recursal/Fanatic-Fandom huggingface dataset:
Avernus the First Hell

## Brief Overview

The first layer of the Nine Hells is Avernus. It is the surface of Baator's ruddy orb. It is a desert of stone, pumice, and ash broken by the occasional range of low, jagged mountains or a flowing river of lava. The fortresses of devils dot its landscape surrounded by the debris of countless battles. During the most fierce outbreaks of the Blood War, hordes of demons invade Avernus. Consequently, it is defended by legions of infernal warriors and daunting strongholds.

Unlike the deeper hells, Avernus has a sky. In the sky, sullen, roiling cloud s of red and black constantly flicker and burn with gouts of orange flame. Streaking fireballs posing a significant threat to any creatures caught out in the open pelt the barren landscape below at odd intervals. The air is hot, dry, and acrid, fouled by volcanic fumaroles.

## Lore

The ruler of Avernus is the mighty pit fiend named Bel. It is also home to a number of lesser Archdevils currently in disfavor, such as Azazel, Moloch, Nergal, and Raamoth. Most are deeply engaged in various plots and schemes to seize a place of true power again or at least discredit any Lord of the Nine they perceive to be vulnerable to such tactics. Avernus is the largest and most desolate of the hells, so many outcast devils or those few damned who escape their torments hide in its barren mountains.

## Notable Areas

The Bronze Citadel

Darkspine

Gates of Malsperanze

Lake of Despond

The River Styx

## Beasts Encounter

* Bearded Devil
* Hell Hound
* Legion Devil (Grunt, Hellguard)
* Spined Devil
Sentos Bathhouse

A bathhouse will tall columns running down the side of the room with a large central pool. Off to the sides there are smaller private rooms. The water glistens and sparkles as you look up to the ceiling there is a mural of the stars that sparkles at night. Fire pits are either end of the pool lighting the room. There is a small sauna and also a steam room.
Mindwitness

Image credit WOTC

If the beholder can be stunned and brought safely to the brine pool of the elder brain, it can be converted through ceremorphosis into a mindwitness. The process of ceremorphosis transforms four of the beholder’s eyestalks into tentacles similar to those of a mind flayer, and alters some of the beholder’s eye rays.

Less intelligent than beholders and less liable to endanger the colony, mindwitnesses are psionically imprinted with devotion to the elder brain and submission to illithid commands, making them almost as obedient as intellect devourers.

***Telepathic Hub.*** The primary function of a mindwitness is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse telepathically through it to as many as seven other creatures the mindwitness can see, allowing the rapid spread of commands and other information.

***Solitary Seekers.*** If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs and telepathic planar beings such as demons, shifting their worldview and changing their alignment to match that of their new masters.
Purple Worm

Image credit WOTC

The massive burrowing monster known as the purple worm terrorizes the creatures of The Underdark as it chews through solid rock in pursuit of prey. A dim-witted, ravenous force of Nature, this creature regards anything it encounters as food.

***Ravenous Hunters.*** Loud noise attracts purple worms, which have been known to interrupt Underground battles and tear through subterranean cities seeking prey. The Underground civilizations of the drow, the Duergar, and the Mind Flayers maintain Special wards around their settlements to deter these Monsters.

Though most Common in The Underdark, purple worms are frequently seen on the surface world in rocky and mountainous lands. The maw of a purple worm is large enough to swallow a horse whole, and no creature is safe from its hunger. It lunges forward by rhythmically compressing and expanding its body, catching other Underdark dwellers by Surprise with the speed of its advance.

***Boons of the Worm.*** When a purple worm burrows through the ground, it consumes earth and rock, which it breaks down and constantly excretes. Precious metals and gems can thus be found within the bodies of purple worms, which are targeted by particularly brave and foolhardy Treasure hunters.

A burrowing purple worm constantly creates new tunnels throughout The Underdark, which are quickly made use of by other creatures as corridors and highways. Because a purple worm rarely returns to its own tunnels, such passageways are a good place to avoid these Monsters. Areas rich in prey quickly become interlaced with complex tunnel systems resulting from several worms hunting together.
Shield Guardian

Image credit WOTC

Wizards and other spellcasters create Shield guardians for Protection. A ShieldGuardian treads beside its Master, absorbing damage to keep its Master alive as long as possible.

***Master’s Amulet.*** Every Shield Guardian has an Amulet magically linked to it. A Shield Guardian can have only one corresponding Amulet, and if that Amulet is destroyed, the Shield Guardian is Incapacitated until a replacement Amulet is created. A Shield guardian’s Amulet is subject to direct Attack if it isn’t being worn or carried. It has AC 10, 10 Hit Points, and immunity to poison and psychic damage. Crafting an Amulet requires 1 week and costs 1,000 gp in Components.

A Shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can Command the Guardian to Attack its enemies or to guard the wielder against Attack. If an Attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.

A spellcaster can store a single spell within a Shield Guardian, which can then cast the spell on Command or under specific Conditions. Many a Wizard has been rendered helpless by enemies, only to Surprise those foes when its Shield Guardianunleashes potent magical power.

***Magnificent Treasure.*** Because a Shield guardian’s ownership can be transferred by giving its matching Amulet to another creature, some wizards collect exorbitant sums from princes, nobles, and crime lords to create Shield guardians for them. At the same time, a Shield Guardian makes a mighty prize for anyone who slays its Master and claims its Amulet.

***Construct Nature.*** A Shield Guardian doesn’t require air, food, drink, or sleep.
Penrith Courts

Penrith Courts is finally reopened for most clerical concerns of the city. The majority of people will enter to purchase houses, get permits for business, or other tasks with require an official seal. Some who enter will face judgement for their crimes and be sentenced. The building has stood to give each person a fair shake, to help try and remove any corruption from a single person playing judge, jury, and executioner

Arrel Linster is a elder human male who stands roughly 5 foot 6 inches tall and has a slight hump in his poster from sitting at the front desk for many many years. He handles most concerns of people however doesn't touch criminal affairs.

Judge Deran Ridman has answered the call to help after the murder of the Judges during the Collapse. Hailing from Yedria's Ravensworth he came highly recomended and has quickly helped get the courts back in full working order. His reason for the move is still not widely known.
Seamus McGrath

Seamus is a well groomed older gentleman dressed in fine dark blue business attire with red accents here and there. He has bright blue eyes that slowly move around as he talks, always seeming to pay attention to his surroundings. His usually dark black hair has streaks of grey running through the sides and back, and his short beard has long since been fully grey. He wears a gold chain around his neck, though the symbol disappears beneath his clothing. As he walks around, he rarely ever seems to take his hands out of his pockets.

### Personality

Seamus is a kind a generous man who takes good care of his friends and family. As he has gotten older he has begun to care less about what others think about him and can be quite blunt. He's a very learned man, having plenty of time to read books about history and magic.

### Family

Seamus has raised a fairly big family, having a son and then twins (boy and girl). His father and brother passed away when he was 16 to sickness, and his mother died of old age long after. He has five grandchildren at the moment, three from his first son and two from his daughter. His wife passed away last year and is the main motivation for becoming an adventurer.
Drennon's Ward (Penrith)

> "Today we finally pay honor to the founders of our city whom all came across the seas in a world without hope. Lead by their gods each of the chosen arrived and placed our future before their own lives. Drennon Cale was one of the strongest mages to ever grace the world. While he may not have been a man about the people his desire to accumulate knowledge has continued to shape the world and Penrith. It is for this that the noble district of Penrith shall be named for him." - Queen Liliyana Tarlarys (May 27th, Year 7 Age of Heroes)
>
>
Minotaur

Image credit WOTC

A minotaur’s roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death.

***The Beast Within.*** Most minotaurs are solitary carnivores that roam labyrinthine Dungeons, twisting caves, primeval woods, and the maze-like streets and passages of desolate ruins. A minotaur can visualize every route it might take to close the distance to its prey.

The scent of blood, the tearing of flesh, and the cracking of bones spur a minotaur’s lust for carnage, overwhelming all thought and reason. In a blood rage, a minotaur Charges anything it sees, butting and goring like a battering ram, then chopping The Fallen in twain.

Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or Tactics. Minotaurs seldom organize, they don’t respect authority or hierarchy, and they are notoriously difficult to enslave, let alone control.

***Cults of the Horned King.*** Minotaurs are the dark descendants of humanoids transformed by the Rituals of cults that reject the oppression of authority by returning to Nature. Inductees often mistake these cults for Druidic circles or totemic religions whose ceremonies involve entering a labyrinth while wearing a ceremonial animal mask.

Within these bounded environments, Cultists hunt, kill, and eat wild Beasts, indulging their basest primal urges. In the end, however, sacrificial animals are exchanged for humanoid sacrifice—sometimes an inductee that tried to escape the cult after learning its secrets. These labyrinths become blood-soaked halls of slaughter, echoing to the cultists’ savagery.

Unknown to all but their highest-ranking leaders, these Mystery cults are creations of the demon lord Baphomet, the Horned King, whose layer of the Abyss is a gigantic labyrinth. Some of his followers are fervent supplicants that plead for Strength and power. Others come to the cult seeking a life free from authority’s chains—and are liberated of their humanity instead as Baphomet transforms them into the minotaurs that echo his own savage form.

