recursal/Fanatic-Fandom huggingface dataset:
Dagon

Lord Dagon

### Attacks

Melee: 4 tentacles +43 (3d6+18 /19-20 plus poison) and 2 claws +41 (3d6+9) and bite +41 (3d8+9)

## Skills

### Knowledge

(arcana) +43, (history) +43, (religion) +43, (the planes) +43

## Feats

### Epic

Combat Expertise, Improved Disarm, Improved Trip, Swim-By Attack, constrict 3d6+18, improved grab, swallow whole.

## Meta-Knowledge

### Played by

DM

****Dagon**** is an obyrith demon lord, also called **Prince of the Depths**. His realm is the 89th layer of the Abyss, a liquid layer dominated by marine dretches, hezrous, krakens, and horrible fish-monsters; better known as Shadowsea.

## Description

**Dagon**'s form is a mixture of both octopus and fish. **Dagon** sprouts countless tentacles and is covered in black, rubbery skin that is punctuated with many red, unblinking eyes. Fish scales shield his flesh, and row upon row of long fangs jut from his maw. He stands more than 40 feet tall and is considered one of the most fearsome of the demon lords.

## Cult of Dagon

**Dagon** is served by aquatic demons, especially wastrilith, and is worshipped by aquatic races such as kraken, chuuls, sea hags, water nagas, and kuo-toa.

## Special Abilities

* **Amphibious (Ex):** Although aquatic, Dagon can survive indefinitely on land.
* **Constrict (Ex):** Dagon deals 3d6+18 points of damage with a successful grapple check, in addition to damage from his tentacle attack.
* **Doomsong (Su):** Once per day as a full-round action, Dagon can create a hypnotic, rumbling song that lures nearby (300 ft. radius) creatures to his location. DC 33 Will save.
* **Form of Madness (Su):** Any creature within 120 ft. that observes Dagon must make a DC 31 Will save. Failure causes fear.
* **Freedom of Movement (Su)**
* **Improved Grab (Ex)**
* **Poison (Ex):** Tentacle - Injury, Fort DC 43, 3d6 Str / 3d6 Con. The save DC is Con based.
* **Revelation (Su):** Dagon can impart knowledge upon those who beseech him for such a gift - he can even impart knowledge on those who do not seek it.
* **Swallow Whole (Ex):** Can swallow creatures up to Huge size whole on a successful grapple check. Dagon's stomach can hold 2 Huge, 8 Large, 32 Medium, 128 Small or 512 Tiny (or smaller) creatures.

## Spell-Like Abilities

* At will -
	+ astral projection
	+ chaos hammer (DC 19)
	+ cloak of chaos (DC 22, deflection and resistance bonuses included)
	+ control water
	+ deeper darkness
	+ desecrate
	+ detect good
	+ detect law
	+ fly
	+ greater dispel magic
	+ greater teleport
	+ insanity (DC 22)
	+ nightmare (DC 20)
	+ plane shift (DC22)
	+ shapechange
	+ telekinesis (DC 20)
	+ unhallow
	+ vision
	+ word of chaos
* 3/day -
	+ quickened greater dispel magic
	+ horrid wilting (DC 23)
	+ quickened insanity (DC 22)
	+ maelstrom\* (DC 23)
	+ rapture of the deep\* (DC 21)
	+ symbol of insanity (DC 21)
* 1/day -
	+ gate
	+ doom of the seas\*
City of the Dead

City of the Dead

The **City of the Dead** is a public park dotted with mausoleums. The place is closed at night, with two City Guard soldiers (guards) stationed at each entry gate. A character can slip over a wall undetected with a successful DC 15 Hide check.

At dusk, hundreds of driftglobes make their way from the inhabited part of the city and congregate in the **City of the Dead**. They spend the night here, then disperse and return to the waking city at dawn-for a reason no one knows.

Sir Ambrose Everdawn (LG male human knight), an ageing servant of Kelemvor (god of the dead), patrols the cemetery from sunset to sunrise, chasing off grave robbers and making sure the dead stay buried. Characters who creep around the cemetery in the dark have a 30 percent chance of running into him. If that happens, he escorts them out and alerts the City Guard if they refuse to leave.
Kris the Cat

**Favorite Pastime** | Reading fashion Cat-A-Logs!

**Kris the Cat** is a Bubble Drop Pikmi.

## Description

*Kris is one of the most stylish Bubble Drops. Always On-Trend, this Bubble Drop loves to strut their stuff down the catwalk, displaying the purrrfect bubble! This is one glitzy kitty!*

## Appearance

Kris is a white cat with purple leopard spots and paws, a pink face, and yellow ears.
Tutfledhold

Tutfledhold ruins

Tutfledhold is located south-west of Gunnarstead, south of Gamastead, east of Rutheduk Zuznudal. It's location acts as a barrier to the western peninsula which is surrounded by Eäron Ocean.

### Inhabitants

Mostly Humans

**Tutfledhold** is a human settlement built into an ancient keep at the south-western borders of the Kingdom of Erigold. Some time ago this structure once provided a supreme military advantage over attackers entering from the western peninsula.

## Description

The western peninsula is physically cut off along the narrow stretch of land between the peninsula and its access to the mainland. This small connective section is dominated by tall mountains with a once impenetrable keep, and other forts and towers built into the valley below.

