recursal/Fanatic-Fandom huggingface dataset:
Hill Dwarves

image from nerdachy

Subrace of Dwarves.

## Description

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. Dwarves are common in the lands to the south and east. They are formidable warriors, proud of their long traditions, with strong ties to clan. They are gruff and haughty and have a love of fine craftsmanship and an eagerness to trade.

Hill dwarves are best known for crafting beautiful objects. According to them, all the natural resources of the world exist for mortals to turn them into objects of great beauty. Gold dwarves don't want the most of everything; they want the best. Their artisans toil over items for years, getting their etchings and fine details just right before being satisfied with their efforts.

That deliberate, perfectionist approach is a reflection of gold dwarf culture, in which there is a right and proper way to do everything. Tradition dictates every aspect of a gold dwarf's life, from one's place in society, to prospects for marriage, to what careers are acceptable. HIll dwarves who take up a life of adventuring, away from the clan, rarely forsake their traditions when doing so. Even though they might have to live as outsiders for a time, they hope to ultimately improve their standing in their society.

## Phrelle Hill Dwarves

### **Alithrya**

Hill Dwarves are amongst rare races in Alithrya, however they are treated normally with their clan ties to whichever city the clan as settled in. They generally avoid Segrot due to the “snobiness” of the elves.

### **Cantomer**

A larger amount of clans then normal have begun traveling to Cantomer to reclaim other clan’s lost treasures. They see the underdark invasion of the previous lands as a slight to dwarven kind. Adventuring Hill Dwarves even work together across clan.

### **Ezora**

Hill Dwarves are not common on Ezora. They create small pockets within the south, settling closer to the mountains. These clans integrate to society while holding their racial beliefs at heart.

### **Laikka**

While Laikka is known to have the largest dwarven settlement at Thor Lidor, and some Hill Dwarves did settle there, most hill dwarves have settled further south in other regions. They are more common to be encountered outside of the mountain settlements of dwarves.

### **Northern Chain**

Hill Dwarves are very rare in the Northern Chain, without any kingdom and much of the trade taking place across water they are a rare group to encounter.

### **Southern Chain**

Similar to the Northern Chain, Hill Dwarves are rare in the Southern Chain. While there is a few who have settled in the Dwarven city of Dhireldur.

### **Yedria**

Yedria is another continent where the Hill Dwarves are seen without any major settlements. They have created dwarven districts in a number of cities to maintain their beliefs even against the very different culture in Yedria.

## Hill Dwarf Traits

* **Ability Score Increase.** Your Wisdom score increases by 1.
* **Dwarven Toughness.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Parts of this Article come from the PHB and SCAG from Wizards of the Coast.
Jacob Devereaux

Jacob Devereaux, born second son of his father Hunter Devereaux whom was a court assassin of Grom, had raised his children well with a loving mother in the cold recesses of Grom's very heart intending to make them into formidable persons individually but also to raise them in such a way that they would have determination and values though his approach to raising Jacob was with a heavy hand. It is due to this heavy hand and the lifestyle that Jacob lead growing up that lead to his slightly tanned but otherwise emotionless features which hide well the detailing of the scars his father had left on him growing up to teach him how to fight. His departure from his home had come from a time when his father demanded he marry a woman in an arranged marriage who he would not be permitted to even meet prior to the proceedings leading Jacob to exile himself from his home disowning his family and fleeing his father's military by joining into a mercenary company for a time during his travels to assist in his escape.

With dark hair like his father he bore readily the wavy hair of his ancestry in addition to the deep blue eyes of his mother which only further accented his features in a manner not dissimilar to the elven marking of the bear that marked his cheek. His hands, roughly callused through hard work and vicious measures of training, were long and slender as was common to most of elvenkind.

Worn upon his form he would typically be seen in his armors with plate, chain, and leathers readily adorning a figure of a man who wanted above all to stand against any threats that came upon him as often he could be seen not only with the cloak of a gromian direwolfs pelt but also a longbow of elven make and a quiver of arrows. At his hip he wore a pair of scimitars and rapiers in a pair of fine leather sheaths with quiver often strapped to his opposing hip.

Jacob in all of his best efforts typically only rose a soft smile ­almost shy in nature when around friends but otherwise often enough he looked like he had been whipped recently and held a determined if stoic visage on his grim and serious features. In all ways and measures Jacob looked like a Gromian fighter the only offsetting feature between himself and any other beyond his wavy hair was the elven mark tattooed on his right cheek bearing black, red, and blue inks in the form of the Bear sigil representing the strength of his spirit and willingness to push forward regardless of circumstances.

