recursal/Fanatic-Fandom huggingface dataset:
Pixie

Image credit WOTC

> *"Petal gowns and acorn caps are so last summer!"*
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> —Rivergleam, pixie fashionista
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Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie’s fear of being captured or attacked stays its hand. Those who wander through a pixie’s glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh.

Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland Beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles.

***Magical Faerie Folk.*** With their innate power of Invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on The Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn.

***Pixie Dust.*** When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber. Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and Monsters seeking to study or Master their power.

***Tiny Tricksters.*** While the Arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf’s boots together, create illusions of strange creatures or treasures, or use Dancing Lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their “guests” along a safe route or invite them to a tiny yet satisfying feast prepared in their honor.

***Opposed to Violence.*** Unlike their fey cousins, the sprites, pixies abhor Weapons and would sooner flee than get into a physical altercation with any enemy.
Random Events at Sea

The purpose of this chart is to resolve random events while sailing. This system is used in all open roleplay travel such as exploring.

## Base Roll

 2-3
 4-5
 6-9
 10
 11-12

## Monsters

Rolling a monster conflict means that at some point in the day a conflict occurs. While all things on the random encounter chart do not have to be killed it is just very likely.

## Hazards

 4 - 6
 7 - 9
 10 - 12
 13 - 20

## Uneventful

Rolling uneventful is also sometimes known as "smooth" sailing. Nothing bad nor good happens and allows the day to pass without incident.
Shannar, Protector of the Depths

> “The seas raged waves rising from the oceans to the heavens… those that were washed away were the lucky ones I wager. The second wave exploded in above the ship to show that creature from the depths of the hell, a Kraken! I watched as men were eaten and snapped in half by that things beak. Then… she came *Shannar, Protector of the Depths,* she took that kraken back to hell!” - Drunken Sailor
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## Appearance

#### Dragon Form

Able to dwarf most vessels, *Shannar* is a massive bronze dragon. Her bronze scales are broken up by a pattern of seafoam green scales which almost resemble war paint. Her deep seafoam eyes scan the intention of whomever crosses her paths in the oceans of Phrelle. Her tail is adorned with small fins which allow her movement through the waters to be as graceful as the most nimble fish.

#### Common Shaped Form

Green dreadlocks pulled back and wrapped in a black strip of cloth reveal a tense face. Wide bright hazel eyes, set gracefully within their sockets, watch over the seas they have traveled. Smooth skin delightfully compliments her eyes and hair.

## Personality

*Shannar*, is eager to take the forms of friendly animals to observe other creatures of interest. She is also fascinated by warfare and has been said to eagerly join armies fighting for a just cause.

Having a love of the sea has seen Shannar, take up the helm of a The Morning Star. Recruiting a capable group of sailors and warriors; she sails the seas hunting the worlds most notorious pirates.

## Family

*Shannar, Protector of the Depths* is a key being in the grand scale of dragons. While he is a child of Bahamut, she is also credited with being the mother of all Bronze Dragons. As the first Metallic Dragon of Bronze to step upon the material plane even those of his line who have not met him credit him as “The first of Bronze”.

## History

Below is a listing of all eras which Shannar was alive for, while not all information has been uncovered they will be updated as learned.

#### 2nd Era Edit

* Combated the Krakens,
* Saved People in the Northern Chain.

#### 5th Era Edit

* Fought and defeated Ende, The lady of the Depths.
* Began her crusade against the pirates.

#### 6th Era Edit

* Hunted down the pirate stronghold island scattering them into the waves.
Nightmare

Image credit WOTC

A nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature’s unearthly black form moves with supernatural speed, vanishing in a cloud of brimstone as quickly as it appeared.

***Dread Steed.*** Also called a “demon horse” or “hell horse,” the nightmare serves as a steed for creatures of exceptional evil, carrying Demons, devils, death knights, liches, night hags, and other vile Monsters. It resembles a fiendish horse, and a nightmare’s fiery red eyes betray its malevolent Intelligence.

A nightmare can be summoned from the Lower Planes, but unless a worthy sacrifice is offered to it as food upon its Arrival, the nightmare displays no Special loyalty to the creature it serves.

