recursal/Fanatic-Fandom huggingface dataset:
Natasha Silverdew

## ***Character Apperance***

She's red haired, wears goggles and a pointy hat. Her arcane focus is a gemstone on a bracelet. Her dress is bright yellow and as sunny as her personality. She has bright blue eye's and freckles across her dimple nose

## ***Character Personality***

She's cheery, curious and outgoing likes to collect odd's and ends and always willing to help.

## ***Childhood***

Grew up in the middle of the countryside with her grandparents. They spent most of there time teaching her to be a spellcaster like them.

## ***Events of Adolesnece***

Would often go out on little adventurers to the nearby forest to hunt for goblins, boars or anything that would cross her path.

## ***Adulthood Prior to Guildhall***

She found herself on the foul end of a teleport gone wrong. Ending up low and behold sitting in the middle of a jungle, surrounded by dinosaurs and crazy halflings. she saw some elves from time to time but they tended to keep there distance. More curious then scared of her... since she was a strangely dressed halfling. Eventually after much scrying her grandparents found him. she had managed to set herself in an old cave. Get fresh water, chase off the locals whom seemed to ether want to eat her... or worship her she wasn't sure. It took a while for her grandparents to reach her. But they were dumbfounded at how at home she seemed to be with adventuring.

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

Her defining event came when one night she heard a cry of terror. she ventured out to find a group of adventurer's had gotten themselves into a sticky situation with some of the giant spiders that lived in the nearby wood. Taking to action she started to free them from the webbing and chase them off with her spells, upon receiving the invite her grandfather thought her a spell. "find familiar" and told her that on her adventures if she finds something worthy enough to be his familiar he should try to convince it. Not to just summon one. This will prove that she a wizard trained by she grandparents.
Quasit

Image credit WOTC

### Special Notes

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

## Quasit

Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful Demons use quasits as spies and messengers when they aren’t devouring them or pulling them apart to pass the time.

A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be Invisible when it attacks.

### Variant: Quasit Familiar

Mortal spellcasters interested in extraplanar familiars find quasits easy to summon and eager to serve. The quasit plays the part of the obsequious servant. It serves its Master well, but it goads the mortal to greater and greater acts of chaos and evil. Such quasits have the following trait.

**Familiar**: The quasit can serve another creature as a familiar, forming a Telepathic Bond with its willing Master. While the two are bonded, the Master can sense what the quasit Senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its Master, the Master shares the quasit’s Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the Telepathic Bond.
Naeven Dawnhollow-Malbec

### Appearance

Naeven is a lithe almost copper skinned Wood elf. His hair, now cut short, is pitch black, his eyes a vivid green he stands at 6ft tall and has almost typical Elven features, his ears more pronounced with his shortened hair.

### Personality

Naeven has almost two personalities, the at work and the at home. Naeven at work is cool, calm, collected and severe, unflinching and remorseless. Naeven when he is relaxed is an interesting character he enjoys his pranks and being with his friends and family.

### Childhood

Naeven had a fairly typical childhood for an elf in the Malbec lands, he was  trained in the standard weapons and spent a great deal of his childhood training with the Malbec family directly, Kymil and he becoming almost like brothers in many ways. The training continued and their eventually found that the specialities lay in very different areas. Though through this they became something of a good team.

### Young Adulthood

Naeven always had an interest in pranks and other bits of mischief often finding himself either getting caught doing something mildly amusing, or in compromising situations with prank instruments. He however left several people alone during his pranking, the notable one of these was a female Woodelf named Kali Adric whom Naeven would take every opportunity to talk to, often irritating her, though eventually after some nudging and some careful schooling on manners (His mother remains the primary educator of nobility and etiquette in Malbec) and being presentable, toning down the pranks, Naeven eventually made friends with Kali and they grew closer, eventually starting to date, and after several decades, Naeven asked her to marry him. To which she agreed, Naeven became unbearably happy and ecstatic. Though tragically their happiness was to be short lived.

### The Titans

It was mere months after their engagement that tragedy struck, Malbec was assaulted and decimated in what became known as the Titan war. Naeven was fighting alongside Kymil, attempting to hold the Teleportation circle, to allow as many people to escape as possible. It was with the death of several key members of the Malbec family, and their position overrun Kymil and Naeven, along with several others were hurled into the Faewylds.

### The Fae Wylds

Naeven will not speak of what happened here, only that Kali was his driving force in surviving and returning to the material plane. Kymil, Naeven and less than half of those who entered, returned to the Material Plane almost no-time having passed there, but nearly 90 years passing for those lost in the Fae.

