recursal/Fanatic-Fandom huggingface dataset:
Guardian Naga

Image credit WOTC

> *“If you destroy me, I will return, and everyone you care about will suffer for it.”*
>
> —Explictica Defilus, spirit naga
>
>

## Nagas

Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge.

The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters’ treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks.

Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga’s immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work.

***Benevolent Dictators and Brutal Tyrants.*** A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain.

***Rivalry.*** Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga’s authority.

***Immortal Nature.*** A naga doesn’t require air, food, drink, or sleep.

## Guardian Naga

Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch convoluted plots to thwart the evil designs of their enemies.

A guardian naga doesn’t seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack, accosting enemies with its spells and poisonous spittle.
Darkspine

Once a corrupt city in the mortal world. Darkspine was engulfed by a great planar rift and brought to the plains of Avernus - a fitting end for its wickedness, according to some. Its ruins are mostly abanoned now, but a handful of desperate wretches still skulk through the burned buildings. Gangs of pain devils and bearded devils rummage through the debris, hoping to ferret out an escaped damned soul or unearth an interesting bauble.
Maw Demon

Image credit WOTC

Demon lords create lesser Demons for the purpose of spreading chaos and terror throughout the multiverse. One such Demons is described here.

Maw Demons share Yeenoghu’s ceaseless hunger for carnage and mortal flesh. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery’s gullet.

Maw Demons appear among gnoll war bands, usually summoned as part of ritual offerings of freshly slain humanoids made to Yeenoghu. The Gnolls don’t Command them, but these Demons accompany the war band and Attack whatever creatures the Gnolls fall upon.
Djinni

Image credit WOTC

Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature.

***Airy Aesthetes.*** Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music.

Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation.

***Masters of the Wind.*** Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in Combat. When a djinni flies, its lower body transforms into a column of swirling air.

***Accepting Servitors.*** The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn treat their Slaves more like servants deserving of kindness and Protection, and they part with them reluctantly.

A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and Imprisonment is inexcusable. Djinn resent the cruel wizards that have imprisoned their kind in bottles, iron flasks, and wind instruments throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend.
Crafting System

This crafting system is found in the DMG and is the place holder until custom systems have been built for the server.

## Crafting a Non-Magical Item

To create a non-magical item, you must one have a copy of the item or purchase schematics. You must have proficiency in the tool to make items. It takes 8 hours a day for 25 gp worth of progress.

## Crafting a Magical Item

Magic items are the DM's purview, so you decide how they fall into the party's possession. As an option, you can allow player characters to craft magic items.

The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character could create a wand of magic missiles (an uncommon item), as long as the character has spell slots and can cast magic missile. That same character could make a +1 weapon (another uncommon item), no particular spell required.

The DM can decide that certain items also require special materials or locations to be created. For example, a character might need alchemist's supplies to brew a particular potion, or the formula for a flame tongue might require that the weapon be forged with lava.

 Uncommon
 Rare
 Very Rare
 Legendary

An item has a creation cost specified in the Crafting Magic Items table. A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp. You are free to adjust the costs to better suit your campaign.

If a spell will be produced by the item being created, the creator must expend one spell slot of the spell's level for each day of the creation process. The spell's marerial components must also be at hand throughout the process. If the spell normally consumes those components, they are consumed by the creation process. If the item will be able to produce the spell only once, as with a spell scroll, the components are consumed only once by the process. Otherwise, the components are consumed once each day of the item's creation.

Multiple characters can combine their efforts to create a magic item if each of them meets the level prerequisite. Each character can contribute spells, spell slots, and components, as long as everyone participates during the entire crafting process. Each character an contribute 25 gp worth of effort for each day spent ping to craft the item.
Garna Flamebrand

## ***Character Appearance***

Tall, with ripping muscle mass and almost a mane of long brown hair. Wears little but furs

## ***Character Personality***

Gruff, rough and has no time for smoochy charmers. Not a patient person at all and finds humans tedious prefers the the company of loud and boisterous individuals.

## Events of ***Childhood***

Garna felt the call of her ancestors and spent the night at her tribes totemic burial ground listening to her ancestors

## ***Events of Adolescence***

Garna slew her brothers to take her place as the tribes champion but she gave up the position to follow the path the ancestors have laid out for her.

