recursal/Fanatic-Fandom huggingface dataset:
The Abyss

All that there is will one day fall into the Abyss...it is the way of things

## Description

The Abyss is primarily composed of an infinite area of destructive and entropic energy. Abyssal energy is unilaterally destructive to non demonic life, and even minor contact can be highly damaging with life-long effects. Within the plane, the only solid matter is contained within disc-like demiplanes known as "Layers". A Layer of the Abyss is only protected from the surrounding energy by the raw will and power of its owner. To protect even a clod of dirt from the Abyss' destructive hunger is a monumental task, so any layer of any size whatsoever must consequently be owned and protected by demons of immense power.

## Organization

### The Ten Great Layers

There are innumerable layers within the Abyss, each held by a demon of at least some note. However, the majority of these layers are no larger than a room. The Demon Princes, the ten strongest inhabitants of the Abyss, each have the power to create and maintain massive layers, each the size of a nation or larger. These are known as the Ten Great Layers. Due to their predominance over the lesser layers, individuals less familiar often mistakenly assume that these are the only layers found within the Abyss, and while that is incorrect they are the largest structures within the plane and are the closest thing the infinite chaotic sea has for a "Center".

The true arrangement of the Great Layers within the plane's complex internal architecture is not fully understood. For simplicity's sake they are usually depicted as being arranged in a neat vertical column. Images that strive to be more accurate to the Great layer's relative sizes will sometimes depict them as appearing as an inverted cone when stacked. this is due to the fact that the layers are generally arranged with the strongest Demon Prince's layers being on top, and the weaker Prince's layers being below. Due to the nature of the plane, stronger Princes are naturally able to hold larger layers. However, it bears repeating that even the weakest Demon Prince's layer is multiple orders of magnitude larger than the strongest non-prince.

## Ownership

There are Ten Great Layers arranged vertically within the Abyss, each one held by a Demon Prince. The Layers are arranged from largest to smallest, descending. The table below charts each layer in order and lists the ruling Prince.
Calighari

## General

Calighari is a mysterious and feared figure that resides in and holds dominion over the southern hemisphere of the land of Fall in the Feywild.

## History

Little is currently known about Calighari. Sonder, the Strike Team's Feywild contact, was only able to tell them that he mysteriously appeared roughly 500 years ago. Falling out of the sky on a night the mood didn't rise, Calighari impacted what was at that point the southern holdings of the Autumnal court. Near-instantly his "brood" began flooding out of the crater. Strange, otherworldly creatures that were hostile to all native fauna.

With a deep cultural fear of mysterious invading outsiders, the Fey declared the southern hemisphere of fall lost and rapidly constructed what is known as the "Reach Wall": a continent-spanning bulwark separating the Autumnal court from the southern wastes. For the past five centuries, Calighari and his brood have lurked in their empty kingdom.

## Trivia

* Due to the highly monarchial society of the Feywild, power and titles are inexorably linked in many fey's minds. Despite not being a member of any court, or even being a fey at all, it is not uncommon for Calighari to be called "Lord Calighari". This title is unofficial and mostly a sign of fear rather than respect.
Vandssurg

## Vandssurg, the Fourth Great Autumnal City of the Wall

Vandssurg is an Autumnal Court city within the land of Fall. One of the "Cities of the wall", it is built on the Courtward side of the Reach Wall: the great wall which separates the Autumnal court from Calighari's wastes. While not especially large, it exists as a bastion of Autumnal Seelie civility and influence at the Autumnal Courts extreme southern frontier.

## Population and demographics

Vandssurg has a native population of approximately 2500 Autumnal Seelie fey. Like nearly all Seelie cities, the population consists mostly of High Fey and Eladrin, with these two races combined accounting for approx. 70% of the population.

## Trivia

* It's location on the Reach Wall makes it vulnerable to periodic invasions from vast numbers of Calighari's brood. These events prompt an immediate and overwhelmingly violent self-defense response from the native population of the city. These periodic town-wide offensives to fend off the invading brood are known as "Wild Hunts".
Waterdeep

### Leadership

Myra Fatrabbit, Open lord (Executive power)Unknown number of Masked Lords (Legislative power)

## General

One of the largest and oldest cities on the Sword coast: settled by humans and halflings more than 3000 years ago. It is a prosperous and bustling metropolis with a population nearing 7 million.

### Wards

Waterdeep is divided into multiple boroughs or "Wards". Each of the wards has their own culture and specific traditions. There are currently 8 wards recognized by the Waterdavian government

* The Castle Ward
* The Sea Ward
* The North Ward
* The Trades Ward
* The South Ward
* The Docks Ward
* The City of the Dead
* The Field Ward

