recursal/Fanatic-Fandom huggingface dataset:
Drugs of the Planes

Medicines, poisons, and stimulants- these are the substances used by the denizens of the multiverse for business, pain, and pleasure

* Agony
* Baccaran
* Black Lotus
* Blue Lotus
* Devilweed
* Green Sleeping Dust
* Jalap
* Kammarth
* Luhix
* Luiren Spring Cheese
* Mordayn Vapor
* Mushroom Powder
* Redflower Leaves
* Sannish
* Silkroot
* Terran Brandy
* Travelers' Dust
* Vodare
* Ziran
Charon

Charon, the Ferryman is one of the first figures many beings see after death after they are taken by the Raven Queen. The Ferryman waits for those who need him and then takes those who can pay his toll to where they need to go, or to where they truly belong. Charon can travel across all of the lower planes with ease and is well-used to the sight of planeswalkers needing assistance (for they too get a ride if they can pay). Charon's existence keeps the river Styx clear of those who would use it for strategy in the Blood War or for other nefarious purposes, and in the name of the Plutarei he ensures the protection of souls.

### Relationships

Charon is the son of Nyx and Erebos, the brother of Thanatos. He is an eternal enemy of Orcus.
Bakemono

The Bakemono are goblinoids exposed to millennia of influence from Yokai, Oni, and the Yomi Pantheon.

They appear as standard goblins but often take on traits of animals or other monsters (a set of wings, hooves, a tail, a cyclopean eye, etc.) and have a wide variety in color (any color on the spectrum has been observed). They tend towards life as scavengers, picking through the refuse of abandoned camps and villages (which they make their homes) and cleaning battlefields of goods they can use. Occasionally they are conscripted into the army of an Oni or a hobgoblin general, although they only obey orders for a short amount of time before deserting. They avoid conflict most of the time if possible but if they perceive vulnerability in a village's storage of supplies they will strike, especially if there is sake to steal.

Rice-wine is one of the greatest pleasures of Bakemono culture, which knows few real luxuries.
Ahrimanes

Ahriman was the evil counterpart to Zoroaster’s Avatar Jazirian (God of Couatl), both had a significant hand in the creation of the multiverse, both had the common ideal that all beings should possess free will in order to choose between law and chaos, evil and good. Ahriman, corrupted to the dark side even further by Pazuzu, fell to the abyss after a war with Zoroaster. Ahriman left the abyss under the assumed name of Asmodeus, operating as a minor deity until becoming a baatezu and a Duke of the Nine Hells. When Ahriman left the abyss, Ahrimanes was left behind as an aspect of Asmodeus. Not only is he the patron of cacodemons but he himself is a cacodemon, a horrendous lingering aspect of a demon long gone (or devil as the case now is).
Azer

The Azer were once ordinary Dwarves, but were corrupted and changed by the Titans and the power of raw elemental flame. There are some who say all dwarves were once the slaves of the Titans, and that those we know now as dwarves were merely those who escaped, while the Azer stayed to be corrupted.

Azer resemble dwarves in most ways, but their hair is made of roiling fire.

Their culture has been deeply scarred by a history of slavery, from their time under the Titans, to more recent eras where they served Fire Giants and the Efreeti, with the latter betraying them after they built the City of Brass as allies, hoping to prevent the strengths and weaknesses of the city's design from falling to enemies.

The Azer are now doing things on their own and have positive relations with the Yak-folk of the Plane of Elemental Fire, but still have been forced into a series of wars against the Efreeti, who are relentless. The Azer are led by their king, Amaimon, who will occasionally respond to calls for assistance from organizations across the planes, offering Azer assistance in exchange for gold and gems.
Caoimhin

Caoimhin (pronounced Koo-aven), a silent guardian of the Palace of the Seelie Court, bound in rags and gossamer armor, the quiet God of kilmoulis uneasily stands guard over the realms of the Fey Pantheon.

He is shy, occasionally he will grumble lowly. His friendship can be earned over time with gifts of food, but how he eats these gifts is a mystery. Caoimhin is venerated by many brownies, who consider his quiet friendship and bonds made through small gifts to be an excellent model for life.
Archomentals

The Archomentals are powerful beings of the elemental planes that, while usually not being the rulers of their chosen planes of existence, have made themselves known as exceptionally powerful. Most of the Archomentals are not true Primordials. Generally, the Archomentals are split into two groups based on alignment, but there are a few that have unknown motivations. The Princes of Elemental Evil largely follow the words of Tharizdun, believing he is the Evil Elemental Eye that birthed them.