### The Return to the Material Plane and beyond

Eventually the group returned to the Material plane, only to discover the damage and losses that malbec had endured. Naeven discovered the death of Kali and partially shut down, throwing himself into his work. He worked harder and longer than ever before and almost totally lost his ability to crack a smile, Naeven worked and worked and ended up within Hillcrest, then later fought in the Cortean siege, after being reunited with Kymil, and has taken up residence in the Far Grove Guild of Cortea.
Narkris

## Appearance

A large iron clad dragonborn with his red scales which seem old and worn, scars on his brow from many fights in his life. On his back sits a giant two handed maul, his armor sets on the frame decorated with imagery to Dol Dorn.

## Personality

Slow and cruel like a predator and its prey, is the way Narkris acts with those he is forced to. Even with him knowing his time is drawing to an end he seems to relish the game he engages while on the hunt

## Family

**Nakris** never knew of his family instead being raised by a group of dwarven priests and clerics in a Temple of Dol Dorn. He found his zealtory from the betrayal of a Paladin of Dol Dorn who turned their backs on them when they needed defending.

## History

After the betrayal of his youth at the Temple of Dol Dorn, **Narkris** driven by his chromatic instincts set out in hunt of this Paladin. While on the hunt he encountered The Oathkeepers, while they told them to stand down he refused and beat the pair in their tracking and dispatching of the target. This gained him recognition from the order, eventually meeting Kotaz as the pair would hunt.

**Narkris** and Kotaz met their end at the hands of the Amarthan Nost, when they would hunt a Peren Nailo. In death their corpses were desecrated by an *Andulia Owlspeaker*, as she skinned the pair. Their souls were encountered in a lair of a Sphinx, at unrest and determined to gain vengeance it is unsure if they have ever truly passed on.
Ooskil

## Quote

"The capital city was quaint. The meat was stringy but seasoned well enough. Their wine was bitter from being too fresh. I mean, it's as though they hadn't had enough time to prepare for my visit. They had even tried to extend my entrance by having the ship I was on take a tour around the whole of the island itself. A gruesome month nonetheless"

## Lore

### West Ooskil

Uninhabited because of the limited travel across the mountain range called Lyroc's Barrier. Very little is known of the area.

### East Ooskil

The very foundation of the island. It's said that the very monsters themselves ran to the West when Sylsalor Encyne and his family first set foot on this part.

## Notable Areas

Askella - Farming Town

Astaina - Capital

Blaocia - Fishing town

Chiequa - Mining town

Coflye - One of the three main Cities

Etryan Mining Town

Espen - Mining Town

Glavshae - One of the three main Cities

Lyroc's Barrier - Mountain range between East and West Ooskil

Odrug - Farming/ Fishing Town

Uscana - Farming town
Psychic Gray Ooze

Image credit WOTC

> *“The dungeon’s floors were spotless. That should have been our first clue.”*
>
> —from the journal of Jaster Hollowquill, on his first exploration of Undermountain
>
>

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp Underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of Underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often the searing pain of its acidic touch.

Oozes are drawn to Movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, Fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.

***Slow Death.*** An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late.

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of Treasure for its killers.

***Unwitting Servants.*** Although an ooze lacks the Intelligence to ally itself with other creatures, others that understand an ooze’s Need to Feed might lure it into a location where it can be of use to them. Clever Monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a Pit Trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.

***Spawn of Juiblex.*** According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of Intelligence. Most of the time, oozes have no sense of Tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.

***Ooze Nature.*** An ooze doesn’t require sleep.

## Psychic Gray Ooze

A Gray Ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike.

A Gray Ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more Common in gray oozes that live near psionic creatures such as Mind Flayers, suggesting that the ooze can sense and mimic psionic ability.
The Misty Mountain

## Brief Overview

The mountain stands by itself in the north of HinderFall its great size makes it so you can see it from almost anywhere on the island. Its snowy peaks are dangerous to travel at night and during bad weather. Its also rich with resources from the inside that haven't been harvested yet.

## Lore

The people of HinderFall harvest resources from the mountain but do it with caution. There are legends that a dragon rests within the mountain. Some don't believe in such legends but other do which is why the harvest of resources is at a minimum.

## Notable Areas

Built not far from the mountain is the fortress of Ashguard where many of the miners seek shelter during the harsh winters. There are a few mining camps along the mountain but they are only mining a small portion of the mountain.