**MAIN HAND:** Scimitar +2

**OFFHAND:** Scimitar of Vampirism +1

**ARMOR:** Studded Leather +1
Lillithis

### Appearance

lillith is a 5'6 woman in her mid 20s with short black hair, green eyes, tan skin and a large scar on the side of her faceshe is often seen in a mercenary gamberson with a strange symbol sashed around her arm,

## Misc Information

### Backstory

lilithis born in the city of ramona, a land of scorching dry heat and salted air she was the unknowing daughter of a mob boss, she was raised by her sickly mother (pooka) and her busy father (Aeshma) who was always away (doing mob boss things at theives guild named "the The Maraztti Family center") she never even asked what he did as a job but she found out at the age of 15, her father said afterwards "i don't care what you grow up to be, anything is better than being a criminal" so at the age of 16 she became a mercenary. lilith's merc life treated her well, every job paid her enough to care for her sickly mother and kid sister but she was eventually blackmailed/bribed into leaving the city by on of her fathers associates (guilth)  who felt she may sell her father out (which she wouldn't). lilith has been hiding for 4 years now, and as shes away her mother and sister will be paid steadily by the guild under the cover (of compensation, idk i don't health insurance)

she has a little sister named malphase  age 18 (may have started bounty hunting after lilith left home) shes a valor bard who prefers melee combat

The Zepar Family center (the theives guild liliths dad is in)

lillithis's merc group was named the "dogs of lapis"  they typically dealt with minor rebellions, crime raids, and major monster infestations, the group had been looked down on for many years but seems to be recovering its reputation.

-ranks-

the platnum two

thrive

legend

general

brancher

high lieutenant

freeman

jewel note

captain jewel

blue lieutenant

chain

lock

ball

link

red initiate
Kaede Ayashi

## Appearance

Kaede stands at 4'8 with long dark colored hair, bright eyes, and thin framed glasses. She has a very slim and curvy body, ears that stand straight up on her head and a long fluffy tail. Is often wearing robes or a nice teacher-like look.

## Personality

Kaede enjoys learning about new things and new experiences. Though she is very cautious when it comes to using higher level magic. She always makes sure to teach and share what information she has available and wants everyone to succeed. She will do whatever is necessary to protect those she is close to.

## Family

Kaede is the oldest of three sisters, Akira and Rin. Their mother is a Kitsune named Reiko. Though their father's are different. Kaede's father, Behlur is a human who has gone missing and is presumed dead. Akira and Rin's father is an Elf, Alwin who is presently married to Reiko.

## Childhood

From a young age she had always been gifted in the arcane arts, this showed in her ability to alter objects to her will. A traveling wizard by the name of Vlademetra came across her and took interest in her latent abilities.

## Adolescence

Vlademetra helped Kaede hone her abilities. However Kaede's practices were not without an occasional mishap or two. She had once attempted a higher spell that ended up sending Rin to the fey wild. She was very worried and did not want to tell anyone and was relieved when her sister returned. Though she blames herself for her sister's choices in the Feywild.

## Adulthood Prior to Discord

Kaede, now a professor and teacher of magic, learned from this mistake and applies it even today when she teaches her students the intricacies about magic. A very competent wizard, fearing what might happen with the potential rise of Tiamat she has joined her sisters in heading to the burning phoenix in an attempt to help keep them and her students safe.
Labyrinth of Truths

The Labyrinth, a grim fortress of worn gray stone, is a vast repository of records kept by Mammon's underlings. Most of these are useless now, but a few are of inestimable worth - ancient treasure maps, books holding terrible rituals, and scrolls that record words of power forgotten elsewhere. A horde of lesser devils guards the Labyrinth.
Kris Finley Kelani

## Appearance

They have curly red hair and green eyes and at a glance, they look both male and female. Their height and weight fall in the middle of the average
halfling and so it’s difficult to determine their actual gender. They look different from other halflings throughout the land. They do not follow the same trends as other halflings and their clothes definitely do not match as if they just grabbed the first pair of trousers and a shirt that they found.

## Backstory

Kris Finley Kelani was born to a
family who didn’t care about material wealth. They lived in the forests and
brought them to the city to train and learn languages. This is where Kris met
Gerald and they became friends. For years Gerald and Kris were friendly with
one another and while Gerald would go in to the forest to find materials for
his alchemist tools – Kris would hunt for dinner. While Gerald stayed in his room
learning the ways of the world and the different races and cultures -  Kris would be scouting the area for the next
meal.

On Kris’s 20th birthday
there were a horde of goblins who came into the forest and killed ze’s parents.
In outrage ze ran after them and ended up in the feywild. In horror ze watched
as the goblins were destroyed by creatures of the feywild. Kris hid in darkness
and was found by a group of druids. They cared for Kris and during that year Kris learned the
ways of being merciful, optimistic and caring. Ze became like the druid that took him in.

