recursal/Fanatic-Fandom huggingface dataset:
Maul

## Personality

Has become hardened over the thousands of years at war, but trying to get back the 'humanity' lost. Is very naive about the outside world, knowing basically nothing about the present day.

## Appearance

Standing at just over 8 feet tall, he towers above most regular people. The glow of his yellow eyes reflects off of the cold steel face and body. He carries a large maul, along with an assortment of other weapons he may need in any situation.

## Life before the guild

Grew up in the city of Thom Lodahr during the War of the Races. Was taught by his parents the craft of masonry and stone carving.

Before he became a Warforged, he was a mason for the ancient Dwarves. Carving tunnels and making statues were his business. Him and his daughter were among the sick to become Warforged.

His life as a Warforged consisted of many battles against the liches that were creating the golems. He chose to fight, even though he was not a fighter before, to protect the children placed into these bodies.

## Family

Wife and parents died before the transition to being Warforged. Daughter, Chisel, is alive in the Warforged home. He taught her his craft so she can continue the work of the ancient Dwarves.
Eadbhard

## Appearance

https://www.pinterest.com/pin/480266747754998915/?lp=true

A humanoid male stands before you, his ginger hair in an undercut top knot. His strong jaw is covered in a rough braided beard of ginger hair. His lanky frame is draped in dark feathers, which have leathers under them.

If he were to remove his shirt, you would see every scar across his chest from his battles with many undead.

## Personality

The humanoid is very happy go lucky up until he sees any kind of undead, then that's when he looses himself due to his rage. While he will protect his fellow adventurers at any cost, however he finds peace in death, as it is natural. VERY naive.

## Backstory

When Eadbhard was just a young lad he was a very joyful child, he went out and hunted with his father, Lorkan. Eadbhard also found himself sparring with the other young boys in his village to see who was going to be the next to lead the village, this was just a friendly competition of course. Eadbhard found himself getting in a lot of trouble, but this was normal at his age of 10.

His life was forever changed when he was 13 years of age however, the day started the same as usual, this time though he had taken on the responsibility of hunting for his village, as he was of age, when he got back bodies were lying about lifelessly, Eadbhard felt his heartbeat in his stomache as he dropped the dead elk and sprinted for his home and walked in on the most horrendous scene he has aver seen, his mother and father were lying about the floor drained of their crimson, and his sister was in a strange man's arms, the man was the only man he has ever seen that was paler than himself as he let out a roar, "Bastard!" he screamed feeling the ancesrial rage enter his body as he jolted at the man, only for him to fade away from his existence, with his sister, Irene.

In the following years Eadbhard spent his time taking bounties to hunt undead, then finally, a woman came to him. A woman as black as night, raven feathers at her feet wherver she walked, she approached him, "Come my child, be my champion, and in return you will no longer fear death, as it is natural, and in return I will help you find your sister dead or alive, and end this plague called undeath," that is when he woke up and left his deserted village of Helm's hold in search of a temple devoted to The Raven Queen
Joshua Dacre

***Appearance***

Joshua Dacre is a slim but tall human standing six foot two inches tall. He tends to look happy and kind, looking to make a friend out of anyone. He has bardic clothing with a college of lore style from when he worked on getting his magic. His hair is a longish black with equally black, onyx eyes. His emotion tends to show often, in his gestures and how he talk.

***Backstory***

Joshua Dacre grew up with his brother, James Dacre, in the village of Barefield with his parents Julie and Jerry Dacre. Joshua learned to play a lute from being self-taught and got his lute as a gift for his 10th birthday. Joshua would always take trips to the forest to hide and practice. James was always sent to find Joshua but he rarely did. The two brothers always caused trouble with each other and the village. One day, the father woke both of brothers to the village burning and being told to run. they both grabbed their belongings and ran away from the village. Joshua became a traveling bard and eventually went to The Gilded Galgatron. He met many people there before he started wandering again and went to cortea to continue his adventuring.

### Changes

After some wild magic, Joshua is now known as Joshlynn.

As you look you see a tall 6'2' woman. statuesque in appearance her long ebony hair flows down to her lower back. Her facial features are soft with a face looking like it usually has a perpetual smile. Her obsidian eyes are soft and inviting. The blouse and vest she wears are all vibrant and clinging along her body as well as her pants which all rest on her hourglass figure.
Keothi “Stronghunter” Nugalakume

## Appearance

Large by even goliath standards ***Keothi*** is surprisingly intelligent. ***Keothi*** is covered in furs from a number of dangerous beasts of the arctic and generally can be found leading the hunting patterns.

## Personality

He is cautious in his dealing with outsiders, however responds better to strong-willed characters or those of great strength.