## Beast Encounters

You might find wolfs, bears, goats, goblins, bandits, yetis, trolls, and possibly dragons
The Earthen Grasp

A beautiful dark oak building with amazing skylights and plants surrounding the outside of the dark oak. The inside of the shop is filled with exotic herbs and plants from across the world as they each are gently cared for by a tall elven man named Aeden dressed in very simple clothes with his long wavy brown hair held back in vines. He has a very calm personality and a soothing speech pattern when dealing with people.

Prices and items available are pinned in the Earthen Grasp channel.
The Lake of Fire

The Lake of Fire is a vast lake of burning pitch in the middle of Phlegethos. It has long been considered a neutral ground in diabolical disputes. The angelic army of Asmodeus was encamped in this spot when the prince of Nessus succeeded in slaying the divine master of this realm, and here the dying deity's wrathful curse struck, submerging the fallen Arch-Celestials in seething fire. Despite their resistance to fire, devils still cannot abide the torment of this lake, and devils who earn the wrath of Asmodeus are often condemned to be chained in the burning pitch for years at a time.
Saint Lymirin's Home for Children (Penrith)

A former storefront, this building, deserted after the Collapse, was refurbished to house a dozen children who lost their entire families in the battle. The building is run-down, but neat and tidy, freshly whitewashed and furnished with old, second-hand items, which are all meticulously kept. The front room has a large dining table with chairs, where there is a small shelf with their few old and precious books, a basket of grubby toys, and cubbies for each of the children's patched cloaks and shoes. The most striking feature is a couch - clearly once very expensive, now with a mismatched leg and thin, fading fabric, it is the favourite place for the children to play. Next to this is a small kitchen, an office, and in the back three rooms each hold four beds, the fourth room has two beds for the two live-in caretakers. There is a small shrine to Iomedae in the hall and a yard surrounded by a small fence in which the children run around and play in. There is a locked donation box near the door where coins can be dropped anonymously through the slot.

Two priestesses of Iomedae manage the orphanage. The first is Yasheira Huang, a female human, recognizable for her flamboyant and outlandish clothes. She has a talent: she draws beautifully. She tends to stare off into the distance and is shy in her dealings with others. She is loyal to Iomedae, having committed herself to the service when she lost her family to bandits. It takes a long time to get her to speak, but the children love her. Tiny sketches of each of the children are hung over their beds.

Amity Truegust is a 44 year old human, also female and a devout worshiper of Iomedae from childhood. She has a short, brown mohawk and green eyes, smooth deep brown skin. and an athletic build. She is always very excited, but she is very slow to trust other people. The children love her because she makes anyone she speaks to feel like the most important person in the world. She is an axcellent listener, and often gets the children moving and playing physical games.

Saint Lymirin is a common and important saint of Iomedae. Once a mortal paladin, she was raised to sainthood for sacrificng herself to save dozens of children during a raid on a village by a tribe of particularly vicious drow. She is often honored in places that protect children and her name graces many orphanages.
Quickling

Image credit WOTC

> *They race themselves to death, and scheme as fast as they run.*
>
> —Elminster
>
>

Quicklings rocket through haunting, twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. Racing faster than the eye can track, each appears as little more than a blurry wavering in the air.

A quickling is a small, slender fey, similar to a miniature elf with sharp, feral features. Its cold, cruel eyes gleam like jewels.

***Live Fast, Die Young.***Quicklings owe their existence—and their plight—to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a race of lazy and egotistical fey, the creatures that would become the quicklings were late in answering the queen’s summons one time too many. To hasten their pace and teach them to mind her will, the queen shrank their stature and sped up their internal clocks. The queen’s curse gave quicklings their amazing speed but also accelerated their passage through life—no quickling lives longer than fifteen years.

***Too Fast for Words.*** The mortal realm is a ponderous place to a quickling’s eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing Speech lacks meaning.

To other creatures, a quickling seems blindingly fast, vanishing into an indistinct blur as it moves. Its cruel laughter is a burst of rapid staccato sounds, its Speech a shrill squeal. Only when a quickling deliberately slows down, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a “stationary” quickling constantly paces and shifts in place, as though it can’t wait to be off again.

***Mischief, Not Murder.*** Quicklings have a capricious Nature that goes well with their energy level: they think as fast as they run, and they are always up to something. A quickling spends most of its time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person’s bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one’s looking.

