recursal/Fanatic-Fandom huggingface dataset:
Saint Ferrante

Saint Ferrante is one of the Death Knights cursed for rebelling against Heironeous with Saint Kargoth. Saint Ferrante is currently held in a crypt under a temple known as the Bastion of Faith where he is kept suspended as an ooze. If allowed to touch the open air he takes the form of a skeletal undead human with a charred and ruined face. His fall from grace was directly connected to his brother's corruption at the hands of Hextor.

### Conspiracy of Ferrante

Saint Ferrante is at the heart of a conspiracy within the church of Heironeous perpetrated by the clerics in charge of the Bastion of Faith. Ferrante is a central figure in the Book of Penitance, whose deeds were recorded as parables about how evil can be vanquished by the purity of the heart and strength of will. His final deeds are described as slaying his own brother in the name of justice and quelling the rebellion of Kargoth but... This is not how events came to pass. In the Bastion of Faith is an undoctored edition of the Book of Penitance which describes the fall of Ferrante in detail, this document is known by only a select few who guard it zealously as well as the crypt containing Ferrante himself, where he is kept in stasis.

Ferrante was struck down by Heironeous himself from a spell known as the Bolt of Glory that liquefied the former paladin and it was the god that bound him in his casket. With the crypt underneath the Bastion being guarded from ethereal intrusion only the key or the will of Heironeous can ever free Ferrante. Ferrante can sense the presence of Heironeous' faithful and will slay any he encounters if set free, fueled constantly by Hextor.
Stronmaus

Stronmaus is one of the mightiest among the Giant Pantheon, a son of Annam who has proven himself a leader in war and peace. He is the patron and spiritual leader of the Cloud Giants and Storm Giants, who are of his bloodline directly, but he is also currently seen as a leader among the Jotuun, left without a true king since the death of Thrym. Stronmaus rejected the crown of his brother's kingdom and has supported Skadi as the rightful heir, despite her general reluctance.

Stronmaus is a joyous and boisterous soul with hair that is red and fiery, he is often smiling or laughing even when nobody else seems to be in on the joke. Stronmaus is the current wielder of Mjollnir, the legendary hammer of Thor, and the weapon used to slay the World Serpent.

## Relationships

Stronmaus is beloved by his pantheon and considered to be one of the mightiest among them. He has a strong relationship with the Ysgardians as well, keeping peace between the two groups who were once embittered by constant warfare.

Stronmaus is currently under immense pressure by both his people and Annam since the destruction of the Ordning. As strongest among the giants the failure to rein in the forces of Tiamat lies squarely upon his shoulders. In the recent age he has become more zealous about ending the threat of the draconic races in the mortal realms, ordering his clergy to track down dragons to their nests, cull their whelps, and slay their elders where they lie.
Quench

Range
 Components
 Duration

The caster gains the ability to use the water in the air itself to instantly smother and extinguish fires. Any nonmagical fires in the affected 30 foot area are instantly snuffed, while magical fires and fire spells can be dispelled. As a reaction the guardian can cancel out a fireball or similar fire spell. It is possible to use the spell to disenchant a fire related magic item, although it may only work temporarily or require several uses of the spell (Refer to Dm's Judgement).

The spell can be used offensively against fire creatures, dealing 8d6 cold damage to them on a failed dex save and half as much on a successful one.
The Incanterium

The Incanterium is a faction devoted to the simple philosophy that understanding and harnessing the flow of magic coming from the weave is tantamount to mastering creation and achieving god-like levels of power. Many of the senior members of the faction are prolongers.

### Relations with Other Factions

The Incanterium's return to Sigil was not without its detractors (naturally the Harmonium objected on the grounds of possibly angering the Lady of Pain), but most other factions (and Sigil's general populace) did not seem too bothered or surprised by their return. For as much as the Wanters forgot their manners in their immortality and lost all patience, they're relatively tame compared to the Fated.

### Ranks of the Incanterium

While most of the faction's members had long been gone from the city, very few of them had actually died thanks to the arcane process each member has gone through to ensure their longevity. Members of the Incanterium no longer eat, drink, or sleep, instead absorbing magical spells as a means to heal and to regain strength each day. While they are functionally immortal, most members of the Incanterium do not believe in altering the body to look young, instead seeing their old appearance as a badge of honor.This is a secret the few loose Incantifers scattered across Sigil had been using to entice others into following their faction for many years, with the understanding that one day they would come to call them all back.

Incantifers gain status in their faction by proving themselves to be especially knowledgeable or powerful, and pledging to share some of that knowledge or power with the faction.

The factol of the Incantifers lives in the Tower Sorcerous and few know their name.

### State of the Incanterium

Before the Great Upheaval the Incanterium was a powerful force in the city until one day they, and their Tower Sorcerous, completely disappeared. The people assumed that they had been mazed or flayed by the Lady of Pain (good riddance) and shrugged it off as something that was probably going to happen anyways. Then the first incantifers started showing up with their old frames and glowing silver eyes, trading their secrets in exchange for knowledge.

