recursal/Fanatic-Fandom huggingface dataset:
Chuparosa Casino

## Synopsis

Chuparosa Casino is a casino in Karaad, owned by Baron Millan Watts, and operated by Olivia Merritt. It is infernal-themed, with its various tables and games being named for the layers of the Nine Hells.

## Games

All of the games at Chuparosa Casino require a minimum of a 1SP wager.

### Avernus (The Red Table)

Avernus is effectively roulette. The table has built-in roulette wheels that are spun - effectively a d4, d6, d8, d10, d12, d20, and d100. Players choose a wheel and wager that a specific number will be rolled. Wager ratios increase the large the die.

Alternatively, players can simply wager evens or odds at a 1:1 ratio.

Avernus Wager Ratios
 d6
 d8
 d10
 d12
 d20
 d100

### Dis (The Green Table)

Dis is effectively blackjack, but played with dice. Dealer and each player roll 2d10 to determine their hand. Dealer reveals one die, keeping the other secret. A 1 on a die can be treated as 1 or 11. Players who hit roll another d10.

After all players have played all options, dealer reveals hand and hits until reaching 17+ (or until he's beating most of the table).

### Phlegethos (The Orange Table)

Minauros is effectively simplified craps. Players roll 2d6, and win 1:1 if they roll a 7 or 11. They lose if they throw 2, 3, or 12. If they roll anything else, they can win by rolling the same number again before they roll a 7.

### Minauros (The Blue Table)

Each player picks a number between 1 and 6. Then the dealer rolls 3d6. If they roll the number that the player picked once, player gets 1:1. If they roll it twice, player gets 1:10. If they roll it three times, player gets 1:50.

### Stygia (The Purple Table)

The house rolls 5d6, then each player tries to roll a higher total. 1:1 win.

### Malbolge (The Yellow Table)

Each player (minimum of 2 players) bets either big (14-16), small (5-7), or aces (3). Then the house rolls 3d6, repeating until one of the bets succeeds. Big and small win 1:2. Aces wins 1:50.
Aedra

## Synopsis

Aedra is the goddess of balance and equilibrium. She is the most powerful of all the gods, and exists in a tier of her own as the judge and arbiter of the other gods.

## Activities Prior to the Severance

Aedra had little involvement in the affairs of Materi, and never set foot on the Material Plane in person. It was by her rule that other gods did not wage outright war on Materi prior to the Gods' War, as she disallowed the gods from engaging in conflict on the Material Plane before the death of Nerull and the ascension of The Raven Queen.

## Role in the Gods' War

Aedra was the only deity not to participate in the Gods' War, preferring to remain neutral in all things. As such, she is classified neither as an Aegis Deity, nor as a Scourge God. She was also responsible for the creation of the Divine Gate.

## Valkyries

Aedra's most direct intervention in the affairs of Materi is the creation of valkyries. Valkyries are mortal souls that Aedra creates in pairs, each as one half of a complete soul, to serve opposing roles in the world. For example, a pair of valkyries might be two soldiers fighting in opposite sides of a war, or two priests of opposed gods. As a rule, valkyries are not made aware of their nature. A pair of valkyries are magically tethered to one another, such that their behaviors act as reflections of one another - for example, as one valkyrie performs good deeds, the other is driven toward evil. They often find themselves inexplicably drawn to one another despite their apparent differences, unaware of their fated connection.

Valkyries were especially prominent during the Gods' War and the years that preceded it, acting as Aedra's agents on all sides of the war. Most notably, Louche and Israphel were two such agents.

The existence of valkyries is disputed by historians and those of religious background.
Mulongo

## Synopsis

Mulongo is the largest population center in the Taruki Jungle. Though primitive in comparison to the great cities of the Alviren Empire, it is the jungle's only major hub of civilization, serves as a port of travel and trade.

## Leadership

Mulongo is comprised of three distinct districts: Taoul Qumado, Taoul Calti, and Taoul Tilsin. Each of these districts is primarily home to one of the city's three indigenous peoples: tortles, tabaxi, and lizardfolk, respectively. Each of these districts selects a representative, known as a Seer, to serve as its leader. Together, these three Seers comprise a council that governs Mulongo. The current Seers of Mulongo are Grunk, Bright, and Krizix.
The Raven Queen

## Synopsis

The Raven Queen is the goddess of death, fate, and destiny.

## History

The Raven Queen was once a mortal sorceress, who aspired to ascend to godhood. During the years leading up to the Gods' War, she amassed a cult of loyalists and worshippers, who wished to slay the brutal and murderous god of death, Nerull, and replace him with a deity that would honor the sanctity of death, but not relish in it.

It was during these years that The Raven Queen was approached by an agent of the goddess Aedra, a representative of her Order of Balance. The agent expressed Aedra's support for The Raven Queen's ambitions, and presented her with an artifact: the Talisman of the White Flame. This artifact, the agent explained, could be used to bind Nerull's soul to his avatar, such that slaying the avatar would destroy the god himself.

With this newfound support, The Raven Queen rallied her followers and led them into battle against Nerull and his forces, during the first phase of the Gods' War. Using the Talisman, she successfully slew Nerull's avatar, and by extension, the god himself.

