recursal/Fanatic-Fandom huggingface dataset:
Dan

**Dan** é um residente da Cidade de Moonbury e se considera um pirata.

## Aparência

Dan é um homem com olhos vermelhos escuros, cabelos loiros e fofos e uma barba arredondada no queixo. Ele veste uma jaqueta azul, colete de couro marrom, calça bege e sapatos marrons. Em sua cabeça está um boné vermelho brilhante com uma pena rosa, e nas costas há uma espada em uma bainha marrom.

## História

### Notas do diário

Três páginas de fundo são registradas no diário do jogo. A primeira página é desbloqueada depois de conhecer oficialmente esse personagem, enquanto as duas páginas restantes são desbloqueadas aumentando a Amizade com eles.

* DanInformation1.png
* DanInformation2.png
* DanInformation3.png
1/3
**Página 1**: *Dan é um homem hiperativo e infantil que acredita ser um pirata e deseja navegar em alto mar em busca de tesouros.*

*Ele tem um transtorno de personalidade dividida e pensa que sua outra personalidade, Dev, é um idiota.*

'**Página 2**: *TBA*

'**Página 3**: *TBA*

### Missões de Amizade

Uma missão de Amizade é iniciada para cada barra de Amizade completamente preenchida com verde. O nível de amizade deles será bloqueado e não poderá ser aumentado até que a missão seja concluída.

## Cronograma

**Dan** e Dev compartilham um corpo e, portanto, compartilham sua agenda.

## Curiosidades

* Dan e Dev não foram totalmente integrados na Demo e só foram vistos em cutscenes.

## Referências

1. ↑ Embora o mural inclua o domingo, o evento não é ativado nesse dia.
Carrionite Sand Whisperers

As Carrionite civilisation developed, they abandoned their older traditions and practices in favour of a newer 'more civilised' culture. However, not everyone did. These traditionalists refuse to conform to the new structure of Carrionite society or conform to its new culture. They continue practicing the old ways of nomadic travel and living in respect of the natural world. Desert Whisperers are those that are trained in the ancient arts, able to use magical energy to manipulate and bend the desert itself to their will. They can summon water from the ground, commune with beasts of the sand, and direct the sun's relentless heat away from them. Their magics revolve around survival and working in tangent with the Dead Sands, first and foremost.

That being said, there is another use for these people. Some Sand Whisperers are willing to sell their services in exchange for supplies or coin. This could be to a small group of travellers, hoping to traverse the desert, or to a government hoping to move their armies across a harsher part of the Dead Sands. Though the Carrion Kings do not consider these older traditions valid or 'canon' they cannot deny their usefulness, and so tolerate the 'outdated' beliefs of these nomads for the sake of their service. Further still, in times of war some Sand Whisperers (though not many) might offer their services as mercenaries, where they turn their magical prowess from one of survival into one of destruction. Huge sandstorms are conjured to strip the flesh from bone, Sand Serpents are summoned to devour unsuspecting foes, and the sun's heat itself is seemingly channelled to burn those foolish enough to expose themselves.
Rynhart the Pious

Portrait of Rynhart

Rynhart the Pious was the ruler of Stradclod, a kingdom in the southern half of what is now Chrichheim. He was one of the most famous warlords in Chrichheim's history, and appears frequently in various works from the county.

He is also a figure that is surrounded by mystery and legend - for much of his life and history remains unknown to historians even today. Regardless, to properly understand Rynhart the Pious, one must appreciate both.

## **Historical and Semi-Historical Material**

Rynhart appears in old Chrichheimer folk stories, first recorded around the time of Chrichheim's creation, where he sends a secret message to a lallogan prophet asking him to predict the method of his death. The warlord is concerned he will die during conflict with the Kingdom of Albran, however the prophet tells him that he will die in his bed. This description of his death is debated in its accuracy, and has led historians to debate the final fate of Rynhart.

In slightly later attempts at historical recording, Rynhart is described as the leader and Toísech of Stradclod and emphasises his fighting against the rival Kingdom of Albran. This is often interpreted as Rynhart being a confident warlord, leading the armies of Stradclod directly, though it is not definitively known if he actually did this. If he did, it is likely that Rynhart fought in the Battle of Loch Mor.

If Rynhart was as talented a warlord as the old texts describe, than it is possible that he was a leading figure during the Battle of the Black Forest - especially for the Chrichheimer forces. However, records from the time that describe the battle do not name him (though they have the tendency to omit many names).

Another fold story describes a military campaign by Rynhart, where he travels to a neutral and aggressive clan to avenge the death of a friend and advisor. The historical validity of this story is debated.

## **Legendary Material**

A local Chrichheimer religious story tells of how Pajir, God of Peace, assists Rynhart's sister in proving her innocence for a theft. By rediscovering a stolen ring, hidden in the stomach of a salmon, the Toísech's sister is able to avoid the wrath the tradesman.

In another folk story, one that is almost certainly false, Rynhart is described as being offered a magical sword by a demon of pride, one that ignites in powerful hellfire. However, Rynhart rejects the blade and channels his faith to banish the demon. This story is potentially where his title 'the Pious' comes from - and though the story is likely false the title has became synonymous with Rynhart regardless.
Entertainer

All beings need some form of amusement or entertainment. Some prefer theatre and plays. Some prefer music and poetry. Some prefer acrobatics and showy combat. Whatever the medium, the people that perform for the benefit of others are entertainers. These people might belong to a large corporation or guild, working for a wage and the stability of a career. Others might be travelling 'creative-types' that are looking to make a name for themselves through their own art.

As an entertainer, you thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humour cuts to the quick. Whatever techniques you use, your art is your life.