After the attempted invasion by Vecna was thwarted the Tower Sorcerous quite suddenly appeared next to the Hall of Records, and the Incanterium laid out its banners across the district and began taking up ledgers and collecting taxes. For most, it felt like business as usual and the Incanterium was welcomed with the cold indifference that all tax collectors are regarded with. While they still are among the most complained about entities in the city (as expected) their methods are far more precise than that of the Fated, and they tend to know about how much an individual owes each month without the need for audits (usually the standard three coppers a month) and as long as the governing bodies are getting paid, none of them see any reason to complain about this.
The Plane of Elemental Fire

The Plane of Elemental Fire has a more natural terrain than the other three primary elemental planes, or at least one that was more visibly familiar to the natives of the Prime Material, but is also the plane of flame without fuel. The everburning flames melt the earth, boil the seas, and turn all to ash. For those who have protection and stay away from the dangers of the plane it is a marvelous plane to behold, with its rainbow of flame.

### Hazards

The plane is filled with hazards no matter where one goes and is deadly without protection. The skies are filled with clouds of super-heated steam that burns on contact, the ground is hot enough to burn through leather boots, hot ash rains all over at random, rivers of molten earth run through the land and help create the lavafalls- mixes of falling lava and elemental fire.

### Natives

The primary denizens of the plane that originated there are the Fire Elementals, primarily animentals, fire bats, fire snakes, harginn, phantom stalkers, and salamanders. The immigrants to the plane include the Magmin, Azer, Brass Dragons, Red Dragons, Fire Newts, Gold Dragons, the Efreeti, Fire Giants, Hellhounds, Jann, Mephits, Pyrohydra, Rast, Thoqqua, and some devils.

### Locations

A billowing tower of crimson flame that was once the home of Kossuth remains, surrounded now by archons and fire genasi.

Dotting the landscape are the Azer's fine metal towers, which are grand in scope. The king of Azer, Amaimon spends all of his time traveling from tower to tower, having luxurious feasts.

The Sultan of the Efreeti, Marrake al-Sidan al-Hariq ben Lazan holds court in the Charcoal palace at the center of the **City of Brass**. Underneath the City of Brass is a large lava lake, part of which runs directly to the Plane of Elemental Earth. There are numerous permanent two-way portals that are fixtures of the City of Brass, facilitating travel not only from the Material Plane, but also from the Nine Hells and Abyss.

An active volcano on the plane hides the former realm of Imix, who left numerous avatars nearby to ward away the curious.
Talona

Talona is a goddess of poison that spreads misfortune wherever she goes. Her ultimate goal is to create her own planar empire of followers. Being thwarted by greater deities at every turn she began to grow exceedingly jealous of deities like Pelor and beings like the Lady of Pain who have individuals seeking their cities from all over the cosmos and no threats to their rule.

In the interest of becoming like one of those beings she allied herself with Loviatar and began Talona's Inquisition a period of time in which she and her followers actively hunted down and destroyed planeswalkers and clerics of Portal domain deities in the hopes of being able to usurp that power for their own.

### Relationships

Talona is the enemy of Chauntea, Mielikki, Kelemvor, Tyr, Shaundakul, Eilistraee, Deneir and Ilmater as well as Dalt.

### Worship

Talona's followers scar and tattoo themselves. They hang out around sick-beds and hospitals hoping to discover new diseases. Some even act as doctors, hiding out in plain sight, healing the diseases of their patients (maintaining their cover) only to spread them to neighboring villages. Her clerics almost always carry poisoned daggers.

Talona inspires the creation of new poisons in her followers but occasionally she will inspire those who do not follow her, as she considers the creation of poison to be dedicated to her in essence.

Talona's most sacred order is called the Followers of Plague, and they experience pain as pleasure. They work to cause pain in those around them while being careful not to cause actual death which would potentially upset the balance between life and death.
Shu

Shu is a Heliopolan deity of air. Shu is calming and cool and his powers are said to hold Heliopolis together (figuratively). Shu appears as a dark skinned man dressed in and adorned with gold cloth.

### Relationships

Shu is the husband of Tefnut and father of Geb and Nut. It was by Shu's strength and Ra's command that Geb and Nut were separated from their union (not doing so may have ended all life as we know it). Shu has a close relationship with Anhur.
Ysgard

Ysgard is a realm of constant flux, similar to its opposite plane of Acheron, however instead of moving in perfect blocks, Ysgard moves in natural formations that seem random when they separate and reconnect, with no definite defining lines between these connecting areas. Some of these mountainous islands or 'landbergs' hang out in the open void and refuse to connect with the greater landmass. Ysgard has three primary layers, each connected by the great tree Yggdrasil, which connects like Styx to several different planes.

## Ysgard

The first layer is called Ysgard, conveniently enough. Weather here is variable and more intense than anywhere else on the plane. The land is rugged and untamed, a vision of a wild Prime plane almost, and most natives of the plane live nomadic lifestyles here interrupted by battle, which is done for pleasure.

### Locations

The largest collective region here is the realm of the Jotuun, a mountain range where they and their Frost Giant kin compete in battle, hunting, and skiing, the things that they take the greatest pride in. On the highest peak of Jotuunheim is Thrymheim: the Hall of the Mountain where Skadi dwells, the former realm of Thrym.

