recursal/Fanatic-Fandom huggingface dataset:
Getting Started

The World of Phrelle character creation process is something that we have been tweaking during our four-year campaign.  We attempt to keep our player resources and information up to date so most of these pages should provide the recent changes and rules to our process. If you have any questions about the process please make sure to contact one of our character creation moderators.

## Reference links

* ~~Backgrounds (Phrelle)~~
* Background (New)
* Character Creation
* List of Languages
* List of Races
* List of Classes
* Optional Classes (Non-WOTC)

## FAQ

* When we talk about official WOTC material we are talking about things which are held within officially published books. These include items such as the Players Handbook, Dungeon Masters Guide, Xanathar's, however, do not include things published on the Dungeons Masters Guild.
* I have an idea which is not directly covered by your rules, how and what do I need to do? First off we attempt to work on things so that people can play characters which they truly love, that means we are flexible. If you have an idea you should write it up and read it over. Once you have done that you can submit it and pitch it to the moderator who will eventually bring it to the mod team. Understand this process may take some time for us to approve or deny and you may be asked to speak about it to the team.
* What about my hometown? We generally look to help place you into a city or town which better works with your story. This is generally handled with our moderator and at times Sevv will directly work through and help you. In the future, we will have all the pages of cities done and you will be able to pick and handle this more on your own.
Gontrum

## Brief Overview

The gates of the fortress Ker Daral were locked by a sort of puzzle lock with sliding words to form a sentence. With the language being in ancient dwarvish, it seemed that the ending of the phrase was changed to be a warning. Inside the fortress, there was a number of structures built around a massive tower which extended into the ceiling of the cave.

## Lore

The writing on the door stated: "Behold the gateway to Gonturm, the shield wall of Thom Lodahr. For those of not dwarven heritage are not allowed past these gates. May Moradin bless our stone hearts."

The final part of the puzzled had been changed and read this: "All who enter risk not only your lives but your eternal soul's destruction."

## Notable Areas

* Armory
* Barracks
* Cells
* Commanders Hall
* Forge/Smithy
* Great Hall
* Mage Tower
* Officer Barracks
* Torture
Death Tyrant

Image credit WOTC

*"A cluster of tiny lights descended from a dark crevice in the ceiling. These motes cast an eerie glow on the great, alien skull that hung beneath them."*—from the Journal of Jastus Hollowquill, explorer of Undermountain

## Death Tyrant

On rare occasions, a beholder’s sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. This monster possesses the cunning and much of the magic it had in life, but it is fueled by the power of undeath.

A death tyrant appears as a massive, naked skull, with a pinpoint of red light gleaming in its hollow eye socket. With its eyestalks rotted away, ten spectral eyes hover above the creature and glare in all directions.

***Deathly Despot.*** As they did when they were beholders, death tyrants lord their power over other creatures. Moreover, a beholder’s ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants.

Zombies created by a death tyrant are used and discarded as needed. They stand guard at the entrances to the death tyrant’s lair or guard its treasure vaults. Acting as bait for traps or as combat fodder, zombies keep powerful enemies distracted while the death tyrant moves into position and prepares to destroy them.

***Armies of the Dead.*** A death tyrant that embraces undeath becomes an engine of destruction. Driven by a hunger for power and security, it advances against humanoid settlements, using its eye rays to destroy every creature it encounters, then building an army of undead. If left unchecked, a death tyrant might wipe out the population of a city in weeks, then set its undead eye on wider conquest. As each settlement falls, the death tyrant’s zombie forces build to overwhelming numbers.

***Undead Nature.*** A death tyrant doesn’t require air, food, drink, or sleep.
Falstaer DeVerin

Picture from

https://ruacharl.deviantart.com/art/Half-elf-Manly-Herm-338508039

### Appearance

Known to all who meet him as Fal. He is a younger(50) yet sickly looking half elf male with pale skin, thin blond hair and a wiry frame. He stands a mere 5 ft. 7 in. tall and has sky blue eyes.

When he seen, the first thing to note are his clean white robes that seem to glint as the light touches them. The second is how sickly he looks. Many have thought he was a plague victim who hasn’t recovered yet. This is not true and has been the way he looked for over three decades now.

He was born on May 28th

### Personality

To seem him without a smile is a rare find indeed. Upon meeting most new people, he introduces himself and tries to make new friends in most places he travels. He has been working toward learning that not everyone is trustworthy and true to their word

### Childhood

Born in Brownberry, a city always on the brink of a civil war on 5/25. He was part of the army for one side until a skirmish ended with him killing a childhood friend. He left to travel and in the first town he came across a book he’d never read. A page came out and he read it aloud, sounding out the words of an unknown language. As he said the final word, his soul was ripped from his body and he came into possession of the powers of a warlock.

