recursal/Fanatic-Fandom huggingface dataset:
Assarka Sim Narsh

**Assarka Sim Narsh** was one of the proud Liontaurs who guarded the city of Tarna. He was brash and naive, but very brave. Most often, he guarded the Gates of Tarna during the day alongside Sharaka Sim Rahsh. Sharaka frequently chastised the headstrong Assarka for his hasty judgements, particularly when it came to the history of Tarna.

## Real World

Assarka Sim Narsh is derived from *Quest for Glory III: Wages of War*. For canon information, please visit:

* Quest for Glory Omnipedia
Apemen

**Apemen** were a savage, primal humanoid species found in the jungles of East Fricana. They were similar enough to humans that it was often assumed they were a subspecies either devolving into apes, or a species of apes evolving into humans. They inhabited the Lost City, where they enslaved monkeys to do their bidding.

Despite their sapience, apemen would attack anyone who crossed their paths and could not be communicated with.

## Real World

Apemen are derived from *Quest for Glory III: Wages of War*. For canon information, please visit:

* Quest for Glory Omnipedia
Zap

**Zap** or **Leyden's Latent 'Lectrical Discharge** was a transmutation spell used often by wizards, sorcerers, and other arcane spellcasters. The spell was often among the first a spellcaster might learn. The spell itself placed a small electrical charge on a weapon wielded by the caster, which would unload on a target the next time that the weapon struck a target.

## Source

Zap is derived from *Quest for Glory*. For canon information, please visit:

* Quest for Glory Omnipedia
Warpstone

**Warpstone** was a bright green crystalline substance that was, in actuality, a physical manifestation of wild magic energy in the Prime Material Plane. It has a faint greenish glow, and is slightly warm to the touch. The stone itself is hard, like flint, and has no noticeable odor.

Warpstone usually arrives on Toriliana through meteor storms, falling to the surface of the world only to be discovered later.

## Uses & Effects

Warpstone has a corruptive influence on most species that come into contact with it, and it may even be the true culprit behind the original corruption of the Darkspawn. Even ingesting the slightest pinch of warpstone dooms one to strange mutations of both body and mind. Due to this, most people that are aware of warpstone will take great efforts to avoid coming into contact with it. However, its potent magical energy is a compelling temptation for many with interest in the arcane -- sorcerers, wizards, artificers, and alchemists. Mad scientists, too, have found it can be used to power many of their inventions nearly indefinitely.

No race has as much use for warpstone as the Skaven, who also call it "god-stone" and believe it is a gift from their deity the Great Horned Rat. Warpstone powers all of their technological inventions and their magic. They use it in breeding and in creating the twisted, monstrous mutations that can be found amongst their hordes. They have learned to incorporate warpstone into poisons and potions. They fashion warpstone into their armor and jewelry. They even craft warpstone into coins known as Warpstone Tokens, which they use as currency.

Although Skaven have a significantly higher tolerance against warpstone corruption than other species, before it can be safely handled by the general population of Skaven, it must be transmuted by the Grey Seers.

## Real World

Warpstone is derived from *Warhammer Fantasy*. For canon information, please visit:

* Warhammer Wiki
Yuan-ti

**Yuan-ti** were a collective race sometimes known as the **snake people**. They referred to themselves as **vrael olo** which meant "**favored ones**." They were once humans, in ancient prehistory, until they were experimented upon by the serpentine sarrukh. When the sarrukh fell from power, the yuan-ti rose to take their place -- presiding over their vast empire until that too eventually fell.

## Characteristics

Most yuan-ti were evil -- and typically chaotic. All yuan-ti had serpentine features, depending upon their caste or breed. Some appeared to be nearly human, whereas others were much more snake-like.

Yuan-ti were scaled -- although the scales were heavier on some than others -- and were usually green or brown, though red and blue hues could be seen. Some scales had elaborate patterns on them. Only the most human-like of yuan-ti wore clothes, but all yuan-ti carried weapons if they were capable of doing so.

Yuan-ti were carnivores, eating any warm-blooded flesh they could find -- including human. They also enjoyed eating birds, and so kept large herds of flightless birds as food.

Yuan-ti gave off no scent that was detectable to humans.

Yuan-ti possessed tremendous psionic powers and were remarkably intelligent. Yuan-ti that had humanoid enough heads were innately capable of casting the following spells:

* Cause fear
* Darkness
* Snake charm
* Stick to snakes
* Neutralize poison
* Suggestion
* Polymorph

All yuan-ti were able to transform themselves fully in the form of a viper with only their own willpower.

Female yuan-ti lay eggs in brood chambers, marking them with their parentage, and then abandoning them to the care of broodguards. When the eggs hatched, the hatchling yuan-ti would seek food -- eating each other if none was available. They would be initially trained by the broodguard, learning to wield their powers.

## Subraces

There were several distinct castes or breeds of yuan-ti. This included:

* Purebloods - the most humanoid of all yuan-ti, the most involved in dealings with other races.
* Malisons - also called halfbloods, malisons were humanoid in shape but had much more distinct serpentine features -- such as a snake's head -- than purebloods.
* Abominations - the most snakelike, abominations had only a few humanoid features. Abominations were the leaders of yuan-ti society.