## Important NPC Residents

* Argyle Lovelle: Planar professor and Coriander Lovelle's father
* Baradad Zzzzaxatroph: A Masked Lord of the City
* Caldean Coldfire: The leader of the Dearth, a Mob made up of creatures from the Underdark
* Dr. Daniel Hicks: Head of the Administration Branch at Watchguard's Waterdeep HQ
* Father Death Radiatone: Patriarch of the Radiatone Family
* Gerri Jelnan: Head priest at the Tower of Luck
* Herzog Gravedust: Head of the Security Branch at Watchguard's Waterdeep HQ
* Jerry Gelnan: Head priest of the Tower of Luck
* Leo De Bolbec: High Priest and Master of Ceremonies at the Temple of the Laughing Waves
* Mother Mather: Pastor of The Children's Church of Mother Mather
* Myra Fatrabbit: The City's democratically elected Open Lord
* Naazhir Voltrata: Skilled artificer and owner of Naazhir's Marvelous Mechanisms
* Orvin McDonnell: Smuggler, buccaneer and owner of Orvin's General Store
* Padma Lovelle: Homemaker, former street magician, and mother to Coriander Lovelle
* Ranolil Nosquviir: Monstrous enforcer employed by the Dearth
* Rasenth: Zuchi of the Water Stone Monastery
* Reeds: Coriander Lovelle's Childhood friend
* Shamallah: Hoardperson Job Lead at Watchguard Waterdeep HQ
* Vjara Saphir: The current Blackstaff and arcane advisor to the Open Lord
Starwood

## General

The overgrown center of the Cormanthor forest, the Starwood is also where the city of Myth Dranoor is located. Originally just a normal forest within the area, the High Elves of Myth Dranoor cast a spell on it to perpetually grow so that the elves could continue harvesting the wood without worrying about deforestation. When The Retreat happened, the magic spell persisted, resulting in the plants - and eventually the wildlife - to grow exponentially out of control. The result is an abnormally overgrown jungle. Trees quite literally form spirals and stretch into the sky with house-sized trunk widths. The wildlife, indirectly feasting on the uncontrolled magical flora for over a thousand years, has also begun growing and mutating at alarming rates. this fact is part of what helped protect the city from the Evereskan invasion, but also what prompted the use of Blacktide as a biological weapon to help clear the jungle.
Six Hundredth And Twice-Fortieth

## General

The Six Hundred and Twice-Fortieth (or The 680th), is an Aboleth, a member of a race of creatures that predate "Creation" as it is understood. Having existed since each of the planes were in a primordial state, the 680th not only believes that it and its kin were the first entities to ever live but that it--specifically--is the six hundred and eightieth organism to exist in the universe.

## Description

The Six Hundred and Twice-Fortieth's current "Body" is little more than a large fossilized Lower jawbone. The jawbone in question is roughly 5 feet wide and has many narrow, conical and sharp teeth which are on average approx. 6 inches long though two extend much longer on either side of the jaw. These extended teeth are roughly analogous in placement to lower mammalian canines, and are each roughly 2 feet long.

When choosing to manifest in physical form, the 680th can summon and manipulate large amounts of dirt and mud, which it builds up around the jawbone to create a facsimile of what t is presumably its original visage. When manifesting, the 680th appears to resemble animals native to the deep ocean--specifically a viperfish--though much larger, and with a set of three eyes arranged vertically down the center meridian of its head.

Formerly, the 680th possessed a long, sinuous eel-like body, with numerous prehensile tendrils.

## Powers/Abilities

* Complete immortality: As it pre-dates death as a concept, the 680th cannot be killed. Instead, its consciousness will persist on, seemingly attached to the preserved remains of its body
* Psionics: The 680th seems to posses potent mental abilities, mainly focused on the influence, control, and domination of other thinking creatures.
* Geomancy: The 680th seems to posses potent powers related to the manipulation of dirt, mud, and stone

## Trivia

* In the Heavenless Universe created at the end of the Waterdeep arc, The 680th was encountered in a biologically living form. In this universe, it was shown to be very vain, controlling, and openly malicious. Presumably this serves as a good representation of its pre-fossilization personality.
Iisen

## General

Iisen is a mythological figure in the Feywild. A massive and monstrous creature, it is widely believed that it attempted to conquer the Feywild in the distance past and that, while its attack was rebuffed, it was directly responsible for the death of millions of fey. Its death, destruction, and subsequent banishment at the hands of the Four Fey Sovereigns is believed to explain the existence of Iron, or "Iisenstone" on the other material planes.

## Legend

*The story comes from long ago, when the Feywild was young. Before the courts, when the Sovereigns were only establishing their powers. Back in that ancient and untamed land, a being entered the Feywild. Its name was Iisen, and it was a tyrant without a crown: mountain-sized, malformed, and made entirely of dark, jagged, and pockmarked metal. Little is known about Iisen and its motivations, though many whisper that it was just one of many beings like it. Some say Iisen was born wrong and discarded by his kind. Others believe that it warred against its brethren and was banished from its home. Regardless, its exile saw it crash its way into the Feywild, eager to establish itself anew, and grow in strength so that it could return and have its revenge upon those that cast it away.*

 *However, the sovereigns, even at this point, would not cede ground to this invader. There was a great war. Armies of fey flung themselves against the monolithic beast. Hundreds of thousands lost their lives each day: crushed by Iisen’s titanic metallic limbs and buried beneath the endless bladed rain that sloughed off its body. Eventually, the monster was successfully slowed by the unceasing suicidal onslaught, though oceans of blood and viscera from the fallen had coated it and turned it a hellish red. Pressing this advantage and communally drawing from the plane’s power, the sovereigns tore the beast to shreds and banished it from their land. So large was its size, and so great was its destruction, that it is said that Iisen’s pieces rained down across the other material planes for three straight months, burying itself in the planes and birthing Iisenstone.*

 *The beast was defeated, but in its last moments it swore eternal hatred against the Fey and their sovereigns, and swore to be an eternal blight against them. One day, it said, it would return, and the Feywild would fall under its rule. Its final echoing curse lives on in the dreaded Iisenstone, and in the ancient fey blood that seeps from within when it gets wet.*
Angelica Fairchild

"That's so great for you!"

