recursal/Fanatic-Fandom huggingface dataset:
Eldithas

Art by: Tisi

## Appearance

A young, humble looking Elf with a powerful build and long black hair. His eyes are beautiful jade-green like the wisp of a fire. He wears a cloak made of fur with an elk skull hood and leather armor. He can often be seen with Nymeria, his Dire Wolf pup.

## Personality

Eldithas sees himself as a guardian of animals but he does not let that blind him from protecting his comrades when they are in danger. He is very kind and gentle towards many so long as they do not cross the line with him. An example of this would be trying to touch Nymeria without his permission.

## Childhood

As a child he was found abandoned in the Feywild, he was found by a tribe of rangers and druids who welcomed him as one of their own. He learned their customs and was raised by them. He and the other children of the tribe would often gather around for stories from those returning from the different planes.

## Adolescence

Around the age of 24 he began to truly show how enamored he was with nature. Violet a powerful Druid of Dreams and emissary for the tribe, recognized this passion and took him under her wing to teach him about the ways of the Feywild, and of the Druids and their various circles. As he grew older she would bring him with her to the material plane. During these adventures she saw how strong his love for animals and beasts was as well as how friendly they were with him. Violet recommend that he follow the Circle of the Shepherd, Eldithas happily agreed and worked very hard to hone his skills and commune with animals and beasts, studying them in great detail in an attempt to learn their languages and mannerisms.

## Adulthood Prior to Discord

Through his training and study it became very apparent that he was trusted by the animals when during one of their visits, Violet and Eldithas came across a dying Dire Wolf mother and her cub. Eldithas spent days earning the mother's trust. Speaking with her and bring the mother and her pup food and water, playing with the puppy and making the mother as comfortable as possible. He was eventually able to gain the mothers trust and she entrusted the cub to him, that cub became known as Nymeria. It was clear that he had reached a point where he was so adept with animals and his understanding of them that he was granted the title of Beastlord by the tribe. Proud of her pup, Violet fashioned him a druid's staff made of fey wood, atop the staff hung three green glowing stones. As the two continued their visits to the material plane, they learned about the attacks on the city and the involvement of the Burning Phoenix, Eldithas asked for leave form the tribe in order to assist the Burning Phoenix, continue his research and to protect Fauna.
Gillehena/ Undertown (city)

(wip)

## Local Government

### Leader

Sir Fray porter, High commander Hama gunboat, Duke Bertrain gosk, and Arnott Scott

## Culture

### Views on Magic

many see magic users as inflexible people who are dedicated to a single pursuit, druids are seen as untrustworthy at first glance but are judged individually.

### Views on Adventurers

skeptical (unless proven to have careers)

### Racial Prejudice

doe to their rocky history with the islanders the Duegar are to always be on constant watch and are prohibited from owning or crafting weapons

## Economics

### General Occupation

trade, monster hunting, mining, and manufacturing

### Major Export

flail snail shells, maple syrup, armored tuna.

## Gillehena City (in short)

On the most southern part of the island is the only humanoid city on the surface. Originally the city was two small towns known as Terra landing  and undertown until they eventually overlapped and soon afterwards it was renamed to gillehena city. Undertown was originally run by dwarves, and known to be an agricultural city where they farmed mushrooms and flailsnails. Around the later points of conflict with the duergar the sealed themselves away from the larger portions of the underdark and formed trade with Terra landing. This caused the city to industrialize and build walls fairly quickly.

the town is built around a 60 acre pentagonal star fort with which holds the market key government structures and the entrance to Undertown which holds a majority of common housing.

## humanities

### **holidays**

**respected harvest:** a day to appreciate the hunters and miners of the the land as well as to look back at the times when the island was colonized by outlaws and the Rilna clan under the constant threat of evil fey and duegar.