## Real World

Yuan-ti are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Elves

**Elves**, or **Tel-quessir** in their own language, were a number of closely related long-lived, fey touched races found nearly all over the world. Some continents, however, treated elves as second-class citizens or worse.

The elven races were myriad, nearly as diverse as humans, though they did share some common traits. On the whole, elves were considered beautiful by most other races. All elves had pointed ears, and most were naturally tall and slender. Elves typically lacked any sort of body hair, with their only hair growing from their heads, as well as eyebrows and eyelashes. Some elves were capable of growing facial hair, though this was uncommon.

Elves also had longer lifespans than almost any humanoid species, typically living to be around 700 years old -- though elves were only fertile relatively early in their lives. Many elves did not sleep but rested in a trance-like state known as reverie.

## Subraces

There was a myriad of subraces of elves, including:

* Aquatic Elves
	+ Sea Elves
* Avariel
* Dark Elves
	+ Drow Elves
	+ Shadar-Kai
* Eladrin
* High Elves
	+ Moon Elves
	+ Star Elves
	+ Sun Elves
* Pallid Elves
* Snow Elves
* Sylvan Elves
	+ Lythari
	+ Wild Elves
	+ Wood Elves

There were also a number of hybrid elf species:

* Fey'ri
* Half-Elves

## Real World

Elves are derived from nearly all of our sources. For canon information, please visit:

* Baldur's Gate Wiki
* Critical Role Wiki
* Forgotten Realms Wiki
* NWN Wiki
Daedra

**Daedra** were a variety of fiend which originated on the plane of Oblivion. Unlike demons, yugoloths, or devils; daedra were widely varied in their motivations and alignments -- as such, they were not unified in any respect -- even under the leadership of the Daedric Princes -- and did not, as a whole, participate in the Blood War.

## Classification

### Daedric Princes

The most powerful of the daedra were commonly referred to as the Daedric Princes -- many of whom were even worshiped as gods. They each controlled a portion of Oblivion, which they shaped as they saw fit. Like deities, each Daedric Prince had a concept or set of concepts associated with them, which was often called their "sphere."

The following is a list of most of the Daedric Princes and their spheres:

* Azura - twilight, prophecy
* Boethiah - conspiracy, deceit
* Clavicus Vile - wish-granting, pacts
* Hermaeus Mora - learning, knowledge, fate
* Hircine - the Hunt
* Jyggalag - order
* Malacath - the Bloody Curse, the Sworn Oath
* Mehrunes Dagon - destruction, revolution
* Mephala - lies, sex, secret murder
* Meridia - living things
* Molag Bal - domination, enslavement
* Namira - the Ancient Darkness, all things repulsive
* Nocturnal - night, darkness
* Peryite - pestilence
* Sanguine - hedonism, debauchery, indulgence
* Sheogorath - madness
* Vaermina - dreams, nightmares, omens

### Lesser Daedra

All other daedra were considered lesser daedra. Many of them -- though not all of them -- served Daedric Princes or were created by them. The following is a list of many species of lesser daedra.

* Aurorans
* Clannfear
* Daedroth
* Dark Seducers
* Dremora
* Golden Saints
* Herne
* Hungers
* Knights of Order
* Lurkers
* Morphoid Daedra
* Ogrims
* Scamps
* Seekers
* Spider Daedra
* Vermai
* Winged Twilights
* Xivilai
* Xivkyn

## Source

Daedra are derived from the Elder Scrolls series. For canon information, please visit:

* The Elder Scrolls Wiki
Gnomes

**Gnomes** were a small humanoid species, sometimes referred to as the **Forgotten Folk** as their small size -- around 3 and a half feet tall -- made them easily overlooked. Gnomes had large eyes and noses in comparison to the size of their heads, and some had large ears, which could either be rounded or come to a point.

Gnomes were primarily noted for their eccentric sense of humor, though they had a keen intelligence and were also very curious and were among the best engineers of Toriliana. Gnomes, though well-suited for virtually any form of spellcasting, had a particular penchant for illusion magic.

Despite their jovial nature, gnomes did not typically share much about themselves with outsiders, nor did they maintain a recorded history -- at least not one shared with other species. They did have a rich oral history, though it was littered with legends and myths that sometimes contradicted each other.

Gnomes had length lifespans, roughly 300 to 500 years -- not quite as long as elves, but still considerably longer than those of humans. Gnomes could reproduce with humans, though the half-gnomes these unions produced were extremely rare.

## Subspecies

There were handful of subspecies of gnomes, including:

* Forest Gnomes
* Rock Gnomes
* Svirfneblin

## Notable Gnomes

* Ann Agrama
* Keapon Laffin
* Punny Bones

## Real World

Gnomes are derived from most of our source materials. For canon information, please visit:

* Baldur's Gate Wiki
* Forgotten Realms Wiki
* NWN Wiki
* NWN2 Wiki
* Quest for Glory Omnipedia
Aarin Gend

**Aarin Gend** was human man, tormented by sins in his past and working towards his own redemption.

## History

He was born a slave -- but escaped by killing his master, who was also responsible for his mother's death. This act of violence haunted him for years.