Tricks of that sort are hardly the limit of their artful malice, however. They don’t commit outright murder, but quicklings can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone’s bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when the blame for their Actions falls on other creatures and creates discord.
The Loving Mountain Inn

The Loving Mountain Inn is a small inn for travelers who had a long journey from trading and needed a place to rest before moving on. Outside is a sign with a heart-shaped mountain to welcome travelers in. Inside are tables and chair with a bar to serve food and drinks. The walls gives off a dark grey hue from the stones and the light from torches and from the hearth (if cold) will dance amongst the walls. A small stage that is fit for one man band is tucked in the corner of the main inn.

### Owner

Dale Deen is the owner of the Loving Mountain Inn, he has a messy reddish brown hair and has a big cheeky grin. From ear to ear are brown freckles across his face, he wears a green tunic and dusty brown pants. Dale is a human and stands 5'10 tall with a heavy hillbilly accent. He's a caring man and sometimes tells stories about his family or his past to keep the traveler entertained. If someone messes with Dale, he will be serious and intimidate the person to calm down or they will be kicked out of his inn.
The Fetters

The city of Dis is the one place in the Nine Hells where creatures from outside the dominion can come to engage in trade, barter information, or seek infernal audiences. The Fetters is the name for the city district where these outsiders gather, along with damned souls who were clever or valuable enough to avoid the torments reserved for most of the Nine Hells' victims. Somehow many of the outsiders who come to Dis find themselves stuck here and never leave the Nine Hells - hence the name of the district. The fetters is a sprawling, dismal slum crowded with shrines to dark deities and dilapidated palaces where splendor has long ago peeled away to reveal the rot beneath. Gangs of vicious thieves fight for control of the Fetters, but their freedoms an illusion. Dispater's spies and informants keep the archdevil apprised of dealings here.
Solar's Day

## Root

A holy day in the faith of Pelor, Solar’s Day is the single day in which Pelor’s light lasts the longest in the sky. It was said that this day would see the light ward off places which his light had the hardest time reaching. It is known to also be the reason which many of his temples are placed where they reside.

## Transition to General Holiday

s practice of this Holy day became more apparent and his influence grew, many people would open their homes to the light in hopes that Pelor would banish any darkness within their house. As people traveled and saw this near the temples they would adopt this into their yearly traditions.

## Current Practice

People across Phrelle open their homes and Business to the light and community on Solar’s Day. It is done to help banish the bad spirits which have snuck into the house or business over the year. It is considered great luck and promise to have the last light from Solar’s day hit your home or business, and can even raise the property value on such a residence. At night the community gathers in a square and sends up floating lanterns in offer to Pelor for the coming year.
Steel predator

Image credit WOTC

### Special Notes

Damage Resistance s cold, lightning, necrotic, thunderDamage Immunities poison, psychic; bludgeoning, piercing,and slashing from nonmagical attacks

## STEEL PREDATOR

A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles.

**Modron Engineering.** Steel predators are created by a particular hexton modron, using a machine located in the city of Sigil. It wasn't always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious hexton was lauded for its invention- until it turned its creations against its superiors. Steel predators wreaked havoc across the modron hierarchy until the rogue hexton was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.

**Assassins on Demand**. To create a steel predator, the hexton's machine must be fed something that identifies the predator's target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell.

Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission.

**Rogue Killers.** If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it's broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, causing the steel predator to linger in the area, hunting and killing other creatures that resemble its target, that fit the target's general description, or that simply live nearby. Such rogues become the most dangerous of predators.

**Constructed Nature**. A steel predator doesn't require air, food, drink, or sleep.
The Sly Knave

## Location

* On Fishmonger's Circus, just outside the docks. The street outside is filled with a sense of dark foreboding. It stands next to The Jovial Dragon

## Description

* The tavern is a single story wooden building, with a small hedged yard. Several battered shields hang on the walls. No bedding can be found here.

## Innkeeper

Lane Rosalor - Owner/Bartender

Kunarv Virkas - Servant

Nelye Yeldi - Servant

## Menu

1. Rye Porridge, Mug of Cider (4 cp)
2. Rye Biscuits and Bitter Cheese, Mug of Perry (4 sp)
3. Boiled Eggs and Dried Beetroot, Tankard of Cider (10 sp)
4. Stewed Mutton and Peas, Tankard of Cider (7 sp)
5. Boiled Eggs and Dried Cabbage, Tankard of Cider (7 sp)
6. Salted Hare and Dried Artichoke, Tankard of Mead (8 sp)
Neothelid

Image credit WOTC

A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. On rare occasions, an illithid colony collapses, typically after an external assault, and the elder brain is killed. When that happens, the colony’s tadpoles are suddenly freed from their fate. They no longer serve as food, and in turn are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony’s pool, and it emerges as a neothelid.