***Creating a Nightmare.*** Nightmares don’t appear naturally in the multiverse. They must be created from Pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus’s wings, driving that noble creature to evil as it is transformed by dark magic.
Northern Council (Athein)

## Founding

After The War of Ezora, the government of The Kingdom of Athein was left with the entirety of the North of Ezora as new territory. Queen Liliyana Tarlarys elected to place a similar council which had succeed in the south. Housed in Clearhill out of the Summerswind Palace, the Northern Council was created to bring balance and representation to the new territory.

## Leadership

The current leader of the Northern Council is Lelani Graves, she has held the seat since the council was formed. She was appointed in a popular vote of the citizens of Clearhill, from a selected group of The Kingdom of Athein loyalists.

## Primary Work

The task of the council is hearing the requests of the northern territory and presenting them to the council in Penrith. They appoint the governors of the settlements in the north, collect taxes and run the City of Clearhill.

## History

 Age of Heroes | 3
 Age of Heroes | 4
Simon Rusk

Backstory:

Family came from another village that was burned down. Is part of a long line of guardsmen and criminal alike
Was once a hopefully youth who wanted to change the world for the better and started to follow a god to cement his dedication.
Become cold and cynical over the years and saw the worst in people.
Sepose Institute Of The Arcane

Whilst all the schools of magic are practised here the Sepose institute of the Arcane is famed for its enchantment magic. In the top tier of the city, it towers above all else, reaching up into the sky.

When you walk through the doors, green flames line the walls and enchanted armour leads you to your required destination. It is well known you require an appointment to enter the building, which can be made at the outer gates. Students are heavily monitored and their magic not permitted to run free.

The head of the school is an older gentleman with a kindly face and a somewhat bumbly demeanor although he is quite brilliant.
Silver Dragon

Image credit WOTC

The friendliest and most social of the metallic Dragons, silver Dragons cheerfully assist good creatures in need.

A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches Adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.

***Dragons of Virtue.*** Silver Dragons believe that living a moral life involves doing good deeds and ensuring that one’s Actions cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze Dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent.

***Friends of the Small Races.*** Silver Dragons enjoy the company of other silver Dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver Dragons spend as much time in humanoid form as they do in Draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.

Silver Dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver Dragons often end up befriending several generations of humanoids within a single family as a result.

***Respect for Humanity.*** Silver Dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and Dwarves don’t. Humans have a drive and zest for life that silver Dragonsfind fascinating.

***Hoarding History.*** Silver Dragons love to possess relics of humanoid History. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art Objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from The Ruins of fallen cities.

## A Silver Dragon’s Lair

Silver Dragons dwell among the clouds, making their lairs on secluded cold Mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver Dragons covet The Lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead Wizardis the sort of lair that every silver dragon dreams of.
Gray Slaad

Image credit WOTC

> *Embedded in a slaad’s brain is a magic gem. Acquire it, and the slaad is yours to Command.*
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## Slaadi

In the Ever-Changing Chaos of Limbo, bits of Forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.

***The Spawning Stone.*** Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to Other Planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and Githzerai, to create enclaves in Limbo. However, Primus’s Creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive Creation as the Spawning Stone for this reason.

The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and Attack them on sight. Nonetheless, Primus stands by his Creation and either doesn’t perceive the slaadi as threats or chooses to ignore them.

***Birth and Transformation.*** Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each Green Slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.

***Shapechangers.*** Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to The Material Plane to sow discord in the guise of their former selves.

## Gray Slaad

Outside of Limbo, gray slaadi act as living extensions of the will of their masters, the death slaadi. A gray slaad journeys to The Material Plane on errands of doom, often taking humanoid form. A gray slaad learns how to Master the use of a Greatswordand imbue it with its own innate magic.

A gray slaad that eats the entire corpse of a dead Death Slaad instantly transforms into a Death Slaad.
Rihari Lavellan

## Appearance

A wood elf with light brown skin, turquoise eyes, and firey red hair, adorned with braids, bone, and other adornments from nature, often wearing a green, sleeveless tunic, a brown leather bodice, some slightly baggy shorts, patchwork boots, and an ornate wooden mask that looks like the odd crosspoint between a stag, a bobcat, and an elf.