Only gods have the power to secure blocks of land to structures. The rolling hills of the land give way to two valleys on opposite sides of the layer, one housing Himinborg (the largest city on the plane) and the other housing Val'Halla, the home of the Ysgardian Pantheon. Here there is an entrance to Freyja's realm Fensalir and Saga's realm Sökkvabekkr.

There is a realm here for the elves for whom Arborea is too comfortable, known as Alfheim. It is here that the more chaotic elves can lead rugged afterlives. Alfheim has its own weather cycle and during its winters the petitioners tend to hide underground to avoid the soul-chilling cold.

## Muspelheim

One of the first realms of existence, Muspelheim lies beneath the first layer (directly, the two are always touching) and is a volcanic wasteland of anger and fury. The ground is constantly moving, much as the first layer.

Muspelheim is home to Surtr and his progeny, the Fire Giants.

## Nidavellir

Nidavellir is a place of solid rock and infinite earth, yet is always in movement. There are settlements of gnomes and dwarves littering the lair, mostly congregated around great and ancient forges, both finding conflict with one another over resources, which get revealed when the earth shifts only to be covered once again. The two have common cause fighting against the Drow who live here in Svartalfheim, a realm of Drow who rejected Lolth and mostly keep to themselves, building what they can in their realm while hiding from their evil kin who would seek to capture and enslave them.
Skulks

Skulks are hairless humanoids with grey skin and pale blue eyes, named for their natural abilities of stealth and camouflage that allow them to pass undetected through human settlements. They typically live just beneath or around villages and cities where they eke an existence from 'borrowing' items from their neighbors. Skulks have a cultural hatred of authority that has led them to be branded as anarchists and blood-crazed murderers, which suits them just fine as they are feared by the rich and powerful and able to work as mercenaries from time to time.

Skulks were ordinary surface-dwelling humans before their villages were raided by Drow and they were taken deep below ground. They were freed by an avatar of Ibrandul who ravaged the Drow camps that held them. They began worshiping their new god who taught them secrets of stealth, and through ritual gave them the gifts of the Skulk. Ibrandul was the envy of both Lolth and Shar, and the two conspired separately to murder him and subsume his portfolio. Shar succeeded and for a time posed as Ibrandul to his former followers until being discovered by one of his former clerics. The Skulks have largely taken to worshiping Syrul in their lord's absence.
Xoriat

Xoriat is a realm of madness and chaos (possibly a world in the Material Plane), home to the Daelkyr: a group of extraplanar humanoids who plot the invasions of planar realms. The Daelkyr had once attempted to attack one of the worlds of the Material Plane and were driven back by a coalition of every intelligent race, driven so far back that a seal was placed on Xoriat preventing it from ever crossing into another iteration of the Prime ever again. The cities of the Daelkyr are occupied by soldiers from that plane, mechanical Warforged that never require rest. Among them are druids that alter the plane's magnetic fields, keeping it from making any movement.
The Daghda

The Daghda, with his brothers Lugh and the Oghma are known as the Tri Di Danan or 'The Three Gods of Skill'. The Daghda, as one of the Tuatha Dé Danann, was once the king of their people who used his powers of life and death to feed them in times of famine. He appeared as a giant and imposing figure, supposedly with the blood of the titans in his veins. He was stern yet giving. It is said that he had two large magical boars who regenerate eternally, one always grew while the other roasted. His magic Coire Ansic is said to be able to feed any soul a hearty stew, its ladle large enough for a grown man to fit inside, never running empty. With his Lorg Anfaid he could kill nine men in one swing and bring them back to life with its handle. When he played upon Uaithne it is said that he could set the seasons into their correct order and orchestrate the flow of battle.

### History of the Daghda

The Daghda was a young and unruly sort of god, taking joy in music, feasting, and fighting in equal measure. In this time, the Daghda had an affair with a married woman and produced his first son, Aengus.

The Daghda was a champion among his people, taking pride in his strength and building fortresses for them. When Bres was king he built a fortress for him, only to end up building more fortresses for the fomorians after the failed first battle of Mag Tureah. After the first failed battle, the Daghda married the Morrigan and she gave him visions of their future victory over the forces of Balor (later called Karontor).

After twenty years, Nuada ceded control over their people to the Daghda who ruled for seventy-five years until the arrival of Lugh who became their new champion. The Tuatha Dé Danann rallied against the fomorians in the second battle of Mag Tureah, this time being victorious. The Daghda was mortally wounded by Caitlin, the wife of Balor and a daughter of Cegilune, and succumbed to his wounds before the victory over Balor could be celebrated.

### Relationships

The Daghda had a fair relationship with the Morrigan, who knew the date of his death the moment they first laid eyes upon one another.

The Daghda had four sons: Aengus, Cermait, Bobd Derg, and Aed, and two daughters: Brigid and Echtgi.
Saga

Saga is the seer for the Ysgardians and controls the sub-plane of Sökkvabekk, which is a cove in which the gods spend their time drinking in quiet contemplation, or approaching Saga for guidance on matters that have happened or will happen. Saga is said to be the only being in all of Ysgard that knows fully the events concerning each and every one of the Ysgardians, including the events that have happened outside of their realms.
The Ring-Givers

The Ring-Givers are a faction based on the simple philosophy that those who give to others are destined to receive, and for the most part it seems to work for them. They work hard for what they need, give away what they don't, and seem to be no worse for wear. The Ring-Givers tend to congregate in the areas usually controlled by the Free League, including the Armory since the departure/decimation of the Doomguard, finding the needy that congregate near the markets and making personal donations to them as they see fit.

