recursal/Fanatic-Fandom huggingface dataset:
The Black Rose - Ship

The Black Rose was said to be a luxury sailing ship. Heavily constructed to with stand the ship destroying seas to the south of Lythurn allowing the ship to sail at any time in the year. Commissioned by the late Baron Ostwall as the flag ship of Montrose. It just so happened to coincide that the launch date of the Black Rose was a week before the first attack. It was also a coicidence that there just happened to be the right amount of canons in a nearby warehouse and 40 marines unassigned.

The Black Rose was the prevailing force in the Gulf of Lythurn reigning victorious in six naval exchanges, one of which it was by itself and outnumbered two to one. Such was the strength of it's hull that the captain sailed her between two frigates belonging to Arch Duke Blackmore and sunk both vessels.

In very uncharacteristically bad weather for the gulf the Black Rose was sunk without a single survival. Their are rumours of King Rynalt seeking the help of a god to sink the magnificent ship but to the most part the gods kept out of the conflict aside from moving through their chosen as usual.

With the Black Rose sunk the naval exchanges became more rapid and the North Dukes slowly gained superiority through share numbers. Resources from the rebellion were being poured into two sister ships to the Black Rose. With the end of the war and the obvious success of the Black Rose King Renard the 3rd has ordered that the Black Rose's sisters ships continue building as the 2nd and 3rd Black Rose Class vessels

Black Rose Class Vessel - Contents Page
Tiefling Race

Teiflings are typically red skinned humanoids with horns and occasionally tails. Blue and purple skinned Tieflings are not as common. Because of their appearance Tieflings are often misunderstood and even feared. The myth was that the Tiefling race were descended from the hells and were spawned by devils. However it wasn't until a devil took hold of the city of Ocksey that this was proven to be fact. The devil and his subordinates sired dozens of Tiefling children in their three month occupation of the city.

Races of Lythurn - Contents Page
Tamoi

Tamoi is the main island in a small archipelago a hour north of Montrose in the Gulf of Lythurn. Primarily made up of pine trees. It has only two attractions a small temple to Wolweithy and a Salt mine… the salt mine is abandoned due to fey creatures attacking the miners and then attacked the village.

On the east side of Tamoi are hills that protect the archipelago from the strong sea winds and storms that blow through the Gate. It is under these hills that the tunnels of the 3 generation old salt mine snake their way under.

Tamoi village is made up of a collection of abandoned small one or two room huts where the miners used to stay. A large empty Inn (the beds were used by the hour), It has been converted into a poor fort to protect against the attacks of the evil fey. Most residence of the village managed to leave however the goat farmers and a few heartier souls decided to stay and fight for their home. Wagons, doors even shutters from the surrounding houses were used to make a wall around the 3 story inn.

The Island of Tamoi has 5 families which heard goats, these farming families now form the eldership of the island and have had negotiations with Her Majesty Fluttershell of the Yewshell Fairies. The good fey have been gifted a small part of the pine forests as their home.

The island was owned by the Wolwiethy Temple in Montrose however it was gifted to the person who could bring back the head of the Devil which ran from the district of Liming in Montrose. That person was Sir Uthal of Wolwiethy.
Ettava - DM Notes

Every 463 years Ettava is granted the allowance by The Child to regroup their followers to enact the ritual that will reset the world.

For the previous two attempts Ettava's followers have been thwarted however the time before that Ettava's followers succeeded in the ritual to Reset the world.

Ettava's followers use multiple Ways to travel to the temple

1) Option

* 8 steps, clockwise around a tree
* 5 steps to a rock
* 12 steps, anti-clockwise around the rock
* 6 steps into a moving body of water.

* Descending into a thermal vent while saying "Ettava bring me home" in celestial.

Ettava - Contents Page - The Lesser gods
The Pomenade

The Pomenade is the central district in Montrose and business hub. For months it was under the watchful eye of a young Captain Thassle until he was murdered now The Pomenade is under the surpervision of Major Winters.

**Veneration Sqaure**

Before the War of the Southern Dukes slavery was common place in Montrose, Veneration Square is where the main slave auction house was location. Upon reaching Montrose Governor Tarbert burnt the slave house to the ground enforcing the new law decreed by the king that slavery be outlawed and punishable by death.

**The Slaughter of Veneration Square**

Due to increasing violence and fighting for territory between the Montrose "Economic Communities" or gangs a meeting is called. A Dozen of the strongest gangs turned up to draw lines and establish a way of doing business that would mean profit for all. However the talks quickly devolved into a brawl. The Blue and White were quickly on hand and arrested those who did not resist, many gang members were all ready dead when the Blue and White arrived to bring and end to the "riotous behaviour".

**Businesses & NPCs**

**The Sky Port:** A too rich human man had a vision of flying ships so built this sky port for them to dock at. Flying ships have never existed and now the Sky port is nothing but a fancy restaurant and observation platform. It is the highest building by far and on purpose. Standing 263m high.

**Montrose Cultural Archives:**

Museum. The owners are also firm believers that the gods did not create the world and have many working theories.

**Rattray Street Gang**

Montrose
The Gulf of Lythurn

The Gulf of Lythurn is large gulf that splits the Northern Arch Duchies from the southern.

The Gate of Lythurn or sometimes known simply as The Gateis controlled by Duke Cealfers and his navy. The Gate of Lythurn is where the Gulf of Lythurn meets open sea, where the depth of the water changes drastically and many a smaller vessel has been lost. House Cealfers They maintain peace between houses in the gulf and ensure that piracy is at a minimum.