## General

Angelica Fairchild is the Founder and CEO of Watchguard Management and Solutions, a company dedicated to the preservation of normalcy and the multi-planar status quo in the Prime Material Plane. She is head of the company's Administration branch.

## Trivia

* Fairchild is incredibly fond of alcohol and is a frequent customer of the Skyline Bar at Marta watchguard Headquarters
* Her true identity is Baphomet, Prince of Beasts, a demon prince and sole ruler of the third layer of The Abyss. This fact is closely guarded and is only known to the most trusted
Dufresne

## General

Dufresne is an employee of Watchguard Management and Solutions, and specifically the majordomo of Strike Team R-23. Joining the organization under the Strike Team's recommendation after the anomalies of Goodhaven State Penitentiary, Dufresne carries a remarkable mental fortitude and a strong sense of loyalty to his teammates - but, most importantly, he harbors a deep friendship with the team. With his clear head under pressure, and his teammates' best interests at heart, Dufresne is always able to supply the Strike Team with all the resources and knowledge they need to be an effective arm of Watchguard.

Outside of mission control, Dufresne's duty as a majordomo of Research Station 23 is to ensure that the facility's research tasks are fulfilled while the team is away, and that the station remains safe and maintained. To this end, he is often found sleeping in the research center while the Strike Team's missions are underway; he is always available, and always keeping an eye on the goings-on of R-23.
Blacktide

## General

Blacktide is a proprietary herbicide produced by the Vital Cents agriculture supply company. It is generally sold in half-gallon metal cans, and while far too strong to use itself, when diluted with water in a 50:1 ratio it is a very effective herbicide that leaves no residue more than 2 weeks after application. At one point, it could be purchased at near any farm supply store in Faerun, and while some supplies still remain, the destruction of Vital Cents headquarters and main production plant in the spring of 496 HF has rendered the chemical a limited and dwindling resource.

## Make-up

The exact chemical composition of Blacktide is a closely guarded professional secret by the Vital Cents company. However, by exploring their production plant, Strike team R-23 discovered that there was no traditional manufacturing involved in theherbicide's production at all. Instead, the product was little more than elemental water, drawn from a portal to the Plane of Water, that was then exposed to the strongly necrotic energies of the Shadowfell.

## Trivia

* Blacktide has a very distinct odor. Most exposed to the substance report it smelling strongly of rotten or otherwise befouled mint.
Gaz

"Don't breathe the Gas..."

## General

Gaz visually presents as a small humanoid figure wearing a black and yellow hazardous materials suit over their entire body. The complete coverage the suit provides, and the swirling and and nearly opaque vapors behind the fiberglass visor, make any more specific description of Gaz difficult. However, those that have known her long enough and/or have access to her medical information known that she is a Halfling woman. Gaz's family claim to be able to trace a line of genetic inheritance back to a Black dragon Greatworm ancestor: explaining their ubiquitous sorcerous powers. However, perhaps due to a strange mutation, Gaz herself exhibits a significantly more extreme version of the affinity all draconic sorcerers show for their ancestral dragon's breath weapon.

Instead of simply being able to naturally amplify acidic-based spells, Gaz's body coverts all of her magical energy into the form of dark-green and horrifically corrosive clouds of thick gas. This arcane conversion also applies to even the natural field of latent magic that exudes from all sorcerers bodies. Thus, when not contained within her protective suit, nearly all matter nearby Gaz would corrode and break down: making her an active threat to all nearby structures and lifeforms.

However, within Watchguard, Gaz has found her niche. The company's extensive research branch has successfully created multiple prototype substances that cannot be readily destroyed by her fumes: with her custom suit alone granting her far more a semblance of a "normal" life than she could have possibly experienced without it. Additionally, Gaz has found acceptance and companionship in the Company's Security branch, in which she quickly climbed the ranks and now holds the position as Second in Command of Security for the Marta company headquarters.

In personality, Gaz is stoic and thoughtful: speaking only rarely. when she does speak it is in a quiet and raspy accent that sounds vaguely slavic.

## Trivia

* Gaz aides Urwin Mondegreen in teaching his weekly yoga classes, though she does independently run her own classes focused on self defense and meditation.
Naazhir Voltrata

## General

Naazhir Voltrata is a resident of Waterdeep and the shop owner of Naazhir's Marvelous Mechanisms. He makes it his calling to find broken or unusable magical items, dismantle them for components, and cobble together entirely new items from the scrap - selling these new tools discretely to the highest bidder (no matter their moral standing).

Naazhir has proved himself as a very accomplished artificer over the years, and as of yet there isn't a thing he can't create from the tools around him, but that won't stop him from looking. His hunt for new inventions and creative prospects, tempered only by a shrewd sense for business, is voracious.