**remembrance**: the time where the people displaced by the bloom take time to try to remember their lives before the events of the bloom

**passtimes**

gambling (cards and betting on flailsnail racing)

crafts (nearly everyone has a career skill by the time they turn 16

## Locations

**merriment**

* the Minnow Grill (tavern and inn build on a retired privateer ship that had served for nearly 80 years)
* soldiers quarters Gillehena
* flail snail racing
* star fort court yard

R**eligious**

* the green brass temples of the past (nature temple)
* the iron temple of the people (Boldrei, Berronar Truesilver, Celestian and Barronar Truesilver)
* the orphanage
* the shrines

**Landmarks**

* the star fortress
* Undertown (the underground half of the city)
* the docks

**career**

* crafts archives
* timeless walls study hall (a library that list nearly every detail about the islands history, there's so many records,books, texts and edicts that relate to the land it keeps records of races of the islands that are way past extinct)
* the dock masters manor

## local fun facts

unique local meals

* Rothé ripple buns (blue cap bakes coated in ripplebark and powdered Rothé meat)
* orbus cake:a maple syrup candied water orb fungus
* flailsnail stew

(wip)
Ghost

Image credit WOTC

### Special Notes

Resistant to acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacksImmune to cold, necrotic, poison

# Ghost

A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.

***Unfinished Business.*** A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a Message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.

The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.

***Ghostly Manifestations.*** Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate Objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.

***Undead Nature.*** A ghost doesn’t require air, food, drink, or sleep.
Goristro

Image credit WOTC

### Special Notes

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

## Goristro

The Goristro resembles a fiendish Minotaur towering more than twenty feet tall. When controlled by a demon lord, goristros make formidable living siege engines and prized pets. Goristros possess preternatural cunning when navigating labyrinthine passages and shifting corridors, pursuing foes in a terrifying hunt.

A hulking Goristro sometimes bears a palanquin, carrying smaller Demons on its broad shoulders, much like an Elephant carries riders on its back.
Erik Grimmbeard

## ***Character Appearance***

Male Dwarf 4’ 5” 200lbs, green eyes, light skin, long orange hair in a ponytail, long orange beard that splits into three large braids, on each arm a tattoo of dwarven symbols that starts from his elbow and goes to his wrist also has one on the left side of his face of the same symbol, wears breastplate, green cloak, brown bracers and boots, wields a two warhammers, a maul and a couple of light hammers. he also carries a dungeon pack

## ***Character Personality***

Loves Women, Gold and Ale. If told a tale of battle and they have the spine to back it up Erik will take a quick liking to you and usually tries to surrounding himself with people stronger or strong as him

## ***Events of Childhood***

Eriks childhood was pretty good he grew up with 2 older brothers that he looked up to and tried to hang around his bros even when they didn't want him around. He would also get away with things because he was the younger and his older brother would get the belt more then him. As a kid he wanted to be like his father a great warrior one day.

## ***Events of Adolescence***

When Erik was in his adolescence both of his older brothers set out to join the military he wanted to follow but he was too young. That just left him alone with mom and dad which was cool at first because he got a room to himself and also would accompany the parents on vacations. During this time Morreal awakened and attack Thor labor and his father was slain during the attack.

## ***Events of Adulthood***

After the Morreal attack Erik joined the military to find out his brothers were officers in the army. Erik being the smallest and quick on his feet decided to join a scout regiment instead of infantry. He knew he wouldn't make officer like his brothers but wanted to help out anyway he could. The scout regiment he was in was led by a gloom stalker ranger and they went on many covert missions to sabotage and help out the main attacking force.

## ***Defining Event***

When coming back from a mission the Erik saw that Thor Lador was in flames and dragons were attacking. He was outside so he quickly made his way in. As he moved through the alley ways dodging flame attacks and falling building he came to a square where he say his two brothers fighting with some of there men but quickly getting overwhelmed. Erik thought to himself if Im gonna die i may as well go out fighting and along side my brothers. So he went into battle with the dragons. As the 3 of them continued to slay dragons other dwarfs were falling around them and before they knew it they were alone. As their final showdown with the dragons was about to happen. Olaf the elder brother was engulfed in bright light and disappeared. Soon after Baleog the middle brother was engulfed by the same light and disappeared. Before the dragons could descend and finish off the last dwarf in the square Erik the youngest brother got engulfed in the bright light and disappeared.
Delphi Nightingale