* **Skill Proficiencies -** Acrobatics, Performance.
* **Tool Proficiencies -** Disguise kit, one type of musical instrument.
* **Equipment -** A musical instrument (one of your choice), the favour of a fan or admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp.

## **Entertainer Routines**

A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.

 2
 3
 4
 5

## **Feature: By Popular Demand**

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theatre, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

## **Suggested Characteristics**

Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities. They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

### **Personality Traits**

 2
 3
 4
 5
 6
 7
 8

### **Ideals**

 2
 3
 4
 5
 6

### **Bonds**

 2
 3
 4
 5
 6

### **Flaws**

 2
 3
 4
 5
 6

## **Variant Entertainer: Gladiator**

A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as an acrobat or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment - perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
Sorcerer Spell List

The magical power of sorcerers come from an energy innate to them. This could be something stored in their bloodline, or through tapping into the chaotic wind of wild magic. Due to the unpredictable nature of their abilities sorcerers are amongst the most powerful spellcaster there are, however this unpredictability also makes their magic incredibly dangerous. There's more than one story of people accidentally exploding due to untrained sorcerers.

The following list is a collection of all the spells that a typical sorcerer character can cast, alongside their spell slot levels:

## **Cantrips (0 Level)**

* Acid Splash.
* Blade Ward.
* Chill Touch.
* Dancing Lights.
* Fire Bolt.
* Friends.
* Light.
* Mage Hand.
* Mending.
* Message.
* Minor Illusion.
* Poison Spray.
* Prestidigitation.
* Ray of Frost.
* Shocking Grasp.
* True Strike.

## **Level 1**

* Burning Hands.
* Charm Person.
* Chromatic Orb.
* Colour Spray.
* Comprehend Languages.
* Detect Magic.
* Disguise Self.
* Expeditious Retreat.
* False Life.
* Feather Fall.
* Fog Cloud.
* Jump.
* Mage Armour.
* Magic Missile.
* Ray of Sickness.
* Shield.
* Silent Image.
* Sleep.
* Thunderwave.
* Witch Bolt.

## **2nd Level**

* Alter Self.
* Blindness/Deafness.
* Blur.
* Cloud of Daggers.
* Crown of Madness.
* Darkness.
* Darkvision.
* Detect Thoughts.
* Enhance Ability.
* Enlarge/Reduce.
* Gust of Wind.
* Hold Person.
* Invisibility.
* Knock.
* Levitate.
* Mirror Image.
* Misty Step.
* Phantasmal Force.
* Scorching Ray.
* See Invisibility.
* Shatter.
* Spider Climb.
* Suggestion Web.

## **3rd Level**

* Blink.
* Clairvoyance.
* Counterspell.
* Daylight.
* Dispel Magic.
* Fear.
* Fireball.
* Fly.
* Gaseous Form.
* Haste.
* Hypnotic Pattern.
* Lightning Bolt.
* Major Image.
* Protection from Energy.
* Sleet Storm.
* Slow.
* Stinking Cloud.
* Tongues.
* Water Breathing.
* Water Walk.

## **4th Level**

* Banishment.
* Blight.
* Confusion.
* Dimension Door.
* Dominate Beast.
* Greater Invisibility.
* Ice Storm.
* Polymorph.
* Stoneskin.
* Wall of Fire.

## **5th Level**

* Animate Objects.
* Cloudkill.
* Cone of Cold.
* Creation.
* Dominate Person.
* Hold Monster.
* Insect Plague.
* Seeming.
* Telekinesis.
* Teleportation Circle.
* Wall of Stone.

## **6th Level**

* Arcane Gate.
* Chain Lightning.
* Circle of Death.
* Disintegrate.
* Eyebite.
* Globe of Invulnerability.
* Mass Suggestion.
* Move Earth.
* Sunbeam.
* True Seeing.

## **7th Level**

* Delayed Blast Fireball.
* Etherealness.
* Finger of Death.
* Fire Storm.
* Plane Shift.
* Prismatic Spray.
* Reverse Gravity.
* Teleport.

## **8th Level**

* Dominate Monster.
* Earthquake.
* Incendiary Cloud.
* Power Word Stun.
* Sunburst.

## **9th Level**

* Gate.
* Meteor Swarm.
* Power Word Kill.
* Time Stop.
* Wish.
Carrionite Mortuary Priest

Mortuary Priests are the loyal followers of the Mortuary Cult, a powerful cultural institution within Carrion King society. Most of the Carrionites abandoned their old religious and cultural practices as they modernised and evolved, but some remained. One such tradition is their handling of bodies. The ‘worthy dead’ have their organs removed and preserved in clay canopic jars, where it is entombed with the body inside pyramids. This was, in the past, seen as a symbol of honour and respect, but as Carrionite society modernised this practice has turned into something else entirely. Now, the Carrion Kings build great pyramids for themselves that act as palaces that when their death arrives, are converted into tombs. Overtime the pyramids have grown to great sizes, with each King attempting to outdo his or her rivals. Indeed, this once respectful practice has turned into a contest of status and wealth.

Either way, the Mortuary Priests still serve their important roles, mainly preparing bodies for burial. This process is a long and difficult one, at least if one wishes to complete the process properly. The body must be embalmed, organs removed, and wrapped in traditional bandages and robes, among other things. In addition to their regular duties, though, members of the Mortuary Cult have additional skills. Most notably, they also have the magical power to manipulate souls, ensuring the spirit of their now-deceased benefactor is prepared and ready for eternal entombment. In a pinch, this ability can shift from one of domestic ritual to one of devastating brutality, as the priest uses their magical abilities to rip souls from bodies or rend them into spiritual agony.
Bard Spell List

Using their music, poetry, art, and minds, bards are able to weave magical energy to manipulate reality and create desirable results. These spells are typical social in nature, used to calm the spirit or influence the mind. However, they can also heal wounds and raise the dead. Bards have to be careful, though, for one false note or one misused word can result in devastating effects.

