recursal/Fanatic-Fandom huggingface dataset:
3★ Rangiku Matsumoto (Mind Attribute)

**Affiliation** |   Soul Reaper

## Drop Location

Part 10: 278/280/281/291
Story (Hard)
Part 3: 101/103/129/131/133
Part 4: 146/150
Sub Stories
Women's Soul Reaper Association: Operation Fundraising
Events
Captain Komamura Goes to the Human World
Full Moon Dango Ruckus
Halloween Costume Kerfuffle
Karakura Investigation Unit: Cost-Cutting Measures
Kon's Calamity: Bouncy Paradise
Kon's Do's and Don'ts of the Human World
Mayuri Vs. Szayelaporro: The Great Showdown
Men's Soul Reaper Association: Operation Fundraising
Social Obligation or Genuine Feeling?
Society of Female Soul Reapers: Operation Fundraising
Soul Reaper Patrol: Rangiku's Story
Super Sub
Tetsuzaemon's Valentine
The Lieutenant Shuffle 2

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Increased Strong Attack Damage
2★ Ichigo Kurosaki

**Affiliation** |   Soul Reaper

## Drop Location

Part 2: 40 / 58 / 62 / 63
Part 3: 68 / 71 / 72 / 75 / 76 / 82 / 88 / 90 / 98 / 99 / 100 / 101
Part 4: 113 / 114 / 115 / 116 / 121 / 122 / 127 / 132 / 133 / 146 / 149 / 150
Sub Stories

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Increased Attack
3. ↑ List of Story Chapters
4. ↑ List of Sub Stories
UTC−12:00

UTC−12:00 is an identifier for a time offset of −12:00. It is an earliest time zone to begin New Year's Day.

## As a standard time (all-year round)

### US Minor and Outlying Islands

* Baker Island & Howland Islands (both islands are uninhabited)

UTC-12 was a nautical time zone that sits between 180° and 172°30'W longitude.

Subtract twelve hours from Coordinated Universal Time to obtain the time for this zone. Ship using this time are the last to begin each calendar day.

## Anywhere On Earth

The IDLW time-zone represents the last place on earth where the date exists. It is now referred as Anywhere On Earth.

In 2015, the Republic of CATV 95 established the three ORBIT (Ordinary Bases of the Internal Team) time zones that are one or more hours behind UTC-12 meaning that PUNYETA (ORBIT 3) will be the last place to begin the calendar day. Simultaneously, Republic of CATV 95 introduced the UTC+15:00 time zone for Solar Energy which resulted in switching to Asian date from the American date by skipping November 26, 2013.

Towards the end of 2010s decade, ORBIT time zones were abolished on December 31, 2019 when they switched back to Asian date by removing December 30-31, 2019 from their calendars.
3★ Kaname Tosen (Mind Attribute)

**Affiliation** |   Soul Reaper

## Drop Location

Part 3: 78 / 80
Sub Story
Arrancar Encyclopedia: Espada Seminar
Arrancar Encyclopedia: Primera
Arrancars' Christmas Eve
Fracciónes Hour: Dissonant Quartet
Kaname's Recipe for Justice / A New Menu / Just Desserts

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Confusion Resistance
3. ↑ List of Story Chapters
3★ Uryu Ishida (Mind Attribute)

**Affiliation** |   Human

## Drop Location

Part 7: 220/227
Sub Story
Kasumiohji Kemari Panic!
Events
Cherry Blossom Festival
Karakura Defenders
Karakura Dragnet
Karakura First High School Culture Festival
Kon's Calamity: Dream BBQ
Kon's Calamity: Kon's New Look
Mayuri Vs. Szayelaporro: The Great Showdown
Nel's Hueco Mundo Adventure
Raffle Rumble
The Diary of a Substitute Soul Reaper
The Substitute Soul Reaper Files
The Trappings of Summer

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Increased Normal Attack Damage
3★ Gin Ichimaru (Mind Attribute)

**Affiliation** |   Soul Reaper

## Drop Location

Part 11: 311/317
Sub Stories
Soul Reaper Academy
Arrancar Encyclopedia: Fracciónes
Events
Arrancar Encyclopedia: Espada Seminar
Arrancar Encyclopedia: Primera
Arrancars' Christmas Eve
Fracciónes Hour: Dissonant Quartet
Kaname's Recipe for Justice
Kaname's Recipe for Justice: A New Menu
Kaname's Recipe for Justice: Just Desserts

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Increased Strong Attack Damage
3. ↑ Self Buff
Level 15

Other features
 Target score File:1star (trans).png | Unkown points
 Boards
 Sections
 Number of Spaces
 {Difficulty:

Level 15 is the fifth level in Candy Factory and is the third ingriedient level in the game.To pass this level you must bring down all the ingriedients down to the bottom in 16 moves or fewer.Once you have completed this level,Sugar Crush is activated and will score you additional points.

## Difficulty

This level is a very easy level because there are now only four colours so its easy to create special candies in this level even though there are a few moves and a lot of ingriedients to bring down.

## Strategy

Your main strategy should be to concentrate on bringing down all the ingriedients as quickly as you can.Remember that you arelimited on moves and there is four colours making it easier to pass.

## Trivia

This level is the first level to have four colours
3★ Toshiro Hitsugaya (Mind Attribute)

**Toshiro**

## Abilities

### Special Move

Roaring DragonToshiro unleashes his full spiritual power, increasing all his abilities for a short time.

