recursal/Fanatic-Fandom huggingface dataset:
Deepspawn

The Deepspawn are aberrations of terrifying size who resemble fleshy orbs with one eye in the center of their mass and a number of protruding appendages. They have three tentacle arms, three long stalks ended in mouths, and over forty eye-stalks (of which only three to four would be visible at any given time to protect them).

The horrible talent of the deepspawn is the ability to make other monsters, which they may do with ease once they have devoured a specimen of the creature's race first. Deepspawn use the materials around them to create perfect copies of the monsters they have identified and the oldest deepspawn have long genetic memories. These spawn are perfectly obedient to the deepspawn but are typically sent away if food is more abundant elsewhere. A deepspawn may keep four spawn near them for protection but rarely more than that. It is important for a deepspawn to be in a place with plenty of material but this is not always possible. The best environment for them to feed is typically old battlefields or sometimes graveyards, but this is a luxury that takes risk so most of their kind scavenge slowly and build their spawn in small amounts over years.
Byatis

> "...in this place of a deepe broad well goinge steepely downe in the midst of the dungeon chamber in the said keepe, was (as tradition tells) drawne forth a Toad in the time of king Pycellus,  of incredible bignes, which in deepe dry duft in the bottom thereof had doubtlesse lived there divers hundreds of years."
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Byatis is one of the Great Old Ones and one with a long and sordid history. The beast resembles a large toad with the claws of a crab and with a beard of serpentine tentacles. He was locked within a small stone prison from which he could not escape, until Teocristan soldiers happened upon it in one of their conquests of the lands surrounding Parke. The soldiers began a cult, worshiping the beast which lasted until Byatis broke free in their temple and devoured them.

Unfortunately for Byatis his binding was quite effective, as he soon discovered that his only means of release was at the hands of mortals who could place their hands upon the statue of his visage and release him for a few hours at a time. When his cult was devoured he was placed right back in confinement, this time to wait out centuries. Eventually a castle was built over his sunken temple and over the course of building a labyrinthine dungeon was discovered by a powerful warlock. The warlock entered a pact with Byatis, freeing him nightly in exchange for power. The exchange went as planned until the Great Old One amassed a great size and could barely fit within his prison due to his massive size. In an act of desperation he ate his warlock, hoping to be able to break free of the bonds (which he falsely believed the warlock was keeping him in artificially) and now is once again trapped with no mortal to release him to feed and no room to move his legs.

In the lands surrounding Parke there is still the legend of the monstrous toad that devoured travelers in the Weisthalle forest and the vile noble that kept him.
Chaos gnomes

Chaos gnomes are a rare subset affected by the energies of the Elemental Chaos. Chaos gnomes tend not to be the shy trickster archetype like their relatives and instead are curious, outgoing, and flamboyant. Chaos gnomes are obsessed with random chance and probability, sometimes bordering on madness. Chaos gnomes are not content to remain hidden, they believe themselves to be a gift to the multiverse and a hidden gift to a Chaos gnome is a wasted gift. Many Chaos gnomes have a predisposition towards sorcery and a great appreciation for the arcane arts as well as the divine.
Curruid

The Curruid was a Great Old One that perished in battle with its kin, Coinchenn. His bones were used with those of Coinchenn's to create the mythical spear the Gáe Bulg, which was wielded by the god Cúchulainn of the Tuatha Dé Danann.

The spear was crafted by Bolg Mac Buain, who gifted it to Mac Inbar, who gifted it to Lena, who gifted it to Dermeil, who gave it to Scáthach who taught Cúchulainn to wield it then gave it to her daughter Aife, who finally gave the weapon back to Cúchulainn. Every creature who has touched the spear, be it the hilt or the barbed point, is irrevocably recorded within the artifact. Cúchulainn used the weapon to kill his former brother-in-arms, Ferdiad, a stain which will always remain imprinted upon it.
Faerie Dragons

Faerie Dragons are extremely small, fey off-shoots of True Dragons. Their scales can be any color of the rainbow, their wings are like that of a butterfly's, their tails are prehensile and can grip on to things, and they age quickly as well (50 years from birth to adulthood).

Faerie dragons are natural pranksters and their skill set reflects it, with the ability to jaunt through the Ethereal Plane at their leisure and all manner of magical abilities to trip up other creatures, from their euphoric gas they use as their breath weapon and their capability to call in help if things really got out of hand.

Faerie dragons tend to nest in groups, often with other fey creatures like sprites, pixies, and other faeries in places like big clusters of knotted grass, nests made of bent twigs and spidersilk, and hollow trees. They hunt bugs at night and eat berries or nectar during the day (although some have been known to eat small birds and mice).
Brass Dragons

Brass dragons are among the weakest of the metallic dragons but are the most sociable and kind. They get so much pleasure out of the art of conversation that it is not unusual for them to engage even their enemies in hours of conversation and to this end they are typically fluent in hundreds of languages (although draconic is always best).

Traditional brass dragons kept their homes in the middle of deserts, which put them in direct opposition with blue dragons for territory. Brass dragons keep their homes in large tower-like spires of natural stone. The prime centerpiece of any brass dragon lair is its conversation hall, which is kept beautiful and often hospitable for both small and large creatures. These conversation halls lead to rooms for guests to stay in and then a tunnel that leads to a series of labyrinthine tunnels (some of which trapped) that eventually lead to the dragon's personal quarters and are connected to several small tunnels that exit outside in case of attack from blue dragons or another serious enemy.