### Princes of Elemental Good

* Ben-Hadar
* Chan
* Entemoch
* Sunnis
* Zaaman Rul

### Princes of Elemental Evil

* Cryonax
* Imix
* Ogrémoch
* Olhydra
* Yan-C-Bin
* Uzrith
* Alyolvoy

### Unaligned Princes

* Alu Kahn Sang
* Bwimb
* Crystalle
* Chlimbia
* Ehkahk
* Gazra
* Ty-h'kadi
Blindheim

The blindheim are humanoid monstrosities resembling amphibians with large eyes, residing deep underground in perpetual darkness. They are typically albino and have very low levels of intelligence, they have developed a special method of seeing in the dark through bio luminescence. Their eyes emit light like that of a gas lamp in beams that they can dim and brighten, and when they spot prey they work to sneak in front of it, blind them, and then restrain and swallow the target, being able to swallow creatures roughly their own size! There are many would-be spelunkers and underdark travelers who would fall prey to a blindheim simply by forgetting to look both ways before entering a tunnel system or cave.
Dromite

### Abilities

Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
Antennae: The Dromite can fight blind against enemies in melee or scent range, accurately striking against an invisible target or with its vision obscured.Elemental Chitin: Dromite gain resistance to the element corresponding with their social caste: Cold, Electricity, Thunder, or Fire. Energy Ray: All dromite have latent psionic abilities and can fire bolts of energy from their antennae as a ranged spell attack cantrip. The bolt deals 1d8 damage of the same type as their social caste (Cold, Electricity, Thunder, or Fire). This damage increases to 2d10 at level 5, 3d10 at 11th level, and 4d10 at 17th.

Dromite are insectoid subterranean creatures that live close to the surface. Their race is unique in that they are completely asexual and gender-neutral (except for their Queen and her collection of mates). Dromite are separated twice in their society. When a dromite comes of age they are assigned a caste by the queen and this caste determines both their powers and their temperament. Those of the Fire Caste are often quick to anger, but also quick to laugh and forgive. Those of the Ice Caste are analytical, slow to make decisions, but often right. Those of the Voice Caste are consummate artists, reveling in all types of performance, especially song. Those of the Glimmer Caste always move at high speed, rarely resting in their pursuit of life’s tasks. Each caste identifies with the energy type associated with its creed: fire, cold, thunder, and electricity, respectively. The second tie a dromite has is to its Soul Bonds. Soul Bonds are created when two dromite share an emotional attachment, but unlike human marriage do not usually involve just two individuals. Other dromite can opt to join into this union if they share a proper bond and young dromites are often assigned to be cared for by these units, which often go through the nurseries to choose their own small children to become life-bonded to. Soul Bonds can hold dromite of many castes together and Soul Bonds often persist long after the lives of the original pair have ended.
Erathis

Erathis is the Goddess of civilization in all of its forms, representing all of those who work together to create order, to adapt, and to progress societies. She is a muse of great inventions and buildings, and an inspiration to those who keep and maintain order. She encourages the formation of democracies, she supports those who take power and keep it, and she sits on both sides of civilization. At times she can seem chaotic and her laws sometimes benefit despots and warlords. She is one of the few beings to be on familiar terms with Asmodeus, but she is often seen with good-aligned Pelor. After Baphomet was exiled to the Abyss she took it upon herself to become the patron of the minotaurs, guiding them towards structure.

After the destruction of the mortal minotaur city of Spirovengia at the hands of Melora, the clergy of the two goddesses have been plotting against one another.

### Dogma of Erathis

Work with others to achieve your goals. Community and order are always stronger than the disjointed efforts of lone individuals. Tame the wilderness to make it fit for habitation, and defend the light of civilization against the encroaching darkness. Seek out new ideas, new inventions, new lands to inhabit, new wilderness to conquer. Build machines, build cities, build empires.
Drow

The Drow represent those who sided with Lolth following the schism and division of the Elven Pantheon and its followers. Their home is the Underdark and the Feydark and they are referred to always as 'Those Who Went Below' among other elves, who speak of them in hushed whispers. Many would consider them to be nothing but fairy-tales or a thing of myth if not for those who remain among the elves that remember them still, and the occasional tale of one who has met them and lived.

### Physique

The Drow in many ways resemble Moon Elves. Their hair is almost always silver and their skin is pale bruised blue or dusky purple, yet their eyes are where the resemblance ends. While within the iris of a Moon Elf there is flecked gold and light, the Drow have flecks of crimson and often the entire iris is some shade of red. The Drow are short despite resembling High Elves, standing around 5'4.

### Culture

The Drow earn their reputation of cruelty and their society could not be called anything but cruel. For the Drow it is kill or be killed and in the Underdark it is eat or be eaten. While Drow are said to reproduce more than any other elves they share an equal number of those who actually make it to adulthood. From birth the Drow are engineered, purged of defects of body and mind, and sent into the paths that will determine their ultimate place in Drow society. Females are tested for their leadership abilities from a young age and males are almost always sent down paths more fitting for middle management type roles, as their caste put them above slaves (just barely). For Drow 50-60% of their population at any given point are slaves, working tirelessly to keep the cities going, farming meat and crops in large tracts that could be easily managed. The Drow city-state is one of the hardest to infiltrate in the entire world, with functional walls and access points being controlled above and below in addition to the sides. The magic barriers around their cities make teleportation inside impossible, as well as scrying or divination. It is nearly impossible to go in or out without proper authorization.