Eventually, Aarin fell in with pirates led by Randall the Red -- until he was captured and imprisoned by Lord Nasher Alagondar. Nasher allowed him the opportunity to make up for his past by working for the common good of Neverwinter. It was in this capacity that Aarin located the local thieves' guild -- and its leader, Calliara.

Unfortunately, Aarin had fallen in love with Calliara. He offered her a choice: give up her life of crime, and potentially run away together, or face the criminal justice system of Neverwinter and die by Aarin's hand. She refused either option -- the two fought, and she died in the conflict. Despite his grief, he continued to serve Lord Nasher after these events.

## Source

Aarin Gend is derived from *Neverwinter Nights*. For canon information, please visit:

* Forgotten Realms Wiki
* NWNWiki
Belarian

**Belarian** was an Elven noble who resided in the Blacklake district of Neverwinter. He was haughty and proud, rarely deeming to speak to those whom he considered beneath his elevated station. He owned a shipping business out of the Docks district, though the Wailing Death interrupted his ability to keep his stores stocked.

Belarian would never admit to it, but he was a frequent customer of the Moonstone Mask. This was, perhaps, what caused him to be trapped in the City Core when each district was placed under quarantine because of the Wailing Death.

## Real World

Belarian is derived from *Neverwinter Nights*.
Shifters

**Shifters**, or **weretouched**, were a hybrid race -- those descended from interbreeding between lycanthropes and humans. Shifters looked very similar to humans, though the distinctive differences stood out. Shifters had flatter animalistic noses, larger eyes that allowed them to see in low light with heavy eyebrows over them, pointed ears, and much more hair than was common for humans.

Shifters had minor shapeshifting abilities and could make themselves look more human but they could also enhance their bestial qualities, such as claws, a tail, wings, or gills. They could adapt to whatever environment they were in.

Shifters were often feared due to misconceptions that they were evil -- based on myths about lycanthrophes. Shifters were often nomadic, as they were seldom welcome in one place for long. This prejudice instilled a fear in many shifters that an inherent animalistic savagery might one day take them over, so many shifters chose to become hermits.

## Real World

Shifters are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Otto von Goon

**Otto von Goon** was the goon assistant to Sheriff Schultz Meistersson, who was also something of an adopted child -- Otto even slept in a bedroom in the Meistersson home. The Sheriff had trained Otto to be able to apprehend criminals alive -- though the goon had not managed to learn not to break any bones. When not helping enforce the law, Otto spent most his days playing with a yo-yo.

## Real World

Otto von Goon is derived from *Quest for Glory I: So You Want to be a Hero?* For canon information please visit:

* Quest for Glory Omnipedia
Aldo

**Aldo** was a halfling who lived in the Beggar's Nest district of Neverwinter with his Mattily, along with their servant Hector.

Despite the quarantine in effect, once Beggar's Nest was overrun by undead Aldo resolved to flee into the City Core. Unfortunately, during this attempt to escape, Aldo's wagon broke -- he sent Hector to retrieve the parts needed to repair it.

## Real World

Aldo is derived from *Neverwinter Nights*.
Arestes

**Arestes** was a good-natured sailor from the city of Silmaria, who lost his arm in a boating accident years ago. Unable to help with most of the problems going on in the kingdom, he spent much of his time enjoying himself at the Dead Parrot Inn.

Following the murder of the former Chief Thief, Arestes took up the temporary role of leading the Thieves' Guild and managed the Chief Thief Contest.

## Real World

Arestes is derived from *Quest for Glory V: Dragonfire*. For canon information, please visit:

* Quest for Glory Omnipedia
Dogs

**Dogs** were a popular, domesticated animal found across Toriliana although dogs could also be found in the wild. There were a variety of breeds, ranging greatly in size and appearance. They were particularly popular pets among humanoid species.

Dogs were domesticated over the course of thousands of years, bred initially from wolves. They were commonly found in any settlement, useful for companionship and a myriad of other purposes. They were considered loving and loyal -- humans often referred to them as "man's best friend."

Dogs were even considered special by several deities -- white dogs were sacred to Deneir and all dogs were honored by Mystra.

## Real World

Dogs are derived from the real world, but also from *Dungeons & Dragons: The Forgotten Realms*. For canon information please visit:

* Forgotten Realms Wiki
Ad Avis

**Ad Avis**, the **Wizard of the Southern Sands** and **Enchanter of the Elements**, was a powerful wizard from the southern regions of Faerun. He was a misogynistic megalomaniac who aimed to use his magic to conquer the world.

## History

Ad Avis graduated from the Wizards Institute of Technocery, but sought even greater power. Having learned of the mysterious Dark Master, he sought them out and became their apprentice.

As he learned under their tutelage, he came across the legend of the powerful Marid Iblis. Once he had been freed from his servitude to the Dark Master, he resolved to release the djinn. He traveled to Raseir, knowing the prophetic release of Iblis was close at hand. He arranged a coup with Khaveen -- deposing Arus al-Din and installing his brother Ali al-Din Hasan as the new emir. The new government's first act was to declare Raaseir a human-only city, banishing the thousands of Katta who dwelled within it.

Shortly afterwards, the magical fountain in the city dried up -- turning the city into a dry, desolate and harsh place. New, harsh laws restricting the rights of the citizens of Raseir began to be enacted. When an army began traveling from Shapeir to investigate, Ad Avis summoned a sandstorm to block their passage.