The following list is a collection of all the spells that a typical bard character can cast, alongside their spell slot levels:

## **Cantrips (Level 0)**

* Blade Ward.
* Dancing Lights.
* Friends.
* Light.
* Mage Hand.
* Mending.
* Message.
* Minor Illusion.
* Prestidigitation.
* True Strike.
* Vicious Mockery.

## **1st Level**

* Animal Friendship.
* Bane.
* Charm Person.
* Comprehend Languages.
* Cure Wounds.
* Detect Magic.
* Disguise Self.
* Dissonant Whispers.
* Hideous Laughter.
* Faerie Fire.
* Feather Fall.
* Healing Word.
* Heroism.
* Identify.
* Illusory Script.
* Longstrider.
* Silent Image.
* Sleep.
* Speak with Animals.
* Thunderwave.
* Unseen Servant.

## **2nd Level**

* Animal Messenger.
* Blindness / Deafness.
* Calm Emotions.
* Cloud of Daggers.
* Crown of Madness.
* Detect Thoughts.
* Enhance Ability.
* Enthrall.
* Heal Metal.
* Hold Person.
* Invisibility.
* Knock.
* Lesser Restoration.
* Locate Animals or Plants.
* Locate Object.
* Magic Mouth.
* Phantasmal Force.
* See invisibility.
* Shatter.
* Silence.
* Suggestion.
* Zone of Truth.

## **3rd Level**

* Bestow Curse.
* Clairvoyance.
* Dispel Magic.
* Fear.
* Feign Death.
* Glyph of Warding.
* Hypnotic Pattern.
* Major Image.
* Nondetection.
* Plant Growth.
* Sending.
* Speak with Dead.
* Speak with Plants.
* Stinking Cloud.
* Tiny Hut.
* Tongues.

## **4th Level**

* Compulsion.
* Confusion.
* Dimension Door.
* Freedom of Movement.
* Greater Invisibility.
* Hallucinatory Terrain.
* Locate Creature.
* Polymorph.

## **5th Level**

* Animate Objects.
* Awaken.
* Dominate Person.
* Dream.
* Geas.
* Greater Restoration.
* Hold Monster.
* Legend Lore.
* Mass Cure Wounds.
* Mislead.
* Modify Memory.
* Planar Binding.
* Raise Dead.
* Scrying.
* Seeming.
* Teleportation Circle.

## **6th Level**

* Eyebite.
* Find the Path.
* Guards and Wards.
* Irresistible Dance.
* Mass Suggestion.
* Programmed Illusion.
* True Seeing.

## **7th Level**

* Arcane Sword.
* Etherealness.
* Forcecage.
* Magnificent Mansion.
* Mirage Arcane.
* Project Image.
* Regenerate.
* Resurrection.
* Symbol.
* Teleport.

## **8th Level**

* Dominate Monster.
* Feeblemind.
* Glibness.
* Mind Blank.
* Power Word Stun.

## **9th Level**

* Foresight.
* Power Word Heal.
* Power Word Kill.
* True Polymorph.
The Impireacht Threat List

The Impireacht, a region mostly controlled by the Empire of Man, is a place associated with rolling hills, vast grassland, and dense forest. These places, as one might expect, are full to the brim with monsters. The large expanses of unsettled frontier are a particularly appealing locale for the region's local beasts and monsters, and it is in these areas that aspiring adventurers will need to be most on guard.

However, adventurers in this region must be open-minded and aware, careful not to be fooled by it's 'civilised' appearance. For it is not just the beasts and monsters a local adventurer needs to be aware of around here, for The Impireacht is also a hotbed for bandits, highwaymen, and organised crime.

## **Threat List**

As with all Threatnonomicon threat lists, entries are categorised by their 'Combat Rating' (how dangerous they tend to be) - in accordance with standard Adventurers' Guild procedures. Readers are reminded that Combat Rating is not the definitive categorisation, as you might find stronger and weaker versions of every entry.

### **CR 1/8**

* Dire Rat (Beast)
* Outlander Warrior (Humanoid)
Taverna Lazy Bowl

**Taverna Lazy Bowl** é uma taverna de propriedade de Yorn. Está aberto das 10h00 às 24h00 (das 10am à meia-noite) durante a semana e encerra às terças-feiras. Está localizado entre a Prefeitura e a Delegacia, abaixo da Praça de Moonbury.

## Aparência da Taverna

### Exterior

Lazy Bowl Tavern é um dos principais prédios da cidade e é uma grande estrutura com dois andares e um porão.

### Interior

O piso térreo é composto principalmente pela área de alimentação, e a maior sala é dedicada a várias mesas de madeira para os clientes sentarem e jantarem. Uma área elevada é onde se encontra o balcão do bar e o registro, e nos fundos do térreo há uma grande cozinha com prateleiras e sacos de ingredientes alimentícios. Na extrema direita do andar há um corredor onde as escadas para cima e para baixo estão localizadas.

O segundo andar é composto por 7 quartos. Ligando os quartos há um longo corredor com piso verde e que se estende desde a entrada das escadas com uma pequena mesa com bancos. Cada quarto contém uma cama com uma colcha verde-clara, e a maioria dos quartos tem uma mesa e/ou guarda-roupa. O quarto de Yorn é o maior no canto superior direito, e contém livros e uma prateleira de arcos e flechas. O quarto de Helene fica à esquerda do de Yorn e tem um alvo de dardos na parede, e muitas garrafas e cartas na mesa. O quarto de Martha é o inferior direito e tem apenas alguns livros e uma cesta de fios.