Brass dragons mate until their young are fully raised, sometimes mating for life. Their eggs are incubated on a bed of flames and when born the wyrmlings begin speaking very early on, picking up languages very easily (in as little time as an hour). It is not uncommon for wyrmlings to roam within the area surrounding their lair and chat up any passers by, though this can sometimes be dangerous.

The wings of a brass dragon pull into a V shape with their tail being the point. Their heads are adorned with a crested plate that curves slightly upward at the back, and gives them a very distinctive shape. They have two sharp horns on the bottom of their chins. Their scales get glossier and brassier as they age, with the scales of a newborn wyrmling being dark brown. Their scales exude a constant heat and radiate light. Their primary weapon is a gas that causes sleep that they store in a gland below the trachea, but if that fails they are able to ignite the gas and shoot a line of flame that is smaller than that of a red dragon's firebreath but is much more precise.
Androlynne

Androlynne is the 471st Layer of the Abyss and is officially ruled by Pale Night, although she does not reside on the plane any longer.

The plane changed greatly after Pale Night abducted several thousand eladrin petitioners from Arborea, leading to the invasion of hundreds of thousands of good-aligned creatures in an attempt to save the prisoners. Ki-rin, Foo animals, Moon Dogs, Hollyphants, Couatls, and numerous Celestials invaded and began to do battle with the native demons of the layer.

The war has been at a stalemate for centuries, with both sides being on even ground, the prisoners being in neutral territory, and escape from the layer being too risky for either side. The good influence on the layer has made it a beautiful and verdant place, while the chaotic influence has warped the colors of the plants and animals that appear there, with large purple clouds, blue-leafed trees, and red cabbages and so-on.

All things considered, the layer is one of the few that would be pleasant to live on, provided one could remain on the Good side away from the demonic hordes.

One wonders if this strange war was planned by Pale Night or if it was perhaps orchestrated by one of the Dukes of Hell, for a great many forces are locked in this battle and removed from the Blood War.
Ebulon

Ebulon is a Demon Lord and a source of Graz'zt's shame. Ebulon was Graz'zt's strongest and most loyal general, long before he had even Azzagrat to call his own. When Ebulon was defeated at the hands of Demogorgon he was tossed, nearly dead, directly into the Wells of Darkness, where he has remained ever since. Graz'zt has tried and failed twice to save him from this fate and retrieve his general, but is now too ashamed to attempt again.

His desire to save his former general is so strong, yet it disgusts him. To show this weakness is contemptible yet he also worries that Ebulon would resent him.

Enemies of Graz'zt's eye the exiled general as well, wondering what manner of secrets the Demon might possess.
Brain in a Jar

Undead creatures simply referred to as a 'Brain in a Jar' are reanimated brains held in any container filled with a proper preservative fluid and kept in prime condition by both alchemical and necromantic rituals in a mixture of science and arcana. A successful experiment results in the brain possessing extraordinary psionic abilities and is known to be quite dangerous, having the capability to manipulate the weak-willed and enact its will quite ably and readily for a being so-lacking in maneuverable parts.

A more enterprising and perhaps strong-willed brain may be able to have itself 'installed' in a vessel of flesh such as a cadaver, flesh golem, or a recently deceased necromancer.
Ammutseba

Ammutseba was a Great Old One that took the form of an amorphous cloud of darkness with long tendrils. She devoured meteors as they entered the atmosphere of Nexxis, leading to the legend that she ate falling stars. Ammutseba was captured by the Heliopolans in the war against the Outer Gods and she is kept in the Hall of Two Truths by Anubis in a giant pit of darkness. High above the pit, her avatar Ammut stands, ready and willing to devour the hearts of the unworthy and to throw their bodies into the gaping darkness where their souls are kept in a constant state of perpetual torture.

### Ammut

Ammut is a Goddess in her own right, part lion, part crocodile, and part hippopotamus in form. Her existence is encouraged by Anubis, and is known to worshipers of the Heliopolan Pantheon, who are aware of her role in the afterlife and constantly reminded of the final fate of the unworthy. She is not worshiped by them in any form, but she makes for an excellent motivator.
Eligor

Eligor was once a Half-Elf dragon slayer of great renown before his death. After his death Tiamat declared war against the gods of humans and elves demanding his soul and ultimately all but one of the gods relented.

Unbeknownst to the gods, Tiamat raised Eligor from the dead as her champion and showed him how quickly they all had abandoned him, and he fought against the only god who was left on his side until he was destroyed. This time when he died his soul went unclaimed as no god could afford to touch him. His vestige now rests in the Astral Sea perhaps, or in the deep vaults of Tiamat's trophies.

### Terms of Binding to Eligor

Eligor clambers out from nothingness to greet his summoners, riding a horrible monstrosity that is half dragon fused to the knight's former steed. The knight and his banners change all five colors of the traditional chromatic dragons and he politely regards the summoner who has granted him temporary reprieve from the pain of existence. Those who bind to Eligor gain a hand that is thickly scaled and matches the color of Eligor upon summoning him. They gain a sense of awareness when it comes to outcasts and feel pity for Half-Elves and Half-Orcs and will try to befriend those that they meet. In combat, the binder will seek out humans, elves, and dragons first because Eligor seeks revenge against the gods that have forsaken him.