One day Kris followed the
landscape and found another portal to the material plane. Kris didn't know but it had been 30 years from when they left
it the first time.  While Kris was walking in the forest ze heard a man screaming in the night. Kris followed the shouting and used the healing energy learned from the druids to heal the wounded man. The man was very appreciative and offered Kris a token of gratitude which was an invitation to the burning phoenix. The man said that he didn't feel he was worthy of the guild yet because he couldn't even survive hunting boar. Kris protested that the man is capable and shouldn't give away his invitation. However, the man hands it to zir saying that he would try again when he felt ready and then walks away. Kris looks at the invitation and follows the directions to the burning phoenix.
Hammer

## ***Character Appearance***

Tall and towering he is a combination of metal (mostly steel) and wood (mostly rosewood) providing for a largely humanoid appearance. His eyes a glowing pair of spheres settled into the eye sockets of what appears to be a helmet and a movable jawslit which occasionally releases steam when it doesnt release from vents in the helm and neckline or vents upon the body. A number of magic stones inset into the core of the plates helping to reinforce the body glowing with an inner magic.

## ***Events of Childhood***

Developing into a functional - useful - member of the community he found himself in. Using tools for functions like Mining and Woodworking to better support the community.

## ***Events of Adolescence***

Beginning to learn how to use tools as weapons such as picks and shovels which developed into his warpick, warhammer, axe or maul becoming adept at using tools on hand as weapons.

## ***Events of Adulthood***

Able to utilize tools and equipment as weapons or otherwise he was able to provide security and attend to long shifts of work in the mines and lumbercamp.

## ***Defining Event***

With the guild emerging through space and time there was a possibility that he could help to establish in this new domain. With a request made for assistance to explore the world in which the guild arrived at the local to this region determined to lend his assistance on the Mourned Lady in an effort to prove himself as a Good Boy.
Reut Spindle

Image from

### http://www.pathfinder-fr.orgAppearance

With black hair and a scar on his left hand, this aged 30, pale human looks like he's in the mid twenties.His face tends to stay neutral and rarely displays emotion.He tends to wear with his special chain mail or a collection of very fine clothes.

### Personality

Reut tries to be a closed to most people until he feel he knows more about them. He tends to be direct and to the point when he asks questions. He tends to remain quiet and watch to see hows things progress.

### Childhood

This human tends to keep his past quiet. He has only allowed a few to know of where he if from and what he did in his life before taking up the adventuring path. He was born on 12/2

### Goals

Currently, Reut is working toward helping rebuild Thor Lador. He would eventually like to become more involved with the government there and as such, tends to spend time with those in power. He has recently married Gemri and they are contemplating starting a family.

### Adventures

Upon first entering Penrith, Reut spent his days helping the people who came around asking for help. He participated in a few rescue missions to the Irt Atoll as part of the Penrith War.

After the Penrith War ended, he moved to Thor Lidor and soon after, found himself defending the city against a durigar raid. When he first approached the battle, he helped a group of dwarves who were surrounded. Later those same dwarves approached him and offered him a job as a bodyguard. This is when he found out they were part of the newly reformed council.

All throughout the next 2 years, the raids continued and he found himself on the front lines as much as he could. One particular battle, he came across Gemri and he couldn't help himself but ask her out. They started dating. Just over a year later, he asked her to marry him and she accepted.

They were married the following year after he was approached by Ember to be the first human member on the council to Thor Lidor.
Jace B.W

## **Appearance**

A man standing at 6ft with dark blue clothing, with baby blue patters of an arcane like swirls. On both his clothing and skin.He always has his hood up that draps smoothly into his cloak, tied to his shoulders. He has dark brown short hair, pointed ears, stubble from shaving. His eyes are a blue as the sky with tan skin. There is an aura, that floats around this shrouded man. Blue hue just like his markins on his body and eyes shimmer all around him as if it was his own esence pearing off of him. He carries a spellbook which he is always looking at when he walks around, though he looks up to peak at the things around him.