PisoSegundo AndarPorão (Arcade Center)
## Arcade

O **Arcade Center** encontra-se no Porão deste edifício e é gerido por Helene. Está aberto das 10:00h às 24:00h durante a semana e encerra às segundas-feiras.

### Aparência

O porão é onde o **Arcade** está localizado. É composto por uma sala de entrada menor com a escada e um balcão vazio, e a sala maior onde está localizada a arcada. O canto superior direito tem um longo balcão com uma tampa verde e um caixote de fichas de pôquer, e atrás dele há prateleiras com caixas e livros. O canto inferior direito são duas longas mesas de jogo, a direita com um tabuleiro de damas e uma pilha de cartas, e a mesa esquerda com uma inserção de veludo azul, uma roleta e baralhos de cartas. O restante da sala é dedicado a doze máquinas de fliperama douradas idênticas com botões grandes na frente.

## Itens à venda

Quando abertos, os três quadrados na frente da caixa registradora do balcão da Taverna terão um brilho dourado. Ao interagir com o cadastro o jogador pode adquirir Comida.

Alimentos da Taverna
Warlock Spell List

Warlocks are granted their magical power by a patron entity - whether that be a greater demon, an ancient spirit, or an eldritch horror incomprehensible to the average mind. Though warlocks might be magically adept in the same way a sorcerer, druid, or wizard can be, it is their pacts that truly unlock their magical potential, employing typical magic alongside powerful spells granted to them by their patrons.

The following list is a collection of all the spells that a typical warlock character can cast, alongside their spell slot levels:

## **Cantrips (0 Level)**

* Blade Ward.
* Chill Touch.
* Eldritch Blast.
* Friends.
* Mage Hand.
* Minor Illusion.
* Poison Spray.
* Prestidigitation.
* True Strike.

## **1st Level**

* Armour of Frost.
* Arms of the Wither.
* Charm Person.
* Comprehend Languages.
* Expeditious Retreat.
* Hellish Rebuke.
* Hex.
* Illusory Script.
* Protection from Evil and Good.
* Unseen Servant.
* Witch Bolt.

## **2nd Level**

* Cloud of Daggers.
* Crown of Madness.
* Darkness.
* Enthrall.
* Hold Person.
* Invisibility.
* Mirror Image.
* Misty Step.
* Ray of Enfeeblement.
* Shatter.
* Spider Climb.
* Suggestion.

## **3rd Level**

* Counterspell.
* Dispel Magic.
* Fear.
* Fly.
* Gaseous Form.
* Hunger of the Wither.
* Hypnotic Pattern.
* Magic Circle.
* Major Image.
* Remove Curse.
* Tongues.
* Vampiric Touch.

## **4th Level**

* Banishment.
* Blight.
* Dimension Door.
* Hallucinatory Terrain.

## **5th Level**

* Contact Other Plane.
* Dream.
* Hold Monster.
* Scrying.

## **6th Level**

* Arcane Gate.
* Circle of Death.
* Conjure Fey.
* Create Undead.
* Eyebite.
* Flesh to Stone.
* Mass Suggestion.
* True Seeing.

## **7th Level**

* Etherealness.
* Finger of Death.
* Forcecage.
* Plane Shift.

## **8th Level**

* Demiplane.
* Dominate Monster.
* Feeblemind.
* Glibness.
* Power Word Stun.

## **9th Level**

* Astral Projection.
* Foresight.
* Imprisonment.
* Power Word Kill.
* True Polymorph.
Fertile Crescent

A traveller and her dog look upon the savannah

The Fertile Crescent is a prosperous grassland province located in the western part of the Dead Sands, also known as the Red Land. It's namesake comes from a combination of its crescent-like shape but also the fertility and prosperity of the land. Unlike much of the rest of the Dead Sands, the Fertile Crescent is vibrant and full of life. The soil here is nourished and perfect for agriculture. And the climate is not overbearingly or dangerously hot. Indeed, out of all the provinces of the Dead Sands, the Fertile Crescent is perhaps the greatest of them all - it's inhabitants certainly believe so.

Due to being such a prosperous province, there are many settlements dotted across the landscape. The capital of the Kingdom of Babilim, Karduniash, is perhaps the most notable city, but many smaller villages and even several large towns have also been built here. Nevertheless, the Fertile Crescent still has a huge frontier of wild savannah grassland. These savannahs are home to many unique species are a popular spots for tourists, academics, and hunters.

Though there are some smaller kingdoms that claim isolated parts of the province, the Fertile Crescent is truly dominated by the Kingdom of Babilim. This nation controls an overwhelming majority of the mainland and all of the areas major towns and cities. The only other notable kingdom, Citium, is located on a small island off the coast that shares the kingdom's name. As well as the Carrion Kingdoms, small bands of bandits, outlanders and poachers also live out in the frontier, where they must content with the local wildlife.

Many of the species found in the Fertile Crescent are only found here or are, at the very least, incredibly rare everywhere else. These species include elephants, leopards, and rhinos.
Mercenary War Chariots

For many Carrion kingdoms, chariots are the ruler’s pride and joy - second only to their war beasts. It is not uncommon for many Carrionites themselves to travel exclusively on chariots, the quality and extravagance being symbolic of the Carrionite’s success and status. Visiting Carrion Kings are often accompanied by a parade of their entourage, showcasing their immense power and riches. Giant desert beats accompany legions of servants and cars of gold, all of it followed-up by the Carrion King themself atop their most extravagant chariot.