### Abilities of Eligor's Vestige

Chromatic Strike: As a bonus action, you can charge a melee attack (or melee touch attack) with acid, cold, electricity, or fire. Your next melee attack deals an extra 1d6 points of damage of the chosen energy type. You can charge a single melee attack only once.

Eligor’s Skill in the Saddle: You gain the benefits of the Ride-By Attack and Spirited Charge feats.

Eligor’s Strength: You gain a +4 bonus to Strength.

Eligor’s Resilience: You gain a +3 bonus to natural armor. This bonus improves to +4 at 16th level and to +5 at 20th level.

Heavy Armor Proficiency: You are proficient with heavy armor and do not have disadvantage on stealth rolls when wearing it.
Azharul

Azharul was once a draconic deity who rivaled Tiamat for the title of leader in their pantheon. He was a beyond-ancient blue dragon, covered in spikes, with a nasty temper and penchant for devouring his enemies. Through his mastery over arcane energy he managed to take over the Dragonspawn pits in the Dragon Eyrie, ruling until Tiamat brought in a legion of mind-controlled liches to decimate Azharul's forces until she could slay him herself. After seizing his territory she wiped her tracks, eliminating the lich legion and absorbing Azharul in his entirety.
Azumi

Azumi is the kami of seashores and the patron of the Azumi clan, the first sea-farers of Sendoru.

It is said that long ago, Azumi fell in love with the daughter of an emperor and he lived a mortal life with her for a hundred years. The bloodline of Azumi lives on today in Sendoru and several clans claim to hail from his lineage.
Fey'ri

### Speed

30 Feet on foot, 40 feet flying (if winged, no maneuverability, only straight flight)

### Stat Adjustments

-2 Constitution // +2 Dexterity // +2 Intelligence

### Bonuses

Proficiency in Arcana checks pertaining to Abyssal magic

### Abilities

Strong Mind: Advantage on saves against charms and sleep spells.Elven Blood: Treated as an elf for any effect relying on race

Innate Spellcasting: Gain the ability to cast Disguise Self at will, as well as four of the following abilities (only one marked with an \*): Charm Person 1/day, Clairvoyance 1/day, Darkness 1/day, Detect Thoughts 1/day, Suggestion 1/day, \*Dimension Door 1/day, \*Enervation 1/day, \*Damage reduction (1+player level), Resistance to Poison, Resistance to Electricity

In the early days after the elves made contact with the other races they began to discover how much of a blessing their longevity was and for this reason many decided they were the optimal retainers of the knowledge of the multiverse. It was soon discovered that not all of this knowledge was fit for mortals of any kind. The elders of their kind soon outlawed the research of the Tanari’i and the Abyss for the safety of their communities. An enclave of high elves, leaving their original homelands and congregating in the university districts of Nexxerach refused to heed these warnings and broke their peoples’ laws, going as far as to create their own pocket dimension of Abyss that they could use to further the study of demonology. Their fellows discovered their great and terrible crime and banished them within the pocket dimension, sealing it for all of time and leaving their entire houses to perish in this infernal prison. This prison did not hold as well as they had hoped. After several milennia the descendants of the original houses and the demons they had been captive with broke through into the material plane. They were the Fey’ri, stronger than the tieflings and more intelligent than the twisted tanarruk, the fey’ri are the ultimate hybrid race of demons and mortals. Fey’ri make their way through elf society in secret, many are unaware of their true ancestry and were left behind as children, others who were less passable as pure-blooded elves were forced to live in enclaves of their people. Originally the fey’ri sought to hold their own lands and societies but these fell apart after their natural vindictiveness and in-breeding caught up to them. Fey’ri are brilliant and talented but unstable emotionally, mentally, and physically, with their demonic ancestry showing itself in different strange ways. Some fey’ri have horns, fangs, red eyes, talons, wings, and tails, but some have no outward manifestation of their heritage, most tend to have a few of these physical traits (2-3 at most).
Bwimb

'Bwimb II' By Christian Kiddle

**Bwimb** was a general of the Queen of Chaos who fought against the Wind Dukes of Aaqa and survived mostly through cowardice. He was slain by Tenebrous, a lesser form of Orcus who mistakenly believed his Wand of Ooze was the Wand of Orcus. When confronted by Tenebrous he did nothing but cower for his life, which disgusted Tenebrous. His remains reformed to create his daughter, Bwimb II, who currently lives in the Para-Elemental plane of Ooze and serves as the Archomental ruler of the plane.

