recursal/Fanatic-Fandom huggingface dataset:
Wood Elves

Credit to the Artist: Balanet

Subrace of Elves.

## Description

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

## Phrelle Wood Elves

### **Alithrya**

The **Wood Elves** which inhabit Alithrya, tend to embrace their more reclusive traits. Mainly located in the Colossas Oakvale, they have been known to attack travelers in their woods. Common travelers who were lucky enough only to be observed often come out with stories of the wood whispering.

### **Cantomer**

The **Wood Elves** who survived the calamity, have become very much reclusive and aggressive in the wake of the events. They have adopted guerilla warfare against the threats on the continent, having lost so much already.

### **Ezora**

Ezora was primarily settled by **Wood Elves** in the south, evidence of this is all across the capital of Penrith which incorporates nature across the large city. Having spread and settled the south much of the forests and natural elements have followed the same precedence in construction. They have been very much militarized against the former northern kingdom.

### **Laikka**

The largest **wood elven** kingdom was Malbec, but with the prelude to the Titan War and the following fall, it has become almost uninhabited. Outside of this culture the **wood elves** of Laikka are varied heavily, from tribes to councillors of cities there is no one way to describe a normal **wood elf**.

### **Northern Chain**

The Northern Chain does not have a high population of **wood elves**, however they to pop up in various kingdoms from time to time mainly as travelers or merchants.

### **Southern Chain**

The main population of **wood elves** sits within the city of Assera. They act as guards and military to the High Elves who rule the city.

### **Yedria**

The **Wood Elves** of Yedria have nearly all settled inside the Kingdom of Zoulan. From the jungles of the Gazuk Tropics to the Spotted Pine Grove, the druidic and nature based **wood elves** have earned the full respect of the humans of Zoulan and they consider them kin.

## Wood Elf Traits

* **Ability Score Increase.** Your Wisdom score increases by 1.
* **Elf Weapon Training.** You have proficiency with the longsword, shortsword, shortbow, and longbow.
* **Fleet of Foot.** Your base walking speed increases to 35 feet.
* **Mask of the Wild.** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Water Elemental

Image credit WOTC

### Special Notes

Damage Resistance acid; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poison

## Water Elemental

A water elemental is a cresting wave that rolls across the ground, becoming nearly Invisible at it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.
Wood Woad

Image credit WOTC

> *Steadfast guardians who speak little, wood woads are the perfect neighbors. Unless ye’re a woodcutter.*
>
> —Elminster
>
>

A wood woad is a powerful plant in humanoid form invested with the soul of someone who gave up life to become an eternal guardian.

***Born of Sacrifice.***The ritual to create a wood woad is a primeval secret passed down through generations of savage societies and dark druid circles. Performing the ritual isn’t necessarily an act of evil, if the victim-to-be has entered into a bargain that requires it to be a willing sacrifice.

In the ritual a living person’s chest is pierced and the heart removed. A seed is then pushed into the heart, and it is placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is then bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree’s roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a humanoid form.

This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.

***Pitiless Protectors.*** A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad’s face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not being called upon to take action, they root themselves in the earth and silently take sustenance from it.

***Uprooted by Immortality.*** Like a tree, a wood woad needs only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might themselves die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.

Wood woads are drawn to creatures that have close ties to nature, and that protect and respect the land, such as druids and treants. Some treants have wood woad servants by virtue of age-old pacts with druids or fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in the domain of a kindred guardian.
Ulitharid

Image credit WOTC

Very rarely, a tadpole from an elder brain’s brine pool transforms an individual into an ulitharid, a larger and more potent mind flayer that boasts six tentacles.

***Master Minds.*** Illithids innately recognize that an ulitharid’s survival is more important than their own. An elder brain’s reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain’s most favored servant, invested with power and authority. In others, the elder brain perceives an ulitharid as a potential rival for power, and it manipulates or quashes the ulitharid’s ambitions accordingly.

***Birth of a Colony.*** When an ulitharid finds sharing leadership with an elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid’s body, mind flayers take its brain and place it in a brine pool, where it grows into an elder brain over a few days. This process doesn’t work on the brain of an ulitharid that dies a natural death, as a brain that succumbs to old age is too decrepit to be used in the creation of an elder brain.

***Extractor Staff.***Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull and peels it apart, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid’s corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool that surrounds an embryonic elder brain.
Tirakka Rainforest

Small nomadic groups dwell within the Tirakka Rainforest in Laikka.

They are difficult to approach and very territorial. It is however been noted
in the histories, they rarely look to enlarge their territories by going to war
with other tribes but prefer to live in peace with the others.