Backstory: Raised in Saint Lymirin’s home for children in Penrith, Delphi spent some time on the mean streets of the city until adopted into the care of the two sisters who ran the orphanage. Having lost her mother at an early age (Sasha Nightingale, Human female who ran a small bed and breakfast) and her father (Kados Damlyre) leaving her mother to return to his career as an adventurer with the Burning Phoenix. Years went by as Delphi grew into a headstrong young woman with big dreams of wealth, there she befriended and grew close with three other children there. (Roy Carden, Human male, Kaylie Rinya, Half Elf female and James Aldo, human male) The four would encourage each other to get out of their sorry state and that they would get out of their current situation and find families. To some extent this bothered the young Tiefling, as she had a father out there in the world, she would not hold this against him however. No, Delphi actually had an odd respect for her dad, that he was out there doing what he loved, she aimed to follow his example one day and eventually meet him. At the age of 14 she attempted to run away and join the guild but found that the man who controlled the circle was trying to extort her for coin that she didn’t have. Using her skills from the early days of her youth, Delphi tried to pick the pockets of a rough looking half elf with a bow on his back. She was caught out by the man, who would be the one to become a sort of “adoptive parent” to her. His name was Morgan Gebbo, a retired guardsmen and a Ranger of the wilds. He found kinship with Delphi for he had similar upbringing to her own and would teach her the beginnings of training as folk of the forest. He taught her medicine and survival, how to befriend animals. Eventually she would become a Druid in her own right and take a job as a shepherd in the outer hamlets around Penrith, but as she grew into a young women the thoughts of becoming something more and meeting her father were too strong.

Description: Delphi stands at 5’1” and weighs about 134 lbs. She has curly ginger locks, tiny horns popping upward from her forehead, fair skin painted in freckles and catlike eyes that shine emerald green. Her legs are those of goats with cloven hoofs to match, if one were to open her mouth and inspect her teeth they would find them to be rows of fangs. She can either be seen wearing a boys white suit shirt and open, loose brown pants help up my dunggeries or in her combat kit of brown armor, goggles and various other padding like knee and shoulder pads.

Goals: Find dad at some stage.

Become rich enough to never live on the streets again.

Send some money to the orphanage and help them whenever I’m in the city.

One day marry Sister Yasheira Huang.

Become the first “Druid Knight” (Whatever that means)

Become a famous adventurer

Personality: Occasionally greedy, excitable, curious, bratty, eats like a pig.
Cortea Temples

In the middle district, the temples of Torm, Kol Korran , Moradin , and Istus occupy an important place in the city of Cortea. The temple of Istus is the largest and easiest to see from anywhere in the city with its tall spires and huge stained glass windows. The temple sits at the head of a round courtyard, in the centre of which is bubbling fountain. Around the fountain, the other three temples sit tall and bustling, with small shrines in the spaces between each temple. There are shrines to Pelor, Chauntea, Hypnos and Thanatos, Obad-Hai, Rillifane Rallathil , and Leira . To one side is a small, empty shrine, a quiet place for those of other faiths to devote time to worship.

To one side of the fountain are several pillars of gleaming stone that have nine hundred and eighty four names carved into them commemorating the heroes of Cortea that lost their lives in the Titan war.
Ghoul

Image credit WOTC

Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.

***Devourers of Flesh.*** Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can’t feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul’s undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.

***Abyssal Origins.*** Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord’s other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls’ paralytic touch.

***Ghasts.*** Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.
Creation of the Elder Race

*It was the next harvest before I had made my way back across Laikka to speak to Thokyl Farwalker, below his mountain for the first time. As I approached this mountain through a sea of grain there he was simply checking over the crops. I looked to him and smiled as I waved and approached across the sea who would have thought an Elf with a Dwarven mentor and dare I say friend.* “Luric, I see your quest for knowledge has returned you”

*We must have spent hours simply catching up before he looked to me and said* “So Luric, you wish to know the creation of all peoples?” *Shocked and excited about the birth of my peoples, I could not even muster the ability to speak but nodded. The hearty dwarven laugh must have carried on for miles against the rather quiet sounds of nature.* “After creating the Arch-Celestials, the Gods looked to the planes wondering how to populate their planes. There was many discussions on how to form these mortals creatures who lived a finite life. A single race which is now called the Elder Race was created and spread across the planes, there was no dwarf or elf, no humans or gnome, no halflings or any other race but this singular race.”

