recursal/Fanatic-Fandom huggingface dataset:
Basilisk

Image credit WOTC

> *"No one carves statues of Frightened warriors. If you see one, keep your eyes closed and your ears open."*—X the Mystic’s 4th rule of Dungeon Survival
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Travelers sometimes find Objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.

***Adaptable Predators.*** Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered Underground.

A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its Master wishes to protect from its gaze, but it makes a daunting Guardian beast. Because of this use, basilisk eggs are highly prized.

***Gaze of Stone.*** Basilisks are ponderous for hunting creatures, but they needn’t chase prey. Meeting a basilisk’s supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk’s gullet.

Some Alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return Petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the Petrified creature, such as its head, is detached.
Candor's Rise

## Description

Candor’s Rise is built along the northern coasts of The Emerald Tears. The Cobblestone streets and the newly constructed wooden buildings dot the lengths of coastline as the semi-circular layout. The central harbor stands a large statue depicting, humans and elves coming together.

## Current Government

The Northern Council while proceeds over the northern territories also has sway on Candor’s Rise. The Council elected to place a younger human female by the name of Teya Lash in charge of overseeing the day to day issues of Candor’s Rise. She due to the nature of the city speaks with a council of the Nobles and Merchants in the city to better govern.

## Day to Day Life

The day to day life of the resident’s of Candor’s Rise varies heavily upon the jobs of the individuals. Most days sees the ports bustling by sunrise as the ships prepare to sell and merchants set up their shops in preparations of new wares. The town is busy with most of the activity along the lakeside as most business are set along that area.

## Points of Interest

* Temples
* Shops
* Barracks
* Noble Houses
* Inns
* Eagle's Nest Orphanage
* The Aromatic Orc Pub

## History

Candor’s Rise was built as part of the rebuilding project by Queen Liliyana Tarlarys of Penrith. A beacon of trust built to show the unification of the continent the city was built to help move supplies between the north and south of Ezora. The sister city Candor’s Rest  being on the other side of The Emerald Tears, saw many residents of The Kingdom of Athein flocking to the new opportunities. Bards once noted that the sister cities and the lake will always serve to be a visual representation of the rift which once stood to separate the people of Ezora.

## Rumors

* People speak of cliffside caves which may lead to the old Emerald Enclave

## Interactions

Functions as the gateway to the north of Ezora
Plant

The Plant used to be one of the greatest officers in Sacramento, second to the Detective and third to the now Ex-Cop. Now, after her acquaintances in the police department have abandoned her, she has come to work by the Black Baron's side in the Baron’s Guild. She lays low, as she knows she and her friends are dead the moment the Attorney finds out about her presence. She serves the Barons by planting false evidence to throw off police and recruiting new members to assist them in their goals. When the lights in the bank go out, and the Barons are scrambled, the Plant must jump out of the shadows to save the people who have meant the most to her...

## Summary

The Plant has the ability to look at another player's card. She goes during the Bank Robber's turn. She can also see all other Robbers.

## Strategy

* When the players know there is a Plant, Ex-Cops usually check bottom cards, so claiming Ex-Cop and revealing another player's role is risky.
* You can claim Shoplifter and say you stole the card of the player you saw. But experienced players know Plants claim Shoplifter often, so they will still suspect you.
* You can use the knowledge of the role of the player you saw to claim to be that role before they have the chance to do so.
Aboleth

Image credit WOTC

> *"Could it be that aboleths are older than the gods … that before the divine ones came to be, such horrors shaped the multiverse? Now there’s a chilling thought."*
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> —Vaqir Zekh’r, githzerai philosopher and author of *The Far Realm: Real Yet Unreal*
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Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths’ empire and freeing their slaves.

Aboleths have never forgotten.

***Eternal Memories.*** Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds.

Aboleths’ minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth’s plan.

***Gods in the Lake.*** Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories.

Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature’s loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.

***Enemies of the Gods.*** The aboleths’ fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth’s body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.

Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.

## An Aboleth’s Lair

Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.
Abominable Yeti

Image credit WOTC

> *"On your guard! That’s not the wind howling!"*
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> —Kelesta Hawke of the Emerald Enclave
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A yeti’s windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti’s icy simian eyes can freeze its prey in place.