Rumours of ancient temples within the Rainforest litter the history books but little is known about them. Few who have gone to seek out
these temples have returned. There is one ancient site that is well documented.
The Temple of Exhausted Clerics. A quiet sanctum to overwork where they can
live out the lives in peace and tranquillity.

The roads that run through the Rainforest are considered
dangerous but are well traverse. Ghost Shipments are sometimes found in the
middle of the road with no one ever discovered from them. Merchants tend to
triple their security to make this trip as they have little other choices. Even
then it is common to be missing a few upon completion, People will usually
demand to be paid up front if they are travelling in this region.
True Shapers

## Founding

The founding of the **True Shapers** is one that even the greatest of scholars of Chauntea are still arguing to this date. While some believe that the origins are a calling to service from Chauntea and have been around since the 1st Sanctus Era, others claim the origin of the group came much later in the 3rd Sanctus Era when the name of the **True Shapers** first graced the records of Chauntea.

## Leadership

The official leader of the **True Shapers** is Klissa Sunderland, who resides and oversees reports from across the Phrelle from the High Chauntean Temple. While she handles the more religious aspects for the faction, she has leaders of each of the small groups which tend to handle more of the tasks which the **True Shapers** get involved with.

## Primary Work

The **True Shapers** function as a militaristic unit of the faith of Chauntea. While primarily with the full support of the church the **True Shapers** deal with a number of threats to the natural world and wilderness. While most of these happen to be monsters causing havoc or even the rare occasion with coming across a dark druid. **True Shapers** are generally welcomed in most Temples to Chauntea, however there is a rare occasion where temples near developing cities or ones with a large logging or similar production system will not house them.

While not officially recognized by all of the faction there is a number of groups within the **True Shapers** who have been known to cross the accepted line and deal in a more gorilla type warfare against cities which they feel are doing damage to the natural world.

## History

The **True Shapers**, believe to be divinely called by Chauntea herself to fight against threats to the natural world. While this is believed to be in her honor to supporting the followers of Obad-Hai and Rillifane Rallathil. The temple has always found those clerics, paladins, and rangers generally who are wanting to fight those threats.

Within the **True Shapers** is known to be the Tomes of the Great Mother’s Protection, a canonical history of the faction. While the number of tomes in the series is hidden to all but the most inner circle of the **True Shapers**, which has caused some to take issue with the factions apparent secrecy.
Whispering Expanse

> "It is most agreed upon by many that this place is the least threatening part of the mainland... And yet the stories the Felynes tell.. Are most intriguing."
>
>

> Alissa Yllalana - Theories and Mysteries of Tir Na Nog.
>
>

## Brief Overview

The Whispering Expanse is the largest region on Tir Na Nog, taking place more towards the center. Forest and grasslands separate the Veiled Jungle and the Silent Hollow.

## Lore

Nomadic Felynes tell of tales of monsters that roam the forests and grasslands. They say of this place being the most habitable part of the island, food being more abundant than in the desert or jungle region. They tell of tales of great elder dragons that devastated and carved through the lands before life started to flourish here.
Vander Suldusk

## Vandar Suldusk

### Siblings

Malwin (Father, Dead at sea, High Elf)Rola (Mother, alive and remarried, High Elf)Felix Evershade (Adopted Father)Dante (Younger Half Elf Half Brother)Pyper (Younger Half Sister)

## ***Character Apperance***

Messy, stuck up blond hair, wears the colours of his families house, large axe over back, blue eyes.

## ***Character Personality***

Bubbly, kind, little bit native and could be taken advantage of. Tries his best, doesn't drink alcohol.

## ***Events of Childhood***

Father died in a storm and mother remarried to a member of the towns nobility.

## ***Events of Adolesence***

Learned to fight from the house guards and prone to strange dreams.

## ***Adulthood Prior to Guild***

Started to disagree with adopted father, decided to follow his own path as a sellsword adventurer.

## ***Events Leading into Guild***

Saved the life of a guild member in the aftermath of a bounty gone wrong
The Well-Groomed Captain Tavern

## Brief Description

The Well-Groomed Captain Tavern is the primary source of both information and lodging for those who arrive at Clearhill via the seas. An above average tavern by most standards it’s crowd is seen as the rougher amongst the general population seeing everyone from merchant sailors to pirates. Most scuffles happen outside if the individuals have any knowledge about the establishment.

## Owner

Handsome Kanar, is a Half-Orc with his long hair pulled back in a pony tail. He is dressed in a fine looking captain’s coat with a bandana on his head. He is always very well-groomed thus the name of the tavern. He is known for his charm and temper.