The Gulf has many port towns and cities on it's coast.

·       **Montrose**

The largest port in Lythurn. Many large ships stop here and their goods are split between smaller vessels.

·       Cewmann

Port Town of Cewmann owes it’s loyalty to House Corydon of the Morreford Arch Duchy. They are a town with roughly 8000 people.

·       Seameet

The walled city of Seameet is on the southern coast of the Gulf of Lythurn in the territory of the Morreford Arch Duchy. During the rebellion of the southern duchies they refused to send their young men to war. A city of 18,000 and the second largest in loyalty Arch Duke Sygal, they welcomed him with open arms as his ships landed here before venturing to his new castle.

·       Venzor

A city of 6000 souls located on the northern shore of the Gulf of Lythurn. The seat of power for House Iromalis.

·       Monmouth

·       Marclesfield

·       Berxley

·       Abingdon

·       Doveport

·       Ramswarf

·       Grasmere

·       Dewsbury

·       Howeport

·       Glenarm
The Twin Bridges

The western edge of the Morreford Arch Duchy is marked by the River Morre. In the king's land between Sygal and Illias Duchies are two wide bridges. Each one 20ft wide and defended by a central gate house which acts as a bridge between the two bridges. The Twin Bridges are the main overland thoroughfare into Morreford Arch Duchy from the rest of the kingdom.

The bridges are reinforced with steel and warded against magical attack. One is one hundred and three years old, the southern, which is the second contructed is ninety one years old.

Morreford Arch Duchy
Sir Alfo of the Knight Ring

## Sir Alfo

Sir Alfo

A halfling knight who earned his knighthood in the War of the Southern Duchies fighting for the king. His land is in the Knight Ring where he has a wooden keep with a handful of men-at-arms that help him protect the area.

The small town of Duo Point falls under his jurisdiction but he leaves them to their own devices.

Sir Alfo has been happily married three times, to each wife he has had two to three children. But, he doesn’t have much of a knack for trusting the right people. His first wife cheated on him, his second wife cheated him and stole his gold, his third wife took advantage of his rank and used it to introduced herself to someone further up the social rankings and divorced him within two years.

The Knight Ring - The Blackmond Arch Duchy - Contents Page
House Stratney

House Stratney is one of the Houses with the obligation to guard Capital River from invasion and yet it was Duke Stratney who drowned in his ship set alight by magic as he sailed a small fleet up the Capital River torwards the king. His Cannons were not enough to overcome the Arch Mages set against him. Now House Stratney's fleet lies in ruins. The new Duke Stratney has a further 6 months to complete the construction of 8 war ships. If he fails at this task House Stratney will be written off to History.

Charges of House Stratney

* House Rodel
* House Oakley
* House Sanloc

Knights of House Stratney

* Sir Noveg
* Sir Chaunce
* Sir Morit
* Sir Edsel
* Dame Kolbey

Faireborne Arch Duchy - House Conrance
Yuan - Bounty Hunter's Guild

A list of Registered and known Yuan members of the Bounty Hunter's Guild

Coast City: Arndell, Human Heavy. (Good in a fight or if a bounty needs restraining) preferred weapon = Maul.

Coast City: Brasshammer, Dwarven Trap Specialist. (Good at investigation and book work) preferred weapon = Throwing Hammers.

Coast City: Flinthold, Dwarven Hunting Specialist. (Good at Urban and mountainous tracking) preferred weapon = Battle Axe.

Coast City: Johann, Human Infiltration Specialst. (Good at breaking in and sneaking) preferred weapon = hand crossbow.

Coast City: Desriee, Human Con person (Good at talking and pretending to be someone she isn't) preferred weapon = Dagger.

Coast City: Hurabur, Half-orc Hunting Specialist. (Good at Urban and forest tracking) preferred weapon = spear/javellin.

Coast City: Elkas, Half-Elf Infiltration Specialst. (Good at breaking in and sneaking) preferred weapon = rapier.

Bounty Hunter's Guild , Contents , Guilds of Lythurn
The Archive

The Archive is operated by an order of monks known colloquially as Collectors. Their aim to to preserve knowledge like it hasn’t been before. They know that there has been previous empires before the old kingdoms that spanned centuries, and even kingdoms before that. The knowledge that these people’s collected was all but lost. The Archive’s goal is to ensure that doesn’t happen again.

The Archive are one of the few organizations who know a world changing event happened around 1200 years ago that forced a "reset" for at least Lythurn if not the entire planet.

**Ranks within the Archive**

1)     Grand Accumulate: Overseer of the Archive

1: Grand Custodian: Overseer of the Protectories.

2)     High Accumulate: In charge of one of the Four sections of the Archive. Can send out Muster Scout on  a mission.

3)     Stockpile Marshal: Assess incoming works and directs to where they go.

4)     Accumulate: Senior position in the Archive, the second to a High Accumulate. The Accumulates work in the front offices of the Archive and pay for any works brought in by

5)     Custodian: Looks after one of the Protectories.  (Protectory is a secrete satellite Branch

6)     Curator: In charge of a room in the Archive. It is their job to dust and clean the room to ensure it is in good order. And to copy works to have them sent to a Protectory.

Muster Scribe: Given the task of copying each Muster (new group of books or information delivered at a time).

Muster Scout: Those who search out New works and attempt to negotiate to purchase them or to borrow them to have them copied.