*I dropped my book in shock of this story, had Thokyl lost his mind? What does this mean about everything which my people told me? I looked to him* “Wait this was the oldest race known on the planes? But elves…” *Thokyl* *chuckled as he looked back to me.*

“You see this race predates all of us think of it as their first attempt to make what we see today, It was pure for a time and had none of the weakness nor strengths which we have. They don’t exist anymore however… that story is one for later as many things lead up to the sundering of the race”

*I helped him gather is harvest over the next week and it was at this moment I decided enough time trying to refute just pieces of his story and I should stay here with my friend to learn...*

An excerpt from the book: "The Codex of Heritage" by Luric Orelwa
Emerald Plates

A once lavish restaurant, currently in disrepair but being rebuilt with a large sign out front stating "world's best food". The owner of the restaurant is named Emerald Legasse; a short and chubby black haired gnome who is very boisterous while yelling his "BAM" catchphrase. Some would know the mention of Gordy Ramsbottom will set him off about his bitter rival.
Damned Lands

## Notable Areas

**Points of Interest**

* Green Knight Pinnacle

**Ruins**

* Bolton Keep
* Forest Chapel

**Settlements**

* Scorchwood

**Sub-Areas**

* Adamantine Slopes
* Lonely Thicket
* Mount Ghamonnian
* North Phyrrus Mountains
* Redstone Foothills
* South Phyrrus Mountains
* The Barren Hills
* The Barren Vale
* The Haunted Mists Steppe
* The Fiery Wastes
* The Smoldering Peaks

**Water Ways**

* Cobalt Waters
* Dranahn Waters
* Hanali's Pool
* Talos' Run
* White Tip Rapids
* Whitefish Lake
Age of Heroes

Following the 6th Redimere, Inside the Sanctums of many countries arguments of the Calendar and the prevalence of heroes would take place. With the wandering Samurai Hiro making his way across the lands with a doctrine from The Crown City of the Empire of Osmua, a new system to police and keep adventurers out of state affairs would be passed. The cities agreed to call this new era the Age of Heroes.

*This is our current place in the timeline of the world. We are playing in year 5 and we will be seeing year 6 come 2018.*

## Events of the Era

 6
 6
San Juan Island

## Background

The largest of the San Juan Islands, San Juan Island contains Friday Harbor, a University of Washington Research Center, and a very high end Corporate Retreat center.

## In Corporate SINs

The trail of Emile Corrigan led MMFEC to San Juan Island. Corrigan, Chief of Staff of Governor Kenneth Brackhaven at the time, had recently vanished.
Ettercap

Image credit WOTC

Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests.

Fine strands of silk stream from glands in an ettercap’s abdomen, letting it shoot sticky strands of webbing to bind, entrap, or strangle its victims. It can also use its webbing to fashion elaborate snares and nets, which often festoon its lair.

***Quiet Killers.*** When travelers and explorers venture into an ettercap’s territory, the ettercap stalks them. Some meet their end wandering blindly into traps or sections of Forest enclosed by webs. Others, the ettercap garrotes with strands of web or envenoms with its poisonous bite.

***Sylvan Despoilers.*** Though they dwell in the wilds, ettercaps have no desire to live in harmony with Nature. A Forest infested with ettercaps transforms into a gloomy place, choked with webs and infested with giant spiders, giant insects, and other sinister predators. Creatures that wander too far into such a wood are soon lost in a maze of webs that dangle with the bones and lost treasures of the ettercaps’ victims.

***Enemies of the Fey.*** Ettercaps are natural enemies of fey creatures. The foul creatures set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad’s tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach outsiders for help in dealing with an ettercap Infestation, being ill-equipped to deal with the malevolent creatures themselves.

## Variant: Web Garrote

Some ettercaps like to strangle prey using garrotes fashioned from webbing. An ettercap so armed gains the Web Garrote action option (listed in Actions), which it uses in place of its claws.
Fire Genasi

Image owned by WOTC

*Subrace of Genasi*

As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.

* **Ability Score Increase.** Your Intelligence score increases by 1.
* **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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
* **Fire Resistance.** You have resistance to fire damage.
* **Reach to the Blaze.** You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Gibbering Mouther

Image credit WOTC

Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and liquefied matter of its former victims. Driven to insanity by the destruction of their bodies and absorption into the mouther, those victims gibber incoherent madness, forced to consume everything in reach.

***Amoeboid Form.*** The gibbering mouther’s body is an amorphous mass of mouths and eyes that propels itself by oozing forward, fastening several mouths to the ground and pulling its bulk behind. Though it moves slowly, it swims through water, mud, and quicksand with ease.

***Mouths of Madness.*** When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with madness or stand paralyzed, fixated on the horrific creature as it oozes forward to consume them.

***All-Consuming.*** Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its mad ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee.