### Relations with Other Factions

The Ring-Givers are much more well-liked than their Ysgardian counterpart faction the Fated, but their charitable nature is not much liked on Ysgard. The Bleak Cabal is appreciative of having an ally in their mission of lessening the suffering of the needy and most other factions appreciate their presence more than resenting it.

### Ranks of the Ring-Givers

Those who have given the most tend to receive the most goodwill back, and the cycle generally continues, creating the hierarchy of the Ring-Givers. The factol of the Ring-Givers is the enigmatic and mysterious Jeremo the Natterer, a figure that seems both ageless and nearly impossible to get a proper reading of, yet always a generous soul through and through. Their members receive the greatest gifts of all- knowledge from Jeremo himself, although much of what he has to say seems to be barmy, there are many kernels of useful information in his ravings.

### State of the Ring-Givers

The Ring-Givers seem to have no overarching purpose, no real desire other than the desire to give what they have. They live simple lives and don't make enemies. They exist as the fifteenth faction in Sigil and established themselves with no competition or complaints from the other factions. There are some who believe that Jeremo has a special deal with the Lady of Pain herself, but that may be just another of his eccentricities.
Sigyn

Sigyn is one of the few surviving members of the original Ysgardians and the widow of Loki. When her husband was bound to the rock and her children Narfi and Nari were murdered she stood at Loki’s side and kept the poison from hitting his face. When the bowl filled she would empty it and fill it again. When the Ragnarok began she went into hiding where she remains.
Verakia

Verakia are Obyrith native to the Gaping Maw, 88th Layer of the Abyss and the domain of Demogorgon. Verakia appear almost like dragons, if not for their six glowing yellow eyes and rows of teeth. Verakia are almost completely mindless, knowing only hunger and destruction, it is said that a being who gazes into their eyes is cursed with a fierce homicidal rage that will not subside as long as the curse remains.

The histories of the Abyss prior to the creation and subsequent rule of the Tanar'ri is tentative at best, but there are those in the field of daemonologie who believe that the verakia were once intelligent and the rulers of the layer, before being reduced to their current state.
Yhoundeh

Yhoundeh is a lesser Outer God and the mate of Nyarlathotep. It is possibly the threat of her destruction that keeps Nyarlathotep in line with the will of Azathoth. She often takes the form of a tall and beautiful woman with the antlers of an elk.

She constantly feuds with the Great Old One Tsathoggua, whom she has tried to depose and usurp on multiple occasions.
Inmiran

## Origin

**Inmiran** was an elvish merchant that kept Byr company by talking to the sea like an old friend. He constantly talked to Byr by name, even asking him for advice even if he got no response back.

When Inmiran's ship sank into the sea, Byr gave him godhood for his loyalty. Inmiran became a god and his crew became immortal sailors. Inmiran and his crew are said to occasionally go out sailing, hassling local sailors. Even though he apparently steals from other sailors, he only steals from the rich and wealthy.

## Commandments of Inmiran

1. Life is short. Take your time to enjoy it.
2. Your best friend is your crew, the ship, and the sea.
3. Quickly forget the bad times. It will soon pass.
Yellow Dragons

Yellow Dragons are fierce, secretive, and territorial desert-dwellers. They typically live in the same desert territories of Brass Dragons, and consider them to be mortal enemies, although their numbers are very low (perhaps for that reason). They are born with tan scales that grow yellow with age and are the texture of sandstone. They have armored plates on the top of their heads and are long and muscular.

Yellow dragons are able to blend in with their surroundings, create sandstorms which help them camouflage, create and destroy water magically, and magically cause exhaustion in their enemies. They can create zones of silence around themselves at will. Adult yellow dragons are capable of becoming invisible. The most common tactic of the yellow dragon is to confuse, trap, and exhaust prey by the creation of sand-cone pits and obstacles in their territories.

Yellow dragons distrust everyone, including one another, which means that mating is done in neutral territory that is regarded as a shared nest until eggs are fertilized. Those eggs are encased in mud which is dried with wind magic and abandoned by the father, typically a mother will raise wyrmlings until they are juveniles and then send them away.

Yellow dragons are omnivores and eat anything that contains nutrients, but their favorite meals are humanoids and brass dragon eggs.
Zigguraxus

Zigguraxis is a realm in Acheron's layer Avalas. It is a mountainous plateau shrouded in mist in a state of perpetual night. The stars shine bright overhead the misty ruins of the Zigguraxian Pantheon's former domain. All around are the remnants of their fallen kingdom and signs of Gruumsh's incursion on the realm but now only ghosts remain. Even treasure hunters avoid the realm since most valuables were picked clean by the Orcish Pantheon.
Zigguraxian Pantheon

The Zigguraxian Pantheon was decimated by an attack from the members of the Orcish Pantheon and the Goblinoid Pantheon led by Gruumsh. Their former home was Zigguraxus in Acheron. They were defended by members of the Heliopolan Pantheon but it was far too late for them. Tiamat, noticing the destruction of the pantheon was imminent turned her forces against the pantheon as well, taking what she could before abdicating the realm.

