm

Selvetarm is the Drow god of war, and a perfectly obedient servant to Lolth. He is Lolth's champion in war outside of the Abyss.

### The Breaking of Selvetarm

Selvetarm was unsure of his morals early on in life, unable to choose between the members of his family. Upon meeting Eilistraee he made up his mind that it was best to strive for good and he grew idealistic, hoping to undo some of the evils of Lolth and redeem the Drow. He left the realm of his father and sought a new life, reshaping himself into a good-aligned deity of spiders (after being manipulated into killing Zanassu). He believed that by controlling spiders he could influence Lolth's empire by creating omens of ill-fortune if they continued their old ways. He was found by Lolth after only a few months.

He was tortured in the Demonweb Pits, broken with poison and constant needling. His mind cracked under the pressure, splitting into two entities. The first is Selvetarm, the Champion of Lolth and her slave, but the form of Zanassu escaped further into the Abyss. Both now are evil, twisted through pain and the influence of the Abyss crashing down upon them.

Zanassu is still worshiped by the Aranea, who respect him for who he was, but Selvetarm's worship was still punishable by death among the drow until he stood watch over Lolth during the Silence.

Selvetarm assisted his father in the attempted assassination of Eilistraee but was slain by her champion Cavatina with the Crescent Blade in the Demonweb Pits. There is a rumor that Eilistraee is trying to meet the vestige of Selvetarm with his aspect Zanassu in an attempt to recreate the good god as he once was, which may be possible since the destruction of Wendonai who had previously stolen it.

### Relationships

Selvetarm is not aware of Zanassu's existence and could not comprehend its form. He is the son of Vhaeraun and Zandilar the Dancer. He hates them and everyone else. He only enjoys killing and learning new ways to kill. He has protected temples of Garagos before. Selvetarm's only true ally is Kiaransalee who is the only one who can understand him. He is a sworn enemy of Bast.

###
Takemikazuchi

Takemikazuchi is a headstrong kami of thunder and athleticism, born from the blood of Kagutsuchi which was spilled by Izanagi. Takemikazuchi is said to wrestle the gigantic Namazu to prevent earthquakes and his sword was used after the conquest of Izuno to help bring the first emperor to power.

Takemikazuchi is credited with having subdued the Great Old One Amatsu-Mikaboshi.

### The Conquest of Izuno

Ōkuninushi's reign over the region of Izuno had been long and prosperous, but the Golden Age was soon to begin and could not happen so long as any one god reigned supreme over an entire island in the future kingdom. The gods put together a council to decide what must be done and finally sent two delegates to meet the god and ask for him to bend the knee to the Great Kami. Takemikazuchi and Futsunushi rode upon  Ame-no-torifune (the kami that is also a boat) and they greeted Ōkuninushi in his home where he lived with his wife Suseri. Ōkuninushi was friendly to the delegates but he apologized, he could not cede control over the land without the consent of his sons, for he could not rob them of their birthright. Takemikazuchi and Futsunushi understood, and went to find his two sons.

The first son was called Kotoshironushi and he gladly gave up his powers over the land, for ruling seemed like a hassle and he'd much rather fish all day as a retiree. The second son Takeminakata would not go so easily. He challenged Takemikazuchi to a series of physical challenges which ended in a wrestling match to decide the whole thing (it is said that this was the invention of Sumo). Takemikazuchi was successful, and their mission for the gods was successful.
Sess'Innek

Sess'lnnek is a reclusive Demon Lord and a deity of lizardfolk kings that encourages them to maintain control over their territory. He appears as a six-armed Lizard king with a sword in each hand and a pair of vestigial wings on his back. His realm the Phantom Plane is sealed off so completely that few, demon or mortal, have ever seen it or him. One of the few beings to see him in person was the great wizard Mordenkainen, who had broken his arcane locks while exploring.

### Worship

Sess'lnnek is typically worshiped by Khaasta (demonic lizardfolk) and by the breed of lizardfolk called Lizard Kings (large lizardfolk with demonic ancestry).

Sess'nnek demands sacrifice and his teachings created the common belief among his followers of the Rule of Tenths, which orders one in every ten prisoners kept by the tribes to be used as sacrifice.

### Dogma of Sess'lnnek

Kill and devour those who oppose Sess'lnnek. Destroy the followers of Semuanya. Sacrifice to make me strong and aid the Khaasta in the Great War.
Rohnelands

The Rohnelands on Enterris were a taiga-like stretch of wilderness several days North of the kingdom of Bellsk and officially recognized as territory of Bellsk despite the fact that the region was largely self-governed by insular chiefdoms. The region was named after the ruins of Rohne, an ancient castle just South of the Frostlands whose ancient stone walls were enchanted to emanate a slight warmth throughout, making it an ideal fortress for the barbaric natives that called the area home.