The Drow are overwhelmingly evil, for even those who are neutral allow the atrocities of day-to-day Drow culture to continue, yet there are very small amounts of Drow who are good, and they are often those who are beaten down the hardest by their culture. Rarely, these good aligned Drow have been able to escape, and those who do discover that the world was not what they had expected for it is much bigger and brighter than they could have hoped.
Damballa

Damballa is one of the children of Jormungandr and had a hand in the creation and purification of much of the material plane that was ravaged by the different wars that had taken place and destroyed the plane. Every time he coils to sleep he creates a star, his shed skin creates pure water, and his hands can gently ease the earth into forming hills and valleys. A traditional offering to Damballa is a simple one, an egg lying in a pile of flour and then covered in white rum. Damballa is rare among Gods in that he makes avatars often, taking over his devout worshippers during ceremonies and performing miracles, but these manifestations are usually very brief. His wife is Ayida-Weddo, the Rainbow Serpent. His followers are known for making effigies and dolls of their Gods.

### Dogma of Damballa

There are many Gods but Damballa is the greatest. Do not harm your fellow beings. Slavery is an inherent evil. Offerings to other Gods are okay if they help. Supporting darkness is not the way of Vodou and must be avoided at all costs, for the rainbow can only shine through light. Freedom and Happiness are the ultimate good for the community, anything that threatens those facets of community is bad.
Crom Cruach

Crom Cruach was a Great Old One created seemingly as a test by the Outer Gods to see if they could create a human god of their own. Descriptions of his form are long-lost to time but it is said that statues of his likeness can occasionally be found, although his domain was absorbed by the Tuatha Dé Danann who sealed him away in an effort to consolidate power. Long ago, Crom Cruach gave milk and wheat to those who provided him with offerings of blood. He is depicted in statues as a golden figure, surrounded by twelve bronze apostles.
Cligpha

Demon Lord Juiblex constantly wars against the Fungus Queen Zuggtmoy for control of Shedaklah, the layer of the Abyss that both desire more than anything. Using the former warlock Iggwilv as a contact it became known throughout the Abyss that Zuggtmoy had contacted the recently resurrected Orcus, who had regained some of his former power and was looking for something worthy to use as a demonstration of this power. Juiblex, terrified that he would lose his war in an instant if Orcus became involved, decided to reach out and discover his own ally. He discovered Bwimb II, the Evil Archomental of Ooze and a sworn enemy of Orcus (her father had been slain by the weakened vestigial form of Orcus, Tenebrous). The two became quickly enamored with one another and in a horrific (and thankfully brief) union the two created Cligpha, Princess of Slime. The army of Orcus never did come to Zuggtmoy’s side and Cligpha, filled with power of her own, took it upon herself to claim a layer of the Abyss. Cligpha devoured a lesser demon lord of viscera and overtook his palace, a fortress made of muscle and organs in the middle of a lake on top of a plateau. The lake was turned to slime by her influence and began to overflow, creating rivers of slime and waterfalls down the plateau, running into the River Styx below. Slimeflow is a haven for slimes, alkiliths, and yochlols across the Abyss but other beings find themselves too disgusted to visit.
Ceto

Ceto was a general in the Titanomachy and among Titans is considered one of the most frightening. She and her husband Phorcys created a progeny of beings that deliver fear into the hearts of mortals and gods alike.

They created Echidna, the Gorgons, and terrifying Ladon. The gods were never capable of keeping Ceto imprisoned, despite multiple attempts.
Blue Lotus

Blue Lotus is a drug typically found in desert communities around Nexxis and is specially cultivated by the clergy of Nefertem. It is known to be able to destroy physical and spiritual parasites in those who consume it, as well as ending spouts of madness and providing enhanced mental acuity and clarity. Over time those who consume the drug regularly enter periods of 'hyper-awareness' where they are trapped within their own minds, unable to act while being fed knowledge of their surroundings and their internal processes to a staggering degree. While typically not an addictive drug, the positive effects prove enticing to those who are not discouraged by the potential side-effects.
Alrunes

Perhaps proof that not all that comes from the Abyss is pure evil, Alrunes is a former succubus turned Demon Lord who delights in tormenting those who destroy nature and punishing men who disrespect women and restrict their autonomy. Her victims are used as fertilizer for thousands of seeds she implants their corpses with and they become food for her mandrake children.
Dwarves

Dwarves claim to be hewn from the very rock of the worlds they inhabit and one who is on good terms with one would have no doubt that this is true. Dwarves are as sturdy and immovable as the stone itself, and represent one-third of the Races of Stone in the world of Nexxis. They hold few lands above ground, for their true place is found deep under the surface in elaborate and beautiful cities like Holdt and Stonfoundt. There are Dwarves found in both the highlands and lowlands, separating themselves by hill and mountain culturally but in physique they are indistinguishable from one another.

### Physique

Dwarves stand at around four feet tall and for their height are broad-chested and have stocky legs. Their skin often resembles that of humans but can also be a stone grey or a red like worn sandstone. Their hair can be black, blonde, red, or brown, and is almost always kept long with a beard to match. In warmer climates it is not unusual to find a dwarf with a shorn beard and head, and in the freezing North it has been said that a dwarf is an indistinguishable mass of hair in a suit of armor. Female dwarves, generally speaking, tend to grow facial hair as well but those living in close proximity to other races (or those who are just more sensitive) tend to shave this off thoroughly. It is said that female dwarves are centuries ahead of other races when it comes to both cosmetology and combat.

Dwarves have legendarily tough stomachs and have been known to ingest poison and not know it. As a result one of their favorite foods that failed to translate well to human or elf civilization is Yumberry Pie which is, much to the misfortune of unwitting guests, made of hemlock.