The few humans who have made the keep their home survive by living off the land, its local forests, rivers and lakes providing sufficient food for the small numbers of humans inhabiting the keep. When necessary, particularly during winter months they will often trade commodities with the Dwarves living in nearby Gunnarstead.
Mystra

Mystra

### Aliases

The Mother of all Magic, The Lady of Mysteries, The Lost Goddess, Midnight, The Hidden One

## Divine

### Domains

Arcana, Good, Illusion, Knowledge, Rune, Spell

### Worshipers

Elves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, spellfire channelers, and wizards

## Character Attributes

### Alignment

Neutral good (clerics can be Lawful neutral)

**Mystra**, the **Mother of all Magic**, was a greater deity and the second incarnation of the goddess of magic after her predecessor Mystryl sacrificed herself to protect The Weave.

**The church of Mystra** preserved magical lore so that magic would continue and flourish in the future even if the dominant races of Erigold were to fall. Its members also sought out those skilled in magic or who had the potential to use it, keeping a close eye on those who were likely to become skilled. Her clerics are encouraged to explore magical theory and find/create new spells and magic items.

Sites dedicated to the goddess were enhanced by The Weave to allow any spell cast by her clerics while in them to be affected by metamagic.
Floating Rocks of Erigold

An Elven rogue scaling one of the Floating Rocks of Erigold

The Floating Rocks of Erigold are due East of The Capital City of Dawic

The **Floating Rocks of Erigold** are a set of gigantic floating islands that circulate slowly in powerful magnetic currents, somewhat appearing like icebergs at sea, occasionally scraping against each other and the towering mesa-like mountains of the region. The mountains float like clouds among the fixed mountains and swirling cloud structures. When they are in clear sunlight they cast distinct shadows on the land below.

Various means of reaching the summit are possible the "*easiest*" following a handful of unkempt trails some of which follow gargantuan building-sized chain links connecting a number of the islands together.

Even via these paths, anyone wishing to summit these peaks must challenge their strength and endurance as reaching the top of any floating mountain requires considerable skills in climbing regardless of the chosen travel route.

## Physical Description

The islands are overgrown with foliage at the top and straggly beards of vines hang down beneath the mountains like the roots of air-ferns. Their sides are sheer cliffs. Waterfalls, originating on the mesa-like tops, stream down the sides and disperse into spray at the bottoms, like upside-down geysers.

The mist condenses on other floating mountains, flowing over the sides and dispersing, renewing the process. The local peaks and mesas actually project above the level of the craggy undersides of the few floating mountains that can be seen, so it seems obvious that collisions are inevitable.

## Culture

The elves refer to these islands as *"Ayram Alusìng"* meaning "the soaring summits", those native to Rutheduk Zuznudal often pilgrimage here to worship a number of gods as these islands represent the highest peaks in the realm and it is believed they provide the greatest means to non-magically communicate with the gods.

Other races also frequent the islands to seek treasure and adventure. Dwarven engineers sometimes travel thousands of miles from their mountain city of Liagirnd just to maintain the massive chains linking a few islands.
Trollskull Manor

Trollskull Manor

DMs' Map—Trollskull Manor

Four stories tall and boasting balconies, a turret, and five chimneys, the abandoned building is one of the grandest in Trollskull Alley. Characters can refurnish, rebuild, rename, and otherwise personalise their new stronghold to their hearts' content.

## Tavern Rooms

When the characters first arrive, the tavern's taproom is filled with broken furniture, tarnished silverware, casks of wine that have turned to vinegar, and worthless detritus. The tavern's other rooms are all empty, except for cobwebs, dust, and harmless rats.

## Spirit on Tap

The former tavern is haunted by the poltergeist (spectre) of the tavern's previous barkeeper, a half-elf named Lif. Maintaining the tavern was her life's work, and she couldn't abandon the place in death.

The poltergeist understands Common and Elvish, but she can't speak. She invisibly causes mischief at the expense of the new owners by smashing plates, breaking beer barrels, and so forth. If the characters don't take the hint, it writes not-so-subtle warnings (such as *"Closing time!"* and *"Last call!"*) on dusty floors and grimy windows. To truly claim the tavern as their own, the characters must either appease the poltergeist or destroy it.

### Appeasing Lif

If the characters work to repair and renovate the tavern with the goal of opening it to the public again, the poltergeist begins to accept them as the new owners and gradually becomes quite accommodating: pulling out a chair when a character wants to sit down, pouring a beer and delivering it to a character, taking coats when folks come in from the rain, and so forth. Once the business is up and running, Lif can also perform other helpful functions, such as locking doors, sweeping floors, and so forth.

### Destroying Lif

Lif's poltergeist is destroyed if its hit points are reduced to 0. If attacked, she flees to the uppermost level of the turret when reduced to half its hit points. From there she fights to the bitter end.
The Skewered Dragon

The Skewered Dragon

**The Skewered Dragon** faces an alley that runs between Net Street and Fillet Lane in the Dock Ward, not far from the Old Xoblob Shop. When the characters approach it, read:

**The Skewered Dragon** looks like a ruin. Both of its front-facing windows are smashed, and a ship's anchor is lodged in the roof. Through the windows, you can see a group of haggard patrons drinking from huge tankards.

