TEXT: INTO WONDERLAND ROLEPLAYING CARDS
  INTO WONDERLAND ROLEPLAYING CARDS
   
  MAYOR HITCHEN
  MAYOR HITCHEN
  MAYOR HITCHEN
  ATTERCAT
  ATTERCAT
  ATTERCAT
  Illustrated By: RikaRini
  Page References: IW 11, 14-18, 23, 27, 29-30, 41-42, 89,
  98-99, 102-106, 148, 154-156, 158-160, 164, 170-171
  Flustered and incompetent, Mayor Attercat struggles to
  maintain control of the city of Endercoast after it is
  spirited to the Feywild. His lack of competence has
  opened up opportunities for several competing factions
  to vie for control, all under his nose.
  Mayor Attercat can be represented by a human king
  (NPC 220). He relies on his magic items, given to him as
  bribes throughout his political career, to reassure him of
  his self-image as an effective leader.
  Appearance. Short, overweight, with a bright red nose
  from his alcoholism. He's dressed in glorious purple
  robes.
  Voice. He has a nasally voice and a sneering affectation.
  New York accent.
  Personality. Paranoid and mousey.
  Ideal. One's financial standing is a measure of one's
  worth as a person. The richer you are, the more
  deserving of those riches you are. The poor oughtta
  pull themselves up by their bootstraps. (Lawful Evil)
  Bond. Indebted to the Union of Small Business Owners
  who have bribed him with luxurious piles of magic
  items and gold.
  Flaw. Easily bribed, which means that his government
  really has no identity distinct from its "investors".
  Whatever the lobbyists say is what goes.
   
  COMMISSIONER HUCK
  COMMISSIONER HUCK
  COMMISSIONER HUCK
  LASICK OF THE
  LASICK OF THE
  LASICK OF THE
  ENDERCOAST GUARD
  ENDERCOAST GUARD
  ENDERCOAST GUARD
  Illustrated By: RikaRini
  Page References: IW 11, 13-15, 29-31, 36, 38, 41, 88, 98-
  99, 105-106, 155-158, 161, 164, 170-171, 175
  Commissioner Lasick is a brutal, no-nonsense
  infrastructure coordinator who has built his career in the
  engineering sector. He has recently acquired the badge
  of commissioner and intends to reform the slipshod
  Endercoast guards into a fighting force to be reckoned
  with.
  Commissioner Lasick can be represented either by a
  stout halfling (IW 189) trebucheter (TPN 14) or artillerist
  (NPC 186).
  Appearance. A dark-skinned halfling with deep scars on
  his face and calluses of a life working with his hands.
  He wears drab, functional armor somewhat visible
  underneath his commissioner's uniform.
  Voice. Deep, gruff, and a bit snarly. Canadian accent.
  Personality. No nonsense.
  Ideal. A single competent person can make all the
  difference in the world. (Lawful Neutral)
  Bond. His six chiefs and their immediate underlings are
  his "untouchables" -- they cannot be bought.
  Flaw. His failures as an engineer follow him. He sees his
  mistakes in Endercoast's infrastructure everywhere he
  goes.
  
   
  HERMIONE GALANODEL OF
  HERMIONE GALANODEL OF
  HERMIONE GALANODEL OF
  THE SENTINELS OF EQUITY
  THE SENTINELS OF EQUITY
  THE SENTINELS OF EQUITY
  Illustrated By: RikaRini
  Page References: IW 11, 16, 21, 34, 83, 98-99, 105-106,
  151, 155, 158-160, 165, 171
  Hermione Galanodel is a devotee and spokeswoman of
  the Sentinels of Equity whose goals are to return
  Endercoast to a state of nature. She believes that by
  presenting her arguments reasonably, people will be
  turned to her point of view. Anyone who isn't convinced
  is therefore unreasonable and should be eliminated.
  Hermione can be represented either by a wood elf (IW
  188) court debater (TPN 20) or glamour bard (NPC 36).
  Appearance. Tall, thin, covered entirely in white robes.
  Her long black hair trails out from her hood.
  Voice. Oozes like honey. Upper class non-rhotic Southern
  American.
  Personality. Affable, insistent, and self-assured. Prides
  herself in her stoic affectation.
  Ideal. All shall be made equal. (Chaotic Neutral)
  Bond. Joined the sentinels after her high elven village
  elder betrayed her people to become a lich.
  Flaw. Cannot suppress her emotions as well as she
  thinks.
   