With Nerull slain, The Raven Queen performed an arcane ritual, which allowed her to rise to godhood herself, capitalizing on the death of Nerull and rising to fill the void left behind by his demise. The ritual involved a massive-scale blood sacrifice: the ritual suicide of hundreds of her followers, culminating in her own suicide by ingesting the blood of Nerull.

After her mortal death, The Raven Queen was reborn within the Shadowfell in her new state, as the goddess of death and fate. She had lost her memory and much of her own sense of identity, but the ritual had succeeded. Her followers who had died in the ritual were also reborn as shadar-kai, and continue to serve her faithfully in the Shadowfell.

## Role in the Gods' War

Nerull's death and The Raven Queen's subsequent ascension were the catalyst that finally drove the gods to join into the Gods' War directly. The Raven Queen herself was still in a state of transition during this period, and did not participate in the first phase of the war. However, she sided with the Aegis Deities in the final battle of the war, which took place in Ayn Sitael, where the Severance took place and the Divine Gate was created.

## Divine Gate

The Raven Queen is the only deity who remains within the Inner Planes, in the wake of the Severance. As the only god that was born from a mortal soul, her bond to the Inner Planes allowed her to remain in the Shadowfell. However, the Divine Gate still prevents her from traversing into the Material Plane, and she remains exiled to her Fortress of Memories.
Inika Village

### Demographics

inkling (55%), sahuagin (25%), lizardfolk (yisho) (5%), gnoll (5%), surface myconid (5%), other (5%)

### Government

governed by the leader of the Psathyrella Circle

## Synopsis

Inika Village is located on the northeastern shores of the Taruki Jungle, along the coast of Shipswallow Bay. It is a satellite settlement of Mycorrhiza - one of only two such settlements not located within the Alviren Empire (the other being Nimbia). Though the majority of the village's residents live on the coast, the settlement also includes a secret underwater druid circle, the Psathyrella Circle, which protects a powerful underwater source of water elemental energy.

## Leadership

Inika Village is loosely governed by the leader of the Psathyrella Circle, Jonathan Jones, better known as "Captain Johnny." Though the nature of the village is mostly communal, issues of importance are generally decided by the Psathyrella Circle, and Captain Johnny by extension.

## History

Inika Village was one of the four settlements established by Myriostoma in her pilgrimage across Materi with the astral spirit Heartsong. The Psathyrella Circle of druids was formed at this time to protect the elemental rift, and the rest of the settlement expanded out from it.

## Mutations

Due to the presence of the powerful elemental energy in Shipswallow Bay, the creatures of Inika Village have adapted strange mutations over the past several centuries since the formation of the settlement.

### Inklings

Inklings are strange aquatic humanoids that exist nowhere in the world other than Inika Village. The exact origins of their species are unknown, though they are thought to be a mutation of the gnomes that originally ventured to the region with Myriostoma.

### Lizardfolk

The Lizardfolk of Inika Village have mutated into smaller, less predatory forms, adapted for the coast's abundance of tropical fruit as their primary diet. These mutated lizardfolk are colloquially called "Yishos". They are significantly shorter than standard lizardfolk, generally only standing about five feet tall. Their skin is smooth and glossy like a salamander, and they have long iguana-like tongues that they can use to seize food from afar.
Ursula Wolff

## Synopsis

Ursula Wolff is the College of Mimrinoth's Paragon of the Circle of Arcanists. She is widely considered as one of the greatest mages alive, and has a mastery of magic that is exceptionally rare. She also serves on the Weavers Conclave, as one of its foremost and longest-serving members.

## History

Ursula Wolff was born in Aerzen port city of Zinnowitz. She spent most of her childhood and young adulthood there, working on the docks at her parents' place of business. Her parents mysteriously disappeared when Ursula was in her twenties, and their business assets were seized under shady circumstances. Ursula found herself suddenly alone and with nothing, as a beggar on the streets.

A mage from the College of Mimrinoth took pity on Ursula's circumstances, and took her on as his apprentice. She had a great deal of trouble learning the fundamentals of arcana, and often considered giving up, but her apprentice pushed her to succeed.

Over decades, Ursula learned to master her craft, and rose from a student, to a Scholar of Mimrinoth. Over decades, she became one of the most talented mages at the College, and eventually rose all the way to the rank of Paragon of the Circle of Arcanists - the most respected position in the College.

Shortly after her induction as the Paragon of Arcanists, Ursula was invited to serve on the Weavers Conclave, where she remains to date. She is one of the longest-tenured mages of the Conclave, and has become widely respected for her prowess in the arcane arts.
Illithid

**Ability Score Increase.** Your Intelligence score increases by 2, and your Constitution score increases by 1.

**Age.** After ceremorphosis, an illithid typically lives about 120 years.

**Size.** Illithid usually stand between 6 and 7 feet tall. Your size is medium.

**Speed.** Your base walking speed is 30 feet.

**Aquatic Adaptations.** You can hold your breath for 30 minutes, and you have a swim speed of 10 feet.

**Darkvision.** Accustomed to life in the underdark, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Mind Blast.** As an action, you can emit a wave of psionic energy in a 15ft cone. Creatures of your choice within that area must make an Intelligence saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. Each creature takes takes 2d4 psychic damage on a failed save, or half as much damage on a successful one. The damage increases to 3d4 at 6th level, 4d4 at 11th level, and 5d4 at 16th level. Additionally, one creature of your choice who fails their saving throw is stunned until the end of their next turn.