***Keen Hunters.*** Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a Blizzard, the scent of its quarry draws the yeti through the cold and snow.

Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls.

***Terrifying Howlers.*** Before an Avalanche, a Blizzard, or a deadly frost, the yetis’ howls sweep down the Mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti’s howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature’s untamed domain.

***Brutal Rampagers.*** When Mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they Attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within.

Devious Mountain folk sometimes use the yetis as unwitting Weapons. A Warlordmight lay down slaughtered sheep or goats to draw yetis into an enemy’s camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis’ food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath.

***Abominable Yetis.*** An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow.
Rookie

With the supposed death of the now Ex-Cop, the Rookie couldn’t help but feel as if the Baron’s Guild was truly going to close in on the city within a matter of months. The order was collapsing, people were scared, and the cops looked more like clowns. He was called with his partner to the city bank when he received word of possible activity going on there. He had no idea upon entering the bank that he had walked into a nightmare; and one that he held the key to defeating.

## Summary

The Rookie is an Innocent role whose Robbery action mirrors that of the Bank Robber. If there are any other Rookies during the Rookie's turn, the Rookie will see their card. Otherwise, he may look at an unused card.

## Strategy

* Wait until others claim to reveal what card you have seen. It may bait the Robbers into claiming the role you have seen or claiming to be an Ex-Cop that has seen two cards at the bottom but falsely naming the one you have seen.
* If you see a Robber at the bottom pile, then Shoplifters claiming to have stolen someone's card are more credible, since there are not two robbers simply coordinating a lie to confirm each other.
* If you are unlucky enough to have seen a Rookie, don't be distraught yet! You can still use that information to verify an Ex-Cop if they "checked" the card it so happened to be.
* A good card you can see at the bottom is a Hostage. Because it is easy to claim, the chances of a Robber claiming it are high, so multiple Hostage claims when there is only one is quite common, and will dash the chances of a Robber getting away with winning because of a no-vote game. Claim you saw this card and force the Robber to enter a CC or to claim something more complex, increasing the chances of him slipping up!
* Claiming Rookie, in general, can be challenging. His role matches the Bank Robber's and people can doubt you. When the option presents itself, instead claim Anarchist or another Robber-outing role and offer up information that could be game-changing for the Innocents while at the same time not making you look scummy.
* Claiming you have a partner is, in general, even more eyebrow-raising than claiming solo Rookie. However, most Robber duos do not claim double Rookie for that exact reason, and you will likely be fine claiming you have a partner.
* If you have a partner, it is often a good idea to bluff and claim Anarchist, Shoplifter, or another role to force information out of players. After you do so, retract, and your partner will back you up.
Captain

## Role

Aboard each type of ship is a Captain, be it player or npc someone is "in charge" of the Vessel. This position has generally full authority of the boat. In Ghosts of Saltmarsh (WOTC Module) they say the following:

**Captain.** The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with water vehicles and the Intimidation and Persuasion skills.

## Captain Sailing Modifiers

 Rest Day (Sea)
 Mapping Coastline
 Fishing
 Careful Sailing

Ghosts of Saltmarsh is property of Wizards of the Coast. The above use is used under fair use, any request to remove from Wizards of the Coast will be followed.
Brownberry Lumberjacks

### Dustspirit Logs

Onvar Dustspirit (M 44) and his three sons, Nod (M 24), Gam (M 22) and Gur (M20) take on most of the need for wood the town of Brownberry needs. Onvar's wife, Helga (F 45) tends to their home.

### Grudren woods

Raelen (M 53) and his wife, Killey (F 51) tend the woods to the Northeast and East of Brownberry. They allow the Dustspirit family to work on their lands as long as they take care not to over do an area. Their only daughter, Nanore (F 27) Works in the Brownberry militia.
Brees

### Appearance

Standing at 6'6" Brees is a strong and athletic woman in her early 20s. her exact age is unkown as she had a rough upbringing as a slave. She has short dark hair and an athletic and toned body type.