## ***Adulthood Prior to Guild***

Garna has cut a path across the lands she has visited, she has little time or patience for anyone who dares interfere in her spirit quest.

## ***Defining Event Entering Guild***

Garna came across a group of Human slavers and set about them striking many of them dead and rescuing the hostages one of which was a local nobles daughter and he told her of the guild and sent a note recommending Garna for membership Garna took this as a sign of her ancestors will.
Mephistar

Carved from the ice of a tremendous glacier, the citadel of **Mephistopheles** is oddly warm and inviting. It is an enormous castle with literally thousands of living spaces and a horde of guards and servants to attend the lord of the eighth hell. The palace and all its furnishings—even the throne of Mephistopheles—are carved from ice. Slaves and artisans tend to the palace, its contents, and its lord. One of Mephistar’s courtyards holds the Garden of Frost, a perfectly detailed frozen facsimile of a living garden accurate down to each delicate icy petal of the smallest flower.
Karmek Thunderaxe

## Appearance

Red, short hair neatly coiffured to reveal a long, charming face. Dead black eyes, set delicately within their sockets, watch warmly over the homes they've rarely felt at home at for so long..

## Personality

Honor bound and proud of their heritage are the pillars of which **Karmek**’s personality is built upon. He might be a bit reserved with his honesty with new people, but if you gain his trust in actions he will have no problem speaking to you like an old friend.

## Storyline

* The Saint's Demand (Currently Progressing)
Lartel Aerin

## Appearance

Lartel Aerin is a 6 foot 2 inch tall human with dirty blond hair. He is a former sailor who hails from Yedria however spent a good amount of time traveling both the Nothern Chain and Southern Chain. Motivated by coin and a good eye for detail he has retired from the seas to run the day to day operations of the guild in Penrith.
Elnan Redclub

## Appearance

Silver, dreadlocks almost fully covers a fine, worried face. Piercing amber eyes, set seductively within their sockets, watch rapidly over the country they've defended for so long.

Tribal marks resembling two large lightning bolts on each side of her face marks her birthright but, more importantly leaves an agonizing memory of forbidden adventures.
Marilith

Image credit WOTC

### Special Notes

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

# Marilith

> *"The Temple was strewn with body parts. We concluded that the Cultists had summoned a powerful demon and not lived to regret it. Not wanting to get hacked to pieces ourselves, we cut short our expedition and returned to the village of Hommlet with our tails between our legs. Rufus and Burne had a good laugh at our expense, let me tell you."*
>
> —Nelumé, a young Half-Elf Wizard, chronicling her one and only visit to the Temple of Elemental Evil
>
>

Terrible to behold, a Marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms.

Wielding a wicked blade in each of its six hands, a Marilith is a devastating foe that few can match in battle. These Demons possess keen minds and a finely honed sense of Tactics, and they are able to lead and unite Other Demons in Common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.
Merfolk

Image credit WOTC

Aquatic humanoids with the upper body of a human and the lower body of a fish, Merfolk adorn their skin and scales with shell decorations.

Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface. Land folk and Merfolk rarely meet except by chance, though star-eyed mariners tell tales of romance with these creatures along the shoals of faraway islands.

Merfolk lack the materials and practical means to forge Weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do Merfolk unite under the rule of a single leader. They do so to face a Common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years.

***Merfolk Settlements.*** Merfolk build their settlements in vast undersea caverns, mazes of coral, The Ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the gleam and fade of sunlight through the water. In the reefs and trenches near their settlements, Merfolk harvest coral and farm the seabed, shepherding schools of fish as land-based farmers tend sheep. Only rarely do Merfolk venture into the darkest depths of the ocean. In such depths and in their undersea caverns, Merfolk rely on the light of bioluminescent flora and fauna, such as jellyfish, whose slow pulsing movements lend Merfolk settlements an otherworldly aesthetic.

Merfolk defend their communities with spears crafted from whatever materials they can salvage from Shipwrecks, beaches, and dead undersea creatures.
Lyroc's Barrier

## Protection

Lyroc's Barrier is a range of mountains that protect East Ooskil from West Ooskil.

It's said Sylsalor Encyne and his family crossed the range before founding the city of Astaina.

There are few ways to cross the mountains as the caves and skies are filled with monsters of various types.