## Personality

Rihari is a rather serious person, with the belief that nothing from nature can be truly owned by anyone - not land, nor tree, nor beast, and to profess to own any part of the land is hubris. Land is only to be borrowed for a time - even if built upon and inhabited, eventually, nature herself will reclaim what had always been hers to begin with.

## Events of Childhood

Rihari grew up in a tribal clan that revered nature, and thought of deer and elk as sacred symbols of Rillifane Rallathil, and bred said animals with reverence. She was raised to become her clan's next spiritual leader. Not much else happened. Maybe she fell off a stag while trying to ride it or something once or twice, but it was pretty uneventful.

## Events of Adolescence

She fell in love with another elf in her clan, named Tamlen, and their relationship only slightly interfered with her druidic training. However, it was not to last. Upon exploring an old ruin they had found in their forest, they discovered a mirror. Rihari noted magic to it and told him not to touch it, but Tamlen's curiosity overcame him and he did, despite her warnings, and was sucked into the mirror. An adventurer arrived soon after - a Blood Hunter called Duncan, who told her to step away from the mirror so he could destroy it. She plead Tamlen's case but it fell upon deaf ears, and sent Rihari into an argument that ended when, in his anger at Rihari's unwillingness to listen, he smashed the mirror, and all hope of seeing Tamlen again before yelling at her for being "foolish" and storming off. She has held a grudge against Duncan and the Blood Hunters ever since.

## Events of Adulthood

One evening, while stargazing, after a long day of druidic training - her skills were much to be admired, now, and the rest of her clan watched her bloom into a truly formidable leader - she witnessed a red star fall from the sky. She was convinced this was an omen of impending disaster, and tried to warn her parents, who agreed with her. However, the omen was so vague, the clan could do little to combat what was to come.

## Defining Event

Dragons. They descended on the forest in a swarm, killing and burning all in their path. Rihari did absolutely everything she could to fight them off, but to no avail. Her tribe was doomed to destruction, and as Rihari stared her own demise in the face - a red adult dragon - she began to be developed in a platinum light. And, just as the dragon was opening it's maw to immolate her, she vanished...
Mind Flayer

Image credit WOTC

Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.

In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.

Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark.

***Psionic Commanders.*** Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.

When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid’s thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape.

***Hive Mind Colonies.*** Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain—a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.

***Hunger of the Mind.*** Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.

An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.

## Qualith

On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid’s tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.
Pirantia Delacourte

Pirantia and her sister Fira were born in a small village mostly isolated in the deep woods of a dark forest to parents who were entirely opposed to the idea that magic was natural but instead believed the two sisters who showed talent in Fire and seemed to grasp a sensitivity to the world around them were demons in nature which was only further supported in their minds from the frequent dreams Pira spoke of regarding a phoenix that comes to visit her­ unknowing that this in fact was a connection to a past life. It was for this reason when Pira's fire magic (Sacred Flame) started to show itself that they took the girls on a cart ride to the nearest town and as they excitedly looked upon the cathedral that stood at the heart of the hustle and bustle ­they departed ­ leaving the girls with next to nothing in personal possessions and a note that the two 'demons' were being left for the church to handle.

It was Pirantia's soft spoken nature that drew the priestesses of the temple to allow the girls in ­following a bath granting them rooms to stay in, clothes to wear, and food to eat as well as an education if they would just help around the cloister but the twins started to take an interest in two very different roles around the temple as Pira started to understand that there was a greater role held for her in the touch of Torm's hand to her shoulder.

**MAIN ARM:** Mithril Warhammer +2 with Torm Crusader Glyph (Radiant)

**OFF ARM:** Remorhaz Shield +1 (Resist Fire & Ice)

**SECONDARY:** White Dragon Longsword +1 (Ice)

**ARMOR:** Black Dragon Scale Armor +1 (Resist Acid)
New Alverton

## Description

New Alverton is a village of about 5,000 residents, the fresh cobblestone streets and new buildings stand as a stark contrast to many of the settlements in the area. Built around central square, which houses a few temples and a large Inn, the farming village is always bustling with activity.