### Personality

She has been a slave most of her life and hates oppression and bullying of any kind because of this. She was forced to murder an innocent young man and after that swore to never harm an innocent again. She made friends with another slave, an elf called Kamara, who took her under his wing and advised her and helped train her mind and body for the abuse of the slave masters. She was sold to a new master and when forced to kill a family she turned on the master and slaughtered him and the other guards who decided to try protect the master. She has been on the run and hiding since.
Catoblepas

Image credit WOTC

The catoblepas is as loathsome as the vile swamplands in which it lives. Like such wastelands, this conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts has few redeeming qualities. Few travelers willingly traverse the territory of a catoblepas.

***Animalistic Nature.*** Despite their ungainly physiology, catoblepases resemble natural Beasts. A catoblepas behaves much like an animal, too, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, a calf. Especially if it’s guarding its young, a catoblepas attacks anyone that moves too close.

***Stench of Death.*** A catoblepas’s stink, like that of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the Attack, a catoblepas reveals the extent of its horrific Nature. The creature’s serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act. If the target of its attacks dies, the catoblepas feasts on the fresh remains.

***Blighted Territory.*** A catoblepas’s Nature as a creature of disease and decay brings out similar characteristics in the creature’s swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of The Environment, such as Healing herbs and clean water, diminish when a catoblepas lives nearby. Swamp gases have a hint of the catoblepas’s foulness to them. Animals in the area are more aggressive and liable to be Diseased. Degenerate creatures are likely to take up residence near a catoblepas’s territory, as are those seeking to avoid notice.

***Sinister Folklore.*** Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is Proven false. The Silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom.

Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence. Whatever the Origin of the creature, stories link the catoblepas to misfortune, and many of these yarns have elements of truth. Some such tales claim that hags tend catoblepases like cattle, and that a swamp that contains a catoblepas might also be home to a hag that drinks the monster’s milk. Although a particular catoblepas might not be linked to a hag, a coven of hags might keep one or more of these Beasts as guardians or pets. Other legends say that those of impure heart can tame a catoblepas. Indeed, some tales have circulated of malevolent warlocks and dark knights who have discovered how to domesticate the Beasts and use them as mounts.
Brownberry NPCs

### Grandpa

The human male known as Grandpa is 96 years old and as spry as though he were 76. He spends most of his days watching people and reminiscing whenever anyone will listen. He is straightforward and if you don't ask the right question, he won't give you the right answer. He has a sense of humor and loves life.He watched from a distance while the portal was opened at the Southeast portal and was almost sucked in after it was closed.

### Airn Dragen

Airn is a human in his late 30s. He used to work for the Jadefoot family as a guard but left just before the half-dragons took over the Southeast fort. He is a paladin of Kord and was able to help the adventurers in their breech of the fort using a key and using his fighting skills.
Barghest

Image credit WOTC

### Special Notes

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

# Barghest

Long ago, Maglubiyet, Master of the goblinoid gods, bargained with the General of Gehenna for aid. The General provided yugoloths that died to serve the cause of the Goblin god. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. As an act of vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls and deprive Maglubiyet of troops for his army in the afterlife.

***Consumers of Souls.*** A barghest is born to Goblin Parents just as normal offspring are. The creature emerges in the form of a Goblin, then develops the ability to assume its true form: that of a large, fiendish canine.

The mission of every barghest, implanted in it by the General of Gehenna, is to consume seventeen goblinoid souls by devouring the bodies of those it kills. Souls consumed in this way are prevented from joining Maglubiyet’s forces in Acheron. Why seventeen? Because the oaths Maglubiyet broke in his compact with the General totaled seventeen.

A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn’t kill Goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, rather than lowly Goblins, a barghest earns elevated status in the afterlife. Barghests typically keep their true Nature Secret, preying upon a Goblin or two when the opportunity arises, until they reach adult age and are old and strong enough to seek out stronger prey. When Goblins discover that a barghest is among them, they react with groveling obeisance, each member of the tribe eager to show the barghest that it isn’t worthy of being devoured.

***Banished by Fire.*** A barghest avoids contact with large, open fires. Any conflagration larger than its body acts as a gateway to Gehenna and banishes The Fiend to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure.