Although they begin as creations of the Horned King, minotaurs can breed true with one another, giving rise to an independent race of Baphomet’s savage children in the world.
Mountain (Travel)

## Chart

#### 1-2 Monsters!

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

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

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

#### 5-6 Weather

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

#### 7 Random Npc (D6)

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

#### 12 Positive Event (D20)

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

This is the reworked Pantheon for play in World of Phrelle. The stories and gods interactions with the world are under creation.

## The Common Pantheon

The **Common Pantheon** is the one that the majority of the world recognizes and follows. While you may find deities loosely associated with the Pantheon under Non-Human deities those are generally only followed by those specific races, however Gnomish, Halfling, and Dragonkin deities are included.

## The Elvish Pantheon (The Seldarine)

While in most worlds **The Seldarine** is composed of only good and neutral gods, our Pantheon holds all the gods of elvish belief. This complete list is comprised of deities important in the elvish faith and is rooted in the Fey and Material planes in which they see their beliefs spread wide.

## Monstrous Pantheon

Monstrous Pantheon is comprised of mainly deities in which non playable characters have their roots in worship. While some of these races are playable via resources like Volo’s Guide, we have selected to put them in their own Pantheon for easier time looking into them. You can gain more information by clicking the above link.

## The Lost Pantheon

The Lost Pantheon is a collection of gods either asleep on dead which no longer reside in their collective Pantheons. A sleeping god may still have followers and in turn have clerics and paladins present in the world. A dead god could have people following the teachings of the god however there is no clerics or paladins able to gain their divine powers from them. You can gain more information about these deities in the above link.

## Minor Deities & Demi-Gods

The Minor deities and Demi-gods of the World of Phrelle are taken from the various pantheons and placed into one grouping so that they are easier to find. Note that these do not hold the various dragon child of the gods Bahamut & Tiamat.
Oceanus

## Appearance

Standing 5'9" he is a plain faced human with skin tanned from much time outdoors, blue hair, and purple eyes. he's dressed in monk robes that are blue with red accents.he has prayer beads that alternate blue,red, green, brown repeating. he is often bear footed unless the weather makes this impossible.

## Personality

Tarek is a calm man. usually the most anger or disgust he shows is a frown, interest is a raised eyebrow, and happiness is a slight smile. this is not always the case and occasions have arrison that he has shown more extreme emotions. this is not to say that he doesnt feel just that he chooses not to show. he also speaks in a flowery (for the lack of a better word) way. for example he calls Celestial the "Divine tongue" or insted of saying "we are being attacked!" when ambushed he might say "we are set apon!"

## Family

Tarek was raised by his mother after his father (a merad) abandoned them shortly after he was conceived. She is currently deceased. he has no other biological family that he knows off (or cares to know)

## Childhood

Oceanus was raised in a small village not found on any map. Alone with his mother he was constantly harassed by most of the others in the village for his appearance and was blamed for every disaster that befell them especially if it involved water. When he was 8 the villagers had enough and tried to fling him off a cliff his mother intervened at the cost of her life and he fled alone eventually making it to the ocean where he found a small group of monks meditating. After hearing his story they took him in and he trained in their arts.

## Biographical Information

### Location of Birth

Unknown(rased in small village and a monistary)

### Cause of Death

Demigod breath weapon (since brought back)
Rada Ward (Penrith)

> "Today we finally pay honor to the founders of our city whom all came across the seas in a world without hope. Lead by their gods each of the chosen arrived and placed our future before their own lives. Jalthal Rada is one of the most dedicated Paladins to ever grace this city and he now can watch his legacy with his own eyes. The only surviving member of the chosen has decided to stay with the city. He seeks to train each paladin so that we may never lose our loved ones again. For this and his previous sacrifices we dedicate this ward to him." - Queen Liliyana Tarlarys (May 27th, Year 7 Age of Heroes)
>
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Shambling Mound

Image credit WOTC

A shambling mound, sometimes called a shambler, trudges ponderously through bleak swamps, dismal marshes, and rain forests, consuming any organic matter in its path. This rotting heap of animated vegetation looms up half again as tall as a human, tapering into a faceless “head” at its top.

***All-Consuming Devourers.*** A shambling mound feeds on any organic material, tirelessly consuming plants as it moves and devouring animals that can’t escape it. Only the shambling mounds’ rarity and plodding speed prevent them from overwhelming entire ecosystems. Even so, their presence leeches natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors.