  TURPH MUSHEEN OF THE
  TURPH MUSHEEN OF THE
  TURPH MUSHEEN OF THE
  UNION OF SMALL BUSINESS
  UNION OF SMALL BUSINESS
  UNION OF SMALL BUSINESS
  OWNERS
  OWNERS
  OWNERS
  Illustrated By: RikaRini
  Page References: IW 11, 17, 21, 36, 41, 98-99, 105-106,
  154-156, 159-161, 165, 171, 185
  Turph Musheen is a retired adventurer and small
  business owner. He owns a flower shop. He's also on the
  board of the Union of Small Business Owners and has
  gained massive support from the other union members
  for his rejection of the Feywild's influence over
  Endercoast. The city should be self-sufficient. It should
  not give in to the magic of the Fey.
  Turph is represented by a half-orc (IW 188)
  commander (NPC 206).
  Appearance. Well-dressed grey-skinned man with tusks.
  Braided through his hair are four flowers: a white rose,
  two daffodils, and a chrysanthemum.
  Voice. Rough and working class, hiding a sharp
  intelligence. Heavy cockney accent.
  Personality. Everything's a negotiation to him. He likes to
  beat around the bush before getting to the point.
  Ideal. If we don't stand up for ourselves, nobody's gonna
  do it for us. (Neutral)
  Bond. His son was killed in the Endercoast salt mines ten
  years ago. He vowed never to let anything like that
  happen again, no matter the cost. His wife and two
  daughters now live a respectable lifestyle in a nice part
  of town. The four flowers in his hair symbolise his
  family. Flowers need a gardener.
  Flaw. Not above using dirty tricks and intimidation to get
  what he wants, and he doesn't see the hypocrisy in his
  actions.
  
   
  LORD CALS OF THE LITTER
  LORD CALS OF THE LITTER
  LORD CALS OF THE LITTER
  AND THE PEAT
  AND THE PEAT
  AND THE PEAT
  Illustrated By: Scodo
  Page References: IW 12, 16, 18, 43, 59, 63, 80-81, 87, 98-
  99, 108-116, 119, 127, 133, 165, 167-168, 171, 179, 182,
  190-192, 216, 228
  Lord Cals of the Litter and the Peat is an ancient
  archfey, perhaps older than the Feywild itself. He is as
  patient as the winds that flatten a mountain. He is as
  determined as a root that grows in a crack in a stone. He
  waits, sometimes for millennia, as eventually all good
  things shall fall into his lap. Lord Cals knows that the
  problem of Endercoast will soon go away. He only has to
  nudge it along.
  Lord Cals is represented by the Lord Cals statblock (IW
  190). He primarily uses time vultures (IW 216) and stone
  golems (MM 170) as minions.
  Appearance. He appears to mortals as a black-cloaked
  skeletal specter, his head the skull of a goat, wearing a
  rope necklace adorned with a beautiful red rose.
  Voice. Deep, slow, cracked, and sonorous.
  Personality. Patient. His wrath is unearthed only after
  careful deliberation.
  Ideal. It doesn't matter who you are. Your time will end
  eventually. (Neutral Evil)
  Bond. The red rose pinned to his rope necklace is a
  symbol of a long-lost faerie queen whose advances he
  spurned. When she gathered her forces to destroy him,
  he slew them all and locked her forever away in his
  rose.
  Flaw. He does not sweat small failures, knowing that in
  the end he will be victorious. But for mortals with
  short lives, this means he can be defeated. At least for
  a while.
   