## Soul Feeding

A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim’s body. The victim’s soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.

While a humanoid’s soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature’s soul is digested, however, no mortal magic can return that humanoid to life.
Arcanaloth

Image credit WOTC

### Special Notes

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

## Arcanaloth

Arcanaloths are sly, jackal-headed beings with humanoid bodies, but they can employ magic to take any humanoid form. They do so to gain the trust of creatures with whom they negotiate, replacing Jackal snarls with winsome smiles.

Regardless of its chosen form, an arcanaloth appears well groomed, clothing itself in fine robes. Highly intelligent spellcasters who hunger for knowledge and power, arcanaloths Command units of lesser yugoloths and maintain the contracts, records, and accounts of their kind.

Arcanaloths speak and write all Languages, making them cunning diplomats and negotiators. An arcanaloth properly paid can broker treaties or alliances with subtlety and Finesse, just as an arcanaloth who changes sides can easily turn the best-laid peace talks into all-out war. What The Fiend demands in exchange for its time and talent is information, as well as powerful Magic Items that it can trade for even more information.

## Variant: Yugoloth Summoning

Some yugoloths have an action option that allows them to summon other yugoloths. These are also represented in the associated creatures Actions 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.
Ahkillor Tundra

## Brief Overview

“Ahhhhhh, I was chased by some massive frozen worm like creature! So I became a snow rabbit, sadly I couldn’t change back” - *Thadd of Firmroot*

The **Ahkillor Tundra** is a massive snow and ice land made up of various sub-regions. These harsh climates are a danger to the unprepared and as dangerous as ignoring the culture or customs of the settlements which stand against the unrelenting cold.

## Lore

The **Ahkillor Tundra**, is the northernmost area of Laikka. Frozen, harsh and sparsely traveled most of the mortal races huddle in one of the few settlements of the region. Hunters rarely travel far due to the climate of the region and the potential conflicts of Frost Giants or Orcs. The **Ahkillor Tundra** is home to a number of monsters which are feared by the inhabitants of the region none more so then the Remorhaz.

The Goliaths keep to their capital of Niaq’Mal and the smaller villages of Ranga and Rimegulch. The Nar’Talas Mountains were once home to the Snow Elves and Moon Elves. The Dreuger inhabit their only Laikka surface capital of Mar Daral. These races have never truly gotten along but choose not to wage full scale war due to the conditions which they face to survive.

With places such as Dragon’s Tooth Mountain and Behemoth Ridge Lookout in the White Tips, the frozen land is home to many ruins of past civilizations. Adventurers have been said to come out with magical items and weapons from these ruins as there is many more to be found amongst the ice and snow.

## Notable Areas

Ruins

* Behemoth Ridge Lookout
* Dragon's Tooth Mountain
* Ruins of Kayseet
* Ruins of Sige Suroess

Settlements

* Firmroot Village
* Mar Daral
* Niaq'Mal
* Ranga
* Rimegulch

Sub-Areas

* Buldor Pass
* Coldwind Forest
* Nar'Talas Mountains
* Northern Dhig Buldor Range
* Sheltered Peaks
* Southern Dhig Buldor Range
* White Tips

## Events

* Behemoth Ridge Lookout: A quest for the Trident
Character Background Template

You can fill this out to start with, or work with it as you develop the character. If you're not ready to fill out the entire document, **please fill out the first two sections to submit a new character concept**.

The questionnaire is intended to get you thinking. If you don't answer all the questions after the first two sections, that's fine, but give them a read-through and get yourself considering aspects of your character. If you're stuck or looking for inspiration, try some of these other options to get some ideas:

* In-depth questionnaire.
* Backstory description generator
* Backstory generator with morals, conflicts & events
* Big list of different background options - history, motivation, flaws, quirks etc. Check the links at the bottom of the page for more.