Floon has not been at **the Skewered Dragon** since the night of his disappearance, and the dive's dockworker patrons are loath to talk to strangers. A bribe or a successful DC 13 Charisma (Intimidation or Persuasion) check gets them to open up.

## Floon's Fate

Several of the regulars remember seeing Volo and Floon drinking together a couple of nights ago. After Volo left, Floon stuck around long enough to meet with another friend: Renaer Neverember, the son of Dawic's previous Open Lord, Dagult Neverember. "Chip off the old block, that one!" sneers one patron. "Just another spoiled, rich noble who likes to rub our noses in it!" says another.

The two drank and played a few rounds of Three-Dragon Ante before leaving around midnight. Five men followed them out, and no one in the tavern knows what happened after that. The men who left shortly after Floon and Renaer haven't returned to the tavern since, but they're known to frequent a warehouse on Candle Lane. "Look for the snake symbol on the door," says one of the tavern regulars.
Lady Yalah Gralhund

### Attacks

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

## Meta-Knowledge

### Played by

DM

The lady of House Gralhund is no fool. She has a keen mind and the wisdom to discern friend from foe. She also has a husband who worships her, and a house that has the resources of the Black Network at its disposal.

Yalah stays abreast of events in the city, keeps a tight rein on her children, and uses her station and her family's wealth to pry secrets from the lips of nobles, guild masters, and commoners alike. Though her previous attempts to become a Masked Lord have been thwarted, she believes it's only a matter of time until that honour is bestowed on her.

Once she knows the identities and secrets of enough Masked Lords, Yalah is confident that she can bribe, blackmail, or extort her way into their ranks. From there, she plans to effect changes in the government that will ensure House Gralhund's prosperity for generations to come.

Yalah shares the services of a half-orc bodyguard with her husband, although Hrabbaz is more loyal to her than to him. She also uses the Zhentarim who are based in House Gralhund as her personal spy network, not realising that the Zhents' true master is Wongas. Most of her dealings are with the Zhent master assassin Urstul Floxin, whom she treats as an underling.
Cometwight

Coastal Town of Cometwight

Situated on the eastern shore of Burtuke Bay, **Cometwight** is a somewhat small picturesque coastal town, most famous for containing a bygone university The Sacred Order of Knowledges Mystical and Arcane which was once devoted to the academic study of all things arcane. The town is now renown for producing some of the wisest engineers and boasts the highest number of magic item wielders in the Kingdom of Erigold.

## Notable Locations

### Cubone Keep (Player Stronghold)

A small but strongly built castle on the banks of Burtuke Bay, Cubone Keep. A taciturn mercenary lord named Jolliver Grimjaw and his band of sellswords occupy the keep. They are repairing the old castle and protecting trade along the river from the depredations of monsters and bandits.

### The Right Hook (Tavern)

From the outside it looks unwelcoming, broken and dire. Stacked boulders and thick, stone beams make up most of the building's outer structure. It's tough to see through the large, curtained windows, but the awkward silence from within can be felt outside.

As you enter the tavern through the thick, wooden door, you're welcomed by a feeling of discomfort and whispers.The bartender is pouring a drink for a customer and makes no effort to acknowledge your presence.

It's as disgusting inside as it is on the outside. Several walls support the upper floor and the huge, dusty lamps attached to them. The walls are decorated, if you can call it that, with old paintings covered in dust. The tavern itself is almost completely abandoned. The few people inside probably work less honourable operations, but whoever they are, they give you an uncomfortable feeling of dread.

### The Sacred Order of Knowledges Mystical and Arcane (Arcane University)

No longer full to the brim with wizards from far and wide as they are no longer able to teach the creation nor casting of spells due to the lingering effects preceding The Great Arcana Totality event.

The academics that now reside inside the ancient building instead discern the use of a myriad of magical items and devices which have been seized, borrowed, stolen, or generally "obtained" from the various towns and cities in the Kingdom of Erigold.

Once their use has been divined the academics then usually attempt to use these items in ways the benefit those with enough wealth to acquire the services provided by the university. A handful of the most exceptional professors have managed to re-purpose some magical items to create fantastic new devices utilising the items unique abilities.
Eäron Ocean

Ships fighting at sea

Eäron Ocean

**Eäron Ocean** is the second largest of the world's oceans, with an area of about 106,460,000 square kilometers (41,100,000 square miles). It covers approximately 20 percent of the world's surface and about 29 percent of its water surface area.

Its eastern sister sea is the Rhûnaer Ocean.
Nihiloor

Nihiloor

The illithid **Nihiloor** works for Xanathar, spending its days creating intellect devourers and setting them loose in the sewers of Dawic.

Each intellect devourers attacks the first humanoid it encounters, using its victim as a puppet to spy on the city and relay information back to **Nihiloor**.

Occasionally, an intellect devourer is instructed to seek out a particular kind of target, such as a member of the City Guard or the City Watch. Sometimes its instructions will include orders to capture specific Dawicians and bring them to Skullport, where they can be enslaved or ransomed.

**Nihiloor** has an alien mind, and it considers itself Xanathar's equal. It has no interest in supplanting the beholder, however, preferring to operate in the shadows and pursue its own fell schemes.

## Abilities

**Mind Blast (Sp)**: This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.

**Psionics (Sp)**: At will - *astral projection, charm monster, detect thoughts, levitate, plane shift*, and *suggestion*. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).