## History

***Keothi*** is often called Rimegulch’s first born leader. As one of the oldest living members born in Rimegulch he has focused on keeping the promises and the future burning bright for the village.
Lord of the Hunt

Astride a midnight horse sits a shirtless elven huntsman. His broad
chest is thickly muscled and sports tattooed knot work. Great stag
antlers crest the huntsman’s head, curving above his rich brown hair.
The pale green glow that shines from his eyes obscures the elf’s strong
features, and a massive spear twined with glowing green vines drives
forward in his clenched fist.

The baying of Shadow
 hounds; thundering hoof beats; a brassy horn note; the Wild Hunt is
coming, and pity its quarry. The Lord of the Hunt is an enigma among the
 fey nobles. His true identity beyond title and position as master of
the Wild Hunt is unknown, but he has some connection to the Black Prince
 of the Shadow fey—while also answering to elvish druids and consorting with powerful blood hags and dryads.

**The Wild Hunt.**
 The Lord’s court is the Wild Hunt itself, a group of huntsmen,
revelers, intelligent hounds, and poor souls they sweep up in their Frenzy. His home, if he has any permanent dwelling, is as mysterious as his true identity. He and his Hunt move between the plane of Shadow and the most ancient forests, so if he has a hidden seat of power, it is somewhere in one of those two places.
King’s Rack Inn (Graman)

## Brief Description

The Kings Rack in stands one of the few public buildings made of carved stone, the large every oak doors have handles made from deer antlers, which are sturdy. Inside the building stands large round tables made of carved stone, including chairs which seem to rise up from the floor like mountains on the landscape. The bar is shorter than most taverns, however it wraps around the hard liquor like that of a defensive barrier.

Upstairs in the rooms the beds are like stone cradles filled with what some patrons describe as clouds and they boast of a restful night. The rooms are simple however each room holds a desk for composing letters to loved ones left behind.
Manticore

Image credit WOTC

> *“Manticores love the taste of human flesh. That’s why, on trips through the mountains, I always travel with human guards.”*
>
> —Marthok Uldarr, dwarf copper merchant
>
>

A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature’s back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range.

***Evil Predators.*** Manticores are fierce killers that hunt far and wide for prey. They work together to take down particularly large or dangerous creatures, sharing the meal once a kill is made. A manticore begins its Attack with a volley of tail spikes, then lands and uses its claws and bite. When outdoors and outnumbered, it uses its wings to stay aloft, attacking from a distance until its spikes are depleted.

A manticore isn’t particularly bright, but it possesses a malevolent Nature and the ability to converse. In the course of attacking, it denigrates its foes and offers to kill them swiftly if they beg for their lives. If a manticore sees an advantage to be gained by sparing a creature’s life, it does so, asking for a tribute or sacrifice equal to its loss of food.

***Monstrous Relationships.*** Manticores serve wicked masters that treat them well and provide regular prey. A manticore might provide aerial support for an orc horde or a Hobgoblin army. Another could serve as a hunting companion for a Hill Giant chief, or guard the entrance to a lamia’s lair.

The manticores’ greatest territorial Rivals include chimeras, griffons, perytons, and wyverns. Manticores hunting as a pack often have the advantage of greater numbers. In addition to these creatures, manticores fear Dragons and avoid them.
Lyza

## Appearance

Lyza is a Drow with albino coloration. She is 5' tall and has white skin, dark red hair and bronze eyes. Dagger hilts are visibly tucked into the waist straps of her black colored leather armor. The armor takes the shape of a sleeveless gown with hardened areas around her torso and upper legs. Her bow, when summoned, is a long bow of solid black with small white accents, centered on its length is a skull that exudes a small amount of dark mist from its openings.

## Personality

Naturally suspicious of everyone, she acts through logical thoughts rather than her emotions. She tries to mirror her behavior to those surrounding her to better blend into a crowd to make her targets easier to reach.

## Childhood

Born of a lower status family one of the numerous cities in the Underdark Lyza took to accepting hits on other drow in the city using her inate talent for moving through crowds undetected. After several successes this eventually gained the attention of one of the military officials in the city. She began a vigerous training program to better form her for her tasks.

## Adulthood Prior to Discord

Still not considered an adult by elven standards she continued to take various assassination missions from the same official who originally found her on the streets. As her renown in the city grew so too did the danger of her missions even growing to include ventures to the surface to eliminate potential threats.