## Character Basics

**Significant Others (describe relationship):**

**Children/extended family (describe relationship):**

**Relationship skills (all relationships, not just romantic ones):**

## **Physical Characteristics:**

**Distinguishing features:**

**How do they dress and what is their style (elegant, shabby etc.)?:**

**Mannerisms/habits: (smoking, drinking etc.)**

## **Intellectual/Mental/Personality Attributes and Attitudes**

**How does the character see themselves? How self-confident are they? :**

**How does the character believe they are perceived by others?**

**Does the character seem ruled by emotion or logic or some combination thereof?**

**What would most embarrass this character?**

## **Emotional Characteristics**

**Strengths/weaknesses:**

**Introvert or extrovert?**

**How does the character deal with anger?**

**With sadness?**

**With conflict?**

**With change?**

**With loss?**

**What would the character like to change in their lives?**

**What motivates this character?**

**What frightens this character?**

**What makes this character happy?**

**Is the character judgmental of others?**

**Is the character generous or stingy? Are they generally polite or rude?**

## **Spiritual Characteristics**

**Does the character believe in a god ? Which one?**

**Does the character's religion match their parents?**

**What are the character's spiritual beliefs?**

**Is religion or spirituality a part of this character's life? If so, what role does it play?**

## **Significant Events**

**Describe an important or life-changing moment for the character:**

**What is their best or most cherished memory?**

**What is their worst or most feared memory?**
Askella

Tavern - The Mellow Ferret Bar

Half-orc (f) Gricken - Bartenter

On South Rosesword Way, in a university ward of grand lecture halls and bold explorers.

The inn is a two-story half-timbered building, with a small walled yard and garden. Accommodations consist of several large rooms with beds and woolen mattresses.

Fabrics and silk stall

Otherwise mundane shops

Possible set of shops called Gricken's Chicken in multiple cities (suggested by Alli)
Air Elemental

Image credit WOTC

### Special Notes

Damage Resistance: lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

## Air Elemental

An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above.

An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away
Behemoth Ridge Lookout

## Brief Overview

Atop the White Tips sits the **Behemoth Ridge Lookout**, a frozen fortress of Frost Giants overlooking a large ravine which is bypassed by a large stone bridge. The Frozen metal  portcullis sits large enough that medium creatures can squeeze their way through. The Lookout is in various pieces of disrepair as this fort is not readily used for sometime.

## Lore

The lore behind the Behemoth Ridge Lookout has not been discovered.

## Beasts Encounter

* Frost Giant
* Young Remorhaz

## Events

* Behemoth Ridge Lookout: A quest for the Trident
Bergas Vrach

Appearance

before you at 5' 5" and 100 or so lbs is a elder drow. His skin obsidion black, his eyes a bright pink, and his hair a silver-gray and waist length. Usually tied back in a pony tail. in an his free time he is seen in a simple purple shirt and black pants with a dagger on his belt, and wearing halfmoon spectacles and reading.
Brownberry Food Farms

## Grain Farms

### Sundae Farm

Bruce (M 65) and Whilma Sundae (F 61) run this grain farm with their two sons and three daughters. Their children are Clemence (M 32), Sandra (F 29), Joeseph (M 22), Raechel (F 21) and Nini (F 20). This is the largest of the grain farms and each year, a dozen or so families send their children here in hopes of having them work the farms for good pay.

### DeVerin Farm

Reagh DeVerin (M 70) amd Selia DeVerin (F 169 elf) own this farm. They hire help each year to work it alongside Reagh. While Reagh isn't getting around as much, he still wants his hand in everything and likes to know what is going on.

## Legume Farms

Five smaller farms handle legumes which the town is known for. A handful of gardens try to add to them, however the five main legume farms are:

* The Bamov Farm - Luke (M 55) and Lara (F 57) run this farm with hired help.
* The Korhen Farm - Nod (M 64) and Lihoh (F57) run this farm along with their sons Cerinzo (M 35) and Gradey (M 33). Cerinzo is waiting patiently to take over the farm when his father allows.
* The Nirsk Farm - Sal (M 43 halfling) runs this farm with hired help.
* The Beartail Farm - Reth (M 37) and his son, Gable (M15) run this farm while Reth's wife, Fae (F 37) works in the Brownberry militia.
* The Rudz Farm - Blaize (M 36) and Polly (F 26) started this farm up recently. Blaize doesn't like spending money and they have not had the money to hire help so they have been doing everything they can to keep up with it.