### Goals

His main goal after taking care of his family is to help fight back against the ancient dragons.

### Adventures

He has worked to help the people of Cortea multiple time, helped the people of Penrith multiple times and fought in the Penrith war. At the moment he is working for the Burning Phoenix guild.

During one adventure, he was captured by Efreti and taken to the plane of fire for almost two months.
He died and came back without his powers. When Tiamat's red child destroyed Cortea, he regained his powers with Pelor's grace as he became an Aasimar in the process.
Diamond Jack

## Appearance

Body Type: Tall and lithe

Body Accent Composition: Obsidian for the metal parts of his armor. Or at least the appearance of Obsidian.

Head Types: Black skull visage with bat wing shaped "ears". Two long antenna protruding from their forehead and slightly curved along the top part of their head. One of his eyes is actually a small diamond they use for a certain spell. ( Might be missing bottom jaw but can still talk because robot )

Condition or Ornamentation: Slightly worn down with dried blood hiding among the black armor. His shoulders have a slight stone quality to them and it looks like black crystals are growing out of them. There's more of these crystals decorating the weakest layer of his body underneath all the armor. Decorating the darkened wood exterior.

Unmasked: Has blue robotic eyes with + shaped pupils. No nose but he does have something that resembles the face of a male humanoid. Just with no bottom jaw. Most of the time he keeps his skull mask / helm on. The antennas are not part of his mask / helm so they're still there when he takes the skull mask off. There's also very very thin wires along his head that makes it look like he has short gray hair slightly brushed back. The hair is only visible along with his blue eyes if his helm / mask is off. Underneath his armor is black tree bark that is weaker than his armor.

## Personality

Former gladiator so he can be competitive. After so long , he doesn't really identify as a Dwarf anymore. So he doesn't have a lot to offer when folks ask him about his past. He mostly wants to make something out of his fellow Warforged. Discovering what it means to be Warforged and often uses fighting as a way of seeking answers to that question. Or if it's possible for a Warforged to have their own religious figure.

He can go from childlike curiosity to "FIGHT ME SCRUB" since it's kind of all he knows. He wants to see if there's more to himself other than these two modes.

## Childhood

Given how old the Warforged can be this part is quite foggy. His only clear memories of the past are when he was a gladiator.

## Adulthood Prior to Discord

Joining the same Arena his father fought in so that he could someday beat the champion that killed his father.

## Defining Event

He was very impressed at the Burning Phoenix's efforts and victory over the litches. After such a long time as a Warforged ( He's mentally around 25 ) he understandably feels a little lost. He's curious if a Warforged could still become a god or some type of deity. But for now he wishes to travel and fight with the Burning Phoenix. He wants to see if the world is as strong as the people in the guild.
Factions

In the world of Phrelle there are many different factions which exist outside of the guild system which has risen in the Age of Heroes. While not every one of these factions is fully known within the world this page serves to be a quick reference to the various factions.

## Arcane

All Factions within this section has their primary focus or base within the arcane arts.

* Circle of Magi

## Bardic

All Factions within this section has their primary focus or base within the bardic arts or are active troops of performers.

* placeholder

## Druidic

All Factions within this section has their primary focus or base within the druidic circles or druidic focus.

* Emerald Enclave

## Guilds

All of the official Guilds which adventurers now join in the world.

* The Burning Phoenix Guild
* The Midnight Pack
* The Host of Lynx
* The Howling Song
* The Shattered Ravens

## Mercenaries

All Factions within this section has their primary focus or base within the mercenary section this is a broad category.

* The Bullseye Buccaneers

## Miscellaneous

All Factions within this section has their primary focus or based in none of the other sections outlined here

* The Oathkeepers
* Underground Fight Club
* Yedria's Watch

## Monsters

All Factions within this section are based in monsters such as hag coverns.

* The Grinn Woods Coven

## Political

All Factions within this section has their primary focus or based in politics, however this is not consisting of any councils but more to espionage or militaristic branches.

* Brotherhood of Mist
* Shadowbrands
* The Court of Fey

## Religious

All Factions within this section has their primary focus or based in the religious practice of following a deity or a deities dogma. These range from accepted and honored factions, to fringe or even cults. These groups have to be more along the lines of groups which inflict change upon the world not just preaching.

