Syn-Tallow and Brother Iannis
Syn-Tallow (unaligned tiefling rogue) and Brother Iannis (unaligned human cleric) are two planar refugees that have taken shelter in the floating demiplane. They live together in the wine cellars beneath the former town hall. A true odd couple, theirs is a partnership of convenience. Syn-Tallow is a fugitive, fleeing an authority he chooses not to name. Whatever the circumstance, he is frightened enough to have holed up in Janus Gull for more than a decade, eluding enemies that otherwise would be chasing him across the planes. Charismatic and charming, Syn-Tallow is elusive and vague to an extreme about his past.
Even less is known about the background of Brother Iannis, an ascetic cleric who has spent years silently meditating beneath the surface of the village. Iannis deliberately sought out the demiplane, and he is attempting to forge a spiritual bond with the emerging sentience of Janus Gull. Iannis does not speak, but instead communicates with Syn-Tallow in a complex system of chants and body language. Iannis uses his psychic bond with the demiplane to keep Syn-Tallow concealed from planar pursuers while the tiefling physically guards their wine cellar abode from interlopers. Iannis is fully aware of the nature of the curse on Janus Gull, and he has no wish to see the plane liberated. It’s possible that he might side with Cormac and Sidheag if the PCs attempt to break the curse
Githyanki Raiders
This small githyanki raiding party literally stumbled into Janus Gull during a foray on the Astral Plane. Unable as of yet to figure a way out of the village’s planar boundaries, the githyanki have endured Janus Gull’s perpetual storm for many years. They are extremely frustrated, hostile, and wet. They have excavated a system of trenches, caves, and tunnels beneath the village square.
Keener, Warforged Banshee
Keener, a ranger, was Janus Gull’s sole warforged resident at the time of the catastrophe. Keener was killed by a savage lightning strike at the height of the storm. Now he wanders the demiplane as a wailing ghost (MM 117) haunting the village with his plaintive, eerie, and slightly mechanical wail. Keener is not necessarily hostile to the PCs, but attacks if provoked
Feral Shifters
A group of feral shifters roams the fens and marshes on the outskirts of Janus Gull. The shifters were originally a diplomatic contingent from the Eldeen interior. They were caught in the destruction of 23 Sypheros and have since descended into madness and savagery, attacking anything on sight.
Tally's Bunker
Previous to the night of 23 Sypheros, Taffy Yoram was a feebleminded old half-elf who subsisted on the villagers’ charity and tolerance. Perhaps because of his mental state, Taffy has retained a measure of free will relative to the fate of Janus Gull’s other permanent residents. Taffy keeps a well-maintained bunker within an abandoned stone grain silo: one of the few structures to withstand the nightly storm. Taffy may offer the PCs shelter and information about the rest of the village, though his counsel is cryptic and hard to decipher.
Angels and Devils
On the same evening that the PCs enter Janus Gull, two groups of bounty hunters—one composed of angels, and other of devils—also make their way to the demiplane via the shores of Lake Galifar. These teams have been tasked with hunting down the tiefling rogue Syn-Tallow, whose luck has finally run out. DMs should feel free to use angel and devils of any appropriate level or swap in any two groups instead of angels and devils whose interests are typically opposed. Depending on whose story they believe, the PCs could find themselves allied with either side in this conflict—or caught in the middle of it—and the mystery of Syn-Tallow’s fugitive status could spark yet another adventure.
The Final Confrontation
The curse of Janus Gull is such that the demiplane is forced to wander the universe unless heroes can defeat the two prime architects of its fate. Sidheag, once a cleric but now a bog hag, and the fallen paladin Cormac can be found on the bluffs overlooking the village of Janus Gull, where they endlessly conduct their vile ritual during the night of 23 Sypheros.
Unlike the other residents of Janus Gull, these two villains can be permanently defeated in combat. In fact, their defeat is the key to resolving the fate of the lost village and breaking the time loop that the village is entangled in. The PCs must disrupt the ritual before its completion to save the lost village and earn their own escape from the wandering demiplane.
When encountered, Sidheag and Cormac are tending to their ritual on the bluffs. Scattered around the clearing are defiled Silver Flame symbols and strange, animalist icons. The showdown with the villains should coincide with the peak of the storm’s fury.
Sidheag the bog hag (Monster Manual 150) is a wild and ferocious presence who believes she is the very wrath of nature. She is has several water creatures and elementals under her command. Sidheag is quite mad and utterly without compassion for the civilized races. She is robed in a hideous patchwork of pelts, scales, shells, skins, and seaweed.
Cormac (evil human paladin) is both a tragic and frightening figure. Lost in despair and rage, he is maniacally focused on the destruction of Janus Gull. He attacks with savage abandon any who would stand in the way of his mad quest. He still wears the garments and armor, now filthy and soiled, of his former paladin order.