## Description

Stout and sturdy in frame, Naazhir carries with him all the telltale signs of a lifelong tinkerer: his hands are stained with soot and grease, his skin is marked with burns (both chemical and thermal) and scars, and what little hair remains on his head is singed at its ends.

Naazhir is never seen without his thick, leather workman's apron.
Strike Team R-23

## General

Strike Team R-23 is a task force under Watchguard Management and Solutions, and one which (unlike most other units in the organization) operates directly under authority of Director Angelica Fairchild. Under her direction, the team is used to collect all missing fragments of the Orrery of the Wanderer and to study/subdue any anomalous risks to normalcy they encounter. Outside of Fairchild's supervision, this team is given free reign to further Watchguard's goals in any way they see fit.

The Strike Team's active duty roster is typically composed of three free agents and one majordomo at any one time, to remain quick and small and manageable while still encouraging a powerful, adaptable unit. The current incarnation of the Strike Team is composed of r'Nahn, Idenna/Egon, Coriander, and Dufresne - though it has also been composed of Skralgt't, Slinthe, Sygtri, Kroa'Goa, and VVherner, previously.

Strike Team R-23's missions have seen them involved in the affairs of Goodhaven State Penitentiary, the Cormanthan Civil War and the return of Demogorgon, and the Waterdeep anomalies, to name a few incidents. And the strides they have made in furthering Watchguard's knowledge base is not to be understated. Because of their missions and their networks, the Strike Team has identified life forms in the Shadowfell, studied the magic of arcanoforges, parlayed with gods and outmaneuvered demon princes, and documented the sigils and rituals required to summon souls from the Radiance.

## Roster

(496/03/15 - 496/04/10)
 1
(496/04/10 - 496/04/20)
 2
(496/04/20 - 497/11/09)
 3
(497/11/09 - )
Exactingly Specific

## General

The Reach Wall Cities bear a heavy burden for the Land of Fall, in the Feywild: they each serve as buffers to keep Caligari's brood out of the northern territories. And a heavy burden calls for a discerning leader to bear its brunt. For the Fourth Reach Wall City, Vandssurg, their leadership lies in the hands of Autumnal Baron Exactingly Specific - the Wall-Keeping Judge.

Exactingly Specific is a judicious lord who presides over their city with a distant but seemingly consistent system of law. For ages yet, they have made it a point to ensure that all Vandssurg's citizens' needs are met and all their duties are fulfilled. For ages more, Exactingly Specific will continue to impose their order at the edge of Caligari's chaos.
Mabbanok Kovri

## General

Mabbanok Kovri is the current Loremonger Job Head of Watchguard Management & Solutions. He acts to create, maintain, and modify all records and accounts in the organization's collections. This is made easier with the use of Watchguard's proprietary Whisper Jar devices, but Mabbanok is committed to having **all** information, written or otherwise, run through a gamut of analysis and cross-references and peer review - and so Mabbanok is known often to pour over the organization's archives sectors at every opportunity. This may have earned Mabbanok a reputation for being "dry" or "rambling", but these traits see results: under his direction, Watchguard maintains second-to-none records on all known planes of existence (the lives and politics and cultures within, the histories and natures of the realms, and all records of interplanar incursions).

Ever thorough and exacting, Mabbanok is perfect for ensuring that all knowledge Watchguard operates under is accurate, up-to-date, and as comprehensive as possible.
Orvin’s General

## General

Orvin's General store is a business located in the south of Waterdeep's Trades Ward. Formerly, the shop sold trinkets, curios, and other miscellaneous baubles. However, in 494 Hf, the store entered into a business partnership with The Yawning Portal. The partnership involved Orvin's General purchasing surplus magical items recovered by Yawning Portal customers when they descended into in Waterdeep's Undercity. Orvin's General would then go on to sell these magical items at a mark-up to interested parties and adventurers.

Orvin's General was a common fixture in Corinader Lovelle's childhood, and he could frequently be found there on free afternoons.

Orvin's General has recently been purchased by Coriander Lovelle's Simulacrum.

## Notable Employees

* Orvin McDonnell: Owner, Operator, and Namesake of the business
* Reeds: Longtime employee and Product Manager
Orrery of the Wanderer

## General

The Orrery of the Wanderer is a magical device which allows its users to view and affect the local planar system. This control includes the ability to remove planes from the system, alter their revolution routes (including planar collisions), or induce specific effects over entire planes. It was a powerful, if mysterious, artifact - but its shattering millennia ago ensured that the Orrery, and thus the planar system it represented, could not function at full capacity.

When the device was discovered by Angelica Fairchild, she saw in it the path to completing Watchguard Management's goals: total interplanar control meant that anomalies and threats could be managed much more easily. And so she dedicated herself fully to restoring the Orrery to full capacity. Using her personal Strike Team to aid in this process, Fairchild has nearly completed the Orrery.
Jubali

## General

A gnoll strong in Medicine's village, in Cormanthor, Jubali acts as the premier local blacksmith. She deals primarily in obsidian toolmaking, whether it's in making arms and armor, or simple living necessities. And the skill she maintains with her obsidiancraft is second-to-none: Jubali is one of a rare number of blacksmiths capable of making masterwork, obsidian craft, and one of the few to know how to impart nigh-magical effects to the tools she creates.
Far Belt

## General

The Far Belt is an unimaginably powerful artifact. A piece of the Orrery of the Wanderer, the Rotor exists as a manifested fragment of multiversal power. While its specific powers are limited to a few use-cases, the sheer force it brings to bear against anything that would resist it is mind-boggling.