### Culture

Dwarves are sturdy in action as well as physique. A vow made by a dwarf may as well be writ in stone for it is an unbreakable one. A dwarven friendship is hard to earn and must be kept up at all times, for a 'former' friend to the dwarves is almost always met with vengeance.

Dwarves like to take things slow and don't rush in to anything without proper foresight and planning. Dwarves don't often possess the vices of pride, something they attribute (correctly) to the Sun Elves, who they have had countless wars with.

Dwarves are not without faults, however. Dwarves succumb quickly to anger and envy. The greed of the dwarves is considered to be matched only by dragons.

Dwarves are master architects, artificers, and jewelers and as such their culture revolves around these enterprises and the means to protect them. One such means is their strong military which has evolved into a profession all its own, including the above-ground band of warriors known as Trail-blazers.

Dwarves are known to take care in following their Gods in order to avoid the misfortune of the Duergar, a race of damned dwarves that live deep in the Underdark.
Eldritch Theurge

Among those who call themselves warlocks there are those who wish to become greater masters of spellcraft, searching further and further into the depths of eldritch knowledge until they unlock their inner potential for inexhaustible resources of powers at their disposal. The Eldritch Theurge is one who has found this potential and, through the help of their patron, discovered that there are no limits to power.

### Prerequisites

* **Skills:** Proficiency in Arcana
* **Spells:** Access to 2nd level spells
* **Classes:** At least one level in warlock and in an additional spellcasting class.
* **Special:** The ability to cast Eldritch Blast, an additional challenge from your patron

#### Deep Knowledge:

You gain spell levels in both your warlock class and an additional spellcasting class when you gain levels in Eldritch Theurge. You do not gain any other benefits from those classes and would still need to take an additional level to receive benefits you have missed.

#### Eldritch Magnetism

Your spellcasting ability for all spells is now based on your charisma. For example, an Eldritch Theurge with points in Wizard could now cast wizard spells with Charisma instead of Intelligence.

#### Fiendish Resilience

At 2nd level you gain the ability to heal for 1d8 once per short rest as a bonus action. This increases to 3d8 at 9th level.

#### Spellblast

You gain the ability to chain spells with your eldritch blast, allowing you to attach a spell i.e. a fireball onto your blast, casting the spell if the attack lands. If the eldritch blast misses the spell is lost. One spell can be chained this way per beam of eldritch blast, allowing the caster to potentially cast many spells at once. AOE spells that are normally centered on the caster can be centered on the location of the blast instead, allowing for targeted AOE combinations that were previously not possible!

#### Deep Thought

Your intense study has opened your mind to Deep Speech capabilities, and you can now communicate with eldritch beings using your thoughts alone.

#### Eldritch Spellweave

You can combine the effects of one of your warlock spells with one of your wizard spells by using one of each slot, for instance, using this ability you could create an aoe Hunger of Hadar that also exploded into a Fireball. You can use this ability an amount of times equal to 3+your charisma modifier per day.

#### Direct Line

The theurge can directly contact their patron once per day and receive a limited communication back.

#### Greatreach Blast

Spells that were formerly touch range only can now be applied to eldritch blast, allowing the theurge to cast spells like Contagion and Bestow Curse as ranged spells effectively.

####

####
Ayida-Weddo

Aida-Wedo is a Goddess of fertility and represents unity of life. She is in the heart of all trees, rivers, and bodies of water. Her husband is Damballa. She is a child of Merrshaulk that sought her own realm.

### Story of Ayida-Weddo

*In the beginning there was a vast serpent, whose body formed seven thousand coils beneath the earth, protecting it from descent into the abysmal sea. Then the titanic snake began to move and heave its massive form from the earth to envelop the sky. It scattered stars in the firmament and wound its taught flesh down the mountains to create riverbeds. it shot thunderbolts to the earth to create the sacred thunderstones. From its deepest core it released the sacred waters to fill the earth with life. As the first rains fell, a rainbow encompassed the sky and Danbala took her, Ayida Wedo, as his wife. The spiritual nectar that they created reproduces through all men and women as milk and semen. The serpent and the rainbow taught humankind the link between blood and life, between menstruation and birth, and the ultimate Vodou sacrament of blood sacrifice.*

This legend from her followers is consistent with the destruction of Jormungandr, but falsely misattributes much of the World-Serpent’s power and prowess to Damballa.
Earth Dragon

The deity known only as Earth Dragon was once a primordial force of draconic fury who died during the Dawn War. His body settled into the form of a mountain and those who later came to settle in that place were able to communicate with its vestige deep under the mountain. When the people ask, Earth Dragon answers and when he is sated they are prosperous. In times of war, pestilence, and famine offerings are made to Earth Dragon at the base of Drachenkairn in hopes of making things right again.
Eurynome

Eurynome was a Titan who ruled during the Titanomachy. In the ensuing war in the Outer Planes she grew tired of conflict and fled to the material plane (still in chaos) to live among the primordials. Disgusted in her meddling with the unformed world (which was considered beneath dignified beings of the Outer Planes at the time) the gods struck her down. Disgusted in her abandonment of their cause, the Titans ignored her and left her to die. Her body became the island of Eurynos off the coast of Hegiea, with her blood hardening to become the coral in the Reef of Euros. The entire island serves as the container of her vestige, which is used by binders. Those who bind to her find themselves paranoid. In combat they refuse to attack an enemy who has not already been tagged by an ally. They become clammy and constantly wet, dripping even through armor.