## Miscellaneous Information

People have left the Well-Groomed Captain Tavern with odd looking injuries which the patrons of the tavern simply inform the guards they had accidents.
Worg

Image credit WOTC

A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote Wilderness or are raised by Goblins and Hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.
Uriel Ahusaka

## Appearance

Uriel is a 5’10” winged Elf. His wings are a light brown with white tipped feathers. His skin is lightly tan with clear elven features. His hair is long and a deep blonde, eyes fierce and a deep forest green. His face holds the elegance of the elven race, and strong angular features. He wears a green cloak, fitted to slot his wings along with his armor. Upon his cloak is a symbol of a white Oak tree, with a Black Bear in-front and at the base of the trees roots. He has a fixed quiver along his lower back and a longbow on his back. His clothing is a mix of forest greens and brown leathers.

## Personality

He has a serious tone when he speaks. But has a soft side and a love for nature and skies.

## Events of Childhood

He spent his childhood training in an ancient order of paladins, who took up the fight against Tiamat, and anyone who could not fight. He studied what deities were left in the world, and about his heritage. Being newly reborn only 500 years prior to his birth.

## Events of Adolescence

Growing older and learning to pray and gain favor with his god Riliphane. Uriel spent his days and childhood training with the longbow, and taking up the oath, from the Order of the Greenbacks. Learning from his Mentor Gabriel. Another Avariel Elf who had lost his wings in battle years before his time. Though his order was attacked by the dragons, forced to fall apart and flee for their life.

## Events of Adulthood

Uriel with unfinished training fled after the loss of the order. Fleeing during a lost battle. Gabriel stood his ground giving him time to flee. The dragon of the area fought and destroyed those unlucky to flee.

## Defining Event

As he fled for his life, Uriel was forced to hide when he could. Stuck in open ground he was about to be dragon food, and slaughtered, before a flash of light took him. Sending him into a time into the future.
Zask

## Appearance

Standing at 8' foot tall and built solidly at 400lbs, a grayish beard hangs from his other wise bald head. his skin is a very pale shade of green almost to the point of white with several tattoos and markings running across his body and face. Piercing gray blue eyes stare out at the world looking perpetually angry and a chain necklace with a strange looking pendant hangs around his neck. His former tusks were filed down over time now resembling fangs then full tusks.

## Personality

Believing that might in battle is one of the few things that matters in life he holds little regard for those he doesn't see as capable warriors. Those that fight alongside him however he will fight to the death for. He stares at mostly threats unflinching and meets the danger with a steely gaze.

## Family/Childhood

Born the only son of a proud orcish family, he spent the first several years of his youth enjoying the temperate weather of the orcish isles in the southern chain before his parents joined a crew for what should've been a simple voyage but instead brought him to his future unknowingly on the backs of a terrible storm that knocked their course to a far northern one that chilled them and brought about a shore landing to restock the dwindling supplies. The sole left over of the conflict that followed the unplanned arrival. Zask found himself raised as a mix between cultures. The internal blood-thirst of his parents still flows through his veins, brought more apparent in conflict where he sinks back to the most primitive of teachings. Often using the blood of slain enemies to adorn his now pale, but almost inhumanly large frame.

## Defining Event

He carries a giant two sided great axe that's stained from the results of survival, trusting more in the blade and his own resilience then any armor or shield that was offered. Longing for the conquest of battle he led a group of like minded tribesman to a camp of frost giants and cleaned it out, taking his now well worn axe from it's previous owner. Growing complacent in the aftermath of that victory yet still looking for a way to satiate his thirst he gladly accepted an invitation to the life of adventuring
The Central Zaig (Niaq'Mal)

* The Grim Coliseum
* Obelisk Brewers (Nakeo Dawnhauler goliath male)
* Fabled (restaurant gegia stonepicker g female cook/ mogan hornclimber g male waiter)
* The Careless Cavern (tavern kenu lonecarver g male)
* The Unlucky Needle (clothier lani stormfinder g female/ Ilikon stormfinder g male)
* The Bouncy Hunt (hides manath adeptvigor g male)
* The Flawless Armor (armor thymar ironhammer d male)
* The Crafty Pen (animals Neokein wisefriend g male)
* The Careful Snowball (inn momahk mastermasher g male)
Thom Lodahr

Commons, Markets, Forge, Keep

Ancient Dwarven Capital

Seat of the Dwarven Empire during war of the races 1st Era

Great Forge - Fire Ti

Anvil - Hammer of Large Creature

Iron Dwarves aka Soul Stones

Korir Gemcarver - Smith

Tola Hammerheart - Queen

Baern Dragonbane 47y/o - Previous Line

Thogur Hammerheart - Emperor

Aegis - Leader of Warforged
Will-o'-Wisp

Image credit WOTC

### Special Notes

Resistant to acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacksImmune to lightning, poison

# Will-o'-Wisp

Will-o’-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair.