**Improved Grab (Ex)**: To use this ability, the mind flayer must hit a Small to Large creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head.

After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

**Extract (Ex)**: A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.

**Telepathy (Su)**: Mind flayers can communicate telepathically with any creature within 100 feet that has a language.

Mind flayers like to fight from a distance, using their psionic abilities, particularly their mind blast. If pressed into melee combat, a mind flayer lashes its enemies with the tentacles ringing its mouth.
Castle Ward

Erigold Castle

Erigold Castle

The **Castle Ward** of The Capital City of Dawic lies at the north-eastern corner of the city. It encompasses Erigold Castle and much of the government of the city. This includes the Erigold Palace, occupied by The Open Lord of Dawic, and the residences of many prosperous Dawicians. Among these citizens were celebrated retired adventurers such as Mirt the Moneylender.

## Notable Locations

* Erigold Castle: The great fortress of Dawic looms over the surrounding ward. Its hanging banners and heraldry were so massive they signalled diplomatic arrivals and ceremonial announcements to those even in the southern wards of the city. It is used by the City Guard and the watch for training, housed the stables for some 70 warhorses and holds several levels of subterranean dungeons.

* Erigold Palace: The white marble palace of the city's Lords stands as a beacon of the incorruptibility of their rule over the city. The shining tower housed the Lords' court, embassies from other city-states and nations and the offices of city officials, including those from the City Guard and Watch.

### Civic Buildings

* Fetlock Court: The paved courtyard served as a rallying point for Dawic's cavalry before they went on patrol in the countryside. It also serves as a concert area for bards from the college who needed a venue outside their quarters to practice their art.
* Font of Knowledge: Also known as *The Great Library*, this sprawling repository of knowledge was tended by the clergy of Oghma who worked with various groups like the Scriveners', Scribes', & Clerks' Guild and the bards college to provide wisdom and understanding to all the citizens of Dawic.
* Halls of Justice: Overseen by a panel of at least three Lords of Dawic, this famous temple of Tyr is the home of two of the *Maimed God's* most renowned groups of worship: The Holy Order of the Knights of Samular and The Monastic Order of the Even-Handed.
* Rutheduk Zuznudal Embassy: Established in 1370 DR, the embassy within the **Castle Ward** was built around a portal that allowed those visiting the Rutheduk Zuznudal representatives quick access to and from the Forest of the Southern Silence.
* The Cynosure: A public hall, which could be rented to use for weddings, balls and other special events.

### Other Buildings

* Blackstaff Tower
* Yellowspire
Iago Aramacao

Iago Aramacao, an anthropomorphic scarlet macaw Dread Pirate.

## Proficiencies

### Weapon Proficiency

all simple weapons, plus the hand crossbow, light martial weapons, rapier, sap, shortbow, and short sword.

## Skills

### Balance

11 = 5 (ranks) + 4 (Dex) + 2 (Tumble Synergy)

### Diplomacy

5 = 0 (ranks) +3 (Cha) + 2 (Bluff Synergy)

### Disguise

15 = 10 (ranks) + 3 (Cha) + 2 (Bluff Synergy)

### Escape Artist

9 = 5 (ranks) + 4 (Dex) + 2 (Use Rope Synergy)

### Intimidate

14 = 9 (ranks) + 3 (Cha) + 2 (Bluff Synergy)

### Jump

2 = 0 (ranks) +0 (Str) + 2 (Tumble Synergy)

### Sleight Of Hand

11 = 5 (ranks) + 4 (Dex) + 2 (Bluff Synergy)

## Feats

### Racial #1

Great Ally (Ex): Kenkus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).

### Racial #2

Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can’t normally speak. To duplicate a specific individual’s voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn’t genuine.

### Racial #4

+2 racial bonus on Hide checks and Move Silently checks.

### Class Features

Sneak attack +3d6, trapfinding, Evasion, trap sense +1, Uncanny dodge, Weapon Finesse, Seamanship, Two-Weapon Fighting

## Meta-Knowledge

### Played by

DM

Iago spent his youth under the sway of a dread pirate, a ruthless cutthroat who taught him how to survive in a world of sharks and savages. He has indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to Iago, and he has garnered a somewhat unsavoury reputation in many a port town.

IagoIagoIago
## Ship

Iago once owned a ship called The Victory Tide, which was worth at least 10,000 gp. Due to mutiny it is now forever lost and as he currently has no ship nor crew he can no longer freely operate it on the high seas.

The original method of acquisition — purchase, force of arms, or skulduggery often changes on each telling of the story. This usually is based upon how much rum Iago has consumed prior to being asked.

## Demon in a Bottle

Iago is frequently seen drunk, depressed, and belligerent inside of The Drunken Sailor, and depending on his temperament sometimes is found outside of the tavern too, typically in the gutter after having beak-dived from whatever urban structures he was using as an improvised perch.

Heavy drinking has clearly become something he holds as a higher priority than his own well-being and cares little for the sentiments of others while under the influence.
Rotmor Frostbeard

## Lord Rotmor Frostbeard

Lord Rotmor Frostbeard on the Goldstone Throne

## Feats

### Class Features

Combat training, Equipment specialist, Maintenance, Skilled craftsman, Artisan savant (Craft Wondrous Item), reforge, Artisan Savant (Craft Magic Arms and Armor), Rapid maintenance, Thunderous blows +5d6

## Meta-Knowledge

### Played by

DM

**Rotmor Frostbeard** is the esteemed Lord of Liagirnd, a wealthy dwarven stronghold built deep into the ore rich mountains of southern Erigold.