***Abhorrent to Illithids.*** Among the strongest taboos in illithid society is the idea of allowing a mature tadpole to survive without implanting it into a donor brain. Under normal circumstances, any tadpole that grows larger than a few inches in length is killed by the elder brain to be food for it or for less mature tadpoles. Any tadpole that survives beyond that state is perceived as a threat to the colony, and the mind flayers organize hunting parties to exterminate the abomination. Lacking enough intelligence to be detected by an elder brain’s power to sense thoughts, neothelids warrant such precautions.

***Savage Behemoth.*** As a feral thing, a neothelid knows nothing beyond the predatory existence it has lived so far and struggles to comprehend its new psionic abilities. Neothelids prowl subterranean passages in search of more brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to a puddle of slime and leaving only the pulsing brain unharmed. They have no knowledge of their link to illithids, so they’re just as likely to prey on mind flayers as on anything else.
The Last Line: Ranger Chapter

Wing of the osprey soldier

## Founding

Eventually the spread of the fungus across the island was impossible to ignore . The struggle was too much for the people to handle on their own and the island forced to declared a state of emergency. The gillehenans had first attempted to contact any known druids from the area to assist but most felt that since the fungal invasion was only counted as a change of biome and not a threat to nature they decided not to get involved. the druids did not leave the people empty handed hower, they sent rangers they felt were available to come to their aid. Then the blood hunters (from the Rolna clan) followed soon after but only under the terms that they assist with defensive planning for the wall and twin fortresses for the ranger orders now known as caretakers diana and fiery. The final signs of support were from gun runners from the southern chain who sailed to the island competing with one another take advantage of the situation by selling parts for guns

Due to the dangerous nature of the island many of the last line are required to be physically far above par and just as skilled. The last line is split into 6 wings, the wing of the bow (explorers), the wing of the quiver (inquisitors who purge or isolate the infected), the wing of the syringe (medical researchers), the wing of the rotunda (home defense), the wing of the osprey (naval) wing of the talons (ground troops)

## Traditions of the last line

* The dead are to be recovered at all costs if able
* All members must be the embodiment of cleanliness and health
* Do not let your personal morality interfere with what is best for the land
* Those who feel they are not up to the task are more than advised to step down for the time, Personal conflict is contagious.
* Respect nature when it is in its proper place.
* The more zealous members shave every hair off of their body
* The local rangers must have a strong sense of community

## Ranks

1. Recruit
2. Traveler
3. Walker
4. High Walker
5. Electoral Walker
6. Huntsman
7. Seeker
8. Far Seeker
9. Range Sergeant
10. High Commander

## Key locations

**Outpost arrowheart:** outpost arrowheart is a well armed wooden fort built around a small oil pump roughly 12 hours (by foot) away from the wall. It is surrounded on three sides by the bloom. The walls predate the bloom and was originally created to defend the rig from Euka and his cult.  Following the bloom Invasion the fort was covered in a strong antifungal coat of plaster, used as a refuel station

**Belt tower:** is a stone watch tower close to the mountains, often kept safe and maintained by small constructs

common Classes:(Scout) rogue, beast slayer (ranger), hunter (ranger), gloomstalker (ranger), gunslinger  (fighter), order of the mutagen (Blood hunter/ uncommon), Evocation (wizard/ very rare), clerics (nature/ very rare)
The Outer Ring (Graman)

## Description

The Outer Ring is the least defensible district of Graman. The more sprawling district is home to many structures made of wood and thatch, mainly consisting of farms, logging camps, and some animal breeders. The smells of sap or manure tend to be amongst the most common occurrences due to the makeup of the district.

## Defenses

The Outer is home to a number of Watchtowers placed around the district to not only watch for issues approaching the city but those occurrences within the district as well. The patrols around this poorer area are very small in number as very few of the residents cause trouble due to their standing in the hierarchy.

## Day to Day Life

The day to day life of the outer only sees the lower end of the Graman hierarchy, consisting of Outsiders, Half-Orcs, and Dishonored being involved in their day to day life. Most go about their lives with little negative interactions because of the threat of slavery to a lower caste member. Most outsiders who trade with the city conduct nearly all their business outside.