#### **Common Pantheon**

* Companions of the Silver String
* Harmonious Order
* Mistcallers
* Mistwalkers
* Platinum Cadre
* Radiant Servants
* Scribes of Knowledge
* Seekers of Knowledge
* Talons of Justice
* The Hidden Watchers
* The Platinum Guard
* The Sun's Crusade
* The Warriors of the Wood
* True Shapers
* Valiant Vanguards
* Vision of Strength

## Thieves Guild

All factions within this section has their primary focus based in thievery.

#### **Ezora**

* Hofsa Thieves Guild
* Penrith Thieves Guild

## Tribes

#### **Yedria**

* Bir Darul Clan
* Dravania Clan
* Ironite Clan
Deep Delves Company

## Brief Description

From the outside it looks humble, intimate and rustic. Stacked boulders and well-crafted wooden beams make up most of the building's outer structure. It's hard to see through the closed windows, but the voices from within can be felt outside.

As you enter the mining company through the well-crafted, metal door, you're welcomed by joyful conversation and aromas of dwarven ale. The company owner is swamped in work, but still manages to welcome you with a smile.

It's as enchanting inside as it is on the outside. Tree logs support the upper floor and the fans attached to them. The walls are full of paintings, all in a different style, but all of the surrounding area..
Chevalier

Le chevalier est un combattant à cheval. Il y a quatre sortes de chevalier :
le chevalier régulier,
le chevalier militaire,
le chevalier honoraire,
le chevalier social.

«La chevalerie régulière, est celle des Ordres Militaires où l'on s'engage de prendre un certain habit, de porter les armes contre les Infidèles, de favoriser les Pèlerins allant aux lieux Saints, et de servir aux Hôpitaux où ils doivent être reçus. La Militaire est celle des anciens Chevaliers qui s'acquérait par des hauts faits d'armes. On les appelait Milites dans les anciens titres. Les Princes se saisirent le droit de recevoir le titre de Chevaliers ; on leur ceignit l'épée, et on leur chaussait les éperons dorés. L'Honoraire est celle que les Princes confèrent aux autres Princes & aux premiers de leur Cour. La Sociale enfin est celle qui n'est point autorisée qui se forme dans quelques circonstances & qui ne subsiste plus après.»

## Le Chevalier militaire

Le chevalier militaire est un chevalier laïc qui participe d'un ordre de chevalerie comme les ordres de chevalerie constitués à Tashalar par un suzerain.

Ce sont ces cavaliers qui sont à l'origine de la chevalerie. La chevalerie a peu à peu développé ses valeurs et ses coutumes propres, sous l'influence notamment de l'«amour courtois» (la « fin'amor ») des troubadours et trouvères. D'une fonction militaire au service de la veuve et de l'orphelin, la chevalerie est devenue une fraternité, puis un groupe social. Ce groupe social va progressivement devenir un idéal à suivre, un modèle, une institution, elle devenait la marque de la noblesse. Puis le titre de chevalier se banalise, étant acquis, moyennant finances, par les bourgeois enrichis des villes devenues prospères, et ne devenait plus guère qu’un terme honorifique. Ces ordres ont évolué progressivement vers les ordres honorifiques par sécularisation ou en ordres dynastiques.

Les chevaliers servaient dans l'armée de leur suzerain féodal, c'est-à-dire leur seigneur, roi ou empereur. Ils suivaient un code d'honneur, inspiré des vertus chrétiennes, consistant en principe à protéger le faible et l'opprimé. Cherchant principalement la gloire personnelle lors des opérations militaires, ils étaient souvent peu disciplinés et chargeaient en désordre à la vue de l'ennemi. Ils s'équipaient eux-mêmes, leurs armures, armes et destriers étant entièrement à leur charge.
Feast of Boldrei

## Root

A day in which was a holy day from the faith of Boldrei, it was a day in which temples of Boldrei would receive donations from the community to spread their mission.

## Transition to General Holiday

As the religion of Boldrei spread the mission of helping the less fortunate became adopted by a number of good nobles who would hold large feasts for their staffs and other people they would hold business with who were of a lesser class then the family. This was again adopted by people of lower stations opening their homes to the less fortunate.

## Current Practice

Currently the Feast of Boldrei is celebrated as a family based holiday in most households consisting of a feast in honor of the deities mission. Some families will open their homes to the less fortunate while others will at the minimum donate food or warm clothing to orphans and refugees. Places with Temples to Boldrei tend to have large celebrations on the day.
Doppelganger

Image credit WOTC

Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with Misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race.