## Current Government

The Northern Council is overall responsible for the governance of the cities and settlements of northern Ezora. Virro Haeloth is a male wood elf, who was appointed by the Northern Council to oversee the day to day upkeep of the laws in the city.

## Day to Day Life

The day to day life for the normal citizen is spent working in the fields, digging irrigation from the Vatark’s Pools, or tending to one of the shops and business in the city. Most of the citizens simply worry about their town with little worry about the outside lands or the rest of the country. The city is amassing a good amount of wealth with the loss of other farming settlements in the north.

## Points of Interest

* Temple of Pelor
* Temple of Obad-Hai
* Temple of Chauntea
* Tavern
* Stables
* Smithy
* Grove

## History

New Alverton has come to prosperity since the War of Ezora came to an end. With the formation of the Vatark’s Pools, the smaller hamlets of Ruthorham, Alverton, Swanford, and Garen’s Well came together forming the farming town in The Sheltered Fields. With newly built farms and a good amount of backing from the Northern Council this village is primed to grow into a city focused on farming for the Northern Food Supply.

## Rumors

* There were caves in the area which Vatark's Pools now reside.

## Interactions

New Alverton is the primary food supplier for the northern area of The Kingdom of Athein.
Rug of Smothering

Image credit WOTC

Would-be thieves and careless heroes arrive at the doorsteps of an enemy’s abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death.

A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant’s hovel. Creatures with the ability to sense magic detect the rug’s false magical aura.

In some cases, a rug of smothering is disguised as a *Carpet of Flying* or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of Command, is quickly trapped as the rug of smothering rolls itself tightly around its victim.
Rockport

### **City: Rockport**

Rockport lies close to the Calm Rise mountains where the mining production takes place. Other than it being a large mining town, it also has somewhat of a large military school on the island and also the place to find most of the blacksmiths. Racial population wise, there is a majority amount of dwarves living there along with humans in Rockport.

### **Government**

The government in this town is a Representative Democracy, the citizens can choose to vote on the new mayor in town. They also vote for certain laws for the city. Current mayor is Ulfgar Strongheart.

### **Life in Rockport**

In Rockport once you enter the city, there will be people bustling around the streets as the miners brings in the materials to nearby blacksmiths. Unlike Evershore, it doesn't have the lively feel due to the fact it isn't a main trade where people can be seen to mostly shop or trade off certain items.

### *Points of Interest*

* Rockport Town-hall
* Blacksmith: Hot Hot Hot
* Tavern: The Loving Mountain Inn

### *History*

A year or two later after the founding of the Heartwood Isle when a group of miners stumbled into a vein of Iron, coal, tin and copper. So the citizens traveled to the mountains to begin the mining in the Calm Rise mountains. Soon enough they, the citizens, to build a city to call home to not only mine, but to start up a business in blacksmithing then opens up blacksmiths to make useful items to sell or trade in the island.

### *Interactions*

The interactions in the city is the talk of business, how much the materials are currently in the mine and how much they need to make weapons or armor and how much they will cost. There has been some conversing about the trades and how well things will be if they sell stuff.
Ragnek Ironbrow

### Siblings

Garken Ironbrow, twin brother; commonly referred to as "Ironbrew" due to his steel stomach when drinking ales.

## ***Character Apperance***

Very ginger curly hair, small dark green eyes that peek out under thick eyebrows. Mostly torso with little legs under a slight potbelly.

## ***Character Personality***

Overall jolly, enjoys adventure. Loves wildlife you would find on a mountain such as goats. He is a bit of a risk taker and tends to "look before you leap". A little self-indulgent.

## ***Events of Childhood***

Often enjoyed hikes where he could watch the volcano when it wasn't active.

## ***Evends of Adolesence***

Had to leave the town at the base when the volcano became more active. He began to apprentice as a metalsmith with his twin brother learning how to make armour and swords. Always had a love of music and liked to "whistle while you work".

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

His brother owns a tavern now and he became the bard there.