## Misc Information

### Affiliation

Wizard School

Jace was born from a noble women. A bastard child from a man that was not her husband. His mother after his birth took care of him fore several years before her husband, another lord forced her to send Jace away. Being stripped of all noble titles and left with the last name of his birth right, was to become a Wizards apprentice after discovering magical spark at an early age. He spent most of his child hood learning the arcane ways, learning them quicker than most adapt mages for his age, and spent most of his time studying in books. Having a hard time interacting with the other children of his age, he tended to stick to himself and focus on his studies, not growing up with parent, this caused many outburst and frustration from the young wizard. His only salvation he found was books, and the headmaster he learned from, who seemed to be the only guidance figure in his life. Jace spent time also outside a lot, naturally he found himself exploring what nature lies around him. As well as collecting acorns from time to time. As the years go by, Jace learns specific languages to what he spent the majority of his time studying, Elementals. His magical aura increase and cause great feats amongst his peers and soon surpasses many of the older wizards. He read and learned more about the multiverse, becoming the youngest Mage to take the title of Sage through is expert manipulation of magic.  A prodigy most would say, even in his rise within the arcane field, he could not help but wonder what other mysteries lies for him out in the world that has not yet been written down or discovered. More importantly, the constant question of who his real father really was... around his 18th Birthday. Jace was finally old enough to make his own decision. Taking this as a new step to venture out, and see what raw magic, undiscovered mysteries, what fate lies for him, and the possibility of finding his father.
Magefire (Mystra)

**Magefire** is renewal; it is the exciting feeling of great magical power surging through one’s body, blazing out as flickering blue fire as it spills forth, cleansing and renewing. With enough clergy powering it, this cooperative ceremonial magic can heal all sorts of fell conditions. Mystrans describe it as “the most blissful feeling one can know.” It is spectacular to watch. The Mystran to be affected lies down on the ground and the circle of celebrants pours power into the worshiper—until his or her body, blazing with blue fire, slowly rises to hang in midair above those fueling the ceremony, humming and crackling with the power of the magic surging through it. Magefire often ends in a Starflight ceremony, provided the celebrants intone the correct incantation.
Kintyr

Kintyr is a lost city seated high in a saddle between two icy mountains. It was once the seat of a lesser archdevil who was a faithless vassal to Mephistopheles. The lord of the eighth hell eventually destroyed his rival and entombed the city in cursed ice. Hidden within its icy depths lies the sepulcher of the dead archdevil, along with secret treasuries where the ice conceals a mighty artifact. Mephistopheles believes that ancient wards hide the device from devils who are loyal to him, so he sometimes sentences mortal prisoners to explore the ruins, promising freedom for them if they find anything of value.
Kybir

## Appearance

A very tall, well built man with deeply tanned skin and eyes that resemble molten gold, silver hair is visible atop his head and small traces of stubble across his face. A surprisingly shiny, almost glowing set of armor is worn with a symbol on the chest piece. A shield of matching design and symbols can be seen covering most of his left side while the flawless blade of a gold accented long sword hangs on his right hip. Nothing of his skin can be seen below the neck as the armor seems to mold itself around his features showing off its craftsmanship.

## Personality

Friendly to all those he speaks with until given a reason to not be. Hes quick to the ale but doesnt sway from his goals if challenged. He strives to do good and above all ensure the safety of his friends.

## Family

Only child of blacksmith parents who own a small workshop on the outskrits of Penrith. He still occasionally stops by to visit as his travels allow.

## Childhood

Raised as a normal human child by his parents he was taught the art of smithing from a young age. He remained in penrith as he grew up eventually following in the footsteps of his parents and beginning work as a smith.

## Adulthood Prior to Discord

Still young for experiences much of his early adulthood was spent training, be it his smithing techniques or the more intense training of a paladin. He took his oaths only a few years before joining his friend Sariel on his journeys.

## Defining Event

Whilst reading one day one particular script changed his path. A fiend who had been locked inside the writing was freed as it was read and it found a new home in the mind of Kybir. While inside it gave insight as to Kybirs true heritage and his gifts above the normal. Though it effected his dreams and lived in his thoughts the fiend was dealt with by a man he would eventually swear to protect, Sariel Merser. This vow is what lead him to begin his training as a paladin and he has stood by that vow made years ago to this day.
Lake of Despond

This large, bitter lake marks the birthplace of The River Styx. Souls newly arrived in the Nine Hells awake on its rocky shores where they are quickly snatched up by devils assigned the task of collecting the damned. A great funnel-like storm cloud churning above the lake marks the only safe descent from the Astral Sea to Avernus, so most planar travelers arrive in the Nine Hells at this point. Naturally, the devils looking out for damned souls often try to collect them, too.
High Prayers of the Harvest

## Brief Overview

The High Prayers of the Harvest is considered the Word of Chauntea and the singular most important text known to the religion. While the Original copy is said to be out there in the world, many of the young clerics, paladins, and priests copy this book during their training. Generally a focus during the start of Harvest it is said to bring a bountiful yield to fields blessed by its words.
Magmin

Image credit WOTC

### Special Notes

Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities fire

# Magmin

A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn’t ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin.

***Summoned Pyromaniacs.*** Magmins are Fire Elemental spirits bound into physical forms by magic, and they appear in The Material Plane only when summoned. They view flammable Objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes.

***Fiery Destruction.*** Although its flame is potent, the magmin’s hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of The Material Plane.