In a brief union with Juiblex, Bwimb II gave birth to Cligpha, the Demon Lady of Slime. Bwimb II appears to be seeking out Ben-Hadar as a potential future consort, which is greatly confusing to the Archomentals of Good.
Abraxas

Abraxas rules the spiral city of Diovengia in the realm of Pleroma, a realm in which everything is markedly beautiful and perfect within Death's Reward. The realm is affected by powerful illusions that prevent one from truly understanding or comprehending fully whether the land is beautiful or ugly, pure or toxic. This is much like Abraxas. Superficially Abraxas is pleasant, jovial, even kind, but this is on the surface. As a renowned Demonologist (Carl Jung, Oerth 1875-1961) once said regarding the demon:

> *“Abraxas speaketh that hallowed and accursed word which is life and death at the same time. Abraxas begetteth truth and lying, good and evil, light and darkness in the same word and in the same act. Therefore is Abraxas terrible.”*
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While an ordinary being can be identified quickly, particularly for those who know where to look, Abraxas is an enigma. Simultaneously he is a God and a Demon and that is an unforgivable sin against creation. One of the symbols of Abraxas is an animal hybrid that is part rooster, part dragon, and part serpent. It’s believed that this is the cockatrice, but further study may be needed. Abraxas keeps an elite guard of marilith by his person at all times. He has been known to distribute amulets and charms throughout the material plane and there are conflicting reports to their usefulness. Some report being healed or saved by their power, others report being cursed or maimed. Most troubling is when conflicting reports are made from the very same amulet. Abraxas is the creator of the magic word ‘Abracadabra’ which is his most prized achievement. His followers are primarily drow and Illithid but he accepts any and all who wish to learn the dark secrets of magic. It is believed that Vecna himself may have learned much from Abraxas in his youth. Followers of Abraxas are known to tattoo their deepest and most sacred secrets upon their flesh. There are those among his followers who believe him to have once been a Good-aligned God, and it is their belief that the other Gods punished him for giving humans free agency and the mind, two things which broke their chains of oppression. Under no circumstances should Abraxas be bargained with lightly despite the rumours of good deeds. Most beings can not retain power in the Abyss without being a serious threat in one way or another.
Enlil

Enlil became leader of the Zigguraxian Pantheon after Anu and was the husband of Inanna. When he became leader he ignored his wife to 'better' his rule, causing a fracture between them. His brother Enki was his greatest adviser and was knowledgeable about ruling an empire but his rule was still turbulent. Ultimately he abdicated the throne in favor of Gilgeam, but this proved to be a poor decision as his mistreatment of their worshipers weakened their realm. Enlil escaped from Zigguraxis when the Orcish Pantheon invaded, taking as much power from his fallen allies as possible before leaving. He made a deal with Asmodeus to have Nanna-Sin resurrected as an immortal in exchange for his portfolio.
Bladeling

### Bonuses

Tough-Skinned: Resistance to Acid damageLiving Weapon: Unarmed attacks do 1d6 bonus damage and have proficiency

### Abilities

Barbed Body: Creatures that grapple you, or are grappled by you take an additional 1+(Character Level) of piercing damage per round. Razor Storm: When you create this character choose Dex, Str, or Con as your spell-casting ability. Once per short rest as a bonus action you can shoot barbs from your skin in a ten foot radius, dealing 1d6+modifier of piercing damage, increasing to 2d6+mod at 11th level, and 3d6+6+mod at 20th level.

Native to Gehenna, the Barrens of Doom and Despair, bladelings are outsiders doomed to an existence of suffering. Bladelings are known for being xenophobic, superstitious, and brutal. Their societies are focused solely on combat and service and many of their elders are sworn to the service of an evil God, usually Bane or Talona. Bladelings that have left Gehenna still tend towards using bladeling tactics in combat, as they believe wholly in its efficiency. The bladeling code of combat revolves around ambush, strength in numbers, and domination. The largest enemy must always be tackled first, then the subordinates so that your greatest strength is spent on the greatest threat. Bladelings tend towards being fighters or clerics but have been known to be effective assassins
Armaros

Armaros is a greater devil, exiled by Asmodeus and forced to live among the Rabble of Devil-kin in Avernus with no communication allowed between him and any other devil under penalty of destruction. He appears as a handsome grey-skinned humanoid with feathered wings the color of storm-clouds and piercing blue eyes.

There are some who believe Armaros is stronger than Asmodeus and that the Lord of Baator is secretly afraid of him, but the two meet often. Armaros seems to be content with the arrangement, wanting only to practice his magic undisturbed. He has a deep hatred of Phongor and Adramelech and that is a possible reason for his not being elevated as an arch-devil.
Eric 'Ripper' Meirin

Ripper Meirin was the youngest of the founding members of the Onyx Ravens and was killed after the Battle of Six Heads in a raid on a Southern half-giant encampment. His death is supposedly the reason that most of the Ravens created weighted bayonets that could more easily stagger large enemies.

### Eulogy from Leonard Holloway

Eric 'Ripper' Meirin was a jolly and boisterous bastard who in combat fired his guns while closing with his targets, then beat the tar out of them with bladed gauntlets. This habit is what got him killed, as it doesn't work so well on giants. Everyone liked Eric, and many came to his somewhat haphazard funeral to pay their respects, drinking buddy and battle-brother alike.
Bist

Bist, the Hellcat, is one among the Rabble of Devil-kin, a powerful devil in exile from the greater society of the Nine Hells. She typically appears as a shifter with decidedly feline traits almost always clad in leather battle-armour. She is able to assume the form of a bezekiras at-will, and shares with them a striking affinity - leading many to believe she was a petitioner who formerly served as a hellcat, while others have claimed she was the first to attain this infernal form.