***Stealing Secrets.*** A doppelganger’s adopted form allows it to blend into almost any group or community, but its transformation doesn’t impart Languages, mannerisms, memory, or personality. Doppelgangers often follow or capture creatures they intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature’s surface thoughts, allowing it to glean that creature’s name, desires, and fears, along with a few scattered memories. A doppelganger impersonating a specific creature as part of a long-term plot might keep its double alive and close at hand for weeks, probing the victim’s mind daily to learn how to behave and speak authentically.

***Hedonistic Swindlers.*** Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered merchant or noble, the others take on a number of identities as circumstances warrant, playing the parts of family or servants while they live off the victim’s riches.

***Changelings.*** Doppelgangers are too lazy or self-interested to raise their young. They assume attractive male forms and seduce women, leaving them to raise their progeny. A doppelganger child appears to be a normal member of its mother’s species until it reaches Adolescence, at which point it discovers its true Nature and is driven to seek out its kind to join them.
Fomorian

Image credit WOTC

The most hideous and wicked of all giantkind are the Godless fomorians, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their misshapen, warty heads. Others have limbs of grossly different sizes and shapes, or emit terrible howls each time they draw breath through misshapen mouths. Their wretched appearance rarely evokes sympathy, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds.

***Fey Curse.*** The elves remember when the fomorians were among the most handsome of races, possessed of brilliant minds and unrivaled magical ability. That physical perfection did not extend to their hearts, however, as a lust for magic and power consumed them.

The fomorians sought to conquer the Feywild and enslave its inhabitants, claiming those creatures’ magic for themselves. When the fey united to defend their realm, the fomorians fought them and were subjected to a terrible curse.

One by one, the Giants fell as their bodies were warped to reflect the evil in their hearts. Stripped of their grace and magical power, The Wretched horrors fled from the light, delving deep beneath the world to nurse their Hatred. Cursing their fate, they have ever after plotted vengeance against the fey that wronged them.

***Giants of The Underdark.*** The fomorians dwell in eerily beautiful caverns in The Underdark, rarely venturing to the surface. Their lairs feature abundant access to water, fish, and mushroom forests, as well as to the creatures whose slave labor keeps the fomorians fed. When those Slaves can no longer toil, they are slain and devoured. Wickedness and depravity are the cornerstones of fomorian society, in which the strongest and cruelest Giants rule. Fomorians mark their territories with the corpses of their enemies, painting their cavern walls with blood or stitching together limbs and body parts to make mockeries of the creatures they have killed.

***Ruined Flesh, Evil Minds.*** The deformities visited on the fomorians prevent them from hurling rocks like their giant kin, or wearing anything more than scraps of cloth. However, the grotesque positioning of their eyes, noses, and ears gives fomorians keen perceptive Abilities, making it hard to Surprise or Ambush them.

The greed and evil of the fomorians lies at the heart of their degeneration and fall, and continues to plague them. Fomorians make alliances with other creatures when it suits them, but they are disloyal by Nature and betray their allies on a whim.

***Curse of the Evil Eye.*** Fomorians can pass their curse onto others using a power called the evil eye—a last vestige of the giants’ once-remarkable Spellcasting Ability. A creature Cursed by a fomorian’s Evil Eye is magically twisted and deformed, gaining a glimpse into the pain and malice that has consumed this evil race.
Grillers in the Mist

## Brief Description

Grillers in the Mist is a stop for every gourmand who wishes to taste the rare and exotic from across the world. Their is no menu inside the establishment the cook, simply prepares the meal for the day, across a large fire pit with tables surrounding it. It is considered bad manners to leave any plate with scraps on it.

## Owner

Zarra Do’tyl is a female drow, who has owned the shop for hundreds of years. She is seen moving from table to table to help provide the exotic flair of the shop to each table, generally dressed in revealing clothing she is a massive flirt.
Crowsharbor

The island of Crowsharbor is roughly a 4 hour trip by boat from the port in Penrith. With a standing population of nearly six thousand residents Crowsharbor was a farming community with two small villages on the outlying parts of the northern island and one central town with a temple to Pelor.

The trade from the island was very small only journing to Penrith at the Lunar Festival to trade some of their handwork items for supplies for the next cycle of planting. With their unannounced absence at the Lunar Festival the members of Penrith sent a group of adventurers to check out the situation.