### Attack Style

* Melee
* SM: (**Self Buff**)

## Drop Location

### Stroy Mode (Normal)

* Part 4:131
* Part 9:261
* Part 10:278/280-282/285-287/291

### Events

* Fearsome Foes
* Halloween Costume Kerfuffle
* Homework Assignments
* Karakura Investigation Unit: Cost-Cutting Measures
* Karaoke Tournament
* Kon's Calamity: Bouncy Paradise
* Operation White Day
* Super Sub
* The Way of the Sword
* The Women's Soul Reaper Association vs. The Summer Heat

## Simulator

* https://bbs-simulator.com/characters/details?id=MzAyMTE
3★ Shinji Hirako

**Affiliation** |   Soul Reaper

## Drop Location

Part 4: 114
Point Event
Once Upon a Time in the Seireitei: Hiyori's Mutiny
Once Upon a Time in the Seireitei: Protect Candice!
Shinji's Theater
Shinji's Theater
Shinji's Theater: Bad Spirits
Shinji's Theater: Harvest Time!
The Visored Contest
Sub Stories

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Increased Normal Attack Damage
3. ↑ Self Buff
Aurora Chocorealis

Aurora Chocorealis is the fourth episode of Dreamworld and is the fourth episode of World One/Dreamworld this episode was released on November 27 2013 its the Dreamworld episode which is equivalant to the reality episode:Chocolate Mountains.This episode contains levels 36-50.The champion title for this episode is unkown.

## Story

**Before Episode:**

**After Episode:Nothing happens**

 Episode
 World
 Characters
 Champion title
 New features
 Released
 Difficulty
 Previous

## Difficulty

Aurora Chocorealis is a medium somewhat easy episode as it has two somewhat hard levels: 40 and 47 as well as a very hard level: 47 which is a very notorious moves level and currently that level is the hardest moves level in the game.Overall it is slightly harder than the previous episode,Honey Hot Tub and its reality counterpart

## New Features

This episode does introduce some new features as licorice locks are officially introduced here just like its reality counterpart.

## Levels

This episode contains levels 36-50.

Aurora chocorealis has some several easy levels but its slightly harder than the previous episode because there is the hardest moves level in the game here which is a very notorious level it is level 43 because you must score so many points here an you only have 22 moves and only one moonstruck.How could this be possible to do?

## Trivia

* This episode contains the hardest moves level
* This is the first episode to have a very hard level
* This episode has a lot of moves levels
* No timed levels are present as usual
* This episode does not have alliteration
3★ Ichigo Kurosaki (Heart Attribute)

**Affiliation** |   Soul Reaper

## Drop Location

Part 3: 69
Part 4: 118/119/121
Part 5: 158-161/163/164/166/170-172/174/175/178/179
Part 11: 310
Sub Stories
Behold! I am Marechiyo Omaeda!
Spirit Hunter
Harvest Time! Shinji's Theater
Point Event
A Substitute Soul Reaper's Day Off
Behold! I am Marechiyo Omaeda!
Cherry Blossom Festival
Combat Pass Catastrophe
Halloween Costume Kerfuffle
Karakura First High School Culture Festival
Karaoke Tournament
Nel's Hueco Mundo Adventure
New Year's Special Quest 2017
Project S: Ambassador Seaweed's Challenge
Raffle Rumble
Shinji's Theater
Shinji's Theater: Harvest Time!
Should Old Acquaintance Be Forgot...
Soul Reapers' Christmas Eve
Soul Reapers'
Spirit Hunter
Super Sub

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Increased Stamina
3★ Yoruichi Shihoin (Heart Attribute)

**Affiliation** |   Soul Reaper

## Drop Location

Part 8: 240/245/246
Sub Stories
Behold! I am Marechiyo Omaeda!
Point Events
Behold! I am Marechiyo Omaeda!
Cat and Hornet: Two Vows
Now Hiring! Join the 13 Court Guard Squads!
Once Upon a Time in the Seireitei: Squad 2's Picture Scroll of Love
Social Obligation or Genuine Feeling?
Soul Reapers' New Year

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Increased Focus
3★ Kisuke Urahara (Mind Attribute)

**Affiliation** |   Soul Reaper

## Drop Location

Part 5: 164-166/170-172/178
Part 8: 231/232/237/240
Story (Hard)
Part 4: 149/150/153/157/160/161/178
Events
Combat Pass Catastrophe
Karaoke Tournament
Kon's Calamity: Satisfactory Weekend Plans
Once Upon a Time in the Seireitei: Guest Lecturer/Hiyori's Mutiny/Protect Candice!/Squad 2's Picture Scroll of Love
Seireitei Alternate Tales: New Year Hysteria
Soul Reapers' Christmas Eve
The Diary of a Substitute Soul Reaper

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Increased Coin Drop
3★ Yasutora "Chad" Sado (Heart Attribute)

**Affiliation** |   Human

## Drop Location

The Quincy Encyclopedia: Basic Course
Cherry Blossom Festival
Karakura Defenders
Karakura First High School Culture Festival
Kon's Calamity: Kon's New Look
Raffle Rumble
Shuhei and Chad Form a Band
The Diary of a Substitute Soul Reaper

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Decreased Damage Taken
3★ Renji Abarai (Heart Attribute)