### Archive Personnel:

**Grand Accumulate:**

* Elandor Windraven

**Grand Custodian:**

* Selena Moonshadow

**High Accumulates:**

* Thalorin Stoneheart
* Isolde Nightbloom - of Dieties, half-elf grey hair, old with a cane
* Lucius Dawnhammer - of Magic
* Aeliana Starwhisper

**Stockpile Marshal:**

* Seraphina Swiftwater

**Accumulates:**

* Gavric Ironclad
* Elara Swiftsong
* Corvus Blackthorn
* Lyria Brighteyes

**Custodians:**

* Roderic Stormshield
* Althea Raindancer
* Finnian Emberheart
* Leona Sunshard

**Curators:**

* + Aric Nightshade
	+ Seraphina Lorekeeper
	+ Elowen Archive
	+ Thalorin Codexbringer
	+ Selene Scrollweaver
	+ Caelan Bookwright
	+ Isabella Scriptguard
	+ Lyra Pagemaster
	+ Orion Oakenscribe
	+ Marcellus Scrollshaper
	+ Vesper Manuscript
	+ Rowan Lorewarden
	+ Evadne Tomekeeper
	+ Sylas Quillbinder
	+ Liora Parchment
	+ Galadriel Scriptweaver

**Muster Scribes:**

* + Mirabelle Quill
	+ Thorian Inkblade
	+ Seraphia Codex
	+ Darian Pagemaster
	+ Lysandra Scrollsworn
	+ Cassian Manus
	+ Elara Scriptkeeper
	+ Branwen Copywell
	+ Caelum Glyphwright
	+ Isolde Inkspire
	+ Felicity Tomebinder
	+ Eamon Parchment
	+ Aurora Scrollseer
	+ Alden Quillscribe
	+ Sabrina Manuscript
	+ Finley Codexbearer

**Muster Scouts:**

* Kaela Loreseeker
* Orion Runewood
* Senna Loreweaver
* Eamon Seeker

**DM Notes:**

Factions - Contents Page
The Mother

**god of life and death**

Aka – The Mother, Mistress of Death, The All Womb, Master of Life & Death.

There is a cycle of life that leads to death. Death gives way to life.

Tenents:

1)            Life and death are natural both should be celebrated and considered sacred.

2)            All life is interconnected and should be treasured.

3)            All life should be given opportunity to flourish and grow

The clergy of The Mother often wear brown vestments and cloaks. Each member clergy of The Mother have a pendant around their neck which depicts the domain of The Mother that they serve in.

1) An infant curled up in a circle = Birth and Life. These clergy often help midwives and perform early childhood celebrations.

2) Two lovers facing each other and holding hands = Marriage & Love. These clergy often perform wedding ceremonies

3) A small coffin = Death. Funerals and remembering the dea

Hierarchy of the clergy of The Mother and their duties.

**Temples:**

Montrose

Back to the Original Three
The Rose Fort

The Rose Fort is a barracks belonging to House Rose it sits on the Oppleton side of the Crown Highway on the intersection between Oppleton, The Barry and Mangows.

Lieutenant Bottlebank has been the officer in charge of the Rose Fort for the passed 3 decades. Normally with 30 soldiers under his command, now after the war only 10 soldiers are stationed there. The Dwarven Lieutenant was loathed to not be sent to war to prove himself in battle instead his experience was used to train the 80 something young volunteers which House Rose sent to the war effort.

House Rose - Oppleton - Montrose
The Knight Ring - DM Notes

The King and Arch Duke Blackmond placed these knights here because they are skilled warriors, some with loyal soldiers who would follow them. The King and Arch Duke thought that if they gave them title and land that these knights would be more loyal that the Grey Knights that wonder the kingdom. They were wrong.

Sir Folcard is willing to swear to someone willing to raise him above knighthood, and shortly that might just be Count Solarfear.

The Knight Ring - Blackmond Arch Duchy
Coins

Coins are the main currency of the game, and are much more commonly used than rubies.

## Using Coins

Coins can be used to buy:

* Food/equipment/ingredients from stores in the Market
* Bunnies from the Pet Store
* New Pens
* New recipes for Crafts
* New Linages
* Payment for Explorations
* Rubies

## Gaining Coins

Coins can be gained by:

* Winning Races (small amount)
* Winning Racing Challenges (small amount)
* Selling items in the Market to Irma's Tent, Roger or the Auction Sisters
* Selling items in the Market to other players
* Giving bunnies to the Pet Store (small amount)
* Selling bunnies in the Pet Store
* Using Magic Items such as a Safe of Coins
The Agrate Steppes

The Agrate Steppes make up a large area of the north of the Blackmond Arch Duchy. Once they housed tribes of orc and a small number of migratory Wolfkind packs though nowadays in modern Lythurn the steppes are a large open area where hill giants and other more fast moving packs of beasts roam. The Agrate Steppes run from the Wet Road all the way to the Eastern coast of Lythurn.

### The Agrate Steppes are home to a few notable areas:

**The Iron Valley:** Home to the Iron Valley Dwarven clans along with their Order of the Iron Fist. The Iron Valley holds a unimaginably vast amount of iron ore that has been mined for centuries and still show no sign of letting up. The Iron Valley is full of abandoned mining towns made with heavy dwarven stone cutting techniques, abandoned when a town became uneconomical to cart the iron ore back to, or sometimes simply because a new clan leader wanted to test his architects skill and desired a hall to call his own.

**Blackmond Arch Duchy** - Ironheart Clan - Ironmind Clan
Yewshell Fey

The Yewshell Fey or Yewshell Fairies are a small kingdom of fey under Her Majesty Fluttershell. They are now living on the island of Tamoi with an agreement between the owners and the citizens of the island.