* Gilgeam
* Ishtar
* Abzu
* Anu
* Anshar
* Assurian
* Girru
* Inanna
* Enlil
* Enki
* Ki
* Marduk
* Nanna-Sin
* Ningishzida
* Nergal
* Ereshkigal
* Ramman
* Tiamat
* Targus
* Utu
Prestige Classes

### Guidelines for Prestige Classes in 5e, as per the UA article

Prestige classes require a total level of 3, if not higher, and many have other requirements that must be met. A player initiates the process of joining a prestige class by alerting the dm, and then steps are taken by the character in order to meet the requirement. Once requirements are met, it is similar to multiclassing normally, and follows all multiclassing rules. Prestige classes have unique hit dice, which are used when levelling the skill. 3rd edition/3.5 is to be the basis for new prestige classes since they were the most fun.

### Available Prestige Classes

* Arboreal Guardian
* Bone Collector
* Gunslinger of the Wastes
* Eldritch Disciple
* Eldritch Theurge
* Rune Scribe
Zarus

Zarus was a god of human supremacy and hatred who wished for the destruction of 'lesser' races. He believed himself to be the perfect being and humanity to be the perfect race, better than all other beings at all other things, capable of greater than any other race.

### Worship

The clerics of Zarus were domineering and bent on nudging society towards embracing the 'perfection' that they desired. They called for the destruction of other humanoids, the purging of 'half-breeds', and the seizing of their lands and artifacts.

### Purge

Zarus and his clerics one day, mysteriously, disappeared. At a council of gods he was conspicuously absent, on the material plane his followers were suddenly gone from their temples and churches, no longer did they sponsor pogroms and eradication. Likewise, his petitioners disappeared from their final places of rest. Nobody is quite sure what happened to Zarus and his followers, although there are theories. Ultimately most beings weren't too bothered by it though.

The most likely theory is that a group of deities, having grown tired with his arrogance and constant disrespect, banded together and expunged him and his followers from existence, perhaps trapping them in a pocket-plane or planar prison, knowing that nobody would look for them when they were gone.
Ysgardian Pantheon

The Ysgardians were gods when it was a fairly new concept, after fighting their way to it tooth and nail they came to claim as much land as they could for themselves, and with their considerable power they became recognized in a considerable kingdom spanning nine realms connected by the world tree Yggdrasil. The Ysgardians valued prowess in battle, the wisdom of magic, and the respect of their subjects, but were too quick to chastise or punish those subjects. The Ysgardians had frequent disagreements in the fundamentals of how and why mortals should be ruled, which caused an initial divide between them, separating the pantheon in a bloody conflict into the Aesir (dedicated to war and glory) and the Vaenir (dedicated to nature and the wilderness). The divisive nature of their rule (and the former enemies they had made) was the largest cause of the **Ragnarok**, the massive uprising of gods, giants, undead, and other forces against the Ysgardians. Before the Dawn War had finished, the oldest of the Ysgardians were killed in the Ragnarok. Those who survived became part of a new covenant known as Nypakt. Both families, Aesir and Vaenir united under the Nypakt to become the Ásynjur (which was formerly the name for the women of the pantheon, but since most of the remaining of the pantheon are women the rest adopted the title). The Ysgardians that perished are still worshiped, but only their vestiges remain. Some believe that with enough power, the vestiges can be used to revive the former gods. The legacy of the Aesir serves as a grim reminder that power creates enemies.

### The Old Gods

#### The Aesir

* Balder, God of Beauty
* Bragi, the Poet
* Dellingr, Light of Dawn
* Forseti, the Diplomat
* Heimdall, Sentry of Asgard
* Hermod, the Brave
* Hodur, the Blind God
* Hoenir, the Disgraced
* Iðunn, Heart of Ysgard
* Odin, the Allfather
* Kvasir, the Martyr
* Loki, the Lie-Smith
* Meili, the Quake
* Mimir, the Wise
* Narfi, the Mangled
* Nari, Fallen Child of Ysgard
* Thor, God of Thunder
* Tyr, the Maimed God
* Ull, the Glorious

#### The Vaenir

* Njordr, Lord of the Sea
* *Freyr, the Lord*
* Freyja, The Mother
* Skadi, Goddess of The Hunt
* Gullveigr, Vaenir Queen
* Sigyn, the Merciful

#### The Ásynjur in the Nypakt

* Balder, the Reborn
* Hjuki and Bil, Star-bound Children
* Eir, Valkyrie
* Freyja, the Mourning
* Fulla, Freyja's Voice
* Gerðr, Lord's Blade
* Hlin, Shield of Ysgard
* Iðunn, Breath of Ysgard
* Lofn, Beloved
* Nanna, Returned
* Ran, Ocean's Grasp
* Saga, the Historian
* Sif, the Golden-Haired
* Sigyn, Poison-touched
* Sjofn, the Spark of Love
* Snotra, the Clever
* Syn, the Defensive Dismissal
* Tyr, the Maimed
* Valli, God of Vengeance
* Var, Oathbound
* Vidar, Savior of the Cosmos
* Ratatoskr, Messenger of Yggdrasil