Once you use this trait, you can't use it again until you successfully use your Devour Brain ability.

**Devour Brain.** Over the course of 1 minute, you can extract and devour the brain of a dead creature. If the creature had an Intelligence score of 8 or higher, and if they died within the past 7 days, you gain knowledge that the creature knew in its life. Ask one question to the DM; you will receive an answer as if the creature had answered truthfully, to the best of its knowledge, but that answer may take the form of cryptic, hazy images. Additionally, upon a successful consumption, your Mind Blast ability is recharged, and you gain the ability to communicate telepathically at a range of 120' until you complete a long rest.

After you use your Devour Brain ability, you can't use it again until you complete a long rest.

**Languages.** You can speak, read, and write Common, Deep Speech, Qualith.
Tiamat

## Synopsis

Tiamat is the patron god of evil, chromatic dragons.

## Activities Prior to the Severance

Tiamat spent much of her time commanding her dragons on the Material Plane from a lair that existed somewhere far beyond mainland Materi, the location of which is unknown. She rarely set foot on mainland Materi, for fear of Bahamut and his metallic dragons. Instead, she ruled by proxy through the Dragon King, Ramesses the Great, who reigned in Asaria, the land of chromatic dragons.

## Role in the Gods' War

Tiamat's dragons fought in a limited capacity alongside the armies of Ayn Sitael during the Gods' War, although for the most part, she stayed out of it. It was only when war broke out between the gods that **Tiamat** joined the war herself, calling all of her dragons to her aid and joining with the Scourge Gods, in hopes of striking at her opportunity to slay Bahamut and eradicate his dragons.
Eridred Heskin

## Synopsis

Eridred is the mother of Odell. She is a scholar of the Circle of Templars at the college of Mimrinoth. She is fiery and driven, but can sometimes get in her own way.

## Discovery

Eridred's discovery that led to her achieving the rank of Scholar occurred about thirty years ago, when she discovered the ruins of a vault that was protected by a *private sanctum* spell. This spell had previously been lost to history, and the discovery of the ruins allowed for the spell to be reverse-engineered.
Yisho

Yisho are a subrace of lizardfolk, adapted to the tropical environment of Lo'ihi Island, and mutated by its primordial energy. To create a yisho lizardfolk*,* replace your *Bite*, *Hungry Jaws*, and *Natural Armor* traits with the following traits.

**Tongue Lash.** Your long, sticky tongue is a natural weapon, which you can use to make unarmed strikes. Unarmed strikes that you make with your tongue have a reach of 20 feet. If you hit with an attack with your tongue, the strike deals no damage. Instead, if the target is a creature, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, the creature is pulled to the closest unoccupied space adjacent to you. An object that is not being worn or carried is automatically pulled to you.

**Gobble.** As a bonus action, you can make a special attack with your tongue lash. If the attack hits a creature, the creature takes bludgeoning damage equal to 1d6 + your Strength modifier, in addition to the normal effects of the attack. If the attack hits a piece of fruit, you gain temporary hit points equal to triple your Constitution modifier (minimum of 3). In either case, you can't use this trait again until you finish a short or long rest.
Bastion River

## Synopsis

The Bastion River is a great river that runs through the Alviren Kingdom and Emerald Highlands. It is a thoroughfare for trade and travel throughout the southern states of the Alviren Empire.

## History

The Bastion River served as a border between the Alviren Kingdom and Emerald Highlands during the Age of Arcana, when the two states were in an intermittent state of conflict. It earned its name for the protection it provided to the western Alviren Kingdom from attacks from the east.
Passeri

### Appearance

mane of bright red hair and long red beard, reddish brown furred legs, chubby torso, always smiling

## Synopsis

Passeri is a legendary satyr bard who lived during the Age of Arcana. He went into hiding during the Gods' War, and has not been seen or heard from since. In truth, he resides on the Taruki Jungle's Nakuloko Island, where he has lived for a thousand years as a hermit, having mostly lost his sanity. The original *“*Passeri” has actually passed his soul forward through multiple bodies over the centuries using the Psalm of Assimilation.

## History

Though few know his true origins, Passeri came from the Feywild. He once played for the court of the Summer King, but was exiled to the Material Plane in the last century of the Age of Arcana, where he found himself in the Taruki Jungle. From there, he made his way through Materi, amazing audiences and arcanists alike with his incredible talents for music and magic.

When the Gods' War was in its earliest stages, Passeri was often entreated to aid the arcanists in the war. He rejected all of these pleas wholesale, having no interest in engaging in the conflicts of the Material Plane. Eventually, growing weary of the constant requests and bored of his time in Materi, he returned to the Taruki Jungle, where he went into hiding.

## Relationship With Louche and Israphel

During the late years of the Age of Arcana, Passeri took on Israphel and Louche as his students and tutored them in magic in the city of Avallon. They were the only two students that he ever taught.

## Plot

Passeri will bequeath Louche with Passeri's Book of Psalms, which contains the Psalms of Rest and Assimilation needed for his plot. In exchange, Passeri will require a favor involving a trip to the Feywild.
Ava Aloro

## Synopsis

Ava Aloro was the great-granddaughter of Avara Wasanthi, and grandmother of Gragnok. She was killed by Thalien Omadithas, as part of his plot to eradicate the bloodline of Avara Wasanthi.