## Points of Interest

#### **Taverns & Inns**

* King’s Rack Inn
* The Faithful Pack

#### **Temples**

* Temple to Chauntea
* Temple to Obad-Hai

## Interactions with Visitors

The district while known to have a small bit of racism and classism to the area, is not openly used due to the potential lesser standing in the community if one of the outsiders has gained their status through combat or trade. Most of the population speaks common which makes interactions much easier.
Tantlin

Carved from the ice of a Giant iceberg, Tanglin is the largest city in Stygia. Its structure consists of concentric rings. Lesser devils are consigned to the outer districts and forbidden from setting foot in the inner circles on pain of death. Although Tanglin is deep inside the middle hells, it sees a fair amount of nondevil visitors. A number of well-guarded icy portals adrift in the surrounding sea link Stygia to various parts of the material plane. Only Dis sees more traffic with outsiders. Of course, visitors are tolerated only as long as a powerful devil (a pit fiend or war devil) guarantees their safe passage.
Temple to Obad-Hai (Graman)

## Decription

The Small Temple to Obad-Hai is found in The Outer Ring of Graman. The modest wood and thatch building stands to resemble almost a log cabin in design. In front of the Temple stands a beautifully crafted washing fountain decorated with carved curved oak leaves.

## Head Priest

The Head Priest of the Temple is a Wood Elf Female by the name of Arana. She is in charge of the entire temple and speaks with the orcish hunters to hear their reports of The Azogk Hills.

## Other Priests

There is no other staff who regularly stays here.

## Miscellaneous Information

* There is currently a writ known as “A Remorseful Act” to assist the head of the temple.
Oni

Image credit WOTC

> *Lock the door, blow out the light;*
>
> *The Hungry oni haunts the night.
>
> Hide and tremble, little one;
>
> The oni wants to have some fun.
>
>
>
> Hear it scratching on the door;
>
> See its Shadow cross the floor.
>
> The sun won’t rise for quite a while;
>
> Till then, beware the oni’s smile.*
>
>
>
>
> —Children’s rhyme
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In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black.

***Night Haunters.*** By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when Darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them.

***Magical Ogres.*** Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres’ habit of joining forces with other evil creatures. An oni serves a Master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful Magic Items
The Lands of Stonehaven

### Regions

Verdant Plains, Hawthron Bramblewood, Brownberry, Red Cliffs of Balun, Nicune Mountain Range, Cobalt Waters

## Culture

### Views on Magic

Regulated for everyday use, trained mages for war, frowned upon for casual use (prefer doing it the ‘old fashioned way’), more value on physical labor & alchemy

## Social Stats

### Class/Caste

prisoners, laborers, crafters, low military rank, nobles, high ranking military

### Infastructure

sanitation system, clean water (public fountains and baths), refuse collection

## Settlements

Stonehaven (City)

Brownberry
Spined Devil

Image credit WOTC

### Special Notes

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

## Spined Devil (Spinagon)

Smaller than most other devils, spinagons act as messengers and spies for greater devils and archdevils. They are the eyes and ears of the Nine Hells, and even Fiends that despise a spined devil’s weakness treat it with a modicum of respect.

A spined devil’s body and tail bristle with spines, and it can fling its tail spines as Ranged Weapons. The spines burst into flame on impact.

When not delivering messages or gathering Intelligence, spined devils serve in the Infernal legions as flying artillery, making up for their relative weakness by mobbing together to Overwhelm their foes. Though they crave promotion and power, spined devils are craven by Nature, and they will quickly Scatter if a fight goes against them.
The Evangeline Toy-store

### The Toy-store

The Evangeline toy-store is run by Marius Evangeline in Evershore. Its a small building with small shelves filled with wooden toys that are hand carved. Most of them are painted or tinkered but sometimes are both tinkered and painted, similar to action figures. Once you enter the store, there is a warm glow in the room from the small fireplace and the smell from fresh wood which is from the carving. In the back is Marius's studio where he works on the wooden toys.

### Owner

Marius Evangeline, a human male who is around 50 years old. He is at least 5'6 tall with grey hair and a short beard, Marius normally wears a his woodcarving outfit and has his spectacles on the bridge of his nose. Marius is a kind man who has a warm heart for the kids in the town, he may have a temper but it rarely shows.
Stone Cursed

Image credit WOTC

The stone cursed are spawned through a foul alchemical ritual performed on a humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim's spirit, animating the statue and turning it into a useful guardian.