Rumor has it that there is a Drow city located near the base of one of the mountains. This could be a story parents use to keep their children in check.
Harmengild

## Description

Defenses: Dwarvish Battlements, Mountain Passes

## Current Government

The current government of **Harmengild** has in recent years become one of a Theocracy. With the return of “The Saint” and the following due to miracles performed in Penrith the people wished to follow a more enlightened existence. The Cords of Sacrifice is the name of the council in which now governs the city.

## Points of Interest

* North Glacial Bridge
* Barren Glacial Bridge
* The Tipsy Cart Pub
* The Clever Elk Outfitter
* Smelts of Roses
* Terra Tunnel Company
* Deep Delves Company
* Silver Nugget Plaza
* Harmengild Brewery
* Harmengild General Store
* Harmengild Bakery
* Harmengild Jail
* Temple of Ilmater (Harmengild)

## Rumors

* Rumor has it that Duran Lefford is seeking outside help to save the history and culture of **Harmengild** from The Burning Phoenix Guild.

## Interactions

#### NPC Index

* List of Native NPC

Outsider Interactions
Kara Twinleaf

Father: Eldarin Twinleaf- Deceased
 (12 / 21 / 4,300 6th Sanctus - 2 6th Tenebre)

Twin Brother: Amator Twinleaf
(11 / 8 / 4,654 6th Sanctus- Present)

1 / 10 / 8 Age of Heros

Siren

 Starfallen

## Appearance

Standing at 6'5 the female elf has dark brown medium length hair. Her emerald green eyes shimmer with sadness, as well as a hope and small amounts of desire. There are green marks that start on the bridge of her nose, and extend upward along her forehead, to circle aorund her eyes on the top portions of her cheeks. The birthmark looks like a tree wich may give some incline to her linage as a wood elf. She is dressed in a variety of things usually made from silk. Though currently her favorite outfit is a Kayasa. Much like leaves in the wind her clothing is bound to change as her mood does.

## Early Life

Kara was born in Thor Lidor her and her brother spent most of the first part of their lives together almost inseparable. It was almost impossible to see one without the other. Living on a farm outside of the city she learned how to take care of herself from a early age.
Lyra pressleaf

## lyra

### origin

lyara was born from an unlikely pairing in another realm her mother was slain and soon after she was hurled into pherelle and left on her own, through this time she lived as a gypsy with no home and shelter, she lived off the land and her ill gotten gains occasionally living in prisons cells to pass the hard times. she had a horrible habit for stealing and an odd moral code that she felt that only she could understand.

### appearance

lyra is a 5's tan skinned female with external pink gills a thick finned tail and webbed feet her eyes have a green and pink floral pattern, her hair is dark brown.

### behavior

lyra is mischievous and crude, the defection of ratchet and vial by a default, though her front and intent is always kindness, she doesn't adapt well to many changes and is a constant theif by habit.

### pets

mr toad the frog, may literally just any frog she picked up at the side of the lake, though they are at a constant size of a small dog

### retirement

lyra was left behind in a cave under a lake with her dad, she lives there happily to this day
Merrow

Image credit WOTC

Merrow haunt Coastal waters, preying on fisherfolk, Merfolk, and any other edible creature that crosses their path. These savage Monsters snatch and devour unwary prey, hauling drowned corpses back to their Underwater grottoes to feed.

***Transformed Merfolk.*** Long ago, a tribe of Merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact to their king. Everyone who touched the idol became afflicted with Madness, including the king, who decreed that a sacrificial ritual be performed to open a gateway to the Abyss. The ocean turned red with the blood of slaughtered Merfolk, but the ritual worked, and the king led the survivors through the Underwater gate to Demogorgon’s layer of the Abyss. The Merfolk remained there for generations, fighting for their lives as the Abyss warped them completely, transforming them into hulking, evil Monstrosities. Thus, the first merrow were born.

***Coastal Bullies.*** Whenever an opportunity presents itself, the Prince of Demons sends merrow back to The Material Plane to wreak havoc in the oceans. The merrow are bullies, attacking all creatures smaller and weaker than themselves.

Merrow dwell in undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of their territory.
Kothar Ghontx'zar

## Appearance

Tall, spikey plates among brownish tan scales, blunt snout, spikes as "hair" so to speak. Muscular spiked tail, unblinking yellow eyes. Fairly intimidating look.

## Personality

Aggressive yet caring at the same time, conflicting biology in his body causes strange occurrences such as protectiveness towards friends/family as well as hostility and aggression towards those he deems a threat to himself or others.