***Unseen Hunters.*** Composed of decaying leaves, vines, roots, and other natural swamp and forest compost, shamblers can blend into their environs. Because they move slowly, they rarely attempt to pursue and catch creatures. Rather, they remain in place, sustaining themselves by absorbing nutrients from their surroundings as they wait for prey to come to them. When a creature passes near or alights upon a shambling mound, the monster comes to life, seizing and absorbing the unwary prey.

***Spawned by Lightning.*** A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn into its second life, it chokes the life from plants and animals around it, mulching their corpses in a heap around its roots. Those roots eventually give up their reliance on the soil, directing the shambling mound to seek out new sources of food.

***The Weed that Walks.*** The instinct that drives a shambling mound is its central root-stem, buried somewhere inside its ponderous form. The rest of a shambler consists of the rotting heap that it simultaneously accumulates and feeds on, which protects the root-stem and animates to smash and smother the life from any creature.

The dense mass of a shambling mound’s body shrugs off the effects of cold and fire. Lightning reinvigorates the root-stem, strengthening the shambling mound and bolstering its consumptive drive. Despite its monstrous form, the shambling mound is a living plant that requires air and nourishment. Although it doesn’t sleep the way an animal does, it can lie dormant for days on end before rising to hunt for food.

***A Resurgent Menace.*** If a shambling mound faces defeat before an overwhelming foe, the root-stem can feign death, collapsing the remains of its mound. If not subsequently killed, the root-stem beds down in the shambler’s remains to slowly regrow its full body, then once again sets out to consume all it can. In this way, shambling mound infestations long thought destroyed can recur time and again.
Mythpoint

## Current Government

**Mythpoint** operates under a council style system made up of four of the important people within the town itself. The notable members of the council are:

* Nesgrim Wanderlust
* Jarcair Atiro
* Anfira Silvershaper
* Sophia Banks

## History

#### **Age of Heroes (7th Sanctus)**

* **Year 7:** Pilgrims begin to answer a call to sail to where Mythpoint is currently located.

#### **Reign of Tiamat (7th Tenebrae)**

* **Year 450:** Mythpoint is officially founded.
* **Year 520:** The Arms of the Defiant is established in Mythpoint.
* **Year 530:** The Forgegarde Guild is established in Mythpoint.
* **Year 531:** The Wayfarers Guild is established in Mythpoint.
* **Year 1000:** The "Star fallen" arrive in Mythpoint.
Retriever

Image credit WOTC

### Special Notes

Damage Immunities necrotic, poison, psychic; bludgeoning,piercing, and slashing from nonmagical attacks that aren'tadamantine

## RETRIEVER

The retriever is a potent, spider-like construct conceived and built by the drow for one original purpose- to prowl the Abyss and capture demons for the drow to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions.

**Demon-Infused**. Although each retriever is a metal-and-magic construct, it houses the imprisoned spirit of a bebilith. Most of the demon's intellect has been distilled away, leaving only its cruelty and cunning.

**Lethal Collectors.** Though they were created to operate only in the Abyss, retrievers are sometimes dispatched when a powerful drow needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to a non-drow, since the dark elves don't want to take the chance that the construct will be turned against them
Modrons

Image credit WOTC

*“Every 289 years, the entire multiverse goes mad. Like clockwork.”*
—Kwint Stormbellow, Rock Gnome adventurer

Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.

***Absolute Law and Order.*** Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego.

Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no “I,” but only “we” or “us.”

***Absolute Hierarchy.*** Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand.

***Cogs of The Great Machine.*** If a modron is destroyed, its remains Disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result.

***The Great Modron March.*** When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus.

## Monodrone

A monodrone can perform one simple task at a time and can relay a single Messageof up to forty-eight words.

## Duodrone

The blocky duodrones supervise units of monodrones and can perform up to two tasks at a time.

## Tridrone

Tridrones are shaped like inverted pyramids. They lead lesser modrons in battle.

## Quadrone

Astute combatants, quadrones serve as artillery and field officers in the regiments of modron armies.

## Pentadrone

Pentadrones oversee Mechanus’s worker populace and can improvise in response to new situations.

### Variant: Rogue Modrons

A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don’t act in accordance with Primus’s wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.

A rogue modron loses the Axiomatic Mind trait and can have any Alignmentother than lawful neutral. Otherwise, it has the same Statistics as a regular modron of its rank.
Northon

## Town: Northon

### *Leader: Mayor Owyn Pearce*

Mayor Pearce is a human male that has been a part of the fishing business for a long time with his family. He is in his 40's with a scraggly beard and a salt and peppered hair as he stands 5'11 tall. On a normal daily basis he wears a fishermen outfit as Pearce helps out with the other fishermen. On business occasion, he wears a more professional outfit and a clean face.