A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim’s body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster’s next meal.
Fortress of the Sun

The *Fortress of the Sun*, once known as *Light's Blessing*, is Pelor's realm in Elysium. Pelor's domain, once a vast manor surrounded by orchards, vineyards, and farmland for miles, is now a gold-plated citadel that forms a beacon atop the largest island of Elysium's layer of Thalasia. It's said the sun there warms the hearts of the good and illuminates the secret acts of the evil.
Example Character wikia (You would put the name instead)

## this is the name of your character

### Sub Archetype

here is the sub archtype if your multi classing is high enough to have a sub archtype yet. example: Circle of the moon

## Biographical Information

### Date of Birth

her is the date of birth. example: december 10th . (the days and months are tecnically in thier own time period ways to say it, but asks sevv for help converting)

### Location of Birth

here is thelocation of birth. example: Tradehall, or Ezora if only a continant is known

### Siblings

here is how many siblings your character has

### Martial Status

here is the martial status of your character: example: Single, Married,ect

### Children

here is how many children your character has if he or she has any

### Date of Death

here is date of death: example, unknown, or date if known

### Cause of Death

here is th cause of death, unknown if still alive or cause if dead

## Misc Information

### Affiliation

here is where you put the affiliation your character has with a group or a nation. Examples: Burning Phoenix Guild, Guard of Brambleton, underdark drow, the blades guild. ect

### Additional

here is any aditional informaition for the chacter you wanted to add. that you fill is important to list.

this is where the description of your character would go, your physical appearance and such.

## here is the heading for your character's personality

hereis the description of the character's personality it can be as detailed as you wish others to read about. if there's something about your character you want the other players to find out as they rp. let a mod know, but you don' t have to put it here.
Ezora & Outer Islands

> "It felt like it had been ages on Sea, while I didn't distrust Istus for showing me to this boat I found it odd that my belief had been put into Oxton Wolf. Island after Island he said this was not the place. It was then we finally landed on Ezora, in the place that Penrith would be born" - Jalthal Rada *personal journal*
>
>

## Brief Overview

Ezora is one of the eight major continents of Phrelle, however, when most people in the world speak of Ezora the Outer islands are generally considered part of the conversation. While the mainland of Ezora is under the rule of The Kingdom of Athein, the various outer islands are generally under the rule of various powers at be.

## Lore

While the settlers who founded both Penrith and Clearhill are often credited with founding the continent, there were various settlements across the islands which were home to the original civilizations of Ezora. One such civilization was a tribe of druids who were settled upon the mainland of Ezora.

## Notable Areas

#### Islands & Chains

* Crowsharbor
* Fullmoon Atoll
* Irt Atoll
* Overgrown Atoll
* Pearlsheer Island
* Sailor's Haven
* Slys Archipelago
* The Fractured Chain
* The Frost Arrow Islands
* The Golden Island
* The Hissing Reef
* The Infernal Isle
* The Temple of Aghar
* The Twisted Archipelago
* Windlet Refuge

#### Mainland

* Ezora

Underwater

* Tethys
Green Slaad

Image credit WOTC

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

## Slaadi

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

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

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

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

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

## Green Slaad

Green slaadi are surprisingly intelligent and possess innate spellcasting ability. A green slaad can change its shape to appear as a humanoid. If it was born of a humanoid host, the slaad usually adopts its host’s form.

At some unpredictable point in its existence, a green slaad unlocks the means to magically, instantly, and permanently transform itself into a gray slaad. Unlocking this knowledge can take years, even decades.
Gnoll Flesh Gnawer

Image credit WOTC

### Gnoll Flesh Gnawers

All gnolls are ruthless and brutal, but the flesh gnawers in a war band use their quickness and agility to augment their savagery. At the start of a raid, flesh gnawers lurk around the edges of the gnoll forces, hoping to jump on enemies that become isolated. When a flesh gnawer springs into action, its blades and teeth turn it into a whirling dealer of death, able to dash from one target to the next as though it had been shot from a bow.
Grell

Image credit WOTC

> *"Our intrepid rogue climbed up the shaft to secure a rope. There was a gasp, and the rope fell. We never saw her again."*
>
> —An adventurer’s account of a grell attack in Khyber, published in *The Korranberg Chronicle*
>
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A grell resembles a bulbous floating brain with a wide, sharp beak. Its ten long tentacles are made of hundreds of ring-shaped muscles sheathed in tough fibrous hide. Sharp barbs line the tip each tentacle and inject paralytic venom. The grell can partially retract its barbs into its tentacles to handle or manipulate objects it doesn’t want to pierce or tear.