The group of adventurers encountered a number of feral werewolves, one of them succumbing to the condition. The island at this point is considered hostile and should be avoided.
Fonts of Magic

The Fonts of Magic are scattered across the world even to present day most people are unaware of their locations or the sheer number of these fonts. They are pure raw magic which is generally considered uncontrollable to mortals, however their is legends of the few who could harness these locations. They exist on all planes of existence and are seemingly connected between a number of locations. They are guarded by The Circle of Magi.
Downtime System

With the discord element of The World of Phrelle being where most of the characters time occurs this sets us aside from most other D&D campaigns. In most games, downtime between adventures takes place over the course of thirty minutes in a montage style description with a single roll by each player.

Here however in real time, the roleplaying and thus what you can accomplish in your downtime needs a very different change. This is why we have created our very own downtime system.

## Day to Day

Each real life day you can spend one eight hour block to further your characters knowledge, goals, wealth, or desires. These mechanics are put in place for when you don't have time to be active in roleplaying and generally require you to simply direct message the moderator who is in charge of the specific task. If you have any questions about the process please make sure to ask in the discord.

## Options

#### Crafting

This system is currently working on an outlined simplified system you can see the current rules here.

#### Hunting

This system is currently in the process of being created. We will make announcements in the discord as we progress.

#### Gathering

This system is currently in the process of being created. We will make announcements in the discord as we progress.

#### Language

The language learning system was heavily requested by the player base. While you may at times in the world find magical books which allow you to learn a language in little time this system is put in place for those who want to learn a new language. The system will go live on Feb 6th, 2019.

* Languages
* Language System

#### Research

The research system is one of our most used and valuable systems which we have here in The World of Phrelle. This system combines a number of areas which will be given their own systems in the future. Currently, you use this system to gain information about bounties, talk to npcs (if the dm is unavailable, request custom work, and many more items.

* Research

#### Travel & Exploration

This system is currently in the process of being created. We will make announcements in the discord as we progress.
Eragon

## Appearance

Tall and thin, red hair, green eyes, druid tattoos covering his body

## Events of Childhood

I was born in Goldspire, my parents were taken from me at an early age and offered to Tiamat and her horde as tribute. As I was now without a family and someone to watch over me and teach and protect me, I was sent to a children's home to live among all the other children who's family's have been given up as tribute, killed in war, or abandoned them. I lived as any child in that situation could, as best I could, with my head down, avoiding the risk of being taken, beaten or given as tribute. At the age of 5, i was adopted by the man that would become my " father ", his name his name was Orik Redfern, he was a academic and religious scholar. He was a kind man, gave me a home, a life, a family name and what I would always treasure most, knowledge. Orik was not a nobleman, but he was revered for his academic knowledge and his profound religious beliefs.

## Events of Adolescence

As I grew into a young youth, Orik taught me how to read and write, do mathematics and how to prepare myself for the cold and harsh world that we live in now. Orik always stress the importance of these things daily, as he said "these core values, lend value to you, as a person, making you much more of an asset instead of a waste side nobody. Someone that the town values and is less likely to offer up as tribute". He pound this into me as I grew older, making sure that I would devour all the knowledge and inform that he put in front of me. In time, I came to surpass all others in age who where being taught as I was. The knowledge for knowledge sake was great, but the religion part never caught hold of me until my 13th year, that was when I discovered some scrolls about druids and how the dealt with plants, animals and the elements. I talked to Orik at great lengths about this and he encouraged me to follow that path and to see where it led me and to see it through since it interested me so much.

## Events of Adulthood

I devoted my life to learning all I could and to becoming g a druid. Bit by bit, I made myself become a good druid, learning from Orik all the time as he continued to patiently teach me all that I wanted to know. Life was going well, it had its ups and down as could be expected in a life such as this but Orik and I were content. All was well until around my 20th year when the dragons of Tiamat came around look on ng for tribute. This day, my father, Orik, was taken. It seemed that he had out lived his purpose since a new druid had been trained and his hard learned knowledge had finally been passed down to another. So now, I fill my days with mourning my father Oriks loss and continue to learn all i can about druids and plotting my revenge against Tiamat and her devilish her devilish horde who took everything from me.
Drider

Image credit WOTC

> *"I failed the Spider Queen once. Never again."*
>
> —Pellanistra the drider
>
>

When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and Strength. Those that pass the test rise higher in the Spider Queen’s favor. Those that fail are transformed into driders—a horrid hybrid of a drow and a Giant Spider that serves as a living reminder of Lolth’s power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone.