Queen Fluttershell was tricked by a coven of hags offering shelter from an arch fey. A small number of sprites were lured to Tamoi after her and were charmed by the hags and forced to help their Meenlocks and Displacer beasts to attack the citizens of the island.

Known Fey - Island of Tamoi - Gulf of Lythurn
Wolwiethy Montrose Temple

High Priestess Walwanah – Triton woman

The Temple of Wolwiethy have only 5 temple guards and the high priestess is not willing to risk them to prevent the ritual, which Matheus her servant informed her of. They have not been able to garner many followers who want to serve in a land locked position. The Montrose Temple does have a small militant arm but they are currently at sea training together.

Recently the High Priestess of Wolweithy of the Montrose temple has knighted two men for their valour in defending Montrose from the Whozy Church cult

1) Sir Uthal of Wolwiethy

2) Sir Adolamin Gallentara of Wolwiethy

Wolwiethy
The Clergy of Pellanistra

The clergy of Pellanistra act in the same manner as other temples and churches of deities within lythurn.

·        High priest/ess

·        Priest/ess

·        Acolyte

And just like all other temples that is just the basic framework of her clergy which have different names different ladders of advancement and training.

**Acolytes** begin as what is known as a Turmoil. They spend time under a Senior Temple Servant doing menial tasks.

After their time as a Turmoil they gain the next step up the clergy ladder and will specialise into different branches.

**Temple Sensates**: a servant through which parishioners can explore their lust.

**Temple Associates**:  serves a Priest solicitor in legal terms.

**Temple Aspirant**: one who receives training in the ceremonial duties of a more traditional priest/ess

**Temple Release**: help people to express their emotions.

**Senior Temple Servant**: the most senior of the acolytes who oversees the Turmoil.

**Primal Priest/ess**: The one who oversees the Temple Senstates and their service to their goddess (Pimp). They are also medical practitioners who offer to remove the “ill-gotten gains” of letting oneself submerge themselves into their passions. The are also experts in medicine that should (but not always) prevent the “ill-gotten gain” from gaining a foothold.

**Solicitor Priest/ess**: These clergy are lawyers dedicated to help defend those who have sort revenge on those who have hurt them. They often have one to three Temple Associates assist them in their work.

**Priest/ess**: Those clergy who lead the worship of Pellanistra.

**Mother Superior**: The Priestess in charge of a temple and the surrounding area.

The wider faith of the faith of Pellanistra are overseen by a council of seven Priests and Priestesses:

·        High Priest/ess of Vainglory

·        High Priest/ess of Acquisitiveness

·        High Priest/ess of Passion

·        High Priest/ess of Admiring Desire

·        High Priest/ess of Excessiveness

·        High Priest/ess of Anger

·        High Priest/ess of Rest

**DM Notes:**

Pellanistra - Book of Pellanistra - Contents Page
The Archive - DM Notes

The Archive, notes for the DM.

### Magic Vault:

The Archive have multiple magic items they will not destroy but have locked away because they are dangerous or down right evil.

1.     **Soulbinder's Chalice:** A dark, ornate chalice that can capture and store the souls of living beings. It's said that the souls trapped within the chalice are tormented and used to power dark rituals.

2.     **Cursed Codex of Ebon Shadows:** A book bound in black leather, this codex contains forbidden spells and rituals that manipulate shadow magic. However, using these spells often comes at a steep cost to the user's sanity and life force.

3.     **Obsidian Mirror of Reflection:** This mirror, framed in obsidian and etched with eldritch symbols, can reveal hidden truths and secrets. But it also has the power to show the viewer twisted and corrupted versions of reality, leading them down a path of madness.

4.     **Dread Sigil Amulet:** An amulet bearing a sigil of dark power. When worn, it grants the user control over malevolent spirits and allows them to cast necromantic spells with ease. However, the more the amulet is used, the more the user's soul becomes intertwined with the restless spirits, risking possession.

5.     **Voidcaller's Grimoire:** A grimoire containing forbidden knowledge about summoning creatures from the void between dimensions. The beings brought forth are often chaotic and uncontrollable, capable of wreaking havoc on the material plane.

6.     **Eclipse Blade:** A sword forged from a fragment of an eclipsed star, this blade can absorb and manipulate shadows, granting its wielder immense power over darkness. However, prolonged use may taint the wielder's soul, turning them into a vessel for shadow entities.

7.     **Abyssal Locket:** A delicate locket containing a swirling abyss within. It grants its wearer the ability to manipulate gravity and darkness, but it also links them to the eldritch horrors lurking in the depths of the abyss.

8.     **Necrotic Veil:** A dark, flowing cloak that grants the wearer the ability to phase through solid objects and become ethereal. However, prolonged use erodes the wearer's life force, inching them closer to death's door.

9.     **Cursed Lantern of Desolation:** This lantern emits an eerie, green light that saps the life energy from its surroundings. It's said to have been used in ancient rituals to drain entire landscapes of vitality, leaving behind barren wastelands.

10.  **Shadebound Orb:** A small, jet-black orb that can trap shadows and dark emotions. When shattered, the orb releases a wave of malevolent energy that consumes those nearby, turning them into mindless thralls.

The Archive - Contents Page
Zepris

**zepris** "the insect goddess

Most only know her as "The insect goddess".
zepris never spelt with a capital (*despite the title of this page. lol*)

She is the goddess of the small, of the insignificant, goddess of the downtrodden, goddess of humility, a goddess of love. She appears as an old woman in tattered clothes. Some claim to have seen her in the slums of Montrose or New Redmere and other large cities handing out warm soup in the cold of winter or fresh water in the heat of summer.