## Source

Ad Avis is derived from *Quest for Glory II: Trial by Fire*. For canon information, please visit:

* Quest for Glory Omnipedia
Drogan Droganson

**Drogan Droganson** was a retired adventurer and, secretly, a member of the Harpers. Upon his retirement, he built a large home for himself in the village of Hilltop where he and his familiar Riisi could reside. The Harpers, believing this would be the safest place to store four mysterious but immensely powerful objects, entrusted him with a mummified hand, a dragon tooth, a mask, and a tower statue.

Drogan sought to pass on his experience to others, and so began to take on apprentices who wished to become adventurers. He took on a small handful of pupils: Dorna Trapspringer, Xanos Messarmos, and Mischa Waymeet.

During the Dripping Fang Clan's raid of Hilltop, Drogan's home was invaded. He was poisoned by the kobolds, unable to prevent them from taking all four of the artifacts that he had been charged with keeping safe.

## Real World

Drogan Droganson is derived from *Neverwinter Nights: Shadows of Undrentide*. For canon information, please visit:

* The Forgotten Realms Wiki
* NWNWiki
Katta

**Katta** are a race of small humanoid cat people, most closely resembling bobcats and domesticated house cats.

Katta originally hail from the deserts of Raseir and Shapeir, and seldom leave the warm arid climate for other regions of the world unless it is a necessity -- they particularly detest cold, damp climates. Katta are renowned for their artisanship, but also make particularly shrewd merchants. Many Katta artisans use subtle, nearly undetectable magic in their work.

Katta have a very close-knit community, and virtually all consider themselves cousins or even closer relatives to any other member of the species. Their cultural is matriarchal, following lineages only through their mothers.

## History

For most of their history, few Katta left their homeland -- until the Emir Arus al-Din was removed from power in a coup. The new emir, his brother, Ali al-Din Hasan, banned katta from the city of Raseir. Thousands of katta became refugees, scattered across the continent of Faerun and the world.

## Notable Katta

* Shameen
* Shema

## Player

### Adventurer Ideas

Your Katta is likely one who was banished from Raseir, and now seeks a life of adventure or is searching for a means to save their homeland from evil.

### Racial Traits

As a katta, you receive the following traits:

**Ability Scores:** As benefits a race that are great merchants, Katta receive a +1 in Dexterity, Wisdom, and Charisma.

**Alignment:** Katta are almost never evil.

**Size:** Resembling a large, bipedal house cat, Katta are rarely over 3 ft/0.97m tall. Your size is Small.

**Speed:** With some vestiges left of normal cats, Katta have a land speed of 35.

**Background:** All Kattas are assumed to have the Guild Artisan/Merchant background, with their guild being Kattas in general.  PC Kattas may choose an additional background, having the abilities of both.

**Low-Light Vision:**  While their vision isn’t as great as elves, they can still see in low-light conditions as if it was daylight.

**Claim to Hospitality:**  Kattas feel that each other Katta is kin, so Katta adventurers are usually welcome by strange Katta as if they are kin, and can room and board with them like a family member.  However, this can be abused, and a Katta asking far too much generosity from strangers, even fellow Katta, may be thrown out the door.  Katta sometimes give pins to humans who have been especially heroic to the Katta, who may also receive the claim of hospitality.  Only Kattas and their special heroes can see these pins.

**Language:** You speak Common and one other language of your choice.

## Real World

Katta are derived from the *Quest for Glory* series of video games. For canon information, please visit:

* Quest for Glory Omnipedia

Their adaption to a 5E Playable Race is taken from IcyGeek.com.
Half-orcs

**Half-orcs** were born of the union of a human and an orc -- and were notable for having the strength of their orcish ancestors, while maintaining the grace of a human. Unlike the beloved half-elves, half-orcs were often outcasts from both orcish and human society.

Half-orcs were just a little bit taller than most humans, but had noticeably orcish characteristics -- grayish or greenish skin, jutting jaws with prominent teeth albeit smaller tusks than an orc would have. They were covered in coarse body hair. Humans considered their appearance somewhat bestial, while orcs thought they looked entirely too human.

Half-orcs were not as long-lived as humans, usually living to be around sixty years old.

## Notable Half-Orcs

* Daelan Red Tiger
* Dorn Il-Khan
* Gromnir Il-Khan
* Xanos Messarmos

## Real World

Half-orcs are derived from *Dungeons & Dragons*. For canon information, please visit:

* The Forgotten Realms Wiki
Gith (species)

**Gith** were a species of humanoids that evolved from another, long forgotten species while under enslavement of illithids. After centuries, they fought for and won their freedom, but philosophical differences led to a schism -- which ultimately became separate races of people: the githzerai, the githyanki, and the githvyrik.

Gith were tall and slender, almost emaciated in appearance. They had pale yellow skin, sometimes with hints of brown or green. They had long, angular heads with deep-set eyed, flatten noses, and pointed ears that were serrated on the edge. Their hair was typically black, red, russet or gray.