## Animal Farms

### Rudz's Meats

Ronrulbel Rudz (M 47) is the current owner of this cattle ranch. His family has been in charge of these lands for five generations. He is single but willing to court someone able to handle themselves around the cows and steers. Most of the work is done by hired hands who also live at the property.

### Hellstalker Sheep

Sterdarn Hellstalker (M 52) owns the land and a few dozen sheep. He and his hired hands keep the Western surrounding area in good supply of wool. Hellstalker isn't his real name. He once tried to be an adventurer and changed it but found life as a farmer was more to his liking. He kept the new name to remind him of the day he saw a skeleton. Talking about that day brings a smile to his face even if he ran at the sight of it.

### Gluz Sheep

Varcer (M 152 elf) and his wife, Dirri (F 52) took over this farm when Dirri's first husband died 20 years earlier in a horrible accident. Varcer has only been working with the sheep 5 years now. Dirri ran the farm with hired help every year. They still use hired help as Varcer hasn't quite gotten the hang of how to sheer the sheep correctly. They supply most of the Eastern side of Brownberry.
Bodak

Image credit WOTC

### Special Notes

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

A bodak is the undead remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.

***Marked by Orcus.*** A worshiper of Orcus can take ritual vows while carving the demon lord’s symbol on its chest over the heart. Orcus’s power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus’s name.

Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. Like each Hierophant of Annihilation, every bodak bears the mark of Orcus as a chest wound, an opening where a mortal humanoid’s heart would be.

Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. Bodaks are extensions of Orcus’s will outside the Abyss, serving the demon prince’s aims and other minions.

***Unhallowed Fragments.*** A bodak retains vague impressions of its past life. It seeks out both its former allies and its former enemies to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity.

Even nature despises bodaks. The sun burns away a bodak’s tainted flesh. The creature’s gaze lays waste to the living. Anyone a bodak slays with its gaze withers, its face frozen in a mask of terror. The monster’s mere presence is so unnatural that it chills the soul. Animals untrained for war instinctively flee just before a bodak arrives.

***Ravaged Soul.***The soul of a creature that becomes a bodak is so damaged that it is unfit for most forms of magical resurrection. Only a *wish* spell or similar magic can return a bodak to its former life.

***Undead Nature.*** A bodak doesn’t require air, food, drink, or sleep.
6th Tenebrae Era

The 6th Tenebrae Era came about after The Titan War as the 6th Emorior. The Era would last for just 2 years which saw many conflicts across the land. While some of these events would help build to the Sacrifice of Gods as the 6th Redimere, others took little relevance on the overall landscape of the world.
Amarillis Herbalist

‘Flame-Flower’ **Herbalist**: Hálfdan Leafward: [HGT: 6ft, 1in; WGT: 134 lbs] He is a mature male wood elf that is rough in appearance. He has curly, black hair.  He is generally brusque but fair, but also friendly. His disposition is harsh but he is hard-hearted by nature. He is quite foolhardy in the face of danger. he comes off as being quite driven.

DRESSED IN: brown thigh boots, a black belt with a platinum buckle, light-blue kilt, and a dark-gray shirt.

This shop sells spices and herbs for food, potions and spells.
Arthur Lowe

### Additional

Father (Eric Lowe, Age: 65) Mother (Chantella Lowe, Age 63) Alive, haven't talked to in years.

## ***Character Appearance***

Arthur stands 6'0" feet in height, he's a white man with dirty blonde hair, blue eyes and is seen wearing a stereotypical 1900's detective outfit. He's also almost always smoking a pipe.

## ***Character Personality***

Arthur Lowe can be quite eccentric, often leading him to trouble. He also has the habit of finding out things that aren't his business.

## ***Events of Childhood***

In Arthur's childhood he always loved to solve puzzles, read crime drama, watch people and uncover secrets. The biggest event he encountered was the case of the Missing Cake. Where the teacher of his class made cake for everyone and during break it went missing.