## Events of Childhood

Kothar was abandoned by his mother due to his strange biology, raised solely by his father, which is strange among lizardfolk culture, thus altering his perception of others, as his own family was proof that roles and people can change.

## Events of Adolescence

Kothar had a fairly uneventful adolescence, until he came of age and was found to be male instead of female as previously though, his scales grew thicker and spikier, the frill on his head larger than the others, and his thirst for combat, a typically male trait, came into view.

## Events of Adulthood

Kothar was exiled from his tribe on the continent of Yedria, after a ritual combat went awry and he accidentally killed his opponent. Kothar was already on thin ice so to speak, as his "defect" made him an outcast to begin with. He spent many years wondering until he was enveloped by a strange light and transported into a strange new world.
Kobold Dragonshield

Image credit WOTC

> *Never make the mistake of thinking Kobolds are stupid or backward just because they’re small. Size has nothing to do with it.*
>
> —Volo
>
>

Some Kobolds have gifts bequeathed to them by Dragons or gods, enabling them to rise above their peers. Others are born with a cruel inventiveness that few can match.

A Kobold dragonshield is a Champion of its race. Almost all dragonshields begin life as normal Kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon’s eggs, but once every few years a Koboldhatches with an innate version of the dragonshield’s Abilities. Accomplished at hand-to-hand Combat, it bears many scars from desperate fights and carries a Shield made out of cast-off dragon scales.

***Uncommon Courage.***A dragonshield knows that it has a place of honor in the tribe, but—being Kobolds at heart—most of them feel unworthy of their status and thus desperate to prove themselves deserving of it. A dragonshield’s natural Koboldcowardice is still present in its makeup, and thus it might still run away from a threat. But it also has the ability to rally in the face of certain death, inspiring other Kobolds to follow it in a charge against the invaders of their warren.
HugFly Weapon Emporium

The HugFly Weapon Emporium is a forge specialising in fine quality weapons. People come here from all over to procure the finest weapons smithed. The counter at the front divides the store - the front is filled with display cases showcasing fine examples of weapons work both practical and beautiful, and a little way behind the counter patrons can see the forge and peole hard at work, honing steel into weapons.

The Weapon Emporium is run by the Gunthor Hugfly a dwarf of impressive stature. His silvered hair is tied back and runs down his back. He hails from Thor Lidor originally, but relocated with his brother many years ago.
Jellwen Tathdel

## Appearance

Golden, shoulder-length hair awkwardly hangs over a fat, tense face. Dancing brown eyes, set low within their sockets, watch watchfully over the rivers they've safeguarded for so long. Fire has left a mark reaching from just under the right eye , running towards her left nostril and ending under her left eye leaves a lasting punishment of lost comrades.

This is the face of Jellwen Tathdel, a true prodigy among clothiers. She stands alluringly among others, despite her skinny frame.

There's something curious about her, perhaps it's her company or perhaps it's simply her patience. But nonetheless, people tend to shower her with gifts, while hoping to one day follow in her footsteps.
Minauros, the Stinking City

Mammon's seat of power is the city of Minauros, from which the cavern takes its name. Black muck oozes up between the paving stones, streets buckle and shift, and from time to time entire buildings vanish into the slime below. Mammon's gilded palace leans drunkenly as its foundations sink, but somehow it never completely collspses. Within the Palace, the King of Greed surrounds himself with vast amounts of tawdry and tasteless (but valuable) treasure and legions of lesser devils.
Livestock Auctions

Held just outside of the walls of the town, to not have large amounts of animals making a mess in the city. Every few days one of these will be held so farmers can sell off their cows or sheep, sailors sell off any interesting fish they have kept alive, or for merchants to sell imported exotic animals.
Luric Orelwa

Luric Orelwa was credited as one of the first explorers and authors in Phrelle. One of the first elves born in the material plane, he wished to document and learn what he could of the plane. While many considered his journey a folly and would provide nothing but a march to death, he would create The Codex of Heritage a widely disputed book in it’s time. While people have since begun to believe and credit his discoveries it raised many questions as it seemingly answered. The original book lost to time, it is believed Luric Orelwa died of old age waiting for Thokyl Farwalker to return to the site in which he learned the information in the book.
Lizzee Carro

Lizzee Carro is a half elf bard. She has dark red hair and bright green eyes that would make an emerald jealous. She is wearing a loose dress that ties at the waist that is about the same color as her hair. She has a harp that looks like its made from the finest wood. She has a longbow on her back and a dagger at her side. She also smells like someone took the best smelling flowers and put them in a perfume bottle.