Grells have no eyes and floats by means of a sort of levitation. They have keen hearing, however, and their skin is sensitive to vibrations and electrical fields, allowing them to detect the presence of creatures and objects in their immediate vicinity. The creature’s ability to manipulate electricity to sense and move also allow it to absorb lightning without harm.

Although solitary by nature, grells sometimes gather in small groups called covens.

***Floating Ambushers.*** A grell prefers to ambush lone creatures or stragglers, hovering silently near the ceiling of a passage or cavern until a suitable target passes below, whereupon it descends quickly and wraps its tentacles around its prey. It then floats away to its lair with the paralyzed creature in its clutches.

***Alien Devourers.*** Grell are alien predators that group other creatures into three categories: edibles, inedibles, and Great Eaters (those rare creatures that might prey on a grell). Grells have no compunction about attacking creatures they classify as edible, including humanoids. They tend to avoid bigger creatures that they have little hope of carrying away.

A grell will sometimes allow adventurers to wage war on the other monstrous inhabitants of the dungeon complex it calls home, staying out of the adventurers’ way as they dispose of larger threats while waiting for the right time to strike.
Walter Phillips

**Born**
 **Died**
 **Occupation**
 **Known for**

**Walter Jay Phillips** (ca. 1927 – December 6, 2002), was an American citizen and the founder of Romanian Power, a white supremacy group. In 1950, Walter shot and killed his girlfriend and her sister in retaliation for her allegedly cheating on him. He was sentenced to life inprisonment, where he was located until his death.

## Music

In 1976, Phillips recorded a comedic song, "Way of my dick", to a response for the handling of the government. He released the piece in January 1977, and it sparked controversy. This genre of music was later called Comedic Hardcore Emo Rap, which today is nonexistent.

## Private life

Phillips has been married four times. The three times has been inside the facility. His fourth marriage lasted from 1987 to 2002.
Elyien Kellen

## Appearance

Eliyen stands at just over 3 ft tall, her long ginger hair usually tied in a lose braid over her left shoulder. She has Dark brown eyes and tanned skin, and can usually be seen wearing variations of earthy tones from greens through to purples. Her tail, a shade darker than her hair, usually sits flat against her back, the tip curling around her shoulder so she doesn't trip over it.

## Personality

Eliyen is bright and bubbly, her charismatic nature making her a pleasure to talk to and easy to trust. Unlike the stereotypical Feyling, Eliyen is not one for tricks and pranks, much preferring good conversation or an intellectual discussion.

## Family

Family are alive:
Mother - Elienei Kellen

Father - Ardal Kellen

Younger Brother - Elidal Kellen

Younger Sister - Arina Kellen

## Adolescence

Studied Literature, Lore and History at Ihodia, Academy of Grand Stories

## Adulthood Prior to Discord

Author, writing a book on the War of Ezora

## Defining Event

Wrote letter to Guildmaster Massey to ask permission to come to the guild and learn of the adventuring way of life, interview and get to know the adventurers of the Burning Phoenix as research for a book she wishes to write called 'Tales of the Burning Phoenix'
Codex of Heritage

This is the page for the actual artifact, for copies or information please see the link below.

## Stats

* While attuned to the artifact, you can use an action to cast Augury from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
* While attuned to the artifact, you gain proficiency in Arcana.
* While attuned to the artifact, you gain proficiency in Religion.
* While attuned to the artifact, you gain +1 to Armor Class.
* While attuned to the artifact, you can use an action to cast Find the Path from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
* While attuned to the artifact, you can use an action to cast Locate Creature from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
* While attuned to the artifact, you can use an action to cast Sequester from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
* While attuned to the artifact, your flaw is amplified.
Colbie Jack

Born in the heart of Struggleton - the Jack family was composed of a long line of persons among the dwarven line who were knights of the highest regard for a small town. Often standing for what they believed was right they would typically be the backbone behind resistances when others tried to push their will upon the core of others. When the core of Struggleton had sought to enslave the heart of its people - the Jack family took a stand causing an uprisal of corgies raging through the city with all the heart and soul of barbarians. It was in this way that he had drawn the attention of the dark path of blood hunters in addiction to a particularly grumpy spellcaster who decided to make the already small dwarven male even more 'petite' and fluffy - but to his angering the mocking of the constant appearance of being doglike in appearance was concerning to him.