They are not exclusively used by the avian rulers of the Dead Sands though. Chariots work remarkably well in desert warfare, possessing incredible speed and, unlike regular cavalry, armour to protect the riders from stray missiles. It is to no surprise then that most Carrion Kings field divisions of war chariots manned by groups of mercenaries. These chariots are nowhere near as expensive or extravagant as the ones ridden by the Carrionites, however they are still useful and formidable platforms. Heralded by great dust clouds, war chariot divisions are able to target weaker spots of an enemy formation without fearing retaliation. Their excellent speed also gives them the option of harassing the enemy from afar or charging in with a devastating shock attack.

## **Variants**

Though they serve the same general purpose, some units in a country's military are given different equipment, in order to serve slightly different functions in the overall army. The severity and size of these differences varies on a case-by-case basis. Some units are given only slightly different weapons, whereas others are given new and unique technology.

### **Spearmen**

Most war chariots are ridden by simple mercenaries and thus are best used in melee warfare, wielding spears or (more commonly) khopesh halberds. This role is very ‘high-risk, high-reward’ as their lack of heavy armour means that they can be surrounded and destroyed if they become bogged down. That being said, if a general uses them properly, targeting weaker or wavering parts of an enemy formation, these chariots can be devastating. Savaging the foe with rending, powerful strikes, it is typically enough to cause the enemy to break entirely.

### **Archers**

A skilled marksman will likely have the ability to accurately fire shots whilst on the move. In these cases, they will often be placed on horseback or atop a chariot, where they act as skirmishing units. From the chariot’s elevated platform, these archers have unparalleled opportunities to fire upon the enemy. Divisions of war chariots are often fielded in relatively small numbers, meaning that they will not match the mass volleys of regular archer units, but their speed makes them perfect for precise attacks from unexpected areas.
Fort Ninurta

The main gate of Fort Ninurta

Fort Ninurta is a military fort built on the foot of the Great Escarpment. It was originally constructed by Ashur, to protect their borders from the insurgents, bandits, and beasts of the mountains. It is to no surprise then that a large Ashuri garrison was stationed here. As a result of the large military presence, a decently sized town was constructed around the fort. The citizens of this town (named Ninurta after the fort it is constructed around) maintained a simple but decent life supplying the garrison with supplies, goods, and services.

However, the fort and it's nearby town are no longer under Ashuri control. After a masterstroke of misdirection, the Namiri Rebels were able to draw out a majority of the garrison before ambushing those that stayed behind. Securing the fort for themselves, the remainder of the defenders were forced to withdraw. As a perfect defensive position, the Namiri Rebels now use the fort as a sort-of capital - a place from which to organise and plan their moves.

## **Characteristics**

The surrounding town of Ninurta enjoys the protection of the fort it is built around. In turn, the fort itself enjoys being at an easily defended position. A majority of the fort is constructed on a small rocky mound - more a hill than a mountain. This provides a naturally defensive position for the already formidable fort. The position prevents siege equipment being used properly and means that any attackers will have to scale the rocks before even reaching the walls.

Inside the fort, garrisoned soldiers benefit from very good conditions. The fort possesses a sizable barracks, a dining hall, a stable for mounts, and a series of rooms for officers. Being under Namiri occupation, it is the rebels that now enjoy these luxuries.

The town also established some decent industries providing necessary services to the garrison at the fort. This includes metal-working, carpentry, masonry, and selling food to the soldiers. As well as this, taverns provided a place for the garrison to relax, unwind and enjoy some entertainment. With the occupation of the fort, some people have chosen to leave the town, but others make the most of their situation by offering the same services to the rebels. Nevertheless, it is obvious that the people here have entered an economic dark period as less coin flows into and out of the town.

## **Trivia**

* Fort Ninurta takes it's name from the ancient Sumerian god of war, law, scribes, hunting, healing and farming - also called Ninurta.
* The town and fort itself is loosely inspired by the city of Dur-Sharrukin (present-day Khorsabad), the capital of Assyria during the reign of Sargon II.
Cleric Spell List

Clerics are conduits of celestial power. Rather than manipulate naturally occurring magical energy or a internal power, like a wizard or sorcerer, they channel the magical energy of divine beings and extraplanar entities. However, Clerics must ensure they remain in the good grace of their deity, lest they lose their favour and, consequently, their power.

The following list is a collection of all the spells that a typical cleric character can cast, alongside their spell slot levels:

## **Cantrips (Level 0)**

* Guidance.
* Light.
* Mending
* Resistance.
* Sacred Flame.
* Spare the Dying.
* Thaumaturgy.

## **1st Level**

* Bane.
* Bless.
* Command.
* Create or Destroy Water.
* Cure Wounds.
* Detect Evil and Good.
* Detect Magic.
* Detect Poison and Disease.
* Guiding Bolt.
* Healing Words.
* Inflict Wounds
* Protection from Evil and Good.
* Purify Food and Drink.
* Sanctuary.
* Shield of Faith.

## **2nd Level**

* Aid.
* Augury.
* Blindness / Deafness.
* Calm Emotions.
* Continual Flame.
* Enhance Ability.
* Find Traps.
* Gentle Repose.
* Hold Person.
* Lesser Restoration.
* Locate Object.
* Prayer of Healing.
* Protection from Poison.
* Silence.
* Spiritual Weapon.
* Warding Bond.
* Zone of Truth.

## **3rd Level**

* Animate Dead.
* Beacon of Hope.
* Bestow Curse.
* Clairvoyance.
* Create Food and Water.
* Daylight.
* Dispel Magic.
* Feign Death.
* Glyph of Warding.
* Magic Circle.
* Mass Healing Word.
* Meld into Stone.
* Protection from Energy.
* Remove Curse.
* Revivify.
* Sending.
* Speak with Dead.
* Spirit Guardians.
* Tongues.
* Water Walk.