**Affiliation** |   Soul Reaper

## Drop Location

Part 4: 144, Part 7: 207 / 215 / 221
Sub Story: Zanpakuto: The Alternate Tale Extras
Point Event
Captain Komamura Goes to the Human World
Karakura Investigation Unit: Cost-Cutting Measures
Kon's Do's and Don'ts of the Human World
Project S: Ambassador Seaweed's Challenge
Should Old Acquaintance Be Forgot...
Sunshine Follows Rain
The Lieutenant Shuffle
The Lieutenant Shuffle 2
The Seven Wonders of Karakura Town

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Increased Strong Attack Damage
3. ↑ Self Buff
CRaZZy lAMbS

The **cRaZZy lAMbS**, or simply the **Crazy Sheep**,were the succesors of the Four Lambs as the anonymous leaders of LAM. It is not clear exactly how many members the Crazy Sheep had. Estimates range from six to twenty. The Crazy Sheep communicated exclusively on the L.net, and were the primary engineers of the LAM bombing campaigns.

## Decryption

When a group of cryptographers decrypted the L.net code in 2104, a large investigation, led by the NAC, was launched to indentify the bombers and leaders of LAM. The finished report, which was published in 2107, listed ten members of the Crazy Sheep, and more than a hundred possible suspects.
3★ Momo Hinamori (Mind Attribute)

**Affiliation** |   Soul Reaper

## Drop Location

Part 9: 264
Part 10: 278/281/282/286/287
Story (Hard)
2-90
Sub Stories
Women's Soul Reaper Association: Operation Fundraising
Point Events
Seireitei Alternate Tales: New Year Hysteria
Social Obligation or Genuine Feeling?
Society of Female Soul Reapers: Operation Fundraising

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Fire Resistance
3. ↑ Status Ailment: Burn
3★ Ikkaku Madarame (Heart Attribute)

**Affiliation** |   Soul Reaper

## Drop Location

Part 4: 122 / 123 / 125
Part 9: 254
Story: (Hard)
Part 1: 41 / 44
Part 4: 122 / 123
Point Event
Full Moon Dango Ruckus
Karakura Dragnet
Kon's Calamity: Satisfactory Weekend Plans
Seireitei Film Festival
The Blood Warfare: A Cunning Plan
The Seven Wonders of Karakura Town

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Last-Ditch Survival
3. ↑ Self Buff
3★ Soi Fon (Heart Attribute)

**Soi Fon**

## Abilities

### Special Move

AnkenLaunches a number of blades concealed in the legs, significantly damaging any enemy in the area of effect.

### Attack Style

* Melee
* SM: Ranged

## Drop Location

### Event

* 13 Court Guard Squads' Setsubun
* Cat and Hornet: Two Vows
* Once Upon a Time in the Seireitei: Squad 2's Picture Scroll of Love
* The Women's Soul Reaper Association vs. The Summer Heat
* Three Wacky New Year's Contests

## Simulator

* https://bbs-simulator.com/characters/details?id=MzAxMjE
Erta Wikia

## Welcome to the Erta Wikia

This wiki is a compendium of knowledge for the universe of Erta. If you are a founder of this universe, please add pages as needed to reflect your content.

## Categories

* History
* People
* Races
* World
* Magic
* Deities

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
3★ Mayuri Kurotsuchi (Mind Attribute)

**Affiliation** |   Soul Reaper

## Drop Location

Part 10: 274/275/295/297/298
Story (Hard)
Part 2: 70/71
Sub Stories
Arrancar Encyclopedia: Fracciónes
Point Events
13 Court Guard Squads' Setsubun
Kon's Calamity: Dream BBQ
Mayuri Vs. Szayelaporro: The Great Showdown
Now Hiring! Join the 13 Court Guard Squads!

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Poison Resistance
Kodo

The **Kodo** is a mammalian species indigenous to Karas and Kezara. They have traditionally been used for transport of cargo and people, as well as mass farming. They have brown, black, or grey colored fur, with long horns and great humped backs. While non-sentient, Kodo are believed to have brain function similar to that of a horse, and feel and sense emotions easily.

## History

While Kodo have been under the control of the sentient species of Erta for some time, they only existed on Karas and Kezara for most of their history. Only recently, with the colonization of Mrth'ra, were they brought to the Precipice of Heaven. During the Colossus Attacks, many Kodo were lost or died, resulting in many of them becoming wild and creating a divergent race of Kodo, known as Wild Kodo. All Kodo in the northern lands are domesticated.
Troll

One of the ancient races of Erta, Trolls have existed on Karas and Kezara since long before the enlightened and infernal races. Trolls practice an unknown brand of shamanism, that has been seldom researched and rarely understood, since most “explorers” don’t return from troll territory alive. Troll merchants are common to see in large cities, but are often discriminated against as being “savages”.

Troll Traits

⦁ Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

⦁ Age. Trolls live as long as other humanoids

⦁ Alignment. Trolls’ alignment is as volatile and misunderstood as they are themselves.

⦁ Size. Trolls measure upwards of 4 or 5 feet tall. Your size is medium.

⦁ Speed. Your base walking speed is 30 feet.

⦁ Languages. You can speak, read, and write Common and Troll.

⦁ Berserking: As a free action on your turn, you can launch into a frenzy for 2 rounds. During your frenzy, you can use your bonus action to make an additional attack or cast a cantrip with a casting time of one action

⦁ Barefoot Speed: You cannot be brought below half your base movement speed by movement impairing effects, unless they set your movement speed to 0.