Lizzee Carro grew up in a small town. Her parents worked for the royal family, so she had to go to a school specifically for children who's family knew the royal family personally. Her mother was the Lady's handmaiden and her father was a soldier in the army. Her mother taught her the joys of music and Lizzee spent most of her life focusing on her music and entertaining others.

When she got to be 17, she told her parents she wanted to travel around, entertaining and teaching music. Her parents and agreed and her mother gave her her harp, which she cherished and now Lizzee cherishes. Lizzee set off with a big goodbye from her friends in the city and has been traveling since.
Jackalwere

Image credit WOTC

### Special Notes

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

# Jackalwere

Ordinary jackals tainted by demonic power, jackalweres haunt roads and trails, waylaying and murdering those they meet.

A jackalwere has three physical forms that it shifts between. In its true form, it is indistinguishable from a normal Jackal. It can take human form, often appearing gaunt and affecting a wretched demeanor to beg goodwill from strangers. When travelers welcome a jackalwere into their midst, the monster adopts its human-sized hybrid form, with the fur and head of a Jackal but standing on two legs as it attacks.

***Beguilers and Cowards.*** The demon lord Graz’zt created jackalweres to serve his devoted servants, the lamias. Reaching out from the Abyss, he bestowed jackals with the gift of Speech and the ability to assume humanoid forms. A jackalwere is born to lie, and perceptive creatures might notice it wincing in pain when it speaks the truth.

A jackalwere prefers to fight alongside jackals and others of its kind. Under the direction of jackalweres, jackals are fierce and loyal companions.

***Supernatural Servants.*** Jackalweres kidnap humanoids for their lamia masters, condemning victims to a lifetime of slavery or an agonizing death. A jackalwere’s magical gaze renders a foe Unconscious, allowing the monster to bind a creature or drag it away. A jackalwere might also use its gaze to incapacitate a deadly enemy long enough to make good its escape.
Jangling Hiter

Jangling Hiter, the City of Chains, is the domain of the chain devils (kytons), The buildings of Jangling Hiter are kept from sinking into the layer's mire by great chains anchored in the rock of the cavern ceiling. Many are the torments of the Nine Hells, but nowhere are the damned more cruelly or creatively made to suffer as they are here. Damned souls are brought here from all corners of the plane and herded into Hangling Hiter by the scores every day. The bloated archdevil Sagirsa, a loyal vassal to Mammon, governs the city.
Kymil Malbec

Kymil stands apart from his family as the tallest of the brothers standing at five feet twn inches. Where once his silvery white hair hung over his shoulders and down his back like many elves, it is now clipped shot and has been for many years. Kymil is often found sporting the finest in perfect camo black.

Kymil tends to be quiet and not much is known about him, his brash, quiet, sometimes sullen demeanor can be off putting to most. Few people truly know him, and few have tried.

Whilst a loaner for the most part he tends to work well within teams. Having trained for many years, he dual wields his weapons. He has a favourite dagger he received for his name day, two curved daggers with black blades, they link together so can be wielded one handed or in separate hands as required, and also sometimes a short sword. He uses a defender sword, which provides extra armor that slides out over his arm when necessary.

History

Kymil spent a few decades travelling protecting shipments of his family's wine but he did spend a significant time in Cortea. He is considered a grey knight appointed by the regent there.

Kymil also fought in the first war of Malbecs when the giants invaded. He was grievously wounded but was still was the last out of Malbec holding back giants to allow more people to escape into the Fey.

Kymil fought with the tavern against a Titan that destroyed Titans Crossing. His legs were crushed by the falling Titan and lost the use of his legs. He regained the use of him later as his sister found a vial they used to regenerate his legs resulting in the most painful week of his life as the bones were reformed. When they retook Malbec he fought alongside Blackwood, moving silently through the lands they finally took out a Titan but at the supposed loss of his friend Garrett.

Kymil Has since moved to Penrith for a while with his siter, on a mission to obtain information on the capture of Karuk a local bar owner and respected member of Penrith Kymil met a Aymee and gained her passage for herself and a child that were being and would be taken back north to Penrith. Aymee and kymil have since been dating and when he moved back to Cortea she came with him.