Much as the bezekiras, Bist has garnered a reputation of a turncoat and a horribly selfish and treacherous individual with no allegiances other than her own. Bist would hardly be unique among the arch-devils for these traits alone but in over two millennia of service she has managed to work under nearly every standing and deposed Duke of Hell in every layer of Hell, sometimes turning against her masters mid-battle based on adjustments of terms of payment or reward. Too powerful a duelist to be slain by anything less than a legion, too unreliable to serve a single master, and with far too many enemies it was inevitable that Bist become an outcast. Bist was saved from execution at the hands of Dispater by Asmodeus, who sent Malphas to interrupt the event and escort her to Avernus.
Atroa

Atroa, known as Eurus to the Olympian Pantheon, is a goddess of spring renewal that comes on warm Eastern winds. She appears as a youthful blonde maiden, often with an indifferent expression.

### Relationships

Atroa is the daughter of Procan and Eos, a cousin to Merikka, and sister to Astraea, Velnius, Telchur, Sotillion, and Wenta. Her clergy tell a story of how their maiden once sought the affection of Kurell, and how he instead pursued the lover of his brother Zilchus, spurning the East Wind in favor of Sotillion. Her current romantic partner is Fharlanghn. She is an ally of Ehlonna, Aeolus, Persephone, Demeter, Phaulkon, and most of her siblings except for Telchur.

### Worship

Atroa is venerated mostly in farming communities who hold faith in multiple deities associated with good harvests, and her clerics will use their temples to those gods for as long as they feel like staying in one place. Her clerics rarely stay longer than a year in any one place, but while they do they spend their time as farmers, midwives, and carpenters. Temples made exclusively for Atroa are made by these carpenters in simple wood and are kept open and small. The clergy wear typical farmers' clothes with wide-brimmed green hats. Should they travel they wear green robes with red spots on them, the same size and shape as strawberries. Her clerics are discouraged from celibacy and encouraged to have children, as parenthood among the clergy is considered blessed. The children of the clergy are often raised by all members of the clergy, regardless of parentage.
C'Thalpa

C'Thalpa is a gigantic mass of living magma and before the exile of the Outer Gods was deeply ingrained in the Prime Material deep underground, as well as causing chaos in the Para-Elemental Plane of Magma. She left permanent scars upon that plane, but also left in the material her mole-men followers (the Talpeurs) and her child Shterot. Her ultimate dream is to encompass the planes, encasing each one in another layer of Earth and allowing her kin to begin creation over again without interference.
Arcanists' Pantheon

The Arcanists' Pantheon was founded by deities who found themselves all being worshiped by powerful sorcerers and wizards on different iterations of the material plane and saw fit to pool power and consolidate their worshipers, as was increasingly common in the time immediately after the Dawn War. Few members of the pantheon survived and those who did left one another on bad terms.

* Selune
* Shar
* Jannath
* Mystryl
* Amaunator
* Jergal
* Kozah
* Moander
* Targus
* Tyche
Death's Reward

Death's Reward is an Abyssal demi-plane largely shrouded by illusion and any traveler who becomes lost in the plane will find themselves walking directly into the region known as Pleroma. Throughout Pleroma there are winding spires, each one is filled to the brim with books and texts and guarded by marilith. The spires grow closer together until finally the open fields of Pleroma give way to the city of Diovengia. The beautiful spiral city (which may in actuality be rotten and decaying) is home to Abraxas and has often been visited by mortals in search of intricate arcane secrets, which the lord is often more than happy to oblige them with, at a price. The closer to the center of the spiral one gets the closer they get to forbidden knowledge and lore and supposedly at the center there is one spell which only Abraxas himself knows and is the purpose for his imprisonment in the Abyss. Abraxas is usually found near or next to his second in command Alistraxia who is his loyal consort and the warden of his marilith army. Death's Reward can supposedly be traveled to by eating an apple while being bitten by an incredibly venomous snake such as a cobra.
Bensozia

Bensozia was Asmodeus' consort and the mother of Glasya. She was Asmodeus' most trusted companion and closest ally.

When Levistus, conspiring against Asmodeus, attempted to ravish her she fought against him and the two fought to the death. She was slain, but not before grievously wounding her aggressor.
Entropy

Entropy is an ancient primordial who was placed inside of a giant Sphere of Annihilation. The punishment did not work as intended and made him stronger than he was before, yet unable to focus his own energy. Worshipers of Entropy are a special class of wizards and clerics who wish to harness the abilities of the sphere of annihilation for themselves, and each individual sphere contains within it a small piece of Entropy himself.
Andras

Andras was an elven paladin, bound in the service of a deity of law. He was remarkable in both his moral character and prowess in battle until a series of losses led him down a darker path. He became an antipaladin, a blackguard, and began to serve an entity of hate and fear. Where once he was exalted now he was reviled with the same fervor. He grew tired, tired of the conflict between good and evil which he had now served on both sides. Disgracing his god of darkness, during a key moment in battle he simply placed down his weapon and was struck down. Rejected from the realm of any god, Andras became a lost soul upon his death, his strength becoming a vestige.

Those who bind to that power are said to sprout vestigial gray wings and gain a sense of emotional detachment.