***Scarred for Life.*** Drow transformed into driders return to The Material Plane as twisted and debased creatures. Driven by Madness, they disappear into The Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders.

On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drowfear and shun the driders, holding them in lower esteem than Slaves. However, they tolerate the presence of these creatures as living representatives of Lolth’s will, and a reminder of the fate that awaits all who fail the Spider Queen.
Displacer Beast

Image credit WOTC

This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur. However, its otherworldly Origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A displacer beast’s eyes glow with an awful malevolence that persists even in death.

***Unseelie Origins.*** Displacer Beasts roamed the twilight lands of the Feywild for ages, until they were captured and trained by the Unseelie Court. The warriors of the court selectively bred the Beasts to reinforce their ferocious and predatory Nature, using them to hunt unicorns, Pegasi, and other wondrous prey. However, it didn’t take long for the displacer Beasts to use their malevolent Intelligence to escape their masters.

Running and breeding freely in the Feywild, the displacer Beasts soon came to the attention of the Seelie Court. With Blink Dog companions at their side, fey hunters drove these predators to the fringes of the Feywild, where many crossed over to The Material Plane. To this day, displacer Beasts and blink dogs Attack each other on sight.

***Love of the Kill.*** Displacer Beasts kill not just for food but also for sport. They target prey even when not hungry, often toying with their victims to entertain themselves until they are ready to eat. After killing its prey using its tentacles, a displacer beast drags the corpse to a quiet place where it can feed without distraction.

Displacer Beasts hunt alone or in small prides that demonstrate skill at setting ambushes. A single beast will strike and withdraw, luring prey into a densely wooded area where its packmates wait. Packs of displacer Beasts hunting near trade roads recall the frequency and schedule of regular caravans, laying down ambushes to pick off those caravans.

***Prized Guards and Pets.*** Intelligent evil creatures favor displacer Beasts as pets, but a displacer beast enters such an alliance only if it appears beneficial. A displacer beast might guard a vault or act as a bodyguard for a prominent individual.
Draegloth

Image credit WOTC

> *These drow house pets are as graceful and nimble as Waterdhavian stage dancers. Only they’re slayers and enforcers, four-armed brutes built like an ogre. Life isn’t fair.*
>
>
>
> —Volo
>
>
>
>
>

A draegloth is a half-drow, half-glabrezu demon, born of a drow high priestess in an unholy, dangerous ritual. Gifted with innate magic and physical might, it usually remains in the service of its mother’s house, lending its thirst for destruction to that house’s plans to triumph over its Rivals.

A draegloth is an ogre-sized, four-armed humanoid with purple-black skin and yellow-white hair. Two of its arms are huge and muscular, tipped with sharp claws; the other two are the size and shape of drow arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful and quiet like a drow. Its face is clearly demonic, with bestial features, glowing red eyes, an elongated doglike snout, and a mouth full of sharp teeth.

***Blessing on the House.*** The ritual to create a draegloth succeeds only rarely, but when it does, it is a great event that is seen by the drow of the house as a sign of the demon lord Lolth’s favor—and a sign of Lolth’s disregard for the family’s Rivals, which were not thus gifted. The birth prompts the leaders of the house to begin Crafting new plans to strike at its Rivals when the draegloth is fully grown. These plans always use the draegloth in a significant role, because its Abilities can turn the tide in a battle against a house that doesn’t have a draegloth of its own.

***Subservient Enforcers.*** Although it plays an important part in the welfare of its house, a draegloth can’t rise above the status of a favored slave or a consort to a priestess. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Draegloths instinctively resist this sort of treatment, but most of them take out their frustration on their house’s enemies. A draegloth that can’t suppress its ambitions might abandon its house and strike out on its own. Whether these rebellious draegloths are part of Lolth’s plan for sowing even greater chaos is unclear.

***Brute Cunning and Dark Magic.*** A draegloth loves the feeling of tearing opponents apart with its claws and teeth and of wielding the magic that courses through its veins. Most are too impatient to bother with complicated Tactics, but a few go on to learn more destructive magic.
Everwind

## Day to Day Life

Caste: Performance Houses, Government, Crafters, Laborers

Have sanitation, clean water (public fountains and baths), refuse

Art (verbal & performance) part of daily life

## Points of Interest

#### The Pinnacle

* Dustorn Pinnacle (Government Building)
* Ihodia, Academy of Grand Stories (Lore)
* Akroreth, Academy of Various Deeds (Valor)