### Terms of Summoning Eurynome

Eurynome requires her summoners not to have had contact with Amon in at least 24 hours. She will regard those who summon her with careful apprehension before appearing as a conglomeration of creatures from sky and sea. She has wings made of the same material as fish fins, octopus tentacles for limbs, the head of a hawk with an owl's beak, and lamprey-like suckers in place of eyes. Those who panic when they see her or are rude about her appearance are often resisted when trying to bind with her.

### Abilities of Eurynome's Vestige

Animal Friend: All animals automatically have an initial attitude of friendly toward you.

Damage Reduction: You gain resistance against damage done by divine magic or from lawful sources.

Eurynome’s Maul: As a swift action, you can summon a Large magic warhammer (2d6 damage, ×3 crit). You are proficient with this weapon and can wield it in one hand without penalty. Your warhammer’s exact bonus and abilities depend on your effective binder level, according to the following table.

 11th-14th
 15th-18th
 19th+

If the Warhammer leaves your hand for a round it desummons itself.

Poison Blood: While you are bound to Eurynome, your blood becomes poisonous. Any creature that ingests it (by either making a bite attack against you or swallowing you whole) must immediately make a successful Con save or take 1d6 points of damage. After 1 minute, the creature must make another Fortitude save at the same DC or take another 1d6 points of damage per three effective binder levels you possess (maximum 5d6). Each bite attack (or each round that you remain in the creature’s gullet) poisons the creature anew, forcing a new round of saving throws. Your poison blood becomes inert 1 minute after leaving your body.

Water Dancing: At will, you can move on liquid as if it were firm ground. This ability functions like the waterwalk spell, except that it affects only you.

###
Anshar

Anshar was a member of the Zigguraxian Pantheon and son of Tiamat and Abzu. During the invasion of Zigguraxus Anshar fought on the very front-line in front of the palaces before falling in battle. Hruggek, a member of the Goblinoid Pantheon decapitated him, using the head as a trophy yet for some reason he did not die. He watched breathlessly as his entire family was slaughtered before his eyes, he saw his children burned to ashes and his city turned to rubble.

When Tiamat was restored to power she retrieved Anshar's head and restored his body, yet he was still scarred and disfigured. When he learned of Enlil and Enki's survival he grew angry and sought Nergal who felt similarly and the two lured Enki to a secluded part of the lower planes where they murdered him and Anshar seized his portfolio.

Anshar lies in wait now, doing the bidding of Tiamat as she commands, hoping to one day strike down Enlil. Despite his loyalty, relations between he and his mother are tense, as he is unwilling to move on to greater ambitions until his lust for revenge is sated.
Dispater

Dispater is one of the Dukes of the Nine Hells, an Arch-fiend who appears as an ordinary human man, with small horns, dark hair, and one cloven hoof in place of one of his feet. Dispater is known for his affinity for alchemy, being able to turn organic matter into metal and corrode metal with his aura.

Dispater is the duke of the second circle of the Nine Hells which is named after him. Dispater is characteristically very paranoid and only leaves his city of Dis (located in the layer of Dis) and in fact his tower, in order to meet Asmodeus.

Dispater's home is itself a powerful artifact called the Iron Tower, it helps amplify his power and make him invulnerable to pain.

He is currently concerned about spies working in his realm against him, expecially after the ascension of Glasya.

### Relationships

Dispater is allied with Mephistopheles and the two work to destroy Baalzebul.

Dispater's consort is Lilis, the Iron Maiden and together they have a daughter named Malachabra.

Dispater was formerly the ally of Mammon before he betrayed them.

###
Alvarez

Alvarez was a human on the material plane who was renowned for his vicious cunning and military excellence. When he was slain on the battlefield he came to receive his eternal reward: the pits of the Abyss. Upon joining the ranks of the Tanari’i, Alvarez showed an exceptional talent and skill at extracting information from enemies and his new inventive methods of torture were so horrific that even demons were frightened (and impressed). Alvarez grew in power until he was in control of his own legion and layer of the Abyss. When the forces of Law or Good infiltrate another Lord’s domain, Alvarez is often the first on the scene, ready to purge the contaminant from the Abyss. If there’s anything that Alvarez knows, it’s that uncontained rebellion leads to defeat and he does not intend on relinquishing control of his new home to any outsiders.
Demon Lords

The strongest denizens of the Abyss, the Demonic Lords have the power to exert their will over their chosen homes and possess great power on the material plane as well. The Demon Lords are all sworn to chaos and know no law and little loyalty. There are many ways to come into contact with one of the denizens of the Abyss, be it using their rituals or harnessing the power of their vestiges. Any demonic encounter must be handled with the utmost caution. The first of the Demon Lords were the Obyrith, a progenitor race of evil beings. After laying claim to the souls of mortals the Obyrith transformed their subjects into abominations, giving them warped forms that better reflected the evils they had done in the material plane and giving them access to abyssal power. The former slaves, the Tanari’i, rebelled against their Obyrith masters, slaying nearly all of the ancient beings and taking their place as the de facto rulers of the plane. Only the mightiest of the Obyrith remain. The Demon Lords are constantly plotting, looking for any opportunity to get the upper hand on their enemies, be they devils, gods, or even other demons. The constant culling of the herd ensures that only the fiercest, strongest, and most cunning are allowed to remain in power. Any demon that has reached the status of Lord is exceptional. With that said, the title of Lord or even Prince is usually self-awarded by these powerful entities, as there is no real hierarchy to the Abyss other than might. The only thing keeping the Demon Lords from attacking one another is usually self preservation.