## Description

**Rotmor** has wild white hair and a modest moustachioed white beard. He has a large, hawk-like, pointy nose that has been broken several times. His eyes are a cold icy blue and he stand roughly four-and-a-half-feet tall.

## Personality

**Rotmor** is willing to put aside his prejudices for other races when needed, which has helped him gain a number of non-dwarf friendships. He is a gruff, stubborn, heavy drinker who is somewhat suspicious of remnant magic but he will often show a more tender side for his daughter.

What he lacks in age, he more than makes up for in his ability for strong leadership and is an equally strong fighter. When not ruling the city; **Rotmor** is regularly found honing his talents for blacksmithery and is a master craftsman, many feel he prefers the company of his anvil over his clansmen and courtiers.

## Family

Years ago, **Rotmor** had five sons who would be due to inherit the Goldstone Throne; were it not for all of them perishing while attempting to remove the numerous orc encampments near the Springs of Shadows to the east of Liagirnd on the road to Rouse.

After discovering the fates of her sons his wife Suðri Frostbeard, unexpectedly sought out her son's killers adventuring out by herself, presumably fuelled entirely by rage and crippling grief. She was ne'er seen again.

He is succeeded by his daughter Tammas Shanatar, his sole remaining child who is wed to Krommus Shanatar, Clanwarden to Clan Shanatar joining the two houses.
Madam Desireé LeCoq

Madam Desireé LeCoq in her "Evil Ringleader" costume

The owner, manager and chief procuress of The Wizard's Sleeve**.** Her many roles involve high brow escort services as well as other forms of prostitution for profit.

As a procurer she receives money in return for advertising services, physical protection, or for providing, and possibly monopolising, a location where the prostitute may engage clients.

Examples of procuring include:

* Trafficking a prostitute into a country for the purpose of soliciting sex
* Operating a prostitution business
* Transporting a prostitute to the location of their arrangement
* Deriving financial gain from the prostitution of another
Barnibus Blastwind

Barnibus Blastwind

**Barnibus** works for the Watchful Order of Magists and Protectors, investigating crimes that involve the use of magic. He comes across as prickly and secretive, confiding only in Saeth Cromley, a retired sergeant of the City Watch who assists in many of his investigations.

A lifelong bachelor, **Barnibus** has a small, tidy estate in the Sea Ward that he inherited from his grandmother. When not serving the Watchful Order, he spends his days reading and writing books in his library.

**Barnibus** uses spells that help him investigate crimes, pry secrets from the minds of suspects, and locate missing persons. He finds violence appalling and would never use his magic to inflict harm on others-even those who harm him.
Undermountain

Undermountain Profile

****Undermountain**** is a multi-tiered dungeon, comprised of several inter-connected chambers and lairs located deep beneath the city of Dawic. The *Underhalls* are home to a grand dwarfhold before they were taken over.

## Features

### Architecture

As a general rule, **Undermountain** was a structure with high ceilings of at least 16 feet (4,8 meters) and smooth floors made of gray granite. Areas that were created by carving out a single rock were generally decorated in a way that made them look like other more standard areas. That said, exceptions existed.

A corridor in **Undermountain** was usually 10 feet (3 meters) wide and high. The stairs have no railings.

## Entrances and Exits

The halls of **Undermountain** are linked to the surface world in many ways, both physical and magical. Some work only one-way.The dungeon has a number of connections with Dawic's sewers and through this connection, it was indirectly connected to other dungeons. Some of the notable physical links are described below:

* **The Wizards Sleeve Inn**: Built atop the ruins of an ancient Wizards Tower, **The Wizards Sleeve Inn** contains the only publicly known entrance into **Undermountain**. At some point the Wizards Tower subsided forming a large well that drops down roughly 100 feet into **Undermountain**'s Dungeon Level.
Spires of the Morning

The Spires of the Morning

The Spires of the Morning Map

**The Spires of the Morning** is a large cathedral dedicated to the worship of Lathander found on the border between the Castle Ward and the northern spur of the religious sector.

## Structure

Built of pink marble, this three-story cathedral was capped by seven spires of copper, gold, and silver that gleamed with the reflected glory of dawn's first light.

## Inhabitants

**The Spires of the Morning** is led by a "High Radiance". More than 300 clerics of The Morninglord were based at the temple, most of them housed within a few blocks of the cathedral.

## Organisations

In addition to the clergy, **The Spires of the Morning** is an important base for The Order of the Aster.
Azram Slak

Azram Slak on-board the N'ghathrod

Captain **Azram Slak** is an Illithid pirate and the captain of the N'ghathrod.

## Description

**Azram Slak** has a wooden peg replacing his left foot, which he had lost in battle. **Azram**  wears pirate attire and carries a rapier that he does not know how to use, for stylistic reasons.

A seasoned pirate, **Azram** is patient and strategic. If in an unfavourable situation, he waits until the best moment to act.

## Possessions

The Illithid keeps in the N'ghathrod's stateroom several art pieces and depictions of the places he has visited.

## History

Before **Azram** was turned into an Illithid via ceremorphosis, he was an elf. Although he has no memories of his past, he retains some of the elven sense of beauty. Before becoming a pirate, **Azram** lived in an Illithid colony.