### Enemies of Ysgard

* Surtr, the Black Lord of Flame
* Helya, the Grave-touched
* Fafnir, Wyrm of the Morndin
* Fenrir, the Great Wolf
* Jormungandr, the World Serpent
* Niddhoggr, Parasite Wyrm of the World-tree
* Thrym, Father of Jotuun
* Ymir, the Rime-Giant
Yokai

The spiritual force that envelops the islands of Sendoru from the Yomi Pantheon and the centuries of conflict have left behind a permanently warped residual spirit energy. This energy is a mix of radiant energy, divine energy, and negative energy that is unstable, chaotic, and tends to cluster around itself, concentrating more and more until strange things happen. The Yokai are the result of this energy. They are inanimate objects given full shape and life, living creatures given new forms and abilities, and the souls of the departed given new forms.

* Azukiarai
* Bakemono
* Ijuu
* Nue
* Waniguchi
Zilchus

Zilchus is a deity devoted to commerce and the movement of currency and services. Zilchus helps those who wish to attain control through financial domination.

### Relationships

Zilchus is the husband of Sotillion and the brother of Kurell. He is somewhat maligned by the Dwarven gods because they see his call to attain wealth as an excuse to give in to greed without consequence, something the Dwarves know is unrealistic.

### Dogma of Zilchus

The desire for wealth is powerful. One who can harness that desire may become powerful as well. Control your desires and exploit the desires of others and you can gain beyond your wildest dreams. Anything done is worth being done for profit. Politics and war are equivalent to commerce, only the currency becomes words and life, the trick is to spend yours more efficiently than those against you.
Yondalla

Yondalla is the creator of the Halflings and the leader of the pantheon known as Yondalla's Children. Yondalla instilled in her children a sense of curiousity, loyalty, and love of the whimsy of life that halflings embody at all times. From her Green Fields sprung forth the very first of the halflings and to her fields they one day hope to return.

### Relationships

Yondalla is close to Chauntea and may in fact be related to her. Yondalla loves the rest of her pantheon as a mother.

She is close to Garl Glittergold, Corellon Larethian, and Moradin.

Talos, Talona, Malar, Auril, Bane, Cyric, and Umberlee are all disgusting to Yondalla and their actions are the antithesis of what she stands for.

### Worship

Temples to Yondalla are rare since Halfling worship is kept in the privacy of the home, yet those that do exist are typically found within mounds and burrows and are incredibly well fortified with weapons and supplies in cases of emergency. The clergy of other gods are said to be humbled by the efficiency of Yondalla's church at warding off invaders, so much so that many halfling lands are said to have been free of strife for centuries by most of those who live there.

### Dogma of Yondalla

The cornucopia of a bountiful harvest awaits those who listen to Yondalla. Peace and Comfort are found through hard work and play in equal measure, and a life well-lived is a satisfying one. Violence is never the first answer but the home must be defended. You will always be guarded by Yondalla's protection if you defend your family and protect the weak and innocent, for someday the strong may falter and be weak themselves. You never know which day may be your last but that's no reason to rush to the end, take your time, enjoy your surroundings.
Yig

Yig was a Great Old One born from flesh corrupted from Jormungandr's body during the war against the Outer Gods.

Yig believed himself to be the creator of snakes and set himself to punishing those who killed serpents by corrupting their flesh, potentially creating one of the progenitor races of lizardfolk. He was killed and his portfolio was absorbed by Set, who had gotten a taste of Jormungandr's essence and needed more.
Ymir

Ymir was born to Gaea and Annam and was a solitary being in an empty place for a long time in a land of darkness and fire with nothing but the giant cow Audumhla to keep them company. They eventually created others from their flesh and the others gave themselves names. Among its children were Thrym, Odin, and the children that would follow them both. At first they were happy together but Ymir recognized in them that they were not truly happy in this world of darkness and so they came up with a plan for their children to grow in power. Together all of Ymir's children rose up and slew them, gathering the power of the Rime-giant for their own and using it to break free from the land of cold and dark. They killed Ymir and the great cow, and Ymir allowed them-self to be killed in order to find freedom.

Ymir's children fought their way from darkness to the land of fire (narrowly escaping Surtr) and then to their own realm, which they sectioned off between the three factions that had grown from Ymir's children- the Aesir, the Vaenir, and the Jotuun.
Yaggdytha

Yaggdytha was one of the Elder Gods until he betrayed them, allying himself with Iod and Cthulhu and subjugating an iteration of the prime material plane known as Bel-Yarnak as its green sun hanging overhead. When Bel-Yarnak was subsumed by Droom-avista and its cities were turned to iron, so too did Yaggdytha become dormant. Currently he is ever-expanding and losing energy by the moment, falling prey to the slow decay of time.