Much of his younger years was spent largely just trying to prove himself to his family as being worthy of the Jack name - conflicts in which pitted him against not only external threats of Struggleton but the threats that made the people of Struggleton fear their own neighbors. It was in this way that his training and education had proven to be so expansive and widespread without specialization and it was in this way that brought him to the Misty Mountains to properly train with the Bloodhunters.

But hometown battles were not all that Colbie wanted - he wanted to roam beyond Struggleton and face some of the activities that brought people to become legends. It was for this reason that a letter signed with a single puppy pawprint next to an X was sent to the newly founded nation of heroes - The Enclave of Valor.

FAMILY

Manchego Jack (Grandfather)

Havarti Jack (Grandmother)

Taleggio Jack (Father)

Pecorino Jack (Mother)

Pepper Jack (Older Brother)

Monterey Jack (Older Brother)

Mozzie Jack (Older Brother)

Roquefort Jack (Older Brother)

Parmigian Jack (Older Sister)

Provo Jack (Younger Brother)

Brie Jack (Younger Sister)

Feta Jack (Younger Brother)
Dallin

## Description

The leader is a gruff looking human with long black hair, he is a bit stand offish to non members. He tells grand tales of past hunts which almost seem like pure fiction.

## Family

Dallin was left on the steps of The Golden Hunt (Fairview) in Fairview as a baby. The Huntsmaster there named Edeline Woodfoot, took in the baby and he was raised to be a hunter from that day forward. He has never attempted to seek out any family and considers the Hunt his only family.

## Important Events Prior to Penrith

Dallin would be a young boy no older then 14 while out hunting he noticed a Half-Orc hiding in the forest outside of Fairview. He noticed the symbol of The Kingdom of Estaria. He brought the hunt to surround the Half-Orc known as Karuk.

One of his first hunts was against a nest of Rocs. Only one senior member of The Golden Hunt (Faction) was on site for this hunt. While the battle was a success many of the younger members attempted to flee separating from the ranks and were killed for leaving the ranks by the Rocs. This cause Dallin to develop a very Gung Ho personality which he applies to every task.

As he grew into his role, he was selected for a very dangerous hunt against a White Dragon. The men left for the frozen peaks knowing that many of them wouldn't return. Dallin fought well and with notable heroism. Many comrades owe their lives to his heroics. Dallin was promoted to a Huntsmaster due to his actions on this day.

Prior to being sent to lead the Penrith Branch of The Golden Hunt (Faction), he was able to have a special crossbow made. To this day he is the only one who has this type of Crossbow.

## Penrith

Dallin has been running The Golden Hunt since The Uprising. He is very picky about his members but has expanded the business to those looking for certain items from different monsters for alchemy or other such crafts,
Ella Thero

## Appearance

Before you stands a half elf woman standing at 5'5". She has long wavy pitch black hair and her eyes are a deep blue. She wears a black cloak over leather clothing with black fur around the neck. She has a dagger on her hip and a light crossbow sitting next to it. On her pack is written "The Wild One".

When she casts any spells, her eyes turn a light violet, her deep black pupils disappearing.

## Personality

Ella is a very nervous person. She isn't much for very long and deep conversations and will tell you that if she gets too nervous.

## Childhood

Ella was born and raised in the City of the Wise. She was originally a storm sorcerer, excitedly showing off all of the amazing things she could do. She had a pretty regular childhood, attending school and also learning about her innate magical abilities.

## Adolescence

As Ella grew up, she got caught up in the wrong crowd. She continued gaining new abilities, but the powers she had went to her head. She hated it, but she also loved the feeling it gave her. Her friends would eventually tell her of an object that could make her more powerful and hard to beat.

## Adulthood Prior to Discor

Ella's parents were very vocal about her going after this object, but once she became an adult, she went after it. She went and fought through animated armor to get to the object and when she found it, she felt victorious. She reached out and touched the object, but she was thrown back and her vision went black. She finally awoke with an elven man named Vaeril Inarora standing over her, a quill writing quickly over a parchment.  She questioned him and he told her she had been infected. The relic was never meant to be touched by a sorcerer who hadn't fully grown into their magic and it cause her magic to become wild. He gave her the title "The Wild One" which warned everyone she came across. She became an outcast in the city and after a bit, that drove her crazy. She finally decided she wanted to get a handle on her wild magic, so she applied for the only guild that promised to do actual good in the world of chaos that she lived in.
Enclave of Valor

## Description

About a few square miles the **Enclave of Valor**, is nearly missed by all major trading ships inside The Crystal Ocean. With more of a city economy built up on the island the **Enclave of Valor** then any of the other guilds, it has more of a normal non barracks feel. It was important during the construction that much of the natural elements of the island were kept intact.

