The cyclopes are a primordial race of giants descended from godlike beings. Their ancient ancestors were great soldiers, smiths, and builders. Today, most cyclopes are only a pale reflection of their ancestors. They can vary in size, in intellect, and in the number of arms or fingers that they have, but one feature is always the same—a single great eye under their brow, instead of two.

Look at the Blemys, Gygan and Jancan races for more information.

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The Troglodyte King (Troggo) is a Troglodyte that leads the group that has taken to living in the caves inside the Mithral Mountains. He spoke of danger down below, and him leading his people up here where it's safe.
He is seemingly wearing a hat that enhances his intelligence but doesn't want to confirm this.

He challenged The Heroes of Thylea to a game of riddles which they won and he thus let them rest and shared the secrets of the mine, including the password to the Ellivaatour.


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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.

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The Marvelous Worm was a rather good quality tavern just inside of the town of Meos.

In the lane that led to the tavern, there was a wooden statue of a dancing worm that starts dancing when someone approaches, due to a permanent magic spell. There is a stream on a nearby field that offered water. Merchant and adventurers' caravans occasionally camped on the surrounding fields, two of which were also owned by the tavern's proprietor.

The floor was made of flagstone. There were two hearths, one at each side of the taproom. The walls were decorated with weapons, animal skulls and other hunting trophies.

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This celebration started as an initiative of some minotaurs and more considerate settler races to try and understand each other’s experiences, from situations of power to, more importantly, those of discrimation. For that purpose they dressed up as another race for whole day. The idea quickly gained a following with many people keen to walk in each other’s shoes, however when the festival arrived in Mytros the original intent was mostly lost or ignored by those who celebrate. The new main purpose of the festival is to dress up as an entirely different creature and parade around humorously for the celebrations. in Mytros it’s seen as a day of creativity, hilarity and fun, with centaurs made up of two humans being one of the most entertaining sights. Many centaurs find the idea of two people clumsily moving round in a costume, a deep insult to their pride.

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Arafah is the admiral of Volo's Fantastic Expedition. While tecnically employed by Volothamp Geddarm, she has quickly realised that this trip requires a much more strict hand than he could provide - her hand.

 

Arafah comes from a family of adventurers and fighters.

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Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks. A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.

Although they lack the intellect they possessed in life, skeletons aren’t mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn’t work, it searches for another way through or around the obstacle. Independent skeletons temporarily or permanently free of a master’s control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can’t eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance. When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. A skeleton doesn’t require air, food, drink, or sleep.



Armor Class
12 (natural armor)
Hit Points 67 (9d10 + 18)
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 6 (−2) 8 (−1) 5 (−3)

Damage Vulnerabilities. bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Abyssal but can't speak
Challenge 2 (450 XP)

Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

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This clever copper Dragon chose to serve as the mount of Estor Arkelander but was unfortunately slain sometime during the war.

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During the day and early evening it is traditional in places with either hot springs or bath houses to visit and bathe, with common wisdom saying that this will ward off the cold for the rest of winter.

Large bonfires see celebrations of the longest night of the year through until morning. Large cities normally have a large public bonfire, but smaller communities within cities, such as temples and guilds, often have their own too. Upon these bonfires burn effigies, built by local people and chosen by community leaders in competitions to find the best-crafted ones. These competitions are billed as secular non-antagonistic affairs, with impartial judging: but it is no surprise that the winning creations often resemble the Gods, races, unpopular rulers (or, for those brave enough, the Titans) that are disliked in the community making the bonfire.

The first bottles of the summer’s wine are also opened on this date, most often being drunk warm with friends and family around the fires, or in the comfort of their homes.

In addition to the celebrations, Volkan is rumored to travel through the Heartlands on the winter solstice, distributing toys and sweets to children.

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This mighty silver Dragon chose to serve as the mount of Xander "Dragonshield" Huorath, the greatest of The Order of the Dragonlords

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The innkeeper of The Sour Vintage is a retired hunter named Aetala. She knows the Heartlands better than most, and she has all the rumours from Estoria. She recognizes at least one of the heroes, and she suggests that they hunt the boar. Aetala made her fortune-hunting a similar beast decades ago.

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A young bronze Dragon, he is apparently oathsworn to Tarchon "Big Man". When Tryntia spoke to him it seemed he did not know Draconic and possesed a limited vocabulary for his age.

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