Some time ago, **Azram Slak**'s ship was captured and left marooned for the crew and the derelict ship to rot away. After several days, the Illithid had to resort to eating the brains of his crew in order to survive. After it killed four of his crew members, the remaining crew fled and escaped. **Azram Slak** then proceeded to wait in his lair for the appearance of other food sources.

## Innate Spellcasting (Psionics)

Captain **Azram Slak**'s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

* At will: detect thoughts, levitate
* 1/day each: dominate monster, plane shift (self only)

Captain **Azram Slak** is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). Captain **Azram Slak** has the following wizard spells prepared:

* Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
* 1st level (4 slots): detect magic, disguise self, shield, sleep
* 2nd level (3 slots): blur, invisibility, ray of enfeeblement
* 3rd level (3 slots): clairvoyance, lightning bolt, sending
* 4th level (3 slots): confusion, hallucinatory terrain
* 5th level (2 slots): telekinesis, wall of force

## Actions

### Tentacles

*Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

### Extract Brain

*Melee Weapon Attack:* +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Captain **Azram Slak**. *Hit:* The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Captain **Azram Slak** kills the target by extracting and devouring its brain.

### Mind Blast (Recharge 5–6)

Captain **Azram Slak** magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Æthelstan Erigold

## King Æthelstan Erigold IV

King Æthelstan Erigold I

King Æthelstan Erigold IV (*pronounced Athelstan*) is a wealthy and well liked monarch. Æthelstan was crowned following his father King Ælfweard Erigold VII's abdication from the throne following a series of illnesses resulting in the his eventual death.

Since his coronation King Æthelstan Erigold has overseen the transformation of The Capital City of Dawic from an absolute monarchy into a constitutional monarchy overseeing a newly forged democratic society.

The move to a monarch chaired democracy was lovingly called "*The Glorious Revolution*" by his subjects as it gave them all a voice to have the city run in a way which benefits them.

As sovereign he exercises authority in accordance with a written constitution, and acts as a non-party political head of state under the constitution. In addition to acting as a visible symbol of national unity, King Æthelstan holds formal powers such as dissolving parliament or giving royal assent to legislation.

## Royal Residence

King Æthelstan lives inside the mighty Storm's End Palace which has served as the official Dawic residence of the Erigold sovereigns for centuries and today is the administrative headquarters of the Monarch.

Although in use for the many official events and receptions held by The King, the State Rooms at Storm's End Palace are open to visitors every summer.

Storm's End Palace has 775 rooms. These include 19 State rooms, 52 Royal and guest bedrooms, 188 staff bedrooms, 92 offices and 78 bathrooms.

## Heraldry

The coat of arms consists of two gold dragons chained to a spiked shield bearing a bronze field and dragon silhouette.

## Royal Family

* Father: King Ælfweard Erigold VII (*deceased*)
* Mother: Ælfflæd Erigold VI
* Wife/Queen: Queen Ædgyth Erigold XI
* 1st Son: Edwin Erigold III
* 1st Daughter: Eadgifu Erigold I
* 2nd Daughter: Eadhild Erigold V
* 2nd Son: Æthelhelm Erigold II

## Military Service of the Royal Family

 King Ælfweard
Erigold VII
 Edwin Erigold III | Hippogriff Air Force
Levi Gastonne

Levi Gastonne

## Proficiencies

### Weapon Proficiency

Simple Weapon Proficiency, Martial Weapon Proficiency, Exotic Weapon Proficiency (Crossbow, Hand)

### Armour Proficiency

Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Tower Shield Proficiency

## Feats

### Class Features

Fighter Bonus Feat 1st, Fighter Bonus Feat 2nd, Sneak attack +2d6, Trapfinding, Evasion, Trap Sense +1

## Property Owned

**Levi Gastonne** is the legal owner of Trollskull Manor, a tavern found in Trollskull Alley, in the North Ward. **Levi Gastonne** took possession of this property from its previous owner Volothamp Geddarm, after being given the title deed in payment for finding Floon Blagmaar (A Friend In Need (Quest)).

## Artefacts Owned

* The Stone of Golorr *(taken by The Shadow)*

## Stat Blocks

*Ability Scores*

*I**nitiative***

*Armour Class (AC)*
Wrath Devil

Devil, Wrath

The secret to corrupting a mortal lies in allowing the creature to author his or her own downfall. Present temptations, lure the fool onto corruption’s path, and then creep silently in the victim’s wake as his or her decisions lead to the Nine Hells.

Similar to the succubi and imps tasked with gathering mortal souls for their masters, a **wrath devil** roams the natural world, preying on people who indulge in erratic behaviour and allow their passions to rule them.

## Lore

**Arcana DC 29:** Despite their hunger for mortal souls, devils rarely enter the natural world, some scholars insist. They say devils cannot visit the natural world without a mortal’s invitation. Other sages mock such assertions, saying fear is driving their research. These scholars believe devils are everywhere, hidden as they watch and wait for the best time to entice a mortal into finding succour in darkness. What truth is known is that while devils are glad to accept any soul, they crave those belonging to powerful individuals. The brighter a soul shines, the more energy the Hells can squeeze from it.