If it has the opportunity while in service to its Master, a magmin seeks out areas of great heat, such as Forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting Objects ablaze.
Kevin Keane

A 16 and a half year old lad, living in Vertsea. Tan skin, with blonde hair and a squeaky Cork accent. Always getting in trouble for asking people about craic. He works at the stables by the south gates of the city, lending out carts and horses. Will offer to drive the cart, but only if he is promised to be kept safe while outside the walls. Is afraid of going out where there are monsters. If the Burning Phoenix ever stops being a thing, the guild branch in Vertsea transfers to Kevin's ownership.
Lemure

Image credit WOTC

A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil, lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an imp.

A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can’t speak.
Harmengild Bakery

## Brief Description

From the outside it looks inviting, delightful and humble. Plastered walls and huge, stone pillars make up most of the building's outer structure. It's easy to see through the large glass windows, but the smells of food from within can be felt outside.

As you enter the tavern through the well-crafted, wooden door, you're welcomed by a feeling of comfort and amazing, but unknown scents. The baker is a little preoccupied, but still manages to welcome you with a wink.

It's as enchanting inside as it is on the outside. Tree logs support the roof. The walls are full of old bakery items from the history of the family and bakers in the past.
Middle District

The middle district is filled with shops, markets, and cafes. above all which can be seen the spires of the temples. Middle and upper class residents have homes here, and the streets are clean and often patrolled by the guard. In this area, you will find:

The Thoughtful Moustache

Temple District

Floral and Hardy

A Cut Above

Nero's Coffee House

The Raven Quill

The Counterspell

Hugfly Weapon and Armor Emporium

Sapphire Moon

Von Silk's Dance Academy

Sentos Bathhouse

A Fez of the Heart

There are also outdoor markets where everyday items may be purchased. Here, shoppers might discover:

* A farmer's market filled with fresh foods from the area
* Local butchers
* Fabrics from around the world
* Knicknacks and pottery
* Art pieces of all kinds
* Costume jewelry
* General goods & adventure supplies
Leira

## Description

**Leira** (LAIR-ah or LAIR-uh), also known as **The Lady of Deception** or **The Lady of the Mists**, was the goddess of deception and illusions and patroness of illusionists and liars.

## Realm

**Leira** maintained a divine realm called the Courts of Illusion on the chaotic plane of Limbo.

## Personality

She was an enigma, never telling the truth when falsehood would do. Everything she did and said was shrouded in layers of illusion and lies. She believed that truth was worthless and that misbelief and falsehood were what gave life meaning.

## History

***Leira*** was often considered one of the most powerful of the gods and goddesses of secrets. She was thought to be slain by a nameless hero who was seeking out her favor, armed with a weapon which was thought to kill gods this hero was in truth an avatar of Mask.

She would return to the world in the third era, as Mask would be weakened and ***Leira*** would begin her hunt. She was delighted by the confusion created by the rumors of her demise and return.

## Relationships

**Leira** was allied with Mask, until he betrayed her. She was opposed by Oghma, as her lies were a hindrance to knowledge.

## Worshipers

**Leira**’s most common worshippers are Illusionists, liars, and con artists. Many people are questioning and rightfully so of those who worship her however spies, scouts, and anyone looking to move subtly might find themselves praying to her

### **Clergy**

**Leira** had quite a small following. Her priests, known as Leirans, or Worshipers of the Mistshadow, wore silver masks and often disguised themselves to deceive those around them. Leirans would speak the truth only to other Leirans. High-level clerics of the Leiran faith were called Mistcallers.

Every morning, and on every moonlit night, Leirans lay face down and prayed to the Lady of the Mists. If there was any mist, Leirans would walk through it and pray.

### **Orders**

* Mistcallers
* Mistwalkers

## Temples

Temples to Leira are very rarely out in open prominence outside large congregations of illusionists. Most are hidden and smaller with having to know the signs to find their locations. They often are filled will low mists as a way to feel closer to the Lady of Mists.

## Dogma

*The Lady is never quite what you think she is. Truth is a worthless thing to know and worth even less to speak aloud. Never speak truth where falsehood will suffice. Cherish and further illusions and rumors, for distortion and legend are what make folk happy and life alluring. Hiding a thing gives it value by the very act of cloaking.*

## Rites

The most revered act in the Leiran faith was the *"Unmasking"*, a purification ritual performed when new followers entered the faith.

Parts of this wiki page were taken from the forgotten realms wiki and their research.
Jaremy Stally

## Appearance

White, short hair almost fully covers a fresh, charming face. Bright amber eyes, set handsomely within their sockets, A sword left a mark stretching from the top of the right cheek , first running towards thin lips and ending on his chin. His right side of the face was also blighted and scared.