### *Life in Northon*

In Northon, the citizens there live in a life of catching fish and seafaring catch in the town. The parents who are fishermen can choose to teach their children on how to cast the nets out on the open ocean in order to keep the fishing business alive in Northon. To the citizens, the fish is their only resource to the trades throughout the island. The mayor in Northon also helps out with the fishing by making sure the stuff gets sent out across the island.
Rian Helkarakse

## Appearance

I look like a snow leopard with gray robes with a little red at the elbows and knees with a short bow flung over my shoulder and a short sword and a couple of daggers at my hip

## Personality

I'm interested in everything brings great knowledge and over time I began to steal and assassinate to gain the knowledge my mind craves, finding or stealing what interested me, discovering its secrets and moving on often using the item as payment for passage from place to place.

## Childhood

I was brought into the Ice Mountain Clan of the Eastern Vatark Mountains.

## Adolescence

Half Elf Ranger and A Dwarvern Rogue couple who through the rough times Ezora underwent during that age looked after the young Cub training me in the arts of Assassination and Stealth.The Rogue taught me assassination techniques, extreme stealth and the mastery of The Elders Clan dagger .

## Adulthood Prior to Discord

Half Elf Ranger and A Dwarvern Rogue couple who through the rough times Ezora underwent during that age looked after the young Cub training me in the arts of Assassination and Stealth.The Rogue taught me assassination techniques, extreme stealth and the mastery of The Elders Clan dagger .

## Defining Event

Eventually The Cat Lord called upon me and my journey as an Adventurer began, Curiosity calling toward seemingly illogical and silly puzzles. But I'm interested in everything brings great knowledge and over time I began to steal and assassinate to gain the knowledge your mind craves, finding or stealing what interested you, discovering its secrets and moving on often using the item as payment for passage from place to place.
Ruins of Kayseet

## Brief Overview

**Kayseet** was once a beautiful city in the Nar’Talas Mountains. It was home of the Snow Elves and their gem of a law based society. When Moarrael, The Taker of Life descended upon the Sige Suoress Valley, Kayseet was not prepared. Kayseet along with their allies had closed the pass due to the Serpent Decay.

## Lore

**Kayseet** sits frozen in the Nar’Talas Mountains, an echo of it’s previous glory as the buildings stand partial melted and then frozen in place. As the dragons withdrew from the city the frost giants moved into the lands inhabiting the ruins and claiming the elvish lands for their own. Now considered deadly for any travelers, the lore held sacred from the Snow Elves is lost to the new settlers.

## Events

* The Fall of Malbec, Sige Suoress, Cortea, and Dragon Law
Roux Valentine

A female human that runs the Love's Letters bookstore in Vertsea. An incredibly beautiful woman with pale skin and vibrant red hair. Has a french accent. Loves to give corny relationship advice she learned from the romance novels in her store to customers. Often tries to matchmake people in the city.
Morkai Dewrud

## Appearance

Blue skin, with long chocolate brown hair that has a seaweed like texture. Like all Tritons he has webbed feet and hands and fins on his arms and legs.

## Personality

Morkai lacks knowledge of humans and other races and as a result is amazed and baffled by much of what he has seen so far and is prone to making social faux pas.

## Family

Family are alive and well living in their Family

## Childhood

Morkai Witnessed for the first time the Sun setting beneath the sea and its light gave him questions about surface dwellers.

## Adolescence

Rescued a small group of anthropologists who were documenting flora and fauna on small islands and this poked his interest about land dwellers.

## Adulthood Prior to Discord

Morkai spent his days as ranger and protecter of Homeshelf with members if his community,

## Defining Event

The triton race was under represented and an offer to join the guild and learn about land dwelling humanoids and to big part of the larger global picture seemed like a fascinating offer to him.
Rust Monster

Image credit WOTC

> *"Destroyed me Hammer and me axe, it did. Put me faith to the test that day, it did."*
>
> —Brawn Thunderstones, dwarf Paladin of Dumathoin
>
>

Most Dwarves would rather face a squad of orcs than confront a single rust monster. These strange, normally docile creatures corrode ferrous metals, then gobble up the rust they create. In doing so, they have ruined the armor, Shields, and Weapons of countless adventurers.

A rust monster’s body is covered in thick, lumpy armor, its long tail ends in a bony protrusion, and two feathery antennae sprout from its insectile head.

***Underground Scavengers.*** Rust Monsters roam subterranean passages in Search of ferrous metals such as iron, steel, adamantine, and mithral to consume. They ignore creatures not carrying such metals, but can become aggressive toward those bearing steel Weapons and armor. A rust monster can smell its food at a distance, immediately dashing toward the scent’s source to corrode and consume the object.