### Terms of Binding with Andras

Andras appears as a knight with the head of a grey tawny owl on horseback and slowly regards his summoner, almost appearing asleep until they notice his piercing yellow eyes underneath his feathered brow. He speaks in low, menacing tones filled with the malice of a thousand years of war. He refuses those he is bound to if they attempt to remain in combat longer than ten rounds, forcing them into 1d4 rounds of inaction.

### Powers of Andras' Vestige

Weapon Proficiency: You are proficient with the greatsword, lance, longsword, and rapier.

Mount: As a full-round action, you can summon a heavy warhorse, complete with saddle and heavy lance. This creature serves you as a trained mount for up to 1 hour per effective binder level, or until it is killed, you dismiss it, or your pact with Andras ends. You can use this ability once per day.

Saddle Sure: You gain a +8 bonus on Ride checks.

Smite Good or Evil: You can attempt to smite an evil or good creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is neither good nor evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds. Smite evil and smite good attempts per day obtained from multiple sources stack.

Sow Discord: Andras grants you the ability to sow discord among your enemies. As a standard action, you can force an enemy to attack a randomly determined ally within reach on his next action, and he must do so as his first attack. The target must be within 5 feet per two binder levels you possess, and a successful Will save negates the effect. The affected foe must strike for lethal damage with a primary attack and use whatever melee weapon is in hand (or an unarmed strike or natural attack if no weapon is at the ready). If no ally is within the foe’s reach, this ability has no effect. Sow discord is a mind-affecting compulsion ability. Once you have used this ability, you cannot do so again for 5 rounds.

Sure Blows: You gain a +4 bonus on the roll to declared attacks made with your weapon. Your swings are critical on a natural 18,19, or 20.
Bleakborn

Bleakborn are undead remnants of an ancient society that has long-since fallen to ruin, the former denizens of the legendary city of Moil. They appear as normal corpses that have been flash-frozen, with burst skin here and there. Bleakborn are dependent on a unique diet to survive, subsisting on heat which they absorb from fires and other creatures (including other bleakborn). They absorb heat until it is gone, usually killing living creatures in the process, which are then raised as zombies or, in rare cases, another bleakborn. Bleakborn are immune to fire, which heals them, but are not immune to the cold. This makes it unlikely for multiple bleakborn to be seen close together, since one will always drain and destroy the other.
Ame-no-wakahiko

Ame-no-wakahiko was an earthly kami who was sent to rule Sendoru. After eight years he hadn't contacted Takamagahara once, which led to a pheasant being sent to check up on him. Believing the celestial animal was a dangerous omen, he shot an arrow at the bird which landed at Amaterasu's feet. She threw the arrow back to the material plane and killed Wakahiko on the spot.
Erythnul

Erythnul is a shape-changing mass of a creature and a god of unending conflict. It is said that when he is in battle he constantly shifts to the forms of those who make up his followers, humans, bugbears, trolls, ogres, and then when he spills his blood it forms into the shape of those creatures. There are members of each race that share his blood by those creatures breeding and they form one gigantic clan known as the Legion of Many that rides under the banner of a drop of blood.

Erythnul seeks only to widen his army and increase the chaos in the world.

### Relationships

Erythnul hates Hextor for stealing his dominion over war. It is suggested that he recently allied with Urdlen in order to ascend the demi-goddess Roykyn.
Barbu

An uninvited guest arrives at the party, yet they know everyone in attendance. They act as a confidante and a shoulder to cry on, they encourage continued libation and the words on everyone’s minds flow like running water. A mysterious woman arrives and stirs the passions of competing rivals, friends tear at each other’s throats. Barbu the Unwelcome is the ultimate unwanted house-guest, a minor princess of the Abyss, wandering the material plane as she wishes, causing chaos in her wake. There are some to whom an argument is like a fine wine, and those caused by Barbu are of an especially intoxicating vintage.

“Nobody can be as agreeable as an uninvited guest.” - Kin Hubbard (Oerth, 1868-1930)
Freyja

The widow of Odin and mother to many of his children. She weaves new life together out of the threads of existence and populates the multiverse with plants and animals as she sees fit. After doing everything in her power to save her family she is in perpetual mourning. She sits by her spring in Fensalir each day and fills it with her tears each night.

### Dogma of Freyja

Love will mend the wounds of time. Life is precious. Celebrate the time you have with your loved ones, for it will always feel shorter than you expect. Kindness is always the best tool against adversity.
Beast Dragons

Beast Dragons are planar True Dragons with bloodlines tinged by the influence of the Beastlands. They are covered in thick fur on their bodies and heads, resembling massive wolves or bears, with wings resembling those of an eagle, and curved horns resembling those of a ram or elk. It is believed that the first dragons came to the plane by traveling across the branches of Yggdrasil. Since the plane is eternally locked in the cycles of the natural world, it is believed that the beast dragons perform controlled burns and agriculture to keep the plane vibrant. The beast dragons are sympathetic to the petitioners of the plane and the guardinals.
Alzrius

One of the earliest sources of discord in the multiverse is the quiet rage of the oppressed that explodes into fiery conflict. This is what keeps Alzrius, The Lord of Infernal Light kindled. Alzrius lights the torches of the mobs of peasants lashing out during hunger riots. Alzrius stokes the fires of revolution and burns the cities of tyrants to the ground. The Obyrith lord is the enemy of law and order, and while he does not sow the seeds of contempt he is always ready to harvest its fruits. His chosen are the leaders of rebellions and his own personal armies. The gift he gives is a piece of himself, a piece of the eternal flame.