⦁ Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.

⦁ Beast Slaying: Your attacks and spells deal 2 additional points of damage to beasts.

⦁ Shamanic Teachings: Once per day, you can perform a 10-minute ritual and gain 1d6 inspiration on a roll of your choice.
Saygal

Saygal is a city within the Elkler Empire located on the southern coast of Elkler Bluffs on the continent of Kezara. Saygal is considered one of the four 'core' cities of the empire, of which it is relatively the newest but third largest. It currently serves as a home to a population of nearly 19 million people (predominantly Elkler).

## History

Following the end of the 'Hundred Sided War', the Elkler Empire, under the leadership of Emperor Juljong the Terrible, underwent a period of rapid growth and development. As part of an effort to deal with overpopulation, Emperor Juljong initiated a movement to colonize and urbanize the southern bluffs, land which has not previously been inhabited because of its distance from the life-giving Golara river. One of the first of these settlements, Saygal came into existence at the end of the Second Age. Thanks to its vast natural harbor, its proximity to the crossing, and its easy access the rest of the empire through the use of the extremely efficient Elken road system, Saygal has grown tremendously in its short history, and is now one of the principal ports for both global traders and the Elken Navy.
Mr Gwyn

**Mr Gwyn** was the pseudonym used by the boss of the Gwyn Syndicate, which was exposed by the Organized Crime Task Force in 2130. Members of the task force doubted whether Mr Gwyn really existed, or if was just a personality invented by the Council of Nine (the leading body of the Syndicate). Others link the Ghost to Mr Gwyn.
Drachenheim

### **Overview**

Drachenheim is a continent home to the Ryhexian races. It resides to the northwest of Karas, on a somewhat isolated island. Formed when the corporeal remains of the dragon god Perodoxythles crashed, the Ryhexians gradually evolved over time from the bits of corporeal energy left in his wake. As their civilization began to form, Perodoxythles would periodically raise one of them to act as a liaison between him and his people, enacting his will and guiding them in the divine grand scheme.

The Ryhexian people are generally non-hostile, have a low tolerance however for failure to follow rules and regulations.

### **Races**

[atronach]

[humanoids]

**Defolkor**
Enlightened

THE ENLIGHTENED

The Enlightened are the children of I, the god of unity, creation, and life. Despite being the newest race on Erta, they have already made great progress in religion, enlightened magic research, and expanding their regions to realms beyond just the southwestern islands. Ready to take on the world, the enlightened trust in the Allmother, I, as they traverse Erta.

Enlightened Traits

⦁ Ability Score Increase. Your ability scores each increase by 1.

⦁ Age. Enlightened reach adulthood in their late teens and live less than a century.

⦁ Alignment. Enlightened tend toward no particular alignment. The best and the worst are found among them.

⦁ Size. Enlightened vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range. your size is Medium.

⦁ Speed. Your base walking speed is 30 feet

⦁ Languages. You can speak, read, and write Common and one extra language of your choice. Enlightened typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues, such as Daemrian, Elken, Salmirian, Draconic, Troll, Primordial, Infernal,

⦁ Children of I: Once per day, when you are about to make a saving throw, you may activate this ability to gain a +2 insight bonus on that saving throw.
History of the Colonial War

This is a summarized version of the book by Jath Kmrad, *History of the Colonial War.*

In the third age of the history of Erta, Daemr continued it's ever-expanding goals of nautical exploration and colonization. Much of Kezara had Daemrian colonies and ports in this time, as well as on D'thamur Isle. Smaller expeditions were launched from these colonies, continuing southward until the Precipice of Heaven was discovered. The port of Adthar was founded, and the northern peninsula was slowly explored and mined for it's ores. Adthar and it's surrounding colonies were growing rich off the trading of ores with the Far East Trading Co., but were lacking in food and medicinal supplies. The shortage was caused by two outside forces. One being the attacks by Collosi, which raided the smaller villages and colonies and destroyed much of their supplies. Supplies were held in large quantities for long periods of time, in order to survive the cold temperatures, but this lead to great loss whenever Collosi attacked. The other was the war with The Maw. Adthar had no knowledge of the war, but in order to preserve resources Daemr stopped shipping resources to Adthar.

This led to severance between the southern colonies and Daemr, and shared hatred for their home nation which in their eyes abandoned them. Harsh conditions on the Precipice worsened this hatred, and the colonies only choice in these times was to band together. The common name they adopted, Mrth'ra, translates to "The Survivors". Mrth'ra began to stockpile more resources by trading with the Far East Trading Co., and began to establish more international ties as well as infrastructure within their own country. The nation seemed to be on the rise, until the supplies of coal, silver, and iron ran out. The Mrth'ra economy collapsed, and with no agricultural areas the food shortages reached an all-time low. Southern villages, in the mountains, were abandoned as Adthar was flooded with immigrants from the south. Kalia Kmaher, the political and military leader of Mrth'ra decided the nation had only one choice; to invade the homeland.

The immigrants were put to work in the military, their mining skills put to use swinging a sword or axe. With little steel left, Mrth'ra built it's weapons out of stone and wood, and armor out of leather and hide. This makeshift military was underpowered, but was in such great number that Daemr saw the threat and responded.
Recon Scouts

**Recon Scouts** are an elite group of Tiefling soldiers under the command of Sebastien Faell. They are notorious for their near-mythical status and extreme effectiveness, to the point of being almost undetectable under even the most intense of circumstances.