* Her primary temple in found in the basement of one of the universities
* Her clergy are often dirty and unkempt

zerpris has held a handful of different orders over the centuries none of which are still operational.

* Order of the Lady Bug

150yrs before the formation of the Lythurn Kingdom zepris' followers began to really grow her church; building temples and beginning orders... this wasn't something she wanted so she almost ended her following over night. In the worshiper led growth of her church her preists wrote many volumns on her and other religious topics.

### Pendent of Power Removal

zepris formed a weapon that is designed to remove the power and strength from those creatures and beings that effect the people of Lythurn. It looks like a rusty clock with only one hand and 8 knotches on it. It has been used in the passed. Most recently it used against Appausdutti, Lord of Fire and blood, Master of a domain in the fourth level of the Hells. before that it was used against a Lich, Kaleral, by the order of the lady bug.

* It has only two uses left, the hand is on the 6th knotch.

***Note**: In other cultures and older kingdoms Racsor has been known as: Alhaadi*

the lesser gods - Contents Page
The Capital Arch Duchy

Home of King Tybalt Renard the 3rd who rules over the Arch Duchy from his throne in the Capital City of New Redmere.

The Royal House Renard rules from New Redmere and the surrounding lands.

**Charges:**

* House Ditton
* House Vador
* House Renard of the Coast
* House Panworn
* House Hercan
* House Tishla
* House Renard of the South

### The Onobor Mountains:

A small mountain range that serves as the boarder between the Hercan and Panworm Duchies. Dwarven clans and Aarokocra make their homes in the range. A tunnle stretches between the two duchies carved and dug out by the Onobor Dwarves, if you are willing to pay their toll for the privilege.

Contents Page - A.M.D.A.S - Office of the Magistratus
Thorihann's School of Magic

Thorihann's School of Magic teaches multiple schools of magic to those who are willing and able. Able includes having the mind and the ability to pay.

Thorihann is a centuries old Elf who's desire it to teach music. Her belief is that the world would be a much better place if more people knew and understood magic.

The Wizardess Thorihann built this school with the help of investors who believed in her vision... those investors died of old age over three decades ago. The school is completely hers. Built artfully to the south-east of the Dry Road in the Grickairn Arxh Duchy outside of the duristiction of any Baron or Duke, Thorihann enjoys students from all over the kingdom of Lyhthurn.

Only a select few schools of magic are taught at Thorihann's school. Thorihann doesn't believe that Necromancy or Evocation should be known by arcane users and there doesn't teach or allow those subjects taught at her school. (Much to many a Noble Houses dismay.)

1) **Abjuration**

Dean Zeebook, a gnome man who is, as he would claim, unparalleled in all of Lythurn for his ability in Abjuration spells. He was sought out by Principal Thorihann when Abjuration Hall required someone of higher talents than her original staff were able to provide.

2) **Conjuration**

Dean Trueman is the only human this high in rsnk in the school and fits the ideal of a wizard; long white beard and a love of floppy hats and long robes. He is also the first of Thorihann's students to be employed by her. He had spent over half of his life within the school grounds.

3) **Divination**

Dean Yllyra, is a half elven woman. She arrived in the admin block of the school the morning Thorihann decided she needed a Dean for the Divination Block, yet hadn't approached anyone or advertised yet.

4) **Transmutation**

Dean Nalini Marbleward is a Dwarven woman who's skill in Transmutation is evident in every class she teaches. A showman through in through, she was born to teach.

5) **Enchantment**

Dean Balihas is a half-elven man. It is rumored that he is Thorihann's love child, neither Balihas or Thorihann have confirmed or denied. Regardless it is clear that Balihas is worthy of the mantle of Dean.

6) **Illusion**

Dean Quomin Deepbranch is a gnomish woman of unknown years and has been with Thorihann since the inception of the school.

Grickairn Arch Duchy
The Knight Ring:

During the war of the southern duchies many individuals were given a title and land to the west of the Blackmond Duchy filling in empty "King's Land" between the House Blackmond Duchy and Count Solarfear. The area of Lythurn was dubbed The Knight Ring as it is planned to grow from west to to east wrapping around the House Blackmond Duchy. At this stage only the land to the west of the duchy has been filled.

**Knights:**

* Sir Folcard
* Sir Percival (*Sworn to Sir Folcard*)
* Dame Catara (*Sworn to Sir Folcard*)
* Sir Coran
* Sir Sven
* Sir Lotor
* Dame Krolia
* Sir Thace
* Sir Ryan
* Sir Alfo
* Dame Nyma
* Sir Sendak
* Dame Rizavi

DM Notes:

Knights of Lythurn - Blackmond Arch Duchy - Contents Page
The Golden Child

The Golden Child refers to a child of Djinn descent, though not full blooded Djinn. They are born with power in their veins that, when combined with the correct ritual, grants the caster one wish. With this Wish they may remake the world, such is the power of the magic potential inside of them.

It is said the Ealimadj's stay in the mortal realm was an attempt to create one such Golden Child, though when she was born he fell in love with her, named her his own daughter and refused the right to a ritual. She grew older but her secret existence escaped the mountaintop compound and found the ears of the Cult of Kanordur. They assaulted the compound, the girl has been missing ever since.

Contents Page - Air Genasi
Seameet

The walled city of Seameet is on the southern coast of the Gulf of Lythurn in the territory of the Morreford Arch Duchy. During the rebellion of the southern duchies they refused to send their young men to war. A city of 18,000 and the second largest in loyalty Arch Duke Sygal, they welcomed him with open arms as his ships landed here before venturing to his new castle.