## Powers

The Belt possesses multiple abilities which its user can benefit from and take advantage of. Some of them seem to be properties possessed by nearly all Orrery pieces while others are more specific to the Belt.

### General powers of all Orrery pieces

* Total immunity to destruction
* Total immunity to antimagic
* Total immunity to any magical manipulation, alteration, or reduction in power
* Grants a small portion of its inviolability to the creature to which it is attuned, granting them resistance to passive magical effects, though they can still be affected by direct magical assaults

### Powers specific to the Far Belt

* Gives its user the ability to open and manipulate window-like portals through space
* Two portals are created; each portal can be seen through with perfect clarity. Additionally, sound is transmitted with no muffling effect between each end of the portal.
* The portals are invulnerable and impenetrable to all matter and cannot be passed through or damaged
* Portals can be opened to any place the user can think of, can see, or has visited.
* These portals, when opened, bisect any matter whose space they were occupying with no care for the materials density or hardness
Phoenix Feather Apothecary

## General

Phoenix Feather Apothecary is an alchemy shop based in Myth Drannor and operated by its potions master, Sabble. Renowned for its vast inventory of supplies (rare and mundane, arcane and religious), this apothecary has seen a great deal of success within the city - with its popularity only seeming to grow exponentially with time. As of 497 H.F., Phoenix Feather Apothecary has been renamed to "Four Heroes Apothecary", in honor of Vanachi's and Watchguard's Strike Team's pivotal efforts during the Cormanthan Civil War.

## Inventory

As an alchemy shop, Phoenix Feather Alchemy maintains an expansive inventory of potions and ingredients: healing solutions, alchemically significant organs, and poisonous unguents are all available as wares here. But further, the apothecary deals in spell components and ritual supplies, from ivory strips and mounds of guano to expensive incenses and powdered silver,

This supply store accepts only dines, the Myth Drannor native currency, in exchange for goods.
Myra Fatrabbit

## General

The standing Open Lord of Waterdeep (as of 496 H.F.), Myra Fatrabbit rose to power from humble beginnings in the Field Ward. When she was struck by lighting one day out in the fields, Myra had an epiphany: the gods were calling her to her duty, in politics. In short order, she was elected as Open Lord and made it her goal to root out corruption in the city. And to Myra, corruption takes many forms in the city: from the common street gangs to the secretive Watchguard.
Travel Trivia

## General

Travel Trivia is a minigame within the Watchguard Campaign Setting - an abstraction of the idle conversations amongst Watchguard Strike Team R-24's members, typically as these agents travel long distances from place to place. It is often an alternative to combat encounters, and it functions by allowing a more thoughtful investigation of each character, their wants and desires, and their histories.

## Trivia

The first instances of Travel Trivia began during the Strike Team's journey from Yhaunn to the Cormanthan Woods, as Skralgt't led his teammates quickly across the landscape. The party traveled too quickly for any threats to present themselves, but the journey took long enough for the Strike Team to better get to know each other in-transit.
The City of the Dead

## Description

The easternmost Ward of Waterdeep: it officially has no permanent residents. This ward instead serves as the city's communal graveyard. Despite internment in the Ward being notably expensive it is still a popular burial location. At one point the ward was level with the rest of the city. However, this area became rapidly packed with burial plots and mausoleums. A decision was made to cover the entire ward in a fresh layer of dirt, burying the old plots and making fresh ground for new graves to be dug. Over 3 thousand years of similar decisions followed, producing a massive, monument-studded, man-made mountain of graves that looms over the eastern wards of the city.
Uncle Whiskers

## General

Ever an enigmatic and capricious creature, Uncle Whiskers is a powerful hagga that makes his living making deals with whatever passes into his domain in the Feywild. Mortal or no, Seelie or Unseelie, all are potential playthings for Uncle Whiskers. No matter what, there are few who encounter him and survive unscathed.

## Description

Uncle Whiskers is a large, uncanny figure - resembling a humanoid hare in some respects, but if so he is horribly afflicted with some fell combination of diseases. His skin is crusted with boils and his fur is caked in pus and blood (not all of it his), and his long ears dangle, scratched and torn by his own idle ministrations with his talon-like claws. His form is tall and unnatural-bony thin, against the ravenous hunger he seems always to display.

Uncle Whiskers is a twitchy sort, prone to speaking quickly and in clipped sentences. And to an idle observer, he may thus seem simple or animalistic. How much of this is feigned is unclear, but the ill-natured humor on his face whenever he pulls a particularly cruel "prank" on a victim implies intelligence and evil in spades.

At least, this is how Uncle Whiskers appeared to the Strike Team. This creature is wont to disguise himself within the hollowed-out bodies of his victims, disguising his voice and mannerisms (but retaining none of the knowledge his victims had in life) to deceive others. As a result, there is little way to be certain of what the creature's true nature and appearance are.