## **4th Level**

* Banishment.
* Control Water.
* Death Ward.
* Divination.
* Freedom of Movement.
* Guardian of Faith.
* Locate Creature.
* Stone Shape.

## **5th Level**

* Commune.
* Contagion.
* Dispel Evil and Good.
* Flame Strike.
* Geas.
* Greater Restoration.
* Hallow.
* Insect Plague.
* Legend Lore.
* Mass Cure Wounds.
* Planar Binding.
* Raise Dead.
* Scrying.

## **6th Level**

* Blade Barrier.
* Create Undead.
* Find the Path.
* Forbiddance.
* Harm.
* Heal.
* Heroes' Feast.
* Planar Ally.
* True Seeing.
* Word of Recall.

## **7th Level**

* Conjure Celestial.
* Divine Word.
* Etherealness.
* Fire Storm.
* Plane Shift.
* Regenerate.
* Resurrection.
* Symbol.

## **8th Level**

* Antimagic Field.
* Control Weather.
* Earthquake.
* Holy Aura.

## **9th Level**

* Astral Projection.
* Gate.
* Mass Heal.
* True Resurrection.
Manjericão

* Material
* Fonte

O **Manjericão** é um dos muitos tipos de Materiais usados como ingrediente em Poções. É um recurso do tipo planta que deve ser colhido usando a foice.

## Aparência

O manjericão é um grupo de seis folhas verdes brilhantes com pontas vermelhas que crescem de um caule fino. Como recurso, cresce em arbustos com folhagem espessa, e as folhas com pontas vermelhas podem ser vistas.

## Locais

**Quatro** locais de colheita para este material são encontrados na região de entrada norte de Cordilheira dos Campos, na área disponível antes do deslizamento de terra ser limpo. A área em que as plantas são encontradas está especificamente na alcova diretamente acima da área antes do deslizamento de terra/Coração do Campo Ponto de Viagem.

## Informação adicional

* Embora a planta de origem do manjericão se assemelhe muito ao Bálsamo de Limão, o manjericão tem folhas longas e mais sinuosas e as pontas são laranja-avermelhadas.
The Threatnonomicon

The Threatnonomicon is an adventuring book with much mystery surrounding it. It is said that the first edition was written by Magnula's first adventuring party, with the purpose of documenting any and all known threats to the average adventurer. Since then, it has been continuously updated with new additions and changes as knowledge of Magnula's monsters has improved.

In modernity, there are multiple editions of the Threatnonomicon, each tailored to a specific region of the world. Within each edition, one can find detailed entries on many typical threats an adventurer might face, from basic bandits to vicious undead to horrifying monsters and even extradimensional anomalies. It's audience, to, has shifted. Whereas the original catered to adventurers specifically (and it certainly is still designed for these individuals) many 'regular' people also buy the book. Sailors, for example, will often find the Great Sea edition valuable. Nevertheless, these books are still very rare (in large part due to how long it takes to make them) and so they are considered extremely valuable.

## **Editions**

Since its original inception, there have been many editions of the Threatnonomicon, each tailored to a specific region. Below you can find a list of all the current editions that exist:

* The Impireacht Threat List
* Sunken Isles Threat List

## **Behind the Scenes**

The Threatnonomicon essentially acts as an in-game *Monster Manual* and is the central hub from which all pages relating to monsters and other encounter-based creatures can be accessed.

The threat lists act as regional *Monster Manuals*, as the creatures you find in the Dead Sands are not the same as the ones you find in The Impireacht. These pages are localised hubs from which specific creature pages can be found, categorised by their Combat Rating (CR).
Ranger Spell List

Living in dangerous wilderness, it is not uncommon for rangers to learn and use magic as well as their martial talents. They use magic in a similar way druids do, drawing energy from the natural and living world around them. They use this energy to mask their presence, jump long distances, and commune with wildlife - essentially matching with the unpredictable, wild areas that rangers often call home.

The following list is a collection of all the spells that a typical ranger character can cast, alongside their spell slot levels:

## **1st Level**

* Alarm.
* Animal Friendship.
* Cure Wounds.
* Detect Magic.
* Detect Poison and Disease.
* Ensnaring Strike.
* Fog Cloud.
* Goodberry.
* Hail of Thorns.
* Hunter’s Mark.
* Jump.
* Longstrider.
* Speak with Animals.

## **2nd Level**

* Animal Messenger.
* Barkskin.
* Beast Sense.
* Cordon of Arrows.
* Darkvision.
* Find Traps.
* Lesser Restoration.
* Locate Animals or Plants.
* Locate Object.
* Pass without Trace.
* Protection from Poison.
* Silence.
* Spike Growth.

## **3rd Level**

* Conjure Animals.
* Conjure Barrage.
* Daylight.
* Lightning Arrow.
* Nondetection.
* Plant Growth.
* Protection from Energy.
* Speak with Plants.
* Water Breathing.
* Water Walk.
* Wind Wall.

## **4th Level**

* Conjure Woodland Beings.
* Freedom of Movement.
* Grasping Vine.
* Locate Creature.
* Stoneskin.

## **5th Level**

* Commune with Nature.
* Conjure Volley.
* Swift Quiver.
* Tree Stride.
Primerose Sail

**Primerose Sail** é uma residência e empresa de propriedade de Leano. Está aberto das 10h00 às 18h00 (10am às 6pm) durante a semana e encerra aos sábados. Ele está localizado no ponto mais ao norte da Praia de Moonbury, no final das docas.