Upon arrival to Cortea he was instantly summoned by the Grey Knights to help a small village from a Gnoll attack. This lead to the siege of Cortea, Kymil stood outside the walls of Cortea with Gnomen and they hid moving to destory the back lines of the Gnoll army that hit the city, eventually killing the leader.

Kymil forged the Far Grove guild (still under construction) built in the lower district.
Mezzoloth

Image credit WOTC

### Special Notes

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

## Mezzoloth

The bulk of the yugoloth population is made up of mezzoloths, which are human-sized insect creatures covered in dense chitinous plates. Mezzoloths serve as foot soldiers in yugoloth armies, their wide-set eyes glowing red as the mezzoloths bear down on their foes.

Violence and reward are the fundamental drives of a mezzoloth, and powerful beings that promise one or the other can easily attract them into service. Although it has lethal claws on its four arms, a mezzoloth typically wields a Trident in two of them. If surrounded by enemies, a mezzoloth exhales toxic fumes that can choke and kill whole groups of creatures.

## Variant: Yugoloth Summoning

Some yugoloths have an action option that allows them to summon other yugoloths. This is represented as a variant action in each yugoloth's Action section.

**Summon Yugoloth (1/Day)**: The yugoloth chooses what to summon and attempts a magical summoning.

• An **Arcanaloth** has a 40 percent chance of summoning one Arcanaloth.
• A **mezzoloth** has a 30 percent chance of summoning one mezzoloth.
• A **Nycaloth** has a 50 percent chance of summoning 1d4 mezzoloths or one Nycaloth.
• An **Ultroloth** has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one Ultroloth.

A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an Ultroloth, in which case it acts as an ally of its summoner), and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a Bonus Action to dismiss it.
Merlin's Magics

It looks abandoned on the outside, and a number of burn marks surround the door and windows which are covered in dust. People aren't quite sure if the store is open or not but the owner is said to be a male gnome in fabulous robes with grey hair named Merlin.

Shop stock and prices are rotated, and pinned in the Merlin's Magics channel.
Dopey

## Appearance

Dopey is a 3' tall halfling male with medium length reddish brown hair and thick mutton chops. He has a caramel skin tone and blue eyes. He wears leather armor and daggers can be seen, sheathed, on both sides of his hips.

## Events of Adolescence

Got an apprenticeship with a master tinker in my town

## Events of Adulthood

Joined up with an assassin who took note of me after I got revenge against the person who killed my wife and child.
Mammon the King of Greed

Minauros is the domain of the archdevil Mammon, the King of Greed. Given to insatiable lust and avarice, Mammon is a vile, duplicitous creature that retains his position only by shamlessly fawning before Asmodeus. Despised by the other Lords of the Nine, Mammon must find his allies beyond the Nine Hells. Consequently, he seeks to corrupt powerful mortals through avarice and lust. Mammon constantly promotes and casts aside lesser devils, so the mire of Minauros are full of devils hoping to win their way back into his good graces.
Magus Reveille

## Appearance

The character has longish reddish hued hair down to his shoulder blades normally tied back in a ponytail his eyes are green in color and seems to have a fairly well built body structure, he wears normal clothing with the sleeves on the shirt rolled up to just above his elbows and he has the markings of rune like tattoos barely visible on his upper biceps.

## Personality

Fairly out going and eager to learn but will bide his time to get in his two cents worth.

## Events of Childhood

Normal childhood middle class, with a loving family with a mother, a father and an older sister and a younger brother

## Events of Adolescence

Began being able to use magic as a surprise to his parents then was sent away to learn how to control it and refine it.

## Events of Adulthood

Studying magic and learning spells at a school for younger spellcasters.
Kym (Scorchwood)

Brown, shoulder-length hair double braided to reveal a lean, radiant face. Glittering amber eyes, set graciously within their sockets, watch anxiously over the ancestors bar they inherted.. Scars reaching from just under the right eye , running across the nose and ending on her forehead leaves a pleasant memory of her fortunate past.

Human female
Korred

Image credit WOTC

> *There’s a legend about a merchant who tried to cut a korred’s hair with golden shears. The korred fed him those shears, from his swallow to his sitter.*
>
> —Volo
>
>

Korreds are unpredictable, secretive fey with strong ties to earth and stone. Because of their magical hair and their mystical understanding of minerals, they are sought after by treasure-hunters, Dwarves, and others that desire Wealth beneath the earth.