## Defining Event

Her years of training eventually came to its climax when she formed a pact with what she was told was her god Lolth. As a result of this pact her talents were extended even furthur with the addition of the magic she now possessed. Her missions and targets became focused on more important targets now that her ability to infiltrate security undetected was unmatched in the city.
Malphase

## Personality

Malphase is very quiet and secluded but not shy, almost seeming to be uncaring a first glance, her appearance of being aloof however is just a product of her faith in istus. She often speaks in the “royal we/ majestic plural” and occasionally in third person making her seem even more odd but her serious demeanor can quickly turn away others suspicions.malphase may be very blunt at times but is not above hiding the truth from others, including misleading others and lying to a friends face if necessary, she keeps her past ambitions secret people of lesser moral standing as well as strangers.

## Appearance

Malphase is a 5’1 female with long braided black hair kept in pigtails, emerald green eyes with an iris pattern that seem to peer through whatever thy look at making it seem one degree colder, and turkish turkish features, she seems to be dressed well enough to pass as a noble primarily wearing black, red, gold and occasionally a green accessory to match her eyes.on her back she carries a lute and a rapier is a commonly on her side,  Malphas wears black and red eyeshadow and eyeliner almost as a signature look. When she moves from place to be in the form of a casual stroll fashion showing some pride but not quite enough to be counted as a strut much less described as springy.
Jiji

## Appearance

Hippie style from being a hermit. Long dreaded red hair. Scars on face from the war

## Events of Childhood

Its was calm. we lived secluded. Most we worried about was predators

## Events of Adolescence

Parents started teaching me the ways of the druid.

## Events of Adulthood

Traveled around as a hermit. Seeking more knowledge of the ancient druid text. Spent some time in an elf village cause I came across some druids in my travels. Then the war started and now I'm here
Kiira Jewelers

Jeweler: Caltimiel Jagadisha: [HGT: 4ft, 5in; WGT: 71 lbs] She is a young female moon elf that is tidy in appearance. She has curly, blue-black hair.  She is generally confident, but also modest. Her disposition is easy going but she is hard-hearted by nature. She is quite timid in the face of danger. She has a great interest in exotic animals.  She gets along with dwarves very well as she trades with them locally.

DRESSED IN: dark-red sandals, dark-gray long pants, light-gray cloak, and a light-green and gold patterned tunic

This shop carries everything from inexpensive costume jewelry to fine pieces for nobility. The locals love moonstone, opals, cubic zirconum and sapphires.
Heskin Udoturim

## Appearance

Blue scaled Dragonborn with a scar over his left arm

## Events of Childhood

Shunned and teased by other kids I soon learned how to use my powers bestowed upon me to get back at other people but always felt horrible afterwards.

## Events of Adolescence

After using my lightning dragons breath on a fellow student my parents and I were banished from my clan. We ended up traveling to one of the biggest cities in the land where I ended enrolling to be trained at the major temple for Bahamut.

## Events of Adulthood

At the temple I devoted my self in service in protecting those who could not. Every year I learned how to refine my born given powers as well as the powers Bahamut bestowed upon me.
Marya Baerly

## Appearance

Golden, layered hair awkwardly hangs over a strong, lively face. Small pink eyes, set delicately within their sockets, watch discreetly over the armies they've cared for for so long.

A tattoo resembling a small swallow is almost hidden on the side of the left eye leaves a stinging burden of unexpected friendship.
Jharess Dalear

## Appearance

The drow paladin in heavy armor almost dark as night steps out looking at the other two her long white hair flowing from her brow with her holy symbol of Kord and same black marking on her armor wielding a large  sword jagged blade of cruel design.

## Personality

Cold, Ruthless, calculated are the three most prevalent aspects of **Jharess**’ personality. She enjoyed playing and mocking if not even tipping off her pray to watch them squirm. She was partial open to members of The Oathkeepers, however she always kept her motives close to the chest.

## Family

There is very little known about **Jharess**’ family outside the fact that her daughter Phyrran Dalear is a member of The Oathkeepers.

## History

Again very little is publically known about **Jharess** prior to the joining of The Oathkeepers. **Jharess** would take her daughter Phyrran Dalear to Penrith due to Zavier Winston bringing Blane Winston to the hunt. **Jharess** would meet her end at the hands of the Amarthan Nost and more specifically *Andulia Owlspeaker*.
Mimic

Image credit WOTC

> *“Sometimes a chest is just a chest, but don’t bet on it.”*
>
> —X the Mystic’s 3rd rule of dungeon Survival
>
>

Mimics are shapeshifting predators able to take on the form of inanimate Objects to lure creatures to their doom. In Dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey.

***Imitative Predators.*** Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of Objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks.

When it changes shape, a mimic excretes an adhesive that helps it seize prey and Weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself.