***Hope and Doom.*** Will-o’-wisps look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o’-wisps offer hope, hinting of safety to creatures that follow them.

Will-o’-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their death screams. An evil being that falls prey to a will-o’-wisp might become a wisp itself, its woeful spirit coalescing above its lifeless corpse like a flickering flame.

***Consumed by Despair.*** Will-o’-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. They thrive in swampy bogs and bone-strewn battlefields where the oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o’-wisps lure other creatures toward dismal fates and feed on their misery.

***Agents of Evil.*** Will-o’-wisps rarely speak, but when they do, their voices sound like faint or distant whispers. In the miserable domains they haunt, will-o’-wisps sometimes form symbiotic relationships with their wicked neighbors. Hags, oni, black Dragons, and evil Cultists work with will-o’-wisps to draw creatures into Ambush. As their evil allies surround and slaughter creatures, the wisps hover above them, drinking the agony of a last breath and savoring the sensation as the light of life goes out in a creature’s eyes.

***Undead Nature.*** A will-o’-wisp doesn’t require air, drink, or sleep.
Teleportation Circles

Below is a list of all current teleportation circles in the world. While some of these may be listed below that doesn't mean that they have no cost or are known about by the guild for easy travel. If you are wondering if Gaevon can teleport you to a place please check within the discord.

## Alithrya

* Alihana
* Misty Tower
* Shade Tower

## Ezora

#### Northern Ezora

* Clearhill
* Dewside
* Dustfell

#### Southern Ezora

* Candor's Rest
* Penrith

## Laikka

#### Ahkillor Tundra

* Mar Daral
* Niaq'Mal
* Ruins of Sige Suroess Valley

#### Bramble Valley

* Brambleton
* Hogswallow
* Maura

#### Hillcrest Expanse

* City of Gnome
* Everwind
* Hillcrest
* Pearlside
* Ruins of Cortea
* Thor Lidor
* Wildreach

#### Jeweled Peninsula

* Ambracia
* Nohriara
* Taelin
* Umai

#### Lakes Region

* Graman
* Stonehaven

#### Lower Celestian

* Ionze
* Nalmel
* Struggleton

#### Silver Expanse

* City of the Wise
* Silvervine

#### The Gold Coast

* Cloudcross
* Kordton
* Neverdale
* Shourdlight
* Summergarde

#### The Jagged Coast

* Anonmin
* Chikuk
* Lieve Coast

#### The Shimmering Island

* Shimmerreach
* Whalewater

#### The Surging and Still Islands

* Abilene
* Shadetown

#### Upper Celestian

* Eadburg
* Sharatan
* Otmar

## Southern Chain

#### Kikrone

* Assera
* Dhireldur
* Duskmarsh
* Ebonhost

#### Osmua

* The Crown City
* Whitecrest

#### Utovia Chain

* Damaras
* Slyvia

## Yedria

#### Aerurus Empire

* Old Haven
* Ravensworth

#### Kingdom of Sohm Al

* Dawnwall
* Highport
* Thornreach

#### Kingdom of Zoulan

* Bayside
* Fallgarde
* Limemoor
* Tradehall

#### Vrasulia Collective

* Grennhollow
* Staghorn

#### Zalumid Empire

* Edgekeep
* Fort Gagazet
* Silent Scar
Vargouille

Image credit WOTC

### Languages

understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can’t speak

## Scouting Report

### Special Notes

Damage Resistance cold, fire, lightningDamage Immunities poison

# Vargouille

> *Until ye’ve seen a king’s head tear off his shoulders and flap aloft amid fountaining blood, only to turn and lap his own dying gore as his body totters and falls, ye haven’t lived. And if ye want to go on living, ye might want to stop watching in favor of fleeing.*
>
> —Elminster
>
>

Shrieking, flapping, and hideous to behold—with a body like a severed head and bat-like wings in place of ears—vargouilles boil out of the Abyss to infest Other Planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil waiting to happen.

***Abyssal Nuisances.*** Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent Demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a Dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one fiend kills another.

***The World Awaits.*** Because of their instinctive hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, the summoning of a demon to another plane can bring a vargouille along for the ride, attaching itself like a tick. The precautions a mortal takes to contain and control a summoned demon rarely account for a stowaway, and thus a vargouille enters the world unbidden.

***Ghastly Reproduction.*** Vargouilles that roam free on The Material Plane are a dire threat to all creatures, especially humanoids. Their awful shrieking can paralyze other creatures with fear, and such victims are helpless to resist a vargouille’s accursed kiss.