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

While a guild member paid a visit to his brother's tavern, Ragnek was performing an epic poem. When a heckler interrupted, Ragnek challenged him to a sword fight and defeated him using the sword he created when he was a metal craft apprentice. The guild member was impressed by the weapon and Ragnek's bold attitude; he offered guild membership in exchange for a deal from his master's smithy.
Morkai Saltshelf

Morkai Saltshelf was born to a small Triton sea bottom community named Homeshelf. He was the middle child of a family of 6 and grew up int he community adhering to its druidic traditions. He had no experience of the world of lad dwellers and his wanderlust and questions began when he saw the sun setting below the horizon out at sea for the first time. His people were not open to the that world seeing as they had no need for it and most of his questions went unanswered.

His second experience of the surface world was the rescue of several human sailors whose ship had been sunk near and above Homeshelf and many strange things began to sink. He and several others brought the survivors to the surface to the safety of a life boat and he saw how strange humans were to him. One of the sailors, a man named Willard told him tales of the land life. Animals and plants and sights bizarre to Morkai, an alien world that was just within reach. Morkai's old desires rose to the surface and he began to consider his options. Simply leaving was out of the question, He bore his family and community no ill will but then a missive began to surface sent out by other Triton communities a land dwelling organization from as the Burning Phoenix Guild. were recruiting and As the tritons were unrepresented according to the missive, they were looking for volunteers. The guild by the text were involved in doing good works and Moraki decided to take his chance. A wanderer going to a world alien to him. What will he find?
Silver Nugget Plaza

Built around Year 3,926 of the 6th Sanctus Era, this fountain in the large plaza overhanging the ravine is here to celebrate the lives of all those who have made this mining site into a community.

Its position within this community is meant to represent the foundations of this community and the continuation of growth throughout time.

It was designed by an unknown dwarven artist hired by the Terra Tunnel Company and the Deep Delves Company. Every element was crafted and created with premium materials from local suppliers, ensuring this monument will uphold local values and customs for generations to come.
Serenity Victoria

Artist: League of legends Lux

## Appearance

Serenity Victoria is a human who stands 5'8 and has blue eyes then look similar to the color of the sky. Her blonde hair that reaches to her shoulder blades is either let loose or tied in a pony tail. She wears a blue top with a brown jacket over it. She wears dark grey pants with a belt strap just for fashion. Her leather boots have some nicks in the from traveling. On her wrists she wears a black leather bracelet with some writings on it that looks elvish.

## Personality

Serenity is an adventurous person and always has something up her sleeves that surprises people. She is a kind of hard to read person but is willing to help out on certain situations. She is a fun woman to be with when it comes to solving mysteries or puzzles. Although there are some dark that she is possibly hiding that she is doing her best not to reveal.

## Backstory

When Serenity was a young woman, she had a family that she loved and cared for them. When growing up, she discovered that she had magic when she accidentally used it when helping her mother out with cooking. Her parents were in shocked and proud of her that she has a gift that could take her up into certain heights that she could reach. That is what Serenity did, she joined the city watch and due to her having a keen eye, Serenity was told to meet up with an investigator and intern with him. Serenity met up with the investigator and she interned with him for a few years until she became a fully-fledged investigator. With her talent, she did her best to work hard and did her best to work in the city. One day when the blood hunters attacked Pearlside during the influence of Silvervine and feys, it was a nice sunny day but it quickly ended when Serenity watched her parents murdered in front of her. Blood has splattered and covered half of her face and some of it got on her hair. As Serenity’s whole world turned upside down, she couldn’t feel much but pain and suffering as she managed to escape from the blood hunters and to her knowledge, probably knocked them unconscious as she fled. Serenity fled from Pearlside and moved to where her feet can carry her. She soon approached Hillcrest where she was taken in and tried to get back on her feet on what she witnessed. The anger in her from the murder of her parents boiled up in her to where her magic ability grows darker in her. She soon also signed a pact with a fiend, an archdevil for they have promised her power to clash with her talent. To Serenity, she wanted the power to protect those who will be close to her in the future since she failed herself to protect her parents back home. She heard of a place called the Burning Phoenix where they ceased the Silvervine incident and that they were a dark guild. Serenity then questions herself about joining the guild; her question was soon answered as the letter to her from the Burning Phoenix to join. So she did, Serenity went out to join the burning phoenix.
Sleek Cup

## Brief Description

From the outside this shop looks old, but wonderful. It has been built with white cedar wood and has blue stone decorations. Tall, rounded windows add to the overall look of the house and have been added to the house in a mostly asymmetric way.