The gith, as slaves, rebelled -- led by a woman who would come to be called Gith -- in an unprecedented move the led to the deaths of several elder brains. After earning their freedom, however, Gith demanded that they build their own empire, and hunt down illithids anywhere they could be found. Zerthimon challenged this, arguing that they would become the very tyranny they had just toppled. The disagreement led to a civil war. Eventually, Zerthimon was killed and his followers -- the githzerai -- retreated to Limbo. Gith's forces, weakened to a point that waging a war of conquest against the mind flayers was unfeasible, retreated to the Astral Plane.

## Real World

The gith are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Bin Ma'amar House

The **bin Ma'amar house** was the home of Abu bin Ma'amar and his sons Abdul, Jabbar, Kamar and Kareem. It was located in the city of Shapeir at the end of Zrir Darb just off of Rani Tarik. It was a modest home with a sparsely furnished front room, featuring only shelves, a closet, a table and two rugs.

## Real World

The bin Ma'amar house is derived from *Quest for Glory II: Trial by Fire*. For canon information, please visit:

* Quest for Glory Omnipedia
Bonehead

The guardian of Baba Yaga's flying hut, **Bonehead** was enchanted so that he could address visitors to the archfey. He was equipped with a sarcastic attitude and eternal selfishness. He was seldom disturbed in Spielburg Valley, and when he was, he insisted on making deals to allow entry through his gate.

## Real World

Bonehead is derived from *Quest for Glory*. For canon information, please visit:

* Quest for Glory Omnipedia
Centaurs

**Centaurs** were a large sapient tauroid creature that often lived in small tribes or family groups, typically in temperate climates. Centaurs had the upper body of a humanoid, and the lower body of a large horse.

Centaurs were a proud race, though they strove to find balance with nature -- unless they were eating or drinking, in which case they had a reputation for overindulging. Centaurs could resort to violence if it was necessary... or simply if they were drunk enough.

## Notable Centaurs

* Heinrich Pferdefedern
* Hilde Pferedefedern
* Logos
* Pholus

## Real World

Centaurs are derived from *Dungeons & Dragons* and *Quest for Glory*. For canon information, please visit:

* Forgotten Realms Wiki
* Quest for Glory Omnipedia
Verdan

The **verdan** were a relatively new speciesto Toriliana, goblinoids that mutated rapidly and randomly. The original verdan were a clan of goblins and hobgoblins that dwelled in the Underdark but were exposed to the chaotic energies of That-Which-Endures -- they lost all of their memories and fled to the surface. Once they were there, however, they discovered they were an entirely new species that had mutated... and continued to do so.

Young verdan looked something like half-elves with jade green skin. From this point on, any feature or trait of theirs could change in an instant -- their hair, their eye color, their ears, even their sex or gender could shift at random. As such, even members of the same family could have -- and often did have -- wildly different appearances.

This everchanging fluidity had worked its way into verdan culture. They did not assign any significance to any physical traits, as these could change at any time. They valued diversity and freedom above all else and opposed any oppression -- particularly those rooted in bigotry. With no collective history to lean on and a natural curiosity, many criminals saw the verdan as easy, gullible targets, though they had a natural instinct to detect if someone was telling them the truth.

Verdan had limited telepathy, able to slowly transmit simple concepts.

Verdan reached adulthood at about 24 years of age. Their actual lifespan is unknown, as no verdan has died from old age.

## Real World

The verdan are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Toriliana

**Toriliana** was the planet upon which our adventurers, heroes, and villains existed.

## Continents

There were several continents on Toriliana. They included:

* Aranna - a continent known for its magical wellsprings and for having been where the First Cataclysm took place. It was home to unique species such as the droog and was the center of the Azunite faith.
* Azeroth - along with Kalimdor, Northrend and Pandaria was once part of a single continent until the Great Sundering tore them into separated continents.
* Ennor - sometimes called Middle-earth.
* Faerun - a massive continent, Faerun was perhaps the most populated of the continents of the world.
* Kalimdor
* Northrend
* Pandaria
* Serenia - a continent comprised of small kingdoms, including the nation of Daventry. It was the closest continent to the Land of the Green Isles, though they were remote enough that they were generally considered a legend by those who had even heard of them.
* Tamriel - a large continent, this is the continent where all of the Elder Scrolls could be found, hoarded within the Cyrodilic Empire.
* Tanalore - a small continent containing the lands of Tamir and Llewdor.
* Thedas - a continent plagued by darkspawn and monsters.
Apothecary (Shapeir)

The **Apothecary** of Shapeir was located off of the Fountain Plaza. It was owned and operated by Harik Attar. From here, Harik mixed various pills and potions to help the people of the city remain healthy.

A bookshell along one wall contained a number of books, including:

* By the Time I Am a Phoenix, I'll be Rising
* Creative Accounting for Left Brains and Numerilexics
* Elementary Elementals
* Flame and Fortune
* Herb's Herbs
* How to Build Your Own Brazier
* How to Get Fired Without Losing Your Job
* How to Make the Pills Pay the Bills
* Stupid Elemental Tricks
* The Pizza Elemental: Fact or Fiction?
* To Pill a Mockingbird

## Real World

The Apothecary is derived from *Quest for Glory II: Trial by Fire*. For canon information, please visit:

* Quest for Glory Omnipedia
Ali Fakir

**Honest Ali T. Fakir** -- a name he fashioned for himself -- was a used saurus salesman. He claimed the "T." stood for "Edgar." He had a stand from which he sold saurii at the saurus lot just outside the gates of Shapeir.