#### The Upper District

* The Frozen Amethyst - (Jewler - Maex changeling)
* Temple of Milil (Everwind)

#### The Middle District

* The Enchanted Books Bar (Book & Bar)
* The Freezing Jester Tavern
* The Macho Canary Pub
* The Violet Peanut (Apothacary/Kelree Trickfoot halfling)
* Crumbs (Bakery - Goyas Wheatfoot halfling)
* The Fabulous Quest Arsenal - (Zerros tiefling)
* Visual Eyes - (Bookshop - Issac Rhuste human old)
* The Amazing Tot - (Gift Shop - Adran firblog)
* Temple of Shinare (Everwind)
* Temple of Mystra (Everwind)
* Temple of Cyrrollalee (Everwind)

The Lower District

* Teleportation Circle (General)
* Temple of Sheela Peryroyl (Everwind)
Elder Race

The Elder Race was the original mortals created by the gods. This race was created with no weakness and had a very long lifespan. While they had many issues during their time on the material plane they are the ancestors to all the mortal races it would be believed. Their story is denoted in The Elder Race Era.
Flesh Golem

Image credit WOTC

### Special Notes

Immune to lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons

> *Two of my gravediggers were caught and hanged yesterday. The other two are understandably reluctant to meet a similar fate, but I shan’t let their concerns stall my progress. I need fresh corpses, and if those bumpkins can’t get them for me, I’ll use theirs instead."*
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> —From the diary of Evangeliza Lavain, necromancer
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## Flesh Golem

A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Its brain is capable of simple reason, though its thoughts are no more sophisticated than those of a young child. The golem’s muscle tissue responds to the power of lightning, invigorating the creature with vitality and strength. Powerful enchantments protect the golem’s skin, deflecting spells and all but the most potent weapons.

A flesh golem lurches with a stiff-jointed gait, as if not in complete control of its body. Its dead flesh isn’t an ideal container for an elemental spirit, which sometimes howls incoherently to vent its outrage. If the spirit breaks free of its creator’s will, the golem goes berserk until calmed, or until its shell of flesh is destroyed or completely healed.
Firenewt Warlock of Imix

Image credit WOTC

> *’Tis always a fight to death for them, so ’tis also one for ye.*
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> —Elminster
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In regions that contain hot springs, volcanic activity, or similar hot and wet Conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.

***Heat Seekers.***Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.

Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.

The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it.

***Religious Militants.*** Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a Firenewt Warrior in Combat can become “touched by the Fire Lord,” entering a nearly unstoppable battle rage.

Warlocks of Imix Command warriors to prove their worth by going on raids to bring back Treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as Slaves for a while before meeting the same fate.

When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result.

***Giant Striders.*** Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them—borne out by the creatures’ ability to send a gout of flame against distant enemies. Called giant striders, these Monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers.
Coldwind Smithy (Rimegulch)

## Brief Description

In the North West of the village center this large wood and stone structure has the largest icicles in the entire village of Rimegulch. From a distance at night the building sometimes resembles a large frozen skull of something undead as the icicles and light from the forge give off a sinister feel. Inside it is the warmest building in Rimegulch though the space to stand in is very limited, the song of metal forging rings loudly inside.

## Owner

Within the ***Coldwind Smithy*** is only Vavek a large Goliath male who is the sole proprietor of the business. Handling all the orders and dealing with customers, it is well known to the locals you need to speak up if you wish to be served.
Fire Elemental

Image credit WOTC

### Special Notes

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

## Fire Elemental

A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage.
Flail Snail

Image credit WOTC

A flail snail is a creature of elemental earth that is prized for its multihued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles.

***Trail of Treasure.*** Left undisturbed, a flail snail moves slowly along the ground, consuming everything on the surface, including rocks, sand, and soil, stopping to relish Crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin layer of a nearly transparent substance inedible to the snail. This glassy residue can be harvested and cut to form window panes of varying clearness. It can also be heated and spun into glass Objects of other sorts. Some humanoids make a living from trailing flail snails to collect this glass.

### **Using the Shell of a Flail Snail**

A flail snail shell, which weighs about 250 pounds, has numerous uses. One intact shell can sell for 5,000 gp.

Many hunters seek the shell for its antimagic properties. A Skilled armorer can make three Shields from one shell. For 1 month, each Shield gives its wielder the snail’s Antimagic Shell trait. When the shield’s magic fades, it leaves behind an exotic Shield that is the perfect item from which to make a *Spellguard Shield*.