The building is fairly rounded in shape. The house is fully surrounded by wooden sunscreens structures. The second floor is bigger than the first, which creates several overhanging parts on one side of the house. This floor follows the same style as the floor below.
Ryze Ah'lia

## Appearance

   You would nearly think the man before you was a shadow if not for a

charming smile. Ryze is a 6' tall Drow with striking deep blue eyes that offer some friendly vibes unlike the usual red. His shoulder length white hair always kept clean and tied into a neat ponytail. His left cheek scarred from an ambush by Goblins that cut him down. Ryze has a clean look about him that he takes pride in.

Removing his shirt would reveal his terrible upbringing that is not fit for a child. Various scars from blades, arrows and magic cover his body like a painting of pain and power.

## Personality

From an early up bringing, Ryze was told the value of honor and loyalty. He took that with him when making friends and allies. Ryze cares for those who have less then him. Coming from a place where he had it all, he feels sorry for those who don't have the bare necessities. Ryze will always be friendly when it comes to meeting people. But beware those of his race, for his instinct to survive will be on his mind.

## Backstory

When your whole world believes and lives in a way that you know is not right, how do you choose to live your life there. This was the thought that plagued young Ryze Ah'lia, a Drow boy born into a well known family among his own kind. As a child, Ryze was taught and trained under his father Kelmer Ah'lia. A war hero who through many raids and victories became the peoples warrior. Growing up under this mans reputation was a lot for Ryze, who struggled with the notion of having to one day become what his father was known for. But on the day of his twin sisters birth, things grew darker then they were. His mother died during child birth, sending his father into a state of hatred and anger. The years of torture and training made Ryze into the Drow he is. Strong, able minded, but although his body could be broken, his mind could not. During his first surface raid as an adult, the blood shed and treatment of the surface dwellers was more then he could imagine. Friends he knew and love turned to murderers and his father slaying anything and everyone that was in his sight.

Day and night when he returned, it played in his mind and dreams. The people the Drow took as slaves once happy in their homes, now work as slaves. This, was something Ryze would not allow anymore. Dawning himself an owl mask and purple cloak, he went under the identity as the 'Thief of Slaves'. For months, the Thief would sneak into places and free the slaves leading them back to the surface. But when slaves go missing, people begin to ask questions.

Spies had been sent to investigate who was this Thief, and it was discovered that it was someone who had access to slaves cages, one of their own. News spread about the investigation of the soldiers, and Ryze grew fearful. In an attempt to save himself and to save his sisters, Ryze lit his home a light and ran to the surface world. Where he aims to make for himself. A new life
Setsuna Miyatoshi

> *"If I blot out the sun with my blood, it will be will be followed by the blood of those who wronged me." -Setsuna, the day she fled her homeland.*
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## Setsuna

The Disgraced Samurai. Nothing to her name but the weight of crime she has not commit; she seeks justice. The Red Blood Ronin.

## Biographical information

### Children

None

 Description

Setsuna is stubborn and jaded. Her composure is noble in a sense, seeming to be concerned with posture and how she acts in front of others. That isn't to say she can't be crass. Her soft face, Amber-skinned, seems to be of a noble beauty, yet abrasive at the same time. Her black hair waving down a little to her shoulders. Her body is tempered from combat, scars afflicting her back as if a silent map of her military career.

## Personality

Whether a part of her upbringing or of her status as disgraced, Setsuna has a deep respect for others. She values and believes each person has a specific level of dignity owned to them at birth. She tends to be crass and harsh, in a sense. Her eyes have a ferocity that belies her soft hair. Brutal in combat. She also has a penchant for wine and leisure. A cheap wine and good company are not strange for her. She has trained for a long time, ardent in her studies. Her attention is sharp, harsh.