During the war, because of their walls they were unable to be dislogded from their home. The Late Arch Duke Morreford out of bitter frustrastion had two of his galleys bombard the city until they ran out of the hundred and 120 cannon balls they had on deck.

Seameet still wears the bruises and wounds from that day, many of the people died. Their pride intact knowing that they did not give in to the mentally disturbed dead arch Duke Morreford. The people of Seameet are the ones who have bolstered Arch Duke Sygal's ranks with loyal young... yet unseasoned men.

Morreford Arch Duchy - House Sygal - Gulf of Lythurn
The Fey Wild

The Fey Wild is a plane of chaotic nature and beauty. Home of Fairies and other creatures, rule by Arch Fey.

### Arch Fey:

Arch Fey are powerful individuals with almost god-level powers who rule over domains of the Fey Wild. They are crafty and cunning beyond almost all other individuals they are magical and powerful, rich and beautiful. They are also often petty and over dramatic. To say an Arch Fey was "good" would be showing your own naivity. Arch Fey are those powerful beings that hold sway even over the reality of the Fey Wild and who hold the contracts of bargains and deals made by fey in their service.

#### Known Arch Fey:

* Kweva Caloda
* Cairbre Bradubah
* Enehan Feargal
* Niall Moalmordah
* Tahd Ruadraige

### Small fairy kingdoms:

The Yewshell Fairies: Her majesty Fluttershell slighted Kweva Caloda, who then decided judgement must be brought against the entire kingdom. Through an act of random happenstance members of the Halcyon Guild entered the Fey Wild and offered the Yewshell Fairies refugee status and a place to rebuild their small kingdom, on the island of Tamoi. where they remain to this day interacting with the locals there.
The Iron Star gods

Represented as a six pointed iron star, this collection of dieities formed a pantheon of gods in the north around 400-500years ago (as estimated by The Archive).

#### 1) Feye:

The goddess who brought about the beginning of the world. Like a mother who is pregnant, Feye wishes to birth another world.

#### 2) Geteye:

god of death. All are welcomed by Geteye. None are turned from his embrace. All shall meet Geteye

#### 3) Adimu:

goddess of all that is desirable and admirable. goddess of the lofty ideals we should all attempt to attain

4) Alhaadi:

goddess of the dirt for we all live on it and rely on those things that are less than desirable.

5) Obuya:

goddess of nature and agriculture

6) Gathoni:

god of magic

The lesser gods - Contents Page - Grickairn Arch Duchy
Whozy Church

The Whozy Church is the name given to the followers of a new god Whozyudutti by the Montrosian people. They claim to be about peace, prosperity and an a free Montrose.

Though claiming peace they are not short of money they have paid for mercenaries to ambush and murder the Blue and White soldiers under Governor Tarbert, keeping their name from bad press entirely.

Due to the "bad press" about them the local temple and Governor Tarbert actively tried to fight the growth of the Whozy church, because of this it developed into small cells or house churches that knew nothing of other cells other than there were more.

**Primary Temple:**

Located in the fresh water sewer system in the Montrose district of Plumdun. It is a large facility carved out of dirt and rock with access from one of the wells. It has rooms, apartments, kitchen and dining along with a large room for training as well as the chapel, a few classrooms and a Throne room.

**The Liming Rituals:**

It is said that four cells of the Whozy church read an infernal ritual and sacrificed themselves to bring forth Devils. What is known is that 3 Devils killed more than one hundred people in Liming and on their way from the city. Two were killed in Liming by the Haddon Bridge Crew who just happened to be in the right place at the right time.

**Known members**

Oscar, a warlock serving Whozyudutti - Is the contact to the Haddon Bridge crew and hired them to assault Major Winter's Barracks in Red Grape, to assist in the murder of Captain Thassel and paid them to murder Sir Castro. The last job he hired the Haddon Bridge crew was to distract a patrol of Blue and White soldiers at 10am on a Tuesday. After taking the early payment Haddon Bridge then turned on Oscar, questioned him then killed him. - ***Deceased***

Bill - Assisted Oscar in many things, like the assault on Major Winter's Barracks. He also guided the Whozy church assault against the Haddon Bridge Hide out and died in the attack. - ***Deceased***

Arch Bishop - Known only as the Whozy Church Arch Bishop he lead and grew the following of Whozyudutti in Montrose. The only one who knew how many cells of the church were in Montrose. A cleaver man dedicated to Whozyudutti for the promise that was made to him. On his way to his weekly dinner at Pier 42 the Arch Bishop and his five guards were slaughtered by the Haddon Bridge Crew. - ***Deceased***

Priest Burgess - The successor to the Arch Bishop in Montrose.
Stan Shunpike

A portly human man with a finger into every pie in the Freehold of Feinleor: alcohol, drugs, prostitution, food, fashion, arms and personnel.

#### **Taverns:**

* The Pig and Pen. A local small Tavern
* The Horse's Shoe. A local small Tavern
* Nightshade. A large tavern in the poorer part of Fienleor.
* Whisper Manor. A large tavern next to the Wet Road.
* Club Obsidian. A high end club for the elite

#### Breweries:

* Hop Notch Brewing Co - Ale
* Two Chirping Birds - Whiskey
* Last Glass Aleworks - Ale
* Black Widow Brewing Co - Blackberry Cider

#### Known Associates:

* Gurty
* Albert "Tick-Tock"
* Willie the Ice Pick
* Joey "Brains"
* Abe "Kid Twist"
* Joe "Batters"

Freehold of Feinleor - Blackmond Arch Duchy - Contents Page
The Order of Valador

A small but old and magically powerful order who will stop at nothing to ensure an ancient prophecy does not come to path.