***Cunning Hunters.*** Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory Intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food.
Krav Sahin

## Appearance

Krav is a tall thin for his size dark blue dragon born. He has a yellow horn at the tip of his nose with a long crack through it. He has scars along his arms that are hard to determine their reason for being. While clad in armor they are impossible to view, out of armor their white scarring clashes against his dark blue skin. He wears splint mail armor, black in color (couldn't find appropriate picture). He wields a slightly larger than average weapon in the shape of an anchor.

## Personality

He is introverted and quiet. He may not be the brightest he prefers to sit and read in silence. He enjoys the sea and all bodies of water. He is cautious to form bonds but once formed will defend them with his life. Krav is stubborn nearly to the point of detriment to himself. He is complacent to others and rarely stands up to them in terms of decision making within a group.

## Family

Both of his parents worked for the monastery and most of their interactions were as a group with the other families and clergy. Krav has few memories of time spent solely with his parents.

## Childhood

Spent his time in a monastery (non-denominational).

## Adolescence

Attended basic schooling, but did not do well. He's not dumb but he is not the brightest, he can understand basic concepts but the more complex things become the longer it takes him to grasp them. This was his struggle in school and through this he spent more time at the monastery with the other monks and clergy. Also along this time he went to the ocean nearly every day for a sense of calm and relaxation, it was here that he determined he wanted to bring his faith to those who traveled the treacherous seas.

## Adulthood Prior to Discord

Spent 7-8 years upon a boat, essentially as soon as he hit adulthood. During this time he discovered his god, Deep Sashelas, a god of ocean, rivers and seas.

## Defining Event

They would provide religious services for all crew mates. Generally worked as a spiritual guide or perform last rites of those that may have passed on the journey. Their boat was attacked by a pirate group, as things go, they were let go after the boat was forced onto a reef by the pirate crew. Krav was on the few allowed to leave due not fighting back and because they were a man of the cloth. This caused a break in their thinking, that they can no longer stand by and be the reason that more people die. This is where he decided to follow the path of the protector, a paladin, but for vengeance so no one would be able to escape them once they have been judged. This is where Krav's bond to their deity was forged in iron and into the anchor that they wield "The chain will bind you, my anchor will root you."
Knic-Knock

## ***Character Appearance***

Green skin orange eyes and pink hair in a ponytail

## ***Character Personality***

Knic-Knock is rugged and determined and plucky

## ***Events of Adolescence***

Knic-Knock was raised by a local group of mercenaries

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

Knic-Knock worked as a local champion and hero to the small village of Brunswick

## ***Defining Event Entering of Guild***

Hearing of the greater events in the world at play Knic-Knock having been lauded as a hero for facing off against bandits and goblins and other invaders sets out to do the best a little goblin can.
Hofsa Thieves Guild

## Founding

The official founding of the Hofsa Thieves Guild is up for debate from an outsider's standpoint. Some say that when Salna Blackmont saved the life of Jadith Tadan was the official start of the guild. Others say that when Salna Blackmont took official leadership of the old guild and was able to cut a deal with the Harte family and the leadership of the island.

## Leadership

The Guild for the last 150 years has been under Salna Blackmont. She has been fair and taken care of each and every one of her members. She not only recruits her members based on trust and ability but to those who need a different route forward in life.

## Primary Work

The primary work that most guild members undertake is the acquisition of various items of historical importance. The guild itself has vast resources and Salna Blackmont has an uncanny ability to track down those items. While some of the jobs do end up in theft others sometimes the vast majority of jobs involve diving into ancient temples and other places.

## Storyline

* The guild approached a number of adventurers from Penrith for potential memberships, while only Ryze accepted the initial contract he signed alone. At the moment of the assassination of Dolonto Tadan.
* The guild was invaded during The Reclamation and eventually driven underground or destroyed. The status is still unknown.
Jeweled Peninsula

## Notable Areas

**Points of Interest**

**Ruins**

**Settlements**

* Accreton
* Ambracia
* Chorna
* Corellon's Rest
* Nohriara
* Nuno's Rest
* Taelin
* Umai

**Sub-Areas**

* Banded Lynx Wood
* Breonaci Plains
* Hawthorn Woods
* King's Peaks
* Naimini Valley
* Prince's Peaks
* Princess' Pass
* Queen's Pass
* Redstone Foothills
* Royal Foothills
* Scattered Grasslands
* Violet Woodlands

**Water Ways**

* Merrow Bay
Love's Letters

A small bookstore filled mainly with romance books, with the occasional cook book. Only very rarely does an actual historical book make its way here, and always by mistake. Run by a female human named Roux Valentine. A very beautiful red haired woman with a french accent, often seen trying to matchmake the people in town.
Harpy

Image credit WOTC

Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.

A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.

***Divine Curse.*** Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird’s song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there.

Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf’s cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf.

When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf’s spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace.

***Harpy Song.*** To hear a harpy’s song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy’s wrath.

***Sadistic Cowards.*** Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat.

When they attack, harpies play with their food, delighting in the “music” their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end.

***Gruesome Collectors.*** Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy’s lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal.
Lamia

Image credit WOTC

Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on jackalweres to perform various tasks, sending them across the wastes to capture slaves or steal treasures from caravans, encampments, or villages, concealed by the lamia’s magic as they attack.

A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its predatory nature, as does its hunger for torture and humanoid flesh.

***Tyrants of Pleasure.*** Lamias adorn their crumbling havens with finery stolen from passing caravans, then use magic to further accentuate their lairs, masking decay with illusion. A lair’s breathtaking gardens, finely decorated apartments, and numerous slaves seem at odds with its remoteness and state of ruin.

Using its intoxicating touch, a lamia weakens the minds of its enemies, making them more susceptible to its enchantment spells and turning them into its slaves. Those it beguiles with geas spells are pitted against each other in elaborate contests for the lamia’s amusement.

***Vain Predators.*** Always anxious to gain more wealth and slaves, a lamia uses a pool of water or a mirror in conjunction with a scrying spell to view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies.

Lamias are particularly fond of seeking out adventurers with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture hapless foes. Lamias prize beauty and strength above all else, however. Any prisoner that falls short of their esteem becomes the main course in a horrible feast, or is set free to die while wandering the wastes.

As long as they have slaves to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding flesh with claw and dagger before springing away to safety.

***Minions of Graz’zt.*** The demon lord Graz’zt creates lamias from his mortal servants, granting them immortality in return for monstrous power and an oath of fealty. Graz’zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit.
Kazuli

## Kazuli Watson

Kazuli is an air genasi with human facial features. She has pale blue skin and purple hair that shows the blonde from her mother mixing with the purple from her father. Her eyes are sapphire blue. She is of average height and even with her features, she can appear part of any crowd. She wears discreet clothing of blues, purples, and greys that match her skin tone.

 Backstory

Kazuli’s mother, Amelia Watson,  found a djinni's lamp and in passing the dijinni heard Amelia say “I wish I was pregnant” making it her last wish and that's how she became pregnant with his child. Amelia learned more about dijinn which is why her daughter's name is Kazuli Watson. Every night Amelia would read stories so Kazuli would never forget her heritage. Amelia was a jeweler and raised her as a merchant’s daughter. Throughout her years of learning the trade, she became accustomed to getting more for less and being able to manipulate the customers. She was able to find safety for her mother and herself during the war in the Kingdom of Alihanna. During this time she made many connections with the surviving citizens of Alihanna and knew what she would do after the war was over.

She manipulated some of the stronger citizens into believing they need to fight, or lose, for her. She gambled with some of the less honorable citizens of Alihanna. However, no one knew that she also rigged many of the matches in her favor. Until her fiance, Lawrence Soundheim saw her in conversation with the challengers who lost. He figured out that she brought dishonor to an honorable fight. He did not find it to be suitable for their city and was disagreeable with Kord’s teachings. He broke off their engagement and then stopped some of the men from following her intentions. She figured out that he was talking to the men and knew that through enough gossip the council would figure out what she had done, and so she left the kingdom. During her travels, she heard of The Burning Phoenix. She learned of a gentleman who could invite her and orchestrated an event, where she defeated many men, to make him invite her into the guild.
Irt Atoll

## Founding

The Irt Atoll was once the home to a “savage” tribe of elves who seemed to inhabit it during the 4th Santcus Era, the year and date unknown. The elves would quickly turn the Mithral rich Island into a near fortress island raiding from the safety of the Rocky Island. This was the first time people would consider the Island to be a country.

## Governmental Structure

The current governmental structure of the Irt Atoll is considered a dictatorship which has placed Oramyr in power. The title of the ruler is the Sidhe Emperor, which means “Shadow” Emperor. The lesser individuals of power who enforce the will of the Sidhe Emperor is the Sidhe Court in which the title of Sidhe Judge is granted. Each member of the Sidhe Court, is generally in considered in charge of a certain region which is named as part of their title.

## Settlements

**Cities (Population up to about 25,000)**

* Akranes

**Towns (Population up to about 6,000)**

* Hofsa
* Lysa

**Village (Population up to about 1,000)**

* None

**Hamlet (Population up to about 200)**

* Mithral Port

## Important Locations

* The Silver Hollow
* Asunn Hollows
* Wyns Grotto
* Vihst Caverns
* Hidden Port Caverns
* The Shadowed Henge
* The Hidden Ports
* Grand Mithral Mine

## Interactions with other Countries

**Ezora**

 The Kingdom of Athein | Hostile
 The Kingdom of Estaria | Allied

No other interactions at this point with any other countries.