## History

Ava Aloro was born Ava Wasanthi, to Hastios Wasanthi, grandson of Avara Wasanthi, amidst the Age of Rest. She was born and raised in the imperial city Saltcrest, where she spent most of her young life. At a relatively young age, she married Remyn Aloro, and the two began a life together in Avallon.

Towards the beginning of the Age of Awakening, Ava took up an interest in magic, and became a student at the College of Mimrinoth. Though she never achieved the rank of Scholar, she had a great fascination with divine magic, spending her years of study in the Circle of Divines under the tutelage of Thalien Omadithas.

At age 350 (120 years ago), Ava gave birth to a daughter, Valania Aloro. Ava and Remyn raised Valania in Mimrinoth, and Ava tried to coax her daughter into pursuing magic. Valania never shared her mother's interest in magic, however, and their relationship became tumultuous as Valania matured, and Valania eventually moved to Saltcrest to start a simpler life for herself.

## Death

Twenty years ago, Ava and Remyn died in a tragic shipwreck in Sapphrius Bay, when their ship was swallowed up by a storm while they were sailing to Saltcrest to visit their daughter.

In truth, their ship was sank by Thalien Omadithas, as part of his plot to eradicate the bloodline of Avara Wasanthi.
Daimao

## Synopsis

Daimao is the king of Kameshima, and abductor of Princess Porcini. He is referred to in both Mycorrhiza and Kameshima as the "Great Sorcerer King." His people widely revere him as Supreme Leader for his immense power, with some even worshipping him as a demigod - especially the kobolds that live in Taru Kazan.

## History

Daimao has been the sovereign ruler of Kameshima for the past thousand years. In the Gods' War, he was a general in the armies of the Abyss. When the Severance banished the demon lords from Materi, Daimao rose up as the new leader of the forces left behind by the conflict, and formed the new kingdom of Kameshima.

From the moment of his coronation, Daimao has ruled Kameshima with an iron fist, and taken an overtly militaristic stance towards the kingdom's political relationships. In particular, Daimao has always had a deeply-ingrained hatred for Mycorrhiza, due to bad blood with Sibillini from the Gods' War.

Over the centuries, the worship and adoration of his people has elevated Daimao to near demigodhood. He has become an incredibly powerful demon, rivaling demon lords in strength.

## Involvement with Deep Myconid

Daimao's most recent plot to overthrow Mycorrhiza involved tunneling through the underdark, with the intention of bursting up from beneath Mycellium Palace and storming the kingdom. However, shortly after reaching the underdark, Daimao and his henchmen encountered the deep myconid, and learned of their plans to resurrect the Earthstar and bring the demon lord Araumycos back to Materi. Together, they developed a plot to abduct surface myconid from Mycorrhiza and deliver them to the underdark to be sacrificed to the Earthstar.

It was with this intention that Daimao kidnapped Princess Porcini, and subsequently captured Marcello and his troop of surface myconid. His ambition is to instigate a full-scale war with Mycorrhiza, as a cover for his abduction of as many surface myconid as possible.
Freddie Hackett

### Appearance

more gruff and muscular and tall than XVIII, and different coloration, but roughly the same facial structure and general appearance

## Synopsis

Freddie Hackett was the father of XVIII. He and his wife, Daisy Hackett, sold XVIII to Dr. Johann Conrad Dippel as a very young child, in a moment of desperation. He took his own life a few years later.

## History

Freddie and his wife Daisy were farmers in the Emerald Highlands. They lived far from the cities, and managed a meager lifestyle on the family farm that had been passed down to Freddie by his own father.

About 48 years ago, when Freddie and Daisy were both in their late teens, they had a child. The child was born sickly and weak - infected with the Pale Death - and the Hacketts did not expect the child to live long. Nevertheless, they named the child Robin, and made their best effort to give them the best life they could, however short it might be. Circumstances were made even worse by the fact that their farm had seen a number of consecutive years of poor harvests due to the pestilence, and their very way of life was in jeopardy.

Shortly after Robin's birth, Dr. Johann Conrad Dippel visited the Hackett's farm, introducing himself as a traveling apothecary. Dr. Dippel examined Robin, and told the Hacketts that, unfortunately, their illness would claim their life in only a number of weeks. The Hacketts were devastated, but Dr. Dippel made them a grim proposal: to purchase the sickly child in order to study their illness. In despair, but also desperate for a windfall to help them through the rough stretch of years on the farm, Freddie and Daisy agreed to the arrangement. Dr. Dippel took Robin, paid the Hacketts, and was never seen by them again.

Freddie and Daisy continued their life on the farm for the next few years. The money that they received from Dr. Dippel was enough to sustain them through the Pale Death, but they never fully recovered from the loss of their child. Daisy, especially, felt extremely guilty for having given up Robin. This tension drove a wedge into their marriage, and left Daisy in a deep depression.

About 3 years after the loss of Robin, Freddie returned home to find that Daisy had hung herself. He took his own life shortly thereafter, by ingesting a large amount of poison.
Mycellium Palace

## Synopsis

Mycellium Palace is the royal palace of Mycorrhiza, and the home of the royal family and their court. It is surrounded by a castle town where the majority of Mycorrhiza's populace resides.