A rust monster doesn’t care if the rust it consumes comes from a spike or a sword. Adventurers can distract the creature by dropping ferrous Objects behind them.

***Subterranean Wanderers.*** Rust Monsters are rarely found in large numbers, preferring to hunt alone or in small groups. They meander along tunnels, moving from cave to cave in their Tireless Search for ferrous metals to consume. Their wanderings often bring them into contact with other Underdark denizens that find them harmless or unappetizing. Thus, rust Monsters may be found in close proximity to other subterranean Monsters. If they are well treated and well fed, they can also become friendly companions or pets.
Oozes

## Overview

***Oozes*** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes

## Monsters

Black Pudding

Gelatinous Cube

Gray Ooze

Ochre Jelly

Psychic Gray Ooze

Slithering Tracker
Polar Bear

Image Artwork from Roll20

## Overview

Very similar to their more temperate cousins the Cave Bear, ***Polar Bears*** are large beasts which find their homes in the arctic areas of the world of phrelle.

## Lore

Having adapted to the climate in the early ages of the world these natural predators of the Arctic are generally considered one of the areas most dangerous beasts. Commonly seen as a sign of strength many hunters and tribes see their pelts as a status symbol.

## Interactions with others

* ***Polar Bears*** are known to be very territorial, and many encounters with them can be avoided by leaving the area and attempting to not show yourself as a threat. However, if there is a cub nearby then they will likely treat such intrusions as threats leading to an unavoidable confrontation.
Mistra Akadi

## Mistra : The Tavern Story

Ever felt the sense of dread that someone was watching. A world full of eyes. A creepy skittering sound of spiders and driders. Lessons, Magic, and forbidden arts, Mistra was brought into this raised in it, She was a standing struggling Warlock of Lolth a being of darkness and deceit. She craved power, even powers in the form of a dancing stick. She was raised to be feared and loathed using her magic to obtain anything she seen fit to want.

Upon her entering into the Tavern. She came upon a Moon Elf, by the name of Tasar, who changed her life forever and for the greater of things. He was a Worshiper of Angharradh, the sworn enemy to Mistra's Pact, and the Light to her finding her way. She feared him, for this reason, not knowing the troubles and victories it would bring to her in the following weeks to come.

She went on a expedition to help one, Lady Sindle Malbec, find the weapons of her family. Bringing her for the First time face to face with a being she could not kill, Frost Giants. Upon the Victory against the Frost Giants the party found their way down underground where Mistra's magic proved a great asset and a horrible omen to come as she fired a Eldritch blast into the behind of a sleeping Titan rousing it from its sleep.
Nephvir Mavlyre

**Name**

Nephvir Mavlyre

**Race**

Tiefling

**Class**

Ranger

**Details**

Age: 35 Height: 5'11 Skin: Red

**Character Appearance**

A worn, 5'11 Tiefling, he wears torn ranger clothing and a heavy cloak to obscure his face. he has white eyes, giving off a intelligent and careful twitch, shifting back and forth to look to any inch of movement or sound that is out of place. His horns curl backwards, each an greyish Ivory, contrasting his black hair and beard. Two large horns come off his head,curling and ending and sharp points towards the back. He's face has a few scars, and many scars on his arms and back, looking to have been done with a whip.

**Backstory/Personality**

Born a slave, he worked in a labor camp for most his childhood, Living from one back breaking worked filled day to another, with little food and few friends. At the age of 11, He made an escape, spending the next few months on the run from slave hunters with dogs, and the elements around him. Growing up in hiding, he taught himself how to hunt, how to fight, and even learned magic from the animals, and the few people that would help him. He grew up a long and hard life, until his finally emerged, long forgotten, and presumed dead. He started again, working as a ranger in a small village, until even that took a turn for the worse. After being discovered that he had the branding and scars of a slave, he was chased out once more, once again working against those who hunted him and the elements, although this time, with experience. Because of this, he became hardened and paranoid, not trusting those who he thought might be a potential danger to him. He would live in the rooms of taverns and inns, and in turn, gained the dark and gruff personality of those drunkards who lived there, although he drinks little alcohol himself. He continued wandering, until he's reached the currently position he's at, whether that's in a tavern, camping in the woods, or roaming the streets of a city.
Sea Spawn

Image credit WOTC

> *They are transformed by the sea and enslaved by powers of the deeps. And the transformation is more than mere fins and tentacles; they come to love their slavery. Poor souls.*
>
> —Elminster
>
>

Many of the stories sung as sea shanties and passed on as tales in dockside taverns tell of people lost to the sea—but not merely drowned and gone. These unfortunates are taken by the ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.