## Biography

### Arc 4

*See: ARC 4: Feywild*

There are few things that give the terrible hagga pause; Iisenstone is one of them. For Uncle Whiskers, though, the cursed stone was just the punchline to a new joke - one with the whole of the Feywild as its butt. So when a small army of mortals strode into Uncle Whiskers' domain, looking for an out and laden with scores of Iisenstone on their persons, Uncle Whiskers sprung at the opportunity. He made a deal with these "Dearth" mortals and intentfully deceived them, scattering those he didn't kill across the entire Feywild, and in so doing casting their Iisenstone with them.

It was a good prank to Uncle Whiskers.

Still, the dangers of Iisenstone were not to be understated: Uncle Whiskers needed a way to get out of range of his prank's "blast zone", so to speak. He found it when he met the Strike Team. Once again, Uncle Whiskers struck a bargain: he offered them the story behind his prank, and they offered him information on a portal to the Prime Material Plane.
Myth Drannor

## General

One of the oldest extant cities in Faerun, Myth Drannor once served as the capital of a spanning elven empire throughout the Cormanthan region. Before "The Retreat", this metropolis was an unrivaled hub of arcane discovery and invention. But the arrival of abyssal forces in the region approximately 1000 years ago shattered the elven empire and scattered many of its people westward, to Evereska; those who remained in the area joined forces with other local peoples and reconstructed the ancient city under a united banner.

In the modern day, Myth Drannor finds itself under recovery from the recent Cormanthan-Evereskan War, as well as from the expulsion of the Demogorgon's influence which had previously been hanging over the city for years. Aside from Watchguard intervention, Myth Drannor is currently isolated from much of the rest of Faerun, though with their newfound peace there are plans to expand diplomatically.

### Districts

Myth Drannor is divided into multiple districts. Each district maintains its own niche within the city - from acting as a military hub, to providing religious counsel and services. There are currently 4 districts recognized by the Myth Drannoran government

* The Heelhook District
* The Residential District (unnamed)
* The Toehook District
* The Hammer District

## Important NPC Residents

* Drallkt't: Head priest at the Temple to Huananuchi
* Laert't: Captain of the Orc Military Pillar
* Matron Chahuul: Head priestess at the Sepulchre of the Holy Martyrs
* Quai Flaywind: Captain of the Goblinoid Military Pillar
* Sabble: Alchemist and owner of Three Heroes' Apothecary
* See-Wu Hak: Capital of the Elven Military Pillar
* Vanachi: Military Captain, diplomat, and the son of Skralgt't
* Yaibonya: Capital of the Gnoll Military Pillar
Grim Claws

## Description

Grim Claws are a popular street food in the city of Waterdeep. Specifics of the recipe vary, but the basic variety recognized begins with sliced tentacle rings from large squid native to Waterdeep's Deepwater Harbor. These tentacle rings are then breaded in a mixture of crunchy breadcrumbs and a regional spice mixture colloquially known as "Grimspice". Grimspice has a culturally agreed-upon general flavor profile, but any given shop or vendor may have notable differences in their specific Grimspice recipe. After breading, the ringlets are quickly fried. The heat often causes the ringlets to collapse and warp, and they emerge from the oil as a curved claw-like shape: explaining their name.

Grimclaws are ideally cooked to order, and it is held by many Waterdavian citizens that they are best eaten piping hot. While their precise flavor can vary depending on who has prepared them, Grimclaws are unilaterally extremely spicy.

## Trivia

* Grimclaw's are a particular love of Coriander Lovelle
* Grimclaw popularity remains centered nearly entirely within the city limits of Waterdeep. This may be due to the fact that the specific squid from which they are made are native only to the city's Deepwater Harbor.
Myth Dranoor

## General

Myth Dranoor--sometimes known simply as Dranoor--was once the capital city of an elven empire that spanned across the entire Cormanthor forest. However, after a mysterious event known as The Retreat caused the empire to fall and a large number of demons to be released, the city is a shadow of its once former glory. The elves that remained in the city quickly found it necessary to work with the local, so-called "Monstrous races" in order to survive in the tropical demon-filled environment. Recent centuries has seen mass immigration of these races into the city, and a new and distinct culture and identity has arisen within the city's ancient walls.
Sabble

## General

Sabble is a resident of Myth Drannor and the shop owner of Four Heroes Apothecary (formerly, "Phoenix Feather Apothecary"). Though her store has risen to prominence within the city due to her vast array of top-notch alchemic ingredients (both common and rare), Sabble's working relationship with Watchguard's Strike Team has also skyrocketed her store's prominence to something of a local craze.

## Trivia

Sabble, like many of Myth Drannor's residents, ascribes to the worship of the Holy Martyrs; in her case, she carries a pendant at all times to reflect her spiritual devotion to her chosen martyr.
Medicine

## General

Medicine is the matriarch, de-facto leader and witch-doctor to a pack of gnolls living in the Midwood of Cormanthor. Additionally, she is currently Coriander Lovelle's mentor in esoteric magic related to arcane territories claimed by magic users which she calls "Demesne".