## Background

Setsuna's past is one filled with great military exports. She was, for much of her life, a powerful general. As any other Samurai, she ceded her loyalty to only two people: the emperor, and her local lord. The lord was one to even catch the eye of the emperor. Of course, he also caught the eye of those wishing him to disappear. Mercenaries came to kill him in the middle of the night. Setsuna was returning from battle, riding into the middle of the night to return to her lord. Unfortunately, at this time, her sword had been stolen and used to kill her lord. She was framed for his murder, quite simply in fact. She came in just after the blade sliced off his head. As it rolled to the floor, she saw the mercenaries, all with a black tattoo of a serpent dragon run around a circle. From under their breaths, they uttered their pleasure at the dead “Saitoshi will be ple…”

## Arrival

She enters the city of Penrith, arriving by boat. She arrives with a mission, believing she has found a rare trace of the mercenaries. Maybe it is nothing, but she would follow each hint to the center of the earth. She now carries one blade with her. It is the one of her lord. He always carried it for ceremonies, and for posterity. She imagined giving it a couple more ceremonies. A ceremony each of the death of the mercenaries who took his head.
Shrieker

Image credit WOTC

A shrieker is a human-sized mushroom that emits a piercing screech to drive off creatures that disturb it. Other creatures use the fungi as an alarm to signal the approach of prey, and various intelligent races of the Underdark cultivate shriekers on the outskirts of their communities to discourage trespassers.
River King

## Social

### Languages

Common, Elemental, Elvish, Giant

This powerfully-muscled elf lord wears a cloak of foam-trimmed dark blue
 and a vest of woven green reeds and willow branches. His crown shines
like the sun on a lake, and his flowing hair curls and moves even when
there is no wind. An orb of blue light that ripples like water circles
his hand.

His Rippling Majesty, Ulorian the River King, also bears the titles Defender
 of the Pearl Tower and Master of the Arbonesse. A lean elf noble with
whipcord muscles and flowing grace, the River King rules over the
Rippling Court and ultimately all the river elves of the Arbonesse
Forest. His court resides just beyond the river’s reflection, in a realm
 of fey glamour and silty water.

**A Fickle Friend.**
 The River King is a stern ruler with a great love for his people and a
quick temper for those who threaten his domain. As much a force of
nature as he is a monarch, the River King is known to sometimes forget
promises that were made in sincerity, so dealing with him can be
perilous at the best of times. “The river may change its course when it
wills” is the usual expression among his court when His Rippling Majesty
 has had a sudden change of heart.
S.A. Scrolls

A shop in the Middle District of Cortea owned and operated by the gnome Sumter Rareson. The shop specializes in magic scrolls, but also deals in other magical items when available. It was opened two years after the war in Penrith came to a close.

The building is moderately sized, but is quite cluttered inside. And yet Sumter never complains about the space, finding it easy to keep track of all of his things if they're all in one place.
Satyr

Image credit WOTC

> *Twixt day and night the spirits goad me on*
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> *They pine for ages past when hearts were pure
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> Against all reason now they seem unsure
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> They laugh and scream between mine ears anon.
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> Now fill my cup not once, not twice, but thrice
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> With flagon’s brim upon my lips I dance
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> Let unseen pixies toss their gowns askance
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> While I, the Carnal King, indulge my vice.
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> With folded boughs, the treants take their leave
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> As merry damsels’ corsets come undone
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> My song doth stir them like a summer breeze
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> They fill mine empty cup without reprieve.
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> The sun becomes the moon becomes the sun
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> I while away the hours as I please.*
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> —Sonnet of a Naughty Satyr
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>

Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism inequal measure.

Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams’ horns. They typically sport facial hair.

***Hedonistic Revelers.*** Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can’t indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they’ve heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop Celebration.

Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to Parents, employers, family, or Friends.

## Variant: Satyr Pipes

A satyr might carry panpipes that it can play to create magical Effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the panpipes action, documented in Actions below.
Dragon Turtle

Image credit WOTC

Dragon turtles are among the most fearsome creatures of the oceans. As large and voracious as the oldest of its land-based dragon kin, a dragon turtle strikes with its deadly jaws, steaming breath, and crushing tail.

A dragon turtle’s rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves.

***Dragons of the Deep.*** Like true Dragons, dragon turtles collect Treasure, first by sinking ships and then by sifting through the wreckage for coins and other precious items. A dragon turtle swallows Treasure for transport, then regurgitates it when it reaches its lair.