Tales provide myriad reasons for these strange transformations. “Be wary of Falling in love with a Sea Elf or a Merfolk,” some say. “Return to port before a storm, no matter how tempting the catch.” “Honor the sea gods as they demand, but never promise them your heart.” Such cautionary tales disguise the deeper truth: things lurk beneath the waves that strive to claim the hearts and minds of land dwellers.

***Deep Thralls.*** Krakens, morkoths, sea hags, marids, Storm Giants, dragon turtles—all of these sea creatures and more can mark mortals as their own and claim them as minions. Such people might become beholden to their Master through a bleak bargain, or they might find themselves Cursed by such creatures. Once warped into a fishlike form, the person can’t leave the sea for long without courting death.

***Anatomical Diversity.*** Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin’s spines, a whale’s fin, Octopus eyes, seaweed hair, or any combination of such qualities. Some sea spawn have piscine body parts that provide them with Special Abilities beyond those of an ordinary humanoid.

## The Sea Spawn of Purple Rocks

Visitors to a string of islands called the Purple Rocks (in The Forgotten Realms setting) might notice one Curious fact about the islands’ human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are cast into the sea and claimed by a Kraken named Slarkrethel. The experience transforms the children into fanatics dedicated to the Kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their Master in the dark depths. Some children return having suffered partial transformations, leaving them semi-bestial until their full transformation when they reach old age. These wretches are hidden until their final change, to keep the Secret of the Purple Rocks.

Kraken Priests are the tenders of the kraken’s flock. Most of the Priests are island natives, but some are Merfolk, Merrow, or sea elves that live in the water around the Purple Rocks.
Rolling Hills of Shadow

Brief Overview

Lore

Notable Areas

Beasts Encounter

Events

--- OLD---

The Rolling Hills of Shadow gain their name from the vast change in height of the landscape. The Valleys and lower parts of the hills are covered in a heavy fog, and the lowest parts of the Valley’s are said to be the most dangerous parts of the entire area and said to never see daylight.

Location – North East of Titan's Crossing

## **Notable Areas:**

* **Hill Giants Caverns:** a number of the hills are homes to Hill Giants. They tend to live in pairs in this area in a loose community generally staying away from the traveled roads.
* **Merchants Road:** Cut almost through the forests themselves and into the hills this road is commonly traveled by merchants needing to pass through the Rolling Hills of Shadow.
* **Valley of Darkness:** Arguably the most dangerous part of the Rolling Hills, rumors say that the light never touches this valley and the horrors that live there have greatly adapted.

## **Beasts Encountered**

* Gnolls (Once friendly, no longer so)
* Hill Giants
* "Mist" Dragons
Queen of Night

A fey lady of stunning beauty with hair the color of midnight stands
before a shining field of stars. A gown seemingly woven from the night
sky drapes her flawless ivory skin. Bright lights glitter like diamonds
in her crown and raiment, and some drift about her body and dance near
her hand.

Her Celestial and Royal Majesty, Sarastra Aestruum,
Queen of Night and Magic, is also Duchess of the Heavens, Countess of
Thorn, Mistress of Air and Darkness, Lady of the Summer Palace, and Bride of Shadows. The Queen rules the Court of the Shadow fey with grace and majesty—most of the time. Queen Sarastra is the head of the Summer court, which rules the Shadow
 fey in its season. On the rare occasion when the courtly season turns,
Sarastra steps aside in favor of her husband and rival, the Moonlit King.

**Shadow Sorceress.** The Queen of Night and Magic does not bear her moniker lightly. She is a devastatingly potent sorceress, augmented with Command
 over the stuff of shadows. Though her nature is undeniably dark, Queen
Sarastra is hardly unreasonable. She is quick to recognize the value in
any supplicant, mortal or fey, who manages to catch her royal eye. She
is never one to ignore an opportunity to further her agenda or to gain
further power over the Moonlit King.
Roper

Image credit WOTC

Living in caves and caverns throughout The Underdark, voracious ropers feast on whatever they can catch and seize. A roper eats any creature, from Underdark Beasts to adventurers and their gear.

A roper has the appearance of a stalagmite or stalactite, which often allows it to Attack with Surprise. The creature can move slowly using thousands of sticky cilia beneath its base. It creeps up cave walls and along stone ceilings, finding the best position from which to Attack.

***Underdark Hunters.*** The roper is an evolved, mature form of Piercer, with which it shares its rock-like appearance and hunting Tactics. A roper can hold still for long hours, shutting its single eye to look like nothing more than a mundane formation of rock. Creatures that come too close are surprised when that eye snaps open and sticky tendrils shoot out to seize them. The roper then makes horrible guttural sounds as it reels in its struggling victims, drawing them close for the fatal bite of its stony teeth.