## History

The Recon Scouts were created when the first ships of the Colonial Navy began dropping off small groups of Tieflings with the intention of finding a suitable place to build a new capital city. As a result of this plan to divide, King Bernardo inaugurated a new military group in the form of the Recon Scouts to provide defense should these small colonization teams come under attack. In the years since, the Recon Scouts have become the forefront of land operations within the Salmirian Military and provide means of communication and transportation of cargo between encampments.

## Present Day

The Recon Scouts have utilized their status as myths and tales to their advantage by diverting attention towards other military powers present in Erta during execution of their own operations, as well as other methods of remaining undetected. For every ten fables about them as there are, there is always one first-hand account to back up the claim no matter how far-fetched. Notorious for their effective brutality and ruthless methods, the Recon Scouts have earned their reputation within Erta.

The leader of the Recon Scouts is referred to by the title of Scout Commander. The current Scout Commander is Sebastien Faell, a member of the Devil Scouts subdivision and prince of all Tieflings. During a scouting expedition with this group, he was separated from the squad when a pack of wild beasts charged them. In a daring attempt to save himself and the Scouts serving under him, he distracted the animals while his team escaped the area. Afterwards, he hid in a tree until nightfall where he could slip out under cover of night. Considered missing in action, the role of Scout Commander has been given to Jerome Faell, Sebastien's older brother in a temporary capacity.
3★ Orihime Inoue (Heart Attribute)

**Affiliation** |   Human

## Drop Location

Point Event
A Substitute Soul Reaper's Day Off
Freeloader's Life
Halloween Costume Kerfuffle
Karakura Defenders
Kon's Calamity: Bouncy Paradise
Kon's Calamity: Satisfactory Weekend Plans
New Year's Special Quest 2017
Raffle Rumble
Shinji's Theater
Should Old Acquaintance Be Forgot...
Spirit Hunter
The Quincy Encyclopedia: Basic Course
The Substitute Soul Reaper Files
The Trappings of Summer

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## See also

1. ↑ Simulator
2. ↑ Soul Trait: Stamina Recovery
3. ↑ Heal
Deities

### **Overview**

The world of Erta was first formed by the Old Gods, and they are the most powerful group of gods. Most are equals in power, and all have dominion over different elements, land areas, and people groups. The New Gods are smaller deities, often mortals who achieved unprecedented levels of enlightenment or infernal power.
World

The world of Erta is a planet comprised mostly of water, twice the size of Earth, with large continents dominating great swaths of the landscape. The Great Sea separates the continents, and provides relatively safe passage for the races of Kezara.

## Continents and Islands

* Karas
* Kezara
* Drachenheim
* Salmir
* Throne of Winter
* Shattered Isles
* The Precipice of Heaven
* Southwestern Islands
Enlightened Magic

Enlightenment is a school of magic and also religion, devoted to logical thinking and worship of the god I. It is the magical antithesis to Infernal Magic, as it supports order and healing. It's spells are characterized by stun spells, magical shields, powerful healing spells, and for the most advanced users, resurrection spells.
Elkler Empire

The Loxorn Empire is a monarchial nation located in East Kezara. It's government is the single longest running governing body on Erta, originating at the dawn of the Second Age and continuing to this day. Boasting the world's largest population, an industrialized and robust economy, and technological prowess far surpassing that of other nations, the Loxorn Empire is a geopolitical powerhouse. However, it rarely takes advantage of its far-reaching influence due to the isolationist nature of the Loxorn.

## Geography

The Loxorn Empire has grown much throughout its history, expanding its borders over time. Currently the empire consists of all of Loxorn Bluffs, the region in South-East Kezara between the Zaruan mountain range and the sea (including the nearby islands). The empire also holds claim to the Wastelands, the great desert of Kezara, which, while unpopulated, serves as passage for north-bound trade routes. The Loxorn Empire has also previously occupied and made claims on some of the plains and wetlands west of the Zaruan range, although most regard its stake in that region as unofficial, which has been a source of controversy between the Loxorn Empire, the local Troll tribes, and occasionally the people of the Crossing.

The empire consists of hundreds of thousands of individual cities, villages, and towns. The four largest are (by order of decreasing population):

1) Kanva

2) Oken

3) Saygal

4) Zaru

Loxorn Bluffs is made up of mostly crag and highlands. The river that flows though Loxorn Bluffs, and on which many Elken cities developed, is known as the Golara river.

## Demographics

The Loxorn Empire houses the largest population of any nation in the world, currently estimated at just under a billion. Yet despite of its immense international influence, the population of the Loxorn Empire is amongst the most homogenous in the world (91% Loxorn 9% other).

The empire also houses a notably large minority of Tieflings, predominantly based in the 'Little-Salmir' district of Kanva.

Elken, the original Loxorn language, is the official language of the Loxorn Empire. The Common-Tounge (Pigeon) is the second best known language in the empire. However the Loxorn Empire displays an abnormally low Pigeon literacy rate (especially amongst more developed nations) with only 73% capable of speaking it and only 52% who are fluent.