## Paintings

In a regal hall within the palace, there is a collection of paintings of Mycorrhiza's various settlements throughout Materi. In secret, these paintings are connected to enormous fungi that can be used to teleport to the settlements using *transport via plants*. Each of the below settlements has a painting in Mycellium Palace:

* Inika Village
* Konoko Village
* Lo'ihi Island
* Marigold
* Molldorf
* Powderbowl
* Sibillini

## Thousand Year Door

In a secret chamber in the basement vault of Mycellium Palace is an ancient sealed doorway, called the Thousand Year Door. Few know what lies behind the Thousand Year Door, or even of its existence, as the secret is tightly held by the royal family. The Thousand Year Door contains a powerful artifact called the Star Shard, a gift from The Star Road. The astral spirit Heartsong prophesied that a day would come when the myconid would need the Star Shard to return to the Earthstar.

The door is magically sealed and impassable without another magical relic - the Chaos Core. The Chaos Core must be charged with elemental energy before it can be used to open the door.
Alviren Kingdom

## Synposis

The Alviren Kingdom is the heart of the Alviren Empire, containing its capital city Ossidia, and a vast stretch of countryside that composes the majority of southern Materi. Though the majority of the kingdom is untamed wilderness, it contains larges swaths of cultivated farmland, which spread by the year.

## Leadership

The Alviren Kingdom is ruled by a monarchy - the same monarchy which rules the Alviren Empire by extension. Empress Roslyn Alvira is the current ruler. The Alvira family has been remarkably stables, having reigned in the Alviren Kingdom in unbroken succession for centuries. Though the royal family's power is checked on matters regarding the Alviren Empire by the imperial senate, matters related to the Alviren Kingdom specifically are decided at the sole discretion of the Empress.

## Notable History

The Alviren Kingdom has long been wealthy, stable, and racially diverse - dating back to Age of Arcana. This stability and inclusiveness put the Alviren Kingdom in an advantageous position when proposing the Alviren Empire in the wake of the Gods' War, making it an ideal candidate for leadership of the new imperial structure.

## Notable Locations

* The Bastion River
* The Jewel Coast
* Konoko Village
* Marigold
* Molldorf
* Ossidia
* Paxeter
* Saltcrest
* Tillman's Hill
Thordral Heskin

### Appearance

similar in appearance to brottor, but shorter hair and a little taller and more muscular

## Synopsis

Thordral Heskin is the brother of Brottor Heskin, and uncle of Odell. He lives in the small farming town of Hillenbrook, where he leads a simple life as the town blacksmith. He witnessed the events of Levi Sarlin's inadvertent death at the hands of Malkoth, and felt pity for him. Knowing that his brother is a student of magic, he urged Malkoth to travel to Mimrinoth and look for the Heskins.
Bullywug

**Ability Score Increase.** Your Dexterity score increases by 2, and your Constitution score increases by 1.

**Age.** Bullywugs mature to adulthood in a single year, but have been known to live up to 50 years.

**Size.** Bullywugs are about the size of dwarves, averaging between 4 and 5 feet tall. Your size is medium.

**Speed.** Your base walking speed is 30 feet.

**Aquatic Adaptations.** You can breathe air and water, and you have a swim speed of 40 feet.

**Standing Leap.** Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

**Swamp Camouflage.** You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

**Speak with Frogs and Toads.** You have the ability to communicate in a limited manner with frogs and toads. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

**Languages.** You can speak, read, and write Common and Bullywug.
Age of Divinity

## Synopsis

The Age of Divinity was a period of an unknown length of time, approximated to have begun about 5,000 years prior to the campaign, and ending about 1,700 years prior to the campaign. It encompassed the period of time ranging from the creation of Materi to the beginning of the Age of Arcana, during which time the gods resided primarily on the Material Plane with their devout followers.

## Age Range

The exact beginning date of the Age of Divinity in unknown, beginning with the creation of Materi, which is estimated to have occured around 5,000 years prior to the campaign. It ended 1,746 years prior to the campaign, with the beginning of the Age of Arcana (0 AR).

## Geopolitics During the Age of Divinity

The Age of Divinity was a time of relative peace, from a geopolitical standpoint. The civilizations of the world were still in their infancy for much of the age, and rose up under the watchful eye of their creator deities. The land was plentiful, and there was little reason or appetite for conflict between civilizations.

The world itself, however, was intrinsically dangerous, having been constructed from Primordial Chaos. Chaos manifested itself in the form of dangerous magical phenomena and hostile monsters, which threatened the children of the gods. As such, the gods granted their followers access to divine magic, in order to better protect themselves from a perilous world and build stronger societies.

## Gods During the Age of Divinity

After creating the planet of Materi, the gods freely traveled between the Material and Outer planes, spending much of their time on Materi amongst their mortal creations. It was until much later, with the creation of the Divine Gate, that the gods were barred from traveling between the Outer and Inner planes.
Fruit Mutant

**Ability Score Increase.** Your Constitution score increases by 2, and your Wisdom score increases by 1.

**Age.** As a tabaxi, you aged at the normal rate for your race, and reached a ripe old age. Your transition into a fruit mutant has granted you renewed vigor and vitality. You’re not sure how long your new lifespan is, but you feel healthy and strong.