## Real World

Ali Fakir is derived from *Quest for Glory II: Trial by Fire*. For canon information, please visit:

* Quest for Glory Omnipedia
Dexterity

**Dexterity** was a measure of a being's nimbleness or agility. Particularly graceful people, people with tremendous coordination or balance, were known to have greater dexterity than the norm. Dexterity was an invaluable ability for adventurers.

Dexterity was the primary ability used by those skills in acrobatics, sleight of hand, or stealth.

## Real World

Dexterity is one of the six ability scores for characters in *Dungeons & Dragons*.
Animals Are Your Friend

***Animals Are Your Friend*** was a book that was found by adventurers in caves beneath Dragon's Eye.

## Excerpt

> "One of the first steps towards living in harmony with animals is learning to respect our ever-changing relationship with animals. Many people think of humans and demihumans as being superior to animals. However, as I've already stated, the criteria for 'superiority' is very subjective. For this reason, we must view our relationship with the animals of the wild on a personal and ever-changing basis. Give creatures the respect they deserve, but always remember that predators are predators, no matter how much you respect their territory."
>
>

## Real World

*Animals Are Your Friend* is a book from *Icewind Dale*.
Borlan

**Borlan** was a resident of the Beggar's Nest in the city of Neverwinter. During the Wailing Death, he was driven from his home by the zombies that infested the district. Unable to afford anywhere to go, Borlan camped outside the gate to the district and hoped that someone would be able to bring peace back to his home.

## Real World

Borlan is derived from *Neverwinter Nights*.
Bertrand Penhold

**Bertrand Penhold** was the brother of the magic user Marcus Penhold. As they attempted to flee from the zombies in Beggar's Nest, they were separated. Bertrand was able to take shelter in the Helmite's Sanctuary, where he resolved to wait for his brother.

## Real World

Bertrand is derived from *Neverwinter Nights*.
Antwerps

**Antwerps** were a rare, endangered species, most often found in northern regions like the Silver Marches. They appeared to be gelatinous creatures, bouncing around almost mindlessly. Their organs were fully visible from the outside of their body, and they had numerous red eyes what essentially served as their "head." Antwerps were herbivores who were particularly known to enjoy eating avocado and garlic.

Antwerp reproduction was something of a mystery, though it appeared to be completely asexual. Antwerps could be split apart into numerous baby antwerps simply by bouncing onto something sharp, like a blade. However, this could lead to population explosions that sometimes put an entire ecosystem at risk -- as had happened in Spielburg Valley. This population boom was quelled by Wolfgang Abenteuer and Schultz Meistersson with the help of two travelers passing through.

Although antwerps were not aggressive, they could defend themselves. Their skin was thick enough to render them impervious to magic or bludgeoning weapons. If threatened, however, an antwerp could launch itself fully into the air and bring itself down on their opponent with deadly force.

## Real World

Antwerps are derived from *Quest for Glory*. For canon information, please visit:

* Quest for Glory Omnipedia
Alabaster vase

An **alabaster vase** belonged to Sheriff Schultz Meistersson, sitting in his home in Spielburg in front of a painting. The expansive vase was worth 40 silver coins.

## Real World

The alabaster vase was derived from *Quest for Glory I: So You Want to be a Hero?* For canon information, please visit:

* Quest for Glory Omnipedia
Awari

**Awari** was a strategy game played by Simbani people, which involved moving game pieces, called seeds, from small "houses" to a "score house" at the end of the board. The seeds are "sown" across the board during each player's turn.

## Real World

Awari is derived from *Quest for Glory III: Wages of War*. For canon information, please visit:

* Quest for Glory Omnipedia
* Wikipedia
Owlin

**Owlin** were distant descendants of giant owls from the Feywild, having evolved into humanoid owls. In appearance, owlin varied as much as owls from the Prime Material plane -- some even coming as particularly small, no larger than dwarves or gnomes. Otherwise, owlin had a great deal in common with the aarakocra -- humanoid forms with wings sprouting from their shoulders.

Owlin were much stealthier than aarakocra, and could naturally see in the dark.

## Real World

Owlin are derived from *Dungeons & Dragons*.
"King" Gramm

**"King" Gramm** was a mad gnome sorcerer, who delusionally believed himself to be a king whose heir had been enslaved by an evil wizard. He believed himself to be targeted by agents of the Society of the Black Mantle.

Gramm's delusions were likely the result of chaotic wild magic, granting him visions of the occurrences in Daventry -- though he mistakenly believed the visions were of his own life.

## Real World

"King" Gramm is derived from *Baldur's Gate*. For canon information, please visit:

* Baldur's Gate Wiki
Witchers

**Witchers** were extensively trained, alchemically enhanced fighters who hunted monsters for coin. They were taken in as small children by the various Witcher Schools and submitted to intense physical, mental, and magic training while being made to ingest compounds and formulas to grant them superhuman abilities. As a result of this, every Witcher is a carefully honed weapon against aberrations and monsters -- but is also a mutant and something of an aberration themselves.