**Lingering Spirits.** The stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being's orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed's fingers. This alchemical sludge transforms those slashed by the claws into statues.

**A Strange Harvest.** As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature's torso. The skull isn't visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a dim echo of the original victim's memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim's past or find lore that otherwise would be lost.

**Constructed Nature**. A stone cursed doesn't require air, food, drink, or sleep.

#### CRYPTIC WHISPERS

Even though creatures transformed into stone cursed are long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed's body. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull- a memory that is a response to a verbal question posed by the character to the skull. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again
The Oathkeepers

## Founding

The **Oathkeepers** believe themselves to be divinely ordained to track down and hunt down paladins who have broken their oaths to the various gods. They were founded by a Rique Winston during the early days of the 3rd Sanctus Era. A battle hardened paladin of Iomedae he would be visited by the gods and given this direction.

## Leadership

Leadership of the **Oathkeepers** have been held by a vast number of different paladins each driven by not only their zealotry but proven in combat and tactical prowess. While they oversee some of the most direct and potentially dangerous of the targets. They are said to have visions of paladins who have broken their oaths, and thus are considered marked for judgement.

Depending on whom is at the helm of the organization, their tactics have been known to vary from rehabilitation to execution. The leader of the **Oathkeepers** during the end of the 6th Sanctus Era was Zavier Winston, the father of the current leader Blane Winston.

## Primary Work

The primary work in which the **Oathkeepers** do is truly hunting down the fallen paladins of Phrelle. While they have been known to clash with evil paladins, they do not actively hunt them down as they feel their oaths are kept. Single **Oathkeepers** do tend to travel the world in support of their gods however also answer the call of the group when assistance is needed. The actual size of the membership is widely unknown out of the group, but is estimated to be about four hundred but that figure could be thousands.

In groups or pairs on the hunt the **Oathkeepers** are said to be relentless hunters paired to be able to take down their target by any means necessary. While the tactics of pairs or groups varies it generally matters on the gods and oaths from the paladins themselves.

## Notable Members

#### Current

* Blane Winston (Commander)
* Phyrran Dalear (2nd in Command)

#### Previous

* Rique Winston (Founder)
* Zavier Winston (Deceased Commander)
* Jharess Dalear (Storyline)
* Narkris (Storyline)
* Kotaz (Storyline)

## History

As controversial as any organization of paladins known to the world, the **Oathkeepers** have a tumultuous past in Phrelle. While many see them as a necessary force in the world, many feel their tactics throughout history have been overbearing and cruel. It is said that there has been just a handful which have escaped their wrath in their history. Stories of their exploits have been just rumor with little details outside the order themselves.
The Carnival Macabre

Under a sluice that showers filth into a mucky vale, devils cavort in an endless bacchanal known as the Carnival Macabre. Dark pleasures and degradation of the most unspeakable sort are available within the Carnival’s filth-splattered pavilions. The Carnival is home to a thriving black market in which devils barter for things forbidden even in the Nine Hells—stolen souls, treasures hidden from the Lords of the Nine, writs of safe passage, and books of banned rituals.
Stonehaven (City)

Better map coming

### Views on Magic

Regulated for everyday use, trained mages for war, frowned upon for casual use (prefer doing it the ‘old fashioned way’), more value on physical labor & alchemy

## Points of Interest

### Stonehaven Citadel

* Stonehaven Citadel
* Teleportation Circle (Ambassadors only)

### Trade District

* The Frightened Chestplate Inn
* The Cobalt Fermentory
* Alchemist Guild
* Clothes Minded
* Bean and Gone
* Teleportation Circle (General Use)

### Lower District

* The Greedy Bull
* Barracks
* Training Area

### Ports & Docks

* The Last Gang Pub
* The Onyx Creek
* The Dreaming Star Fishmonger
The Jagged Coast

## Notable Areas

**Points of Interest**

**Ruins**

**Settlements**

* Anonmin
* Chikuk
* Doltodir
* Lieve Coast
* Littlegulch
* Mobabe Coast

Sub-Areas

* Cliffs of Courage
* Coastal Pass
* Dragonspire Mountains
* Falcon's Pass
* Falcon Range
* Krysia's Peaks
* Ocean View Plateau
* Ryuunoske Mountains
* Ryunnoske Pass
* The Moaning Desert

Water Ways
Sir Galius Michael Conrad

## Sir Galius

### Siblings

Shawn Lucius Conrad III 32Allessia Rose Conrad 30 (deceased)Emily Violet Conrad 30 (deceased)

## Misc Information

### Affiliation

The Knights of Alihana

**Appearance**

Galius is a 6'1" tall heavily muscled build human knight with grey hair and piercing ice blue eyes clad in scale mail armor made with the hide, horns and teeth of a blue dragon and a helmet made out of the skull of a blue dragon while wielding a greatsword for a weapon.