### Demon Lords

* Abraxas
* Adimarchus
* Aensarior
* Ahazu
* Ahrimanes
* Aldinach
* Alrunes
* Alvarez
* Alzrius
* Anaroggg
* Anarazel
* Ansitif
* Ardat
* Areex
* Argolcheir
* Armon
* Arzial
* Aseroth
* Asima
* Astaroth
* Azael
* Azuvidexus
* Bale
* Baltazo
* Baphomet
* Barbu
* Bayemon
* Bechard
* Cabiri
* Charun
* Chernovog
* Chort
* Cligpha
* Codricuhn
* Cyndshyra
* Dagon
* Demogorgon
* Doresain
* Dwiergus
* Ebulon
* Eldanoth
* Eltab
* Enumu
* Ereshkigal
* Felex'ja
* Fraz-Urb'luu
* Gorion
* Graz'zt
* Gresil
* Hugh
* Ilsidahur
* Ixinix
* Iuz
* Juiblex
* J'zzalshrak
* Kalphazor
* Kardum
* Kerzit
* Kostchtchie
* Laogzed
* Lupercio
* Lascer
* Lazbral'Thul
* Lissa'aere
* Lamashtu
* Lolth
* Lynkhab
* Malcanthet
* Malgarius
* Malgoth
* Mastiphal
* Maughter
* Miska
* Mu-Tahn Laa
* Munkir
* Nekir
* Nocticula
* Nql
* Obox-Ob
* Orcus
* Pale Night
* Panzuriel
* Pazuzu
* Queen of Chaos
* Qij-na
* Rhindorz'zt
* Rhyxali
* Rr'ikin'aka
* Sch'theraqpasstt
* Seere
* Sertrous
* Sess'lnek
* Shaktari
* Shami-Amourae
* Sikfhu
* Soragle
* Socothbenoth
* Soneillon
* Tharzax
* Thralhavoc
* Thraxxia
* Turgalas
* Ubothar
* Ugudenk
* Ungulex
* V'aughrosfl
* Verin
* Veshvoriak
* Volispula
* Voroxid
* Vroth-Khun
* Vucarik
* Wejinhastala
* Xaxivort
* Xinivrae
* Yeenoghu
* Yibiru
* Yrsillar
* Zanassu
* Zivorgian
* Zuggtmoy
* Zuregurex
* Zzyczesiya
Eldath

Eldath is a goddess of groves and watersheds who protects the natural waters of wild places and abhors violence in all of its forms. She blesses water with her divine spirit, allowing it to cure wounds and reverse disease. She is shy yet enigmatic and resilient to hardship.

### Relationships

Eldath considers Mielikki a sister and is a proud friend to Silvanus. She is close to Chauntea, Selune, and Lathander. She is friendly to Ben-Hadar but is not sure what to make of him. She is beloved by Rao for her gospel of peace.

She dislikes Tempus but hates no one, choosing instead to believe that he is naive.

### Worship

Eldath teaches her followers to only use violence in self-defense or in the defense of those they love or the lands and waters they are sworn to protect. Often a high cleric will be placed as the leader of a region and all clerics within that region will answer directly to them. The followers of Eldath live in communal societies in quiet places and act with reverence to others. They are direct in action and speech without being confrontational. Occasionally the leadership of Eldath's communes would be sought after by leaders from far away regions who were in the middle of disputes and required a neutral party to facilitate peace talks.

Many across the planes are drawn to the communities of Eldath's church by their own pasts of violence and pain, finding respite in the quiet self-sustained lifestyle.

Eldath has two holidays, the first is Firstflow which is celebrated when the ice begins to melt, and the second is the Greening which is always on the first day of Spring.
Bugbears

Bugbears are the largest archetype of goblinoids, standing taller than hobgoblins (at 7 feet tall) and usually being covered completely in brown or grey fur. Bugbears, despite their size, are known for their abilities of stealth, and are believed to have been genetically engineered by the hobgoblins as assassin slaves.

Bugbears are few in goblin society, for any settlement with more than ten or twenty bugbears often becomes a target for other races' armies from the perceived threat, regardless of the bugbears' intent. Bugbears must always be on the move, unless they are lucky or strong enough to secure a leadership position.

It is rare to see a bugbear fully in charge, since hobgoblins will almost always undermine their authority on the grounds of wit or general intelligence.

In Tovaar, bugbears are able to lead a different life under the Khan, with many being able to see the world with a wider scope, shedding the evil tendencies often ingrained in bugbears by regular goblin society.