### Relationships

Yaggdytha is the son of Nuada and Lythalia, the twin brother of Vorvadoss. He has no allies or followers since the destruction of his plane, and he too will soon be gone.
Yochlols

Yochlols are strange tanar'ri with the ability to change shape from their natural appearance. Their true form is that of an ooze with eight tendrils that resembles a melting ear-wax candle with a single piercing eye. Their other forms include humanoids, giant spiders, and clouds of gas.

Yochlols are renowned in the Abyss for their utility as spies, a trait that made Lolth take to them immediately. Yochlols can turn both into the giant spiders that her people breed, but also into a drow, although the Yochlol transformation into a humanoid is somewhat rough as shapeshifters go. Yochlols are incapable of transforming into an exact person, and when they transform can not control their height, which will always be around six feet tall. They also can not transform into a clothed being, so need to keep clothes nearby for after the transformation. Despite these drawbacks the demons are exceptionally good at infiltration.

Yochlols are commonly seen in the courts of Juiblex and Cligpha, but because of their connections are commonly referred to as the 'handmaidens of Lolth'.
Zagyg

Servant of Boccob and architect of countless labyrinths and endless mazes. He is called upon occasionally to place things in hard to reach areas for his master, but has had centuries of free time with which to build his own passion projects.

Zagyg is, by all counts, considered to be insane, but there is a good-natured humor to his actions and he could not be called malicious by any means.

Zagyg has fallen on the receiving end of long grudges from other gods due to his devices called 'God-Traps' which are essentially prisons for gods that can only be opened from the outside by a mortal hand. He doesn't personally keep track of any of these feuds, however.

He awaits those who seek to complete the trek through his dungeons and is ready to greet those who finish, though few have. The great archmage Tenser (of flying disc fame) is one of few to have ever gotten the pleasure of meeting the demigod and completed one of his arduous and complicated labyrinths completely on his own.
Yeti

Yeti are large creatures similar in appearance to horned white dire apes, but their forms are more similar to that of humans. The first yeti were born from the bones of the great primordial Pangu and most of them still live in the mountains from which they originated. In the icy regions of Nexxis they are said to outnumber humans but it would still be difficult tracking one down. A yeti that is in the open is a yeti that doesn't fear the one who sees it. Some yetis are trained as guardians or protectors but most are feral, though they aren't inherently vicious. At times they are used by white dragons or frost giants as pets but this doesn't denote any alignment on their part.

There is a rumor of a place hidden in the mountains that is a realm populated almost exclusively by yeti where a sub-species lives called the Viśāla (Gargantua in common). While the typical yeti is giant this sub-species can be as large as twenty feet tall and about just as wide.
Yamata no Orochi

Yamata no Orochi was a former shard of Jormungandr that had leeched strength from the Yomi until it could get sacrifices of the souls of demigods, the power of which propelled it further until it was nearly a deity in its own right.

It had an eight-forked head and an eight-forked tail; its eyes were red, like the winter-cherry; and on its back firs and cypresses were growing. As it crawled it extended over a space of eight hills and eight valleys. He stalked a family of demigods and threatened their province, demanding one of their daughters each year in return for not destroying their people. When only their eighth daughter remained, the God Susanoo happened to arrive, wandering while in exile. He promised the couple he would save the girl, and prepared a trap of strong liquor inside of baited baskets. The serpent took the bait, becoming intoxicated. Susanoo hacked the serpent to pieces, long and hard enough that his sword broke into pieces. When he destroyed the beast’s tail he discovered the legendary Kusanagi-no-Tsurugi which had been lost to time and he used its power to destroy Yamata-no-Orochi once and for all. Susanoo presented the sword to his mistress Amaterasu and ended his exile.
Zoroaster

Zoroaster, referred to as He Who Was by most scholars (for whom his name is lost), was the first among the gods to realize that creation needed order, and so he set himself to creating the Planes, their established roles, and their basic forms. To this end he created for himself the servants Jazirian and Ahriman who could easily accomplish the ordering of the lands. Seeing that his goal would be completed, he disappeared for centuries.

The two beings of law that were his servitors carried out his will, but had fundamental disagreements on the value of good versus evil, leading the two to fight and retreat to the planes they identified with most. When Zoroaster finally did return, Ahriman was too far gone to be his servant once more and so he attempted to destroy him or remake him into one more neutral. His confidence in his victory was poorly misplaced and the two fought as equals until Ahriman came out ahead, knocking both into the Abyss (with Zoroaster being nothing but a falling corpse).
Ilthuryn Genkian

## Childhood

Ilthuryn's came from a long line of professors and doctors until his parents ran into a financial crisis. Some of their more questionable "experiments" escaped and burned down the Genkian mansion. Ilthuryn and his sister, Alyssia, escaped but got separated in the chaos.

## Changes

Ilthuryn got bit by Elucard in their first raid on the RCP Foundation and became a Vampire. Also upon visiting Sammy's House, he studied under the teachers there for a certain brand of rogue, combining his vampirism and his rogue abilities together to create the Bloodborne. Sammy's House also offered a cure for his vampirism which he declined due to unknown reasons.