Dragon turtles dwell in caves hidden in Coral Reefs or beneath the seafloor, or along rugged stretches of coastline. If a choice cave is already inhabited, a dragon turtle attacks its current residents in an attempt to take over.

***Mercenary Monsters.*** A dragon turtle is smart enough to be bribed, and pirates sailing seas patrolled by these creatures quickly learn to offer them Treasure in exchange for safe passage. Clever Sahuagin sometimes ally with dragon turtles, enticing them with Treasure to use their blistering breath Weapons in Sahuagin raids against ships and Coastal settlements.

***Elemental Might.*** Dragon turtles sometimes find their way through sunken planar rifts to the Elemental Plane of Water. Those monstrous specimens can often be found in the service of marids, which strap magnificent coral thrones to the backs of dragon turtles and ride them as mounts.
Queen of Witches

This statuesque woman towers over any tall man, and most ogres. Her hair
 falls in a cascade of curls and looks as if it is spun from copper. Her
 eyes are the color of moss beds, with no iris or pupil. A billowy robe
of forest green enshrouds her body, and she grasps a great ring of
etched silver in one massive fist.

Nicnevin the Moon Weaver is the Mountain Ogress, Lady of Copper and Crystal,
 the Queen of Witches. Nicnevin is not what one usually imagines in a
fey lady, but she has an imposing figure of mass and power. Her stature
speaks to great physical Strength and the stalwart defiance of the mountain itself, but her true power is in her Command of magic.

**Pact Patron.**
 The Queen of Witches is one of the foremost patrons of those who seek
power through a pact. Many hag covens offer her loyalty and tribute. She
 rules from beneath her mountain, attended by a court of fey witches,
hags, and mortal supplicants. Her favor is highly sought after, and it
is said that a single hair from her coppery head contains all the power a
 mortal might ever desire.
Percival Windchaser

*"I won't let you down, My Grace." - Percival Windchaser*

 Description

Percival is a human male, standing 6'0 tall, and weights in at 185 pounds. His face looks like he is glaring however he often smiles and he appears less unapproachable. He has deep brown hair and a pair of light brown eyes. He also bears the thor lidor symbol which is a flying boar with an ale barrel on it's back on his belt. He wears a green cloak that has a white detailing and an orange decorative trim.

Hidden - a tribal tattoo on his left shoulder blade

 Family

The younger of twins, by a minute. His parents, Isa Windchaser and Noa Windchaser. He was always the black sheep of the family, not quite fully fitting in.

## Personality

Percival enjoys talking to people and loves sports as well as a good spar. Percival is logical and likes to look at bigger picture of things before jumping to how he feels emotionally. He often will hide how he actually feels.

## Background

Percival "Percy" was born into the windchaser tribe, and raised in the small settlement in an unknown location in the breonaci planes with his twin sister, his mother and father, scribes who stored knowledge on wooden slabs for the local elder much to their dismay he picked up a sword and shield disregarding crafting. Percival on his 100th day had chosen a wooden sword as his defining fate, the way of the warrior. He grew up causing mischief where he went through out the village, and though forced to study he spent much of his times with the hunters, soliders/guard learning to spar. Upon his coming of age trial, Percival got his tattoo and left the without a word to his parents, and his twin sister. During his wander, he reached Thor Lidor, where during a dragon attack, he aided the common people helping them evacuate and bravely stood with the army. Due to his acts, Percival was knighted and learned from dwarves in Thor Lidor and under Queen H. Emberforge, he spent much of his time helping rebuilt the city and protecting the city from Duergar. Recently during a mine collapse, Percival held up the side of the mine walls while miners escaped. Percival was later pulled from the rubble and healed. After that act he was referred to the Burning phoenix.

Recently Percival attempted to join the Jackal Squad, he went on a few bounties before finding out if he was accepted he passed away.

Percival died protecting his party as they retreated as they were out numbered by Gnolls and a large demon that was summoned to the material realm. Given the choice to be a slave or food. Percival said it would taint his honor as a knight of Thor Lidor to be a slave, there and then the demon killed Percival. His body was later rescued by Arturia, Bryce, Woe, Kazuli, and Cobalt along side Sir Gallius.