## Current Government

The current “government” of the island is run by the guild leader, Rolen Serpet and Misty Hallowhorn. With the power nearly akin to a dictator by the charter, it has been kept in check by membership and ratifications within the charter. Ultimately however everything comes down on his shoulders if something bad transpires.

## Day to Day Life

The day to day life varies on the **Enclave of Valor**, from adventurers to leadership to residents. The employees and leadership of The Burning Phoenix Guild work a standard job on most days, while these vary from secretary to shopkeeper. Leadership has a number of tasks to complete on a daily basis from security to overall wellness of the residents. The Residents of the **Enclave of Valor** run the minor shops, to working on the docks or even sailing trade routes to other cities. Finally the adventures daily life is varied from day to day if they have a mission or are simply running around blowing off steam.

## Points of Interest

### **Guild Buildings**

* The Burning Phoenix
* Teleportation Circle
* The Stables
* Docks

### **Shops & Taverns**

* Q's Shop
* Conjured Goods
* The Mithral Anvil
* The Stalwart Tavern
* Heroes' Square

### **Misc. Locations**

* Shrines
* Druid Grove
* Beach
* Widow's Watch
* Camp & Hot springs
* Sparing Arena

## History

The **Enclave of Valor**, sits within The Crystal Ocean. This small island was one of the islands selected by the original council of guilds during the Creations of the Guilds. This is where The Burning Phoenix Guild, was chosen to be founded during year 1 of the Age of Heroes. Primarily a cliffsided island it was determined to be defensible enough to become home to a guild.

## Events

* The members of The Burning Phoenix Guild, assisted Wildreach against the drow invasion. This earned them great praise as they were able to push the drow all the way back to the underdark.
* The Child of Tiamat Nyzyr, Lord of Ice fought the guild on Bahamut’s Spine in Yedria. Against massive odds the members of The Burning Phoenix Guild was successful and placed the child back into a sleep state.
* The Burning Phoenix Guild launched multiple rescue attempts during the attacks of the Children of Tiamat during The Fall.
* Recently The Burning Phoenix Guild was blacklisted for directly interfering in a political operation. This choice has been backed by those who remain in the guild.

## Interactions

### **Laikka**

* Hillcrest: Fighting for independence
* The Kingdom of Silvervine: Enemies

### **Yedria**

* Aerurus Empire: Allied
* Kingdom of Sohm Al: Stalwart Ally
Griffon

Image credit WOTC

Griffons are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lion’s savage might and grace.

***Horse Eaters.*** Griffons hunt in small prides, flying high over plains and forests near their rocky cliff-side aeries. Herd animals and horses are the prey they crave above all others, though they also hunt and kill hippogriffs. When it spots horses, a griffon screeches to alert its pride mates, which descend quickly toward their prey.

Those riding or herding horses dread the griffon’s piercing cry, preparing themselves for the bloody fight that inevitably follows. A griffon ignores a horse’s rider when possible, and a rider that abandons its mount, or a herder that releases one or two horses, can escape unharmed while the griffon targets its chosen prey. Riders who attempt to protect their horses attract the full fury of an attacking griffon.

***Sky Dwellers.*** Griffons lair in high rocky clifftop aeries, building their nests from sticks, leaves, and the bones of their prey. Once griffons establish a territory, they remain in that area until the food supply has been exhausted.

Aggressive and territorial, griffons engage in brutal aerial combat to defend their aeries, tearing and shredding the wings of flying intruders to send them spiraling to the ground. Creatures that climb to a griffon’s lair are plucked from the cliffs and eaten, or are knocked from the heights to go tumbling to their deaths.

***Trained Mounts.*** A griffon raised from an egg can be trained to serve as a mount. However, such training is time consuming, expensive (mostly for the ample food the creature requires), and dangerous. Expert trainers well versed in the griffon’s legendary ferocity are typically the only ones able to raise these creatures safely.

Once trained, a griffon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect that rider. A griffon mount retains its ravenous appetite for horseflesh, and a wise master ensures that a griffon remains satiated with other prey when passing through civilized lands.