**Size.** Your height and weight change each time you shift. Your size is Medium, unless your Shifting Feature says otherwise.

**Speed.** Your base walking speed is 30 feet, unless your Shifting Feature says otherwise.

**Languages.** You can speak, read, and write Common, Undercommon, and Khenra.

**Shifting.** As an action, or as a part of a short or long rest, you can shift into a random race. Roll on the Fruit Mutant Shifting table to determine the race. If the race that you roll is your current race, roll again. You become a roughly average adult specimen of the race in terms of your physical characteristics (such as weight, height, etc.). You otherwise determine the aesthetic specifics of the changes, such as your coloration, age, hair length, sex, etc. Your game statistics don't change, except that your Shifting Proficiency, Shifting Feature, and Shifting Darkvision change to match your new race. Your clothing and equipment aren't changed by this trait.

This transformation lasts until you shift again. Once you shift, you can't do so again until you finish a short or long rest. If you complete a long rest, and you have not shifted since the last time you completed a long rest, you involuntarily shift. If you involuntarily shift, you do not control the aesthetic specifics of the changes, and any choices you would normally make as part of shifting are determined randomly.

**Shifting Darkvision.** When you shift into a new race, if that race has a feature that grants darkvision, you gain darkvision. If you shift into a race that does not have a feature that grants darkvision, you lose any darkvision gained from this feature.

**Shifting Proficiency.** You gain proficiency in one skill determined by your race, which changes each time you shift. If this feature gives you a proficiency that you already have from another source, your proficiency bonus is doubled for any ability check that uses that proficiency.

**Shifting Feature.** You gain a special feature determined by your race, which changes each time you shift.
Konoko

Konoko are a subrace of tortle, born from the breeding of tortles with kobolds. To create a konoko tortle*,* replace your *Size*, *Claws*, and *Natural Armor* traits with the following traits.

**Size.** Konoko are between 3 and 4 feet tall and weigh between 70 and 90 pounds. Your size is Small.

**Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Pack Tactics.** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

**Half Shell.** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides some protection, however; it gives you a base AC of 13 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
River Styx

## Synopsis

The River Styx is a river that runs through portions of the Outer Planes - most notably the Nine Hells and the Abyss. It facilitates the transportation of deceased souls from the transitive planes into the Outer Planes.

## Cosmology

The headwaters of the River Styx originate in the Ethereal Plane, where souls are collected after death. From there it flow to the Shadowfell, where it is the duty of The Raven Queen to direct the souls of the deceased to their destined fates in the afterlife. From the Shadowfell, the Styx flows through the Astral Plane, and eventually to the Outlands. From the Outlands, the River Styx flows outward in many directions, where it carries souls to their destinations within the Upper and Lower planes.

Within the Lower Planes, the River Styx connects Avernus - the first layer of the Nine Hells - to the plane of the Abyss. As such, it is a frequent battlefront in the Blood War between devils and demons. Within both planes, the River Stys flows downward - such that in the Nine Hells, it eventually reaches the third hell (where it ends); and in the Abyss, it traverses all of the plane's infinite layers.

## Plot Relevance

Asmodeus has sinister plans to use the River Styx to breach the Divine Gate and reenter Materi. He plans to use the River Styx to bring an army of devils to the city of Sigil in the Outlands. From there, he intends to use Louche's Psalm of Assimilation to bypass the Divine Gate and enter the Material Plane.

## Belder Party’s Trip

On their final adventure together, Immanuel Belder and his adventuring party used the River Styx to travel to Sigil, in search of a Conjuration Anchor that Natalie believed she could find there.

To get there, they found a crossing into the Shadowfell within an ancient, haunted temple to Nerull in the northernmost foothills of the Silverslate Mountains. In the Shadowfell, they found the River Styx, and rode it with an assistance of a yugoloth, who took them through the Astral Plane and eventually to Sigil.

After the events that took place in Sigil (including the Natalie / Louche situation), they eventually gave up their search as tension grew between Natalie and Elrah. Found a one-way door to the Material Plane and came home. Disbanded shortly after.
Holidays

## Religious / Divine Holidays

### Moon Banquet (February 1)

Holy day of the goddess Sehanine; in particular, celebration of the domain of romantic love and sex.

### Kirlakh (April 14)

Holy day of Moradin, celebrated mostly by dwarves.

### Litha / Summer Solstice (June 20)

Longest day of the year, celebrated as a holy day of Pelor.

### Sur'noresh (July 10)

Holy day of Corellon, celebrated mostly by elves. Date will be whatever is convenient for the sake of the plot; Morningstar plans to ascend on this day.

### Wild Harvest (October 11)

Holy day of Melora, celebration of the gifts of nature.

### Raven's Eve (October 30)

Holy day of the The Raven Queen, celebration of death.

### Offering (December 30)

Holy day of Avandra, celebration of change and renewal.

## Other Holidays

### Ratification Day (July 17)

Day that the Alviren Empire was officially formed.

## Extraplanar Holidays

### Depravium (Night of April 30-May 1)

Holy day of Asmodeus, celebration of evil and self-indulgence at the expense of others.