According to legend, a devil exists for every mortal failing. Indeed, devils seem bred to target specific weaknesses, striking at their quarries where they are most vulnerable. A succubus preys on lust-consumed creatures, while an imp targets ambition-ruled mortals. Meanwhile, a **wrath devil** exploits the anger burning in mortal hearts. It goads its targets to give into hatred and impulsively act on their passions.

## Encounters

When a **wrath devil** is near, self-control frays and tempers flare. It has a knack for escalating violence and driving mortals mad with uncontrollable anger. A **wrath devil** uses its victims to work evil and thus become consumed by it.  While in the Nine Hells, a **wrath devil** uses bearded devils as bodyguards. While in the natural world, succubi and are its common companions.

### Wrath Devil in Combat

A **wrath devil** stays out of melee combat if it can, preferring to incite violence from a distance, acting as though it has nothing to do with the brutal scene unfolding. The devil has its nose in a book or drinks its ale as it works to turn foes against each other. When mortal blood is flowing freely and unconscious bodies litter the scene, the devious creature stands up gracefully and hefts its quarry over its shoulder. A wicked, lopsided grin stretches across the wrath devil’s face as it begins its return trip to its master.
Eonurik

Eonurik is a small town built upon a mountain ridge.

Eonurik is located south-east of Dawic, south of Sorryright, north of the Spring of Shadows, north-east of Liagirnd, and north-west of Rouse.

### Inhabitants

Mostly Human

**Eonurik** is a small town built on top of an arête (a narrow ridge of rock separating two valleys) on a high and rugged mountain range.

## Description

The mountains lay in a great line like the spine of the land. It was as if long ago they were a great beast, only to lie down one day and never get up. Perhaps the beast fell into an enchanted sleep, perhaps its soul was still in there.

The range is high to the west and low to the east, curling at the end like a tail. They are the reason our land this side is so lush and the other side is scorching desert. To cross them the clouds must go high and meet the colder air up there, then they dump their rain on us, every drop.

The mountains are very biodiverse and has various types of ecosystems. However throughout the mountains, there are more than 1,000 types of flowering plants as well as trees. The highest elevations, however, are above the tree line and thus have lower vegetation like shrubs.

The animals of the mountains the elk, moose, bighorn sheep, mountain lion, bobcat and black bears among many others. For example, there are about 1,000 elk. At the highest elevations, there are populations of ptarmigan, marmot, and pika.

## Meiji Hanging Temple

The Meiji Hanging Temple is a built into a cliff (75 m or 246 ft above the ground) near the town of **Eonurik**. The structure is kept in place with oak crossbeams fitted into holes chiselled into the cliffs. The main supportive structure is hidden inside the bedrock. The monastery building hangs from the middle of the cliff under the prominent summit, protecting the temple from rain erosion and sunlight.

## Economy

Economic resources of the **Eonurik** mountains are varied and abundant. Minerals found in the mountains include significant deposits of copper, gold, lead, molybdenum, silver, tungsten, and zinc.

The riches the Gold-quartz Mine brought is of great importance, but they were also influential when it came to architectural designs as the vast majority of buildings have been built into the mountain and often incorporate many different mining elements.

Large scale mining has ended in the region, although independent prospectors still work claims throughout the range.

## Locations

* Gold-quartz Mine
* Meiji Hanging Temple
Mirt

Mirt "the Moneylender"

****Mirt "the Moneylender"**** was a fat, wheezing old rogue, and retired adventurer. He made his fortune as an adventurer after a colourful career as a mercenary general.

During this time **Mirt**, then known as **Mirt the Merciless** or **the Old Wolf** or **Lord Walrus**, made many enemies all over Burtuke Bay, but also a few friends, notably Durnan a fellow adventurer and explorer.

**Mirt** was also one of the most infamous factors of Dawic.

## Personality

Outwardly **Mirt** appeared to be a loud, tipsy braggart, but only a foreigner to Dawic would underestimate his agility and cunning. These qualities made him far richer late in life, as an investor and business man, than his years as an adventurer ever did, despite his being one of the few adventurers to emerge from The Wizards Sleeve both alive and with wealth.

## Relationships

**Mirt** is a Harper and has a heart of gold, despite the relative frequency with which he entered unruly tavern brawls. Many of the commoners suspected **Mirt** to be a Masked Lord, and **Mirt** on more than one occasion engaged in secretly spreading rumours stating that he was not.

### Associates

Due to **Mirt**'s extended age, his many business dealings, his association with the Lords of Dawic, and several adventures it would be almost impossible to list all of **Mirt**'s associates.

## Possessions

**Mirt** owns a mithral shirt that was magically glamoured to look like ordinary clothing.

**Mirt** owns a ship named The Morning Bird.

**Mirt** also owns a mansion in the Castle Ward of Dawic, simply called **Mirt**'s Mansion. It had a roughly hexagon-shaped, two-story main building with three-story towers at four of the six corners.
Bepis Honeymaker

Bepis Honeymaker

**Bepis Honeymaker** is a strongheart halfling honey merchant (commoner) who was kidnapped from his Trades Ward home a month ago.

The Xanathar Guild tried to ransom him back, but seemingly his relatives either couldn't pay or decided not to. (In truth, his rotten in-laws destroyed the ransom notes and told **Bepis**'s wife and children that he ran away with another family.)