  CIRRUS THE JESTER
  CIRRUS THE JESTER
  CIRRUS THE JESTER
  Based on Artwork By: Tithi Luadthong
  Page References: IW 10, 12, 19, 29, 43, 46, 59, 81, 87,
  98-99, 109, 118-124, 127, 133, 159, 165, 168, 171, 179,
  193-195, 229
  Cirrus the Jester is a trickster spirit. They tell jokes to
  soothe their addled, sickened mind. But nothing suffices.
  Cirrus is represented by the Cirrus statblock (IW 193).
  They primarily use eladrin jokers (NPC 219), jesters (NPC
  37), and clowns (NPC 197) as minions.
  Appearance. They generally appear to mortals as a clown
  with a formless, indistinct body, wearing a wooden
  mask that betrays no emotion. They can shapeshift at
  will into any mortal that has ever laughed at their
  jokes.
  Voice. Modulating wildly between masculine and
  feminine, deep and high, joking and serious. They have
  an unsettling, mirthless, megalomaniacal laugh.
  Personality. Desperately clownish. More mean-spirited
  than comedic.
  Ideal. Humour is how we cope with the absurdity of an
  uncaring universe. (Chaotic Neutral)
  Bond. As a mortal, Cirrus was a genderfluid eladrin circus
  clown, blessed by Corellon with shapeshifting powers.
  They fell in love with a beautiful acrobat, a woman
  who glowed with the joy of life itself. The acrobat
  asked for Cirrus' hand in marriage, and on the night of
  their wedding, she revealed that her true form was
  that of Lliira, Goddess of Joy. Overwhelmed by the
  revelation, Cirrus descended into madness.
  Flaw. Cirrus would like nothing more than to return to
  Lliira and join her in Elysium. But they know they are
  too far gone for her to ever want them back. So much
  has gone wrong. So much is lost.
  
   
  DAILILI, THE TREE OF
  DAILILI, THE TREE OF
  DAILILI, THE TREE OF
  INFINITY
  INFINITY
  INFINITY
  Based on Artwork By: Tithi Luadthong
  Page References: IW 12, 20, 59, 61, 64-65, 70, 82, 87, 98-
  99, 102-106, 109, 119, 126-130, 133, 151, 165-166, 168-
  169, 171, 179-183, 196-197, 203, 218, 230
  Dailili was once a dryad whose many children in the
  material realm were cut down by an overzealous
  woodsman. She slew the woodsman but was banished to
  the Feywild for the crime of murder. In the Feywild, she
  grew to the power of an archfey on spite alone.
  Dailili is represented by the wild guardian (NPC 121)
  statblock (her dryad form) and her true Dailili (IW 196)
  form. She primarily uses dryads (MM 121) and either
  wood woads (VGM 198) or primeval guardians (NPC 130)
  as minions, plus other plant monsters, each of which are
  an extension of herself.
  Appearance. She appears to mortals as an ordinary (if
  toweringly tall) dryad. Only her sheer size and her
  glowing magenta-tinted eyes give away her true
  identity as an archfey. Her true form is the entire forest
  around her court, where every tree shares the same
  root system with the Tree of Infinity at the center.
  Voice. Soft, bitter, and rumbling.
  Personality. Brimming with rage, spite, and hatred for all
  things except the plants and creatures she has birthed.
  Ideal. Mortals have no respect for nature. She will make
  them respect her. (Chaotic Evil)
  Bond. She was banished from the Material Plane, her
  birth plane, for the crime of murder. Perhaps there is a
  chance that she can be pardoned for her crimes. But
  what then of her court in the Feywild?
  Flaw. Dailili does not value the lives of creatures other
  than herself. They are so small, and she is so big.
   