***Earthy Fey.*** Korreds prefer to keep their own company and occasionally consort with creatures of elemental earth such as Galeb Duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of The Material Plane, korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining.

***Stone Sympathy.*** No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of metal or gems. A korred on the surface can feel the rise and fall of bedrock under the earth and where caves lie, and Underground it knows the pathways through the stone for miles. Secret doors that lead through stone are as obvious as windows to a korred.

Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, swim through rock, and summon earth Elementals and other creatures. They also gain supernatural Strength just from standing on the ground.

***Enchanted Hair.*** Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of their hair, then weave the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and Objects. Korreds take great pride in their hair, and equally great offense at anyone who attempts to cut it without permission.
Imp

Image credit WOTC

### Special Notes

Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weaponsDamage Immunities fire, poison

## Imp

Imps are found throughout the Lower Planes, either running errands for their Infernal masters, spying on Rivals, or misleading and waylaying mortals. An imp will proudly serve an evil Master of any kind, but it can’t be relied on to carry out tasks with any speed or efficiency.

An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while Invisible, attacking with its poison stinger.

### Variant: Imp Familiar

Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its Master to acts of evil, knowing the mortal’s soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its Master is threatened. Some such imps have the following trait.

Familiar. The imp can enter into a contract to serve another creature as a familiar, forming a Telepathic Bond with its willing Master. While the two are bonded, the Master can sense what the imp Senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its Master, the Master shares the imp’s Magic Resistance trait. If its Master violates the terms of the contract, the imp can end its service as a familiar, ending the Telepathic Bond.
Cockatrice

Image credit WOTC

The cockatrice looks like a hideous hybrid of Lizard, bird, and bat, and it is infamous for its ability to turn Flesh to Stone. These omnivores have a diet that consists of berries, nuts, flowers, and small animals such as insects, mice, and frogs—things they can swallow whole. They would be no threat to anything else if not for their fierce and frenzied response to even a hint of danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim slowly turns to stone from the injury.
Hill (Travel)

## Chart

#### 1-2 Monsters!

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

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

* 1- “Cliffs”(Athletics)
* 2- “Slopes”(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- Mudslides

#### 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
Harmengild Brewery

## Brief Description

From the outside it looks sturdy, ugly and dull. Hardwooden planks and intricate wooden carvings make up most of the building's outer structure. It's hard to see through the small, stained glass windows, but the quiet mood from within can be felt outside.

As you enter the brewery through the heavily used, wooden door, you're welcomed by a pleasant scent of hops and silence. The brewery owner is rubbing hops between their fingers.

It's as gloomy inside as it is on the outside. Stone beams support the upper floor and the huge, lamps attached to them. The walls are covered up by casks of ale, awaiting departure.

## Miscellaneous Information

* Generally not open to the public, they do their business with taverns.
Lathe Leatherwork Shop

**Leatherworker**: Ingolf Tanpanton: [HGT: 4ft; WGT: 51 lbs] He is a mature male moon elf that is rough in appearance. He has long blue-black hair. He is generally moody, but also diplomatic. His disposition is morose but he is unforgiving by nature. He is quite cowardly in the face of danger. He can be perceived as depraved when it comes to his morality.

DRESSED IN: dark-brown shoes, blue-green long pants, light-gray shirt, and a light-brown apron.

Ingolf loves to work with all kinds of leather and he makes beautiful boots, backpacks and coats.
Linn Highblood

Drawn by vivo

**Appearance**

Linn is a 5'3 elven woman. Her skin is pale and smooth along with long way blond hair and eyes of teal. She wears a fine white and black dress, flowery patterns spread beautifully about the dress, also a white cape on the back of the dress. She wears a signet ring, and in the cape there is a war fan. She wears simple comfortable black shoes, and she has a slim, but healthy, figure.

**Personality**

Linn is typically a curious and smiling person. She is caring of her friends and especially of nature. Though when she is pissed off, she is like a hurricane of fury. However, it is hard to piss her off.