## Description

Medicine is very large even for a female gnoll and stands at roughly 8 feet in height. However, she rarely stands up straight, instead preferring a hunched posture that occasionally sees her drop to her long arms and walk with a strange (yet fluid) four-limbed gait. Medicine's age has seen her hair fade at points from the dark gray common to gnolls to a more ashen color, though she is still spotted with darker ringlets.

Many features of Medicine's body are unusual even when compared to others of her race. Her arms are longer in proportion, her ears are large, bat-like and ragged, and her face is less canine than others with small dark eyes, a flattened nose with large nostrils and a wide mouth filled with teeth. Altogether, these facial features cause her to appear more similar to a vampire bat than anything else.

Her clothing mostly consists of a white sari-like wrap with a roughly woven shawl of crimson cloth hanging over her shoulders. She wears many bracelets and necklaces which mainly consist of wooden and jade beads, ornaments of baskilite, and obsidian talismans. Her large ears hang with many piercings, most of which are wooden, obsidian, or bone and are handmade.

## Trivia

* Medicine's exact age is unknown, but she is implied to be supernaturally old as Yaibonya, Capital of the gnoll Column in Myth Dranoor, mentioned that he had assumed she had died nearly a century ago. Her current survival is made all the more impressive, given that gnolls tend to die at age 30 on average.
Nymphaea (Godless Universe)

A floating colonial settlement for the Vernal Court of the Faewild, it lies in the heart of the Waterdeep Bay, above the bottomless trench DeepWater Harbor. It houses many Fae internally in a chaotic network of walkways and tubes. It was briefly seen by FireTeam 43 after escaping thier first glimpse of The Black Riders.
Alter Ancel

## Colonel Alter Ancel

### Occupation

Colonel of the Evereskan Military General in the Evereskan Military (Temporary position)

### Allies

General Udi Adam (Commanding officer)
Vanachi (Mentee)
Strike team R-23 (Temporary ally but hated enemy)

## General

Colonel Alter Ancel, also known as "Whiteout" was a commanding officer in the Evereskan military's campaign in the Cormanthor Rainforest. He was the second in command to General Udi Adam, the commanding officer of the invasion.

Ancel was well-known within the ranks of the Dranoor coalition for his ruthless efficiency on the battlefield. The Elven Capital See-Wu Hak was noted at one point that there were nearly no Dranooran soldiers who had directly faced him and survived.

His appellation of "Whiteout" was due to his strong affinity for cryomancy. In fact, his connection to ice magic was so deep and instinctual that his presence was always preceded by cold winds and even snowfall, even in the hot balmy air of the Cormanthor jungle.
Spreck of Willow Hill

## General

The relationships Watchguard maintains with the world at-large are critical to the organization's operation: to maintain normalcy, people in high places need to know *just* what to say and how to say it to the masses. This is where Spreck of Willow Hill shines as Watchguard Management & Solutions' current Secretarian Job Head. Under his direction, the organization's dealings with the outside world are flavored, directed, and administered in just the right way to get the results Watchguard seeks. And inside the organization itself, Spreck commands a great deal of loyalty from his (and even non-Secretarian) staff, which is more than returned in kind.

Ever the charismatic leader, Spreck of Willow Hill is perfect for maintaining Watchguard's relationships with influential persons, and for upholding the organization's image in the public eye.
Coriander Lovelle's Simulacrum

## General

At times named "Coriander", and at others, "Scott" - Coriander Lovelle's Simulacrum is a duplicate entity created via the **Simulacrum** spell with Coriander used as its template. This simulacrum was created to act on Coriander's behalf while the latter was creating an arcane demesne, and under this mission he enmeshed himself well within the affairs of Watchguard's Strike Team in Waterdeep.

During his tenure with the Strike Team, Coriander's Simulacrum acted as an arcane authority on the anomalous matters R-23 encountered. Though he was no loremonger, the simulacrum still maintained Coriander Lovelle's mind and abilities - and his theories and planning were a useful tool for the Strike Team.

And though he was initially created as a "fill-in" for Coriander, this simulacrum has since attempted to forge his own identity away from his template. Following the end of his time with the Strike Team, Coriander's Simulacrum assumed ownership of Orvin's General from his template's lifelong friend and mentor, and he elected to remain within Waterdeep to watch over the city.

## Description

Coriander's Simulacrum is a taller figure with a thin build, overlarge hands and feet, and sharp features. His skin is saddle-brown, his hair is a neck-length mess of bluish black, his eyes are electric-green, and he always sports a thick mustache. Due to his template spending much of his life in Waterdeep, under the sickening polluted rain, Coriander's Simulacrum speaks in a higher, rasping register.

Before his memory was wiped, Coriander's Simulacrum was hardly ever seen without his spellbook (initially owned by Alter Ancel), his arcane component pouch, and his sickle on-hand. He most often donned a turtleneck of some sort: studded leather, heavy wool, or thin silk. Beyond this, he tended to wear longcoats, boots, and dresswear.