  TETTLEBUG MOONFLOWER
  TETTLEBUG MOONFLOWER
  TETTLEBUG MOONFLOWER
  Illustrated By: Jack Homer
  Page References: IW 12, 21, 31-32, 59, 72, 80, 83, 87, 99,
  109, 119, 132-137, 146, 165-167, 171, 179, 198-199, 231
  The Princess of Dewdrops brings rain, fog, and chill in
  her endless dance, wreaking havoc across the Feywild as
  she revels in the melancholy of distant thunder.
  Tettlebug Moonflower is represented by the Tettlebug
  statblock (IW 198). She primarily uses stormcloud
  mephits (IW 216), sprites (MM 283), and pixies (MM 253)
  as minions.
  Appearance. Tettlebug appears to mortals as an ordinary
  pixie. Her status as an archfey is revealed by the
  intricate patterns on her wings that glow with barely-
  contained thunderous energy, and by the fact that
  every beat of her wings lets loose a minor thunderclap.
  Voice. She has a tiny little voice that somehow booms
  across the land.
  Personality. She is a reveller, a dancer, a singer, and a
  destroyer, and she hardly knows the destruction she
  has wrought.
  Ideal. There is nothing more comforting than the sound
  of rain pattering against the leaves and the boom of
  thunder in the distance in the night time. (Chaotic
  Neutral)
  Bond. She has a family of pixies that are very worried
  about her. They do not know the immense power that
  she has gained since she went missing. She is just their
  lost sister.
  Flaw. She is unaware of the true extent of her power.
  
   
  DEAREST GRAN
  DEAREST GRAN
  DEAREST GRAN
  Illustrated By: RikaRini
  Page References: IW 13, 59-63, 65, 98, 108-114, 139-
  141, 150-151, 166-168, 171, 179-180, 232-236
  The hag in the woods can grant you your wildest
  dreams, but if you cross her, those dreams will become a
  nightmare. And you'll never wake up.
  Dearest Gran has her own statblock in this book (IW
  232).
  Appearance. A crooked old woman in simple clothes,
  wielding a disarmingly kind smile like a carving knife.
  Voice. Her voice is like that of a traditional fairy-tale
  witch, all scratchy and cackly and manic, though her
  words are always sober and dangerous.
  Personality. Dearest Gran has no issues whatsoever with
  enslaving others to her will, and she will often lazily
  use her servants for simple tasks. She dotters around
  like a harmless old woman most of the time, but if she
  is crossed, her wrath is absolute.
  Ideal. Dearest Gran despises a cheater. (Neutral)
  Bond. Her most powerful magic comes from a coven
  between her and her two sisters, night hags (MM 178)
  that have retreated to the Nine Hells and mostly ignore
  her. She resents her sisters but dares not confront
  them for fear of losing her powers.
  Flaw. While she cannot explicitly be said to be evil,
  Dearest Gran is typical of the immorality of hags,
  having no issues with stealing children, enslaving
  people against their will, and sending people hurtling
  into horrors worse than death.
   
  MAGPIE RAVENWING
  MAGPIE RAVENWING
  MAGPIE RAVENWING
  Illustrated By: RikaRini
  Page References: IW 143-146
  Magpie is a teenage dwarven girl with the stars in her
  eyes. She grew up convinced that she was never truly an
  only child, and that her seven brothers had been whisked
  away to some far-off land. Turns out she was right.
  Magpie can be represented by a teen (NPC 237) dwarf
  (IW 188) courtier (NPC 207).
  Appearance. A dwarven girl with the start of a beard
  growing on her chin. She has the feather of a magpie
  tucked behind her ear. Her eyes are wide in search for
  a new dawn.
  Voice. A rough Scottish accent that tends to trail off, as if
  in a dream.
  Personality. Filled with the overwhelming urge to
  explore. She relies on metaphors and emotions to
  explain herself.
  Ideal. She who wanders is not lost. (Chaotic Good)
  Bond. My parents kept the existence of my seven raven
  brothers from me.
  Flaw. I put more stock in dreams than reality.
  