## Personality

Charming, Matter of fact, and uncaring are the pillars of **Jarmey Stally**. A soldier and a recruiter his personality is what guided him in his lives. A true believe in the older ways of Clearhill, Jarmey had a distinct knack for concealing his racist beliefs.

## Family

Jarmey Stally is the child of **Marcyn** (father) and **Kianne** (mother) Stally.

## History

* Jarmey Stally was born to commoner parents in Clearhill, as he grew up he joined the army. While serving as a soldier he was noticed by the Brotherhood of Mist and eventually became one of their recruiters and agents who would cause civil distress.
* Jarmey Stally would attempt to buy the children of Eagle's Nest Orphanage from Sara Todd. When that didn't work he would attempt to break in and scar her into selling them, when he did he would be blighted by Sara Todd.
* Jarmey Stally was found dead in the slums with an arrow in his skull.

## Storyline

* Jarmey Stally was found dead during the bounty, Missing Ones.
Joak Braken

## **Apperance**

I don't wear armor or much of any type of clothing. I found wearing a loin cloth was important in civilizations other than my type. Though I have picked up on a few things like wrist and leg guards, belts, straps, and pouches. My head is adorned with colorful scales and the rest are dark to light green. I found wearing a cloak with a hood was a necessity. My eyes have a silver sheen to the green.

## **Personality**

I am a curious sort. I will pick anything up if I fancy it. I won't fight if someone wants it back, but will defend myself and others that I am with at the time.

## **Family (Alive or Otherwise)**

Family and tribe were killed by a green dragon that thought we were encroaching on his territory. I was out getting herbs for my shaman father when he attacked and left no survivors. I got back just in time to see him flying away.

## **Childhood**

My childhood was fairly uneventful. I was the son of the clans Shaman so that let me and the chief’s son get away with a great many things. I loved practical jokes. I also couldn't seem to help myself when I see something, I wanted I found a way to get it. Stealing meat tarts for myself and Grog was always the height of our day. They knew we did it but could never seem to catch us.

## **Adolescence**

The first time I filched my father’s Sword was a mistake I never made again. At this point in time, my training not only included shamanism but also learning to fight. I got rather good at it, the only one that could beat me was my best friend Grog.

## **Adulthood**

As Adulthood came and went, I was given more responsibilities for the tribal clan dealing in shamanism

## **Defining Event to Join Guild**

I was invited to the guild because I was not evil but would do what I had to for my friends to get the job done. I was found to be reliable in any job that I had taken up as I traveled and garnered a reputation. The guild first noticed me when I slayed a Green Slaad that was living out of a cavern terrorizing a local town and taking the children.
Jarelki Hatuck

## Appearance

5’11”, wears robes with chain mail hidden underneath them. He dresses in darker garments, and is darkly tanned

## Events of Childhood

Father lost his business when Jarelki was age 5. His mother died when he was 9. He’s the only surviving child out of 8

## Events of Adolescence

His uncle taught him sword play and how to read and write.

## Events of Adulthood

Traveling from city to city in look of work and adventure.
Rimegulch

## Description

The hunting Village of ***Rimegulch***, sits at the base of the White Tips in the eastern end of the Ahkillor Tundra. The huts and buildings of the village are made with wood from the Coldwind Forest as each of their permanent structures is clinged to by sheets of ice. Icicles hang from the buildings roofs as almost decorations should the sunlight and braziers melt a bit of the ice and snow each day. The planning and size of the structures and furniture was designed for the Goliath inhabitants of the area.

## Current Government

***Rimegulch*** was decreed by Niaq’Mal to employ Chiefdom, in where the strongest of the residents would lead the village. This system of fights and combat is often only allowed to be challenged when all hunters are in the village so everyone can witness the triumph or failure of the challenger. Penalty for a failed challenge is banishment from ***Rimegulch*** until they bring back the head of some great creature they have slayed without the help of residents of the town.

Keothi “Stronghunter” Nugalakume is the current Hunt Leader of ***Rimegulch*** and has been in power since year 4,938 of the 6th Sanctus Era. Answering many challenges to his claim over the years outsiders are generally more welcoming to outsiders then some of his brethren.

## Day to Day Life

The life in ***Rimegulch*** is hard, painful, and worse than death as some outsiders have described it. However for the Goliaths of this town, it is simple and about survival, thus the lack of need of a standing guard or other things found in large cities. The Village operates in most of the population being hunters or supporting that industry. The citizens work in almost shifts to hunt in Coldwind Forest, passing tracks from one group to another, they generally avoid the open Tundra due to the massive threats which are encountered there.

A very small elite group of hunters is selected from the city to act as scouts and warriors in the White Tips against any threats which might be encountered there. They have had a number of skirmishes across their history but most are avoided due to the shared boundaries the groups have.