## Aparência

### Exterior

Primerose Sail é um barco de pesca de tamanho médio ancorado na costa da Ilha Moonbury. Possui proa arredondada e tábuas quebradas no convés e laterais superiores. No topo da cabine do navio há um barco a remo de cabeça para baixo pintado de roxo claro, com uma sala menor com um teto magenta saindo dele. Um enorme peixe dourado com olhos esbugalhados e dentes saindo de uma mordida pendurada no telhado. Dois caixotes, um cheio de peixes e o outro cheio de uma pesada rede cinza, ficam embaixo de um dossel verde sustentado por duas varas finas na parte de trás do barco.

### Interior

O primeiro andar da cabine do navio é composto por três salas diferentes. A sala ligada à porta de entrada é dedicada à montra, com um grande balcão de madeira com registo e grandes peixes em cima. Baldes de peixe estão ao longo da parede. O quarto da direita é o quarto de Leano e contém sua cama, uma mesa, vários barris e até um baú cheio de ouro. A maior sala deste andar conecta os dois quartos e a escada e contém um guarda-roupa, um balcão de preparação e suprimentos de pesca.

O segundo andar consiste em uma pequena sala onde Ottmar dorme e tece redes de pesca de aço.

## Itens à venda

Quando abertos, os três quadrados frontais inseridos na caixa registradora do balcão da frente terão um brilho dourado. Ao interagir com o cadastro o jogador pode adquirir iscas usadas em Pesca.
Scavenger Land

A view of Scavenger Land, including a pack of hyenas

Scavenger Land is an arid grassland province located in the western parts of the Dead Sands. It was once a fertile and prosperous province but has been crippled by decades of drought and dryness. The rivers and lakes have mostly dried up and the ground itself is cracked and desert-like. Its namesake comes from this difficult terrain and the types of creatures it creates - for it is the scavengers and opportunists that survive the best in a place like this, a fact applicable to both animals and people. Large packs of hyenas and gangs of bandits, among other things, are known to patrol the wilderness in search of easy prey - of which there is often plenty.

Though there is plenty of land for settlements to be built, the rough terrain often makes the development of cities and metropolises difficult at beast. With the exception of the Ashuri capital city, Ansar, there are no major cities here. A majority of Scavenger Land's settlements are small villages and towns dotted across the grasslands. There are also a series of small military forts and emplacements, most of which were constructed during the earliest days of the Ashuri State.

Officially, a majority of Scavenger Land is controlled by the Ashuri State. However the reality is a little more complicated than that. Though Ashur maintains concrete control over the major towns and their own capital, the wider frontier is dotted with bandit gangs, outlander clans, and insurgent groups that all claim control over their own little pockets. The Namiri Rebels, in particular, claim control over a chunk of Scavenger Land's border with the Great Escarpment, even occupying the military fortification of Fort Ninurta.

Scavenger Land, as the name might suggest, is best suitable for scavenger-like species. Hyenas and vultures do decently here, for example, whereas larger species like elephants might struggle.
Druid Spell List

Druids draw their magic from the innate magical energy present in all living things. As a result, their spells typically revolve around plants, animals, and the elements. This includes summoning great gusts of winds, befriending wild beasts, controlling torrents of water, or using life magic to cure the injuries of others. The best druids will remain properly attuned to the natural world and, by consequence, the source of their magical power.

The following list is a collection of all the spells that a typical druid character can cast, alongside their spell slot levels:

## **Cantrips (0 Level)**

* Druidcraft.
* Guidance.
* Mending.
* Poison Spray.
* Produce Flame.
* Resistance.
* Shillelagh.
* Thorn Whip.

## **1st Level**

* Animal Friendship.
* Charm Person.
* Create or Destroy Water.
* Cure Wounds.
* Detect Magic.
* Detect Poison and Disease.
* Entangle.
* Faerie Fire.
* Fog Cloud.
* Goodberry.
* Healing Word.
* Jump.
* Longstrider.
* Purify Food and Drink.
* Speak with Animals.
* Thunderwave.

## **2nd Level**

* Animal Messenger.
* Barkskin.
* Beast Sense.
* Darkvision.
* Enhance Ability.
* Find Traps.
* Flame Blade.
* Flaming Sphere.
* Gust of Wind.
* Heat Metal.
* Hold Person.
* Lesser Restoration.
* Locate Animals or Plants.
* Locate Object.
* Moonbeam.
* Pass without Trace.
* Protection from Poison.
* Spike Growth.

## **3rd Level**

* Call Lightning.
* Conjure Animals.
* Daylight.
* Dispel Magic.
* Feign Death.
* Meld into Stone.
* Plant Growth.
* Protection from Energy.
* Sleet Storm.
* Speak with Plants.
* Water Breathing.
* Water Walk.
* Wind Wall.

## **4th Level**

* Blight.
* Confusion.
* Conjure Minor Elementals.
* Conjure Woodland Beings.
* Control Water.
* Dominate Beast.
* Freedom of Movement.
* Giant Insect.
* Grasping Vine.
* Hallucinatory Terrain.
* Ice Storm.
* Locate Creature.
* Polymorph.
* Stone Shape.
* Stoneskin.
* Wall of Fire.

## **5th Level**

* Antilife Shell.
* Awaken.
* Commune with Nature.
* Conjure Elemental.
* Contagion.
* Geas.
* Greater Restoration.
* Insect Plague.
* Mass Cure Wounds.
* Planar Binding.
* Reincarnate.
* Scrying.
* Tree Stride.
* Wall of Stone.

## **6th Level**

* Conjure Fey.
* Find the Path.
* Heal.
* Heroes’ Feast.
* Move Earth.
* Sunbeam.
* Transport via Plants.
* Wall of Thorns.
* Wind Walk.