## ***Events of Adolescence***

Later on his years he went on to study law and become a lawyer. And while he does enjoy standing in the courtroom Arthur's more of a 'on-the-field' type of guy who prefers to do his own investigation. This was made clear when he solved his very first murder case with a 'not guilty' verdict.

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

During his adulthood Arthur decided to leave his town to solve mysterious cases around the world. From murder, to stolen goods to even simply finding cats gone missing and many others.

## ***Event Entering Guild***

Arthur was invited based on his quick wits and ability to investigate, insight and spot hidden objects. He's a man determined to uncover as many mysteries as he can in his lifetime.
Arvidae

Arviae is an adorable corgi dog about a foot high at the shoulder and 2 1/2 feet long, weighing about 40 pounds. She has no tail, large, satellite ears and a black nose. She is mostly a toast-brown colour, with a white underbelly that comes up her neck and over her nose, making a mask around her intelligent black eyes. Her short legs carry her faster than expected as she runs by, trying to herd other animals or small children and the occasional halfling. She is friendly and cheerful to everyone, but fiercely protective of Tennin, Sindle and their home after Tennin found her lost and hurt in the woods. Her low stature makes her the perfect companion in the woods where she can get through through thick underbrush and while she may look chubby, she is heavy and muscular, and strong enough to push open doors and even knock people over. Her sharp claws and bite are painful, especially as she has a tendency to go for the Achilles tendon when attacking, but she rarely fights, much preferring to be fed snacks and have her belly rubbed.
Brynja Hallowhorn

Brynja is a a snotty nose brat with a vulgar mouth and the taste for gold she carries with her a map of her home city. She has on her back a shortbow. She wears small little leather chest plate that has rabbit drawn on it. In her backpack is a little bags of fruit and a map of Laikka.

**Companion: Ratatoskr the Squirrel**
Ratatoskr is a squirrel that Brynja saved from a pair of Giant rats on the streets of Stonehaven it came with her to tavern and until now has stayed put in her backpack living off . Ratatoskr’s a bright orange red colored squirrel with a scar under his right eye that matches Brynja scar on the left and they are best friends you couldn’t split them apart of needed.”
Arctic (Travel)

## Chart

#### 1-2 Monsters!

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

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

* 1- “Ice Blocks a Cave entrance” (Athletics)
* 2- “Cracks in the ice” (Acrobatics)
* 3- “Tundra Predators” (Stealth)
* 4- “Magical Ice 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 (D8)

* 1- Winds (Moderate)
* 2- Winds (Major)
* 3- Ice Storm (Moderate)
* 4- Ice Storm (Major)
* 5- Snowfall
* 6- Blizzard
* 7- Unusually Warm Day
* 8- Unusually Cold Day

#### 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
Air Genasi

Image owned by WOTC

*Subrace of Genasi*

 As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

* **Ability Score Increase.** Your Dexterity score increases by 1.
* **Unending Breath.** You can hold your breath indefinitely while you’re not incapacitated.
* **Mingle with the Wind.** You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Brownberry Militia

### Brownberry

Half of the city's militia is made up from those trained by the Brownberry family. They train on the West side of the city. With only minor lashing out from the families in the last few years, training is their main focus. They take shifts on maintaining the three forts on the West side of the town.

### Jadefoot

The other half of the city's militia is made up of those trained by the Jadefoot family. They train on the East side of the city. Their training has been split into two with the rebuilding of the Southeastern most fort. Rebuilding the fort is slow going because they keep finding parts they need to remove because of weaknesses caused when a portal was closed on one of it's roofs. When they are not training or rebuilding, they are maintaining the other two forts on the East side.
Beasts

## Overview

***Beasts*** are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals

## Sub Types

### Dinosaurs

Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.

Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.

* Allosaurus
* Ankylosaurus
* Brontosaurus
* Deinonychus
* Dimetrodon
* Hadrosaurus
* Plesiosaurus
* Pteranodon
* Quetzalcoatlus
* Stegosaurus
* Triceratops
* Tyrannosaurus Rex
* Velociraptor
Ancient Dwarvish

## Overview

*Ancient Dwarvish* still stands as the ancestral language of the dwarven people. Spoken primarily during the 1st Era of the world, this now forgotten language of the dwarves is primarily found in some of the world's oldest dwarven ruins.