***Prophesy**:*

*When ships take to the skies The Vial One shall reply to the descendants of those who vanquished him with a weapon of great power. He shall defy the gods’ chosen and the gods themselves. His chosen of white eyes shall assemble a Staff of Power, one whose is origin lost to time. One group stands in his way. One may prevent him gaining what he needs. One will destroy him …*

Factions of Lythurn - Contents Page
Fort Liming

Fort Liming is a fortified mannor of a man known as Master Ekon. Located in the District of Liming in Montrose. Ekon was a reclusive man who lived with an old guard and a buttler. The trio were what was left of Ekon's family line. That line ended with him when he was killed in his home by the Devil's brought about by the Whozy Church.

Fort Liming is a 3 story mannor which is now under the protection and authority of the Halcyon Guild who are rapidly trying to ensure the safety of all montrosians. They have spent the last month trying to firgure out why the devil's would assualt the Ekon's home and have been going through his library to find what the devil's may have wanted.

The devil's had in hand a scroll but were stopped at the last posible moment by the Haddon Bridge crew who stopped the devil's from completing their rampage.

Liming - Montrose
The Onobor Mountains

A small mountain range that serves as the boarder between the Hercan and Panworm Duchies. Dwarven clans and Aarokocra make their homes in the range. A tunnle stretches between the two duchies carved and dug out by the Onobor Dwarves, if you are willing to pay their toll for the privilege.

The Capital Arch Duchy - Contents Page
The Northern Counties of Lythurn

North of the Arch Duchies of Blackmond and Grickairn is still in the Kingdom of Lythurn, though not under the control of an Arch Duke. The North of Lythurn is a sub tropic area of a hot and wet climate. The Northern Counties are independent Nobles, many are not wealthy and focus on making a good life for themselves and their people. Though an area that is rich in life safe areas for civilization are few and far between. Most Counties are a single fortified town that controls an area of land through scouts and mounted soldiers.

The dangers of the North are not just the plant life and poisonous animals but the other life forms. Golinoids and Lizardfolk are plentiful and a few tribes of Orc still thrive in the northern counties.

Armour is often light for the soldiers of the Northern counties due to heat and exhaustion that sets in far faster than the rest of the kingdom due to the humidity.

Horses are uncommon in the north instead the noble steed of choice are a family of large cats that enjoy the symbiotic lifestyle with the sentient lifeforms. They are loyal and make lasting bonds.

Most of the wealth of the Northern Counties come from the trade they do with the rest of the kingdom. Many magical components and medicines come from the jungles of the Northern Counties either from farms or foraged from the wild.

Contents Page - The Wet Road - Freehold of Red heart
The Ethereal Plan

## The Ethereal Plane

The Ethereal Plane over lays the mortal realm. Those spirits who escape the afterlife remain in the Ethereal plane as wondering ghosts, occasionally they are able to cross into the mortal realm (Material plane). In the Ethereal realm the "Truth" of things can be seen. However, it requires magic to be able to adjust your eyes to see into the Ethereal plane.

### The Truth

Seeing into the Ethereal Plane allows you to see the truth of things, though not just see. A holy site may smell of flowers, have a warm and inviting light and fill those there with a sense of safety or peace. However, a site where evil has been performed will take on the nature of that evil deed. A site where evil deeds happen repeatedly become drenched in sickening odors and grotesque images.

Even individuals have a "Stain of Truth" on them in the Ethereal Plane, it is this stain that can be seen even if the person has cast Invisibility or Greater invisibility on themselves in the mortal realm. An individual may give off a warm glow if they are good or have a shadow, be drenched in blood or ooze if they are evil.

### Ethereal Denizens

The denizens of the Ethereal Plane are drawn to places of powerful energy. These might places that reflect the Truth of an area or even individual. An evil location may have denizens that echo or even repeat the evil. Denizens may follow an individual who is good and be lights or sing songs of their deeds.

### The Danger

Pushing your site into the Ethereal Plane means that your eyes and senses are shown things mortals are not made to see. A holy site may be so bright that it blinds you. An evil site may be so evil that it draws you into it. Seeing the Truth of things can drive mortals insane, burn out their eyes or send them down a darker path.

### D&D Spells

Things like True Sight, allow you to dip into the Ethereal Plane, meaning that range may or may not be different than in the PHB.

Magic - Contents Page
Whozyudutti

New to Montrose and the material plane. A god looking for a following in the premier port city of Lythurn.

His followers are known as the Whozy church. The primary temple located under Plumdun has been raided and those who live their killed, the worshippers who attend the primary temple have been arrested and now await trail. There were children who were found in the whozy church primary temple in the raid. There parents fought to the bitter and quick end, however Sir Adolamin Gallentara ensured that the children were sent immediately to live with relatives who will love them.
Olfraeed Kingdom

One hundred and fifty four years ago a small and flourishing kingdom was crushed by Tybalt the Conqurer. The kingdom is now made up into the Morreford Arch Duchy. Humans have forgotten the old kingdom however a few of the more long lived peoples still remember, some fondly and some without care.

One of the few lasting monuments to the Olfraeed kingdom is the Olfraeed castle now referred to as Castle O.

King Onoyl died with the majority of his host on the field of battle.

Contents Page - Time before the Kingdom of Lythurn
Satyr

The majority of Satyr still try and live a traditional life style that includes as least amount of work as possible which means living off the land in basic life styles. They are also a deeply magical race with many satyr understanding the basics of druidry and accessing the magic of the fey wild.