## **7th Level**

* Fire Storm.
* Mirage Arcane.
* Plane Shift.
* Regenerate.
* Reverse Gravity.

## **8th Level**

* Animal Shapes.
* Antipathy/Sympathy.
* Control Weather.
* Earthquake.
* Feeblemind.
* Sunburst.
* Tsunami.

## **9th Level**

* Foresight.
* Shapechange.
* Storm of Vengeance.
* True Resurrection.
Outlander

Though Magnula is dotted with many different cities, town and villages, a large chunk of the world is unexplored, unsettled wilderness. Those that live in these more-hostile lands are known as outlanders. Some survive solitary or in small family-units, whilst others live in tribes or clans. Though they might be citizens of a country, outlanders typically operate relatively independently and observe their own laws and customs.

As an outlander, you grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

* **Skill Proficiencies -** Athletics, Survival.
* **Tool Proficiencies -** One type of musical instrument.
* **Languages -** One of your choice.
* **Equipment -** A staff, a hunting trap, a trophy from an animal you killed, a set of traveller's clothes, and a belt pouch containing 10 gp.

## **Origin**

You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

 2
 3
 4
 5

## **Feature: Wanderer**

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

## **Suggested Characteristics**

Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

### **Personality Traits**

 2
 3
 4
 5
 6
 7
 8

### **Ideals**

 2
 3
 4
 5
 6

### **Bonds**

 2
 3
 4
 5
 6

### **Flaws**

 2
 3
 4
 5
 6
Mercenary Beast Tamers

Beast Tamers are rare, skilled and deeply coveted individuals in the Dead Sands. Trained in the old ways by Sand Whisperers and desert vagrants they are able to shape the will of the Dead Sands’ beasts to their own liking - dominating their mind into servitude. Some Beast Tamers use older and arguably more brutal methods, using force and will to force the creature into servitude. But others, particularly those trained by Sand Whisperers, use magical abilities to bend the minds of the Dead Sands' beasts to their will - a significantly safer method.

Given the Carrion Kings’ fondness of said beasts and monsters, for both status and practical use, it is to no surprise then that Beast Tamers are widely sought after for employing. Under the service of a King, they will be tasked with seeking out and bringing back a particular creature for their lord and patron. These ‘hunts’ are long and dangerous, often forcing Beast Tamers to trek into the most dangerous and remote parts of the desert. They show no fear, however, as they are well-acquainted with the sands and know exactly what to do and where to look in order to survive. In times of war, Beast Tamers will often escort their beasts into battle, where they will use their skills to ensure that their pets will fight stronger and harder than they otherwise will - so that their efforts were not wasted.
Nova

**Nova** é uma costureira de Moonbury Town, e é a dona da Alfaiataria Silky Stitch.

## Aparência

Nova é uma mulher de meia-idade com longos cabelos negros que ficam sobre os ombros e olhos laranja-dourado. Ela usa uma blusa cinza justa, uma saia lápis preta e sapatos pretos. Uma pena branca está em seu cabelo e ela também tem um monóculo de ouro, cinto de ouro, brincos de ouro e um colar de ouro.

## História

*Esta Página é um Esboço. Você Pode Ajudar o Wiki Potion Permit Adicionando Mais Entradas de Diário e Missões de Amizade.*

### Notas do Diário

Quatro páginas de fundo são registradas no diário do jogo. A primeira página é desbloqueada depois de conhecer oficialmente esse personagem, enquanto as três páginas restantes são desbloqueadas aumentando a amizade com eles.

* Página 1
* Página 2
* Página 3
* Página 4

*Nova já foi uma famosa estilista na capital, mas voltou para sua cidade natal, Moonbury, para abrir sua própria loja de alfaiataria depois que o marido faleceu.*

*Ela está tentando começar um novo capítulo de sua vida e deixar de lado seu passado.*

*Desde que seu marido deixou Nova, ela tem se sentido triste a maior parte do tempo.*

*Ela vai à Igreja orar por ele sempre que não consegue conter as lágrimas. Ela geralmente esconde sua tristeza sob sua casca externa dura.*
TBA

TBA

### Missões de Amizade

Uma missão Amizade é iniciada para cada barra de Amizade completamente preenchida com verde. O nível de amizade deles será bloqueado e não poderá ser aumentado até que a missão seja concluída.

 Nível 2

## Cronograma

 8:10
 13:30
 17:00
 18:10
 22:20

## Curiosidades

* Parece que seu falecido marido está enterrado no Cemitério Moonbury, pois ela menciona que trouxe flores para ele como uma das opções de diálogo com Mariele quando visitam o cemitério.
Mercenary Infiltrators

In the open expanses of the Dead Sands, infiltration and stealth-based warfare is incredibly difficult. There is no dense forest to cover movements and, with a few exceptions, there are very few mountains and canyons that can be used to establish forward operating bases. That being said, there are certain ways to approach guerrilla warfare in the desert, with the right training and knowledge. The Namiri Rebels, for example, are experts at guerrilla warfare in the desert. They are able to ambush caravans and troop formations out of nowhere, before slinking back into the desert again.

In recent months, however, the Carrion Kings' mercenary armies have also deciphered the secrets to this elusive form of combat, thanks in no small part to the countless Namiri attacks on supply caravans. Infiltrators, as the name so obviously suggests, are those that have perfected the Namiri tactics. Armed with little more than a bow, a dagger, and their wits, these men and women are trained to operate independently or, at most, in small units of three or four. Theirs is a role of high risk and high reward, with the best of their ranks being able to sow chaos and discord among the ranks of the enemy.