> "*For, behold, the day cometh, that shall burn as an oven; and all the proud, yea, and all that do wickedly shall be stubble: and the day that cometh shall burn them up, saith the LORD of hosts, that it shall leave them neither root nor branch.*" - Malachi 4:1
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> “*Our masters have not heard the people's voice for generations and it is much, much louder than they care to remember.*” (Alan Moore, Oerth 1953-)
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Blaspheme

Blasphemes are lanky and muscular undead guardians created eons ago by wizards in rituals that violated nearly every law of the gods. The teeth of the blaspheme are particularly important, since each one was taken from a different individual corpse and engraved with special runes. These teeth give the Blaspheme a powerful bite, that is akin to having the Blasphemy spell cast upon its victim. Blasphemes 'eat' by draining the very strength from their victims' bodies, and are capable of charging in multiple split dashes. Because blasphemes are somewhat intelligent they may try for as long as possible to befriend a group of adventurers before picking one and isolating them to murder. It is worth noting that their teeth can only drain and paralyze non-evil creatures due to the exact nature of the spells that created them.
Crucible

A crucible is a crafting station that is used to create rare weapons and armor, as well as a variety of other items. Crucibles can be crafted using an Anvil using Dark Shards.

## Overview

The crucible is black, cylindrical shape with a lava-filled hole in the middle. By clicking on it, you can access a menu, where you can see a list of items, and craft them if you have the required material and crafting level.
Alala

**Alala** is a Great Old One from a plane created originally as a prison for Tru'Nembra before it escaped to the Far Realm. The **Demiplane of Discordance** is a world in which sound has been given a physical form, and when a native of that plane comes to the material it shows these beings as true strangers, things that should not have been given flesh. They move as though wading through jelly and are hideous to behold, some have compared them to scalykind but they always have a blue hue to them, and are completely boneless. Alala is the largest and oldest of all of them, and her coming to the material is an attempt to overlap the two planes, causing the destruction of both if she succeeds and bringing Tru'Nembra back from the Far Realm.

A cult of humanoids in Zawadi, influenced by a native of the Demiplane of Discordance succeeded in bringing Alala to the Material Plane for a moment in the Second Age, but were ultimately thwarted. Alala waits for her next appearance, and this time is prepared with an army.
Erevan Ilesere

Erevan Llesere is the Elven deity of rogues and mischief. When he joined the Moon Court a large portion of his power was taken by Corellon Larethian. He is a close friend to Aasterinian.

 Worship

Clerics of Erevan dress in dark leathers and convene in midnight rituals. They never worship in the same place twice.
Bhuka

### Bonuses

Wide-footed: Can not be impaired by travelling on sandGlare-Resistant: Can not be blinded or dazzled by flashes of light. Fireproof: Resistance to Fire damage, Reduces all fire damage by 5. Can not be fatigued by intense and prolonged heat.

Proficiency in Survival

### Abilities

Water-witch: Innate ability to find water up to 100 feet below ground with a survival check (DC at Dm's Discretion).

Bhuka are small goblinoids that have gaunt features and grey/brown skin. The Bhuka have learned to fend for themselves in the deserts of the world. The Bhuka are peaceful, giving, and dislike violence since their skills usually lie elsewhere. The Bhuka are in tune with nature by necessity and in their societies they are close with the spirits of their ancestors. Many have taken advantage of the Bhuka’s gentle and trusting nature over the millennia, this mixed with the harsh environment they live in has hardened them against those who would do them harm.

Bhuka adventurers tend towards being druids and rangers.
Dantalion

Dantalion is a strange spirit known to binders and warlocks alike. Legend tells of a royal family who was cursed to never know the peace of the afterlife, whenever they perished they became a part of the entity Dantalion, the conglomeration of all of the souls of their line. The royal family has since gone extinct but there are still those who share their blood, and so Dantalion continues to grow.

Those who bind to Dantalion's vestige take upon themselves a royal demeanor and become compelled to read the minds of any important leaders they come into contact with. In addition, one of the faces of Dantalion appears on their stomach for the duration, when their abilities are used the eyes and mouth open revealing a sea of stars.

### Terms of Binding

Dantalion appears in a blinding pillar of red light, emerging as a crimson-clad king adorned in gold. Their head is a twisting and changing conglomeration of hundreds (possibly thousands) of faces varying in age and gender, on top of its head is a crown as large as a barrel. They hold a large tome and speak with all of their voices at once and always in cryptic passages read from the book. Another individual attempting to read the book would see naught but picture-perfect images of galaxies and stars.
Baphomet

Baphomet was once a mortal who achieved enlightenment, he was inspired to live as a beast. The truth of existence, as he recognized it, was in the duality of existence: life and death, up and down, male and female, each part of life was cyclical and double sided. His new lifestyle and beliefs made him disregard fellow humanoids and he treated them as cattle. He learned new magics and experimented on those humanoids (and himself) with abandon. As punishment he was sent to the Abyss by the Gods.