Satyr live primarily in the North East of Lythurn and into the Northern Jungle

### Satyr Tribes

* Skipfoot
* Stouthooves
* Crimsonback
* Darkhorn
* Bristlecrest
* Greathooves
* Amberridge
* Freefeet
* Umberfur

Contents Page - Races of Lythurn
Alchemist

*"Ouch! Don't bother me when I'm working!*

*Oh! But you've got coins, right? Well! I can teach you to make the most powerful potions imaginable! Come right on in!"*

The Alchemist is one of the six crafts available to the player. It is also one of the two crafts that unlock first, with the other being the Blacksmith.

This profession is used to create potions, including energy potions, experience potions, training potions and more. It can also be used to craft ingredients such as acid solution and bleach.

There is a total of **34** Formulas, with ? starting formulas and ? bonus formulas.

## Bonus Formulas

As with most crafts, not every recipe and formula is available right from the start. Bonus recipes/formulas can be obtained by finding them during league races.

## Trivia

* The only potions that cannot be made with the Alchemist profession, are Defeat Potions and Victory Potions, which can instead be made with the Scientist Profession.
The Child

**god of creativity**

Aka – The First Child, Inquisitive One, The Attempter, Creator, Designer, The Changing  One.

Often portrayed as a child which symbolizes Learning, newness, exploration, fearlessness for the new.

Tenents

1)            Continue to adapt, Continue to change, Continue to improve

2)            Creativity is found in many places and in all forms should be given a place to grow

3)            New things should be tried and not feared

**Temples:**

Montrose

Back to the Original Three
The Royal House Renard

The King's own House.

### Charges of The Royal House Renard:

* House Hadrazar
* House Barnfield
* House Ayton
* House Marwood
* House Oxenbridge
* House Ralston
* House Otterburn
* House Piklington
* House Hammersley

### Landed Knights of The Royal House Renard:

* Sir Hillhouse
* Sir Enstone
* Sir Kinnton
* Sir Elwell
* Dame Hilbury
* Sir Eggleston
* Dame Debenham
* Dame Kirby
* Sir Freestone
* Sir Horsley

### Knights of The Royal House Renard

* Sir Langridge
* Dame Hollyfield
* Sir Froggate
* Dame Garswood
* Sir Garrick
* Sir Exley
* Sir Farley
* Dame Gatton
* Sir Tedder
* Sir Waddell
* Dame Whitwell

The Capital Arch Duchy - Contents Page
Southern Lythurn Silk Warms

## Southern Lythurn Silk Worms

The Southern Lythurn Silk Warm at maturity is about one to two feet long and 3 inches in diametre. They live for about 3 years and only spin the thread used for silk in the last 6 months of their lives. This time frame of the production of silk thread can be artificially lengthened by skilled farmers. The silk thread is used by the warms to create an egg sack. Each egg sack weight on average about 8lb. Skilled silk farmers are able to harvest some of the silk from the egg sack which brings the warm to spin more thread for a warm dies once it has laid its eggs in it's sack.

Skilled farmers can harvest anything from 16 to 24lbs from a single worm exdanding the worms life by 6 to 12 months.

### Places the Southern Lythurn Silk Warm can be found:

1) Carthdale

Contents Page
Speir Cogahd Monks

"He saw one of the oddest hunting parties he’d seen. A party of people in thick creamy coloured floor length coats with hoods drawn, each carrying longbow made of white wood."

The monks have perfected their sacred art of archery; Speir Cogahd (*Translates to Sky War in the common tongue*). Speir Cogahd monks are some of the best archers in Lythurn, on par with many Elven archers, such is their passion and firm belief that their determination brings them to excellence far faster than most others.

The Saigteoir monks believe that one time in the past those who walked the ground were ruled over by those who ruled the sky: Dragons and giants. They will never be subject to tyrants like that again. Their way of life is simple but included in their education is the language of the Dragons and Giants, "Know the language of thine enemy".

**Monasteries**:

* Saigteoir

Factions of Lythurn - Contents Page
House Ralam

Baron Ralam heard of the trend to gift 30 men to his new Arch Duchess. Baron, Ralam had not the men to gift so rather than put him self at a large disadvantage against his peers in the re-named Conrance Duchy he sent the Arch Duchess 10 mounted soldiers. Being very heavy into, not horses but deer, the stags of Ralam were an unsual sight on the battle feild but a welcome one. Their iron antlers made fearsome charges at enemy lines forcing through shields almost as well as a lance.

Faireborne Arch Duchy - House Conrance
About the game

John's Maze Game is a Baldi's Basics inspired fanmade game i planned to make in the future when i get good at knowledge of Unity coding, Or feel free to make one for me if you want.

## Story

"Uh oh! Looks like John lost all of his pizza somewhere in the maze! Can you find all of them for him?"

The game actually doesn't have any lore in it, It's just a random happy go lucky game which is secretly creepy neither then less.

## Game Modes

Story Mode - Go through randomly generated mazes and collect all of the random amount of pizzas to win!

Explore Mode - Go through randomly generated mazes while John is away. (Very good for practice!)

Endless Mode - Choose a random seed or make one and try to stay alive for long to collect unlimited amounts on pizzas forever until death!

(ultimate mode is also exclusive for endless mode as well)

Ultimate Mode - Face against everyone and collect all of the huge amount of pizzas to win and get the golden John trophy reward!

Custom Mode - Make your own level! (Although you can't turn off John...)