The Southern end of the region was home to the reindeer riding peoples of Donnesk, the South-West was home to Gor Golathi the largest Goliath-controlled region of the world, and the Northwest mountains held an entrance to the underground Dwarven city of Holtz. The region was separated by the Mohre Muskeg, a difficult to navigate swamp, and the Mohremoss forest, which themselves were separated by the Haglands. Formerly the Black Hold had also been held by Dwarves, until an invasion led by gnoll warbands that decimated the dwarven population in the area.

### The Disaster in the Rohnelands

Most of the story of what occurred in the Rohnelands is second-hand, due to the nature of its total destruction. The tale was related in detail by one of the sole survivors of the event, a barbarian turned to bardic inspirations in the wake of the devastation. His account tries to relate the historic events with the events he experienced and is currently the sole retelling of events.
Tsnng

The Tsnng are a strange manner of being native to the Plane of Mineral. They resemble spindly purple elves with elongated skulls and are completely crystalline, giving them a familiar yet alien appearance that is intensified by their completely strange language which is created by frequencies and vibrations as much as other sounds produced by their bodies, sounding akin to metallic buzzing mixed with the sound of a tuning fork mixed with normal Terran elemental speech. Their actual name is almost impossible to pronounce, so legendarily difficult that most visitors to the plane don't even bother. They are often covered in artificial crystal structures which they have cultivated themselves that resemble clothes, typically something resembling the current style for extraplanar mages and accented with a long staff (nearly every Tsnng is also a skilled spellcaster, so it seems they prefer to look the part). Every Tsnng is incredibly intelligent, ranging from genius to supra-genius level intellect.

Tsnng are capable of using their fingers as claws in a pinch, but this is usually a last resort since their brittle flesh is as easily torn apart as glass. Some Tsnng fighters will reshape their arms in battle to spears, which can be highly effective, despite robbing them of the use of their hands.

Tsnng live in cabals of 18-23 of their own kind. The interactions between these cabals are somewhat strange. Each cabal believes themselves to be in charge of the Plane of Mineral, an independent council of overlords that is in charge of every creature on the plane and believes the other cabals to be an affront to their hegemony. This is of course ridiculous, since no other creatures on the plane give the Tsnng any attention whatsoever, but is enough for the cabals to constantly plot against and murder one another. The Tssng are their own worst enemy on the plane.
Thessala

Thessala was a terrifying beast of a goddess, born of Typhon and Echidna. She settled herself and began to have her own children (the progenitor 'hydras' everyone is familiar with). Her lair was located in a lake in the material plane that had a hidden portal to Hades deep under its waters. She and her children were corrupted further by the influence of the Lower Plane, becoming more monstrous by the moment. As her children grew ever larger, Echidna began to help them cross over into Arborea, causing massive amounts of damage to the lands of both the Olympians and the Elven Pantheon, killing countless petitioners. Corellon Larethian sent his herald Leraje to scout Thessala's lair, however when she saw Thessala she loosed an arrow that pierced all one thousand of Thessala's heads, killing the Goddess and rendering all hydras born after to be dull-minded and bestial.

Thessala's two largest children parted ways, one going onto the mainland of Enterris and the other going deep into the ocean. The first was slain by the hero Heracles as one of his labors while the other, naming herself Mother Hydra, became the consort of Dagon.

A lich in the material iteration known as Oerth, became so obsessed with Thessala and her powers of flesh-craft that he created the monstrosities known as Thessalmonsters. While the lich (who called himself Thesselar) is now deceased, the monsters still roam the multiverse.
Ryujin

Ryujin is a gigantic dragon and member of the Yomi Pantheon, he is the largest of the Tun Mi Lung and is able to manipulate the tides with his magic gems. He lives in a glittering coral palace in the Plane of Elemental Water.

Once in the Golden Age, when Sendoru was under attack by forces from Gojose he capsized their armada and made the tide rise after they found an island to rest on, drowning the entire invading force. The Empress was able to conquer Gojose based on this victory.

### The Jellyfish and Monkey

Ryujin had a terrible rash and the only thing that could cure it was monkey liver, so he sent Jellyfish to retrieve it for him. Jellyfish was dull and got tricked by Monkey, who claimed that his liver was kept in a jar in the middle of the forest. Jellyfish looked for days and returned empty-handed. Furious, Ryujin beat him relentlessly, pounding the poor beast until its bones were powder. Jellyfish have never had bones ever since.
The Fated

The Fated are a sect that believes in taking what you can at all costs and forsaking everything else. If you're not strong enough to take it, get stronger. If someone takes from you it's because you were too weak to hold it.

### Relations with Other Factions

The Fated were formerly responsible for the Faction War after their factol attempted to overthrow the Lady of Pain. They were also the former tax collectors of Sigil. Needless to say they are very unpopular.

### Ranks of the Fated

Might makes right in the eyes of the Fated. Those who take control have to hold it and that is how their hierarchy functions.