**Backstory**

Linn was born a high elf. Though was raised a noble amongst humans, and only humans, in a small town near Stonehaven. The reason being because her parents had dropped her off as a baby in this town and left her there, with no explanation or warning. The one noble family in the town, the ruling family, took her in. As the current mother in the family felt sympathetic for the child and saw opportunity. Linn was raised as a noble in the only human town, her being the only elf to live in it. She lived through the old generation and raised the next one of those nobles. However, most of her time was spent with the druids who tended to the gardens of the estate. Aurya is the eldest druid amongst the druids, who took a grandmother role for Linn, her age sustained by her connection to nature. Linn had spent her time with the druids because the nobles wanted her to produce children, mix elven genes in with their human ones. Though she hated that, and was even mean to the noble boys who tried to woo her. The older maids sided with Linn, each of their motherly instincts kicking in. One night, Linn gathered her things and ran away from that noble estate. Through her travels she manipulated and learned and tricked to get her way. And after a while, she went to adventure wanting to have purpose and friends for when the nobles come for her.
Incubus

Image credit WOTC

### Special Notes

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

# Incubus

Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged Fiends can be found in service to devils, Demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these Fiends to tempt mortals to perform evil acts. The demon lord Graz’zt keeps succubi and incubi as advisers and consorts.

Though legend speaks of them separately, any Succubus can become an incubus, and vice versa. Most of these Fiends do have a preference for one form or the other. Mortals only rarely see a Succubus or incubus in its true form, however, for The Fiend typically begins its corruption in veiled, insidious ways.

***Beautiful Corrupters.*** A Succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal’s bedside and Whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As The Fiend fills the victim’s dreams with debauched images, the victim becomes more susceptible to Temptation in everyday life.

Inevitably, The Fiend enters the mortal realm in tempting form to directly influence a creature’s Actions. Appearing in the guise of a humanoid who has previously appeared only in the victim’s dreams, the Succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.

A mortal bequeaths its soul to The Fiend not by formal pledge or contract. Instead, when a Succubus or incubus has corrupted a creature completely—some say by causing the victim to commit the three betrayals of thought, word, and deed—the victim’s soul belongs to The Fiend. The more virtuous the fiend’s prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the Succubus or incubus kills it, and the tainted soul descends into the Lower Planes.

The Succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A Charmed creature isn’t responsible for its Actions, so forcing it to behave against its will won’t bring The Fiend closer to the ultimate prize: the victim’s soul.

***Deadly Kiss.*** The kiss of a Succubus or incubus is an echo of the emptiness that is the fiend’s longing for a corrupted soul. Likewise, the recipient of the fiend’s kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that The Fiend imparts. The kiss is nothing short of an Attack, usually delivered as a final farewell before The Fiend escapes.

***Fiendish Offspring.*** Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a Succubus or incubus reproduces with a humanoid. From this unholy union, a Cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.
Half-Dragon

# Half-Dragon (Template)

When a dragon in polymorphed form mates with another creature, the union sometimes produces half-dragon offspring. A creature might also transform into a half-dragon as a result of a mad wizard’s spell or a ritual bath in dragon’s blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of Origin, all half-dragons have similar appearances and Special Abilities.

***Draconic Nature.*** Half-dragons can’t procreate. Those that wish to do so must almost always resort to magic. By way of compensation, half-dragons are blessed with long life. A typical half-dragon’s life span is twice that of its nondraconic line, so that a half-dragon human might live more than a century and a half.

Half-dragons inherit Personality Traits Common to their Draconic heritage. For example, half-gold Dragons are often shy and secretive, while half-copper Dragonsare impish and playful. Half-green Dragons are deceitful, while half-white Dragonsare often dim-witted brutes. These traits are tempered by a half-dragon’s other lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess.

## Half-Dragon Template

A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its Statistics, except as follows.

***Challenge.*** To avoid recalculating the creature’s Challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, use the guidelines in the *Dungeon Master’s Guide* to recalculate the rating after you apply the template.

***Senses.*** The half-dragon gains Blindsight with a radius of 10 feet and Darkvisionwith a radius of 60 feet.

***Resistances.*** The half-dragon gains Resistance to a type of damage based on its color.

 Blue or bronze
 Brass, gold, or red
 Green
 Silver or White

***Languages.*** The half-dragon speaks Draconic, in addition to any other Languagesit knows.

***New Action: Breath Weapon.*** The half-dragon has the breath weapon of its dragon half. The half-dragon’s size determines how this action functions.

 Huge
 Gargantuan