## History

During the majority of the 4th Era the “Savage” elves would loot and plunder the seas of Ezora and the surrounding islands. Their legendary blades and vast brutality would continue to attract attention from not only the surrounding islands and landmass but the tales of the weapons would travel from port to port.

The Mithral War was the turning point of the Irt Atoll in the Year 1,453 of the 5th Tenebrae Era, the future king then known only as Captain Alvar Harte, would put together a force to not only stop the raiding but drive them back to where they came. The Mithral War article has many more details about these events.

The Irt Atoll would see a number of years of prosperity under the Harte family and their rulership until the events of The Reclamation. The Irt Atoll would finally fall back into the hands of these Shadow Fey after  The Assassination of King Bryer Harte.
Mara Bersk

## Appearance

Mara is a beautiful woman that looks to be human standing at 6'0" with very curly dark brown hair and dark brown eyes. Her hair is usually held out of her face with a golden ribbon. When not in battle, she wears beautiful arabic style clothing, the colored layers mixing to perfection. Otherwise, she wears plate armor and carries a greatsword.

## Personality

Mara is a pretty weary person. She is careful with everyone that she befriends and the few who do get close to her, she protects with all she has.

## Family

 Unknown
 Erlan Bersk
 Saria Bersk
 Alexander Bersk-Shadowspear

## Childhood

Mara was born in Segrot, her rounded ears an oddity to her birth parents and those around her. She was dropped off at an orphanage and adopted by two elves who weren't able to have children. Erlan and Saria tried to protect Mara, but it was difficult with Mara's explorative spirit. At a young age, Mara learned the evils of the world as she begun being bullied by her classmates. She started spending a lot of time in the library to escape the words that were constantly yelled at her.

## Adolescence

Once Mara hit her adolescent age, an angelic messenger began to visit her in her dreams. He would teach her about an elven God by the name of Corellon Larethian and even teach her how to fly like he does. She didn't believe what was being told to her was real.

When she got old enough, she went to the Temple to Corellon and expressed interest in becoming a cleric or paladin. She began her classes there and, because of her father, she ultimately decided to become a paladin.

## Adulthood Prior to Discord

Years of training followed that decision and the day came when she took her oaths.

TBC
Little Light's Eve

## Root

The root of Little Light’s Eve is taken from a holiday day in the faith of Celestian of the common pantheon. In temples to Celestian the day would be one in which many clerics and priests would spend the entire day in prayer as it is the day in which Celestian rules over the skies the longest.

## Transition to General Holiday

With the expansion of the world and many people migrating away from families in search of wealth and opportunity it was marked as the start of much of the travel for Winter’s Crest. Noticing the change many travelers would come to temples of Celestian for blessings and good fortune.

## Current Practice

Known as the longest night, it was originally a Celestian holiday which has been adopted by the general culture of the world. The first day before Winter’s Crest the focus is on the pure night’s sky. Celebrated by candles being carried as people begin their travels for their Winter’s Crest plans. It is a day which sees many people meet on the roads and their journies.
Jalthal Rada

## Appearance

Standing at 6'5" tall, the wood elf has long blonde hair to his shoulders. His piercing green eyes seem to be focusing on things differently than most normal eyes. He is of a slender but powerful build adorned in armor which almost seems like it should be on display rather than on a warrior. He speaks with almost always a matter of certainty.
Legacy Keeper, Memory of the Sky

Image from FFXIII

> "Gifted from Angharradh, the blade represented the gift of life to the Avariel. One of three relics created upon the birth of the race, Legacy Keeper was to be the holy defender of the people."
>
>

## Stats

* (Blocked by Curse)
* (Blocked by Curse)
* (Blocked by Curse)
* (Blocked by Curse)

## Lore

"This cursed blade is a defiled elvish artifact, the betrayl of their own kind twisted and turned the blade into it's current form. First wielded by **Torrie,** upon her death it was passed to **Selana** it's wielder prior to you who it wishes to see if you are worthy. Crafted by **Avariel**, this blade in it's true form is one of natural beauty adorned by such imagery. Gifted by **Angharradh** herself or so the legend says there might be many who seek this blade to be displayed in a temple, as it is not only a **Guardian** but it is said to harness **Moonlight.** Wait there is more"

"The curse is unlike anything which I have ever seen before, it is well beyond any direct magical means to remove it however there is a riddle?"

"First you must take me, under the light of a full moon. There you must pray to the one who gifted me. This bond that we make is one for life should you be worthy."