### State of the Fated

Since the Faction War the Fated have been barely holding out, even in their new home of Ysgard. Their methods of negotiation have not changed since their exile from Sigil but they have found others to exploit since moving to Ysgard.
The Xaositects

The Xaositects are a faction that preaches that chaos is the only constant in the universe. Any patterns, consistencies, or laws that any individual sees in the universe are coincidence. Blind luck. Chance. Fate. All are the same thing ultimately. If one feels like doing something they should, because there's no reason not to.

### Relations with other Factions

The Xaositects are not well-received by most other factions, but they wouldn't care if they knew. They don't tend to care about much of anything.

### The Ranks of the Xaositects

The members of the Xaositects are easy to find in The Hive, and one can join them as long as they feel like it. Higher members are promoted to the rank of 'Boss' and taught greater secrets of chaos, while 'Big Bosses' are given use of the Xaositects' collection of weapons collected over the years (generally ruined items taken from the Doomguard or the Incanterium that have been chewed on and repurposed)

### The State of the Xaositects

The Xaositects are loose and anarchic and could barely be considered a faction if not for their relative strength in numbers and commitment to their cause of chaos. They look much the same today as they did before the Faction War.
Roykyn

Roykyn was a former cleric of Urdlen that was exceptionally cruel. They left their temple in the hands of illithids and began worshiping Erythnul as an insult to Urdlen when she felt unrewarded for decades of faithful service.

This so amused Erythnul that he sponsored her apotheosis, leading to her becoming a goddess of cruelty.

### Dogma of Roykyn

The greatest possible joy is found in the suffering of others. Humiliation is the true unifying and factor of all beings, and by humiliation are all beings equal. Cruelty gives you a power, a fire that is fed through tears, and through those tears can you achieve real strength.
Semuanya

Semuanya is a god of lizardfolk and is the creator god of the Asabi. He is a fragment of Jormungandr. Semuanya became popular when the Sarrukh started to die out en masse after the destruction of their god, the World Serpent. Their descendants still worship him, as he serves them well (despite not offering much at all).

Semuanya offers survival at all costs. He encourages the propagation of the species, breeding, and that is about it. He wants the lizardfolk to survive and will do what he feels serves that purpose best, interfering only in matters which threaten their existence.

### Relationships

Semuanya is hated by Essylliss because his worship overshadows him nearly completely. Semuanya is despised by the demon Sess'lnnek.
Vhuzompha

The Mother and Father of the Sea, Vhuzi

A monster of great size and a constantly shifting form, Vhuzompha is covered in eyes, strange protrusions, and possesses multiple sets of humanoid genitalia.

Before the Old Ones were overthrown and sealed away, Vhuzompha prided itself in changing its form, mating with different creatures, and permanently altering their bloodlines into different unique species. Of her favorite creations were the nautilus and chuul. She encouraged inter-species breeding, going as far as to use her influence to allow unrelated creatures to create hybrids more easily by removing biological restrictions. Her actions were considered an affront to the gods and an abomination. She was sealed in the Crag of the Bleeding Dark with the help of Bast, Njordr, and Aphrodite.

Her followers, those who have chosen her as patron or worshipers are usually communicated with her through visions or in the form of physical literature that she creates and then sends through strange means. The meaning of the visions and texts are often vague or indirect.

### Dogma of Vhuzompha

Eat not of the flesh of sea-creatures. Show reverence to seawater for it is where all life originates. Spread the joys and tell the benefits of physical love to those you meet. Populate the worlds with new beings. Bring the lost people of the world to Vhuzompha and she will bring lost things to you.
White Dragons

White Dragons are wild and spiteful. They are the physically weakest of the Chromatic dragons, having smaller overall builds. Their feet are wide and flat with toes that hook to the ground they walk on or the surfaces they climb upon. Their wings are frayed on the ends and can fold all the way behind their backs, giving them more aerodynamics when they swim. They have a dewlap on the bottom of their jaw (which connects to their neck given them an almost iguana-like appearance) which can be retracted if needed and it covered in spikes. White Dragons spend most of their time eating or collecting food, which often means being submerged in freezing ocean for hours at a time before coming up for air.  Climbing and swimming are integral to their way of life due to the climates and altitudes in which they live making flying less of an option at all times. Despite their weaker physical abilities, foes would be wise to avoid the breath attack of a white dragon. The aftermath of a white dragon's breath weapon is often dying of exposure almost instantly, regardless of armor or clothing.

White dragons are not overly territorial out of necessity. They obviously believe in their supremacy over lesser beings but keep a loose social network with others of their species in case of threats that are outside of the power of a single white dragon that could potentially harm multiple adults. Because White Dragons are so eager to enact vengeance for their personal grudges, however, it is common for a white dragon to report a threat to their kin and have it ignored as little more than a personal matter. White dragons keep smaller lairs that are closer together than most other dragon species. Their hoards usually consist of their favorite materials- polished gems and shining metals that resemble ice.