The official religion of the Loxorn Empire is the 'Order of Isirah'. Since no direct law prevents it, some minorities do practice other faiths, although the general population looks down at such practice.
Velatius

## Before The Group

Sightings of a strange being that could hide anywhere surfaced after a large battle at the Citadel outside the Wall. Other sightings vary in location and description of the creature. All of them agree however that it was responsible for the deaths that followed its sightings.

## Appearance

A mercenary who goes by Veil, a half dressed Sebastion, a fully dressed Sebastion. His true form has been revealed, what now?

## Interactions with The Group

Was hired to escort the group to safety after warning them of the danger posed to them by the Emperor. Talked to the group through Hedara with her translating his sign language after some difficulties after which he told her what to call him.Shrugged off a crossbow bolt to the chest and threatened Burgdoth. Got the group outside of the Emperor's palace. Traveled with the group further and arrived in Salmir where he offered his help to the group. Shortly afterwards a rather oddly dressed tiefling prince walked past and was discovered rather quickly to be a fake. Moments later Veil was identified as the imposter and was discovered to have an immense amount of magic that didn't make sense being in him. After a short and tense discussion with Illeurios and Hedara his loyalties came into question as did his identity. After satisfying Illeurios that he was not an immediate threat they left him to throw furniture at the sleeping troll. Katrina walked in on this and decided to let him be. After he got his revenge on the furniture he slept after which he was awoken to Gladnack being taken into custody and was led into a briefing with the rest of the group minus the troll. Afterwards a discussion with Illeurios further convinced the old man that Veil was trustworthy. The group then boarded their ship and set sail for a fortress with little Intel. A plan was suggested on route by another captain aboard one of the other ships. The plan was to have Sebastien be taken prisoner to get close to the fort. Veil informed the group that he could take his place as a prisoner and cause havoc within. With this version of the plan being agreed on as well as the Red Queen possibly posing as a defecter Veil became a noticeably well clothed tiefling prince and was bound. The ship then continued on to the fort for whatever chaos was to ensue next. The group split and quickly things went badly, the ship crashed due to no one knowing how to steer a ship and after several attempts the ship was saved along with its crew. The party reunited for the most part and then after discussing plans decided to scout out the island. Veil began to act strangely and attacked the crew but was blinded then bound to the mast. What was responsible?
Kezara

**Kezara** is the third largest and second most populated continent on Erta. Located to the immediate south east of Karas, Kezara is considered to be Karas' sister continent as they share roughly the same size.

Kezara's topography consists predominantly of flatlands, plains, and mountain ranges. Southern Kezara is dominated by mountains and jungles. It's climate varies widely, not only by region, but by time of year. As a result of the varied environments, Kezara houses a multitude of diverse ecosystems
The Siege of El-Kan (song)

'The Siege of El-Kan' is a modern Daemrian folk song. Composed by Willen Zacaro, a former Daemrian soldier who took part in the original El-Kan siege, the song recounts the events of the siege as a tall-tale. Shortly following its publication, 'the Siege of El-Kan' rapidly gained popularity all across northern Karas, and sustained its position as *the most requested song for a bard* for nearly a year. The music for this song is typically provided by a Daemrian Long-Lute.

## Lyrics

A dark day for El-Kan had come, as the cannons of Daemr beat on it like drums

Yet when the future looked gray, the Heroes of El-Khan came to save the day

The blind warrior’s blade,

With Hissuarian aide,

Smashed through the Daemrian soldier’s blockade

And the Enlightened priest,

With Elkler from the East

Together confronted the ancient Urr beast

But when the flagship tried to enter the fray

The Tiefling and his Dragon pursued it like prey

And the Mrth’ri did wail,

As he tore through the sail

With the wreckage of three other ships in his trail

And as hard as they tried,

There was nowhere to hide

And into the port did the flagship collide!

And all who saw knew it was done.

The Heroes of El-Kan have won!
Infernal Magic

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Infernal magic is a school of magic centered around the casting of spells, and warping of magical energy into chaos and destruction. It is the antithesis to Enlightened Magic, and one of the three schools of magic. It is practiced primarily by races from The Maw, though groups of Hissaurians and Daemrians have been known to practice the magic.

## Origin

The creation of infernal magic is directly linked to the magic of The Great Asura Agunum, being a manifestation of his power which was first given to the Abyssals, who then taught it to other races of The Maw.
Zed "The Great Sky"

**Zed "The Great Sky"** is believed to have been a deity that existed thousands of years ago when the world was being formed. Zed is acknowledged by the vast majority of Salmirians as their prime deity, and that the effects of his actions are still being played out to this day.

Zed created the first sentient life on Salmir in the form of the Wildwood Spirits. These spirits, barely will-o-the-wisps, were given immense powers by Zed as he believed that the spirits could be trusted to maintain balance should he cease to exist. However, the Wildwood Spirits grew malevolent during creation of the Berten and Tieflings, and the latter race took on a more evil appearance regardless of intentions. The Wildwood Spirits taught the Berten and Tieflings about Zed by referring to him as 'The Great Sky' and that no matter where they went, the Sky would be with them and the spirits would be with the Sky. Zed, maintaining his non-interference plan, was saddened that his creation became manipulative and menacing, but was given a bit of hope when he saw what the Tieflings and the Berten could accomplish. When the time came for Zed to cease controlling Salmir's natural flow, the Wildwood Spirits were not prepared and felt abandoned. They moved to the large cliffs on Salmir's western coast and reside in the Congregation Grounds.