   
  ANHAERN LEPORIDA
  ANHAERN LEPORIDA
  ANHAERN LEPORIDA
  Illustrated By: RikaRini
  Page References: IW 148-152
  Anhaern Leporida was once the princess of a beautiful
  eladrin kingdom. Her father made a deal with a hag and
  earned himself a castle in the dark underground to die in.
  She has spent the last hundred years grieving what is lost
  by taking the form of a rabbit and distracting herself with
  only the fulfillment of simple needs, but after falling in
  love with a human, she has found a new purpose in life.
  Anhaern can be represented by an eladrin (IW 188)
  liminal druid (NPC 71) statblock.
  Appearance. Anhaern is a beautiful eladrin princess with
  icy skin and hair like snowdrifts. Her time as a
  jackrabbit has permanently given her long, drooping
  rabbit ears. She is stricken with grief.
  Voice. Blustery with emotion.
  Personality. Like all eladrin, I feel emotions more deeply,
  more truly than other races. But I envy the dead, who
  feel nothing at all. The dead should be respected for
  that.
  Ideal. Soulmates. I believe that everyone has their one
  true love waiting for them somewhere. (Chaotic Good)
  Bond. I fell in love with Jacob Pleasant, a human from
  Endercoast. I invited him into the Feywild to marry me,
  but he died.
  Flaw. I forget how fragile human lives truly are.
  
   
  JILWOCKY NIFTYWOOP
  JILWOCKY NIFTYWOOP
  JILWOCKY NIFTYWOOP
  Page References: IW 13, 35, 52, 151
  Despite his diminutive size, Jilwocky is a dangerous
  force to be reckoned with. It was his savvy that allowed
  the Sylvan Gardens to remain as large and impressive as
  they are in the middle of an otherwise industrial city.
  Jilwocky can help the party enter the Feywild. On a
  fullmoon, he will take the form of a wolf and ask the
  party toreveal to him a deep, powerful truth about
  themselves. Onlythen can they pass through the
  Shimmer.
  Jilwocky can be represented by an archdruid (VGM
  210) or by an archdruid coven leader (NPC 65).
  Appearance. Diminutive, yet self-assured and powerfully
  built.
  Voice. Gnomes have high voices, and he has a deep voice
  for a gnome, meaning he just has a relatively
  unassuming voice that hides a deep wisdom.
  Personality. He always knows more than he lets on.
  Ideal. The wilds can't be dismissed as mindless chaos.
  There is a rhythm to them. An understanding you must
  reach if you are to survive. (Neutral)
  Bond. Jilwocky lives in a little hill in the Sylvan Gardens
  with his wife and six kids. He's not available in the
  evenings because he always cooks dinner for them all.
  Flaw. Jilwocky is extremely reluctant to use his power.
  He is afraid that he will be overtaken by the wilds and
  forced into direct service to Silvanus. He likes the
  pocket of lawfulness he has achieved for himself in
  Endercoast.
   
  RITA BARNACKY
  RITA BARNACKY
  RITA BARNACKY
  Page References: IW 13, 19, 40-41, 154-161
  Everyone assumes the Saltine Herald has been
  publishing papers for a long time, but no record exists
  from before Endercoast came to the Feywild. No one can
  say that they have ever seen its editor in person, Rita
  Barnacky. In actual fact, she is a formless fey spirit that
  was trapped in Endercoast when it was teleported to the
  Feywild.
  Rita Barnacky can be represented by a banshee (MM
  23) if she is ever summoned.
  Appearance. Rita will take on the form of a winter eladrin
  banshee if somehow summoned.
  Voice. Rita is voiceless, only able to communicate
  through her newspaper. If fought in banshee form, she
  screams random headlines in a shrill, high-pitched
  middle-aged woman's voice.
  Personality. Rita is extremely conservative and
  theocratic, an unusual trait for a fey. This is likely why
  she immediately became attached to Endercoast when
  it arrived.
  Ideal. Rita is nothing without her new identity as a
  newspaper editor, and if the city falls, she will go back
  to being a formless spirit. She only cares for others to
  the extent that they would make a good story in her
  paper. (Neutral Evil)
  Bond. Of the four factions in the city, she often flip-flops
  in her biases, but generally likes the government and
  the Sentinels of Equity and hates the union and
  commissioner.
  Flaw. Rita is inflammatory to a fault and can't resist
  publishing attack pieces of even those who should be
  on her side.
  