## Mutations

All Witchers share the following mutations:

* Sterility - Witchers are unable to breed, and therefore cannot pass on their traits. This is why Witchers must be selected from the children of outsiders. (Despite this, Witchers are known to have an over-developed libido.)
* Enchanced Vision - Witchers are able to quickly adapt their eyes to blinding light and to nearly pitch darkness. Although all of a Witcher's senses were enhanced, their vision was their strongest of the five. Witchers could often be recognized by their unnaturally colored, cat-like eyes.
* Resistance to Disease - Witchers were immune to nearly every disease, and strongly resistant to others.
* Enhanced Abilities - Witchers possessed greater than normal strength, speed, reflexes, and endurance -- greater than even their intense training could naturally produce.
* Regeneration - Witchers healed from wounds more rapidly than others of their species.
* Longevity - Witchers could live for centuries longer than others of their species.
* Magical potential - though Witchers lacked the magical aptitude of sorcerers, they had more potential than ordinary mortals. They could also sense the presence of magic.

## Real World

Witchers are derived from *The Witcher*. For canon information, please visit:

* Witcher Wiki
Adventurer's Guild

**Adventurer's Guilds** are found throughout the world of Toriliana, in most major settlements. Guilds varied from place to place, as the local guildmasters often tailored the guild to their tastes. Some adventurer's guilds were places to train and hone one's skills, some were simply safe havens to swap stories, still others were little more than glorified markets for mercenaries and sellswords to make themselves available for hire.

All guilds featured a logbook, where new adventurers to the area could sign their names and where any heroic deeds could be recorded. Most also featured heads of slain monsters as trophies on the walls.

## Notable Guildhalls

* Mordavia Adventurer's Guild - the adventurer's guild in Mordavia has been abandoned.
* Neverwinter Adventurer's Guild - also called the Trade of Blades, this hall serves primarily to train adventurers and for mercenaries to sell their trade.
* Shapeir Adventurer's Guild - the guild hall in Shapeir, run by Uhura as of late, the guild mostly served to train combat skills with an elite Simbani warrior. The Eternal Order of Fighters closely watched the guildhall for potential recruits.
* Silmaria Adventurer's Guild - the adventurer's guild in Silmaria has changed hands many times in recent years, despite a thriving community of adventurer's using it for training.
* Spielburg Adventurer's Guild - this guild was run by Wolfgang Abenteuer. Though it was once a thriving guild, it has fallen off -- mostly it was a monument to better bygone days.

## Real World

Adventurer's guilds are derived from *Quest for Glory*. For canon information, please visit:

* Quest for Glory Omnipedia
Giff

**Giff** were a species of humanoid hippopotami, hailing originally from the continent of Fricana.

## Characteristics

They were large, only slightly shorter than ogres, with strong muscles in a wide build. Their heads were covered with thick plates of chitin. Giff skin colors were mostly commonly shades of gray but could also be black or gold. Giff celebrated their accomplishments by having colorful tattoos placed on their skin.

For as large as they were, giff had surprisingly good reflexes. They had the strength of a hill giant but were not particularly smart. They were incapable of casting spells but did have a resistance to magical effects. This Unfortunately, this even included healing spells -- giff had created their own remedies to counteract this, which included Herb Tea 33-Alpha.

Giff society was organized into a strict hierarchy and had rigid lives. They could only have their rank improved if they received a promotion from a giff of a higher rank. Giff enjoyed following orders, and typically dressed in uniforms. Maintenance of armor was a common hobby, and most giff had a love of weapons -- especially firearms and explosives.

Despite this almost militaristic society, giff had no designs for conquest. They did love to travel. Groups of giff were often hired as mercenary companies.

## Real World

Giff are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
A Pleasurable Deal

***A Pleasurable Deal*** was a lewd play written and directed by first-time author Kingsley Harp. He had been inspired to write the play to explore social taboos and human nature. The player detailed the story of a tiefling named Robert who made a deal with a cambion after he was unable to satisfy his wife. In the end, Robert breaks the deal and dies horribly.

At least one interview was cut short when it was suggested that the play's success may have been the result of a similar deal. The play itself was banned in numerous cities.

## Real World

*A Pleasurable Deal* is derived from *Baldur's Gate III*. For canon information, please visit:

* Forgotten Realms Wiki
Bearmen

**Bearmen** were a ferocious species of humanoid bears -- fierce warriors with incredible strength, though they lacked the speed and dexterity of some other races. They also tended to have very limited intelligence but were nevertheless a danger to anyone traveling in the wilderness of Marete.

## Real World

Bearmen are derived from *Quest for Glory V: Dragon Fire*. For canon information, please visit:

* Quest for Glory Omnipedia
Amelia Appleberry

**Amelia Appleberry** was the healer of Spielburg Valley, keeping a small home and a shop outside the town of Spielburg on the road to Castle Spielburg. From this residence, she created various potions, tonics, elixirs, and ointments that helped and healed the residents of the valley. She shared her home with a domesticated pterosaur that named Pterry.

When the brigands injured Heinrich Pferdefedern, the Brigand Leader brought the centaur to Amelia. She treated the wound, though it did not heal perfectly.

Shortly after this, Amelia's favorite ring went missing. She posted a notice at the Speilburg Adventurer's Guild, hoping that someone might find it and return it to her.