"If I deem you worthy to undertake my trials you must begin to undo what pure blood was spilled and slay evil on by behalf."

"If you can slay the lesser evils of the world I will have shown you more of what we can become together, you must then root out greater evils fell a triangle of great evil for we must make a greater change"

"Should you complete all my tasks the final one is the safest, you must return to the moonlight in the heart of a forest"

## History

#### 1st Era

* Crafted in 1st Sanctus Era, circa 3,000
* Blade passed from Torrie to Selena.
* Thought to be lost in 3,500 during Lolth's genocide of the Avariel.

#### 4th Era

* The blade was corrupted in the hands of Selena during The Herald's First Assault the 4th Emorior.
* The Cursed blade was banished to a demiplane during The Sacrifice at the Temple of Aghar.

#### 6th Era

* The cursed blade was wielded against the adventurers in Penrith of Ezora during the time of the chosen.

#### Age of Heroes (7th Sanctus)

* Upon the death of Selena, the blade was obtained by Jacob Devereaux.

#### Reign of Tiamat (7th Tenebrae)

* A quest begun to cleanse the blade by Jacob Devereaux on 9/21/1000
Levistus

The archdevil Levistus is master of Stygia, the fifth of the Nine Hells, but he is imprisoned in his own domain. Long ago he murdered Bensozia, the consort of Asmodeus and mother of Glasya. In punishment, Asmodeus entombed Levistus in one of the layer's towering icebergs and gave his domain to the archdevil Geryon. However, over a century ago Asmodeus dismissed Geryon and restored Stygia to Levistus' rule - but he did not free the Prince of Betrayal from his icy prison. Levistus is still frozen, but he is awake and aware, and he rules through intermediary devils he commands with the power of his mind.

The powerful pit fiend Amon serves as Levistus' seneschal. He oversees armies of bone devils, ice devils, and storm devils, which are all common in Stygia. Most other devils avoid this layer. Its bitterly cold seas can quench even a devil's fire.
Mephistopheles

Because of this legacy of buried powers, the archdevil **Mephistopheles**—second in might only to Asmodeus himself—chose Cania for his own realm millennia ago. Some whisper that the treasures **Mephistopheles** has unearthed from the depths of his domain include the secrets of hellfire, as well as baleful weapons strong enough to deter even  Asmodeus from interfering in this layer. Proud, handsome, and princely in demeanor, **Mephistopheles** has made a long career of tempting mortals with power, especially magical power, and is the patron of many infernal pact warlocks.

**Mephistopheles**’s great strength lies in his command of the ice devils, or gelugons. These were once a mercenary race of demons akin to mezzodemons, but he entrapped them in perpetual servitude millennia ago, transforming them into denizens of the Nine Hells. Although Mephistopheles permits ice devils to serve other archdevils, they are bound to obey him before any others—a significant bit of insurance for the lord of Cania. Mephistopheles also commands the loyalty of several important archdevils, including Adonides (steward of Cania), Bifrons (commander of a great legion of ice devils), and Belphegor (warden of the hellfire fonts beneath Mephistopheles’s palace).
Horned Devil

Image credit WOTC

### Special Notes

Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weaponsDamage Immunities fire, poison

## Horned Devil (Malebranche)

Horned devils are lazy to the point of belligerence and reluctant to put themselves in harm’s way. Moreover, they hate and fear any creature stronger than themselves. When they are sufficiently provoked or antagonized, the fury of these Fiends can be terrifying.

A malebranche stands as tall as an ogre and is sheathed in scales as tough as iron. The flying infantry of the hellish legions, horned devils follow orders to the letter. Their huge wings and sweeping horns create an Intimidating Presence as they drop from the sky and strike with deadly forks and lashing tails.
Hanuel Windchaser

*"We go and come as the wind tells us to..."*

"He who rides the wind defeats them all..."

 Description

A well endowed woman with a curvaceous body. Her skin white like snow with royal blue tattoo of strange markings engraved in her skin. Her eye a deep blue like the night sky glittering back. her face painted with make up and deep black eye liner. A long flowing blue dress and over chest a leather armor cladded on her waist and best hugging her figure. A white cloak hiding her figure as the wind seems to sweep her hair, she walks with a lightness in her steps.

 Family

Raised by her father, a tribesman of the Windchaser. Little is known about her elemental mother.

## Personality

Haneul is a quiet girl but not shy girl. She is serious and does not like to joke around.

## Background

A windsoul genasi seeking more in life and more about her mother.
Hugfly Armour Emporium

Across the road from the HugFly Weapon Emporium is the HugFly Armour Emporium. Where the most exquisite armour is made. From leather armour to full plate, all your armour needs can be found here.