A flail snail shell can also be used to make a *Robe of Scintillating Colors*. The shell is ground and added to the dye while the garment is being fashioned. The powder is also a material component of the ritual that enchants the robe.
Forest (Travel)

## Chart

#### 1-2 Monsters!

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

#### 3-4 Travel Mishap (d12)

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

#### 5-6 Weather

* 1- Winds (Moderate)
* 2- Winds (Major)
* 3- Heat/Cold (Minor)
* 4- Heat/Cold (Moderate)
* 5- Heat/Cold (Major)
* 6- Rains (Moderate)
* 7- Rains (Major)
* 8- Cortea

#### 7 Random Npc (D6)

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

#### 12 Positive Event (D20)

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

## Appearance

Giselle is a human female standing at 5'4" with blonde hair and purple eyes. She wears chain mail armor and carries a mace and shield on her back. A necklace is around her neck with a symbol of Chauntea.

## Personality

Giselle is a sweet quiet woman. She tries her hardest to do what Chauntea wants her to do, but she isn't perfect. She makes mistakes sometimes and she knows that

## Family

 Isabelle Yelrie
 Eva Yelrie

## Childhood

Giselle and her sister were both born at the High Temple of Chauntea. Their parents are devoted worshippers and Giselle learned a lot of what she knows from her parents. She grew up in a quaint little home in the Xohn Woodlands. She learned of her healing abilities at the young age of 9 when her sister fell from a tree.

## Adolescence

Giselle's adolescence was an eventful one. She and her family were forced into hiding when the Gnolls attacked the High Temple to Chauntea. They fled to the basement and managed to hide away from the gnolls.
Farir Shieldcrusher

## Appearance

White, shaggy hair slightly reveals a full, charming face. Small amber eyes, set gracefully within their sockets, watch energetically over the farms they've come to appreciate for so long.

Fire has left a mark stretching from the right side of the forehead, running towards the other eye and ending on his left cheekbone leaves a delightful memory of unexpected friendship.
Clothes Contact

## Brief Description

From the outside this shop looks nice and traditional. It has been built with poplar wood and has white stone decorations. Short, wide windows allow enough light to enter the home and have been added to the house in a very asymmetric way.

The building is shaped like a T. The two extensions are linked by glass overhanging panels circling around half the house.
Garden of Delights

Enclosed within the walls of a lovely palace, the **Garden of Delights** is a cruel place indeed. It is a glimpse of true beauty within the lie that is Malbolge. Glasya keeps it pristine to tantalize and mock her victims. Here succubi soothe broken prisoners, whispering temptations in their ears and promising escape from torment. Of course, nothing adds to the agonies of the Nine Hells more than a promise of relief cruelly rescinded.
Gas Spore

Image credit WOTC

The first gas spores are thought to have been spawned from dead beholders, whose moldering corpses fed a parasitic fungus with aberrant magic. Having long since adapted into a unique plant creature, a gas spore grows quickly and purposefully out of any corpse, creating a malevolent-looking mockery of the most feared denizen of the Underdark.

***Eye Tyrant’s Form.*** A gas spore is a spherical, balloon-like fungus that resembles a beholder from a distance, though its true nature becomes increasingly obvious as one approaches it. The monster possesses a blind central “eye” and rhizome growths sprouting from its upper surface, superficially resembling a beholder’s eyestalks.

***Death Burst.*** A gas spore is a hollow shell filled with a lighter-than-air gas that enables it to float as a beholder does. Piercing the shell with even the weakest attack causes the creature to burst apart, releasing a cloud of deadly spores. A creature that inhales the spores becomes host to them, and is often dead within a day. Its corpse then becomes the spawning ground from which new gas spores arise.

***Beholder Memories.*** A gas spore that sprouts from a beholder’s corpse sometimes carries within it memories of its deceased parent. When the gas spore explodes, its deadly spores cast those memories adrift. Any creature that inhales the spores and survives inherits one or more of the beholder’s fragmented memories, and might gain useful information about the beholder’s former lair and other nearby places and creatures of interest.
Grasslands (Travel)

## Chart

#### 1-2 Monsters!

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

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

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

#### 5-6 Weather

* 1- Winds (Moderate)
* 2- Winds (Major)
* 3- Heat/Cold (Minor)
* 4- Heat/Cold (Moderate)
* 5- Heat/Cold (Major)
* 6- Rains (Moderate)
* 7- Rains (Major)
* 8- Cortea

#### 7 Random Npc (D6)

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

#### 12 Positive Event (D20)

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