The kiss of a vargouille infects a humanoid with a fiendish curse. If allowed to run its course, the curse brings about a gruesome transformation as an Abyssal spirit invades the person’s body. Over a period of hours, the victim’s head takes on fiendish aspects such as fangs, tentacles, and horns. At the same time, the person’s ears grow larger, expanding and transforming into wing-like appendages. In the final moments, the victim’s head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up its own life fluids. Sunlight or the brilliant Illumination of a *Daylight* spell can delay this transformation, and vargouilles instinctively shun bright light as a result.
Thomas Van Helsing

Parents: alive: father and mother. Cathrine  Van Helsing  (nee Granger) Trader, Monster Hunter,

Alexander Van Helsing- Monster Hunter. Marine Doctor.

Cathrine and Alexander Van Helsing met when she happened to travel to the town of Pearlside, following a trading route and he happened to be in port. His ship newly arrived, he headed toward the nearby tavern which was where the Caravan that Cathrine was on stopped at for the night. They talked stayed in touch through letters and shared contacts till they could meet up again on the continent of Ezora to speak to Thomas’s parents about arranging for a wedding.   A storm forced them out to the northern chain of islands. Certain they were going to die in the storm, they pledged their lives to each other so they would have at least that as their boat sank. The survivors washed up on the nearby shore of the town of Hillshire, a farming community where they recuperated.  Alexander tended to Cathrine’s wounds, Cathrine repaying him back as she negotiated an agreement between them and the locals for supplies while they healed. The town was able to send word to their families In exchange for the survivor’s help in clearing out some ‘creatures’ in the area. And thus began the two’s adventures in monster hunting. Once the town was cleared of creatures, they stayed and begin to build a family having a young son named Thomas.  Thomas learned from his parents at a young age, but by the time he was 30 he though his parents still fought on, had an accident that changed his outlook on their way of life, losing his zeal of the hunt and questioning if the monsters as they were called needed to be killed. He took a ship out away from Hillshire eventually arriving in Penrith where he was hired by Misty Hallowhorn as his news of different monsters about still find his ears and any possible bounties that come to him.   Thomas is a good bartender, calm and collected but if the need arises with people getting rowdy in the bar he has no problem busting a few heads to get people to listen. Easy going attitude most of the time, but does not discuss bounties unless the situation calls for it, as he believes he has left that life behind him. Should he be prodded, he has experience with different kinds of creatures normally called monsters and in his idle time such as it is, can be seen quietly writing in a book. A glance over his shoulder would reveal him to be writing different combinations of drinks and their possible side effects.
Water Weird

Image credit WOTC

### Special Notes

Damage Resistance fire; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poison

# Water Weird

> *"Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life."*
>
> —X the Mystic’s 2nd rule of dungeon Survival
>
>

A water weird is an elemental Guardian bound to a specific water-filled location, such as a pool or fountain. Invisible while immersed in water, its serpentine shape becomes clear only when it emerges to Attack, using its coils to crush any creature other than its summoner and those its summoner declares as off limits. When slain, a water weird becomes an inanimate pool of water.

***Good and Evil Weirds.*** Like most Elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the Nature of that site, becoming neutral good or neutral evil.

A neutral good water weird tries to frighten away interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might turn against its summoner. A water weird loses its evil Alignment if its waters are cleansed with a Purify Food and Drink spell.

***Elemental Nature.*** A water weird doesn’t require air, food, drink, or sleep.
Yeth Hound

Image credit WOTC

### Special Notes

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

# Yeth Hound

Granted by powerful fey to individuals who please them, yeth hounds serve evil masters like hunting dogs. Yeth hounds fly in pursuit of their prey, often waiting until it is too exhausted to fight back. Only the threat of dawn drives the pack back into Hiding.

***Minions of a Dark Master.*** A pack of yeth hounds can be created by powerful fey such as the Queen of Air and Darkness. Once it is brought into existence, a pack must have a Master, who is often someone the creator wishes to reward. The Master can telepathically communicate with its yeth hounds to give them commands from afar. If the Master of a pack is killed, the hounds seek and choose a new Master, typically an individual of great evil such as a Vampire, a Necromancer, or a hag.

A yeth hound stands about 5 feet tall at the shoulder and weighs around 400 pounds. Often all that can be seen of one in the Darkness is the red glow of its eyes against its night-black fur. The head of a yeth hound has a human-like face, held up by a neck more flexible than a dog’s. The creature gives off an odor like smoke.

***Sound of Looming Death.*** Yeth hounds make a ghastly baying sound that can be heard all around. Creatures that can see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt to a close.

Those that stand their ground and fight back discover that mundane Weapons partially pass through the hound as if it was made of fog, but magic Weapons and Silvered Weapons can strike true.