### Apex (June 30 at midnight)

The exact middle-point of the year, celebrated as a holiday in Sigil.
Djinni

## Synopsis

Djinni was the mother of Pepper, and a friend of Jack during his time in the Taruki Jungle. Like Pepper, she was born with innate elemental magic. She used this magic to destroy a group of Inquisitors who came to execute her for her innate magical abilities, leaving Pepper in the care of Jack.

## History

Djinni was conceived in the jungles near Death Cap Temple, and the proximity of the awakening Chaos Core imbued her in utero with powerful elemental magic.

When she as born, Djinni's magic was dangerous and uncontrolled. This wild magic resulted in violent eruptions of elemental energy, one of which killed her mother during childbirth. Djinni’s father named her Djinni (after the elemental creature) as a warning, abandoned her, and moved elsewhere.

Djinni eventually learned to control the magic, as she grew older, but by the time Jack met her as a young adult, she had already been shunted into pseudo-exile, only being allowed to remain in the clan as a second-rate citizen, and only thanks to acts of bribery with the clan leadership - in particular the chief, Drez - while she struggled to survive on her own.

Those acts of bribery eventually led to the birth of Djinni’s bastard son, Pepper, about one year before meeting Jack. Unsurprisingly, Pepper exhibited many of the same signs of uncontrollable innate magic that Djinni did, including similarly destructive explosions of elemental energy.

## Death

About two years ago, Djinni’s people were visited by the Inquisitors. By the time Jack realized they were present, the clan leaders had already led the Inquisitors to Djinni. Jack attempted to plea with the gnolls to fight back against the Inquisitors, but they had little sympathy for Djinni, and agreed to her execution in exchange for the empire’s support and mercy for harboring her.

While being led away, Djinni calmly reassured Jack, and asked him to continue taking care of Pepper. Once taken a short distance from them, she summoned an enormous, self-destructive eruption of elemental power, engulfing the Inquisitors, the gnoll clan leaders, and most bystanders. Jack and Pepper survived, shielded by Jack’s ability to siphon and control the explosion around himself and Pepper.
Marcello

## Synopsis

Marcello is the prince of Sibillini, and a close friend to the royal family of Mycorrhiza. He is competitive and playful, and has a friendly rivalry with Frog.

## Plot

After the abduction of Princess Porcini by King Daimao, Marcello led a joint regiment of gnome and myconid soldiers from Sibillini and Mycorrhiza to rescue her. They set out on this escapade about a month ago, and haven't returned, leaving Frog and the others to fear the worst.

Marcello and his troops have been captured by Daimao, who is under the influence of the deep myconid to abduct surface myconid and deliver them to the underdark.
Erdehalt Peaks

## Synopsis

The Erdehalt Peaks are a range of towering, rocky mountains in the western reaches of Aerzen. They are perilous and devoid of many natural resources, and as such are almost entirely uninhabited and wild. Unbeknownst to the majority of Materi, the Mycorrhizan settlement of Powderbowl sits amongst the heights of the mountain range. Known to even fewer, the cloud kingdom of Nimbia can be reached from the range's highest peak.
Awakening Points

At level 5, the players earn 5 Awakening Points. From that point forward, they earn 1 additional Awakening Point each time they level up (for a maximum of 20 Awakening Points at level 20).

Awakening Points can be spent to activate the below abilities. Players may redistribute their Awakening Points each time they level up.

Awakening Talent Trees
 2
Once per combat round, when you make a damage roll, you can gain a bonus to the roll equal to the number of Awakening Points you have spent on this ability (up to a maximum of 5). The bonus damage ignores both vulnerabilities and resistances.
Once per combat round, when you take damage from any source, you can reduce that damage by a number of points equal to the number of Awakening Points you have spent on this ability (up to a maximum of 5).
 3
Once per long rest, when you make an attack roll and miss, you can use your reaction to choose to hit instead.
Once per long rest, when you fail a saving throw, you can use your reaction to choose to succeed instead.
Once per long rest, when you make an ability check, you can use your reaction to treat a d20 roll of 19 or lower as a 20. You can make this decision before or after seeing the result of the d20 roll.
Myriostoma

## Synposis

Myriostoma (Myri) was a legendary myconid hero at the end of the Age of Arcana. Along with the astral spirit Heartsong, she was responsible for establishing Mycorrhiza's druidic settlements through Materi, as well as sealing the Thousand Year Door within Mycellium Palace.

## History

Myriostoma was among the first surface myconid that were exiled from the underdark, and established the kingdom of Mycorrhiza. She was a folk hero in her time, and was said to have the ability to draw and channel magical power from sources of great elemental energy. In truth, she was a conduit - a rare form of innate magic that was seen at the end of the Age of Arcana.

After the formation of Mycorrhiza, the astral spirit Heartsong called upon a hero from the myconid to go on a pilgrimage on behalf of The Star Road. Myri volunteered for this task.

Heartsong led Myriostoma, and a small retinue of followers, on a pilgrimage throughout Materi, to gather magical energy from four elemental places of power. Her followers remained behind in these places of power to protect them from the outside world, founding the druid tribes that now exist in these places (Lo'ihi Island, Molldorf, Nimbia, and Inika Village).