## 1st Era

In the first era of the world, the dwarven scholars filled tens of thousands of tomes using *ancient dwarvish*. From their ancestral capital of Thom Lodahr, their tomes were said to cover every subject from crafting, to mining, to even ancient magical effects. The language was very guarded to almost only those of dwarven blood, with very rare exceptions to some of the worlds first travelers.

## 2nd Era

With the loss of Thom Lodahr and much of the nobility and scholars to "great disaster" the purity and direct flow of *ancient dwarvish* was lost to time. Considered a much more complex and beautiful language, the commoners who fled the city of Thom Lodahr began to lose and change the dwarven language and symbols to what we now know as dwarvish. As the dwarves spread out farther from the Southern Dhig Buldor Range the speed at which the language changed hastened.

## Languages Derived

#### Dwarvish Based

* Rock Speak (Alithrya)
* Gendarme (Southern Chain)
* Glissade (Yedria)
* Mosspeak (Feywild)

#### Elemental Based

* Azer Dwarvish (Plane of Fire)
* Earthen Speak (Plane of Earth)

## Learning the Language

* It is possible to learn *Ancient Dwarvish* from one of the properly written ancient texts. These books must be used via checks outside the game and are unable to be comprehended with any magical means as most ancient languages.
Barnsley

### *Mayor: Posco Bramble of Willowbottom*

Posco Bramble of Willowbottom is a halfling who stands 2'9 feet tall and is a little guy who knows how to make Barnsley a place where people can come for a beach vacation spot for people who are looking for a time to relax and try out certain things. Posco is a cheerful and fun halfling but will have a temper if something doesn't go well. He makes sure the people who are visiting are comfortable and happy, and to make sure the export and import orders are correct before handing it to the person who will be handling the shipment on the docks.

### *Life in Barnsley*

In Barnsley, there is a lot of activity due to the fact that people come over for vacations or honeymoons. Beautiful locations for families to enjoy the beach or do certain activities that they can do. Not only a vacation spot but it is also one of the largest imports and exports on the island. Most of the tourists populate the town than the citizens who lives either in the town or close to it.
Arshaalth Blacksmith

**Blacksmith:**Gundisalvus Reinhard: [HGT: 4ft, 5in; WGT: 71 lbs] She is a mature female dwarf that is clean in appearance. She has curly, black hair.   Her disposition is proud but she is soft-hearted by nature.

DRESSED IN: dark-red thigh boots, a gray belt with a metal buckle, purple short pants, light-brown bandanna, and a dark-red tunic.

They sell beautifully made swords, longbows, and other common weaponry.
Banderhobb

Image credit WOTC

A banderhobb is a hybrid of Shadow and flesh. Through dark magic, these Components take on an enormous and vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper.

***Birthed by Hags.*** In the earliest days of the world, a coven of night hags devised a ritual that led to the Creation of the first banderhobb. A hag that knows the ritual might be willing to teach it for the right price. Some other dark fey and powerful Fiends also know of the process, as do a few mortal mages. Instructions might also be found in a tome devoted to debased Wizardry.

***Silent and Deadly.*** When the ritual to create a banderhobb is complete, flesh, spirit, and Shadow combine to produce a creature as big as an ogre. The newly formed monstrosity has spindly limbs that belie great Strength. Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as silently as the shadows that infuse it. A banderhobb isn’t capable of Speech, but it can understand orders given to it by its creator and communicates with nearby banderhobbs in a psychic manner.

***Agents of Evil.*** During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it. It accomplishes its mission with no concern for the harm it suffers or creates. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature’s location from as far as a mile away.

A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of Shadow. Legends tell of a dark tower in the Shadowfell where the shadows sometimes reform, and banderhobbs roam.
Blaine McArthur

A jolly old man that runs McArthur's pub in Vertsea, with his daughter Linette. Quite tubby, with grey stubble on his chin, grey hair and always wearing a farmer's cap. Mostly just sits by the bar serving drinks while Linette does all of the heavy work like moving kegs. Enjoys talking with people around town about what's going on, and is pretty informed about the city because of that.