Mating is as frequent among White Dragons as their feasting. Eggs produced are often lain inside of  holes in stone formations and then covered in layers of ice and snow to conceal and cover them. Of the eight or ten eggs lain, about two to three would actually hatch into wyrmlings, whose first meals would be those who did not make it. White Wyrmlings tend to swarm, a natural instinct for them that leads members of different clutches to seek one another out. It is theorized that those who grow into adulthood with one another will have close protective relationships in the future. A wyrmling's scales are completely transparent at birth, becoming whiter as time goes on. The survival rate of these wyrmlings is low, but the number of wyrmlings that can inhabit a single nest number in the hundreds, to the potential thousands.
Satyrs

Satyrs, also called fauns, are fey with upper bodies resembling that of a horned human and the lower legs of a goat. Their hair color is as varied as that found in goats while their facial features and skin colors are as varied as those found in humans, with a decidedly fey bent to their faces making them very angular.

Satyrs are known for their love for song, revelry, and debauchery. They are beloved by a number of gods for their seemingly unending appetites, but particularly Dionysus.

The Satyrs in the Feywild have, in recent years, taken a decidedly xenophobic bent based on the rhetoric of their leadership, which claims that the ruin in the plane is the result of non-fey interlopers (including the eladrin).

### Notable Satyrs

* Pan
* Hyrsam
Xerfilstyx

The Xerfilstyx were true-born devils, the remnants of a lost legion of Cornugon. From the waist up they resemble horned purple-skinned devils with large black horns and dark blue bat-like wings disparately tufted with red feathers, from the waist down they have a mass of flesh resembling that of a large sea-slug, covered in small suckers that they use to drain victims of blood and memories. They are powerful spellcasters in addition to their physical strength. If they were capable of loyalty or rational thought of any kind they would be high-caste devils, but due to their latent madness and constant state of delirium they are outcasts, utilized only by Levistus.

The Xerfilstyx were an elite legion that attempted to infiltrate Hades through the river Styx. They were pulled by the current through to the river of Lethe and emerged where the Lethe meets the pool of Mnemosyne. The devils were intending to attack one of the strongholds of the Plutarei, but they were far off course, with the waters of the Styx corrupting their minds, the Lethe causing them to forget their identities, and the Mnemosyne filling their heads with memories that were not their own. By the time they were expelled from Hades by the Plutarei their minds were fully demented, and they now inhabit the waters of the Styx within the Hells, attempting to drag victims into the waters, hoping to force their victims to succumb to the same madness or die in the process.
Rabble of Devil-Kin

The Rabble of Devil-Kin are greater demons forced to live in exile on Avernus for breaking the terms of the Nine Hells in ways that displeased the Dukes of Hell. They are restricted in who they are allowed to contact to only Asmodeus or servants of Asmodeus (unless special situations permit) and they all wish to regain their status in the hierarchy. They are forbidden to gather resources or to build strongholds and so they live in collective settlements with lesser devils or live in isolation, waiting for a chance to restore their honor. They are closely monitored at all times by Malphas, Amduscias, and Goap.

### The Rabble

* Amon (deceased)
* Armaros
* Azazel
* Bist
* Cahor
* Jaqon
* Duskur
* Herodius
* Malarea
* Moloch
* Nergal
* Nisroch
* Rumjal

###
Wells of Darkness

The 73rd Layer of the Abyss, the Wells of Darkness are ruled by Ahazu. Originally believed to be a large empty wasteland, Ahazu ordered his followers to build trenches in the layer to improve fortifications and when they did they broke into the Darkness. A rocky plane of jagged hills with a dim blue sun overhead, filled with black pits that appear to be full of tar, which are actually places where the followers of Ahazu opened the ground up to the void. The ruined stone fortress called Overlook is the base from which all of the marble fortifications around the wells originate, and constantly moving from well to well are the Custodians, terrifyingly large Bodaks that guard the wells. The wells act as nearly inescapable prisons, serving the followers of Ahazu well. Ahazu himself fed himself to the void, so obsessed with its power, which he calls Shattered Night. His followers the varrangoin run a multi-planar business of abduction and incarceration through use of the Wells, and Ahazu seems to draw power from those kept within the prison. Few beings have ever escaped.

### Important Prisoners of the Wells of Darkness

* Ahazu himself
* Ansitif
* Bayemon (formerly)
* Areex (formerly)
* Cabiri
* Ebulon
* Lazbral'thull
* Ma Yuan
* Shami-Amourae
* Astaroth
* Dahak
* Echidna
* Kizarvidexus
* Rr'ikin'aka
* Ungulex
* Argolcheir
Varrangoin

Varrangoin are monstrous beings from the Abyss resembling giant rotting bats with skeletal and human-like heads and red eyes. They have long tails ended in whips and stings, resembling that of a scorpion's but draped in excess leather and skin. They are not among the Tanar'ri, being considered lesser creatures the average varrangoin would not stand a chance in a head-on fight, being forced to live as a scavenger, making a living on carrion where possible. All Varrangoin possess natural magical abilities which spray forth from their throats, which are capable of channeling magic efficiently, weaponizing sound and the very air around them to create sonic claps of sound, plumes of fire, and frozen mists (among other abilities).