## Interactions with Campaign

Ilthuryn was first seen on a mountainside, passed out, when Ryaiid Nailo picked him up off the ground offering to help him as long as he served under Ryaiid. Ilthuryn agreed and followed Ryaiid and Hassan on their long adventures.

## Trivia

* Ilthuryn has the highest stealth score (+40) of any cryptcrawler character.
Zuoken

Zuoken is a god of mastery over both body and mind whose apotheosis was sponsored by Xan Yae after decades of service, culminating in a final battle where he defended her clergy against hundreds of assailants single-handedly. Zuoken's clergy have mostly been psions and monks who wish to recreate and live up to his legends and stories of his prowess.

Zuoken spent centuries in one of Zagyg's God-traps, and as such is somewhat disconnected from both Xan Yae and his followers.
Ye'Cind

Ye'Cind was a mortal elf and bard who solved their king's murder with a magic recorder of their own design that could show events as they happened (if one was close enough to related items or people). He revealed through playing beautiful music that the king had been killed by his brother, and he was much celebrated. Ye'Cind after death was so beloved that Corellon Larethian sponsored his apotheosis and made him the official bard of the Sun Court.

### Dogma of Ye'Cind

Music is an artificial recreation of the patterns and energy found in the natural world. It transcends all barriers of communication to bring that energy forth in its playing. The marriage of music and magic produces something far greater than either could accomplish alone.
Enchantment

## Overview

**The School of Enchantment** is a canonical school of magic that utilizes mana to manipulate and control the thoughts of other living beings. Widely considered one of the most controversial schools of magic next to necromancy, arcane students studying enchantment are closely monitored. Enchantment isn't completely confined to mind control, but generally, enchantment spells seek to violate its target's free will.

## Known Specialists

* Gemino
* Tigaleth
Zebechial

Zebechial is an Archfey of the Green Court, and is a chaotic avenger of nature's wrath. He causes unnatural storms with random patterns, taking pleasure in the light and sound.

Followers of Zebechial are offered great powers of control over thunder and lightning, and are said to be able to travel upon sound waves.
Xvarts

Xvarts are small humanoids with blue skin, patchy hair, and yellow eyes. They typically dress simply in whatever they can patch together and are not particularly covetous of finer clothing.

Xvarts are typically cowardly, hateful, and all around miserable. They despise creatures that are larger than they are and those who are long-lived (since Xvarts only live to 50), to the point of wanting to torment the tall folk, being particularly hateful towards giants and orcs. They consider themselves the superior race over Kobolds, and take opportunities to bully them relentlessly. They ally frequently with halflings and gnomes who give them ample opportunities to exorcise their particular demons. Xvarts have little religion, but do practice some animism in the name of Raxivort from time to time, often worshiping spirits in things like piles of sludge or in a particularly large rat.

Xvarts were once gnomes who were enslaved by the fallen Fomorians in the Feydark, before being given an opportunity to escape by an enterprising coven of hags from the Shadowfell. Raxivort, one of their kind who had slipped away, was sent to the Abyss for making this pact, costing his race half of their lifespan in the process. When Raxivort came into his power, he made thousands of copies of himself across the material plane to throw off his pursuers, when he recognized that the plane was full of everything his people craved he opened a gateway between it and the Shadowfell and allowed his people to move to the new plane, where they made contact with his clones. To this day nearly half of all Xvarts are directly descended from Raxivort from this event.
Eris

**Eris**, also known as **Salenia**, **Our Lady in Silver**, or **Lady Firemane**, is the goddess of beauty, fire, and love. During creation, Eris created the Jinn.

## History

### Creation

During creation Eris created the Jinn, beings whose nature innately require another for their true power to be used.

### First Shattering

Eris remained neutral in the first shattering, providing aid to both sides throughout the cataclysm. She created the Firemane Amulet and bestowed it to her champion during this time. As one of the Anodyne she was indifferent to the outcome of the shattering.

### Second Shattering

During the second shattering, Eris was once again indifferent to the outcome.

## Worship

Worship of Eris emphasize beauty, both outside and inside, above all else. This most often seen in common rituals dedicated to Eris, such as balls, feasts, and weddings. The primarily church of Eris is the Order of the Ruby Rose, which often organizes the construction of bath-houses, local holidays, political weddings, and match-making.
Gregory Nysorn III

## Overview

**King Gregory III** was the king of the Rian Empire from 274 AP until passing away in 331 AP. A relatively controversial king due to his failure to win the Shivan Civil War and his wife's infertility. Gregory has often been called the "idle king" by his opponents.

## Interactions with the Campaign

### Misfits 1x37

After entering Kingstone for the first time, the Misfits party attempted to assassinate the king. After dealing with Gregory's royal guards with relative ease, Ryaiid Nailo attacked the king, which revealed that the king was an illusionary duplicate of the real king.
Zodal

Zodal instills hope in his followers and implants seeds of benevolence in daily life. He presents the wicked who want to change with opportunities for redemption and is one of the sponsors of the Hellbred who repent.

### Relationships

Zodal is like an adopted son to Rao. He is the on-again off-again consort of Joramy and an ally to Heironeous and Pelor. Zodal is incapable of not being friendly and is a friend to every entity from every plane. He believes that through being polite and friendly he can change hearts.