Baphomet rules the Endless Maze with Pale Night, the two ruling side by side. Baphomet is an adoptive patron of Minotaurs but has countless followers of humanoids, ogres, and giants. His mortal followers are led by the Ghour, a race of fiendish, hairless minotaurs. Baphomet is also an ingenious sculptor of creatures, creating countless creatures from mixing the aspects of his followers together. This is how he created his minotaurs, ghour, ankshar, and bulezau. Baphomet and Yeenoghu were once allies but after a failed conquest and slaughter of elf lands the two grew apart, both resenting the other for supposedly sabotaging their victory. His other enemies are Graz’zt who attempted to detain him, Ardat who has slaughtered his legions of Ghour in the past, and Orcus who conspired with Yeenoghu to keep Baphomet as a prisoner (in exchange for control of the White Palace of Doresain).

### Dogma of Baphomet

The only thing between a God and a Mortal is savagery and determination. The Duality of all things blurs the line between man and beast, predator and prey. The lines are drawn where you see fit.
Ardat

Ardat is shrill and emotional, a being that is constantly on the move and constantly making horrific noise as it does so. Formerly, Ardat was allied with Baphomet and the two raided the gnoll city of Hykanusk on Vorganund: 52nd Layer of the Abyss. After being betrayed by Baphomet she resumed her usual activities which mostly include wandering several layers of the Abyss with her army of half-fiend harpies in tow, massacring anything unfortunate enough to step in their path at the wrong moment.
Aurusel

Aurusel of the Archfey has always had a particular interest in gardening and in the process of cultivation. He rejoices in seeing unique arrangements of plants and seeing gardens as a testament to the balance between law and order, between civilization and the wilds. Unfortunately it was his quest to build the perfect selection of plants and animals that caused the proliferation of lycanthropes in the Feywild. Aurusel collected flora and fauna from different planes, something which often required bartering and trading in order to get the ideal specimens and sometimes required traveling to other planes. One particular order of creatures, a selection of fine beasts from Faunel, proved to be harboring individuals tainted by the curse which soon spread to nearby human settlements in the Brokenstone Vale. A war ensued between the forces of Cegilune and the forces of the lycanthropes, who found that the enhanced power of the moon in the Vale both enhanced their powers and gave them greater self-control. Corruption fought against corruption, eventually leading straight back to Aurusel's doorstep when he gave permission to a seemingly ordinary eladrin to camp in his garden. After he returned to find his garden ablaze and his treant guardian, (now known as Silvermaw) in a panic, the eladrin revealed herself to be the Queen of Air and Darkness and the grove became a battlefield of blood and fire as the lycanthropes were led into the burning trees by Unseelie forces in an attempt to rout the enemy. The shadow magic and corruption used in this battle permanently scarred the land, and in an attempt to save the rest of the garden, Aurusel banished the entire grove to the Plane of Shadows. Aurusel closed off his garden to intruders ever since, punishing those who wander in uninvited and refusing most who wish to see it. The high walls and hedges of the garden are now unfriendly to all who come to close, turning them into mulch and fertilizer at first chance.

Aurusel sees himself as a conservationist of plants and animals and as a steward of preservation in a multiverse where extinction can be caused by a single bad turn of weather or supernatural disaster.
Armon

Armon is the ultimate commander of demons in the Blood War. His only desire is to destroy law and replace it with chaos and his home layer Anagon is full of the corpses of devils that he has desecrated and looted. Demons that hear his horn are inspired with an unholy blood lust. Armon leads frequent raids on the bases and territories of lesser devils and ensures that the space between the Abyss and the Nine Hells remains neutral. Armon is followed by elite Balor guards who escort an army of baatezu slaves.
Ben-Hadar

From his coral reef Ssergass on the Elemental Plane of Water, Ben-Hadar is the archomental in control of the good armies of water. Ben-Hadar is characterized as being arrogant, selfish, and boorish. He fights the forces of evil and maintains his military's campaign against evil, but on his own plane he has relatively little to do with Olhydra. He is more frequently in conflict with his fellow Princes of Good, namely Chan and Zaaman Rul.

Ben-Hadar's conflicts of interest stem from his involvement in the Dawn War, where he witnessed the Vaati side with the forces of Lawful Evil in the name of Law. While they defeated the Obyrith he also watched many Good forces become slain as well, and he sided for a time with Chaos, attempting to sabotage the forces of the Wind Dukes by manipulating the remaining Obyrith generals. Ben-Hadar believes from personal experience that evil can be manipulated to serve the forces of good, a notion that disgusts his allies.

### Relationships

Ben-Hadar is an ally to his fellow Archomentals in theory and an enemy to the Evil Archomentals, although it does not always end up that way.

Ben-Hadar is an ally of nearly all of the other water deities such as Deep Sashelas and Water Lion, but is also friends with Istishia and the Slaad-lord Rennbuu.

Ben-Hadar's realm touches Styx which needs constant policing. He ensures that Charon remains impartial, with both maintaining that the marids stay away from the river and the lower planes and Sekolah and Panzuriel stay far away from the Plane of Water.

Bwimb II sends missives and messengers to Ben-Hadar incessantly, leading most gossips and busy-bodies to theorize that the Archomental of Ooze has a crush of some sort on the Prince of Water.