Most bugbears worship the goblinoid pantheon, with Hruggek being especially important. Bugbears often practice ritual decapitation of enemies in their name.
Emmantiensien

In the center of the Palace of the Seelie Court is a gigantic crystal, coursing with power and wrapped around that crystal are Emmantiensien's roots. The equally gigantic Treant is the reason the palace can move throughout the multiverse and by utilizing the raw arcane power of the crystal he is the pilot, steering the palace through the Astral Sea, finding the rifts in the multiverse that are needed for their travel and ensuring that new rifts can be created where needed.

The Fey Pantheon has few members as excitable and curious as Emmantiensien, who was never one for letting something as small as 'lack of legs and slow movement' get in the way of his thirst for seeing everything the planes have to offer. He encourages his worshipers to seek out magic in deep places and learn how to harness it.

### Relationships

Along with being closely allied with the Seelie Court, he is an ally of Relkath of the Infinite Branches, Rillifane Rallathil, and Corellon Larethian.
Addazahr

Addazahr, colloquially called Backbiters, are insectoid creatures that feed on live blood and lay eggs on the epidermis of living creatures. Their bite, while nonfatal, releases a toxin that can cause swelling of the joints. They are rarely a problem for humanoids but can be exceptionally problematic for those who rely on beasts of burden, who may be unable to work if afflicted by an infestation of the parasites.
Akadi

"Akadi" by Christian Kiddle

Akadi is a powerful Primordial of Air.

### Relationships

Her worst enemy is Grumbar, Lord of Earth. Akadi has positive relationships with Syranita and Chan and helped support Aerdrie Faenya.

### Worship

Akadi’s commandments to her followers are simple, never stop moving, travel all over, see everything there is to see, never getting stuck in a single place or in a single activity. The preferred method of worship to Akadi is the burning of incense that carries on the wind, and most prayers to Akadi are answered in the form of powerful changing of the winds or by bringing rain. The followers of Akadi may never cease moving but not without direction, it is common for a devotee of the queen of air to create a goal known as a Life Experiment, which they will work tirelessly to fulfill. The highest holy day for Akadi is Midsummer. Her most esteemed followers are the Azure Guard, an elite team of twelve feminine Air Genasi who are her champions on the Elemental Plane of Air.

### Dogma of Akadi

Find your own enlightenment in your interests. As soon as your interest fails, all chance of finding further spiritual growth has left that activity or place. Move from activity to activity, from place to place, pursuing a personal dream or series of interests and growing through the changing experiences each new day brings. Worry not if others of the church do not adhere to this doctrine, for all obstacles wear down over time. Few matters are so important as to require a wholesale commitment. Do not ever let yourself be fettered or imprisoned, for constrained life is little better than death.
Elias Alastai

Elias Alastai is an Eladrin from the bloodline of Deep Sashelas who, with his twin sister Siobhan Alastai was ascended to the status of Archfey when his sister took control of the seas of the Feywild, ruling over a mix of other Eladrin, Sea Elves, Merrow, and all manner of aquatic fey creatures.

Elias is the voice of the Coral Court, the emissary to all of the land-dwellers in the Feywild. Through Elias, the goings on within the Court of Stars are reported directly to Deep Sashelas (who has made himself scarce in recent years due to a rising tension between he and Tiandra for unknown reasons).

Where Siobhan is reserved Elias is considered to be gregarious and boisterous. The two of them are both considered to be ingenious when it comes to tactics and diplomacy. Elias prefers to be below his sister in status in exchange for the comfortable and flexible life that he is afforded by his current title.
Eltab

Eltab was once one of the up and coming Tanar'ri Demon Lords of the Abyss, until he was suddenly taken out of play by mortal demonologists in the prime iteration of Faerun. He was imprisoned on the plane, his power linked to underground bubbles of Abyssal magic known as 'demoncysts'.

The mortals toyed with him, attempted to enslave him again and again with varying levels of success until finally he was destroyed again and again, each time the cysts crumbled his tie to the plane grew weaker until his form was able to reform on the Hidden Layer of the Abyss after over a thousand years of imprisonment.

Eltab appears the same now as he did then, a massive spiked balor with a canine head adorned with antlers, but he is much weaker than ever before. He is biding his time, building his strength, waiting to return to Faerun and destroy the mortals that live there.
Baervan Wildwanderer

Baervan Wildwanderer is the above-ground counterpart to Segojan Earthcaller. He often appears to his followers as a raccoon made of leaves and twigs that is surrounded by an amber aura of light and leaves flowers where he steps. At other times he is a forest gnome with a shrouded countenance. He helps ensure the safety of his people and those who travel through the woods with innocent hearts.

### Relationships

Baervan is a friend to all of his Gnomish Pantheon fellows (except for Urdlen) and is also a friend to Brandobaris, Mielikki,  Clangeddin Silverbeard, Gwaeron Windstrom, and his most important and dearest friend: a giant sentient raccoon named Chiktikka Fastpaws.

He finds Malar and Urdlen both to be distasteful but also has disdain for those who practice mass deforestation or those who engage in war without considering its environmental impact.

### Dogma of Baervan

The forests are wild and free to those who are brave and those which bear my mark belong to my people. Venture forth from your burrow and explore what nature offers, find sweeping vistas and sylvan beauties which others would never see. Defend the forest against evil. Follow the paths where they lead and roll with the hills, go where the river takes you.