After Myriostoma had drawn from all four places of power, she returned to Mycorrhiza with Heartsong. There, Heartsong gave the myconids a powerful magical artifact, the Star Shard. Heartsong gave the myconid a prophecy, foretelling that in a thousand years, the time would come when the myconid would need to return to the Earthstar. When that time came, Heartsong said, the Star Shard would protect them.

With Heartsong's guidance, Myriostoma locked the Star Shard in a vault within Mycellium Palace for safekeeping, behind a magical door dubbed the Thousand Year Door. The door was sealed with the elemental energy that Myri had absorbed from the places of power, and an elementally-charged key - the Chaos Core - resulted.

To protect the Star Shard, Myriostoma took the Chaos Core far from Mycorrhiza, to the Taruki Jungle. There, she locked it away in a temple, now known as Death Cap Temple, where it is protected by a trial that is only passable by a conduit.

The exact circumstances of Myriostoma's death are unknown, but she never returned from the Taruki Jungle, and is believed to have died somewhere within the walls of Death Cap Temple.
Paxeter

## Synopsis

Paxeter is a large city located on the Bastion River between Ossidia and Avallon. It is a major hub of trade and travel between the Alviren Kingdom and the Emerald Highlands.

## Leadership

Paxeter is governed by Lady Miravin Cloudhunt, appointed by the Alviren Empire. Though the city is relatively large, Lady Cloudhunt's business is largely constrained to the administration of the city's business, in lieu of larger-scale political or regional concerns.

## Notable History

The Bastion River demarks the border between the Alviren Kingdom and the Emerald Highlands. This river was once the site of somewhat frequent military conflict between the two kingdoms, and as such was not home to any major settlements. After the formation of the Alviren Empire, and the alliance of the two kingdoms, a massive bridge was built across the river - both as a symbolic gesture, and an infrastructure improvement to facilitate travel and trade between the two kingdom. The trade city of Paxeter formed around the bridge, gradually growing from a small trade outpost to a major urban center.

## Notable Locations

* Snake Eyes' tavern, and headquarters of the Free Arcanists Lodge.
* Golden Legacy adventuring guild.
* Home of Federico Tinelli.
Asmodeus

## Synopsis

Asmodeus is the Lord of the Nine Hells, and the god of lawful evil.

## Activities Prior to the Severance

Asmodeus spent much of his time building and developing his own kingdom on the Material Plane, Chwaka. He cultivated the otherwise desolate region, granting gifts of water and life to its residents, and manipulating them into his service.

## Role in the Gods' War

Asmodeus fought alongside the armies of Chwaka during the Gods' War. He sided with the Scourge Gods in the final battle of the war, and did battle against Pelor in the deserts of Chwaka, where he was defeated and banished.
Hastios Wasanthi

## Synposis

Hastios Wasanthi was the grandson of Avara Wasanthi, and the great-grandfather of Gragnok. He lived in the Age of Rest, when magic was largely unknown, and lived a relatively simple life, taking little interest in his heritage.

## History

As an infant, Hastios was taken from his birthplace of Volus by his father, Halimath Wasanthi, who was escaping the systematic murder of all descendants of Avara Wasanthi. He spent his childhood and young life in Karaad with his father, an arcanist and scribe who spent nearly all of his time on studies of little interest to Hastios. Hastios resented his father's obsession with his work, and never took an interest in magic himself.

Hastios' father died when Hastios was about a century old - just on the cusp of adulthood for an elf. His father left little behind in the way of possessions or wealth, and Hastios' only inheritance was his father's journal, which was written in coded language and impossible for Hastios to understand. The journal accumulated dust on Hastios' shelf for centuries, before he ultimately passed it on to his daughter, Ava Aloro, as a family heirloom at her wedding.

After his father's death, Hastios traveled the world as a merchant sailor. He lived a fairly simple life, and was married at a young age to an elven woman from the imperial city of Saltcrest. It was there that his daughter, Ava, was born, and that he spent the remainder of his life.

## Death

Hastios died peacefully of natural causes about four hundred years ago, and was followed a few years later by his wife.
King Trumpet

## Synopsis

King Trumpet is the monarch of Mycorrhiza, and adoptive father of Frog. A man of few words, Trumpet and Frog aren’t the closest. As a child, Frog had much more energy than Trumpet could handle. As an adult, Frog is much more reckless and free spirited than Trumpet would like. In his eyes, Frog is a member of the royal family and should act like it. Ideally he would have preferred that Frog adopt a myconid shape from the beginning.
Melora

## Synopsis

Melora is the goddess of the wilderness and the sea.

## Activities Prior to the Severance

Melora spent much of her time wandering the wildernesses of Materi. As civilization grew and spread, her preferred domain became the Taruki Jungle and the eastern coast of Materi. She also spent a fair amount of time in the Feywild.

## Role in the Gods' War

Melora did not participate in the first phase of the Gods' War, preferring to remain in nature and avoid the conflict. However, she sided with the Aegis Deities in the final battle of the war. Specifically, she did battle against Ssethrak in the Taruki Jungle.
Meloran Ocean

## Synopsis

The Meloran Ocean is the ocean to the west of mainland Materi. Named for Melora, goddess of the ocean and wilderness, it is home to a scattered series of wilderness islands, ranging in size from very small to almost continent-sized. The most prominent landmass in the Meloran Ocean is the continent of Rebirth.