***Foiled by Sunlight.*** Yeth hounds can’t stand sunlight. A pack never willingly prolongs a hunt beyond the night hours and always seeks to return to its dark den before the first rays of dawn. No amount of coercion by a pack’s Master can deter this behavior. If a yeth hound is exposed to natural sunlight, it fades away, vanishing into the Ethereal Plane, from where its Master can retrieve it only after the sun has set.
Stygia the Fifth Hell

## Brief Overview

The tortuous Road of Cinders wanders for hundreds of miles through the broken maze of lava tubes and rifts. As the traveler leaves behind the furious heat of Phlegethos, the Road grows darker and colder until at long last it emerges on the shores of a frozen sea - Stygia, the fifth of the Nine Hells. Styria is an icy domain, dotted with jagged icebergs and dimly lit by green-blue auroras of frostier that flicker in the upper reaches of the miles-high vault.

Stygia is a vast layer, and it extends for more than fifteen hundred miles. Its ceiling is supported by a handful of mountainous columns that rise like islands from its frozen seas. It lies at about the same depth as Phlegethos, but due to the twists and turns of the Nine Hells' caverns, it underlies the layer of Dis. Hidden stairs of ice-covered iron in one of Stygia's mountain-columns lead up many long miles to link the two domains. As its farther shore, several long, icebound canals lead off into the darkness toward distant Malbolge.

## Lore

The archdevil Levistus is master of Stygia, but he is imprisoned in his own domain.

## Notable Areas

* Tantlin
* Tomb of Levistus
* The River Styx

## Beasts Encounter

* Barbed Devil (Enforcer)
* Bone Devil
* Legion Devil (Veteran)
* Ice Devil
* Succubus
Wralin's Axe

## Lore

While the creation of the Axe itself was never discussed or found, there was little note of the of axe outside of it seemingly being made of ice which almost seemed to be alive. While stories since have talked about how it was imbued with the essence of the final fight.

## History

* The Legend of Wralin the Clanslayer, holds most of the history of the Axe.
* The Axe has since been lost to time but is said to be buried in his tomb, which only a worthy soul can claim.
World of Phrelle (Countries)

## Alithrya

### Current

* Heartgem Pact Region
* Divine's Reach Kingdom
* Tré'Olice Nation
* Silent Moon Kingdom
* Malice Union

## Ezora

### Fallen

* Sidhe Court
* The Kingdom of Estaria

## Laikka

### Current

* The Ablesh Empire
* The Aclan Empire
* The Empire of Daral
* The Empire of Gnome
* The Empire of Graman
* The Empire of Maura
* The Jade Empire
* The Kingdom of Asmye
* The Kingdom of Claremont
* The Kingdom of Cresil
* The Kingdom of Malbec
* The Kingdom of Nar'Talas
* The Kingdom of Ornaise
* The Kingdom of Sharatan
* The Kingdom of Silvervine
* The Kingdom of Stonehaven
* The Kingdom of Teustea
* The Kingdom of the Black Spider
* The Kingdom of Thor Lidor
* The Kingdom of Uswein
* The Kingdom of Wildreach
* The Lands of Thocor
* The Lands of Shoales
* The Lands of Suohst
* The Sanguine Kingdom
* The Umain Empire

## Northern Chain

### Current

* The Dragon-Law
* Haipan
* The Kingdom of Belmont
* The Valordran Collective

## Southern Chain

### Current

* The Empire of Osmua

## Yedria

### Current

* Aerurus Empire
* Lands Of Vrasulia
* Zalumid Empire
* Kingdom of Zoulan
* Kingdom of Sohm Al
Tlincalli

Image credit WOTC

> *The shells of tlincalli have a poisonous coating that can be boiled off without losing its paralyzing power, and reused by Alchemists. Careful handling required.*
>
> —Elminster
>
>

Tlincallis, also called Scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous Scorpion, complete with a stinger at the end of a long tail.

***Desert Nomads.*** Tlincallis live austerely. They range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day’s heat or the night’s cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves. A tribe of tlincallis stays in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. The tribe also settles down temporarily whenever it’s time to lay eggs and hatch a new brood of young.

***Poisonous Eggs.*** Tlincallis deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. There the eggs lie protected by hard shells coated in paralytic poison similar to that produced by their stingers. A would-be predator that dares to break an egg is defenseless against the tlincallis that come to investigate.

***Horrid Kidnappers.*** Tlincallis eat what they kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these prisoners back to their encampment and tie them to cactus or rock formations. There, victims wait until the sun sets and the newly hatched young emerge from the lair to eat them alive.

***Prideful Hunters.*** Tlincallis see themselves as great hunters. If a tlincalli tribe encounters a more powerful Hunter, such as a blue dragon, the tribe’s leader must decide whether the group becomes obedient to the superior Hunter, moves on, or fights to the death to defeat it.