Through arrangements made in the Abyss, greater members of the species have been able to mature and thrive. Once the Varrangoin were aligned with Iuz, but since his fall to the Abyss himself and the loss of many gateways to the material plane the Varrangoin have found their own source of power, through service to Ahazu and the Wells of Darkness.

A greater Varrangoin is a threat that even a strong Tanar'ri might reconsider, and their pact with the master of the Wells has secured their future for the foreseeable future.

Varrangoin in the material plane are generally kidnappers for the cult of Ahazu, or mercenaries hired by a greater cambion. There are still some Varrangoin that live solitary lives in caves in the lower planes, but they are increasingly rare as more and more of their kind flock to join the Seizer.
The Rose King

The Rose King was the self-proclaimed son of Corellon Larethian and a powerful Archfey in his own right. He ruled a city of Eladrin that today is little more than ruins with no name. He was romantic and idealistic, much beloved by his people.

The Rose King was petitioned by a refugee for protection in his city, a drow priestess named Zarra who had escaped from the Feydark city of Irrith Tal. Zarra was granted not only his protection, but soon his heart, and after two years the Rose King and Zarra had a child- a daughter named Liria. Zarra lived in his palace after Liria's birth for ten years until the Rose King left for a month to report to the Seelie Court. In the middle of the night, Zarra took their daughter back to Irrith Tal. Liria was guaranteed to cement their family into the ruling class of the city, she had the blood of a demigod flowing through her veins.

The Rose King led a campaign against the drow which proved to be a disaster. The tunnels of the feydark were like fortresses and his entire army was swallowed under the earth by the drow defenses. The Rose King and his best men made it to the heart of Irrith Tal where they were ambushed by Drow Priestesses and one by one knocked down by poisoned drow arrows.

Janil, the captain of the Rose King's guard (and her tutor at the palace) made it to Liria who teleported the two of them out of the city (her powers already manifesting at her young age), all the way to Shinaelestra where they could wait for news.

The Drow, knowing that his city was now defenseless, brought an army to the surface and wiped the city from the Feywild.

The Rose King, believed to be dead by his own people, was comatose from receiving dozens of doses of drow poison and was ultimately sold to Cegilune, who had her own plan for him. Upon an altar in the Feydark, beneath the great forest of the Feywild, the Rose King was sacrificed, his blood fueling the ritual of the Long Night and giving the Queen of Air and Darkness her reign of terror.
Wadjet

Wadjet is a member of the Heliopolan Pantheon and a shard of Jormungandr.

The twin sister of Apep the defiler, Wadjet was changed by the light of the Eye of Ra, a being that serves Ra-Horakhty with the spirit of femininity within. Isis took a young Wadjet under her wing and swiftly Wadjet became a wise goddess in her own right. She took Nekhbet, the Goddess of Protection as her partner and lover for some time and together they became a mighty force, protecting kingdoms and giving protection to the kings that ruled them. She was known for smiting enemies of the kingdom before they would have the chance to strike. Her current partner is the feline Goddess Bast and together they form a bond that is a shield around their warrior followers. The symbol of Wadjet is the Eye of Wadjet which provides insight and strength.
Ptah

Ptah is the designer of Heliopolis, one of the chief members of the Heliopolan Pantheon and the oldest. Ptah was born a titan, stunted in body and much smaller than the rest of his kind he was forced to develop his mind, with which he learned the power of creation and through his words thoughts became reality.

Ptah possesses the power to travel between the planes of the multiverse effortlessly, bringing his pantheon to different planes through his creation of the Sun-disc of Ra, which allowed his pantheon to come to new worlds. During Talona's Inquisition Ptah stopped wandering the multiverse and remained in Heliopolis, ready for potential invasion that luckily never came.

### Relationships

Ptah is beloved by his pantheon, the consort of Sekhmet, respected by the exiles Shu and Tefnut. He is the father of Imhotep and Nefertum.

He is highly respected by Erathis and was the first draftsman to work on the design of Hestavar. He is all but forgotten by the rest of the titans and has no recognition from the giant pantheon.

### Worship

In many cities around Nexxis, but especially in Menmenis, he is worshiped by the cult of Ptah. The cult is the right hand of the vizier of the pharaoh and is directly responsible for the creation of new construction on city-blocks, pyramids, houses, ships, and irrigation systems. Through their close relationship with Ptah all manner of sophisticated methods of craft are revealed to them, which is partially how they came to be known as the greatest stone-masons among humans to ever live. The high-clergy of Ptah are the most skilled at their respective crafts and are often wealthy, being treated as nobles in their cities.
Dendar the Night Serpent

Dendar, also known as Nidhoggr, is an Elder Evil and primordial of pure nightmares. She was born suckling at the roots of Yggdrasil. She lives in a giant cave next to a river of oozing slime in the Fugue Plane and can slip between the lower planes at will. She never ventures far from her home in the Fugue Plane due to a powerful binding spell, but requires frequent trips to the plane of Dream to feed upon the dreams of beings across the multiverse. Dendar is the reason most dreams go unremembered. Her greatest ambition is to someday gain the strength to journey to the higher planes and eat the stars.