What happened to Zed is still a mystery, but one the Wildwood Spirits are not willing to investigate any further.
Berten

**Berten** are a race native to Salmir. They are bipedal humanoid/ursidae hybrids, and live in the forests of Salmir. From what few stories that even fewer Tieflings pass along, many have come to acknowledge that a catastrophe involving the Berten is what led the tailed peoples to leave Salmir hundreds of years ago. Not much modern information is known about the Berten as many ships that venture to their distant homeland in the far northeast never return.

One of the ancient races of Erta, the Berten have co-existed with nature for centuries, on the islands of Salmir. True to their family, their tribe, and their homeland, Berten are fierce warriors, hunters, and druids. Only recently beginning to develop friendships with the other races of Erta, the Berten struggle to understand other races as much as others struggle to understand them.

Berten Traits

* **Ability Score Increase**. Your Strength score increases by 2, and your Wisdom score increases by 1.
* **Age**. A Berten reaches adulthood around 30, and the oldest of them can live for 200 years.
* **Alignment**. As people who follow the rhythm of nature and see themselves as its caretakers, Berten are typically neutral or good. Evil Berten are rare.
* **Size**. Berten are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet.
* **Languages**. You can speak, read, and write Common and Runic.
* **Bearclaws**: Your claws allow you to make one unarmed attack dealing 1d4 damage.
* **Spirit of the Wild:** You gain a +2 racial modifier on all Survival and Medicine checks.
* **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Speech of Beast and Leaf:** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Colossi

The Colossi are a race of gigantic mammals that roam the Precipice of Heaven. Very little is known about them, aside from their size and ferocity. Any time a Colossi has stumbled into a camp, it has been utterly destroyed. Each Colossus is also different; many of them have strange abilities or physiology, oftentimes magical in nature.
Organizations

Within the world of Erta exists many small organizations and groups that all have a hand in some way or another to the overall outcome of history. Many of these organizations are products of their parent nations or religions, while others were made for a specific purpose by a group of like-minded people who came together under a common cause. Below is a list of such coalitions, both known to exist and fables alike.

## The Group

Initially thought to be a modern-day tale that soldiers told to scare their compatriots around the campfire, 'The Group' as they've come to be known has performed many actions for and against many different nations the world over. While their origins and allegiances are uncertain at best, it is known that they are one of the most deadly and righteous organizations to call this plane home. Many people are unaware of their existence, but the overwhelming evidence of their pursuits is apparent. From laying siege to entire ports, to extreme diplomatic tactics, to bringing even the strongest of armies to its knees, The Group is without a doubt the most efficient and deadly band of wayward travelers to roam the seas.

In their travels, many first-hand accounts have relayed details about The Group's members. Among these rumors are a few names:

* A blind warrior of unknown origin answering to the name 'Crovax'
* A Ryhexian battlemaster named Dovakin
* The tactful Elkler diplomat, Gaseau
* Gladnack, a Troll of unlikely skill
* Hedera, an Enlightened healer of many hidden talents
* The Hissaurian rogue and master thief, Sakiras
* Sebastien Faell, a Tiefling naval expert and captain

## The Sunlight Inquisition

The Sunlight Inquisition is a lesser-known faction within Erta. Their location, purpose, and ultimate goal are unknown to all except its members - a diverse group of elite combatants consisting of races from the world over. Rumors about the Sunlight Inquisition's whereabouts and mission have sprouted up all over from Daemr to the Elkler Empire, to Drachenheim and many more, but most are regarded as folk tales told to frighten young children into staying indoors during the late hours. Because of this, many people consider the Inquisition to be a complex fable that has traveled throughout the lands.

## The Devil Scouts

An elite group of Tiefling scouts in the Salmirian military. They are only heard of because they are allowed to be. A fear tactic that is backed up by their skill, the Devil Scouts are one of the most effective single military units in Erta.

## Black-Sailed Kings

A band of pirates that have been making back-alley deals and looting warehouses with the aid of local mafias. Initially assumed to be a run-of-the-mill pirate gang, the Black-Sailed Kings have built up a reputation for being ruthless in their endeavors and managing to best high-grade ships of all classes in ship-to-ship combat.

## The Eagle Watch

Rumors have surfaced of a group of do-gooders that have taken it upon themselves to protect and serve the people of El-Kan in light of the recent tragedies that have befallen the harbor city and damaged its economy.
Altered Warriors

## History

The Altered warriors began to appear shortly after the Hissaurians were reportedly spawned. The altered were first encountered on the battlefield where they were devastating to fight. Due to the altered the Hissuarians began claiming more territory even into Kezara. With the help of the altered the Hissuarians captured a great deal of the land surrounding the Scar. This did not last long however because the altered were very difficult to control and began slaughtering their masters along with their enemies. According the records the altered after killing the Hissaurians and other surrounding life began to either fight to the death on the spot, or leave to find more prey. The Hissaurians have long stopped using the altered presumably due to that very reason.

## Appearance

The altered are psychically changed to become weapons which drastically changes their appearance to that of a creature out of nightmares. They commonly lose the skin on their faces as well as their eyes which are replaced with a strange light that goes out when they die. Their limbs differ from blades, to other deadly contrivances or simply hands with large claws in some cases. The skin is extremely dark in color and is rough in texture. They stand at anywhere from 7 to 9 feet tall in some cases.