**Personality**

Galius is a serious man whose noble birth seems to have no ill effect to his demeanour, he always has a task at hand and will stop at nothing to aid his fellow knights and their friends, even when he himself has something on his mind.

**Family**

Father: Shawn Lucius Conrad

Mother: Allessia Emily Conrad (formerly Rose)

Oldest sibling a Brother: Shawn Lucius Conrad III 32

Older Twin Sisters: Allessia Rose Conrad

Emily Violet Conrad ages 30

**Childhood**

Galius was a typical energetic bratty noble poking fun at the retainers that helped keep his home and family running in good standings. he was such a bratty child that upon entering his early teens he was sent to be trained and disciplined as a knight so he would learn what it was to be a hard working man, and what it was to earn the respect he thought was to be given to him by his name and birthright alone.

**Adolescence**

Galius was sent away for his mid teens and early twenties to be trained as a knight in the Capital city Alihana there he met and trained with Eliot Shadowspear and his close friends Lady Elace and Sir Tim to become an Eldritch Knight. Galius trained with the three of them until they left of their own volition to the Titan War. Eliot issued Galius a challenge while he was gone though he told Galius that he should continue his training and achieve his Knighthood.

**The Rebellion Of Alihana**

A year after Eliot left for the Titan war he returned with a woman named Viresse who appeared to be his Consort and without Lady Elace, and Sir Tim. In that year there was deep unrest with the citizens in the city and plotted with the Knights captain and the Knights to rebell against his Tyrannical father's rule. Galius keeping his visage hidden for the time being fought along with the rebellion to dethrone its abusers and save the city from its dictators.

**Defining Moment**

Galius' defining moment is achieving his knighthood by challenging and defeating a blue dragon Wyrmling in a one on one battle to earn his title of the Blue Dragon Knight and his armor crafted to look as it does.
The Sunflower Bazaar

> "Have you ever seen a large swath of sunflowers reaching up towards the morning sun? That my friend is why it is called The Sunflower Bazaar, the coin just keeps reaching into my pockets everytime the traders come." - Petren
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## Description

Tightly packed together rows of shops make up about a quarter of the city of Tradehall. Named *The Sunflower Bazaar* this group of shops and trading posts is active from sunrise to sunset, the majority of activity takes place in this district of the city. While packed with citizens of the Kingdom of Zoulan, it is not uncommon to find people from across the world either shopping here or have moved here to make a good amount of money.

## Defenses

While to the western end of the district stands the large wall of over sixty feet, the majority of the rest of the northern parts of the district is protected by mountains from the Crown Peaks of Bahamut. There is a large guard presence also within the district who are looking to stop any sort of thieves guild which may attempt to prey on the traders and merchants.

## Points of Interest

#### Institutions

* Shrine of Hesperus
* Tradehall Guard Barracks

#### Shops

* The Collection
* The Light Curtain

## Interactions with Visitors

* Within The Sunflower Bazaar, the general stance on how most people are treated depends on the coin you possess. The more coin the better treated the individual is.
The Clever Elk Outfitter

## Brief Description

From the outside it looks modest, enchanting and welcoming. Carved Stone with hardwood accents make up most of the building's outer structure. It's difficult to see through the closed windows, but the passionate sounds of metal work can be heard from the outside.

As you enter the tavern through the huge, hardwooden door, you're welcomed by sound of clashing metal from the large forge in the center of the shop. A preoccupied blacksmith gives you a nod while keeping to his work.

It's as engaging inside as it is on the outside. Rounded, stone beams support the upper floor and the lanterns attached to them. The walls are stocked with various armors and shields, though signs do show plenty of things used to hang on the walls, before they were purchased for adventure.
Soul of the Seas

## Stats

* Acts as an Arcane Focus.
* While attuned to this weapon you can't be charmed or frightened.
* While attuned to this weapon you have advantage on Vehicles (Water) checks.
* +2 Bonus to Spell Attack rolls. In addition, you ignore half cover when making a spell attack.

## History

#### **Age of Heroes**

* A gift to Dreric Heartgaze, for helping Chikuk.