Dendar is the mother of the Linnorms.
Uke Mochi

Uke Mochi was a greater kami of food who was in Takamagahara during the first period of Amaterasu and Tsukuyomi's rule. The couple held a feast and Uke Mochi arrived, bringing out more food from her body, pulling it from her mouth, nose, anus, and genitals. This so disgusted Tsukuyomi that he slew her on the spot, disgracing Amaterasu and causing his exile.
Oghma

Oghma, with his brothers Lugh and the Daghda are known as the Tri Di Danan or 'The Three Gods of Skill'. Oghma as one of the Tuatha Dé Danann was an adversary of the race of titans known as Fomorians (that would later devolve into the horrid monsters that today plague the Feywild). Oghma was chosen by his people to be their champion and demonstrated through countless challenges of physical prowess, skill, and cunning that his people were the superiors of the Fomorians, eventually leading to all-out war against them where he was struck down and greatly wounded.

Oghma, once skilled in both body and mind now relies on the latter to get things done and inspires his followers to do the same.

### Worship

Learned men and women around the material plane show their respect to Oghma through the wearing of a simple medallion of a silver scroll on a chain. A being of any alignment can follow Oghma's teachings to their fullest.

An elite group of warrior-bards known as the Order of the Silver String can be found around the world, risking life and limb in the name of freedom to express ideas and the freedom of creation.

### Relationships

Oghma is closest to the other major gods of creation: Milil, Gond, Deneir, and the Dwarven and Gnomish craftsmen.

Oghma's enemies are those who suppress ideas or those who use subterfuge to keep secrets like Vecna, Mask, Bane, and formerly Leira who was dispatched by Cyric (who has made himself an enemy of Oghma by usurping her portfolio).

It is supposed by many mortals, (and common-knowledge among his fellow gods) that Oghma has a great number of mortal offspring who have demonstrated great prowess in any number of skills. It is entirely possible that much of his highest clerics are his own children. Cyric took advantage of this knowledge and turned 22 of them into paintings- powerful and macabre artifacts called the Whispering Children that he scattered around the multiverse (after being pursued by Mystra) and which Oghma desperately wishes returned to him.
Montague 'Monty' Weaver

Montague Weaver was a founding member of the Onyx Ravens and the only surviving member to remain in Xathal. He was a handsome and charismatic man with a fairly strong moral compass (for a mercenary) before he was changed by Xathamar. He hates his new appearance, especially since the coup when him and Leo were badly burned by the explosion. Despite the experiments, he still considers the rest of the Onyx Ravens his brothers-in-arms and closest friends. He still wants what's best for the people though, and set himself up as what amounts to a sheriff in Xathal. He's always had a sharp eye, and puts that to use in combat by picking off important targets from afar with his rifle. Over the years his rifle has become enhanced and improved almost as much as his skill in over a hundred years of sharpshooting. He is known as one of the only beings alive that can kill with a rifle at over 300 meters. He leads a small force of lawbringers in the wastes, occasionally working with The Blackened to keep major threats clear from the abandoned leyline well where his mentor Butler and the arch-wizard Xathamar both were reduced to ashes. One of Monty's dreams is to reinstate the Onyx Ravens as a form of guard and standing militia across the region.
The Children of the Vine

The Children of the Vine are a sect made up of degenerate former members of the Society of Sensation who have lost themselves to the spirit of the Bacchae. The Children of the Vine are those who became so obsessed with the fruits of the Gilded Hall and the works of Dionysus that they devoted their entire lives to intoxication and pleasure.

They believe that the greatest sin is self-denial, and so they give in to any temptation that would increase the pleasure of themselves and those around them.

The Dustmen consider them incredibly infantile for their material and physical attachments, but their relationship with the Sensates is still reasonably good.
Talpeurs

Talpeurs are small humanoids related to and resembling moles. They have squished faces and fat bodies, typically their noses are hog-like or have star-like appendages at the end. Talpeurs have horrible eyesight which gets worse in direct sunlight, so they mostly get around with tremorsense and smell. Their hands and feet are hairless and with their clawed digits make perfect digging tools, allowing them to dig burrows and tunnels.

They typically live anywhere from surface lowland areas to deep underground, finding joy in community and shared experiences. Talpeurs are unlikely to venture off on their own, but may be willing to travel with friends. Their numbers are relatively few so most Talpeurs find joy living in the small villages and settlements of other races.

Talpeurs enjoy religion but find it hard to worship most surface deities since many of them focus on light. Talpeurs were once enslaved to C'thalpa, and a small number of them still worship the Outer Gods.
Rudd

Rudd is a goddess who takes great interest in games of chance and skill, seeing great value in and obtaining great joy from those games. She knows every card game ever invented and many others besides (she is not a fan of games relying on strategy for they are far too easy).