## Real World

Amelia Appleberry is derived from *Quest for Glory I: So You Want to be a Hero?* For canon information, please visit:

* Quest for Glory Omnipedia
Dripping Fang Clan

The **Dripping Fang Clan** was a clan of kobolds found within the Nether Mountains. The caverns in which they lived were located above the lair of the white dragon Tymofarrar, who was their master. The Dripping Fang Clan raided the town of Hilltop in search of artifacts of magical power, which they found in the home of Drogan Droganson.

## Real World

The Dripping Fang Clan is derived from *Neverwinter Nights: Shadows of Undrentide*.
Sorcerers

**Sorcerers** were arcane spellcasters with innate magical abilities. Unlike wizards, sorcerers did not need to study the arcane arts nor engage in pacts with demons in order to obtain power as warlocks did. As such, sorcerers had a reputation for being undisciplined and often practiced magic without restraint.

Sorcerers were often feared, and this fear sometimes extended to wizards. As such, sorcerers and wizards did not typically get along.

## Origins

The origin of a sorcerer's innate mystical abilities could come from a number of sources, including the following:

* Aberrant Mind - the mind of a sorcerer was sometimes affected by unnatural powers, other planes of existence or an interrupted ceremorphosis.
* Clockwork Soul - sometimes the magic of a sorcerer could originate from pure order, operating like a well-oiled machine.
* Divine Soul - sometimes a deity would bless a soul, giving them innate access to both divine and arcane magic.
* Draconic Bloodline - one of the more commonly recognized origins, came from access to dragon blood. This was often in one's heritage, but some sorcerers gained this by being bathed in dragonblood during infancy or having dragon blood infused into them.
* Shadow Magic - some sorcerers tapped into the evil, dark magic of Shadowfell, though these spellcasters would become warped in body and soul.
* Storm Magic - granted power by the primordial elements themselves, storm sorcerers were able to control even the weather itself.
* Wild Magic - sometimes known as chaos sorcerers, wild magic was innate and unpredictable. Such mages were sometimes at the mercy of fate, as their magic could surge unpredictably.

## Notable Sorcerers

* Baeloth Barrityl
* Boddyknock Glinckle
* Xanos Messarmos

## Source

Sorcerers are derived from *Dungeons & Dragons*. For canon information, please visit:

* Baldur's Gate Wiki
* Baldur's Gate 3 Wiki
* Forgotten Realms Wiki
* Icewind Dale Wiki
* NWN Wiki
Fairies/Statblock

*The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.*

*Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You’re also free to come up with your own characteristic if none of the suggestions below fit your character.*

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* **Ability Score Increase.** When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

* **Creature Type.** You are a Fey.

* **Size.** You are Small.

* **Speed.** Your walking speed is 30 feet.

* **Fairy Magic.** You know the Druidcraft cantrip.
	+ Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
	+ Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

* **Flight.** Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.

* **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The *Player’s Handbook* offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Sea elves

**Sea elves**, also called **aquatic elves** or **Alu'Tel'Quessir**, were a water-breathing subrace of elves.

Though there was only one subrace, the appearance of a sea elf depended upon which sea they had originated in. Those from the Great Sea had green skin that was striped or mottled with brown, whereas those from the Sea of Fallen Stars had blue skin that striped or mottled with white. Some sea elves had paler, silvery-green skin. The skin of all sea elves was thick, protecting them from the cold of their deep-water homes. Sea elves could remain comfortable at temperatures just above freezing.

Sea elves were larger and heavier than land-dwelling elves and had deeper voices. Their eye colors were incredibly diverse, including turquoise, white, black, blue, green, and silver. Their hair colors were similarly diverse, including blue, green, blue-green, black, silver, or occasionally red. Most sea elves enjoyed leaving their hair long and flowing, but warriors preferred to crop it short and close to their heads. Sea elf toes and fingers were twice as long as those of humans and were webbed. They had gills visible in their necks and over their ribs.

Sea elves had the least innate magic of any elven race but were even more in touch with their environments. Their senses were heightened -- they could detect the slightest change in the currents of water, hear noises underwater that others would never be able to perceive even with magical aid. They had better eyesight than any surface-dweller, even in low-light conditions.

Sea elves were amphibious and could leave the water albeit not for extended periods. Some could only leave for a few minutes at a time, while some could survive up to a week without being submerged in water. Sea elves could manage in fresh water but could only thrive in the salt water of the oceans.

## Real World

Sea elves are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Tabaxi

**Tabaxi** were a feline anthropomorphic species, larger than the otherwise fairly similar katta. They had tall slender bodies -- growing up to seven feet tall -- with long tails, covered in fur that could be in a wide range of colors -- light yellow to brownish red -- and a lengthy tail. Tabaxi were covered in spots or stripes. They had slit-pupil, cat-like eyes that were most often green or yellow.

Tabaxi were a very agile people -- excellent climbers, fast runners, and surprisingly competent swimmers. They had an extremely heightened sense of smell and tremendous balance.

Tabaxi society was structured around clans, and within each clan was several "Hunts" that were comprised of up to eight individuals. They were a nomadic people, building temporary settlements around their territories and moving those settlements as they moved. The clans were led by elders and shamans.

## Real World

Tabaxi are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki