recursal/Fanatic-Fandom huggingface dataset:
Duke Ulric Carver

The Duke of Vengerburg. He is as cold and serious as is his land. He also serves as the Count of Murivel. He is 47 years old and is married to Duchess Gertrude Carver. He used to be the commander of the Vengerburg Bear Cavalry as a Count before he inherited the role of Duke after his father's passing. His little brother, Count Erdan Carver, took over command.
Ryze

Ryze is the capital of the Kingdom of Silabar. It is believed this was the first settlement that was established back when the elves first settled and discovered Silabar. The city itself, and more importantly, Highkeep, is built near a cliff face named The Last Fall, where it is rumored King Cainhurst I fought and killed the last elven regent of Silabar and threw him over. Today, the city boasts a massive population of about 250,000 and has one of the busiest ports in Silabar located on the shores at the base of The Last Fall. The port is so large in fact that it has almost become it's own small city.
Illvoreth the Eternal

Illvoreth began life as a common sea turtle. However some of latent magical radiation near some of the undersea fissures by Maribor have transformed him into a massive over thousands of years. In this time, an island has also managed to form on his back. He is roughly 300 ft. long and swims the waters of the Northern Daerael Sea. Various cultures revere him and give him religious significance while many scholars agree that he is likely the oldest living being on the planet.
Levistus Subrace

## Levistus Bloodline

* **Ability Score Increase:** Your Constitution score increases by 1.
* **Legacy of Stygia:** You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Duskendale

Duskendale is a rather calm, upper class city in which many nobles keep their Sunpeak retreats. Many nobles will come here when they've retired to live out their days in a scenic and calm town. The city is well spaced out, with plenty of room for comfortable estates. Duskendale sits on the coast of Karanen Lake and is otherwise surrounded by lush green rolling hills.
Lord Azren Myriad

The High Steward and Hand to the King to High King Soren. He rather old, even for an elf, at 689 years old. He was a young and ambitious landlord in the time before King Cainhurst I. While he is dedicated to his appointment as Hand to the King, he is also secretly in charge of the secret order known as The Faceless.
Prince Nellas Orissan

The older brother to Princess Althea and would be heir to King Denethor and the high city of Lorien. In response to the marriage between Princess Althea and Prince Charix, he was taken when he was 194 as a ward/prisoner by King Solex to ensure further compliance on the part of the high elves. Now, 373 years later, he essentially acts as a son to King Solex, he is his eldest living son, Prince Tyrex's, steward and most trusted adviser.
Count Martin Cassel

Count Cassel is the count of Orys. Though he is now past his prime at the age of 66, many remember the days when he was a Captain in the Order of the Sword who never turned down a task and bravely charged into battle no matter the odds. Though he has many battle scars, his greatest is the scar that runs from under his left eye, down to the right edge of his mouth, clipping off part of his nose and part of his lip. A token from his showdown with Warchief Uzimar.
Yuan-Ti

Your yuan-ti pureblood character- called a pureblood for short-has the following racial traits.

* **Ability Score Increase.** Your Charisma score increases by 2, and your Intelligence score increases by 1.
* **Age.** Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
* **Alignment.** Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.
* **Size.** Purebloods match humans in average size and weight. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Innate Spellcasting.** You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, ***but you can target only snakes with it***. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Magic Resistance.** You have advantage on saving throws against spells and other magical effects.
* **Poison Immunity.** You are immune to poison damage and the poisoned condition.
* **Languages.** You can speak, read, and write Common, Abyssal, and Draconic
Characters of Monalein

## Characters

This page serves as a directory for every character written for Monalein.

### A

Alaesh the Shadow

Isaac Armand

Rosa Armand

Shea Armand

Lady Emelia Ashford

Lord Maxim Ashford

Inquisitor Atula

High King Estris Auralian

High King Soren Auralian

Lord Rigel Avercomb

### B

Prince Charix Balasaar

Prince Drakon Balasaar

Prince Urion Balasaar

Prince Galrix Balasaar

Prince Tyrex Balasaar

King Solex Balasaar

Prince Uriel Balasaar

Lord Solto Bedford

Inquisitor Beorn

Flight Captain Aldor Berkhart

### C

King Cainhurst I

King Cainhurst XVIII

King Cainhurst XIX

Count Orville Carlisle

Duke Petyr Carlisle

Count Stuart Carlisle

Commander Thanicin Carr

Count Erdan Carver

Duchess Gertrude Carver

Duke Ulric Carver

Flight Captain Peter Casian

Count Martin Cassel

Chester

Lord Aurelius Coldsnap

Lord Tenebris Coldsnap

Lord Matteas Colville

### D

Count Martin Dance

Count Rodric Dallis

Forgemaster Kainan Delos

Curtice Destry

Prince Devon

### E

Count Karim Edelweiss

Duchess Ingred Everheart

### F

Lord Azorin Firebrandt

Lord Hostor Firebrandt

Queen Loriella Firebrandt

Lord Olsen Firebrandt

### G

Garanorn the Rock

Clover Granville

Iris Granville

Count Isaac Granville

Lily Granville

Oleander Granville

Yarrow Granville

Sorrel Granville

### H

Count Kayden Hayle

Baron Cailan Howe

Lord Gairland Howe

### K

KNIGHT

Kwee

### L

Ser Gareth Locke

Lyarra the Owl

### M

Malachor the Mad

Count Darren Malark

Count Ernest Malark

Duke Ranor Malark

Captain Arlia Miriam

Lord Azren Myriad

### O

Princess Ophelia

King Kared Orgrimar

Princess Althea Orissan

King Denethor Orissan

King Edrahil Orissan

Prince Nellas Orissan

King Qolruun Orissan

Ornstein the Viper

### R

Kestermere Raine

Alistar Rayburn

Duchess Emelia Rayburn

Duke Mathias Rayburn

Mathias Rayburn II

Patricia Rayburn

Ser Brynden Redwater

Lady Eia Reimond

Lord Lorean Reimond

Maia Reimond

Inquisitor Rumil

### S

Scartoof

Flight Captain Cerise Silverkin

Smough the Bear

Sebastian Spiros

Count Floris Sutherland

Elrick Stormpike

### V

Marcallus Vampa

Victarion the Skypirate

### W

Brandon Waller

Isabella Waller

Countess Tolaria Weatherlight

### Y

Elrand Yranna

Elrohir Yranna
Sage

## Overview

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

* **Skill Proficiencies**: Arcana, History
* **Languages**: Two of your choice
* **Equipment**: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

## Specialty

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

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## Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

## Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

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Human

*It’s hard to make generalizations about humans, but your human character has these traits.*

### Human Traits:

#### **Age:**

Humans reach adulthood in their late teens and live less than a century.

#### **Alignment:**

Humans tend toward no particular alignment. The best and the worst are found among them.

#### **Size:**

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

#### **Languages:**

You can speak, read, and write Common and one extra Language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their Speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

### Variant Human:

Instead of the *Ability Score Increase* of the normal human, use these stats:

#### **Ability Score Increase:**

Two different ability scores of your choice increase by 1.

#### **Skills:**

You gain proficiency in one skill of your choice.
Half-Orc

#### Age

 Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

#### Alignment

Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

#### Size

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

#### Darkvision

Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

#### Menacing

You gain proficiency in the Intimidation skill.

#### Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

#### Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

#### Languages

You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Triton

Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.

Your Triton has the folowing racial traits:

* **Ability Score Increase**. Your Strength, Constitution, and Charisma scores each increase by 1.
* **Age**. Tritons reach maturity around age 15 and can live up to 200 years.
* **Alignment**. Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.
* **Size**. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* **Languages**. You can speak, read, and write Common and Primordial.
* **Control Air and Water** A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it (see the spell at the bottom). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Emissary of the sea** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
* **Guardian of the Depths** Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Tiefling

*Tieflings share certain racial traits as a result of their infernal decent.*

#### **Alignment:**

Tieflings may not have an innate tendency toward evil, but many end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment

#### **Size:**

Tieflings are about the same size and build as humans. Your size is Medium.

#### **Darkvision:**

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

#### **Languages:**

You can speak, read, and write Common and Infernal.

### Subraces:

#### Abyssal:

All abyssal tieflings trace their bloodline to the demons of the Abyss.

#### Baalzebul:

The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.

#### Belial:

The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Belial himself.

#### Dispater:

Tieflings tied to Dispater and the realm of Dis make excellent spies and infiltrators.

#### Fierna:

A master manipulator, Fierna grants tieflings tied to her forceful personalities.

#### Glasya:

Glasya, Hell's mastermind, grants her tieflings magic that is useful for committing heists.

#### Levistus:

Frozen Stygia is ruled by Levistus, and archevil known for offering bargains to those who face an inescapable doom.

#### Mammon:

The great miser Mammon loves coin above all else. Tieflings tied to him excel at gathering and safeguarding wealth.

#### Mephisto:

In the frozen realm of Cania, Mephisto offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.

#### Zariel:

Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.

#### Variant:

Not all teiflings come from the blood of demons or devils exclusively. These tieflings are a hybrid of different bloodlines and so posses a range of boons.
Ducal Isle

Ruled by the twin brothers Counts Stuart and Orville Carlisle. Their father, the Duke Petyr Carlisle, chose to name them both his eldest son and split the duchy into two counties where there was once only one. He bestowed upon them each a county as his heirs. It is said that they were born at the same time since he was so drunk that he could not remember, and sadly their mother died in childbirth. The twins rule the island evenly, splitting the duties of dukedom. Ducal Isle is known for its fishing and plays host to an annual fish festival that attracts many tourists. In addition, Ducal Isle serves as a base and shipyard for the Royal Navy and acts as a first defense against any assault from the West.

### Counties

* Lyria
* Vanis
Galrix the Dragon King

Galrix once coexisted with the dragonborn. When he was still a hatch-ling, many thousands of years ago, he was even raised and cared for by the dragonborn and their dragons. However, as he grew older and older, it became clear that he was unique. He wasn't didn't belong to a chromatic or metallic race, instead his scales changed color based on how they reflected the light. They would shimmer in brilliant shades of every color. He was able to assert himself on any dragon he pleased, as if they obeyed him solely off of instinct. As he got older and older, he never stopped growing. He soon outgrew his lair in Korellon and began living in various caves and lairs he found nearby. He found that he was not only able to command dragons, but wildlife as well. Over the years, Galrix watched the world gradually descend into a state of warfare. First it was the land conflicts on Arn Imlerith which lasted for centuries and cost thousands of lives, then it was the subjugation of the humans and then Cainhurst's Rebellion. Galrix grew disappointed and began to lose hope for the mortals of this world. 200 years after Cainhurst's Rebellion, he was seen for the last time flying West. He has never been heard of or seen since. He slumbers under the dunes of the Shae'er awaiting the day when he can resurface to a unified world.
King Cainhurst XVIII

The former King of Silabar. While he was a decently effective ruler, he was vain and crass. The public thinks he died as a result of a mysterious fever which took him surprisingly quickly, it tore through him in all of 3 days. What nobody knows is that he was actually poisoned by Duke Malark as part of his last failed plan to gain power.
Maia Reimond

Maia Reimond is a daughter of Lord Lorean Reimond. She is a tiefling and possesses an affinity for magic. She loves gold and jewels. She spent most of her time as a kid in the family library with her childhood best friend Shea Rainier Armand. She is 21 now and travels with the rest of her siblings on a quest to get revenge on those that murdered their parents.
King Edrahil Orissan

King Edrahil is the current king of the high city of Lorien. He was the younger son of King Denethor Orissan and was the only person left in line for the throne after his older brother, Prince Nellas Orissan, was taken as a ward. He took the throne as the youngest when he was deemed ready at age 207, exactly 40 years after the failed marriage. He isn't very strong as a ruler. He follows his advisers and tends to be neutral and doesn't like to be controversial.
Nightmare Chica / Jack-o-Chica

***This page covers CHARACTER***

## Character

Difficulty is based on amount of refs available. Complexity is based on amount of parts needed to model.

## Info/Tips

***Any numbers listed correspond to one of the images in the gallery. Some tips might be outdated or incorrect, so do take these with caution.***

(Insert Info/Tips Here)

## References (Character, Lost Renders)

***These are renders that haven't had an HD or HD + Alpha version found. Usually found on merch***

(Insert Gallery Here)
Acolyte

## Overview

You have spent your life in the service of a temple to a specific god or pantheon of gods.You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine.You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in appendix B or those specified by your DM, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

* **Skill Proficiencies**: Insight, Religion
* **Languages**: Two of your choice
* **Equipment**: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

## Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

## Suggested Characteristics

Acolytes are shaped by their experience in temples or other religious communities.
Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

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Lord Maxim Ashford

Lord Maxim Ashford was born on Ducal Isle to a fisherman and a seamstress. From a young age, he loved fighting. He'd wrestle and play swords with his friends. He grew up strong and brave and at the age of 17, he joined The Hawklords. Over the next 3 years, he served valiantly and worked his way up to flight captain, the youngest and quickest to ever achieve the rank. However, he grew tired of serving others as opposed to his own sense of wonder and left the mercenary life behind. He instead decided to take up adventuring. Seeking treasure and glory and helping those in need. He eventually met Kwee and Lyarra and a few others who made up his adventuring band, The Stampede. Over the next 12 years or so, he amassed a sizable fortune and was awarded nobility for his honorable deeds. He built a lakeside estate outside of Duskendale and married Lyarra and they fathered a daughter, Lady Emelia Ashford. After taking a 4 year break to raise their daughter, they heard of far off island that had once supported an ancient civilization that had long since gone extinct. They heard of great riches left behind and of long lost magics the likes of which no one on Silabar had seen. And so they gathered their party and set off once more in search of gold and glory. Months passed and Maxim had not returned. In fact, even after 9 years, the members of The Stampede were never heard from or seen again.
Winding Stair

The **Winding Stair** is a passage within the Sanctuary which lies just outside the Awakening Chamber. This stairwell serves to conduct passage to and from the surface, linking the Antechamber with the archives. While the stair continues down even further, the steps beyond the archives have crumbled, making the lower areas inaccessible.
Courtier

## Overview

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies.

You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford. Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

* **Skill Proficiencies:** Insight, Persuasion
* **Languages:** Two of your choice
* **Equipment:** A set of fine clothes and a pouch containing 5 gp

## Feature: Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

## Suggested Characteristics

Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier. The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
The Legendary Flint Fizzlebang

The Legendary Flint Fizzlebang is a series of quests that primarily focuses on the semi-retired inventor and scholar Flint Fizzlebang. Though it begins with searching for his lost laboratory and workshops and helping repair a town's clock-tower, it ends with combating a technological virus that he unwittingly created.

### Quest-line

* Flint's Clocktower
* Flint Fizzlebang's Lost Workshops
* The Last Invention
City Watch

## Overview

You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard. Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.

* **Skill Proficiencies**: Athletics, Insight
* **Languages:** Two of your choice
* **Equipment**: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp

## Feature: Watcher's Eye

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

## Variant: Investigator

Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics.

## Suggested Characteristics

Use the tables for the Soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
Arn Imlerith

Arn Imlerith, or otherwise known as Emilabar, or "Motherland" in Elvish, is the continent home to those races known as The Elder Races. These include Dwarves, Elves, Dragonborn, and Halflings. Of these, the Dragonborn are the oldest and considered the most powerful and "pure".

### History

First came the Dragonborn. From them "evolved" elves and Dwarves over thousands of years. Despite the time they have had to develop, they never really expanded away from the mountains that they call home. The Elves inhabit a rather wide swathe of land. Furthest to the West, the tanned Desert Elves call their great desert, Shae'er, home. The rather pompous High Elves occupy most of the southern coast of Emilabar. And finally of the elves, The Wood Elves call home Daer Varder, or "Great Forest" in Elvish. The Dwarves of the mountain call Bragha Delva, which roughly translates to "Stone Mother", home while the Hill Dwarves live in the hills to the East of the the mountains. On the Eastern edge of The Hills and the Northeastern corner of Emilabar can be found the Halflings of Arn Imlerith. Their civilization is mostly centered around the Goldblood River which originates in Bragha Delva.

### Demographics

#### Dragonborn

Since the Dragonborn never really expanded away from their mountaintops, their cities are incredibly well developed as a result. Few make the trek to any of the major Dragonborn cities, but those who do are awed with their architecture and their beauty. Towering pillars of stone and brick house dragons and wyverns while the sprawling metropolis underneath supports staggering populations.

#### Humans

The Kingdom of Silabar began colonization efforts in the year 677 AM. Since then, the humans have been able to establish several successful colonies, despite rather heated conflict with the neighboring elves. Today, roughly three and a half thousand humans call Arn Imlerith home.
Kenku

## Kenku Race

A race of crow-like, wingless Avians that communicate through their ability to flawlessly imitate any sound they hear. These flightless people often form thieves guilds, referred to as "flocks" in major cities and quite often work as burglars, pickpockets, and assassins.

## Kenku Traits

Your kenku character has the following traits.

### Ability Score Increase

Your Dexterity score increases by 2 and your Wisdom score increases by 1.

### Age

Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

### Alignment

Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally neutral in outlook.
Size

Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.

### Expert Forgery

You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

### Kenku Training

You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

### Mimicry

You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

### Languages

You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Lord Matteas Colville

Lord Colville is the rather young, 42 year old, eccentric author most famous for his series The Wanderers of the Coast. While he is most famous for this work of supposed fiction, he began by writing scholarly tomes directed toward the adventurer, usually filled with information on ruins or monsters. Lord Colville calls Sevran home, he lives in a comfortable and isolated seaside estate where he can relax and focus on his writing.
Iloris

Iloris is probably the most developed duchy. Due to its proximity to Ryze, most if not all the cities are heavily populated centers of business and trade. As a result, there are a lot of villages around to support the population density and food also is imported from more productive duchies. King Cainhurst XIX serves as duke.

### Counties

* Alderburg
* Cyrodil
* Luce
* Oxenfurt
* Qarth
* St. Eiranne
Order of Arreat

The Order of Arreat was founded in 231 Ab Maeth after The Cult of Orcus tried to release the demon prince of death by creating a portal in their hidden mountain lair. Their plan was foiled by a team of paladin heroes who stormed the cult's hideout and sealed the portal. Though their names are lost in time, their armor and weapons, now relics, decorate the halls of Arreat's Keep. The order is named after Arreat, a wizard who went with the paladins and gave his life to seal the portal. The portal was sealed by erecting a massive stone spire, now known unsurprisingly as the Spire of Arreat, where the keep currently stands. Today, the order is still charged with keeping a watchful eye on the seal, however they have taken up secondary duties. One of which being a sort of hand to the gods that exacts the justice and vengeance due to the worst sinners of the realm. They were given the power to exact their justice outside of the power of the law when King Cainhurst XIX took power. The order is comprised of paladins from every pantheon. Today it is lead by Bishop Faiden while the inquisitive division is lead by Grand Inquisitor Jayce.
Duke Ranor Malark

Duke Ranor serves as the duke of Cintra and the count of Spalla. At age 52, he is also the Minister of Coin for the kingdom and is a trusted adviser to the king. He sees the current ruling family as weak and unambitious. He secretly plans to take over the throne and take the kingdom in the direction of conquest and power. He poisoned the former king, King Cainhurst XVIII, and played it off as a particularly vicious fever. He enlists the help of his two sons,Counts Ernest and Darren, in his plots.
Ebrietas

## Ebrietas (Mother Time)

The name Ebreietas comes from the elvish name "Mother Time", some may also refer to her simply as "Time". Ebrietas is said to have created the Universe and all of the worlds within it. She is said to take the form of a massive astral dragon who flies around looking over her creations. She charges lesser gods with oversight of certain aspects of each individual world. Monalein is just one of the worlds she has made. Her magical essence and energy is what makes up the cores of her worlds. She was wounded in The Divergence and her wounds manifested themselves in the world as fissures, ravines, volcanoes and various other environmental instabilities. The magic that now inhabits the world poured forth and gave rise to wizards and mages. It also led to the creation of moonstones, gems that have absorbed the magic of the world and can be used to embed enchantments in weapons, armor, and other items. Ebrietas is also said to have shed tears when she saw the state that The Divergence left her worlds in. As she flew over her creations, she grew more and more sad and eventually began to cry. Her tears fell and onto her worlds, magically charged with the essence of creation that Ebrietas used to initially craft Monalein, and sealed up some of these wounds. The Tears of Time, as they have come to be called, did not perfectly stabilize these worlds. Monalein, for example, still bears some scars of The Divergence. Most notably with a large underwater ravine near Aerhovan known as The Scar. However, The Tears have managed to close up the gaping fissures that once defiled Monalein.

### Lesser Gods

* Avandra is the goddess of Change, Luck, and Fortune. A follower might pray to her if there were nothing left they could do to influence an outcome.
* Bahamut is the god of Justice and Nobility. One might pray to him for good judgement in a decision or to help guide them through an honorable path.
* Erathis is the goddess of Civilization and Invention. She receives offerings from scholars and inventors seeking good results from experiments or inspiration for future projects.
* Ioun's domain is that of Knowledge. One might pray to her if he or she seeks enlightenment or insight.
* Kord is the god of strength, fury, and storms. Warriors and sailors alike may pray to him for both strength and safe passage across the sea.
* Melora is the goddess of the Wilderness and the Sea. Hunters and guides will pray to her for safe passages and guidance through the land and good fortune with the beasts of the wild. Sailors will pray to her for favorable winds and tides.
* Moradin is the god of crafting. Craftsmen such as blacksmiths and carpenters will pray to him if they are undertaking a difficult project and want a steady hand.
* Pelor is the god of the sun and agriculture. Farmers will pray to him for clear skies and a plentiful harvest.
* The Raven Queen is in charge of the domain of death. She oversees the passage of souls into the afterlife. People might pray to her for safe passage for their fallen loved ones or, though this is exceedingly rare, for the return of a fallen loved one.
Goblin

Your goblin character has the following racial traits.

* **Ability Score Increase**. Your Dexterity score increases by 2, and your Constitution score increases by 1.
* **Age**. Goblins reach adulthood at age 8 and live up to 60 years.
* **Alignment**. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
* **Size**. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
* **Speed**. Your base walking speed is 30 feet.
* **Darkvision**. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Fury of the Small**. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
* **Nimble Escape**. You can take the Disengage or Hide action as a bonus action on each of your turns.
* **Languages**. You can speak, read, and write Common and Goblin.
Midhelm

Midhelm is a fort that sits on the highest point of Ducal Isle, Mount Midhelm. The hill to the South of it is sloped and quite manageable, while the northern slope is steep and treacherous. The fort at the top is loaded with cannons to defend against invaders. The civilian to military population of the fort is roughly 50-50 with the majority of the civilians either servicing businesses or acting as miners or terrace farmers.
Duke Julius Praia

Duke Praia is the Duke of Sevran and keeps the seat of his duchy in the county of Mallen. More specifically, in the seaside resort city of Whitewater. Although he is nearing his 40's (39), Duke Praia still possesses he same zeal for partying as he did when he was 16. He cares little for politics and instead makes sure his resort cities and vineyards are as profitable and attractive as possible. He has several palaces in the duchy in which he hosts legendary parties to which only very valued members of society are invited, it is considered a great honor. He is rather handsome and charismatic. He has flowing golden hair and blue eyes. Duke Praia is also an enthusiastic patron of the arts, more specifically music. He is a rather skilled musician himself. He enjoys hosting very private concerts in which he brings in some of the best musicians in the world.
Charlatan

## Overview

You have always had a way with people.You know what makes them tick, you can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around .The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

* **Skill Proficiencies**: Deception, Sleight of Hand
* **Tool Proficiencies**: Disguise Kit, Forgery Kit
* **Equipment**: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

## Favorite Schemes

Every charlatan has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below.

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## Feature: False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.
Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

## Suggested Characteristics

Charlatans are colorful characters who conceal their true selves behind the masks they construct.
They reflect what people want to see, what they want to believe, and how they see the world.
But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

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I seek to atone for my misdeeds but might never be able to forgive myself.

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Kwee

Kwee was once a member of a large herd of Kenku that wandered Daer Varder and lived mostly in the trees. The prized males of the herd were those that could go out and forage or steal food from nearby elven tribes. Kwee wasn’t very good with that. He preferred to wallow in wonder at the stories the elders would recite. He dreamt of seeing the whole of Arn Imlerith from the peaks of Dragonstone and and swimming in the warm waters of the The Scar, however day to day all he saw was the impenetrable green canopy of Daer Varder.

One day, when Kwee was still a little hatchling of only 7 years old, vicious storms unexpectedly tore through forest. Massive trees were torn down and rushing torrents of water covered the forest floor. Kwee was separated from his herd. He spent the next several days looking for them, but to no avail. Days passed and he Kwee could barely find enough food to sustain himself. Until one gloomy rainy day he was taking shelter under a large leaf with hardly enough energy to keep awake. Through blurry vision and thick underbrush he just barely made out the slender figure of an elven girl. As his eyes closed, she ran over to him and brought him back to her village where she nursed him back to health.

Over the next couple of years, Kwee and Lyarra became very close friends. She taught Kwee what little common he knows. They both shared their wanderlust and an affinity for magic. After a bit of studying and training, they decided to run away and leave their old lives behind. Sail the Daerael Sea like they’d both dreamt of.

The pair travelled together for a bit before eventually meeting and joining up with a few more. They met Maxim Ashford when they were in Duskendale and decided to help him get out of some trouble with a noble before helping him clear his name by retrieving a lost relic of the city. Now a trio, the group’s adventures took them to Eastern Sevran where the constant struggles against the orcs nearly broke into full on war when they met Ornstein and Smough, two brothers who they helped to ease the tensions. Garanorn, a dwarven cleric, joined the party when they returned to Karanein to deal with some troublesome Illithid. A few other members came or went depending on the circumstances but all the while, Kwee never quite felt himself at home. He preferred to travel the world in peace, not constantly risking death for gold or glory.

During their adventures, Lyarra and Maxim fell in love. They had a daughter who they named Emelia. Kwee immediately took a liking to her, sometimes even staying behind to keep her company or care for her. It was during one of these times that the party went off and never returned and Kwee lost his best friend and his favorite “niece” lost her parents. All he had left of her was her treasured amulet marked with the symbol of Ioun that she left with him saying “Don’t worry, I’m coming back for this.”

Now Kwee checks in with Emelia every once in a wild to play with her or entertain her with magic, the closest he can get to his once best friend.
Urchin

## Overview

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

* **Skill Proficiencies**: Sleight of Hand, Stealth
* **Tool Proficiencies**: Disguise kit, thieves’ tools
* **Equipment**: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

## Feature: City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

## Suggested Characteristics

Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly.

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Light

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Baron Cailan Howe

Cailan is a very wealthy business man who built his empire by investing in and eventually owning several very successful Sevrani vineyards. He owns an estate in the cliff-side Longfall District of Ryze, a summer home in Sevran, and a castle in Cintra on the Southeastern edge of Lake Aarl. He is nearing 62 and is thinking about which of his 2 sons and 2 daughters should take over the business. His sons are Gairland, the oldest child, Mikael, the third oldest. And his two daughters, Ladies Ariella and Arima are second and fourth in line respectively.