###
Brown Dragons

Brown Dragons are weaker chromatic dragons that are filled with constant rage. Brown Dragons are long and wingless, resembling leathery dimetrodons with two large sails across their sides. Their breath weapons are powerful lined bursts of acid which is powerful enough to disintegrate bones. They hunt creatures in the deserts when they can, especially mounts like horses and camels, but they are perfectly capable of living off of minerals alone, eating sand when no other food is available. Brown dragons live solitarily in the deserts and wastelands but group up for hunting when possible, since they prefer an ambush to a straightforward fight.

Their lairs are underground single chambers, usually within a mile of another brown dragon's lair.
Amaterasu

Amaterasu is the Yomi Pantheon's leading goddess and the ruler of their realm in Elysium. The days of Sendoru belong to her and she paints the islands with her light.

Amaterasu is a daughter of Izanagi, born of his left eye during his purification ritual after visiting Thanatos. Izanagi, preoccupied with the challenge of his former wife, gave control over the realm of Takamagahara to Amaterasu and her siblings. Amaterasu married her brother Tsukuyomi and the two together ruled over the skies while Susanoo was given control over the seas and oceans.

To celebrate their control over the heavens they invited all of their kin to a feast. When everything was underway, the goddess Uke Mochi came to Amaterasu and Tsukuyomi to give a gift, and she pulled a bounty of food from her nose, mouth, and rectum (a party trick that disgusted everyone in attendance). Tsukuyomi killed Uke Mochi on the spot and Amaterasu, disgraced by his behavior, cast him out of the heavens for his evil.

### Susanoo's Rivalry

Susanoo was jealous of Amaterasu's rule over their heavenly realm and refused to recognize her rule. Izanagi, tired of the dissent, exiled him to the Plane of Elemental Water to watch over the oceans. He wished Amaterasu a goodbye and wished her good luck, but she questioned his sincerity leading to his suggestion of a contest in good faith. They took an object from the other's possession and used it to birth new beings. Susanoo's sword was used to make three women of beauty and skill, while Amaterasu's necklace was used to make five men of impressive speed and cunning. Considering the men to be the better, Amaterasu declared herself the winner since the object taken was her's, which enraged Susanoo. He led his forces in battle against heaven, he destroyed Takamagahara and he destroyed Sendoru as well, ending the united empire of Sendoru and splintering both heaven and earth into chaos. Discouraged, Amaterasu went into hiding, only emerging after centuries at the request of Omoikane and Ame no Uzume who threw her a party to coax her out for they were so tired of the darkness and chaos of the land. When she emerged she cast Susanoo out of the heavens once again and this time he was forced to confront the destruction he caused in Sendoru. He saw where once there was an empire there was now rubble and ruins, and he felt ashamed. He roamed the land as a ronin, a lone swordsman, and set himself to making things right, culminating in his destruction of Yamata no Orochi and retrieval of the Kusanagi-no-Tsurugi which he tore from the serpent's corpse. The legendary sword was given to Amaterasu as an apology, in the hopes that one day it will be in the hand of the rightful Emperor of Amaterasu's Earthly kingdom. It is said that her true heir will come to possess the sword, Yata no Kagami the mirror, and Yasakani no Magatama the jewel.

### Worship

Amaterasu is one of the eight million Kami spirits but is also the greatest and most enshrined. There are some who worship only Amaterasu exclusively, devoting themselves purely to the sun.
Celestian

Celestian is the roving god of the cosmos and those who wander the multiverse. He is particularly fond of long walks throughout all of the planes and will use his powers to make his walks more enjoyable, often moving clouds to allow unobstructed views of the stars.

### Worship

Followers of Celestian are known to be detached, hard to reach, and almost permanently tired. Many of them start out as astronomers or wizards but also there are those who join the church because they are moved by the beauty of the stars. Each one of them is aligned with a specific star in the sky which they can always identify if asked, and they are known to possess powerful forms of magic that can transport others between planes.

Rituals to Celestian are done on clear nights about three times a year, but the main appeal to Celestian's churches are their libraries, which hold large troves of planar knowledge from Celestian's walks. Stargazing is a must for followers of Celestian. The followers of Celestian take just as much knowledge from the stars as they do their positions, and have their own form of astrology.

Because of their skillset they are prized allies of planeswalkers. In other planes it is not unusual to see creatures of void and darkness take up his mantle, and it is normal for his clergy to become planeswalkers due to the rambling and mobile nature of the faith.

### Relationships

Celestian is the brother of Fharlanghn and the two occasionally align their interests. Celestian is closely allied with Zagyg and Boccob.

###
Gugs

Gugs are huge undead inhabiting the underworld of Dream. Their origin is mysterious but their realm was once the domain of Nuada before his disappearance. Gugs are fervently religious in their following the Great Ones but are also related to ghasts and ghouls. It is believed that the corruption of Doresain occurred in their realm.

Gugs appear as roughly humanoid with yellow eyes on either side of their heads which are segmented by vertical clamping jaws filled with razor-sharp teeth. They have long thick arms that split into two different sets of forearms and claws at the elbow. Their legs are like those of an elephant's. While they seem to be able to communicate telepathically they also have a language they speak among themselves, full of guttural growling and screaming.