Ahmaergo has put him to work as a cook but threatens to give him over to the mind flayer Nihiloor every so often.
Xoblob

Xoblob

### Mental Health

Survived the detonation of a gas spore in Undermountain and inherited some stray beholder memories

### Drug Use

Frequently seen smoking a substance that produces clouds of lavender smoke

## Magic Item(s) Worn

### Head

His cheeks are decorated with nine purple face-painted eyes

## Combat

### Speed

20 ft.

The hairless old gnome sitting cross-legged on the counter wears plum-coloured robes. His cheeks are decorated with nine purple face-painted eyes.

The gnome lowers a pipe and exhales a cloud of lavender smoke before raising a hand.

> ***"Hail and well met! Come browse the shelves of the most curious curiosity shop in the world!"* - Xoblob.**
>
>

The shopkeeper is a wizened deep gnome who spies for the Xanathar Guild.

A few years ago, he survived the detonation of a gas spore in Undermountain and inherited some stray beholder memories.

Driven by a compulsion to carve out his own domain, the gnome settled in Dawic, bought the Old Xoblob Shop from its previous owner, and tried renaming it after himself, yet everyone kept calling it the Old Xoblob Shop.

He therefore restored the old name and changed his name to **Xoblob**.

> ***"No relation to the eye tyrant hanging in the window!"* - Xoblob.**
>
>
Taurna Chardhîn

"Forest of the Southern Silence"

Taurna Chardhîn

The *Forest of the Southern Silence* or **Taurna Chardhîn** as it is known to the elves is a geographical, historical and cultural region in the western part of the Kingdom of Erigold. It forms a roughly circular plateau which is cut through the middle by the River Hyarnustar-dhîn.

## Description

The area is characterised by more than 1100 square kilometres (420 sq mi) of mixed woodland, one of the surviving ancient woodlands in Erigold.

A large area was reserved for royal hunting, and remained as the second largest crown forest in Erigold, the largest being The Angel-river Timberlands closer to Dawic.

In the centre of this massive forest lies the ornate stronghold of Rutheduk Zuznudal, the largest city of wild elves in Erigold. What lays deeper within this forest was somewhat of a mystery, and few travel there to explore its depths.

The forest is bound to the south by the mountains leading to Liagirnd.

## Notable Locations

* Rutheduk Zuznudal
* Hyarnustar-dhîn
* Taniquelassë
Pikmi Pops

**Pikmi Pops** are a blind bag surprise series of toys released by *Moose Toys* in 2017.

Pikmi Pops are scented collectable plush toys that come within a lollipop themed vessel. Additional items vary between series and styles.

There's a possibility of finding a Limited Edition Pikmi Pop in small pops and Super Sets in medium pops.

Depending on the series, other items can come with the Pikmi Pops, such as a lanyard, charm and sticker sheet. All Pikmi Pops come with a surprise message. Season 2 Pops can include a key ring, charm, eraser, pencil case, notebook or sticker sheet.
Renaer Neverember

Renaer Neverember

**Renaer Neverember** was a noble member of the Neverember family, and son of the previous Open Lord of Dawic, [Neverember|Dagult Neverember].

## History

Renaer was born to Dagult Neverember, who served as the Open Lord of Dawic. Renaer's mother died in his youth. Renaer began managing his family's extensive property holdings while his father spent time at the palace.

Renaer was involved in the search of the lost gold hidden by his father. He was targeted by both Zhentarim and Xanathar's Thieves' Guild, despite not knowing anything about the cache of gold. One night Renaer casually met his drunken friend Floon Blagmaar at the Skewered Dragon tavern in the Dock Ward. When the two friends exited from the tavern, some Zhentarim members ambushed and captured them, with the objective of interrogating Renaer about the lost Stone of Golorr. However, the Zhent hideout was attacked by the Xanathar Guild, who killed the Zhentarim present. The Xanathar Guild intended to take Renaer from the Zhentarim, but instead took Floon because Renaer managed to hide.

Renaer was found hidden in the Zhent hideout by adventurers hired by Volothamp in order to find Floon, and correctly deduced that the Xanathar's agents mistook Floon for him. He then offered his help to the adventurers.
Boatswain of Burtuke Bay (Quest)

Two ships battle in Burtuke Bay

The party are contacted by Iago Aramacao, a colourful kenku-like anthropomorphic parrot who they saw previously sat in The Drunken Sailor.

Iago who is aware of the groups recent victories in recovering the treasure in the Vault of Dragons explains how he lost The Victory Tide through mutiny and asks for their help in recovering his ship (which has a magical binnacle compass).

The ship was last seen in Dead Devil Beach.
Ahmaergo

Ahmaergo, Master of Slavery.

**Ahmaergo** is a competent slaver of the Xanathar Thieves' Guild of Skullport, he is the most influential person in the Guild after Xanathar.

## Personality

**Ahmaergo** has a fascination with minotaurs. He is devious and corrupt like a devil but totally loyal to his master.

## Possessions

He usually has many magical objects on his person for self-defence.

## Activities

**Ahmaergo** is in charge of buying and selling the slaves acquired by the Guild. He also was in charge of the logistic aspects of the slave market, moving them to and from those involved.

**Ahmaergo** worked many for years in the Guild as a slaver but the Xanathar did not fully trust him and kept a close watch on him.

The dwarf hates intrusion in his business. He was starting to get ambitious, wanting to leave the Xanathar and work as an independent slaver.