The Weapon Emporium is run by the Brifford Hugfly a dwarf of impressive stature. His silvered hair is tied back and runs down his back. He hails from Thor Lidor originally, but relocated with his brother many years ago.

The brothers have a friendly disagreements of the importance of weapons or armour but it is well known they respect and value eachs others work.
Hell Hound

Image credit WOTC

Monstrous, fire-breathing Fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On The Material Plane, hell hounds are most commonly seen in service to devils, Fire Giants, and other evil creatures that use them as guard animals and companions.

***Burning Hunger.*** Hell hounds hunt in packs, feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a Relentless determination as they pursue that prey to the bitter end.

When hell hounds feed, the flesh they consume stokes the Infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur.

***Evil to the Core.*** Hell hounds are smarter than mundane Beasts, and their lawful Nature makes them good at following orders. However, a hell hound’s evil disposition means that the creature can’t be trained to be anything other than a ruthless killer. If a hell hound isn’t allowed to indulge its malevolent hunger, it quickly abandons or turns against its Master.
Himawari DeVerin

## Introduction

"May the Light of Pelor purify us all."

A faint ringing sound approaches from the distance, in a steady rhythm, and soon, the source comes into view: A dark haired human woman in exotic, silken robes of red and gold, hair done up elegantly and adorned with an ornate headdress, with piercing violet eyes and holding a strange staff, called a Shakujō - the top of which seems to depict the Sun, denoting her as a cleric of Pelor, with small rings looped onto it that, when moved, emits the ringing sound heard as she approached. A common theme in both clothing and adornment is that of sunflowers, for that is the meaning of her name - **Himawari**.

## Character Basics

**Name:** Himawari DeVerin

**Age:** 27

**Race:** Human

**Hometown:** Utsunomiya, Haipan

**Class:** Monk

**Subclass:** Sun Soul

**Talents/Skills:**

**Significant Others (describe relationship):**

**Children/extended family (describe relationship):**

**Relationship skills (all relationships, not just romantic ones):**

## **Physical Characteristics:**

**Distinguishing features:**

**How do they dress and what is their style (elegant, shabby etc.)?:**

**Mannerisms/habits: (smoking, drinking etc.)**

## **Intellectual/Mental/Personality Attributes and Attitudes**

**How does the character see themselves? How self-confident are they? :**

**How does the character believe they are perceived by others?**

**Does the character seem ruled by emotion or logic or some combination thereof?**

**What would most embarrass this character?**

## **Emotional Characteristics**

**Strengths/weaknesses:**

**Introvert or extrovert?**

**How does the character deal with anger?**

**With sadness?**

**With conflict?**

**With change?**

**With loss?**

**What would the character like to change in their lives?**

**What motivates this character?**

**What frightens this character?**

**What makes this character happy?**

**Is the character judgmental of others?**

**Is the character generous or stingy? Are they generally polite or rude?**

## **Spiritual Characteristics**

**Does the character believe in a god ? Which one?**

**Does the character's religion match their parents?**

**What are the character's spiritual beliefs?**

**Is religion or spirituality a part of this character's life? If so, what role does it play?**

## **Significant Events**

**Describe an important or life-changing moment for the character:**

**What is their best or most cherished memory?**

**What is their worst or most feared memory?**
Ice Devil

Image credit WOTC

### Special Notes

Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weaponsDamage Immunities fire, poison

## Ice Devil (Gelugon)

Found most commonly on the cold layers of Stygia and Cania, ice devils serve as commanders of the Infernal armies of the Nine Hells, tormenting lesser devils as an outlet for their anger and resentment. Coveting the power of their Pit Fiend superiors, ice devils work ceaselessly toward promotion, slaughtering the enemies of the Nine Hells and claiming as many souls as they can for their archdevil masters.

Resembling a giant bipedal insect, an ice devil has clawed hands and feet, powerful mandibles, and a long tail covered in razor-sharp spikes. Some carry barbed spears whose icy touch can render a foe all but helpless in Combat.
Liberté Josephine Baudin

## Appearance

Liberte has slightly reddish bronze skin, bright copper hair that is curly and usually pulled back into a messy bun. Her eyes are gold, and she has little golden flecks on her skin. Her horns are the same color as her skin. She has an hourglass form, and is very strong.

## Events of Childhood

Grew up in the future-present, in a monastery with an old mentor. Mostly was a quiet, studious child.

## Events of Adolescence

Lost her first love/crush as a sacrifice to the dragons, and withdrew from others. She also started small quiet rebellious acts, just little things.

## Events of Adulthood

Became a full fledged monk and a guardian of knowledge at the monastery. Studied under a mentor who finally passed of old age.