## Weapons

In no cases have they been seen using magic which has led some to believe that they are incapable of doing so. Their limbs and surrounding objects (including living things) make up their weaponry. They can have bladed arms to slash, hooked hands, claws, or other more unsettling things on their arms. They are known to use their surroundings to attack; such as throwing bodies (living or dead) at opponents, knocking over trees, and in a few noticeable cases using trees as clubs. They posses incredible amounts of strength and vary in speed which has been speculated to be related to their size.

## Behavior

All altered are bloodthirsty and will fight to the death regardless of circumstances. They are not very good trackers but will not stop until they find an opponent even if it poses no threat. They have never been seen outside of either hunting for prey or fighting so knowledge outside of those areas are limited. After battles they exhibit one of two behaviors: they leave by themselves to find something to kill or fighting the other altered until only one remains followed by aforementioned behavior.
The All Father

## Creation

The All Father is a creature born of a series of legends across Karas, who is said to be older than some of the continents. The tales tell of a creature of enormous size covered in armor made of bone with a mastery of magic never seen before or since. Legends say that he is responsible for the achievements of the greatest heroes and villains throughout time.

## Appearance

The All Father is said to have appeared first thousands of years ago on Karas where he began learning of the various races from afar and rarely involving himself in their affairs. Little is known of his physical appearance beyond the stories all agreeing that he is incredibly large, covered in bone armor, and that he can use magic to a degree that Erta has never seen.

## Dealings With The Races

The All Father has had little dealings with the races on Erta besides reportedly seeking out those of great potential and training them under the condition of keeping his existence a secret.
Karas

Karas is the largest known continent of Erta, and also the most populated. Large swaths of the landscape are deserts or mountains, but the valleys and rivers provide a home for the races of Karas. Karas is believed by many civilizations to be the birthplace of civilization, as some of the oldest races live there.

## Geography

Karas is in a central location to the rest of Erta, with it's center being at the Equator. As a result, the climate is moderate for the entire year, allowing fertile plains to spring up. However, central Karas is home to great cliffs and deserts, making the journey across the continent treacherous.

## Species

Karas is believed to be the birthing place of many indigenous species of Erta, specifically wild animals. The Daemrians, Hissarians, and Abyssals all call Karas home, though they have expanded far beyond the continent. Non-sentient species include Kodos, which were spread across Karas by the Daemrians, who imported them from Kezara.

## Major Cities

* Adlatia
* Sindorrath
* El-Kan
* Zaegon
Shamanism

**Shamanism** is a school of magic and animistic religion centered around the altering of the body for boon or curse. It is also used to summon the elements, and create potions. It is practiced primarily by the secluded Trolls of Kezara. Because of their secluded nature, it is very difficult to learn the magic if one is not a troll, and thus most outside races have not even heard of the magic.
Wastelands

The Wastelands are a huge expanse of desert and mountainous terrain that encompasses most of the northern tip of Kezara. There are limitless rumors surrounding the creation and exact nature of the wastelands - some believe the wastelands to be the sand and rubble that has covered a long-dead civilization, others believe it to be the sands of the gods themselves that destroyed the land as punishment for the transgressions of past societies. No matter your beliefs, all those on Kezara know that the wastelands are a deadly and ruthless place.
Deathbringers

The origin of the Deathbringers is unknown and little is known about them due to the lack of survivors of their attacks. They are known to prowl the upper parts of The Scar and attack villages; burning them to the ground in broad daylight. The only things they leave behind are strange footprints and burning wreckage of their victims houses. Recently they have began to expand their attacks southward and seem to be getting increasingly agressive.
Daemr

**Daemr** is a river valley civilization in the northwest of Karas. It is home to the Daemrians, a humanoid race native to the region. Daemrians worship the Great Benefactor, and have constructed several temples in his name, though their primary god is the current Pharaoh. Daemr is primarily a farming civilization, but being the first to build watercraft their influence has spread across much of the world, including a trade route with the Ryhexians and cities in the Shattered Isles and The Wastelands
Salmir

**Salmir** (sawl-meer) is a group of islands in the far northeast of Erta. The primary landmass is flanked to the east and south by two thinner barrier islands that are collectively referred to by the same name. Salmir has a very cold climate, similar to Alaska in the real world. Tall pine trees fill most of the landscape and large mountains give protection to the islands from most threats. Natives of Salmir include the Wildwood Spirits, a race on incorporeal beings that have been granted powers similar to minor gods; Berten, a humanoid-ursidae combination given life by the Wildwood Spirits; and the Tieflings, the most advanced of the three who fled Salmir during an event that caused the Berten to frenzy and the Wildwood Spirits to react negatively. Or so the Tieflings say. Collectively, they are all referred to as 'Salmirians', however this is almost entirely taken to with pride by the Tieflings.

## History

Not much is known about Salmir aside from folk tales told by Tieflings and passed on through generations, becoming more and more muddied every time.

## Dating System

Species from **Salmir** typically use the Post Birth Cycle system implemented by the Wildwood Spirits. The Spirits, which were created in 0 P.B.C. and have since used that as the initial date, count up from the year of their creation. The Berten were created in 7 P.B.C., and the Tieflings in 8 P.B.C. The Post Birth Cycle is the youngest calendar system to date. The current year in P.B.C. is 1335.