A roper can digest anything it eats with the exception of platinum, gemstones, and Magic Items, which can sometimes be retrieved from the creature’s gizzard after death. A roper’s digestive juices are also valuable, fetching a high price from Alchemists who use them as a solvent.

***Weakening Tendrils.*** A roper has six nubs set along its body, through which it extrudes sticky tendrils that bond to whatever they touch. Each tendril sends out hair-like growths that penetrate a creature’s flesh and sap its Strength, so the victim can struggle only weakly as the roper reels it in. If a tendril is cut through or broken, the roper produces a new one to replace it.
Penrith Wikia

## Welcome to the World of Phrelle

Welcome to the Wikia for the World of Phrelle. This is a 5th Edition Dungeons & Dragons (D&D) game and we recognize that the book text and any references to this are owned by Wizards of the Coast (WOTC). The art here used is either purchased by myself or the poster, if any art is used without purchase, consent, or outside of fair use please contact me to have it removed. (Twitter). Any such items posted by the community here are taken as part of the world with expressed use of character or city creation if you wish to revoke your additions similarly contact me.

With the being said welcome to the World of Phrelle Wikia! This 24/7 roleplay discord with full in-depth storylines which play out across standard table mechanics is always looking for the next hero to join the community. You can find more information by following the link: About Phrelle.

## Player Resources

* Getting Started
* Player Resources
* Downtime System
* Monster Harvesting System
* Herbalism & Harvesting Systems
* Crafting Systems

## The World Itself

* Factions
* Holidays
* The World of Phrelle
* The Enclave of Valor
* The Planes
* Travel
* World Calendar

## The Heavens & Lore

* Adventures
* Bestiary
* Books
* Pantheon
* Rare Materials
* Timeline
Shadow Demon

Image credit WOTC

### Special Notes

Vulnerabilities radiantDamage Resistance acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, lightning, poison

## Shadow Demon

When a demon’s body is destroyed but The Fiend is prevented from reforming in the Abyss, its essence sometimes takes on a vague physical form. These Shadow Demons exist outside the normal Abyssal hierarchy, since their Creation results most often from mortal magic, not from transformation or promotion.

Shadow Demons all but disappear in the Darkness, and they can creep about without making a sound. A Shadow demon uses its insubstantial claws to feast on its victim’s fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of Darkness to a winged humanoid creature whose lower body trails off into nothing, and whose claws rend a victim’s mind.

***Shadowy Nature.*** A Shadow demon doesn’t require air, food, drink, or sleep.
Pearlside

## Description

"A bustling port town, Pearlside is always busy and filled with people."

## Day to Day Life

Most of the people here work either on the sea or in the city's markets. Many of its residents are transient, and in times of bad weather the city's population decreases.

## Points of Interest

* The Crow's Nest (Central)
* The Captain's Drink (docks)
* The Nun's Pink Serpent Lounge (brothel)
* Ye Olde Barnacle Tavern

## History

Pearlside grew from a collection of sailors who kept landing and trading in the port.
Rydia's Walk

## Description

The long central strip of Tradehall was aptly named *Rydia's Walk*, as it was said to be where she led the ancestors of the Kingdom of Zoulan to hunt the Children of Tiamat. Now this stands as the open markets, inns, taverns, and finally the grand gardens in the center of the city.

## Defenses

With the gates of Tradehall at either end of the walk, these two standouts highlight the structure of the defenses. However around the main defensive standouts are the large guard presence and the roaming presence of the Dragonspine Archers.

## Day to Day life

The western end of the walk is primarily open style market which shifts as quickly as the wind most days where anyone can set up shop and sell their wares. As you move towards the circular row of buildings you can often hear music and smell food from the Inns and taverns. Inside this circular ring sits the gardens and teleportation circle. Life in the walk is transient, as every day truly is different from the last.

## Interactions with Visitors

* Due to the transient nature of the area, most travelers and outsiders are treated very well within *Rydia's Walk* district of Tradehall.
Penrith Council

## Members of the Council

Headmistress Odaxi - Representative of the Penrith Arcana

Portis - Owner of The Jaded Raven

Arissa - Owner of The Angelic Eagle

Sarla - Owner of The Defiant Anvil

Brocc Nackle - Owner of The Glowing Gnome

Taenaria Dynios - Penrith's Spymaster

Abery Merser - Captain of the Queen's Guard

Tyehen Nestelia - Envoy of the Temple District

Ormund - Leader of Penrith's Rangers