## History

***Rimegulch*** was founded in year 4,903 of the 6th Sanctus Era, as what had been a wandering tribe of Nomadic Goliaths would fight alongside Niaq’Mal forces in a massive and bloody skirmish against encroaching Frost Giants. The leader of the tribe would make an agreement with the Niaq’Mal to defend the trade routes if their traditions were allowed to stand. Since then Niaq’Mal has seen little change in their culture.

## Interactions

#### **Events**

* Behemoth Ridge Lookout: A quest for the Trident
Marnie "Gypsy" Rite

## Appearance

Marnie is an air genasi female standing at 5'5" with light blue skin and dark blue eyes. Her hair is a gradient, her roots being a greyish-white and her end changing to dark blue. Across her cheekbones is dark blue dots leading to underneath her eyes. She wears gypsy-like attire, her skirt flowing to her knees and her shirt stopping above her stomach. She also wears a pair of brown leather boots. Around her head sits a beautiful jeweled head piece, a matching necklace around her neck and earrings on her ears. There is also a second necklace around her neck with a strange symbol on the amulet. A lute sits on her back, the same strange symbol etched into it. She naturally has a breeze just following her around, her hair and clothes being caught in it.

## Backstory

Marnie Rite grew up with a troupe of circus performers called The Arcane Bazaar, folks of all shapes and sizes, some with oddities only a circus performer could understand. Her parents were two of the best trapeze performers known throughout the lands for their extreme stunts and performances.

At a young age, Marnie showed great talent for the art, flipping through the air, unafraid, knowing that her father would catch her. She also found a love of walking along a tightrope, feeling the freedom of being so high up, where one slip up could mean an end. She proved to be a free spirit and would sneak out of the tent to skip through the towns they traveled to, strumming her lute happily as she did. That's how she got her nickname "Gypsy".

One day, after skipping through the town, she returned to the tent to find "Freaks" painted high in red on the tent. As she moved closer, she found the red paint was in fact blood. She ran inside the tent, finding her circus family sprawled out. As she began to cry, she was pulled to the side, a hand moving to her mouth to keep her from screaming. She turned to put her rapier into her captors neck and she came face to face with her brother. She breathed a sigh of relief and gave him a tight hug. He lifted her up and snuck them both out of the tent. He took his necklace off his neck and put it around hers, then touched her forehead, modifying her memories for her to believe she hadn't lost those she cared for most. He handed her the papers for the Burning Phoenix and convinced her to go there, where he believes she will be protected from the small minded folks in the world.

## Family

 Peyton Rite
 Lawrence Rite
Nalres Rockpick

## Appearance

Ginger, dreadlocks hangs over a fresh, worried face. Piercing green eyes, set elegantly within their sockets, watch guardedly over the haven they've rarely felt at home at for so long. Tribal marks in the form of a stripe above and below her right eye marks her blood relation but, more importantly leaves a grievous memory of defended homes.
Kotaz

## Appearance

With her Paladin armor on and the same symbol of Ulaa on her armor. Her long auburn hair reaches down almost covering her shoulder plates. Two large canines appear almost as mountains from her lower lip as she begins to speak.

## Personality

**Kotaz** is a very upfront and blunt person. Tactically she always wanted to be the first into the combat and strike down a foe before they have the chance to act.

## Family

**Kotaz** even to The Oathkeepers she did not tell people about any known family. As far as the people are aware there is no information on the family.

## History

While again little is known about **Kotaz** before joining The Oathkeepers, she would find balance hunting with Narkris. Narkris and **Kotaz** met their end at the hands of the Amarthan Nost, when they would hunt a Peren Nailo. In death their corpses were desecrated by an *Andulia Owlspeaker*, as she skinned the pair. Their souls were encountered in a lair of a Sphinx, at unrest and determined to gain vengeance it is unsure if they have ever truly passed on.
Nessus the Ninth Hell

## Brief Overview

Hundreds of miles below Maladomini and Cania lies **Nessus**, the ninth hell. Black, icy rifts beneath Cania’s glaciers plunge down to the fiery heart of the hells to link the two layers. **Nessus** is home to the mighty Asmodeus and countless legions of powerful devils. Few indeed are those who have looked upon its flaming rifts and infernal fortresses and returned again to the mortal world.

**Nessus** is spherical in shape, a cavern surrounding the dark core of the poisoned world of Baator. It consists of winding crevasses and great, flame-filled gulfs. It is similar to the tunnels of Maladomini, but the tunnels of **Nessus** more often than not have no floor and instead drop scores of miles down to rivers of molten rock. Citadels of iron inhabited by numberless legions of powerful devils cling to the sides of these terrible precipices, and great bridges span the dizzying drops.