Following his memory-wipe, Coriander's Simulacrum now dons a more extravagant dress to fill his role as Orvin McDonnell's successor. He sports one of Orvin's telltale pirate caps; a set of polished leather armor adorned with sashes and pouches all across it; a multicolored coat lined with countless pockets, each filled with anything from sweets to gold and missives; a simple leather necklace, adorned with the symbol of Tymora on it.
Frederick

## General

Frederick is a gnoll huntsman from a small village in the Midwood of Cormanthor, under Medicine's rule. A dutiful warrior and servant of his clan, Frederick serves within Arno's hunting troop to great success against the various foes and prey in these treacherous woods - be they demons or monstrosities or, during the Cormanthan Civil War, elves and their ilk. In this way he doubles as both hunter and border guardian for his village.
Kroa'Goa

"It's.. it's a shadow! Or it hides in them. But it's real, and it attacked me!"

## Description

Kroa'Goa is an average-sized Lizardfolk at 6'4, with a much older body frame that makes him very bulky for his age. He has a wide reptilian visage that many compare to that of a crocodile, though with a slightly shorter and rounder looking snout. A pair of green slitted eyes will almost seem to have an unnatural glow when they focus. His upper limbs resemble that of a more typical humanoid save for reptilian claws for nails, but his lower limbs are noticeably more animalist, like a state somewhere between plantigrade and digitigrade. Due to the events that transpired during the Cormanthor Arc, he is physically aged an additional 40 years, his scales are now an unnatural crimson in color with splotchy black patterns, and he has an additional hook claw on his left palm that "conveniently" doubles almost exclusively as a dedicated trigger finger. He has also become left-handed after his infernal revival, though no one has seemed to notice yet - including himself.

Kroa'Goa maintains the rather simple wardrobe he wore when he was just a farmhand for his father, Drall'Goum. A thin red flannel shirt underneath some reasonable brown overalls. He doesn't often wear the straps up anymore unless he's working, passing them off more like traditional pants. He wears a pair of heavy working boots that are both better designed for Lizardfolk, but also when combined with his pants help to hide his more animalistic legs. Over this, he prefers a heavy brown duster from home that has since been permanently stained black with Blacktide, almost entirely. The rotten mint smell even lightly lingers, no matter how many times he washes it. Hanging around the waist of the duster is his toolbelts, filled with all manner of artificer and crafting tools, as well as the odd spellcasting component. And not to be forgotten, he often wears a trolley conductor's hat out of a habit that isn't his.

As of the Cormanthor Arc, he keeps around his neck a pair of Eyes of Minute Seeing goggles gifted to him by Doctor Hallison, his artificer mentor from his brief time in Yhaunn. Clasped around his reptilian brow like a piercing is a golden Band of Tongues given to him by Capital Yiabonya, Leader of the Gnoll column in Myth Dranoor. He also keeps somewhere close his Hoardsperson's Duffel Bag.

And finally, absolutely never leaving his person is his prized possession, The Bloodletter. A family heirloom rifle that has been re-engineered by himself, augmented by the Gnoll Obsidian-Crafters of the Starwood, and reforged entirely in ivory and iron by Baphomet themselves specifically for Kroa'goa.
Elias Bellar

## General

A mainstay at Watchguard Management as the co-head of the company's Research Sectors, Elias Bellar manages all R&D efforts which delve into matters the public is not permitted to understand. Despite the severity of his role, Elias is regarded by those under him as a breath of fresh air and a jovial mentor, and an expert in the general principles of supernatural research (with a hand in everything from aboleth studies to psionics).

The curiosity and camaraderie he and his wife, Sara Bellar, foster for/among their staff make themselves and Watchguard's Research Sectors an invaluable asset for the company.

## Description

A stocky figure at approximately 5'8'', Elias Bellar maintains a thick beard and a short-cropped head of ruddy hair. He regularly sports a lounge jacket and khaki pants for his leisure work, and a lab coat during his more intensive tasks.

Elias Bellar is heard often long before he is seen, as his voice booms far and wide in a deep timbre.

## Trivia

Together with his wife, Elias Bellar regularly holds communal dinners for all Watchguard Research Staff (current and former). It's a popular event at the company and a way to join regular team bonding with Sara's love of cooking.

According to Coriander Lovelle, Elias has a particular affinity for researching psionics and its principles/properties.
Touf’lain

## General

The capital city of the Land of Fall, Touf'lain serves as the seat of power for the realm's sovereign, King Calibrach. It is an ancient city - well-guarded and storied - where outsiders are seldom welcome. Yet though it may prove difficult to enter the city, it is an arm of Calibrach and its effects can be felt across the realms.

## Important NPC Residents

* Calibrach: Sovereign of Touf'lain and the Land of Fall
* Eurus: Sovereign Consort of King Calibrach
Countess Zara Nichols

## General

Countess Zara Nichols was a noble from the south who was visiting the City of Marta in 496 H.F. in order to make political connections with local politicians in the area. She was secretly a cambion, or half-devil, and had been sent to infiltrate the city for purposes known only to her parentage within the Nine Hells. For this reason, she was hunted down and destroyed by Urwin Mondegreen and his associates in Watchguard security.

Her death was later framed by the Marta Watchguard board of directors onto Strike Team R-23 in order to have them sent to Goodhaven State Penitentiary.
Docks Ward

## Description

The southernmost Ward in Waterdeep, this ward is characterized by its border with the Deepwater Harbor. Building in the ward are made up mostly of shipping companies, boathouses, and warehouses. The only permanent residents of the ward are the owners of businesses that cater to the sailors, boatsmen, and dock workers that work in the ward.