***Makeshift Weapons and Objects.*** Tlincallis are uncivilized and don’t build cities, make clothing, or mine metals. Instead, they scavenge what they need or want. They do, however, know how to melt down scavenged metal to forge crude Weapons and tools.
Vail Nior

Music Playlist

**Player:** Madfishmonger

**Description**:
A small and unassuming drow elf with a huge mass of thick, curly white hair piled on top of her head, tied with leather strips and a couple brass hairpins. Her hair seems to dislike being tamed and the curls are constantly slipping out, but her pointed ears poke through the curls either way. Her skin is a deep purple-black, like obsidian, her face thin and pointed, but her eyes are the most striking feature: one is bright red, the other orange. She wears a pair of dark-tinted goggles on her head which she keeps over her eyes in bright light. She wears a billowy blouse of striped grey with a dark leather vest, and in cold weather wears a long dark red wool coat with a black-lined hood. Dark leather pants with long pockets on the thighs hold two wands, her study boots are laced to the knee, and a dark leather satchel is slung over her shoulder, decorated with tracings of arcane symbols in gold. She walks with her back straight, unashamed of her heritage, but at the same time tries to stay out of the public eye, simply going about her business and trying not to rock the boat. She is not unfriendly, but guarded, and her voice is low and accented. She carries a wicked-looking magical staff and two

**Childhood:**

Vail grew up in the alchemist's guild in Stonehaven, having never lived in the underdark. She doesn't tell most people much more than that.
Underdark (Travel)

## Chart

#### 1-2 Monsters!

* 1 Easy Win
* 2 Trivial
* 3 Normal
* 4 Tough
* 5 Hard
* 6 Deadly

#### 3-4 Travel Mishap (D12)

* 1- “Running From Drow” (Athletics)
* 2- “Moving through spores” (Acrobatics)
* 3- “DROW!” (Stealth)
* 4- “Magical Item or Artifact” (Arcana)
* 5- “Ruins of some structure” (History)
* 6- “Tracks of beast” (Nature)
* 7- “Shrine or effigy” (Religion)
* 8- “Hunting Trap”(Investigation)
* 9 - “Lost/Off Path” (Survival)
* 10- “Injured Animal/Find a baby angry mother” (Animal handling)
* 11- “Poisoned/Afflicted” (Medicine)
* 12- “Being Stalked by predator” (Perception)

#### 5-6 Weather

* 1- Flooding
* 2- Heat/Cold (Moderate)
* 3- Heat/Cold (Major)
* 4- Poison Gases
* 5- Spore Clouds
* 6- Earthquake/Collapse

#### 7 Random Npc (D6)

* 1- Evil (Intentionally messes with travel)
* 2- Bandit or Thug
* 3- Neutral
* 4- Ranger or Traveler
* 5- Good or Righteous
* 6- Helpful (Helps with Travel)

#### 12 Positive Event (D20)

* 1-6 Shortcut
* 7-9 Abandoned Supplies
* 10-16 Friendly Travelers
* 17-19 Traveling Salesman
* 20- Mage/Druid who knows the exact location you are traveling to
The Walking Window

## Brief Description

The Walking Window is a "pawn shop" which stands in Hofsa on the Western Peak. The windows of the shop are full of interesting items from travels around the world. Destin runs the shop and generally can be seen telling different youths of the grand adventures of his collection. There is a back room which each and every adventurer would love to see.

## Owner

Destin Harte owns the Walking Window which is a pawn shop in Hofsa. Standing at 5 foot 3 inches tall he is short for most humans, but he has lived what can only be described as an interesting life over his 72 years. He has since retired to this small mining town to sell a few trinkets and tell stories to the young and promising youths of the city.

## Miscellaneous Information

No rumors have left the Island concerning the status of Destin Harte.

## Stock

 Greater Healing Potion
 Quall's Feather Token (Anchor)
 Quall's Feather Token (Tree)
 Potion of Vitality
 Pipes of the Sewers
 Wand of Enemy Detection
 Ring of Telekinesis
 Sword of Answering (CG)
Troglodyte

Image credit WOTC

> *"Smells like an orc’s loincloth in here!"*
>
> —Last words of Arlax Hammermantle, dwarf spelunker
>
>

The savage, degenerate troglodytes squat in the shallow depths of The Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung.

Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting.

***Simpleminded Brutes.*** Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their lairs to be devoured. The largest and toughest troglodytes lead the hunt and become the leaders of their tribes. However, if a leader shows any weakness or hesitation, other troglodytes Attack and eat it in a Frenzy.

Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal Weapons and armor, and fight among one another for the right to have such items. A troglodyte tribe might be torn apart by battles over a single Longsword.

***Devotees of Laogzed.*** Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as fat, well-fed, and wearily content as he seems to be.
Tir T’Nor Lodge

(2sp per night)  Inn Keeper: Evelynna Majamaeda: [HGT: 4ft, 8in; WGT: 81 lbs] She is a mature female  mixed snow/moon elf that is foppish in appearance. She has curly, white hair and pale blue skin.  She is generally hedonistic, but also modest. Her disposition is humble but she is soft-hearted by nature. She is quite foolhardy in the face of danger. she comes off as being quite driven. he has a great interest in hunting.

DRESSED IN: dark-brown shoes, a dark-red belt with a gold buckle, light-blue loose pants, and a blue-green tunic.

POSSESSIONS: book containing prayers, copper necklace (1 cp), dagger

The inn is small but comfortable, the few visitors finding the place incredibly friendly. The main room is often filled with the locals looking for the inn's famous piog berry pancakes. topped with spun sugar, and their spiced tea. In the evenings, there is elven wine and a fermented berry liqueur called Sa Salen as well as the locals' stories and songs.
Vonlim Orcslayer

## Appearance

Blonde, curly hair tight in a ponytail reveals a strong, charming face. Wide brown eyes, set narrowly within their sockets, watch rapidly over the lands they've been isolated from for so long. A beard graciously compliments his mouth and leaves a gracious memory of his fortunate survival.

## Personality

Cold, Greedy, Selfish are the pillars of **Vonlim Orcslayer**. Never met a person he couldn’t use in one way or another, **Vonlim** has found his way to the slums and ownership of a bar he truly doesn’t care about.
Voronis Aeravir

## Appearance

Silver, short hair neatly coiffured to reveal a fine, warm face. Hooded blue eyes, set high within their sockets, watch warmly over the people they've cared for for so long. Freckles are spread elegantly across his cheeks and leaves a delightful memory of his reckless luck.

There's something bizarre about him, perhaps it's his bravery or perhaps it's simply his sense of honor. But nonetheless, people tend to welcome him with open arms, while trying to avoid him.
Yedria

Write up

Aerurus -> Vrasulia -> Zalumid -> Zoulan -> Sohm Al.

## Kingdoms of Yedria

* Aerurus Empire
* Kingdom of Sohm Al
* Kingdom of Zoulan
* Vrasulia Collective
* Zalumid Empire

## The Free Isles of Yedria

* The Burned Island
* The Shaded Island

## Regions of the Wilds

* Bir Daral Territory
* Blindbay Republic
* Boreaus' Lands
* Dravinia Horde
* Lands of the Eagle Tribe
* Hesperus' Lands
* Ironite Lands
* Notus' Lands
* Southern Wilds
* The Exiled Conclave
* The Lands of Three Tribes
* The Ruins of the Unknown
* Western Wilds
* Zephyrus' Lands

## Aerurus Empire

Aerurus Empire

Ravensworth

Old Haven

## Lands of Vrasulia

Lands of Vrasulia

Greenhollow

Staghorn

## Zalumid Empire

Zalumid Empire

Edgekeep

Silentscar

## Kingdom of Zoulan

Kingdom of Zoulan

Fallgarde

Swiftreach

Tradehall

## Kingdom of Sohm Al

Kingdom of Sohm Al

Dawnwall

Stormhold

Highport

Thornrest

## Free Cities of Yedria

Stillgulch

Shadespire
Word of Mouth

## Lore

The legend of the red arrow

In the 3rd or 4th age raiders from a neighboring  land sailed over and put the tribe of Ackerland to the sword for slaves and profit. The Archdruid and chief of that tribe went to the chief of the Siegrune and called for their aid. But the Kampfmeister (Battlemaster in the common tongue) hesitated “we and the people of Seefänger keep watch on the waterways and have seen no sign of raiders.” He said. In response the Archdruid drew from beneath their cloak a single black feathered arrow with a red stained tip, and threw it at the Kampfmeister’s feet and said “there be your proof! This arrow I pulled from the heart of my son and heir. What say you now?” In responds all of The Siegrune was rallied for war and working together made short work of the raiders. From that day and until the end of time. Whenever one of the chiefs are in need of immediate and desperate aid they send a messenger bearing a black feathered arrow with its tip painted red to the others and know that friends will come to their aid with all haste.

## Quotes

### The Thunder Tropics

The Forests are lush, the foliage vibrant, in the distance great snow capped peaks tower of the land......or so i'm told.

Seefänger

The start of my Journey arrived on waves. The air started as salty and then turned fresh before I arrived on a wooden path. The air filled with spices and cooked food. A promising beginning