## Lore

The archdevil Asmodeus, Prince of Evil, personally rules over **Nessus**.

## Notable Areas

* Malsheem
* Taj Bari
* The Chalices of Woe
* Neshminaar

## Beasts Encounter

* Brazen Devil
* Firebred Hell Hound
* Storm Devil
* Legion Devil (Legionnaire)
* Pit Fiend
* War Devil
Samantha

A female Yuan-Ti Malison or half-blood that was brought back to Vertsea by members of the Burning Phoenix. A humanoid figure with many snake like features, showing off purple scales and blue eyes. After the attack on the Yuan-Ti, the guild members knocked her out and brought her to Steven, her admirer. Giving him the credit for saving her, they came back to Vertsea and were married in the temple of Talos in Vertsea. After that they were given residence in the Burning Phoenix Branch in Vertsea.
Myconid Adult

Image credit WOTC

## Myconids

Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.

***Circles and Melds.*** The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.

A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids’ rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.

***Myconid Reproduction.*** Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores’ release to avoid overpopulation
Penrith Academy

The gates of the Academy are wide open and the grounds around it seem rather untouched for some time, the trees and shrubs once cared for neatly are now overgrown and scraggly. It is a large mansion-like building of stone covered with ivy and two large oak doors with a symbol burned into the wood itself. You enter to a large reception area, beyond is a huge room with high ceilings, the edges lined with books, the centre filled with tables, chairs and sofas. There is a lovely spiral staircase leading to the gallery, off of which are the classrooms and offices. Off the reception area is a small cafe with tables, though the food is restricted to inside the cafe to protect the books. Large ivy-covered windows let in natural light, and the interior is always kept well-lit for late-night studying.

Books may be read inside the academy but not taken out of the building. Classes are taught in music, natural phenomenon, math, literature and art.
Mathew DawnBringer

## Appearance

A lean build with white blond hair. His eyes yellow with pupils of a cat. A stern look upon his face when around unknowns. But lighter and friendlier when around his allies. His body scarred from his years in training to show and tell a story.

Upon his taking of certain potions. His skin darkens and cracks, while his veins turn a dark green and become more visible under his skin

## Personality

Mathew is someone who cares for people. Although his heart wishes people well, he also keeps people at a distance when it comes to making friends. His duty will always be to the protection of his family, being by their side and following them into hell itself if need be

## Background

Mathew was born along with his twin brother Marcus into a noble family, The DawnBringers who ruled over SilverVine. With his father Phil being a Human and his Mother Celestia being an Elf, Mathew was born as Half-Elf. Through the years, Mathew trained in both nobility and also in combat. And lived a happy life as a noble.

At the age of twenty three, Mathew was living life well, but his father turned ill, and a calamity came upon the family. A fey creature had fused them self with Marcus, making him run away from home. When Mathew heard of this, he told his Father and Mother that he would find Marcus and save him, thus setting him off on his quest.

Only after a few months of searching, Mathew stumbled upon a man who told him of a way to learn to kill this Fey and turn him into a weapon and do things normal people cannot, with determination. Mathew follows this man and traveled overseas to a lonely island in the north. Where he found the one of the Blood Hunters orders. The order of the Wolf. Under going the ritual and turning him into one of them. He trained for years with his goal still set in mind.

After receiving word of a possible location of where Marcus could be. Mathew left the island in search of his brother. Then, after the months of searching after receiving word, he found Marcus in a tavern. Luring Marcus outside, he set up a trap and was ready to attack. But, Mathew was to late. A team lead by Rolen had already dealt with the Fey and released Marcus from his bond. But Mathew was not mad, no. Mathew was over come with joy to see his brother, and to have him back in his life. In this week, Mathew stood by Marcus as they fought against the Frost Giants and helped win the war. After this, Mathew left Marcus for a year to go back to the island and see his mentors. Now, as the time has come. Mathew has come to Cortea, and once again. Fight beside his brother.
Silver Expanse

## Travel

### Alternate Methods

Boats Via Rillifane's Mirror & Garl's Run

## Notable Areas

**Points of Interest**

**Ruins**

**Settlements**

* Chestnut Hill
* City of the Wise
* Littlegulch
* Moonshae
* Mosswell
* Oxtide
* Roseharbor
* Silvervine

**Sub-Areas**

* Chestnut Woods
* Fields of Chauntea
* Leira's Plains
* Silvervine Fields
* Ulaa's Thicket

**Water Ways**

* Garl's Run
* Rillifane's Mirror
Myconid Sovereign

Image credit WOTC

## Myconids

Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.

***Circles and Melds.*** The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.

A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids’ rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.

***Myconid Reproduction.*** Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores’ release to avoid overpopulation.