She appears as a human woman with a long blue cape, always trailing in the wind behind her, and her rapier at her side.

Rudd owns a giant gambling house in Ysgard's city of Himinborg called the House of Cards, one of the largest of its type in all the planes.

### Relationships

Rudd is the student of Olidammara (possessing many of his eccentricities) and is close to her other mentor, Norebo (who is possibly her father).

She is an enemy of Iuz, Beshaba, Zagyg, and Ralishaz and is on bad terms with Istus since she does not believe in predestination.

### Worship

Rudd's clergy operate gambling houses where they hand out small pamphlets that explain the tenets of their faith. While one of the dogmatic principles on the pamphlets is 'no cheating' the clergy have an understanding that cheating is fine as long as one doesn't get caught, but they wouldn't tell the general populace about this.
Titans

Before the Gods there were only two groups of beings: the Outer Gods and Annam All-Father and Gaea and their children the Titans. Before even the Primordials had awoken from the elements there were the Titans, and when the young gods began to rise, it was the Titans that were in their way. This first period was known as the Titanomachy, although it was quickly brought to an end by both the efforts of the Gods and the interference of the Outer Gods. Largely the Titans are progenitors of the Giants.

### Unique Races of Titans

* Asuras
* Laestrygonians
* Daityas
* Danavas
* Fomorians
* Gajasura
* Hecatoncheires
* Irda
* Jotuun

### Notable Titans

* Abzu
* Adi
* Ægir
* Aghasura
* Algorn
* Apasmara
* Asteria
* Astraeus
* Atlas
* Bakasura
* Bhandasura
* Banasura
* Bhasmasura
* Ceto
* Coeus
* Crius
* Danu
* Darika
* Kronos
* Kuafu
* Eos
* Echidna
* Epimetheus
* Eurynome
* Gayasura
* Girzon
* Gog Madoc
* Helios
* Hiranyakashipu
* Holika
* Hyperion
* Iapetus
* Ilvala
* Jalandhara
* Janus
* Kamsa
* Lanaxis
* Leto
* Malephus
* Meghanada
* Menoetius
* Metis
* Mnemosyne
* Mane
* Oceanus
* Pallas
* Perses
* Phoebe
* Phorcys
* Porphyl
* Prometheus
* Putana
* Ptah
* Rammaq
* Ravana
* Rhea
* Selene
* Surtr
* Syllia
* Tethys
* Theia
* Themis
* Thrym
* Vatapi
* Ymir
The Sodkillers

The Sodkillers as they exist now are a sect that is a revival of one of the parent factions of the Mercykillers along with the Sons of Mercy. Their philosophy is that strength is the only law that matters, so might makes right, and they operate primarily as mercenaries (since whatever cause they're being paid for is the right one).

### State of the Sodkillers

For a time the Sodkillers and Sons of Mercy tried to fill the role of the Mercykillers in Sigil's prison system, but this proved to be an incredibly unwieldy goal, since they were working directly opposite of one another's interests in close proximity. The other Lawful factions gave the two factions an ultimatum to either reform or be exiled, and some members of the respective revival factions chose exile over returning to the Eight Tenets.
Travelers' dust

Travelers' Dust is a drug that is highly addictive and incredibly deadly to its users. The drug appears as small roseate pieces of sand or salt and is taken by dropping it into the eye and allowing it to dissolve. Users of the drug are identified by their slurred speech, trembling hands, and blood-red eyes.

> "The travelers of the Crimson Road are welcomed to the breast of the Raven Queen" -Warning from the Church of Ilmater
>
>

The drug often makes its users loosely aware of their astral self moving on an endless path of crimson which they are compelled to follow. At the end of the path is the open mouth of a horrific entity who happily devours their souls. There are some who believe that the drug is made from the blood of Tanar'ri themselves.
The Harmonium

The Harmonium is a faction that believes that all of the multiverse can only succeed once they are united under a common banner of order dedicated to the greater good. Ideally their own.

The Harmonium trace their origin back to a planet called Orthos which was a version of the Prime where a group of adventurers really built up steam (as they do) and in the pursuit of achieving harmony, 'purged' the population of their planet of any chaotic or neutral forces, leaving only law behind. Noticing that their planet was still not at rest they devoted themselves to expanding to the Outer Planes which they concluded was the source of the unrest, and then began purging as best as they could, leading inevitably to Sigil as all things do.

After 500 years of attempted crusades the Harmonium decided to get on board with the other factions and try more diplomatic approaches to encouraging others to follow law and became the police of Sigil.

### Relations with Other Factions

The Harmonium has bad blood with many of the other factions. The Xaositects understandably hate the Harmonium, as do the Revolutionary League and Second Wave, however the Free League also hates the Harmonium, accusing them of shielding those who commit evil acts in their name from the legal system they're supposed to represent.