   
  MATTHEW
  MATTHEW
  MATTHEW
  Page References: IW 13, 17, 24, 32, 36, 38-39, 41
  Matthew is the owner of a large adventuring shop in
  Endercoast where he sells all gear that any adventurer
  could conceivably want. He is secretly a powerful
  fighter/cleric, though he does not like to advertise this
  fact. A terrible curse prevents him from ever leaving his
  shop.
  Matthew is represented by the indefatigable (NPC 77)
  statblock with the quick features of a forge cleric (NPC
  53).
  Appearance. A barrel-chested man in his mid-to-late
  fifties, a thin layer of fat over a thick layer of muscle.
  His curly black hair and beard is neatly trimmed in a
  Greek style.
  Voice. Sonorous, with always a hint of amusement and
  interest in others' stories.
  Personality. He doesn't get a lot of human connection
  locked up in his shop, so he tries to make conversation
  with his regulars wherever possible. He's lived a long,
  hard life with many twists and turns and loves to swap
  stories.
  Ideal. He is a cleric of Hephaestus and values
  independence and freedom. He feels he lacks these
  things in his own life. (Neutral Good)
  Bond. If he can break his curse, he may be able to return
  to the Plane of Fire to be with his one true love, a fiery
  salamander.
  Flaw. He has little patience for those who rely too much
  on others. An adventurer should be effective even on
  their own. Specialisation is for insects.
   
  SURRIC
  SURRIC
  SURRIC
  Page References: IW 29-36, 56-65
  Surric is an elf of indeterminate age and gender. They
  just happen to show up whenever the party is in need of
  direction. They seem to fit in fine in Endercoast, even
  despite their eccentricities, and in the Feywild, they are
  as free as a bird.
  Surric can be represented as an eladrin (IW 188) jester
  (NPC 37). If killed, they just reappear later as though
  nothing happened, claiming to have no memory of the
  incident.
  Appearance. They have big floppy rabbit ears instead of
  elf ears, and their two front teeth are almost too big for
  their jaw. They have a massive shield strapped to their
  back. The shield is made of wood, but its face is
  covered in thick black fabric. It almost resembles a
  turtle shell. The shield is an odd piece of equipment
  for someone without weapons and who is otherwise
  dressed in simple fabrics.
  Voice. Casual, always delivered with a half smile and a
  roll of the eyes.
  Personality. Subtle digs and jabs at the party, and an
  overall cynicism towards the world at large and the
  party's chances of survival within it. Thinks it's all a bit
  amusing.
  Ideal. Humour is how we cope with the absurdity of an
  uncaring universe. (Chaotic Neutral)
  Bond. Surric is secretly the archfey Cirrus in disguise. If
  the disguise is revealed, Surric's skin sloughs off like
  snakeskin, revealing a hideous mess of strings and
  pulleys within. The shield's fabric burns away to reveal
  the large wooden mask of Cirrus, the puppeteer. Even
  after the disguise is revealed, Surric will reappear at a
  later time for the party as though nothing has
  happened. It's still Cirrus.
  Flaw. Surric offers nothing to the party but snarky
  directions. They never ask for anything from the party,
  either, so maybe it balances out.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Into Wonderland/Extras/Roleplaying Cards.pdf