Ranks in the Harmonium

The Harmonium has ranks much like a military organization would be expected to have, and accepts new recruits based on how willing they are to follow orders and how logical they are. The factol of the Harmonium is a human paladin named Sarin III, who is the third in his line to hold the title of factol.

### State of the Harmonium

The Faction War changed the mindset of many members of the Harmonium, who saw the influx of enemies rising against them and allying with the Doomguard to be telling of their failings. The Harmonium now tries to be more diplomatic in their enforcement of the law. even if sometimes its authoritarian roots show through. The Harmonium has remained strong in the aftermath of the war.
Vaprak

Vaprak is an Irda, and is the patron deity of ogres who is said to have helped create the ogre race through a brief union with Gaea. Vaprak when he appears is said to resemble a perfect mix of troll and ogre, and is terrible to behold.

He is responsible for the corruption and fall of the Irda at the hands of Rao.

His motivations seem somewhat confused but he values strength and action.

### Oni: the Children of Vaprak

Prior to receiving the gift of Prometheus, humans were perfect servants to Vaprak, unquestioning his orders and lacking the capacity to think of orders for themselves, beyond a desire to feed, fight, or mate. After the gift of knowledge was received, the humans fell away from him completely and quickly. He sent his sons Muaj, Agmori, and Hakuni to reel in the race of cowards and weaklings that dared defy his orders and they set their clans against the humans, moving quickly and brutally, yet they were ultimately unsuccessful. Furious at their failure, Vaprak took his sons' godhood away, stripped them of his blessings and assured that they would never again bask in the power of Shatterstone. The brothers took their respective clans who would now call themselves Oni (a reference to their desire to hide) and settled in Sendoru, where most of their bloodline still remains.

### Worship

Ogres create shrines to Vaprak out of any objects they have available at the time, from meat and bones to salvaged parts of machines or even re-purposed remnants from the shrines of other deities.

There are reports of Vaprak's clergy respecting the ordning and the giants, considering themselves as stewards to the higher levels of giants and titans. There are disturbing accounts of troll disciples of Vaprak being cannibalized by Frost Giants in order to give the latter the abilities and powers of a troll, namely their regenerative powers and increased strength.
Soulhammer

The Soulhammer is the legendary, sacred one-handed warhammer of Moradin which has seen use as both a tool and a weapon in the hands of the god. From time to time it has been granted to dwarven champions in order to combat evil.

The large glowing hammer grants its wielder proficiency in smithing tools and +10 to all checks involving the crafting of weapons and armor. In order to attune properly to the weapon, its wielder must be Lawful Good.

You gain a +5 to all attack and damage rolls made with this weapon and gain an additional 5 strength while attuned to it. You gain advantage against all creatures evil and chaotic.

**Soulhammer Throw:** The hammer can be thrown with ease up to fifteen feet and will return to the hand of the wielder. Thrown attacks lose the +5 bonus to attack rolls but retain the normal damage of the hammer.
Snotra

Snotra is an artificer and inventor for the Ysgardians and was formerly a handmaiden of Freyja before she went to live with the Dwarven pantheon to hone her fine craftsmanship. She returned to Ysgard after the Ragnarok and brought her innovations to the plane, expanding the armory of the gods and producing many mechanical warriors for the reserves of Val'Halla.
Syranita

Syranita is the patron goddess of Aarakocra. She appears as a large aarakocra with rose-gold feathers and silver skin, around her neck is a heavy gold chain with an opal embedded within it that is said to protect her from elementals. She can change the direction of the wind at will.

From time to time she is said to come to the material plane to listen to music and watch skilled performers.

### Relationships

Syranita is amiable and most other gods like her. She is especially good friends with Akadi, Chan, and Aerdrie Faenya (with whom she shares a realm and may be a consort of).

Syranita is an enemy of Malar, Yeenoghu, and Yan-C-Bin.
The Expansionists

The Expansionists are a sect founded on the principle that the multiverse is always expanding and the true nature of the universe is constant growth. This is how people must be also to feel fulfilled. Constantly growing, evolving, getting better all the time. What the Expansionists lack in actual knowledge they make up for in scope of knowledge, often being quick on uptake of information beyond the norm.

The Expansionists have the infamy of being one of the factions erased from Sigil, with all of its members being Mazed (Leading to the Fated making a move and mortgaging all of their former territory). The factol of the Expansionists at the time had been so sure of their philosophy of self improvement that they believed themselves to be a match for the Lady of Pain.

While they have those that look up to them (the Godsmen and the Fated) nobody is exactly sure how the Expansionists returned as a sect, although the current popular theories are that

1. The original Expansionists managed to escape the maze (unlikely).
2. A younger generation discovered the Expansionists' rhetoric and took up their name and colors (more likely).
3. Her Serenity simply grew tired of torturing them for all eternity (not bloody likely).

Regardless of the cause of their return to the Outlands they aren't powerful or leather-headed enough to return to the city, although they may be fools enough to confront the Lady once again.